kevin_video wrote:
Thanks for the shout out! I'm new to blogging, but the situation with Fire Mountain Games has been on my mind for quite awhile. I'm happy to see the community working to fill the gap that Gary left behind. Keep me in mind if any new information pops up and I'll continue to follow the story.
Protoman wrote:
Thanks for that, it looks like I was already using it as the errata intended, so no pain there. I do like that they changed the AC bonus to Dodge, means I didn't have to pass up that ring of protection +2 we found after all.
I made a 9th level, 3rd tier character for the Wrath of the Righteous campaign a half hour before game. To make it happen I mostly copy/pasted Undone's build from the Warpriest: Fight for Your God guide. It's a great build, but with the mythic frosting added, there seem to be some redundancies - at a minimum some pretty optimal things became less exciting. The GM recognized that I sacrificed a lot of thought on the statistics end of the character in order to join in quickly, so he's graciously allowed me to remake the character statistically, provided I don't completely change the personality or lose any of the powers I've already displayed. Since it was a short session that was mostly role play with a few punches thrown, I'm good to change just about anything. With a 25 point buy I looked like this: Aasimar Sacred Fist 8 (Shelyn) / Master of Many Styles 1 Str 18 (+ 2 From Mythic Tier, +2 from leveling)
Domains: Luck, Good (Good seems redundant with Holy amulet, but like I said, made it quick) Feats: Pummeling Style, Improved Unarmed Strike, (1), Pummeling Charge, Stunning Fist (MoMS1), Power Attack (3rd), Divine Protection (5th), Dragon Style (7th) Dragon ferocity (Bonus), Combat Style Master (9th). Mythic Champion Powers: Ever Ready, Impossible Speed, Fleet Warrior Mythic Feats: Improved Unarmed Strike, Power Attack Cloak of Resistance +2
(Picked up in game - Can't change)
Pummeling charge seems unnecessary with Fleet Warrior, as I can now move 60 feet (thanks to Impossible Speed) and still get in a full attack without the need to charge. Since the holy property overcomes about 80% of the damage reduction in WoTR, pummeling strike itself is a little less sexy than normal (though it is still nice for the crit portion) That makes me question whether Master of Many Styles and the pummeling feats are even worth giving up a spell level and the eventual warpriest capstone. Thanks for taking the time to look this over and comment: What's your advice? TLDR: How would you alter the build presented for Sacred Fist in the Warpriest guide to give it maximum punch (pun intended) alongside mythic rules (Tier 3)? EDIT: All Paizo Pathfinder sources are fair game, no 3.5, no 3rd party.
Galeazzo wrote: I'm just curious to know how many times your characters died and got resurrected. Death was so rampant in my Way of the Wicked campaign (currently on book three with only one original toon, and some players have switched characters 3-4 times) that I ended up creating a house rule that a PC only actually dies 50% of the time when dropped to their con in negative hit points and instead get a permanent injury that effects mechanics and can later be cured with a regenerate spell. I didn't want to get rid of the posibility of death, just the inconvenience of having to introduce new and deal with negative levels as often. This helped, but in the end poor party composition and lack of teamwork will continue to get em every time. My favorite death in book one was when the party killed the Dhamphir attempting to heal it because nobody made their knowledge checks and she hadn't told anyone about her particular affinity.
Hayato Ken wrote: I don´t think that Kitsune or Catfolk nor other races in Golarion are presented as "Furries". Also Miss Piggie and Kermit, are they supposed to have fur? That would be like you include orcs there as well. What would they answer you? Probably just give you a heavy smack on the head^^ Ha! I suppose Grippli would have to fall into the "Muppets of Golarion" supplement wouldn't they? Now what about the Gonzo section? Do we go with the old "whatever" definition and include odd races like Samsaran? Or do we go with the Muppets in Space revelation and have it be about the distant planets races? When I posted that after reading the thread, the first thing that popped into my head was an old party my group ran that didn't include a single core race that I dubbed "The Muppet Show". I realized after I posted that my response could be taken as very condescending, thanks for taking it in the tongue-in-cheek manner I intended it :) On a more serious note, I'd like more exploration of the Tian Xia races, their societies, and interactions in general. I wonder if the books on the subject so far have been popular enough to warrant/inspire more supplements (Like Kitsune of Golarion) or even a larger campaign guide like the Inner Sea World Guide? Has anyone seen any hint from the folks at Paizo in that direction? It always seemed to me like the Eastern themed supplements in the old DnD editions were not remembered fondly, but that's just my own impression based entirely on circumstantial evidence/conversations with others. I feel like Paizo constructed a more interesting eastern setting based on what I've read so far and I'd like to see more.
I've seen it, but I don't find it particularly distressing; players make sacrifices if they're multi-classing, even if they are just dipping. Characters with one insanely high save are just that guy everyone talks about being able to knock back the whole keg in the party, or a Rasputin (stab him, poison him, shoot him, still ticking). You can challenge them on their weak saves, use spells that bypass saves, and/or just let them shine every now and then.
This is just one of those grey areas in the rules that I feel a little DM fiat can easily repair; I echo a lot of what folks above have said - most magic items in campaigns I run just re-size to the user. The exception being armor or weapons, which I usually just allow a character take to a blacksmith or shopkeeper and resize for a small fee or simply trade out. The way I view it, shopkeepers are more likely to sell a medium longsword +1, so they'll happily trade a small one for a medium and charge a small "restocking" fee and blacksmiths can keep the leftover magically imbued materials for other projects. Upsizing is more expensive, but I allow that as well.
blackbloodtroll wrote:
Blackblood your advice is absolutely spot on for building a more effective combat maneuver character - as far dipped into Filcher as I am though, my CMB is absolutely terrible. Right now,I get to use sleight of hand for steal (filcher feature) and eventually disarm (rogue talent). I'm afraid the stellar bonuses to CMB from Lore Warden and the lesser ones from Cad would be lost on me - though I guess I could fix that with Agile Maneuvers. Knave thanks for the Risky striker suggestion, maybe that as a 5th level feat instead of Combat Expertise? Especially if I pick up a couple of Lore Warden levels.. (Agile Maneuvers, Risky Striker, with the Combat Expertise as the LW2 class ability) The more I'm looking at this, I'm seriously wishing I'd gone with a Lore Warden who would have been the most effective, or the archaeologist bard which is probably closer in flavor to what I wanted to be with all the options of bard spells. Maneuver Master monk would have been great as well, but the lawful alignment requirement is antithetical to the concept.
blackbloodtroll wrote:
Not that I know of. Sorry I didn't reply sooner I stopped checking after a couple of weeks! I know that by using the rogue I'm effectively hamstringing myself and asking for advice on building this concept as a rogue is like asking you for you best turd polishing tips. Despite this knowledge, I was forging ahead. If you were stuck with rogue and ritual suicide wasn't an option, How would any of you do a filcher build that had to include weapon snatcher? The feat tax for two weapon fighting is a good point btw, I was thinking at the time that quick steal would let me field strip people a lot faster if I could get multiple of them off a round thanks to TWF with Cestus or spiked gauntlets (so that my hands were still "free")
So I'm sitting in the players chair and I'm playing a halfling Filcher archetyped rogue and having an absolute blast in RP with him. In combat, I suck. Hard. This is new for me, as I usually optimize pretty well but I went heavily for theme with this guy and it's cost me. I'm looking for a little advice to help me accomplish what I want (better than I have laid out?) and being more effective in combat. Getting my party members to flank is like pulling teeth and I'm largely responsible for dancing around them. The idea is to build a rogue who can more or less fleece the living crap out of opponents in combat. Disarming them, taking the weapon, and stripping as many items off them as possible. Here is my current projected build (currently 4th level) Stats were 4d6 subtract lowest (reroll ones), so it's hard not to have a good set.
Current:
Projected:
I'm CN so taking monk levels outside of martial artist isn't a possibility for me (so no maneuver master) and I'm not keen on multi-classing even though I know it makes me even more sub-optimal just because I'd really like to get into some of those advanced rogue talents (especially weapon snatcher and crippling strike) ASAP. Campaign only goes to level 12.
I know that rogues are a hot topic on the board and I'm not trolling to start that conversation again so much as I want advice on this particular change. I was thinking of adding the paragraph below to my list of house rules after making a rogue for a friend's campaign and wanting to put my head through the wall because I couldn't really do anything I'd set out to do until 8th level. Before I added this to my list of home rules, what do you guys think? Reasonable? Or is there something I'm missing that may come back to bite me later? If there is a way to break this, my players will find it, and I trust you will too. Right now I'm of the opinion that this is something that should have been done when they introduced these. Rogues use their level in place of base attack when determining total CMB and CMD for the steal and dirty tricks combat maneuvers and for eligibility to feats related directly to those maneuvers. (Improved Dirty Trick, Improve Steal, Greater Dirty Trick, Greater Steal, Quick Dirty Trick, Quick Steal). Multi-class rogues use whichever number (Rogue lvl or BA) is higher.
All opinion here: I think most good players will use them as guidelines to inform role play. I've often encountered players who will break into charming and convincing speeches despite their 5 Charisma though. In that case I'll ask them to roll the appropriate skill (Diplomacy, bluff, etc) and let the attribute regulate for me. Just because a person is ugly as sin doesn't mean they can't be convincing, it just means people may not be predisposed to listen them and that's what the dice roll/penalties signify.
Espy Kismet wrote:
Oh man, so going to make an Emo Kermit Grippli witch now and pitch it just to see the look on the other DM's face before I pull out a real character. For what it's worth I think the only opinion that matters is the DMs in this case. I personally agree with everyone stating that the feat would not grow you a tail. I don't think taking racial heritage for a winged race and then taking a glide racial feat would suddenly let me grow wings either. (In my opinion) That's just silly, but if it's your group's brand of silly then I say let your freak flag fly. |
