Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Silver Dragon

leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber. 4,335 posts. 4 reviews. 3 lists. 1 wishlist.


RSS

1 to 50 of 4,335 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

@Rogue Eidolon
I have read about your group's shattered star AP and while i have never neither played nor DMed for such a group, i imagine that your way might indeed solve the issue of the joke/minor encounters, even make them meaningful. But every character in this campaign was very murderhobo/militaristic/efficient etc. and it's not a group thing, we are capable of making other kind of characters but in this AP everyone went with the above approach, i think that the "treasure hunting" aspect of the adventure played a role here.

@Majuba
I think that you are talking about the infamous "XP problem", i solved that by leveling up the players at the points the AP said to level up.
About the combining encounters thing you mentioned, it's very rarely scripted this way (a lot of times it's scripted the opposite way) and quite a few times it can't be done becuase of the locales (super big dungeons, lots of space between the monsters). The one time i remember it scripted in this AP to happen (at Beyond the Doomsday Door) my players went all splinter cell on me.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

No they aren't flat-footed while prone nor they lose their DEX.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Wiggz is right, there were only 4 active at any time. After book 2 the ranger left and the sorcerer came in and then after book 3 the cleric left and the druid came.

@Majuba
About what part would you like to learn more?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

My group finished shattered star a couple of weeks ago it's second AP (the first one was jade regent DMed by my brother) and i have also run the entire RotRL for another group, i write this now, and not before, becuase now i managed to find the time (starting WotR as a player certainly didn't help).

The heroes of Magnimar were:
1) Zak Kaddren Villa (Jadogreshika), half orc blackblade magus (STR based with rhoka black blade), adopted to the family.
2) Alissa Cornwall, human XinvalrenbleX rager barbarian, gladiator from Riddleport. Currently inside the body of Shorshen.
3) Tyr Forsedi, dwarf battle cleric from Magnimar's church of Abadar. Character retired from adventuring after Asylum stone (because player had RL commitments)
4) Fitz Padraig and his wolf Rolling Thunder, halfling sword and shield using ranger, escaped chelaxian slave. Character retired after Curse of the Lady's Light (again because player had RL issues).
5) Astaroth, gnome crossblooded (primal fire, draconic gold) blaster sorcerer, from the town of Nybor. Character entered the campaign after Fitz retired.
6) Aven, undine storm (caster) druid from Nirmathas. Character entered the campaign after Tyr retired.

Now the changes i made to the story of the campaign were:

changes to the story:

1) The characters weren't pathfinders, Shiela Heidmarch was replaced by Teressa Flameheart (NG human fire blooded sorcerer 10) who is a surving character from my RotRL campaign.
2) I had the fifth crusade (WotR) start in the background, after Asylum Stone, in order to give some sense of urgency in the adventure.
3) The magus' black blade was needed for the reforging of the Sihedron.
4) Karzoug actually won at the end of RotRL and was later vanquished 5 years before the campaign started but that had as a result Cheliax invading the lands of Varissa.
If any of you want to know more about any of these things i will happily post it.

My overall impression of the AP isn't a good one. While the story was good enough (especially after considering that the adventure was simply a "gather the artifacts" game), the dungeons were, usually, very good as locales, but the encounters were very very bad, they were too many and too easy, a lot of times i found myself wanting to end the campaign and start another that would require less work from me, that's why i ended up making so much changes to the encounters.
What i really enjoyed were all those traps/puzzles that the AP had, especially the part that i was given ways within the systems for the characters to solve if the players couldn't.
The thing that annoyed me the most (and gave me the worst trouble) were the myriad CR=APL-2 or CR=APL-1 or CR=APL encounters that weren't even speed bumps for the characters, just a waste of time for the players. If that is the old school vibe that the AP is supposed to have then i really don't like old school adventures.

Book by book comments::

1st book. Very good story, lot's of RP in the Magnimar, the easy difficulty and annoying part of the book started after the PCs entered the Crow (especially after defeating the tower girls).
2nd book. Great book, great NPCs, great dungeon, MARVELOUS TRAP, i felt that me and my players missed a lot of fun because none of us has (sadly) played/run curse of the crimson throne. The battles with the troglodytes and the boggards were a joke and the same trend was present inside the dungeon as well but not to such degree.
3rd book. This book i really didn't like, don't get me wrong, the part that was in Kaer Maga was truly marvellous and anjoyable, everyone had a lot of fun for everyone, really everything was great but after the PCs enter Karzoug's ancient laboratory the things go south. Somewhere between the boring/joke combats and the weirdest mis-match of monsters i have ever seen, both my players and me nearly lost all interest in this book.
*Special mention* the orrey room was very cool.
4th book. Now this a book we really liked, the story was engaging, the NPCs (both good and evil) were excellent, the (destroyed) abbey and the ancient temple were really fleshed out, the dynamic encounters, my players employing magical means to inflitrate the abbey (they called themselves the prismatic hexagem, from rainbow six) the final battle which i used mostly as-is (i just changed Ardathanatus' spell list and a couple of feats) and finally the horror i saw in my players face when the clippoth lord showed up.
5th book. This a book i didn't like, maybe it's because that neither i nor my players like anything lovecraftian maybe it is because nearly everything in this book was SO EASY... both me and my players were bored out of our minds until we hit the embassy to leng where things, while still easy, finally became interesting. The final boss in particular was a complete joke because apart from the statblock errors (which are somewhat understandable) her whole build was weak, her tactics don't deserve the name (of tactics), her starting position (on the ground) and her inability to be buffed (for story reasons) all lead up to her dying before getting the chance to act, fortunately i managed to make the encounter a fun one for the party, she was a very interesting villan that ended up being less than a footnote in my players' mind because of all the things i mentioned above.
6th book. We ended up enjoying this book but not entirely because of the book itself. First allow me to tell you that the story and everything that happens in this book is very interesting and very good but the encounters are nearly unsalvagalbe. I managed to make the final battle memorable by giving Xin a second life (as suggested by Brandon Hodge in another thread) and having the veiled master appear in the final battle (my changed veiled master, not the weak sause there is in the book).

All in all we enjoyed the AP but not as much as we did JR or RotRL.

All of the PCs were 15 point buy, all of them were average optimized, except the barbarian who was strongly optimized (but not fully) and while i have quite a few house rules (which can be found here) but only the sorcerer benefited from them.

Now the changes i made in each book starting at book 2 after i run the 1st book as-is. I will post the changes in this post and then (since i have most of the changed statblocks) in subsequent posts i will include links with files of the changed statblocks, this might take some time since i have all the changed statblocks in one folder and i would like to group them by book before i post the links.

changes in the Curse of the Lady's Light:

D1 Nabasu (bestiary 1 p.65)
D3 CEUSTODAEMON (bestiary 2 p.65)
D5 no fight
D6 -troglotytes + advanced megatherium (bestiary 2 p.187)

F1 no fight
F3 advanced bogwid
F5 no fight
F6 + 2 giant dire abyssal frog (tome of horrors p.296)
G1 No fight, 2 large chests with treasure containing 2100gp(including the 2 jars found later)
G2 - giant frogs + lunar naga (bestiary 3 p.197)
H + 1 will o wisp (bestiary 1 277)
J + 1 caryatid column (bestiary 3 p.46)

K4 + 4 mimics (bestiary 1 p.206)
K9 + Water Naga (bestiary 3 p.199)
K10 + 1 marble sentinel
K12 + 1 Incubus (bestiary 3 73)
K13 empty
K19 empty

L2 no fight
L4 advanced giant -2 monitor lizards + 2 giant frilled lizards (bestiary 1 p.195)
L5 advanced skavelings
L6 no fight
L8 no fight
L10 + 2 sea hags - 4 fuath gremlins OR +1 cold rider (bestiary 3 p.59)
L13 + 1 grey maiden
L18 + 1 shadow mastiff
L20 + 1 bone golem (bestiary 3 p.133)
L22 + 1 ice golem (bestiary 1 p.162)
L23 + 3 grey maidens
L24 + 6 vampiric mists
L25 + 3 babau

M1 all elementals are large
M2 10 fighter level instead of 8 and +4000gp in gear
M3 +1 juvenile green dragon named Aeteperax and maybe change sorshen's spells a little and +1 wizard level and
+1800gp gear

changes in Asylum Stone:

B5 +1 Kyton
B6 +1 Hound of Tindalos
B7 no combat, RP only
B8 empty
B9 Luonim has invisibility, fly and fire shield cast before combat
B11 empty
B13 Silasni has +3 sorcerer levels
B14 +1 Hydrodaemon
C3 advanced manananggal
C5 +1 advanced wyvern
C11 +1 Mohrg +2 Mummy
C16 +1 Contract Devil

changes in Beyond the Doomsday Door:

A2 +1 redcap
A9 +1 redcap or Roy Flaxbeater +2 rogue levels
A13 +1 Nyogoth qlippoth
A15 +1 Ettin AND no sicken
A20 +1 Mummy
A21 +1 Vrock and Sufestra may come and fight here
B2 Golem not damaged
B4 empty
B6 Replace the 4 Advanced ice golems with 4 bone golems
B10 empty
C2 +2 Nyogoth Qlippoth
C4 +1 advanced shoggti qlippoth
C5 empty
D2 empty
D3 empty
D4 +2 animate dreams AND all are advanced
D5 rebuilt at +2 level with +11000gp
D9 advanced baregara
D11 +advanced devourer
D12 empty
E1 no fight
E4 +1 Greater Shadow
E6 the trap reset's is 1 round
E7 empty
E10 empty
E11 +2 mummy cleric 9
E12 +1 stone golem
E13 Ardathanatus has his new armor and the bogeyman is also here

changes in Into the Nightmare Rift:

B7 -4 Hill Giants + 2 Fire Giant
B8 -4 Hill Giants - 4 Hill Giant Concubines + 2 Fire Giants + 2 Guiltspur Hill Giants
B10 +2 Guiltspur Giants
C1 empty
C4 DC 24 and not 20
C7 1 adult silver dragon and 1 old black dragon
C8 +1 Elder Water Elemental and all are Advanced
C9 +2 Faceless Angels
D2 Advanced Ognathooga
D4 +2 Guiltspur Nagas
D6 +1 Hunt Mistress and both are changed
D9 changed Xaivanshee + 1 Glabrezu
E2 +1 Flying Polyp
E4 no battle, just RP
E7 2 "astral devas" instead of one appear for a fight but only one nalfeshnee emerges
E9 +2 advanced ice devils AND no green slime
F1 empty
F2 empty
F3 no combat, just RP
F6 3 advanced gugs instead of 4 but all of them are barbarian 3
F7 +2 advanced leng spiders
F9 3 advanced moon-beasts instead of 4 but all are cleric 6
F10 slightly changed Cadrilkasta + one mature adult red dragon sorcerer 3 named Loganth lord of fire

changes in Dead Heart of Xin:

This is a weird one because i didn't test the majority of changes because my players were so bored after the first session inside the crystal palace that they asked me to skip most encounters in order to get to the final battle, also they never went to the underwater floor.

event 4 all 3 leviathans are advanced and have 4 level of warrior
event 5 +1 scylla and both of them are advanced
A1 the 3 ogonthunn's guardians are advanced and have 7 level of fighter
A2 these axiomites of Xin are advanced, rogue 10 (instead of 8), start with mage armor active, and have different feats
A3 no battle
A4 +1 living rune
A5 no battle
A6 +2 uber advanced spectres
Ogonthunn is rebuilt
B1 empty
B4 empty
B5 2 shield guardian iron golems instead of one, both are advanced, both are 2 level fighters
C1 the clockwork dragon is advanced and has 2 more hit die
C2 empty
C4 empty
C5 the axiomites of Xin are the same as in room A2, the inevitable is changed to an advanced marut inevitable fighter (weapon master 3)
C7 empty
C9 empty
C10 +1 marut inevitable and they are both the same as in room C5
D1 the bythos aeon is advanced and has 6 sorcerer levels
D2 no battle
D3 no battle
D4 no battle
D5 the two elder crystallis have 7 fighter (weapon master) levels
D6 the iron golem has 3 fighter (weapon master) levels
D7
E2
E4 the axiomites of Xin are the same as those in A2 and the elder crystallis are the same as those in D5, also Xin is revived (2 rounds after he dies) by draining nearly all the remaining power inside the cetrnal palace crystal, also the veiled master (if not dead) comes into the room the round that Xin first dies

As you can see i made A LOT of changes in order to try to make a more challenging game, also because i don't own herolab (i am trying to gather the money now) i made the changes either by hand or in PCGen (a great free open source programm but worse than herolab) and because of that i apologize in advance for any minor mistakes in the changed statblocks (i had to make a few alteration by hand and i might have done some minor mistakes). And that's my biggest gripe with the Shattered Star AP, the reason i buy (and subscribe to) the APs is because i don't have the time to make my own campaign and while i was helped by having the AP volumes i feel that overpaid for them.

Again, anyone who wants to ask questions or discuss the above or anything please do (if you see that i don't answer for some time please PM me so that i do).


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I suppose you meant rectify and not ratify.

99% you won't see that happening because Paizo doesn't want to mention things present in later books in their earlier books. We might get a FAQ though.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
magnuskn wrote:
Juda de Kerioth wrote:

I agree with you, but, there is a clear point in fact: The monsters are so weak.

Check the 3.0 rules (the chimera was nerfed twice [3.5, PFRPG]), there is no real change in the monster rules. Check the monsters in those bools!!

Im afraid that the Tarrasque could be soloed at 10h lvl, i have seen the builds, the idea itself is so munchkin and now the rules allow that build to happen without breaking any kind of rule [regardless the unclarity and the subjetivity from the rules].

Um, aside from dragons almost every monster was buffed from 3.5 -> PF and I think most monster also got a buff from 3.0 -> 3.5.

Although I agree with you that a lot of them are still terribly weak, especially as we get into the higher CR's. Player characters got a lot more powerful between editions and monsters (especially high level) haven't really kept up with that.

I agree.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Bellona wrote:
Oh no! The Dread Gazebo! :D

The dreaded Gazebo.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

You can't a tiger (big cat) with the animal ally feat.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Landon Winkler wrote:


The original design of the Karzoug fight is a good example, although obviously resolved in the Anniversary Edition.

RotRL book 6 spoiler:

While i agree that the AE location is way better (and cooler) and actually having 2 wardens of rune really help a lot (although the 2 wardens of thunder and the dragon are pretty much minions), there is the issue that Karzoug's list of prepared spells is a joke.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Actually in Golarion the base value can get up to 30K (30200 iirc), so that's a little more breathing room.
After that you just have to commision it (which means it would take some time for you to get your stuff), craft it yourself, make do with what the adventure gives you or start teleporting/greater teleporting to cities with major items and hope that there will be a roll that suits you.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
LoneKnave wrote:

Fighters is because they don't cast.

Clerics is a good question though. Why does any cleric know any spell not covered by his domain abilities? Why is Rovagug handing out CLW and protection from evil?

Rovagug doesn't give access to protection from evil nor to protection from chaos.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Liam Warner wrote:


However the pearls were released before the arcanist while the runestones were released with them along with the spell latice. The spell latice specifically mentions its effects when used by an arcanist AND a spontaneous caster whereas the runestones only mention spontaneous casters which implies that an arcanist would use the pearl.

I was going to ask what you were talking about but then i noticed that runestones of power were reprinted in the ACG.

Runestones of power were printed in the PFS field guide and now they have been reprinted in the ACG.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Yes rangers get it because it's a spell for archers and rangers are the iconic archers with the whole hunter-woodsman thing.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Ehmm, gravity bow is an arcane spell, it's just happens to be on the ranger's list which happens to be divine.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Guys the arcanist casts spells as a spontaneous caster, which means that he can't use pearls of power, he must use runestones of power instead (double price btw and not in the core line nor the PRD) for his spellcasting, and runestones of power work differently (you must use them at the time of the spellcasting and the slot isn't spend), and because runestones of power work as part of the spellcasting action so he can't use for his consume spells ability.

PS. yes i see how the pearl of power can be read and still works for consume spells but i think that it's a BIG stretch
PS.2 Again i see how the runestone of power can be read to allow it to work for the consume spells ability but again BIG stretch


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I have GMed RotRL (great AP) and i know of which library you speak of and as someone else have said it's artifact level worth of material (especially in a post-RotRL Golarion), i could very easily see the contents of the entire library going for hundreds of thousands of gp.... and frankly that might upset your game (your players getting SO much wealth).
I am not saying to not let them copy and sell the books, just not for money, they can sell them for favors such as not paying the spellcasting services fee in the church of Abadar in Magnimar, not paying the "take a look" fee for copying spells into your spellbook (thus paying only scribing costs) from the Acadamae in Korvosa, manor(s), nobility titles, celebrity level fame, free lodging and food in the best inns of a specific city etc.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

RAW yes it does (as long as you pick a spell from the wizard list), but i (personally) don't like this FAQ and i don't follow it for my home games.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Steve Geddes wrote:

Some information on the comics release - I picked up issue 4 from my local comic shop (in Australia) a couple of weeks ago, so it's definitely out in some places.

I havent got my subscription copies though - presumably they've all been caught up in the stock/shipping issues that paizo are currently grappling with.

I don't have an issue with that, especially since my AP subscription wasn't held up but shipped alone even though i have the combine subscriptions thingy on, i just want to know if we are going to get them shipped together in September or we are going to get August's comic shipped seperately (sometime in August), becuase i want to make my sidecart for the next shipment (being a european customer i must not make big orders lest i get charged extra at customs).


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Mike Eagling wrote:
leo1925 wrote:
What happened to August's comic (city of secrets 4)?

Dynamite's website is now listing CoS#4 as "In Stock". When I checked yesterday it was "Coming Soon", so that's a step in the right direction.

In my experience Dynamite's publishing dates have a tendency to slip from time to time.

Regards,
Mike

Thank you for the answer.

So are we going to get a double feature on September or are we going to get them (shipped) now at late August?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Well there is also the dervish dance feat, the dervish dancer bard archetype, the dawnflower dervish bard archetype and the dawnflower dervish fighter archetype.

On the winter witch archetype and the winter witch PrC, i think that this was done on purpose (seeing how in order to enter the PrC you need to be of the specific archetype).


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

As captain yesterday said everything that might be presented in an AP (adventure path) can be found in the PRD.
APs are full colour 100 page books, half of them are the adventure, the other half are usually articles about various things of Golarion (the pathfinder campaign setting) and/or new magic items presented in the adventure and/or important NPCs (usually enemies) that have kinda big statblocks.
APs have the maps in their pages (so you can draw them) but if you are asking if they come with flip mats to use in your table the answer is no.
APs provide story, NPCs, read alout texts (both for NPCs and descriptions), detailed rooms/locales and detailed encounters. Keep in mind that sometimes the APs only provide you with a framework or a guideline for the story and you should do the rest of the fleshing out yourself.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Are there any legendary abilities for legendary items other than the 17 (iirc) that are presented in the mythic adventures book?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
zapbib wrote:

Interesting fact, rogue get the equivalent of 2 times their level in precision damage when they flank or hit a target denied their dex to damage.

Those are pretty serious IFs, also the rogue has trouble hitting since they are a 3/4 BAB class with no way of increasing his attack roll.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Firstly i want to say that it's nothing wrong with changing the written adventure path, a bit, in order to make it better, misreading it and then refusing to aknowledge that you are fallible however is wrong.

Now i have to ask this, what do you mean by full level loss?
Are we talking undoing everything you did the last time you leveled up for each negative level here? because in PF a negative level gives you -1 to attack rolls, -1 to saves, -1 to CMB, -1 to CMD, -1 to skill checks, -5 hit points and some other (usually) minor things.

My advice contines to be leave him and find yourself another group to play with but if you want i have another solution:
Everybody has house rules, there is nothing wrong with that, i myself have about an A4 page long of them (btw i should remind myself to update them, it's been more than 6 months since the last time i updated them), so ask him to give a list of all the changes he wants in the rules of the game so you can better play in his game.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
silvermage wrote:


Lol I have no idea, I was probably confused and we had a month ? In game to make money. I was just randomly like "I made this can I sell it?" It was assumed that I spent one day making and one day selling scrolls... I sold them to adventurers at Ameiko's inn if anyone was curious lol.
silvermage wrote:


That is a very dangerous (for the campaign) house rule.
And nope, he literally obsesses over the aesthetics of the game and the story, but not really the rules. We aren't in school right now, but will be starting year 2 of college soon. We both have a job but, we only work 3-4 days/week.

Ok, that combined with what you told so far (especially the "he doesn't want to be a PC, he just wants to DM"), it looks to me that you have a power-tripping/author/"i am god" kind of DM. My advice to that is RUN RUN RUN.

PS. It might be my own bad (years-long) expeirience, with the above type of DM, coming to surface, so take what i said with a grain of salt.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I have GMed RotRL (great AP) and i remember that haunt (my player survived it by nat 20 on the fort save), it's basically a save or die if the PC is alone and/or the other PCs are late to act.

I have to ask, how were you going to make money out of selling the holy water your character made? the spell requires 25gp material component and you sell it for 25gp, so how did you plan to make money out of it? (are blood magic shannenigans involved?)
In the same vein how did you made money out of selling scrolls of CLW?

Now for a question on the GM, why does he do that? i am talking about the way he treats the rules and his game? is it a time issue? (swamped IRL?)


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

You do realize that by using one weapon in each hand you can't cast most spells until you can afford a glove of storing, right? (other than when you use fervor)


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I have GMed RotRL (first half using converted original and second half using the AE) and it's a very good AP, there are some issues but let's discuss those later (and in the RotRL subforum).
About the space issue, only the first two books have (serious) space issues, at 3rd book and after you should be ok with large and huge (gargatuan might be a problem until you hit book 6), RotRL ends at level 17 (nearly a full "dungeon florr" and the final battle).

I don't have the time right now to check the dragon exemplar class, if i find the time i will check it later.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

At 20th level? maybe it's true

Do you want to run the numbers at levels 8 or 12?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Feral wrote:

Yes. Swashbuckler is overpowered.

The problem with these comparisons is that they’re always made against the most optimized example possible. A swashbuckler built with a moderate amount of system mastery when paired side by side against any other martial class is going to blow them out of the water. No, he’s not without his weaknesses but it’s still far too powerful.

I suggest you ban swashbuckler until your group gets a bit more experience under their belt.

How much system mastery does it require for you to pump your STR, get the biggest weapon you can find and take power attack?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Ok Whisperknives, since you are so sure of yourself show us the math you have done that prove your sayings.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

What happened to August's comic (city of secrets 4)?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

My apologies, i wasn't neither needling you nor flame baiting.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Don't get me wrong, i agree that this is the way it should be and in fact i have the same house rule in my games, but for the folks playing in PFS or with DMs that don't agree it might be an issue.

Anyway now my concern is how/if this build can be viable enough to reach level 12 and whether it would be fun to play.


2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
JoeJ wrote:
Alexander Augunas wrote:
As a final point, a good game designer knows that once an initial idea is settled upon the mechanics should come before the flavor. Flavor is malleable (especially when that flavor comes from the Core Rulebook line). Mechanics are not.

In my view it should be the exact opposite. When you're talking specifically about a roleplaying game, the mechanics exist to facilitate playing a role in whatever fictional world is being presented. Flavor, in other words, is primary; mechanics can and should be adjusted in whatever way is necessary to make them fit the flavor.

In principle i might be with you but my experience with white wolf's games (oWoD, nWoD, nnWoD, scion, exalted 2E, exalted 2.5E) has shown me that when you put flavor before mechanics you end up with really bad systems.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

@Marcus Robert Hosler
About the GMF and permanency:
It can be dispelled normally, the 1 CL higher is about personal permanent spells.
The build also has power attack at first level which can't be taken but it's a minor issue.

I run the numbers with the following alterations:
1) 15 point buy instead of 20.
2) Belt of giant strenght +4 instead of belt of perfection.
3) AoMF +3 instead of permanent GMF. (that means that it's over WBL, even if i fiddle with the feats and gear a little it still goes at 5%-10% over WBL).

The final stats (with racial, level increases and items) are:
STR 23
DEX 16
CON 14
INT 8
WIS 20
CHA 7

AC and initiative are the same, hp are 12 less, saves are the same except fort which is 1 lower, one less skill point per level and the attack routine becomes:
+20/+20/+15/+15/+10 2d8+15 first, 2d8+12
PA: +16/+16/+11/+11/+6 2d8+27 first, 2d8+24
(without the power attack house rule it becomes)
PA: +16/+16/+11/+11/+6 2d8+23 first, 2d8+21

Final thoughts:
I think that it works, the 3 skill points per level sting a little, the dumped CHA is of no concern, the AC and saves are very good, the attack roll is average and the damage is average-good (especially if we consider burning ki points for extra attack), the only real issue i am seeing is that the PA attack routine has pretty much turned to flurry of misses so i am thinking that power attack might not be a good choice (maybe in even higher levels).
All in all i am quite satisfied with the outcome.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
christos gurd wrote:
leo1925 wrote:

@christos gurd

Even if you take the guided hand feat you are only making sure that your FoB isn't a flurry of misses, you still don't solve the damage issue.

@Marcus Robert Hosler
Before i begin commenting on the monk from the link in general i have to ask, where does this +3 damage on the first attack comes from?

pummeling style, needing only two stats(str and wis), bodywraps (now even better with it being a single attack), and having bulls strength as a swift action. Thats just to make a reliable damage dealer off the top of my head, no where close to optimized (which i suspect involves a dip in moms for the ability to use pummeling and either jabbing or dragon style together.)

Doesn't the sacred fist WP gets FoB? becuase if it does then the bodywraps really won't help him if i recall the properties of the item correctly.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Undone wrote:
leo1925 wrote:

The Parry and Riposte problem is solved at 11th level by taking signature deed.

I didn't understand the thing about the ever dropping AC, maybe it has something to do with the daring champion archetype?

Burn panache for what? the only thing that really is worth burning panache for is the parry and riposte.

And doubling your level to damage.

First of all that is a bad ability since you get your level (again) bonus to damage only to one attack and not all your attacks of your full attack (in addition to the usual issues of precision damage), in addition this ability is a swift action which as we said is used either for riposte or is saved for activating charmed life because your saves suck.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
ikarinokami wrote:
the full won't really be fixed until it gets Full bab, ive happy that the design team finally realized what many of us have been saying for 5 years.

Bold mine.

The what? won't be fixed?

Marcus Robert Hosler wrote:
leo1925 wrote:

@Marcus Robert Hosler

Before i begin commenting on the monk from the link in general i have to ask, where does this +3 damage on the first attack comes from?
Dragon style and ferocity both add damage. Style does it for the first attack of the round only.

Ok thanks.

Now to the build:
First of all you have the power attack wrong, when FoB the monk has full BAB (so -4/+12) which means that the FoB-PA attack routine becomes +18/+18/+13/+13/+8 2d8+29 first, 2d8+26.

The AC is very good, the saves are also very good, the damage is also very good BUT the attack roll (the +19) is kinda low, not sucky but low, you might need, quite often to forgo power attack, which means you will have an average/good attack roll and average-good damage.

Now on the issues:
1) It uses 20 point buy instead of 15.
2) It uses a (albeit reasonable) house rule on power attack.
3) It requires you to find a 20th level druid or summoner in order to cast on you greater magic fang and it's dispellable.
4) It requires level 5 minimum (iirc that's the minimum for dragon ferocity) in order to really come online.

I am going to run some numbers on some alterations (15 PB, changing the belt from perfection to +4 STR and using a +3 AoMF, yes it puts him at ~25% over WBL but APs tend to give at least that much if not more) and see how it turns out.
I am not saying it won't work, i am impressed by the built but i wonder if it can work otherwise.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

@christos gurd
Even if you take the guided hand feat you are only making sure that your FoB isn't a flurry of misses, you still don't solve the damage issue.

@Marcus Robert Hosler
Before i begin commenting on the monk from the link in general i have to ask, where does this +3 damage on the first attack comes from?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

While i agree that the monks are in a much better place than when they began, i have to ask:
Is there a way to make an unarmed, unarmored monk that is effective?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Torbyne wrote:
KestrelZ wrote:

Anyone mind letting me know what the advantage of a Warpriest would be rather than simply playing a multiclass fighter / cleric (other than the bonus hit point or skill point for preferred class)?

Not trying to be snarky, just wondered if multiclassing would be better in this instance rather than making the hybrid class.

Specific weapon you want to use or a campaign that you know wont go to high levels?

I would say only if you know that a campaign won't go at high levels since at high levels the damage die of the weapon doesn't matter (mostly) anyway.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

The Parry and Riposte problem is solved at 11th level by taking signature deed.

I didn't understand the thing about the ever dropping AC, maybe it has something to do with the daring champion archetype?

Burn panache for what? the only thing that really is worth burning panache for is the parry and riposte.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Torbyne wrote:
lets not forget that Panache pools will probably be in the range of 2-3 MAX for a good chunk of the game unless you are doing something like a strength build that frees up feats for Extra Panache or get a FCB for 1/4th a point.

What do you need more than 2 for?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Depends on the level of the party (because high level battles tend to consume too much real life time).


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Ssalarn wrote:
leo1925 wrote:
I have to ask, does an exploiter wizard gains exploits at the same rate (1st, 3rd, 5th etc) as the arcanist?
No. 1st, 4th, and every 4 levels thereafter.

Good, and he can't take greater exploits, correct?

His arcane reservoir works the same as the arcanist's, correct?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I have to ask, does an exploiter wizard gains exploits at the same rate (1st, 3rd, 5th etc) as the arcanist?


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

What fighter archetype?
What does Amatuer Panache does?

I don't think that the aldori swordlord archetype is worth it (it gives up armor training in a build that uses too much dexterity and it slows your weapon training).


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Ssalarn wrote:
leo1925 wrote:
What did they change in extra channel and how did that hurt the paladins?
The version of extra channel printed in the ACG doesn't contain the clause the CRB one does about how Paladins instead gain 4 uses of LoH.

That's... weird...

I am going to attribute that to an editing error.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

What did they change in extra channel and how did that hurt the paladins?

1 to 50 of 4,335 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.