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dnjscott's page
Organized Play Member. 106 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.
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BaronOfBread wrote: By the way, for reference, Guns & Gears has 159 pages with rules text out of 236 pages. This number includes the glossary as rules pages and any page with any rules text even if it is ~20 words or an optional sidebar.
Our "rules heavy" book is ~33% "no rules" pages. Albeit a few of those are full page pictures, there are also a few "rules" pages with two sentences or a tiny amount of sidebar that has an optional rules element.
How much of our "lore heavy" books are rules? I am using Lost Omens World Guide since it is my only "lore heavy" book. There are 35 pages with rules text out of 135 pages, which includes pages with the rules for pesh and similar items as well as those with tiny sidebars with optional rules.
Which means our "lore heavy" book is ~26% rules pages, with most of those pages having only a small amount of space dedicated to rules.
As for my opinion on that bit of data, if there were no rules elements in the lore books I wouldn't care (though there should probably be some to sell flavor), but I think our "rules heavy" books should be closer to 75% rules than 66% rules. A page or two that give a bit of context for automotons is fine, but the history of Alkenstar should be in a Lost Omens book instead.
Yeah I wonder this too because although there are lore books and rule books it also seems like there is more lore in the rule books and less rules in the lore books but I'm not sure if I'm just imagining that...
keftiu wrote: dnjscott wrote: RexAliquid wrote: dnjscott wrote: This is kind of an eye of the beholder question and I don't want to start an argument but I'm just curious, how do you feel about the ratio of rules to lore in the recent books? Feels like they are way more lore heavy than 1e. Are you distinguishing between the rulebook product line and the Lost Omens (setting) product line? Looking overall - I don't really care if they want to separate rules into different books but there are definitely more lore books than rule books and the rule books have a lot of lore as well. Like the livestreams a while back said the book of the dead would be 50/50 split so other than Dark Archive what rules books are coming out soon? Book of the Dead and Dark Archive are both from the rulebook line. I'm curious about Book of the Dead - has a lot of content apparently compared to page count (player support, bestiary, lore, adventure in 224 pages). I like the theme a lot though. I figure it will have a lot more lore than the "pure lore" books have rules though (and then there is a ratio of how many books are released)
Anyway wasn't really trying to get super deep on the split, just wondering how others feel... it's a personal preference thing
RexAliquid wrote: dnjscott wrote: This is kind of an eye of the beholder question and I don't want to start an argument but I'm just curious, how do you feel about the ratio of rules to lore in the recent books? Feels like they are way more lore heavy than 1e. Are you distinguishing between the rulebook product line and the Lost Omens (setting) product line? Looking overall - I don't really care if they want to separate rules into different books but there are definitely more lore books than rule books and the rule books have a lot of lore as well. Like the livestreams a while back said the book of the dead would be 50/50 split so other than Dark Archive what rules books are coming out soon?
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This is kind of an eye of the beholder question and I don't want to start an argument but I'm just curious, how do you feel about the ratio of rules to lore in the recent books? Feels like they are way more lore heavy than 1e.
I would like more rules but I am curious if I am an outlier. I know 1E ran away with rules after a while but I think they could do more crunchy content.
I guess you can't use a Monk stance with a natural weapon right? I think I just figured that out.
I really liked this background and wanted to lean into it some for my character.
We play with free archetype.
The things that seemed relevant were Fleshwarped Heritage and/or Sterling Dynamo archetype.
The thought would be that the character is becoming partially mechanical like his symbiote.
I guess the specific question is if these are compatible, they give different natural weapons so I wasn't sure if there was any benefit to using both.
Any other thoughts for the concept appreciated though. I was leaning towards Inventor but I guess Monk is maybe really good for natural weapons.
Ventnor wrote: A fighter who boosts dexterity has a better reflex save, and is better at the acrobatics, stealth, and thievery skills. So, you’d probably want to make use of those particular skills. Thanks, I guess that's the list
David knott 242 wrote:
If your character has higher Dex than Str, using finesse weapons like the Aldori sword improves your accuracy. However, you shouldn't completely neglect Str because PF2 has no Dex to damage options that I can recall.
What this archetype gives you are options to do things other than simply inflict damage when you hit someone with an Aldori sword.
Yeah I didn't see any dex to damage bonuses so I couldn't really ignore strength - right now thinking strength is just better unless I am missing something
Hey my campaign uses the free archetype variant and I wanted to do the Aldori Duelist, mostly for flavor.
Most guides and references online say this is good for a Dex Fighter but what are the advantages for a dex fighter?
Looking at it seems like strength adds in bonuses to athletics / combat maneuvers and damage so not sure what dex brings to the table in general?
The early one handed sword feat involved a grab so that sounds like strength too.
Dex Fighter seems to be a respected build, just not sure why :)
Hey has anyone tried this out? Seems kinda fun and flavorful but I wasn't sure how well it worked mechanically since the Familiar/Master abilities are pretty based around normal familiars.
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This is the first thing I haven't really liked...
1) It just looks like a feat chain which I got way burned out on on PF1
2) The potential overlap with signature skills and weapon proficiencies bugs me - do you just lose all benefit?
3) It seems way too situational, like you would never really take it... all the 'on a boat' stuff
4) I don't like not being able to take the archetype until level 2
YMMV but not liking this
Hey all - the Sleuth Archetype trades out Alchemy for some luck-based abilities. Two questions -
1) Am I reading this right that you lose all Alchemy abilities?
2) If so, is it possible that the substitute abilities make sense to trade out 6 levels of casting? It seems a steep price.
Thanks all, I think the Monk is sounding best along with Feral Combat Training. Will look at the archetypes suggested.
I usually would take the advice to ignore pressure to play a caster but I am by far the most experiences player in the group so I feel bad about it...
OK, so I am being peer pressured into playing an arcane caster in a new game, good news is it is gestalt so a whole second class becomes viable.
My thought was to go white-haired witch, which usually seems totally useless but becomes more appealing when gestalted.
Long story short - with full WHW on one side, what is the best balancer? Monk or Lore Warden Fighter? You end up tripping, grappling, etc a lot so seems like the CMB needs some help.
Right now I am leaning towards Monk first 3 levels so I can start with maneuver training, and then I can switch over to Lore Warden. We start at level 3.
Does that make sense? Any suggestions for alternatives?
Hi all,
Our GM has decided to start up a gestalt level 8 Pathfinder campaign. Knowing this GM it will be brutal in terms of optimization needed.
I wanted to play a Sorcerer 5 / Dragon Disciple 3 // ?
My plan is to fill in the lost caster levels with the other side of the gestalt so I am still full casting levels.
Other than that I have 7 levels of choice, with 1 PrC max. Any suggestions for the other side?
My wife has requested I play a good flanking buddy for her Rogue. I guess Sorc / Rogue is possible, but does it make any sense?
Hi all,
I was thinking of making a Psychonaut Alchemist to supplement our group - the other players are a Ninja, a Paladin, and 2 Rangers so we could use some spell casting but I get twitchy with low skill points and/or BAB so I couldn't convince myself to go Wizard.
I thought Alchemist would be a good substitute and I liked Psychonaut so I could get some more versatility.
However, I feel pretty hosed looking at my prospective Bomb damage - if I get something like a force bomb I will be down to 1d3 base (and some improvements will be traded for other class features) so I am wondering if the Bombs will still be useful.
I could go half orc and get the 1/2 level boost, but will that make up for it? I'm honestly nervous anyway since with level + bomb seems like I will be running out.
The game is level 12, I'm replacing my Sleepless Detective, who just ran afoul of a Deck of Many Things and was trapped on the Plane of Air (one of the reasons PLane Shift is on my mind).
Thoughts? Can a 1d3 bomb be of use?
One possible alternative - although technically it's modifying the same class feature twice, the DM is ok with me going vivisectionist and having a d4 sneak attack (applying the die type reduction to sneak attack instead of the bomb). I like the additional infusions and free skill (Heal for Knowledge Nature) but I've found sneak attack underwhelming in the past, let alone with only a d4 die.
Hi all,
I am looking for undead-themed classes for a game where I will be playing a half-undead.
So far the main ones I have seen are Dirge bard and a Vivisectionist with the undead-themed Discoveries.
I know Oracles and Clerics can do this but I am not playing a full caster class this time around since we are experimenting with the Advanced Races book and having a lot of racial abilities (I will have Flight, Fast Healing, and Blindsight).
Any suggestions?
Is there way for a martial-type character to have a persistent ghost touch? I feel like somewhere in the library there is a feat / archetype / ki power that does this and I'm not just remembering.
Highglander wrote:
PS : If not done already, take a look at this guide ;)
THanks for the guide - I missed it when I was reading this on my phone. :)
It sounds like MOMS is out. I like Crane style since it fits in well with the sword-wielding, I think. I wasn't per se thinking of tripping but I guess with the flowing monk bonus and the temple sword bonus it is a bit of a no-brainer.
Chengar Qordath wrote: Master of many styles is good, as long as you pick the right styles to go with it. However it's worth noting that the MoMS is really at his best as an unarmed fighter; many of the styles modify unarmed damage, or improve monk feats like Elemental Fist, Stunning Fist, etc. There are still plenty of good styles to be gotten though, so it's not a critical issue.
I'll let someone who's played the Archetype field the Flowing Monk.
Also worth noting that MoMS and Flowing Monk might be stackable if you have a reasonably negotiable GM; the only place they overlap is that MoMS replaces the standard bonus feat list, while Flowing Monk uses up your 2nd level bonus feat.
Good catch on the cross-over, I had just at a 'compatible archetypes' list I found online. She is fine with both.
...too bad it may not be a good idea, heh.
Hi all,
I am thinking of planning a Monk in a level 11 game.
It will be Monk 11, I am a bit neurotic about multi-classing and missing the high-level stuff.
My preference runs toward using a Temple Sword because I like swords (is it settled if you need an EWP for this or not? I was slightly confused).
I will definetely customize a bit with Qinggong Monk but otherwise I am a bit bewildered by the number of available archetypes... any suggestions for the best ones? I was most interested in by Master of Many Styles and Flowing Monk... are these traps or are they any good?
I liked the Inquisitor and the Bard Arcane Duelist - preferring the Bard since than the Inquisitors, at least according to a very fast glance-over.
Probably the Synthesist would be really good except I can't really seem to understand exactly how it is supposed to work...
Dragon Disciple looks interesting if more of a classic / full casting is thegoal, which I suppose it could be. I need to read up on bloodlines to really understand it, I think.
I liked Magus / Iajitsu Master (or whatever it was called). I do prefer a bit more in the way of skill points, though.
Oracle is at least 4 / level, that helps.
Hi all—
My usual GM wants to run a high-level game (starting at 10).
I usually prefer melee types with decent skill points (Rogue / Ninja / Barbarian / Tactical Fighter or a combination thereof) BUT I have noticed in past games that they run out of steam once you get up to level 11+ (in my opinion).
My usual solution is to go Vivisectionist Alchemist (.75 BAB, 4 skills, sneak attack for fighting). But I have played one the last two games and I want to do something new.
What’s your preference for class /archetype with the best balance of casting, BAB, and skills? Not asking for a build or anything (though I will read any posted), just could use some general advice…
I am playing in a Pathfinder conversion of the old 3.5 World's Largest City Book - to mix it up, I decided to go Urban Barbarian.
so far he is holding his own quite well but it seems like the spellcasters are really starting to get ahead as far as versatility goes (there are a Magus and a Wizard in the group).
He is a level 5 Half Orc Urban Barbarian / Invincible Rager. He fights with his claws from beast totem and a bite from the Razortusk racial trait, boosted by an Amulet of MMighty Fists.
Feats are: Power Atack, Extra Rage, Outflank.
Rage Powers are:
Beast Totem (lesser), Elemental Rage (lesser).
I have a fairly clear path ahead for Rage Powers - all of the below are taken at minimum level.
6 - Beast Totem
8 - Elemental Rage
10 - Beast Totem, Greater
12 - Elemental Rage (Greater)
Not as sure what to get after this point - maybe some of the mobility powers? I am a bit stuck on the ground. The throwing power from Ultimate Combat was at least amusing.
Feats I am less sure on - I am taking the Scent feat as soon as I can get my Wis up from 12 to 13 and IMproved Unarmed strike would make some sense for times I don't want to burn rage with would lead well into Deflect Arrows, which I really could've used last session.
....if I end up focusing on IUS, the Feral Combat Training feat might be cool though I can't immediately think what to do with it.
Any thoughts on how I can keep this character going / what high level feats to chase? I have not played Barbarian before so I am a bit lost.
I mentioned monks because they seem to struggle for AC but their usual 'weapon' (amulet of natural fists) makes it so you can't sneak in an extra 1 AC for 1,000 GP with an amulet of natural armor. Bummer. I don't remember this being a 3.5 issue but I think we were pretty fast and loose with item slots in the old days.
That said, this is a home game and in the World's Largest City to boot, so will look into customs. Thanks.
I usually avoid the Monk basically always but I am trying out a Barbarian Natural Attack build and I just got my first Amulet of Natural Mighty Fists (hoorah three boosted attacks!). It just occured to me, though, that I can't use my Amulet of Natural Armor anymore. Is there a way around this? Or is it just another reason it Sucks to Be a Monk?
Thanks all - there is a tear in my eye for Way of the Samurai, being as I'm not sure I'll make it to 8. So, multi-weaponry juggling or intimidation. Got it.
Second question - is this character worth making? Never played a Samurai. The Sword Saint is a slightly off substitution but then again no room for a mount in the dungeon, so might as well...
Hi all,
Looks like a Sword Saint Samurai will have an action to spare in many combats (swift action challenge, move action to approach, leave sword in scabbard for full round action next turn).
Any thoughts on how to make this less of a waste? I know the obvious suggestion is to carry a backup bow or battleaxe but I'm not sure there is enough wealth available in this game to have two magic weapons.
This is World's Largest (Pathfinder) dungeon, so VERY combat heavy.
Thanks all - I usually play more of a skillmonkey but this is (Pathfinder) World's Largest Dungeon, so seems like a fighter-type would be good.
I was looking over the Net Master line of feats in Ultimate Combat and wanted to try them out.
Seems like in order to get all of these feats + prereqs + the feats to leverage the tripping / dirty tricking abilities you get, you would need Fighter Bonus Feats.
I hate playing with 2 skills / level, though.
Any suggestions on best compromise between bonus feats and skills? I seem to remember a tactical fighter of some kind with 4 / level - any Ranger archetypes with fighter bonus feats or anything like that?
Riku Riekkinen wrote: So...
1) Do you want Trapfinding (or is Disable Device enough)?
2) What skills do you want especially?
3) Do you want to be ranged or melee... or both.. or support?
1) I would prefer trapfinding. If I do vivisectionist alchemist I can have sneak attack and also have an awakened animal cohort that I was thinking could take Rogue levels and thus trapfind, but if there is a better way to get it for the alchemist that would work, too.
2) Well, a Cleric needs Spellcraft and Knowledge religion and only get two ranks, so that sort of sucks. Ideally a decent mix - perception, disable device, stealth, maybe sense motive, acrobatics is fun. (Currently playing a Rogue so I have plenty).
3) Well, I have been playing a mix of melee and range (gun proficiency with deft shootist, TWF, and a pistol and a rapier). I am trying to be more support-ish since no one else wants to and I have been playing the longest by far so I think I have the best chance of making a fun support character...
...we do have a healing-oriented Paladin, who can at least help with the channels.
I'm just playing a Rogue now and having fun and don't quite want to go all the way over to Cleric - Alchemists have a flavor I like more and more skills (I am aware Clerics are probably much better, pound for pound, as they tend to be).
We need a healer for our level 11 group and I was thinking of going Alchemist instead of Cleric. Does this work well in practice? I know Alchemist has healing and Restoration but I am wondering if there are other needs I am not thinking of.
thepuregamer wrote: well paladin smite only works against evil targets a limited number of times per day. This can be used as often as you want. it is more comparable to weapon training or barbarian rage or maybe arcane strike.
bardic song is similar which is why this feels particularly weak. If you could activate know thy enemy as a free action, you could still be using other abilities on your turn.
though I would also like to say that the ability is strictly inferior until you hit the 7th lvl of the class. before that point it takes a move action to activate the ability which is pretty bad.
Yeah, he's an archaeologist bard so he gets a better bonus for that, plus the style itself...
@ Cheapy - probably no, though ALchemist does indeed have disable device, hmm. Good point on the wand, don't even need UMD as we do have a Paladin...
@KaeYoss - Not sure if 2 skills / lvl can get it done...
@CDM - Eh? Seems the opposite of what I was asking?
thepuregamer wrote: well know your enemy starts at +1 but it finishes at +3 and you can gain it to atk/dmg or ac/saving throws, or cmg/cmd. It is sort of an anything you need ability. you get 3 bonus feats, ability to reduce dr, and it caps with getting to crit most non critable enemies. As long as you can make the knowledge checks, this seems like a pretty decent prc.
your main problem is the overabundance of swift action abilities open to you. bardic song, arcane strike, activating a style, know your enemy, etc. might be hard to fit all that into 1 encounter.
IDK - 10 levels to get to a +3 seems pretty weak compared to, say, any given magic user or Paladin smite...
Hey all,
I am playing in a game where I am by far the most experienced character. We are level 11, and we have an Wizard / Eldritch Knight, a Paladin, and a Summoner. I am currently playing the trapmonkey and skillmonkey but we are really starting to hurt for Restorations (the Paladin and healing potions have been covering for healing well enough).
We're only a few sessions in and the GM has been trying to cover as best she can with convenient healers and potion treasure troves, but she has also indicated that she would like someone to switch characters to make up the slack.
Neither the Paladin or the Summoner is interested in changing and we need the Wizard, so I was thinking of doing it... but the GM is pretty trap-happy....
Long story short, any suggestions on a healer / trapfinder that could be reasonably fun to play despite his dual role duty? A Metal Oracle at least has 4 skills / level and Disable Device - anything better? Any good Prestige Classes maybe?
I have 11 levels, 25 attribute points, and level 10 wealth. I usually play Half Orcs with Scent, if that matters.
I had this concept for a Bard who could use Kiirin(sp?) style and Bardic Knowledge together to ace knowledge checks and thus more-or-less permanently coast by with +2 to saves and +8 damage 1 / rd (double int).
I liked the concept of the super genius character who hurt enemies with his BRAINS, too.
Student of War seemed to be a perfect match, but unless I am really missing something the abilities just sort of suck (a +1 bonus to attack and damage? Really?).
Am I missing anything good about this PrC? Flavor is perfect, but I don't want to spent a swift action and a PrC level for a +1 to hit and damage (and lose spells, bardic knowledge, etc etc).
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I have long thought that chains of feats should instead be one feat that gets more powerful as you level up, instead of you essentially having to take the feat three times. It's pretty hard to keep up with feat bloat, otherwise...
Hey all,
My vivisectionist alchemist is adding a level 7 cohort and it will be an Awakened Eagle.
It's natural attacks look like this: Attack bite (1d4), 2 talons (1d4);
Is there any way to tell which are primary and which secondary?
How do his existing natural attacks fold into taking a class? Seems like as a Monk they're a write-off, he wouldn't get to use them at all in a flurry and would use a Monk BAB.
I don't imagine Fighter would work very well - no hands to wield weapons, unless I am missing some obscure Exotic Weapons (am I?). But if I tried it, how would his level 6 attack gain work? Would it be two attacks with one natural weapon but still having the other 2 as secondaries?
It does seem like a few levels of monk and/or rogue would boost a bit.. bummer on the BAB, though (wouldn't make the grade until level 8, would start as lvl 2 duelist instead of level 4).
Maybe I should just forget about Parry and think about having a high AC and decent damage bonus...
I was interested with the Parry ability but Seems like it suffers a bit until level 5 (and even then unless you have a way to ocasionally move while full attacking, `else you lose the benefit).
Is there a way to make this decent? Doesn't seem like this PrC is too popular.
james maissen wrote:
Also is this a point buy or rolled stats game?
-James
Rolled - the DM is pretty generous w/ the full 25 / Epic Fantasy level, too. Makes a Monk a bit more palatable. :P ;)
I will definetely check out combat patrol, too.
Sorry, that was lacking in detail. Plan was to be a temple sword-wielding, trip-oriented Monk Weapon Master, gaining Focus and Spec in the Swords. I have Improved and Greater Trip and obviously dodge / mobility / combat reflexes (for Shadowdancer). I scooped up the spider climb feat and Ki stand, as well.
1. I am letting someone else take over my character in a level 10 game and am making a new character. I thought I would go Monk / Shadowdancer, play something different. Any Monk-specific items or feats I will regret missing? I am thinking a Monk will have unique needs.
2. After my Vivisectionist Alchemist got slapped down a few too many times (everyone else in the group is an archer or a caster, so he has some issues with closing in), I reached level 9 and now have access to Awaken. My plan is to create an awakened animal meat shield, probably a bird since I spend a lot of time flying. The GM has okayed me taking Leadership and giving it some class levels to make it more useful… what class would be best for a bodyguard animal? I am waffling between Fighter and Barbarian, with some temptation for Ranger (just seems appropriate).
Thanks in advance! :)
Hey all,
Never done anything with PF Society before but a bunch of games are running at Strategicon this Memorial day... can anyone help me walk through the process of making a character and/or any signups?
Would be greatly appreciated!
So...
1) Yes, there is sonic but admixture doesn't cover it.
2) Check the wiki.
3) No.
4) Yes, it depends on opinion.
Thanks, and sorry about the spoiler...
The rogue does pretty well, really - we are playing City of Spears The sneak attack is nice, when he can flank, which is usually the case because we have a Summoner / Shadow Dancer and so a lot of flanking partners - he fights with a rapier. .
It's more of a toolbox issue - The rest of the party is a Mystic Theurge, a Ranger with a bow, an alchemist, a Paladin (with a Pegasus mount), a Summoner, and an Oracle.
So almost everyone else in the party can fly, self-buff, hit an area effect, and deal out large handfuls of dice in damage. Even the Ranger has entangle and arrows, which allows a lot of battlefield control, not to mention various 'save or sucks'.
Seems to compare poorly to 'arrange yourself on the opposite side of another party member and get bonus dice'. Eh, like I said, may be opinion.
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