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voska66's page

Pathfinder Adventure Path, Roleplaying Game Subscriber. 2,508 posts. No reviews. No lists. 1 wishlist.


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Depends on the party really.

I've seen high level barbarian burn a cure light wounds wand after every combat.

Scrolls and UMD are useful but if you don't get an opportunity replenish you stock of scrolls and wands things get ugly quick.


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I'd like to have to the Blood Rager's bloodline progress. It seem cool but nothing over powered.


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master_marshmallow wrote:

So, often I see people complain about fighters not having the resources they need to do things. Most of them say you can't fight CR appropriate things because they need magic gear and thus 100% rely on spellcasters to do the things they need to do.

This feat is core and has been available the whole time.
Sure, I guess it's a 3 feat tax to have access to all your important magic items at half cost without needing pesky spellcasters and it does require skill investment.

But per the crafting rules, you can substitute a craft check in place of a spellcraft check. If you're a Lore Warden you can just make a spellcraft check.

Hell, let's look at a fighter build:
human, 20 point buy:
16(18) STR
14 DEX
14 CON
12 INT
10 WIS
8 CHA

So that's 4 skills per level. Max out perception and craft (weapons and armor) along with Profession (tailor) and you can literally make your own magic armor, weapons, and wondrous items. Plus extra skills to put in whatever, unless you don't wanna go human. And there's still favored class.
By 8th level you feasibly have the means to make yourself some of these or even lower level if you just want these.

Not to mention that you can also make your own stat items, cloak of resistance, amulet of natural armor, and even a headband of wisdom to boost those will saves.

Three feats seems like a lot to any other character, but if I choose to just craft a keen weapon instead of taking Improved Critical, and I can also get my magic weapons on the cheap, is that not worth the feat?

Is Craft Wondrous Item not worth taking instead of Iron Will?

Retraining cheese aside, this seems like something that I either missed being a fad, or is something people dismiss completely when dissing on the fighter.

I usually take it to craft weapons and armor. I've never done for wondrous items though. Just didn't feel right for my fighter with Profession Blacksmith to be making wondrous items unless I can pound of metal with hammer. Not saying you can't do it but just doesn't make sense the character I make.


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Just steal from the rogue instead. Pick up the sleight of hand skill yourself. It's not like rogues are good a perception for anything other than traps. So you won't need the highest skill to do it.


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leo1925 wrote:

Forum ate my long post.

It's nice that you selected, mostly, 5th level (usually augmented) mythic spells to compare a non-augmented 3th level mythic spell.

You can counter mythic wall of thorns quite easily, it's called freedom of movement, and you might be able to bypass it by flying over it (depends on the terrain) or dimension door your way across it (again depends on the terrain).

Mythic heroism is a spell that has a long enough duration to last (usually) the entire dungeon.
If the entire party has it and their opposition doesn't then the party's capabilities are at least a couple levels higher than they should be and the opposition is effectively weaker.
If some of the members of the party have it and some don't, then the members that do have it have capabilities that are at least a couple of levels higher than they actually are and are severy outperforming the party members that don't have mythic heroism.

Long story short, the +4 to attack, damage, saves and skills for the entire dungeon at the cost of a 3rd level spell and a mythic point is TOO much of a benefit.

I've found 10 minute per level spells last about two combats at least until you are high level. But then you usually end up having it dispelled.


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I ran WotR and mythic was crazy powerful but it also had someone of most challenging fights at high levels. Sure most of the encounters were push overs but there were a few interesting once that proved a real challenges. All of them were mythic encounters with the dual initiative ability.


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Silver Surfer wrote:

I do wish people wouldnt get so into semantics and pedantics!

The essence of what I'm saying is that it feels that the ACG was a real tipping point in PF bloat..... it is the first time I can remember that classes appeared that actually put other classes almost into retirement. Up until that additional classes filled holes.... I really dont think many of the ACG classes served much purpose.

The arcanist took a real bite out of the wizard and IMO virtually puts the Sorceror into retirement.

Bloodrager puts Barbarian in the shade

The Shaman... a complete farce IMO.... just when I thought the Oracle was OP with Divine Protection and add to Charisma to everything.... then along comes the Shaman! Single handedly it has almost put the Oracle, Witch, Cleric and Druid out of business entirely!! What is a real joke was that the Druid had a whole load of Shaman archetypes years before the ACG!!!! I mean... why even bother?!?!!?

And the Swashbuckler has put the cat amongst the pigeons too!

Currently playing a Shaman, it looked like it was more powerful than the Oracle, Witch, Cleric and such but now that I've played it for a bit I'm finding where balances. The hexes are much weaker in that you have no major or grand hexes. The next thing I notices is while you have 9th level spell access you gain spells later. For example you get heal as level 7 spell instead of 6th, a lot spells are like that. The Shaman has Jack of All Trades spell list great for covering all the bases or supplementing an area but not great for specializing in. I'm finding it no more powerful than the any of the other Full Casters.

Another class I played was the Slayer. Found it weaker than a Ranger and stronger than the rogue and stronger the the fighter except for when it came to AC. Have blood rage ready to play, look pretty much like a twist on a barbarian but no better.


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Silver Surfer wrote:

I do wish people wouldnt get so into semantics and pedantics!

The essence of what I'm saying is that it feels that the ACG was a real tipping point in PF bloat..... it is the first time I can remember that classes appeared that actually put other classes almost into retirement. Up until that additional classes filled holes.... I really dont think many of the ACG classes served much purpose.

The arcanist took a real bite out of the wizard and IMO virtually puts the Sorceror into retirement.

Bloodrager puts Barbarian in the shade

The Shaman... a complete farce IMO.... just when I thought the Oracle was OP with Divine Protection and add to Charisma to everything.... then along comes the Shaman! Single handedly it has almost put the Oracle, Witch, Cleric and Druid out of business entirely!! What is a real joke was that the Druid had a whole load of Shaman archetypes years before the ACG!!!! I mean... why even bother?!?!!?

And the Swashbuckler has put the cat amongst the pigeons too!

Currently playing a Shaman, it looked like it was more powerful than the Oracle, Witch, Cleric and such but now that I've played it for a bit I'm finding where balances. The hexes are much weaker in that you have no major or grand hexes. The next thing I notices is while you have 9th level spell access you gain spells later. For example you get heal as level 7 spell instead of 6th, a lot spells are like that. The Shaman has Jack of All Trades spell list great for covering all the bases or supplementing an area but not great for specializing in. I'm finding it no more powerful than the any of the other Full Casters.

Another class I played was the Slayer. Found it weaker than a Ranger and stronger than the rogue and stronger the the fighter except for when it came to AC. Have blood rage ready to play, look pretty much like a twist on a barbarian but no better.


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Revan wrote:
Duiker wrote:

It says in the product discussion for the last book that you should be starting at level 15 and probably finishing at level 17:

Link here

This is more or less the default assumption of APs, probably because it means that casters will have access to their highest level of spells in the final battle.

The only exceptions so far: Council of Thieves and Jade Regent both go to 15th level, while Wrath of the Righteous stands as the only AP to go all the way to 20th level (as well as providing a full progression of mythic tiers).

Another Exception is King Maker at 18th.


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Trogdar wrote:
Low point buys are worse for any class that doesn't rely on one stat.

Low point buy is bad for all classes. I mean if you have 5 point buy all classes suffer. It makes it very hard to get casting stat a stat that enable casting higher level spells or meeting feat requirement.

The game is design for 15-25 point buy. Go less or more than that and it creates problems. Nothing you can't work around but you have to realize that the problems are there.

My players like high stats super hero style games. It requires me as the gm to adjust things. Magic gets out hand quickly if you aren't prepared for all the things players will pull. I actually find the best way to deal with it martial bad guys. Sure they die all the same but they can actually damage the party better than other casters can.


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Aelryinth wrote:

Not quite true.

Wizards had to earn the most xp...after level 11.

From 4-9, wizards leveled faster then any other class.

It's why you see things like fighter/magic-user 4/6, 4/7, 5/8, 6/9, and 7/10 on old PC sheets. Wizards leveled VERY fast in the midlevels, so they weren't weak long.

And due to the way xp worked then, a multiclassed f/m-u was never more then a level behind the straight wizard, and could actually be higher level then a straight classed fighter type.

Granted, at level 18, the fighter might be 20, 21. But he got 6 hit points and +2 to hit, and the wizard got meteor swarm at a time when meteor swarm could take out a demon lord.

wands in 1e were much closer to what staffs are today, just smaller. They often had unique abilities you couldn't duplicate with spells, and/or were more effective at certain spells. Wands of fire and lightning, for instance, counted 1's rolled as 2's when tossing fireballs and lightning bolts, respectively.

==Aelryinth

Can't say I remember that. If you had enough XP to be 4th level fight you wizard level would 3rd. At 5th level fighter you'd 4th level fighter. At 6th level fighter and 6 the level wizard. It's at 7th that this changes. They stayed relatively the same till 9th level.

Thieves had the best progression at all levels.


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I don't think magic is a problem at all. Magic gets out of hand when you have stats too high. A 15 point buy and caster are not an issue from my experience. Caster get out of hand when when you have higher stats. I find it's when caster can max out their casting stat that DCs for saves are higher. A high casting stat alone isn't a problem, attaining that with 15 point buy results in weaknesses. Magic items in this case shore up weakness instead of increasing the caster's power. If the caster is more balanced the items instead bring the caster up to the level they would be if they maxed out the casting stat.

So higher stats mean less weaknesses with a maxed out casting stat that can be boosted high enough to cause unbalances to the game. The game still works but it introduces all the problems you see people complain about when it comes to magic.


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Having played many game systems I'd say Path Finder has good control on power creep compared to many others. There is power creep it's been about 6 years now. 6 years and power creep where it is very impressive that it has gotten out of control.


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Just a Guess wrote:
N. Jolly wrote:
Just a Guess wrote:
The GM decides whether FAQs are followed. The player can only choose to reroll or leave the game.
*COUGH*PFS*COUGH*
With PFS all of the FAQ garbage is used. That'll only make things worse.

That's why I don't do PFS, I don't have time to go through FAQs to see what's new and changed.


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CraziFuzzy wrote:
Fast Healing 20 vs DR 20/-: Depends on how often you're taking damage. If you are only getting hit once a round, then yes, fast healing will be on par with DR, in essence negating the same 20 hp. However, if you get hit twice a round, DR is twice as good, and so on. The advantage of Fast Healing is that in rounds you DON'T get hit, you still gain 20 hp of healing - but that's still only when raging, which if you're close enough to warrant raging, your close enough to be getting swung at.

Also depends what type of damage you are taking. If you fight a lot of casters you probably won't be using your DR much but Fast Healing will heal magical damage.


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Take Primalist to get some rage powers like superstitious, witch hunter and spell sunder. If you go untouchable and don't really want any spell like abilities swap out 4th, 8th and 16th blood line powers for 6 rage rage powers.

Also consider the spell eater to get fast healing instead of DR. You get fast healing 2nd level while raging. Then you grab combat expertise and the stawart feats. Get the reckless abandon rage power. What this does is lowers you AC and boost you fast healing and non penalty to attack. You can Fast Healing 20 at 20th level (class 6, rage powers 2, improved stalwart 12). I think fast healing is a bit better than DR 20/- as it heals you even if the damage by passes your DR as spells for example.


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We just played that adventure. We found most of the fights were easy too but not all were for sure. The GM needed to roll 20 to hit the fighter as the fighter was sword a board fighter but the rest of the party had much lower AC. So the fights would be few attempts against the fighter then gang up on the rest of us. Our character are fairly optimized not over the top. We have lot optimization for out combat encounters as much as we do in combat

How's it possible that your players have a high AC on the witch, wizard and barbarian. Sounds like you may have higher the 15 pt buy of stats. If that is the case a quick fix is to apply the advanced template. Since you aren't using XP you don't need to worry about that part. You don't need to apply the template everywhere just here and there. Keep some easy encounters as even those use resource like Darkness, casters can only cast so many of them.


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I use traits all the time in the games I GM. Never had anything broken about them. At worst I saw one player with the magical lineage trait on Magus to use intensified Shocking Grasp. I didn't find that to be game breaking. I mean it was good at 10D6 at level 10 but that seemed about on par with what others were doing at that level. Not a big deal with a 15 pt buy but I can see it being a problem with high pt buys.


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Quatar wrote:

Well it's going to be for a Barbarian or Bloodrager (not sure yet), so not exactly a stealth or sneak attack character.

Was considering if switching out the Half-orc's Darkvision for the LLV from Forest Walker is a good idea.

Go for both Darkvision and Low Light Vision. Half-Orc Racial darkvision with Blood Dragons Trait select Low Light Vision. Best of both worlds.


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Shaman with the life spirit gets to channel positive energy 1 + CHR times per day. The Witch doctor get 3 + Chr but at Cleric level -3. Not sure what happens with Witch Doctor that takes the life spirit.


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I like the Circlet of Persuasion. A low cost item that +3 to all Chr Based skills. That items helps most classes but I love it on Rogue or Fighter where I don't have the highest CHR.


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If you want mage armor via wand go for Use Magic Device. Sure you won't have that as class skill but you can spend feat to take additional trait and Dangerously Curious to make it class skill with +1 trait bonus. Skill focus is better in the late game but if the is PFS it's not really worth it. This gives you +4 if you use your 5th level feat for it. Monks get lots of bonus feats so they shouldn't be an issue. If you can Circlet of Persuasion it add +3 to any Charisma based skill and I think it's 3500 gp. So if you can get that at level 5 assuming say 10 CHR you could have +12 (5 rnks, 1 trt, 3 cs, 3 mag). A 3rd level caster wand would cost you 2250 GP for mage armor that lasts 3 hours.

1D6 sneak really isn't worth it for the loss in you to hit bonus as others have said.

For trapfinding, talk to GM and see if you can the trap finding trait from the Mummy's Curse Player Guide.


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j b 200 wrote:
looks like a good spell to go on the pile of "stuff not used in my game." I mean seriously, this seems too overpowered for a 1st level spell, not to mention this useage

It's not a bad spell. Looks over powered on paper. In actual use it's nice for both the players and GM. What you will find as GM is that the spell keeps the hit points up and leads to longer work day. Basically an extra encounter, 2 if they easy. Player like any healing they can get. As the game progressed I found the spell got less and less use. When you get Heal you don't really use it that often.

On a wand it works good but not too good just a bit better than wand of Cure light wounds x2. Turns out to be 2D8+5 for 2 CL wand. One's 2D8+2 the other 2D8+5. Both take 2 rounds to do. Not a big deal. You can spend more gold for better wand but really you don't need to.

I'm playing this a game right now. Hex vulnerability was the most power at level 2 I found. Now I'm level 5 and while it gets some use not very often. Haven't had chance to get wand yet.


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Abyssian wrote:

Having played lots of AD&D and 2nd edition prior to my 3rd, 3.5, and PFRPG times, I can say that the absolute of a battle-mat is very, very good. As a DM/GM, it can add to the "mind's eye" by giving all players a similar and realistic view of what is happening.

Does it detract from the narrative? I don't think so.

Does it change storytelling elements? Sure...if you let it.

In the end, only what generates the most fun really matters.

If you embrace it as a tool, I think you will be fine. If you grudgingly accept it as "the rules," you may have different results.

I hope this helps.

Abyssian

I find the battle map is problem due to setting it up before each encounter. It slows the game down a lot. At the same time we've had some great fun after a 1/2 setting up and drawing the battle map out for an interest 3 hour battle of epic proportions. Nothing worse though that setting up a battle map 1 round fight where to you 10 minutes to draw it out. Easier not to use the map there.


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Jodokai wrote:

Playing the game without a Map creates a very different environment. Rogues become infinitely more powerful (although infinity*0 is still 0) because all you have to do is tell the GM "I flank the guy" which is WAY easier than actually trying to get into position. People will never worry about feather step or difficult terrain. They won't need improved precise shot, because all they need to do is say "I five foot step for a clear shot"

Personally I HATE playing without maps for battles. There are certain classes that have abilities that are completely negated by not having them. For example the Swashbuckler can move his full move without taking a -10 penalty to his acrobatics, without a map, everyone can just say "I acrobatics around him" you'll always consider yourself moving less than half your movement.

There's a lot of rules that covering moving in combat and positioning rules, and people have to spend resources to make those things easier. Without maps for combat, you completely negate the need for those things.

Nothing is negated when you don't use a map. That would the gm hand waving things. You don't ignore the rules just because you aren't using 1' square grid map and miniatures. Like I said a GM can handwave the rules but they can do that on grid map too.


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I'd say Primal Spell Eating Untouchable Blood Rager. Make it a Half Orc with a double axe. Don't worry about the two weapon fighting just use it as two handed weapon. That way you can take Orc Weapon Expertise feat with Disruptor option. Be an Arcane bloodline for disruptive blood rage and get the disruptive feat at 6th level as bonus feat. Pick the witch hunter and superstitious at 4th level and 8th pick reckless abandon and spell sunder and finally at level 16 grab 2 improved DR. You'll want Combat expertise for the Stalwart. You take -1 to hit for +1 AC that is converted to DR +1/- which is converted to +1 fast healing. Reckless abandon give +1 to hit for -1 AC canceling the penalty to hit from combat expertise. At 20th level you could fast healing 19 (5 DR normal, +2 for Improved DR, +12 for Improved Stalwart) and Spell Resistance 32.

This is a magic killer!


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I've been been playing RPGs since 1980. I started with Basic D&D red box. Progress to Ad&D, AD&D 2E, 3E, 4E and PF.

So I'll address the the Big Six.

In all the games I've run in the 35 years the big six aren't needed. My experience shows me that the games are designed for the least optimal choices. The big 6 are the most optimal choices. So if you don't choose one of the big six for slot it's not big deal or if you don't maximize that slot also not a big deal. You can do it and the game works fine too, you will be able to take on a bit tougher encounters with less resistance at the high levels than those with out the big 6 but that's the only difference.

The thing is players get in the habit of expecting the big 6 and feel the big 6 is all that is worth having. Anything else you find is to be sold to get a big 6 item.

If you don't like the big 6 there are things you can do to discourage this behavior. I would be provide interesting magic items filled with depth with situational abilities that come up often after acquiring the items. This is a form of conditioning will over time get players keeping a using those items. Later on you can scale back on situations an you'll see your players keeping interesting item over the big 6 item. Just remember to throw the players a bone from time to make the item(s) feel worth it.

This won't work at first, you get players looking at the gp value of said item and just selling. Then the situation encounters show up where that item would have been useful. Next item they keep testing the waters and are rewarded greatly for doing so. Keep doing this and players start doing it automatically. It works great.


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The Synthesist Summoner is not over powered. It's weaker than regular summoner. To take it you give up the biggest advantage the summoner provides and that is action economy. That's what makes the Summoner over powered. It's like party of 4 with a summoner functions like party of 5 but only splits the exp 4 ways instead of 5. I find they can take on tougher fights and in doing so get more experience and level up much faster. That's about it though. Of course you do have to watch out for Edilons that break the rules, it's easy to over look something a create one that is more powerful than it should be at that level.


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That makes sense for that one. Didn't think of it like that. Easier to add to the spell list I guess than retro the ARG.

The other seems to be under the expectation that the class could get major hexes maybe. I guess maybe major hexes were part of the plan then scraped.


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BigDTBone wrote:
voska66 wrote:
This doesn't work as you have to have spells known or prepared. Just because you don't have spells known or prepared doesn't mean it doesn't apply.
That's not what's written.

The second sentence says you can't:

"If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. "

You can't ignore this line. It the spell MUST be prepared or Known. The fighter MUST have the spell prepared or a known spell.

I think you are confused by the if. The if in this case is if prepared casting do X if spontaneous casting do Y. It's not if you cast do X if not the 1st level fighter can cast wish.


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BigDTBone wrote:

The archmage is intended for arcane casters but there isn't a prerequisite that requires it.

Then there is arcane surge. Spoilered in whole, though I will break it down in parts. ** spoiler omitted **

MA wrote:
Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot.

So that's straight forward. You can cast ANY arcane spell. You don't have to have an available spell slot or the spell prepared.

MA wrote:
If you prepare spells, this spell must be one you prepared today (even if you have already cast it);

You don't prepare spells, so this restriction doesn't apply to you.

MA wrote:
if you're a spontaneous caster, this spell must be one of your spells known.

You don't cast spells spontaneously so this restriction doesn't apply to you. This will require you to be careful though. The SLA FAQ could really hurt you here, because SLA's count as spontaneous spells. Make sure to avoid any option that grants an SLA.

MA wrote:
If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.

No problem here, cool

MA wrote:
If you must attempt a caster level check for the spell to overcome
...

This doesn't work as you have to have spells known or prepared. Just because you don't have spells known or prepared doesn't mean it doesn't apply.


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I found a couple spells on the Shaman list that Shaman can't actually use or can't unless you are specific race. Imbue with Elemental Might allow you give another person the Sulis elemental Assault but unless you are Sulis you don't have that to give. Now this could be change to give the Sulis Elemental Assault or give one of the Shaman Elemental attacks they via the spirit class feature.

Then there Hex Glyph (greater) which allows you to put Glyph with Major Hex but Shaman's don't get Major hexes. It can be used to with regular hex but why would you bother with a 5th level spell when you can do that with 3rd level spell.


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Nicos wrote:
mplindustries wrote:
Nicos wrote:
Not sure what are you talking about. In 2ed the thief were horrible damage dealers.
Backstab multiplied your damage, eventually by x4 or x5 and it was significantly easier to do because facing existed. Further, normal weapon damage was pretty limited--there was no power attack or anything, just 1d8 + a mediocre str derived bonus. And multiple attacks were fewer and came pretty late. Damage was lower overall, so Thief damage was relatively high. But again, casters were the best damage dealers by far.

BAckstab was hard to do. The enemy had to be unaware of you, it was only once per fight, you have to attack him from the back, you had to be able to reach a vital spot (like flying to back stab a giant), you can only do it with a dagger, no flat-footed, no flanking.

The multiplier was not that great. with strength 17 you only had +1 to damage.

Besides Rogue AC, saves(I think) and hit points were low.

Rogue were bad warriors.

It was easier to catch a person unaware. Hide in shadows and move silently were flat percentile rolls and no opposed perception check. Make the two rolls and your victim is unaware. As for the vital spot that was subject to GM ruling. On GM might make you fly to back stab a giant anther might let you hamstring the giant. There was not consistency. Really in the end the GM decided if back stab occurred or didn't.


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I've never played a rogue but I run enough games a GM to see the rogue in action and to see where they shine and where they fall flat.

Rogues are great off the start. 8 skill point gives them lot of skills at 1st level with +3 trained bonus where other class are doing it untrained. And extra D6 damage with sneak attack is great. Things are good and only get better. By 9th level the rogue is performing great but things do not get better. It take a while to make that slide. Usually by about 15th level the rogue is struggling.

What I notice at 15th is a few things. Skills are no longer relevant in most cases. Skill checks become trivial for all classes in most cases. It's at this level that you have ranks, feats, and magic affecting skills. Not like the rogue at 1st level when all you was skill ranks. Then there is combat, the rogue doesn't need to be the best in damage but then need to be able to at least hit with their primary attack. A lot of encounters I see in 15+ range the rogue simply can hit as their primary attack needs a 16 or better and roll of 20 on the rest of their attacks. High level encounter with some tactics, consumables and the AC just shoots out of reach for the rogue. I can as GM put encounters with weaker monsters but then magic just wipes them out in round. Then there is survivability which wouldn't be as big a problem if the rogue could hit but since they can't they are in harms way longer and take much more damage.

Now I've seen games where high level rogues have been successful too. Problem is their success relied on the other players. For example in a game where I was playing, I had a bard who's inspire courage and good hope helped the rogue hit. I worked with rogue on teamwork feats like outflank and was his flanking partner. We'd both have +9 to hit flanking. The Wizard would haste party too bring that +10. Now that roll of 16 is 6 or higher. As bard I hit about as good at the rogue too so big help to me as well.

So in all the rogue as class seems to be a good as the party supporting that rogue. No support then the rogue suffers at the high levels.


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Mythic works great but keep in mind it magnifies all the problems of high level play. So if you struggle with high level play this just makes it even harder. Another thing is single BBEG encounter don't work well as it is and mythic just makes them even easier due to action economy.

If I were to run mythic again I start with lower stats. No rolling 15 point buy maybe even 10 point buy. I'd cap it at 12th and use the slow experience progression. Between gaining level and mythic tiers there should be more than enough rewards to keep the players happy.

Wealth would be limited and magic items harder to come by. No magic shop for example and crafting items would require rare components that would send the party in search of things for them to craft with or to allow a npc to do it for them.

The world would be filled mythic creatures. Basically they wouldn't be rare but they wouldn't be obvious either.


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Corvino wrote:
You can also add in the Improved Damage Reduction rage power a couple of times. It doesn't take that much to get DR 5/- or more coupled with the Invulnerable Rager archetype.

Grab the Stalwart and Improved Stalward with Combat Expertise then take Reckless abandon rage power. At level 8 you could have DR 8/- and -5 to you AC while raging. Combat Expertise give 3 AC and -3 to hit. Stalwart turns the 3 AC into DR 3\- stackable with Barbarian. Reckless abandon gives you +3 to hit and -3 AC. Invulnerable rager at 8th has DR 4 \- so that's DR 7 \- and add you 8th level rage power of Improved Damage reduction to be DR 8 \-. At 12th with improved stalwart you'd be DR 15 \-.


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Even better than Ironhide, go with draconic blood rages and get +1 natural armor at level 3. That saves you the feat for the same +7 nat ac at 5th level.

Then go Dragon Disciple at level 6 to bring that +8, +9 at 8th level +10 at 10th level, +11 at 12th level, and finally +14 at level 15 with an amulet of natural armor +5 instead of the spell.


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The issue I have with slings is the how much they weigh. I can have one but they are heavy when I carry 20 bullet (2 sp) for them. That's 10 pounds. Sure I could use rocks 1D2 damage and pick them up as need them but the -1 to hit really hurts.


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I'd say the fighter would win every time. I just wrapped WotR and the party quashed caster with easy. It was the mythic melee oriented bad guys that caused the party a challenge even with two full casters.

It's not about who is more powerful it's about who goes first. Fighters tend to go first over wizards so the fighter wins.


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The cheapest way to get this is a by using the Magical Talent Trait.

from PRD: "Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based."

Detect Magic is a 0-level spell. The spell function at that Investigators caster level. It's only once per day though.


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I only plan my feats up to level 12+. Usually by level 12 I have all the feats I really want. As for skills I plan those out a level in advance to make it easier to level up as sometimes you end up doing that mid game. None of this is set in stone. Sometimes a game provides a reason for a better choice.


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Make him 3rd level with 9 mythic tiers. That way the bad guy would be immortal only able to be permanently killed by mythic or non mythic creature with mythic weapon creature on coup de grace or critical hit. At 9th tier of trickster and 1st level the Villian would CR 8.


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magnuskn wrote:
He ain't in book four yet, although book three should be the place where the problems are already obvious.

We just finished off book 5. Haven't had much problems yet. As the GM though I did boost a lot of the encounters as they seemed way underpowered for party 4 level 17 character with 8 mythic tiers. What's with CR 15 encounters? I mean that's easy for non mythic. They should be battling CR 20-24 as you add 1/2 their Tier to the party APL. So I boosted a lot of the encounters to that ranger and things have been great. Some of the encounters have been easy other much more challenging. In boosting the encounters I added mythic tiers to a lot bad guys and lots minions (CR:18-20). We've had few deaths in the game and many close fights.

I think book 3 things were way too easy as I was just getting used to mythic. Book 4 I experimented a bit adding templates. In book 5 I think I got it right so far. I give the players a chance to feel mythic just slaughtering bad guys but then tough fights come up.


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I'm not sure what the issue with mythic power points is. In my game we burn through them so fast you have to be careful or you run out. I mean you can spend alot in one round with a swift, move, free, immediate action that's 4 right there. If you start blowing 4 a round you run out really quick.


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I've had a lot of great fighters. I found the key was not to min max for maximum DPR. When I did min max for maximum DRP I found I had fighter that was one trick pony.


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I tried making this but I just can't find a concept that supports Astral Terrain for fighter. I mean why would I have that? Sure it's cool but how to put that into my character background?


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Done this Inquisitors. Worked quite well, made for very powerful group. Melee and ranged very good, buffs and healing covered, highly skilled, lots of utility spells.

Had a party of Desna Inquisitors traveling trade routes putting a stop to bandits.


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GeneMemeScene wrote:

I rarely find the armor proficiency feats to be worth it.

Elven Chain counts as light armor anyway, and it only results in 1 less potential AC than a Mithral Breastplate (+4 vs +5 max dex).

So you can just take Dodge instead of Medium Armor Proficiency, for better touch AC.

Don't bother with medium armor proficiency with the Mitheral Breast Plate. Take the armor master trait for -1 ACP in armor the ACP penalty for the Mitheral Breast plate is 0. So has no negative effect for not being proficient. Then get dodge for even better AC.


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Mattastrophic wrote:

If new content was designed to patch old content, it would be clearly labeled as such. But it's not. It's pretty ludicrous to say that the Core rules don't stop at the last page of the Core Rulebook.

Also, how is a player/GM supposed to know which pieces of content are "patches" and which are not? How can a "patch" be effective if we don't even know what the "patches" are?

-Matt

Maybe not patch but natural evolution or upgrade. It doesn't invalidate the old class but gives you options to use the new classes over the old class. The rogue is perfect example, a weak class but the ACG has the Slayer and the Investigator to replace the rogue with that do the rogues job much better. You can still use the rogue though but why would you if you had the ACG?


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Mythic Evil Lincoln wrote:

My concern with balance is relatively simple: at what general power level (CR) is a party of Level X and Tier Y actually in danger of losing a fight?

I know well that CR is an imperfect measure, but I still think that these numbers are helpful for generalizing.

So, I'd still appreciate the people who have experienced actual numbers telling me just how much of a bump they feel the given tiers give -- especially since it does not appear to be uniform across all tiers.

Certainly it is possible to get more accuracy than the system presented in the book. CR + 1/2 Tier is evidently not accurate at all!

I find the APL + 1/2 Tier CR works quite well. If you have and APL 9 party with 6 tiers then you have CR 11-15 to work with. There are things to avoid. Don't do a single bad guy encounters. Those are failure for non mythic characters and mythic just makes that even wore increased action economy. If you are running published game run the monster as normal but at 1/2 tier in extra bad guys to join the fight. I found that works the best.

So for example with the APL 9 party. If the adventure has a single Fire Giant, a CR 10 encounter. If they are tier 6 increase to 3 fire giants.

The 1/2 tier breaks down at higher levels. I found 1/2 +1 worked a bit better for high levels.

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