I think I'd amend point 2 to be "Failures have interesting consequences. Otherwise, agreed.
John Lynch 106 wrote:
That isn't failing forward under the definition I've provided. That's introducing consequences for failing to succeed in a skill check. I've in favor of that.
Except that's exactly what failing forward is. Introducing interesting consequences for failure instead of having the PCs roll the same skill check 10 times or take 20 or whatever.
Which means that Magic Warrior is likely the Magaambya-linked archetype.
John Lynch 106 wrote:
Occasionally, failing forward means allowing catastrophic consequences that still move the story forward.
Going back to your tracking example. Sure, your party with no real expertise in the skill eventually tracks down the enemy scout. Unfortunately, he succeeded in his mission in getting critical information back to the villain, who now knows exactly what the fools who are interfering in his plan look like and what their abilities are.
Also, not sure what the dwarf story added to the discussion. That solution can occur in any game, fail forward rules or no.
j b 200 wrote:
Or the adventure changes to “escape the Big Bad’s victorious Army.”
I will disagree and say that failing forward is good, because it means something interesting always happens when you roll dice. If the PCs roll low on a survival check to track an enemy down, it doesn’t necessarily mean that they’ve lost them. But perhaps the tracker was so focused on finding the enemy’s trail that they missed the signs that a vicious owlbear calls this territory home.
And so on and so forth.
So, fun but confusing fact about Pathfinder 1: Race Traits and Racial Traits are two entirely separate things.
Race traits are a category of trait, like Faith Traits or Social Traits.
Racial traits are the features that your race starts with, in the case of Aasimar things like their spell-like abilities and celestial resistances.
Peri-blooded Aasimar can, in fact, take the Scion of Humanity alternate racial traits because none of the racial traits they swap out affect the Celestial language and native subtype racial traits and all aasimar start with.
I believe this alternate racial trait from the Advanced Race Guide should solve you worries nicely.
Advanced Race Guide pg. 85 wrote:
Huh. Somehow I missed that it replaced Channel Energy.
Nevermind. Carry on.
Stone Golems are made out of stone.
Flesh Golems are made out of flesh.
Adamantine Golems are made out of adamantine.
Therefore, it stands to reason that Quantium Golems are made out of Quantium. I could easily see Nex pulling a version of his capital city out of another dimension with the express purpose of turning it into a golem.
As well as all 3 feats in the Shield Gauntlet Style tree.
So, here's an idea that might work. We know the Doom Slayer will work with people he has issues with as long as they don't get in the way of his crusade against demons, right?
This leads me to believe that the Insinuator Antipaladin archetype might actually work pretty well for this kind of character.
I'm kind of surprised that no one has mentioned voomblades yet.
That is, fighters that combine the gloomblade and venomblade archetypes. The combination is limited to nagaji fighters, since the venomblade archetype is restricted to nagaji, but you get a character with a rather interesting set of abilities.
Your nagaji fighter can conjure weapons out of pure shadow (weapons that are all enchanted already, so you can choose a weapon to fit an encounter), they can spit globs of venom that can blind enemies as a swift action, and they still get access to all of the fighter advanced weapon training goodies since neither archetype trades out that feature.
Darigaaz the Igniter wrote:
And then you take more magical tails feats for a whole lot more magical tails spell-like ability uses.
Darigaaz the Igniter wrote:
The 9 tailed heir kitsune sorcerer archetype is fun, letting you grab extra tails faster.
You can combine this archetype with the kitsune universal favored class bonus that nets them 1/6 of a magical tail feat, and quite quickly have a lot of spell-like abilities to throw around.
I always that that the Drow's Cavern Sniper archetype looked pretty cool. Especially if you also took the Drow Nobility feat line that lets you use the Drow spell-like abilities at-will; you basically have a guy whose dropping big globes of darkness to disrupt the enemy front lines while also shooting the sneaking guys with faerie fire to mark them out to his front-line allies.
An Arcanist, eh? Your friend might find this Arcane Exploit from the Disciple's Doctrine player companion useful.
Armored Mask (Su) wrote:
By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor. She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.
The giant solifugid might be a good pick for you. It ticks the boxes you want in a companion (namely, darkvision and a climb speed). It's also fast, starts out with 3 attacks, and gets pounce and rend at level 4, which means that it's gonna be doing a lot of damage from round 1.
Also, if you google image search them, you will see that regular solifugae are super creepy. Which means that expanding them to the size of a large dog would make them even creepier. Not sure if that's a roleplaying plus for your druid, but I thought I'd throw that out there.
Having listened to Wayne's reasoning for why he designed Valeros the way he did (specifically, that Valeros picks up and uses equipment from all over the world on his travels), I'm actually kind of digging the fact that his armor and shield clash a bit. It certainly feels like he picked them up from two entirely different locations.
A Cavalier who is a member of the Order of the Staff makes enemies more vulnerable to spells when he challenges them. Pair this with a character like a Sorcerer whose bloodline arcana makes them good at casting curses or compulsions, and you’ve got a team that specializes in shutting down particularly strong enemies.
Just be careful when putting on the Helm of Opposite-Opposite-Opposite-Opposite Alignment.
So, blood hexes are special feats that give you special hex-like abilities printed in the Magic Tactics Toolbox. Said feats are especially effective when used by witches or shamans, as one might expect. The general idea is that they require you to have damaged the enemy before using them.
Now, most blood hex feats are not really worth using. There are two, however, which have some effects which I think are pretty strong. They are the following:
Preventing enemies from using any of their spell-like abilities and making it impossible for them to full attack seems pretty strong to me. Am I wrong?
One other thing that was confirmed is that Champions can regen their focus multiple times between rests.
Unfortunately, the 9th-Level bloodline power is useless to Arcanists because they can’t learn bloodline spells. But otherwise, it works out well for a “prepared” Psychic caster.
They’re not incapable, certainly. However, if you have the opportunity to double-dip on acquiring souls for your circle of Hell, why not?
Devils are, if nothing else, ambitious.
Well, Mephistopheles is the demon most associating with making deals and contracts, right? Perhaps his curse is all about the ability to read people? Insight into how they act and think would allow the PC with his curse to not only outmaneuver foes in negotiations, but also on the battlefield by allowing them to read the enemy's body language to anticipate how they move.
Mechanics-wise, the curse would provide a bonus to social skills like Sense Motive, Diplomacy, Bluff, and Intimidate, as well as bonuses to AC and Attack rolls. But of course, Mephistopheles' gift never comes without strings. Whenever a PC completes a negotiation or kills an enemy while relying on Mephistopheles' insights, the poor fool on the other end is consigned to the Archdevil's realm of Cania.
So by actively using these abilities that make them better at what they do, the PC is strengthening Mephistopheles' position in the Infernal Civil War. A reveal suited for the middle or end of the campaign, I'd say.
Here's another good one: the Animist Shaman has a really unique and flavorful way of helping their allies out of tough spots.
Is there any other class or archetype in the game that lets you go up to a nauseous ally, tell that ally "Hey. Nausea. I know you're in there. Stop it!", and then make the ally better?
That's what I thought.
I know that the Shaman Druid archetypes were mentioned above, but can I emphasize that the Dragon Shaman is the worst at fulfilling the fantasy it's trying to go for?
The flavor text indicates that your totem is the dragon, but it really should be called the lizard shaman, because that's what most of the archetype is really about; you turn into lizards, you can speak to lizards, etc. The only dragon-related benefit you get from it is that at 8th level you get to deal a bit of extra energy damage with your bite attacks. That's it. No breath weapon, no fearsome presence, no flight, nothing like that. Just a bit of extra damage on one of your natural attacks.
The Draconic Druid archetype might be one of the maligned drake archetypes mentioned above, but at least it lets you wildshape into a dragon! I mean, come on!
If we're going with archetypes that change things up for a class, I'd say both the Gloomblade and Venomblade fighter archetypes fit the bill. The Gloomblade because holy crap, you can just make a weapon out of nothing and it's actually good. The Venomblade because it actually works with the other Nagaji venom feats to make it feel like you can actually play a character whose poison spit actually feels kinda useful.
And of course, you can stack both.
If we're continuing to list archetypes where the mechanics don't really make the concept viable, I'd say that another good (read: bad) contender would be the Eldritch Scrapper.
The description of the archetype indicates that an eldritch scrapper "has a thick skin and a fighting style that blends weapons with spells."
And yet, all you get from it is trading a bunch of possibly useful bloodline powers for Martial Flexibility. As a sorcerer, you possess neither the HP nor the BAB to be mixing it up on the front lines. You also don't get anything like Spell Combat, an actual ability that lets you blend weapons with spells, nor do you get any bonus weapon proficiencies, which makes the whole description feel kinda untrue.