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![]() Depends on the character... As a dwarf it has to be a big axe or hammer. If human, or any half humans Greatsword or a Bastard sword. I'm currently making a character that will use a large Bastard Sword because... Well I recently picked up Dark Souls, and wanted an Ultra Greatsword in Pathfinder.
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![]() The Raven Black wrote:
Depending on the class, raising Con a bit is never a bad idea. ![]()
![]() TriOmegaZero wrote: 5ft difference is breaking the sound barrier? Hahaha, not entirely, but they have ways of improving it further via heritage feats etc... The newer movement values just feel off to me. Along with several other heritage mechanics. But yeah, this is more a thread about how PF1 is still an active healthy community. :) ![]()
![]() After PF2 hit, we tried to play is, but things just felt off. I was also not a fan of all the heritage feats and how they work. And I still don't understand how elves break the sound barrier, but dwarves move slower than the small races. Makes no sense to me. Anyhow. Our group has been playing other systems for a while, but I want to get them to seriously consider more PF1 games. It's the system I really enjoyed theory crafting in and there are still a lot of builds left for me to try. I also don't visit these boards nearly as often as I used to, but I like coming by when I can :) ![]()
![]() Matthew Downie wrote: Because (a) the game is more fun when the one nimble little halfling in the party doesn't force everyone to move at a slower pace so as not to leave them behind, and (b) why not? Except in the case of (a) - Dwarves are the only race(ancestry) to move at 20 feet.And yes, they do get an ancestry feat to help with this. But now they have to spend a feat to not get slowed by heavy armour, just so they wont fall behind everyone else. It's a problem I've had with the dwarves since the 1st playtest was released. ![]()
![]() sherlock1701 wrote:
Wouldn't you be able to make a Sturdy Adamantine shield? ![]()
![]() I don't think it would apply. Firstly because I've never thought of the light hammer being a mini version of a warhammer. Same with picks, but I can see where you are coming from. Secondly Dwarven Weapon Familiarity (the initial feat in the chain) has this flavour text:
Archives of Nethys wrote: Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer. So it looks like Dwarves favour big heavy weapons. Which I totally agree with. So it wouldn't make sense for the follow up feats to help with the light versions of their beloved weapons. ![]()
![]() I was very skeptical, and negative after playing 2 playtest games. However, we are starting an Age of Ashes game later today. And I literally spent most of yesterday jumping around on the Archives of Nethys page, comparing classes and having a hard time to pick. The cleric page was a bit confusing, as it didn't explain the "Cleric Focus Powers" section, but a friend who has the PDF could easily steer me to the correct answers. Ended up rolling a Fighter, because Ive never been a fan of casters. I really like how a lot of it has turned out. Only actual play will let me decide if I like it better. I also watched some review/reveal clips on youtube. One of which was almost 2 and a half hours... So yeah, I am exited to give it a go. ![]()
![]() LordVanya wrote:
Wait, I always thought that Kingmaker takes a few decades to finish at least? ![]()
![]() Lady Melo wrote:
Just realised that he poor NPCs all need to have these choices made too. This sounds like a lot of admin that no one asked for. I still think all races need to have their racial abilities. Heritage and ancestry feats should be there to add extra flavourful options, or simply to advance existing abilities. ![]()
![]() sherlock1701 wrote: They really should just go back to the 30 foot speed as a baseline and reinstate general maneuvers like Charge and Run. I like this plan. 25ft was a weird number from the start. I also find it very strange that all the small races are now just as fast as humans. Poor dwarves are the only race to move at 20ft (10 in full plate). Sure you can get a heritage feat to negate 5ft of this, but now you are a weird looking human, who can see in the dark. Earlier I complained that playing a dwarf felt very bland, now it has been made more so. I probably shouldn't mention Darkvision, or they will change this to a heritage feat as well. ![]()
![]() Archimedes Mavranos wrote:
Wow, just checked out the 5E dwarf (1st time taking a look at it) So ironically, PF2's playtest is pointing me to a dwarf that looks a lot more dwarfy than their own...For those interested:
Ability Score Increase: Your Constitution score increases by 2. Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Alignment: Most Dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a just order. Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor. Darkvision: Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage. Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer. Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. ![]()
![]() Was planning on adding this feat to a fighter I was brainstorming, but then picked up that it was a reaction feat. So I rolled with Hardy again. Also, I am not a fan of the very limited "ancestry" abilities you get for free. Mechanically all that separated my dwarf from the human and even elves was darkvision, slower movement and that I resisted poison. I suppose this is not too bad, but the ancestry felt very watered down. Id feel a lot better if you start @ lvl1 with 2 ancestry feats (obviously only one heritage; in fact, force one as a heritage feat and one other). ![]()
![]() Kerobelis wrote:
I am also a little confused as to why Barbarians are not trained in shields. In PF1 I always went two hander, because there was a 1.5x Str mod bonus, but now I would be keen to go with a shield. Esp for an Ulfen Raider type character. I suppose I will need to roll fighter for the same feeling, but without rage. ![]()
![]() Wait... so there isnt even a "champion powers" list, you need to go through all the spells to find them? Ouch. Guess i will make a list myself then at some point. Havent taken a look in a few days, but I also missed the part where you can pick these as class feats. EDIT: okay, now I see how it works. They are listed under paladin feats. Then they tell you to check out the power later in the book.not as confusing as I initially thought. ![]()
![]() Trust me; youre gonna love this. This is my base form a dwarf; aargh, now this is a dwarf, that has ascended past a normal dwarf. Lets call this a dwarlf lvl5. Aaargh; now this is a dwarf that has ascended past an ascended dwarf. I call this a level9. And this... is to go... even further beyond.... Aaaaarrrrgggghhhhh! At least that is how monks can play it off? Not a fan of the unlock racial abilities later in your life thing either. ![]()
![]() Artemis Moonstar wrote:
O is the suffix they use to refer to kings in Japanese, so Guan-O would still work :P I watch too much anime... ![]()
![]() Because everyone needs to start somewhere? It's literally when you get straight out of bard college or whatnot. So you are relying more on luck than anything else. You lack experience. Level 2 feels a lot safer as a 2 handed crit won't kill you in one shot. But this is how the game works. What I dislike more are backstories like "I was captain of a ship and saved the mayor of X town" or "Single handedly fought off a tribe of orcs". No you didn't, you are level 1 XD ![]()
![]() Looks to me like the only thing you could do to protect the family was to either kill the prisoner, or hand them to some other crime boss who doesnt like them and ask them to "do what you will" If the whole town is out to get the innocent people, convince them to leave :P It does sound like this GM was just out to get you. Alignment changes should be for really drastic stuff... Killing an obviously evil person threatening innocent life is not. ![]()
![]() If you want something interesting. Id recommend an Oradin (paladin with a 1 level oracle dip). I would look at Nature or Lore Oracle. Each of these has a revelation that lets them use their Cha modifier to AC instead of Dex. Lore has Sidestep Secret. Which also lets you use Cha instead of Dex for Reflex saves. Nature has Nature's Whispers that also lets you use Cha instead of Dex for CMD. There was also a ruling that you cannot add a single stat to anything twice. So Nature would work better without needing to check with your GM. This also gives you a couple of extra skills and spontaneous spells for possible healing. Gnomes would work nice for this build, because they get a Con and Cha bonus. ![]()
![]() Deadmanwalking wrote:
Hell's Rebels is the perfect AP for the archtype... ![]()
![]() So... Are they changing the item's name to "the Jingasa of the ripped off warrior, who should have bought a ring of protection instead"? I only had 2 PFS characters with this item out of the 14. And it was kind of for the flavor of it. The 1/day crit or sneak attack negation was a nice trick, but it was mostly for the +1 luck bonus. I think they could have just removed the daily part and called it a day. Maybe push up the price, but for +1 AC and CMD, 5K should be fine right? The item's name doesn't make sense anymore. As Fortunate indicated the luck bonus. ![]()
![]() HeHateMe wrote:
My flame oracle had the tongues curse. Just don't focus on language dependent spells... I am also a fan of spontaneous casters, I cant see myself ever playing a wizard. A sorcerer just has a better feel to it and I don't need to pick spells each day. Also love the druid, wish there was a spontaneous druid like class (hint hint). *edit* 40 new votes and no new monks... ai ai ![]()
![]() Wow, I have finally reached the end of the thread :) Silly thing called work kept me busy, along with watching Hajime no Ippo for the first time. Okay. I haven't actually seen the class yet, but I mostly like what I have read here. I am not a fan of the reduced will save (I don't mean to light that fire again), or the now needing to use ki for previously passive abilities. I love my passive monk abilities like disease and poison immunity. I always trade out spell resistance; as it actually prevents possible healing/buffs and wastes time on an extra roll your friendly neighborhood cleric needs to do. I love style strikes and how they work. One of the impression I got for the unchained monk early in the thread was a Muay Thai fighter: Kicks, headbutts and elbow strikes sound right at home. Along with the extra hitting chance and hit points. It might also explain the lower will save as Muay Thai is less mystical than say the more traditional envisioning of the monk. The new Flurry is also awesome, reminds me more of the 3,5 one. I would have preferred to keep my will save and my d8 to balance that out. Maybe give monks the option to select one save to be weaker. I for one would have expected a lower fort save rather than will. Okay, those are my ideas on the new monk. ![]()
![]() There is an item called the Dwarven Thrower. This could just be altered to work with whatever would be fitting for Thor :P Weirdo wrote:
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![]() Claxon wrote:
Just realized that a smart party would in fact 'hire' some mentally ill people to walk at the back and mumble to themselves when something stressful like combat starts. hehehe ![]()
![]() I love monks. I follow the golden rule of ignoring the "monks suck" feeling the forums give off. I know monks have issues, but every monk I make has been a blast to play. The different archtypes keep it interesting for me. Sure basically everyone trades out slow fall for something else. A ring of feather fall is not that expensive after all. I for one do not see how a sacred fist makes a better monk than the monk. Ki pool much later, ac bonus to deflection, no disease immunity, high jump, evasion, skill points, reflex save, stunning fists (required for many style feats) andmore. It is a cool archtype I would rather play than the cleric/monk or druid/monk I was planning as a replacement divine class for CC however. It just doesnt feel as cool as a monk. But like everything else in this game I will only really know once I play the class. I sometimes get the feeling dpr is something far too many forum users focus on. Sorry for the rant ![]()
![]() I am against the change. Not only for monks loosing a cool ability that fitted with their flavour, but also because it will now take up mode admin at the table. I used to just say like I do with deflect arrows: the first hit is the one i deflect. Now I'm going to have to weigh my options and call a specific attack. Id also like to know as a PFS player: will characters be allowed to retrain? I have a level 6 monk who was going for crane wing on his next level up, but now I don't see a point to doing it. This was my "jedi" monk character and deflecting a melee attack a round with a temple sword seemed like it was a perfect fit for the concept -> the feat states you need a hand free, not that you deflect with said hand ;) weapon focus is now a better option than crane riposte tbh. Somehow I hope this gets undone, like the monk's Flurry = TWF that was fixed back to "you can flurry with one weapon". ![]()
![]() Claxon wrote:
Archtypes are supposed to be worse off than the base class, or at least on par. Otherwise you get one awesome archtype that everyone takes. (OK those Invulnerable Ragers...) These archtypes get the barbarian's rage class feature. Nowhere in that feature does it mention greater, tireless or mighty rage. The part you put in bold is to determine which rage powers you qualify for and for how many rounds you can rage a day. EDIT: ninja'd :P ![]()
![]() As far as I understand the vow: You can have 1 magical item, some basic clothing and enough gold to survive off of. The gold you earn above that you can do with as you will: Divide among the rest of the party, send back to your monastery or teacher, donate to charity or whatever other option you can think of. As long as your monk doesn't directly benefit from it. If I were to ever play this vow, I would send half the money to a monastery/teacher and the other half is kept for the party. Perhaps to some monk potion fund. Where the party has spare healing potions/wands that the monk can access as well. But, I don't really see this vow ever working. As a monk you are already MAD. You need lots of magic items to break even with the rest of the party. I do like the idea of the monk who has no possessions, but it doesn't work in a fantasy role playing game. # EDIT: Oh, I keep forgetting that taking vows replaces Still Mind. I will probably never take any vows. :P |
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