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Tonight was our first session since the CW nerf. We are 10th level in Shattered Star, which is being run by a very experienced DM (with an ENnie) to his name. I suggested I could try out the new version for the night and he told me "Hell no, it is fine the way it is keep using it."

I am playing a 2 monk (MoMS)/ 8 barbarian. We also have a sorcerer, rogue, gunslinger/ranger, and bard (archeologist). Over the course of the campaign I have had many opportunities to shine but never overshadowed the group. Tonight was no different.

On a number of occasions I did not bother using crane style because it seemed far better for me to rage and grab my longsword with two hands for the extra damage output. During our climactic encounter of the evening, we fought 6 minions and a high level evil cleric. I did go into crane stance while the rogue and I fought a minion with 2 natural attacks and another minion with 4 natural attacks. I did get a few blocks in but was still pounded into negatives by the minions (and the spells and negative energy bursts of the cleric). Upon being healed I switched to raging damage mode with better results.

Throughout the evening the whole group laughed as we jested about how OP crane wing was NOT in each encounter of the night.

A lot of people seem to love the statistical analysis of any given build and I admit that is a valid method to examine things. However, I think a discussion of actual campaign experience can be just as valid.

Has anyone else been in an adventure path with someone who had crane wing? How did it go?


I played a 5th level human slayer in a playtest over last weekend. The rest of the party included a shaman, hunter, bloodrager, and swashbuckler.

I built the Slayer with a 25 point buy and focused on archery as the hunter, bloodrager, and swashbuckler were all melee focused.

My feats were improved initiative, point blank shot, precise shot and rapid shot. For the talents I took deadly range and snipers eye.

The sneak attack damage during the surprise round and first round of combat was a nice little bonus but having only 1d6 instead of the 3d6 I would have had as a rogue felt very weak. Landing 3 quick shots for 9d6 of sneak attack as a rogue always feels impressive. The extra 3d6 of sneak for the slayer was much less exciting.

The favored target bonus was very flavorful. Everyone at the table liked the assassin feel of me studying the target. It was also nice to be able to apply it to any target instead of hoping you fight a favored enemy. However, the decision to use that move action to study was a very difficult one.

As a archer type slayer I wanted to get off as many shots as possible. Passing up one round of rapid shot for future +2 on hit and damage did not seem to be worth it. However, I was not fighting high AC targets. I can see how it would be very useful in that situation.

The deadly range and snipers eye both really did let me get off sneak attacks that I wouldn't have otherwise. We were traveling though the forest and had encounters with creatures that had concealment from the thick underbrush and I actually did have a situation where the DM coincidentally set up the closest opponent 40 feet away as we rolled for initiative. However, only getting 1d6 for those cool powers was lack luster.

On the whole I think the feel was interesting but lacked the impact of either the rogue or the ranger. He didn't that huge first round damage potential of the rogue archer. Compared to the ranger, you might say that the talents and favored target could be a straight up flavorful trade for the favored enemy, favored terrain, and some of the extras a ranger would get like woodland stride and endurance. However, it feels like the slayer is trading the ranger's hunters bond, spells, skills, and the combat style feats for a very lack luster sneak attack.

Of course, this is really focused on a 5th level comparison only.

The character was effective in the game and the favored target was flavorful, but ultimately I the slayer needs to be given a little more power to have it match the ranger.

I would suggest that you specifically allow the study of the favored target to take place outside of combat. This would definitely lend itself more to the feel of the slayer class. It would seem by RAW that this cannot be done.

I would also suggest that you could simply increase the frequency of the favored target upgrade (1, 4, 7, 10, 13, 16, 19)


I would like to suggest that the folks at Paizo consider using Storn Cook for artwork in some future publications.

He has a lot of stuff out there in the gaming industry including:

TSR
WoTC
West End Games
Green Ronin
AEG

I think he is great and I also wanted to show off the picture that I commissioned him to do as a gift to my girl....A big "thank you" to her for pulling my character out of Hell.

See "Neko in Hell" at http://storn-cook.livejournal.com/

Thank you to all the folks at Paizo for all the great stuff. Looking forward to 2011.


I would appreciate any feedback you folks might offer on this submission.

Everyone else is using spoiler tags, so I will follow the same format.

My Submission:

Home Is Where The Heartwood Is

Introduction
The voyage to Arcadia is not to be taken lightly, but the opportunity to plumb the secrets of an unexplored continent is enough to inspire a brave few. Thus it was that the Pathfinder Venture Captain DeHernando was motivated to undertake a journey aboard the good ship Providence. Given the gravity of the mission, the Pathfinder Grand Lodge maintained a regular schedule of updates with DeHernando. Sending spells tantalized the Decemvirate with news of epic discoveries, including a Fountain of Youth and City of Gold. The halls of Skyreach were anxiously awaiting his return, when suddenly communications failed.
A series of divinations were undertaken to determine the fate of the missing ship, but the only response was the cryptic refrain, “She has returned to the home of her heartwood.” Eventually, the vessel was given up for lost along with its cargo of native peoples, animals and artifacts. Months later, a glimmer of hope returned when reliable reports came in from Andoran indicating that savage skraelings and Arcadian bison had been spotted roaming the outskirts of Falcon’s Hollow.

Summary
The mission begins with the PCs meeting the Pathfinder contact, Clovis, in Falcon’s Hollow. Clovis guides the PCs to a skraeling camp, but betrays them during the encounter. After the battle, the PCs learn that the Providence is nearby and under the control of a skraeling skin-walker named Nunyunuwi. While traveling to the ship, the PCs are attacked by a number of Tupilaq, avenging constructs in the shape of bison. Finally, upon their arrival, the PCs must fight their way through a series of defenses before confronting Nunyunuwi and the spirit trapped within the ship itself.

Encounters
1) Clovis leads the PCs to a teepee encampment full of skraelings and advocates a vicious assault. However, these skraelings are disgusted by Nunyunuwi’s evil and may be easily convinced to ally with the PCs. As Clovis was cursed with lycanthropy by Nunyunuwi, he will attack the PCs in his hybrid werewolf form at some point during the encounter. Regardless of the method, the skraelings will eventually provide the PCs with much information, including the location of the Providence.
Tier 1-2: six first level warriors and a werewolf.
Tier 3-4: six first level warriors and a werewolf with 2 levels in ranger.
Tier 6-7: six second level barbarians and a werewolf with 4 levels in ranger.

2) A number of Tupilaq charge the PCs while they travel through the forest. These beasts will look like bison zombies, but spot checks will reveal that they are bison skin with a wooden frame beneath. The Tupilaq are the equivalent of large animated objects with the trample ability.
Tier 1-2: one Tupilaq.
Tier 3-4: two Tupilaq.
Tier 6-7: four Tupilaq

3) The PCs find the ship in an open field but must fight through a mob of Bakaak to reach it. The Bakaak are equivalent to human bloody skeletons with a fly spell in effect.
Tier 1-2: two Bakaak.
Tier 3-4: four Bakaak.
Tier 6-7: eight Bakaak with bows.

4) The upper decks of the ship are in a state of serious decay beyond what a few months could naturally accomplish. Plant growth and rotten structures make the terrain difficult. The spirit of the ship animates remnants of the rigging to attack the PCs with constricting attacks.
Tiers 1-2: medium animated object.
Tiers 3-4: large animated object.
Tiers 6-7: two huge animated objects.

5) In this optional encounter, the hold is defended by Flying Heads.
Tier 1-2: one vargouille.
Tier 3-4: two vargouille.
Tier 6-7: four vargouille.

6) In the final cabin the PCs encounter Nunyunuwi communing with the angry spirit of the forest. Having spent its anger on returning the ship’s lumber to its home and punishing the crew, Nunyunuwi must work to keep the spirit awake and hostile.
Tier 1-2: a werewolf with 1 level in druid
Tier 3-4: a werewolf with 1 level in druid and the spirit is the equivalent of a shadow.
Tier 6-7: a werewolf with 4 levels in druid and the spirit is the equivalent of a greater shadow.

Conclusion
Defeating Nunyunuwi and recovering the captain’s log ensures future Pathfinder missions to Arcadia. However, the spirits of the forest will still feel the pain of their lost progeny, and who knows what further allies those spirits might find in the untainted wilderness of Arcadia. If the PCs fail to triumph over Nunyunuwi, then nature’s vengeance blossoms anew in the region of Falcon’s Hollow.

Thank you in advance!


I am not a fan of the one-on-one comparisons for defining viability of a class, but with “sucking chest wound post” about the monk I thought I would throw out something iconic - a basic comparison of a 10th level Pathfinder Monk versus a CR10 juvenile red dragon. This encounter matches the climactic encounter the whole 8th level party had last session – but is now taken on by the solo 10th level monk.

10th level human monk with high fantasy stats
Str 14, Dex 20 (24 with belt), Con 12, Int 9, Wis 16 (20 with headband), cha 7
AC 34 with ring protect +2 and amulet nat armor +2 and mage armor potion and magic vestment oil level 8
HP 71 with toughness
Attacks +16/+16/+11 (with weapon finesse and greater magic weapon potion level 8)
Damage 2d8+4 (with improved natural attack and greater magic weapon potion level 8)
Saves Fort+10, Ref+17, Wil+15 (with cloak of resist +3)
Using Gorgon Fist and Medusa Wrath
Acrobatics for Jump +30 (+50 with ki point)

-So dragon lands on the second story roof of the Inn in town and from his comfy perch begins torching nearby buildings.
-The monk uses a ki point to ensure he can make the DC 44 jump to the top of the stable and another from the stable to the roof of the Inn landing 15 ft from the dragon in total defense.
-The confident beasts makes a sound that must be a laugh moves forward for a bite attack but at +24 he still needs a 16 or better and is surprised as he snaps only air.
-The monk using Gorgon Fist deftly strikes a pressure point in the beast’s neck as it pulls back at +16 to hit versus AC24. He does 13 points damage and staggers the Dragon.
-The dragon is shocked at the power of this strike but a little befuddled but tries to bite again and hits for 16 points damage.
-The monk follows up with a Medusa’s Wrath attack and uses a ki point for an extra attack on top of that. Total of +16/+16/+16/+16/+16/+11. Four of his strikes land doing a total of 52 points of damage.
-The dragon is now down to less than 2/3 full hit points but is angry and ready for a full attack action. He hits with the bite for 16 damage, as well as one claw and one wing for another 15 total. The monk is down below half hit points but holding on.
-The monk uses gorgon fist again and connects for another 13 points damage and once again staggering the beast.
-Now down to 90 hit points the dragon is concerned and lifts off suffering an AoO which unfortunately misses.
-The monk has no credible attack at range so uses another 2 ki points to heal himself 10
-The dragon roars and swoops by breathing fire on our poor monk and has the nerve to be surprised when the monk skips away with no damage as he only needs to roll a 7 to make the reflex save and has improved evasion.
-Once again with little to do, the monk uses two more ki points to heal another 10, then steps off the burning building landing smoothly on the ground.
-Outraged and certainly a bit foolhardy, the dragon swoops down and lands next to the monk making a bite attack and hitting for 16 points damage.
-The monk hits again with the Gorgon Fist doing 13 damage and staggering the dragon
-The dragon foolishly sticks in and tries a bite and misses.
-The monk does another Medusa’s wrath using another ki point but only hits with 3 this time doing 39.

At this point the dragon is at 38 hit points and the monk is at 28. The dragon has had enough and withdraws living to fight another day (as it did in our session with the 8th level party)

Yes, this is artificial. No, the dragon isn’t supped up – it is vanilla from the MM and overconfident. Could the dragon win easily win with some luck – yes? Could you run an encounter like this with the dragon mopping up the monk by using very strategic battle choices – yep.

But this is a monk solo against a dragon! These are very realistic results of what could happen, which to me show a very heroic and playable monk as is - certainly someone who can contribute to a party in a combat role.

I do think the potions of mage armor, magic vestment and greater magic weapon all show that it is too expensive to get these enhancements that others have easily. I also note that the wholeness of body is a little underpowered…but other than that the Pathfinder monk is fine.