Tsubutai's page

Organized Play Member. 23 posts (24 including aliases). 4 reviews. No lists. No wishlists. 3 Organized Play characters.


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Vigilant Seal

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Love this package, but I'd like to know if there are any plans to update it for compatibility with Monster Core, and if there are, will the update be free for existing owners or a paid add-on?

Vigilant Seal

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Looks great, hopefully there'll be a Foundry VTT module for it as well.

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Ryangwy wrote:
Squiggit wrote:

Champion armor progression is really janky. Ostensibly one of their unique advantages is enhanced armor proficiency but it's... only sometimes? Being consistently one step ahead like Fighters are would make a lot more sense and define their niche better.

I think that's because their armour progression is pegged to the monk - because unarmoured cannot hit max dex until 10th level, the champion has to slow-roll their expert armour or else they'd be awkwardly far ahead (they still are at levels 7-9, except against Mountain Stance monks who hit the full +5 at 6th)

If anything, that's an argument for boosting the Monk's early armor progression rather than for holding the Champion back. You could give Monks an early class feature similar to the Barbarian feat Animal Skin so that when unarmored they get a +1 or +2 item bonus to AC with a Dex modifier cap of +4 or +3. That'd allow the Champion to have a more natural armor proficiency progression and also help alleviate the severe MADness of non-Mountain Str Monks.

Vigilant Seal

The class as a whole feels solid enough to not really need many changes beyond the inevitable ones resulting from the removal of alignment. There are only two things I'd really like to see:

* A variant/subclass/class archetype that is not directly tied to any deity

* As with the Monk, their bump from Expert to Master armor proficiency should be shifted from Level 13 to Level 11 so they are always one proficiency tier ahead of martials like Fighters, Rangers, Thaums, and Maguses that go from Trained to Expert armor proficiency at 11.

Vigilant Seal

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I'd like to see a number of minor changes:

* Brawling Focus to become a class feature obtained at relatively low level rather than a feat - most martials including Champions can get crit spec as part of their regular class progression rather than having to pay a feat tax for it, and I can't see any good reason for the Monk to be different in this respect.

* The bump from Expert to Master unarmored proficiency to occur at level 11 rather than 13 so you don't have a weird gap where their armor proficiency becomes equal to that of other martials that go from Trained to Expert at 11 (Fighter, Ranger, Thaumaturge, Magus) when high armor proficiency is supposed to be one of the Monk's unique things.

* Either Flurry of Blows to be removed from the Monk archetype entirely or Monks to get a non-poachable Flurry upgrade (maybe a significant MAP reduction on the second strike?) at level 10. As it stands, Monk is the only martial class whose signature attacking quality can be poached in its entirety at full power without limitation or restriction, which feels pretty bad.

* Ki Strike to get a couple of buffs: first, the status bonus should increase to +2 at rank 5 and +3 at rank 9 in parallel with the damage dice, and second it should last for 2-3 rounds rather than one to make it more useful at low levels.

* There should be some new weapon stances, particularly for staves/polearms, and some of the existing weapon stances (hi Shooting Stars...) should be buffed.

* They should get a class feature that lets them spend an action to get a +2 circumstance bonus to AC like Raise a Shield while unarmed or wielding a Parry weapon. Say no to shield monks!

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In an FA game, Swashbuckler is a solid dip for any Cha caster to take with Multitalented because you can grab One For All and the reflex save proficiency bump feat and then be done with it.

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Farien wrote:
Of course. Rogues are always getting +3 CON bonus. They just dump their class's key attribute. It's so obvious.

There's absolutely nothing stopping a Thief rogue from starting with 18 dex and 16 con.

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There's no bad stat per se but there are clearly some stats that are more powerful than others and more favorable to have as your key attribute - dex and wis are at the top of the tree since they govern saves and AC/perception as well as boosting skills with excellent skill feats, then con because every PC wants hit points and good fort saves, then str/cha, and finally int.

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I've been running Mantle of Gold (book 1 of the Sky King's Tomb AP) with my group, which features half a dozen or so quests that are resolved using some variant of the Victory Point subsystem. I've found that the presentation of these quests makes them quite hard to run because the details of the quest and the progression of the subsystem are spread over 5-6 pages. While the wealth of detail given on those pages certainly helps flesh the quests out, it makes it very difficult to quickly discern the quest's structure or refer to the text when running it. In addition, points that tie into other quests or future events can easily be overlooked, especially if they are not highlighted. I therefore think it'd be good to include a one-page cheat sheet that outlines the flow and structure of the event (i.e., the number of tasks available to the PCs, the number of VPs to earn in each one, and the number of rounds of checks that the PCs can perform), any unique features of the quest, points that tie into other quests or events in the AP, and the rewards available to the PCs if any. To show how this could work, I've created such a cheat sheet for the *Burntown Temps* quest from the first chapter of Mantle of Gold, which takes up 5.5 pages in the existing text. The cheat sheet can be seen here (minor unavoidable spoilers for Sky King's Tomb): https://i.gyazo.com/d8728648b128929f3f7189f9053d9d4e.png

I really think that including cheat sheets like this would make it a lot easier to run subsystem events in general and greatly reduce the amount of prep GMs need to do to run them well.

Vigilant Seal

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Unicore wrote:
Didn’t they playtest a similar “expert proficiency, but success to critical success shift with the animist though? I don’t think there is a hard “not possible” line with saving throw boosters.

The animist didn't get degree of success boosts on all three saves, though, which the remaster rogue apparently does. Having a class with upticks on all three saves absolutely is a major departure from the existing design.

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Deriven Firelion wrote:
Tsubutai wrote:
JiCi wrote:

The fighter may be balanced, but I feel like it's missing unique class features to differenciate it from other martial classes.

Some will be quick to defend the Legendary proficiencies, but... what else?

Bravery is a major unique point - Fighter is the only class that gets to upgrade successes to critical successes for all three saves. It is also the only class that gets bonus swappable class feats.

Bravery only works against fear effects.

A fighter gets no Legendary save.

Yes, I know that Bravery only works against fear effects. That's still much more than any other class gets on their 'weak' save. IME, the master to legendary upgrades are much less valuable than the expert to master upgrades because crit fails are much less common than successes and players will generally reserve hero points to reroll crit fails anyway. Master - Master - half Master is a significantly better save profile than Expert - Master - Legendary.

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JiCi wrote:

The fighter may be balanced, but I feel like it's missing unique class features to differenciate it from other martial classes.

Some will be quick to defend the Legendary proficiencies, but... what else?

Bravery is a major unique point - Fighter is the only class that gets to upgrade successes to critical successes for all three saves. It is also the only class that gets bonus swappable class feats.

Vigilant Seal

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pixierose wrote:
I think the fighters power is a bit exaggerated. Most other martials get riders to damage of some kind that make their attacks hit harder, fighters lack that in exchange for the accuracy, an accuracy that is still affected by the dice rolls.

That's not strictly true since fighters get more bonus damage from Weapon Specialization than other martials as a result of their higher proficiency. They also benefit more from runes and weapon modifications with powerful effects on crit like Phantasmal Doorknob and Crushing Runes because as the class that crits most frequently they are most likely to proc those effects.

Vigilant Seal

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R3st8 wrote:
3-Body Problem wrote:
R3st8 wrote:
Honest question why is clone bad? I feel like its overrated because unless you get a party wipe your allies will bring you back and you can always go to a major capital and pay a lawful church to revive you later, besides we have feats that have a similar effect like the psychic's "Become Thought" or the animist "Eternal Guide" so why not just slap a similar feat on wizards and call it "Arcane Clone" or something? it just feels weirdly arbitrary to me.

I can give some context here.

When combined with Magic Jar which I insinuated when I mentioned both spells in the same post, Clone allows you to not worry about defending your abandoned form. If you ever wish to return to the body you had before you can just die and pop back up as yourself.

Can't you just do the same as a psychic and use Possession + Become Thought?

Possession is an uncommon spell and thus not expected to be available by default, while Become Thought is a level 20 capstone feat that will only be available for a few sessions in a typical 1-20 campaign; on top of that, its resurrection effect can only be used once per in-game year. It's not at all comparable to a spammable spell that becomes available at level 15.

Vigilant Seal

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Senko wrote:
Oh and as for electric arc its not 2d4 + ability mod (till the remaster when the mod goes away) its D4 + ability mod unless you heighten it. Heighten it and its not per day its 2d4 (in circumstances) + ability if you use one of your 1st level slots which makes it limited per day.

Uh, this is not how heightening cantrips works at all. Cantrips automatically heighten to the highest spell level you can cast and never consume a spell slot when cast. Electric arc cast by a level 3 or 4 caster always does 2d4 + mod damage and can be cast an unlimited number of times.

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SuperBidi wrote:
At level 17, the Tome gives a +2 circumstance bonus to all your attacks. At that stage your damage should be crazy.

Unless I am misreading the Tome implement's description, this is incorrect: the circumstance bonus to attack rolls never rises above +1. The Paragon benefit is:

"The initiate benefit's circumstance bonus to Recall Knowledge from holding your tome increases from +1 to +2. When you succeed at the Recall Knowledge check granted by the tome's adept benefit, the bonus applies to all attack rolls you make before the start of your next turn, not just your next one."

The increase from +1 to +2 *only* applies to the initiate benefit, i.e. the recall knowledge check. The adept bonus changes from applying to the first attack to applying to all attacks, but it is not increased.

Vigilant Seal

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Cleavis Morerats wrote:
Anytime we have failed to complete the entire mission objectives it's not been from combat it's been from martial characters getting multiple crit failures on social skill checks. Just about every thread about optimizing characters or improving a class I've seen is centered around combat.

This was my experience in PFS games as well and is why I eventually retired my PFS Monk for a Thief Rogue who could cover a lot of skills that were commonly missing in pickup games. It's much less of a problem when you're playing ongoing campaigns with regular groups who know enough to coordinate their skill proficiencies so more or less everything is covered, and I suspect that's why it's not talked about so much.

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3-Body Problem wrote:
Who's taking any of the following as a standard daily loadout option: Aqueous Orb, Bind Undead, Blazing Dive, Bottomless Stomach, Bracing Tendrils, Clairaudience, Cozy Cabin, Crashing Wave, Cup of Dust, Curse of Lost Time, Distracting Chatter, Dividing Trench, Dream Message, Elemental Annihilation Wave, Enthrall, Familiar's Face, Feet to Fins, Firework Blast, Ghostly Weapon, Gravity Well, Hypnotic Pattern, Impending Doom, Levitate, Locate, Magnetic Acceleration, Meld into Stone, Mind Reading, Nondetection, Oneiric Mire, Ooze Form, Organsight, Paralyze, Percussive Impact, Persei's Precautions, Phantom Prison, Rally Point, Roaring Applause, Rouse Skeletons, Safe Passage, Sea of Thought, Secret Page, Shadow Projectile, Shifting Sand, Shrink Item, Sparkleskin, Temporal Twin, Time Jump, Wall of Virtue, Warding Aggression, and Web of Eyes.

I have played with casters that have made effective use of Gravity Well, Impending Doom, Ooze Form, and Shadow Projectile and I have *absolutely no idea* what Roaring Applause is doing on this list since it's one of the strongest control/boss-debuffing spells in the game. Stripping reactions alone can turn a boss fight around, and the failure effect (target automatically provokes AOO every turn and is slowed 1 in addition to losing all reactions, for as long as the caster cares to sustain the spell) is functionally an instant fight-ender.

Vigilant Seal

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I would change panache so that once you get it, you retain it until the end of your next turn and it is not consumed by doing a finisher. That way you actually get to use things like the panache speed boost, precise strike, and your bonuses to panache-generating skillchecks, making it easier to retain panache over the course of a fight.

I'd also make Parry and Riposte a level 12-14 feat rather than 18.

Vigilant Seal

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Yeah, it'd be great if there was a low-level class ability along the lines of dueling parry. Something like this:

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Monk's Parry

One action
Requirements You are unarmed or wielding a Monk weapon with the Parry trait
You can parry attacks against you with your limbs and weapons. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
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Then change the AC bonus of Crane Stance and Crane Flutter from circumstance to status so they're not made redundant by this and shields.

For bonus points, add a level 10-12 feat that lets you have Monk's Parry constantly active.

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Deriven Firelion wrote:
You don't need a lot of mobility to flank. Sudden Charge is what I refer to as practical mobility versus the monk having 65 to 70 feet of movement in one action but no need to travel that far too often for most combats.

Sudden charge is two actions to stride twice and then strike

With the same two actions, a monk can stride about the same distance and then strike twice with flurry.

I don't quite see how the former is "practical mobility" but the latter isn't, despite being strictly better.

Vigilant Seal

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Ki Strike is a pretty decent damage booster for Monks, especially with the upcoming refocus change making it possible to consistently use it twice per fight at level 2 and three times by level 4. It could stand to be buffed so that it adds the higher of a d6 or the current weapon/unarmed attack damage dice, but eh.

As for Monk changes that I'd personally want:

* A bo staff/polearm stance. Just copying and pasting Whirlwind Stance from the Staff Acrobat archetype would be fine. It's wild that the class has sword and bow stances but not a stance for one of the iconic martial arts weapons.

* Monks (and Champions) to get their bump from Expert to Master (un)armor(ed) proficiency at level 11, when fighters, rangers, and maguses get their bump to Expert, rather than 13 so you don't have a weird two-level interlude where half of the offense-focused martial classes are just as good at defending themselves as the two martials that are hyperspecialized in defense.

Vigilant Seal

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Things I want, in no particular order:

Monks to get a bo staff/polearm stance. Just copying and pasting Whirlwind Stance from the Staff Acrobat archetype would be fine. It's wild that the class has sword and bow stances but not a stance for one of the iconic martial arts weapons.

Swashbucklers to get auto-scaling proficiency in Acrobatics and/or their Style skill. If the core functionality of a class depends on passing skill checks then it should always get auto-scaling proficiency in the relevant skills, in the same way that Inventors get auto-scaling Crafting and Thaums get auto-scaling Esoteric Lore.

Monks and Champions to get their bump from Expert to Master (un)armor(ed) proficiency at level 11, when fighters, rangers, and maguses get their bump to Expert, rather than 13 so you don't have a weird two-level interlude where half of the offense-focused martial classes are just as good at defending themselves as the two martials that are hyperspecialized in defense.

Champions to get access to Paragon's Guard stance. I really don't like the fact that the iconic sword and board class doesn't get to eliminate the action tax of raising a shield until level 20 when Fighters and Swashbucklers can do it by level 12.

Panache to be something that persists for a fixed duration once acquired rather than earned and then spent on a Finisher immediately afterwards. If getting panache meant retaining it until the end of your next turn and it was not consumed by doing a Finisher, it'd be a lot more attractive for non-Gymnasts to take advantage of their panache bonuses and Derring Do, and a lot easier to keep panache up, especially against bosses. I think that'd address a lot of the Swash's current pain points.