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Number one. Obviously. A long and frustanting fight is loads better than a TPK. Always.
Crane Riposte used to diminish the penalty by another one. Not sure what it does now,never downloaded the errata.
Crane Wing does none of those things. Literary, none.Crane Style is the feat that gives the bonus and most of the reduction on the penalty, and it wasn't errataed and noone ever complained about it or decided to make a build around it. Combat Expertise was never claimed to be OP because it's usually described as crap. Being loads better than Combat Expertise is not being OP, is being decent and not-crap. And even IF it was too good, it is no excuse for nerfbombing Crane Wing.
In the movies? Spiderman, the X-men and Fantastic Four are not with the Marvel studios, so there is no way for them to cameo on Avengers. Also, until Marvel makes a movie/tv series with a character they don't exist in the movie-verse. Ghost Rider, the Punisher and Daredevil have gone back to Marvel studios but until they get their own new movies they don't exist.
In the comic books they often do interact when there is an alien invasion or something like that. Events that affect all superteams have become nearly annual things and frankly kind of annoying, since people that only read Spiderman or only the Xmen have to buy an extra load of comics to know what is going on. In story the reason why they don't keep bumping into each other all the time is because theyre all dealing with something moe or less at the same time. While Electro robs a bank and Spiderman has to beat him up, Ironman is in China facing an alien dragon, Captain America is fighting a new Hydra secret weapon, Thor and Doctor Strange are stopping two different demonic invasions, the Fantastic Four are shutting down another of Doctor Dooms plans and the Xmen are fighting off the third wave of Sentinel robots of the week. Keep in mind that in the comic verse there is around 5 to 10 supervilains for every hero, not counting common criminals, there is enough work for everybody.
Kirth Gersen wrote:
Except that in your analogy rolling stats would mean that there's is a chance, small as it may be, that Bob is earning a 100,000 a year while I'm earning 10,000 a year and that chance is based on pure luck. There is no way at all, that that is fair. There is a chance that I'm getting the 100,000 and he is getting 10,000? Sure. There is also a chance that we're both getting 70,000 or 50,000 or 100,000. In any way it's the fault of the job(class) and not of the base salary(point buy). Having a random salary chosen when I enter the job just exarcebates he chance that Bob is going to become even richr than me.And if we both have the same base salary and Bob gets all the benefits, but Bob spends money like water (is a pooor optiizer) and I'm smart with my savings and investments (better optimizer) I might end up richer than him. But no matter what financial genius I might be if he has those bonus and a base salary two times higher than me there is nothing I can do to bridge the gap.
Or in game terms:
With point buy you always know exactly what you're getting into. You know how much further behind you're going to be next to that caster and you know what you need to do to not get completely overshadowed. There's no compensating for rolling modest/low stats and then having your Wizard roll an effective buy of 30.
Any crit that can do that to a raging barbarian would have done worse to a fighter. Remember that the barbarian has more HP than the fighter, something between 4 (1st level) to at least 120 (at 20 th level). A fighter in the same position would've died before the healer could even launch his spell.The barbarians weakness is that he lasts a round more than the fighter would before dying. I'm okay with that.
They always said I had an explosive temperament. Toss a bomb
Telessar Talimah wrote:
Paladin. Bottom damage dealer. Against demons.Flagged for trolling.
Already did this a couple of pages ago, but okay.Classes that can do that kind of campaign beter than the rogue (and monk):
Ranger with urban favored terrain.
Note that I man they can do it better. Not just as well. Straight up, laugh at the poor rogue, better.
Except being 'consistent' and 'able to go all day long' is worth crap in a team game. After the casters have spent their spells and the barbarian and bard spend their rounds, and the monk spent their ki, and the pally is out of lay on hands/smites, the fighter and the rogue have three options:1- Keep going alone and die against any level appropriate encounter.
2- Drag the party with them so they can all die while the fighter uses the enemy distraction to kill the enemies and feel good about his bad carrer choice at the cost of everybody else.
3- Rest with the team.
Well there is a fourth... Go alone and face ridiculously weak opponents and be coddled by the DM so the player can feel special.
Bard. All of the skills of the rogue plus invisibility, plus detect magic to find any magic traps. Better at disguising himself and conning his way in.Monk focused in dex and wis. Zen archer especially. Better at detecting traps (high wis) capable o jumping from the ground to the top of the wall and rom there to the second or third floor window.
Ranger. Can tame the dogs, sneak just as well as he rogue (better if he takes urban as his terrain) better at finding traps (higher wis and fav terrain urban)
Wizard that planned for the assault and thus came with the right prepared spells. Fly, detect magic, detect secret doors, invisibility, disguise self, pilfering hand. Also has a lot of skill points.
Alchemist. Not as high on skills but has extracts. Lower Stealth by 3 for not being class, increase by twenty with invisibility. Perception, umd, sleight of hand and disable device skills are the same as the rogue, but he can get extracts to increase perception bt +2 and gain low light vision, negate the dogs scent, gain a +2 competence bonus on Disable Device, Sleight of Hand, and Stealth checks, +5 perception.
So, two can do it better (Ranger and Alchemist) and three just as well, and the Alchemist is the only one that can sneak past the dogs instead of having to find another way in.
1. Do you know the name of the new Stallone movie? It's like the Expendables but from the villains point of view.
Dear following poster,
1. I did it 45 minutes ago.
Debilitating Strikes are harder to do because it has to be an effect that last between three and ten rounds, so it can't be used to daze, confuse, sttager, stun or do a free maneuver.
Ciaran Barnes wrote:
Is that an invitation? Cause I think I can think up some three or four more possible styles. Give me a day or two to suss out the appropriate skills and I'll come back with them. Would it be okay to have some overlap on the style skills?
And it's been five times you failed to show what else the fighter can do. Six now.
Simple question, what do you see as the Fighter's niche that the Ranger is unable to imitate?
Being super extra boring, having no base flavor, no out of combat utility, not having any important, exciting or really useful class features, being incapable of solving problems without resorting to violence, having to spend all their money and regular feats to ape what other classes get for free.Am I missing any thing?
Ah yes, doing a little more DPR than an unbuffed, no favored enemy ranger, but not so much more as to really matter.
The way I did I made it an armor bonus and a separate insight bonus totouch ac. Armor bonus doesn't stack you only get the best one, and you still have the line in weapon and armor proficiencies about losing the ac bonus and fast movement if he uses armor. Also armor bonus doesn't enter into touch AC so I think it's better to have a separate bonus than make a distinction for the monk.
About the styles, my group cancelled play today so I have lots of RPG energy to spend on homebrewing stuff. Glad you liked.
Quivering palm actally works the same way. Even in the old monk version you could activate it in the same round.
Can someone contact Ashiel and see if he could convert this ability to get psionic powers for a psionic archetype. I would love to have a psionic version of this monk.
Final Verdict: 4/5.
Bonus feats, Evasion, Still Mind, Purity of Body and Diamond Body are all good. I love the change to Fast movement.
Ki pool has some nice changes, I like you put Tongue of Sun and Moon here where it belongs, but it has a couple of weird things: At 10th level the monks unarmeddamageis considered lawful, but the monk can be chaotic. That is weird. Make it so at tenth level he bypasses any alignment based DR. Much more elegant and simple. Tiyng a pseudo lurry of blows to Ki points is bad. The monk would run dry of ki attacking and never using it for the other stuff. If you plan on giving Flurry of Blows back, with my idea or some other, just take the ki using option off, it would be redundant.
High Jump, Feather Step and Improved Feather Step are all very nice, although I would like some wording on improved to the effect of using acrobacy checks to run jumping from rooftop to rooftop; to walk, and even stand, on peoples heads without hurting them; or to run on the top of tree branches, clotheslines and other materials that should hold them just as well as water.
I really like Debilitating Strike. Giving a Dirty Trick rider to unarmed damage is pretty cool conceptually (go for the leg) and the bonus to CMB for the damage is pretty helpfull.
Wholeness of Body is pretty good and flavorfull. I love your version of Abundant Step and Diamond Soul. I love that the best way to hit a monk with a spell is by tricking him into lowering his SR and failing his save on purpose.
Timeless Body, Boundless Body, Empty Body and Perect Self are all good.
Quivering Palm is missing the lines about eing able to setup a quivering palm and only making the enemie die hours or days later. Why/ I thought that was pretty cool and flavorful, myself. You could even use it a few rounds later so the enemy can walk around before dieing, like in Kill Bill.
Style of soft force: This style focuses on grapples, throws and on using an opponents strenght against him. At second level as part of a full-attack action, the monk can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action, though all combat maneuver checks suffer a –2 penalty when using a flurry.
An idea would be to have a few archetypes that enhance certain styles. The tetori and flowing monk would use and enhance the soft force style, while other archetype enhances the open palm style by trading Fast movement and Feather Step for increased accuracy or early Debilitating Strikes or some ability to keep enemies from moving away, or getting past them, maybe free Combat reflexes. Another archetype could enhance Cclosed fist style by giving some bonus for every 10 feet you move or if you're using Feather Step, or maybe gie the improved version of Stnning fist from the normal monk or allowing Perfect strike to work with unarmed focused blow and giving an improvement like the zen archer does.
If you like this style idea and plan to use them just give me the word and I'll see hat I can do on those four archetypes.
Style of the closed fist: This style focuses on using momentum to make powerful single attacks. Starting at 2nd level, a monk can make a foused blow as a standard action. When doing so, a monk gains the benefits of the Vital Strike feat when attacking with unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. He can make a Focused blow at the end of a charge or as part of a Spring Attack. The monk is treated as having the Vital Strike feat for the purpose of feat prerequisites.
Continue next post.
Here is an idea for open palms and closed fists:
Fighting style: (Ex) At second level the monk can choose one of three fighting styles. Once made this choice is permanent.
Continue next post.
Unarmed Strike I think is good. The +6 damage is less than you would get from increasing the unarmed damage die like the normal monk, but the +6 attack makes up for not being able to permanently enhance their unarmed strikes like magic weapons. Here is an idea: A more mistyc archetype culd trade this bonus to attack and damage for the ability to spend money and gain magical ehacements to his body like a magic weapon.
Is the link on the first page the current one? It doesn't have flurry of blows or increased unarmed damage die. Although, Unarmed strike does give a good damage bonus.
"Armored in Life" says:
Armored in Life (Ex): A Monk has a special armor bonus to AC whenever he is not using armor or shields that he is not proficient in. This armor bonus has a value of +4 at first level, and this bonus increases by 1 for every 4 levels the monk possess. He also gains the same amount as an insight bonus against touch attacks. If the Monk wears an item that grants enhancement bonuses to armor or special armor qualities, such as enchanted clothing or armor bracers, he gains the enhancement bonus to AC and the armor special qualities even if he normally wouldn't.
Now he can benefit from bracers of armor and enchanted clothing but light armor does nothing, even if he gains proficiency somehow.
Is it just me or is Shin acting more and more like a cartoon? I mean like when Family Guy or South Park want to be very offensive by making a super racist african american guy that sees everything as racism, kind of cartoon.
Apparently, Anzyr won the thread. Right there. [/thread]
And in what kind of bizarro dimension do you live where you can imagine a Hollywood blockbluster being able to present a mixed family without making a big mess about it and wasting a third of a movie on a subplot to explain a change that isn't even important or necessary to the story? Is the sky orange over there? Is the moon made of actual cheese? Whch kind? How are you even acessing the internet of a different dimension?
You're looking for bards and cavaliers. Bards make everyone around them better at everything, and cavaliers can lend their teamwork feat to allies so everybody doesn't need to buy the same feats. All casters can do a good job of buffing their meatshield friends, but the martials don't have many good options for protecting their friends.
...Hi, you must be new to these forums and/or the PF system! Here's a secret: Monks suck, Rogues are near useless, Fighters can't have nice things. Every time a good change happens to one of these classes it gets nerfhammered so hard it breaks the feat standing next to it.
At one point a few hundred posts back, they said they weren't comparing to fighter or rogue.
And that is a good thing. You should balance against the barbarian and the paladin, against the bard, the inquisitor and the alchemist. You want to compare to the well designed classes, not with the bottom of the pile.If Rogue is your measure stick you end up with the same problem the Investigator got in the playtest, and go from 'good class' to 'will never be able to meaningfully contribute in combat'.
Pretty common is an understatement. There are loads of threads like these on the homebrew/suggestions forum (where this should be by the way) and even more on General Discussion. Well executed is harder. Problem is everybody has their own idea of how much and what exactly to give each class. Closest thing to consensus is that 7th level plus should already be legendary/wuxia/mythologic and 15th plus should be mythic/epic. My opinion? Casters are making demipanes and fulfilling wishes sofighters should be able to leap tall buildings and break castle walls, at the very least.Also, something else most people eventually notice is that the full BAB classes aren't the only ones that the need the boost. Monks and Rogues can do with some love too.
Review on ideas tomorrow when I'm not conked out with imnsonia. Do you want ideas too or just reviews?
The Crusader wrote:
The problem you seem to have is that you think alignment is based on actions. It's not, it's about motives. It's not what you do, but why you do it.Evil can do good actions if they want, usually as cover so people don't get suspicious, or to cut down an evil rival.
Good can do some evil stuff like killing enemies usually when they hae no other options or the options have much worse consequnces. (paladins are another matter, but theyre supposed to be extreme in their alingnment)
Lawful can break laws that go against their personal code.
Chaotic can follow laws, when they make sense to him or when he elieves he will be punished for breaking them.
Chaotic societies usually have laws like:
All examples from actual societies. See? General guidelines, instead of rigid systems.
The 'system masters', as you say, have already responded. The answer is nothing. There is nothng a psion can do that a wizard can't out do. Psionics is much more balanced than vancian casting.You keep arguing as if you had system mastery and could prove psionics is OP, when you admit you don't have the mastery and can't think of ways it's OP, while the people that do have the mastery are telling you it's not OP...
We fell for it, didn't we? It's a troll. Stop feeding it people. Stop arguing with the troll.
If you don't like playing a support character, why would you play a fighter?
Prince of Knives wrote:
Maybe use a Lesser Planar Ally? Can a Hound Archon or Lantern Archon cast a scroll or use a wand?You know you're going to die, so call a planar ally with the instruction of in three days casting the scroll you've already crafted to bring you back.
If necessary we can bump Jesus to level 11 so he can cast Planar Ally and call a Couatl with it's +18 in UMD.
No equipment at all, naked to their birthday suit, makes the fighter more hosed than the wizard. The fighter AC is only 10+dex mod and unless he was already focused on unarmed strike his attack and damage all plummet down. The wizard still has whatever spells he prepared in the morning and can now do more damage with his blast spells and has better AC than the fighter simply by virtue of Mage Armor. This is another point to demonstrate that in corner situations the wizard is better than the fighter.
You're the one moving the golaposts, dude. He explicitly said old school deities referring to the mithological deities, i.e. Zeus, Loki, Shiva, etc. You're the one ho brought Iomedae in to change the goalposts.
I love how the fighter has a lot more money for hirelings than the wizard because buying spells is just SO expensive. I mean it's not like the fighter has to buy magic armor and at least one magic weapon and either of those is like 3 or 4 times more expensive than having all the spells from corebook.
gustavo iglesias wrote:
You want to tick off religious people? Build a ninth level cleric and show them that it can do every single one of Jesus miracles. And then some more. In a span of a couple of minutes. And all again the next day.
A 9th level cleric is better at miracles than Jesus. And people want Aragorn to be level 20th...
Kirth Gersen wrote:
That is an idea I've toyed with off and on again for sometime but never made into acual rules. I blame my lazyness.The idea is that instead of getting money and valuables for every encounter the PCs get 'wealth' which can be either 'treasure' or 'mojo' (I dodn't have a good word for it, your mojo idea is the best so far), depending on what the encounter is and what the player wants.
Treasure is actual money and goods, and can be used to buy itens in shops, pay for costs of living, hire helpers and craft stuff.
That way when you kill a bandit and take his stuff, you gain treasure, when you kill a wandering pack of direwolfs, instead of finding a bag of coins in their stomachs you gain mojo. When the group does a contract or something the DM can decrase the money offered and then give some mojo for the difference. It allows one player to get most of his Wealth by Level as treasure and end up richer than a small nation and covered in magic itens, while another has an ancient weapon that grows in power together with himself and no other itens, it's all his internal badassery.
Now if only I could get this mess as rules text...
Delay evasion to either third or fifth level, give no trace and it's increases one level later so you don't get them at the same time as trap sense, allow the rogue to select ninja tricks instead of talents, allow Ki to be based on either int or cha chosen when you gain the ability, allow it to be called guile or panache for player that don't want a 'mystical' or 'eastern' feel.
When non core is allowed you have improvements for the bard and classes like the inquisitor and the alchemist while the rogue get's crappier and crappier talents. If that were the case I would reccomend changing and improving some of the crappier rogue talents. And if you have the advanced class guide playtest, maybe allow the investigator talents Item Lore, Percetive Tracking and Effortless Aid (using Ki instead of Inspiration) and the slayer talents Foil Scrutiny and Slowing Strike.
Edit: Even on a low magic itens/ no magic mart campaign, he is not going to be mechanically superior to anyone, except the monk, but you need at least one archetype and several feats from splatbooks to make a mechanically sound monk anyway. The only class that is relly going to feel bad for not getting stuff outside core is the barbarian, but that only means he is as good as a fighter instead of being awesomesauce.
1 This is in the wrong forum. This should be in the homebrew/suggestions forum.
Better question, how can anyone be sure about which side the majority supports? Claiming to have the tacit support of the silent majority is disingenuous. It's impossible to know what a silent portion of the group supports. It is, after all, silent.