Spheres vigilantes! Luchador abilities like en fuego and high flyer feel like they should be available earlier and then increase with level. Secret police get Sending at 1st level? Isn't that a 4th level spell? Even if its not very good as 4th level spell it should probably have limits. Can sky marine get more ship abilities? I know its got other stuff but that table has too many empty spots. I like enigma a lot X-men for pathfinder!
I like picking a common choice that applies to a lot of different enemies, like undead, and then focus more with each choice after that. But don't necessarily pick ones that are too common with your later choices, since you can use Instant Enemy for your largest bonus against cratures that aren't your favored enemies.
malcolm_n wrote: Thank you for the review. I will use what I can of it to push forward and continue to improve on my work. As a fan of the book and someone whose GM has taken the time to write up a quick clarification document so we can continue to use it despite the flaws, I want to say that I think this response to a review that had some very harsh things to say shows class and aplomb, and I remain very much a fan of you and your work. I have watched friends work on monster design for Pathfinder before and can easily imagine how much work went into the massive monster section of this book, so I just want to say that while I can not call out anything in Endzeitgeist's review as incorrect, I would still be tempted to give this 4 or more stars for its quality as a bestiary of whimsical and interesting monsters alone.
Drahliana Moonrunner wrote:
I am not saying take them away, I am saying make them better balanced to the other classes by removing the most abusable options and making the classes have to focus more on a particular theme. Right now, I can play a transmuter wizard with the exact same set of prepared spells as an illusionist, or a cleric with the Chaos Domain who has all the same spells prepared as a cleric with the Death Domain. If schools and domains influenced the character more heavily, and if you trimmed out some of the worst most powerful spells, you could easily have clerics and wizards that are still full casters and still use Vancian magic, but which are closer to Tier 3 then Tier 1. For Oracles it could be Mysteries, Sorcerers Bloodlines, Witches Patrons, and so on for the other full casting options. The problem seems to be two parts, first that schools and domains and similar options are things you can tack on without actually informing the other facets of your build, and the second that some spells are simply more powerful than other spells, even of the same level. Both of those seem like things you could easily fix without actually taking away someone's toys or sacrificing a sacred cow.
Drahliana Moonrunner wrote:
Would people still revolt if the wizard existed but was retooled to have the same level of power and versatility as a bard? For example, if a wizard worked more like an Ultimate Psionics psion and her specialty both limited her options and provided a very specific direction for her power, or if common spells like invisibility were retooled to add your caster level to your stealth check and let you be treated as having concealment if you start your turn unobserved. I think the most serious issues with full casters are not that they are full casters, but that the casting systems and options for full casters are so powerful and permissive. If you still had wizards and clerics but they were redesigned to line up better with Tier 3 classes, I think most people would be just fine with that, and many would actually appreciate the change.
N. Jolly wrote:
Inquisitors and bards have always been two of my favorite classes, and recently I've been playing more third party classes that seem to fit in that power range. I have played in Wrath of the Righteous, Jade Regent, and Iron Gods, and I don't think we had any 9 level spellcasters in any of those games and things still went just fine. I do not think you really need 9 level spellcasters to play through any AP, and sometimes I think they make the game less fun, but I also think it is usually more a combination of certain spells and the fact that there are really no restrictions on specializing that are the problem. If wizards and clerics were more tightly focused on having the spells they can pick line up with their specialty schools or domains and you removed some problem spells from the spell lists, I don't think they would be as problematic as they sometimes can be.
I picked up my copy and have been looking at building a couple different battle lords. My GM has approved the class for our next game. I am actually very interested in two of the archetypes, the eldritch chevalier and the cavalryman. Does anyone have experience playing either archetype? The chevalier's spellcasting seems to work best with long duration buffing spells that she shares, but I am curious as to whether there's potential for her as a blaster or controller. Control spells in particular seem like there should be some good options for blending her Drills with a spell like black tentacles. Does the cavalryman's mount really make up for not getting to add a stat to damage like the gunslinger? I thought maybe it would get to add Intelligence to damage, but it looks like it gets mostly defensive bonuses until Thunder and Steel is gained at 14th level. It also would have been nice if the archetype had a more gender neutral name, but I haven't been able to think of one that still tells you what the archetype does, so maybe you had the same problem.
Endzeitgeist wrote: If I may: The Battle Lord is currently by far the best martial commander class out there. Its versatility surpasses the Warlord and every single Talented Cavalier build I can come up with. Good skills and full BAB maintain flexibility and allow you to be the group's face, front-line fighter and buff-battery. The draw of the class lies not in teamwork feats, but in its class options, which greatly enhance the tricks available at your behest. That is very high praise! I think you may have sold me on the class. Are there any particular options you thought were either really good, or not up to the standards of the rest of the material? Ssalarn had mentioned medics and scouts and I know there are other specialties like the artillerist Adam mentioned, which have you played or seen played and how did they do at that job? Could an artillerist replace a Gunslinger in a group? Quote:
Thank you! I actually have Bravery Feats, so I may have to see how these play together.
Adam B. 135 wrote:
I guess the two big things I am worried about are the fact that teamwork feats seem to be largely regarded as being fairly terrible, and the class itself getting boring to play after a while. I like the Akashic classes because I rarely take the same action twice in the same combat, and if I get bored playing a class one way, I can switch up my veils and play a very different style. What makes the Battle Lord better than a Cavalier or another class that gets Tactician? How do Specialties compare to the Cavalier's Orders? How flexible is the class itself, both during an adventure and between one adventure and the next? @Ssalarn Thank you for the input and response! I'd like to know what a couple people who didn't write the class think before picking it up though. No offense.
Artanthos wrote:
Don't play a pyrokineticist! One of the guys at our game shop played one last week and he was totally worthless. He could barely even deal with the tiefling mooks!
Pendagast wrote:
Some people not knowing how to play certain classes does not make those classes bad, it just means the player or GM does not know what they are doing. Ranger is one of my favorite classes and in addition to consistently being the best damage dealer in the group they are also one of the best classes with skills. They've got spells they can use to apply their favored enemy and favored terrain class features to anything, they get to automatically share those bonuses with their animal companion or half of those bonuses with all of their allies, and every adventure path I have ever played in includes a guide of what favored enemies and terrains you should be looking at. Rangers also get to pick up any cool weapon that drops and use it just as well as any other weapon while fighters get locked in to one specific weapon group so the ranger is actually more versatile in combat than the fighter. On the original subject, other posters have already pointed out that archetypes are balanced as a package not class feature by class feature. Full classes also get to swap out parts of the class that archetypes do not normally touch like saves, base attack bonus, hit die and other pieces that are normally more essential to the class. I think there's pretty much just the right number of classes for the concepts Paizo has chosen to support. Pendagast wrote:
The barbarian has twice as many base skill points as the fighter and gets the all important perception as a class skill. The cavalier also gets twice as many skill points and has a reason to put points in charisma. Pointing out that a class is literally half as competent as his peers isn't nagging.
coalrabbits wrote:
I think the favorites button does this a little, but I haven't spent a lot of time on these boards so I don't know if it helps much. A wasthis helpful button would be nice, especially if it was tied to the search engine so more helpful posts rose to the top when you search.
The other thing I'd like to see is a healing monster who's better at condition removal. My cleribelle was great for fixing up team mates who'd had holes poked in them, but I couldn't find any monsters who gave more than maybe one condition removal spell. It would be nice if there was one monster who gave remove blindness/deafness, neutralize poison, cure disease, and the restoration spells.
I don't think the class would be hurt by making it full BAB. Considering the role it fills is more similar to that of a full BAB class and it's been balanced like the fighter with low skills and lower but consistent combat performance since it can go all day, it seems as though it is more of the fighter version of the psychic classes anyways.
Oceanshieldwolf wrote:
Okay, I'm interested! Is there any idea when this will be available? From people who've seen it, what are your favorite classes? It sounds like there's a bender class, what are some of the other classes and how do they fit the "communal power, synergy and sympatico" theme?
Ssalarn wrote:
Maybe a quarterstaff that works as a stave and is specifically intended to mix with Eldritch Insight? Or call me a nerd but Jafar's staff could be neat as a legacy weapon.
Umbranus wrote: Side question: If a creature with a poisonous bite gains an ability that allows to use a poisonous bite, can it use both? For example if the creature in question is a serpentine blooded sorcerer (or has eldritch heritage serpentine). Wouldn't you need to choose to use one or the other each time you made the attack?
Rysky wrote:
Lol! I think that the point based system works more like mana bars and stuff I'm familiar with from video games, so that's probably part of why I got it.
Will there be magic items you can invest essence into? Being able to take a suit of armor or weapon and change its enhancement bonus would be neat. Have you thought about maybe doing legacy items with an essence component, kind of like the Dark Tempest's lightsaber thing in Ultimate Psionics, but with extra bonuses you can add by investing?
malcolm_n wrote:
Christmas monsters? So, you're saying I get a flying reindeer who gives me druid spells? :D
Rysky wrote: For me it was simply all the math that would be involved. Never played a psionic class (save for Soulknife) because of it but I don't hate psionics or ban them from my games, just not all that interested in them. I actually thought power points made a lot more sense than the weird slot based tiers the wizard uses. I never played a wizard for that reason, but psionics made a lot more sense and finally got me to take that step into playing casters. It sounds like there will be some classes in this release that use the new materials but aren't stuck with slot-casting, is that right?
I got a big kick out of M:KoM as well! My only issue was that I was going to play the healer in the group, and even with using my Cleribelle (it's basically the number one healing monster), I was pretty limited to just healing hit point damage. There just weren't a lot of options for playing a dedicated healer who could fix hit point damage and recover status effects like poison, disease, ability damage, etc. |