Wow, I checked this thread when it started and didn't think much of it, but it got to fifteen pages already! Isn't that a pretty straightforward issue though? I mean, if you're playing in an anytingh goes salad bowl like golarion, the players can make any char they want and have a party of snowflakes. While something like a homebrew setting based on some cultures mythology would probably feel pointless if the party was composed entirely of "the onlys": The only black guy in fantasy japan, the only viking in fantasy persia or the only samurai in the fantasy inca empire. Some games, even if they include dragons and s*+&, will not acomodate any character simply by virtue of its inspirational material, and thats not fallacious. Just my 2cps.
Just to elaborate my point further, think about the other martial classes that use mental stats, the paladin and ranger. Look at how versatile they are, even with archetypes that replace spellcasting, just because their features are more well designed and sinergyse better with their expected attributes and roles, while the monk abilities don't sinergyse(flurry + bonus movement) and only make him MAD. Would giving the monk light armor really ruin the flavor?
If you guys had to think of an archetype hall of fame, consisting of the 5 archetypes you consider the most well done/awesome/flavorful, which would you choose? Mine would be:
-scarred witch doctor
-zen archer
-evangelist
-paladin of irori(enlightened paladin)
-lore warden
Seriously I see no reason why they kept some things from 3.5 that everybody knew were the reasons monks sucked. Just giving proficience in light armor and flurrying with 2h monk weapons wouldn't be so hard with 10 years of 3rd edition retrospect. I mean, come on, the class barely changed when PF released, whats up with that.
Hi guys, I was checking the lycantropes stat blocks and noticed the hibrid form attributes didn't match what the template says would change. For exemple, some lycans increase their dextery even dou the template only mentions STR and CON as being increased.
Maybe I just brainfarted and missed something, but the hibrid stat block seems to be made using the 3.5 lycan rules, but this is never stated. So, whats going on?
I decided to houserule the monk AC bonus feature into giving +3 AC instead of 0 at first level, and increase +1 at every 4th level. This way my player can make a less MAD monk by investing less in DEX, since he will be effectively wearing studded leather as long as he is unencunbered and unarmored. Now, do you guys think there will be any unwanted consequences to this house rule? Is there a more elegant way of making the monk less MAD?
Would it be too broken to let the monk enhance his fists with his ki like a mugus enhances his weapons with arcane pool? I think I might house rule that, along with good will save, ki pool at 2nd level(like the ninja) and a ki power at 2nd level. Nobody multiclass at my group so dipping be dammed.
--How many ki power does the monk get?
--Are they as varied or significant as rage powers, hexes and arcanas?
--does it still have bonus feats? how many?
--how does style strykes work?
--What monk class features became ki powers?
--what changed in the flurry?
I could think of more later but these would help me understand the discussion better. thanks
Daring champion is pretty much swashbuckler+. It gets the most essential swash features(finesse, dodge bonus, the most useful deeds) in exchange for the cavalier mount related abilities(which are only used in games that feature open field battles). Its like having a swash with challenge, order, and tactician.
-It will get ki pool at 1st or 2nd level
-It will get a ki powers every even level
-flying kick will be like pounce
-it will have no alingment restriction
-flurry will be closer to the brawler version
-it will have style feats added to its list of bonus feats
I'm thinking a more modular Monk that may not necessarily even have ki unless you want it too, actually.
Well, a monk without ki would be just a brawler, but there could be options that focus less on ki.
-It will get ki pool at 1st or 2nd level
-It will get a ki powers every even level
-flying kick will be like pounce
-it will have no alingment restriction
-flurry will be closer to the brawler version
-it will have style feats added to its list of bonus feats
The moment I read chakra I immediately thought of incarnum. It was the most "outtanowhere" book I ever saw wizards published. Wonder how paizo's chakra will compare.
Thanks for the feedback guys.
I also think rogue talents are weaker than feats, so it got me thinking, maybe the devs should've designed the rogue more like the fighter. Both are "tabula rasa" classes, that is, they carry less flavor baggage and their functions overlap a lot with other classes. So much that the rogue is a worse rogue than several other classes.
My point is, the rogue should've been made embracing his genericness. Every rogue class feature should've been made into a feat and grouped into some sort of "ambush feats" moniker, and given as bonus feats every even level like the fighters combat feats. This way we could have feat trees to become a better thief, spy, assassin, or whatever roguish thing you want to be, just like the fighter has to become better archers, sword and boarders, polearmers and so on.
Im 3.5, the half orc was the only core race that got a bonus to strength, and that made it the melee race. But in pathfinder, they lost this niche, now that humans and half elfs can put their stat bonus in STR. Its just my opinion, but I think the half orc would be the perfect race to get a bonus to two phisical stats and a penalty to a mental one, it would add more variety to core races, we have 7 races and 3 of them have flexible bonuses. What do you guys think and what do think the devs were thinking?
Hi guys, I'm going to let my player pick bonus feats in place of rogue talents, do you think I should restrict the kind of feat he can pick(like hoq the fighter can only pick combat feats)? He can still pick rogue talents if he wants, I'm just wondering how this could affect the game.
On Illusion: I think shadow conjuration and shadow evocation are weird spells that don't really fit into Illusion. The whole point of the spell is that they're -not- illusory and that they are calling some kind of substance or energy from the plane of shadow, which would seem to be just plain old evocation or conjuration.
Well, when I hear enchantment I think of creating magic itens, and I know its a possible meaning to the word because of dragon age. But yeah, maybe there is a meaning I'm not aware of.
Not sure why this is out of place; it's an extension of your senses, which is squarely within divination's.
I think its out of place because its mind reading, and no other divination spell affects other creatures as directly. It also has a thelepaty vibe, which I feel more suited for enchantmen(which is the worst named school in my opinion, should be mentalism or psyquism)
So, I want to open this topic to ask you guys which spells you think define or are essential to the fluff of each school, and which don't fit with the school they're listed at.
To me, these spells are what come to mind when I think of each school:
Abjuration- explosive runes
Conjuration- all healing spells
Divination- detect thoughts
Enchantment- no spell comes to mind
Evocation- darkness
Illusion- no spell comes to mind
Necromancy- fear
Transmutation- magic weapon
It always amazes me when people say imperial measurements feel better for a medieval setting. I don't know if it's because I grew up using only metric, but measuring breaking immersion never even crossed my head or my players', and we don't feel like it's wrong for knights and mages to speak metric or celcius or anything.
And to answer your question, I'm mildly annoyed by short distances, greatly annoyed by weights, volumes and long distances. The foot is the only imperial measurement that I can convert easily to metric in my head, the rest is all over the place and impossible to remember.
It is kind of weird that Paizo would release a magic subsystem that never gets supported afterwards. I guess they consider it an embarrassment best left forgotten. :/
Yeah, I also think its weird. They supported the new classes and mention new spells all the time, but forget about a subsystem that took as much space as 3 or 4 classes in a book.
I see a lot of people here talking about how this class can't dump str because of power attack, but isn't that the reason piranha strike exists? I'm not a numbers guy, but would it hurt the class too much to go piranha instead of power?
Will there be a second round of playtests after this one? This is my first playtest, and i'm finding december 17th to be too soon to end a playtest of a book that will be released over one year from now.
A druid version of the inquisitor? 6 skill ranks, 6 spell levels, druidy spells, lots of nifty class features. Maybe wild shape at 1st level? Or some kind of lycanthropy rage-like buff?
Sounds kind of like a Norn Havroun from GW2...
That could be way cool!
Love you for this.
Ok. Been away a month or so. 620 new posts. Made it through the first 500. Worth it. Going to sleep now.
*cries with relief and tiredness*
Not sure if I just missed it (can't go on) but of the mentioning that you can't multiclass with rogue when you're a slayer, does that mean you can't multiclass slayer and investigator, for example? Because they both are rogue hybrids? If it was already asked/answered, I did my best, but I'm only human.
Still slightly sad that the slayer wasn't a shapeshifting avatar of the god of murder.
About the multiclass thing, hybrid classes wiil count as alternate classes of both its parent classes, so multiclassing between then is illegal just like fighter/gunslinger, cavalier/samurai, and rogue/ninja.
Hi guys, i'm going to run a campaign that will use a lot of fey, and would like to ask your help on how to roleplay their hierarchy/ecology, and how to use them effectively as antagonists. I'm also gonna use azatas and guardinals as feys in my world, so if anyone ever did that, your insights would be much appreciated. thanks.
Hi guys, i'm going to run a campaign that will use a lot of fey, and would like to ask your help on how to roleplay their hierarchy/ecology, and how to use them effectively as antagonists. I'm also gonna use azatas and guardinals as feys in my world, so if anyone ever did that, your insights would be much appreciated. thanks.
The inquisitor has domains and the witch has a familiar. those were "taken" from other classes but work on a diferent context, which I think will also be true for the new classes.
Full Name
Mitros of the Shiikirri-Quah
Strength
10
Dexterity
14
Constitution
14
Intelligence
12
Wisdom
19
Charisma
10
About Mitros
10 Min Background:
Six Concepts
1. A member of the Hawk Clan of the Shoanti, he is fiercely protective of the natural world that he has lived in his whole life. Those who upset the natural order of the world are an enemy of Mitros.
2. Although wise in many ways he was a frail and weak child. He is somewhat ashamed of this and it pushes him to do all he can to better himself and deepen his connection to the natural magic of the world.
3. Ria is a female Storm Roc that he saved from a Fire Pelt attack when it had just hatched. The mother had abandoned it in the nest because it was smaller and couldn't fly. He could relate to Ria and after years he loves Ria like family.
4. Mitros left his Clan behind to travel and expand his point of view. Although he loves his clan he sees their warlike ways as shortsighted and he worries about becoming too set in his ways and thoughts like they have become.
5. Mitros has a special affection for wildlife and has spent most of his life ensuring that various animal species were not over-hunted, both by his Clan and by other hunters traveling through Varisia.
6. He longs to find out exactly what happened to his father during the fight between his Clan and a rival wandering Clan. He believes his father to be dead but the body was never recovered.
Two Goals
1. I want him to meet and learn from some of the other Druids in their various enclaves across Varisia. He has heard of them in passing but his Clan has previously never encountered any and it fits the theme of him wanting to broaden his understanding of the world.
2. Eventually I intended to have him Awaken some animals, possibly including his animal companion depending on how it would be ruled that interacts with the class feature/allowing leadership/etc. So it would be cool to give him the chance to interact with some Awakened Animals and help them essentially learn to protect and fend for themselves.
Two Secrets
1st Secret [Known]: Mitros left his Clan because he was scared of dying in some futile Clan war like he believes his father did and wishes to see more of the natural world he loves so much while he can.
2nd Secret [Unknown]: Although his Mitros and the rest of his Clan believe Mitros' father to have died in a fight with another Clan, his father is actually alive. He was a respected fighter but ran from the battle and stayed away from the Clan for fear of being see as a coward.
Personal Ties
Norra: Norra is Mitros' mother, she is something akin to a medicine woman and taught Mitros a little bit about natural alchemical remedies. She encouraged him to leave the Clan and follow his heart into the rest of the world. She also would likely be the only member of the Clan to suspect, if not outright know, the real fate of Mitros' father.
Finnick Hall: Finnick is a traveling bard that Mitros ran into on the road shortly after leaving his Clan. Initially he was hesitant to travel with someone else, especially outside of his Clan but Finnick quickly warmed him up. He served as a nature guide to Finnick and in return he was told stories of all the places Finnick had traveled to in his time as a wanderer. Its been almost a decade since they first met but Mitros and Finnick still try to keep in touch, seeking each other out when Finnick is in Varisia.
Braum Issac: A big game hunter who stalks prey for the glory of the kill, not out of any need to provide food for himself or his family. The practice disgusts Mitros but Braum's skill as a ranger is something that Mitros respects, he just mourns how Braum chooses to utilize that skill.
Memories
1. One of his earliest memories is from what Mitros was very young. He was a weak and frail child, his mother was a healer and fretted over him constantly. But one day when she was helping one of the Clan's families through a difficult labor Mitros' father took him out and let him ride one of the Clan's horses. If given a choice his mother never would have allowed it, she'd have worried about him getting hurt. But his father was careful with him and getting to ride the horse all by himself was one of a young Mitros' proudest memories. It was also the start of his love for animals of all kinds.
2. Mitros will never forget sheltering under a small rocky outcropping, bleeding and exhausted, after hauling a fledgling Ria away from the enraged Fire Pelt. The feeling of contentment he felt seemed to radiate out and be reflected back to him by Ria. It was the start of their bond, one that had deepened every day since, but feeling that deep connection between their souls harmonize for the first time is a comforting memory to recall.
3. Rarely does Mitros have outright violent thoughts. Even more rarely does he wish to cause harm to a living thing, unless the sacrifice of one life could benefit many. But the anger and sadness he felt after hearing his father had been killed in battle drove him towards an irrational hatred he had not felt ever before, nor has he felt it since. He swore he could find the rival Clansman who killed his father and he would get his revenge. Although his feelings have cooled over the years, he still wishes to find out what happened that day.
Mitros Stat Block:
Mitros
Human (Shoanti) druid 1
NG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Druid Spells Prepared (CL 1st; concentration +5)
. . 1st—goodberry, shillelagh (DC 15)
. . 0 (at will)—create water, detect magic, light
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 19, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Augment Summoning, Spell Focus (conjuration)
Traits gifted adept (call animal), suspicious, totem spirit - shriikirri-quah (hawk clan)
Skills Craft (alchemy) +5, Handle Animal +4, Heal +8, Knowledge (nature) +7, Perception +8, Ride +7, Sense Motive +5, Spellcraft +5, Survival +10 (+12 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Languages Common, Druidic, Shoanti, Varisian
SQ hero points, nature bond (roc named Ria), nature sense, wild empathy +1
Other Gear wooden armor[APG], quarterstaff, backpack, basic maps (major landmarks only), belt pouch, blanket[APG], feed (per day) (5), flint and steel, flint and steel, holly and mistletoe, knife, utility (0.5 lb), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, waterskin (2), 36 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Ria Stat Block:
Ria
Roc (Pathfinder RPG Bestiary)
N Medium animal
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 17 (2d8+1)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +2 (1d6+1), 2 talons +2 (1d4+1)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Toughness
Tricks Air Support, Attack, Bombard, Deliver, Fetch, Hunt, Sneak, Watch
Skills Acrobatics +4 (+0 to jump), Perception +5, Stealth +8
SQ air support, bombard, deliver, fetch, hunt, sneak, watch
--------------------
Special Abilities
--------------------
Air Support [Trick] An animal trained in air support knows the attack, bombard, and deliver tricks.
Bombard [Trick] Drops item on designated point or opponent.
Deliver [Trick] Delivers item to indicated point or person.
Fetch [Trick] The animal will get a specific object.
Fly (80 feet, Average) You can fly!
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Watch [Trick] Stands watch over designated area.