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![]() Belle Mythix wrote:
While I do believe that the shaman should have it's own list, not adding something that they never intended to add would not be "cutting content". ![]()
![]() With the wandering spirit ability, it says "Until she changes the wandering spirit, she gains both of the listed abilities granted by the spirit". What two abilities does this mean? I know ones the spirit ability, i.e. the Battle spirits "healing spirit" ability, but whats the other? Is it the familiar ability? ![]()
![]() After reading through this class, I am quite surprised. I liked it more than I thought I would. I don't normally play spellcasters, but this class certainly makes me want to. My only problem is using Charisma for hexes. That seems to make the class unnecessarily MAD. I feel like they should either use Wisdom for hexes, or Charisma for spellcasting. This is made even worse by the Lore Spirit Shaman, which effectively requires all 3 mental attributes, although mental acuity helps. Other than that though, I'm a big fan of this class. In fact, I'd be hard pressed to find a full caster I like more. ![]()
![]() Quote: It was mentioned within the first 10 replies (I asked the same thing), and it is not a typo. So, you could be a monk or paladin bloodrager if you wanted. I thought it was strange myself, but it opens up some nice concepts. Don't get me wrong, I like the fact that it can be lawful, but it seems unfair to barbarians. Personally I think barbarians should be lawful too. The way I see it, a barbarian is basically a primitive warrior, and while they are certainly less likely to be lawful, I feel like every once in a while there would be a lawful one. So why not allow people to be that lawful one? ![]()
![]() Not sure if this has been mentioned, but shouldn't this class be unable to be lawful? Because as written, you can be a bloodrager monk or paladin, which makes no sense, since you can't be a barbarian monk or paladin. Maybe it's just me, but I don't see why adding spellcasting to a barbarian would make that barbarian more inclined (or for that matter, allowed) to be lawful.
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![]() Not sure how I feel about this. On the one hand, I was quite fond of the idea of a trained sorcerer, on the other hand, this new concept is also pretty cool. Well, either way, I trust that the class will be satisfactory at least. P.S. If it does end up with artificer-esque abilities as some upthread have mentioned, than between this and APG I will have gotten all 3 classes I've really wanted out of Pathfinder (Swashbuckler, Artificer, and Alchemist). Which would be pretty awesome. ![]()
![]() I haven't read through this entire thread yet, but from what I did read, I saw several people mentioning that they didn't want to be pigeonholed into a Dex-based build. I personally can't see any reason why the Dex-based build shouldn't be the optimal build. It's a Dex-based class. I don't expect a Wis-based Wizard to be as good as an Int-based one, so why should a Str-based Swashbuckler be as good as a Dex-based one? ![]()
![]() RainyDayNinja wrote:
Now we just need an easy way for him to control the water. Hydraulic Push would work, and Eldritch heritage could give him an aquatic animal companion. I guess I have some building to do now. ![]()
![]() Ah, ok then. I think the best option would be to just give them their own list, so they can have all the thematically appropriate spells, especially since there doesn't seem to be a consensus as to what list works best. Cleric, Druid, and Witch have all come up several times now, so I'm inclined to believe one of the existing spell lists simply won't cut it. Or maybe give them more spells from their Spirits, so that anyone can make their version of a shaman. ![]()
![]() I like this class, but it's not what I expected. I'm am a fan of the Animal Companion emphasis, but it doesn't seem like it went far enough. Personally, I think it would be better to have, instead of animal focus, something more akin to a sorcerer bloodline. Make it so that depending on your animal companion, you get bonuses as you level up. Either with a set list of animal companions, with each having its own "bloodline", or with a "bloodline" for each biome, i.e. bears, wolves, and badgers are part of the Forest "bloodline". I think that would certainly make it feel more animal-centric, and it would still allow for more options to be added later with relative ease.
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![]() After reading through this class, I am thoroughly satisfied. It was my second most wanted class, after Alchemist, since I've started playing Pathfinder, and I think it was done well. I'm not as impressed as I was with the Alchemist, but that class is more than I possibly could have hoped for, so it seems unfair to the Swashbuckler to hold it to such high standards. I love the parry and riposte abilities being available at level 1, even with the panache costs. I am also a big fan of the swift feint ability. It seems very useful for helping a fellow rogue set up. Also seems like it would help a monk hit with more of his flurry attacks, which is good. I am a little confused about the wording though. Do you have to hit, or do you just have to be able to hit i.e. next to someone who isn't under the effects of Sanctuary, or any similar effect? ![]()
![]() Cheapy wrote:
I have to disagree with regards to the Druid list making them more MAD. The Druid is offensive spell-wise, compared to other casters, but I doubt they would get into the thick of a fight nearly as often if they didn't have wild shape. The more offensive Druid list would allow shamans to be a damage oriented divine caster, which could be a nice change of pace. Also, in regards to the thematically-appropriate Cleric spells, they could be bonus spells for certain Spirirts. Or, although I'm aware paizo doesn't really want to do this, a Shaman spell list seems appropriate, as the Shaman really does seem to be in between Cleric and Druid. Neither list really fits the Shaman completely, so, if any new class gets its own list, I think the Shaman should be the one to do so. If they weren't to make the new list though, Druid really seems to be more appropriate, as it's nature oriented, rather than religiously oriented.Edit: I forgot to include my actual impression of the class. I think, other than the spell list, Paizo knocked it out of the park. Cool class, nice flavor, feels unique. At least on par with the APG classes, if not better. Good Job! ![]()
![]() Ok, here's my character, Tsadok Stormborn
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![]() GM_Radiance wrote:
Ok, cool. I will get back to you about my choice after I look over the 'epic' feats. Also, I should be able to finish making the character tonight. ![]()
![]() Gotta say, I love this class.
All in all, easily one of my favorite of the new classes (or any class, for that matter), alongside the Swashbuckler and Bloodrager. I like all of them quite a bit, though. ![]()
![]() GM_Radiance wrote:
It came out today, I was just asking since the application will be open for a few more days. It can be downloaded here. ![]()
![]() I am definitely intrigued by this idea. Seems like a very effective way of getting the feel of an epic story while maintaining relatively simple game play. I would be very interested in joining.
My Character: If so, I would likely be a Bloodrager (with the Orc bloodline). If not, I'll be a Barbarian. Either way, I'm thinking a CG Half-Orc Guardian that takes universal path abilities such as Longevity, the "Pure" abilities (Body, Destiny, and Senses), and Mythic Presence to be a living avatar of his unique heritage, using the rage and power of his orc ancestors to protect his human society. I'm still trying to decide what made him ascend. ![]()
![]() I tend to stick to the PRD, so luckily "really out there stuff" shouldn't be a problem. I'm probably going to go ahead and make a PFS character, to familiarize with the specific rules of PFS, and then just find a game on here (PFS or not), since my home group has been meeting less frequently for a few months. With any luck I should be able to find one today or tomorrow. Hopefully you all have fun! ![]()
![]() DM_Blake wrote: Dying to a DM-played monster or NPC is one thing, dying to a PC controlled by your friend at the gaming table is a whole different thing. I've seen it cause fights. I've seen it break friendships. Sure, maybe the guy with the dead character was too overly invested in his character and let it get to him too much. That's practically a given. But some people play this as a "Role Playing" game rather than just a "Roll Playing" game, and for some that do, building a persona and identifying with that persona is much of the charm - for those players, having a friend trash all that work and effort and persona identification can be a very personal issue indeed. Don't get me wrong, I enjoy making a character and giving him a rich backstory and fleshed out personality, and I tend to find the role playing aspects some of the most enjoyable and memorable parts of the game, I guess (for me anyway) it just seems like that characters story ending allows me to start another one that hopefully I like even more, and while luckily I don't tend to die from other PC's, a lot of the other players in my group do, and they don't let it get to them that much. Maybe my group is more casual about the game, or maybe they just don't invest the amount of time to a character as your group does, but luckily for us it has never gotten to the point of real life conflicts because of in game combat. ![]()
![]() Based on DM__Blake's post, i think I figured out why everyone here has more of a problem with inner-party combat than me. In my games, even if I (or the gm) don't specifically say before hand it's a game where pvp is allowed, we never assumed that the standard was that it wasn't. Players play their characters until they die, then they just make another character. We also haven't had anyone meta gaming to get more stuff by killing friends, but I think that's because we generally just don't use experience. We've found its better to just level up at the end of the adventure we are in (or after something important happens in a multi-level adventure) than to use xp. It just seems to make more sense that way rather than if the pcs level up in the first encounter of the next adventure, just because they missed something in the current adventure, which seems kind of anti-climactic. For a DM, that break to level up is a good way to get ready for the next adventure, and for the players, it adds a better sense of accomplishment at the end of the adventure. It's like I've always said about RPing games (be they DnD, Pathfinder, video games, whatever) the best possible reward is experience. Personally, I find that no matter what reward a player is given, the one they feel most rewarded for is xp/levels, because that is the one that progresses their character, not the +1 longsword, or even the staff of power. ![]()
![]() Maybe this is my just my group, but I've always found inner party combat (and noncombatant conflicts), to be much more fun and exciting than regular encounters, both as a player and a GM. I think the reason for it is because in those kinds of situations, the characters involved are all fully fleshed out people, which most NPC's and monsters aren't, unless they are really important (bosses, kings, etc.) because of the vast amount of work that would take for the GM (to be clear, I have no problem with generic villagers and shopkeepers, but they are less interesting for role playing usually). I know as a player I would hate it if I was trying to do something (such as attack another pc, or anything else for that matter) and the GM just said "no". It is a role playing game, if I can't do what my character would do, than what is the point of making a detailed character? Granted this usually doesn't matter, because I tend to be a good guy, for the GM's sake if nothing else, but on the rare occasion I am evil, I want to be able to be evil (and I don't mean random acts of crime or attacking PC's for no reason). ![]()
![]() I'll have to look more closely at inner sea magic, I must have missed that. Also, vague as it may be, it has to be better than nothing. With regard to the deities, I guess I will have to think of something else, or ask the GM how it works in his "version" of Golarion, if he sees fit to tell me that information. ![]()
![]() In an upcoming campaign, I am going to be playing as a drow noble who was born without the ability to use magic (either just his spell-like abilities or any spells, I haven't decided yet). Because of that, he was exiled at an early age, and wishes to, as he would say "set things straight". In order to do this, he is going to retrieve the Sceptre of the ages, which he believes is in the vault of Abadar (the vault with one copy of everything, name might be wrong). He believes the vault is locked with the Impossible Lock (the one that can't be opened except by the Perfect Key). So he is going to get the key, and open the vault, to get the Sceptre. Using the Sceptre he is going to go back to the beginning of time, slay Asmodeus right after Asmodeus kills Ithys (thinks that's how it's spelled), in order to be the only godlike being left. He is then going to convince the life forms that evolve on the material plane that he is a god, so that they worship him. He believes that their worship will grant him divine power, which is equal to magic (at least in his mind). The only problem is, I have no idea why he wouldn't have magic, because I have no idea why magic is accessible to anyone (except gods, because, well there gods). Sorry for the wall of text. Long story short, where does magic come from? ![]()
![]() Personally, I like the new classes (for the most part), because they provide more options from a role playing perspective.
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![]() I'm going to have to disagree with the consensus here. While rogues and ninjas may not have the best attack bonus, It's pretty easy to apply sneak damage, and the damage builds up quick. All you have to do is feint them (preferably with improved two-weapon feint), which isn't that hard to do. Combine the two weapon fighting with a speed weapon, and you got 7 sneak attacks per round, which is on average over 200 damage from sneak alone. And it's even better (and easier) as a ninja, as they can be invisible, which applies your sneak, and use nonlethal unarmed, which does 2d8 (I think, don't remember off the top of my head), because of the unarmed mastery, per attack, plus it can be increased from the nonlethal sneak feats, to the point where it can basically one-turn kill anything (especially if you work as a team, and get an attack or CMB buff from a caster). Granted, that's not going to happen every time (wouldn't be fun if it did anyway), but you can't just dismiss that as weak. ![]()
![]() I am going to be starting a mythic campaign soon, starting at level 1, and I am planning on the boss for the first adventure being a level 1 or 2/MR 1 enemy, with the players ascending ,both to MR 1 and level 2, upon it's death. The only problem is I don't know what enemy to have them fight, so I was wondering, what level 1 or 2 enemy could provide a good mythic challenge for level 1 characters, without making it too difficult? |