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Bluemagetim wrote:
I agree that it should be an archetype. Part of me thinks that turning Shadowdancer into a Level 2 archetype, with the earlier levels adding the sorts of things we have been talking about would be the way to go, since pretty much everything in Shadowdancer could also be part of a ninja's skillset, and linking the Ninja to the Shadow plane (Umbral plane?) could be part of the explanation for the advanced stealth abilities.
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Deriven Firelion wrote:
Which, to go full circle, is the reason you take Quiet Allies if your party is going to be Sneaking. One roll, so either the entire party succeeds, or the entire party fails, and the odds are much better. When I ran Prey for Death, the five person party only failed at a stealth check in the infiltration section about 1 time in 5 or 6. Other than the Rogue, no one was better than Trained in Stealth, though I believe everyone was Trained. (Or maybe Untrained Improvisation with a good Dex.)
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Unicore wrote: Perhaps my vision of this class is best as a monk archetype that trades away flurry of blows and HP for a class feature that does interesting things when you successfully strike a foe with a condition. I actually think sticking to simple weapons would work really well for this class, as not receiving training in weapons banned from everyone but nobility is fairly historically accurate. This fits my vision best also. Probably also trade out the Unarmed Attack buff. I've essentially played this kind of Ninja with a Qi Spell focused Monk who also had Trick Magic Item and a good Nature skill. (Only wish Obscuring Mist wasn't a 3-action spell.) No one has mentioned Alchemist, but I could also see a ninja getting some sort of consumable usage like Versatile Vials but with a completely different list of consumables (Smoke Sticks/Pellets being obvious, but there are others)
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SuperParkourio wrote:
Yes, exactly. A lot of scenarios will have a set Stealth DC necessary to enter a place without being noticed, and a guard unit that combat will be against if that DC isn't met. Avoid Notice (one roll for the party with Quiet Allies) determines if the combat takes place, and if it does, everyone rolls their own initiative. I see this so much, I think of it as standard for any Stealth mission. There are also setups where you can accrue something like "Visibility Points" if you don't successfully Stealth while doing other things. Reading through an adventure like Prey for Death (which includes a full-fledged Infiltration mission) can give you insight into how these are expected to work inside of an adventure.
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I can tell I won't really understand what this means practically until it is live and I can engage with it. As someone with, frankly, a ridiculous number of subscriptions, my hope is that we can keep everything streamlined so that the usual stuff comes automatically. The reason that I subscribe is so that I don't have to interact with the storefront; friction on that end is more likely to make me cancel stuff than to make me engage and buy more. But I am satisfied that the new system will have a similar amount of "value" for me as the current one. Now this is more of a comment on how I would like subscription management to work (which I understand will be addressed later), but one of the things that I really appreciate about the current system is that I can manage things so that there is only one charge per month. Now that they are no longer free, I would hope that there would be a way to make it so that PFS and SFS subscriptions could be "side-carted" so that they fulfill at the same time as my other subscriptions, even though they don't techically "ship" in the same way. Keeping the cash flow similar means that I only have to review things monthly -- multiple monthly charges would be an irritant.
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Maya Coleman wrote:
Awesome! Thanks for sending that feedback along. I would absolutely love to have updated versions of these -- I still make all my characters on paper, and these are my preferred character sheets.
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Lightning Raven wrote:
There was no doubt. They confirmed just a few days after the *last* round of errata that this was intentional. By now this is extremely old news.
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steelhead wrote: Have these sheets been altered / updated since the Remaster or do they still reflect pre-Player Core 1 and pre-Player Core 2 options? They have not been updated. They still reflect the versions of the classes in the Core Rulebook/Advanced Players Guide.
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The Shattered Star and Rise of the Runelords map folio packs have some good maps of Varisia. And the Return of the Runelords map folio had a really good map of Thasillon...which is kind of the same.
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The.Vortex wrote:
So to be fair, what you are describing are the 1 hour quests & bounties, and yes, those are fairly lacking (but do have a place). I've played and GM'd several of the 2 hour ones, and they are more involved, and can be a lot of fun. Back-to-back 2 hour quests are a satisfying game day (and can let you share GMing duties).
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When I was GMing Prey for Death, the party used it constantly. Of course. It was an infiltration mission. One additional advantage that no one has mentioned is that if you use Quiet Allies and fail, you can easily use a Hero Point to reroll. If everyone is rolling Stealth separately, it might suck up many many Hero Points.
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2-3 hours is disappointing. Driving 30-60 minutes each way for a 2 hour game could be underwhelming. And it complicates simultaneous scheduling with PFS games. My hope is that they quickly settle in towards one end of that range of the other. If they're usually 2 hours you can run two games in a 4.5 hour block. If they usually run 3 there'll be enough there to be worth the trip.
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Finoan wrote:
I understand how you arrived at this, but I think that methodology does the Psychic a disservice -- a Pyschic is not a 2/3 caster. It is a full caster, that diverts some of its power into empowering its cantrips. Since those cantrips are *also* part of the spellcasting tradition, I don't think that should lower its caster tradition rating.
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Is it as straightforward as saying "if a spell exists on the elementalist spell list then it is an elemental spell"? If so, that would have the advantage of consistency. As well as setting up Elementalists and Envylords for a nice trash-talking rivalry.
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If you are looking at sustained spells, I'm a fan of Awaken Entropy at Rank 6. It targets Fortitude, the area grows every time you sustain, and the amount of damage also increases every time you sustain.
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pH unbalanced wrote:
Repeating this question now that the Remastered Runelord is live. In the absence of other guidance, my VC is going with "Existing Wizards were grandfathered in, so you can continue to use Premaster Runelord," so if the intent is something different, please let me know.
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I've had trouble answering some of these, because several of these assertions are mind-bogglingly different from how I play. There's no need for a golf bag full of weapons, because the shifting rune exists. I use the shifting rune *a lot*. I have had it literally prevent a TPK. That said, there's nothing wrong with a golf bag per se. If I'm not running shifting, I will usually have 2 fully runed weapons (1 melee, 1 ranged) and 1-3 partially runed specialty weapons. Have I ever used a special weapon dropped by the adventure, even though it is suboptimal for my character? YES!!! All the time. Not just with Fighters, not just with Rogues, but with full casters. As far as I'm concerned, Rule 1 of RPGs is trust the author/GM. If they give you a special thing, you USE THE THING. There is nothing more boring to me than just going through a checklist of most optimal choices. The whole point is to adapt to circumstances. The fighter has a great chassis for adapting to circumstances.
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I want Nantambu to be the answer, but from my experience with Strength of Thousands (currently in Book 6) everyone in the University administration is incompetent, and if the PCs weren't around to fix things the city would have been subject to one disaster after another. My character is particularly disdainful of the lack of defenses. But I don't know how representative that is of actual Nantambu.
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All in all, Magnimar is relatively chill. And it attracts Empyreal Lord worshippers, who are helpful to have around, and ensure there is a population dedicated to the general welfare of the populace.
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RPG-Geek wrote:
The Monk can beat the fastest person in human history at a foot race of double the length he is used to running. (Generally speaking I think you are *strongly* devaluing the abilities of professional athletes.)
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RPG-Geek wrote: To beat Usain Bolt's record, you'd need to hit 70 feet of movement per action. A level 19 human monk with Fleet tops out at 65 feet per round without magical aid. That sounds perfectly balanced to me -- an extremely high-level monk can go approximately as fast as the fastest human to ever live.
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RPG-Geek wrote: Game balance should always be secondary to fun and verisimilitude. That may be true about the games that you enjoy, but it is not a blanket statement that can be made for all games. It is a fundamental question of game design philosophy that has to be determined for each game separately. Once a game has defined its philosophy on these matters, it is a mistake to change it -- that's where things become disjointed. I'm a trained melee fighter who also happens to be ambidextrous. If I tried to poke holes in everything that RPGs got wrong with regards to two-weapon fighting, main hand vs off-hand, and ambidexterity, I wouldn't have time to do anything else with my life. If you are going to enjoy a game, you just have to let that stuff go.
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Yeah, Claxon, I think we're on the same page here. I'm as wary as you are with giving too much information. I just didn't want to say it was *impossible* to get more, as I can imagine some edge cases. But I would anticipate them being rare and limited.
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Errenor wrote:
No, I meant it as the only RK question with mechanical consequences that you could reliably get an answer to.* Others could rule differently, of course. That's how I would rule. ETA:*Also things like Reach, but I usually allow that through visual inspection. Creatures with anatomically-based Special Attacks or Defenses might qualify on a case by case basis. It's really the kind of Lore where I might not allow questions to be asked -- if you succeed you'll know a small grab bag of things based on anatomical construction that may or may not be useful.
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RPG-Geek wrote:
This whole branch of the RPG tree is horrible if you are looking for something that matches how melee fighting actually works -- if you want to play D&D or Pathfinder you have to engage willing suspension of disbelief and just go with it, focusing on game balance rather than realism. If you can't do that, this game system just may not be for you. If you need a game with realistic combat, you should be playing something like GURPS Swashbuckler, where they truly focus on the swordplay mechanics.
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I would allow Anatomy Lore to determine whether or not a living creature was susceptible to Precision Damage, but that is the only Weakness, Resistance, or Immunity that strikes me as appropriate.
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So to be clear, right *before* the Resurgent Maelstrom hybrid study is two pages of water-style Monk Feats. So if you were wanting to do water-themed unarmed strikes, there is plenty of that in the book too, it just isn't in this archetype.
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Trip.H wrote:
Runing up two weapons is expensive, but it isn't *prohibitively* expensive. I think of it as the norm.
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I have seen 2 deaths in PFS -- both were crits against a level 1 PC that inflicted massive damage. I came extremely close to GMing a TPK at a convention in 6-01. In the final fight, the party can end up fighting a crying cicada with a party of all or mostly level 1 characters. It can inflict DC19 poison on the entire party with 1 action, which is an extremely tough save for characters of that level -- and as usual the persistent nature of the damage can really accellerate death. It came down to one party member making a tough save (15+ on the die), otherwise everyone would have died.
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So, now that the Remastered Runelord is out, how should Legacy Runelords be treated going forward? It uses the Core Rulebook Wizard chassis, which doesn't get a remaster rebuild since we are now outside of that window. But it also utilitizes "a character option other than the entire class" which should therefore be treated as errata and auto updated. I have not yet tried to figure out if the new Class Archetype mechanically functions on the Legacy chassis, but I suspect it will be odd. Can I just continue to play it using the Legacy version? Or must I update it to the Remaster version, and if I do so, must I also update to Remaster Wizard? (Or *can* I update it to Remaster Runelord & Remaster Wizard if I decided I wanted to?) None of these options would upset me (although, like I said, I expect weirdness if the answer is Remaster Runelord on Legacy Wizard) -- just want to make sure I'm doing it right. (This character was built from a Charity boon I won in a raffle, which also gave it a unique background allowing Runelord access, so it might be a real corner case in a lot of ways.)
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My experience with casters is that they will end a combat in one of two situations: having taken zero/incidental damage or being unconscious. This has led me to believe that hp are near irrelevant for them. So I have been experimenting with running casters with -1 CON. And they have been fine in combat. (Now, dealing with Fortitude saves is a different matter, but not what we are talking about.) In my experience, incremental AC is far more valuable than incremental hp for non-front line characters. If you get focused, you will be dropped in 1-2 turns, and an extra 30hp at 15th level isn't going to change that. BUT, if any part of your Summoner/Eidolon team is going to engage in melee, that is a different situation, because hp is an important resource for a front-liner. It is probably more important to increase the hp pool of the one that will take damage then to increase the AC of the one that won't be targeted often. I haven't played a Summoner, so I don't have a feel, but it does seem like a more balanced approach would be adviseable. But the point that hp is overrated for casters is very true in my experience -- it just isn't directly relevant to desiging a Summoner.
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YuriP wrote:
Yeah, for me Protector Tree falls into the "most overrated impulse" category. It's an AoE magnet, and it encourages poor battlefield positioning. It also doesn't scale well with damage outputs. Even levels where it is good, I usually find the kineticist places it poorly. Who needs protector tree more -- the champion on the front line, or the Rogue who has moved into flanking? It's the Rogue, who is going to be a target, but most people I play with place it by the front line where there are more people, even though they are already protected by the champion. ETA: Although I haven't seen it on a Summoner before. A Summoner's action economy does make it more spammable.
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Blue_frog wrote:
I like this idea. I would suggest either making the spell a free action or allow the spell to be cast on your following turn so that you have the option of casting a 3-action spell.
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Unicore wrote: It sounds like the solution to the runesmith just picking offensive damaging runes is going to be to reduce direct damage and add persistent damage. This will allow more different kinds of offensive runes without creating nova blasts, which is good, but it would be really cool if some of the offensive runes were more conditional on the enemy’s actions. This would still keep them from being big nova threats, but incorporate a lot of rune/glyph magic narratives. Yes, I would like a nice set of retributive runes, the Blood Vendetta and Blinding Fury of runes.
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Habibi the Dancing Phycisist wrote:
Thank you for reminding me that I wanted to put Chronoskimmer on Future, my Awakened Owl Cleric of Shyka, who is also the familiar of my Elven Witch/Cleric of Shyka, but who has traveled back in time from sometime after the Witch has died.
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Powers128 wrote: Bullet dancer is a lot more fun with the recent changes too. Double barrel musket makes fob at range much better or you can even go strength key with a hammer gun Yeah, mine made it to Level 10 under the old rules (half that way Premaster!) so I'm not going to change anything to take advantage of them, but it does look way more versatile now. It has been my most fun character -- it's very fiddly but the turns that work are *amazing*.
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My experiences with archetypes that I have actually played. You should play them too! Bullet Dancer:
Runescarred:
Dandy:
Shadowdancer:
Gladiator:
Sniping Duo:
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vyshan wrote:
FYI, we've gone to Irrisen a couple of times in this season of PFS. And unlocking the Russian language is on one of the chronicle sheets. :)
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moosher12 wrote:
There's some Stasian Tech content in Rival Academies, including a Doctor Frankenstein archetype.
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Dr. Frank Funkelstein wrote: Cooperative Nature is a human ancestry feat, so not accessible to your Kholo without adopted ancestry. I just mentioned it as it relates to aid. But a Kholo is probably better off just taking the Pack Hunter Ancestry Feat. It only gives a +2 to checks to Aid (though it also applies to checks to Aid *you*), but doesn't require the additional feat for Adopted Ancestry. Unless there are *more* Human feats you want, of course. |
