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Orthos wrote:
Ashiel wrote:
Orthos wrote:
Isn't that basically how 4E saves worked?
Yep. While I really don't like 4E, there are some things in it I did like. Saving throws as defenses are one of those things.
Ah. See they were one of the things I most DISliked.

I won't say that I'm perfectly fond of how their math stacked up, but I did find the saves as defenses to be really good for smoothing out play.

One thing we'll be doing very different from 4E, however, is instead of divorcing the mechanics that GMs use for NPCs from those the PCs use to create their characters, we're going to be renewing the vows. The way that monsters level will be much closer to the way PCs are handled and should result in much easier advancement for monsters as well as making monstrous PCs easier to implement.


Here's a question: Do you need people to help playtest this? I'd be on this like white on rice, I'm liking what I'm hearing so far.

Edit: Here's another question... Has that been asked before?


Artemis Moonstar wrote:

Here's a question: Do you need people to help playtest this? I'd be on this like white on rice, I'm liking what I'm hearing so far.

Edit: Here's another question... Has that been asked before?

I don't know about anyone else, but I know I've mentioned being willing to playtest this at least 4 times.


Artemis Moonstar wrote:
Here's a question: Do you need people to help playtest this? I'd be on this like white on rice, I'm liking what I'm hearing so far.

Thanks. As soon as I feel like there's a decent prototype core ready, I'll run a few games, then if it survives the acid test of my players, I'll do an open playtest where the relevant crunch can be downloaded from my google.drive.


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I'm currently working on the prototype skill revisions. Most noteably a lot of things that are beyond normal or would require a feat in previous editions can be found as trained only benefits requiring a specific number of ranks invested into a given skill. These ranks unlock new possibilities for skills, may provide passive benefits, or may even unlock entirely new abilities.

For example, the prototype for Acrobatics allows characters with 6+ ranks in the skill to attempt a skill check to walk across liquid surfaces, and 12+ ranks in the skill allows you to walk on gaseous surfaces (essentially walking through the air). Similarly, at 3, 9, and 15 ranks, you get a passive +1 dodge bonus when fighting defensively/total defense.

Meanwhile, having enough ranks in the Heal skill can allow you to heal more severe conditions or even become a mad scientist and start grafting replacement limbs onto creatures, or even bring people back from the dead.

Skill ranks require more investments to get a lot of. All characters get 4 ranks / level minimum, however you do not get more or less from your Intelligence modifier. Acquiring more skill points per level requires it either be a benefit of your class or you need to spend feats to get more skill points.


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Cool :) I feel a little underwhelmed by the PF skill system as is... I like some of the small little things (1 point into Survival means you always know which way is North). But at some point it seems like you out tap the potential of a skill. The rogue with max acrobatics has NEVER failed an acro check for ANYTHING! Even with surreal DCs like 30 (which are supposed to be virtually impossible) by extension the Paladin with max ranks in Acrobatics is able to achieve 20 DCs while in Full plate and I feel like Olympic gymnasts are wondering what the training is for bouncing around while wear Alphonse Elric...

I also don't see a lot of utility for certain skills: Appraise has never really had a purpose in any campaign I have ever played in. And Heal is always more of a flavor skill or possibly some required pre-requisite rather than something useful. The Knowledge skills tend to be the ones that are required (in our groups) in order to know what defenses and how THIS particular dragon is going to attack us... :(

Skills make me sad.


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What's in the box? wrote:

Cool :) I feel a little underwhelmed by the PF skill system as is... I like some of the small little things (1 point into Survival means you always know which way is North). But at some point it seems like you out tap the potential of a skill. The rogue with max acrobatics has NEVER failed an acro check for ANYTHING! Even with surreal DCs like 30 (which are supposed to be virtually impossible) by extension the Paladin with max ranks in Acrobatics is able to achieve 20 DCs while in Full plate and I feel like Olympic gymnasts are wondering what the training is for bouncing around while wear Alphonse Elric...

I also don't see a lot of utility for certain skills: Appraise has never really had a purpose in any campaign I have ever played in. And Heal is always more of a flavor skill or possibly some required pre-requisite rather than something useful. The Knowledge skills tend to be the ones that are required (in our groups) in order to know what defenses and how THIS particular dragon is going to attack us... :(

Skills make me sad.

Random tangent related to knowledge skills

I came across a fanfiction called Harry Potter and the Natural 20 that pointed out to me how absurd Knowledge skills are.

Background: Milo is a RAW Munchkin who abuses loop holes and technicalities and he's been transplanted from a D&D universe (with 3.5 rules) in which PCs and NPCs are aware of the rules and how rules for their universe exists in books and that there is an all powerful DM who controls everything, into the Harry Potter universe. Milo and the people from his original universe use game lingo in their everyday speech and are fully aware of everything related to the game, except that they are in a game. He uses his RAW and Munchkin abilities to hilarious effect in the Harry Potter universe (which operates under completely different rules that Milo is not part of).

Excerpt:
"Haaaaaai-yeee!" the Monk shouted, charging at Milo barefisted.

"You might want to rethink that last one," Milo said.

The Monk paused, "Why?"

"You're not proficient with unarmed strikes. Minus four to attack."

"What tripe is this? Of course I'm proficient. I'm a Monk."

"Monks," Milo said in the sing-song voice of one reciting from memory, "are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling" he said. "Unarmed strike is nowhere on that list."

The Monk frowned. "You're right," he said, finally. "Damn. But I don't need my fists to beat you into a bloody pulp," the Monk said, breaking a table leg off of a chair.

"For a Monk, you don't know much about Monks, do you?" Milo said. He hadn't meant for it to go this far, but the Monk left him no choice. He had to break out his secret weapon. This battle was about to get existential. "After all, is it not written, 'know thyself, and thou knowest the best way to beat in another's face?" Mile said. "Or something like that, anyway?"

"Of course! True wisdom is in knowing yourself-thyself, whatever-and my Wisdm is through the roof! Haaaai-yee-"

"Ah, but you don't know yourself, do you?" Milo said, still sitting. "Because it takes a Knowledge check of ten plus the Hit Dice of the creature to recognize it, meaning a DC of 11 check to identify a human." Milo grinned wickedly. "But it's impossible to make a check higher than ten without training. Tell me, o wise Monk, how many cross-class skill ranks have you invested in Knowledge (local)?"

The Monk dropped the table leg and stared at his own hand in horror. "What am I?" he shrieked, looking at himself as if he'd never seen a human before- and, in a manner of speaking, he hadn't. As far as he was concerned, humans were unknown and unknowable. He broke into a cold sweat, and started to shake. Then fled through the door, screaming at the top of his lungs.

I looked it up just to be sure, and, in fact, the Monk is not proficient in unarmed strikes in 3.5, where as, in Pathfinder, all classes are considered to be proficient in unarmed strikes. The little bit about knowledge checks, I find, is hilarious though.

By the RAW rules, you cannot use a Knowledge skill untrained for a Knowledge check with a DC higher than 10. Any NPC with that is a CR 1 or higher has a DC 11 or higher check. So 3rd level NPCs with NPC class levels or 2nd level NPCs with a PC class, or a PC with a single level in a PC class.

I find it hilarious that, by the RAW rules, at character creation you don't even know what you are unless you've put ranks into the appropriate Knowledge skill to identify yourself.

Anyway, random tangent on Knowledge checks over. Carry on.


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That... was... SUBLIME :)


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What's in the box? wrote:
Cool :) I feel a little underwhelmed by the PF skill system as is... I like some of the small little things (1 point into Survival means you always know which way is North). But at some point it seems like you out tap the potential of a skill. The rogue with max acrobatics has NEVER failed an acro check for ANYTHING! Even with surreal DCs like 30 (which are supposed to be virtually impossible) by extension the Paladin with max ranks in Acrobatics is able to achieve 20 DCs while in Full plate and I feel like Olympic gymnasts are wondering what the training is for bouncing around while wear Alphonse Elric...

Humorously, I don't actually mind characters doing extreme things with skills. I actually feel like high level folks should be able to do more extreme things with skills. I think that's part of the reason that you might feel skills tap out early...because they do! It's like the designers were afraid of letting fantasy heroes/creatures do things with skills that are beyond what normal people can do with skills (which is defeating the whole point really).

Quote:
I also don't see a lot of utility for certain skills: Appraise has never really had a purpose in any campaign I have ever played in. And Heal is always more of a flavor skill or possibly some required pre-requisite rather than something useful. The Knowledge skills tend to be the ones that are required (in our groups) in order to know what defenses and how THIS particular dragon is going to attack us... :(

We're seriously considering dropping Appraise from the game entirely and rolling it over into other skills instead for when you need to make a check to determine the value of something.


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In my game I have a bard with about 60 to bluff and diplomacy when he really cranks it up. I let him make instant converts out people (he is a cult leader) with DC 40+5/HD. This takes 1 min to try. He takes a -20 to do it as full round action.

The magus is the group leader and he has an intimidate in the 40s. He wants to kill with a glance. I told him he can do intimidate-50 HP to a single target as full round action. He can keep going until he fails to do a HP. He likes being able to literally glare someone to death.

Those are very cool but they do not really help in combat.

The bard was quite happy recently when he convinced some outsiders that he is a god forced into mortal form and that they should give him the help due a god. He took a -50 on that bluff check but the nat 20 gave him 31. They outsiders had sense motive but not enough.

The monk has crazy levels of heal that he use to torture folks with out them dieing. He worships ZK and so do his loony followers. They see his work as art. Since he is so good at it followers from around the world seek him out. This one really does not help the PCs much since it also tends to attract paladins and the PCs find that inconvenient.

There is no real rules for this stuff but they understand it is not meant to allow a high skill to be a win button in combat. It does give them quite the narrative power.


I think if your level is in the teens then sure... skills are just a way of you being awesome without using a resource... but the above descriptions I was giving were for mid level characters... PCs at level 8 should have a chance of failing a DC 30, but... they are all spiked up!

GRRR!


Mine are level 9. They fail DC 30 all the time but not with things they do well.


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My current favorite game system (Edge of the Empire, FFG) has a built in mechanic where someone can talk/rant/demoralize one or more targets out of a fight. I think this is awesome. :)


Zilvar2k11 wrote:
My current favorite game system (Edge of the Empire, FFG) has a built in mechanic where someone can talk/rant/demoralize one or more targets out of a fight. I think this is awesome. :)

Deadlads was a lot like that. You had "Overraw" which was basically intimidate, "Ridicule" which was your ability to taunt and insult people, as well as Diplomacy skill but I don't remember the exact name.

In any case, you could penalize or force people to back down with them (it gives an example of one of the iconics making an Overraw check to cause an angry mob to back down from a lynching). If you succeeded hard enough against your target you would cause them to "break" and not only did you succeed but you got extra fate chips (fate chips can be spent in combat to make you more effective or get you out of tight spots, or converted into extra experience points at the end of the session).

I made a gambling card-mage with Ridicule as one of my primary focuses. His insults cut to the bone. Once after a cardgame, a couple of sore looser Civil War deserters wanted him to give them back their money. He made a few choice comments about them being deserters and they left him alone and probably went to go find some rope to hang themselves with. XD


Awwww... Ash... that isn't nice... Maybe they lost faith in the cause? Maybe they were seduced by a vampire chick in the forest and turned into a denizen of the undead? Maybe they were unable to control the bog magic after their voodoo witch mother was shot because (and I quote): "No magic can beat a bullet."???

Sometimes the civil war has deserters and sometimes the civil war has Deserters.

But in general- NOT using finitely resourced magic in favor of a silver tongue... That's the cambion way baby ;)


What's in the box? wrote:

Awwww... Ash... that isn't nice... Maybe they lost faith in the cause? Maybe they were seduced by a vampire chick in the forest and turned into a denizen of the undead? Maybe they were unable to control the bog magic after their voodoo witch mother was shot because (and I quote): "No magic can beat a bullet."???

Sometimes the civil war has deserters and sometimes the civil war has Deserters.

But in general- NOT using finitely resourced magic in favor of a silver tongue... That's the cambion way baby ;)

They were trying to shake down my gambling mage because they were sore losers. My character "defeated" them by making a well placed remark that hit a nerve in a big way. :P

The character was actually a really nice person most of the time. He just had a mouth that could make the devil cry if he wanted to.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Is it just me or has this forum turned into a circus with all these new "Ask Random Forum Member Anything" threads that keep popping up?

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Turned into? What made you think it wasn't one before?


TriOmegaZero wrote:
Turned into? What made you think it wasn't one before?

If anything, someone just came along, and built some tents for everyone to gather in.

It's still a circus, but now it's a circus with organized chaos.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
TriOmegaZero wrote:
Turned into? What made you think it wasn't one before?

I dunno, the fact that about a week or two ago the majority of AMA threads were for the Paizo devs or at least people seriously attempting to answer questions (like Ashiel has demonstrated in this one), instead of just in-jokes and goofing around?


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Archpaladin Zousha wrote:
TriOmegaZero wrote:
Turned into? What made you think it wasn't one before?
I dunno, the fact that about a week or two ago the majority of AMA threads were for the Paizo devs or at least people seriously attempting to answer questions (like Ashiel has demonstrated in this one), instead of just in-jokes and goofing around?

This is pretty much what all of OTD used to be before it got taken over by politics. Which sadly drove off a lot of fun people.


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Archpaladin Zousha wrote:
Is it just me or has this forum turned into a circus with all these new "Ask Random Forum Member Anything" threads that keep popping up?

Y'know, I'm not sure. The funny thing is I never really ventured this far down the Paizo messageboards page mostly because of the horrible layout of these forums (scrolling for three minutes past ancient playtest forums, specific APs forums, etc), so I didn't even realize that there were a number of A-X-A threads other than James Jacobs (because it gets linked to pretty regularly).

When Aliizsa told me to make an A-Ashiel-Anything thread, I made it on one of the boards I'm always browsing (the general thread since it seems like a nonspecific Pathfinder thread) and it was later moved to the wastelands. Then I found out that there were actually more such threads which made it feel less weird to have one (sweet :P). I get to this thread through a bookmark rather than the main page, so I still don't really browse the forum this thread other than occasionally clicking a link in the "recent posts in this forum" box in the lower right hand corner of the screen.

Now you've got me curious. :P


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Ashiel wrote:
Now you've got me curious. :P

It's a trap! :)

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Can I ask you a long complicated question again?


Ashiel: I was thinking about making a Summoner character with the Synthesist with the flavoring of summoning a demon inside of themselves to represent the Eidolummoner, and using the Summon Monster SLA as a method of gaining access to additional spells (almost like a FF summoner- basically call forth the Bralani to cast Lightning Bolt.

So I went through the list and wrote down the levels of stuff and what spells/SLAs those monsters have... and realized at level 17 I can summon a Glabrezo which has an interesting spell though it is somewhat obscure (maybe you haven't even heard of it) it was something called WISH! The f*ing demon has WISH!- and then all I could think was- At level 17 I become GOD with my 3+CHA WISHES per day...

And I was like: No, that can't be how it works right? I can't just summon this thing and get FREE wishes. Except that as a SLA this Wish has no material component requirements. And then I thought: Most EVERY casting class has access to Summon Monster spells so why isn't EVERYONE doing this? And if I were a master summoner archetype would I be able to get the benefits of the multiple wish? I just... I am not sure how I feel about this now- When I was summoning stuff for my godly might and then powering up to become a DEMON FORCE OF RECKONING!!! I was like: Cool... but being a Wish factory (EASILY 7/day- the creature has a limit of 1/month but I don't summon the SAME demon every time right?)

This makes me annoyed... Also- Could a wizard not prep multiples of this spell per day and get the +5 inherent bonus rather cheaply? I get that Master Summoner is easier to achieve that (like- just summon a BUNCH of Glabs at once...

You know stuff... 'Splain please :)


Oh... lol- nevermind. Wish isn't allowed. WHEW... that is a relief.


Archpaladin Zousha wrote:
Can I ask you a long complicated question again?

Of course. ^_^


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What's in the box? wrote:
Oh... lol- nevermind. Wish isn't allowed. WHEW... that is a relief.

Yeah, because they can use SLAs that replicate spells with a costly component. Unless they're called instead (IE - planar binding). Since summoners get planar binding you can still eventually get wishes flowing, but it's not quite as easy as just dropping them down 10/day. :P

That said, barring certain spell cheese (specifically geas), wish isn't really all that great for spamming, especially from a Glabrezu (it's saving throw DC is only 24, and it's CL is only 14). Generally speaking, monsters that you can bind at high levels serve more like portable medics and/or spellcasting service folks rather than a real offense. This is primarily because at this level, their SLAs are fairly trivial to dispel (the trash mobs at this level dispel at +11 or better) for non-instantaneous effects.

There are a few really solid uses of SLA wishes that you can get post Pathfinder nerfs (these were good nerfs as 3.5 wish was insane with SLAs).


  • Used as an oracle. Wish replicating the effects of certain divination spells can help the party get some clues or directions towards their goals. Tip: Imps, quasits, lyrakiel, and similar CR 2 outsiders are good options for lesser planar binding.
  • Used as a medic. Wish can replicate spells like heal, regenerate, remove blindness/deafness, remove disease, greater restoration, neutralize poison, and raise dead. Tip: Efreeti are great for rezzing. If someone's dead and their corpse gibbed, first use 2 wishes to restore and resurrect the dead person, then finally copy a greater restoration to remove any negative levels. Eats all 3 wishes to get you back up and ready to go.
  • Spell Glue. Getting up to a 10,000 gp permanency effect on a buff.
  • Buff-Bunny. Replicating spells like greater heroism, stoneskin, holy sword, spell immunity, death ward, freedom of movement, and so forth. Lots of fun potential. My favorites are stoneskin because it's a really good buff for martial characters and casters alike and normally has a 250 gp material involved which is bypassed using this method, and spell immunity because you can pick some spells that might slip through the cracks to be immune to, and it's a really good spell to cast on animal companions and stuff to prevent them from being charmed by succubi.
  • Noncombat fun. Being able to replicate things like wall of stone, hallow, private sanctum, heroes' feast, wall of iron, and fabricate means with enough wishing you can build little towns or throw a sweet dinner party wherever you go.
  • Inherent bonuses. On the back-10 of the 20 levels, the game revs up in difficulty. This is where trash minions of the BBEGs aren't 1 HD goblins with shortbows, they're demons dropping spells like unholy blight and chaos hammer and charm monster every round on the round. SLA-wishes are the most efficient means of getting your inherent bonuses and smoothing your transition into the big leagues.
  • Lucky Outsider's Foot. A frequently overlooked benefit of a wishing minion is the undo misfortune option with wish. It can allow a re-roll for things like saving throws, attack rolls, and so forth. Having a pocket djinn to act as a lucky-coin can be really snazzy. Tip: Invisible creatures (or ethereal creatures within 60 ft. of you) make a good secret weapon against save or die effects. For example, if you're dealing with a BBEG, he might have a group of invisible efreeti nearby to allow him to re-roll saving throws or cast heal spells, unless the party can ferret them out and whack 'em.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ashiel wrote:
Archpaladin Zousha wrote:
Can I ask you a long complicated question again?
Of course. ^_^

Okay, HERE WE GO (don't say I didn't warn you, it's a whopper)!

Lately I've been flustered trying to plan out the mythic tier abilities I want to pick for the Wrath of the Righteous character I'm building and preparing for. Here's the basics of his story:

Eirtor Belostar-Laurelshield (or Parnknot-Bloodstone, I can't decide) was born in Mendev to Kellid parents, the descendant of Sarkorian refugees that fled the Worldwound when it opened. His life was relatively quiet until a demon slipped through the wardstones. He jumped in front of the demon, who slashed his face and cast him aside before murdering his parents. The demon was slain by Prelate Hulrun and his inquisitors, who'd arrived to question his parents on suspicion of witchcraft. Finding their suspects dead and their son barely alive, Hulrun committed a rare act of charity, bringing the boy back to Kenabres and having Iomedean priests nurse the lad back to health.

When Eirtor awakened, he was changed. His left eye, where the demon's claw struck him, had turned inky black, with a golden iris and it now seemed unable to close. Whether the lad blinked or slept or sneezed, only his right eye would ever close, his left staring ominously out of a scarred eyelid. Hulrun prepared to interrogate him, seeing this development as a sure sign of demonic taint, only to be stopped by an unlikely source: Crocris the park druid. Crocris was kin to Eirtor's parents, and vouched for him, claiming the boy could have known nothing about such matters, and even if his parents had been involved in anything, it didn't matter now, as they were dead. Hulrun grudgingly allowed Crocris to take Eirtor in.

Crocris raised Eirtor like a son, and the pair tended to Truestone Park in the city as Eirtor grew. Crocris taught him the ways of the Green Faith, and set him on the path to becoming a druid himself. But Eirtor also felt some measure of awe at the crusaders that populated Kenabres, often going among the camps near the city and watching them ride, though he had to wear an eyepatch to hide his left eye. He even held a small measure of respect for Prelate Hulrun, despite the man's stubborn zeal and suspicious nature. It's hard NOT to respect a man who saved your life, after all. During this time, Eirtor noticed that he was more hale and hearty than other children his age. One time he'd taken a kick to the head from a crusader's horse and stood up immediately after, no worse for wear. He almost never became ill, and one time even ate a poisonous weed on a dare and was completely unharmed (though he DID get in trouble after several less hardy boys attempted to replicate his feat). Crocris told him of his late parents and their time together as youths, of the glories of lost Sarkoris and her Circle of Hierophants, of Pulura's Fall and the Forest of Stones and the Crystal Citadel of Iz, now all lost to taint and evil. Eirtor decided that when he was ready, he would venture with the crusaders into the Worldwound and fight the demons that had despoiled his ancestors' home, and make a new Sarkoris for the scattered peoples. Crocris, for his part, was cynical of these grand dreams.

As Eirtor took his first level in the Druid class (specifically the Nature Fang archetype), he looked forward to the upcoming Armasse. Though a holiday brought by southerners, he couldn't wait to watch the knights parade...He had no idea that soon his destiny would come rushing to greet him...

As this story indicates, Eirtor will be taking the Exposed to Awfulness trait, and I plan on taking the Dual-Path feat to take both Guardian (which ties in with the trait) and Hierophant, both of which are potent. What I hope to do is take Divine Source three times and make Eirtor into a new god, but I'm not sure just what domains to take, based on his story and whatever themes I might want to introduce for him. I want to base him off the Celtic peoples of Britain, especially Iron Age tribes like the Iceni and later the Ebdanians of ancient Ireland and the infamous Picts, as Wes Schneider has said the ancient Irish clans were part of his inspiration for Sarkoris. My goal was to sort of create a god with Celtic/Arthurian overtones who could accomodate both druids and paladins in his faith, and wasn't completely detached from humanity's issues like Gozreh, or so monofocused on the simple life that their faithful couldn't aspire to things like heroism or kingship like Erastil.

Good is a given, as I plan on making him NG, and taking the Agathion subdomain at subsequent tiers of Divine Source, since Nirvana is the NG plane and Agathions have a bestial aspect that meshes well with druidism, even if Eirtor doesn't wildshape himself.

In other threads where I've asked about building Eirtor, the Glory Domain came up as a suggestion, especially with the Heroism subdomain and I have to agree it's a good idea. Not only are the spells it offers conducive to my goal of making Eirtor sort of like a druidic pseudo-paladin. It also ties in nicely with the sort of warrior hero culture that appears in Celtic mythology frequently with figures like Cuchulain, Fionn mac Cumhaill, Bran the Blessed and, of course, King Arthur himself.

Which leads to the inevitable question: "What next?" I have room for two more domains with the second and third Divine Source, and I can't figure out what else to take. Weather, with the Storms subdomain to sort of set myself up as a rival to Korramzadeh, the Storm King? With the Seasons subdomain to reflect the Green Faith's emphasis on the cycles of nature? Earth to represent a connection to the land? Plant, to emphasize the tree in his name (LAURELshield)? I can't decide. Any assistance you guys can give would be most appreciated. I know you're probably all tired of hearing me ask about building this guy, but I really want to make sure that I don't overload him with symbols and stuff to the point where it feels ridiculous. I want to use Celtic symbols like the wheel, various trees, swords and cauldrons, but I want to be subtle about it so the character is actually a character rather than a coat-rack to hang various Celtic stuff on.

I should add that SPOILERS! are not an issue for me. I own all six books of Wrath of the Righteous, and have read them probably more than any other AP I own. In fact I actively seek SPOILERS! out in order to better align my character's story and progression with Pathfinder canon and the narrative themes the AP explores and the ideas it discusses. Again, any help would be appreciated. Thank you.


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Ashiel wrote:
Yeah, because they can use SLAs that replicate spells with a costly component. Unless they're called instead (IE - planar binding).

The above is supposed to say can't, not can. XD


Archpaladin Zousha wrote:
Ashiel wrote:
Archpaladin Zousha wrote:
Can I ask you a long complicated question again?
Of course. ^_^
Okay, HERE WE GO (don't say I didn't warn you, it's a whopper)!

Gonna need to tackle this one after I get back from work. :P

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ashiel wrote:
Archpaladin Zousha wrote:
Ashiel wrote:
Archpaladin Zousha wrote:
Can I ask you a long complicated question again?
Of course. ^_^
Okay, HERE WE GO (don't say I didn't warn you, it's a whopper)!
Gonna need to tackle this one after I get back from work. :P

Take your time. :)


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Archpaladin Zousha wrote:
Lately I've been flustered trying to plan out the mythic tier abilities I want to pick for the Wrath of the Righteous character I'm building and preparing for.

Well, I'm not much of an expert on Mythic because it doesn't really interest me at all, but I'll do my best. :)

Quote:
Here's the basics of his story:

Nice!

Quote:
Which leads to the inevitable question: "What next?" I have room for two more domains with the second and third Divine Source, and I can't figure out what else to take. Weather, with the Storms subdomain to sort of set myself up as a rival to Korramzadeh, the Storm King? With the Seasons subdomain to reflect the Green Faith's emphasis on the cycles of nature? Earth to represent a connection to the land? Plant, to emphasize the tree in his name (LAURELshield)? I can't decide. Any assistance you guys can give would be most appreciated. I know you're probably all tired of hearing me ask about building this guy, but I really want to make sure that I don't overload him with symbols and stuff to the point where it feels ridiculous. I want to use Celtic symbols like the wheel, various trees, swords and cauldrons, but I want to be subtle about it so the character is actually a character rather than a coat-rack to hang various Celtic stuff on.

Oh good, domains I can do. :P

If you opt for the Good domain (don't feel forced just because of your alignment though), you might consider picking up the Quicken Spell-like Ability feat, which would give you three uses of your sacred bonus ability as a swift action each day. Since it grants +1/2 your level to attack rolls, skill checks, ability checks, and saving throws as a sacred bonus (stacks with heroism) it's not a terrible thing for when you either really want to get a massive bonus to attack rolls for a round (good before full-attacking) or for padding your saves for a round or for buffing someone else without "wasting" standard actions.

Unfortunately the Agathion subdomain is pretty bad. It's 8th level ability is weaker than magic circle against evil and it doesn't stack with protection rings or resistance cloaks (which everyone is going to want higher than +2 anyway) and its duration is really poor (you're likely going t get 1-2 uses out of it per day at best). More likely a better idea to just skip this one, especially since Planar Ally is something you won't want to constantly cast and you have it on your spell list anyway.

The Liberation domain (Braveheart puns aside) might be worth looking into. In addition to being a pretty good fit for a celtic warrior paladin sort it's also really good mechanically speaking. It grants on-demand action-free freedom of movement when you need it, a really amazing aura at 8th level that's wonderful for your party, and a selection of really good spells (several which are normally wizard spells).

The Nobility domain is really amazing as well and if you're setting up as a new god, the cohort you get at 8th level would make a mighty fine cleric of you. It also has some really great paladin-worthy spells in it and a heroism-like buff that's not bad at low levels. The leadership subdomain + quicken spell-like ability is also a really cool contender as it gives another stackable swift-action buff a few times per day.

The War[Tactics] subdomain has a really awesome ability allowing you to let an ally (or yourself) roll twice on initiative and it has a really nice paladin-potential thing going on.

I'll see if I can think of some more good ones, but I gotta go get a shower! :P


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Ashiel wrote:
If you opt for the Good domain (don't feel forced just because of your alignment though)

(Actually you have to: divine source requires that you take your alignment domains first, if you have any. The reason, I think, is to match the existing deity paradigms. Of course, I just take the Beyond Morality so it doesn't matter...)

Otherwise: carry on!

(I especially like the Tactics and Leonal- er, Agathion ideas... just sayin', no reason in particular... >.>)

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

All three of those suggestions look good (though I'll only have the spells they grant, as he's not a cleric but a druid taking Divine Source multiple times). My only concern is that none of them really feel connected to his class. None exactly scream "I was a druid in my mortal life," yanno?


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It's worth noting you don't get any domain powers from Divine Source. It's just 1/day SLAs of each of the domain spells (up to your tier in level).

Given that they're SLAs, things like planar ally are spells you're definitely going to want to cast a lot. With the Good [Agathion] subdomain at tier 6, level 12 you'd be able to have an entourage of up to 12 agathions with 12 HD or less at all times.

An unfortunate side effect of this is that Divine Source encourages most casters to pick domains that are off-theme to get access to spells they wouldn't normally have. For example, the Animal domain is actually a really awful choice for druids, since it contains nothing but druid spells with no expensive material components (and summon nature's ally spells that will fall by the wayside).

With that in mind, here are a few solid options that seem like they'd be on theme:

  • Glory (Heroism) - You mentioned it above, and it remains a solid choice. As a druid it would let you tag shield of faith, heroism, righteous might, greater heroism, holy sword, holy aura, and gate, all of which are fantastic spells (bless weapon also has some utility, and it doesn't hurt to have a holy smite in your back pocket).
  • Healing (Resurrection) - It's not optimal, but seems like it could be very fitting. Tiers 1-4 just give you minor healing options, so you'd probably want to delay this one until at least tier 5 or 7, when you'd get raise dead and resurrection as SLAs respectively. A heal on demand is nice to have as well.
  • Liberation - Comes with a nice suite of emergency condition removal effects. Not particularly effective long term since mythic characters eventually become highly resistant to negative conditions anyway, but it lets you tag break enchantment, refuge, mind blank, and freedom.
  • Nobility - Mostly on the list because Geas/Quest as an SLA is hilarious. Divine favor, magic vestment, and demand are nice to have as well.
  • Strength - Tags a nice suite of combat buffs for you, as well as a few *hand spells at the top end.
  • War (Tactics) - The low level spells aren't great, but gets you magic vestment at 3, the all powerful divine power at 4, and unrestricted greater planar ally as an SLA at 8.

    It... occurs to me that I didn't really provide anything covering the druidic part very well. You're probably going to be taking a power hit to go for a domain like Weather or Animal (which is fine, frankly, since Mythic is going to push your power through the roof- you're going to be able to contribute in a party just fine), since they purely cover spells you already had access to and don't really add anything new other than some more ammo (which you already have plenty of since mythic casters just need to burn mythic power and an hour of downtime to get all their juice back). Animal (Feather) would work out fairly well, since you'd get feather fall, fly and mass fly in place of duplicate spells, as well as beast shape III at 5th tier to cover your loss of Wild Shape and animal shapes a spell level early. Weather (Storms) would get you some solid control spells on demand, but it really isn't anything special you didn't already have access to before.

    On the subject of paths, you might consider going for Champion instead of Guardian as your dual path. Guardian has Adamantine Mind, which is incredible, but for the most part their defensive abilities help protect people against single attacks, energy damage, or Reflex targeting effects, which isn't all that helpful (and DR/epic isn't very good in Mythic where shedloads of things just outright ignore it and wealth is so high that important enemies are going to pierce right through it, given the clause that it only takes +6 equivalent on a weapon to pierce it). Champion lets you go more on the offense, with Impossible Speed and Fleet Warrior letting you get in something's face and full attack it as you like, Precision amplifying the accuracy of your iterative attacks, and Shatter Spells letting you replace attacks with greater dispel magic attempts.


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    Oops! How embarassing. ^~^"

    Like I said, I'm no expert on mythic. :P


    3 people marked this as a favorite.
    Ashiel wrote:

    Oops! How embarassing. ^~^"

    Like I said, I'm no expert on mythic. :P

    You don't want to be. It'll make you bash your head on the table, screaming, "How did they think this was a good idea?!?!?!!!?11?"


    Tels wrote:
    Ashiel wrote:

    Oops! How embarassing. ^~^"

    Like I said, I'm no expert on mythic. :P

    You don't want to be. It'll make you bash your head on the table, screaming, "How did they think this was a good idea?!?!?!!!?11?"

    I can vouch for this.

    Some days I feel like going through Mythic and trying to revise it to be less b$%!@&+ insane and unbalanced. Then I remember that would be about as fun as putting my brain through a wood chipper.


    Still watch and still waiting on more of the white dragons shenanigans.

    Also any idea why my browser does not load the list of topics? Just sits there with the little wheel spinning around.


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    Mathius wrote:

    Still watch and still waiting on more of the white dragons shenanigans.

    Also any idea why my browser does not load the list of topics? Just sits there with the little wheel spinning around.

    Hmm, it does that to me sometimes when the boards are just loading poorly. I usually assume that one of Paizo's hamsters is taking a nap and isn't turning the wheel.


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    Ashiel, I have a question for you!

    I'm building a Flowing Monk for this campaign I'll be jumping into soon (it's at third level currently) who is the epitome of the Martial Pacifist trope. She can certainly kick ass, but she would rather use her +17 Diplomacy modifier to solve problems first.

    Since she is the so-called "martial pacifist" I figured that instead of brawling with people with her fists, along with repositioning them, my monk would use "qi points:" she presses certain points in the body that block qi, putting a stopper on their energy in that direction. No pain involved, just a general loss of energy. Once they finally drop, it won't be due to a haymaker to the jaw: rather, it would be the final pressure point that blocks their qi that puts them to sleep.

    What do you think?


    Pathfinder Rulebook Subscriber

    Adding my submission for 'what do you think about...'
    I'm playing Gregor Romanov, an Aasimar Gestalt Investigator (Steel Hound)/Swashbuckler (Inspired Blade) character for Kingmaker.

    Back story:
    The GM for this game asked us to answer 3 questions...
    1) How did your character get to where they are today?
    Gregor’s birth was a proud moment for his wealthy merchant family. His sapphire blue eyes was an omen of great things to come, a sign of old celestial blood blessing the family. Unfortunately, as he grew, slight of frame and fair skinned...it was assumed battle would not be his strong suit. It was hoped he would join the church of Pharasma, and gain the family some benefit there, but, Gregor had no interest in Pharasma or things divine. Being of keen intellect, he gravitated towards books, and learning. His parents, haven given up on the notion of Gregor bringing any notoriety to the family, hired him a tutor, and left him to his own devices. He read books about the history of his country, alchemy and mechanics. He absorbed all the knowledge he could, while his brothers asked for toys or weapons, he asked for books. His folks would provide them when they could.
    Among his books, his brother Ivan slipped in stories of pirates on the seas, and the style of swordplay they employed struck a chord with Gregor. He dove into the subject like he had with the others, and to his parent’s surprise, asked them for a foil to practice with. They got him one, and a tutor to train him. Even though his frame was slight, his reaction time and grace was impressive for someone so young. His tutoring in both a trade and the sword continued until he could learn no more. At age 13, his father, once again, had hoped he would take up a more suitable sword and become an Aldori dueler, but, once again Gregor disappointed him. He asked permission to become the alchemist’s apprentice, and formally learn the trade. His father, all dreams of Gregor and his supposed destiny having died again, granted his request, and took the boy to the alchemist. Gregor couldn’t understand his father’s reaction, and resented him for it. Who was anyone to decide he was without merit or decide for him what his destiny was? What was wrong with an honest trade?
    Having spoken with his tutor, the alchemist took in Gregor as his apprentice.
    2)How has this molded their personality/traits/outlook?
    Gregor, because of his parent’s reactions throughout his life, has become somewhat of an introvert. Or tries anyway. He keeps to himself, in order not to be a disappointment to anyone else. He, despite his efforts, has a way with people, and is empathic, seeing the best way to get someone to see his point of view, or the best way to get them to see what they want to see. He can be somewhat manipulative, and most of the time comes off as gruff or dismissive, to all but the observant. He himself is very perceptive. What seems random or irrelevant to others, Gregor can see patterns and relevance. That, his acting smaller than he is and his honeyed tongue has kept him out of or gotten him out of most confrontations. Those he can’t, he ends with his sword, rarely taking a life unless it can’t be helped. He prefers to educate with a verbal or steel lashing, than remove the chance for learning. This has drawn him to worship Sarenrae, who sees the value in all, and teaches no one is to be arbitrarily written off as a lost cause.
    He is fond of the concept of personal honor and integrity, keeping his word, and working his trade for his master and customers fairly and equitably for the last 3 years. He is Lawful Neutral, with leanings toward good.
    3)Why would your character be interested in leaving on this journey?
    Over the last few months, Gregor has been getting restless, something in his blood has been calling him to leave the comfort of his apprenticeship, and head out into the world. He was not surprised when his master informed him he had accepted a position for Lord Rogarvia, and is moving his shop to New Stetven. It was somewhat disappointing to Gregor, but it's suddenly left him a free man. While walking about pondering his future, he heard a crier offering folks to head south to explore, and fight bandits. He chuckled, seeing this as more than good timing. This may be what he needs for a fresh start, and to calm his sudden wanderlust.
    He will miss the city, and is not looking forward to wandering around in the wilds of the River Kingdoms, but it feels right.

    So mechanically I like the skill utility Investigator offers, with the smattering of alchemist extracts, and mix in the swashbuckler's fighting style. Steel Hound replaces poison lore and swift alchemy with the use of firearms and Amateur Gunslinger and Gunsmithing feats.
    I'm not sold on that...but it seemed to fit that guns and black powder would be the next "thing" that he goes whole hog into. Inspired Blade focuses on the rapier, and gives bonuses to use it over other weapons. It also grants a bigger panache pool (adding INT and CHA mods together instead of just using CHA mod), but will not regain a panache upon killing a target, only by scoring a critical hit.
    I think this will be a fun mix of Dr Watson and Sherlock Holmes, and hope the idea fits well in the game.

    I guess my question is: do you (anyone) see anything I should go for? Any mechanical ideas this character concept may spark that I may not have thought of?

    Stats:
    Str 10, Dex 18, Con 16, Int 18, Wis 16, Cha 17. He uses Fencing Grace to apply Dex to damage with his rapier.


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    Man, you guys. Respect you so much. But I love me some mythic. Alas, I'm aware of some of the more egregious flaws. I just heart it so much! (Like that terrible, terrible ELH... I just can't quit it...) XD


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    The Doomkitten wrote:

    Ashiel, I have a question for you!

    I'm building a Flowing Monk for this campaign I'll be jumping into soon (it's at third level currently) who is the epitome of the Martial Pacifist trope. She can certainly kick ass, but she would rather use her +17 Diplomacy modifier to solve problems first.

    Since she is the so-called "martial pacifist" I figured that instead of brawling with people with her fists, along with repositioning them, my monk would use "qi points:" she presses certain points in the body that block qi, putting a stopper on their energy in that direction. No pain involved, just a general loss of energy. Once they finally drop, it won't be due to a haymaker to the jaw: rather, it would be the final pressure point that blocks their qi that puts them to sleep.

    What do you think?

    Honestly, my #1 favorite thing about unarmed fighting is that it's entirely optional as to whether or not you deal lethal or nonlethal damage. In fact, when I am playing a monk-ish character, I virtually never deal lethal damage unless the foe is immune or resistant to nonlethal damage (like constructs, undead, or very specific barbarian sorts). It's actually even more effective than normal damage because orc ferocity crumbles to it (because when your HP is below your nonlethal damage you fall unconscious and ferocity/diehard do nothing to stop it).

    In short, you should do just fine throwing lots of nonlethal damage all over the place. :D

    EDIT: It also reminds me a lot of Tai Li from Avatar the Last Airbender. You might be able to find some debuffs as well. Dazing Assault for example would be cool for inflicting nonlethal damage and stalling.

    If you could find a way to inflict nonlethal bleed damage (such as via a merciful amulet of mighty fists combined with a stance or something that let you inflict bleed damage with unarmed strikes) that would be really cool for pushing the whole "I'm halting your chi" vibe.


    Kryzbyn wrote:

    Adding my submission for 'what do you think about...'

    I'm playing Gregor Romanov, an Aasimar Gestalt Investigator (Steel Hound)/Swashbuckler (Inspired Blade) character for Kingmaker.
    ** spoiler omitted **...

    I'll check it out in the morning. Gotta be at work at 9 am so it's bedtime. :o


    Pathfinder Rulebook Subscriber

    Cool, ty.


    3 people marked this as a favorite.

    Great thread so far! Open question to Ashiel and any friendly lurkers:

    Have you had any experience with low power D&D 3.5 play?

    I'm toying with the idea of running the Forge of Fury and associate modules or busting out Red Hand of Doom for PbP play. This choice of system is entirely self-indulgent on my part. I've gotten several opportunities to play around with the Pathfinder system, but my 3.5 games when I first joined the hobby were before I had anything close to the system mastery I had now, and suffered through several levels as a single-classed gnome swashbuckler being peppered with friendly fire from our wizard who was practically soloing every encounter. So less too-lazy to convert and more ill-fated-nostalgia-trip.

    Would I be punishing my players too much if I started them on the elite array and encouraged them toward simpler class progressions? (i.e., encouraging spellcasters to remain single-classed, trying to avoid that ubiquitous barbarian dip, etc.) What point buy would you reccomend if I wanted to pit my PC's against NPCs of around that power level?

    Bonus question: If you were to dust off 3.5, what houserules would you run it with?
    I'm currently thinking of granting cross-class skill ranks on a one-for-one basis to band-aid the horrible punishment that the 3.5 skill system inflicts, restricting access to non-core spell lists/manuevers (the latter only through the Martial Study feat, which I may have to tune up a little) and granting access to important alternate class levels such as the dungeoncrusher fighter and penetrating strike rogue. I'm uncertain what to do about dead-levels (short of playing Pathfinder) and have enough morbid curiosity to leave polymorph and wildshape as they are (with the caveat of restricting players to a few thematically appropriate transformations). My only experience with psionics is frustration at some rather excellent feats for martials being published in the XPH and not elsewhere, and thus off limits or just unknown a lot of the time. (Namely Stand-Still and Greater Manyshot).

    </wall of text>

    As a side note, I'm always delighted when I see Avatar being talked about. Zaheer from LoK was one of the most sinister and compelling villains I've seen in a long time and it was fantastic to have an

    Spoiler:
    airbender antagonist.


    *prod prod* Just making sure you got my pm.

    Wait, it's an ask thread.... *Puts on yellow safari hat*

    Hey... Did'ja get that thing I sent ya?


    1 person marked this as a favorite.

    "It's where I put that thing that time!"

    /old80s-or-90sflicks

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