Tacticslion wrote:
Well they did, but Loki had ulterior motives to his assistance, which is what a well-prepared evil character should do!
Anyone else feel like some of the bloat comes from them explicitly locking away some neat ideas behind archetypes? The Paladin's Bond ability, for example. Core gets the mount or the weapon, but archetypes add options like shield or holy symbol, which I see meshing wonderfully with some concepts without the weird archetype swaps on top of it. Ranger Fighting Styles. Stunning Fist replacements. All bound tightly to archetypes that people look at and go "Why would I want this?" (Even if they only feel that way in regards to a particular character)
So I did some tinkering- swapping a single Mythic Fleet for Mythic Paragon let me squeeze another 15 feet per round and another round of running, plus I actually spent some money on Ioun Stones for ability bonuses for another 5 rounds of running. Dopey McRunfast, Human Martial Artist Edit: Now I kinda want to run a Wile E Coyote game where the players have to stop this guy...
BigNorseWolf wrote: The niche of "using a prestige class to specialize a class into something more focused and flavorful" has been taken up by archetypes. Archetypes do it better, and they do it from day 1 of a characters career. The problem is, they ALWAYS do it from day 1. Mid-campaign revelations, or even revelations a few levels in, are too late to swap out. Your desire for career change means weeks of retraining, rather than just leveling up the next time.
I noticed this with the Magus and the Brawler too. The Eldritch knight is just kind of...there. It doesn't DO anything, because magus is unflinchingly superior to it. And if you try the 'well its meant for wizards to get tougher, not fighters to get spells' argument, then I will point you to Con bonuses and False Life being more efficient than the entire class, while not sacrificing spellcasting (slots OR levels). As for the Brawler, it does almost everything the Monk does, but it can also wear armor, summon feats as needed, and take fighter-only feats. Plus unlike the fighter, it just gets some of the harder prereq feats (I'm looking at you, combat expertise!).
Warpriests? Fervor instead of Lay on hands. 80-90% same function, but now they can't use each other's feats. Rogue Talents- Every time a class with talents comes out, they get some mish-mashed sub-set of the rogue talents they can use, that in turn doesn't get updated as new books come out.
If outright ignoring prereqs is too much, why not offset some? The one that springs to mind:
Strife2002 wrote: Also there's a lot of negativity in this thread, so let me just say THANK YOU. It should be no surprise to anyone who's ever seen me on these boards that I'm smitten with errata (as a GM and ONLY a GM, balance and clarification is way more important to me than me getting "robbed" of something I wasn't supposed to have in the first place). As far after its original publication as this is hitting, this IS being robbed of abilities. If we 'weren't supposed to have it' it should have been taken away immediately. I'm honestly tired of Society's adventure design causing class changes that overshadow home games that were JUST FINE. Crane wing was fine until society's big single bosses couldn't get past it because MMS gave it too early. Gun jams only slow down a gunslinger compared to an archer. I'm sure there are more, but I don't have time to hunt them down right now.
I think as far as 'useful' and 'good' diseases/afflictions go, they kind of get hidden under the blanket of 'its alchemy!'. Maybe a mushroom DOES fight toxic compounds, or allows people to metabolize them super well. Maybe its even more effective when jellied with some kind of fruit and pickled with a certain breed of yeast. The resulting compound is called Alchemical Anti-toxin. The problem is players will NEVER KNOW about the funny yeast or the mushrooms or anything, because all they ever encounter is the merchant who sells them the finished product, they use it, and never question it again.
I would eyeball it at 10,000 like the Ring of Invisibility and Ring of Blinking, except halved because of the lower spell level. By Formula
Total (approx.) value: 8750 By Permanency: 2500, maybe doubled for ability to put on/take off at will, so 5000
Hey guys! I'm the brain behind Cold Dinosaur Games, and I just wanna say I'm flattered for being mentioned! I will say I based the size off its length at approximately 9m vs Parasaurolophus at 9.5m (which paizo classes as Huge). I also opted for bleed damage based on the aforementioned slashing wounds.
I'll admit my site is a little derelict as setting up pages is much harder than I gave my friends who are good at it credit for. I can get some more stats up on blog posts if you guys are interested.
Gaberlunzie wrote:
"You're a loose ballista, Johnson. Turn in your mace and holy symbol. I'm taking you off this case."
Can'tFindthePath wrote:
AMEN TO THAT But yeah, the slayer in particular, I noticed nearly all the 'slayer talents' were rogue talents. Why not just say, slayers get rogue talents, and may choose from A, B, or C as well? Several archetypes do just that! |