Lord Soth

Markus Freeman's page

Organized Play Member. 26 posts (1,144 including aliases). 1 review. No lists. No wishlists. 10 Organized Play characters. 9 aliases.



6 people marked this as a favorite.

Year of the Murder Hobo


1 person marked this as a favorite.

I always felt magic items adjusting to the size of the wielder, or at least within one step. So, a medium longsword adjusts for a small or large character.


1 person marked this as a favorite.

Pathfinder 2.0/2nd Edition/Revised Wishlist

All Classes have a minimum of 4 skill points per level. I have felt that skills are important to EVERYONE. I enjoy skills for flavor as much as I enjoy them for crunch. Its never fun, however, to play a class with only 2 skill points and be forced to pick ONLY two skills.

Feats are more streamlined and grow in power. While Power Attack, Combat Expertise, Deadly Aim, and Toughness scale in level, I feel other Feats could benefit from a similar treatment. Vital Strike, Two-Weapon Fighting, Iron Will, Lightning Reflexes, Great Fortitude, Weapon Focus, and Weapon Specialization are all good examples. It will reduce those Feat-starved builds and make each choice feel important and less of a boring requirement.

Revision of the Fighter/Monk/Rogue classes. Why play a Rogue when you can play a Cryptbreaker Alchemist, Vivisectionist Alchemist, Archaeologist Bard, Ninja, Ranger, Samurai, Pugilist Barbarian? My point is that it feels like the core classes do not shine when all their unique toys are given to someone else. As a whole, all the other classes feel balanced but the three mentioned have not aged well since their introduction or designers have refused to address key issues.

Scaling AC. As a character grows, all of his defenses should do so as well, including the aforementioned ability to dodge a melee attack. Common sense, really.

Support for Dexterity based combatants. Its a classic fantasy trope however it feels like a player has to jump through hoops to make it effective. Weapon Finesse is all fine and dandy. However, there are no Core options save a Mythic Feat to access the coveted "DEX to Damage." The Agile weapon enchantment, Dervish Dance, and the Aldori Swordlord PrC (all non-Core options) can address this, but only in limited ways. There really is no reason NOT to address this.

Less MAD class design. Some classes require 3-4 ability scores to function, some only require one. As a whole, the game would benefit from it. I would take a page from 4E DnD in how saving throws and attacks could trigger off of two different ability scores. Overall, it would be a good mood.

Make options available, not tedious. I say that because there are some options within the game that feel barred by extensive requirements, notably some feats in order to make certain fighting styles viable. I discovered recently how utterly inferior the crossbow is compared to the bow. Harsk, the Iconic Ranger with a crossbow, is really an example of false advertising. This piece and can go back to previous points. Don't restrict fun!

Off the top of my head, this is all I have. Thanks!


1 person marked this as a favorite.
Tels wrote:
GM Kyle wrote:
Every time Dervish Dance is mentioned, James Jacobs kills a goblin. Think about the goblins.

REALLY?!?!?!

** spoiler omitted **...

Considering James killed all of those goblins, none Tels.


3 people marked this as a favorite.

We're comparing apples to oranges. Before Mythic Adventures is even considered, STR based Fighters are superior to DEX based Fighters in damage every time. But do you know what? A DEX absed Fighter is going to be built differently -- he's going to likely be using different actions in combat opposed to attacking each round. Trip? Yes. Disarm? Yes. Feint? Yes. Traditionally, DEX based characters use light armor to retain mobility. When I think about such a character, the Duelist PrC comes to mind. So, what is it that everyone is really worried about? Every player has the right to have fun and if something allows their concept to work better, are you really going to be that guy who says, "No, that won't be fair to X since he uses Y to do Z?" This thread has already pointed out numerous GMs do what this feat does in their home game without issue. People should be having fun, not crying wolf because they don't like something unless its a genuine issue.


1 person marked this as a favorite.

So, I read this suggestion for the moment of Ascension and giggled.

Passed On: The character is present at the death of
a powerful, or perhaps even mythic, creature. In its
final moments, it passes on its power to the character,
granting mythic abilities. Alternatively, it may not be
given voluntarily, but instead taken upon the death of
the mythic character. This might even be the way that all
mythic power is gained in a campaign.

This reminds me of slaying dragons in Skyrim and sets up that sort of campaign if you're interested. Skyrim aside, dragons are traditional and are supposed to the smartest, most powerful creatures in most settings so I could easily see using this as a means of gaining Mythic ability.


1 person marked this as a favorite.

Dramatics:
Richter: Die monster, you don't belong in this world!
Dracula: It wasn't by my hands that I was once again given flesh. I was called here by humans who wished to pay me tribute!
Richter: Tribute? You steal men's souls and make them your slaves. Mankind ill needs a savior such as you.
Dracula: What is a man? But a miserable little pile of secrets. But enough talk -- have at you!

I feel that Dracula should have a higher AC if he represets a CR 18.


1 person marked this as a favorite.

I need to create Richter Belmont to combat this foe...


1 person marked this as a favorite.

Fighter Archer - Best DPS archer in the game. No one out damages him but he is a bit of a one trick pony and like any other Fighter, has inherent weaknesses.
Ranger Archer - Is a lot more versatile with better saves and a better skill list. He can get good archer feats earlier through the archer tree without pre-reqs which can make him a viable switch hitter.
Zen Archer - The Zen Archer is the most mobile and has the best defenses with early access to key archer feats.

All of the archers are awesome and depending on if you want to be a rank and file military archer, a woodland hunter or a spiritual archer it comes down to flavor, really.

Personally, I like Flurry of Blows with my Zen Archer's Longbow.


1 person marked this as a favorite.
Male Human (Cheliaxian) Paladin 2

Grapple (Mellany) 1d20 + 6 ⇒ (8) + 6 = 14

Aleksandyr's senses are manipulated as an overwhelming rush of affection sweeps over him. He feels drawn to Mellany and his enemies seem unimportant as he eyes the witch. "My love," he coos, lowering his sword arm and shield arm and moves to embrace her. He attempts to embrace her ignoring the fact combat is going on around them and he's wearing a thick set of armor.


1 person marked this as a favorite.
Male Human (Cheliaxian) Paladin 2

I'm pretty sure a molotov cocktail to the face means initiative.


1 person marked this as a favorite.

Due to my deployment to the middle east, I am unable to attend GenCon this year. Last year I wasn't able to play in any PFS scenarios without previously registering. If your room is three times the size of last year, I hope this means players won't be turned away from playing because they didn't schedule their entire weekend with events. I think it would bring in a larger draw of players if anyone can walk off the street, pick up an pregen, and get roped into the game. Being told, "You'll have to wait to see if there are any slots" was very disheartening.


1 person marked this as a favorite.
Male Elf Wizard 1

Rimblesnuffin's Fine Jewelry and Millis Manor

I'm really beginning to enjoy narrowing things down.


1 person marked this as a favorite.

I'm not overly familiar with gestalt characters and have seen various threads addressing combinations of classes for this variant of the game. Could someone give me a run down of how gestalt rules work? I'm aware it was common during the 3.x era for DnD however I'm unsure if it works just the same for Pathfinder with their various changes to the ruleset. Thanks ahead of time.


1 person marked this as a favorite.

With these consoles 1-2 years away from launch, I won't believe anything until Microsoft, Sony and Nintendo offically launch their products. You know what is going to suck? If the new business model is completely digital, prices won't drop.


2 people marked this as a favorite.

Personally, I think the Monk should be able to have Masterwork unarmed strikes by level 2 or 3 so by level 4, they can enchant their own fists.


1 person marked this as a favorite.

Tengu Iconic...?


1 person marked this as a favorite.

Monk equipment. The monk's ability to apply their scaling unarmed strike damage to a weapon is needed. By removing that ability from the brass knuckles, I feel all you did was hurt the class. I don't understand why there is not already a better fix than the terrible Amulet of Mighty Fists. A lot of people have already mentioned it, I think it needs consideration.


3 people marked this as a favorite.

Rangers are awesome because:

Full BAB Class
6 Skills per level
A very wide selection of useful class skills
Bonus combat feats they don't have to qualify for
Minor spellcasting

Honestly, they're one of my favorite classes. :)


1 person marked this as a favorite.

Welcome to Infinite Dungeon!

Infinite Dungeon is a campaign based on a dungeon crawl experience with a heavy emphasis on dungeoneering, combat, and exploration. While the game will place less of an emphasis on role playing encounters, having strong writing skills (or the ability to narrate an interesting character) is mandatory to participate in this game. Below are the guidelines for this game.

Character Creation:
1st Level
25 Point Buy
2 Traits
Max Hit Points
Average Wealth
Source Material: Core Rulebook, Advanced Player’s Guide, Ultimate Magic, Ultimate Combat (see House Rules for details)

House Rules:
1. No Archetypes
2. Only Core Classes (no Advanced Player's Guide, Ultimate Combat or Ultimate Magic classes)
3. Only Core Races (no Bestiary races as PCs)
4. Banned Feats:
- Leadership
5. Modified Feats*:
- Agile Maneuvers: Is no longer a Feat, applies to all Finessable weapons
- Combat Expertise: Combat Maneuver instead of a Feat
- Deadly Aim: Combat Maneuver instead of a Feat
- Dervish Dance: Feat applies to all Finessable Weapons
- Power Attack: Combat Maneuver instead of a Feat
- Vital Strike: A single scaling Feat that improves at 11th and 16th levels similar to Improved Vital Strike and Greater Vital Strike
- Weapon Finesse: Is no longer a Feat, applies to all Finessable weapons
- Weapon Proficiency: Now a Trait instead of a Feat

* Modified Feats are inspired by DM Ryuko.

Expectations:
1. Character applications will be submitted replying to this thread, with three spoiler tags: one labeled "Character Sheet" with your character's crunch, the second labeled "Writing Example" with a one to three paragraph example of your writing involving your character, and the third labeled "Questions for the GM" for all your questions you have for me.
2. Characters should be very flexible. Min-maxing is discouraged and a well rounded character is preferred with flesh out personality.
3. Posting is expected to be daily with a minimum of five days a week, Monday-Friday. Weekends will be "off days" but you are free to post as it is not expected.

The setting for this campaign is in line with the title: Infinite Dungeon. This game is not set in Golarion or any other established setting. At the beginning of the game the characters will be introduced to the dungeon crawl and will spend the majority of their adventures within a massive, sprawling dungeon. I look forward to seeing your applications and will close recruiting when I see fit. Thank you.


1 person marked this as a favorite.

From Ultimate Combat the Martial Artist archetype removes your access to a ki pool however the Abundant Step ability remains with a requirement of a ki point. Can anyone recommend a new ability to replace Abundant Step that maintains the flavor of the archetype? I'd like to see multiple options and present them to my GM.

Improved Exploit Weakness (Ex)
At 12th level, the martial artist's ability to exploit his  enemies weaknesses improves. The effects of Exploit Weakness no longer last until end of turn but until the end of combat.