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LazarX wrote:
I've got an idea if you don't like rogue threads don't post in them or even read them. ![]()
DrDeth wrote:
That wasn't what he was saying about your aristocrat level. He was asking why you would feel it necessary to change class. It wasn't because you needed a level in aristocrat. Bards are perfectly capable of being aristocrats. Because another class had the name of the concept and since that class had the name you needed it written on the top of the character sheet. Also there is nothing in the game that makes mechanically inferior choices better role playing. Please stop acting like it does. ![]()
Bbauzh ap Aghauzh wrote:
Its not a campaign trait. Despite what people seem to believe people of the sands(the book that contains the trait) isn't the Mummy Mask players guide. ![]()
The thing that everyone seems to forget is that Pre 3 there were different advancements of experience. The rogue was balanced in those games by damn near leveling twice as fast as everyone else. The fighter was balanced by having political power and awesome saves baked into the game. The issue really came to a head following 3e's making everyone the same advancement table(that doesn't work. You'll never convince me that a 9th level rogue is the same power level as a 9th level cleric) Add in the PF collapse of the skill system that destroyed rogue niche protection. People can have fun playing a rogue, but one of the main issues is that when people are defending the rogue they use things that literally ANY class can use(role play, out of the box tactics, etc as the reason to play a rogue. I agree with Kirth(and wish he would put out a book of kirthfinder martial fixes that were balanced against regular PF I'd buy it in a heart beat). You want to know what martials should be able to do: look up Kirthfinder and read the feats, skills, and martial classes(he also fixed multi class but thats for antoher thread) ![]()
or at least to no longer have any impact on the core game. PFS is just another set of house rules set around particular parameters
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I blame the swashbuckler. During the playtest its signature parry caught a LOT of heat for not being as good as Crane Wing. So instead of making the parry better they made Crane Wing worse. There's no way this was properly play tested given that it basically negates riposte. Its simply another knee jerk reaction like nerfing investigator because the rogue sucks that seem to be happening more and more. ![]()
I blame the swashbuckler. During the playtest its signature parry caught a LOT of heat for not being as good as Crane Wing. So instead of making the parry better they made Crane Wing worse. There's no way this was properly play tested given that it basically negates riposte. Its simply another knee jerk reaction like nerfing investigator because the rogue sucks that seem to be happening more and more. ![]()
How to get SLAs:
Racial:
Other races have SLAs as well, most notably Drow, Fetchlings, Kitsune and the elemental outsiders. Feats:
all of these as well as the feat alluring allow you to qualify ![]()
ciretose wrote:
so as long as the weapon is made of antler its ok. Kind of a weird mandate but small flavor decisions made long before the class was written should define this class. ![]()
Give them cha to damage and as a bonus on saves for a panache. The developers cant argue that cha is an overpowered Stat since its the most popular dump Stat in the game. Allow parry and reposte to work exactly like crane style with the ability to parry multiple attacks as you level. Add the following and lose the ability to take fighter only feats and it should be fixed IMO. ![]()
The thing that all of you that are saying that things would be more advanced are missing is that things are amazingly advanced. Its just personally advanced instead of societal advancement. PC types have access to the ability to teleport be raised from the dead instant healing wands/staffs that alter reality in a thousand ways personal flight in potion form cloning planar travel swords and arrows that could literally cut through battle ship steel like its butter. Magic in the context of PF makes the individual more powerful not society. Think of it as the differeance between real world tech and the technology that superheroes have access too. The stuff the fantastic four and iron man have access to is ridiculously more advanced but its personal because they don't want to/don't trust everyone to have access to it. ![]()
JAMRenaissance wrote:
The problem is that the two camps are using the same word, but have completely different definitions from camp to camp. The monk is fine camp are referring to the class as it exists in the game. The archetypes of that class work and work well so what's the problem. Those in the monk needs help/monks suck(its unfortunate that such a large group is unfortunately in only one camp) use the word monk to mean either a shaolin monk or a mobile wushish skirmisher who's best weapon is his unarmed body. The fluff suggests that monk class should be what the second camp expects, but its not. All of those concepts are better served by another class. The problem seems to be that those in the first camp always seem to miss it when those of us in the second camp say monk's suck, but they have good archetypes. Then get confused when the thread reaches the inevitable building phase and they produce a tiefling/aasimar(if a build doesn't work with mutiple races then the race is cool not the class) archetype monk and we say that's not what we were talking about. We mean that the class doesn't fit its fluff/expectation. While the other side says the archetypes(which aren't that mobile skirmisher mystic in a robe) work just fine. Also if you create a sensei it should be compared to support classes like full casters and bard. while it has some unique abilities the others is often much better and offer better long term assistance as well as offering either more damage or more control. ![]()
Not to try to be a jerk, but without the SLA ability the prestige class is pretty gimped add into it that you're pulling just spell casting from 2 classes chock full of awesome class features that don't work or wont scale. My question is what exactly do you want this character to do because in my opinion the Witch is already a pretty kick ass mystic theurge all on its own without picking up prestige classes that'll end up gimping your character. I say just play a witch or druid and flavor them as if they had the other classes fluff(if that's what you're after) if on the other hand you are bound and determined pick up magical knack, beg your GM to allow esoteric training from the guild rules(which I'm thinking will be a no go given the SLA comment) or just recognize that you chose to be underpowered. You wont even be able to do the only thing that the traditional cleric/wiz theurge had going for it and excel at buff/support. The witch spells are mainly debuff with control and druid spells are mainly control(especially at low level). Control is going to be difficult with 2 casting stats. Maybe play a half orc scarred witch doctor so that con does all the witch heavy lifting. All I can say is good luck. ![]()
Try this one more time. Just because you think you've won the argument doesn't mean that you have. In this instance a GM can read the rule another way ruling that a damage increase isn't an augmentation within the dukes of the game but rather a class feature instead and without an official ruling they will be just as correct as you are no matter how you see it. It doesnt matter that you think the definition of augment wins you the argument it can still be cinsidered a class feature rather than an aument as defined by the parameters of the feat. It still seems like DESPITE your /increasingly vehement arguments that either just as many or more people on this thread disagree with your interpretation including many PFS judges. So until a FAQ comes down or you get a venture captain to post his opinion the non augment interpretation is just as valid a reading. ![]()
Ok in order as far as I can tell
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Here's a basic fact about high end play. Martial and skill monkeys are limited by the rules while full casters are limited by social contract. If the caster player possess any significant degree of system mastery its relatively easy to "break" the game. That doesn't mean that there aren't DM's who cant compensate and keep things under control. Its just a LOT harder. My personal favorite being a character trying to create unlimited wealth through mercantile application of spells and then sulking when the DM would tell him that there wasnt that much money. It finally lead to the DM saying sure you can do that and I can make your character have a heart attack. SO lets just tone it down. Personal aside as to the Markthus issue. What he isnt understanding is that even though the spell would allow you to create the sno cone wish factory no sane DM would allow it. In this case the DM uses his fiat to stop the abuse that the spell allows. Situations like this are the reason that rule zero and fiat exist. The designers can't anticipate every broken rule. That's why we have RAW(which allows this manipulation) Vs. RAI(which stops it) debate. ![]()
OK thanks to Lormyr I would like to revise my opinion of both monks and rules bloat. The monk class is fine as long as you can completely handpick every magic item slot that you need AND a PHD in system mastery. In the base campaigns though you don't have that ability to hand pick your items. The best you'll ever get is a 75% chance of items under 16k in a metropolis and Varisia the place where the majority of AP's take place doesn't even have one of those. So in games where magic items aren't miraculously available the monk lags behind. Then on to my next point I didn't think that rules bloat had gotten to this point, but seeing what Lormyr was able to do using the overpowered race books, the cheesirific empyreal book, and quite frankly ridiculous seeker of secrets has convinced me that PF has already reached critical mass. To the me it seems like Race and magic items now do the majority of the heavy lifting and class has little to do with it. Don't believe me take any of Lormyr's builds and change the class and watch how little it changes. My personal fav is to take his defensive monk build and rebuild as a fighter. The ridiculous AC stays the same (within 2-3 points) with better damage and slightly worse saves. Most of the magic items easily switch with only a few changes for different classes. IE the amulet of mighty fists changing into a +4 agile weapon, amulet of nat armor, and gloves of dueling while the bracers turn into +5 mithril armor and a decent bow. After you've done that change the race on those builds and see how much they depend on specific racial feats or even batter chose a different god instead of an empyreal lord and watch
It may seem like I'm angry at Lormyr or moving goalposts, even though I never established any,(rant for another day), but I'm not. He's merely shown me exactly how out of control the game has gotten when the magic item lists stay the same from character to character when the best races and feats depend on the last book to come out. So thanks to Lormyr I'm firmly in the PF 2.0 camp and probably wont allow anything outside of the core and ultimate books(ultimate race and equipment excepted). It may have even pushed me back into the arms of D&D next because of the inherent flaws in this system that wont be addressed. ![]()
Marthkus wrote:
1. Since the ability to target items and objects is under the description of targeted dispel I'd say that you were wrong and he would stop 5 items 2. You're looking at item creation incorrectly assuming that caster level is the level its created at. Between the fact that the bracers are listed as caster level 7 and the ability to craft something outside your level just by raising the DC by 5 its probably not created at the highest level.3 even without #1 he stops your attack from working on a 6 and your armor from working on a 7. You can't solo this monster. Sorry played correctly he wins every time. ![]()
Marthkus wrote:
According to the rules, yes you do. You need skills to make people believe what you are saying(bluff or diplomacy). I'm not saying your group is doing it wrong and I've activated the game police. What I'm saying is that the way you play marginalizes any social skills on the sheet. ![]()
I really like the idea of narrative power being based on level while at the same time allowing the fighter to reap the most reward. Things to remember most of the other classes possess magic powers, but the most important thing to remember in most campaigns is that magic is not science. It does not empower "equally" anyone holding a gun is hilding a gun, but hand a peasant a scroll. Most people in a kingdom have no understanding of the ability. They know it exists and may even know what it can do, but they dont understand it. While they may react positively to someone with inhuman power they probably wont(see any xman comic or barker's nightbreed) they'd fear the power and become jealous of those using it. Every other class would fall into this category in one way or another, except the fighter. A man using his inhuman(but understandable) skills to compete at the level of people with powers. Look at how much narrative power Batman has because he's a just a human. He actually intimidates an entire city into behaving better. Superhumans(both good and evil) are terrified because they know he's competing at their level through sheer will(and a LOT of expensive equipment. Sound familiar). That's a reason why fighters(and other martials to a lesser extent) would wield more narrative power from their levels. ![]()
Rynjin wrote:
The problem is that from several employee comments they don't think there's an issue. IMO they're still playing 2nd edition with PF rules. The problem is that they are still using their old assumptions about how and why the game works while carrying 3rd edtions flaws forward. Don't get me wrong they fixed a LOT of the game, but several things show thay they still have an older edition mindset. I recognize it because I was the same way until several different gamers pointed small things out to me and it changed how I saw the game. Here's a small list 1.The rogue is a great class as long as you hold onto the old idea that traps are TPK's. Its also a great class because it can still do everything it used to do back in the day(use rogue type skills). BUT both of those ideas are no longer true. Traps are an encounter like any other just as easily beaten with no rogue or even the ability to find magic traps. It also ignores the fact that the(Collapsed from 3) skill list now allows an incredible number of classes to fill most of those roguish roles. Then there's the ever expanding list of spells that perform every(almost)thing that these skills can do with almost no resources lost. It all swims into focus 2.Fighters are a great class because they can still do more damage than everyone else just like in previous editions. Never mind that previous editions weren't based on hex grid combat, that a fighter did significantly more damage(as a percent of things HD) in one shot than in 3rd or PF. PLus fighters used to have some of the best saves in the games, but the fact that they only got one good save plus the "arms race" of pushing DC's that didn't exist in earlier editions. Add in the fact that fighters are the only class without supernatural powers to get 2 skill points because he doesn't need skills he has feats(unless he can't qualify for them because of stats needed) I think point buy has hurt the fighter as well, but I'll save my point buy argument for another rant. Now having said all these things I'd like to add that I love this game, the company, and I've never seen a company that was this proactive or open with their fans(hell I worked in gaming distribution and couldn't get the kind of answers from the people making the games at some companies that Paizo employees just post to the net and Zocchi was trying to buy literal palettes of their products). I just think they fall into the same trap that others do. They assume that everyone is playing a very similar game to their game and that's not true. ![]()
Depending on point buy and build they can have a difficult first couple of levels(Str based have AC problems Dex based lack their defining feat) but after that their burst potential and survivability(but generally being a round behind most fron liners they don't want to melee without some form of short term buff although spell dancer helps that out a lot) they do extremely well from about 5-11(12) and then bow out to the pure casters(like most classes) with one exception. The hexcrafter magus can use his hexes to keep him in the game moving from burst damage to battlefield control/save or suck mage in armor pretty easily. ![]()
ciretose wrote:
Since I've actually worked in distribution(I was a salesperson for a major game distributor when 3e hit.) I've seen a LOT of great games get little to no sales traction because of a lot of that had nothing to do with how great their games were. They didn't make a lot of money because the distributors didn't believe in them so they under ordered, they lacked for money themselves so while their ideas were great their products looked like crap so no one bought it. Hell Major RPG companies with proven track records made big risk gambles that when they didn't take off hurt them immeasurabley. When WEG went under we received every single TORG item they had for free, we literally just paid shipping, they just wanted it out of the warehouse. Remember the white wolf aberrant scion skirmish game that WW bought the machines to produce the mini's for before they didn't sell. On the other hand the head of sales for the star wars CCG was an awesome salesperson, even if he knew nothing about the game, so he managed to push it to a level it wouldn't have had especially in non RPG/book store sales. SO yes as a matter of fact sales, while a factor, isn't the be all and end all of how good a product is. ![]()
Just like core they range from really powerful(full casters) to badly designed(monk rogue) or a good idea, but bad execution(I'm gonna catch flack for this, but the base fighter). cavalier at best kinda meh. the challenge mechanic is cool, but that damn animal companion sucks(unless your character is small) and it got saddled with teamwork feats for no reason other than someone though teamwork feats were a good idea. Alchemist suffers from really weird execution. They're kind of all over the place what with mutagen, bombs, and extracts that take a standard action. IMO the mutagen should be more of a class feature, sort of like rage, that the alchemist can invoke at anytime for a certain number of times/day. To me it feels like they took 2 1/2 classes and jammed them together. inquisitor if alchemists are weirdly executed then inquisitors are just strange. Its a divine skill monkey with class features that feel like thy were literally pulled out of a hat AND they suffer from teamwork feat although a much lighter case. witch great class, but more needs to be done with the patrons and the hexes need a serious overhaul. If you want to play debuff or save or suck they're great(maybe even to great) but the rest blow oracle amazing class with great execution, except for curses. It honestly feels like the curse design teams were in seperate rooms when they were developed and no one could decide how much of a drawback and benefit each should give. As it stands there are a couple of no brainers and a list of things to avoid like the plague. Gunslinger. extemely poorly designed. A full BAB class that shoots a weapon that targets touch AC sucks until about 5th level then quickly steals the show especially if you allow alchemical cartridges. But then again this class could suffer because I hate the PF firearm rules. Touch AC why? Magus great class, but kinda locked into a couple of builds that revolve around either shocking grasp or that natural attack frost spell that escapes me right now. Needs a little more breadth in its attack spells(something that isnt elemental) and has 3 amazing archtypes that make it even stronger: black blade, kensai, and hexcrafter Samurai. Another class that's kind of all over the place the best thing I can say about it is that its better than a base cavalier, but what does that mean.Primarily its not stuck with teamwork feats You're still stuck with a suck animal companion(once again its a great class for the horizontally challenged) Ninja. close to what a rogue should be. If you gave them evasion and trap sense itd almost fix the rogue class. Almost Summoner The worst of the bunch. Great idea horrible exectuion. A class that needs a character audit every level and you have to really familiar with its incredible fiddely and unique rules or it turns into godzilla. No just no ![]()
James Jacobs wrote:
I apologize for the misunderstanding. I could have sworn someone said something to that affect. Maybe I misunderstood something that was said about capacity and translated it into sales. Anyway sorry to add tot he confusion. ![]()
Look man you post a variation of this argument with slightly different class or phrasing close to once a week. Lets break it down
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My issue is that every other class has a mechanical advantage over the fighter. What I mean is that if you had to buy the individual abilities of a class the fighter comes out the worst of all the martials. Everyone else that gets 2 Skill points/level has significant supernatural powers. Everyone except for the fighter(and rogue) who only gets 1 good save has significant supernatural abilitites. Fighters do win DPR, but not by much. Having said that I love the fighter class I like the fluff behind the class,but I think that it should receive a small power bump in keeping with the general buffs that the other legacy classes received. Something as small as 4 skill points, another good save, and if fighters are the king of feats let them be the king of feats. Allow them to ignore certain prerequisites like the monk and Ranger or make fighter only feats scalable abilities from other feats. Weapon spec is built into weapon focus if a fighter takes it that feat that lets you pierce DR built into PA for fighters ETC ETC. While we're at it make armor training a dodge bonus so that it helps every fighter not just the ones with high DEX. ![]()
Because every variation of the Summoner should be banned.
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My personal ideas about fighter fixes 1. fighters should be able to ignore preq on bonus feats just like rangers and monks.
The issue is that EVERY other martial class is basically a fighter tricked out mechanically better. Yes a fighter has more feats and wins DPR, but he doesn't win it by that much compared to the other martials. ![]()
to me the issue with rogues isn't that they aren't hitting, but that their talents aren't very good this coupled with archetypes of other classes being able to do everything a rogue can do while still having other class powers(vivesectionist SA, Archeologist traps, rangers scout, and the in general bard/ranger ability to skill monkey almost as well) to me the main rogue nerfs are the collapse of the skill list from 3.x to PF combined with the way that traps aren't TPK's anymore. I think that the ninja was a move in the right direction(and they make awesome roguish characters) My opinion is that rogues only really need slightly better talents and a mechanic similar to the ninja's ki(I can't remember where I read it first but someone called them panache points) and talents that fit these new panache abilities. ![]()
1. neutral evil
Mizer is said to be a mortal who won his power in a game of chance with a fallen horseman, but later lost his name & identity trying to sneak into the temple of the oinodemon. He appears mostly as a stereotypical gambler always from some far away land. He might appear Ulfen in the dragon empires or Arcadian in Cheliax, but he's always winning. He quickly zeroes in on those with something unique to wager; he game starts simple enough with gold changing hands quickly then its your magic items finally its your attributes, memories, or even years off your life. The thing is that's when he's at his least dangerous. Its when he starts to lose and begins to offer you unique advantages that the trap is sprung. He can grant anything that he's won(which is almost anything) but its always with a catch. Win physical attributes and your appearance slowly changes into that of the person Mizer won it from. Win skills and he'll grant you the memories of the person he won it off of until you're no longer sure who you were when the game started. He's also always up for a trade offering those about to engage in revenge just the right tool for the job, but like all his boons there's always a horrific twist. His favorite targets are the friends and family of virtuous heroes twisting them slowly until they have nothing left but their faith in Mizer. He then usually has them attack their more famous family member leading to their death and a tarnishing of the heroes legend
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