Warforged

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What feats are those that let you keep spellcasting levels, if I can ask? Something pretty new?


Isn't Paladins needing a deity only in PFS though? The core rulebook has no need for them to worship anyone in particular, and my group often plays them as powered by Goodness alone.


The Dandy Lion wrote:
Now I'm starting to consider the implications of a nine-tailed inheritor Tiefling with Prehensile/Grasping Tail.

If only we could get half kobold in there for tail terror.


Dervish Dance is from a campaign setting book, and they essentially only FAQ and errata hardcover books. Thus, they have not yet touched Dervish dance.


Ultimate Construction! Tools to put your own castle/secret base together ala the Stronghold Builder's Guide from 3.5.

Or maybe Ultimate Crafting. Still liked the Artificer from 3.5 Eberron.


Red dragon hide might help out a fire elemental form. Good material for druids going for heavier armors.


Don't all tactics come into their own with a feat investment?

Everyone needs feats and wants to specialize. It's a base assumption of the game. That includes wizards.


Honestly, drop the burning and just use Desecrate to cancel the doubling from bloody, and you'd get some plenty good few minions in no time, that almost can't be lost. There, no investment past the gold expenditure (and by mid levels it won't compare to equipment costs). Spend a mere one feat (Command undead) if you enjoy them enough to want another.


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I believe he's responding to the post above his.


A few good burning bloody skeletons do make a good replacement for the frontliners, and clerics make the best necromancer as far as I can see, so I think they've got that covered. (Well, in neutral-to-evil parties at least, depending.)


Can someone taking Variant Multiclass Barbarian use the Unchained barbarian ' rage rather than a standard rage? Is this the normal case since it's in unchained? If so, I assume I'd use only the unchained powers for my choice.

Specifically, I have a Android brawler who couldn't benefit from the morale bonus of a normal rage, but I wanted to see if I could get the typeless unchained rage without dipping.


Worst case, works for necroccultist well, right? Since they can pick up any wizard necromancer spells.


I think he's talking about the Warpriest's lesser magic blessing. Not actually throwing a weapon.
I'm with manly, seems silly if it only worked with throwing weapons. It is treated like a thrown weapon, but uses WIS to hit because, hey, it's magic, so I think it works with any melee weapon, no penalty.


We've used the laser torch from the Technology guide before. Touch attack, bypasses hardness. Only real issue is fire resistance.
Monks are great. Most classes with a little casting can work I think, depending on spell selection. I liked a mesmerist for force "suggestions".


A "Paragon" class could be nice, with different names, codes, and abilities for different alignments. LG could be the most restrictive, and they're Paladins.


Exotic Prof requires BSB +1, which a rogue doesn't have at first level. So third at earliest, unless you start with a dip.

What level are you starting at?


Any low level spell suggestions that fit the Cult Master archetype?


Hello!
Going into a new campaign with some friends soon, and I'm working on building a Mesmerist, and really leaning towards taking the Cult Master archetype.

Never really played a character build like this before though, and I was hoping for suggestions for feats, spells, tricks, and advice on how to play would be appreciated.

Adapting a setting for PF, Rolling stats, hoping next time we meet up, and no 3pp material. Probably level 5, it's sounding like. Haven't decided on race, leaning Human, Half-Elf or Catfolk, and there's an option to use race builder if its flavorful rather than optimized.

Not positive on the archetype vs. just taking leadership, but it seems cool. With Painful Stare replaced with Fanatical Stare, should I buff someone til I have a need to drop a Will save? Not sure what to fight with, Whip seems cool but would take a few feats to get going, where as rapid reload would make a hand/light crossbow let me ping a few times. Definitely not a guy for the frontline though.

Enchantment seems to have a lot of spells that fit, as do illusions. Want to manipulate/control people, while still being helpful in combat. Maybe Spell Focus? Never had much experience with Spontaneous casters, anything else useful?

Is the Susceptibility Bold Stare worth it, for a party face, or should I be able to make those checks (Bluff/Diplomacy) easy enough?


Of course, even if you do sleep, you could just throw a few powered up blasts and build up Burn in the morning, or sink them into defenses, or wild talents, or whatever.

So sure.


Hi! Loved your Alchemist guide, and the Investigator too!
Checked this one out.

I know you're rather busy in the Kineticist guide, but is there any hope of seeing this one update down the line?

A few archetypes I wouldn't mind seeing your opinion of (Flesh Eater, Liberator, Savage Technologist, ect), and the Titan Mauler errata (they can finally use large weapons, right?).

And hey, if the rage ever takes you over, there's always unchained!
Related note, still doing the whole patreon deal?

Goblin Squad Member

DeciusBrutus wrote:
Vic Wertz wrote:


Early on, he joked (or maybe half-joked) about making you die as part of the game's tutorial, in the hopes of helping diminish your fear of death. I actually still think that's a good idea.
Concur.

Indeed.

Goblin Squad Member

Seeing as Fort Inevitable will be a major starting point, and Hellknights a major faction, I was curious to see how many people have interest in joining the Hellknight faction. To discuss our inevitable rise to power over the other factions, of course. Any plans for Hellknight specific companies? (Or just law above all else types besides.)

It would be nice to see who all has the iron fist necessary to tame these wild lands.

I'm also curious what kinds of hellknight specific abilities/equipment/benefits (if any) you would expect to see.

Goblin Squad Member

Could get some worshipers of Gorum and have your church where ever there are battlefields.

Goblin Squad Member

21

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You all sure are doing a good job making PVP sound appealing.

Goblin Squad Member

Quote:
We are, at least provisionally, open to any and all who wish to live within Golgothan walls. There may be exceptions to that rule, but they would be dealt with on a case by case basis. There will be an approval process for joining Golgotha proper (the standard 2 week application process of Pax Gaming), however there will be less concrete terms that players can adhere to that would let them live in Golgotha, but not be as closely affiliated. We are also looking for Chartered Companies that wish are needing somewhere to live, but don't want to be stuck with a restrictive contract. Though there are terms, such as set tax rates, assumed military activity and the like, they assume far less than they would should that group join Golgotha proper.

What are the advantages to joining Golgotha over simply living there?

Do you expect many Pax members to swap between settlements and share help? Or do you expect them to be pretty independent?

Any thoughts on the types of skills Golgotha would focus on training and supporting?

Do the Xeilians have any plans to set up child cities should any one grow too large to be one city? How do they grow if they're already all a kingdom?

Goblin Squad Member

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Starting to get curious if feather fall spells will be in this. Seems like reducing fall damage somehow would be pretty useful at some of the elevation changes. Good for surprise attacks around choke points. Heck, H seems like you could drop right into it, perhaps.

Goblin Squad Member

Had any interest in the Ministry of Justice?
What are the expected responsibilities?

Goblin Squad Member

Congrats to all the winners!
Not currently involved with any groups, but I'd certainly wish everyone the best of luck in the new land rush, it'll be interesting to see how things turn out.

Goblin Squad Member

Congrats on your win!

Goblin Squad Member

Merry Christmas!

Goblin Squad Member

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Great update!

Among other things, I just noticed the importance this gives to food, meals, inns and cooking. It seems to be the only real way to regain Power while out and about, making good meals a cornerstone of longterm exploration and combat. Especially for casters.

Goblin Squad Member

Tough choice. I like all of them, but I'd have to go with Alchemist for the bombs and science, Summoners for the fun of building an eidolon, or a battle oriented cleric for flavor.

Goblin Squad Member

I seem to recall, early on, quite a few mercenary companies start up. Though, not many seem to remain active at this time. Nihomon's Guild list should have them.

Goblin Squad Member

Of course, there is the need to get to a training hall to spend that XP on a skill, and if there's no open spot you'll get put on a waiting list or some such, right? Not sure what the plan is for that. I feel like you don't have to physically be at the training building to take up the spot there and be training it, but I'm not positive. Seems like it'd be a pain if there were only so many spots for training, and you have to be there when the spot opens up to claim it.

Goblin Squad Member

Wurner wrote:
Hobs the Short wrote:
As much as we all appreciate their posting here, it would have helped to have been a bit more clear.
I think of it as 'fishing for ideas'; throwing something out there and making the forums light up with speculation, brainstorming, arguments, counterarguments and whatnot.

Maybe that's what Crowdforging really is.

/rampantspeculation

Goblin Squad Member

That's already planned, at least according to an earlier blog. Hopefully there's more ideas as well, however. Some of the ones you gave sound nice.

Quote:


Allocation of settlement votes:

Feudal: One character has all the votes
Oligarchy: A limited group of characters have votes as apportioned by the charter
Democracy: Every member of the settlement has an equal vote

The political structure of a kingdom has the following options:

Democracy: Every player character member of the player nation has an equal vote
Executive: One settlement has all the votes
Federation: Each settlement has one vote
Star Chamber: A limited group of characters have votes as apportioned by the charter
Security Council: A limited group of settlements have votes as apportioned by the charter
Kingdom: One character has all the votes

Goblin Squad Member

Woo, fulfillment tool!
Now I have to recall which add-ons I wanted...

Goblin Squad Member

A writer can create whatever world they want, and if they say that world has a box with negative dimensions, it does.

That's how imagination works.

Goblin Squad Member

Oh, I think we all know that.

Tests like these are just for fun, really.

Goblin Squad Member

Did the Hellknight character as best I could, although some of the questions I just wasn't sure on.

You Are:

Lawful Neutral

Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (34)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (34)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral - XXXXXX (6)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XX (2)

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Can't you still just be sponsored by one of the NPC settlements? What's the limitation to that?

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Being wrote:
Wasn't it that the settlement's maintenance costs would go up, thus making it likely the taxes would follow suit?

This is how I recall. Last we heard, Chaotic (not evil, that I know of) settlements would have higher maintenance costs. Of course, being chaotic, they may not be the kind for higher taxes, and so would need additional ways to make income.

This may change, depending on how much they want people to keep staying away from Chaotic.

Taxes are fully controllable by the settlement, last I heard, from 0-100%.

Goblin Squad Member

Local AH's sound fine, and somewhat reasonable. Maybe make them look more like a marketplace, but eh.
Having your own shops would still be awesome, though.

I am against server-wide AH, that ruins the need to transport goods. You want something good or cheap from another settlement? You head over there, or hire someone to do so.

Goblin Squad Member

I'm not sure why he's always afraid killing a handful of bandits would kick him out of his settlement.

Since it scales to how evil they are, if he's, say, NG, and they're NE, last time we got numbers, even killing two, three, or more, and he still shouldn't drop out of NG, or to NN at worst. Now, if they're somehow bandits that are good aligned, there could be an issue. Unless is happens so fast that them killing good merchants knocks them into neutral, and then he may or may not be fine.

...

This all requires a lot more thought, and testing ingame, I think.

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You're assuming most players aren't power gamers, or that goonswarm like guilds wouldn't mandate being necromancers, simply because it's that much stronger.

Maybe with the RPers and the TTers, yeah, but once the hardcore MMO players arrive they'd start stomping rather quickly if something's that much stronger without a very significant drawback.

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Kentucky.
We have, uh, horses. And coal.

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Nihimon wrote:

Very old thread again, so beware.

I'll also add my familiar refrain that balance concerns shouldn't be as important as they would be in other games. Why is it "unfair" for me to have 20 skeletons, but it's not unfair for me to have 40 players who are willing to follow me around and roll all over you?

Because you could, instead, have 40 players who all have 20 skeletons apiece.

And in fact, if it's that easy, that would be the ONLY valid play style.
Having perfect 1v1 balance is impossible, and not necessary, though I think every thing should have it's own role where it excels.
One play style that's so good you'd be crazy not to use, however, it where the line is drawn.

Goblin Squad Member

Since XP is time based, a debuff to XP gain wouldn't really fly well.

Also, why not a cooking badge? Cooking should be just as viable a Expert tree as Weaponsmithing or Leatherworking, in complexity and style if not profit.

Goblin Squad Member

Great blog, glad you've once again taken what we've all been talking about, and blow away our expectations.

Also,

Quote:
Upgraded masks give you the option to have your husk automatically destroy itself on death, removing all evidence of your existence and keeping your killers from getting your stuff.

Ah, the old turn to dust when you die technique. Beautiful.

Slight lore question: Will those training with the Red Mantis be unable to take contracts on a player who's straight up declared a king?

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