Laughing Elf

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Organized Play Member. 308 posts (316 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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Nyaa wrote:

Path of War Expanded

Lightning Liz, human mystic 10

Elemental Vortex (Flux 5): +8d6 electricity damage:
0.85*(24.5+42)+0.3*2*0.85*24.5=69.02

Time Thief's Talons (Hourglass 5): +2*IL (20) damage:
0.85*(44.5+14)+0.3*2*0.85*44.5=72.42

Six year later I realized I didn't actually try to squeeze as much damage as possible from the most broken discipline, aptly named Broken Blade.

Changes from the build above: dex and str swapped, weapon finesse and deadly agility replaced with power attack and furious focus, weapon replaced with greatsword. Strike is changed to Steel Flurry Strike, boost is changed to Iron Knuckle.

7 bab, 6 str, 1 weapon, 6 insight, 2 circumstance, -2 strike, -2 power attack = +18 to hit
7 bab, 6 str, 1 weapon, 6 insight, 2 circumstance, -2 strike = +20 to hit on furious focus attack
2d6 weapon +9 str +6 power attack +5 glyph +2 discipline focus +5 collision, +1d6 shocking +2d6 stance +3d6 strike +4d6 boost = 2d6 + 27 + 10d6 ~ 34 + 35 damage

0.85*(34 + 35)+0.2*2*0.85*34 (furious focus attack)
0.75*(34 + 35)+0.2*2*0.75*34 *2 (second and third attacks)
194.11 dpr if I did the math right. Apparently it's still lower than 3 years old pfs-legal build.


Cardinal A. Thorn wrote:

Automatic Bonus Progression

As written in Unchained?

Cardinal A. Thorn wrote:

3PP will be considered

Please consider Spheres


Jereru wrote:
Um, what was the nerf to Unarmored Training?

It used to be 2 + 1/2 AC which was admittedly a bit high, but most importantly it didn't require a second feat and level 8 to work while polymorphed.

Brawling now costs +3.
Wild now (as per FAQ) applies armor check penalty and speed decrease only if you have wild property and thus benefit from armor bonus while polymorphed (magic), on top of still costing +3.


Ubo the Talker wrote:
the list of un-nerfs

Would that list include Brawling or Wild armor properties or Unarmored Training combat talent by chance?


Very interested.
My first character will probably be spheres shifter on one side, prodigy or hedgewitch on the other side, focused on Alteration (duh) and Life, aiming for roles of melee/buff/heal.

Which tier do you guys look forward to playing the most?

Tenro wrote:
illithid

Here's PF Illithid by DSP. It's not named such as it's product identity of 3.5 and thus doesn't fall under OGL.

Going by official monsters as PCs rules, being CR8, at tier 8 it will eat whole one side of gestalt.
At tier 12 that side will look like illithid 8 / class 5 (1 bonus level for 4 levels gained).
at tier 16, illithid 8 / class 10 (2 bonus levels for 8 levels gained)
at tier 20, illithid 8 / class 16 (4 bonus levels for 12 levels gained). Bonus levels will stop here as 4 is half of 8 (original monster's CR).
That being said, at-will save or die, mind control and teleport are not likely to be allowed as-is.


Does Akashic Dabbler account for existance of Circlet of Brass?
Does starspray benefit from damage-increasing boosts and stances? Can it be used to deliver strikes?

Why do fundamentals get only 1/2 nova spell rank to DC? It basically forces the use of heighten to keep up with saves scaling.
Now that I think about it, Spellburst Savant could really use passive DC bonus, like 1 per 4 levels, to justify using spells that allow a save, and not shooting things with starspray and using actual spell slots for buffs and utility.


Insain Dragoon wrote:
Wish that blade skill wasn't attached to any archetypes though.
Quintain wrote:
It still doesn't allow for customization. I'm talking a weapon stat combination that simply doesn't exist in the tables.

Have you tried not playing D&D, but something more modular and customizable instead?


Quintain wrote:

No, I want versatility. I like to customize. Customization doesn't necessarily lead to greater damage. The items in my list that I posted above aren't necessarily part of a single weapon, but elements of all of them. The point system in the Weapon Master companion book gives a staff-like weapon with x3 multiplier that is a monk weapon or a tripping weapon.

I want that as a possibility.

Discipline Blade Shapes


If we are comparing non-PoW martials to PoW martials it implies PoW is available. There is initiating archetype for Soulknife in PoW.
Per this book, it's compatible with Gifted Blade.
Warsoul, Gifted Blade Soulknife 5 qualifies for Awakened Blade, which is not limited in maneuvers level and have actual class features (that might or might not be more powerful than entire other classes).
Warsoul and Gifted Blade are compatible with Psychic Armory, which is Wis-SAD ranged martial that can have AoE attacks and isn't afraid of melee either.
Then you have Fighter's Blade feat from UPsi and a trait from this book that increase effective mindblade level by 4 and 2 respectively, allowing up to 6 levels of dips...


KahnyaGnorc wrote:
With Psionic Knack, he manifested at level-2 (Powers known and PP/Day at level-4).

That's wrong. ML from Psionic Knack is for all purposes a real ML. Psion 2 / something 2 / psion 1 have ML5, PP of level 5 psion, and can select 3rd level powers.


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Path of War Expanded

Lightning Liz, human mystic 10

Spoiler:

Material used: PoW, PoWEx, UPsi
Ability Scores:
STR: 10 (+0)
DEX: 22 (+6) (15 base, +1 level, +2 racial, +4 belt)
CON: 14 (+2)
INT: 12 (+1)
WIS: 16 (+3) (13 base, +1 level, +2 headband)
CHA: 8 (-1)

HP: 68 HP (10d8+20)

Saving Throws:
Fort: +8 Ref: +12 Will: +13

AC: 35, 25ff, 22t

Attacks: +3 keen rapier +16/+11, 1d6+11+2d6, (15-20/x2)

Special Abilities:
Elemental Flux Stance (air): +2d6 electricity damage, +4 dodge AC, +4 init
Animus (4)

BAB: +7

Feats:
H:
1: Weapon Finesse
2B: Deadly Agility
3: Discipline Focus (Elemental Flux)
5: Craft Wondrous Items
7B: Craft Magic Arms and Armor
9:

Gear:
62000gp, up to 51500 of which can be used to craft, for 113500 total
32320 +3 keen rapier
10100 +3 mithral chain shirt
5000 +2 mithral light shield
16000 +4 belt of dex
4000 +2 headband of wis
9000 +3 cloak of resistance
8000 +2 ring of protection
8000 +2 amulet of natural armor
21080 left

Liz initiates Assay Resistance (Flux 4) as a swift action, adding 2d6 electricity damage, ignoring 25 points of electricity resistance and all DR with next attack;
activates Fire glyph as a move action, paying 1 point of animus, gaining +2 circumstance bonus to attack and +5 fire damage;
applies Anima Burn (2 animus, +5 damage) and Enhance Maneuver (1 animus, +2 insight to hit) to her next maneuver.
Her single attack becomes +20, 1d6+21+4d6, (15-20/x2). Hit chance is 0.85.

Standard attack (which she can't make, because Anima Burn and Enhance Maneuver only apply to maneuvers):
0.85*(24.5+14)+0.3*2*0.85*24.5=45.22

Elemental Vortex (Flux 5): +8d6 electricity damage:
0.85*(24.5+42)+0.3*2*0.85*24.5=69.02

Time Thief's Talons (Hourglass 5): +2*IL (20) damage:
0.85*(44.5+14)+0.3*2*0.85*44.5=72.42

Note that while Glyphs last multiple rounds, mystic can get only 2 animus per round, so his average DPR will be a bit lower. On other hand, strikes are standard actions.

What do we have here? POW OP OUTDAMAGES BARBARIAN NERF BAN CORE MONK initiator with almost double WBL deals the same damage as an archer while having to be in melee, and fails to outdamage a druid and his kittie, or blaster wizard.

Let's optimize a bit more, shall we?
Liz spends 18k more gp to make her rapier +1 keen shocking collision (UPsi, +5 damage for +2 bonus) one, and spends all the animus on Enhance Maneuver (3 animus, +6 insight to hit). Her single attack becomes
7 bab, 6 dex, 1 weapon, 6 insight, 2 circumstance = +22 to hit
1d6 weapon +6 dex +5 glyph +2 discipline focus +5 collision, +1d6 shocking +2d6 stance +2d6 boost = 1d6+18+5d6 damage

Standard attack:
0.95*(21.5+17.5)+0.3*2*0.95*21.5=49.305

Elemental Vortex:
0.95*(21.5+45.5)+0.3*2*0.95*21.5=75.9

Time Thief's Talons:
0.95*(41.5+17.5)+0.3*2*0.95*41.5=79.705

Still can't outdamage a druid. Synth deals TWICE as much damage. Can I have full spellcasting now?


Skylancer4 wrote:
The class was solid by just about every critical opinion when DSP put it out. So what is so unviable about it in your opinion?

Soulknife is solid T4 class. Guess that was fine back in UPsi days, but with PoW and Akashic Mysteries where pretty much all the classes are T3, soulknife needs a little buff.


Cassandra Lupin wrote:
Where is this Brutul Slayer Archetype?

Playtest discussion thread (with documents links), archetypes doc.


There's also a trait to switch disciplines. And Brutal Slayer archetype that grants Primal Fury and Black Seraph and generally fits the image of angry werewolf.

I have a concept of something anvil-ish, character should be ready in a day or two.


GM Kingslayer wrote:
Any more questions?
Nyaa wrote:
Are FCBs restricted to races as per RAW, or any race can take any FCB? How many favored classes does one select in gestalt, and how many boni per level does he get?


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List of applications, newest first. Please forgive me if I missed someone.

Hammer
Surasshu - Barbarian|Samurai
Zartana - Fighter|?
Roonfizzle Garnackle - Rogue|Aegis
Kree Dera - Ranger|Paladin
Jonathan Haykes - Swashbuckler|Slayer
Shi'Vatha - Unfettered Eidelon|?
Killari Nightshadow - Warder|Ranger
Ra'hl Rogarvia - Ranger|Bloodrager
Adolpho Fiel - Swashbuckler|Magus
(HighonHolyWater) - Gunslinger|Inquisitor
(Wondering_Monster) - Inquisitor|Shaman
Kaalik Coaltongue - Sorcerer|Oracle
(Gigar) - Mindchemist|Ranger
"Owl" - Slayer|Bard

Arm
Lineera Vonarc - Oracle|Witch
Ciana Andu - Cleric|Bard
Unnamed Hero - Oracle|Sorcerer

Anvil
Alazendi Greysilk - Wizard|Bard

Are FCBs restricted to races as per RAW, or any race can take any FCB? How many favored classes does one select in gestalt, and how many boni per level does he get?


GM Kingslayer wrote:
*3PP Material- You may propose 3PP material as well. Assume that 3PP material is allowed unless it violates the sci-fi caveat above. Kingmaker is not a place for laser cannons or robots, even though they are super awesome in most other campaigns....

Ultimate Psionics, Path of War, Path of War Expanded playtest that is mostly finished?

Are there more "balance" or difficulty changes to the campaign than aforementioned Legendary Locations? IIRC Kingmaker is rather low-OP numbers-wise and gestalt makes it even easier.


Elricaltovilla wrote:
For some reason, I can't access the paizo forums from anything except my phone. If I try to log in all I get is a failure to connect screen. I'll work on fixing this as soon as I can.

Can you read forums and other pages that are on http, not on https like login and reply pages? If so, update your browser(s). Paizo stopped supporting some old encryption method for https recently. Now I can't post from my necroOpera too -_-


Elricaltovilla wrote:
Like I said, I enjoy rolling big piles of dice though. That's a personal thing and I'm not going to subject anyone else to that preference unless they're in a game with me :P

I guess this is not really the right place to ask why does claws of the beast use special (and significantly less powerful at higher levels) size-damage table when it could use regular one, but I'll ask anyway.


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I've read this s$@#storm discussion and have to agree Golden Lion Style should be limited in some way, probably once per round per ally.


I don't see Piercing Thunder Style making 5ft steps provoke.
Also, Lunge. Ranged maneuvers. Teleporting maneuvers.


You can find few insights on how NOT to run this kind of game here http://paizo.com/campaigns/v5748p75hokb5/recruiting&page=1. Mostly on pages 2 and 3.


Elricaltovilla wrote:
by taking a -2 penalty to AC for the round. You must decide to use this ability before any attacks are made.

Is it really necessary? Sounds annoying to use. Maybe -2 to attack when attacking adjacent targets? Or said targets get +2 to attack you until the beginning of your next turn? Something that's not another moving part but a passive ability.


Well, if you want to buff wizards... Allow him to pretend to be a psion and to prepare mage armor in higher level spell slots, gaining +1 armor per spell level, to a maximum of +12 when cast from 9th level spell slot.


ErrantX wrote:
Clarify please. This is something that Knives and I will have to discuss as I wrote Moon and he wrote Mirror.

Both level 4 maneuvers are standard actions, both level 7 maneuvers are swift actions.

Mirror 4 have range of medium (170ft when first obtained), Moon 4 have range of move + move. It might be argued that teleport-strike-teleport is better than teleport-strike or strike-teleport, even with lower range.
Mirror 7 have range of long (920ft when first obtained) versus Moon 7 double movespeed, and it have additional effects.
What am I trying to say is that Mirror maneuvers' range look way too high, especially when there is Moon, which looks move focused on teleports overall.


Lazlo.Arcadia wrote:

Spells which introduce “Game Breaking Mechanics” (GBM) which allow the players to simply circumvent the realities of the harshness of life will either be banned or see heavy rework before being allowed in the game. These include a lot of the Divination (Detect X), Summoning magic, Teleportation magic, and spells which completely remove certain challenges such as Create Water, Resist Elements, etc. Magic as such under the LCM ruleset is much more limited in its scope of just how far it can be pushed.

That's not how you write campaign wiki. You make adjustments to spells you consider offensive and post these adjustments. Currently it just sounds like a dynamic way to keep players on the rails.

Lazlo.Arcadia wrote:

Blocking / Parrying

You can sacrifice 1 BAB and convert it to a + 2 “dodge” bonus for AC, unless you are using a shield. When your base attack reaches + 4 this advances to 2 BAB for a + 4 bonus to AC, and continues to scale at + 8 and + 12. With a medium shield you convert with a ratio 1 to 3, and a large shield at 1 to 4.

Am I reading it correctly that level 20 Fighter with a large shield can lower his attack by 6 to get 24 dodge bonus to AC? Or it stops at 12 for -4/+16? Either way, how does it make combat more dangerous?

Lazlo.Arcadia wrote:

https://lazlo-cos-pathfinder.obsidianportal.com/wikis/magic-items

It's empty. That's bad.

Lazlo.Arcadia wrote:

Prestige Classes are allowed but require a solid RP / campaign reason for joining (it is not merely choosing the right skills and feats). Only one prestige class may be taken by any given character, choose wisely. Prestige class levels may never exceed the lowest level the character has in their Base / Core class. EX: Fighter 3/ Rogue 5/ Assassin 3

and whole magic section breaks game design rule #0: "you shouldn't try to balance OP mechanic by making it annoying to use".

Overall, I don't see how any of these rules make campaign "low-magic". Said campaigns are usually guilty of not giving player characters appropriate WBL and not using encounters of lower CR to account for that. But I couldn't figure out even if that's the case from the wiki.

And the final question: have you tried not playing D&D? There are systems much more suited for running "low magic" and gritty campaigns than Pathfinder.


I'm sure that if you provide a non-convoluted way to have two traits, both of which look Combat, to be available to the same character, DSP would listen.

Speaking of power creep, I've asked on gitp before, but didn't get any answer. Please explain the thought process behind Fetch's Wrath (Mirror 4) range compared to Flicker Strike (Moon 4) range, and Mirror Demon's Waltz (Mirror 7) range compared to Fade Through (Moon 7) range.


Insain Dragoon wrote:
Also hasn't it been stated that Path of War has a different balance point than the usual DSP stuff, so what's new?

Can't remember ever seeing that. And while PoW:E classes are a bit higher in the tier list than PoW ones thanks to supernatural class features and disciplines, they are still miles away from T2 which includes things like master summoner and spontaneous full casters.


http://tome-of-radiance.wikia.com


IMO totem, essence forged weapons, hand cannons and any other weapon-like receptacles should all work the same way. I find it weird that cannons have predefined sub-optimal abilities and require 2 essence per 1 flat enhancement bonus, essence forged's abilities can be set on creation (and for 5000gp per pop it would be weird not to have at least holy and unholy one) and totem's abilities can be changed as a swift action without any limits, including holy, unholy and bane, not to mention vampiric regeneration up to 16 from bind.
Speaking of which, "any successful attack" should be reworded, to prevent abuse of kittens, trees and ground.


Does ammo from Magic Bullet Theory persist after encounter is over and mystic no longer have animus? Does it work with revolvers and modern firearms with clips?


Grimserver wrote:
no full casters

You do realize that's whole three tiers worth of classes, right? Team T3 of magus, bard, warpriest and alchemist is a perfectly viable adventuring party. Team T5 of fighter, rogue, cavalier and swashbuckler not so much.


StygianRose wrote:
He can also pick up reach in addition to this, but lacks the dex for combat reflexes.

That's where you dip Warder. Or dip Warder four times because Hulking Smash stops scaling at 16.


How many days did it take your players to completely clear Horn? Where did they rest? I've counted 8 to 12 CR6 encounter equivalents, which amounts to 2 to 3 adventuring days minimum.


I'm contemplating false priest sorcerer for this campaign, but I somehow doubt The Church sells scrolls. Who would buy them in Talingarde? Maybe they will sell or even give them for free to the fellow Mitran? rolls bluff
Well, if nothing works, guess I can resort to good old robbery I guess.


Guess nobody have PoW1 thread in RSS any more?

Does Steelfist Commando's Bonus Feat replace Warlord's Bonus Feat, or it's additional class feature? If it's the latter, wording is really awkward. In Ultimate release, it probably deserves another name or should directly state it's an addition, should give bonus feats at 6 14 and 18, and Unarmed Combat and Powerful Pugilist shouldn't replace anything.


Does Steelfist Commando's Bonus Feat replace Warlord's Bonus Feat, or it's additional class feature? If it's the latter, wording is really awkward. In Ultimate release, it probably deserves another name, should give bonus feats at 6 14 and 18, and Unarmed Combat and Powerful Pugilist shouldn't replace anything.


Templates' CRs are all over the place. Bipedal, half-medusa and quadrupedal are barely worth +1. Half-elementals and half-rakshasa are weaker than half-fiends and half-celestials but have +1 more CR.


Even beta doc has "this does not increase the area the Harbinger threatens" clause. Spinning Flurry Rush has "All adjacent enemies" range.


Does Power Stone Repository customization qualify Aegis for "Ability to manifest X power" PRCs? Harness Power Stone?


Forge of the Will doesn't specify which +1 special qualities are allowed, and Bane is +1. Is it intentional?


Has it been decided which disciplines should Harbinger have? Playtest doc still lists Primal Fury.

Would it break anything if Accursed Will was to grant minimum(INTmod; level) to hit, damage, fort and ref right at level 1?


I remember there was someone who sneak attacked anyone suggesting ability to choose from a list of disciplines?


Skylancer4 wrote:
Or are combat manuever feat lines just more "poor design"?

Yes they are. Not to mention they became lines when they were single feats in 3.5, two to three feats gets you maybe 50% chance of success versus non-humanoid opponents. If that's not poor design, what is?

Skylancer4 wrote:
to the point you could probably throw available maneuvers in a hat and pull them at random and still get a workable character creation

And that's a bad thing?

Try that with core wizard, you'd be surprised. Or better, cleric or druid. Don't like your pull? Duh, change it next morning.


Skylancer4 wrote:
but the ability lasts long enough

I don't think enemies will last long enough. Without Split the Stream, Riven Hourglass adept has three standard actions during surprise round and two on the first round. With it, it almost doubles to five and four respectively, and that's without Sleeping Goddess Style trick. With that trick, it's five/six, and six on any following rounds. Not that it really matters as I really doubt anything level-appropriate survives even three strikes.


Reposting again, as GITP is way too fast. If I use Beat the Clock with Extended Defense, do I get infinite standard actions?


DMJB83 wrote:
balance

You keep using that word... Do you have each and every spellcasting class banned so Deadly Agility (which I personally give for free with bunch of other things like Weapon Finesse and Point Blank Shot because f&~$ feat taxes) is your only concern?


DMJB83 wrote:
So if my new prerequites are to stiff by all means help me tweak them, but dont tell me to leave it as is because as is I'll just have to tell them no. Thats not the direction I wanna go.

Well, if your direction is to tell us you are better at game balance than DSP, I'm afraid we can't help you.


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Guess I'll repost it here since it didn't get any love on giantitp.
video


Neurophage wrote:
Path of War, bro.

Nope. Ex maneuvers just hit things really hard and maybe replace a save. All utility stuff is in Su disciplines.

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