Has the other non-monster book been announced for next year? I would really like to see a priest class and maybe it could go in the other book for next years line-up
I doubt it's going to be another book with a base class in it, considering that's what the primary focus of the ACG is.
The penalty to attack rolls will apply to spells as well, though since those are touch attacks it will matter less.
A speed decrease is pretty unpleasant for a casting-focused character, as they need to be in position, and the cleric list doesn't have a whole lot of speed enhancers (those are mostly on the wizard and druid lists).
Still, I can see where you're coming from. I've never had anybody even consider wearing armor they weren't proficient with, so that's never come up for me.
Having to take a dip to get armor proficiency for a full caster, or spending precious feats, is a balancing factor of its own.
Personally I'm not a fan of the current warpriest, and would prefer to see either a 1/2 BAB class that is more of a caster than the cleric, or a full-BAB, "paladin of all flavors" class. Adding some kind of speed-buffing like the magus's spell combat ability would help considerably as well. Right now I just don't see the design space for the warpriest as written. The inquisitor has the speed buffs that the warpriest needs, and is very similar.
There's nothing about the githzerai physically that makes them that different from a human - they're taller, quite a bit faster, and have a few minor powers. Most of what's interesting about githzerai is their culture, history, and personality, I think, especially Dak'kon.
I would say that a magus with a bastard sword would be a good fit for Dak'kon. His sword is an artifact, but it wasn't sentient - I'm not sure I'd go with bladebound for him, but honestly I'm not a huge fan of the archetype. As I remember, though, Dak'kon does wear light armor, so I would probably just go straight magus for him.
FFG as a healing witch makes a lot of sense, as would an oracle - a life oracle demon-blooded tiefling would be a pretty good fit for her. You could even use the Business boon to start the Brothel of Slaking Intellectual Lusts!
I would probably go straight fighter for Nordom - he pretty much just shot things. Pathfinder doesn't have a good tinker class to represent the other things he did, though it might work decently with the new Investigator class from the ACG playtest - the inspiration stuff might fit him well, especially if you can describe some it as the work of gear spirits.
Vhalior would be a straight fighter, maybe splashing in some Oracle of Battle or a really, really angry Oath of Vengeance paladin. Inquisitor might fit as well, though he's not that skill-oriented.
Annah might be a slayer, using the new ACG book. That's good for a melee-oriented rogue.
The Nameless One, obviously, doesn't fit anywhere. He is everything and nothing, all at the same time.
Morte isn't going to fit in as a PFS character, sadly.
Patrolling and thwarting. If there are enough DEMONS wandering around that they're on the random encounter list, I can see angels wandering around looking to smite them. They could be particularly powerful guards, essentially stopping the whole caravan and scanning everyone with magic to make sure they aren't demons in disguise, or magically tainted. They could seize anything suspicious "for the greater good". Or they could pose as random travelers or pilgrims, and give boons to those who help them and prove worthy.
They might also be summoned by some cleric, and working for him. Or even just evangelizing.
I played a dwarf fighter/bard that I described as giving tactical advice and inspiring speeches, rather than singing. He had Perform (Oratory) maxed out, and was a deacon in his church, so considered himself closer to a priest than an arcane spellcaster. Most of his spells were buffs - he would wade into combat himself, and was the party's second-line melee guy. He had maxed out inspire courage, so by the end of the game he's handing out a +4 bonus to attack and damage, haste, and a pile of temporary hit points with inspire greatness. He was a very effective force multiplier in the party.
Roleplaying wise, he was a heroic sort of guy, who was on a quest to find his grandfather so that he could get permission to get married - I decided that his clan required the approval of all living relatives for a marriage, and Bannon was enough of a traditionalist that he went off to find his great-grandfather, an azer slave in the City of Brass. Along the way he freed the azer and killed the Sultan of the City of Brass.
Captain Fremont wrote:
Though is the correct word there.
I'm pretty sure the message is pretty obvious when SKR changes the title, but doesn't bother to chime in anything on the subject.
Meh. They made a design decision and are sticking by it. People can disagree with them, that's what house rules are for. I don't have a problem with that, even when I disagree with it. The designers don't have the time - or, I'm guessing, the interest - to justify all their decisions, even the ones that seem strange.
As someone who played a dwarf druid with a ridiculously powerful dire bear animal companion and mount in 3.5, I just figured the designer in charge of the animal companion rules wanted to smack around that option with a nerf stick, and liked big cats better. Bears were easily one of the best options in 3.x.
How about something like this? This would make for a pretty tough tank of a bear, with a high Con and decent natural armor compared to the cat's better Dex and rake+pounce. Once it hits 7th it's a solid mount option, and can put out some hurt by grabbing its opponent, pulling him to the ground, and mauling him.
Size Medium; Speed 40 ft.; AC +3 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 13, Con 17, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Size Large; AC +3 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab (bite).
I agree, the bear animal companion is surprisingly weak. I would guess it's meant to approximate a black bear, rather than something larger like a grizzly or Kodiak, which is what most people think of when they picture a bear in a fantasy game. That seems like a very odd decision, especially since bears are larger than wolves, easily - a Large wolf doesn't exist in the real world, while large bears and big cats certainly do, and animal companions are mostly supposed to be real-world animals.
It's worth noting that bears also don't have a special ability. Both the wolf and big cat have powerful offensive powers (grab, pounce, and rake at 7th for the cat, and trip for the wolf starting at 1st). I'd argue that those three creatures are probably the most common animal companions, and they don't seem all that balanced to me either.
Perhaps it has something to do with the cat's higher Charisma compared to the other two? Cats are clearly the mechanically superior choice, and they have a 10 Charisma compared to 6 for the bear and wolf.
I started running PFS games recently as well, and decided to keep everything in Absalom for a little while. So far we've done...
1. First Steps Part 1
First Steps has a lot of good roleplaying stuff going on that my group enjoyed. Mists of Mwangi is a simple little dungeon crawl. Slave Pits was a pretty solid investigative game that the pirate PC really had a good time with, though the non-criminal-types didn't have too much success with.
Could you use alter self to turn into a variety of some race like a tengu with claws and bite? Or only the base race?
I don't believe so, no. Polymorph effects always transform you into a standard member of the race, without any racial options or anything like that. No templates, either.
Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.
I usually go with a northern Italy feel in the 15th century for Taldor - they are the remains of the Roman Empire of the setting, and have decided to use trade to retake their empire. Lots of corrupt, scheming nobles of the Medici style, with a decadent culture. Cults are relatively common, and there's a good amount of corruption everywhere. Dueling is a common sport and paid "duelists" are assassins in all but name.
Whooo boy. Deflection bonus equal to caster level? That's a really, really high bonus, especially for a class that can wear armor and has a CL = to its level. And Deflection is the best type of defensive bonus in the game, as it applies at all times, against both touch and flat-footed AC.
It's already really easy to get an eidolon's defensive stats up there really high, and deflection is one of the few bonus types that summoner spells can't grant. Taking damage from hits to your eidolon isn't a problem when your eidolon never gets hit at all.
I think there's room for a fighting-focused summoner archetype - I'm planning on playing a barbarian/summoner melee guy when I cash in my PFS GM credits, and would love to see something.
If I were going to build one, I'd try and focus it around either teamwork feats or the summoner picking up evolutions, and trade out the Summon Monster SLAs as you did. I'd also give the summoner a closer bond with the eidolon by allowing either one to take damage for the other, allowing the Life Link ability to work both ways.
Sam Vimes from Discworld would be an urban barbarian, in my opinion. He's very disciplined most of the time, but he does have an extremely aggressive "beast" inside that he only unleashes rarely. I'd stat him up as an urban barbarian/rogue.
A street thug isn't a bad way to go for an urban barbarian, either. It's a person who gets angry and has learned to channel that anger.
I would imagine that it would be pretty easy to notice it wasn't something you could readily drink. Even with a good Bluff roll, most people aren't going to ingest something that looks like something Calvin would fight with over the dinner table that oozed toward them as they sloshed it around.
However, if someone was dumb enough to actually drink it, they're going to have a bad time.
I agree with the increasing damage concept as the stuff converts the drinker's internal organs - I would say no damage the first round, with the option of a Fortitude save to expel it from your mouth or scrape it out. After that I do think 1 Con, then 1d3, then 1d6 per round seems like a fair progression.
I used something similar in a horror game ages ago - there was an evil ooze-themed alchemist that had made alchemical people out of the various oozes as bioterrorism weapons, and had modified an apple orchard so that the center of the apple was green slime. You bit into the apple and boom, green slime in your face.
I wrote up a rogue/ninja combination and fix using the gunslinger's grit mechanics and added a Commander base class to replicate the tactical warrior, as the cavalier had too much extra baggage for me. I'm happy with the system after those changes.
I haven't used any 3pp Pathfinder stuff as of yet, though I do enjoy a lot of it.
Sounds like you ran it perfectly well, and that sounds like what I would have done too. I agree with Fromper on Bluff vs Diplomacy, though - that sounds more like a Bluff roll to me.
When I ran it recently, the party's ninja disarmed the imp of the box with a whip and then ran with it, leaving the rest of the PCs to deal with it. They all got out of the room and slammed the door quite quickly, though not without the party fighter getting a suggestion to bring the box back and smash it open.
It did almost get the ninja killed, though, as he was running toward the final encounter by himself.
I think the Evangelist cleric archetype could be used to good effect to build an approximation of Gandalf. His job is to inspire humanity, and giving him inspiration-like powers in D&D usually means bard powers, which the Evangelist gets. Give him the Fire domain as his one domain and you've got something that could work reasonably well.
The ancient past of Middle Earth would have been a high-powered fantasy setting like Golarion. By the time of the War of the Ring, it's much closer to something like E6 or E8 in its power level - the magic in the world has literally faded.
When somebody takes Leadership in my games, I create the character based on what they say they want. No min-maxing the cohort, and they're usually built on fewer points than a standard PC would be. They have to make sense as to why the PC would attract this follower, and they can lose them based on what they do. The cohorts are fully-fledged NPCs and may have their own motivations and requests of the PC.
Translating his skills into a fantasy game would probably result in something like a Monk (Martial Artist)/Gunslinger/Rogue (Mastery Spy). He excels in both hand-to-hand and firearms combat, and has some subtle skills as well. He's not a superpowered individual, though, so he should be non-magical. Unfortunately, Pathfinder is enough of its own genre assumptions that adapting a superhero PC to it rarely makes an effective character - just knowing martial arts comes with a whole set of mechanical assumptions that isn't the case for superhero PCs (where knowing MA is practically assumed for non-powered PCs). Likewise the guns; for Coulson's setting it's just a normal weapon proficiency.
If I were going to translate him over as a concept, I'd probably make a Wizard (Diviner) or Inquisitor who works for a national government. He beats you by knowing everything about you and being able to plan to deal with you. A LN or LG inquisitor who uses divination spells to plan for his opponent's weaknesses and take them down as quickly as possible would be a good representation of Coulson, I think.
I ran a Deadlands game that included a character based on Coulson - he was a huckster (the game's wizards) who focused on information-gathering magic and took rogue-ish skills with his normal skill points.
I rewrote a lot of the rogue talents to add the ability to use a grit-like mechanic based on Intelligence called cunning (or panache, if you're playing a Charisma-based rogue).
Here's a link to the second revision of it that I posted on the boards a while ago. People seemed to like it pretty well, and I think it works to make the rogue a more viable and effective class. It also gets rid of the ninja, which is IMO just a rogue 2.0 (with more magic!)
I'm just starting out and plan to run some of the older scenarios after First Steps. I think I'm going to do a few of the Absalom-focused scenarios first - I'm going to do First Steps I, then Mists of Mwangi. After that I think I'm going to send them to Taldor for Amongst the Living and... another one that I don't remember the name of where you deal with a distillery in Taldor.
If you want him to be an NPC class, use Adept and describe everything he does in an alchemical way. You can't make magical potions without a caster level 3, and adept is the only spellcasting NPC class.
If you're okay with him being a PC class, make him a 1st or 2nd level alchemist, trading out some of the more mad-science abilities like bombs and mutagens for healing powers more suitable for a village healer. The Chirugeon (spelling?) archetype would be a good start.
He never really knew his family, growing up on the streets. Had more than a bit of orcish blood in his veins, that much was clear, but who his family was he never learned. But he does know one thing - they made a deal, a long time ago.
The... thing started appearing in his dreams when he was young. It moved in shadows, eyes like red coals glowing in the dark. Shadow and flame, a predator from another world. It whispered to him of power, of the strength in his blood, and an ancient pact. It hungered. And it was a part of him. No one else could see it.
He could never escape it, no matter where he ran. It was there already, waiting for him in the shadows. Watching. Whispering secrets. He ran, got into crime and drugs. Would have gotten him killed, too. Cornered in a dark alley, a half-circle of blades all aimed at him. That's when it pounced. When it saved him. When it became real.
(That is the backstory of the PFS character I'm planning on playing soon - a barbarian/summoner who fights alongside his demonic eidolon. It only speaks Abyssal, and prefers to stay out of sight most of the time, only appearing when it has to.)
I'd avoid relying on a familiar for the Alertness feat, as you lose ALL RMA class abilities if your familiar is more than 5' away from you, since you lose the prereqs to the class. That's a pretty nasty hit, even if your familiar is a toad that lives in your backpack.
Seems to me that if RMA is the flavor you're going for, Ftr2/Ninja3 is the easiest and most effective way to get there. It's probably not the most powerful, but that's what I would assume a "standard" Red Mantis Assassin build would be, along with Ranger2/Ninja3 with Favored Enemy (humans) and the Two-Weapon Style.
Depending on weapon choices available to it, the Swashbuckler class from the ACG will likely also be a good route into the RMA class. Non-level-dependant grit mechanics and Charisma as an important stat for a full-BAB, Dex-based character certainly seems like an interesting route to the class.
If he heals himself above 0 hp before the end of his NEXT turn, he stays conscious, as he's no longer disabled.
I'd say that he would be able to finish his current turn as normal, then continue being disabled-but-conscious until the end of his NEXT turn (next being the operative word here, even if he lost the hp during his own turn).
If he heals himself above 0 hp on the turn he takes damage, the point is irrelevant, as he won't fall unconscious at all if he heals himself above 0. He could also heal himself on his next turn, as he doesn't fall over until the end of his next turn.
Dan Hackley wrote:
What if the absence of the player now drastically affects the subtier? I had a 1-5 game last night with 6 players, APL was 3 so they had to play subtier 4-5. The encounters were significantly tougher, and once the lvl 4 player left, we were left with another lvl 4 and several 1s and 2s. They were getting their clocks cleaned without the extra firepower. I'd be interested in hearing suggestions on what to do...
Interesting question - you can't really change the later encounters halfway through because you'll have different treasure values for the different tiers.
That's a tough situation. I would probably continue using the Subtier 4-5 encounters but use less-than-optimal tactics for the enemies. It's not a great solution, but it seems like the best choice.
What are, in people's opinions, the best of the current starting scenarios? I just picked up the following to start running PFS games in my area (Anchorage, AK) and am wondering what the best starter would be.
I grabbed the low-tier scenarios I could find for this season and the last. That includes:
Obviously I'll read over them, just wondering on people's opinions on what current modules form a good first impression - I was going to run the First Steps series but it seems they've been retired.
Your basic equipment list looks good for a 'generic soldier' type of loadout. A few thoughts...
1. Alchemical equivalents of the utility grenades used by modern militaries - thunderstones/flashstones to simulate flashbangs, smoke bombs that do sickened/nauseated effects to simulate tear gas, alchemist's fire to simulate incendiary grenades. Perhaps, if you're feeling crazy, some kind of anti-magic bomb that does an AOE dispel magic. Look at the alchemist class for inspiration here - maybe alchemist is one of the more common classes in the region? If each soldier had a few grenades that were the equivalent of a bomb from a low to mid level alchemist, that'd set them apart as interesting and varied opponents, and give you some interesting treasure that the PCs would be interested in capturing.
2. Nothing says steampunk like a gatling gun. Perhaps the elite troops are wearing clockwork plate armor that enhances their strength and lets them carry large gatling guns, with alchemically treated lenses in the helmet that lets them see through smoke? A few of the regular guys throw smoke bombs in and sicken/nauseate the PCs, then the elites open up with gatling guns into the crowd. Nasty combination.