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.
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.
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.
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
This, added to Path of War will truly allow for fantastic "mundanes".
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 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?
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.
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.
Ssalarn wrote:
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
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.
Googleshng wrote:
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.
Reign of Winter (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.
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:
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.
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I am thinking of running a heist campaign in 5e. I am just checking how many people would be interested. If you are, I just need you to answer the following question: Would you rather play in a "normal" fantasy world (like the Forgotten Realms), or one based on the age of the musket in Europe (where basic firearms are available)? I'll turn this into a recruitment if people are interested.
I'm looking for one, or possible two characters for my Out of The Abyss campaign! Requirements:
I found this on a Reddit thread, which can be found here:https://www.reddit.com/r/DnD/comments/57y0yb/what_are_the_weirdest_dec isions_yout_pcs_make_and/
Just decided to ask because, why not? So, um.....what was the weirdest decision your pc's ever made? And what happened as a result?
Pretty much what the title says. Recruiting to replace one, or possibly two, players. Guidelines:
Character Creation:
Use the standard ability score when generating your character (15, 14, 13, 12, 10, 8) Your character must be 2nd level, with about 350 xp If you would like to use homebrew or unearthed arcana, please send me the material: I have already cleared the Mystic, and That Old Black Magic for use No evil Alignments Here is a link to the gameplay, in case you want to look at it. We try and post as often as we can, preferably once per day, though rl (and at least, on my end, bad internet) can slow stuff down
One of my players would like to play a devil. His backstory is that his character was a arch devil in the 9 hells, but was kicked out. I've decided to help him create the race, and these are the racial traits I have so far:
Thanks! :)
Hello everyone! I have recently acquired a copy of the Out of the Abyss, and I would like to run it as a PBP campaign. If you would like to play, here are the guidelines:
Character Creation:
Use the standard ability score when generating your character (15, 14, 13, 12, 10, 8) Your character must be first level If you would like to use homebrew or unearthed arcana, please send me the material: I have already cleared the Mystic, and That Old Black Magic for use No evil (except Lawful Evil) Alignments Other Stuff: Please post at least once per day No house rules (so far)
Hello everyone!
The Intro:
In the mountains of Vlandoridge, there are remains of several dwarven citadels, only mentioned in hushed tones around the hearth, with names long lost to history. Many a treasure hunter has tried to find and claim he many riches of the citadels. All have died trying. Until, one day, three legendary heroes set out to claim the riches the ruins are ruined to possess. The adventure was only supposed to take 10 months. Instead, the heroes were not heard of for years, maybe even decades. Bards began telling tales of three heroes setting out on a noble quest to reclaim the lost homes of the dwarves, and perishing after a valiant fight against the forces of evil. The Bards were wrong. At last, the heroes have returned. But not in a glorious way. No. Instead, a ranger, named Aragorn, came across two of the heroes. One was delirious, mumbling indecipherable words, while dragging her comatose companion behind her. The tales of the three brave heroes questing to reclaim the lost home of the dwarves have ended, and instead, the Bards sing about the tale that is yet to come, about three more heroes. I would like to recruit 3, maybe even 4, players for this campaign. I will recruit based on how interesting the characters are.
Legal Races:
You may only play the core races. The only third party race that is allowed is the Half-Ogre by Adamant Entertainment Legal Classes:
The Core, Base, Alternate(Except Antipaladin), Hybrid, Occult, and all Third Party classes are allowed. No psionic classes please.All (even third party) presteige classes are allowed. Ability Scores: Use 15 point buy House Rules: Fortune Favors the Bold.
I am creating a character for an adventure. So far, my character is Encinall, a half-elf that is a first level skald. I'm thinking of multi classing into the Noble Scion prestige class when I meet all of the requirements. Is this a good idea? Is there any other charisma based prestige classes out there?
For the Cavalier Beast Rider archetype, the rules state that I can choose a horse or a camel at level one. It also stated that additional mounts can be allowed, if the GM lets you. I would like to play an Axe-Beak, but know it may unbalance the game. I need help in lowering its stats, and need a reason for the stats to be that low. Maybe my mount was crippled once?
Hello fellow Pathfinder fans! I am a beginner Game Master, and have been creating an adventure for my friends set in a world of my creation that is based upon 18th century Europe.
Here is the intro to my adventure:
Please give some advice. Criticism is always welcome! |
