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Minkan wasn't defined as a language of its own at the time that Ameiko was first statted out. I imagine an updated stat block would list both languages for her.
Shiori Kaijitsu wrote:
If it's a concern, I could easily rework Asako's concept into a Battle or Ancestor Oracle.
I didn't hear back about the Ratfolk Alchemist, so I decided to go in a different direction. Meet Asako, the Kensai.
Asako was born and raised in Sandpoint, the only daughter of two glass artisans who worked in the Kaijitsu Glassworks. Asako knew little of why her parents chose to leave Minkai until she discovered a beautiful antique Katana stashed in her family's attic. She was transfixed by its beauty and couldn't understand why her parents were so upset when they saw her with it.
In a fit of pique, Asako ran into the hinterlands with the sword, and was soon set upon by a horrible Bugbear. Asako's feeble attempt to defend herself using the katana only amused him, but before he could drag her off to unknown tortures, he was beset by a flurry of arrows. Quick as lightning, Shalelu grabbed the young Asako and flung her over her shoulder and escaped. Asako begged the elf not to take her home, fearing her parent's wrath, but Shalelu was adamant. Still, she took some time to talk to Asako's parents first, and it was then that the girl came to understand their feelings.
Asako's parents were descended from rival warrior clans in Minkai, and had initially met during a tenuous peace between their Houses. They soon fell in love, and knowing that their families would never allow them to marry, they forsook their duties and honor, as well as the practice of violence. Her father sold his sword to pay for the trip across the roof of the world, and they'd kept her mother's swords hidden away as a nest egg. Her parents remained uneasy with Asako's fascination with swordplay, but under Shalelu's advice they decided to allow her to choose her own path, as they had done when they were young.
Swordplay enhanced the young girl's focus, and she turned her keen intellect towards the study of magic at the academy in Sandpoint. Tragically, Asako's parents were slain when goblins attacked the Glassworks. She still feels guilty that she was not present to protect them, and has spent more time of late practicing on her own, in the wilderness. Secretly she hopes to encounter that Bugbear again, to prove to herself that her skills are more than simply empty performance.
Asako is a quiet, somewhat withdrawn young woman with very short hair and a lithe, athletic build. She is not anti-social, but seldom sticks out in a crowd or draws attention to herself.
Level 1 Human Magus (Kensai Archetype)
BAB: +0 Fort: +3 Ref: +2 Will: +3
Katana +3 (1d8+2/18-20)
SKILLS (those marked with * are class skills)
Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
[Campaign Trait] Rescued (Shalelu): You gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.
SPELLS (those marked with a * are her default prepared spells)
EQUIPMENT (average wealth for class: 140gp)
I'm kind of wondering why this isn't being "removed" for being a personal attack, but I suppose that only matters if you're on the wrong side of the argument.
Regardless, the new Crane Style feat is not "on par" with the other feats in UC; it's now objectively inferior to the other defensive styles (Snake/Turtle).
gustavo iglesias wrote:
Crane Wing can only be used by people who are either unarmed, or only wielding a weapon in one hand...that is, people who cannot carry a shield, and thus will not have a shield bonus. So even with this new version of Crane Wing that you propose, they will be objectively worse than a guy with a magical shield, or anybody affected by a Shield Spell (for example, an Eidolon).
gustavo iglesias wrote:
Wouldn't you be better off simply having Shield cast on you, since Shield gives you +4AC against everything, all the time, rather than just one person, if you declare it ahead of time?
This is a mechanics discussion in the Rules forum; your argument doesn't seem particularly relevant here. Game mechanics do not prevent roleplaying, and roleplaying is not an excuse to allow blatant power inequalities to exist in a game system.
The only thing that has changed due to this errata is that now, you simply *can't* make a decent defense-oriented martial character. Is that really an improvement?
Technically, Ultimate Campaign does introduce rules for retraining feats, but the point still stands, since this option requires an additional book, and clearance from the GM.
Jason Bulmahn wrote:
Can you explain, then, in what universe the errata'd Crane Wing is "as attractive" as its alternatives?
Liz Courts wrote:
Removed a post—please state your opinions without making it personal.
It's really unfortunate that you removed that post, I thought the person made a very good argument regarding why this change is so frustrating.
For starters, these changes seem to overwhelmingly affect melee classes, rather than casting classes, which is problematic in itself because casting classes start from a position where they can replicate anything done by a non-casting class using only a spell.
Secondly, altering an analog, table-top game like this so frequently is frustrating as someone buying the actual books, because it devalues the purchase; now I have to go print out errata and stick it in the book, or accept that my purchase is now worth less than the PDF that someone bought, or (worse yet) the PRD website that someone else accesses for free.
Thirdly, there was nothing really wrong with Crane Wing. It worked once per round, it was relatively simple, and it gave unarmed/one-handed melee characters a way to remain relevant in a game that seems bound and determined to force them to either go sword 'n board or heavy 2-hander, or give up entirely and just make a Summoner because Eidolons are basically just better than having an actual Fighter.
I'm very disappointed in the changes made to this feat. In its original form, it only allowed you to deflect a single attack per round, leaving the player easily vulnerable to full-attacks from monsters with high attack bonuses (read: most monsters).
As it is now, it's obviously inferior to Snake Style, and no longer makes any sense/has any real synergy with the rest of its feat tree, which focus on fighting defensively. Major changes like this should not be done in a tabletop game like Pathfinder; this isn't an MMORPG that can be re-balanced every few weeks based on the whining of the forum crowd.
DunDraCon is a good idea, but keep in mind that if you're close to BART, there are some good options in Oakland/Berkeley as well.
It's Your Move [4920 Telegraph Ave, Oakland, CA 94609(510) 547-4386] has a Warhorn site (http://v1.warhorn.net/its-your-move/) that they use to manage sign-ups for their games. They're the closest to me, and when I had time for PFS (they run on Wednesday nights, 7-10pm) I had a great time there. They're not as close to BART as some places, but they're near the freeway, reasonably close to Macarthur and Rockridge BART, both of which have bus lines that pass by the place, IIRC.
EndGame [921 Washington St, Oakland, CA 94607 (510) 465-3637] is in Downtown Oakland, near BART, and they do Pathfinder Society on Mondays. I've never played PFS there, so I can't vouch for anyone. Their website has an event calendar: http://www.endgameoakland.com/event-calendar/
Eudemonia [2154 University Ave, Berkeley, CA 94704 (510) 883-0814] is in Berkeley, also near BART. They do Pathfinder Society on Tuesdays, and their website has an event calendar: http://www.eudogames.com/calendar
Games of Berkeley [151 Shattuck Ave, Berkeley, CA 94704 (510) 540-7822] is within walking distance of Eudemonia, has more of an RPG focus, and runs Pathfinder Society on Fridays. Their event calendar can be found here: http://www.gamesofberkeley.com/calendar/
So any weekday except for Thursday, you've got PFS options within reasonable striking distance of San Leandro/Hayward/Castro Valley.
Then why hasn't anything been done about the (various) abusive things you can do with pretty much any arcane caster? I haven't seen any changes to the (numerous) ill-balanced Summoner archetypes like the Synthesist, but everyone complains about it. It seems like the only complaints that result in FAQ changes are the ones that end up affecting Monks.
Sure, why not? I whipped up a quick Level 1 Oracle, using basic PFS build rules (20 point buy, 150GP)
Asmira, Chelaxian Oracle of Battle
Attacks: Greatsword +3 (2d6+2, 19-20)(Sun Metal adds +1d4 fire)
Curse: Tongues (Infernal)
Revelations: Skill at Arms, Weapon Mastery (Greatsword)
Orisons: Guidance, Resistance, Stabilize, Light
1st Level Spells: Cure Light Wounds, Shield of Faith, Sun Metal
Feats: Extra Revelation, Power Attack
Traits: Soul Drinker, Faith's Hunter
Gear: Greatsword, Scale Mail, Pathfinder's Kit, Warhammer, 26GP
One of the main problems I've had with the Rise of the Runelords cardboard pawn set is that it leaves out so many minis that seem important to me. For example, The Annis Hags that are so important for the climax of the Hook Mountain Massacre. Annis Hags are from Bestiary 3, so neither of the Bestiary Box pawn sets have a figure I can use, and they aren't included in the Rise of the Runelords pawn set either. Has anyone found a good substitute?
How would Haunted kill a teammate? It's only mechanical effect is increasing the time it takes to retrieve an object, and making dropped items move further away, IIRC.
It's great for casting-centric Clerics, as it lets you heal the front line without getting up close and personal. It's also really useful in PFS, where (inevitably) someone does something stupid while they're more than 20 feet away from the Cleric.
It's not really that much more focused; Clerics only need Charisma for skills and Channeling; most Oracles don't even get Channeling, so it's a wash there. Wisdom is actually a better stat to have as a primary than Charisma, since it feeds Will saves. Recall that Clerics also have superior Fortitude saves, so really, Oracles have more need of Constitution (to make up the save difference) than Clerics do.
There are two types of Oracle (Lore and Nature, as I recall) who can partially ignore Dexterity, but doing so leaves them vulnerable either to Reflex Saves (Nature only replaces Dex for AC and CMD), or Combat Manuevers (Lore only replaces Dex for AC and Reflex Saves). So if we're talking about a melee combat Oracle vs a melee combat Cleric, the Oracle only has one more stat they can dump, and doing so could still screw them under certain circumstances.
Bear in mind also that Channeling (which only Clerics and Life Oracles can do) allows you to heal multiple people at once, for one measly standard action (non-provoking).
Yes, I know. My point is that Oracles have "wasted" Revelations that essentially just give them armor that is inferior to what they can already wear.
At first level, the armor Revelation will give them a +4, compared to the +6 they could get from Scale Mail for 50g. The armore Revelation only lasts for 1 hour per level, while the Scale Mail is active for as long as you wear it. Then at 7th level, the armor Revelation "improves" to +6. By 7th level, you should have enough gold to easily enchant your Scale Mail to +1 or better, giving you superior AC plus other benefits. The revelation never really catches up to what regualar armor can already do for you.
I really think you guys are underrating Channeling as an ability. I've gone through entire PFS scenarios healing the group primarily with Channels. I basically laughed off an undead ambush with a combination of Consecrate and Channeling. It's extra, free healing several times a day, most Oracles don't get it, and they really don't get anything to compensate for the loss.
Fair enough. I still think that, on average, a cleric is objectively better than an Oracle. Better saves, none of their class abilities inhibit them, and the Oracle's primary benefit (spontaneous casting) is largely useless when paired with the Cleric/Oracle spell list.
Cult of Vorg wrote:
Better than Domains? Luck, Travel, Freedom (or is it Liberty?), I think even Magic is better overall than most Mysteries.
Being better than a cleric at physical combat isn't the same thing as being "good" at physical combat. The Cleric is "good enough" at combat, support, and debuffing that having one around is great. Outside of the Life Oracle, I don't think the class is good enough at any one area to be worthwhile in a party. I'd love to be proven wrong though, and I may try running one in PFS to see how it works out in play.
I like Oracles as a concept, but lets look at them mechanically:
They have a slower progression of spell levels than the Cleric, but this is balanced by them casting spontaneously, as is the case with Sorcerers and Wizards. The problem is, the Cleric spell list doesn't have a lot of spells that synergize well with spontaneous casting. Most of the spells that do are Cure/Inflict spells, which Clerics can also cast spontaneously, Oracles just kind of lose out here.
Clerics gain bonus spells from two domains. They get a bonus slot with which to use these spells, one at each spell level. Oracles gain bonus spells from one Mystery, and do not receive a bonus spell slot. They do receive more spells per day, however, so we could argue that this is a wash. However...
Clerics also gain special abilities from two Domains. Oracles only gain abilities from one Mystery. Yes, they also get a Curse, but that cancels itself out by being both a benefit and a detriment at once. At best, you could say Oracles get one and a half special abilities, versus the Cleric's two.
Clerics also get Channeling, which Oracles can only gain via the Life Mystery, and which comes out of their allotment Revelations.
So basically, Oracles get half as many bonus spells and one less class ability, in exchange for being able to cast without a Divine Focus. Making matters worse is that the actual design of many of the Mysteries are problematic. It's a medium-armor wearing class that has several mysteries that give it a highly limited armor spell that is *inferior* to Medium Armor, and remains behind the curve of what the player could buy with magic armor. Even the "good" Mysteries, like Battle, seem like the best they can do is make you into a slightly inferior Fighter who can heal a little...otherwise known as a bad Paladin.
Revelations like Dweller in the Darkness allow an 11th level Oracle to do something that a 7th level Wizard could do. Spray of Shooting Stars gives you the ability to cast an inferior Fireball in a 5-foot radius (i.e. unlikely to hit more than 1-2 creatures) only once per day until 5th level, when you can do it twice.
I'm earnestly curious about what the thought was behind the design of this class. The Life Oracle seems like an interesting experiment in healing/buff mechanics, but for something like a Time or Flame Oracle, what is their actual role? They have few if any support abilities, their offensive abilities are objectively inferior to those of an offensive caster, their defenses are inferior to a defensive class...so what are they?
EDIT: I almost forgot, Oracles also have two bad saves, versus the Cleric's two good saves.
Doug's Workshop wrote:
Axing the defense budget seems like kind of a good idea, doesn't it? We spent ourselves into a recession dumping money into Defense. The way we spend money is broken; those defense dollars aren't going to soldiers, they're going to defense contractors.
All of this angst over the "end of the filibuster" is overblown. The rules change doesn't apply to Supreme Court nominees, or legislation. All it does is prevent a minority party from obstructing perfunctory nominations out of sheer spite, which is why Republicans won't be undoing it when they get the Senate back (which, contrary to their belief, is unlikely to be in 2014...they kind of kneecapped themselves with that government shutdown silliness)
because fun is largely subjective. So ppl on the board give advice based on what is effective. if you're in it for fun alone, you don't need to go on msg boards and ask for advice for having fun.
I think the problem here is that people are asking for a specific type of advice ("how do I make this character better?") and they're getting a different kind of advice ("play this other character instead").
It's more challenging to find a way to make an unusual build viable, but it's also very rewarding.
If the DC is 17, they must have an 20 in their casting stat and spell focus in enchantment (or the equivalent psionic feat). That would make them pretty specialized...they should be able to sleep effectively. But it's impossible for sleep to affect anything with more than 4HD, and there are monsters who are flat-out immune to sleep effects. This doesn't sound like a huge deal.
Abraham spalding wrote:
i admit a curiousity at why someone would think that an oracle has to be some sort of damage dealer to justify wearing medium armor. i would think just wanting the protection would be enough.
I think I phrased that poorly. I was speculating about an Oracle without medium armor, with low strength. Typically there's a period between buffing at the start of combat and healing where you could/should be doing something else.
Abraham spalding wrote:
Yes, I understand that. What I'm wondering is how a low strength Oracle would handle themselves, since their spell list is light on ranged damage at low levels and they have poor synergy with archery.
So, I've been messing around with some level 1 PFS builds, and I've noticed that with a strength of 10, your light load limit (33 pounds) is less than that of many Medium armors. Does this mean that, for example, a STR 10 Oracle wearing Four Mirror (45 lbs.) would be at an encumbrance penalty? Would the same Oracle in Scale Mail (30 lbs.) only be able to carry another 3 lbs. of gear? Wouldn't that restrict their weapon choice pretty harshly?