Squirrel_Dude |
I'm putting out an advertisement for a Roll20 game here. A weird place I know, but I'm targeting to a specific demographic, so sue me.
System: Pathfinder, Legacy of Fire Adventure Path [Converted] Chapter 1
Player Count: 5 (Have 3, and we are currently looking for 1 or 2 more)
Style of Play: I have no problem running tactical combat, but I'll try to mix it up with some social situations.
Allowed Content:
- Paizo PRD
- DSP Complete Psionics
- DSP Path of War stuff
- What you can convince me of, and can provide to me and other fellow players to look at. I try to be open to convincing.
Character Creation:
Most character creation will be handled as part of the introduction session. We'll have a new player, and two players returning to the system, and I'll be introducing a setting so it will probably be for the best. If you have a class that you really want to play, then say so.
- Backstory: You have been hired by Alma.
- Experience: Level 1, will progress as usual.
- Wealth: Standard for your class
- Ability Scores: Players as a group will decide which way they would prefer, standard rolling, 20 point buy, or I roll one set of stats that everyone uses.
- Alignment: If we have someone who really wants to be LG, don't be Chaotic Evil and vice versa.
Where: Sessions will be held on Roll20
When: Friday or Saturday evenings, starting around 8:00 CST (Chicago). This is very negotiable. I'd like to start the campaign around August 8th.
How: Using Roll 20, and most likely Skype voice chat.
How to Contact (Besides posting here): PM me and I'll get you either my Skype or Gmail account
Other Notes:
IMPORTANT: After the first chapter of Legacy of fire, the group will most likely be taking a break from playing Pathfinder for a bit. We get burned out playing the same system over and over again. This break could be short (a couple games of a paranoia), a brief campaign in a simpler game (FATE), a long campaign in another rules heavy system (Shadowrun 5e), or everyone deciding that we'd like to try and learn a game system (FATAL GURPS, NWOD). Incoming players would be more than welcome to join in those games, GM a game, or bail and find somewhere else to take your roleplaying.
Squirrel_Dude |
And boom goes the dynamite.
I'm putting out an advertisement for a Roll20 game here. A weird place I know, but I'm targeting to a specific demographic, so sue me.
Spoiler:System: Pathfinder, Legacy of Fire Adventure Path [Converted] Chapter 1
Player Count: 5 (Have 3, and we are currently looking for 1 or 2 more)
Style of Play: I have no problem running tactical combat, but I'll try to mix it up with some social situations.
Allowed Content:
- Paizo PRD
- DSP Complete Psionics
- DSP Path of War stuff
- What you can convince me of, and can provide to me and other fellow players to look at. I try to be open to convincing.
Character Creation:
Most character creation will be handled as part of the introduction session. We'll have a new player, and two players returning to the system, and I'll be introducing a setting so it will probably be for the best. If you have a class that you really want to play, then say so.
- Backstory: You have been hired by Alma.
- Experience: Level 1, will progress as usual.
- Wealth: Standard for your class
- Ability Scores: Players as a group will decide which way they would prefer, standard rolling, 20 point buy, or I roll one set of stats that everyone uses.
- Alignment: If we have someone who really wants to be LG, don't be Chaotic Evil and vice versa.
Where: Sessions will be held on Roll20
When: Friday or Saturday evenings, starting around 8:00 CST (Chicago). This is very negotiable. I'd like to start the campaign around August 8th.
How: Using Roll 20, and most likely Skype voice chat.How to Contact (Besides posting here): PM me and I'll get you either my Skype or Gmail account
Other Notes:
IMPORTANT: After the first chapter of Legacy of fire, the group will most likely be taking a break from playing Pathfinder for a bit. We get burned out playing the same system over and over again....
It's not yet fully closed, but I've probably got enough applicants now.
Kudaku |
And boom goes the dynamite.
Squirrel_Dude wrote:...I'm putting out an advertisement for a Roll20 game here. A weird place I know, but I'm targeting to a specific demographic, so sue me.
** spoiler omitted **
I would have loved to join but that game would start at 2 AM my time, God knows when it'd wrap up. Any chance you'll move to western Europe anytime soon? :)
Squirrel_Dude |
Squirrel_Dude wrote:I would have loved to join but that game would start at 2 AM my time, God knows when it'd wrap up. Any chance you'll move to western Europe anytime soon? :)And boom goes the dynamite.
Squirrel_Dude wrote:...I'm putting out an advertisement for a Roll20 game here. A weird place I know, but I'm targeting to a specific demographic, so sue me.
** spoiler omitted **
It's not 0%, but I'm not ruling anything out with the way the U.S. job market is these days.
Elricaltovilla |
I don't enjoy bringing you all bad news, but it's one of those things I have to do. We've decided we're going to pull the zealot's Awakened Champion archetype from Path of War: Expanded. We aren't satisfied with it as it stands now and it needs more time to fix than we have left before we want to release the book. As such, the Awakened Champion will not be making an appearance in Path of War: Expanded.
I'm going to leave the Awakened Champion untouched for a couple days to allow those of you who still want to use it the opportunity to make copies. With luck, we'll be able to find a place for it in future publications. Thank you for your support.
Squirrel_Dude |
I don't enjoy bringing you all bad news, but it's one of those things I have to do. We've decided we're going to pull the zealot's Awakened Champion archetype from Path of War: Expanded. We aren't satisfied with it as it stands now and it needs more time to fix than we have left before we want to release the book. As such, the Awakened Champion will not be making an appearance in Path of War: Expanded.
I'm going to leave the Awakened Champion untouched for a couple days to allow those of you who still want to use it the opportunity to make copies. With luck, we'll be able to find a place for it in future publications. Thank you for your support.
I'm sorry to hear that, but I wish the best of luck in figuring out how to fix it and find a place for it in the future.
Prince of Knives |
For those of you who have Giantitp accounts and/or an interest in the fiction on the site, this handy thread has appeared.
Aratrok |
Rounding up some stuff I noticed while reading the feats doc again:
- Knight Disciple Paladins can't benefit from Battle Fervor, since it keys off of Fervor or Lay On Hands and they trade Lay On Hands for Guardian's Shield (which they can't use on themselves anyway). Not feat ruining, but it's really weird that the initiating paladin archetype can't use a feat made for initiating paladins.
- Hone Weapon doesn't mention that the normal bonus from using a whetstone is an enhancement bonus (which doesn't stack with magic weapons).
- Improved Quick Draw is... odd. You can sheath your weapons without an action, but only if you drew them as part of an attack of opportunity. You suddenly lose the skill to do this when you're holding your weapon normally or just made an attack with it already in your hand. I can see this one causing weird cracks in immersion.
- Prodigious Two-Weapon Fighting feels awful the level you have to take it. You get, at best, +1 damage to your off hand attack if you already had Two Weapon Fighting, and if you didn't then you just get nothing. Even though it's a fine choice in the long run, it feels like a punch in the gut for daring to TWF without using Weapon Finesse or being a ranger.
- I'm still salty about what's become of Seize the Opportunity. I think it could have been a lot more useful without still falling prey to weapon size increasing shenanigans like the current version (which is basically only for One Big Hit Druids or Psychic Warriors to one-shot people with).
- Sin Eeater doesn't list a duration on its temporary hitpoints.
- Black Seraph Annihilation's +5 bonus for mind-affecting immune enemies being resistance makes it kind've a fake bonus for a lot of higher level enemies that either have wealth to equip save boosting items with or come loaded with spells like [Un]Holy Aura that grant resistance bonuses. It also doesn't give any clemency against Demoralize, which doesn't allow a saving throw.
- Why doesn't Cursed Razor Stance's bleed damage increase by 1 every 2 levels? 2 every 4 is just kind've a weird spike that's less smooth than it could be.
- Iron Tortoise Snap: Dear god. This is a massive increase to damage output on full attacks, especially for characters that TWF with a shield. Back of the napkin math suggests that an unoptimized 13th level warder with just this feat boosts their DPR on full attacks by about 36%. Adds a small rider attack to some strikes. Not sure what to think of it, since Warder is my favorite initiating class. :p
- Mithral Current Slice still seems iffy to me since it's not that hard to make this your first attack every round.
- Isn't Piercing Thunder supposed to be really mobile or something? I haven't read it in a while, but the Piercing Thunder Style chain seems off-theme. Piercing Thunder Style with Catch Off-Guard or Shorten Haft seems like a great way to start stacking on hilarious amounts of AoOs combined with stuff like Dark Presence.
- Primal Fury Stance feels really flaccid. Someone with a speed of 30 charges 65 to 85 feet based on level instead of 60 feet. Yay?
- Riven Hourglass Eternity is ripe for abuse, especially on characters that can recover maneuvers quickly with standard or full round actions. Definitely going to see some Pathwalkers walking around with Form of Doom or Zealous Fury up constantly.
- Scarlet Throne Dignity's "as a free action" makes it unusable when it isn't your turn (so it mostly only works against AoOs). Just removing those words fixes it.
- Solar Wind Inferno refers to the Variable Winds feat, which doesn't seem to exist anymore.
Aratrok |
Actual positive feedback because I forgot that part and criticism is way easier:
- I like the new traits- they make the jump into prestige classes a bit less painful, and being able to pick up off-class disciplines adds a lot of flexibility to character builds. I noticed that Agile Dancer became a trait instead of a feat; thank you. I wish Paizo would do that with some of the bizarrely underpowered feats they end up publishing.
- Feral Goddess opens up a lot of paths for natural weapon initiators, which is always nice to see some support for. I appreciate Forge of the Goddess but it seems quite a bit weaker (no enhancement bonuses from items and the duration is still too short for metaphysical weapon :( ) at the moment.
- Haft Strike is pretty alright. It's a good alternative for people stuck with GMs that don't believe in Catch Off-Guard. Should probably mention attacking within your original reach instead of adjacent though, that kinda ruins it for characters with long reach.
- F&!~ yeah Pikeman's Training.
- Sorcerous Bloodline continues the tradition of feats that make multiclassing a lot less painful. Doesn't play very nice with prestige classes like Bladecaster though. :(
Elricaltovilla |
Aratrok, thanks for the feedback. I'll get to looking at those feats some time tomorrow.
I do have to let you all know that we're going to be focusing almost entirely on the master document from now on. Don't expect to see a lot of updates to the playtest document going forward. We're getting this baby ready to print by the end of the month. It doesn't mean we're done accepting feedback, but our focus has to shift as the timetable comes to a close.
Thank you all for your help and support these many months. We're almost there!
Squirrel_Dude |
My one issue with Agile Dancer is that, even as a feat, it's not great. I'm not really sure what character would want it. There's a bard in my game that took it, and then I reread Bard, and remembered that Versatile performance was a thing, and you can already use dance in place of acrobatics & fly.
Getting dex in place of charisma is nice, though.
Adam B. 135 |
My one issue with Agile Dancer is that, even as a feat, it's not great. I'm not really sure what character would want it. There's a bard in my game that took it, and then I reread Bard, and remembered that Versatile performance was a thing, and you can already use dance in place of acrobatics & fly.
Getting dex in place of charisma is nice, though.
there are traits to use intelligence for specific charisma skill uses. This Agile Dancer fits in line with those feats just fine. Also, the trait helps a lot for warder and warlord bushis who want to be less MAD with their skills/disciplines.
Elricaltovilla |
1 person marked this as a favorite. |
New Kluk story for you all.
I've also added tags and retitled the stories to make them easier to find.
shory |
2 people marked this as a favorite. |
Copy+Pasted from the GitP forums:
Personally, I feel like as they are, the Katana Expertise and Polearm Dancer feats are rather useless by virtue of being so darn expensive. To use them effectively, you need three feats - Weapon Finesse and Deadly Agility on top of the third one that makes that specific weapon finesseable.
Three feats is a very, very steep price for something that effectively doesn't make a difference power-wise - though your AC and Reflex saves will be higher, your damage will suffer very considerably compared to simply going Strength-based by virtue of 1.5x damage and Power Attack, of which Katana Expertise and Polearm Dancer don't have an equivalent to, since not even Piranha Strike works with them - nor will you get higher damage courtesy of having more attacks with them like you would with TWF. It's possible to Power Attack on a Dex-based build, but that requires another feat and a 13 in an otherwise useless stat.
My suggestion is to simply make those feats replace Weapon Finesse - make the wording something like "With an appropriately sized katana/weapon from the polearm or weapon groups, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. In addition, you may treat this feat as Weapon Finesse for the purpose of prerequisites."
I feel like two feats is a much more reasonable price for this.
Adam B. 135 |
Copy+Pasted from the GitP forums:
Personally, I feel like as they are, the Katana Expertise and Polearm Dancer feats are rather useless by virtue of being so darn expensive. To use them effectively, you need three feats - Weapon Finesse and Deadly Agility on top of the third one that makes that specific weapon finesseable.
Three feats is a very, very steep price for something that effectively doesn't make a difference power-wise - though your AC and Reflex saves will be higher, your damage will suffer very considerably compared to simply going Strength-based by virtue of 1.5x damage and Power Attack, of which Katana Expertise and Polearm Dancer don't have an equivalent to, since not even Piranha Strike works with them - nor will you get higher damage courtesy of having more attacks with them like you would with TWF. It's possible to Power Attack on a Dex-based build, but that requires another feat and a 13 in an otherwise useless stat.
My suggestion is to simply make those feats replace Weapon Finesse - make the wording something like "With an appropriately sized katana/weapon from the polearm or weapon groups, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. In addition, you may treat this feat as Weapon Finesse for the purpose of prerequisites."
I feel like two feats is a much more reasonable price for this.
That sounds pretty fair to me. Having to take 2 feats just to get the effects of weapon finesse feels very taxy.
Adam B. 135 |
OK so this is just something simple. I'm looking at renaming the Warpath Follower Class Template. It'll still retain all the same abilities and stuff, but the name is just... bad. I'm fielding ideas from those of you who have any suggestions. Just post them in the thread here!
I really like the word Allegiant. I wanna suggest Allegiant, or Martial Allegiant. I think Blessed Blade could work too, but I don't like it as much.
Felyndiira |
That proposed change to Katana Mastery ends up being a nerf. Katana Mastery is a combination of the Impact Enchantment (+2.5 Avg. Damage) and making it a finesse weapon, making it a one-handed, 2d6, 18-20/x2 weapon. Taking away the damage bonus makes it a pretty weak weapon and a pretty weak (and very restrictive) feat, finesse or not.
Adding another feat to increase the Katana's damage just puts us back at the two-feat problem, not to mention that by taking this version of the feat, you lose DEX to a lot of light weapons to use in your off-hand like the Wakizashi.
I suggest leaving Katana Mastery alone. It's perfect where it is for Bushis and possibly Samurai, and no one else will take it due to needing EWP[Katana] anyhow. Finesse gets you DEX to a number of light weapons - including the Wakizashi, which is one of the basic weapons of the Bushi template.
Elricaltovilla |
Just an FYI, katana expertise doesn't actually require you to be proficient with the katana as an exotic weapon. The katana is a martial weapon if used in two hands (like the bastard sword), and Katana Expertise only requires that you be proficient with it in any form. So as long as you can wield a katana at all, you can take katana expertise.
Threeshades |
I was wondering if the creators of Path of War could help me with this question, that is if you guys are at all familiar with the revised action economy from Unchained.
I am planning a campaign right now, and loving Dreamscarred's work I will include PoW and PoW:E as well as Psionics Unleashed.
The PoW material in particular is what is causing the issues. Since a strike is usually a standard action (aside, obyiously, from full-round strikes), that means initiating a strike costs 2 of the 3 acts a character has and thus should be about equivalent to a character making 1 attack and an iterative or rather slightly better since the initiator is also expending a resource.
Personally I'm not sure a strike always lives up to the potential of an entire extra attack. In some cases they are downright worse than just using a normal attack now. For example twin fang strike allows the initiator to do as two acts something, which in the revised action economy they can do for free as a single act (attacking with both main- and off hand).
So I was wondering if you guys have any idea how to put these under one roof without disproportinately disadvantageing or advantageing martial initiators, since you would know best how martial maneuvers are balanced in relation to casting and maneuverless martial combat.
My current thought is to allow a single iterative attack with a standard strike that does not benefit from the strike's bonuses or alternatively making standard action strikes single act actions, but that might make them too powerful. I'm not sure
Prince of Knives |
I was wondering if the creators of Path of War could help me with this question, that is if you guys are at all familiar with the revised action economy from Unchained.
I am planning a campaign right now, and loving Dreamscarred's work I will include PoW and PoW:E as well as Psionics Unleashed.
The PoW material in particular is what is causing the issues. Since a strike is usually a standard action (aside, obyiously, from full-round strikes), that means initiating a strike costs 2 of the 3 acts a character has and thus should be about equivalent to a character making 1 attack and an iterative or rather slightly better since the initiator is also expending a resource.
Personally I'm not sure a strike always lives up to the potential of an entire extra attack. In some cases they are downright worse than just using a normal attack now. For example twin fang strike allows the initiator to do as two acts something, which in the revised action economy they can do for free as a single act (attacking with both main- and off hand).So I was wondering if you guys have any idea how to put these under one roof without disproportinately disadvantageing or advantageing martial initiators, since you would know best how martial maneuvers are balanced in relation to casting and maneuverless martial combat.
My current thought is to allow a single iterative attack with a standard strike that does not benefit from the strike's bonuses or alternatively making standard action strikes single act actions, but that might make them too powerful. I'm not sure
Gonna level with you, the sum total of my knowledge of Unchained is that picture of the paladin at a crossroads. I am not qualified to answer this particular question.
Elricaltovilla |
Sleeping Goddess has been updated. Please take a look at the new discipline and give us your feedback.
Fury of the Tempest |
Fury of the Tempest wrote:Pity we ain't being told about Mourner updates here... but I LOVE Heimdall!Care to expand on this?
Well.... he's great.
Contacting Anastasia when she asks for help more than ever, and admits that she isn't the only faithful he's talking to, which is awesome. Whilst being a god, he talks to Anastasia as if she was an equal, and says that whilst the events that occur in Shattertown could effect the rest of the world, he's talking to her because he is a loyal lord to his loyal servants...
Seriously if all the gods are talkative like that? Their pretty damn awesome... and its the nordic panthoen isn't is? Is Thor, Odin and the rest of them as nice?
Threeshades |
I'm not one of the creators of Path of War, but I am familiar with both systems. My suggestion would be to divide it up - maneuvers of 3rd level or lower should cost 1 action under the revised action economy system, maneuvers of 4th level and higher should cost 2.
sounds like it could work. I will sift through the maneuvers and see how it pans out, thanks. I might do something similar with spells and psionic powers since at low levels, casters tend to suck.
Stalchild |
Question regarding the Awakened Blade and the Pathwalker.
If a pathwalker enters the Awakened Blade prc and gets Hypercognitive Focus, does he get to regain his psionic focus that he just spent to recover his maneuvers? Between this, Deep Focus, and Psionic Meditation (all guaranteed for this prc) it seems like the Pathwalker/Awakened Blade would more or less always be psionically focused.
Hypercognitive Focus (Ex): At 6th level, an
awakened blade’s mind is able to anticipate his
needs and subconsciously works to further his
effectiveness. Whenever the character recovers one
or more maneuvers, he may regain psionic focus
as a free action as part of his maneuver recovery.
He may only do this one time in a given round.
Alternately, the character may expend his psionic
focus when manifesting a psionic power and recover
an expended maneuver.
EDIT: I saw that my first question has been answered by the expanded Systems and Use doc. This one still stands, though.
Elricaltovilla |
Elricaltovilla wrote:New Kluk StoryDid you get taller?
Goblinoids instinctively equate charisma with height. That's all I'll say on that.
Elricaltovilla |
I've decided to start a new story. Introducing the first chapter of Black Powder Magic.