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Groundhog's page
397 posts (420 including aliases). No reviews. No lists. No wishlists. 5 aliases.
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The biggest problem isn't the name : it's that it is a trap option in almost all cases.
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I think it may be that the playtest release is five months away, as I understand it. I'm sure you'll get plenty of interested people once it goes live.
The second thing is that live games don't do so well in recruiting on these forums, in general.
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A Gnome Paladin 7/Oracle 1 with the Lore Mystery's Sidestep Secret and Osulyth(that's not how it's spelled) Guile is almost practical, and can have Charisma instead of dex, as a deflection bonus from cha, and as a dodge bonus from the feat.
But it's niche.
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No; there's a pretty stupid faq that says that, unless they explicitly have a type such as dodge, competence or deflection, the same stat added to a roll twice won't stack. Doesn't matter if one of them replaces the original or not, the example given being a nature oracle with nature's whispers taking two levels of paladin only gaining charisma to reflex once, explicitly despite nature's whispers replacing dexterity and divine grace being added on top.
One may argue that it's a silly rule, but I have no doubt that it is correct.
The FAQ is an exception to the "untyped bonuses always stack" thing.

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Peet wrote: Early low-level D&D adventures were a lot like a Tontine. Nine adventurers went in the dungeon, and only three came out. But those three got more XP because they were the only survivors, and next time the party went in some of the original characters might have leveled, giving the new party a better chance.
I have found that if players flake out they usually do it fairly early in the adventure. You could just over-recruit a bit and then let the party reduce itself naturally.
That could work, maybe. Actually, one thing that's different is that, as I recall, Slumbering Tsar doesn't start at first level, so we'd have to do something with regards to starting gold. People dying over and over coming up with WBL each time could get out of hand, if we loot people's corpses.
DoubleGold wrote: So are we actually doing this? Well, we need to give pinvendor time to prepare for GMing. Can't be rushed, that stuff. But eventually this game should happen, yes.

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Personally, I think the two will never really be balanced at higher levels.
"Fighter" is not really a 10th level concept - not on its own, anyway. The class simply doesn't reinforce the narrative weight that 9th or 6th level casting lends.
And narrative weight is really what lies at the core of magic-vs-nonmagic imbalance.
Druids, clerics and wizards all get *downtime* spells that go "you have friends. Yay you!" around those levels, whether it be through mind control, raising zombies or make trees come alive and follow you around. Nonmagicals just don't.
And that's just one of a thousand examples. Spellcasters can move laterally through the world and the plot you're in, whereas noncasters can interact with the world and the setting through combat, social skills, obtain information through knowledge checks, overcome obstacles with movement skills and that's it. Except of course for magic items.
I think I've read just about exactly one story with level-appropriate warrior heroes, in what you might call d&d-esque fantasy settings, and precisely because of this, that character wound up acquiring the abilities to raise armies of undead(started with just one, progressed to an actual army), gate between two planes, making semi-solid objects from shadows, summon ice, passive cold resistance, cast suggestion, steal one power at a time from other high-level characters, and break literal and metaphorical stuff easier. On top of the political powers all this and the narrative affords.
It's also easy to say that high-level characters should have narrative power, but that kind of thinking often leads to abilities that straight up hands you magical swords and armies outright, which doesn't work well on a class system that represents intrinsic power. The only place I've seen this broken is in the animal companion class feature. And leadership, come to think of it. One might expand this aspect; if a fighter gets a cleric following him around, why, that player has the narrative breadth of a cleric! Even if the fighter's intrisic powers remain sharply curtailed.
I don't have any good answers, really. One might attempt something like 1st editions level caps; thief is a class with 8 levels, sucks to be you. This is obviously bad design, but you could shore up on it with having a wide range of prestige classes that slot naturally after, granting magical powers such as is appropriate to the setting while progressing your warrior-ness on the side.

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Matthew Downie wrote: A good ABP system should roughly match regular WBL bonuses.
If it does, there's no reason to change NPCs and monsters; they're already supposed to be balanced against WBL.
It should actually exceed it, IMO; you're replacing a varied, optimizeable bonus with a fixed one.
The official table thing recognises that too;
Lvl ½WBL, - ABP value
3 - 1,5k - 1k
4 - 3k - 4k
5 - 5,3k - 6k
6 - 8k - 10k
7 - 11,8k - 14k
8 - 16,5k - 22k
9 - 23k - 28k
10 - 31k - 39k
11 - 41k - 51k
12 - 54k - 63k
13 - 70k - 84k
14 - 92,5k - 108k
and so on.
It's important to note that ABP replaces only half your normal wealth by level, not the entire thing.
Quote: The system is designed for “normal groups”, not for over-optimised groups. If you find it slow, perhaps your group likes to over-optimise? It also allows player characters to use a wider range of “interesting” items as opposed to being focused on the Big 6 items all the time. It also allows NPCs to actually be more of a challenge; they are not good enough otherwise, as they *should* have stats that match the Monster Statistics By CR table (Bestiary 1 page 291).
Who says it's not your group who's under-optimizing, and OG's group is the normal one?
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I'm interested. It's important to note that it's called a campaign though, while the sparkly wine is called champagne.
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For the more magically inclined hunter of devils, the Riftwarden PRC comes to mind. They're not specifically opposed to devils, but rather a good-aligned anti-outsider class.
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Pathfinder rules are sprawling and labyranthine. You can't expect anyone to even have read all of them once, let alone remember the whole bunch at all times.

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James Risner wrote: Melkiador wrote: But there are reasonable and unreasonable interpretations. And interpreting a race of creatures to somehow be “unique”, with zero rules text to support that, is unreasonable. That is a good assertion. But in truth, it translates into developers/designers are using unreasonable interpretations.
One person's reasonable is another person's unreasonable. I really don't get this attitude. It's like they're afraid that the rules can ever say something that's bad or wrong, so they torture the text until they can start to believe that it says something they agree with.
James' thought proccess clearly goes
1)"Whelp, people shouldn't be allowed to polymorph into this thing."
2)"Look for rules that disallow polymorphing into the thing"
3)"Doesn't find any"
4)"Changes the definition of 'Unique' to something that includes the Green Men somehow"
It's an "interpretation" that's based entirely on what they think the rules should say, rather than anything that's actually written down anywhere in the rules, except perhaps in other systems like 2nd edition that have no bearing on pathfinder.
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James Risner wrote: Groundhog wrote: It's extremely clear that Green Men are not a unique creature the same way that for example Cthulhu is. I see it as pretty clear that each different deity of the various domains are each unique green men. AKA individual entities that supply spells for their domains/portfolio. There's no Generic Human, but humans are a valid target for Alter Self, which carries the same "specific creature" clause as Plant Shape, both having it beacause they're Polymorph Subschool spells.
Even if what you're saying is correct (which I don't believe, but let's grant it) you can still turn into a general iteration of the "green man" creature.
The Barrier for entry into polymorph is "Unique".
Unique doesn't mean "sort of rare", it means "There's only one of these."
There's more than one Green Man. QED.

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Max Ranged DPS; Molthuni Arsenal Chaplain Warpriest. Just the way it is.
That said, it's hard to go wrong with archery.
Top Tier ones;
Inquisitor
Fighter
Zen Archer Monk
Sohei Monk (not widely known, but this is actually the way to get most arrows into the air, as unlike the Zen Archer it allows you to rapid shot and manyshot while flurrying with your bow after 6th level. Still not quite to Zen Archer levels, regardless.)
Paladin (especially if you take oath of vengeance so you're not short on smites per day)
Ranger(when fighting your favored enemy, or with the Ilsurian Archer archetype in general)
Eldritch Archer Magus
Passable Ones
Ranger(when not fighting your favored enemy)
Barbarian (an adaptive longbow is mandatory, half-orc race for the hornbow proficiency is on point, theme wise. While you're at it, Hateful Rager combines well with half-orc barbarians.)
Cleric(for similar reasons that the inquisitor and the warpriest are in the category above, divine favor + archery works well. I've once played with an evangelist cleric of erastil set up to do archery, it was fairly insane. More of a later level thing though, really appreciates quicken spell for getting buffs out quick, and the feat starvation is real.)
Alchemist
Bard
Skald
Bloodrager
Slayer
Investigator (although it comes with a feat tax, and your max range is effectively 30ft.)
These get no bonuses towards archery;
Rogue/ninja (unless you dip water oracle and shoot from inside an obscuring mist, I guess. And even then there's the 30ft. limit thing. Going first in combat is not enough to rely on.)
Cavalier
Brawler
Swashbuckler
Hunter
Monk (unchained, and any archetype that isn't either the Sohei or the Zen Archer.)
And then of course all the full casters. I guess you could make an archery druid if you really tried, but honestly, what's the point?
I'm not familiar enough with the psychic style classes and whatnot to comment on their archery performance, but I will say that I've never seen a psychic archer attempted.
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