
LoreKeeper |

Hey, it's your archetype. ;)
Yep :) - and that is what playtesting is all about.
Though the archetype is slightly crippled by the word-count limit imposed for round 2. If left unrestricted there would be a number of things I'd add (Disable Device skill and some replacement for Wholeness of Body at the very least).

Nazard |

Neither build has any equipment upgrades, save I upgraded both to a nonmasterwork, no strength rating composite longbow.
Felos does some serious damage when he gets to smite evil (twice per day), but Yvgeni does more reliable damage without needing to smite. Yvgeni also had room in his feats for Big Game Hunter, which gives +1 to attack and +2 to damage against large or larger opponents, which by 7th level is quite common to find. Felos gets to make attacks of opportunity with his bow; Yvgeni will be able to do that in two levels' time.
Felos has way better self-healing (3d6 8 times per day, instead of 7 point 5 times per day), and crazy better saves. His AC is more dependent on equipment than Yvgeni's, meaning Yvgeni will be able to spend his money on cooler things than plain old armour, and the typical required money drain monk items like amulets of mighty fists aren't as useful to zen archers.
Some of the comparison is lost because one is a catfolk and one is a human. Basically, Felos is tougher, harder to take out of the fight, and can hold his own damage wise if he's smart with his limited resources like divine bond and smite evil. He's also a better melee fighter, though with Snap Shot, he shouldn't even need to use his flail unless he's fighting something that needs bludgeoning damage. Yvgeni can dish out the hurt all day long, but is much squishier.
FELOS
Male catfolk Paladin (Divine Hunter) 5/Monk (Zen Archer) 2
LG Medium humanoid (catfolk)
Init +5; Senses Perception -1, Low-Light Vision
DEFENSE
AC 16 (+3 armour, +3 Dex), touch 13, flat-footed 13
CMD 21
HP 55 (5d10+10+2d8+4)
Fort (7) +13, Ref (4) +11, Will (7) +10
Defensive Abilities None
Immunities None
Resistances None
OFFENSE
Speed 30 feet; climb 20 feet
Melee
2 claws +8 (1d4+2; 20/x2)
heavy flail +8/+3 (1d10+3; 19-20/x2)
Ranged
composite longbow +9 (1d8; 20/x3; 110 feet)
deadly aim composite longbow +7 (1d8+4; 20/x3; 110 feet)
rapid composite longbow +7/+7 (1d8/1d8; 20/x3; 110 feet)
deadly aim rapid composite longbow +5/+5 (1d8+4/1d8+4; 20/x3; 110 feet)
Special Actions
smite evil (2/day): +4 attack and AC; +5 damage
lay on hands (8/day): heal 3d6 and remove fatigued condition, or use two uses to channel energy
divine bond (1/day): add +1 enhancement bonus to his bow for 1 minute
STATISTICS
Abilities Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 8 (-1), Wis 8 (-1), Cha 18 (+4)
Base Attack +6/+1; Melee Touch +8; Ranged Touch +9
CMB +8
Feats
Precise Shot (free): no penalty for firing a ranged or thrown weapon into melee
Deadly Aim (1): -2 attack with bow; +4 damage
Rapid Shot (free Monk): -2 to attack with ranged weapon; 1 extra attack with full attack
Perfect Strike (free Monk): 1/day, roll attack roll with bow twice and take better result
Point Blank Shot (3): +1 attack and damage with ranged weapon when within 30 feet
Weapon focus (free Monk): +1 to attack rolls with composite longbows
Combat Reflexes (free Monk): can make AoO when flat-footed; can make 3 extra AoO per round
Extra Lay on Hands (5): can use lay on hands 2 extra times per day
Snap Shot (7): make AoO with a bow; do not provoke AoO using a bow
Traits
Favoured Class Bonus: SP 5; HP 0
Seasoned Climber: +1 trait bonus to Climb, and Climb is a class skill
Reactionary: +2 trait bonus to Initiative
Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Skills
Acrobatics (6) +12-2
Climb (3) +17-2
Diplomacy (2) +9
Profession – Sailor (5) +7
Languages
Common, Catfolk
MAGIC
Paladin
Caster Level 2; Concentration +6; Spell Penetration +2
Spells Known
Level 1
grace
hero’s defiance
YVGENI KOWALSKI
Male human Monk (Zen Archer Qinggong) 7
LG Medium humanoid (human)
Init +8; Senses Perception +8
DEFENSE
AC 18 (+2 Dexterity, +6 Wisdom), touch 18, flat-footed 16
CMD 19
HP 49 (7d8+7+7)
Fort (5) +6, Ref (5) +7, Will (5) +10
Defensive Abilities None
Immunities Diseases
Resistances None
OFFENSE
Speed 50 feet
Melee
unarmed strike +7 (1d8+2; 20/x2)
Ranged
Composite longbow +11 (1d8+2; 20/x3; 60 feet)
Composite longbow flurry +11/+11/+6 (1d8+2; 20/x3; 60 feet)
Composite longbow deadly aim flurry +9/+9/+4 (1d8+6; 20/x3; 60 feet)
Special Actions
Ki pool (11.75/day)
Barkskin (costs 1 ki)
Ki arrow (costs 1 ki)
Wholeness of body (costs 2 ki to heal 7 hp)
STATISTICS
Abilities Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 9 (-1), Wis 20 (+5), Cha 7 (-2)
Base Attack +5; Melee Touch +7; Ranged Touch +10
CMB +7
Feats
Improved Initiative (human): +4 bonus to Initiative
Toughness (1): +3 hit points, +1 per level after third
Improved Unarmed Strike (Monk 1): deal lethal damage with unarmed strike; do not provoke attacks of opportunity.
Precise Shot (Monk 1): once per level, no more than once per round, roll two d20 for an attack with a bow, choosing the higher, using the other for critical confirmation
Weapon Focus – composite longbow (Monk 2)
Point Blank Shot (Monk 2)
Pont Blank Master (Monk 3)
Big Game Hunter (3)
Extra Ki (5)
Deny Death (Qinggong power)
Weapon Specialization – composite longbow (Monk 6)
Improved Precise Shot (Monk 6)
Deadly Aim (7)
Traits
Rostlander: +1 trait bonus to Fortitude saves
Reactionary: +2 trait bonus to Initiative
Heart of the Fields (racial): half-hit-dice bonus to Craft (Bows) and once per day can ignore fatigue or exhaustion
Skills
Perception (7) +15
Craft: Bows (7) +12
Survival (7) +15
Languages
Common

LoreKeeper |

In terms of AC, the Zen Archer is well ahead, even while smiting, the paladin doesn't get to the monk's AC. Not to mention the money you save not having to invest in amulet of natural armor.
+1 monk AC (level 4 monk, going to +2 at level 8)
+4 mage armor
+3 barkskin
AC 25 touch 18 flat 23 (2 dex + 5 wis + 3 natural + 4 armor + 1 monk)
And another +4 dodge AC via ki if it is really necessary.
The paladin can smite 2/day, but the zen archer also gets extra flurry attack with ki. Although not as powerful as smiting, the selective nature of the ki gets you +9/+9/+9/+4 when it is needed against whatever targets need it without having to be cautious about the precious smite-commodity. As is, the numbers show that the normal flurry is more than twice the paladin's normal rapid shot, and is competitive even with the smite. The ki flurry is about as good as a smiting paladin + a normal paladin together. This does not account for the Perfect Strike attempts that the monk can make, which push up the DPR even more in favor of the pure zen archer.
Paladin: (deadly aim rapid) +5/+5 (1d8+4; 20/x3)
Expected DPR vs AC 20: 2 * 0.3 * 8.5 = 5.1
Paladin: (smite deadly aim rapid) +9/+9 (1d8+9; 20/x3)
Expected DPR vs AC 20: 2 * 0.5 * 13.5 = 13.5
Zen archer: (deadly flurry) +9/+9/+4 (1d8+6; 20/x3)
Expected DPR vs AC 20: 2 * 0.5 * 10.5 + 0.25 * 10.5 = 10.5
Zen archer: (ki deadly flurry) +9/+9/+9/+4 (1d8+6; 20/x3)
Expected DPR vs AC 20: 3 * 0.5 * 10.5 + 0.25 * 10.5 = 18.375
...
The saves clearly go to the paladin/monk combination (no surprise there) - but that shouldn't detract from how good the zen archer saves actually are. That's plenty respectable at level 7 without a cloak. The zen archer has more options with skill points though.
...
The healing of the paladin is a big plus too - but for a ranged paladin it's not as prominent a power as for a melee paladin.
...
I'd keep High Jump over Deny Death for the added mobility. The zen archer is definitely ahead in the mobility department with higher base speed (and potentially ranks in Acrobatics).
...
PS - the Zen Archer seems to be missing his +1 trait bonus to Fortitude

Nazard |

:)
That's fine. To each his own, after all. I'll still go with kitty, who by the way, will not be going by the nickname of "Kitty", planning on maxing out as a paladin 18/monk 2.
So far, the party is:
catfolk archer paladin
Monk (maybe of Milani, maybe not)
Possibly some sort of inquisitor
Unknown
Unknown
Some sort of rogue would be nice. Are traps likely to be a major issue in this AP?

![]() |

Another balance consideration that is giving me a bit of a build-headache is that all the magical items designed to make combat more lethal are not very friendly with an archetype that assumes 1 attack a round. This gets particularly noticeable for unarmed-builds where a +1 to attack and damage costs 4000gp for unarmed strikes.
I think I they errated the cost of that item recently to be more in line with other weapon bonuses. My search-fu is weak, though, but I'll try to get a link to it.

LoreKeeper |

Nazard, no matter what you say, Lorekeeper will always argue in favour of the monk. It's just what he does. :)
Navior doesn't know what he talks about. In completely disrelated news:
Of course the zen archer is completely neutralized by DR that screws with piercing damage, or spells like fickle winds or wind wall
Unless you have blunt arrows, or aren't averse to use your unarmed damage progression to attack with unarmed strikes. DR as a whole is something that you manage with having a variety of arrows and a well upgraded bow.
How does the paladin do against concealment, total concealment and total cover? A zen archer smiles at those.
Have you considered a paladin 2/zen archer 18? Best of both worlds.
and high jump didn't fit with the character background anymore than slow fall
A catfolk archer you say? ;)
I think I they errated the cost of that item recently to be more in line with other weapon bonuses.
Correct, the cost changed from 5000gp to 4000gp - effectively the amulet is now in-line with paying for the item costs of Two-Weapon Fighting (2 x 2000gp for +1 weapon). And there is of course the 3000gp body wrap of mighty strikes that works for 1 attack a round.

Jatori RPG Superstar 2011 Top 4 |

Finally made my way through this thread.
Yes, I admit, I sometimes have a life on weekends (if, by life, you mean running PFS at the local game store).
Yes, I admit, I like monks too much.
Yes, I admit, I have 3 PFS monks (and 2 of them are tengu monks).
But, I really don't mind playing any of the classes or party roles, as needed or as per my current theorycraft interests. I've been thinking of a cleric of Besmara (Varisian Pilgrim archetype (PFS rules: do not give up 8th level domain power for Blessing of the Harrow) for awhile now. I wouldn't mind translating that idea into a character for this PbP.
Of course, I can find a more suitable deity, if needed. It shouldn't be too much of a stretch to rework my ideas to suit Cayden (no Desna though - I hate starknives).

Navior |

Navior wrote:Nazard, no matter what you say, Lorekeeper will always argue in favour of the monk. It's just what he does. :)Navior doesn't know what he talks about.
Ha! :)
Of course, I can find a more suitable deity, if needed. It shouldn't be too much of a stretch to rework my ideas to suit Cayden (no Desna though - I hate starknives).
Clerics aren't required to use their deity's favoured weapon, you know. ;)
So it seems there might be two clerics. You certainly won't have to worry about healing in such a case!

Nazard |

Were you thinking of using the google site to run the campaign like we did with the aborted Kingmaker. It worked fine except for the lack of a decent dice roller. I'm not sure if Invisible Castle can be made to work with Google sites, because if it can, it's very nice having all the info in one place.

Navior |

Were you thinking of using the google site to run the campaign like we did with the aborted Kingmaker. It worked fine except for the lack of a decent dice roller. I'm not sure if Invisible Castle can be made to work with Google sites, because if it can, it's very nice having all the info in one place.
No, we'll use these boards as normal. The site will primarily be used to post maps, as well as any journals or other notes people choose to write.

Joana |

All I've seen are numbers and mechanics and comparisons of builds at level 7. With the exception of Felos, I have no clue what these characters are actually going to be like, to have the slightest feel for party composition and what kind of character might fit in.
"Save the world" is a beauty pageant motivation; I need something less vague and more concrete. If I can't have a motivation beyond "to complete the AP," then I'm already bored.

Nazard |

The problem is if Navior gives much that's more concrete, he risks giving away the plot. He has mentioned that our characters should either want to go to sea or want to own our own ship. I would suggest that a merchant vessel makes the most sense for PCs to aspire to, either that or a privateer vessel.

Navior |

Has anybody ever tried the halfling opportunist prestige class? Its main ability looks like a lot of fun to play, a lot like the old panache system from the Savage Coast/Red Steel setting.
Until now, I was completely unfamiliar with it. Looks like it could be a fun class though. I might give it a try one day.

Navior |

The problem is if Navior gives much that's more concrete, he risks giving away the plot. He has mentioned that our characters should either want to go to sea or want to own our own ship. I would suggest that a merchant vessel makes the most sense for PCs to aspire to, either that or a privateer vessel.
I think Joana was referring to finding a character that fits into this specific group. With the exception of Felos, nobody's presented anything more than very vague concepts. She wants to avoid a situation where (I'm making up something completely random here) she creates a halfling opportunist only to find out that everyone else is playing a bunch of halfling haters who enslave every halfling they meet. Your characters need to do more than just fit into the AP; they need to be compatible with each other as well.

Felos |

Well, I've never played Felos before, and I'm usually not very good at coming up with personalities until after a few "sessions", so i'll just start writing some stuff here and see what emerges. My intention is for him to be friendly, warm, and polite. He isn't condescending or self-righteous, and will tolerate small vices, but although he understands the needs for alcohol on board a ship (at least, on a ship without a cleric to purify the drinking water), he regards drunkeness with severe distaste. Appearing drunk in public is an excellent way to lose his respect. Drunkeness aboard ship is a serious breach of discipline, and a danger to ship and crew alike.
He enjoys dancing, though he admits to having only a passable amount of ability. While he is nimble and lithe, he is a bit lazy. He would never shirk his duties, like napping while on watch, but would prefer to not have duties in the first place so he can nap, preferably someplace with warm sunlight. He is a cat, after all.
He lacks the intelligence to come up with good plans on his own, and the wisdom to realize his own inadequate mental faculties, but he has the force of personality that compels him to offer suggestions anyway. That suggests a man with very little verbal filter. Connecting that with his natural politeness and decorum will be an interesting challenge. He's probably the type of person to say what he thinks, realize after the fact that he shouldn't have said it, apologize, and then make the same mistake again soon after.
All that decorum goes out the window when he's faced with evil-doers, especially pirates. To him, piracy is equivalent to treason against the community of seafarers, and he views them the same way a career soldier would view deserters. Intercontinental thugs and bullies, mostly, preying on the honest and innocent.

LoreKeeper |

Excellent. That means we have a party face for a change ;)
Regarding Joana's query:
Festa Fire (current name) imagines himself destined by prophecy to act as a vessel for Milani's will. Though the details are unclear, he believes he will play part in righting a great wrong. He's rather devout with emphasis on Milani (of course), but also respects and calls upon a variety of gods in their aspects.
He is usually settled and at peace within himself, but easily becomes erratic when confronted with slavery or oppression. He places no requirements on his companions, other than that he expects a certain goodness of heart in others and can be very disappointed when he finds that trust shaken.

Navior |

I've decided upon a human oracle of life. He'll focus on summoning and party support. I'm doing something unusual for me and going all in on charisma.
Str 12
Dex 10
Con 12
Int 10
Wis 10
Cha 20
Small note: That's actually a 21-point build (2+0+2+0+0+17=21). Changing one of the tens to a nine will fix it though (or whatever other option you prefer).

Navior |

We are edging closer to a complete party. Yay!
In other news, the map for the first encounter is one of those 3D perspective maps. It is utterly impossible to fit the grid to MapTool. Sigh. I'm going to have to redraw it entirely. :( Luckily, none of the other maps are like this. I don't why this one was done differently from all the others.

Navior |

Or remove the grid and just move the icons around free-form, similar to what I do in Crimson pbp
Yes, but there's a printed grid as part of the map that I can't remove and the squares are skewed for the 3D effect, so the ones at the back are smaller than the ones at the front. That means the tokens don't fit all the squares. :)