Hairdar the Accursed / Hairdar Yunan

Darkorin's page

Goblin Squad Member. RPG Superstar 6 Season Star Voter. Organized Play Member. 333 posts (334 including aliases). No reviews. No lists. 1 wishlist. 5 Organized Play characters. 3 aliases.



Sovereign Court

1 person marked this as a favorite.

Hi,

I would like to cancel my current subscription. I wish I could continue to support Paizo directly but unfortunately the shipping cost for Canada is too high and with what happened to my last subscription, I cannot justify it.

Thank you.

Sovereign Court

1 person marked this as a favorite.

Hi,

I currently have 8 addresses associated with my account, but 7 of them are old addresses that shouldn't be used anymore.

For some unknown reason, it seems like when I re-subscribed to the Lost Omen line, it selected by default a very old address of mine (hasn't been used in more than 7-8 years) instead of the newer address where I already received numerous products and had used as a subscriber address before.

I am probably not going to be able to retrieve those physical copies, and I would like for all of my addresses to be deleted except the one that is currently the default in order to prevent another issue like this.

Thanks in advance for your help.

Sovereign Court

Hi,

Could you remove the guns & gears pocket edition from my sidecart?

Thanks!

Sovereign Court

Hi everyone.

I just wanted to start a new discussion about Exotic weapons and weapon rarity (common, uncommon, rare, unique).

Let us first take a look at the definition of Exotic:

Exotic Definition:


  • originating in or characteristic of a distant foreign country.
  • attractive or striking because colorful or out of the ordinary.
  • of a kind not used for ordinary purposes or not ordinarily encountered.

As you can see, these definitions does fit well with the concept of rarity. Something exotic IS something that is unusual, or as some people would say... Uncommon.

It feels to me that Exotic weapons are superfluous since the concept is too close to the rarity concepts. It's even more striking when you go back to the Rarity blog where it is said that "Eastern weapons" would be considered uncommon.

My position would be to scrap all references to Exotic weapons since it is purely a legacy term and most of the previous "exotic" weapons are now "uncommon".

What do you think?

Sovereign Court

5 people marked this as a favorite.

Hi Everyone,

Welcome to my part 2 of the Sorcerer class analysis. Since the Sorcerers can now be of any tradition, I will try to bring an analysis of how their fare against the main spellcaster of each tradition. This thread is to discuss the Divine versions of the sorcerer.

You can find also find Sorcerer Analysis: Occultism (Part 1) to talk about and compare the sorcerer and the bard.

As previously stated, if you have the privilege the test both the divine sorcerer and the cleric during the playtest, your personnal input will be of great value!

In this second part, I will compare the divine sorcerer to the cleric. For the rest of the post sorcerer will be used, but should be read as divine sorcerer.

Hit Points and Proficiencies:

This time around, it is a bit harder to judge, it all depends on what is your priority between skills and battle endurance.

Hit Points: 6+CON for the sorcerer against 8+CON for the cleric
Perception: trained for the sorcerer and the cleric.
Saving throws: Sorcerer has Trained in Fortitude and Reflex, Expert in Will, Cleric is trained in Reflex and expert in Fortitude and Will.
Skills: 9+Int for the sorcerer (5+4 from the bloodline), 5+Int for the bard (and replace some skills with Performance).
Weapons: Trained in simple weapon for the sorcerer and cleric, with additional training for the deity favored weapon for the cleric.
Armor: Untrained for all for the sorcerer, trained in light/medium armors and shields for cleric.
Spells: Same spell proficiency and advancements.[/b]
Signature Skills:[/b] 5 skills, with onlye one flexible one for the Cleric, 6 with 5 flexible ones for the Sorcerer.
Resonance pools: Sorcerer has Charisma as a key ability and will probably have 2-4 more points than the cleric across his career.

The sorcerer is the best when it comes to trained skills, and has more flexibility with his signature skills since most of them are linked to his bloodline.

The cleric has more Hit points, is better at Fortitude saving throws, has potentially training in an exotic or martial weapon as well as training in light/medium armors and shields.

The conclusion depends on how important the skills are for you. Both classes have about the same number of signature skills, which means that if that's what you're looking at, they are similiar, but the sorcerer will be trained in more skills (will probably not train them higher).
If trained skills is not that important to you, Clerics are a lot better. With 2 more hit points per level, expert training in Fortitude saves and training in armors and shields, they will withstand a lot more things than a Sorcerer during combat.

Advancement:

Feats: Clerics are getting 2 more class feats than sorcerers with additionnal class feats at 6th and 10th level. For simplicity's sake, I'm going to view the advance and greater bloodline power as mandatory feats for the sorcerer, which brings both the sorcerer and the cleric at the same number of class feats.

Powers: Both sorcerers and Clerics get Spell points and power. The 3 sorcerer powers are from his bloodline and he has no choice in them after choosing his bloodline. Clerics begin with 1 domain power and can gain additional powers and domain with feats. There is also the strange case of Channel Energy, which comes with its own spell points pool and enables the cleric to cast Heal or Harm (chosen at character creation) at his max spell level 3+CHA times per day.

Spell repertoire/casting: If you ignore Class feats, the sorcerer will have at the end of his career 5 cantrips and 4 spells slots of each level with the same number of spell known. The cleric will know 5 cantrips and 3 spells slots of each level while having access to the whole divine spell list.

Same as before, the sorcerer is locked in a lot of his feats because of his bloodline (something that should change).
The Cleric currently has a lot more customization available with 2 additional class feats he has control over. Cleric also has access to an additional class feature when compared with the Sorcerer, and not a small one: Channel Energy, probably the best feature of the cleric.

Because of that, I consider the Cleric to be vastly superior when it comes to class features.

Spells and spell feats:

Let us now take a look at the divine spells and how it affects the two classes. Divine spells excels at buffing your ally, healing them and removing harmful conditions.

The sorcerer shines with a few things here:
1 additional spell slot of each level
More metamagic feats: The sorcerer has access to more metamagic feats that can alter spell known, rendering them more flexible or powerful.
Concentration feats: It is easier for sorcerer to keep his concentration on spells.
Counterspell

But the divine spell list has a lot of very situational spells, making the limits in spell known very harsh. The divine spellcaster role is usually one of a healer, and sorcerers will have to use one of their spontaneous heightening each day to Heal or Harm in order to take full advantage of the divine spellcaster role.
The sorcerer also can gain access to Divine Evolution which will give the sorcerer an free casting of Heal at max spell level, bringing the number of spell slots of maximum level to 5 for the sorcerer.
Numerous sorcerer feats do not bring any value to the divine path, since blasting isn't a great solution for divine sorcerers.

On the Cleric side.
It will be a little bit harder to always prepare the exact spell for the day, but with the number of very good buff spells available from the divine spell list, they should be able to make most of their spell slots matter.
On the healing side, the cleric is simply the best healer of the game, with lots of great feats working with the Heal spell as well as the Channel Energy class feature which brings the total spell slots available for the maximum spell level to 6+Cha, more than the sorcerer has!

The sorcerer might have more spell slots of lower level, but the massive amount of healing that the cleric can do is a lot better than anything the sorcerer can wish for.

The sorcerer has less max spell slots than the cleric, and will have to be very careful with his choice of spell known, at the risk of having spell that will almost never be useful to know.

The only thing the sorcerer has for him is his feats to keep concentration easily, but I'm not sure that his enough to make up for the overwhelming healing power of the cleric.

Divine Sorcerer conclusion:

The divine spell list really gives the divine sorcerer a hard time. He will probably be able to take some useful buff spell, but will have to forget about being able to cast all of the useful remove harmful spells that the divine spell list provides, since these spells are so situational. Lots of his feats are not that interesting with this spell list and he will have to dedicate a spell heightening to Heal or Harm for the rest of his life, bringing the number of spell heightening available to only one, cutting in two his true potential.

With better/more controlled healing, more armors/shield proficiency and the best healing feats in the game, the cleric just dominates the sorcerer on all aspect, even putting to shame the sorcerer's endurance with the help of Channel Energy, bringing the cleric maximum level spell slots well above the sorcerer's one.

It must also be noted that with no way to exclude ennemies from his mass healing, the sorcerer will have a lot harder time to try to fulfill the role of a healer in a group.

The fact that the sorcerer has only 6 classes feats, also makes it almost useless for the sorcerer to try to multi-class into cleric in order to gain access to a few healing feats that would be really useful for him.

General Sorcerer conclusions:
Here I will repeat myself a little bit from the previous post:

The Sorcerer bloodline choice is maybe too big of a choice too soon, it seems like a big threadoff and limits the possibility for future archetype by a LOT.

With only 6 class feats, the sorcerer class is the least interesting class to be going for Archetypes (multiclass, prestige or other).

While retraining is a possibility for other classes in order to mitigate some bad decisions, the bloodline being the main choice for the sorcerer class and the fact that it is singled out as an ability that cannot be normally retrained, it makes retraining unappealing for the sorcerer class.

While other classes only have to bother with designing feats that work for only one magical tradition, Sorcerers are in a special position where their class feat might not be a fitting choice because of its bloodline choice. It makes the creation and balance of sorcerer feats really hard, and the sorcerer definitely would need additional divine feats in order to be viable.

With the occult and divine analysis done, it is becoming clear that the sorcerer of those traditions main drawbacks are that the sorcerer has been built with an arcane tradition in mind, and thus is missing basic proficiency in armors and weapons that can be seen as necessary for caster of other traditions (and we have to keep in mind that the sorcerer also has 2 less hp per level than the classes he tries to challenge).

These general observation about the class is currently making me really afraid of the state of the sorcerer class.

Channel Energy and Divine Evolution bonus round:

What shocked me the most about Divine Evolution, is that the Paladin gets access to a much better version of it with the Channel Life feat, enabling paladins to use the Heal spell at what would be the maximum spell level - 1 for the sorcerer by using spell points.

Modifying Divine Evolution to be used with spell points instead of a once/day mechanic would help the divine sorcerer a lot. It wouldn't be as good as the 3+Cha of the clerics because it would share the same pool as the one that the sorcerer uses to have his power.

Edit: I forgot to talk about it but the divine sorcerer will be probably in an even worse condition when/if the Oracle comes out, since they will probably get increased HP and weapon/armor proficiency compared to sorcerers, with at least one mystery great for healing.

Sovereign Court

2 people marked this as a favorite.

Hi Everyone,

Now that the playtest pdf is available, I wanted to try and take the time to analyze how well does the sorcerers do when we put them against their fellow spellcasters.

Since the Sorcerers can now be of any tradition, I will try to bring an analysis of how their fare against the main spellcaster of each tradition. Since the Sorcerer spell tradition is a feature that gets locked in at level 1, I want to stay away from the "Sorcerers have choices" since they feel closer to 4 classes with the same dynamic than a single class with 4 options (Druids and bard have options, but they can pick feats from other options after level 1, Sorcerers cannot).

I am probably only going to DM during the playtest, but I would really like some input from players that are going to play both sorcerers and bards during the playtest in order to get their point of view.

In this first post, I will compare the occult sorcerer to the bard and see how we can compare them and the potential of an occult sorcerer. For the rest of the post sorcerer will be used, but should be read as occult sorcerer.

Now let us compare the two classes! (I will add important comments from the discussions at the end of this post if I missed anything important)

Hit Points and Proficiencies:
Let's be honest, the sorcerer isn't in the best place here.
Hit Points: 6+CON for the sorcerer against 8+CON for the bard
Perception: trained for the sorcerer, expert for the bard
Saving throws: Sorcerer and bard are the same. Trained in Fortitude and Reflex, Expert in Will
Skills: 5+Int for the sorcerer, 7+Int for the bard (and replace some skills with Performance).
Weapons: Trained in simple weapon for the sorcerer, the bard has additionnal training in longsword, rapier, sap, shortsword, shortbow and whip.
Armor: Untrained for all for the sorcerer, trained in light armor and shields for bard.
Spells: Same spell proficiency and advancements.[/b]
Signature Skills: 7 fixed ones for the Bard, 6 with 5 flexible ones for the Sorcerer.
Resonnance pools: Both classes have Charisma as their key ability and should have the same resonnance pool.

The bard here is the clear winner, it has more hit points, skills, more proficiency in weapons and armor. The only advantage that the sorcerer has is a little more flexibility for his signature skills.

Advancement:

Let's bring the interesting comparisons.
Feats: Bards are getting 3 more class feats than sorcerers. Bards are getting additionnal feat at 6th and 10th level and it should also be noted that Muses gives a class feat at level 1, which means that Bard gets 3 additionnal feats compared to the sorcerer. These 3 feats are being replaced with bloodline powers.

Powers: Both sorcerers and bard get Spell points and power. The 3 sorcerer powers are from his bloodline and there is no feat to increase his spell points or gain additional powers. Bards begin with 1 power Counter Performance but has multiple feats granting additional powers and power points.

Spell repertoire: If you ignore Class feats, the sorcerer will have at the end of his career 5 cantrips and 4 spells of each level. The bard will know 5 cantrips and 3 spells of each level, but have access to compositions.

The feats and powers is quite interesting. Sorcerer have to sacrifice 3 feats in order to receive their bloodline powers, which means that where the bard can choose how to evolve, the sorcerer has part of his advancement locked in at the character creation. This shows one of the big flaw of the sorcerer. It's a big package you have to take, even if you don't like half of it (hopefully, the aberrant bloodline powers are quite good).

Spells and spell feats:

This is the big differences between the sorcerer and the bard. The bard brings a lot utility while the sorcerer brings endurance.

The sorcerer shines with a few things here:
1 additional spell of each level
More metamagic feats: The sorcerer has access to more metamagic feats that can alter spell known, rendering them more flexible or powerful.
Concentration feats: It is easier for sorcerer to keep his concentration on spells.
Easier Counterspell

But the bard has a few things of his own:
Spontaneous Heightening: up to 4-5 Sponteanous heightened spell every day.
Compositions: Exclusive access to Compositions cantrips (let's leave the powers aside).

It must be noted that Occult Evolution and Esoteric Scholar are quite similiar (gives you access to occult spells outside of your repertoire), but the Esoteric Scholar also gives you the choice to have a third spontaneous heightening spell for a day, and is a lower level feat.

The downside is that a not all of the sorcerers metamagic feats and class feats work well with the occult sorcerer, while all of the bards feats works well for... a bard.
It is a bit hard to say anything else here. It seems to me that spontaneous heightening of 4-5 spells and access to compositions spells, the bard seems a bit more resourceful than the sorcerer, even if the sorcerer has more endurance when it comes to spells.

Occult Sorcerer conclusion:
In the end, the sorcerer chooses 1 bloodline at first level which provides 3 powers (determined by the bloodline), 1 spell of each level (determined by the bloodline) and an additional casting of a spell of each level.
With 2 more hit points per level, 3 additional classes feats, more skills, proficiency in some martial weapons, light armor and shields, the bard might have less spell per day, but he still seems to be superior to the occult sorcerer in almost every way.
It must be noted that with 3 more class feats, the Bard can probably get as much spell per day as the sorcerer by taking the future multiclass sorcerer Archetype, which will come with additional spell known and cantrips, making the bard... an obvious choice compared to the occult sorcerer.

General Sorcerer conclusions:
The Sorcerer bloodline choice is maybe too big of a choice too soon, it seems like a big threadoff and limits the possibility for future archetype by a LOT.
With only 6 class feats, the sorcerer class is the least interesting class to be going for Archetypes (multiclass, prestige or other).
While retraining is a possibility for other classes in order to mitigate some bad decisions, the bloodline being the main choice for the sorcerer class and the fact that it is singled out as an ability that cannot be normally retrained, it makes retraining unappealing for the sorcerer class.
While other classes only have to bother with designing feats that work for only one magical tradition, Sorcerers are in a special position where their class feat might not be a fitting choice because of its bloodline choice. It makes the creation and balance of sorcerer feats really hard.

These general observation about the class is currently making me really afraid of the state of the sorcerer class.

Bonus generic informations:

Sorcerers get 6 class feats
Spellcasters get 8 class feats
Other classes get 11 class feats

Sovereign Court

Hey everyone,

With the new archetype system, I realized a big limitation and would like to start a discussion about it.

In order to get a new archetype feat, you need to spend a class feat to get the archetype feat you want. This system is quite interesting since not all classes have the same amount of class feats:

Sorcerers get 6 class feats
Spellcasters get 8 class feats
Other classes get 11 class feats

This seems to mitigate a lot of the issues people were having when talking about Fighter multi-classing into Wizard vs Wizard multi-classing into fighter, which is quite good, but it also means that spellcasting classes will less likely be interested into archetypes, which I'm a little bit sad about.

What are your opinion about it?

What do you think about the special case that is the sorcerer? Is it a doomed class concerning archetypes?

PS: I know that some people seems to think that sorcerers are missing a two feats, but these feats are in fact used to acquire the advanced and greater bloodline powers.

Sovereign Court

Please cancel all of my subscriptions. I haven't updated my credit card info because I feel like the product quality of the pathfinder line dropped too much in the last year and a half. I do think that it is sad and I do hope that you'll soon decide to remake/fix the rules instead of just giving us more broken stuff like the new classes and everything.

But I do have to say that I looked into the Inner sea god book and it was quite nice (not enough for convincing me to resubscribe to everything thought). Unfortunately the rest of your campaign setting line just seemed to have fallen behind (I really wish to see more product like Distant Worlds, which was just a great).

Since you remodeled the Player's companion, all of its line of product dropped too much (some of the first one were well made like Knights of the Inner Sea), it just feels like a guide on how to use your other products, while not giving enough information on how to create and give a decent meaning to a character in your universe.

Oh... and one last comment, PLEASE STOP releasing bonus material like Mythic Realms, Mythic Origins, Quests and Campaign and Advanced Classes Origins. Those products just make me feel like you're trying to milk money out of me, by releasing products so linked to your new Core products. I mean come on, if you're releasing those a month after the release of the new book, it just feels cheap, at least put those within your core book (yeah I know, you're gonna say that those are product specific about golarion and thus it should not be in your core line, but it just feels like a cheap excuse for those products).

I do hope that you get back on your feet, but for the time being, I'm just gonna start enjoying other roleplaying games. (Yeah my comments might seem a bit harsh, but I do feel like I need to give you an explanation about it, and all of the people I know who used to play and love Pathfinder, which is about 20 people, all feel the same...)

PS: I do find the Pathfinder Unchained a horrible idea... if you want to "unchain" your developper, drop the 3.5 compatibility entirely and make a new edition, it just feels once again a poor excuse to "fix" some things. If it really is a fix because of a design problem (which means that you admit there is a fault on your part), it should be
a) a new edition
b) an errata available for free and to everyone who bought the faulty product

Sovereign Court

Hi, I've had some unexpected expense and I have to reduce the cost of my next pending shipment.

If you could cancel the order 2204609, it would be perfect.

Thanks.

Sovereign Court

Hey Everyone,

So, I'm wondering if anyone here knows someone who took one of the mythic Alertness/Athletic/... feat.

I mean, those feats really do not sound good at all, You need to have a feat in the first place to take them, and for the cost of one mythic power, you can treat your roll as a natural 20.

Now let's compare that to the Feat of Xs Universal Path Abilities. Those path abilities for the cost of one use of mythic power gives you a bonus of +20 to any skill check using X (replace X by Charisma/Dex/Int/etc.).

Now... let's compare them.

If you took one feat and one mythic feat, you can have 20+y+4/6 in two skills(where y is your number of rank + your ability modifier and other bonuses).

If you take a single path ability, you get 1d20+y+20 for all skills of a single ability score

The path ability is just better.

I mean, I don't even understand Alertness/Acrobat/Athletic/etc. feats, but even in their mythic version, they are just... bad, and I've played D&D and Pathfinder with peoples all around the world, the only character using those feats are new player's or pre-built NPCs.

I see only one exception to this with Mythic Magical Aptitude. Since you treat your roll as a natural 20, you can use it with the Critical Tinkerer (a Trickster path ability), in order to have some bonuses when you use Use Magic Devine (Still wondering how you use Use Magic Device while activating a potion by the way...).

Now... I understand if you want to keep the Mythic feats, but if you want to keep them, we should try to make them at least interesting, and in order to do so, I don't really see any other way than to change the Feat of Xs Universal Path Abilities.

Maybe those path abilities should only give you a +10 (which is still a lot, I mean... the +20 bonus was too much if you want my opinion). Or they could have a prerequisite.

I would find normal that you can only take the path ability of your mythic ability bonus. It does sound kind of strange for a warrior with 6 in wisdom to have the Feat of Wisdom path abilities.

Oh yes, and if the name of those path abilities could change, it would be great, the word "Feat" does make it kind of confusing... Maybe the term Prowess could be nice?

Sovereign Court

Hey Everyone, I know it's probably a bit early but, these last few days, I've seen Jason Bulmahn answering a lot of threads.

Most, if not all, of these answers sounds like: "Thanks for your opinion, we're working on a new version."

Now, my gaming groups did not have a lot of time to use these Mythic rules, and we are only now getting into a "heavy playtest" phase. But with all of these things that are changing, I'm currently wondering if:

1) Will we have a new playtest document at some point?? (before the end of the playtest in January)

2) Is it really fair to continue playtesting when we know that so many things that needs to be changed? Right now, all of us could judge an ability too powerful because of another one that is going change. Should we biais our judgement by still introducing these powers and abilities in our game??

Now for all of you that missed some post, here's a list of the things that has been said in the messageboard (would be nice if Jason could give us a part of his work in progress list):

General Abilities:

Archmage path Abilities:

Champion Path abilities:

Hierophant Path Abilities:

Trickster Path abilities:
The mythic path is going to have more/better tricks

Multiple Path Abilities:

  • Itemcraft (Ex): possible modification coming to prevent using the ability to replace a charge of a ring of wishes, etc.

Feats:

And I did not count the answers on some threads about multiple abilities (since I can't really know which abilities Jason thought needed to be rewritten). I know it is a good thing that we've done so much already, but at the same time, I'm beginning to wonder if the playtest and the playtester will be soon "lost" about what they should test, or even IF they should test anymore...

Sovereign Court

Hi, I'd like my copy of Rise of the Runelords (collector Edition) to be sent ASAP, and not wait for my december subscription.

Could you make the switch??

Thanks a lot!

Sovereign Court

Right now Jason Bulmahn is trying to find out a new way to deal with Amazing Initiative. Why Because to get an extra turn every single round is a really powerful ability. So here I would like to begin the discussion around the Agile template.

Agile (MR1) is the template who has the lowest MR, but in my opinion it has the greatest bonuses. You double the speed of the creature, get more AC, get Evasion, and you act twice per turn...

Let's compare it to the Arcane/Divine and the Invincible/Savage templates.

The first two gives the creatures some spells. It's good right, but the creature will probably never have the time to really benefit from those, unless it has time to buff itself before combat. SR is really good, Aura of grace is nice.

The two last gain DR and energy resistance.

Now let's get into a combat situation.

An Agile creature will act twice in a single round, that means it can move a lot (speed is doubled), and/or attack a lot, making it a quite nasty creature. Yes its hps does not increase a lot, but it can become a quite challenging foe.

Now if you take the Invincible or Savage Template. There are quite a few way to go around the resist energy or the DR/epic. Clustered shot being one of them.
Yes it's a nice boon to have a DR, but will 10 less damage per attack will really mean a lot for a group of adventurer of level 10+?
Not from my experiences. Yes it can give it maybe one more turn of play, but the Agile creature will probably get more from his template than a savage/invincible creature (who has a higher MR)

In the end, it does seems to me that the Agile Template is the most interesting (and powerful) tool here, even if it's MR is the lowest. It can transform a creature into a Solo encounter, which is honestly quite awesome.

Arcane seems to be the 2nd best, because of it's SR which can be hard to deal with.

Savage can be quite nasty, but I do not feel it is as dangereous as Arcane or Agile.

Divine is quite interesting if you want a creature to assist the others in a combat.

Invincible all alone doesn't seem that good. I do understand the intent, but the fact that it can deflect one attack per round doesn't seem that important when there is a group of adventurer against it. The fact that the savage template gets the same resist and DR than it kind of make his name a bit sad.

My general opinion is... those are awesome. It's a quick and easy to use, I can easily build quick mythic creatures with those, and the possibility of stacking some of these templates together might make some very interesting encounters.

Now what do you think about these templates?

Should the Invincible template be given a little boost?(I sure think so, maybe increasing it's DR by 5)

Is the MR of Agile too low? (I'm a bit confused there, because it is a very powerful template, but increasing it's MR, might make the creature too weak in battle. A single level or tier for the PCs can be a huge boost of power)

Sovereign Court

Hey everyone, I'm seeing right now a lot of different thread of people that speak their mind over different path abilities of different path, but it will soon be kind of hard to find and summarize different opinions and playtest experience.

I want to start that thread for the Archmage(and hope that other thread will soon follow for the other paths, and maybe a last thread for dual paths) and see if we all can make it into a reference thread for playtesting the Archmage.

I know there already is a thread about questions on some of the archmage path features, but it doesn't feel like the place to summarize the opinions/playtest of everyone.

I know that the people at paizo want playtest experiences and not opinions, but I do think that opinions are important too since it can help us to playtest the limit of some features.

I would like to propose that everyone tries to follow the same kind of presentation in their post, that would probably help a lot, it will only take a few seconds to organize your text, and it will probably help a lot.

For now I will only post one opinion and one playtest experience, in order to have that thread up and running.

Playtesting: Metamastery:
Last night, I tried DMing a few combat with some friends. One of them was a Wizard 12 / Archmage 6, with Metamastery, maxed. Let's say that the fight was short... for one use of mythic power, the wizard quickened all of his spells for 10 rounds. But 10 rounds were not needed... in his first turn could cast 3 spells(standard+move action used to cast 1 spell, + 1 bonus standard action from the 4th option of the Amazing Initiative alternatives), and if the other players did not finish the monsters before he could act a second time, he could have cast 3 spells per turn.

The possibility to apply quicken to ALL of your spells for 10 rounds is really really powerful. It means that in those 10 rounds, you can cast 29 spells. You could say that it's not that powerful because you will have a limit to the number of spell you can cast each day, but let's not forget that there is the possibility to get all of those spell slot back with recuperation.

Or you could use Endless Power in conjunction.

Opinion on Competent Caster:
Well... First thing first... Why competent? Does it mean you're an incompetent Caster if you're not Mythic? The name is kind of weird. a name like War Caster or Combat mental training would be better, but I'm quite sure someone will find an even better name.

Even if I like the ability, it does seems to render Combat Caster and Uncanny concentration a bit useless, and fighter specialized in Disruptive and Spellbreaker will be rendered powerless against such a caster. But it does go in the way that "Mythic characters bend the rules" so I kind of like it.

Sovereign Court

Hey, I was wondering if you were thinking about releasing a second version of the playtest with bookmarks.

It would really be helpful.

Sovereign Court

Hey everyone. I hope i did not oversee another post about this subject, but I'd like to start a discussion around the fact that so many things revolves around a character having a single high ability score that I was wondering if this time we could make things turn around.

I think players who focus on a single ability score seems to always have the edge on a lot of different things.

Let's keep in mind that a mythic character gets a +2 ability bonus every 2 tiers. A power-hungry character would then receive one point each times he wants to boost his main ability, and if you chose to select another one well... you just lost one precious mythic point.

Yes I am aware that there is the

Dual Focus Feat:
Benefit: Select one ability score other than the score
you selected at your moment of ascension (see page 3).
You can use your mythic power an additional number of
times per day equal to your bonus from that ability score.

It's a great feat, and it shows that Jason did once again a great work thinking through all of this. But you lose a feat if you're not a specialist.

I love making kind of ambiguous character, like a lot of people I think, and it's always king of sad to see how much the game tries to push you in the other direction. Yes there is a way out, but it costs a mythic feat...

But what if when you became mythic you had to choose 2 ability scores and have a number of points equals to the average modifier of those two? Then you could use all of those ability increase you get from your mythic tier in something else than your primary stat! Wouldn't it be great?

I'd like to know what everyone thinks about it, and maybe what were the different alternative Jason designed and discuss about them, to see if we can find a way to not penalize a multi-ability build over a single-ability build.

Sovereign Court

Hi Everyone, I thought I'd make a new thread to discuss about the different mythic spells.

First of all, I was quite pleased and impressed but i've noticed a few things that made me twitch a little... so here I go:

Mythic Scorching Ray:
I really find it quite great. A good boost to damage, possibility to irgnore fire resistances, but... Why treat immunity to fire as resistance 20?

I mean... each ray does 6d6, so the maximum damage you can get from a single ray against a creature immune to fire would be 16 fire damage, and the average would be... 1 fire damage (21 average - 20 fire resist).

Yes, the spell is really cool, but it seems to me that it would benefit a lot from a greater option that can allow you to ignore the fire immunity.

Greater Mythic Color Spray:
I really like the addition, but it seems to me that the greater version is not that much useful (unless you are a oracle with the Heaven Mystery).

If we consider that you have 1/2 of your class levels as tiers, at 6th level you can affect creatures up to 8HD.
At 10th level, the spell affect creatures up to 10HD.
And after your 10th level, you will only be able to affect creatures of an HD inferior to yours, rendering the mythic spell useless (and it costs 3 mythic points to cast that spell in its greater version).

It sure seems to me to be a waste of Mythic points... You could probably cast a regular spell that would kill all of those ennemies without spending a single mythic point. Oh... And let's not forget that color spray is a 1-st level spell, with a 1st level spell DC. Yes i know, it will benefit of the +2 to its DC, but those 10+HD creatures should not problem saving from it.

Endless Power Path Ability:
Once again a very cool ability, I know it's not a mythic spell, but it does come with a few questions associated with spells...

So, this ability gives you the opportunity to make unlimited magic missile, cure light wounds or even unlimited Intensified Empowered Shocking grasp and fireballs...

One important aspect of the game is I think the limitation about healing yourself and your allies. Becoming mythic already greatly improves your recovery ability with Recuperation, but to have unlimited cure light wounds, seems a bit too powerful, rendering a lot of items and one of the biggest limitation of an adventurer party...

So here are a few things to think about... I know I haven't tested it all out yet, but I thought it might be useful to share that with all of you, so everyone can add some other things to test out and then post their gaming experience around it.

Sovereign Court

Hi, could you please move my Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition to my sidecart?

Thanks!

Sovereign Court

Hi, I just got my lastest subscription and there was an error in it.

I got Pathfinder Adventure Path #57: Tempest Rising (Skull & Shackles 3 of 6) (PFRPG) twice and no Pathfinder Campaign Setting: Skull & Shackles Poster Map Folio Print Edition.

Aside from that, the packaging was great, and thanks for this great new Hardcover Paizo!

Sovereign Court

I really wish i could buy the Rise of the runelord line of products, but I won't be able to...

So I guess i'll have to skip those awesome minis and pray i can get them later...

Thanks for everything!

Sovereign Court

Hi,

I've searched for some answers about the necessity or not for Oracle of Life to have a divine focus in order to do some channeling, but it seems like there are no official positions.

Since I wanted to create such a character for PFS, I was wondering about the necessity or not of a DF.

I would like your official position as GMs in PFS: if you ever encountered such a character, would you require him to have a Divine Focus or not?

Sovereign Court

9 people marked this as FAQ candidate.

Hi everyone!

I'm currently building a Rogue with the Scout archetype and after doing some research about Spring attack and Vital Strike, I discovered a problem:

  • 1)It seems now that everyone agrees that Spring Attack and Vital Strike CAN'T be combined(if you go by the book). Even if everyone agrees that it is a lot better to play as if you could

  • 2)Everyone agrees that you CAN combine Skirmish (8th lvl scout power) and Spring Attack.

The reason why people say you can't combine spring attack and Vital strike is because of the wording:

Quote:
Spring Attack: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack.
Quote:
Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.

Now, people have agreed that an attack action is a kind of Standard Action, thus the "single melee attack" that spring attack gives you does not allow you to use vital strike since it's not a standard action.

The BIG PROBLEM, I'm trying to point out now is this one:

Quote:
Skirmish: At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed.

So, if we apply the logic of the "vital strike + Spring Attack" solution everyone seemed to agree on, Skirmish CANNOT be used with Spring attack! Which seems to be kind of a deal breaker...

Now, what does everyone feel about that?

ps:If someone already said such a thing, i'm sorry, i really tried to search the forum for it but could not find anything...