Murdock Mudeater wrote:
Edition War: What Bloodrealm is trying to start. When a poster talks derogatorily about a certain iteration of D&D, expecting people to come defend it (I had no qualms with 5E, wasn't my favorite system, but it's nice for when you want a rules-lite game) so that they can continue to attack it. Also can be used when comparing different RPGs to each other (such as Call of Chuthulu vs Pathfinder as favorite system) when done in a negative and baiting manner.
The counter argument being that you should probably have to be actually using a thing to be considered to be using it. If I'm just holding a pen in my hand and not writing anything down, I'm not exactly using it, am I? I don't see why the same logic shouldn't apply here.
Anyway, to get back on topic, as far as genocidal effects go, 3.5 had the good old locate city bomb which if you're comfortable adding 3.5 back into your pathfinder, can produce hilariously overpowered results.
The Sideromancer wrote:
Distracting in this case comes from Equipment Trick (Cloak) - Distracting Cloak, not the Distracting weapon property. You can't reassign feats to weapons they can't affect. Again, this is moot as soon as you have fire damage on the cloak, but I'm trying to figure out if battle poi (or any other fire damage weapon) are actually relevant for this exploit.
Does that even work though? I'd assume that the cloak counts as the "weapon" you are feinting with so Blistering Feint shouldn't apply unless the cloak itself deals fire damage.
That's been my experience too, Claxon. I've never seen that rage power taken by.. anyone ever.
I mean, I snagged the extra DR for Badoomdoom but that was more as a thought experiment than anything else. If I were to actually play him I'd absolutely not bother with sinking rage powers into DR and pick up something more exciting instead.
1. Bards - Forever and always. Not only are they extremely well balanced and able to fill any party niche while helping their allies to succeed, but the style of roleplay that bards naturally tend to gravitate towards is incredibly healthy for the gaming table to include in moderation (which is nice since you rarely want two bards in a party anyway unless you're going full musical troupe).
2. Clerics - While mechanically I like oracles just a tiny bit more, having deific ties baked into the class (get your filthy cleric of philosophy away from my table) gives less experienced roleplayers a crutch to fall back on and more experienced roleplayers an additional tool to make their character shine even brighter. The high power ceiling doesn't hurt either.
3. Barbarians - The most mechanically solid and diverse of the non-casters without having to rely on items (although WMH may have made fighters more diverse when fully decked out), barbarians are great at pretty much all levels of play if you wanna play murderface.
Honorable mentions: Inquisitor (basically the divine bard), Vigilante (I like my RP, okay?) and Druid (great at everything and has that fantastic nature vibe - also my longest running character was a druid so I have a little bit of personal bias)
Actually, I blame Cosmo that:
nested spoilers are totally still a thing
but they're much less intuitive to use than regular spoilers it appears you can't put "quotation marks" in the header or leave the header blank
James Risner wrote:
I was going to keep on lurking, but I couldn't ignore this. YOU CAN'T BUILD A CHARACTER INCORRECTLY only sub-optimally. There is no "wrong" way to build a character unless you actually miswrite your numbers/abilities on your character sheet. Can you take X, Y or Z to make yourself more effective at whatever task you wanted to do? Sure. Are you wrong for deciding not to do it? No. Are you wrong for not knowing that you had the option to take X, Y or Z? Absolutely not. The amount of "one-true-wayism" in PFS is absolutely cancerous to the game.
Holy f##~ that was amazing XD
I blame Cosmo that it's taken 4 months of dedicated job hunting to land even a part time job that I'm grossly overqualified for. And that that job still took 3 weeks of negotiation with the store manager to come to fruition when 2 supervisors, the night manager and the assistant manager were all giving me glowing recommendations.
Playground Adventures made a Royal class a little while back and honestly I thoroughly enjoy it despite its simplistic nature and low power ceiling. It might serve as decent inspiration for what to do (or not do) with your own class.
A couple things I will say right now though,
As far as Aura of Eminence goes, it's very unclear as to what you mean by the last sentence where you're talking about people being affected every 1d6 rounds. Is this instead of once per hour or something completely different? If it does replace the once per hour, does it also replace it for the allies within the first 30 feet? Cause it's pretty easy to read that it's only those in the 35-60 foot range that actually get the 1d6 round benefit. Also, Undying Loyalty could easily either gain a power hike or come online earlier. As it stands it's pretty meh for a 15th level ability.
Some endowments are terrifyingly powerful, particularly Quality Goods. Not being able to sell the items is a moot point when you can still stockpile them. Adamantine Full Plate costs 16650gp to purchase but with this ability you can equip the entire party with it for free AT LEVEL ONE. That's an insane bump to expected wealth by level, and as written can be done out in the middle of the wilderness where no vendors are to be found. It also nearly completely renders Deals irrelevant since you can get the vast majority of the discounted items for free anyway. Another horribly overpowered endowment is Management. The bonus is waaaaaaay too strong, especially since once again it can be taken from first level.
At the other end of the spectrum, Inspiring Persona is useless past 11th level since Aura of Eminence literally does the same thing (in a larger area and with multiple allies to boot) and Swift Eminence should be a baked in feature, not a menu option selection.
There's a lot of poorly defined math in the document, some of which I went over directly in the comments. Make sure that you're actually presenting complete abilities, if I can't tell the duration or magnitude of an ability, chances are a fair few other people can't either.
Why in the world did this get moved to conversions? It's about the awkwardness of strength beats dex when it comes to stealing things, not actually building the hulk...
To throw in my 2cp, if more classes had access to something like the Elbow Strikes ability of 4 Wind Fantasy's Daredevil Prestige Class (not sure if Paizo's printed an equivalent anywhere) then strength winning out makes all kinds of sense since you smack someone while you're stealing from them, but otherwise in and out should be easier than manhandling them into submission.
I really do too, it's a shame that ease of play ended up cutting into the power ceiling so much though. The class is far from unplayable, but it's definitely the least combat friendly half caster I've seen in a while. It has high skill points, a solid skill list and interesting skill buffs (some of which can be passed to allies) so it does well in social encounters and almost all of the archetypes/alternate destinies provide solid additional out of combat versatility (particularly Gifted since it makes for a strong artificer), but as far as combat goes, it's basically a spontaneous casting warpriest without fervor or divine weapon so leaves something to be desired (house ruling blessed/cursed to standard action to activate, free to maintain and/or lasts rounds per level would alleviate much of this issue). For combat light campaigns though, it's a perfectly fine choice (which I imagine most introductory campaigns for young/inexperienced players would be anyway).
I'm reading it as Challenge (+10/+5) + Weapons Training (+4/+4 generic and +4/+4 weapon group specific) + 17th Level Weapons Training doubling (+4/+4) + Mentor (+3/+3) + Gloves of Dueling (either +2/+2 or +4/+4 if 17th level doubling applies) for +27/+22 before adding in BAB, Strength and other goodies.
What's wrong with taking Pummeling Style for that single, perfect punch? Vital Strike only works well for the concept if you have virtual size increases as well, otherwise the bonus damage die really don't even begin to make up for the lost static damage that you would have been getting on a full attack. The ability to do AoE attacks would be great, it'd be awesome if any martial got a way to do that that wasn't a breath attack, but the double jump for days is a little awkward.
To be fair, Druid's are plenty strong as is, I don't think they really need more tricks. A different shapechanging class should totally be able to change into some/all of the stuff druid hasn't covered yet though.
Also, to get back to the thread topic I'd love me a class that has a focus on abberations. We have plenty of nature classes and classes with connection to the outer planes, but not really anything for our celestial neighbors.
Since we're getting proficiency for free, sawtooth sabers are pretty solid, especially if going ranger or slayer so that you can ignore dex.
My favorite (and therefore the best in my opinion) are battle poi since they do fire damage instead of some physical damage type. There's all kinds of weird ways to get extra damage and effects in with them that you can't for other weapons.
Huh, I've just now realized that the "functions as beast shape III" allowing for small and medium magical beasts is actually a house rule that's been implemented by literally all of my GMs since I started gaming 4 years ago so I never actually realized that that wasn't part of the core assumption. Neat.
Broken record here, but I'd love to see a Druid that can wild shape into vermin and oozes, and one that can do monstrous humanoids and giants. One that can do magical beasts would be nice as well.
Um, your wish has been Paizo's command for years now. Cave druids do oozes, mountain druids do giants and nigh on every druid does magical beasts.
Maximum nova potential for a kineticist is spending 8 (4 twice to double ray on standard and swift) + 4 (maximize for standard&swift) + 3 (quicken) + 2 (empower for standard&swift) or 17 burn (minus reducers - you can spend a move action to reduce burn by 2 and and metakinetic master can reduce burn cost by an additional 2) to deal 140 + 10d6 + 10 + 1.5xCon damage 4 times in one round. That is a lot compared to the 10d6+Int (plus any applicable splash damage) 8 times a round that the Alchemist is getting at 20th level, but that's because Kineticist really picks up damage at 17th when you can twincast for 4 burn. At 16th, 112 + 8d6 + 8 + 1.5xCon twice a round is comparable to 8d6 + 1 + Int 8 times per round (average damage of 326 vs 312 assuming 30 in relevant stat) but doesn't account for the fact that touch AC is MUCH easier to hit than standard AC which means that the Alchemist will lose a whole lot less damage from missed attacks than the Kineticist (and even if they missed as frequently, a miss for the Kineticist halves it's damage output while it only reduces the Alchemist's by 1/8) and if the Kineticist decides to go for an elemental blast so that they can hit Touch AC as well, their base damage dips below the Alchemist's since they lose 35 damage per blast. I didn't bother with adding in splash damage to the equation since that won't actually help kill what you're focus firing easier, just the things around it (since that fluctuates it would be a bit disingenuous of me to say that there's ever going to be the perfect scenario of 8 enemies surrounding the big bad, adding an extra 704 to the Alchemist's total damage) but it is worth noting that since the Alchemist's damage is more granular, there's less wasted HP damage as the Alchemist can focus more additional attacks on other enemies (who may or may not have been softened up by splash damage already) after dropping the first one.
The Rogue is known for having an insane damage ceiling, it's just that it's nigh impossible for them to actually get off a full round sneak attack. Not having to get flanking or finding a way to make the opponent flatfooted against ranged attacks is a definite plus for the Alchemist, that and the fact that the only way for the Rogue to get as many attacks as the Alchemist is getting is either through also being a thrown weapon build or through double barreled pistols (and only then if you take a feat and use cartridges), neither of which allow for Dex to damage for the Rogue without multiclassing. If you go for melee then you're not hitting Touch AC and you have one less attack on your full attack so that extra damage from weapon dice and Piranha Strike/Power Attack is going to get mitigated pretty easily.
And it is. 300+ on a full attack that also significantly injures nearby opponents is crazy strong. You're regularly one-shotting APL+2 and have about a 50/50 chance of one-shotting APL+3 while also clearing out mooks at the same time, which the other two classes can't do since they have single target attacks.
Point being that they can't nova as hard. And bombs that target touch AC, are ranged, require no special conditions or positioning to go off, get Int to damage and deal splash damage are generally much better than sneak attacks, and that's before getting into how it's easier to apply status conditions with a bomb than with a knife.
You mean to tell me I could have been getting Smurf pics this entire time?!?!?
A couple other abbreviations/forum in-jokes/well known characters that I see pop up pretty often:
Eh, that's long enough for one post, will add more later. At any rate, a late welcome to the forums MageHunter! I promise we don't bite much
The difference being that your can nova with alchemist's bombs if need be. TFWing with bombs can lead to ridiculous damage in a pinch
... then make that grippli a synthesist Summoner and start his eidolon off with 18 Strength... :)
But actually though, I've had a character sitting on the back burner for ages that is basically this. She's a kobold with a natural strength score of 0 or less (either rolled a 3/4 for -1/0 or is old aged for 0) that uses her eidolon as a life support unit.
Int 6 maps out pretty much perfectly to mid grade Down Syndrome based on the bell curve of 3d6 mirroring real life IQ distribution. That's still pretty functional. That's can-work-a-minimum-wage-job-efficiently functional. You might have to remind your horse how to do certain tasks (especially if they're more complex) but for the most part the horse should be able to act independently once you teach it how to do things, but it's a horse so there's a lot of things that are simple to understand for humans that are awkward and abstract for a horse, meaning that you'll have to use handle animal more often than diplomacy to teach it how to do something the first time. After learning how to do something, I wouldn't bother with asking for another check to do the same task again unless in combat or some other stressful situation.
My Self wrote:
I'd hardly call the Beatles a boy band...