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Well, on the Urgathoa front, I believe the Pathfinder Campaign Setting book has been retconned because there was a lot of information that is no longer supported or conflicting now. I'm not certain if it was the Campaign Setting or another book, but I know one of the earlier 'setting' books was retconned and repleaced with the current Inner Sea World Guide or something.
The information I mentioned above comes from Inner Sea Gods. Straight up: most followers of Urgathoa and most of what's contained in the book seem to focus on Urgathoa's aspect of Gluttony, then Undeath, with only minor mention of Disease. It seems most of the followers seek only to sate their hedonistic desires, or seek to become undead, but some of them will sink into some truly dark depravities, and it's rare that a follower worships Ugrathoa as a Goddess of Disease instead of the other two aspects.
I'll quote some excerpts for you.
Excerpts from Inner Sea Gods:
The Church pg. 159 wrote:
Priest's Role pg. 160 wrote:
Priests generally have few official duties beyond protection and aiding aspiring undead, for Urgathoa is satisfied when mortals excessively consume in her name, and she is content with the slow rate at which undead propagate. Occasionally, though, her cults concoct aggressive plans such as converting entire towns to zombie slaves or feeding grounds for undead.
A Priest's Role pg. 161 wrote:
Most of what is said in Inner Sea Gods paints a picture of most followers dedicating their lives to sating their own desires and rarely do they cause trouble outside of trying to procure the desire they seek. Most followers end up falling to to ever deeper levels of depravity including cannibalism of sacrifices. However, there are still many within the church who take the undead or disease aspect of Urgathoa as more prominent and these are the ones that have given Urgathoa such a bad rep with other gods and commoners.
However, interesting enough, while Urgathoans might agree with many aspects of the Whispering Way (a religious doctrine that believes undeath is the purest form of life and seeks to convert the whole world into undead), many Urgathoans will act against followers of the Whispering Way as many undead must feed upon the living and the end goal of the Whispering Way would prevent many followers from sating their desire; something that is paramount to most of Urgathoa's followers.
Like I said, when looked at in comparison to the other Evil deities, Urgathoa and her cult are amongst the most harmless, but that doesn't mean they don't do some truly evil things.
What's in the box? wrote:
Uh... if your party was capable of killing Rovagug, you are more powerful than the entirety of the godly pantheon as it currently exists right now.
Previous to Rovagug going on a rampage, the Gods were more powerful then, than they are now, at least as long as James Jacobs has a say in the matter. He's stated on several occassions that if Rovagug were to escape now, the Gods would not stand a chance in defeating him this time.
So... if your Party was capable of killing Rovagug, your party is capable of killing every deity in existence with no one being able to stop you.
I know we've had this discussion on Urgathoa/Pharasma before, but do you intentionally omit the times when the Urgathoans intentionally try and release plagues into the world to kill as many people via disease as possible? Or when they move into a village and murder all of them and raise them as undead or trap them to feed them to undead in the area? Or when priests travel the world to cure minor illnesses and infect them with something more deadly?
'Cause these are all things the followers of Urgathoa do. They also have things like "brood mothers" in temples who's sole purpose is to brith childen to be either raised as followers, sacrificed as a part of a ritual, or eaten alive in a feast.
I don't know if you're just unaware of everything Urgathoans do, but they aren't just the gluttonous party people you seem to think they are.
Though, I would say that out of the Evil gods, her followers are probably amongst the least harmful in the long run. They don't get up to as much raw destruction and evil as many of the other followers of Evil gods do.
If you go into this movie expecting good actors, you're doing it wrong.
John Kretzer wrote:
[ url=http://paizo.com/threads/rzs2ppra&page=31?Ask-John-Kretzer-ALL-your-question-here#1519 ] Insert Text Here [ /url ]
Remove the spaces and that's the forum code to make a link. There is a space before and after every bracket ( [ and ] if you don't know what brackets are).
if an evil superman appeared on golarion and atempted to conquer... lets say Varisia would other countrys try to help, do you think superman could succeed or can Varisia stop the kryptonian?
Before he answers this question, you need to clarify as to what extent of absurdity Superman's power is at during this particular instance of Superman. Because his level of strength varies way to wildly for this question to be answered in any real capacity.
John Kretzer wrote:
How about SchemingLemur?
James Jacobs wrote:
What if I told you it has a barbarian chick wielding a machine gun riding on top of a t-rex in a valley full of laser raptors?
Kung Fury is a kung-fu renegade cop who must travel back in time to defeat the worst criminal of all time: Adolf Hitler, A.K.A. "Kung Furher". With the help of his allies like Hackerman, Triceracop, and Barbariana will Kung Fury be able to take on the death army of Hitler and make it back to his own time?
Watch the free movie here and find out!
I just finished watching the movie, it's the most amazingly terribad thing I've ever seen and an instant favorite for me.
The Kung Fury movie (link to trailer) premieres today, are you going to watch it?
If you don't recall or were never told, Kung Fury is supposed to be a homage to all of the 80's action movies. One of the lines for the trailer is even, "He's a kung-fu, renegade cop." It's supposed to be only a ~30 minute movie and they even got David Hasselhoff to do a music video for the movie (comes complete with a DeLorean!).
[Edit] Link to the movie.
I don't know if you've followed along with the playtest thread after it ended, but Mark has teased a lot of stuff about the Kineticist. One of the things he did was intentionally released a weaker version of the Kineticist to see if anyone could come up with some gamebreaking combos, while the one at full release will be more powerful. So the blasts, apparently, will deal more damage, Feel the Burn will have a better scaling, Kinetic Form will be a little different (more equally applied to all elements) etc.
Many new abilities have been teased, and Infusion Specialization was changed to apply to all infusions, not just form or substance.
Now, granted, a lot of this is all going off the Mark's word, so we'll see how things actually turn out. But one thing Mark brings to the design team is a lot of number crunching. The best method of attacking with the Kineticist was using Kinetic Blade (which gave full blast damage on every melee attack) and pumping your attack bonus as high as possible. The next best, was using Vital Strike since the all of the blast damage counted as the weapons base damage. Both options will be changed (Kinetic Blade scaled down and Vital Strike will be incompatible with the Kinetic Blast).
I see the Kineticist, almost, as a skirmishing, utility warrior/caster hybrid. With relatively easy access to flight and mobility options, he'll be able to move in and out of combat with ease, while blasting people with his all-day-infinite blasts. Kinetic Blade will give him easy access to a melee weapon that consumes no resources.
One of the major things about the Kineticist is that he has an abundance of wealth to toss around as he doesn't need to buy magical weapons to maintain his role as a switch hitter. His ranged and melee options come built it.
Anyway, as for touch vs normal AC, it's been teased that the pyrokineticist, at least, will be able to bypass resistance/immunity with the right abilities. Hopefully, all of the energy based attacks will have the same ability open to them.
James Jacobs wrote:
This implies you're mortal. I prefer to think you're being intentionally deceptive to keep us guessing.
Besides Fury Road (which already came out), what movies are you most looking forward to seeing this year?
I blame Cosmo for finnicky babies keeping me up for 3 hours in the middle of the night. I blame Cosmo further for their parents deciding to take off in the middle of the night to go hand out with friends without telling anyone about it and leaving me to take care of their children. Then, I also blame Cosmo for said parents being dead to the world this morning and leaving me to wake up and take care of their children again.
is Burn their version of a wilder's surge?
No, Burn doesn't increase caster level or anything like that, but it would probably be the closest similar mechanic.
As Kineticists go up in level, they will gain the ability to add metamagic feats to their kinetic blasts. Empower costs 1 point of burn, Maximize costs 2 points of burn, Quicken costs 3 points of burn. There may be more possible metamagic feats in the full release, but those were the only ones in the playtest.
They also gain the ability to automatically reduce the burn cost of their powers, something like 1 point every 6 levels, but this only applies to the Wild Talents of the Kineticists. The Kineticists, essentially, has 3 different types of Wild Talents, but split into 2 categories, Infusions and 'Other'. There are form infusions, which change the way the blast is delivered, or substance infusions, which alter or adds an effect to the blast.
For example, there is a form infusion called Cyclone which allows you to form a cyclone of wind that deals half your blast damage to all creatures within 20 ft. radius of you. This costs 3 burn to activate. Then there a substance infusion called Pressurized Blast that allows you to make a bull rush attempt against anyone damaged by your kinetic blast with a maximum knockback distance of 5 ft. for the cost of 1 burn.
You can combine a form infusion with a substance infusion but you can't combine a form with a form or a substance with a substance.
So you could combine Cyclone with Pressurized Blast to create a 40 ft. diameter funnel of wind that also knocks enemies backwards while dealing damage. Where have we seen that before?
Granted, doing so causes you to take 4 points of burn, but if you were approximately a 12th level Kineticist and used Gather Energy, you'd be able to do it, essentially, for free if you use Gather Eenrgy on the previous round for 1 point of burn, Gather Energy on the round you cast, and your Infusion Specialization to reduce the total cost by 4. Or you could reduce the cost by 3 and accept 1 point of burn if you need to do it now.
There are also many infusions that cost 0 burn because they are intended to be used all the time. For example, one of the "other" types of infusions is Flame Jet; this lets you shoot flames behind you to propel yourself 60 ft. in a straight line. If you end your turn in the air, on your next turn, you begin falling unless you use Flame Jet again... it works something like this.
Oh, there's also Greater Flame Jet that lets you straight up fly using your flame jets.
Then there's the Ride the Blast ability which lets you turn into your energy time and travel along the path of your blast, arriving at the target location or somewhere in the area if it's an AoE. For the low, low cost of 0 burn, mind you. So you could, theoretically, use an AoE effect, like Explosion (AoE effect similar to Fireball), to blast a group of enemies and also travel along the path and arrive at the target destination. It would look very similar to teleporting to an area and causing an explosion with your arrival.
So, again, while I would say Wild Surge is probably the thing most similar to the Burn mechanic (in that you can hurt yourself using it), it's also very, very different from it.
Honestly, I thought the same thing about the Burn damage, but it's, really, the only way of doing such a mechanic in this system without trivializing the drawback of Burn. I mean, with a Cure Light Wounds wand which heals both non-lethal and lethal damage in the same casting (8 hp healed equals 8 lethal and 8 non-lethal), there'd be little-to-no downside to maximizing your Burn.
This is important because, based off Mark Seifter's posts, the Kineticist will become stronger the more burn he takes. Every Kineticist gains a Kinetic Defense of some sort, that can be augmented to further strengthen it's power by accepting Burn. One thing to note, is when you accept Burn for your defense (and several other abilities), you don't "lose" the benefit of the burn.
For example, the Telekineticist can form a Telekinetic Barrier around himself that is a buffer of HP. Using it grants him a buffer of HP equal to his Kineticist level for 0 Burn. Every point of Burn spend augmenting it adds half the Kineticist's level in HP to the strength of the shield. The Shield regenerates HP over time and the more burn you spend, the faster it regenerates (but since it also increases the strength of the shield, it pretty much always takes about 10 minutes to regenerate to full).
So if a 10th level Telekineticist accepts 4 points of burn, his barrier would be capable of soaking up 30 hp worth of damage. But, once he's spent those points of burn, his Barrier remains at that level of strength until he rests and regains Burn.
But, the Kineticist has a secondary benefit from Burn as well. As the Kineticist accepts more and more Burn, his abilities become more powerful. He gains bonuses to hit and damage with his Kinetic Blast (I think it's +1 to hit and +2 to damage for every point of burn up to a maximum that scales with his level), plus other things (but I can't remember them right now).
They can also accept Burn to directly gain certain benefits, like increases to ability scores, AC and abilities related to their element (swim speed, burrow speed etc). In the playtest, this used to simply be the ability to polymorph into an elemental of your elemental type, but they decided to change it as it caused problems (for example, it forces the Kineticist to walk around as an elemental most of his career). Also, I like to think, since I complained the loudest, I caused this change :P
So, relating it all back; if a Telekineticist accepted 2 points of burn into his shield (2xlevel in non-lethal damage + 2xlevel in barrier strength = 0 loss), and then another 2 points into the Elemental Affinity (I think the new ability is called), granting him bonuses to his ability scores and different abilities, and then a further increase in accuracy and power (+1 to hit, +2 to damage per point of burn) he'd have taken 4xlevel in non-lethal damage. But if he could heal the non-lethal damage, he'd, effectively, have no drawback.
By the way, I should mention that the Kineticist's abilities are based off Constitution, and Dexterity. The more Con he has, the more Burn he can take and the more damage his abilities deal. Saving throws are split between Con based and Dex based, however.
So the more Con you have, the more HP you've got. What it comes down to, is that, roughly, the Kineticist will have very similar HP to that of most other 'warrior' style classes, despite being 3/4 BAB and d8 hit points.
Also, a new teamwork feat Mark proposed (based off my idea) would allow two kineticists to merge their blasts together into a more powerful blast.
This operates off the Expanded Element option for the Kineticist. A Kineticist can, eventually, broaden his horizon by learning to draw from multiple elements, and gains access to Composit Blasts. For example, a Pyrokineticist can learn to become a Geokinetic as well, and can then merge the elements together into a Lava Blast that deals more damage than either of the two blasts individually and does both bludgeoning and fire damage.
With the new teamwork feat, a Pyrokinetic and Geokinetic could combine their blasts into a Lava Blast.
It should be noted, that the Kineticist has some very heavy elements inspired by anime, especially, Avatar the Last Airbender. It's all but been confirmed there will be a Bloodbender-esque archetype for the Hydrokinetic. The Pyrokinetic will also be able to do things like 'Burn away magic' as in, he can inflict damage and attempt to dispel with his fire. Mark also teased about some ability of the Pyrokinetic to, possibly, treat fire immune targets as if they had resistance, and, eventually, even lower that resistance (possibly lowering it to 0). So the pyrokinetic, at least, will be able to 'burn' creatures immune to fire.
Basically, if you've ever seen Fairy Tail (focusing on Natsu, Grey, and Juvia), Kaze no Stigma, or Avatar the Last Airbender you'll be able to create characters that closely resembles characters from said shows. Also included are Jedi (Telekineticist), Andrew from the movie Chronicle, Fire Starter, Carrie, and even some elements of Dragon Ball Z (gather energy to blast enemies, and a mechanic that deals damage to your body for greater strength? Kamehameha Wave and Kaio-Ken anyone?).
Lots of cool and fun stuff in coming with the Kineticist. Oh, and if you do read it, Kinetic Blade will be getting nerfed, and, as for Kinetic Fist, my understanding is there will be some sort of Kinetic Monk archetype.
Paizo's answer to psionics has more to do with the class abilities than the casting system. I only, really, read the Kineticist and decided that there was no other class that interested me. In fact, I had to force myself to read any further than the Kineticist (which was hard as the Kineticist is the first class in the playtest).
Each of the classes can do various 'psychic' things without even casting a spell. Like, if I recall, the Mesmerist can implant hypnotic suggestions in people's minds with skill checks, or something like that.
Anyway, one of the things Paizo wanted to focus on more, was, and I roughly quote, "less Jean Grey, or Professor X and more Penny Dreadful". They wanted more it to be more Occult-ish and less "Wizard with psychic spells". There's supposed to be things in there to do with seances, possession, hauntings, bindings, pacts with otherworldly beings etc.
This is all based off my understanding and readying of various posts by different people. It might behoove you to download the playtest document and give it a read through yourself (I believe it's still available after all).
As someone who's been working on a Warlock class (though more WoWlock than 3.5 Warlock, I understand?) you might want to take a look at their plans for the Kineticist. The Kineticist is a class that has a blast they can do all day, every round without ever running out of power. They can also accept 'Burn' to create more powerful blasts or modify their blasts to do different things.
Burn is a mechanic that, damages the users body. For every point of burn you possess, you take a number of points of non-lethal damage equal to your character level. So a 10th level character with 4 points of burn has 40 points of non-lethal damage. The non-lethal damage cannot be reduced or healed in anyway, except for resting for 8 hours. So no Damage Reduction, regeneration, Wish, Miracle etc. to remove the non-lethal damage or remove the Burn.
As the Kineticist levels up, he gains more and more ways to reduce the burn his abilities cost him. For example, one of them is Gather Energy, which allows him to spend a move action to reduce Burn by 1 point on his next ability used before his next turn, but he can also spend a full-round action to reduce Burn by 1 point on his next turn, which combined with another move action allows you to reduce burn by 2 points.
And... I'm going to just stop here. I'm a big fan of what they're doing with the Kineticist, and I have a tendency to ramble on about it.
I wonder if that's what Paizo meant by "our answer to psionics". Aratrok and I have been trying to figure that out. Maybe they meant "these classes will be easily refluffable like psionics"?
My understanding is Paizo doesn't like the power point system because it's a different casting system than all other magic. In addition, they also think that newer players tend to blow all of their PP and nova with the system, which they don't see happen as often with vancian casting.
I'm also betting they had some bad run-ins with the abusive players from the previous edition that abused aspects of the psionics frequently.
"THE" Poog of Zarongel wrote:
(Fun fact, Tacticslion only favorited 2 of the 6 linked posts above)
I blame Cosmo for all of my posts not being favorited by Tacticslion :(
John Kretzer wrote:
I have 7,383 posts (including this one) and 1,569 favorites (as of this posting) which comes out to ~21%, rounded down.
I blame Cosmo for people thinking to favorite more of my posts than Johns considering his avatar is so much prettier than mine.
I would imagine, that's where the packages come in. For new players, it might be best for them to take some of the class 'packages' to get a certain type of character.
For example, someone who wants to play a 'Magus' type character might select a hypothetical "Magus package" to make it easy for them to get some of the core abilities. I would imagine it wouldn't select 'all' possible choices, just the abilities that are essential to the 'Magus' letting players customize their characters as they see fit.
For example, it might be fun to play a Magus-styled character that also gains access to a form of wildshape. Or perhaps an Eidolon Magus.
A system like this could allow for lots of customization to fit many different themes of characters.
Ross Byers wrote:
You know, I think one could potentially turn this into a campaign. In which one of the two aspects of Gozreh has been driven mad/corrupted and sends his/her avatar down to destroy the world. The other aspect works to stop this from happening, but needs the help of the Servants of Nature, each of which is blessed with one of the elements. Perhaps the PCs need to seek out these ancient servants and gain their power in a series of quests in order to combine their power into a Guardian of Nature to restore the mad/corrupted Gozreh to normal.
Perhaps the PCs gain some sort of gestalt, or a homebrewed Simple Class Template (like from the Monster Codez) of the Kineticist... Hmmm...
James, do you think a game like this would work in Golarion?
James Jacobs wrote:
What's the going rate of bribes these days?
I just got caught up on The Big Bang Theory Season 8... What the bloody buggering hell was that Cosmo? Seriously?
I'm feeling very conflicted, because, on the one hand, I love the show, but on the other, I've got a long standing moral policy that was very nearly violated by the show with the finale.
I blame Cosmo for the finale and I further blame him for me having to sit here and think long and hard about whether or not I continue watching the show.
Who said it was embarrassing? Awkwardness does not always equate with embarrassment.
I blame Cosmo for Chemlak not understanding this.
Senpai has noticed me!!!
If only Ashiel had been consulted for work on Pathfinder Unchained...
Ashiel, have you thought about possibly tackling the issue of size vs attacks in your new system? What I mean is, when you look at the relative size of creatures in this system, the limbs of the attacks some creatures make are physically larger than the creature they fight.
For example, look at that wonderfully sexy red dragon in the linked picture. His claw is roughly the size of that troll, and yet, if two medium sized creatures stand side by side, his claw attack hits only one or the other, not both.
I'm wondering if you've thought about this issue at all?
It seems like a problem that would require quite a bit of thought, especially if one wanted to design a system that could universally be applied to all creatures. It's especially difficult, because some creatures should be able to deal huge AoE attacks.
For example, that dragon should be able to take a single swipe at a hoard of enemies, slaying them all with a single blow (like Sauron in the LotR movie). Perhaps tying it into the reach of a creature some how? Like some weapons can be used to make a cone attack based on the reach of a creature, while other attacks can be used to make a 'burst' attack in an area. As in, the Red Dragon could make a 20 ft. cone attack with his wing attack (maybe AoE deal minimum damage?) but his claw attack could be used to make a 10 ft. radius (half his reach) burst attack (like stomping on an enemy).
On another note...
James Jacobs wrote:
A 'Cultures of the Inner Sea' book would probably be easier to get published but could still contain all (or nearly all) of the information here. It could easily go over ceremonies, festivals, courtship traditions, etc, without having to touch upon sex. To be honest, sex also doesn't change much regardless of which culture you are apart of, though some cultures are more experimental than others.
Unless people are looking for something like the mechanics of sex, and sex themed spells, feats and archetypes a la Book of Erotic Fantasy, then I think many would be satisfied with a 'Cultures of the Inner Sea'.
One could even do the various cultures as a part of a series. For example, a book all about Chelish, ceremonies, traditions, courtships etc, and even how they've changed since the rise of House Thrune (old Chelish traditions vs new Chelish traditions). Then a book on the various traditions of the Varisians, and a book on Shoanti practices, etc, etc.
A little series like that would, in my opinion, be quite fascinating to read, especially the Chelish one as it could show how different Chelish traditions were during Ardoen's influence, and how much they changed after the rise of House Thrune.
I don't nearly make as many favorites as you do, but I used to use favorites for the same reason (and still do to some extent by using control+f to search for words on my favorites page). I've found myself using the 'list' feature to keep track of things a more reliable option.
I blame Cosmo for Rysky still having the capacity to feel sorry for people.
Considering you're married, there's probably some sort of ethics issue here. Unless she's an adult 13 year old or something.
You didn't 'favorite' this post.
Got a list of things to blame Cosmo for.
I blame Cosmo for waking up early on Wednesday and having to do all the packing for 4 people as we travel from Alaska to North Dakota for my sister's graduation on Sunday.
I blame Cosmo for my driver's license being expired.
I blame Cosmo for no one at the airport, including two different TSA agents realizing my license was expired (more on this later).
I blame Cosmo for the 3 hours plane trip from Anchorage to Seattle and how much I envied sardines.
I blame Cosmo for the 5 hour layover in Seattle.
I blame Cosmo for the seating arrangement on the 4 hour plane trip from Seattle to Minneapolis.
I blame Cosmo for my mother having the bright idea of renting a car that "seats 5" for 5 people (the car really only seats 4) instead of getting the SUV. The other four people in the car voted fro the SUV, but my Mother refused.
I blame Cosmo, further, for the 6 hour drive in the cramped assed car.
I blame Cosmo for longing to be back on the plane as it was more spacious.
I blame Cosmo even more that one of the 5 people coming with us is my sisters best friend whom I am attracted to and had to spend so many hours in close physical contact with unable to do anything (she's completely out of my league).
I blame Cosmo for my mother being such a bloody tourist and demanding we drive around and look at "all the cute buildings and houses" and gushing over how adorable this town is despite no one else being interested in doing so.
I blame Cosmo for getting roughly 1 hour of sleep on the plane flight from Anchorage to Seattle, getting no sleep on the lay over in Seattle, no sleep on the flight from Seattle to Mineappolis, and sporadic napping spanning 10-15 minutes every half hour or so in that car drive from Minneapolis to Jamestown and then finally not getting to our hotel until ~2 AM.
I also blame Cosmo for having to wake up at 8 AM so we can do the aforementioned 'touristy crap' my Mother wanted to do.
I blame Cosmo again for the people at the airport not realizing my license expired as I would have been able to avoid everything so far. Clearly, Cosmo wasn't going to let a little thing like "national security" get in his way of causing people misery.
I'm sitting here in SEATAC awaiting my flight when I hear over the intercom: "Would the following persons with the last names boading flight XXX to (Location Withheld) please report to gate XX: Vegeta, Davis, Franks..."
Wait, what? Vegeta?
So I stop and wait for it and they repeat the message a few times. Definitely waiting for a person with the last name 'Vegeta' to board their blame.
I blame Cosmo that I am not on that flight.
I also blame Cosmo for being envious of the space in a sardine tin on the flight from Anchorage to Seattle.
Thirdly, I blame Cosmo for being so close to Paizo HQ (relatively) and being unable to visit.
Lady Firedove wrote:
Was it this post?
Can someone quote what's behind the spoiler? See? SEE? It's a "brilliant"-quote-end-quote way around the system!
Wylliam Harrison wrote:
Wylliam Harrison wrote:
I think Wylliam is psychic!
Joe M. wrote:
The Paladin is a monster of a class. If it only has access to Power Attack, and no other feats in the game, the Paladin is still going to be a top-tier martial.
It's defenses are solidly covered between it's Charisma to saves (and AC during smite), good armor class choices, and Lay on Hands. It's offense is covered between uses of Divine Bond and Smite + Spells. It's got amazing out of game utility as the face of the party (Paladin's get all the ladies). With the auras the Paladin has, he can even buff the party just by being there.
The Core Rule Book only Barbarina is a little on the sad side, but he's still very powerful. Superstition alone makes him unlikely to ever fail saves vs magic and there are very few non-magical Will saves in the game, and his Fortitude save is top notch regardless. His AC is a lacking a little, but he's also got an abundance of HP to work with.
The Offense of the Barbarian is second only to that of the Smiting Paladin when it comes to Martials, or a Ranger up against a Favored Enemy that got all of his Favored Enemy increases.
The Ranger is not nearly as offensively powerful as the Barbarian or Paladin unless he's super focused on a single type of enemy. This is unlikely, as he's more likely to diversify his Favored Enemy bonus. However, the Ranger has nearly unparalled utility for a full BAB martial. 6+Int Skill points means he's incredibly useful to the party for a host of reasons. Solid buffing spells at 4th level and higher means he's fairly independent. An animal companion for an ally and the Ranger is the best switch-hitter the game has to offer.
Now other classes can match or even exceede the offensive power of these three, but they often (read: always) fall short elsewhere. For example, a mounted and charging Cavalier against the target of his challenge is a bloody terrifying thing to behold. But the same cavalier struggles in other types of combat if he's not mounted and charging. For instance, he's likely to not have much feat support for on-foot combat (outside of Power Attack anyway). His ability to hurt targets at range is also likely lacking.
The Fighter is amongst the least powerful full-BAB classes because his defenses are rather crap. Now ability to heal, only a good Fortitude, and his sheer offensive ability is, while rather impressive, not so amazing as to offset the fact that he is one will save away from murdering the entire party, and very likely to fail that will save when it comes.
When it comes down to it, the Paladin, Barbarian and Ranger are the best you an hope for when it comes to full BAB martials.
Mark Seifter wrote:
Not necessarily, it depends on how the weakness is determined.
It's absolutely true that the Unchained Monk is, in several ways, stronger than the Core Monk is. However, with that increase in strength came weaknesses elsewhere.
The Core Monk, especially with splat books is a defensive monster. Only the Paladin can rival the Monk for defenses, while the Barbarian, using a certain kind of build, is comes close in someways, but falls short in others.
The problem is, the Core Monk has little-to-no offense that is worth speaking of.
The Unchained Monk sacrificed many of his defensive abilities, to increase his over-all offense.
In terms of survivability, the Core Monk is stronger. In terms of lethality, the Unchained Monk is stronger.
To put it this way, the Core Monk is a C- class, whereas the Unchained Monk is a C+ class. An improvement, to be certain, but no matter how you look at it, the Monk is still got a C on the grading scale.
However, as we all know, the Core Monk with archetypes and some feat support goes from a C- class, to a B- or even B+ class (Zen Archer). This is not something that the Unchained Monk achieves.
This is why I consider the Unchained Monk a side-grade compared to the Core Monk. An Unchained Monk with archetype support would probably be a B+ class as well (A- and above is almost strictly the realm of 9th level casters).
No there is no contradiction. The first paragraph gives a reference to Two-Weapon Fighting so that people know what they are dealing with. The second paragraph further explains the intricacies of the ability.
Pathfinder is, mostly, a permissive system. It tells you what you can do, not what you can't. The general rule is that, if something doesn't say you can do something, then you can't.
At the same time, one of the basic rules of Pathfinder is that there are general rules everyone must follow, except unless you have an ability that explicitly says otherwise.
In Pathfinder, the general rule is that weapons wielded in an off-hand deal half-strength bonus on an attack. If you don't have an ability that says otherwise, then you deal half-strength bonus. Period.
Flurry of Blows states that you deal full strength bonus with all of your attacks, whether it be off-hand or 2-handed. Because it states you get your full-strength bonus, as opposed to half-strength or 1.5x strength, then that is what you get.
The Unchained Monk's flurry is different as you no longer attack as if with Two-Weapon Fighting. And since you only ever have an off-hand attack if you are using a weapon to gain an additional attack (using two-weapon combat), then if you aren't using a weapon in such a way, it's not considered an off-hand attack. The way the Unchained Flurry works is that it simply gives you bonus attacks into your normal attack routine.
In a normal attack routine, you can wield as many weapons as you want, as long as you don't use them to gain extra attacks.
For example, If I had three attacks (BAB 11), then, assuming I have Quickdraw, I could draw a sword, and attack, then drop it, draw an axe, attack, then drop it, and then draw a dagger and throw it at someone.
I get no penalty on any of those attacks, or damage rolls, because I'm not using weapons to gain an extra attack, I'm simply using different weapons to make my normal attacks with.
So to sum it up, Core Flurry both buffs and nerfs weapon damage attacks by letting you attack with 1.0x strength bonus at all times.
Unchained Flurry doesn't have this issue because Unchained Flurry doesn't allow for off-hand attacks. However, since you don't have off-hand attacks, and there is no language limiting the strength bonus, if you 2-hand a weapon during an Unchained Flurry, you get 1.5x strength.