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Hm, now I read the silver nocking point, it definitely looks good, although I think it works best for the earlier parts of the AP. Jade Regent has a lot of travelling, and some of it in pretty unpleasant environments - if your DM remembers the rules for environmental challenges, you can expect to deal with those penalties a fair bit. I think it was mostly in book 2 and 3, but there may be some later. Also, this item turns wind wall and its variants into just significant penalties, rather than an auto-lose for you.
Would it be cheap, knowing what you already know, to save for a bane (evil outsiders) or holy enchantment on your weapon?
How set are you on the inspired blade? While the extra feat is good, losing the option to regain panache when defeating an enemy can be big. It might also be an option to use the Daring Champion cavalier archetype, it does not get all swashbuckler goodies but it does have most of the non-mounted cavalier ones.
I want to see happenings in Taldor. I have a thing for decadent, almost harmless empires proving not so harmless to the new kids on the block.
Sadly, it does not share a border with Cheliax, that would have been an easy conflict. However, there is room enough for a heavily intrigue-based adventures, a volatile border with Qadira, a slightly less openly so with Galt, and all the fun you might have with invaders over the eastern mountains. Even the oh so nice Andoran may decide that it can spread its virtues over parts of its parent state.
Fighters: the version from the 3.5 PFCS (4+int skill points, more skills,1 less feat) is the default one. They start with combat stamina and bravery gives 1 to saves vs fear, DC to intimidate and combat stamina per 2 levels.
Swashbucklers: Charmed life does not take an action.
Kineticists: full BAB with kinetic blasts, kinetic buffer starts full each day.
Alec Keeler wrote:
I was actually really pleased that it's in there. One of my players wanted to play a Paladin, but was having a hard time deciding which deity to worship. She liked some of what Shelyn was about, but wasn't sure about her as a whole.
I think Shelyn works okay for a paladin, particularly in a campaign where not every enemy is fanatic and irredeemable - if I remember her code correctly, she is about protection and mercy. It is certainly a somewhat softer around the edges deity for a paladin, but if can work great for a more courtly paladin. In this campaign, they could draw on her story with ZK as an example of standing against evil and in protection of what is good and pure (and of offering redemption where possible).
Sure, she probably won´t have the skills to spare to be a good singer or painter - unless you use the background skills rule to give the party a few extra skill points for such "hobbies". I am a big fan of this rule anyway, especially for low-skill characters (fighters, paladins, clerics etc).
Anyway, I agree with some of the reasons why there is a ZK altar there. My first reason is that it is done to propitiate him, so he does not torment the patients there further. You can say that as sufferers from mental traumas and insanity they are sort of within his purview, and as I see it Zon-Kuthon is a rather jealous deity, who may become displeased if those who are sort of "his" do not give him the necessary respect.
((Sorry if this is the wrong forum, I expect that variant rules can also be discussed here))
I have been thinking of using the grouped skill variant rule for a future campaign, but I have not seen much comment about it. Has anyone tried it out and how does it work with the Paizo APs?
I have also thought about using the background skills rule, either giving everyone one free background specialty or giving 2 to the 2+ and 4+ skill point classes and 1 to those with 6+ and 8+.
Has anyone tried using the combined skill group & specialties rules from Unchained? I think they reduce the difference in skill points significantly. My main worry is how it impacts skills that must be maxed to be efficient at all, i.e. trapfinding early on.
OTOH, when 2+ and 4+ skill classes start trained in 2 whole skill groups and get the same amount of specialties as everyone else, any character is able to contribute in at least some skill situations.
I am generally ok with power attack on swashbucklers, but for halflings it can be a pain in the posterior getting enough strength.
However, what about risky striker? Halfling swashbucklers should have quite high AC from their high dexterity and class features alone, and that is before you consider the crane style feat chain. Trading some of that for damage when you need to is imo definitely a good option. Yes, the extra damage only applies against creatures that are 2+ size categories larger than you... but that is quite a few creatures.
Considering humans and elves can interbreed without any magical assistance and half-elves breed true, it should not be a problem biologically. As DualJay mentioned, the rest is mostly cultural issues, so it should be okay. I remember reading that some sects do not approve of marriage, though. IIRC the first major villain in Kingmaker had a father who was exiled from the Green Faith for marrying someone.
Eh, it and the brawler archetype (there is a figher archetype called brawler) are okayish imo, but I think it depends on two things:
- does the DM allow you to take advanced weapon training (from the weapon master's handbook) for the groups they sort of have weapon training in?
Both of these things can make a big difference for fighters. Without them, they are...eh, not that great - they have little to do outside of a fight, and are not that much better than anyone else in a fight.
I imagine this exchange at the home of Bovus, master lactomancer:"Master, good news! I was able to purchase the straw for the winter at almost half the price!"
"Stupid apprentice! I need straw worth 45 gold crowns for the cows to produce enough milk for the entire winter. Go back and get some more!"
To be honest, the need for magical gear has been a big issue for a while. You are right, monks definitely have this problem - the system presumes they have certain items, theme be damned. You have to fluff it somehow.
One thing that can help in this case are the automated bonus progression rules from unchained, essentially your characters gets bonus X (and sometimes Y) at level Z, an instead they only get half the normal gold for other magic items as they automatically get the big bonuses. This can definitely work for monks, imo, but the question is how well it gels with other characters. If you do not want that, then yes, the esoteric magus and the meditant psychic warrior are great. I am particularly partial to the PsyWar.
As for alignment, in my games I remove it for anyone who is not tied to a divine or similar power source. As I see it, neutral or chaotic alignment does not preclude enlightenment or even self-discipline.
Usually, I like to either go big or go home on DR, so I am quite cool with the superstitious barbarian. Both features it trades are good substitutions imo.
By the way, speaking of thematic archetypes for this path, I think it is hard to beat the mooncursed barbarian. Granted, it may get you run out of town or worse in some places... Welcome to Ustalav!
The main problem is imo that not having access to weapons while you rage until leve 5 can be a bit of a problem.
Performance Combat is of course one of the top things to go after if you're using your wrestling character a true performer. I think the problem is the feats aren't applicable often unless the GM is really specifically writing the game around your character. So many people won't take them, which saddens me.
I think it depends a lot on where the campaign takes place, too. In a mostly urban one like Curse of the Crimson Throne, Council of Thieves or Hell´s Rebels, you can easily confirm with the DM that there is a crowd for many of the fights, so you could stretch the performance rules to apply as well. In a dungeon crawler or exploration-based one, though... not so much. Unless you can somehow get your combat exploits to count as bardic music - then we are talking! Sadly, I think the exemplar brawler loses a little too much for what it gets. The variant bard multiclassing may be a better idea. Check with your DM if you can get a custom perform skill approved.
The whole outrage over burning flags sounds really strange to me to be honest. As far as I understand, it is actually a valid symbolic gesture when you perceive the flag, respectively what it stands for, as being desecrated. Here is the excerpt from http://www.usflag.org/us.code36.html
"§176. Respect for flag
No disrespect should be shown to the flag of the United States of America; the flag should not be dipped to any person or thing. Regimental colors, State flags, and organization or institutional flags are to be dipped as a mark of honor.
Ergo, if you feel that something that has happened has been so harmful to the reputation or the ideals of the United States that it desecrates the flag, the flag SHOULD be burned.
I am inclined to believe that, because it is close to other polls, but I find it surprising how many people with college education or higher support Trump when he is saying obvious lies. If the nonexistant revelation he promised about Obama's birth certificate did not sink him, and the, say, nonexistant Jersey muslims celebrating 9/11 (and Cthulhu knows what else) did not do it either, what would it take to persuade more than a slim majority that this man is either completely delusional or lying all over the place for whatever reason he can think of?
Sorcerer should be relatively simple, but he may need a bit of help with the early spell selection. I would say that a summoner may also be fun for him, and if he is using the pre-unchained spell list, it does not lag far behind 9-level casters.
An oracle would actually be another good choice - I am not familiar with the incanter, but unless their spell list is very close to the cleric´s, the oracle definitely has a niche in this party. It is also a bit hardier than the sorcerer, in case your friend wants to do a bit of melee combat, and some of the curses can be quite flavorful for a horror campaign.
@Krodjin - it is in Book 3 of the Council of Thieves AP, What Lies in Dust. There is an article on Hellknights there, although some of it may be listed elsewhere as well.
Here's mine. Lenore Ushura, Dandy Ranger and VMC Diviner
You know, this definitely gives me an idea. Ustalav is sort of famous for its duelists (well, famous enought that there is a fighter duelist archetype, at least), nobles and curses, so a noble fencer with an oracle VMC and the tongues curse, screaming in Aklo when in a fight, could be quite thematic.
I was consindering merging the combat maneuver feats to make them scaling, but this means you cannot "rush" both feats early on. Do you think this could become a problem?
I am actually cool with positive energy harming undead and vice versa, tbh. I guess I just accepted it as a given. What I sometimes miss are the specialty clerics from 2E who did not use the same chassis. That is hard to do in pathfinder, though, what with clerics not having all that many features to exchange in archetypes.
Any other classes that I have missed that you think really should get a patch?
I have been considering the Furious Guardian / Ulfen Guard PrC for a slightly more social barbarian. For a barbarian, it slightly delays greater rage, but offers you a few extra class skills, a boost to your will save, and some nice options to your rage powers (and it counts to your barbarian levels for selecting rage powers). You also get a few other tricks, including the option to follow your ward, moving as an immediate action, or using AoOs to attack anyone who moves near or attacks your ward.
It may be also interesting for fighters who can thus get rage and greater rage. Actually, I think the wording of formal training means that the guardian levels count as fighter levels for extra Advanced Weapon/Armor training.
Has a player asked if they can play a Barbarian Monk?
This is my personal opinion, but as I am reading alignments a lot of law vs chaos comes down to ethical issues and individuality vs community. I do not see how harnessing an inner rage or developing your ki do not tie in with your philosophical or ethical views. As I see it, unless your mojo comes from someone who can give and take away as they see fit, your morality or ethics have little to do with it.
I can sort of see it for archetypes or PrCs that have to represent narrow niches (like the assassin), but broad templates like a barbarian or monk, not that much.
As for reducing the maximum spell count, as far as I have seen spellcasters at higher levels do not really run out of spells unless they really go nuts. I would like to test a slightly lower number of spells at mid- to high levels to see how it would work. I specifically aimed at the top spell slots to avoid the issue of hitting them where they are weaker early on.
Kineticist HD helps them take one more burn-causing action per day. Essentially, it is about equal to getting toughness on a class that essentially spends HP as a resource. Alternatively, I was thinking of increaasing the maximum on their elemental overflow so they can really go nuts. What do you think of that?
Regarding the cleric, I like the variant channel rules to make channeling feel different for the different deities. IMO clerics already have a bit of an issue in not having all that much variety. Anything else I can do instead?
Any feedback on the fighter btw? This is the one I was most unsure about. I was also considering having a mechanic to regain stamina on a critical hit (higher modified gives more) in the 10+ levels, perhaps via feat. It would be powerful, but these are the levels spellcasters really throw out some crazy stuff.
My general idea was to buff a few classes in order to secure a solid niche for them, combine a few feats so they scale better and fix some minor peeves of mine.
On kineticists - burn can be a very frustrating ability that in a sense "eats" their high constitution, so a higher HD (which is a near equivalent of toughness) helps them not be so squishy when they are at near max levels. And compared to properly done blaster casters, kineticists at max burn are neither tougher nor significantly better at doing damage (I think they might even be weaker, unless the DM throws encounter guides out the window and, say, doubles your daily encounters).
The heroic effort is an extra ability. I was looking at the fighter table and essentially, up to level 19, they have 3 abilities - bravery and armor/weapon training. Sure,there are extra feats, but it is a rather poor table for a class with no extra mechanic at all.
As for the monk, I am returning the "traditional" save and HD, because while I am mostly happy with the unchained monk, for me the all good saves were a staple of the D&D monk and the loss of the will save was a big deal,even for a class that tended to have good wisdom score. I decided to just reverse those two changes.
I generally like the new summoner, but I think their spell list was made a bit too bland. While they had a ton of early access spells before, now their list was cut down to the point that I find it excessively mediocre compared to that of other 6-level casters, nevermind conjurer wizards or sorcerers. I am comparing it to other summon specialists, and I don't like where it stands in this comparison.
Regarding the variant channeling, I do not necessarily see it as weaker, but it helps differentiate the playstyles of different clerics, and I find them a bit too similar in that regard. Full casters already get a nerf on their spell slots.
Anyway, I appreciate the replies. Anything else you can think of?
Hi, I am planning to use the following houserules for a campaign I may (or may not) run in the near future. I would like to ask for some feedback - what do you think?
Background skills are in. 2+ int and 4+ int classes get 2 per level, 6+int and 8+ int get 1.
Alignment restrictions are only for classes with a specific code and an active entity granting them powers (i.e. paladins, clerics, etc).
All spell-less full BAB classes get combat stamina as a bonus feat.
All casters cap out at 1 less spell slot per level from their max - i.e 3+specialization for wizards, 4 for bards, 5 for sorcerers.
Use the unchained barbarian version, but a barbarian can assume a known stance know as an immediate action upon entering rage.
All cleric use the variant channeling rules.
Bravery is +1 to saves vs fear, DC to intimidate and combat stamina per 2 levels. As an immediate action, a fighter can burn stamina up to his bravery bonus to get the bonus to any save. This cannot be done if the fighter is flat-footed. Archetypes that lose bravery instead get it at half the rate.
Armor mastery – a character can elect to take a flat +1 to armor class when wearing armor as an advanced armor training
Weapon mastery: the bonus also applies to any CMD roll when armed with this weapon and as an insight bonus to AC against attacks with such weapon (defensive weapon training lets you use the AC bonus of a fighter of your level or gives +2 to fighters). The bonus to damage rolls is doubled. Weaponmaster gloves give you +4 to your level for all bonuses
Heroic effort: at level 8, a fighter can burn 10 stamina points to get one of the effects of a hero point. This can be done once per day, plus once more at level 16
Kineticists get a d10 HD.
Use the unchained monk version, but with the HD and saves of the standard monks (d8, good will save).
We are using the unchained rogue as the rogue/ninja with the following change:
At level 2, rogues get a luck pool that functions as the ninja ki pool with the following changes
Ninjas are a rogue archetype with different talents and trading trapfinding and danger sense for poison use, no trace and light steps
By player choice, a player can use either the pre-unchained eidolon and the unchained spell-list or vice versa.
Charmed life does not take an action.
Critical feat giving you +1 to stamina on a crit, +2 for x3 weapons,+3 for x4 weapons.
Ideally, the game such a character is in should make good use of the performance combat rules. A pro wrestler is also a showman and it is only fitting that they get a crowd.
By the way, the nee dragons-related book has a monk archetype that works off charisma. It might be worth checking out. I would also consider using the variant multiclassing rules from unchained to get, say, some bardic mojo on a brawler or barbarian.
There is the tidepool dragon, which is a tiny dragon with a tiny breath weapon. There are two other options that can "kind of breathe" fire - the pseudosphinx and the xiao have a bite attack and can use burning hands as a spell-like ability a few times per day. How does that sound?
As a backup option, you can get a fire wysp, but it more of a elemental ball with tendril attacks.
I am curious, is there any mention of the scaled fist being allowed to be neutral? IIRC the sovereign dragons are neutral and there was a mention that the samurai archetype could be neutral because of that. Another archetype that relaxes the monk alignment restrictions would be cool, as I freely admit I am not a fan of these restrictions in the first place.
Eh,overall I would have recommended slayer but your call. I take it you are not interested in taking a few more fighter levels for the CMB/CMD bonus and weapon training?
Well, it is not a complete failure.If it were, the party would have to start working towards a completely different objective - extricating themselves from the mess they got themselves into! Now that can be fun - nothing like all your former allies wanting to kick you when you are down for a change of pace.
In your case, though, I imagine a recurring foil would make the most sense. There's plenty of mischief to be done, and now some of it got a bit harder.