Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)

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Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)
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Being an adventurer is a dangerous line of work, but the rewards are well worth the risk. The smartest adventurers never go it alone—they not only bring allies to help explore the dangerous reaches of the world, but also seek aid in the form of support, supplies, and secrets from powerful organizations. With such a group to serve as a guide, an adventuring party's chances for success have never been better!

Pathfinder RPG Adventurer's Guide presents several such organizations, each with its own suite of benefits and boons to grant those affiliated with it. Designed for the Pathfinder Roleplaying Game and drawing upon the rich traditions of the official Pathfinder campaign setting, this indispensable guide for adventurers provides a wealth of new character options for your game.

Pathfinder RPG Adventurer's Guide includes:

  • Details on 18 different organizations that use adventurers to further their goals, including the law-enforcing Hellknights, the sinister assassins of the Red Mantis, and of course, the world-renowned Pathfinder Society itself.
  • A wealth of new player options, including feats, spells, magic items, prestige classes, archetypes, and new abilities and powers for a wide range of classes.
  • Rules and advice on how to incorporate the new options found in this book into your own game, whether it takes place in the official Pathfinder campaign setting or in a world of your own choice or design.
  • Notes on the movers and shakers of each organization—nonplayer characters who can come alive in your game as allies and advisors for the player characters.
  • AND MUCH, MUCH MORE!

ISBN-13: 978-1-60125-938-7

Other Resources: This product is also available on the following platforms:

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Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Deepens My Investment in Golarion

5/5

I didn’t expect to find such a connection to this book, having not played the APs that touch on the various groups contained herein (and also just generally hating hellknights), but hoo-boy was I surprised.

The writing is lovely, the characters and organizations are vivid, and the player options are exciting and well-designed. The gray maidens chapter in particular blew me away in particular. The mechanics of their player options are a pedect combination of flavorful and mechanically effective, and have the added bonus of fitting together into a coherent and effective character build.


Great Book!

5/5

Read my full review on Of Dice and Pen.

These days, it can take a lot for a book focused on new feats, spells, etc. to impress me. I’ve reached a saturation point. There are so many options now that I can’t keep track of them all, and most new ones get forgotten soon after I read them. Adventurer’s Guide is one of the few books that stays in my mind and keeps pulling me back to it. I can’t recommend it enough!


The worst core line offering by far

1/5

The title is misleading, as was posited by many during the product preview, and mealy-mouthedly denied by Paizo. This is a Golarion book, period, which has no place in the core line, and the contents consist of an insultingly large percentage of reprints. Shameful, really.


Good Product if New

4/5

Soooo...I'm going to say that I obsessively collect Pathfinder products, and as such, much of this material is old hat for me. Emphasis here is 'for me.' With that said, I want to examine this in a vacuum.

The artwork is good, but then, it's been good. It serves more as a 'Faction Guide 2' for me than anything, giving some details about the various organizations, class options, feats, and ties. In particular, though, I like that I don't have to flip through two or three books to get character options for the factions. Hellknights in particular were always a pain due to how diffuse their rules were. I can now hand this book to a person and say "here ya go. Here's some ideas of factions in the setting."

One drawback, as has been mentioned, is spoilers for the various APs. While I use those sparingly, it can be somewhat problematic, and I'd suggest steering players away from this if that's the case.

Overall, it's a decent enough product. If you're new to the setting, it's worth picking up as a nice collected list. If you're old hat, a few options inside are interesting enough, and a few setting updates are worth examining. I'm particularly interested in the Lantern Bearers' new direction.


Solid addition with some faults

4/5

This book helps clear up and collect a lot of older material, balanced now with other released material for GMs. It also adds in a wealth of new material for factions of Adventurers across Golarion.

What's good?
A solid collection of old and new under one singular heading.

What's bad?
Some factions contain major spoilers, making it hard for a GM to just pass off to players who may be playing certain APs.

What's fun?
Inclusion of multiple races and creeds and even transgendered factions and npcs in multiple parts of the book. This book really fleshed out some factions which had little to no crunch.

What's odd?
Certain feats are fun but others are less the useable. A feat that allows a bonus on maneuvers but doesn't stack with improved maneuver feats? Those are the ones that help avoid AoO. So what's the point of the feat? Additionally a heads up to some people about the amount of reprints would have calmed an angry section of customers.

Honestly I love the book and can't wait to try out some of the new material and some of the updated versions of older (and due to other books options more unbalanced) options.

When you get past the salty tears of angry optimizers, you're left with a fine entry into the guides section with Inner Seas flavour.


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Porridge wrote:


So all in all, I think Suppress Charms and Compulsions is a much less disruptive spell than the Protection from Evil line.

I don't want to do a whole side conversation about this, but Suppress Charms and Compulsions is better than Protection from X in that it's not limited by the alignment of the caster (neutral casters don't care about Protection From X) and it also suppresses ALL compulsions, whereas Protection from X doesn't effect something like Confusion or Ill Omen that doesn't directly control someone.

The biggest glaring imbalance, however, is comparing Suppress Charms and Compulsions to Dispel Magic. It just auto wins, no caster check or saving throw necessary, and it effects all existing compulsions, no matter how many. Got a 20th level Enchanter who has some ultra powerful bodyguard subject to Dominate Monster and stacked Geases? Any third level Wizard can turn it all off at any time, making it way to dangerous to ever do this.

It's a bad spell and reprinting it unchanged (if that's what they did) is a bad decision.


Plausible Pseudonym wrote:
Porridge wrote:


So all in all, I think Suppress Charms and Compulsions is a much less disruptive spell than the Protection from Evil line.

I don't want to do a whole side conversation about this, but Suppress Charms and Compulsions is better than Protection from X in that it's not limited by the alignment of the caster (neutral casters don't care about Protection From X) and it also suppresses ALL compulsions, whereas Protection from X doesn't effect something like Confusion or Ill Omen that doesn't directly control someone.

The biggest glaring imbalance, however, is comparing Suppress Charms and Compulsions to Dispel Magic. It just auto wins, no caster check or saving throw necessary, and it effects all existing compulsions, no matter how many. Got a 20th level Enchanter who has some ultra powerful bodyguard subject to Dominate Monster and stacked Geases? Any third level Wizard can turn it all off at any time, making it way to dangerous to ever do this.

It's a bad spell and reprinting it unchanged (if that's what they did) is a bad decision.

Suppress Charms and Compulsions (the old one, anyway) offered a Will save to negate. Even if it was reprinted unchanged, I hope they clarified whether (for instance) a dominated Fighter would forgo their save against a spell cast by those he's currently stabbing. Because there's some massive table variation possible there.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Luthorne wrote:
Porridge wrote:
QuidEst wrote:

*grumbling*

Second level spell to shut down psychic spell casters for anywhere from twelve hours to a day per level. I like psychic spellcasting, but it'd be nice to have spells keep it in mind for balance purposes.

...wait. "Shut down"? "Twelve hours to a day per level"? Did the spell just get a massive upgrade?!

(The old Suppress Charms and Compulsions spell worked like Remove Fear, but against charms and compulsions instead of fear. So it had a flat non-scaling 10 minute duration, offered a +4 morale bonus against charms and compulsions, and suppressed currently active charms and compulsions for the duration of the spell.)

He's not referring to suppress charms and compulsions, but I believe to haunting reminder.

...oohhhhh. Got it. Thanks!


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shaventalz wrote:


Suppress Charms and Compulsions (the old one, anyway) offered a Will save to negate. Even if it was reprinted unchanged, I hope they clarified whether (for instance) a dominated Fighter would forgo their save against a spell cast by those he's currently stabbing. Because there's some massive table variation possible there.

It's will negates (harmless), so it's intended to give you a shot of keeping, say, Heroism up, not to make it harder to save yourself from a negative compulsion. In any case, giving the (weak minded) subject of the compulsion a save doesn't strike me as a good balance compared to Dispel Magic which compares against the caster and is only 50/50 at parity.

Rysky wrote:
The "the f@$#?" was me voicing my confusion and incredulous at them asking to future proof against an entirely different system

And it was a reasonable reaction!


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Pathfinder Starfinder Roleplaying Game Subscriber

The discussion about the Lore Warden and Clear Ioun Stones is really dampening my initial enthusiasm to purchase this product.

...can the rivethune save the sale?


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Ixos wrote:
He specifically called out the fact that the classes were considered cross-compatible between systems, so that perhaps do to a series of weird events your Lore Warden ended up in space several hundred years into the future. Cross-compatibility was a selling point of the two systems.

Actually, I don't think they've said they're going to be cross-compatible? They've said that monsters will be able to be used with some minimal conversion work, and that there will be a section on converting from Pathfinder to Starfinder, but outright cross-compatibility I don't believe has been stated...though I'm open to being corrected if I missed something!


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Alexander Augunas wrote:
Human Fighter wrote:
Alexander Augunas wrote:
technarken wrote:

I like most of the book (finally got the pdfs this evening), but the nerfs to a couple PFS mainstays are kinda jarring to me.

** spoiler omitted **

Personally, I think the new lore warden is better. Not only does it no longer have some obviously garrulous trades, but it actually gives you choices in when you get the lore warden's abilities. It's like a built-in archetype-unique advanced armor training option.

So given my name, I am a fan of the fighter, and as you have maybe seen on the paizo forums, there are many who believe the Fighter gets the short end of the stick. The Lore Warden had its ups and downs before, and it's sounding like it got pretty screwed. Many took the archetype so they could get combat expertise, because they hate the feat, and all the awful pre-reqs to do certain combat maneuvers. So all I'm getting is it got nerfed, and I find this to be upsetting, but you think it's better. Can you give me some details on why you think this, especially since I don't have access to the reprint.

Also, I've been excited over this book for awhile, and I have been a subscriber of companions in the past, but I have been disappointed. Hearing a hardcover has reprints, and especially a Lore Warden nerf as one of the archetypes really upsets me. Alone that I was excited for some fighter love and instead am hearing that it's kinda the opposite saddens me deeply.

I'd be happy to answer this for you, but I feel like I also need to talk about what made the old LW problematic from a design standpoint.

1) It was not future-proofed well. The old archetype gave all INT skills as class skills shortly before we started seeing a bunch of X to INT traits (like the ones in Ultimate Campaign). As written, LW would let you take traits like that and instantly give you more class skills.

2) It broke a lot of design conventions. For example, it replaced armor training, a relatively weak utility ability, for a...

Yes, and how much is the Fighter getting out of it? a +3 to either Diplomacy or Bluff (Clever Wordplay)(This also means not taking Perception as class skill) and maybe UMD (Which has a fixed DC for most uses)? Around an archetype that still had very limited ranks per level?

Design conventions don't matter when Fighter was horrendously underpowered, and plenty of archetypes did the same thing (Mutation Warrior being the biggest example for Armor Training), and with AMH the feature's now about worth it for the trade.

Oh, the combat maneuver bonus was unbalanced? Do I need to bring up the issues with CMD on enemies snowballing out of control, which means that the Lore Warden's CMB bonus was NECESSARY to make combat maneuver builds VIABLE on the late game? (Not even mentioning the increasing amount of enemies that become immune to certain combat maneuvers for all practical purposes as the levels go higher, hello flying and many-legged, or huge+ enemies)

Ah, yes, a bonus to Combat Expertise's scaling. You mean making the feat what it should have been in the first place to make it worth taking on its own rather than the biggest feat tax in the game? And given that offense>>defense, it might still remain unused?

And even with the newer books, the Fighter isn't at the top of his tier, nor does Lore Warden push him over it. These words do look angry from me, but this is because I don't see this nerf as reasonable.


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Wei Ji the Learner wrote:

The discussion about the Lore Warden and Clear Ioun Stones is really dampening my initial enthusiasm to purchase this product.

...can the rivethune save the sale?

Your purchasing it or not is irrelevant. Campaign Clarifications will retroactively change the old versions.

That said, the Rivethun content is pretty amazing. There's a Barbarian archetype that trades the bashiness for more endurance and the ability to swap out totem rage powers on the fly. There's a spiritualist archetype that swaps out emotional focuses for shaman spirits and hexes. The prestige class is an awesome familiar/spirit animal centered shaman type. There's a Psychic discipline that lets you shapeshift (in a limited sense) perpetually, and eventually get Shaman powers.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Plausible Pseudonym wrote:
Suppress Charms and Compulsions is better than Protection from X in that it's not limited by the alignment of the caster (neutral casters don't care about Protection From X) and it also suppresses ALL compulsions, whereas Protection from X doesn't effect something like Confusion or Ill Omen that doesn't directly control someone.

Fair enough; those are advantages Suppress has over the Protection line.

Plausible Pseudonym wrote:
The biggest glaring imbalance, however, is comparing Suppress Charms and Compulsions to Dispel Magic. It just auto wins, no caster check or saving throw necessary, and it effects all existing compulsions, no matter how many.

Well, Dispel Magic can be used to counter a magical effect of any kind, so I think the caster level check was intended to counter the extremely versatile nature of the spell.

But by and large I'm sympathetic to what you're saying. For each kind of condition someone might have -- frightened, nauseated, charmed, poisoned -- there's a question as to whether to treat the condition as something whose severity scales with the power of the thing inflicting it, or whether to treat the condition as just a feature of the person inflicted. As is, while the game treats some things (like poisons and diseases) in the first way, and so requires opposed checks to remove those, it treats most conditions (like frightened, nauseated, and charmed) in the second way, and so something a low level spell can remove/suppress, even if the source of the condition is a 20th level wizard or a demigod.

Now, I'm with you in feeling that this is kind of silly in most cases -- charm effects from Nocticula shouldn't be as easy to remove/suppress as charm effects from a 1st level enchanter, the fear aura of an Ancient Red Dragon dragon shouldn't be as easy to remove/suppress as the effect of being intimidated by a 1st level fighter, and nausea effects from Jubilex shouldn't be as easy to remove/suppress as the ones you get from finding a worm in your sandwich.

But given the choices the designers have made about how to treat each of these effects, these are all treated on a par regardless of source. And they're all something that can be removed/suppressed by a low level spell. I share your preference for wishing they'd gone another way in this case. But given that they didn't, Suppress doesn't seem to be any more overpowered than Remove Fear or Remove Sickness.

Plausible Pseudonym wrote:
I don't want to do a whole side conversation about this...

Fair enough! I'll stop!


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Pathfinder Starfinder Roleplaying Game Subscriber
technarken wrote:


Your purchasing it or not is irrelevant. Campaign Clarifications will retroactively change the old versions.

However, I can show my concern by not purchasing a product that does these things, which is the right of any consumer.

Will have to see. Definitely has taken it from 'must buy' to 'maybe if finances permit' so far.


Alexander Augunas wrote:
for a massive scaling +2 bonus on all combat maneuvers that stacked with the fighter's weapon training, for a total bonus of +11 at high levels. Effectively, it traded a weak defense for the best maneuver-based offense in the game.

A mere +11 to combat maneuvers is still on the weak side, given that just in Bestiary 1, median CMD by CR gets to over 70 by CR 30, while median AC only gets into the 40s.


So if I have a 1st level lorewarden right now in PFS will I need to change him when this book becomes PFS approved?


Terevalis Unctio of House Mysti wrote:
So if I have a 1st level lorewarden right now in PFS will I need to change him when this book becomes PFS approved?

Unless you were using trait shenanigans level one on the Lore Warden is the same post-errata.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Alexander Augunas wrote:


I'd be happy to answer this for you, but I feel like I also need to talk about what made the old LW problematic from a design standpoint.

Okay, I have to ask...

Why in god's name did you all think it was acceptable to change (or, more specifically, make *larger*) the footprint of the archetype? Nerf it all you want, bring it in line with other archetypes, but seriously... why?

Silver Crusade

Roadie wrote:
Alexander Augunas wrote:
for a massive scaling +2 bonus on all combat maneuvers that stacked with the fighter's weapon training, for a total bonus of +11 at high levels. Effectively, it traded a weak defense for the best maneuver-based offense in the game.
A mere +11 to combat maneuvers is still on the weak side, given that just in Bestiary 1, median CMD by CR gets to over 70 by level 20, while median AC only gets into the 40s.

It gets to 70 at CR 30, not by level 20 for the PCs, the Median you listed still has it in the 50s.


Rysky wrote:
It gets to 70 at CR 30, not by level 20 for the PCs, the Median you listed still has it in the 50s.

Whoops, thank you.

My point still stands, more or less: CMD ends up drastically higher than AC at basically anything past CR 10, and once you get into "end campaign boss" territory of CR 20+, it scales up so high that it's completely useless to consider using combat maneuvers unless you can get double-digit extra bonuses on top of your CMD.

Even that is assuming that you've got full BAB and can focus exclusively on a single attack stat (e.g. Strength). If you're a rogue, well, there's a reason that the Filcher archetype is the only 1PP rogue that can actually successfully use Steal at pretty much any time past 5th level.

Silver Crusade

Roadie wrote:
Rysky wrote:
It gets to 70 at CR 30, not by level 20 for the PCs, the Median you listed still has it in the 50s.

Whoops, thank you.

My point still stands, more or less: CMD ends up drastically higher than AC at basically anything past CR 10, and once you get into "end campaign boss" territory of CR 20+, it scales up so high that it's completely useless to consider using combat maneuvers unless you can get double-digit extra bonuses on top of your CMD.

For monsters not on a humanoid frame or equivalent yes, others though still have a manageable CMD to hit from what I've seen.


technarken wrote:
Terevalis Unctio of House Mysti wrote:
So if I have a 1st level lorewarden right now in PFS will I need to change him when this book becomes PFS approved?
Unless you were using trait shenanigans level one on the Lore Warden is the same post-errata.

Depending on when it is PFS approved he might either rebuild or something else. I need to re-read the new archetype,


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Rysky wrote:
Roadie wrote:
Alexander Augunas wrote:
for a massive scaling +2 bonus on all combat maneuvers that stacked with the fighter's weapon training, for a total bonus of +11 at high levels. Effectively, it traded a weak defense for the best maneuver-based offense in the game.
A mere +11 to combat maneuvers is still on the weak side, given that just in Bestiary 1, median CMD by CR gets to over 70 by level 20, while median AC only gets into the 40s.
It gets to 70 at CR 30, not by level 20 for the PCs, the Median you listed still has it in the 50s.

At level 20, median AC hits 38 (max is only 42). At that same level, median CMD is 54 - a difference of 16. The +8 CMB the old Lore Warden gets (that doesn't apply to hit-for-damage rolls) doesn't grow fast enough. That means that even the "too-powerful" version isn't strong enough to make combat maneuvers nearly as consistent as just hit-with-stick. And when some of the more useful combat maneuvers have penalties for failing by too much, a 1-in-4 chance of success also means a 1-in-4 chance of tripping yourself.

If average AC rises by 1/level, and average CMD rises by 2/level, you need a CMB boost of at least 0.5/level to even bother trying. Maneuver training (as the Brawler ability) boosts by 0.25/level for one or two maneuvers. That's maybe half of what should be the bare minimum for someone trying to use maneuvers on arbitrary monsters.

If you can guarantee that you'll mostly be fighting humanoids, maybe one point per four levels is passable. Maybe. As long as you only focus on one or two maneuver types. If you want to use multiple types of combat maneuvers, or if you end up fighting non-humanoids (or really big ones), it's not.


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Alexander Augunas wrote:

I'd be happy to answer this for you, but I feel like I also need to talk about what made the old LW problematic from a design standpoint.

1) It was not future-proofed well. The old archetype gave all INT skills as class skills shortly before we started seeing a bunch of X to INT traits (like the ones in Ultimate Campaign). As written, LW would let you take traits like that and instantly give you more class skills.

2) It broke a lot of design conventions. For example, it replaced armor training, a relatively weak utility ability, for a...

Very happy to hear that Know Thy Enemy is getting some love. I always thought that was a cool idea, but it came online far too late for most games to make use of it. Assuming I'm interpreting your comments right, you'll be able to get swift lore at lvl 7 (before that the action economy isn't worth it, unless the base ability has been changed from a standard action).

The CMB bonus being halved and restricted in scaling to match the brawler's maneuver training (I'm interpreting it as @2 and every 4 levels thereafter, so at level 10 it should be +3 to one maneuver, +2 to a second, and +1 to a third maneuver) is a real disappointment, as one of the boons of Lore Warden was the blanket +2/4/6... CMB meant you would generally be fairly competent with a whole group of maneuvers, as long as you invested one feat (improved maneuver) for each maneuver.


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Pathfinder Rulebook Subscriber
Cellion wrote:
CMB meant you would generally be fairly competent with a whole group of maneuvers, as long as you invested one feat (improved maneuver) for each maneuver.

Or just Dirty Fighting and good positioning.


I'll mention that early access to Swift Lore is as a move action, automatically upgrading to a swift action later.

Scarab Sages

MYTHIC FEROS wrote:
nighttree wrote:
MYTHIC FEROS wrote:
nighttree wrote:

Do the cypher Mages get anything else, asides for the wizard archetype ?

** spoiler omitted **

HOLY CRAP !

Is the Cypher mage just a reprint of the original PrC ? or have they changed/updated it ??

And what's the Sigilus Magus archetype like ???

(I think I just peed myself a little)......

EDIT:....Just saw the post about going to bed....I'll wait....sleep tight ;) and thanks...

Cyphermage looks to be a reprint.

** spoiler omitted **

Unfortunately, the magus archetype looks like a straight downgrade. An effective +1 to hit when using 1 school of magic with spell combat and a -2 when using any other school (except the 2 opposed Thassilonian schools, which can't be used at all) compared to standard spell combat seems like a pretty poor trade for spellstrike. This trades out one of the most powerful magus abilities to kill your flexibility in favor of the equivalent of Weapon Focus when you are using your specialized school.

The armor change isn't as bad, but it's basically trading armor proficiencies for some minor energy resistance that's very likely to be overwritten by resist energy any time it would matter.

Silver Crusade

shaventalz wrote:
Rysky wrote:
Roadie wrote:
Alexander Augunas wrote:
for a massive scaling +2 bonus on all combat maneuvers that stacked with the fighter's weapon training, for a total bonus of +11 at high levels. Effectively, it traded a weak defense for the best maneuver-based offense in the game.
A mere +11 to combat maneuvers is still on the weak side, given that just in Bestiary 1, median CMD by CR gets to over 70 by level 20, while median AC only gets into the 40s.
It gets to 70 at CR 30, not by level 20 for the PCs, the Median you listed still has it in the 50s.

At level 20, median AC hits 38 (max is only 42). At that same level, median CMD is 54 - a difference of 16. The +8 CMB the old Lore Warden gets (that doesn't apply to hit-for-damage rolls) doesn't grow fast enough. That means that even the "too-powerful" version isn't strong enough to make combat maneuvers nearly as consistent as just hit-with-stick. And when some of the more useful combat maneuvers have penalties for failing by too much, a 1-in-4 chance of success also means a 1-in-4 chance of tripping yourself.

If average AC rises by 1/level, and average CMD rises by 2/level, you need a CMB boost of at least 0.5/level to even bother trying. Maneuver training (as the Brawler ability) boosts by 0.25/level for one or two maneuvers. That's maybe half of what should be the bare minimum for someone trying to use maneuvers on arbitrary monsters.

If you can guarantee that you'll mostly be fighting humanoids, maybe one point per four levels is passable. Maybe. As long as you only focus on one or two maneuver types. If you want to use multiple types of combat maneuvers, or if you end up fighting non-humanoids (or really big ones), it's not.

Isn't "using multiple types of maneuvers" similar to "using multiple types of weapons" though?

That and I'm not really all that interested in trying to trip an Elder Wyrm.


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technarken wrote:
Terevalis Unctio of House Mysti wrote:
So if I have a 1st level lorewarden right now in PFS will I need to change him when this book becomes PFS approved?
Unless you were using trait shenanigans level one on the Lore Warden is the same post-errata.

Trait shenanigans have already been FAQ'd to not exist for the lore warden.

The difference is that they might make the old source no longer a legal source for the archetype.

Silver Crusade Contributor

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Chess Pwn wrote:
The difference is that they might make the old source no longer a legal source for the archetype.

This would not surprise me. Compared to Butterfly Sting (the most comaprable situation that springs to mind):

-It's a bit too complex to fix with clarification, like they did with the Jade Regent jingasa, and
-A $10 PDF is a much lower barrier to (re)entry than the $31 PDF of Inner Sea Gods.


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Rysky wrote:
Isn't "using multiple types of maneuvers" similar to "using multiple types of weapons" though?

Not really. Take a vanilla fighter. They have options to for backup weapons in their main weapon training group. They won't be magic, and they won't have stuff like Weapon Focus/Specialization, but they can still have a decent to-hit and damage to break unusual DRs. Even if they decide not to (focusing SOLELY on one weapon), they can still stab the vast majority of monsters to death - it just might take a while longer.

With combat maneuvers, some monsters simply have the equivalent of DR100/-. This one can't be tripped, because the stat block says so. This one can't be disarmed, because it uses natural weapons. This one has freedom of movement or gaseous form. This one isn't in a room with a pool of lava to shove him in. You CAN'T use your main "weapon" on them, no matter how hard you try. The world is full of swarms, and there's not a single swarmbane clasp in sight.

Even vs. monsters that aren't immune to your chosen maneuver... maneuvers are generally debuffs. They don't end the fight by themselves in most cases (barring Rapid Grapple or bull-rush-into-lava.) You're still going to have to fall back on hit-with-stick. Why make the interesting stuff so much more difficult to perform?

Rysky wrote:
That and I'm not really all that interested in trying to trip an Elder Wyrm.

Well why not? If you're investing multiple feats, class features, and magic items into making a particular tactic good, shouldn't you want to be able to use that tactic pretty regularly? It doesn't matter whether that tactic is damage, save-or-die, channel, or whatever. It also isn't equivalent to, say, undead shutting down an enchanter. Odds are there's something they can still do, and if not, there's always the next battle. CMD for monstrous types rises quickly enough that the list of things you won't have problems tripping is larger that the list of trippables.


Raisse wrote:
MYTHIC FEROS wrote:
nighttree wrote:
MYTHIC FEROS wrote:
nighttree wrote:

Do the cypher Mages get anything else, asides for the wizard archetype ?

** spoiler omitted **

HOLY CRAP !

Is the Cypher mage just a reprint of the original PrC ? or have they changed/updated it ??

And what's the Sigilus Magus archetype like ???

(I think I just peed myself a little)......

EDIT:....Just saw the post about going to bed....I'll wait....sleep tight ;) and thanks...

Cyphermage looks to be a reprint.

** spoiler omitted **

Unfortunately, the magus archetype looks like a straight downgrade. An effective +1 to hit when using 1 school of magic with spell combat and a -2 when using any other school (except the 2 opposed Thassilonian schools, which can't be used at all) compared to standard spell combat seems like a pretty poor trade for spellstrike. This trades out one of the most powerful magus abilities to kill your flexibility in favor of the equivalent of Weapon Focus when you are using your specialized school.

The armor change isn't as bad, but it's basically trading armor proficiencies for some minor energy resistance that's very likely to be overwritten by resist energy any time it would matter.

Well that's unfortunate :(


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The Westcrown Devil is one interesting PrC! It has a pool of points it can use to further thieving supernaturally! Quite cool.


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Pathfinder Starfinder Roleplaying Game Subscriber

Hmm, this took awhile to gather up, but, for those interested...

Adventurer's Guide Rules Elements:
Archetypes
Aldori Defender (Fighter)
Argent Voice (Bard)
Armiger (Fighter)
Bellflower Harvester (Vigilante)
Bellflower Irrigator (Rogue)
Blossoming Light (Cleric)
Brazen Deceiver (Bard)
Brazen Disciple (Monk/Unchained Monk)
Crimson Chymist (Alchemist)
Curator (Occultist)
Dashing Thief (Swasbuckler)
Devil Binder (Unchained Summoner)
Enlightened Bloodrager (Bloodrager)
Geminate Invoker (Barbarian)
Giant Stalker (Barbarian)
Involutionist (Spiritualist)
Halcyon Druid (Druid)
Lantern Lighter (Ranger)
Lore Warden (Fighter)
Magaambyan Initiate (Arcanist)
Magic Warrior (Magus)
Mantis Zealot (Warpriest)
Masked Maiden (Vigilante)
Name-Keeper (Shaman)
Qadiran Horselord (Cavalier)
Raven Master (Ranger)
Ringleader (Bard)
Rostland Bravo (Swashbuckler)
Runesage (Wizard)
Scion of Talmandor (Paladin)
Sigilius (Magus)
Sister-in-Arms (Cavalier)
Storm Dreamer (Medium)
Sunrider (Druid)
Tempest Druid (Druid)
Totem-Bonded (Hunter)
Toxic Talon (Rogue)
Winding Path Renegade (Brawler)

Cavalier Order
Order of the Asp

Equipment
Aldori Dueling Sword (20 gp)
Anderos Salve and Mulibrous Tincture (5 gp)
Applecheek (10 gp)
Boniface Paint (15 gp)
Branding Iron (2 gp (common), 10 gp (custom shape))
Breath of the Mantis God (1,500 gp)
Caparison (2 gp)
Cooking Powder (2 gp)
Elven Leafblade (40 gp)
Elven Thornblade (60 gp)
Gray Maiden Plate (1,500 gp)
Hellknight Barding (varies)
Hellknight Half-Plate (850 gp)
Hellknight Leather (30 gp)
Hellknight Plate (2,000 gp)
Lantern Honey (150 gp)
Mithral Horseshoes (550 gp)
Nostalgia Oil (80 gp)
Pathfinder Chronicle (50 gp)
Phantom Ash (10 gp)
Sawtooth Sabre (35 gp)
Scarsalve (10 gp)
Signifier Mask (75 gp)
Sparkle Smoke (25 gp)
Spices (varies)
Sunblock Kohl (10 gp)
Tiller's Gum (100 gp)

Feats
Agile Maiden (Combat)
Al-Zabriti-Trained Horse [Animal Companion]
Aldori Artistry (Combat)
Aldori Dueling Disciple (Combat)
Aldori Dueling Mastery (Combat)
Aldori Style (Combat, Style)
Aldori Style Aegis (Combat, Style)
Aldori Style Conquest (Combat, Style)
Armored Ride
Aspis Partner
Cold Celerity
Cypher Magic
Cypher Script
Devil Sense
Diva Advance (Combat)
Diva Strike (Combat)
Diva Style (Combat, Style)
Duelist of the Roaring Falls (Combat)
Duelist of the Shrouded Lake (Combat)
Eagle's Resolve
Expert Boarder
Extra Spontaneous Spell Mastery
Falcon's Cry
Falling Water Gambit (Combat)
Fanged Crown Massacre
Forceful Charge [Animal Companion]
Garen's Discipline (Combat)
Gray Maiden Initiate
Horse Whisperer
Improved Forceful Charge [Animal Companion]
Improved Horse Whisperer
Improved Mounted Archery
Legionnaire's Inspiration
Mask Focus
Masked by Fear
Masked Intent
Mounted Blade
Mounted Onslaught
Nameless One
Perfect Style (Combat, Style)
Purifying Channel
Redistributed Might (Combat)
Ritual Mask
Rugged Northerner
Scarlet Rose Devotion
Scholar
Sinister Reputation
Siran's Masterstroke (Combat)
Sisterhood Dedication (Combat)
Sisterhood Rampart (Combat)
Sisterhood Style (Combat, Style)
Spirit Beacon
Spirit Rebuke
Spirit Sight
Storm-Lashed
Tag-Team Interrogation (Teamwork)
Tribal Hunter (Combat, Teamwork)
Tribal Scars
Twilight Tattoo
Unblinking Flame Feint (Combat)
Unblinking Flame Fist (Combat)
Unbreakable (Combat)
Unfolding Wind Rush (Combat)
Unfolding Wind Strike (Combat)
Untwisting Iron Skin (Combat)
Untwisting Iron Strength (Combat)

Focused Arcane School
Deception (Illusion)

Investigator Talents
Chronicler's Insight
Didactic Strike

Ioun Stone Resonant Powers
Clear Spindle
Dark Blue Rhomboid
Deep Red Sphere
Dull Gray (Burnt Out)
Dusty Rose Prism
Incandescent Blue Sphere
Iridescent Spindle
Lavender and Green Ellipsoid
Orange Prism
Pale Blue Rhomboid
Pale Green Prism
Pale Lavender Ellipsoid
Pearly White Spindle
Pink and Green Sphere
Pink Rhomboid
Scarlet and Blue Sphere
Vibrant Purple Prism

Legendary Medium Spirit
The Twice-Damned Prince (Trickster)

Magic Items
Amulet of the Storm (36,000 gp, neck)
Aspis Badge of Last Resort (750 gp, slotless)
Bands of Unbreakable Camaraderie (5,000 gp, wrists)
Banner of the Scarlet Rose (18,000 gp, slotless)
Banshee's Howl (38,480 gp, slotless)
Caprison of Resistance (2,700 gp (+1), 10,800 gp (+2), 24,300 gp (+3), 43,300 gp (+4), 67,500 gp (+5), shoulders)
Cloak of Heavenly Fire (6,000 gp, shoulders)
Crimson Bluff (65,575 gp, slotless)
Devil Catcher (30,320 gp, slotless)
Dhoti of Style Mastery (5,400 gp, body)
Discretion Charm (3,500 gp, slotless)
Dust of Hex Hiding (250 gp, slotless)
Eagle Knight Dress Uniform (18,175 gp, armor)
Efreeti Horns (24,000 gp, headband)
Elven Vengeance (16,150 gp, armor)
Erinyes Company Cloak (22,000 gp, shoulders)
Eye of the Mantis (2,000 gp, slotless)
First Aid Gloves (4,500 gp)
Gelugon Plate (60,950 gp, armor)
Gloves of Unfolding Wind (10,000 gp, hands)
Golden Eagle Epaulets (4,500 gp, shoulder)
Goz Mask (8,000 gp, head)
Greathelm of the Mammoth Lord (24,700 gp, head)
Helm of the Fanged Crown (12,000 gp, head)
Ioun Spite Bracers (15,000 gp, wrists)
Ironbound Ring (8,000 gp (master's), 500 gp (minion's), ring)
Jar of Lightning (800 gp, slotless)
Lantern of Hidden Light (1,000 gp, slotless)
Liberator's Key (2,000 gp, slotless)
Maiden's Aegis (9,170 gp, shield)
Maiden's Helm (3,500 gp, head)
Maiden's Panoply (30,650 gp, armor)
Maiden's Promise (500 gp (pair))
Mammoth Hide (14,665 gp, armor)
Mammoth Lance (32,310 gp, slotless)
Mantis Blade (minor artifact, slotless)
Mantis Embrace (50,000 gp, hands)
Mask of the Mantis (6,000 gp, head)
Monastic Warden (23,530 gp, slotless)
Mountainshaper's Girdle (25,000 gp, belt)
Red Stalker Armor (3,035 gp, armor)
Ring of Retreat (12,000 gp, ring)
Rose Knight's Blade (28,015 gp, slotless)
Rostland Edge (21,820 gp, slotless)
Signifier's Fist (10,305 gp, slotless)
Sterling Salt (1,500 gp, slotless)
Storm Kindler's Rod (minor artifact, slotless)
Subtle Slippers (5,500 gp, feet)
Swordlord's Cloak (4,000 gp (+1), 16,000 gp (+2), 37,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5), shoulders)
Talonstrike Sword (33,835 gp, slotless)
Tiller's Pendant (6,400 gp, slotless)
Traveling Master's Turban (4,000 gp, head)
Wayfinder (500 gp, slotless)
Wayfinder, Ebon (18,000 gp, slotless)
Wayfinder, Shining (2,000 gp, slotless)
Wayfinder, Vanishing (8,000 gp, slotless)
Wayfinder of Hidden Strength (5,000 gp, slotless)
Whispering Shell (3,000 gp, slotless)
Zoic Fetish (7,500 gp, slotless)

Prestige Classes
Aldori Swordlord
Argent Dramaturge
Asavir
Aspis Agent
Bellflower Tiller
Cyphermage
Death Slayer
Golden Legionnaire
Gray Corsair
Hellknight
Hellknight Signifier
Lantern Bearer
Magaambyan Arcanist
Mammoth Rider
Pathfinder Delver
Pathfinder Savant
Red Mantis Assassin
Rivethun Emissary
Sanguine Angel
Steel Falcon
Storm Kindler
Student of Perfection
Student of War
Twilight Talon
Westcrown Devil

Psychic Discipline
Rivethun

Rogue Talents
Aspexia's Mysticism
Careful Stab
Hairpin Trick
Knockout Queen
Silencing Strike

Rogue Talents (Advanced)
Founder's Blessing
Shrinewalk

Shaman Spirit
Mammoth

Spells
Absorb Rune I (bard 4, cleric 4, magus 4, occultist 4, sorcerer/wizard 4)
Absorb Rune II (bard 6, cleric 6, magus 6, occultist 6, sorcerer/wizard 6)
Absorb Rune III (cleric 9, sorcerer/wizard 9)
Aldori Alacrity (alchemist 2, bard 2, magus 2)
Blade of Light (cleric 4, inquisitor 4, paladin 4)
Bone Flense (bloodrager 2, cleric 3, druid 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3)
Brand of Conformity (inquisitor 1)
Brand of Hobbling (inquisitor 2)
Brand of Tracking (inquisitor 4)
Brightest Light (bard 4, cleric 4, druid 4, inquisitor 4, magus 4, occultist 4, paladin 4, ranger 4, shaman 4, sorcerer/wizard 4)
Burning Sands (druid 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1)
Cleansing Fire (cleric 5, inquisitor 4, paladin 4)
Contest of Skill (bard 2, cleric 3, magus 2, paladin 2)
Crimson Breath (alchemist 4, cleric 4, druid 4, sorcerer/wizard 4, witch 4)
Deceptive Redundancy (bard 5, mesmerist 5, psychic 5, sorcerer/wizard 5)
Deivon's Parry (bard 1, magus 1)
Detect Charm (bard 1, cleric 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, paladin 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1)
Detoxify (cleric 3, druid 3, inquisitor 3, paladin 3, ranger 2, shaman 3, witch 3)
Dirge of the Victorious Knights (bard 6)
Frost Mammoth (cleric 7, druid 7, shaman 7, sorcerer/wizard 7, summoner 6)
Haunting Reminder (antipaladin 1, bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard 2)
Hidden Knowledge (bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2)
Obscured Script (bard 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2)
Infernal Challenger (cleric 3, sorcerer/wizard 3, summoner 3)
Instant Portrait (bard 1, cleric 1, inquisitor 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1, summoner 1, witch 1)
Invoke Primal Power (druid 5)
Mark of Blood (bloodrager 2, inquisitor 2, sorcerer/wizard 2, witch 2)
Mask from Divination (alchemist 5, bloodrager 4, magus 5, shaman 5, sorcerer/wizard 5, witch 5)
Preserve Grace (cleric 2, inquisitor 1, paladin 1)
Mirror Mantis (bard 1, cleric 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1)
Planar Inquiry (cleric 3, druid 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3)
Rune Trace (bard 1, cleric 1, occultist 1, psychic 1, sorcerer/wizard 1)
Rune of Rule (bard 2, occultist 2, sorcerer/wizard 2, witch 2)
Sarzari Shadow Memory (bard 6, cleric 6, inquisitor 6, psychic 6, sorcerer/wizard 6, witch 6)
Sawtooth Terrain (cleric 5, druid 5, sorcerer/wizard 5, witch 5)
Shackle (cleric 2, inquisitor 2, ranger 2, sorcerer/wizard 2, summoner 2)
Slave to Sin (bard 2, cleric 3, inquisitor 3, mesmerist 2, paladin 2, sorcerer/wizard 3, witch 3)
Storm Sight (cleric 2, druid 2, shaman 2, sorcerer/wizard 2, witch 2)
Summon Flight of Eagles (bloodrager 4, druid 6, ranger 4, shaman 6, sorcerer/wizard 6, summoner 6, witch 6)
Sun's Disdain (bloodrager 2, cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 2, witch 2)
Sunstalker (bard 3, ranger 3, sorcerer/wizard 3)
Suppress Charms and Compulsions (bard 2, cleric 2, mesmerist 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2)
Sympathetic Aura (bard 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2)
Tactical Adaptation (magus 3)
Tieldlara's Feint (bard 2)
Wall of Silver (bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6)

Vigilante Talent
Team Player

Wizard Specialization
Thassilonian Wizard

Overall, a lot of reprints, though I was happy to see some spells reprinted so they could be added to new spell lists. And nice to see the first aid gloves in the Pathfinder RPG line. I was rather baffled that Tieldlara's feint was on the bard spell list but not the mesmerist spell list, though, given the feint-related abilities the mesmerist gets...but ah, well. I really like the Rivethun psychic discipline, but I love shapeshifting stuff, so it's very cool to me. From a story-telling perspective, I'm quite happy they included anderos salve and mulibrous tincture as well, a pleasant surprise. The spices were pretty cool too, though I'm looking forward to my physical copy so I can give the lore a closer read and see if much interests me.

Overall, I feel like it's okay, but I'm not really invested too much in the various organizations in the first place, and I'm not really a fan of prestige classes in general, so this book isn't really for me. I did consider getting off the subscription, but ultimately decided to give it a chance. Anyways, I don't play fighters and never used ioun stone resonances, so I guess I don't care much about some of the stuff other people do. There's still some nice things here, but not being sure whether or not you'll be allowed to use a lot of it (though some is explicitly open to anyone) is a bit annoying from the side of a player.

But, well, it's not as if people weren't clear that that's what we're getting, it more or less goes along with the general concept. I do think that many of the organizations are general enough to be easily adaptable, though others may be less so depending on what elements of culture you want to include. But on the other hand I feel like that's probably true of many elements in the Pathfinder RPG line already (especially alternate racial traits and racial feats and certain spells), so it doesn't personally bother me.

My two cents, for what little they're worth.


2 people marked this as a favorite.
Human Fighter wrote:
I feel some people don't have an appreciation for how weak the fighter is compared to other classes...

Exactly. Even with the advanced training options, the fighter's just plain underpowered compared to the well-designed martial classes. So, the question to ask when it comes to fighter archetypes isn't: "Is this archetype balanced compared to the vanilla fighter?" It's: "Does this archetype make you as good as a slayer or barbarian?"

Only a few fighter archetypes pass this test or come close: the mutation warrior, probably the original lore warden, maybe a couple others at most. When you look at it this way, it should be pretty clear why the lore warden really didn't need a nerf.


And not unrelatedly to the fighter handwringing, is at least any of the Aldori or swashbuckler stuff any good?


1 person marked this as a favorite.

Can anyone give info on the combat styles, especially the Diva style feats?

Agile Maiden, Falling Water Gambit, and Unbreakable details?

Any of the combat feats work with Charisma at all?

Silver Crusade

shaventalz wrote:
Rysky wrote:
Isn't "using multiple types of maneuvers" similar to "using multiple types of weapons" though?

Not really. Take a vanilla fighter. They have options to for backup weapons in their main weapon training group. They won't be magic, and they won't have stuff like Weapon Focus/Specialization, but they can still have a decent to-hit and damage to break unusual DRs. Even if they decide not to (focusing SOLELY on one weapon), they can still stab the vast majority of monsters to death - it just might take a while longer.

With combat maneuvers, some monsters simply have the equivalent of DR100/-. This one can't be tripped, because the stat block says so. This one can't be disarmed, because it uses natural weapons. This one has freedom of movement or gaseous form. This one isn't in a room with a pool of lava to shove him in. You CAN'T use your main "weapon" on them, no matter how hard you try. The world is full of swarms, and there's not a single swarmbane clasp in sight.

Even vs. monsters that aren't immune to your chosen maneuver... maneuvers are generally debuffs. They don't end the fight by themselves in most cases (barring Rapid Grapple or bull-rush-into-lava.) You're still going to have to fall back on hit-with-stick. Why make the interesting stuff so much more difficult to perform?

Rysky wrote:
That and I'm not really all that interested in trying to trip an Elder Wyrm.
Well why not? If you're investing multiple feats, class features, and magic items into making a particular tactic good, shouldn't you want to be able to use that tactic pretty regularly? It doesn't matter whether that tactic is damage, save-or-die, channel, or whatever. It also isn't equivalent to, say, undead shutting down an enchanter. Odds are there's something they can still do, and if not, there's always the next battle. CMD for monstrous types rises quickly enough that the list of things you won't have problems tripping is larger that the list of trippables.

Well yeah it's just that, Combat Maneuvers are debuffs, they don't end fights in and of themselves (save for maybe Bull Rushing someone off a ledge). In a sense you're right, monsters may have well have DR/100 since CMs aren't damaging them. Unless you have a way of killing an enemy it doesn't really matter how many times you trip them. I think I'm just rambling at this point and not really debating so I'm gonna let it drop, it's also cluttering the thread, so my apologies.

(The no desire to trip an Elder Wyrm thing was a joke, since they have flight it wouldn't really bother them even if you could :3)


3 people marked this as a favorite.
Luthorne wrote:
Spoiler:
I was rather baffled that Tieldlara's feint was on the bard spell list but not the mesmerist spell list, though, given the feint-related abilities the mesmerist gets...but ah, well.

While that would make a certain amount of sense mechanically...

Spoiler:
...given that its creator and most enthusiastic user only has bard levels, I only gave it to her class. Sorry.


1) What does the Armiger do?

2) Are the Hellknight and Hellknight Signifier literally just reprints, or are they altered in some way?


2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Isabelle Lee wrote:
Luthorne wrote:
Spoiler:
I was rather baffled that Tieldlara's feint was on the bard spell list but not the mesmerist spell list, though, given the feint-related abilities the mesmerist gets...but ah, well.

While that would make a certain amount of sense mechanically...

Spoiler:
...given that its creator and most enthusiastic user only has bard levels, I only gave it to her class. Sorry.

Spoiler:
Yeah, I guess it's understandable, it just feels so much like a mesmerist spell, given it's a tricky, underhanded mental attack manipulating an enemy's emotions to give you an advantage, so it surprised me. I mean, bards do do that, sure, but mesmerists are a bit more focused on it.

Edit: I'm distracted by kitchen stuff and haven't examined them thoroughly in comparison to the originals, but I can say at least that you can now be a psychic hellknight signifier if nothing else.


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Rysky wrote:
shaventalz wrote:
Rysky wrote:
Roadie wrote:
Alexander Augunas wrote:
for a massive scaling +2 bonus on all combat maneuvers that stacked with the fighter's weapon training, for a total bonus of +11 at high levels. Effectively, it traded a weak defense for the best maneuver-based offense in the game.
A mere +11 to combat maneuvers is still on the weak side, given that just in Bestiary 1, median CMD by CR gets to over 70 by level 20, while median AC only gets into the 40s.
It gets to 70 at CR 30, not by level 20 for the PCs, the Median you listed still has it in the 50s.

At level 20, median AC hits 38 (max is only 42). At that same level, median CMD is 54 - a difference of 16. The +8 CMB the old Lore Warden gets (that doesn't apply to hit-for-damage rolls) doesn't grow fast enough. That means that even the "too-powerful" version isn't strong enough to make combat maneuvers nearly as consistent as just hit-with-stick. And when some of the more useful combat maneuvers have penalties for failing by too much, a 1-in-4 chance of success also means a 1-in-4 chance of tripping yourself.

If average AC rises by 1/level, and average CMD rises by 2/level, you need a CMB boost of at least 0.5/level to even bother trying. Maneuver training (as the Brawler ability) boosts by 0.25/level for one or two maneuvers. That's maybe half of what should be the bare minimum for someone trying to use maneuvers on arbitrary monsters.

If you can guarantee that you'll mostly be fighting humanoids, maybe one point per four levels is passable. Maybe. As long as you only focus on one or two maneuver types. If you want to use multiple types of combat maneuvers, or if you end up fighting non-humanoids (or really big ones), it's not.

Isn't "using multiple types of maneuvers" similar to "using multiple types of weapons" though?

That and I'm not really all that interested in trying to trip an Elder Wyrm.

If you can't repeatedly choke-slam a dragon into a pool of lava at level 20, what is the point of combat maneuvers?

Community & Digital Content Director

7 people marked this as a favorite.

Removed a number of posts and their responses. Folks, our product discussion threads are intended to be solely focused on the product they're attached to. If you have comments related to how certain contents interact with Starfinder or how options interact in a specific corner case for a class, that line of conversation is best suited to a new thread.

I've also removed comments debating racial slurs/our stance on their usage on paizo.com (don't). Additionally, comments like "Fighter Lives Matter" are not funny or appropriate on our website.


Pathfinder Starfinder Roleplaying Game Subscriber

Oh, now that I'm looking, another thing...

Spoiler:
I noticed that anderos salve, mulibrous tincture, and phantom ash don't have Craft DCs, despite being alchemical remedies? Actually...hmm. Bellflower network's alchemical items and nostalgia oil from the Pathfinder Society section are good, but lantern honey and scarsalve don't have Craft DCs either.

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