![]()
![]()
![]() Fabios wrote:
while I have also mixed feelings towards the new shield ally, this looks a loot like whiteroom mathematics I doubt that even half the players get the chance for two shieldblocks per turnand the extra hardness, while not much, still is useful, pathfinder is famour for a single point making a difference also you seem to assume that every player blocks every strike at the maximum damage, while there are players out there who pace their shield blocks for critical moments and against strikes that do little to no damage against the shield then again, with your last answer it feels also like your opinion is set in stone and you are going to ignore most, if not all, of the arguments presented here ![]()
![]() There seems to be nothing on paper that indicates either way My instinct would say no since the engraving of essential runes is mentioned within the discription of the keepsake as a specific thing that can be done which might not be valid otherwise My feeling as gm says: go for it, talismans are not that big of a deal anyway and some on a case by case basis might be incompatible or just dont work by default In the end its the decision of whatever gm you are playing with ![]()
![]() TBF, in Golarion Katanas are pretty much the Pop culture weapon :P On the topic You have two possibilities, you opt for a Katana or you opt for a 'Katana' The first one will not go with monk, but there are still plenty good options to play
So, lets head for the options:
for multiclasses you could take up:
Now, if you want to go for a 'Katana' instead of a Katana you get a lot of extra options
![]()
![]() I am with the others on this one. If the Priest in a actual faithful of Shelyn, the Champion is well in his rights to slap him and send him on a repentance quest later on. Now if the priest is maybe a cultist in disguise and would get his powers from somewhere else and sets this all up as a sacrifice for whichever dark entity he serves, it would ... not inherently change a lot. The priest would still need to be awefully convincing and have a lot of (secret) followers and the champion would be even more so in the right to put him in his place. Not to mention that all the potential lower priests there should back up the champion and most people would side with him too, rather saving their lives. The only way the scenario could work out is if the priest actually has a notable part of the city already under his thrall in some sort of enchantment or mental corruption. ![]()
![]() Well, I don't want to claim that my suggestion is the ultimate solution
I see the problems that Teridax notes, there has to be some sort of differentiation between non-damage and damage spells, I forgot for a second how easily one could 'abuse' the hitting for some spells although with the action investment and little other opportunity to reliably land spells, maybe that is what the magi need (?) I know the errata is mostly a fix for the reduction in attack spell (hence why I put the 'remaster' in the title in quotations) I really love the class from the concept and it opens so many cool concepts, but it plays a bit clunky and the remaster did not really help ![]()
![]() With the last errata pass the Magus can finally use non-attack spells for their Spellstrike. (with the AoE effects and the like put behind Expansive Spellstrike)
IMO
You still use two actions for the spell and one for the attack, you only can upgrade the whole process with a focus point - and you don't always have the conflux spell at hand that would be best suited for the situation. One loses range and the advantage of making an attack roll spellstrike while having to contend with the lower saving throw *AND* making the class more MAD. Not everybody wants their magus to be intelligent, with the reduced number of attack spells they now have to contend with lower saving throw *and* having only a secondary attribute for the spells. Considering all that I suggest: The Magus should treat saving throw spells as attack spells.
![]()
![]() PossibleCabbage wrote: Like the Common language on Eox is Eoxian, the Common Language in Russia is Russian. These are both places your Pathfinder character could go (or maybe even be from). I dare say the common in pathfinder is more akin to english in europe/north-america while every country has their own language, many people know english for easier communication![]()
![]() Trip.H wrote:
Considering something or straightout endorsing it are still two different things. Do you have a direct source on the Psychopomps delivering those souls? I was always under the impression that, since they are marked to go to a specific place anyway no interference was required. The important thing of pharasma is tha souls go to a place they can reasonably be to 'live out' their existance and become quintessence by some point. Her point of view is probably like 'well, you made a deal to go there, so you go there' while for everybody else she takes care of the service that they go where it would fit best. And looking up Belcorra - I admit to not knowing the AP - seems to be a unique cultist/ghost. A unique adversary who does really bad things on a (comparatively) small scale has little influence on the general dealing of things.
![]()
![]() where do you take it from that pharasma endorses such contracts? She does maybe not care in particular about them - because that only makes your soul take another route to oblivion
The difference is that (lets go with the devil magic powers) whoever did sell their soul ends up as asmodeus pawn or fuel for a while, after which everything continues as it would have anyway Pharasma doesnt forbid those contracts because they have little to no influence on the penultimate outcome
![]()
![]() Squark wrote:
multiple times now, both the same (non-remastered) pdf ![]()
![]() my complaint is still that you have to build a caster character with limited defensive ability and light armor proficiency into a strength character, since (almost) all the listed weapons of the feat are strength based so if you go that path you have to build around it from the start, be very squishy in be beginning of the campaign and have to invest additional feats to make it work in the first place I agree with ElementalofCuteness that it is kind of a trap, maybe a soft one, not a dead end for the character, but to make it work you have to jump through some hoops, endure a phase of squishyness and invest extra feats to be able to wear proper armor ![]()
![]() drakkonflye wrote:
I had that thought too, since that book is already magically themed, incorporating the remastered magus and summoner would be a good place there ![]()
![]() I think the main problem with racial weapons is that there are too few weapons that are actually worth it If I play a spellcaster, I am going to rely mostly on my magic (I know not everybody does that, but I know that there ought to be some people agreeing) If I am a martial I most likely got proficiency anyway (with alchemist being the one exception to the rule - ancestral weapon training is great for all alchemists except maybe the bomber) If I want advanced weapons then the feats are not going to help me in most cases anyway (thats why at some point I homebrewed a bunch of weapons for most ancestries, many were advanced - but I ran out of steam in the process) ![]()
![]() Except for your go-to theme (which imo fits the grandeur cause best) theres really not much to go on about with your setup here It really is all possible and valid options depending on how you focus your character
Str and Dex are both Valid, bot causes are good and fitting, all of the ancestries and the domain spells are desna approved anyway ![]()
![]() First off - don't let your friends talk you into anything you don't like Secondly - I have not played a warpriest myself, but I can give some GM perspecitve insight and thoughts now to the topic at hand Warpriest certainly has some small problems juggling the actions between proper attacking, movement and casting spell
Attacks of opportunity are dangerous of course, but so are they for the magus - and in the end something that is really heavily dependent on the gm
restorative strike should be of good value if your party (and you) properly consider tactics - flanking is easy and should be done whenever there in an opportunity
as for weapons who are (imo) decent for warpriest, come with a god and support the playstyle -Bladed Scarf has a lot of traits for maneuvers and is supported by Ashava and Sivanah
this is from an incomplete list as the relatively new divine mysteries adds some more options for Halberds, Longspear, whips, Meteor hammer and others I have surely not seen spontaneously ![]()
![]() really depends on the weapon, but I would say most weapons that dont have moving parts are completely safe if you are unseen
if you want to ambush someone crossbows should probably be pre-cranked and pulling a bow is usually rather silent too
but good luck staying completely silent with an (unmodified) spiked chain I would also say that if the weapon you draw is larger then your cover, you should rething if you can properly hide behind it and if it should be drawn already at that point
moving away from weapons (and items in general)
beyond that, it really does depend on the circumstances and judgements should be made by the gm with a measure of logical thinking and good faith towards the characters and the players ideas ![]()
![]() You could take up the undead master archetype to get an 'animal companion' level undead you can order around for 1 action if you like to dig deep for your bones you might pick up archeologist and learn a few things to deal with ruins, traps and dead societies dandy is another fun archetype if you want to add a social layer to your character
if you are a bone or flesh necromancer you could consider exorcist
of course, werecreatures or undead archetypes are always working in some way ![]()
![]() Tridus wrote:
I guess it's, as so often, a matter of perception I certainly wouldn't expect anyone to apply poison mid battle without wearing some durable leather gloves to reduce the risk
and having the poison on weapons to pierce armor or go for weak points seems more believable then claws working regulary with sharp tools, more or less dangerous chemicals and protective gear of different kind in my job (luckily not that often) marks the difference between our, lets call it cutoff points, drastically different ![]()
![]() Radyn wrote: Now, as the title says I am wondering if anyone can help me out. I find that having so many options for players to choose from has caused some issues in my games. I'd really like to pare down to as few books as possible to get away from all the choice bloat (and power creep) that comes when there are just so many books. I am not trying to gimp the players into unplayable characters by limiting choices, but rather keep the choices to ones that I can still enjoy running a campaign for. There might be choice bloat, but the system math allows rather little actual power creep, as mentioned before I usually find that my players have little problems to choose - at least once they have settled for a theme for their characterWhich might be your way to help them - let them decide on a theme and then narrow down the options Radyn wrote: Example: A few posts down I see one titled "Help me make a Teddy Bear Warrior". While I'm sure there are tons of players and GMs who would be thrilled to have that in their game, I am not interested in telling that story. That has little to do with choice paralysis nor with power creep, thats a personal preference, of course if you are gm you can do what you want Radyn wrote: Another problem I have run into is having a character that is so complicated that each turn we struggle to figure out what even happens when all of their abilities are activated at different times (Magus - bow wiedlder, Starlit Span, Expansive Spellstrike, etc.) After a while I just kinda took their word for the 40+ damage and where their spell that was delivered by the arrow began and who it hit just so we could move on to the next players turn. You should be able to take the word of your players anyway It is a cooperative storytelling game - the gm is not the enemy or an obstacle to overcome and your players should also be fully aware of itthat being said, when the players have settled on a concept and you see the copy of their character sheets, it is certainly not wrong to look at what they can do now and potentially later
Radyn wrote: HERE IS THE CRUX OF MY QUESTION: Which books could I limit player access to that would make for a still fun (subjective i know), competitive yet much more simple game? if you want to keep it simple keep to the core books one step more would be allowing lost omens books the ones I would most likely ban are the adventure paths (that you are not currently playing) since their content *can* (but does not have to) be a bit swingy I am personally of the opinion players should enjoy maximum freedom for most campaigns
that said, for some campaigns it makes sense to make a curated list or set some limiters so the theme of the story sticks
I really don't get why you would ban poppets, but I don't get why some people ban gnomes from their table ![]()
![]() This goes in the category of topics where logical and critical thinking should be applied as said above, even its considered an injury and not contact poison, applying them to unarmed attacks is a recipe for disaster claws? chip a nail on your enemies armor and you are poisoned teeth? dont even think about it it horns? you want to risk is running down your forehead into your eyes? even smaller ammounts of the poison being left after the use - or after the 'effective period' (i.e. the poison dries without effect on the nemy) expose the body to the poison
if you want to use natural poison your options are (afaik)
![]()
![]() My first look at the class, I really do like it, probably won't get an opportunity to see them in play before the playtest ends, so that is a bummer based on my experience and impressions and what I read in other threads I still feel like sharing thoughts and making suggestions 1) making the class an occult caster slightly surprised me at first, but the more I think about it, the more I like it. Having Int as key attribute seems fitting, but slightly dissonant with the theme of the dirge and the described performance flavor for the spells - maybe we should get an attribute choice? Although I would not tie that to the fascinations, that would only create an artifical barrier for playstyles 2) I really like create thrall, a flexible spell with a lot of utility and great action economy. The thralls are interesting and I love metamagic keying off them - there should be more thrall spellshape feats (more powerful widen spell if you use a thrall at its point of origin, gaining bonus damage per spell rank when sacrificing a thrall next to the enemy, etc) 3) I see the flexibility problem of thralls some people mentioned. The easiest way to adress it would probably be to add a line in create thrall akin to 'instead of creating a thrall, you can order one of your existing thralls to move 15ft' 4) while there are some options to use thalls outside of focus spells, focus spells seem to be the main focus, which especially in the early game where you need 2 actions to recharge a focus point once per combat with consume thrall, causes for periods of not many possibilities of what to do
5) there are some skills supporting wading into melee and being the worst nightmare of your enemies (weapon familiarity, ostea armaments, draining strike, desperate surge) but those feel a bit like trap options
5.1) speaking of ostea armaments, starting level 10 the lvl 8 feat scales perfectly to level, but before that it gives you an 'underleveled' weapon? only a minor nitpick but I think the feat should probably come online on level 4 or 6
![]()
![]() YuriP wrote: Not exactly. In mid to high level gameplay is pretty cheap to summon some level -1 creature to sacrifice, including we have a pretty strong spell to do this. sorry to burst your bubble, but final sacrifice says you need a creature with the minion trait while the sidebar on the necromancer explicitly states that thralls are 'not minions with the summoned trait' ![]()
![]() -Soothe and Fear are always decent choices -If you move in close bane and malediction are things that help you and your allies -command could easily be flavored to command the enemies skeleton :P -invisibility to slip away between your thralls -since the necromancer has some singing flavor sonata span might be oddly fitting (and so are many other sound based spells) -rouse skeletons, thematically very fitting and with summon thralls being one action a movable sustainable aoe seems very handy to name some examples - I also fully expect that book where the class comes in to deliver new and thematically fitting occult spells ![]()
![]() d4 feel unsatisfying to me and all my players if we dont get to roll loads of them, which with weapons of course does not happen for (almost) every situation where you could use a d4 weapon, you can have at least a d6 and usually dont lose much and d4s ruined the starknife for me
![]()
![]() A bit of a sideline interjection towards grapple again If the player wants to do awesome martial arts and have grapples that can be really *really* powerful The player might want to check out the third edition of Exalted in itself you can grab the enemy, push them around, throw them around, savage them and bash them into stuff and then there are martial arts and 'class' specific abilities that can be stacked of top its a lot of rolling with a lot of dice, but (after pathfinder2e) one of my favourite systems (which of course has it's very own problems) ![]()
![]() jacktact wrote:
You should probably grab some additional vs Will spells from your list but not exclusively, being able to target all the saves is one of the strength of casters -> the difference between a good and a bad savong throw for monsters can be a (theoretical) difference from up to 16 points (!) quick look at the monster creation table in the gm coremore realistically it still can be a difference from like 6 points which gives you a 30% higher success and critical chance - if the lowest save then happens to be the will save you can increase your chance by 10% extra Lia Wynn wrote:
This is very important too it does not seem like much at first glancebut especially for casters -> your armor class maxes out at expert and not all of them are going to maximise dexterity you are an easy target (10% easier vs average martials, 20% vs monks and champions, possibly 5-10% extra depending on your dexterity)
you eat more hits and eat them harder (when you are engaged)
![]()
![]() There is combat stealth which can be quite useful, especially for rogues and of course the will (and perception) debuff is a decent setup for almost every other spell you get from the bloodline also consider that your bloodline effect is optional, you dont have to activate it - but in combat the concealed is again a flat chance to enemies just not hitting you the +2 performance are admittedly a bit circumstancial, but imagine you are doing a performance for whatever reason anyway and cast a subtle spell during that - your next check is boosted, yay! ![]()
![]() Perfnord wrote:
honestly, maybe for the most basic version things like fans can be from the cheapest wood with parchment on top to intricistcly carved rare materials covered with the finest of silk hand painted by some legendary artist so - ask your gm for the *base* price :P
![]()
![]() The only thing that got changed with alignment is that some of my players are happy with the extended roster of gods since some were really alignment restricted before (not many lawful players)
in actual play - everything stayed the same ![]()
![]() Miles667 wrote:
homebrew a combination weapon with your gm and take triggerbrand gunslinger path if you want the vanilla scythe I see two...ish options: -take a magus, use your magic for additional mobility -take fighter and take monk archetype for additional mobility -argument for barbarian to have decent mobility + big weapons out of the box, although I don't quite see rage working with the character fantasy -not yet fully released but exemplar could probably also work, has even built in possibilities to debuff enemies I don't think Dread Marshal would lead you anywhere
![]()
![]() I really do like the new Kobolds, opens up the way for more possibilities to play them down the line (Tian Xia character guide doing a nice start with it) The redesign... honestly, at first I hated it, but it grew on to my. By now I am in the camp that will defend the paizobolds without a second thought - and I actually think the new headshape is more dragon like and the old one by now reminds me more of a crocodile |