James Jacobs wrote:
I think this is a slight exageration, there are quite a few brand that do evolving setting masterfuly. The Two best examples I have in mind are Legend of the 5 Rings and Shadowrun. Legend of the 5 Rings especially is a real reference about how you handle a setting that evolve with time. TSR "disintegrated" for a lot of reasons and DnD got beaten by Paizo for a whole of reasons too, and reducing it to the "multiple version of the world" is a mistake in my opinion. An evolving setting can be extremely compelling if done well. But that's the thing, if done well. If you haven't I suggest you read the Legend of the 5 rings books, even if just out of curiosity, especially the book called "Imperial Histories" James Jacobs wrote:
On that I fully agree, you are pretty smart about not going overboard with "official overpowered good guys", this is an RPG, the Players are the stars or should always have the opportunity or the feeling that they can become the stars.
Starbuck_II wrote:
Terrible comparison, flies are not a sentient and intelligent lifeform. Why would an elf take a 100 years to acquire as much knowledge and skills as a human in 18 years. It does not make any sense and it is just completely impossible to deal with in any decent narrative structure. Like I said, Paizo themselves ignore it,
It should not, just ignore it. It is dumb and does not make any sense. Even Paizo don't follow that rule, look at Nualia in Rise of the Runelords, she is perfectly mature at 20 years old, but if you follow the rules, Aasimar should mature at like 70+ years old. As far as I am concerned, every humanoids and sentients races mature roughly at the same speed.
Mojorat wrote: In the case of 1 I think annding any new abilities is still an upgrade. I tend to think the same about 2 indeed. Thanks :) The wording seems to indicate otherwise though for 1 :/ Quote:
Hello, I have the following question about legendary items if anyone can help :) 1 - Upgradable: It says you can upgrade an existing version of a power, does that means you can NOT use it to add new power?
2 - Intelligent: It is very unclear (to me at least) what happens here when you select that ability. Is the item created following the rules of the corerule book as it is mentioned (Page 523) or is it only done following the rule on the mythic adventure book, or a mix of the two? Meaning that the Legendary Ability "Intelligent" would actually be a weaker version of the normal one since you can't really choose the stats of your items as you wish (it would be only 10 for the three stats?) unless you take "intelligent" more than once?
At the same time since the item can never be dominant I guess it would be overpowered since you could add any amount of ability to it without caring about how much ego it has. Thanks!
It is not a matter of Pathfinder itself, but the fact that Golarion is an High Fantasy setting. Natural Conditions like weather, cold or heat are almost never an issue in High Fantasy setting, that's how it is. There are basically three rank of fantasy setting: - Low Fantasy: Magic is rare if it exist at all, it can be powerful but it is always very limited in the way you access it and/or use it. Lord of the Ring is a perfect example, the Midnight setting for 3.5 was pretty close to that too. Usually the evolution curve of the characters in a low fantasy setting is almost flat, meaning they are not really THAT much more powerful at the end than at the beginning. - High Fantasy: Magic is common, almost everywhere and is very accessible to the players. It can get really powerful quickly too. Magic Items are also plenty and there is usually even a decently accessible magic shop.
- Epic Fantasy: Here the player are way more powerful than common mortals, and will raise in power to become godlike, in a setting where destroying towns in one spell is not out of possibility. Magic items are legendary, everything is bigger and more badass.
Ok that was a bit longer than I expected, but basically conclusion: If you want "survival", long journey where the travel itself is a challenge, where finding food, shelter or even water is difficult, try a low fantasy setting :) Something like "Beyond the Mountain of Madness" for Call of Cthulhu is really intense for that.
Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth (Wrath of the Righteous 5 of 6) (PFRPG)
Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth (Wrath of the Righteous 5 of 6) (PFRPG)
I agree with Magnuskn that end boss are always way weaker than they should be and it is even worse in mythic. That being said even if a Wizard is strong, physical class are king in mythic. You don't need to optimize, you just need either: Vital strike chain and mytic vital strike or Full attack with fleet warrior and precision. Add a legendary item with Foe bitting and that's it. I have calculated that my mythic paladin with mythic vital strike should do 800+ DMG on a non crit and something like 2000+ on a 15-20 crit autoconfirm by level 14 or so. I don't think taking a simple feats chain is considered "optimized" either. By the way for wizard the way to go is a maximized augmented mythic disintegrate using channel power archmage path ability. That's 1140 DMG right there.
I am really surprised by the number of party with 6 or more players. I have honestly no idea how you even manage it, combats must take a while, making decision for the group must be a pain and you have to tweak the whole AP encounters and itemization. Impressive. I have quite a few games of PF currently, either as GM or player and none of them is above 5 players (only one is 5 and it feels already like a lot), most of them are 4 and even one is only 3 players. Wrath of the Righteous is our 3 players one and we have: Ormeriel Angevent: Aasimar - Paladin (Oath of Vengeance - Oath Against Fiends) Gastor: Elf - Wizard (Spellslinger) Angelo: Aasimar - Lore Oracle (Dual Cursed) So far it is challenging but doable but we are only midle of the first module.
JustsomeYahoo wrote:
I asked James Jacob and got the following answer: James Jacob wrote: The PC still needs to purchase that first Legendary Item ability as per normal. The benefits are that if they choose Radiance, it'll upgrade on its own, leaving them free to choose other advancements for the weapon other than mere magical enhancement upgrades. So not only you can select Radiance for the legendary item ability, but you MUST do it if you want to add Legendary Abilities to it. Otherwise it will simply upgrade by itself toward an Holy Avenger but won't get any legendary abilities.
We just started with three players: Aasimar Paladin (Oath of Vengeance and Oath Against Fiends)
We are middle of module 1 or so, so pretty early but so far it is been a tad challenging sometimes without being unmanageable. We actually had to use Potion of Cure, and I am burning through my daily lay hands every day, but it is fun :) We ll see how it goes as we increase in levels.
That's the sad thing about itemisation in pathfinder in general, there are TONS of items, but in the end people always use the same boring ones because ultimately they are the most efficient: Headband: Headband of Charisma,Int, Wisdom
The more "variable" slots, are usually: Hands
but sadly that's because there are very few interesting magic items in those slots. It is too bad because there are some nice flavorful items for most of those slots, but stats, saves and ac are just too important for players to even consider other options. I am actually thinking that the next AP I will DM will have no amulet of natural armor, no ring of protection and no cloak of resistance, at least. That might make players start looking into the more varied and flavorful items and will bring back a lot of spells in use, typically Protection from evil AC and Save bonus does not stack with cloak of protection and ring of resistance, so they will use it more. Who knows I might even remove Belt and headband of stats, so that bull's strength and stuff makes a come back!
Tacticslion wrote: (Also, just to mention, the reason Mythic creatures don't necessarily have more hit points is probably because the game it built around less optimized characters rather than more optimized characters. But that's just a guess.) That's the thing, you don't need "optimized" characters to reach those numbers. Unless you consider a barbarian that puts his stats points in strength, and use power attack an "optimized" character? Or a Rogue that puts his point in dext and use weapon finesse/mythic weapon finesse.
Alleran wrote: The quickest mythic-method of dealing out the exponentially increased damage is Mythic Vital Strike, owing to the way that the feat was written/designed. Yeah Mythic Vital Strike is pretty intense, but even besides that, Physical damage based characters (Melee or ranged) get very high real quick. Rogue can easily move and full attack with all their attack being sneak attack, they now add their dext to damage with mythic weapon finesse and can crit their sneak attack damage x2. Barbarian, well, are barbarians, again they can full attack easily every round and with the bonus in strength and power attack, can go in the +70 damage (x3 on a crit on 15-20) without much effort. Paladin, and smite evil, go easily into the weapon damage + 70ish also. Archers in general are even more powerful than before. All those classes can throw 5+ attack per round, all of them or almost being their full BAB with the "Precision" path ability. For arcane casters, Disintegrate is now king, with its mythic version and the Channel Power path ability. So yeah, not sure how a 390HP monsters can survive more than half a round against a full party of players who can dish that amount or close to it by themselves every round.
magnuskn wrote: That's pretty much my impression, too. I am very tempted to ask my players this Tuesday (when we begin to play again after the holidays) if they even want to use the mythic rules at all, partially or fully. The last session they just finished adventure one, so all is open in that regard. Isn't your party made of 6 players though? Anything would be easy with so many players. Also the module 1 is obviously not the right one to decide if you want to use the Mythic rules or not, because well the player are anyway not mythic in that module.
Not looking for DPR :) I'm just trying to make sure I calculate things right for when I hit. For example it seems you can't double a double, x2 and x2 is actually x3. But the smite are already doubled separately from the rest, so do they still double like the rest with foe-bitting and stuff or not? Also, litany of righteousness Wording says the target takes double damage, is it considered a double of double then with For bitting for example or a new double by itself? How does Mythic Vital Strike works with all this? And Crits? Death or Glory? It like a pathfinder math problems with special rules all over the place.
I m trying to calculate the damage my mythic paladin would do once it reaches its maximum potential as level 20 tier 10 (wrath of the righteous) and I have a hard time doing it. So, let's see what everyone else comes up with and if we can agree on it: * She hits for 1D8 + 53 with a 2 hand Katana (Mythic Power Attack is ON)
So now, she cast litany of righteousness successfully on an evil outsider, and attack him with her first successful smite evil attack, while using a Vital Strike, activating her foe bitting ability, Death or Glory and the X4 multiplier. What damage does she inflict, if she crits? if she doesn't crits?
450+ Damage per round is pretty standard for any decent physical character. Caster are a bit behind and are especially challenged because everyone and their mother in mythic has SR, high save, resistances, immunities. On the other end, Physical class have to bypass AC (which is always weirdly low on mobs) and DR that either is bypassed easily or does not matter anymore when you hit for 200+ damage per attack. Mobs HP in Mythic are way too low, especially toward the end, the highest I have seen are around 700+ HP, which is probably like half a round. Something is wrong with Mythic Damage at high level, especially from physical classes, you don't even have to try, just a regular Mythic Barbarian, Paladin, Rogue, Ninja or whatever will kill any "end boss" in 1 or 2 round max.
Bodhizen wrote:
Death or Glory is best comboed with: http://www.d20pfsrd.com/magic/all-spells/i/inheritor-s-smite Thus avoiding the retaliation. Dreadful Carnage is for intimidate paladin, and is especially powerful if you can get Mythic Dreadful Carnage but is already real nice just by itself.
A few nice even if specifics feat I found recently while building a paladin for Wrath of the Righteous: - Death or Glory (awesome flavor)
Also will you add Mythic related things to your guide? like Path, Mythic Feats etc. I am finding that Mythic Vital strike is extremely powerful on a paladin, typically. Also some details on some nice traits for each type of build would be nice. Cheers
Mythic has some strong tools for dext build. I m currently thinking about an elven Paladin with 6 level of ranger to get Power Attack and Furious Focus without the prerequisites as well as favored ennemy, dext based using elven curved blade with mythic weapon finesse, armor master (champion path). To play for wrath of the righteous, basically a demon hunter concept. And the result is a s+#@load of damage, AC, initiative, skills, using urban ranger archetype it can even disarm traps as well as a rogue. I'll post it later, currently on a tablet.
Yep I am really tired of people crying about so and so race being too powerful. My ass, Human are the most powerful min/maxer race by far, so DM, do yourself and your players a favor and stop saying that Aasimar, Drow, Tiefling, or whatever are too powerful, because the only thing you are achieving is making even more people play humans. Humans are a bland and basic race, but are so terribly efficient for every class it is not even fun.
I was wondering if anyone else feels that the big bad mythic NPC have waaaay too low HP and even AC. See Mythic Realms for a bunch of them. Any decent mythic character can throw 300+ damages in a round, and that's far from the "optimal" ones that can do twice that amount if not more. But still, the whispering tyrant has...392 HP and 40 AC, really? Any mythic paladin will just smite his ass and one shot him. He doesn't even have a real mythical path, I was expecting Archmage 10. It feels to me that the damage output of PC increase exponentially but that the HP and defensive abilities of the monsters increase linearly, simply because they have to "follow the rules" Honestly to be any kind of challenge those mythic badass encounter should have 1500+ HP and certainly better AC, what's the point if the player can hit them on everything but a 1 and one shot them? So as far as I'm concerned screw following the rules, The whispering tyrant would have 2k HP and like 55 AC. Also stop the following the Wealth rules for those NPCs, the whispering Tyrant having a +4 natural armor amulet is just funny, really he never had the time and resources to upgrade it? Some other NPC break the wealth rule at least like Azani or that mummy guy. So please Paizo, stop "Following the rules" or create some mythic monster HP bonus ability or whatever to justify them having very high HP, because otherwise the legendary whispering tyrant will last half a round.
So just to be sure, even if a player acquire that weapon, in order to upgrade it fully (not talking about the Holy Avenger part, but the legendary abilities part), he still need to take the "Legendary Item" path ability three times? The fact that he acquired the item "for free" does not save him the first legendary item path ability, so that he would only need to take 2 (at tier 3 and 6) instead of 3 to max it fully? Also I am quite confused about the fact that the sword has two use of legendary power, do they add to further increase in legendary power if the player take Legendary item, or are they already part of the total (8 max, by taking "Powerful" three times). Basically 8 would be the max not 10? Basically what radiance gives is a free "upgrade to holy avenger" tied to story, but it does not save the first "legendary item" path ability? It would seem logical to me that it would save the first "Legendary Item" ability, but I have a feeling it is not the case here.
Nice guide, but it would be nice to see a part about AOE spells. Because a sorcerer throwing maximized fireball is destroying the action economy violently and is actually even more efficient against 20 boggards instead of a couple stronger enemy. Also, class that are hard to deal with: Paladin, Smite Evil is so powerful that it can just turn a challenging encounter into a walk in the park. Don't even get me started on the group smite evil they get at level 11. Sure you can add non-evil enemies, but often it might feel weird. Overall I also find that the monsters HP are too low especially at high level, if I don't tweak monsters HP, especially bosses they die in 2-3 rounds MAX, adds or not (AOE!)
Drachasor wrote:
Humans are honestly always blue if not purple in guides. Anyway the reality is that balancing in Pathfinder and most PnP rpg in general is a lie. No "legal" race is so powerful that it is going to unbalance your games, there are simply too many factors and randomness everywhere, in the end a +1 here and there is simply lost in the tsunami of modifiers, rolls, combinations, buff, debuff and so on. So really as far as race are concerned I usually let my players be what they want? Someone want a small musetouched Aasimar Sorcerer? Cool, sounds fun and flavorful. And in every case less OP than the Human Sorcerer with his extra feat and broken favored class bonus, but even that, is ok.
Drachasor wrote: I'd recommend against playing them or allowing them. They aren't balanced. I cringe everytime I read something like this, everyone knows that the most unbalanced Race is by far "Humans", but still there are always people to say : Aasimar are not balanced, or Drow are not balanced etc. That's probably why every single class guide always say: Best race as usual is human.
Reecy wrote:
I dunno, BAB, AC, HP and Damage are pretty straight forward honestly, maybe the concept of "Non Lethal Damage" is making it a pain sometimes though. The Feat list is a weird ones, there are definitely WAY too many feats, especially since most people always end taking the same one.
My issue with feats is more that some feats are way more useful than some others.
Power attack, Two Weapon Fighting, Cleave and stuff would be major feat for example, but thing like Careful Speaker, Demon Hunter, Deathless Master etc, would be Minor feats.
Vadskye wrote:
I basically agree with everything you said, but not this last part. I think the Flanking, 5' step thing is really nice and make for great tactical combat, this is one of the thing my group truly enjoy. But yeah, Combat manoeuver and bonus type could definitely be simplified, condition effect too like stunned, dazed, dazzled, sickened, nauseated, confused, blinded, fatigued, exhausted and so on, god that's a lot of them, way too many of them! Also I would add: Spell Resistance and Concentration, are two of the things that people needs to check and recheck 9 times out of 10 in the books.
I don't get the appeal for items card, honestly, how and in what context are player using them? Do you really need a card to represent a basic longsword or leather armor? or a tea pot? That's...weird, I would get it for some specifics and powerful artifact, and if it was showing the stats and effect, but it doesn't.
Alright, here is the question I have: Let's say you are a Vampire (or any other undead monk), and then you reach level 20 and get perfect self. So you are undead, and gain some outsiders thing, especially that part: "She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects" So what does that mean exactly? Are you not vulnerable to undead specific spells anymore?
What exactly change or doesn't?
Marthkus wrote:
He is not really specialized, I mean, in what can he specialize really? As for the DR we use the errata, but no use against DR/Good or DR/_ or even DR/Slashing But yes, I might have to "throw money at the problem" indeed, I already gave him a custom feat to add his dext to damage.
I currently have a player playing a monk in a game I DM. He is pretty experienced, but god, he is so MUCH weaker than everyone else in the group, it is embarrassing... The AP is high powered, with 25 point build, which should help the monk a bit. But god is it pitiful...as soon as I have any DR on a monster he barely bypass it, if at all! His AC is currently (level 8) 2 to 3 point lower than everyone else, his save are decent though, his stunning fist land once in a blue moon, as well as his combat maneuvers, his HP are average and has very few skills... As a DM I try my best to make him feel useful, but it is really freaking hard, I am considering telling him to re-roll and add an archetype, or simply switch class, because as everyone is leveling up, it is just getting worse. Honestly I think the next time I will start a game, I ll simply say: Monk are forbidden because they suck too much at everything.
gustavo iglesias wrote: They'll suffer with the few groups that teleport in or fly (the moondogs, the inquisitor retinue, the dragon, etc) Well the inquisitor is a pain to deal with in every case I guess, the dragon won't be really stealthy in its approach anyway and the moondogs have already been killed. They got tracked by their Hell Hound who have scent too and dealt with :/ Anyway, I ll still use the dragon and inquisitor to put pressure on them, especially the inquisitor, but I am afraid basically all the other adventurer group are going to get ganked/ambushed in the forest. Besides the sons of Valentyne probably as I ll make sure to keep them very busy inside the horn, especially for the last day of the ritual.
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