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To add to what everyone else is saying... I think it's incredibly presumptuous to say "I want to fix your game for you, how about you just take all my ideas and make them real?"
Also, I don't understand why people want to "fix" Pathfinder. It is Pathfinder, and if you don't like it, use a different system. I personally love it.
Exactly. The biggest issue people have had with the current class decks is that there aren't enough specific boons for each character. The fighter deck is a great example... one of the character uses polearms and has a special power that requires polearm weapons, but there are not enough polearm weapons to gain throughout the campaign. This will allow the designers to "spread the wealth" a bit more, giving each of the three characters more boons that work well for their specific abilities.
Hmm, I mean that's a fair point, but I still think that some of the teamwork feats are significant enough boons to you and your allies that it's worth the Standard action on your first round (or, ideally, during the Surprise round). And the Tactician ability is still better hands-down than Bravery.
I.... hmm... if they hadn't included the Bonus Feats at 5th and every 5th level, I would say sure. But essentially what they've done here is take all the class features from the Cleric and just applied them to the Wizard, with essentially zero drawbacks. And you can still wear armor if you want to. As it is, it seems too strong to me.
Unfortunately not many Teamwork feats work well with guns, but screw it: Trench Fighter Drill Sergeant seems awesome.
Agreed, but even still, you could take Teamwork feats that are useful to everyone else but you and just grant them to your allies. There are a few, though:
I'm sure between all of these options, you could make an impressive group of Rogues/Slayers and archer Rangers that would all benefit from several of these at once.
So, the Melee Tactics Handbook has a new archetype for the Fighter called the Drill Sergeant. This archetype drops bravery for the Cavalier's Tactician ability, and gives up multiple weapon group training options to get Greater Tactician, Master Tactician, and the ability to also grant your weapon training bonus to you allies.
The crazy-awesome thing about this is that you're also gaining three bonus Teamwork feats from these abilities, which you can grant to your allies within 30 feet several times per day. Here's how your progression ends up going:
Level Class Features
Now, if you are willing to spend a few of your regular feats on Practiced Tactician (to gain the use of Tactician a few extra times per day) you can make an absolutely amazing buffer-fighter with this archetype. Given that most people ignore bravery, and most Fighters end up focusing on a single weapon anyway because of enchantment costs, this archetype essentially gives up only useless things for only useful things, making it super strong, and also making it the Fighter that a lot of people have been clamoring for for a long time, in my opinion.
One last thing... you could make this guy focus on guns and take the Trench Fighter archetype (which is the only Paizo-made archetype that is legal to combine with this one) and then you could lay in a trench shouting orders to your allies and shoot all of the things.
That's all, I just wanted to point out that this is my new favorite archetype ever made and I will be making one of these guys very soon. :-D
What level does the drill sergeant gain tactician at, is it level 2 where they lose bravery?
@Bellona: Growing weapon enhancement is a +1 bonus that can be placed on melee weapons. Once per day it can grow by one size, dealing damage one size larger, without penalty to the wielder.
The Shrinking weapon enhancement, on the other hand, costs only +1000gp and can shrink to the size of a dagger on command (no daily limit). It deals 1d4 points of damage when it's that size. I wonder if you could still use the Warpriest's increased damage when wielding a shrunken version of a weapon?
John John wrote:
Does drill sergeant gain bonus teamwork feats from tactician, master tactician etc. or just the ability to share them around?
It "gains the cavalier's tactician class feature" which includes a bonus feat. It also gains Greater and Master Tactician, each of which include another bonus feat. So you get three bonus Teamwork feats from the archetype in total, in addition to normal Fighter bonus feats. Pretty excellent tradeoff for Bravery and two instances of weapon training.
I will be there. Very excited for my first PaizoCon! I'm running games in the morning sessions and playing in the specials, and will be at the dinner as well.
For those not familiar with what I've written so far, I've got my hand in several of the Player Companion line books that are coming out soon, most notably Heroes of the Wild and the Monster Summoner's Handbook. I've also written a few monsters in some of the Adventure Path and Campaign Setting lines.
And I'm ALWAYS looking for more assignments from Paizo! *hint hint*
OK let's adjust the proposed Clergy archetype based on what has been suggested (changes in bold):
Clergy (Cleric Alternate Class)
Hit Dice: d6
Robed Clergyman: Unlike other divine spellcasters, armor interferes with the divine connection with your god, causing your spells to fail. When wearing armor, your divine spells are affected by arcane spell failure chance as if they were arcane spells. Feats which reduce arcane spell failure chance, such as Arcane Armor Proficiency, can reduce this penalty as well. Shields do not interfere with your spellcasting.
Domain Focus: You are more focused than most clerics on the abilities granted by your deity. You may choose a third domain (or an inquisition), and gain domain powers (but not domain spells) from that domain at your cleric level - 3. You may instead choose to have only two domains, and focus more strongly on one of them; choose one of your domains, and your domain powers from that domain function at your cleric level + 3.
Far Healing (Su): When you spontaneously convert one of your spell slots to cast a cure or inflict spell, you may target a creature up to 30 feet away from you with the spell, but only if that creature would be healed by the spell's effect. At 5th level, you may use this ability when casting from scrolls or wands. At 9th level, you may use this ability when casting breath of life to restore a dead creature to life.
Inspiring Energy (Su): At 2nd level, you may expend one daily use of channel energy to grant all allies within 30 feet a +1 Sacred bonus to attack and damage rolls for a number of rounds equal to your Wisdom modifier. At 6th level, and every 4 levels thereafter, this bonus increases by 1, to a maximum of +6 at 20th level.
Divine Mandate (Su): Once per day at level 10, and once more at level 20, The Clergy Priest may call upon his his Deity to make her will known, as a Standard action. When doing so, the next spell he/she casts within a minute will be more powerful than usual: The cleric sacrifices a prepared spell of equal or greater level: The spell improved by Divine Mandate is cast at +3 levels, DC, and acts as though Empowered, enlarged or extended (player's choice at the time of the casting).
Do you guys see any issues there? I think this is probably relatively well balanced, since you're giving up the d8 hit dice and the higher BAB.
Well, from a designer's perspective, there aren't a lot of options of what to trade out when it comes to a cleric's class features. You could make them lose a domain, or lose a spell slot of each level, but that seems to me like it would be the opposite of what we're trying to do here... we're trying to minimize combat worthiness and maximize spell use. So, to me, channel is really the only thing you can make a decent trade out of. Reducing it also doesn't feel right to me.
Yep, good call.
Let's see what I can come up with here:
Clergy (Cleric Archetype)
Robed Clergyman: Unlike other divine spellcasters, armor interferes with the divine connection with your god, causing your spells to fail. When wearing armor, your divine spells are affected by arcane spell failure chance as if they were arcane spells. Feats which reduce arcane spell failure chance, such as Arcane Armor Proficiency, can reduce this penalty as well. Shields do not interfere with your spellcasting. This replaces medium armor proficiency.
Skilled Clergy: Unlike other clerics, you gain a number of skill points at each level equal to 4 plus your Intelligence modifier.
Far Healing (Su): When you spontaneously convert one of your spell slots to cast a cure or inflict spell, you may target a creature up to 30 feet away from you with the spell, but only if that creature would be healed by the spell's effect. At 5th level, you may use this ability when casting from scrolls or wands. At 9th level, you may use this ability when casting breath of life to restore a dead creature to life. This replaces channel energy.
Inspiring Fervor (Su): At 2nd level, you gain the Fervor ability of a warpriest of your level. In addition, you may expend one daily use of Fervor to grant all allies within 30 feet a +1 Sacred bonus to attack and damage rolls for a number of rounds equal to your Wisdom modifier. At 6th level, and every 4 levels thereafter, this bonus increases by 1, to a maximum of +6 at 20th level.
So you've lost the ability to cast freely in armor, and lost the mass healing that you'd normally get from channel energy (though you can still heal yourself or adjacent allies with Fervor if needed), but gained the ability to heal a single ally for more damage and also the ability to inspire some extra attack and damage bonuses for your allies. How does that sound?
I agree, healing from afar would be helpful. instead of worrying about the actual Reach metamagic feat, you could just give them a power that allows them to cast cure or inflict spells at a range of 30 feet as long as they have line of sight, but only to heal. This would keep you from having to worry about how ray spells work on allies who would not resist them (since the Reach metamagic feat makes a touch spell into a range touch spell, there's a strange grey area on whether you have to roll an attack roll to hit your ally with the ranged touch).
I would also suggest you consider giving them some sort of inspire-courage-like ability so that they're also able to buff their allies in addition to spellcasting.
Thanks rknop, and we will do our best to pull in others who can interact meaningfully with our characters. Niles would be one of them. Azih also sounds like a strong roleplayer, so I'd advocate for Zavier as well, but you're the GM so you're the one who gets to pick players, not me. :)
@Niles: Do you have a character concept in mind yet?
Hello all you lovely GMs out there!
My friend and I are looking for a GM that would be willing to run the Giantslayer adventure path for us over PbP here on the Paizo forums. We have a pair of character concepts very fleshed out and would like to use them for fun and profit. Here are the characters:
What we look for in a GM:
What you can expect from us (and what we would expect from other recruited players):
You, as the GM, could decide how many others to recruit, though I feel that a group of 5-6 is ideal for an adventure path. You can also feel free to use any map-making system you like, we'll adapt accordingly.
Thank you in advance, and I look forward to gaming with you!
I would love to pull my level 13 druid out of retirement and get some more games under his belt. He is mainly a combat casting type druid. Wise enough to stop an entire horde of giants. Not to mention, you can pay me back for trying to kill you and Naala.
Check with Kludde to make sure we're not already full, but otherwise you're right on time since he's putting up the first gameplay post today. :)
Yeah I think the real key here is that you're not REQUIRED to make your ideas for card text public. You can keep them private. If they required that you have to share with the rest of the community to make a card, then I think there would be an ethics issue here. But they don't, so there's not. (IMHO)
Hmm... so really, Bonefist is a sort of combination of undefeated and evaded. This might need some text clarification, cuz I was also thinking that you'd have to shuffle blessings in from the blessings deck and hide him. If he shuffles back into the same deck, then you've learned where he is, which is a HUGE advantage as well.
Okay so I'm thinking a bit on this... how about something of this nature? (I'm borrowing your prologue which is AWESOME). This uses RotRL cards and a few new ones.
Legacy of Heresy [Scenario B]
Arcane Research [Henchman B]
Father Gragori Vincent [Villain B]
Wayfinder of Arcane Power [Loot B]
Mike Selinker wrote:
Hey, CB, can you explain to me what OCTGN is and how it works? I've heard people say they like playing that way, but I've never done it. ELI5, please.
OCTGN is a digital tabletop program that was made originally for Magic: The Gathering. It's relatively simplistic in its graphical interface and such, but all of the card placement and movement is written in Python, and if you know how to program, you can make it do pretty much anything. We've gotten it set up to automatically create location decks with villains and henchmen based on the card text, and there are functions written for closing locations, recharging/burying/banishing cards, even for removing them from play. We've also got a working ship mechanic written, with plunder cards and seizing of ships all coded in as well.
For the PACG, we input card names and such, and then scan in our cards and replace the proxy cards that the program generates with the scanned images.
I took over the project from another guy who had gotten it working for Rise of the Runelords, and I've been programming it for Skull and Shackles. I've got every scenario through adventure 5 working correctly, as well as the first two chapters of organized play scenarios. I'm in the process of inputting chapter 6 now, and then I'll attack the rest of the OP scenarios.
For the sake of not having to worry about card formatting, I would suggest that you have the Academy and Woods (with the power causing you to have no Arcane skill), and then once the Academy is closed you build the two new locations (which actually fits better with the "graduation" theme) and then you win when you defeat whatever special Villain is added in those newly built locaitons. I'll work on it later and see what I can come up with. :)
And WOW that sounds like a seriously awesome idea! We could possibly use the storylines from the new Pathfinder Origins comics! If you'd like to collaborate on this, I'd be happy to help!
I love everything about it EXCEPT how hard it is going to be to program it into OCTGN so that my friends in Houston and I can play it online. (Not as part of Organized Play, mind you, just because it's fun!) :-P
But yes, these scenarios have been REALLY great. I very much look forward to seeing what the next season brings.
@OSW: I personally don't understand the issue, as long as those of us who are making the cards and making them available to the public are aware that we're giving away our ideas.
I have no issue with making content for free for the public... we (as in you, me, and others together) have been doing that for years with the Multiclass Archetypes. The cost of printing the cards is simply that... a service to print the cards. If I had the means and photoshop skills to make the cards in Photoshop and then have them printed by FedEx, I might consider it, but this makes it much more conveneint for me.
The fact that I can share the cards with the rest of the community is just a bonus for me... I'm working on a full 60-card "deck 7" that I hope to eventually have printed by DriveThru (once all the card types are available) and share with the community.
So anyway, I really don't see an issue with the way this is being handled. You don't HAVE to make your cards available to the community to buy... you just CAN... and I am very glad that I CAN do so. :)
There's an error on scenario 0-5C: Release the Obligatory Kraken... the villain card that you're supposed to use to proxy the Kraken is not spelled out! Not that it matters, it's something we should be able to do ourselves by now, but I'm just saying.
The more confusing thing to me is the scenario power... what does it actually do gameplay-wise to add the barrier type and the Curse trait to the Pirate Shade Haunt??
Tanis O'Connor wrote:
Another clarification is needed about this scenario... it doesn't specify what ships you can choose as your ship. I'm assuming any Class 5 or lower like the previous scenario, but it should be spelled out on the scenario sheet.
If we then add in an adventure path book at the end:
we'd end up at level 19, and just have to wait for a module or adventure path book that could take us up that last level.
Now, I've asked DM Kludde if he might be willing to take this on, and he's interested but not sure yet, so I wanted to see how many other people would be interested and can help me convince him to run this game! Post your characters' general concepts below if you'd like.
Mine is a Sorcerer (Sylvan) 13/Oracle 1 with a dinosaur companion (used to be a spinosaurus, but I've had to retconn him as a deinonychus since the spinosaurus is no longer legal).
My wife is from that area, and I'll tell you... good luck... you're pretty far out in the boonies, and I dont' expect you to find a ton of gamers, unfortunately. That being said, I hope you're able to find some good people, and if you are interested in play-by-post, I've found it's a good way to scratch the gaming itch without having to muster up a table of people. :)