Ideas for the next Ultimate book


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Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Cheapy wrote:

I would much rather not have skill tricks. They seem cool, but they limit what skills can do, not expand. You need the skill trick to use the skill in a way anyone should be able to.

It's much better to have new uses for the skills, and just set reasonable DCs.

Cheapy,

Design hat wise, how do you think feats should modify skills then?


Pathfinder Companion Subscriber
Cheapy wrote:

I would much rather not have skill tricks. They seem cool, but they limit what skills can do, not expand. You need the skill trick to use the skill in a way anyone should be able to.

It's much better to have new uses for the skills, and just set reasonable DCs.

It mostly depends actually. Yes there was some skill tricks that did what you said (Like the trick to point out something), but there others that really did expand, Such as a leap one that did increase how far you could jump.

RPG Superstar 2012 Top 32

Cheapy wrote:

I would much rather not have skill tricks. They seem cool, but they limit what skills can do, not expand. You need the skill trick to use the skill in a way anyone should be able to.

It's much better to have new uses for the skills, and just set reasonable DCs.

Maybe incorporate "skill tricks" into the new uses of skills?

Maybe traits that give new uses for skills? Like Physician's Apprentice: Heal is a class skill for you. You can use the Heal skill to perform advanced surgery on a wounded living creature by making a DC 20 Heal check. This takes 1 hour and restores 1d6 points of damage per hit die of the patient. The patient is exhausted for 24 hours after advanced surgery; the patient can make a DC 15 Fortitude save to be fatigued instead of exhausted from the advanced surgery.


That's a lot more responses than I expected, huh.

Ævux wrote:


It mostly depends actually. Yes there was some skill tricks that did what you said (Like the trick to point out something), but there others that really did expand, Such as a leap one that did increase how far you could jump.

I believe that the increase in jump distance should just be an expansion of Acrobatics then.

The reason they were skill tricks as opposed to new uses, I believe, was to limit them to only the skillful classes. I'm not a huge fan of that idea. If I have a dextrous fighter with no bonus skill points, it's going to take a while to be able to say...roll behind an enemy and stab them.

@Matthew: I'm happy enough with the current system where feats that interact with skills generally give bonuses to the skills. Using skill ranks as a gateway is fine, IMO, when it lets you do cool things unrelated to the skill check. For example, Cartwheel Dodge (UC) is cool.

Antagonize* should have been folded into Diplomacy or Intimidate.

@SmiloDan: I could see a system where Skill Uses are available to everyone, but traits lower the DC necessary to beat (or rather, grant a bonus to that use). In your example, say the DC is actually 25. With the trait, you either get a +5 bonus to Heal for that, or the DC is 20. Or even just make the "Skill Tricks" give a bonus to specific uses of the skill. Spend 2 skill points, get a +5 bonus to Heal checks to perform surgery.

*:
Not gonna get into the debate on whether it should exist. It's just the most well known Feat-that-modifies-skills.


Pathfinder Companion Subscriber

Cheapy, How the heck can an increase in jump distance be an "expansion" on the skill?

Jump rules clearly state that if you make a jump check of DC 15, you can long jump 15 feet (three spaces) and if you make a jump check of 16 you can jump up 4 feet. Now tell me, how you increase it but not increase it?

The reason they were skill tricks and not new uses wasn't really to limit them to only the skillful classes, but also because they were only usable once per encounter. This made sense for some (like the hidden blade ones that required slight of hand and quick draw) but didn't make sense for others. Most importantly, is many of them didn't even require you to roll.

Personally though, I'd much rather have skill tricks than feats to mod skills other than increasing the skill modifier. Nothing was more annoying than to be able to kick a can, I had to buy dodge, mobility, have a base attack bonus of +7, be and elf, and have +4 skill ranks in Knowledge history.


Possible ways would be to, at X ranks, you can move 5' per 4 you beat the base DC (which is now 4) by. But I see where you are coming from for those for those types of skill tricks.

And nothing would stop the rules from saying "Once per encounter" in the new skill use. Intimidate already has a "Soft limit" where it increases the DC by 5 each time you do it again. Sleight of Hand too. Diplomacy has a "once per day" limitation.


Dennis Baker wrote:

What about just "Ultimate Pathfinder" — all the rules you know and love but cleaned up and debugged. Clean up the gobs of redundant and contradictory rules, goofy stuff that just doesn't quite work (like stealth), add easy to follow diagrams and flow charts for things like grappling.

It could be tagged "100% easier to follow, 100% compatible".

+2

Sovereign Court

Ultimate Cheese/Munchkin


Complete Stealth or Complete Skirmish. Better stealth rules. Made rogues better. Make horse combat better. Yeah.

Sovereign Court

Jokes aside... so we have 'ultimate' guides to spellcasting and melee/ranged combat. How about an 'ultimate' guide to diplomacy, intimidation and deceit. Roleplay-related stuff and whatnot.


I said it before, and I will say it again; an 8 + int mod class without Sneak Attack nor its variants.

and if you want to avoid the full-caster being everything at once, 1) stop giving them so many options, 2) make skills more useful and easier to use.

Just my two CP.

Sovereign Court

Dennis Baker wrote:
...stuff that just doesn't quite work (like stealth), ...

Dennis, I don't want to go off topic and derail the thread, so is there another thread that I can read where you (or others) discuss what is wrong with stealth?


Cheapy wrote:

That's a lot more responses than I expected, huh.

Ævux wrote:


It mostly depends actually. Yes there was some skill tricks that did what you said (Like the trick to point out something), but there others that really did expand, Such as a leap one that did increase how far you could jump.

I believe that the increase in jump distance should just be an expansion of Acrobatics then.

The reason they were skill tricks as opposed to new uses, I believe, was to limit them to only the skillful classes. I'm not a huge fan of that idea. If I have a dextrous fighter with no bonus skill points, it's going to take a while to be able to say...roll behind an enemy and stab them.

@Matthew: I'm happy enough with the current system where feats that interact with skills generally give bonuses to the skills. Using skill ranks as a gateway is fine, IMO, when it lets you do cool things unrelated to the skill check. For example, Cartwheel Dodge (UC) is cool.

Antagonize* should have been folded into Diplomacy or Intimidate.

@SmiloDan: I could see a system where Skill Uses are available to everyone, but traits lower the DC necessary to beat (or rather, grant a bonus to that use). In your example, say the DC is actually 25. With the trait, you either get a +5 bonus to Heal for that, or the DC is 20. Or even just make the "Skill Tricks" give a bonus to specific uses of the skill. Spend 2 skill points, get a +5 bonus to Heal checks to perform surgery.

** spoiler omitted **

One skill trick that I think is very much needed is enhanced Aid Another.

If the Rogue wants a stealth adventure, he shouldn't be kept from doing so just because no one else spent points on stealth.

RPG Superstar 2012 Top 32

Void Munchkin wrote:

I said it before, and I will say it again; an 8 + int mod class without Sneak Attack nor its variants.

and if you want to avoid the full-caster being everything at once, 1) stop giving them so many options, 2) make skills more useful and easier to use.

Just my two CP.

I think an 8 + Int mod class would be great; it can be used to make MacGuyver, Sherlock Holmes, Dr. Who, Phedre no Delauny, the Mentalist, Psych, pretty much any legendary General, etc. etc. etc.


Between bardic knowledge and versatile performance, the bard can already get an effective 17 + Int mod skills per level. Not sure why you would want an 8 + Int mod :-)


Cheapy wrote:
Between bardic knowledge and versatile performance, the bard can already get an effective 17 + Int mod skills per level. Not sure why you would want an 8 + Int mod :-)

.

.
Dude, most caster classes can be better than the rogue at his own stuff, I also asked for some non-caster classes love, like a few other posters before me.


Ultimate Psionics


DarkArt wrote:
Ultimate Psionics

Dreamscarred Press has a book out for that. It's called Complete Psionics, it's specifically designed for Pathfinder, and it's both very fun and well balanced. They have two more books scheduled to come out. Personally, I'd like to see Paizo stay away from Psionics and let Dreamscarred handle it. Dreamscarred does a good job, and I really don't want to choose between them and Paizo for a Psionics system.


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if i were to suggest "Complete Gish" (i think that's the right term) i would get quietly taken out the back and shot, wouldn't i?


Psionics(a psychic Int based caster class and psionic archtypes for all classes)

More classes/alternate class options like a spontanous cha based caster version of the Magus, non-spellcasting Shapeshifting class wth fighter HD/BA, Tarzan/jungle girl type class(fighter HD/BA fort/ref good saves, animal companion option, no spells, resistance to diseas/poison, monk like AC but used Cha instead of Wis, primitave weapon prof., no armor, some nature based powers/skills, etc.).

Book of Environments

Ultimate Skills/adventurer

Book of Dieties and there servants

Golarion specific monster book(maybe only 64 pages)


DarkArt wrote:
Ultimate Psionics

No, please don't.

And paizo, won't do them
(I think JJ answered this question in the Ask JJ thread)


What JJ said about Psionics is that if they did do it, it'd probably be in the golarion setting and it would probably just be sorcerer archetypes, and most definitely NOT a power point system.


Cheapy wrote:
What JJ said about Psionics is that if they did do it, it'd probably be in the golarion setting and it would probably just be sorcerer archetypes, and most definitely NOT a power point system.

Then I must of misread or misinterpreted his answer to the question.


It's been brought up many times, maybe you recalled a different answer? Recently someone brought up Psionics Unleashed in the thread, and that was his response.


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Ultimate Campaigns

A book on designing everything from adventures, to kindgoms/cultures, to worlds, to cosmologies, etc.

Still want to see a guide book on running high level adventures. Though I doubt you could squeeze a full hard cover out of it.


Cheapy wrote:
It's been brought up many times, maybe you recalled a different answer? Recently someone brought up Psionics Unleashed in the thread, and that was his response.

Your right I recall that question being asked like 100 times already, with answers as either: No way, or maybe but not as it was in 3.X (the power point system)


JJ also mentioned that if there'll be psionics, it'll probably be around Numeria. So whenever the modules or AP of Numeria comes out, the psionics will probably be there are soon to follow.


drkfathr1 wrote:

Ultimate Campaigns

A book on designing everything from adventures, to kindgoms/cultures, to worlds, to cosmologies, etc.

That would be the Fantasy section at your local library... or your friends' book cases.

RPG Superstar 2012 Top 32

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Squawk Featherbeak wrote:
drkfathr1 wrote:

Ultimate Campaigns

A book on designing everything from adventures, to kindgoms/cultures, to worlds, to cosmologies, etc.

That would be the Fantasy section at your local library... or your friends' book cases.

Those are great sources of inspiration, but they don't really help with design. For example, if my cosmology only has 4 deities, should they have more than 5 domains? Why or why not? If my planar wheel is asymmetrical, how does that affect NPC alignments? If I remove the caste system from an Indian-flavored campaign, how does that alter the fantasy society? Where can I get a bunch of foreign root words that I can re-combine to name my cities, nations, NPCs, gods, and artifacts? How do I structure a caper campaign with its arms race of divinations and counters to divinations?


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Ultimate Realities

Two main sections;

Swords and Sorcery
* Gritty Fantasy World Building Guidelines
* Sorcerer, Shaman and Priest - Caster Archetypes in a World of Low Magic, Hypnotism and Spirit-Possession
* Warriors and Reavers - Martial & Skill Archetypes where the bared blade speaks
* The Skilled shall inherit the Earth - Expanded Skills rules in a world with few magical enhancements
* Craft is King - Where Enchantment is weak, Artisans Rule
* The Bazaar - equipment of the era and guidelines on caravans, barbarian raiders and exotic goods

Dungeons and Dragoons
* Flintlock-era Fantasy genre
* Witches, Alchemists and Magi - Caster Archetypes in the age of Black Powder
* Soldiers and Pirates - Martial & Skill Archetypes and the world of duelling, volleyfire and derring-do
* Artisans of the Rennaisance - Expanded Skills rules mixing the mathematical, alchemical and masonic
* The League of Merchants - equipment of the era and guidelines on early mercantilism
* Land Ahoy - from voyages of discovery in unknown seas to the 'silk road' - adventure ideas


SmiloDan wrote:
Squawk Featherbeak wrote:
drkfathr1 wrote:

Ultimate Campaigns

A book on designing everything from adventures, to kindgoms/cultures, to worlds, to cosmologies, etc.

That would be the Fantasy section at your local library... or your friends' book cases.
Those are great sources of inspiration, but they don't really help with design. For example, if my cosmology only has 4 deities, should they have more than 5 domains? Why or why not? If my planar wheel is asymmetrical, how does that affect NPC alignments? If I remove the caste system from an Indian-flavored campaign, how does that alter the fantasy society? Where can I get a bunch of foreign root words that I can re-combine to name my cities, nations, NPCs, gods, and artifacts? How do I structure a caper campaign with its arms race of divinations and counters to divinations?

That sounds like something a 3PP would answer. Actually no. That sounds like something an RPG blog would answer. Definitely not Paizo.


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Pathfinder Pathfinder Accessories Subscriber
Caliburn101 wrote:

Ultimate Realities

Two main sections;

Swords and Sorcery
* Gritty Fantasy World Building Guidelines
* Sorcerer, Shaman and Priest - Caster Archetypes in a World of Low Magic, Hypnotism and Spirit-Possession
* Warriors and Reavers - Martial & Skill Archetypes where the bared blade speaks
* The Skilled shall inherit the Earth - Expanded Skills rules in a world with few magical enhancements
* Craft is King - Where Enchantment is weak, Artisans Rule
* The Bazaar - equipment of the era and guidelines on caravans, barbarian raiders and exotic goods

Dungeons and Dragoons
* Flintlock-era Fantasy genre
* Witches, Alchemists and Magi - Caster Archetypes in the age of Black Powder
* Soldiers and Pirates - Martial & Skill Archetypes and the world of duelling, volleyfire and derring-do
* Artisans of the Rennaisance - Expanded Skills rules mixing the mathematical, alchemical and masonic
* The League of Merchants - equipment of the era and guidelines on early mercantilism
* Land Ahoy - from voyages of discovery in unknown seas to the 'silk road' - adventure ideas

I think I have to nominate this post as the "Post Most Full of Awesome" for 2012. I know it's early in the year, but damn, would I buy this.

One caveat: the Dungeons & Dragoons section would need to geared towards other planets or settings rather than Golarion proper if material were to bleed into the AP & Campaign Setting lines.

But even if the caveat wasn't adhered to, I'd still have to have this book.


Two ideas come to mind.

Ultimate Power. an epic level source book is the most obvious one to me personally.
and
Ultimate Psychics and or science. Not just the psionic powers but also technology from science fiction. I personally wouldn't like a new psychic class but would rather see psychic archetypes. sorcerers, bards, and oracles have a psion option. Fighters, paladins, barbarians, magus, and gunslinger and cavaliers get a psychic warrior features. Clerics and Paladins get something between a warrior and healer. Monks and Rouges get the mind blade Jedi treatment. finally the alchemist and wizard get super science treatment, they make power armor and teleport pads. hell following this same train of thought you could create mutant feats and archetypes.


Shaman- cha based spontanous caster version of the Druid.

Ultimate (Mad)Science

Innersea Combat

Tian Xia Magic

Tian Xia Combat

A book with the missing polymorph spells(Fey, Outsider, Ooze, etc.)


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Strife2002 wrote:

We've got Ultimate Magic and Ultimate Combat on our shelves, and I can't help but be reminded of the 3.5 books Complete Arcane and Complete Warrior, respectively, when I look at them. It got me thinking of what else is there to cover, and then I see Complete Adventurer sitting up there, the book for skill-hungry characters.

So perhaps an Ultimate Tactics or Ultimate Adventuring book is in order! Things I wouldn't mind seeing, aside from any new base classes and archetypes that usually front these books, are:

- Similar to how bards got masterpieces, monks got vows, and wizards got arcane discoveries (all abilities that usually take the place of feats and bonus feats rather than specific class features), I'd like to see the old skill tricks from Complete Scoundrel get revived in the form of a similar system unique to rogues, where rogues can spend a couple of skill points every level to gain a skill trick they qualify for, like a mini-feat. Making this unique to rogues would help ease some people's cries that the ninja has made the rogue obsolete, and would solidify the Rogue again as the skill-iest over its combat-focused alternate class. This would also be a good opportunity to throw in the unfortunately absent Advanced Ninja Trick rogue talent from Ultimate Combat.

- Some new archetypes specific to the alternate classes. Antipaladin's already got a couple, but Ninja and Samurai could use some love. Or maybe some new rules saying that if an archetype replaces class features that both the core class and the alternate class share, the alternate class may take it as well.

- Skill combo rules. These would be advanced skill checks that involve one DC against two or more separate skill checks of different skills. For example, needing to make an Appraise/Craft/Bluff combination check in order to create an exact, worthless replica of the crown jewels to be swapped out with the real ones during an ambitious heist.

- New uses for skills. Bringing back old favorites like Diplomacy for haggling and...

How about "Ultimate Not-Magic" where martial characters get a book with legitimately useful martial abilities, without including lots of spells that turn around and give casters new abilities that allow casters to steal many levels worth of class features, feats, and so forth with a colorful word and a puff of smoke.


A book for both the non-magical classes would be boring. I'd much rather it if they included the other martial classes as well. Inquisitors need a few more combat-focused archetypes. Bards are pretty good for now. Alchemists could use some less broken ones.

You know, a book that presents options for classes that primarily fight with weapons. Some sort of book on combat.


Cheapy wrote:

A book for both the non-magical classes would be boring. I'd much rather it if they included the other martial classes as well. Inquisitors need a few more combat-focused archetypes. Bards are pretty good for now. Alchemists could use some less broken ones.

You know, a book that presents options for classes that primarily fight with weapons. Some sort of book on combat.

Yeah we need one of those. Ultimate Combat definitely wasn't it. I definitely recall quite a few spells that were not only available to full casters, but were restricted to full casters, which allowed them to jump on the martial bandwagon or trivialize martial endeavors.

For example, a 2nd level spell that makes you immune to being disarmed. That's better than the Fighter's 20th level capstone feature which prevents you from disarming their favorite weapon, as you cannot be disarmed at all, of any item, and also giving you a +4 bonus on Climb and Balance checks, and a +4 bonus to your CMD against Bull Rush, Drag, Reposition, and Trip attempts. It's even a long duration spell.

That's just one example. I was very disappointed with Ultimate Combat. Disappointed with the classes, many of the feats, and what still appears to be a desire to give casters everything while preventing martials from having nice things.


Ævux wrote:
Malignor wrote:

Ultimate Craft

A book for skills, skill monkeys, crafting and games of intrigue. Not only "craft" as in the skill, but craftiness as in guile. This is a book designed to add a whole new dimension to Pathfinder, turning it from a combat and adventure game into a ruthless thinker's game.

  • Optional rules for crafting, giving incredible depth beyond just "masterwork". Want to make a sword with a hooked blade designed for tripping? Give a shield superior balance, thus giving you an AC bonus when fighting defensively? Perhaps a specially weighted hammer that does +2 damage? Plate armor with special plates that let you disarm someone with a readied action? Leather armor with hooks giving you +2 on grapple checks? Now you can! No longer is the magic weapon the be-all and end-all. Enrich your low-fantasy game, or add a whole new dimension to existing martial characters.

  • Dive into the deceptive world of guilds, their rivalries, secret societies, trading/shipping companies, pirates, shady religious institutions and some of their underhanded relations with politicians, crime families, professional criminals and even monsters and dark gods. Rules for building your own hidden network of intrigue, ambition and greed in "civilized" society.

  • Expanded rules for PCs and their role in the economy, inserting them into the ruthless world of business, crime, intrigue and deception.

  • New uses for skills, turning "people with lots of skill ranks" into super sleuths, incredible athletes and legendary strategists and tricksters.

  • Additional rogue traits, spells, sorcerous bloodlines, alchemist archetypes and discoveries, domains and feats designed in the theme of craft and cunning.

  • Rituals for higher level witches, wizards and divine classes, or performed by bound and devoted cults, covens and societies. Some are vile and evil, some are virtuous. All are mysterious and powerful secrets, to be guarded and kept behind closed doors. These are "The Craft", as you might say.
  • ...

    I kind of like the idea of a Crafter book. You can include an Artificer core class, class archetypes based on equipment, more of those Equipment Feats we saw in one of the Pathfinder Player Companions. New Equipment, Alternate and expanded rules for creating magic items.

    There is actually a lot you could do with an equipment focused book


    That spell you spoke of, Certain Grip, is primarily available to martial classes though. The Wizard just gets it because they get almost everything, as has been a design decision for a long time.


    Cheapy wrote:
    That spell you spoke of, Certain Grip, is primarily available to martial classes though. The Wizard just gets it because they get almost everything, as has been a design decision for a long time.

    I suppose that's why casters like druids, wizards, and sorcerers get new lower level battlefield control spells like Frost Fall, or new low-level damage over time spells unique to their class. Or why they gave paladins, rangers, magi, and inquisitors the ability to cast a spell and have the Fighter's Armor Training class feature pulled whole cart and upgraded from them, for a minimum of 40 rounds? Or perhaps you meant how wizards and sorcerers can create a minion of force that quite literally cannot be harmed without using spells, which attacks and trips foes each round for the wizard, with a 10 ft. reach, that the wizard can move about as a move action while retaining his standard for casting?

    Or perhaps you meant Frightful Aspect is extra useful for all those martial classes, despite buffing full-casters to be better at meleeing them and then auto-frightening anyone who strikes them in melee for 1d4 rounds, effectively allowing them only a single hit on them period.

    Perhaps Warding Weapon is a good spell for martial types, since it lets all those martial types cast their spells in the heat of combat without provoking attacks, unless their foe happens to have invested one of their limited feats into Disruptive.

    Or maybe the Wreath of Blades spell that is used by summoners, magi, sorcerers/wizards, and witches, which basically is Warding Weapon combined with a damaging effect on anyone who's in melee with the caster. With metamagic feats, this spell is awesome. Man, could you imagine dazing wreath of blades? Hahah, fools, you have decided to melee me, and now each turn you take 10d4 damage and must save vs being dazed for 5 rounds.

    I'm going to stop now.


    I never said all the spells were balanced. But you are welcome to cherry pick all the broken spells. Or all the ones that are primarily for full-casters who aren't also martial.

    I could point out the vast majority of spells are for martials. And that the vast, vast majority of feats are for them as well. As well as the archetypes. Hell, the only ones that aren't combat oriented are the Druid's, the archaeologist and a few of the rogue ones. But hey, they're all martial characters so at least there's that.

    Or I could point out how the intent never was to be for just the full BAB classes.

    It was meant to be a book for people who fight.


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    Cheapy wrote:
    JJ also mentioned that if there'll be psionics, it'll probably be around Numeria. So whenever the modules or AP of Numeria comes out, the psionics will probably be there are soon to follow.

    Ah, cool. I'll have to look into Numeria, then. Thank you.


    Cheapy wrote:

    I never said all the spells were balanced. But you are welcome to cherry pick all the broken spells. Or all the ones that are primarily for full-casters who aren't also martial.

    I could point out the vast majority of spells are for martials. And that the vast, vast majority of feats are for them as well. As well as the archetypes. Hell, the only ones that aren't combat oriented are the Druid's, the archaeologist and a few of the rogue ones. But hey, they're all martial characters so at least there's that.

    Or I could point out how the intent never was to be for just the full BAB classes.

    It was meant to be a book for people who fight.

    Which is why it would be nice to have a book that is actually geared for martial characters, just for once. Maybe just for the novelty of it. I mean, it's not like they haven't already made spells that basically allow spellcasters to faceroll the game more than they already good. I mean, there's a cleric spell that grants you Paladin abilities as if you were 1/2 your CL in Paladin (so a 20th level cleric can just pop a spell and snatch 10 levels worth of Paladin).

    While you were being sarcastic (I think), your commentary pretty much fits.

    Cheapy wrote:
    You know, a book that presents options for classes that primarily fight with weapons. Some sort of book on combat.

    It would be bonus points if those options weren't introduced in long feat chains and such.


    WE WANT MOAR INDEPTH WAYS TO RUN THE SYSTEM. ALSO FIX THE STEALTH RULES AND THE ROGUE.

    RPG Superstar 2012 Top 32

    Maybe a new Tactics (Int) skill that lets you do interesting things in combat? Or a way to use skills in combat, like using Sleight of Hand to use the disarm or steal maneuvers?

    And remember, an average Int human fighter can have 4 skill points per level, which isn't shabby. (2 + human bonus + favored class)

    Shadow Lodge

    Ultimate Combat gave the martial characters some pretty cool things, but it was rather pointless, since it also gave spellcasters spells to duplicate those cool things...and usually more effectively at half the character level.


    Pathfinder Adventure Path Subscriber
    Ashiel wrote:
    For example, a 2nd level spell that makes you immune to being disarmed. That's better than the Fighter's 20th level capstone feature which prevents you from disarming their favorite weapon, as you cannot be disarmed at all, of any item, and also giving you a +4 bonus on Climb and Balance checks, and a +4 bonus to your CMD against Bull Rush, Drag, Reposition, and Trip attempts. It's even a long duration spell.

    (Sorry, I have to nitpick)

    I think the selling point of the fighter's capstone is the automatically confirm criticals, and increasing the critical multiplier. The immunity to disarm thing is just icing.


    Kthulhu wrote:
    Ultimate Combat gave the martial characters some pretty cool things, but it was rather pointless, since it also gave spellcasters spells to duplicate those cool things...and usually more effectively at half the character level.

    Pretty much this. ^

    Mechalibur wrote:

    (Sorry, I have to nitpick)

    I think the selling point of the fighter's capstone is the automatically confirm criticals, and increasing the critical multiplier. The immunity to disarm thing is just icing.

    Fair enough, and I agree. It is just icing. But it's icing that you have to wait 19 levels for, and only applies to 1 weapon, wheres the spell version available at 3rd level for casters works for all weapons and all carried items, gives a +4 vs Bull Rush and Trips, +4 to Balance checks, etc, etc. It's still pretty sad.


    Caliburn101 wrote:

    Ultimate Realities

    Two main sections;

    Swords and Sorcery
    * Gritty Fantasy World Building Guidelines
    * Sorcerer, Shaman and Priest - Caster Archetypes in a World of Low Magic, Hypnotism and Spirit-Possession
    * Warriors and Reavers - Martial & Skill Archetypes where the bared blade speaks
    * The Skilled shall inherit the Earth - Expanded Skills rules in a world with few magical enhancements
    * Craft is King - Where Enchantment is weak, Artisans Rule
    * The Bazaar - equipment of the era and guidelines on caravans, barbarian raiders and exotic goods

    Dungeons and Dragoons
    * Flintlock-era Fantasy genre
    * Witches, Alchemists and Magi - Caster Archetypes in the age of Black Powder
    * Soldiers and Pirates - Martial & Skill Archetypes and the world of duelling, volleyfire and derring-do
    * Artisans of the Rennaisance - Expanded Skills rules mixing the mathematical, alchemical and masonic
    * The League of Merchants - equipment of the era and guidelines on early mercantilism
    * Land Ahoy - from voyages of discovery in unknown seas to the 'silk road' - adventure ideas

    I will pay exorbitant prices.


    Ashiel wrote:
    Kthulhu wrote:
    Ultimate Combat gave the martial characters some pretty cool things, but it was rather pointless, since it also gave spellcasters spells to duplicate those cool things...and usually more effectively at half the character level.

    Pretty much this. ^

    Mechalibur wrote:

    (Sorry, I have to nitpick)

    I think the selling point of the fighter's capstone is the automatically confirm criticals, and increasing the critical multiplier. The immunity to disarm thing is just icing.

    Fair enough, and I agree. It is just icing. But it's icing that you have to wait 19 levels for, and only applies to 1 weapon, wheres the spell version available at 3rd level for casters works for all weapons and all carried items, gives a +4 vs Bull Rush and Trips, +4 to Balance checks, etc, etc. It's still pretty sad.

    What spell is it that does all of that? I can't seem to find anything like that.

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