Razorhorn

Mythic Indigo's page

29 posts. Alias of In_digo.


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I guess the chances of the double up not being the sixth volume of WotR and the first volume of Mummy's Mask are slim?


Kerney wrote:

Balthazar got a cool Christmas gift, and his story was cool Christmas gift. Very Gnomish. Thank you.

New Years Resolution for Balthazar: Be in a AP.

Maybe we can convince JJ to play nice and let Balazar be in his AP ;)

Ha! Yeah, right.


Alright, will do. Thanks for the quick response!


Hey there,

I placed a subscriber discount code on a preordered Red Dragon Boxed set, but the specific one I used will be expiring in January (not reposting code here, for obvious reasons).
Since the boxed set has been moved from December to sometime in January or February (I believe?), will this affect my discount on the item?

Thanks!


Boy, I wish I had the luck you guys have with female players!
I'm very often the one and only female player/GM in our rotating group. I was even involved in a school club which was 100% male, excluding me (15-20 people).

The few women I've played with were either girlfriend tag-alongs (which were either one-time shows, or highly disinterested in the game), or too involved with other activities to stay committed.
It sure gets lonely @-@

Although, I did have the opportunity to play a few PFS games around my area, and played with a few women there. Pity my schedule doesn't allow for that anymore.


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Newly, sorry to see that you're having these issues with your group. I know how it feels to have people turned on you unfairly after a disgruntled friend rampages through the internet with half a story.
If you're players are really this upset and unwilling to speak directly to you about it, maybe consider taking a break for awhile and letting them run their own game.


ngc7293 wrote:

Multi Class Productions created the Desperado as a Bard-Gunslinger.

I think it would fit the theme pretty well.

...that class is awesome. And so in all my games from now on.


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My boyfriend is currently looking at playing a Nightskulk in my RotRL campaign, and after reading through these comments I may be making some house rules (didn't realize they got negatives to Cha while shapeshifted - doesn't really seem appropriate. As a GM, I think I'm fully capable of role playing NPC reactions to a scary rat man, thank you very much).
I'm thinking of dropping the penalty and instead swapping it for a +2 BONUS to intimidate checks, similar to the feral mutagen Alchemists get. That way he doesn't get penalized for picking something he likes, as opposed to picking a generic human.


rgwynnjr wrote:
Sean K Reynolds wrote:

Here's a heads-up on some slayer changes I'll be implementing:

* Ranger combat style talent should say you can ignore the selected feat's prereqs, just as a ranger can.

* Add a "throwing weapon" combat style for rangers, which would be available for slayers, too.

* Add a couple more appropriate rogue talents to the list, like powerful sneak and unwitting ally.

* Replace Cha-based ninja assassinate talent with Int-based talent that does the same thing.

* Create more slayer talents.

* Find a balanced way to synergize favored target and sneak attack.

Sean, I thank paizo for all the hard work everyone is doing there.

More slayer talents - like it
Synergize FT and sneak - like it

+1 to this - hopefully all the devs get some much needed time off for the holidays!


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I have an item I'll be submitting this year, too. My only goal is to get it into the contest right now.
Starting small! Heh :)


Lord_Malkov wrote:
Scavion wrote:
Mythic Indigo wrote:
Makarion wrote:
You know, it's good to free up some stat points for charisma and/or intelligence, but if that's at the cost of widening the net for even more dervish dance abhorance... No thanks. Admittedly, it's my single least favourite feat in the game, so I may be somewhat predisposed to dislike it.
Due to the Magus, the Dervish Dance feat has left a sour taste in my mouth, too. If they are thinking of 'extending the line' to other weapons, I may have less of an issue granted they keep them balanced.
Dervish Dance is a small issue of the Magus. High Crit weapons combined with Spellstrike is what really makes it gross.

This.

The magus with dervish dance is no big deal... still does pretty weak damage as a class and has accuracy issues.

The issue is with a high crit threat weapon and intensified/maximized shocking grasps plus spellstrike. TBH, this same build would be pretty much just -4 or 5 damage per nova hit without dervish dance... which is a drop in the bucket in the overall scheme of things.

.

Oh most definitely. It's really the whole build that leaves a sour taste in my mouth. Which is why I wouldn't have an issue with them extending the feat line to other weapons. I don't want one class build to tint my lenses for an entire line of feats.

Doesn't stop my nose from scrunching up every time I hear the name of the feat, though.


Makarion wrote:
You know, it's good to free up some stat points for charisma and/or intelligence, but if that's at the cost of widening the net for even more dervish dance abhorance... No thanks. Admittedly, it's my single least favourite feat in the game, so I may be somewhat predisposed to dislike it.

Due to the Magus, the Dervish Dance feat has left a sour taste in my mouth, too. If they are thinking of 'extending the line' to other weapons, I may have less of an issue granted they keep them balanced.


Victor Zajic wrote:
I thought they were going to add some additional ways to get sneak attack damage off. Am I missing something?

Yeah, I thought that too. Oh well.


Jason Bulmahn wrote:

We think we have tracked down the problem... and are working to resolve it.

Stupid adobe.

Jason

Eeee! Excited!


Ellis Mirari wrote:

HOW CAN I BE EXPECTED TO WORK ON MY FINALS WHEN THIS IS GOING ON AAAAAGGGHGHH

sorry about that, stress + gaming anticipation = capslock.

I feel you ;_; stupid school! Why can't it wait until I'm all bored with the playtest?


The rift drake looks awesome. Also, love the fact you got a Gibrileth into this set. That one's the boyfriend's favourite so far.


I'll probably get my boyfriend to try out the rules with me this weekend. Really excited to see what you guys do for the addon Iconics.


Slayer wrote:
Favoured Target definitely needs to be easier to use.

I'd say from that, it's a yes.


This playtest includes a Slayer, Swashbuckler, Arcanist, Skald, and Shaman, all at level 1. This information is based on our play session, which took us up to the second last floor. We’ll be finishing this game December 15th.

Below I’ve included the build and feedback of each player (the players all range from newer to experienced). Note that I’m not the GM of this group, but I’m posting this on behalf of the GM in the group.
The Feedback is directly from each player, and hasn’t been edited at all.

Human Swashbuckler 1

Build:

Ability Scores: Str 12 Dex 18 Con 12 Int 10 Wis 7 Cha 16
Race features: Standard Human
Feats: Combat Reflexes, Two-Weapon Fighting
Traits: Heirloom Weapon (Rapier), Reckless

Feedback:

1. What do you not want changed about your class (or like about your class)?
I enjoyed all the defensive options I had, and I never felt helpless during an enemy's turn. Even when the burning skeleton had me down to 1 or 2 hp (I forget exactly how low I was), I was ready to use my Recovery deed when it attacked me, hoping the bonus AC would block its attack, while the 5 foot step would move me out of range of his fire aura, allowing me to heal up or even just re-engage instead of simply dying on the beginning of my turn.

2. What do you think should be changed about your class?
I kind of wish Riposte didn't require an additional attack of opportunity on top of Parry, or that the Swashbuckler could get extra attacks of opportunity without needing to take the Combat Reflexes feat, since without that feat you will never be able to Riposte.

3. Is there anything about the other classes you were playing with that you thought should be changed (overpowered, underpowered, should work a different way, etc)?
The Skald's raging song seems rather lackluster, or at least extremely situational. As a melee character I thought I'd be among the first to accept it, but losing AC as a relatively squishy character just isn't worth it for the small damage boost. Maybe if instead of giving bonus CON, and therefore bonus hp at the back end of your health, the song gave temp HP as a buffer at the front end of your health. It could make the tradeoff more worthwhile and encourage more reckless, rage-like play while under the song's effect. To balance that out they could possibly increase the rounds spent fatigued afterward?

Human Slayer 1

Build:

Ability Scores Str 12 Dex 18 Con 13 Int 10 Wis 14 Cha 10
Race features: Standard Human
Feats: Point Blank Shot, Precise Shot
Traits: Alkenstar Defender, Black Powder Bravado

Feedback:

1. What do you not want changed about your class (or like about your class)?
Favoured Target. I like the versatility and guarantees I can be of use in almost every fight (as opposed to favoured enemy), and I also like the fact that it isn’t limited in daily uses. I like that unlike a Rogue, I feel like I can be a valuable party member even as a ranged character.

2. What do you think should be changed about your class?
Favoured Target definitely needs to be easier to use. I was constantly struggling with my action economy, and there was more than one fight where I didn’t even pop favoured target once, and instead just simply chose to attack & move (and this is coming from a ranged based slayer, too). I also agree that the skills per level needs to be increased from 4+Int to 6+int.

3. Is there anything about the other classes you were playing with that you thought should be changed (overpowered, underpowered, should work a different way, etc)?
I shared the Skald’s disappointment when no one accepted his rage song throughout the entire module. As a primarily ranged character, I couldn’t benefit at all from the bonuses it provided. Hoping the skald can increase his versatility in the performance department.
I found that both the Shaman and the Arcanist had very little to contribute in regards to ‘little things’. It seemed like both classes had little to offer at first level. Once the channels had been busted out, and the three Arcanist’s spells had been cast, they were both left empty handed.

Human Arcanist 1

Build:

Ability Scores Str 9 Dex 14 Con 12 Int 12 Wis 17 Cha 16
Race features: Standard Human
Class Features - Arcanist Exploit (Potent Magic)
Feats: Point Blank Shot, Precise Shot
Traits: Bliss Bee Harvester, Freed Slave

Feedback:

1.What do you not want changed about your class (or like about your class)?
I like the exploits and the core mechanics of the class very much though to be honest they feel almost more like an archetype for a wizard than a new class.

2.What do you think should be changed about your class?
I think there needs to be more ways to gain points to my arcane reservoir or it should fill up a bit more. At low levels it works to be small but as you level consuming magic items isn't exactly something you want to be doing everyday.

3.Is there anything about the other classes you were playing with that you thought should be changed (overpowered, underpowered, should work a different way, etc)?
As it was first level its hard to say what seemed off about other classes but the Skalds rage song thing seems like it could be a bit more versatile.

Aasimar Shaman 1

Build:

Ability Scores Str 9 Dex 14 Con 12 Int 12 Wis 17 Cha 16
Race features - Incorruptable
Class Features - Familiar (Fox) Spirit (Life)
Feats: Great Fortitude
Traits: none (didn’t select any)

Feedback:

1.What do you not want changed about your class (or like about your class)?
The shaman overall feels like a decent class. I feel that with how every part of the class works it is an overall well put together package. With the exception of what I will be pointing out below, everything else of the Shaman seems quite well thought out and implemented.

2.What do you think should be changed about your class?
On the other hand, the few things I dislike about the Shaman are as follow: The spirit abilities I feel need a little bit of work. For example, the BATTLE Spirit's first ability makes you a better healer as opposed to a better fighter. Additionally the Greater Spirit ability of the Life spirit is nothing more than being able to cast 6 Stabilize effects at once, 3 + Cha mod per day. So at level 10 I get an ability equivalent to 6 orisons? Which I can use an infinite number of times per day anyway? Most of the other spirit abilities aren't terrible, but there are a few (like the ones I have mentioned) that I feel definitely need work. Additionally, if you are trying to be a healer as a Shaman, you are useless in almost every other regard. Since you don't have the ability to spontaneously change any spell to a cure spell of the same level, then it is imperative that almost all the spells you take every day be healing spells. I think an easy fix would be something simple like making the Life Spirit's starting power be the spontaneous casting, while changing the Greater Spirit power to channeling (but up to uses to 3+ Cha mod instead of 1 + Cha mod)

3. Is there anything about the other classes you were playing with that you thought should be changed (overpowered, underpowered, should work a different way, etc)?
The other classes seemed interesting, but I noticed two things: a) Our Skald's songs were basically useless in the adventure, where every time they went to us it I only accepted to buffs for shits and giggles, while the Skald was the only other person making use of it. In this instance he probably would have been better off just rolling a Bloodrager. b) The arcanist basically seemed to be a one trick pony. Honestly, he only really cast one spell through everything we played, but afterwards it was a kind of "well that's all I can do" feel I seemed to get off of the character. The revision was nice and flavourful, but still needs some tinkering with in my honest opinion

Half-Orc Skald 1

Build:

Ability Scores Str 14 Dex 12 Con 13 Int 10 Wis 10 Cha 18
Race features: Standard Half-Orc
Feats: Extra Performance
Traits: Reactionary, Armor Expert

Feedback: The skald wasn’t able to provide feedback in time, and since the playtest is moving so quickly, I wanted to post these before their feedback became obsolete.


Oh dear :( I hope you guys aren't too overloaded.
Well, I eagerly await! Thank you for the reply ^^


Well, now that it's over...
Any idea when all the sale orders will finish shipping? Just wondering when I can expect to see a shipment confirmation ^^

Thank you!


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Paizo doesn't have an official way of blocking a poster, but there are third party applications.

For instance Ignore


thistledown wrote:
One of the benefits of the feat is "having the feat". So I'd say that counts.
Stephen Radney-MacFarland wrote:
As written right now, no. But I am leaning toward having it count toward that feat or just making it the feat in final development. It is something the design team will discuss in the coming weeks.

Looks like it ain't so, at least not yet. Hoping it changes, though.


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I know I'm going to be shot down for this, but I can't help but keep thinking 'Master of the Mana Wastes' for this class.
Come on, doesn't this just scream Primalist caster?


Seraphimpunk wrote:


ahh, haven't paid much attention to the mythic stuff.
level to precision damage would be great like the Duelist.
They love putting incentives to remain single classed in, so I don't see that as being a deterrent, like paladin smite, cavalier challenge damage, etc. though those are daily abilities, and this would be at any time, not even requiring flank like a rogue.
which suddenly strikes me as overpowered. at least gunslinger its flat +dex for musketeer , for duelist it is listed as precision damage and not subject for creatures immune to crits, and its a PRC so it naturally caps at 10 towards the full 20 level career.

I only see Swashbuckler as Gunslinger in the Grit usage.
For PFS, you'll never be able to see a Swashbuckler with a gun, since you can't multiclass into gunslinger, and guns are restricted to gunslingers =P , so by having Swashbuckler as an Advanced Class w/...

For home games, I think there's supposed to be an archetype that grants them firearm proficiency. I say home games, because as far as I know, PFS hasn't allowed any firearm themed archetypes in the society beyond the ones that alter the gunslinger directly. So I'd be surprised if they did this time around.


Stephen Radney-MacFarland wrote:
As written right now, no. But I am leaning toward having it count toward that feat or just making it the feat in final development. It is something the design team will discuss in the coming weeks.

Thank you for the response! I'm hoping, like most of the other posters, that it can count as the feat.


TarkXT wrote:
In_digo wrote:

There's plenty of reasons to continue playing a Rogue.

1) your GM only allows Core Rulebook
2) your GM only allows Core Rulebook & APG
3) your GM doesn't allow Investigator, Slayer, Swashbuckler, Ninja, or Vivsectionist
... Yeah.
Well darn! Guess I'll play a Bard then.

Poor Rogues. They just never get a break, do they?


(Excuse me if this is posted in the wrong forum, not exactly sure where these questions go. Also apologies if this is answered somewhere else.)

I've got a player designing a Swashbuckler, and we're not sure if his Swashbuckler Finesse counts as Weapon Finesse in regards to feat prerequisites. I looked over the ability and it doesn't explicitly state the Swashbuckler gains Weapon Finesse as a feat, even though the class gets the 'benefits' of the feat. By RAW, does this currently mean that Swashbucklers must take Weapon Finesse separately to qualify for any feats that require it?


Finished the survey. +1 to seeing the results!