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Frerezar's page
Organized Play Member. 756 posts. 1 review. No lists. 1 wishlist. 3 Organized Play characters.
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The archetypes and styyle feats have to be the best part, specially the Myrmidon -what a simple elegant solution-. Thou now I yearn for Initiating archetypes for Brawlers, Slayers, Bloodragers, and Swashucklers.
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I'm still eagerly waiting for a guide to Swashbuckler Deeds similr to the Grit and Gunslingers book you made a while ago. So thorough.
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I might have missed it, but does this address werecreatures and the disguise skill? Technically having a different subtype should ruire a disguise check for werefolk to pass as humans, yet to have a werewolf unseen among us is a well known trope.
Also, sucks to hear that a new discipline will not be a staple of this series, as I always felt that if there was one thing that disciplines were missing was a solid thematic background, issue that was tackled perfectly in both LotN and here. Would it be too much to ask for a tradition also, a pack themed one would be amazing.
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The real selling point of PoW is not how big the numbers can get -thou they can get collosal- but how the maneuvers and subsystems allow for otherwise non functional concepts to be used easily and without hoop jumping. Singletons, throwers, sword and board, wierd weapons, finesse wariors, TWFers, etc all can now be competitive through stances and intuitive feats. Furthermore, it finally offers a good aggro class in the warder, so whats not to love.
Recntly we just used the enormous flexibility of the spheres of powers system to run a star wars themed game. The lack of inherent flavor baggage allowed for such a simple theme to be used, as well as picking and choosing what powers were available and which ones were not. Turning Lightsaber Combat into a Sphere, whose basic ability was to consruct an artifact like saber, one with talents that would immdiately and intuitively allow for any lightsaber stunt imaginable. The game ran perfectly in tune with the theme expected, something that would have been impossible with any other "magic" system around.
Just popping in to say that I would love to see more advanced options like the one you did for Slayers and their lethalities. One for Swashbucklers and/or brawlers would be more than welcomed.
Please just stop this nonsense and show how a 20th lvl brawler takes down a whale with a single charge (aka 6 seconds)
Could I get some insight into what happened to the gunsmoke mystic? Has it been fully scrapped or will it show up later on the series?
Can't wait for the links o be available.
Personally I always wanted the Fighter to be the bagageless combatnt, yet sadly it cannot really fulfill that role effectively. Since we started using, however, the Myrmidon -a Path of War 2 fighter archetype- it has been as if the class had been reborn.
Another question. I already pledged at the Legendary Hero level, but I was wondering whether by adding the Interplanetary Graffiti and lights, camera, action add ons I could use the former to name a random planet and the later to sponsor the appearance of a creature related to said planet. I want to do it as a gift for the GM who will run the adventure for us. thanks.
Might be too late now, but would it be possible to add more options for the Myrmidon's grit _either through feats or as automatic ones-? Adding grit has made fighter playable again,, so I was curious whether adding more options could be viable.
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This discussion makes me want to design a heroic skill unlock system in which having certain ranks in one or two (or even three) skills allows the character to use an Ex verson of a spell.
Freedom of Movement
Prerequisite: Scape Artist 11 ranks, Sleight of Hand 11 ranks
Benefit: You may permanently act as if under the effect of the Freedom of Movement spell. This effect is an extraordinary ability and as such is immune to dispell effects.
This, added to Path of War will truly allow for fantastic "mundanes".
Earthquake please for barbarians and the like. Locate Object/creature and scry effects for high sense motive/track heroes.
Backed and eagerly waiting for the final push. Question thou, will I be able to have the hardcover shipped somewhere in the states even thou my billing address is abroad?
If Vengeful Oath is going to happen during the opponent's turn, calling it a free action murks things up a bit. I see why making it an immeiate action would be terrible however. How about making it count as an attack of op?
Does Pikeman's Training apply to tower shields?
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Regarding the trait issue, as far as I can see the problem is that although a certain trait would fit perfectly into the Combat category, the designing team does not want to restrict the use of other Combat traits in tandem. So why not go the "adopted" route. Adopted is a trait that serves as a proxy to circunvent some existing trait limitations. Make a regional trait that focuses on being from a land eternally or constantly in strife/war, and have said trait give you acces to an extra combat one. That way you can not only have your cake and eat it to, but also enhance the game as a whole (more than once I have found myself wanting to take more than one combat trait in general).
Regarding the just posted trait, recovering it as a move action facilitates spamming he maneuver every round, when, for a trait, using a maneuver once per combat seems more than enough.
I cannot seem to find the links to the documents containing Mithral Current and Elemental Flux. Would anyone care to poit me in the right direction?
I quite like the new extra recovery method (love that it gives the PP pool another use), and Unorthodox Tactics even moreso. Thou I am curious, under which circumstances do you see people recovering one maneuver as a standart action rather than using tha same standart action to recover maneuvers AND activate their zeal?
How about an ETA. I erred of overexcitement and told my players about it maybe a bit too soon XD
Aid another as a whole, as usefull as it might be, is a boring flat mechanical option. You could keep the intent and flavor of aiding another and still make the recovery mechanic more exciting.
Any chance of the Zealot gettign a new recovery mechanic? Compared to all the other initiators it seems and plays tremendously boring.
Flowing Monk can be a party shield in an adventure in which humanoids are prevalent. Antagonize might put a bit of an strain on an alreay MAD class, si our player (also in a western style game actually) focuses mostly on positioning himself just right. Pick up deflect arrows and a pair of Sandals of Interception and you can fulfill your role even better.
Since tempo is not a limited resource in the same way that rouds of performance is, the cost for the huge boost provided by harmonize seems low. If it were limited to skill checks with maneuvers, to AC against attacks of op from moving as part of a maneuver, and on saves against maneuvers, it would still be huge, flavorfull, and quite more reazonable.
I have written several emails to no avail. The system seems to be rejecting my payment method and will not let me enter my full credit card info to fix the issue. I had the same problem in September.
Gave a slow (bard spells speed) maneuver progresion to the brawler and swashbuckler in our recent Iron Gods game and we could not be any more glad. Characters feel more fun and can do more than just move and smack. We also have a ranged psychic warrior in the party (flavor of being infected by nanites). So far neither have given me any issues and I am glad such flavorful unique characters are being played insteda of more disruptive full on optimized barbarians or wizards.
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Ssalarn wrote: Orthos wrote: The Daevic, I believe, will be your full-BAB combatant with a limited array of Veil tricks. The Daevic is our full BAB veilweaver, and she's a little bit barbarian, a little bit paladin, and a lot of charm. She's got somewhat weaker veilweaving than the other classes but makes up for it by being a bit of a beast on the battlefield.
The Guru is our 3/4 BAB class and I like to think of him as... Have you ever read The Highwayman by R.A. Salvatore? He's like what the Stork becomes after getting his hands on the sacred gemstones and combining their use with his mother's Jhesta Tu training. Now I MUST check out this system. Love the Highwayman and have wanted to play a character like the stork for the longest time.
Stronger than fighter, monk, and rogue? Definetly Yes
Stronger than Paladin, Ranger, or Slayer? No
More funa dn versatyle than most other martials? Yes, leading me to make up a small bard style maneuver progression to give all non optimized martial builts. The result is quite interesting as all the martials do feel as if they were functioning properly for the first time.
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Onizuka pulls crazy stunts all the time, doing things that he never manages to do again for some reason. He is a brawler through and through.
I remember seeing something about magic items and even weapon abilities. Are those part of the first PoW release or will thos ebe somewhere else?
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More flavorfull archetypes. Mechanically the SK is extremely solid, but sometimes it feels a little bland on the flavor deparment. Go deeper into concepts such as a SK who gets his weapon from a deity, a SK who gathers shadows to make devastating weapons, a SK whose strikes disrupt technology/magic, etc. With slight mechanical changes to reflect such styles of course. Also, some SK specific combat style chains.
I'm somehow relieved that I'm no running a game right now, as seeing all the mythic monster books come out and not buying them because I got into the Mythic Media Kickstarter is hard enough as it is.
So do you guys have an ETA on the compiled PDF for PoW 1?
Heavily. Players need to be engaged a a personal level, and as well crafted as most of the APs are, there is no way the developers can ta into a player's interest as well as the GM can (or should be able to).

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Googleshng wrote: Marcus Robert Hosler wrote: Obviously the poor fort is there to preserve the fighter's niche :P
Good fort and ref would just make him another "fighter but better" class for combat, which the game does not need IMHO.
A good fort save is not the fighter's niche. Retaining their mobility, and not being married to a particular weapon group or fighting style are where the fighter excels, and they have nothing to worry about on either front from a swashbuckler.
If you want to argue based on theme, there are only three existing classes with poor fort saves who don't also have 1/2 BAB progression and d6 HD. Rogue, oracle, summoner. The class which, in theory, is specialized in avoiding combat and dealing with all the other problems a party will face, the class which is explicitly frail or crippled due to their curses, and the wizard variant which only has 3/4 BAB and d8 HD as an odd quirk of design symmetry thanks to their odd spell list.
Arguing that a good fort save "doesn't make sense" for a swashbuckler is arguing that people specifically trained as experts in a style of swordplay should be less capable of shrugging off injury than clergy, entertainers, scientists, ranged combat specialists, wizards who also know how to use a sword on the side, and magic users who use summoned monsters to fight their battles for them.
... This right here is the best point I have seen raised regarding the SB and its lack of good fort save.
I think there is a difference between making a fort save and having a good fort progression. Thematicaly, for some people at least, giving the SB a good fort save just does not seem right, so finding a way to permanently boost their fort or will save through either luck, self confidense, nacicism, obliviousnes, etc without giing hem a different fort or will progression would make everyone happy.
Is it just me or does DSP support PrC more than Paizo does? This is not a complain by the way, just an observation.
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Psionics have rarely been an issue when playing APs. Mostly they allow for some more exotic concepts, something rather fitting for Iron Gods. So yes my group will most likely see one or more psionic characters in play.
Reign of Winter (GM) - Finished
Wrath of the Righteous (GM) - Finished
Rise of the Runelords (Player) - Eternally trapped in Sandpoint (never finished)
Jade Regent (Player) - GM quit after finishing the hungry storm
Skull and Shackles - Finished book 2 before GM laziness got the best of him.
Mummy's Mask (Player) - About to finish book 1 and going strong.
Quick question, do the mythic martial arts make use of the mythic adventures rules? (I know it seems as thou the answer were obvious, but you never know)
Sounds perfect. Thanks very much
One question, I have a player who is making a sci-fyish knight protector using the Aegis as a basis, and I would like to know (loosely) what specific class abilities the Bulwark Sovereign archetype possesses that would allow the character to better protect it's allies.
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The Honey Badgers
Enough said
It is not that big a deal, one of my players in WoTR (time thief) uses the feat with kukris and TWF to set up huge Mythic Death From Above charges for the Mighty Godling. Looking at the bigger picture, a character dealing only menial damage so another one can increase his or hers considerably not only balances itself out but is also fun teamwork. The coolest part is that I had completely forgotten that Butterfly Sting was a Desna related feat. A deity coincidentally and strongly connected to the character and his kukris (legendary items forged from the severed wings of one of her followers). Fun all around.

Owen K. C. Stephens wrote: Chris Zank wrote: Here is my 2 cents. I love Owen's Time Thief, Time Warden, Masters of Time, Mythic Menagerie:Ravagers of Time, and 7 time warden & time thief feats. I own them all on pdf. I never get tired of hearing things like this. :)
Chris Zank wrote: IF Owen ever decided to make a compilation of all of these pdfs into 1 big compilation book, and sold it as a pdf and a print on demand option, I would PURCHASE it in a second. I would throw my debit card at the computer screen. I love the price cost of pdfs, but to have this all compiled in a beautiful, all organized softcover or hardcover book would be AMAZING!!! That's actually The Plan. I just need to finish the last book in the series, The Genius Guide to Time Magic, and then we can work on the compilation.
Chris Zank wrote: Maybe Owen will read this. Fingers crossed. Ah... yes? Any chance on an ETA for the guide to Time Magic? Will start Mummy´s Mask soon and I would love to have some exotic sands of time feel for my character.
Rogue angel has not participated in any online campaigns.
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