Dreamscarred Press introduces the Path of War


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Paizo Employee Design Manager

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YuenglingDragon wrote:
Yeah it's small but if he can stand next to the squishies, an option generally not available to a melee warder, it'll be well used.

DING DING DING!!!!!!!!!!!

There it is.

This may wax a bit narcissistic but bear with me here:
When I first saw the original (no offense Chris) roughly constructed Archer Lord, it hit me: Here is the potential for a class that does something no other class does well in the entire system: actually tank. Aegis is actually a fairly mediocre ability when you think about it, because the Warder is up in melee and normally the people who need the benefit of the Aegis, the casters, aren't joining you up in the mix. But low and behold, the Archer Lord shows up and suddenly he can post himself right next to the squishies, wherever they may be, and still contribute to combat while protecting them. If the Rogue gets in a little trouble, the Archer Lord can start peppering whatever is beating on him, Marking it and giving the Rogue a better chance, and/or he can Mark the ranged enemies, making it nearly impossible for them to target the casters and focusing their attacks on him. Then bring in my ability

Guardian of the Spirit-talkers:
: Upon reaching 8th level, the Archer Lord becomes increasingly adept at protecting his wards from harm. Once per day he is capable of extending the use of his defensive counters to react to multiple attacks. Any counter that the Archer Lord possesses that has a duration of instant instead has a duration of 1 round. He may then use this counter against any attack targeting an allied spellcaster that it could normally be used to repel. Every three levels beyond this (11th, 14th, and 17th levels) he may use this ability an additional time per day. This ability replaces Extended Defense, and counts as that ability for determining the Archer Lord's ability to qualify for feats and abilities dependent on that class feature
. This is actually way better than Extended Defense, because he can only use it to defend his allies. The standard Warder is almost too indestructible, making for a poor target and leaving enemies still more likely to ignore him and go after the more critical casters, but the Archer Lord can shut down enemies trying to beat up his allies while still presenting a tempting target himself. The Archer Lord, as I presented, is actually an incredibly effective and well-balanced tank, and one who actually tanks. I can't stress enough how big that is, that he actually does the job of tanking well.
My other proposed ability
Guardian of the Steppes:
(Ex): At 15th level, the Archer Lord's ability to guard his wards from harm has reached a preternatural edge. When an adjacent ally would be reduced to 0 hit points or fewer by a natural attack, melee weapon, or ranged weapon, the Archer Lord can interpose himself, taking the damage from the attack in their place.
goes that last step and now allows the character to direct onto himself attacks that would disable the people he's posted himself next to and decided to protect.

Dark Archive

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Not to derail the Archer Lord conversation but I HATE the name "Mithral Rook's Stance." It's the only instance of chess terminology and it's out of place. Can we change rook to tower or rampart or something? Anything would do. You'd have to call it Mithral Poop Stance for it to be more out of place in the discipline.

Paizo Employee Design Manager

YuenglingDragon wrote:
Not to derail the Archer Lord conversation but I HATE the name "Mithral Rook's Stance." It's the only instance of chess terminology and it's out of place. Can we change rook to tower or rampart or something? Anything would do. You'd have to call it Mithral Poop Stance for it to be more out of place in the discipline.

Either that, or introduce more chess analogy names :)

Dark Archive

Also, I think I asked for an initiative boost for the Defender Sect because it had been lost. A closer reading has revealed that Tactical Acumen now improves both reflex saves and initiative and so we're in good shape. Sorry about that.


YuenglingDragon wrote:
Not to derail the Archer Lord conversation but I HATE the name "Mithral Rook's Stance."

It's not the bird?

Dark Archive

That would make even less sense than mithral poop stance.


...Were you aware that the chess piece is named after the defensive towers and ramparts of a castle?

Paizo Employee Design Manager

Prince of Knives wrote:
...Were you aware that the chess piece is named after the defensive towers and ramparts of a castle?

Actually, the word rook, when used in a chess context, was derived from the Persian word rukh, meaning chariot. When Chess was imported to Italy, the word was confused with the Italian word rocca meaning fortress, and then the misuse spread from there.

Knowledge is power!!!

Dark Archive

What he said.

Also the fact that it is a European bird about the size of a crow that mostly eats bugs and worms is distracting.


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Updated warder again.

Put the White Steppe archers back amongst other small fixes with a few maneuvers.

-X

Paizo Employee Design Manager

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ErrantX wrote:

Updated warder again.

Put the White Steppe archers back amongst other small fixes with a few maneuvers.

-X

Liking that Archer Lord! Awfully familiar looking fellow.....

Dark Archive

Does anyone know what to do about a flying creature knocked prone by a maneuver? I can't find anything.

Chris, since status effects are a big part of the maneuver system, it might be useful to put a page in the product that deals with corner cases like this. Flying while dazed or stunned is also a question. Knocking an ooze prone is also kind of odd and maybe impossible?


YuenglingDragon wrote:
Does anyone know what to do about a flying creature knocked prone by a maneuver? I can't find anything.

At least in my own games, if something strikes a flying creature prone in a manner that they're not immune to (such as trip) I've always just had them fall. If their initiative comes up before they hit the ground they can attempt Fly checks to stay in the air, if not or if they fail they take the appropriate falling damage and are prone on the ground.

Dark Archive

How far do you fall in a turn?

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Chris,
Meteoric Throw still says grapple check like Iron Monger’s Throw used to. I’m assuming it’s going to change in the same way so I’m doing it as a CMB check with +4 bonus. I'll make a note of it in the playtest doc also.


YuenglingDragon wrote:
How far do you fall in a turn?

500 feet (note the note about casting while falling).


YuenglingDragon wrote:

Does anyone know what to do about a flying creature knocked prone by a maneuver? I can't find anything.

Chris, since status effects are a big part of the maneuver system, it might be useful to put a page in the product that deals with corner cases like this. Flying while dazed or stunned is also a question. Knocking an ooze prone is also kind of odd and maybe impossible?

You can't knock a flying creature prone. There's no call out for it in the official rules, so it means you knock them towards the ground. I suppose if they're close they'd hit, take a little falling damage, but I think a simple Fly check would regain their ability to continue flying.

Same goes for other statuses. Honestly, I can't make a call out to fix all the rules that Pathfinder neglected; I'm not here to fix Pathfinder, just make a new book, ya know? :(

-X

Dark Archive

They don't have to be official but a page that says, "There are holes in the rules that are going to affect your table if you use this system, feel free to use whatever houserules you want but here's what we suggest if you don't know what to do..." would be great. I know we don't have rules at my table for any of those things that I mentioned above. I'd rather have someone who took some time thinking about these issues to offer me a suggestion than nothing.


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For myself, I've always just had them suffer the effects of the Prone condition - the modifications to armor class, the need to spend a move action to get back up that provokes an AoO, the works. Fluff it how you need to - they got tangled up in themselves, the strike threw a wing joint out of its socket, whatever.

Paizo Employee Design Manager

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Prince of Knives wrote:
For myself, I've always just had them suffer the effects of the Prone condition - the modifications to armor class, the need to spend a move action to get back up that provokes an AoO, the works. Fluff it how you need to - they got tangled up in themselves, the strike threw a wing joint out of its socket, whatever.

In Alluria Publishing's Cerulean Seas setting, where all combat takes place underwater, they replaced the Prone condition with the Disoriented condition, which had basically exactly the same penalties and effects as Prone and took the same action to correct. It was literally just Prone with different fluff. That may be the best way to mitigate it with flying creatures if you don't want to accept that they're basically just immune to the condition.


Ssalarn wrote:
Prince of Knives wrote:
For myself, I've always just had them suffer the effects of the Prone condition - the modifications to armor class, the need to spend a move action to get back up that provokes an AoO, the works. Fluff it how you need to - they got tangled up in themselves, the strike threw a wing joint out of its socket, whatever.
In Alluria Publishing's Cerulean Seas setting, where all combat takes place underwater, they replaced the Prone condition with the Disoriented condition, which had basically exactly the same penalties and effects as Prone and took the same action to correct. It was literally just Prone with different fluff. That may be the best way to mitigate it with flying creatures if you don't want to accept that they're basically just immune to the condition.

Stolen and implemented.


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Cheapy wrote:
Seems at this point, you may as well make Ssalarn the co-designer. He's been pretty helpful.

One thing we ALWAYS do, is have everyone who feels they contributed anything in the alpha/beta stages, send over their names and we include them in the book with a specific thankyou for helping with design and playtesting.

Because you guys deserve to be in there, every one of you.


That's really generous of you guys =)

Paizo Employee Design Manager

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Stormhierta wrote:
Cheapy wrote:
Seems at this point, you may as well make Ssalarn the co-designer. He's been pretty helpful.

One thing we ALWAYS do, is have everyone who feels they contributed anything in the alpha/beta stages, send over their names and we include them in the book with a specific thankyou for helping with design and playtesting.

Because you guys deserve to be in there, every one of you.

Wow, thanks! You guys are pretty awesome, you know that?


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Stormhierta wrote:
Cheapy wrote:
Seems at this point, you may as well make Ssalarn the co-designer. He's been pretty helpful.

One thing we ALWAYS do, is have everyone who feels they contributed anything in the alpha/beta stages, send over their names and we include them in the book with a specific thankyou for helping with design and playtesting.

Because you guys deserve to be in there, every one of you.

Fact, if I can have my way, I have a gallery of names that I'd like to include to thank. Ssalarn, Orthos, and Yuengling definitely are on that list! You guys have been A+!

-X


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Ssalarn wrote:
Stormhierta wrote:
Cheapy wrote:
Seems at this point, you may as well make Ssalarn the co-designer. He's been pretty helpful.

One thing we ALWAYS do, is have everyone who feels they contributed anything in the alpha/beta stages, send over their names and we include them in the book with a specific thankyou for helping with design and playtesting.

Because you guys deserve to be in there, every one of you.

Wow, thanks! You guys are pretty awesome, you know that?

We honor those who are worthy of honoring - which is all of you guys who help out! We're thankful for having such awesome fans willing to partake in this playtest. :)

Dark Archive

The thank you will be great but its much more exciting when my critiques and my ideas like Shared Prowess get used. Super satisfying.

The amount of interaction with the design team is unparalleled in my experience and I think this is going to be a great product.

Also I did the level 15 Warder test today. I'll have a post about it later.

Dark Archive

Warder playtest! Chris, you're going to have to wait until Monday because it's on my work computer.

I made a couple changes. I found my original build kind of bland so I went with unarmed instead of a cestus and Dragon style feats.

Apparently you get a +2 bonus to save DC's when using a weappon from the disciplines weapon group. Only found that out recently. This was the first time I used it and guess what? Almost no one failed their saves. Super sad times. I can see why one might make room in their build for Discipline Focus.

ALSO, I screwed up bad, ya'll. See there are two cave giants on d20pfsrd. I've been using one that's a CR6 when I should have used the one that's a CR9. I'm going to try to find time to redo the fight for the other classes. But it's a much harder fight (Tome of Horror monsters don't f**k around) and the Warder had a tough time and if I didn't mention it now it might seem like he was crappy. He isn't.

---

The Dragon fight went fine. I did as suggested and just applied the prone penalties and let them be called whatever. It's a good solution.

The Blackscale Sorcerers predictably murdered the hell out of the Warder. Even Burnished Shield and Extended Defense won't save a non-caster from that fight.

The Gongorinan and Cave Giants exposed the Warder's biggest weakness outside of crazy magics and that's attacks that don't target AC. ToH Cave Giants have trample and trample hurts real bad. Outside of trample nobody in the encounter could hit him without rolling a 20 which only happened once. He still almost died. Like 14hp or something around there.

The Druid died in two hits and his tree wasn't far behind.

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PLEASE, change Defensive Pallisade Stance so that I can't move and readopt it. I did it repeatedly. The way it's written does not prevent you from moving while using it, only from using your swift action.

Meteoric Throw still uses the same kind of grapple language that Iron Monger's Throw used to have. For the purposes of the test I changed it so it worked like Iron Monger's and did CMB +4.

Everything else worked out well.


are not most stances a swift action to activate? I was under the impression that swift action activation was fairly standard for that kind of thing.

*goes to check the srd*


Yeah, style feats normally cost a swift and there's a feat to make it a free action.

Even stalwart defenders stance is a swift.

Dark Archive

Right. Because it's only a swift action I could move which ends the stance and then start the stance again. Defensive Palisade Stance doesn't prevent movement it only prevents you fromiusing your swift action for anything other than readopting the stance.


Eating up your swift all the time is a pretty big deal, though - it means no boosts, for example. It means you can't use specific kinds of items. If there's initiating gishes down the road it means they can't use quickened spells (or indeed just some spells straight up). Admittedly a swift action isn't as valuable in Pathfinder (yet) as it was in 3.5 but it's still pretty expensive.

Quote:
The Gongorinan and Cave Giants exposed the Warder's biggest weakness outside of crazy magics and that's attacks that don't target AC. ToH Cave Giants have trample and trample hurts real bad. Outside of trample nobody in the encounter could hit him without rolling a 20 which only happened once. He still almost died. Like 14hp or something around there.

Emphasis mine - this is sadly a problem with Melee in General. I dunno if plans are in the works to fix this or not (certainly I tried to give the Knights of the Fractured Prism nice things but I somehow don't think they're currently relevant) but at the barest minimum Chris and I are both aware that this is a problem for Everyone But Casters. Unfortunately it's not a simple problem to solve.


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Honestly, I'm a little okay with warders having a weakness to some attacks that don't target AC, because that also creates a need for other classes and the assistance they can provide. Cooperation is a good thing to foster.

-X

Paizo Employee Design Manager

ErrantX wrote:

Honestly, I'm a little okay with warders having a weakness to some attacks that don't target AC, because that also creates a need for other classes and the assistance they can provide. Cooperation is a good thing to foster.

-X

SOOOOOOooooooo much this.

I love the raw data that Yuengling's arena tests provide, but as we've discussed before, they miss a pretty critical portion of the game: Teamwork. I am really, really about classes and class features that promote team play, and that's something that currently all three of Chris' classes, Stalker, Warlord, and Warder, do extremely well. You can (and I have) make a party with one each of those three classes and then drop in any other class or two to cover offensive and defensive casting, and have an awesome group.

In fact, the Warlord, as I've talked about previously, is actually 3 or 4 times better when you don't min/max and focus on individual damage and instead build him to be a for real party leader with a buffing and action economy improvement focus. Any class that actually promotes teamwork over individual strength is awesome in my book, and it was a major principle in the suggestions and mechanics I proposed to Chris for the Archer Lord.


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We really do need a Cavalier/Warlord PrC that enhances Tactician and Golden Lion maneuvers in particular. :)

Paizo Employee Design Manager

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Stormhierta wrote:
We really do need a Cavalier/Warlord PrC that enhances Tactician and Golden Lion maneuvers in particular. :)

Do you want a Warlord/Cavalier multiclass PrC, or something that would allow a Cavalier to shift into becoming an Initiator? There is a lot of overlap between the Warlord and Cavalier, and the Warlord's Warleader is essentially the same mechanic but arguably better than Tactician.

I think more of a "Prideleader Knight" prestige class or something that advanced Tactician and gave Cavaliers access/progression to the Golden Lion discipline would be a better way to go, and would make it easier for players in active games to introduce the material without re-building their characters.

A PrC that gave and/or advanced Tactician and gave Initiator levels geared, towards Cavaliers but accessible to other classes like the Fighter, would be even better.

Paizo Employee Design Manager

Stormhierta,
Something like the following would be great:

Prideleader Knight
Requirements
BAB +5
Skills: Diplomacy 4 ranks
Special- Must be initiated by a current Member of the Prideleader Knights

Good BAB progression, Good Fort and Will, Poor Ref

Level 1- Gain access to 2 maneuvers from the Golden Lion Discipline, Prideleader Knight levels are full Initiator levels for this discipline. Gain the Tactician ability as a cavalier. If you already have the Tactician ability from levels in Cavalier or another source, instead gain an additional Teamwork feat useable with this ability and count your Prideleader Knight levels as Cavalier levels for determining the effects and duration of the Tactician ability.

In proceeding levels gain extra maneuvers at even numbered levels, a Stance at levels 3 and 6, and additional maneuvers readied at 5 and 10. and then gain either Greater/Master Tactician, or a unique ability allowing you to activate Tactician as part of the same action used to adopt a stance.

Something like that would be great.


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Ssalarn, I think you are being too vague. You are not giving them a good enough feel for what it is you need. Just sayin' and just kidding. ;-)

I wish I had time to put the test time into this like you and YD, but I really appreciate seeing other people's thoughts and interpretations.

Kudos, you all deserve mention when the book comes out. I'll look for your names on my copy.

X, it looks like this is going to rock for those that give it a chance. Looking forward to it.


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A cavalier PrC Called the pride leader is so perfect a theme that it would be a crime NOT to do it!

Trogdar has spoken!

:P


I do conceptually like the idea of PrC or an archetype called a Pride Leader Knight. You'll forgive me I hope if I borrow the name, it's dang good. I think it might be a better archetype for adding maneuvers to cavalier though, personally. Simple is often best.

-X

Dark Archive

Let me ask you guys a question. When should enemies attack the Defender's mount in the Arena. My thinking is that intelligent enemies will see the Defender as the true threat and focus attacks on him and animals and the like will hit back whoever hurt them worst last turn. Is that agreeable?


Smart opponents murder mounts because they're less hardy than their riders and they offer advantages to the rider. Whenever I fight mounted foes as a player, I -murder- the mount in a fast hurry.

-X

Dark Archive

Yeah, even without the template, El Horso still has a slightly better AC than the Defender and in Iron Horse Stance it's substantially better and the horse has DR.

So despite that being what I might do in other cases, I don't know if that's the smart move for enemies.

Paizo Employee Design Manager

ErrantX wrote:

I do conceptually like the idea of PrC or an archetype called a Pride Leader Knight. You'll forgive me I hope if I borrow the name, it's dang good. I think it might be a better archetype for adding maneuvers to cavalier though, personally. Simple is often best.

-X

Chris, you officially have my permission to use the Pride Leader Knight name/idea in whatever manner you see fit. I think it would be really cool if it progressed Tactician, but I know that PrCs are used rarely enough that typically you want to make them as accessible as possible, which was why I suggested a PrC that either advanced or gave the ability and allowed a character to transition into Initiator levels.

Another thing you could look at doing, is take a peek at the Brother of the Seal archetype from Paths of Prestige. They've got a little packet "Unarmed Combat" ability that essentially says the PrC levels count as monk levels for progressing certain abilities. Something similar called like "Knightly Valor" that progresses a Cavalier's Challenge, Tactician, and Mount abilities would be good. Then you make the PrC kind of stand alone as far as pre-reqs, so other classes could take it, but Cavaliers will obviously be the target audience and get the most benefit.

Paizo Employee Design Manager

Also, on the subject of making the Pride Leader Knight a reality, am I the only person who feels like the name pretty much demands that the character get a Big Cat animal companion he can ride as a mount built into the class?

I'm just saying, it seems almost mandatory.

....

So, suddenly I found myself wondering if there was any practical way to execute a situation where the Big Cat mount has access to some Golden Lion maneuvers :P

....

Any second now the Pride Leader Knight in my head is going to switch from breastplate and lance to loincloth and broadsword and call out "By the power of Grayskull!"


Heh.


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For Eternia!!!


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Ehhh.... I don't think going that far is necessary. Maybe though. Trade out mount for a big ol' kitty. I dunno, too many He-Man jokes is exactly right though.

-X

Paizo Employee Design Manager

ErrantX wrote:

Ehhh.... I don't think going that far is necessary. Maybe though. Trade out mount for a big ol' kitty. I dunno, too many He-Man jokes is exactly right though.

-X

Yeah, go ahead and don't seriously consider anything that came after the Knightly Valor suggestion. I was having a Saturday morning cartoons moment.

Are there even Saturday morning cartoons anymore?


Question to all: What do you think of the Battle Prowess ability in Warlord?

Small static bonuses are generally the hallmark of the fighter class, so it may be a good idea to remove the ability and another idea was suggested to me by Knives that would be more 'maneuver' based. Something like how Warleader grants the ability to share teamwork feats, Battle Prowess would then share stuff like counters and boosts known by the warlord. How do people feel about that?

Also, I'm trying to get the other two classes into final alphas, I'll be posting updates to them soon to move them in that direction. I'll let ya know when those are up (of course).

-X

Paizo Employee Design Manager

ErrantX wrote:

Question to all: What do you think of the Battle Prowess ability in Warlord?

Small static bonuses are generally the hallmark of the fighter class, so it may be a good idea to remove the ability and another idea was suggested to me by Knives that would be more 'maneuver' based. Something like how Warleader grants the ability to share teamwork feats, Battle Prowess would then share stuff like counters and boosts known by the warlord. How do people feel about that?

Also, I'm trying to get the other two classes into final alphas, I'll be posting updates to them soon to move them in that direction. I'll let ya know when those are up (of course).

-X

Conceptually, I think it's a cool idea. Mechanically, I think it could be really troublesome. Are you thinking of the Warlord's allies getting like their own small pool of Maneuvers that the Warlord knows that they can access, or direct access to his maneuvers somehow, or...?

I remember 4E had/has a class that's healing ability was like an aura, and other characters could spend their actions to access your healing, and generally it was super obnoxious to have other characters able to dip directly into your resources. I'm about team play in a big way, but people need to be able to directly control how they participate in the team.
If you have to "grant" the ability to an ally, that has its own issues related to how to balance it within the action economy of a class that already uses pretty much all of its actions almost every round, and it starts to lose some thematic sense. The Warlord just talked me through executing an immediate action counter, but I'll never be able to do it again unless he's around? It's just a little.... weird.

Could you elaborate a bit on how you envision this mechanic working?

As far as Battle Prowess specifically goes, it isn't as good as Weapon Training, and it helps shore up a class that's probably going to be a bit more on the MAD side for a martial class, so I haven't had any issues with it, mechanically or thematically.

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