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1,618 posts. Alias of Marcus Robert Hosler.


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The important part of the Batman is perfectly captured by the wizard class.

1. Exponential increase in strength with prep time.

2. Nearly unlimited money.

3. Smarter than everyone else in the party.

And hey, a level 8 wizard would beat Bruce Lee in a fist fight.


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I have a pretty in-depth way to run a Pathfinder game without resonance:

Play 1e


Hey look at it this way, if 2e flops, they will go back to making 1e material.


GURPS Fantasy Classes


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The shifter is why my group has zero hype for 2e.

You can't drop the ball that badly as a company and expect people to assume your new edition is going to be good.


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Who is ready for the new meta? Summoning wands to Summon monsters to use level 1 CLW wands.


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Tectorman wrote:
So it’s okay to run roughshod over someone else’s sensibilities as long as it’s not explicit?

Yes.

Sensibilities are just that. Sensibilities. If someone was religiously against magic and people playing wizards or the DM pretending to cast spells as a bad guy upsets that person, then they can just deal with it.

Same if you have a problem with objective morality in a setting. That's a "you problem".


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Tectorman wrote:
Rhedyn wrote:

This is worse argument I've ever seen as to why alignment should be gotten rid of.

It can cause hurt feelings? Are we being serious here? Everything can cause hurt feelings!

The alignment system doesn't make sense. It's a roleplaying tool. But it hurting feelings is no where near the top reason to not have it. Pffffff

Avoiding hurt feelings is why Horror Adventures has that section about consent. There are themes that can potentially take a player to one of their darkest most personal places, making them feel endangered or attacked by having those things brutally forced in their faces with no regard for their feelings.

Hurt feelings are why you don’t just start an adventure with all the characters in a dungeon having been brutally tortured/raped without getting the players’ explicit consent ahead of time.

PossibleCabbage wrote:
It's really kind of jarring to me how people can read that section of Horror Adventures about consent and jump right to the conclusion that "the most upsetting thing that can happen to me in a game is being told 'no' or that the thing I did was not acceptable." Like that is what upsets you?
That section in Horror Adventures is there because the themes that that section has all those warnings about are the sort can potentially be very traumatic and deeply personal. A person’s views about what good and evil are and how they fundamentally work are not at the same level of traumatization, but they are just as personal and just as sacrosanct. A player shouldn’t have to expect that he or she might have child rape sprung on them in the game. Okay, so why is taking their sense of morality and expecting them to just abandon it any better? That’s why “alignment (or at absolute minimum, any mechanics associated with it) stays out of the game by default unless and until everyone at the table explicitly gives their okay” should have been in the CRB.

There is a vast gulf of difference between hurt feelings and taking care when explicit content is involved.

And when it comes to the issue of someone's feelings being hurt based on a disagreement about objective morality, then GOOD. People should have their morality challenged and be required to defend it. Is that fun at the game table? Well it should be. Moral crisis and conflict is about as pure as roleplaying gets.


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This is worse argument I've ever seen as to why alignment should be gotten rid of.

It can cause hurt feelings? Are we being serious here? Everything can cause hurt feelings!

The alignment system doesn't make sense. It's a roleplaying tool. But it hurting feelings is no where near the top reason to not have it. Pffffff


Story incomplete.

What did he do with the cleric after this revelation?

Merely saving someone from an unlawful Lynch mob and patching them up is not a code violation.

Leaving the cleric free to wreak havoc would be a violation and illegally executing him is also a violation and illegal imprisonment is also a violation.


If wizards weren't overpowered, my sorcerer might start getting criticized.


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Ranger bad?

Hahahahaha no.


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Level 13 wizard with Simulacrum. Major image raindeer. Make flying sleigh. Fabricate toys. Planar binding fey elves or Geas actual elves.

Make Simulacrum of self enough times to visit every house in one night. Spend a month or two of down time making the the toys.

Spend the rest of the time having your snowcones use scrying orbs you made to "watch you while your sleeping" and determine who is "bad or good".

Finance venture with coal mines worked by bound elementals or undead.


I don't see why contradictions in Ultimate Wilderness would effect how other rules work.

Your base familiar form is Mauler, the rest are improved forms that aren't. The class archetype actually prevents you from removing that familiar archetype upon gaining shapechange. Your forms are only ones you previously had, which includes the Mauler base form. UW "clarification" actually breaks the archetype and causes an error once you get an improved form because you aren't allowed to remove the archetype AND UW says you aren't allowed to have it. Nothing prevents you from taking a familiar archetype initially.

I'm not really surprised that UW's overall lazy writing, and shoddy design breaks the game in attempts to nerf things for PFS. If this is the kind of work we can expect for the future of PF, we might as well say this game is dead already.


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I think the shifter class exist only to make people like the shifter archetypes other classes get more.


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nighttree wrote:
Rhedyn wrote:
I would also prefer to see no more time wasted on the shifter. Have it go the words of power route.

Sadly, that's exactly what it's looking like will happen.

I'm excited for the release of the Polymorphist in Ultimate Magic 2: "We can only make things with spells interesting"


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Dragon Disciple with Prestigious spellcaster is a marvelous experience.

I would also prefer to see no more time wasted on the shifter. Have it go the words of power route.


Things we still need

1. A dedicated full BAB shifter class that is good and versatile at shifting.

2. An Artificer that generates most of it's utility and combat potential from the creation and use of magic items.

3. A dedicated summoner that only uses summoning as per summon monster or summon nature's Ally.

4. A pure skill Monkey that uses skills both in and out of combat. A mundane controller.

5. A monster Hunter that kills monsters to take special abilities from them via making equipment out of their parts.

6. A simplified magic class.


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I still haven't bought a Paizo product since the crane wing nerf. (it's not always in my mind, but now I just associate negative feelings to buying something from Paizo)

Paizo's veers too much into making underpowered garbage to avoid overpowered stuff. Unless it's for casters. Prestigious Spellcaster came out last year and opens up tons of character builds.

Way too much unfun material in PF that serves no purpose other than being a trap (see shifter).


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PossibleCabbage wrote:

I feel like people are way too down on Ultimate Wilderness just because of the Shifter though. Like the Shifter has a whole host of problems, which may not be fixable, but the rest of the book is full of good stuff that I fear people are overlooking because so much emphasis pre-release was on the new class.

Like there are way more words spent on the forums on the Oozemorph than there are that Cavalier archetype that rides a dinosaur (which is eligible for the draconic template, so you can have a firebreathing dinosaur) and that feels wrong. Like on one hand we have a class that's going to need a bunch of clarifications from somebody before it's playable, and on the other hand we have a firebreathing dinosaur.

You know another book that only has one new class in it? Ultimate Magic with the Magus, Paizo's greatest contribution to the 3.x design space.

Expectations were high that paizo would be able to nail a much desired character concept because they have done so in the past. Yet what we get is basically worse than any other PC class in the game. And only arguably better than some NPC classes.

Paizo messed up pretty badly to let the shifter be released in this current state. It's a huge hit to their reputation.


Talonhawke wrote:
Chess Pwn wrote:
Talonhawke wrote:
My question after finally looking over is how does the shifter compare in the long run to the warpriest archetype that gets claws and 1/2 as many wildshapes but gets the improved forms as best i can tell?
Probably something similar to how a warrior compares to a fighter. Like you can see it has the same idea, one just has higher numbers.
Yeah but who is who?

All the shifting archetypes are better at shifting than the shifter.

Any class > shifter.

So yeah Warpriest is just better too.


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AaronUnicorn wrote:
Rhedyn wrote:
In a rules light system sure. But this is Pathfinder. We don't have thousands of pages of rules so we can judge them individually and rewrite a game larger than the Bible.

No, but we do have Rule Zero. For a reason.

If there's a rule that is making something unfun? It shouldn't be used, and I will always argue that following RAI over RAW is vitally important for the enjoyment of the game.

Which, hey, I realize that doesn't work for everyone. That's fine. I won't play with those people. It's a big hobby, and there's room for lots of different playstyles.

But I will also still walk away thinking to myself "That's a lousy GM."

and I would say that you didn't have to play a class with broken rules.

Expecting houserules or specific interpretations is being a disruptive player. Which is probably why they were playing a paladin in the first place...


Smiting evil is always good in this game. But the paladin falls at the GM's whims. The code is vague and any violation of it removes the paladin's class features.

As a GM, you dictate the paladin's actions. If she is disrupting the campaign, that's your fault. She's playing the one class you have complete intended control over.


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AaronUnicorn wrote:
Rhedyn wrote:
Bad vs Good GMing does not come from a GMs ability to write rules a good way. If the code is ambiguous and expects the GM to fill in the specifics and fall for any violation, your experience with the code and falling mechanics is reflecting of your GM's developer abilities not what they can do as a GM.

Uhm, yeah, it kind of does.

I expect my GM to be the kind of person who is striving to make the game enjoyable for everyone. I don't expect my GM to be a robot who just looks at a rulebook and says "Well, that's what the rules say, so that's what's happening.

I can play a computer game for that.

A GM's ability to analyze rules and decide which ones to use and which ones to throw out and when to do so is absolutely a part of what makes them a good GM or not.

In a rules light system sure. But this is Pathfinder. We don't have thousands of pages of rules so we can judge them individually and rewrite a game larger than the Bible.


Warpriest class - "If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion."


Ryan Freire wrote:
Rhedyn wrote:
Ryan Freire wrote:
Again, im capable of playing in campaigns where ALL the core rulebook classes can be represented without ill feeling or disruption to the campaign. Can you say the same?
Note "playing" not GMing. because you have twisted the GMs arm to let you do what you want.
No because my gm isn't Dwight from the office.

IDK Dwight does get bullied a lot.


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Ryan Freire wrote:
Again, im capable of playing in campaigns where ALL the core rulebook classes can be represented without ill feeling or disruption to the campaign. Can you say the same?

Note "playing" not GMing. because you have twisted the GMs arm to let you do what you want.


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Ryan Freire wrote:
Rhedyn wrote:

It's not the only interpretation.

You just have no right to complain when it is the interpretation.

That's whining/immature/bad playing that is terrible to have at any table.

People are welcome to bad interpretations of the rules thats true. They probably shouldn't get defensive when those bad interpretations are translated as "bad gming" because thats also true.

Then People shouldn't get defensive then when such accusations of "bad gming" are translated as "bad playing"


It's not the only interpretation.

You just have no right to complain when it is the interpretation.

That's whining/immature/bad playing that is terrible to have at any table.


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Ryan Freire wrote:
This is a gross misrepresentation of my position. One might think calling kafkatrapping the class and warning free falls being ascribed to a bad gm touched a nerve.

I've played with munchkin paladins.

I would never let that code touch my table. Someone tried to bring that code for Savage Words as their miracle background sins. I told them they would auto-fall, so he rewrote it and we all had a good laugh at how stupid "act with honor" is as a restriction.


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Ryan Freire wrote:
Rhedyn wrote:
I would really hope I never play with such a bad player that they whine and call the GM bad for following the rules.
I think its been pretty well established that You and I have wildly different views on what makes a GM bad. The difference is I have the ability to play in campaigns that use the entire core class lineup, continue for years and end at or near 20th level without issue, whereas the philosophy of so many others that they're certain is right has them on forums decrying how badly broken X or Y is and how unplayable a core class is despite the weight of public experience claiming otherwise.

"Simulacrum is in the CRB. If I can't make a genie of one and get unlimited free wishes, you're a bad GM!"

"Wizard is a core class and high level spells have been in the game for decades. If you can't condone my specific abuses and limit my power in any way. You sir are bad at GMing. To hell with anyone else at the table!"


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BigNorseWolf wrote:
Rhedyn wrote:
I would really hope I never play with such a bad player that they whine and call the GM bad for following the rules.
You have an odd definition of following the rules. One that is not whining to call someone out on.

It is whining.

Basic reading comprehension let's a player know that their class features are active at the GM's whims. A mature player either accepts that or plays a different class.

An immature player ignores the resections the rules place on them because "this isn't faaaairrr" and will pout/rage at "bad GMing" because this game has rules and restrictions.

That is someone I wouldn't want to play with let alone GM for.


I would really hope I never play with such a bad player that they whine and call the GM bad for following the rules.


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Ryan Freire wrote:

The same half dozen players keep making "paladin falls" threads and dragging them up in other threads and i'm supposed to buy that it makes it a huge problem.

Never mind that it always turns into those half dozen against basically everyone else on the board.

I'm sorry so many of you have bad gms with an antagonistic relationship with their table, but their lack of ability isn't an issue with a class most of the posters here haven't seemed to have a problem with.

You are the kind of player that blames the GM for poorly written rules.

If the code is vague, any interpretation is fair and any violation removes your class features. If that isn't fun. Then you blame the rules not the GM.

Expecting the GM to be more than just fair in their running of the game is being an entitled player.

Bad vs Good GMing does not come from a GMs ability to write rules a good way. If the code is ambiguous and expects the GM to fill in the specifics and fall for any violation, your experience with the code and falling mechanics is reflecting of your GM's developer abilities not what they can do as a GM.

You are blaming the wrong people for fair rulings not being fun.


Wizard VMC Battle Oracle to single class qualify for Eldritch Knight. With Prestigious Spellcaster feat to lose 0 caster levels and gain effective 3/4ths BaB with the best buffs and polymorph forms.


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Matthew Downie wrote:

You admit it's an "ambiguous code".

Most GMs, given ambiguity, will try to choose an interpretation that makes the game more fun for their players.

It's not the nice GMs I have a problem with.

It's entitled players that are calling others bad GMs if they don't get beneficial houserules.


master_marshmallow wrote:
Find a better argument.

Find a better class

Or stop whining if a GM won't houserule restrictions on your abilities away.


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The rules are very clear. Paladin class features are up to GM whims. Any other expectation is just being a munchkin.

ANY minor violation of an ambiguous code removes your class features and this was a deliberate change from previous editions. You want all the power of a paladin with none of the intended responsibility. You can't expect the GM to house rule in your favor. That's being a bad player. Which is evident by all the people here calling GMs bad if they don't change the game rules to cater to their vaguely good power fantasy.


If you don't want to randomly lose class features both Cavalier and Warpriest exist.


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PossibleCabbage wrote:
I feel like contextually "grossly violate" and "violate" are more or less synonymous. After all, you wouldn't use "violate" for a minor breach or infraction. If you're reaching for "violate" you're talking about something that is not within the realm of ordinary behavior, something easily anticipated, or something for which one cannot easily make amends.

Negligence is an accident. Gross Negligence is a felony.

Words matter. And we can only assume that falling constantly is the intent given just how much stronger a paladin is then fighters and rangers in the CRB.

If Paizo didn't want it to work differently than 3.5, they wouldn't have changed the wording.


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CRB, Bestiary, Ultimate Wilderness, Ultimate Equipment, Ultimate Campaign, Advance Race Guide = 6 books you need to complete with the warrior NPC class as a shifter

VS

CRB, Bestiary = 2 books you need to be one of the most powerful druids in the game.

Yeah shifter is real noob friendly /s


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Ryan Freire wrote:
Rhedyn wrote:
Ryan Freire wrote:

I think the fact that you admit you turned the class into NPC only because you couldn't gm for it kind of backs up what i'm saying. Looks like we have a series of people who aren't capable of GMing for a base book class that's been around for decades.

Like i said...bad gming.

Bad gming is letting a player play a Paladin without re-writing that tosh code.

Claiming it's bad GMing to find the Paladin's code unworkable is a failure in literacy.

And yet countless GMs have managed to do so. This is a forumgoer problem, not a problem with the average pathfinder player.

You don't get to claim you're a good gm if you can't make a decades old core book class work in your campaigns. People do it every day, you just cant be an antagonist gm.

Decades?

The 3.5 code was playable. It's PF that messed it up.

3.5 -- "A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities"

PF -- "A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features"


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Ryan Freire wrote:

I think the fact that you admit you turned the class into NPC only because you couldn't gm for it kind of backs up what i'm saying. Looks like we have a series of people who aren't capable of GMing for a base book class that's been around for decades.

Like i said...bad gming.

Bad gming is letting a player play a Paladin without re-writing that tosh code.

Claiming it's bad GMing to find the Paladin's code unworkable is a failure in literacy.


supervillan wrote:
Not everyone in PFS is clamouring for nerfs. I for one cannot understand why we are seeing so many nerfs these days, and I do not like it one little bit.

5e is popular.

5e characters are very simple but vastly overpowered.

Nerf all cool martial options to make them more like 5e.


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Oh people care because of PFS. I know in our group, you can use whatever Paizo thing you want, so a repeated worse version is ignored.

But most of our PF games rush to level 7 then slow down until the GM wants to rush to 20.

PFS isn't really Pathfinder any more than something like Kirthfinder with all of its house rules.


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Shifter 1/Druid 19

Best shifter build. More flexible shifting, better shifting at higher levels. Lots of ribbon abilities like animal companion and full 9th level casting to make up the 5 bab loss.

Or

Shifter 1/Beastkin Barbarian 19

Gets basically everything the shifter would normally get except wild shape is measured in rounds per level not hours. On the bright side you can pick your form for each combat rather than being stuck in forms. Much more versatile. Oh and you eventually get huge sized animals.


”Build:
Focused Study Human Fighter || 18str 14dex 14con 10int 10wis 10cha ||Climb, Perception, Use Magic Device ||Dangerously Curious, Seeker
1. Fast Learner(Intimidate), Skill Focus(Perception), Combat Reflexes
2. Power Attack
3. Improvisation, Armor Training 1
4. Intimidating Prowess
5. Improved Improvisation, Weapon Training (Heavy Blades)
6. Blind-fight
7. Defiant Luck, Armor Training 2
8. Skill Focus(UMD), Improved Critical(Falchion)
9.Inexplicable Luck , Weapon Training (Bows)
10. Critical focus
11. Iron Will, Armored Juggernaut
12. Critical Versatility
13. Familiar Bond, Armed Bravery
14. Martial Versatility(Improved Critical)
15. Improved Familiar, Armor Specialization
16. Skill Focus(Intimidate), Martial Mastery
17. Weapon Focus, Warrior Spirit
18. Greater Weapon Focus
19. Weapon Specialization
20. Greater Weapon Specialization

So inexplicable luck let's you and a +8 to one roll per day. This, with skill focus, trait, a circlet of persuasion, +4 Cha item, and full level 10 ranks yields +33 UMD check once per day or a 7th spell level scroll. +25 UMD on all roles allows for 3rd spell level scroll use.

Improvisation at low levels is suppose to give some low level skill monkeying and the rest of the build is to just keep the combat numbers big.

What do you think?


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A comprehensive shifting guide would include all the shifting archetypes other classes have that are better shifters.

There is no playing this tier 6 NPC class Shifter well. You might as well make a warrior optimization guide.


The Shaman wrote:
So, only the druid VMC if we go by official sources. Okay, thanks. Pity, I was hoping there would be something in the Ultimate Wilderness book, but I´m not quite looking for a shifter.

Don't worry, the shifter isn't a shifter.

It's a hybrid class between monk, warrior, and VMC druid.


Our group currently plays Pathfinder, 5e, and Savage Worlds. We have Starfinder books, but no one is running a game right now. I was going too, but then I noticed Savage Worlds had sci-fi, horror, and fantasy expansions. So I'm running in Starfinder's lore with Savage Worlds mechanics.

See this game actually has mech rules, second-hand cybernetic rules, and spaceship rules that interact with player rules.

I'm excited to see what Starfinder can become. I want to see weapon and armor creation rules (as in making new stuff to fill out the dead item levels) and other gear.

What I can't get over is how lacking the classes feel. Mystic and technomancers are full casters shoved into partial casters and I just don't feel like they get enough but they get more than anyone else. The rest of the classes are mundanes and just don't get many decisions per level. I've already built every class once and I just don't see a lot of variation yet.

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