
Dalang Teniel |

I assume the following is in effect?:
Quote:Which means I won't be benefiting much from such things... It seems really weird to me that it applies to boosts as well though...New Tactics
Maneuvers and Mounted Combat - When a martial disciple initiates a martial maneuver (strike or boost) during a mounted charge attack, the initiation of the maneuver overrides the damage bonuses that are sometimes gained (such as from the feat Spirited Charge or while wielding a lance) while performing this action. The initiator inflicts damage as if it were a normal attack while mounted and then the strike and/or boost’s additional damage and effects apply to the target. If the strike includes a charge attack component, the initiator’s mount forgoes its action this round and performs a full round action to facilitate the movement portion of the strike and may move up to twice its base movement speed as if it were charging. Apply the effects of the strike to the initiator’s attack at the end of this charge as normal. Martial counters and stances are unaffected by being mounted, and may be applied or used as normal.
Err... you could *never* initiate a martial strike during a charge of any kind, since a strike is a standard action, not an attack override. The Boost bit was the only bit to require clarification.

Xanya Zellor |

Xanya Zellor wrote:Err... you could *never* initiate a martial strike during a charge of any kind, since a strike is a standard action, not an attack override. The Boost bit was the only bit to require clarification.I assume the following is in effect?:
Quote:Which means I won't be benefiting much from such things... It seems really weird to me that it applies to boosts as well though...New Tactics
Maneuvers and Mounted Combat - When a martial disciple initiates a martial maneuver (strike or boost) during a mounted charge attack, the initiation of the maneuver overrides the damage bonuses that are sometimes gained (such as from the feat Spirited Charge or while wielding a lance) while performing this action. The initiator inflicts damage as if it were a normal attack while mounted and then the strike and/or boost’s additional damage and effects apply to the target. If the strike includes a charge attack component, the initiator’s mount forgoes its action this round and performs a full round action to facilitate the movement portion of the strike and may move up to twice its base movement speed as if it were charging. Apply the effects of the strike to the initiator’s attack at the end of this charge as normal. Martial counters and stances are unaffected by being mounted, and may be applied or used as normal.
You mean except for the dozen strikes explicitly stating that you do a charge as well as the feat that lets you imitate a strike at the end of a charge?

Dalang Teniel |

I believe the term is "exception that proves the rule"

Makoto 'Maks' Kasumi |

Honestly, I think the only thing really hurt here is a niche lance build. And then it's to the tune of (1d8+str)x1-2 damage in most cases. Not really something to overly worry about. And if it is, then don't use a charging strike, unless you want a different benefit it grants. :)
Does that sound about right?

Xanya Zellor |

Honestly, I think the only thing really hurt here is a niche lance build. And then it's to the tune of (1d8+str)x1-2 damage in most cases. Not really something to overly worry about. And if it is, then don't use a charging strike, unless you want a different benefit it grants. :)
Does that sound about right?
Sure it's niche builds, but for some builds it'll actually cut damage in half or more. Not that Xanya that much hurt by it despite being a mounted lancer. The strikes don't really do all that much damage to begin with so dropping that is fine and eventually Xanya will get better things to do with her swift actions than boosts.

Makoto 'Maks' Kasumi |

Only in very specific situations. Going from two times your health pool in a single attack to 3/4 of your health pool in a single attack (in addition to your base attack and damage) doesn't really seem like much of a nerf. Instead of them becoming a bloodstain, they now become a hood ornament. It's roughly the same effect for the right build.
Besides, you can still spirited charge, it's just instead of a maneuver instead of in addition to. Spirited Charge becoming filler sounds like the way it always was meant to be, short of bloodstains and the like :)

Dalang Teniel |

So, some very general questions that I think apply to all characters:
1. Can the Magic Creation Pool be used to buy enchantments from all item "types" (e.g. getting Hat of Disguise or a Shadow Grasp Metamagic Rod power on my sword at level 3)? If so, do "off-type" enchantments cost an additional 50%?
2. Are MCP expenditures permanent?

Xanya Zellor |

Not sure why the weapon is called chakram and not discus, but it's essentially the same thing. It's not something only used by Xena, but also in ancient Greece. It was one of the things they originally competed about in the Olympics.

Tenro |

chakram and discus are not the same.
discus is heavier, it isnt hollow and it has a blunt edge. 2 kilos for men, 1 kilo for women (4.4 lbs / 2.2 lbs)
chakram is a blade ring. 1 pound in Pathfinder, though likely closer to two pounds in reality.
Comparing the two is the same as comparing Longsword (4lbs, slashing) to Greatclub (8lbs, bludgeoning).

Xanya Zellor |

Most tables got hit with "chakram are too exotic to be available here.

Dalang Teniel |

I'm guessing most tables didn't go looking for chakram... also, the discus wasn't exactly a common weapon in medieval Europe (EDIT: or a weapon at all; it was strictly a sporting toy in all of European history, and never sharpened for any reason).
It's also a DC 18 weaponsmithing check and 16 hours of work to make a chakram of your own...

CaveToad |

So, some very general questions that I think apply to all characters:
1. Can the Magic Creation Pool be used to buy enchantments from all item "types" (e.g. getting Hat of Disguise or a Shadow Grasp Metamagic Rod power on my sword at level 3)? If so, do "off-type" enchantments cost an additional 50%?
2. Are MCP expenditures permanent?
1. Weapons should be enchanted largely with weapon bonuses and other things that can be added to weapons. The caster items are what should get the other type of enchantments. This is why we differentiate between them, and people choosing amulets and staves need to select with category. Otherwise allowing weapons to have other enchantments means there is no drawback to them. I think I was definitely not very clear in the rules on this, and my own notes may have been somewhat vague as well.
2. MCP expenditures are permanent.

Dalang Teniel |

Hmm... so weapons can't be upgraded until level 4, then? (Or can they be upgraded with other abilities at extra cost?)

CaveToad |

A +1 weapon has a base price of 2000 gp (or MCP). Wealth by level charts would give a character 3000 MCP at level 3. So you could upgrade your weapon to +1 at level 3. Some weapon enchantments have a flat cost not an equivalent +X bonus. The adaptive enchantment for bows is +1000 gp so could be obtained at level 2.

Dalang Teniel |

Welp, I forgot that a +1 weapon was only 2k. Technically, though, *every* magic weapon ability (including adaptive) by RAW requires at least a +1 bonus on a weapon.
This does that mean by level 15, a character who's picked a weapon will have no enhancements left to add, but that's far away that it's almost certainly not an issue (except for amulet characters, who'll top out earlier).
Possible options for things I'm not sure if we can spend cash on, in that case:
1. Paying to turn items, once magical, into intelligent items
2. Buying mythic abilities
3. Buying specific weapon abilities (either for weapons of an identical type, or by subtracting the base cost of the weapon, e.g. 75,350-50,350 = 25k gp for Blade of the Sword Saint's abilities)
4. Buying wondrous items/rod/ring abilities, but at an increased cost (which would be either 2.25x or 3x, I believe, depending on what optional rules for combining items are used). Since weapons can only grant combat feats, they're differentiated from caster items in that way, but I can see where this might be a nice place to leave casters the advantage in terms of free wondrous item stuff.

Makoto 'Maks' Kasumi |

I'd say that buying out 'neat' abilities to attach to your weapon should totally be on the table. Sadly, all of this leaves me torn once more. I definitely went down the magic/skilled route, rather than the fighty route... but the separation is still really blurry. :(

Dalang Teniel |

Well, options 1, 3, and 4 all let some very unique abilities be stuck on an item (I have SO MANY PLANS). Makoto, yours counts as a wondrous item though, right? Because that lets you stick some super wacky things on there.

Dalang Teniel |

I mean most of my suggestions are things that are sort of up to the GM on crafting normally, and not necessarily allowed/prohibited anyway (except for mythic abilities).

Dalang Teniel |

Well, I'd definitely like my sword to be intelligent (thought of the day: telepathy would let it translate between everyone who holds it). Whether I do that through mundane crafting means, mythic power, or item pool, and whether that first requires it to be magical, I leave to the GM's discretion.

Xanya Zellor |

I think CaveToad hates Xanya :p. Other than summons Xanya and Cryxial are the only ones who have taken damage in the party. Cryxial has taken enough to be unsummoned once and Xanya has taken her full total (though not to negative con) twice + 33 in another fight (reduced from 36 due to DR)... Or maybe it's just the dice... The other party-members have been attacked a bunch of times without actually getting hit ;).

Makoto 'Maks' Kasumi |

That, or you're doing a very good job of being a guardian. :)

Xanya Zellor |

Poor Guardian? Isn't the whole point of being a guardian to stop the others from being hurt by absorbing aggression and hits? By that definition Xanya was a very good Guardian :p.

Makoto 'Maks' Kasumi |

I think you misread. :p

Xanya Zellor |

That I did. Somehow I read "you aren't".

Quassine Alator |

CT - Will we be getting a free Hero Point per level + any you award up to a max of 3? In addition, then can you please up date the campaign notes with the Hero Point rule. Thanks!

Xanya Zellor |

The hero poibt rule is the standard hero point rule where we get hero points for every level up until a maximum of 3.

Xanya Zellor |

So, I can't find where this http://www.giantitp.com/forums/showsinglepost.php?p=19820215&postcount= 1441 change is actually documented properly in the rules, but it is one of the developers. Does anyone know? It's quite a change for those interested in dipping in martial classes. I'm probably taking Practiced initiator off additional traits at level 3 then 1 level of warlord at level 5(dipping off my barbarian side).

Dalang Teniel |

If this campaign is full retraining allowed, though, that doesn't matter much; you can always retrain them, if you have the gold.

Xanya Zellor |

Not having to spend the gold is nice though. Also I believe I read that CT imposed an extra restriction on retraining that you would have to been able to qualify for whatever it is you are retraining when you originally got it. So no retraining a feat you got at level 1 into a something with a high bab requirement for example. That would prevent you from retraining the maneuvers into higher level maneuvers which is what this allows.

Makoto 'Maks' Kasumi |

I only remember the retraining rules as being 'You can't use the levels you are retraining to qualify for the levels you are retraining into' which is standard.
Be careful, also. Higher level maneuvers basically treat you as needing x maneuvers from that tree. You couldn't, for example, take three 'requires two golden lion maneuvers' abilities, because you didn't really meet the prepress that way. You'd have three abilities that require two abilities to work, sure,but you'd be using maneuvers you shouldn't be able to access to access maneuvers you shouldn't be able to access.
It's pretty much the same as if you used feats you don't qualify for to qualify for a feat that lets you qualify for those feats. It's waaaaay janky.
Of course, cave toad may disagree, but I think it goes against the basic principle to retrain a prerequisite ability into an ability that only works because you originally had the prerequisites.
P.S.: That link isn't working for me.

Xanya Zellor |

No idea why that link isn't working. It's the first post on page 49 of the path of war VI thread.
Also somewhere in that thread the devs does answer that you can swap your prerequisite maneuvers as long as you still have full the prerequisites afterwards(this is also different from standard retraining iirc). So for example if I take a 2nd level maneuver and a third level maneuver i can then retrain away the 2nd level maneuver as the 3rd level maneuver then count as it's own prerequisite. Of course CaveToad is free to houserule that it doesn't work that way if he wants.

Xanya Zellor |

Steelfist commando seems like a really oddly worded archtype to me. I can't figure out how many bonus feats they get. Normal warlord gets a bonus feat at first, 6th and every 4 levels thereafter. Steelfist commando gets an ability that replaces the bonus feat at first and 10th, so far so good. They also gets an ability worded nearly the same as the standard warlord bonus feats, but with the addition of rogue talents, but it doesn't replace anything. Do these feats get replaced as well? If not what happens at 6th/14th, does he get double feats? I belive they are supposed to get IUS and bonus feats at first level, but I've been wrong before. If that's the case that's probable what I'm picking for my dip (not that I'll make it to 6th level unless the game progresses to level 26 though).

Vamik Sheeves |

You know what I like about this campaign? It's the fact that you all have sweet builds. I've been spying on some of the builds from other tables, and it's impressive. I suppose triple gestalt only attracts the type of people who enjoy making fun builds, but it's still a treat. And the best part of all, is that Cave Toad is so cool about all the shenanigans going on. It's a rare GM who is willing to work with the players to make their concepts the best they can be.
So hats off to you all, and especially to Cave. Thanks for running the most epic campaign ever!

Dalang Teniel |

Eh. Thanks, but my build doesn't really go anywhere until level 8-10, when I start throwing 5 spells and three attacks per round

Makoto 'Maks' Kasumi |

I'm also -far- more focused on the character than the build. Much to my ally's chagrin. :)

Lump |

I dont think our table has caused much in the way of shenanigans.

Dalang Teniel |

I mean everyone at our table's done *something* for flavor. We're wearing sailcloth and tree bark, after all.

Makoto 'Maks' Kasumi |

No worries. We've done little to give you something to post about, anyway :p
Edit: My table at least. I didn't double check that it was Table 1 :p

Xanya Zellor |

We've had only one fight where I haven't at some point felt like we would die for sure. Encounters 10 CR above our level is challenging enough by my book.

Xanya Zellor |

Is combat stamina available as a feat?

Xanya Zellor |

Target of opportunity with two ranged characters and combat stamina (read the section on target of opportunity under combat stamina) sounds like it could be quite fun, especially if combined with mythic vital strike and seize the opportunity, combine with snap shot and paired opportunists for double the fun. The end results is that every 5 stamina spent leads to one vital strike attack from each of the participants. So for example if both character has 11 stamina and the requisite feats that's 4 extra vital strike attacks from each of them (6 if they also spend an immediate action each).
This is the kind of thing you can't pull off in most games as it requires a bunch of feats to pull of, but maybe one of the table have several ranged characters and hence can go down this path.
Of course I could also see banning Seize the Opportunity given that the designers of PoW have pretty much said they ignore mythic (and hence mythic vital strike) for their designs. We are far away from mythic yet, but it's nice tell people in advance if there is something they can't do.

Dalang Teniel |

Target of Opportunity (Combat, Teamwork): You can spend 5 stamina points to make the attack granted by this feat as an attack of opportunity instead of an immediate action. You can use this combat trick only once per round.
...sorry, Xanya, but your trick got Errata'd. And it doesn't appear to work with mythic vital strike.

Xanya Zellor |

Well, it's still an extra 2 mythic vital strikes per round from each of you, though it requires a ton of feats and both of you being 15 (or is it 10 now?) feet of the enemy. At that point there are probably better ways to achieve similar or the same effect (though nothing saying you can't combine it). Seize the Opportunity is what allows you to use Vital Strike in place of an AoO.