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![]() For me a high-level martial should fight like the over the top fighting scenes of Final Fantasy 7: Advent Children. Massive jumps, impossible balancing feats, absurd riding skills, supreme endurance. Swim against a waterfall, run over falling debris, balancing on water, run for DAYS without getting tired, hold their breaths for hours. ![]()
![]() DM_Blake wrote: Ah, yes, this old argument. Over and over and over with this. Every discussion on this forum about how something should work ends with this. In a world where a well trained and experienced man can fight using only his fists against creatures with 16' to 32 ft. of height and WIN, how to chop a swarm is unrealistic or magical about it? ![]()
![]() Cavall wrote: While it may not be evil to kill evil, it is a quick way to have a paladin fall on HOW you combat evil. Several examples of what makes for dishonorable combat are listed including poison, but it does go on to say "and so on". To a Paladin, yes. The code forces the Paladin to be Lawful Stupid. ![]()
![]() Zaros Liserii wrote: stuff I can understand your reasoning, but you lack any evidence in text from the actual game to make this claims. I at least provided some text from the books from the "father" edition of Pathfinder to suport that it's not evil to kill a Evil being. But in the end nothing of this discussion matter, because Alignment IS one, if not the MOST aspect of the game that changes to game to game. ![]()
![]() master_marshmallow wrote: [good stuff] Nice post. I happy that some Prestige Classes never made out to PF. Frienzed Berserker - Disruptive in play. I have some BAD ingame experiences with players usign this class. Initiate of Seven Veil - If you campaign lasts enough to see one, it's a overpowered class. Almost impossible to bypass the Veils without extreme cheese tactics. Planar Shephard - Planar Bubble to gain 10 Rounds in 1 is broken beyond belief. ![]()
![]() Neo2151 wrote:
You are wrong. Book of The Exalted Deeds
Spoiler:
Page 9 wrote:
Page 73 wrote:
Book of The Vile Darkness
Spoiler:
Page 7 wrote:
Let's sum this up:
- The Slayer of Domiel makes clear that sometimes the skill set of an assassin is required for more noble purposes. Coup De Grace isn't a Good or Evil act by the rules, but you can argue that is not Lawful... But the Slayer of Domiel NEEDS to be Lawful Good. So far, so Good (*drumroll*). - Assassinate and Evil creature may not be a Good act, but isn't a Evil one, IF isn't for theft, personal gain, perverse pleasure, or the like. Lie and infiltrate neither are Evil. The OP situation is a little messier and inclined to Evil, but not all these acts are per se.a And I rest my case. ![]()
![]() KestrelZ wrote:
The Druid and the Cleric received nerfs, period. The Druid Wild Shape now isn't that gamebreaker, the Animal Companion is way better balanced now too, but still is a nerf. Clerics lose armor proficiency, channel energy is a very meh abilty and the iconic Class Feature, Turn/Rebuke Undead now is a Feat. KestrelZ wrote:
But Tower Shield and the Spike Chain are nerfed, Cleave now requires more feats (Cleaving Finish requires the new PF Cleave), and the Maneuver Feats was nerfed too (used to be +4, now it's just +2). KestrelZ wrote:
Unchained helped a lot, but the Rogue still is behind the Vivisectionist, the Investigator and the Sanctified Slayer. And while it lacks the SA damage, Archeologist Bards are still a better Rogue, but a worse "Assassin". KestrelZ wrote: Monk was always difficult to optimize in 3.5, and remained so in Pathfinder. It could still be made well, yet one had to ignore some class features to strengthen others. The unchained monk is easier to optimize, yet is still no more powerful or weaker than the Pathfinder base monk - just different. Best to think of the unchained version as an archetype. Still, I was digressing. The main point is that it requires so many good stats to use... Agree. But is a shame that a LOT of archetypes can't be taken with the unMonk. darth_borehd wrote: The 3.5 core rulebook material was pretty much all balanced. Er.... Not. At. All. DM Beckett wrote: I'm pretty sure they where meaning that more like "They took the 3.5 Core Rulebook and balanced it out better" rather than "the 3.5 Core Rulebook was already pretty balance". The Core of 3.5 and PF is where the worst offenders in balance are. The PF conversion achieved a better balance, but the tiers are almost the same ones of the 3.5, like Diffan said. darth_borehd wrote: They made sorcerers more interesting than a variant wizard. Agree. darth_borehd wrote: Monks and bards are pretty much the same. (Unchained monks are a strange downgrade.) Not true, really. unMonk is a straight buff (still have some strange design decisions, but now have true BAB and a better Hit Die), and the Bards are just plain better. darth_borehd wrote: Pathfinder's strength is in the new classes, in particular the APG classes really let it shine as its own game. I can't agree more. The hybrids are so fun in flavor and mechanics that for me is hard to not play one. Diffan wrote:
Pretty much agreed. The Samurai is one of the worst offenders in the 3.5. Diffan wrote: From my perspective, the Wizard received too much in terms of keeping most of his spell-list intact AND giving them spell-like abilities AND at-will cantrips PLUS bonus feats on top. And thanks to Aroden's Spellbane Wizards are even more strong. ![]()
![]() Fighter got a buff that really doesn't matter. Rogue is more a stealth nerf (no pun intended) because now there is more creatures that you can Sneak, but most of the methods are gone (Telling Blow don't made the transition, the splash weapons don't trigger SA anymore). Barbarians, Paladins and Rangers got buffed. Druid was as needed nerf, same to the Cleric. Wizards and Sorcerers got buffed too, and for "better". Now they have real Class features, but it's a shame that they are still so powerful and dominant. There is more but I'm SO sleepy right now. ![]()
![]() Snowblind wrote: Plus, Resilient Sphere can be dispelled or broken through if the fighter/druid has high enough damage[...] Resilient Sphere wrote: [...]The sphere functions as a wall of force[...] Wall of Force wrote: [...]but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level[...] Good luck to break a wall with 30 hardness (Adamantine don't ignore it) and 140 HP at lvl 9. ![]()
![]() Tectorman wrote: @Cuup: Jiggy was referring to the fact that the Magus1/Wizard1 was the same character, using a Wizard spell slot to prepare Magic Missile (this one being interfered with by armor) and a Magus spell slot to prepare Magic Missile. Why does that same character need to take off his armor for one but not the other? Sacred Cows that will never die. ![]()
![]() Degoon Squad wrote:
And after 3 hours, the full casters are empty of spells and the fighter is very dead in the ground. Cool story, bro. :p ![]()
![]() alexd1976 wrote:
Except that skills do nothing in comparison of magic, so your INT investment is almost useless past levels 1-3. ![]()
![]() ErichAD wrote: I wouldn't say people are ignoring that line so much as treating it as the minority indicator it is. The line about weapons functioning or not is discussing their form and purpose, not their quality or material. Because I can break walls of stone with a ice hammer, because the material don't matter. Makes sense, right? ![]()
![]() Milo v3 wrote:
No, they don't. Most people are complaining about you spend some minutes carving a wall with a fantasy metal, while a caster snap his fingers and the entire wall is gone. 3 cubic feet of rock have 900 hp. Give it to a STR 18+ person, that person uses Power Attack on it, and in about a minute the rock is gone. ![]()
![]() Imbicatus wrote: If you can dig out of prison with a spoon, imagine how much more quickly you could do it with an adamantine dagger. Thanks for validating my point. ![]()
![]() Yondu wrote: So yes, I have less options, less flexibility but, when spells run low, I still can swing my greatsword to slay the opposition, for me that's the meaning of playing a Fighter, be sometimes the last man standing over a pile of dead ennemies... For me it's like to say that fight with swords in modern warfare is a valid because you can run out of bullets. :p I got your point, but unfortunally this is bad balance. Options is never a bad thing, because in the end you are limited by the economy action. It's a shame that the class supposed to be the "master of war" is little more that a one trick poney. ![]()
![]() Lemmy wrote:
Please do it! I made it in English (even if it isn't my primary language) just to be able to share my work! My Fighter fix is still WIP, but I have some of his abilities streamlined to easier play and more power. Bravery:
Because Fear only is a pretty lame ability. Bravery (Ex): At 2nd level, the fighter gains a +1 bonus on Will saves against Mind-Affecting* effects. This bonus increases by 1 for every 4 levels beyond 2nd. *I use the Rules Compendium rule that Fear are Mind-Affecting, but didn't find it in PF.
Armor Training:
Dodge Bonus helps the Fighter to be a bit lesser MAD. Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and gains a +1 dodge bonus to the Armor Class. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 dodge bonus. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Weapon Training:
Fighters should be masters of war, and of all weapons. Weapon Training (Ex): Starting at 5th level, whenever a fighter attacks with any manufactured weapon or with unarmed strikes, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), this bonuses are increased by 1. A fighter also adds this bonus to any combat maneuver checks. This bonus also applies to the fighter's Combat Maneuver Defense when defending against Disarm and Sunder attempts. Armor Mastery:
And now Shield Fighters are REALLY resilent. Armor Mastery (Ex): At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield. If he uses both at same time, he gains instead Damage Reduction 10/—. Shields:
Because shields don't block just weapons. You can add the AC Bonus to your Reflex saves of any shield that you are wield and are proficient with, except bucklers. Well, feel free to look at my house rules and steal whatever you like. ![]()
![]() Aelryinth wrote:
Well, my players REALLY enjoyed this version. Combat Expertise: COMBAT EXPERTISE (COMBAT) Prerequisite(s): Base attack bonus +1. Benefit: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class and Reflex saves. This bonuses are increased by half (50%) if you are wielding a shield. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonuses increases by +1. If you have base attack bonus +11, this bonuses are doubled (+100%) if you are wielding a shield. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. ![]()
![]() Well, made some changes. Assault:
As a full-round action, you can move up to half of your speed while performing a full attack. You can move after, before or between your attacks. You still provoke attacks of opportunity while moving, and you can't make a 5-foot step in the round you perform a Assault. You can only perform a Assault with melee weapons and unarmed attacks. Two-Weapon Fighting: As a standard action, you can can make one additional attack at your highest attack bonus with your off-hand, taking the normal penalties for two-weapon fighting. You do not receive additional attacks for a high base attack bonus, or for having the Two-Weapon Fighting feat tree. ![]()
![]() I created a new type of combat maneuver, called Assault: Assault:
Assault: As a full-round action, you can move up to your speed while performing a full attack. You can move after, before or between your attacks. You still provoke attacks of opportunity while moving, and you can't make a 5-foot step in the round you perform a Assault. You can only perform a Assault with primary natural attacks, manufactured melee weapons and unarmed attacks. So far in playtests, so good. You can't Spellcombat because it is a full-round action for itself, a Monk can't Flurry by the same reason. |