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Sir Frog's page
Goblin Squad Member. Organized Play Member. 73 posts (108 including aliases). No reviews. 2 lists. No wishlists. 10 Organized Play characters. 2 aliases.
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Disregard, it finally went through
Please cancel order #3094853. For some reason it will not let me update a new payment method on there.
Check out the Swashbuckler class in the Advanced Class Guide Playtest. Having one at 4th level, I can confirm it is a great finesse fighter. You can also move away from the scimitar :]
RainyDayNinja wrote: BobtheSamurai wrote: With your low Cha, I'd consider Signature Deed at 11th for Parry and Riposte, since you have low panache each day. That way, the deflection AND the AoO cost no panache, since it's all part of the same deed. Signature Deed requires 11 levels of Gunslinger, which I won't have. If you look at the section on Grit and Panache in the ACG Playtest Doc, Panache counts as grit for feat qualification. So you can, in fact, take Signature Deed. You can also take Extra Grit (Panache) at a much lower level to make up for the low Charisma as well.
I've been toying around with a similar idea, but using the feat in the playtest that allows the Katana to be finessable.
Raef13 wrote: My only issue with the swashbuckler is how soon they get the improved critical feat. While every other class has to wait till at least level level 8 for the feat and hey look at that level 8 for buying a keen weapon they get it at level 5. That just seems wrong given how classes are balanced against each other. When does a oracle get the ability to fly? The same time a wizard gets to cast it. Same for cleric, witch, sorcerer and alchemist. Just seems unfair to have increased crit range for 3 levels. Is it unfair that a Ranger gets access to combat feats earlier, or monks? No, it's called a class feature.
Lemmy wrote: I'd be fine losing Precise Strike and access to Weapon Specialization if that's what's necessary for getting good Fort saves... Hell, I wouldn't mind even losing both of them. I don't really care about an extra +2 to damage, I'm more worried about being able to survive encounters.
SBs shouldn't be about DPR, they should be about mobility. I think making Fighter one of the parent classes was a huge mistake, but since that won't change, I say SBs can lose some damage options in favor of better maneuver and/or mobility options and a good Fort save.
I wholeheartedly, unabashedly, unequivocally disagree with you here.
Fort saves are not worth precise strike, in no way shape or form. While I agree SBs need better fort saves, gimping their damage makes that good fort save completely unnecessary.
And yes, SBs should be about damage AND mobility.
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master_marshmallow wrote: ... and DEX to damage should replace precise strike as a Deed. Bad idea...At 6th level, I would not trade a possible +6 to DMG to almost every strike, for a maximized +6 to DMG which becomes a possible +12 on crits (which only happen 33% of the time). At Level 12, the +12 from precision strike is better than a +8 (if every resource is geared to it) with a +16 on a crit.
DEX to DMG really only matters from levels 1 to 4, after that precise strike provides more consistent damage.
Just my two cents
Torbyne wrote: Taking dex to damage via a different route; if i take Slashing Grace than a one handed slasher becomes useable with Swashbuckler's Finese... which counts as Weapon Finese... which means the weapon is useable with Weapon Finese (for that swashbuckler anyways) so now i can get an Agile Katana RAW? IMO yes, but I would argue that it only works that way in the hands of someone trained via that feat to use it.
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Since the DEX to DMG argument is not likely to resolved, I think the best option is to push for CHA to DMG instead. That concept also fits with the swashbuckler; their sheer force of presence unnerves their enemy, thus allowing the swashbuckler to make an opportune and damaging strikes.

Neo2151 wrote: MechE_ wrote: Rynjin wrote: MechE_ wrote: Tels wrote: If the Design Team wants to back up the claim that Dex to damage is too strong, then they need to show hundreds of play examples, theory craft, and builds that show just how broken Dex to damage really is. The "we're right and they're wrong" attitude that's present is exactly the reason that they simply ignore all conversations regarding dex to damage. I've always found that he who cannot set aside his own biases and open his mind to see things from another man's perspective is unlikely to have perspectives I care to look at the world from... In one corner: People running mathematical analyses showing that Dex to damage does not unbalance the game.
In the other corner: "I think it's way too powerful."
Corner One is the biased one.
I see. In one corner: People who have professionally published books made for the 3.X generation DnD game with a total of 5 plus decades of experience...
In the other corner: The vocal minority.
You see how that can be flipped around?
Edit: I really need to raise my Will save against "bait" effects... Replace "the vocal minority" with "the Wizards of the Coast DDN design team" if you prefer.
Now it's one set of professionals saying, "it's way too powerful."
vs
Their predecessors, also professionals, saying, "it's not too powerful, in fact it's so not-that-powerful that we've made it a core option that doesn't even require spending resources to achieve... you can just do it."
Dex is still more valuable than Str in DDN, so the argument about it being a different game is minimal at best. Not to quibble, but you realize that most of the Paizo designers predate the DDN designers, right?
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SmiloDan wrote: What if each time you got Swashbuckler Weapon Training, you got to choose a special ability, which would include early access to Improved Critical, Dex to Damage, a bonus to CMB & CMD with the weapon, an increase in the weapon damage die, etc. etc.
I also think there should be a choice in deeds.
That way all swashbucklers won't be identical and predictable. Some would be high damage dealers, some would have high AC, some would be highly mobile, some would be battlefield controllers, some would be really good at enhancing their allies, some would be really really good in social situations, etc. etc.
This might be the best way to do it.
Javaed wrote:
3) Slashing Grace is a very weak feat on the whole, since it still requires a Strength focused build if you want to actually hit anything with the chosen weapon. It is also competing directly with Dervish Dance and fails to compare. I understand the reluctance to add Dex to damage mechanics, but that ship has already sailed. I'm also seconding the opinion that feat taxes aren't fun.
If you look at the way the feat is worded, it allows it to be used with Swashbuckler's Finesse; therefore, you can use your DEX to attack with one slashing weapon. Not a weak feat by any means.
Jiggy wrote: Is it my imagination, or does Swashbuckler Finesse let you use DEX to hit with morningstars and such? And the same when you take the new Slashing Grace feat? Yes, yes it does...morningstars are bludgeoning and piercing, so it works...useful for skeletons :]
cuatroespada wrote: Ellis Mirari wrote: LadyWurm wrote: What about allowing the Swashbuckler to apply their Charisma bonus to Will saves? That's been thrown around alot. Better than what we have but IMO not good enough. A good base saving throw will in the long run give you a much higher save. yes, but probably thematically more appropriate as well as reducing the desire to dump charisma. i actually want my dex/cha class to use those... Make Bravery into Bravado and have it apply CHA Bonus to Will and Fortitude. Flavor works -- through sheer force of personality, swashbucklers are able to shrug off mental and physical attacks that would hamper others.
Remove higher levels of Bravado or have it add a +1 every 4ish levels.
Higher, but not broken saves, and adds a reason not to dump CHA.
EDIT: Spelling Gremlins

Lord_Malkov wrote: Sir Frog wrote: BigNorseWolf wrote: MechE_ wrote: BigNorseWolf wrote: Lord Malkov wrote: Uggh, but then you have the strength dump problem, so that is no good. Why is that a problem? Because "obliviating the need for Strength was not the intent".
Edit: Yes, that quote is on a different topic, but I suspect that the same logic would hold true. Everyone seems to forget that Porthos was a brute, strength swashbuckler should be a viable build Porthos is better represented by other classes precisely because of this. Porthos would make a very good Urban Barbarian/Raging Drunk.
The thing here is that the strong brute fighter is already VERY well covered ground. The swashbuckler class does not need to cover every lightly armored swordsman from the era of early guns. Rob Roy is a good example here... skilled swordsman, no armor, probably best made as a barbarian not a swashbuckler. All three (four, actually) musketeers should be viable builds underneath the umbrella of the swashbuckler class. DEX and STR should be useable builds, because CHA is what really matters :)
BigNorseWolf wrote: MechE_ wrote: BigNorseWolf wrote: Lord Malkov wrote: Uggh, but then you have the strength dump problem, so that is no good. Why is that a problem? Because "obliviating the need for Strength was not the intent".
Edit: Yes, that quote is on a different topic, but I suspect that the same logic would hold true. Everyone seems to forget that Porthos was a brute, strength swashbuckler should be a viable build
Cap. Darling wrote:
This comes from a forum called The Gaming Den, and I take it with a pile of salt because no links or screenshots are provided. And because the site is pretty hostile to Pathfinder life in general.
FTFY
That is one of the most negative rpg sites ever created, I'm not sure why they play games, they seem unable to have fun.

Here are some of my more recent thoughts after play testing a level one swashbuckler last week.
I needed more Panache... Exactly one more Panache. I agree with the idea for Panache to be 1+CHA with a min of zero adding one more point at 7th level. This will prevent dumping CHA below 10, and it will allow for a character with decent CHA (14) to have 3 Panache. Why 3? 3allows me to derring-do into combat, Parry an attack and then Riposte. I had no problem with refilling PAnache, crits were easy to come by at first level, but having only 2 panache left me just attacking while hoping to get a crit. Because of the way panache is written, unless I take a now mandatory extra panache feat or pour all of my ability upgrades into CHA, this low number of Panache points will become problematic later when I have more choices.
On to parry, tried it twice, never succeeded, may have been unlucky dice rolls, but the cost of parry/riposte is too height. I still recommend that Parry costs a panache, and riposte costs an AoO, unless Combat Expertise is given for free at 2nd level (move SB Finesse to first in this case)
I had a hard time hitting without DEX to attack. SB finesse needs to move to 1st level. Leave the weapon selection as is, but allow it to count as weapon finesse for the purposes of other feats.
I did not have a problem making my will or fort saves, lucky dice rolls, but there were tense dramatic moments when I made those rolls. The drama added to the feel of playing a SB, but this class will be hurting for Will later on. Rethink adding CHA to Will at some point, remove Bravery and call it Bravado to do this.
DEX to damage, yes, please, and all that. At some point, possibly at fourth level, add this as an optional feat for the SB. Make it a fighter only feat if necessary. Don't make it a automatic feat, because strength based SBs need to be viable, I'm looking at you Porthos :)
Those are my thoughts for now based off one first level playtest

Cybit wrote: The problem they are running into is that the class title & description don't exactly align with the mechanics of the class. Why would a combo fighter / gunslinger be a swashbuckler? Shouldn't that be a combination of a rogue & a fighter? We think of The Princess Bride, Pirates of the Caribbean, etc, when we think of swashbuckler, but a fighter and a gunslinger hybrid doesn't make me mechanically think of that.
This ends up reflected in the mechanics; which just seem to be out there. The high strength swashbucklers, while fine mechanically, seem to go against the class' concept as a whole. STR 18 is Ahnuld level strength.
I think they should make the class far more focused on maneuvers and acrobatic movement during combats. First thought would be the ability to split a full attack action during the class's movement, meaning they could take a full round action to move and make a full attack, but be able to intersperse their attacks throughout their movement; even during acrobatic maneuvers. So a level 11 swashbuckler could run up 10 feet, make an attack, flip over the table, make an attack while a part of the flip, and make their final attack as they land on the ground.
My thought is that neither Rogues nor Fighters have Grit/Panache. The gunslinger part of the hybrid provides the mechanics for Grit/Panache which has a decidedly swashing feel to it.
I agree that some mobility items are needed, but at what expense? Which trait already there would you remove? I think the +6 to a skill check from Derring-Do is supposed to emulate this, but a better solution may be to allow an mid-move attack, at the cost of 1 Panache.
Lemmy wrote: Yeah, but Mornignstars are quite possibly the least Swasbuckler-ish weapon in the game other than heavy hammers. I suppose cestus help.
I really, really want this class to work. Both in fluff and crunch. But if it stays as it is, that just won't be the case... A Fighter, Gunslinger or Ranger with Dervish Dance still makes a better Swashbuckler.
Hell, even Barbarians can make better Swashbucklers!
I can imagine a pretty kick-butt Dwarven Swashbuckler swinging a morningstar :]
Lemmy wrote:
Weapon Selection
The limited weapon selection is pretty bad too. When facing skeletons, the Swashbuckler had no means to deal any real damage. And because its limited to light or one-handed piercing weapons, the player barely considered using any other weapon. The Weapon Restriction needlessly hurts character variety.
Also, Swashbucklers really should be proficient with whips!
...akip a lot...
Final Considerations
At least up to 6th level, IME, Swashbucklers have:
- Limited weapon selection. (Heavens forbid you need bludgeoning damage)
I agree with whips, but they already have proficiency in Morningstar (B & P) which works pretty well to take out skeletons.

Kobash wrote: Googleshng wrote: The class you are comparing this fighter to is not what the swashbuckler is. The class that exists does less than a fighter does. It does not have any abilities it needs to "pay for" with a lower damage output, with the possible exception of certain deeds (which the fighter can replicate easily with their extra feats), and any time they use those, they do pay for them with reduced damage, because they are spending panache on something other than the damage boost that almost brings them to a fighter's level. The extra skill points aren't even an edge, because they have more demands on their stats. The fighter could easily dump dex, cha, or even con relative to the swashbuckler and make up for the gap with more int. Your opinion of what makes a swashbuckler is apparently different then mine. However, instead of defining your swashbuckler you have broken down the class into stats, abilities, and DPR, without one note of what really makes a swashbuckler and how the class rules should promote that. So what do you think a swashbuckler should be?
For me a swashbuckler is the Dread Pirate Roberts.
A fighter is Inigo Montoya.
A swashbuckler is both the Dread Pirate and Inigo, along with Athos, Porthos, Aramis, the Scarlet Pimpernel, Robin Hood, Zorro, Jack Sparrow, Cyrano de Bergerac, John Carter, etc...
All of them similar but different, but that is the spirit of the class :)
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Kobash wrote: I don't think a Swashbuckler should match a Fighter in DPR. In my opinion a SB should do about 25% less damage, because a SB gets more skills and skillpoints, plus a lot more mobility.
In a stand up fight on an open field the SB should lose to the Fighter. The SB should get hacked to pieces.
On a boat, on rough terrain, or in a banquet hall with chandeliers, stairs, and long drapes, the Fighter should lose to the SB. The Fighter would sink, stumble, or say make a terminal faux pas.
Since a swashbuckler is a fighter/gunslinger hybrid, both d10 classes the damage should equal the fighter. If you want a fighter with more skill points play a lore warden :)
Neo2151 wrote: Here's my problem in a nut shell:
•Inquisitor takes Ranger and Cleric and combines them into one 3/4ths BAB/6-level spells class.
•Warpriest takes Fighter and Cleric and combines them into one 3/4ths BAB/6-level spells class.
•Ranger is, in pretty much every regard, as good or better than the Fighter.
So, the concept already exists, except with a better base class used in the combination.
Ranger is better than fighter? I'll need to see some proof of that old canard
That, and the Inquisitor is a divine bard, not a ranger/cleric hybrid
Quote:
The thing is, Malachi and I are each intending to put in small changes to make the damage be less, given that right now damage outpaces Fighter. The doubling on the crit isn't the main point for me (it may be for Malachi, unsure).
Fighter gets better armor and has a wider variety of weapons with which to cause this damage. I see no problem with this.
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JRutterbush wrote: Sir Frog wrote: For the crits with bonus at half, at that same level(12), I would have a +6 on damage with a chance to get +12 on every three hits. So for three hits with one critical, +24 damage total, while with normal progression, 3 hits would be +36. Your math is a little off, there. Three attacks with full level to damage is +36 damage, yes... but three attacks with half level to damage and a crit every third attack is only +24 damage, not +36. That's +6 on the first attack, +6 on the second attack, and +12 (+6 doubled) on the third attack. Thanks, I was in the process of fixing it :]

Malachi Silverclaw wrote: Rogue Eidolon wrote: Malachi Silverclaw wrote: Weak old men can accidentally kill with a rapier. This is because it doesn't take much strength or mass to force such a small point into flesh. The precision of your attack becomes the important factor.
The more I consider it, the more I think that Dex (instead of Str) to damage is more appropriate for fluff, and crunch-wise the lack of it means that all SBs will either be Str-based or use Dervish Dance, to the severe detriment of the class.
For designers who are concerned that his makes Dex too good, consider that it won't get 1.5 when used two-handed, nor benefit from 3:1 on Power Attack. Dex to damage will not make SBs more powerful than Str-based melee characters. The thing is that +1 damage per level more than makes up for the 1.5 Str and 3:1 Power Attack (3:1 Power Attack gives an advantage at levels 1, 4, 8, 12, 16, and 20, so you would need to have a build that ends at 66 Strength for 1.5x Strength to counter the remaining bonus). Agreed. I've already mentioned that it should be +1 damage every 2 SB levels, but that this bonus damage will multiply on a crit (just like every other flat damage bonus in the game, including skill-based ones like specialisation and weapon training). I'd keep the +1 every level over getting DEX damage or multiplying it on a critical hit at a rate of +1 per 2 levels.
Math...Dex will top out at +6 with 22 DEX, which is achievable on a normal build by level 12. You might crit more than 30% of the time with a higher DEX but your damage over three hits would be +24. At that level with normal progression, you would have +12 on damage on every hit on any target that can be hit with Sneak Attack (most) giving +36 over those three hits.
For the crits with bonus at half, at that same level(12), I would have a +6 on damage with a chance to get +12 on every three hits. So for three hits with one critical, +24 damage total, while with normal progression, 3 hits would be +36.
Both of these fixes give worse damage to the DB
Just my two cents...
EDIT: Fixed Math
Caedwyr wrote: So, looking at the non-combat social capability of the Swashbuckler, it appears to have slightly less ability in social situations than the Aristocrat. Since the Swashbuckler doesn't get any class abilities to help with other non-combat situations and only gets 4 skill points per level, it really looks like a strong NPC class. You can build a good killer with this, but they are going to be pretty much limited to that role and won't have many options for solving problems outside of combat. Yes, but a decent CHA will more than make up for this. 6 skill points would help, but their set of skills is pretty good.
Malachi Silverclaw wrote: If you think that it'd be too powerful to multiply (possibly) 20 levels worth of bonus, simply make the Precise Strike damage bonus +1/2 levels but allow it to be multiplied on a crit.
Not good for a class that should be minimizing strength. Since only 25-30%ish attacks will crit, you've effectivly worsened the damage output.
SmileHarder wrote: I'm not sure if it's been addressed, and if it already has been, doesn't matter I want to address it again. All of the features and deeds being based on only light or one-handed piercing weapons is kinda dumb. It means that some swashbuckler-y weapons get left out, like dueling swords, or whips. The list of light and one-handed piercing weapons also include short spears, tridents, and morning stars. Morning stars guys. The list of weapons a Swashbuckler can use with their features should be set to very specific weapons. The morningstar came in very handy while fighting skeletons. I can also see a dwarf swashbuckler using that weapon.
+1 on whips being added

Malachi Silverclaw wrote: Panache: cool idea! The point cost of certain deeds should not be so much that it completely discourages their use!
Deeds:-
Derring-Do (if 'daring-do' a spelling mistake, fix it. If it's deliberate it's the worst word-play ever): cool mechanic, but the cost is wrong. The benefit is small enough that no player in their right mind will waste his panache on this! It should be usable whenever you have at least one panache point.
The cost of one Panache for a exploding d6 to Acrobatics is appropriate. I pulled off a pretty risky Acrobatics roll because of this the other day at level 1. If it was always on, then it would more diffilcult. A better fix might be increasing Panache to 1 + CHA Mod.
Malachi Silverclaw wrote:
Opportune Parry: there are a few problems with this. It makes you use valuable panache which is most probably going to be a complete waste! This is not fun, at all! Forcing the panache point to be spent before knowing if the attack needs to be parried is bad enough, but on the occasions when it would have been worth it then the chance of success is so small because by definition the attack roll will have been really high! This class-defining feature will therefore not be used! What's the point of that?
Agree
Malachi Silverclaw wrote:
Riposte: the combined cost for parry/riposte is 2 panache and 2 AoOs, far too high, when you'd need to have a Cha score of 16 just to do this once and still leave one panache point in the pool. The combined cost should be 1 panache to attempt a parry (if it cost no panache then...
Agree here as well, either that or gove Combat Expertise for free

Swashbucklersdc wrote: Malachi Silverclaw wrote:
AC bonus: I think they chose Nimble rather than, say, Cha to AC, so that it scales with level rather than being all or nothing. I still feel that the lack of Cha-based abilities means that Cha will end up being a dump stat, entirely against intent. Cha to AC, but capped by swashbuckler level, is the way to go. Maybe with a Nimble-esque +1 per five level increase, like the monk.
Save bonus: I think that they chose Bravery for the same reason; scales with level. This has left the saves in a wretched state, more so than the AC problem. I thing Cha to saves is better, and reflects the larger than life confidence of the class. Limiting the save bonus to fear only is very poor; it should be all Will saves. Plenty of flavourful names exist: elan, dashing, etc. You can always make it cap at SB level, and make it not stack with Divine Grace. I totally agree with you Malachi; I made that ability in a previous post, calling it With Style, Charisma Bonus to Saves, but I did Charisma Bonus to HP instead of AC (kinda like a free Toughness Feat, using Luck and maneuvering as your HP bonus instead of pure toughness), both capped by class level. =) Bravado would be a better name :]

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pauljathome wrote: One of my biggest problems with the class is that a very limited resource (panache) frequently has to be spent BEFORE the roll is made. This is especially frustrating with parry.
Panache doesn't scale with level so even a character with 16 charisma is only going to have at most 3 panache available. Even if we assume you get back 1 per battle that makes it very limited. And buying a 16 charisma is pretty painful.
I ran a very limited playtest. In 2 encounters (level 3 swashbuckler) parry was never useful. It was either wasted on a blow that missed anyways or it was wasted on a blow that rolled so high that it hit anyways.
It also is unclear how parry interacts with a critical. If you beat the confirmation roll do you turn it from a critical into a normal hit?
As it stands, parry us insanely less useful than Crane Style.
The fix is to make parry only waste an AoO as long as you have a Panache available. If you succeed than you spend the panache to riposte. This would go along way to solve the problem of the swashbuckler having a low AC as the game progresses.
Oncoming_Storm wrote: As of now, the Swashbuckler looks like a fun alternate fighter with potential to deal a good amount of damage, but it'd seem like an underwhelming choice around 10-12th level. You mean when he's hitting a crit with Nat 15+ for 2d6+10+STR+WT damage? Or burning a panache to possibly get 2d6+26ish? It's not bad...
Jeff Erwin wrote: While I agree about the Rogue being the odd one out in terms of trapfinding, I don't think Swashbucklers have much to do with traps, in terms of flavour. A swashbuckler with a gun might shoot a lock off a chest, but I'm not sure if the concept favours a careful, safe-cracking approach. I agree, no to traps

I am running a lvl 1 Swashbuckler tonight, so'll I'll provide more feedback tomorrow.
My initial thoughts are as follows:
1) While Deeds and Panache are good 1st level abilities, something else needs to be given. I would add Combat Expertise instead of moving Weapon Finesse to 1st. This would help reduce some of the MADness of the Swashbuckler, while opening up the Combat Maneuver Feats.
2) These both deal with Precise Strike
a) I like the idea of adding level to damage, especially since Strength will be at premium to add damage, but it needs to not be precision damage. Basically allow it to damage anything that can be critted.
b) Allow the use of a buckler or dagger in the off-hand. This will allow a Swashbuckler to utilize two weapon fighting or improve their already weaker AC. If you need to restrict the Precise Strike to the main hand, that's ok.
3) Parry and Riposte - I love this concept, but make the Parry cost an AoO as long as the SB has at least one Panache, and then the Riposte cost one Panache as long as they still have an AoO left. That way, they have a choice to Parry and/or Riposte not completely destroy their reserve of Panache.
Those are my initial thoughts, I will let you know how my playtest goes tonight.
-- Sir Frog
AndIMustMask wrote: Feros wrote: zergtitan wrote: If I remember correctly, the staff said that many of their hybrid classes are based on a successful archetype along with the two classes being combined. Not so much "successful" archetypes as archetypes that needed another look. and are pretty much invalidated with these new classes.
though i'm not trying to say this as negatively as it's coming out--i just think it's kinda odd (not gonna say lazy, just odd) to sorta sweep them under the rug and come out with a whole class that accomplishes the same task (but better), instead of re-tooling the existing material. Maybe because thye realized that you cannot simply retool the archetype to properly fill that niche but have to build it differently. Just thinking out loud.

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Yora wrote: I am mostly waiting to see what the classes are that have not been announced in the original announcement post. (I've seen mention of "Investigator", which leaves three more.)
Shaman might be interesting, since for my homebrew setting, I was planning to use oracles with psionic spellcasting in the role of shamans. Maybe whatever paizo came up with for the shaman using psionic spellcasting does an even better job at that.
And if the hunter doesn't use spells, I might use it as a replacement for the ranger.
But I also wonder what else the playtest will include, since the final book is targeted at 250 pages. It will probably be a lot more spells and feats, and magic items, and archetypes, and some other things I never care for in a rulebook, but maybe there's something to suprise me.
From Jason Buhlman
Up to this point, we have announced the [#1] arcanist (a mix of sorcerer and wizard), the [#2] bloodrager (a mix of barbarian and sorcerer), the [#3] hunter (a mix of druid and ranger), the [#4] investigator (a mix of alchemist and rogue), the [#5] shaman (a combination of oracle and witch), the [#6] slayer (a blending of ranger and rogue), the [#7] swashbuckler (a mix of gunslinger and fighter), and the [#8] warpriest (mixing the cleric and fighter). But you knew about those already. Here are the last two.
[#9] Brawler: This class blends the fighter and the monk, creating a warrior whose sole focus is unarmed combat and martial maneuvers, without any of the mysticism of the monk. This class is designed specifically to beat up monsters, with a full base attack bonus progression (like a fighter) and improved unarmed strike damage (like a monk). To top it off, the class is also very skilled at making combat maneuvers.
[#10] Skald: Taking parts of the bard and the barbarian, this class can rage and inspire rage in its allies (we initially called it the “bard-barian” in-house). Instead of inspiring speeches and words of encouragement, the skald incites fury and anger in his allies, allowing them all to go on a murderous rampage.
BigNorseWolf wrote:
Walk me through the set of circumstances that gets us a serious global warming policy effort written into law.
Prove to me that global warming is man-made...not that it doesn't exist, but that man is actually causing it to happen and that we can stop it from happening without wasting an inordinate amount of resources that could be better spent coming up with solutions to cope with the problem. At that point I will entertain a serious effort to have laws passed. Better yet, convince companies they can make a buck at it and leave the government out entirely.
zergtitan wrote: Just went on Barnes and Noble website, and they have the book for $38.54 plus tax, and they expect it to arrive on the 31st of this month! This is why I love bookstores like B&N, and cried the the closure of Borders. Bookstores for the common people are awesome! :) If B&N will have it by the 31st, so will Amazon. It's not like they have different sources for the book.
While I miss Borders, I wish Barnes and Noble would follow in their fate.
I am interested; a holy gun human paladin seems perfect for this setting
4d6 ⇒ (3, 3, 6, 3) = 15
4d6 ⇒ (1, 5, 3, 4) = 13
4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (4, 5, 2, 3) = 14
4d6 ⇒ (3, 2, 3, 6) = 14
DEX 1d3 + 15 ⇒ (3) + 15 = 18
INT 1d10 + 6 ⇒ (2) + 6 = 8
Nice, will work perfect for the concept
Let me know when you plan to run it
Still looking to set a game up?
Read this in highschool in English class for a research paper. It t still ranks as one of my bottom five books of all time.
Shillelaghs. I built a monk that used this as a quarterstaff .
Since I have not heard back in some time I am going to withdraw from this game.
Unfortunately, I am going to withdraw from this game. Good luck and hope it is a enjoyable game.
I will have my char up by tomorrow. Was away from the internet for a few days.
Cool, let me know what you need from me for the character.
Sorry, I missed that. :)
I am interested in the clockwork option. Casio Tatsu would be a clockwork ninja on the side of the kingdom guards.
I am interested in running a tiefling ninja
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