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Alurad Sorizan

magnuskn's page

Pathfinder Adventure Path Subscriber. 6,378 posts (6,380 including aliases). No reviews. No lists. No wishlists. 1 alias.


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There is no overkill in WotR. Remember, however, that your guys can get it, too, if you give it your NPC's as a regular feat to take.


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Tangent101 wrote:
magnuskn wrote:
James Jacobs wrote:
** spoiler omitted **
** spoiler omitted **
Actually what happened is Aroden invaded Hell and slew Asmodeus. But at the last second Asmodeus (who had a contingency plan for this event) did a Divine Magic Jar and possessed Aroden. He figured rather than risk someone try to save Aroden he would make himself appear as his old self and continued ruling in Hell as if nothing had happened.

I still prefer that Aroden turns out to be Vince McMahon.

:p


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I've been playing a Swashbuckler at high level (13 and 14) for a while now. The times you encounter enemies which are immune to Precise Strike is quite high. Enemy spellcasters, elementals and so on... it's really very often that you are down to what your normal damage output without Precise Strike is.


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I'll have to see if one of my friends from the other group has it, since I don't own it. But thanks for the suggestion! :)


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James Jacobs wrote:
Spoiler:
4) I'm relatively certain no one will guess who the "boss" of this AP is...


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Hey, Scorpion, how is your campaign going? My party just arrived in Alushinyrra and will try as of next session to gain notoriety. How are you handling the different set-pieces, do you have any noteworthy stories of what the party met in this very big city? :) I could need some inspiration. :p


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Yeah, I'll definitely will have to spruce Battlebliss up.

I wonder what Scorpion is doing over in his campaign. I better ask him, he should be around the same point as I am now. :p


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NobodysHome wrote:
So in mythic, it seems like you have to have players who actively choose to take non-damaging options. It's not enough to "non-optimize". You have to actively nerf yourself.

That is one of the best summations of one the main problems with mythic adventures I've read. Take note, people who say that they don't understand why so many GM's are having problems with Wrath of the Righteous! :)


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Session of August 18th 2014:

Not much to report on the combat front today. Five players in attendance.

Aside from leveling up the party to level 13, they got to Alushinyrra, where they proceeded to meet all sort of grotesque characters and avoid so far getting into a fight (given my newfound preference for few big encounters per module, I am especially loath to run random encounters).

Next week they very probably will visit Battlebliss. I am wondering a bit if there is any chance to make Gelderfang a single boss who will do anything but die messily in one or two rounds.

Anybody got some interesting encounters with normal and bizarre creatures/persons written up for Alushinyrra? I've done well so far, but of course I'd love to get some help... I want to leave a permanent impression on the group of the sort Sigil had in Planescape.


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Jiggy wrote:

But you did say you were "pretty sure marketing would not be happy" if they admitted a mistake.

They admitted a mistake.

Think marketing's unhappy with them?

Thanks for pointing that out, because I really have been annoyed at companies which made obvious mistakes (coughBioWareME3endingcough) getting into siege mentality and never ever admitting a mistake. It's really good to see that the Paizo devs can admit if they have done something wrong and it is to be commended.

Which I hereby do. Thanks for being and behaving like normal human beings, guys! :)


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RJGrady wrote:

With D&D 5e out, there is less reason than ever to create a parallel game, as Basic D&D already nudges in the simplified direction.

If you want a simpler play experience, stick with the APG and core book only and limit your campaign to level 10. I think you will find that the game is, at its roots, simpler than one might imagine.

If you want a much simpler game, someone is probably writing one even as we speak.

Just going to address this post (because, frankly, we've all been having this discussion last year. And the year before that. And the year before that.). But it is not that I want a simpler game in term of the mechanics... if that had been the case, I'm sure I'd have loved 4E. I want a complex game which doesn't break after you reach level ten to twelve. That is quite a different thing.


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PhD. Okkam wrote:

And yet, how powerful shaman, given a new list of spells and archetypes? He is focused on?

I still have not received the book...

I will be honest, I haven't really gotten deeply into the whole class, since I am not that big a fan of the class concept and when I looked at the spell list, the things I really look for (buff spells, blasting spells) were conspicously lacking.


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It's only one part of why I want a new edition. Aside from the "too many plates spinning" problem Pathfinder is beginning to have, there is the additional factor of a new edition having a chance to tighten up many of the core design problems this edition of Pathfinder was supposed to fix already, but did not.

High-level gaming remains as daunting as ever (and was one of the things the developers told us they were trying to fix back during the alpha and beta period), magic item creation rules and the whole christmas tree effect are problematic and have actually gotten worse (IMO) with this edition. Some classes need fixes to get viable again (Pathfinder Unchained may take care of that problem, except for the poor Fighter).

Y'know, the stuff the we've been griping about forever on the boards. We know that they won't really fix those things in this edition, since that would mean heavily rewriting the CRB and other splatbooks. So that is another factor why I am not dreading a new edition as much as others do. Hell, some of my players are asking me if we don't want to play something else which does not have all those glaring problems which happen every time we get into the second 50% of an adventure path.


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ZenithTN wrote:

The class review was nice, but I would rather see them ranked 1-10 than rated 5-10.

Edit: like someone did deeper in the responses.

Yeah, well. Not my problem if my opinion ain't that close to yours.


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RMcD wrote:

The ratings you post are a bit useless if you post them in a vacuum, how would rate the basic, advanced or alternate classes?

Seems to me that everything is above 5/10 and the average was well above that so seems like there are barely any negatives

Yeah, as it happens I am actually pretty pleased with most of the book. Divine Protection, the entire fiasco with dex-to-damage and the Arcanist bring it down a bit. I probably would have rated the spell section pretty low, since I haven't seen very inspiring stuff there. But the rest is good.

And I don't think I need to rate all the other classes which had come out before to rate these ones. That seems like a strange way to do a light review of the new stuff.


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Brandon Hodge wrote:
I got to meet Mikaze!!!

I am filled with envy. Like you can't imagine. ;)

Also, any progress on getting traction for a supplement which explains how to build troops? I thought you wanted to bend some ears at GenCon. :p


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Ssalarn wrote:
LazarX wrote:


The Ranger will make a flat out better archer or meleer, and with a one feat investment, his animal companion will be just as good as the Hunter's.
This is actually demonstrably untrue (unless there's a new feat I've overlooked). Boon Companion won't give the Ranger's animal companion the ability to utilize all of his Teamwork feats, and it won't give it the ability to basically graft the equivalent of unlimited Ranger spellcasting directly onto the pet. The Ranger also has a vastly more limited list of pets to choose from, while the Hunter gets the full druid list. During the first 5 levels of play in particular, the Hunter has the capacity to be much, much stronger in melee combat than the Ranger, and has unique archery options unavailable to most Ranger builds as well, like 1st level flight via the Roc and Undersized Mount.

I have no idea how melee is going to pan out (since the animal companion is going to be a big help with providing flanking bonuses and so on), but to say that the Hunter is going to outclass the Ranger in ranged combat is comically wrong. The Hunter has exactly one buff (Aspect of the Falcon) to hit, which doesn't scale at all with higher levels. It is a 3/4 BAB class with no class features which augment his to-hit bonuses in ranged combat. It doesn't get the early access to great feats (Improved Precise Shot, for example) the Ranger gets.

I know you are in love with the class, but you are trying way to hard to prop it up as super-duper-good. In melee, you may well be right. At ranged combat... not so much. And of course the iconic Hunter is a ranged character, which continues the proud tradition of Paizo iconics choosing poorly in their class options. ^^


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Matt Thomason wrote:
magnuskn wrote:
You guys seriously believe that Paizo will never do a new edition, even if they have to lay off half their staff to please you? You guys seriously believe that they can subsist on adventure related stuff alone at the level they are now?

I don't doubt there'll be a new edition at some point.

I do doubt it'll be a D&D-style reboot that invalidates all the existing material, simply to be able to re-release updated versions of every book over the following 12 months.

But a 2nd Edition Core Rulebook that drops directly into peoples existing collections, with revised versions of the core classes (possibly taking some lessons from Unchained), tweaks to the base combat rules, and an excuse to redo the entire book layout to fit in all the FAQed/errata-ed things that can't fit in right now? (And please for the love of all that's holy remove Paladin as a core class and make it a PrC instead) - I can absolutely see that happening.

All the things you cited will invalidate large parts of prior material, since GM's would be forced to rebuild every NPC in AP's published before that Second Edition CRB had come out. So it really makes little difference if they went the way you just described or just did a more full rebuild.

But I agree that a new edition would probably be another evolution of the 3.x D20 system, instead of a fully new system in the vein of 4E. Which is a good thing, IMO, although they absolutely need to iron out some of the prevalent problems which they already wanted to take care of when they brought out this edition of Pathfinder (high level gaming, to wit. And also other stuff, but I don't want to bog this down into too many details).

The current edition is beginning to groan under the accumulated weight of too much material already. Some deeply weird decisions (Divine Protection), synergies nobody saw before the rules were published (Paragon Surge) and just the glut of material available are going to cause the same long-term problems which plagued 3.5 at the end of its cycle. I can vividly remember the last two years where I just didn't care anymore about the new material, because I could not keep up with all the new classes, feats and spells anymore. I was so happy when Pathfinder removed all of that and started over fresh, without abandoning the core complexity and modularity of the D20 system, like 4E had done.

So, yeah, I am looking forward to a new edition. Even if my purse is not. ^^


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Eh, who knows. Maybe you guys are right in the end. But I will continue to stand by my serious doubts.


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You guys seriously believe that Paizo will never do a new edition, even if they have to lay off half their staff to please you? You guys seriously believe that they can subsist on adventure related stuff alone at the level they are now?


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LazarX wrote:

The OP is simply wrong on the Hunter. If you're playing a Hunter YOU ARE basing your play style on working with your Animal Companion, the team work feats give both the hunter and the companion a force multiplier that's unavailable to either the Druid or the Ranger. And you're not completely hosed if you lose your companion, or take an archetype that does without. You've got access to a nice range of short term buffs from attribute boosts, skill boosts, and evasion.

And you've got access to the best ranger spells before the ranger can get them. and a nice quota of skill points.

Oh, as I said in my initial post, I probably will be overruled in my opinions when people get a deeper look at the classes and options.

But I still think that the Hunter itself (not the animal companion, which is great) is not so good. Those buff spells you and Salarn are talking about are either short duration (also attribute boosts are later superseded by enhancers or even Animal Aspect) or depend on the Hunter actually hitting an opponent. Which is where I see the problem with the class. It completely misses all those critical "+ to hit" buffs other casters can get, at least where spells are concerned. Divine Favor, Divine Power, Righteous Might, Bless, Prayer, Haste, Heroism, Greater Heroism, Good Hope and Wrath are all not available to the Hunter.


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Mikaze wrote:
magnuskn wrote:
I always had mentally pegged Abrogail as kind of a woobie evil guy, because she was a teenage queen. :p
I freely admit that my Abrogail is heavily influenced by Princess Azula. >:)

Yeah, that may have been my influence, too. :D


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Diego Rossi wrote:

I fail to see how "I need to choose between several options to see what swift actions I should use. " is worse than: "My class has no class based uses for a swift action."

Having ways to use your swift action is a strong action bonus, not a penalty.

I have a hard time seeing how having good swift action bonus is a drawback.

The problem is that you can't use the "not as good" ones, because you need the swift/immediate action for the stuff which really helps. Doubling your precision damage on one hit is not as good an option as having had to use Charmed Life or Riposte when it was not your turn. For that matter, Riposte is not as good an option as having Charmed Life available. Things like Dizzying Defense, Dodging Panache and Menacing Swordplay are just not usable class features, because you need the swift action for simply more important stuff.

Mythic gameplay (grantedly a corner case) just excerbates the problem.


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Orthos wrote:
magnuskn wrote:
Pan wrote:

/not signed

With the PRD and age of the interent I will never be ready for PF2. I hope they never make one and just keep doing what they are doing. At this point all I needs me is some AP goodness.
Yet they need money to feed their families. Hence, PF2 will happen some day.
I disagree that this leads to that. Especially with Paizo's adventure-focused business plan.

The cycle will continue, as it always has. And they are just as dependent on splatbooks as they are on adventure paths. You may disagree, but I don't think that the developers are so much more special than the guys at WotC were. Especially since a good number of them worked there.

But, hey, we'll see in a few years.


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How exactly can a Monk control the battlefield, aside from grappling and tripping people? Which is not as easy as it sounds, given CMD's of big creatures.


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Gray wrote:

So I just got my copy of the ACG, and I didn't see a discussion on this yet.

Slayer Talents: I see that the Slayer can get some of the Rogue Talents. However, I don't see anything that would allow a Rogue to get Slayer talents. Did I miss something?

Feats: Some of the feat prerequisites seem odd to me. Kick Up, for example, has prerequisites of Dex 12, Acrobatic, Acrobatics 1 rank, Slayer level 1st or swashbuckler level 1st. This is also a combat bonus feat. So if I'm reading this correctly, this is only really available to Slayers and Swashbucklers. Those who wish to pick this as a combat bonus feat, would need to dip a level into one of these two classes. Correct?

Funniest thing about it is that the graphic depicturing the feat shows Seltyiel, who cannot get it.


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Pan wrote:

/not signed

With the PRD and age of the interent I will never be ready for PF2. I hope they never make one and just keep doing what they are doing. At this point all I needs me is some AP goodness.

Yet they need money to feed their families. Hence, PF2 will happen some day.

If they choose to listen to good feedback from their fans, I think they have a good shot at bringing us a better system than the one they have right now.


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Giving some anecdotal feedback on the Swashbuckler (I have been playing one at 13th and 14th level for a few weeks now and playtest to released product are basically similar), the class plays pretty well, but has noticeable weaknesses, due to a large part of its damage coming from precision damage (way too easily negated by multiple factors) and the two low saves. Although on the latter Charmed Life helps a lot.

Aside from those two problems, the over-reliance on swift/immediate actions is the most problematic thing. Do not try to play this class in a mythic campaign, since you are only adding more ways to want to spend your one swift action to your bag of problems.

Panache is a pretty fun resource, you can spend it pretty freely since you will probably recover it very fast, anyway. Last session (when finally I had the chance to fight something which had not improved concealment or was immune to precision damage in another way), I had a very solid damage output (to the tune of something like 140-150 damage per round) and had no problems recovering the panache I spend on ripostes and other stuff. The problem rather was deciding on what to spend my swift action of the round.


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Just asking, but are we sure that the Exploiter Wizard can even take Greater Exploits? If the archetype can't do that, it loses out in power significantly.


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Artanthos wrote:

The arcanist is overpowered for tables that play with a 15 minute adventuring day.

The arcanist has a crippling weakness at tables that play 7-8 encounters between rest periods.

Given this, different groups will have vastly differing experiences.

Given how Paizo has designed their classes, short adventuring workdays have pretty much become standard, especially at the lower levels.

About every one of the new classes Paizo has written since the APG have a limited charge mechanic in their design which severely limits their effectiveness in combat after they run out of that resource. So the crippling weakness which you attribute to the Arcanist is distributed pretty evenly among all party members.


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Suichimo wrote:

CRB, page 562, Overcoming DR. You'll find everything I quoted there.

A +5 bow doesn't allow regular arrows to bypass anything other than Magic DR.

That is not what it says there. A +5 weapon will overcome any damage reduction aside from damage type ones and of course epic and amount/- . There is no text which exempts bows from conferring that bonus upon their ammunition.


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I always had mentally pegged Abrogail as kind of a woobie evil guy, because she was a teenage queen. :p I guess if she is all grown out now, that mental image will fall by the wayside. Probably should have pegged here more in Joffrey territory in the first place, too. ^^


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ikarinokami wrote:

divine protection is no way shape or form a must have feat, it does not make your character more powerful or able to do anything different. it can replicated for a few thousands in gold, even less if you craft wonderous item.

the feats on my list either make your character more powerful, are must haves or allow your character to break basic assumptions in the game.

divine protection does not do any of these things. all the hoopla about divine protection is that people are offended that a paladin ablity can be gain by another class. that is not reason for a feat to be labeled powerful.

P.S i did mean extra revelations, thanks for the correction.

You can't replicate Divine Protection through magic items. Making yourself basically immune to three of the most fundamental attack methods in the game is a huge advantage, because only characters which are not locked down contribute to party success. I am impressed how you still can miss such obvious a point although multiple people have tried to point it out to you.

Aside from self-nerf issues due to pride, I see no reason why any character with a positive charisma modifier and the other prerequisites would not take this feat as soon as he can.


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Marcus Robert Hosler wrote:
Craft Wondrous Item? That's only good for party boosting. For a casters the money is just money not going to undead hordes, sno-cones, and bribing outsiders.

Aside from making you get your primary stat enhancer much faster than you normally would, it also helps you build custom items which would be hard to get the normal way... like a Cloak of Resistance of the Mountebank +5. Ideal to get out of that one grapple that got through your normal defenses. Grantedly, Wizards and Arcanists can get out of that, but Sorcerers have it way more difficult.


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Well, it looked like more of a skill focused class at first, but the synergies are there at second look. Studied Strike still is not worth very much, IMO.


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Deadmanwalking wrote:
Studied Combat needs only one Feat to be useful in ranged combat, that's not too bad. And Investigator is actually great in combat if built for it (with +15 BAB and +10 Studied Combat to both hit and damage, they actually max out at +25 to hit, +10 damage, which isn't too far off from a Fighter's +26 to hit and +6 damage...and that Fighter number includes Gloves of Dueling). Studied Combat is a buff on par with a Dawnflower Dervish's version of Inspire Courage (which makes the Dawnflower Dervish equal to many full BAB classes), and Inspiration can add even more to attack rolls at need (and cheaply if you focus your Talents on it). And all that's on top of having all an Alchemist's self-buff stuff in melee combat (they can even grab Mutagen). All told it's very solid in combat and phenomenal outside it. That's an 8/10 even in a more traditional game IMO...unless you build them poorly for the kind of game they're in, of course.

Not to forget that you can make a mutagen for yourself if you build this way and have super-useful buff extracts, like Haste and Heroism. The class really is fine in combat, you just need to delve a bit under the hood.


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I think the only two things where people (including myself) have gone "WTH, this is too good!" are the Arcanist (now even topped by the Exploiter Wizard archetype) and Divine Protection. Both have obvious problems to anybody with experience with the system.

Anything else looked fine or even underpowered to me (the new spells seem to be mostly less effective than the ones we had in the CRB, magic items seem to be just fine).


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Sorry, I was away, so I couldn't respond on time to you guys. I'll do my best to catch up, although I'll keep it short, its's 03:00 a.m. here in Germany at the moment. ^^

Demoyn wrote:

I think you're under-rating the bloodrager and skald a bit. The bloodrager is, without a doubt, one of the most powerful classes ever created. I don't need a single spell from the spellcasting section other than ablative barrier (to put it on par with a barbarian) in order to break the hell out of it. The real power is in the bloodlines. I'd give it a 9 or 9.5.

The skald is definitely underpowered compared to the standard optimizer classes, but has its place. It's a lot better than a bard, and a very capable melee combatant. All I have to say is that at 15th level my ENTIRE PARTY just got 4 strength, 45 extra hit points, 2 AC, and pounce. I'd go with a 7 here.

I think we can put this down to personal preference. I talked about the Skald with two players of my group and one of them reminded me that even in a melee heavy party, a good number of them will still be spellcasters.

Zwordsman wrote:

What about studied strike is a trap btw? I don't have the ACG yet, but I was under the impression the debilities go off whenever studied strike hits..s o you get teh damage and the status debuff.?

or are you refering to it only occuring once per bad guy per fight (baring inspiration spending I assume)?

It's only a one-time damage bonus, which forces you to spend Inspiration and another action to get it onto the target again. Overall, it seems a bit sub-standard, but then again the class itself doesn't seem to lend itself to heavy damage builds. Although I could be wrong there, I'm sure someone can build the Mr. Hyde with the right combination of extracts and discoveries.

ikarinokami wrote:
i was enjoying this post, then i saw the divine protection feat hyperbole. the feat is ok. if that feat should be erased, then power attack should be removed from the game, because it is bar none the most powerful feat in the game period and exponentially more powerful and game changing than divine protection.

No. Seriously, no. Divine Protection gives CHA on saves to a class like the Oracle, which already could get CHA on AC and initiative. You can easily get something like CHA 28 with such a character and the bonus stacks with every other method to increase your saves. It's broken as hell. Divine Grace was barely okay because it was on the class with the greatest roleplaying opportunity cost. Giving it to three other classes (plus archetypes of more classes) is way too much.

wakedown wrote:
Requiring a higher level spell when you're behind the curve on spell level and you are regularly pitted against spellcaster BBEGs that will exceed your level by 3-4 sadly means not a lot of counterspelling. For this reason, I don't recommend the counterspell exploit in level 1-10 play.

Good advice. I see it becoming much more powerful after level 11, though.

ikarinokami wrote:
ask yourself this question is anyone going to play an oracle because of this feat? the answer is no. the feat is ok, there is nothing special about, except people the omg, they stole paladin stuff.

I'm pretty sure the guy in my group who was constantly getting one level of lore Oracles because of the crazy bonus they get (CHA instead of DEX for AC and other stuff) would disagree. I had to explicitly ask him to stop making the same powergaming move.

ikarinokami wrote:


LOL, no one is going to build around this feat.

dazing spell is a feat you build around.
power attack is a feat you build around.
combat expertise + manuver feat chain are feats you build around.
prefered spell is a feat you build around.

no oracle or cleric is going build around this feat. no martial class is going build around this feat.

Your lack of system mastery disturbs me.

Ssalarn wrote:
I'm also not sure where you get the idea that he doesn't have good buffing spells, since he has the full spread of Ranger spells much earlier than the Ranger, and all of the Druid spells up to 6, with many of the spells gained much earlier in the game than either parent class, and in some cases any class, can gain them.

He does not have access to: Haste, Heroism, Greater Heroism, Good Hope, Blessing of Fervor, Divine Favor, Divine Power, Righteous Might, Bless, Prayer. That is the kind of buffing spells I am talking about.

Stuff like Lead Blades/Gravity Bow is nice, but if you can't hit anything because of your 3/4 BAB and because you are more than a bit MAD, then they are of no use. I guess melee Hunters will benefit from the increased attack bonuses from their pets you were talking about, but ranged Hunters will have it pretty bad.

Also, could we get a little bit more back on topic? ^^ The Hunter stuff probably should get its own thread, where you guys can do math and all that. Anyway, I'm off to bed, before the sun comes up or anything similarly silly. :p


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Urban AP? I'm so there. Heh, maybe I don't need to write my own AP after all? ^^


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Ssalarn wrote:


During like the first 10 levels of play they're very neatly balanced to each other. The Hunter may need his animal companion more, but he also gets a lot more out of it.

As far as the spells he gets earlier not helping him in combat...
He gets delay poison earlier than any other class by several levels, which is potentially a big deal. For damage and control he's got early access to spike growth, wind wall, he's the only divine caster and 3/4 BAB class to get gravity bow so early, super early access to lead blades, early access to badger's ferocity which is potentially powerful dependent on group composition, early access to ricochet shot which combos well with the new teamwork feats and many Hunter playstyles...
And that's just a quick browse through of the first couple levels of spells. Access to Lead Blades at 1st level alone puts the lie to the idea that they don't have built in ways to boost their damage output without the companion. With the companion they can apply huge boosts to accuracy and damage far earlier and faster than almost any other class.

We'll see. :) Maybe there is something better simmering under the surface than what I personally am seeing. I'll leave it to the optimization people to point out the sneaky ways to make the class shine.


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Prince of Knives wrote:
Even still, there's options to boost your check that other 'faces' don't get; even if it doesn't make you the social equal of, say, a bard, the wizard or cleric gets to cast one spell and solve a social issue.

True enough.


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Oh, I was notified of the Wizard also getting in on the Arcane Exploits fun with one of its new archetypes, so I am definitely not counting the class out. Sorcerers remain my favorite arcane spellcasting class, no matter how OP Arcanists are. :p

The counterspelling thing really irks me, because it very likely can break most single opponent encounters in AP's which involve spellcasters. I'll admit that I misread the section a bit and missed that you need a spell one level higher (until lvl 11 at least). So it is not as good as the mythic Flexible Counterspell. Until level 11.

I hope that people figure the Hunter out soon, I am rather disposed to liking the class. :p


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Ssalarn wrote:

The simplest and most obvious trick I found was the Hunter getting +6 to attack by level 3 at the latest (potentially as early as level 1) by having his companion use aiding attack while they know Outflank. If you do wait until level 3, it's probably more like +6 to hit +1d6 damage on the Hunter and +4/+1d6 on the companion's attacks.

There's also a certain lack of clarity. Since the pet learns Skirmisher tricks as handle animal tricks, does that mean he can use them whenever he could use a handle animal trick? The current text would indicate yes, which means the companion gets an ability intended to replace Ranger spellcasting in exchange for not learning sit or fetch (mild exxaggeration, but not by all that much).

By combining the Ranger and Druid lists, gaining spells shared by both lists at the lower level, and then using Bard progression, the Hunter ends up spellcastign elements that in some way mirror the Summoner; that is, he gets spells before any other core or base class has access to them. The fact that if his companion dies he gains its focus in addition to his own and increases the duration of all of his...

Sure, he gets those spells earlier... but most of them really do not help him all that much in combat. And getting his companions animal focus traits is not compatible with the teamwork feats.

It's not that I think I would be unhappy about playing the class, but it really doesn't seem to have a good focus where it excels. I guess you could sell him as a nature focused skill monkey with great help from his animal companion. But the people who say that the class is better than the Druid don't know what they are talking about, because the Druid will rock the Hunters socks off in almost every capacity.


Pathfinder Adventure Path Subscriber
Imbicatus wrote:
Mongrel Mage is pretty awesome for Sorcerers. It adds a lot of versatility to a sorcerer in spells known and in bloodline arcana.

I don't know, I thought it read a bit weak. I may have simply not really understood it, though, at the point I got to Sorcerer archetypes I was firmly in "information overload" territory. ^^


Pathfinder Adventure Path Subscriber
Orthos wrote:
Man I don't know whether to be excited at how awesome the Arcanist is sounding and how I'll be able to kiss the Wizard goodbye forever, or disappointed that the Sorcerer seems to be getting curbstomped in the process.

Well, he still is an arcane full spellcaster and remains my favorite of the now three available ones. Even if he now clearly is worse than the Wizard and Arcanist. Still better than all the rest, nyah-nyah. :p


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Pathfinder Adventure Path Subscriber
Deadmanwalking wrote:
Now, Wizard didn't really need a boost, so this is a bit excessive when compared to everyone else, but it does mean Arcanist won't blow Wizards out of the water to the extent hypothesized by some.

Aw, hell, I didn't even get to that. And so far as I have seen, the Sorcerer doesn't even get in on the fun the Arcanist and Wizard are having.

Why do you hate Sorcerers, Paizo devs?!? :p


Pathfinder Adventure Path Subscriber
Jinete wrote:
So far, I'm totally underwhelmed by the feats section of the book. I'm creating a Swashbuckler character, and there isn't a single feat in this book I find useful.

Steadfast Personality will be helpful. I won't be able to take it for my level 14 guy, because I already pre-planned all the other feats (Critical Focus, Staggering Critical, Stunning Critical), but if you start up a new character, you almost can't go wrong with this one feat.


Pathfinder Adventure Path Subscriber
Prince of Knives wrote:
- Spellcasters access every kind of power: There are many ways to influence the campaign world; combat, defense, stealth, socialization, and the ability to change the world around you directly (such as by, say, building a fortress or creating a portal) being the major ones. Full-9 spellcasters almost universally hit all of these notes, and they hit them with strong, effective solutions, usually solutions that are much stronger/more effective than equivalent non-caster solutions. Diplomacy and Intimidate, for example, can be replaced by charm person (and/or charm monster), to say nothing of tools like suggestion or dominate.

Yet not everybody wants to play a guy who gives mental roofies to his ostensible allies outside the party. Just saying that as someone who loves arcane casters but despises the charm/dominate spell-line. I prefer taking Diplomacy, even if there are people in the party who are better than me at it.


Pathfinder Adventure Path Subscriber
Azten wrote:
Why not? Because it says in the book no Arcane Exploit can be taken more than once. And they finally made counter spelling more appealing. Awesome. :)

Ah, missed that about the exploits. But I think counterspelling as an immediate action is still insane. It breaks every single opponent spellcaster encounter in an AP.

Geez, just noticed that it also is as strong as a mythic ability (Flexible Counterspell). So much for "the developers feared that giving dexterity to damage would be too good for a non-mythic ability". <sigh>


Pathfinder Adventure Path Subscriber
Ssalarn wrote:

I think the Hunter is the most powerful non-full caster in the book, with the possible exception of the Skald, who seems pretty boring but very solid mechanically.

Has anyone else really looked at the finished Hunter yet?

What am I missing here? The Hunter only has a 3/4 BAB, no really useful self-buffs to get better in combat, only 2/3 spellcasting and his class abilities really don't seem all that good, aside from having a good animal companion. Unless you think that the class should be about the animal companion, not the Hunter.

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