Dreamscarred Press Announces: Path of War Expanded!


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You realize a single domain CAN get you 2 rage powers, level rounds in rage on top of the ability to add a lot of extra damage to an attack several times a day in addition to some nice spells you don't normally get right?

Domains are powerful, ESPECIALLY in PF.


Domains are only powerful if you have a deity granting the specific domain and sub-domain you want.

Plenty of Domains, subdomains, and inquisitions are wastes of ink.

Oftentimes a Deity will only grant one worthwhile domain and several that you will forget exist. For Clerics of those deities a Warpath is nothing but an upgrade.

Also raging as a Cleric isn't so amazing when you lose the ability to do Cleric things while raging.


Exactly, a single domain. Unless you specifically worship a deity that grants the Rage subdomain of Destruction, or another similar power combo Feather Subdomain), the Warpath is usually a better choice.

Clerics benefit a lot from trading 1 domain, while keeping one domain to maintain some bonus spells. For instance, they could keep the Rage subdomain and trade out a less useful domain for a warpath, essentially getting 2 rage powers, levels in rounds of rage, and a ot of extra damage to an attack several times per day in addition to some nice spells you don't normally get AND maneuvers! Great deal! Would take!

Though notice Elricaltovilla and I both are more bothered by the fact that blessings are treated as equal to domains for this trade, and that inquisitors (don't get domain spells) can also trade their one domain for maneuvers.

Clerics can keep 1 domain to maintain bonus spells, and still have a warpath.

Inquisitors can trade their 1 domain that usually doesn't benefit them very much for maneuvers (and stances).

Warpriests can trade their 2 very weak blessing abilities that usually interrupt their use of sacred weapon, sacred armor, and fervor (all use swift actions) to gain maneuvers that do not interrupt these actions. In fact these defined warpaths specifically make sure that they can use their abilities at the same time as their normal class swift action stuff.

Scarab Sages

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Elricaltovilla wrote:

I'll see what can be done about the capstone for the vigilante. More class skills certainly wouldn't be out of the question as well.

I have a small confession to make: the Monk of the Silver Fist was an entirely selfish archetype. I've been dying to play a gauntlet/greave wearing monk for years now, but there was never a way to do it effectively, so I jumped at the chance to put that playstyle in the game. I regret nothing.

If you don't want to play it, you shouldn't be writing it :)


deuxhero wrote:

You realize a single domain CAN get you 2 rage powers, level rounds in rage on top of the ability to add a lot of extra damage to an attack several times a day in addition to some nice spells you don't normally get right?

Domains are powerful, ESPECIALLY in PF.

I'm not saying there aren't good domains out there, I'm saying they're far less useful than a Warpath for classes that don't get domain spells out of them. The Inquisitor gains very little from their domain, whereas picking up a Warpath opens up a slew of new abilities that can take the Inquisitor much further than Domain Powers or Inquisitions could hope to match.

Blessings fall under a similar category, because of both swift action glut and their general uselessness.

As far as bringing forth specific examples of good domains, I already mentioned one, the Feather Subdomain. But two good (sub)domains does not mean all domains are created equal. Instead, it just highlights how little the rest of the domains bring to the table.


There's certainly gods with zero good domain options (Asmodeus gets one OK domain and a simple weapon. I seriously suspect you could put a list of his many spell granting underlings on a dartboard and wind up with a better option than their boss on average) how many people optimizing a character will make a character who gets domains and worships them? Wouldn't someone who cared more about optimization just pick a deity that wasn't terrible? It's not like there are a shortage of deities that aren't terrible even without digging through lists of obscure quasi powers.

Warpaths do do more for Inquisitors and (especially) Warpriests, but there's both intended to be more combat focused than clerics and weaker classes

While rage and feather are certainly a step above even normally high quality domains, good domains aren't exactly rare and occpy a good percent of domains if you only count the largely the same alignment (Chaos, Evil, Good, Law) and elemental (Air, Earth, Fire, Water) domains once each instead of 8.


Ok, now that I've really had a chance to look at each archetype.

Barb- I'm glad it trades away so much stuff. Personally I'd prefer if it traded away the Rage Power at second too in order to offset the early game super power this archetype is going to obtain.

Monk- Pretty awesome, but needs text allowing its mark to be treated as an Armiger's mark for prereq purposes and effects.

Paladin- Truly a protector as opposed to a band-aid. I like how his mechanics accomplish the role of a protector, kudos to the writer.

Stalker- Already game some feedback, but once again for completion sake of this post. This archetype gives a new theme, that of a savvy street cleaner and mechanics to back it up. It would probably benefit from more knowledge in relevant thematic areas especially Nobility and Geography. Unfortunately trades away capstone since he loses Ki, but I am sure that's going to be fixed soon.

Warder- You gonna get Soul Sucked..... I love how this Archetype sounds! So coooooool! If I were to make any suggestion though it'd be to let it bypass IUS as a pre-req for Greater Unarmed Strike or heck even give it away as a bonus feat since their damage dice for the Dark Hand is based on their UAS damage.


Since elemental flux is seriously one of the most anticipated things from POW expanded, are there already some spoilers to entertain the masses? :p

- Will there be a focus (or will there be a subset of maneuvers that focuses) on ranged elemental attacks?
- Will there be a focus (or will there be a subset of maneuvers that focuses) on AOE attacks? (explosions, beams,...)
- Will there be a possibility to do force damage with some maneuvers?
- Will there be synergy some with unarmed attacks, as well as weapon attacks? (discipline weapons, increased effects,...)
- Will the actual mystic be more like a more mystical monk (eat my flamy fists in melee and have my firebolts/firebeams at range) or more like a maneuver wizard (I'll pound you from afar with elemental attacks/bolts/beams/storms and I hope you won't get to me)? Or something else entirely?

Shadow Lodge

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Well a little late to the game, but really liking the Harbinger so far.


catman123456 wrote:
Well a little late to the game, but really liking the Harbinger so far.

Never to late to say you like something. Welcome aboard! And enjoy the deadly typhoon known as the Harbinger.

Did you see all the great feats in PoW2? Harbinger (And everyone else) really is getting some love.


Scorpioni wrote:

Since elemental flux is seriously one of the most anticipated things from POW expanded, are there already some spoilers to entertain the masses? :p

- Will there be a focus (or will there be a subset of maneuvers that focuses) on ranged elemental attacks?
- Will there be a focus (or will there be a subset of maneuvers that focuses) on AOE attacks? (explosions, beams,...)
- Will there be a possibility to do force damage with some maneuvers?
- Will there be synergy some with unarmed attacks, as well as weapon attacks? (discipline weapons, increased effects,...)
- Will the actual mystic be more like a more mystical monk (eat my flamy fists in melee and have my firebolts/firebeams at range) or more like a maneuver wizard (I'll pound you from afar with elemental attacks/bolts/beams/storms and I hope you won't get to me)? Or something else entirely?

I have never seen Elemental Flux, but I can answer some of these with conjecture.

- Ranged: Supposing no discipline Weapons are thrown/ranged weapon or no maneuvers involve shooting energy I believe you can take the feat to add a weapon group to the discipline to apply maneuvers that lack text specifying melee to maneuvers.
- I bet. Too good an opportunity.
- I would prefer not honestly, but I have no idea.
- If there isn't I bet we'll get an archetype for it. DSP has been pretty good about unarmed stuff in PoW.
- My bet is it's going to be more like an Elementally Enhanced warrior that uses a combination of Energy enahanced melee and blasting.


Adam B. 135 wrote:
Martial alchemists was completely not what I expected.

Oh, I've forgotten about them. Am I reading it correctly that they can have up to 30 plus bonus ones from INT maneuvers readied at level 20?


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Thanks for the conjecture Insain Dragoon :)

The reason why I'm wondering about ranged elemental attacks is because it would make for a more mystical themed alternative to the more traditional solar wind. Instead of attacks with bows, you could have pure elemental bolt style attacks (like a street fighter hadoken) or even elemental damage enhanced fists at range (a bit like the "blood crow" spell which screams martial maneuver to me).

All this in addition to the more traditional melee attacks (like a shoryken from street fighter). In effect you could have a small set of maneuvers for melee strikes and a small set for ranged/AOE strikes in addition to the rest (counters, boosts, party buffs,...)

Some kind of elemental beam or lance attack (and other AOE's) is just me wanting a kamehameha :p


Scorpioni wrote:

Thanks for the conjecture Insain Dragoon :)

The reason why I'm wondering about ranged elemental attacks is because it would make for a more mystical themed alternative to the more traditional solar wind. Instead of attacks with bows, you could have pure elemental bolt style attacks (like a street fighter hadoken) or even elemental damage enhanced fists at range (a bit like the "blood crow" spell which screams martial maneuver to me).

All this in addition to the more traditional melee attacks (like a shoryken from street fighter). In effect you could have a small set of maneuvers for melee strikes and a small set for ranged/AOE strikes in addition to the rest (counters, boosts, party buffs,...)

Some kind of elemental beam or lance attack (and other AOE's) is just me wanting a kamehameha :p

I can tell you without any conjecture that Riven Hourglass (The mystic's other discipline previewed here: Riven Hourglass) contains multiple cone shaped maneuvers.

Hope that helps. It definitely sets a precedent for the kind of thing you want from Elemental Flux.


Thanks for the information! Will check the Riven Hourglass beta.


Nyaa wrote:
Adam B. 135 wrote:
Martial alchemists was completely not what I expected.
Oh, I've forgotten about them. Am I reading it correctly that they can have up to 30 plus bonus ones from INT maneuvers readied at level 20?

So I'm not sure I know exactly what you're asking, but Martial Extract allows the Alchemist/Investigator (nobody's commented on how the investigator gets it too!) to trade Extract slots for Maneuvers on a 1:1 ratio. You have to trade out ones that are of equal or lower level than your Extract slots (so nothing above 6th level) but if you really did swap out every spell you've got, then yes, you'd have an insane amount of maneuvers known/readied, not that'd I'd be super inclined to recommend it.


After double checking I'm sad to see that the Demon Hand Warlock and Dervish Defender Warder archetypes are incompatible :(

They both modify proficiencies and Clad in Steel.

I don't know how high priority it would be, but I'd love for them to be compatible.

For Dark Wraith reasons of course....


I would like to start by saying I bought Path of War and I really like it. Whenever I play a pathfinder game, I try to convince the GM to allow it as there is no way for me to enjoy playing a martial without it. I am sorry about a bit of a rambling post, I do not have time to go over it and edit it until it is easy to read and to the point. Hopefully it helps you consider and reconsider some decisions so that we can get the best PoW2 possible.

I do however have one problem with it, and that is that the Path of War classes are pretty much strictly better than the old martial classes at level 1 and until perhaps around level 6?. The typical example I use is comparing a 1st level Warlord to a 1st level Fighter. The only things a 1st level fighter has that the 1st level Warlord doesn't have is Heavy Armor proficiency and Tower Shield proficiency. The Warlord however has 2 extra skill points and a better class skill list (at this point they are about equal), Gambits (I suggest Unbreakable for +Cha to a single save per round and Brave for +Cha to charge attacks), Strikes (at 1st level all you have is a vanilla standard action attack per turn anyway, so a free buff is a free buff), and a 1st level stance (take a look at Silver Crane Waltz, the warlord would have to select the Empyreal Guardian tradition to get it, but wow, just wow. +4 Initiative, +2 AC and +2 Reflex at 1st level, the bonuses are Insight bonuses so they stack with most but not everything. While not matching the true top tier feats such as Leadership, Sacred Geometry, Divine Protection, Quicken Spellcasting, and Dazing Spell, this is way more than what a martial usually expects out of a feat. You can find similary overpowered
options in Broken Blade (requires steel fist commando) with its psudo-flurries as a standard action (Flurry Strike, and Steel Flurry Strike deal way to much damage as a standard action compared to the level you get it). So yea, at 1st level the Warlord is pretty much a fighter that got all the goodies of a full initiator on top of it. This is a problem as hiding it from the GM would be seriously dishonest, and when you try
to explain that yes, Path of War is overpowered at low levels, but at higher levels it turns into a trade-off between the very static and one-trick pony style, but higher raw numbers of a traditional martial, vs. the more mobile and versatile initiator, using a variety of strikes, boost, and counters to deal with different situations.

Now on to some quick and other not so quick thoughts about initiator archetypes.

In general, I think that the Fighter and Rogue archetypes should be a significant boost for them (ie: the feat equivalent class features they trade away give much more maneuvers and disciplines than what they would get than by buying feats)

The Ranger, Paladin and Barbarian are by most people considered more powerful classes, and the Monk is quite potent as well with the later archetypes such as qinggong. As such, taking an initiator archetype should feel like a solid choice, but not a must have.

I would prefer if the above classes have 2 archetypes each that can be combined to give them full 9 levels of martial initiation, and this would really help with creating more classic "vanilla" D&D 3.5/PF martial characters and still have the more fun and versatile maneuver based system.

Currently if I want to make a "fighter" who uses maneuvers, I have to make a Warlord and try my best to ignore all the Warlord specific stuff (Gambits, Bonus Feats, the Attack Bonus, and Dual Boost are all nice, the rest of the class features are bloat I have no wish to use for this type of character). The other base classes are even less suited, and generally this is something that is best patched by giving the vanilla classes initiator archetypes. The problem is I fear these archetypes
will have to pay too much (that is close to the feat cost in features, and while the feat cost is fine as far as making average powered feats is conserned, it is too costly if you want to make an archetype that doesn't look like a pale shade of a Warlord *ignoring any but the features mentioned above*).

The 6 level spellcasters such as Magus, Bard, and Inquisitor do not need initiator archetypes that give them any form of power creep. If you look at the Warpath for Inquisitor, it is easy to see it is WAY to good. Domain is a minor feature for an inquisitor probably equivalent to 2 or 3 feats. The good 1st level stances alone is typically as good as a very good martial feat, and they scale by level. Several of the 5th/6th level stances give benefits one might be tempted to pay several feat taxes for before you can pick up something similar as a feat. (Good 1st level stances: Silver Crane Walts *+4 Initiative, +2 Reflex, +2 AC, +1/8 levels*; Black Seraph's Glare *Demoralize as a free action, +4 to Demoralize*; Scarlet Einhander *+2 Shield to AC, +1d6 damage, both bonuses scale*). As you can see, the bonuses from a 1st level stance alone is generally better than everything you would get from an inquisition (and while inquisitions suck, the gimped 6 level maneuver progression is way more than just a 1st level stance...).

The 9th level spellcasters can live well without any initiator archetype at all, and if they do get one it should be certain without doubt that taking one equals nerfing yourself from a theory-op/tier discussion perspective. I do however really like the suggestion I saw a while back about a druid trading away all 9 levels of spellcasting for 9 levels of initiation progression, perhaps with also grating a few (say 1 maneuver at 4th level, and an additional every 4 thereafter) to the animal companion. It should however still give you a more martial feel and if you want to primarily fight and don't care about your
theoretical supreme spellcasting prowess then it should feel like a fair choice.

Alchemist - There should be something about how the Alchemsit learns how to prepare an extract/maneuver of a specific discipline. Giving them free reign to prepare any maneuver of a level they can use extracts from as long as they have a discovery for that type of maneuver seems to powerful. I would suggest that they can choose one
disciple each time they select a Martial XXX discovery, and can prepare any strike/boost/counter/stance from a discipline it gained access to in this way.

Warpaths - The cleric definatly trades away more than the Inquisitor. I do not know warpriests enough to comment on their trade specifically, but consensus seems to be that what they trade away is also worth less than what the cleric gives up. Path of War is about giving martials nice things, and Cleric is a full caster and considered Tier 1, as such, an initiator archetype/class template for a Cleric must be able to prove it does not power creep the cleric. Since trading away 1 of the two domains is enough, that means the ideal Warpath must be equal or worse than the 2nd best domain of an ideal deity. I do not think this holds true with the current design.

The rage and feather subdomains have been suggested as the two best ones, so they should both qualify as at least a 2nd best choice for a battle cleric. The value of an animal companion is difficult to determine with theorycraft, so lets look at rage subdomain compared to Black Seraph and Scarlet Throne.

Destructive Smite allows you to add 1/2 your level to damage of a single attack made as a standard action 3 + your Wisdom modifier times per day, pretty much any strike does better than this with extra credit to Rising Zenith Strike for x2 damage and Ruby Zenith Strike for x3 damage (even with only multiplying the damage added by power attack,
that is 0.5625 and 1.125 damage per level, and remember you also multiply weapon damage dice, enhancement bonus, luck bonus from divine favor/power, strength bonus and so on), and Black Seraph's Wrath (not gained until level 13+) adding your Intimidate check as a swift action to your next successful attack (1d20 + level + 3 + cha mod + possibly more).

Rage at 8th level gives +4 Str, +4 Con, +2 Will, -2 AC for a number of rounds equal to your cleric level. This also opens solid weapon enchants such as Furious and Courageous, giving it a further boost. You cannot cast spells and so on while raging, and rage cycling in a combat situation is probably less convenient as a cleric compared to a barbarian. The two rage powers come late and cannot have a level requirement, I am not sure if you can take Extra Rage Power to bypass the fact that you cannot select powers with a level requirement? Anyway, all the best rage power combos have a level requirement (pounce, spell sunder, come and get it, etc.), so the rage powers are not worth more than two normal combat feats.

At 8th level, Black Seraph can negate enemy attacks with Intimidating Force, cause an opponent to become Demoralized and Flat-Footed as a swift action, and either gain Unholy enchant on the weapon for free and a constant protection from good, or make free action Demoralization attempts with a +4 bonus. So far it sounds like a fair trade either way in my head. The stance gained at 11th level isn't too impressive, but at 14th level the Black Seraph can choose to gain Fly speed equal to movement (average), +2 AC and Whirlwind Attack. Not as good for a cleric as a normal martial, but still a very solid option. Overall, from a combat perspective it looks pretty close with perhaps a slight edge to Rage domain due to adding True Strike and Disintegrate as domain spells and the huge numerical boost provided by opening a Furious Courageous weapon.

At 8th level, Scarlet Throne has Scarlet Einhander if you for some reason want to fight with a free hand (usually not worth it, even with this very solid stance), Circular Stance (meh), and Unfettered Movement (+10 ft. movement speed and mobility, nifty but not really a winner). However you gain access Rising Zenith Strike (this strike is awesome, especially for a cleric), and Sanguine Barrier to negate enemy attacks using Sense Motive. Scarlet Duelist Attitude gained at 14th level on the
other hand, gives +5 to AC, CMD and Initiative which is amazing. And the strikes and counters from Scarlet Throne are made of awesome all around giving you the typical Path of War trade-off of slightly less damage when full attacking, traded for much better defenses, counter attacks, and monsterous standard action attacks.

So fine, Rage and Feather subdomains are perhaps about equal to slightly better than a Warpath, but it is very close and it is important to remember that we do not wish to give power creep to the cleric and that unless selecting a Warpath is about equal to slightly worse than selecting the 2nd best domain of your typical battle cleric
deity, then you are giving the cleric power creep. Further more, since Inquisitors and Warpriests seemingly trade away less, they get more power creep. I really liked the idea of Warpaths when I first saw it, but currently I am a bit sceptical.

Lirya


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Lirya wrote:
I would like to start by saying I bought Path of War and I really like it. Whenever I play a pathfinder game, I try to convince the GM to allow it as there is no way for me to enjoy playing a martial without it. I am sorry about a bit of a rambling post, I do not have time to go over it and edit it until it is easy to read and to the point. Hopefully it helps you consider and reconsider some decisions so that we can get the best PoW2 possible.

We're really glad to hear how much you're enjoying the Path of War, it's really the reason we do this, because all of us at Dreamscarred Press want to put out a great product our players can have fun with and enjoy.

It would, however be much appreciated in the future if you did take the time to edit and format your posts a bit. It makes it much easier for designers like me and other fans to read and respond to what you say. However, I'll do my best to address your concerns.

Lirya wrote:
1st Party Martials vs. Initiators. Specifically Fighter vs. Warlord

This has been brought up numerous times. Concerns about the Stalker, Warder and Warlord being "too powerful" compared to fighters, monks, paladins, etc. at low levels (and even into high levels) were numerous before even the first Path of War book was released. These concerns haven't disappeared at all, but they've been talked nearly to death on this and other threads on multiple boards across the internet.

The bottom line is, the Fighter, the Rogue, the Monk and to a lesser extent, the Barbarian, Ranger and Paladin are all pretty terrible classes. They bring very little to the table, are often ineffective at completing their supposed jobs and can barely contribute anything outside of their very narrow fields of focus.

You complained about the Warlord being better than the Fighter at being a fighter. Well, look at what the fighter has to offer: Feats, a scaling damage bonus, and a scaling AC bonus. That's all his class features are. If we were to limit the Warlord to the same level of "power" that the fighter had, you'd end up with a Warlord whose class abilities were... feats, a scaling damage bonus and a scaling AC bonus.

If you're going to make such a comparison, then why haven't you done the same with Fighter and Barbarian? Barbarians have the same BAB, more HP, a better scaling damage bonus, a better skill list, rage powers which blow feats out of the water and DR to match the fighter's scaling AC bonus. The Barbarian is a better Fighter than the Fighter.

Our point of comparison cannot be and is not the fighter, the monk or the rogue. That would only lead to more unappealing options for martial players. Our point of comparison is the Magus, the Alchemist, the Investigator, Warpriest, Inquisitor and to a lesser extent Sorcerers, Oracles, Witches and Druids.

TL;DR: The Warlord being a better fighter than the fighter is not the fault of the Warlord. It is the fault of the fighter for having no good class features or variety to its abilities.

Lirya wrote:
Thoughts on Archetypes

I gather from what I read that you're unaware that we just released an archetype document for playtesting yesterday?

Here is a link for you:
Path of War: Expanded Archetypes Document

Archetypes for the Alchemist/Investigator, Barbarian, Monk, Paladin and new archetypes for the Stalker and Warder are included in that document.

We've made announcements to this effect before, but initiating archetypes for non-initiators will not be getting maneuvers above 6th level. This is to protect the uniqueness of the base initiator classes and to offer options to DMs and Players who want to experiment with Path of War but aren't sure they want to dive in head first.

There are more archetypes planned, the only classes that will not be getting archetypes are the 9th level casters and some of the classes from the ACG.

TL;DR: Read up on the archetypes we've already written and the announcement we've made about these archetypes an you'll see the efforts we're going to to bring an excellent product to the table.

Lirya wrote:
Thoughts on Warpaths vs. Domains/Blessings

The thing about Domains and Blessings is that, unless you're a cleric (and sometimes even then) they're pretty much crap. Why the Inquisitor and Warpriest couldn't get the bonus spells of up to 6th level from their associated domains I'll never understand. Blessings are even worse as they rely almost exclusively on Swift and Standard actions, requiring the Warpriest to choose between using his best class features (Fervor buffing) or doing damage (his job!) and using a sub-par ability with limited usefulness.

Warpaths are better than domains (minus spells) and blessings (nearly exclusively) because, like the fighter, paizo refused to hand out anything really useful or game changing.

There may be tweaks to the Warpaths incoming. I'm not sure, as they aren't under my purview but we do take your thoughts under consideration.

TL;DR: That Domains/Blessings are almost always a worse choice than the Warpath is not a design flaw with Warpaths, but rather an issue with Domains (for Inquisitors) and Blessings themselves not offering enough. Reigning in Warpaths to match the power level of Domains/Blessings wouldn't make Domains/Blessings better, it would just make Warpaths worse.


Some updates have been made to the Class Archetypes:

Knight Disciples lose Divine Bond

Vigilantes now have a capstone (and some extra class skills)

Some minor grammar corrections.


Thanks for the updates! The vigilantes' capstone looks really fun!


Another update: Privateers got their ki pool back!


I believe the stated goal of Path of War was to bring the martials up to the level of Inquisitors, Magi, and Bards? If you use the above listed archetypes to give Inquisitors a bigger buff than the martials then I think doing so is a bad choice. I agree that Inquisitors should have gained spells form their domains, but between judgement, bane, stalwart, 2 good saves, lots of skills and skill points, and 6 levels of spellcasting it is a seriously solid class. I do not think I have ever seen somebody complaining about Inquisitors being underpowered (and taken seriously), unlike fighters and rogues, or martials compared to classes with spellcasting in general.

I did see the links above and I commented upon the Alchemist in the post above, but I did not have time to look at the other archetypes in detail at the time. I have however seen others complain that the monk has a very different focus from the core monk, as well as an explanation of why that is so. I wish to comment that if too many of archetypes take their class in a non-standard direction, then that will be a problem for those who want to play a relatively vanilla fighter/ranger/monk except they want to use Path of War to bring it up to the level of a Magus or Inquisitor.

I agree that a core fighter is a crap class, but most people consider very low levels to be the levels where martial classes shine the most, this is why it is unfortunate that Initiators are overpowered compared to them in a very "in your face" way. As I said above, at mid to high levels it is completely fine as the power-up at those levels is mostly in form of having more useful options to choose from.


Just realized the Fiend's grip is a Primary Natural Attack.

So when it's the only attack made that turn you get str*1.5, you cannot full attack with it, but it can be used with manufactured weapons. Additionally this Natural weapon has reach, so it cannot be used to attack adjacent foes.

A few different ways to use it seem to be

shield (Grip) and 1 handed weapon
Gives you threatened area at 5 and 10 ft. Will give you str*1.5 when using strikes. Against large foes you can full attack with 1hw and use your grip as a secondary natural attack. This has the benefit of your Warder maintaining sword and board. You want the shield master feat or to enchant the shield as a weapon.

Gauntlet and shield
Same as above, except weaker actually.

Gauntlet and 2 handed weapon
Since they both modify proficiencies, may not stack with Zweihander Sentinel. 1*5str on everything, but kind of goes against all the cool Warder features/feats involving shield. Overall worst choice.

Joke: Double Shield
2 Weapon fighting with shield bashes+ a floating hand at reach=MAXIMUM TURTLE. Super cool and semi viable joke build.

So far it seems the best way to use this archetype is to use a heavy shield and a 1 handed weapon. Keep both decently enchanted and enjoy your Fiend's grip protecting you at 10 ft/extending your threatened area for your full round recovery.


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To add some ammo to Lirya, I don't think the method to fixing martials should be "pump up damage/defenses considerably for levels 1-5." Flurry strike in particular is quite a doozy! As a standard action make 2 full BAB attacks with +2 damage on a discipline weapon, which includes plenty of 2 handed 1.5*str 1 for 3 power attack weapons, and laugh. Ouch! That's better than a level 6 full attack.

The disciplines that I think suceed most are the disciplines that give something aside from damage, such as Veiled Moon.


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Insain Dragoon wrote:

To add some ammo to Lirya, I don't think the method to fixing martials should be "pump up damage/defenses considerably for levels 1-5." Flurry strike in particular is quite a doozy! As a standard action make 2 full BAB attacks with +2 damage on a discipline weapon, which includes plenty of 2 handed 1.5*str 1 for 3 power attack weapons, and laugh. Ouch! That's better than a level 6 full attack.

The disciplines that I think suceed most are the disciplines that give something aside from damage, such as Veiled Moon.

Which is why I still firmly believe Golden Lion is the epitome of disciplines. Not only will you feel like a champ, but your party will too.

Silver Crane can come too.


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Golden Lion is my favourite discipline as well!


Prince of Knives wrote:
Quote:
Paladin loses Lay on Hands.
Yep. Replaced with another ability.

Makes him unable to take Battle Fervor though, kinda counter-intuitive.


Nyaa wrote:
Prince of Knives wrote:
Quote:
Paladin loses Lay on Hands.
Yep. Replaced with another ability.
Makes him unable to take Battle Fervor though, kinda counter-intuitive.

Only if you are, for some reason, operating on the assumption the paladin should have access to everything published in the book at the same time.

Archetypes prohibit feats that classes could use normally, fairly often. I don't see why warpaths and the like would be any different.


Oh, I guess I shouldn't take that archetype and use the feat with martial maneuvers vanilla Paladin gets!
Wait a second...


Nyaa wrote:

Oh, I guess I shouldn't take that archetype and use the feat with martial maneuvers vanilla Paladin gets!

Wait a second...

Because the archetype is the only way to get maneuvers? Martial Training is a "thing" since the first PoW book, as well as multiclassing. Imagine that, options!


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You wanted it, now you have it. I present to you: the Path of War: Expanded Traditions.

TWENTY. EIGHT. PAGES. OF TRADITIONS. Now covering every Discipline currently included in the Path of War line. I will note that we don't have Elemental Flux released just yet, but we're working on that.

In the meantime, I'm eagerly taking feedback & testing. Some of these bonuses will need tweaking, optional rule or no.


+2 unconditional profane Will for The Quills looks too strong.
Reverents of the Lance still says, well, "Piercing Lance".
Okay, threatening adjacent squares made me write it. Why not limit allegiance benefits with +2 untyped bonus to discipline skill, or get rid of them altogether? It feels weird that a member of a class that doesn't get Piercing Thunder by default is better at using spears than a member of a class that does get it.
Also "adjacent" wording breaks on sizes larger than Medium.
Defensive Reach of Zweihander Sentinel also has the same wording.


How about making allegiance bonuses traits? Players already get a lot from trading disciplines via the organization system, so why not make the mechanical bonuses into traits requiring membership and balance around that?


Prince of Knives wrote:

You wanted it, now you have it. I present to you: the Path of War: Expanded Traditions.

TWENTY. EIGHT. PAGES. OF TRADITIONS. Now covering every Discipline currently included in the Path of War line. I will note that we don't have Elemental Flux released just yet, but we're working on that.

In the meantime, I'm eagerly taking feedback & testing. Some of these bonuses will need tweaking, optional rule or no.

YES! This is a thing I have been wanting ever since they were put in PoW1. Thanks for writing these.

I want to get them all read through by the end of the day.


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I feel like the tradition bonuses are getting even more dramatic. Like, the Acolytes of the Arrow get you nice proficiencies and let you double up on enhancement bonuses for melee combat, and the Reverents of the Lance make you great at using reach weapons and utterly foil any chance of subterfuge by evil or chaotic outsiders.

A lot of these are better than spending a feat, and they come absolutely free. To the point where making a character that doesn't use a martial tradition seems like seriously laming yourself.


Any news on the Mystic?


I am hoping for an archetype for Warders that gives them the Eternal Guardian discipline, a Sleeping Goddess path for the Psychic Warrior archetype, and a version of the Harbinger that gets Black Seraph. I know these could be achieved via traditions, but they feel like natural enough fits that limiting them by organization feels wrong. It may be a bit late in the game to add any of these, which is entirely understandable, so until I can craft a few myself, I'll be making due with two houserules: First, all primary initiators have 5 disciplines to start with, which lets me add in the extras for both warders and harbingers neatly enough. Second, any initiator may swap one discipline from their list for any other discipline, sans tradition, at 1st initiator level (so, no swapping prestige class access, but creating a broken blade harbinger is certainly a possibility).

Another neat, clean option may be the ability to access a discipline via trait, simply making it an available choice for any source of learned maneuvers.


I have finished reading over the new traditions and I must say I like them. Oddly enough, my favorites ended up being the Sultanate of Beggars. From the oxymoron of their name, to their general attitude, I enjoy every aspect of them.

Next up are the Loyal Order of the Branded Waerloch. I really enjoy the idea of a group of people that have betrayed someone or something, and realized that they didn't like the taste. Redemption is hard earned, but a strong motivation for those that actually seek it.

Some Allegiance Benefits feel particularly strong. Specifically, the Cagebreaker Brotherhood (Untyped attack bonus for a longer duration that a boost. Provides rerolls to multiple effects in one use). Reverents of the Lance grant something very similar to an iconic Zweihander Sentinel ability, while still granting an additional and pretty cool bonus.

I think the rest of the Allegiance Benefits are in line with what was presented in PoW1.


Going to take a brief moment to remind folks that the bonuses granted by Traditions (aside from maneuver access) are explicitly optional. That in mind, I do want to balance them out and I'm taking feedback on their relative power level, but...

The thing is, amusingly enough, that Traditions began as a place to put Codes of Conduct, as a concept. There are two major schools of thought on Codes of Conduct, the first being that a roleplaying restriction is enough to justify a mechanical bonus, and the second being pretty much the precise opposite. Allegiance Bonuses exist for gaming groups in the first camp (and others interested in them), but no DM should feel obligated to include them.

That in mind, I'm thus far hearing that the Cagebreakers and the Reverents might need some changing. I'm a little confused on the reports of the Quill bonus to saves being strong when no one batted an eyelash at an equivalent bonus to Fortitude in the previous book, but it's under consideration.


Prince of Knives wrote:
I'm a little confused on the reports of the Quill bonus to saves being strong when no one batted an eyelash at an equivalent bonus to Fortitude in the previous book

IIRC there were no traditions in the playtest for the first book.


Pathfinder Lost Omens, Rulebook Subscriber

Traditions were play tested prior to the first book's release. Additionally, the first book included traditions for: Black Seraph, Silver Crane, Primal Fury, Iron Tortoise, Scarlet Throne, and Veiled Moon.


I actually was very against Scarlet Sentinel's allegiance bonus and posted feedback saying so. I didn't repost my feedback multiple times because that's really pretentious and rude. It's unchanged and I still don't like it at all, but I didn't say anything post release because no promises were made that it would be changed.


Just curious, is ErrantX still around on this whole thing?


He's the one working on the Mystic last I heard.

I don't work for DSP and this is just speculation, but I think he's taking a short break to do stuff and will probably be back later at full swing. Since Prince took a short leave I bet Chris took that opportunity to take a leave of his own.


Insain Dragoon wrote:
I actually was very against Scarlet Sentinel's allegiance bonus and posted feedback saying so. I didn't repost my feedback multiple times because that's really pretentious and rude. It's unchanged and I still don't like it at all, but I didn't say anything post release because no promises were made that it would be changed.

It used to be immunity to compulsion effects. It is not that now. Or are you against what it is currently?


Against both. +2 vs will and additional +4 vs compulsion is way too much good stuff for such an easy Oath to follow.

It would have made more sense if joining the Organization gave you an Oath and swapped your Disciplines then gave you access to a unique trait.

Swapping a discipline in many cases is already a boost enough compared to the draw back of an Oath. Hack Oaths often aren't even drawbacks if they were something you were planning to roleplay anyway.


Correct me if I'm wrong, but it seems like the only discipline without a tradition is Steel Serpent. Is that intentional?


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Stalchild wrote:
Correct me if I'm wrong, but it seems like the only discipline without a tradition is Steel Serpent. Is that intentional?

There is no war in Ba Sing Se.


Chris (ErrantX) and most of the DSP authors team were forced to take a step back and enjoy Christmas with all of what it means. We love our authors, but overworking them usually never works.

As you might've noticed, their gathering back in force after recuperating with family, friends and free-time and that means archetypes, traditions and more! :D

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