Pathfinder General /pfg/

Pathfinder General /pfg/

Gestalt DSP/SoP with free feats and the optimization thereof are one of the most controversial topics lately! What do you think should be done with it? How much should someone optimize in a gestalt DSP/SoP with free feats game?

>THIS IS IMPORTANT!
If you want build advice make sure to say what 3pp you can use, if any.
>THIS IS IMPORTANT!

Unified /pfg/ link repository: pastebin.com/JTj1yEmU

Avowed Playtest: drive.google.com/open?id=0B5HkyGRtGZy3SWVhdWFBWERWWjg
Malefex Playtest: docs.google.com/document/d/1W3LrE8WyIxxYRr8d9dHsWioeUk_-HZaSMqVWRnzc9Fc/edit?usp=sharing
Legendary Kineticists II Playtest: docs.google.com/document/d/11_w1o5dSef2tzu2GDLnJKElHY3uyETzuzFHDAjI6P6k/edit?usp=sharing

Old Thread:

Other urls found in this thread:

tsumino.com/Book/Info/18060/1/make-a-matchless-succubus-masochistic
twitter.com/SFWRedditImages

Controversial? It's only being complained about by one person. Kitsune posting is still more controversial.

I hate you

I meant more like medium armor dude throwing nets and stabbing with a trident and shit, but that's cool too. I've never really looked into PoW to be honest

You're actively stirring shit and the image has absolutely nothing to do with the topic, fuck right off.

Kill all kitsune fags.

Ban SoP
Caster classes no longer have a divine/arcane split.
Any class can have a spellbook; if they have spells known, this allows them to swap out their spells known.
All spells are on every spell list (With the exception of spells that are at a lower level due to Ranger/Paladin).
Spells are no longer done by slots, but instead by points using Psionic standards, to include how many you can spend per round.
Psionic Powers can be written down into spell books.
Universal Augments for spell can be researched and bought as feats, while Augments for specific spells (Such as increasing the area on Fireball) can be researched and bought with gold.

This is how you should run casters.

Why ban SoP?

MOLTHUNI INFO DUMP!
1/??

>Major religions,
Abadar, Erastil, and Iomedae. The city of Braganza is itself ruled by the Prince-Archbanker of Abadar, and as such the city is considered the center of worship of the Abadarian faith in the Inner Sea, though due to current management it has been expereinceing notable problems in urban sprawl and decay.

> major cities,
There is Braganza as mentioned above

Canorate is the Capital, and is an immense and lavishly designed metropolis where even the poor live amidst splendour with its broad avenues, pointed spires, frequent defenses, etc. The city is often considered to be the perfect blend of architectural beauty and deniability. It is where the meting chambers and war-rooms where the military oligarchy that runs Molthune meet.

Cettigne was once a soveriegn city-state within Molthune's borders, which Molthune respected the soveriegnty of for a time. However, years of poor famine and plague drove the city into anarchy, and the free-leaders had no choice but to accept Molthuni rule in exchange for the resources and law enforcement of Molthune. It is a city built on honor and tradition, and to this day they still maintain their traditional guard/militia which continues to be exempt from joining the Molthuni war effort.

Eranmas oasts the largest and busiest shipyard in all Lake Encarthan, as well as the Largest Naval Fleet to exist on said lake. The current Governor has no interest in using the fleet to other nations, save for his dedicated and sole usage of it to enforce a blockade around Tamran.

Fort Ramgate, commanded by a Kellid known as General Hakar, is considered to have amongst the most state-of-the-art military defenses, both mundane and magical, and serves as the main watch over the neighboring forces of Nirmanthas, and is often under constant assault and invasion from their neighbors almost everyday.

Gestalt is something I tinker with, and am considering making a couple of Variant Gestalt rules instead of the straight up "best of both worlds" Gestalt

In an "All X" campaign, Gestalt is a measure that serves to differentiate characters more. An All Vigilante campaign, while you could theoretically go Warlock/Zealot/Magical Child/Cabalist and have four diferent casters and spell lists, often ends up being weaker than straight up having more specialized classes (Magus, Inquisitor, Alchemist, Unchained Summoner) instead.

For a possible game that I am theorycrafting build rules and chargen parameters for, I have a couple of stipulations:

>One class must be shared between all characters. In this case, Vigilante.
>You may only have two subsystems in action. Subsystems are: Vancian Alchemy, Psionic Manifesting, Initiating and Maneuvers, and Spheres of Power
>Those subsystems are limited to 6-levels or equivalent, with exceptions. You cannot pick any class that has access to 9-levels of spellcasting, manifesting, or SoP high-casting.
>Full initiators retain Maneuvers Known, Maneuvers Readied, and Stances, but use Archetype Maneuver Progression to determine maximum maneuver level
>Specialist Full Manifesters (Vitalist, Tactician) retain 9-levels of powers because they're not the most powerful classes
>Specialist Mid-Casters (Elementalist, Shifter, Eliciter) who treat their character level as their caster level for a single sphere they get as a bonus sphere are not banned.

With these rules, I think there's a good power level, and an expectation of what you should build, without verging into stuff that's just outright broken (Wizard/Warder, Sorcerer/Warlord, Druid/Stalker, full caster+full initiator or manifester, ridiculous stuff like that)

Because it's a trap option.

>2/3

Korholm is the gateway to Molthune, and the nations primary defense against invasion from Lake Encathan. Korholm is well known for the Arsenal District, where the nation’s elite soldiers and officers are drilled and trained before being shipped off to Nirmanthas
There are also some Wizard Towers that have been sealed off and abandoned for reasons that no one knows why, and even the local Governer would like to know what happened to the 3 brothers that lived there.

>Imports and Exports
Not much is listed, however it is known that Molthune has great resources in lumber, mining, and agriculture. The Plains of Molthune, the nation’s breadbasket, is a vast stretch of land where most all of the nation’s food crop comes from. Due to the low population numbers, many of the croplands are monitered by federally animated scarecrows that protect the crops from pest and bandit alike.

No?

I do like Erastil decently.

You mean something broken with Conjuration, Weather, super optimized Destruction, etc.

>3/4, sorry
>population demographics
Now this is the interesting bit. Most of Molthune’s population had been historically split between the City Dwellers and Laborers. City dwellers generally enjoyed full privilages of imperial citizenry, which included participation in local governance, foreign trade, upward movement in economics and society, and the ability to freely move about the country. The rest were laborers, indentured servants who did most of the crop and and common work, ie peasants under your typical feudalism. HOWEVER, the latest Imperial Governor of Molthune, Markwin Teldas, has recently been passing and couraging laws to expand economic and political privileges to the laborers, such as granting full privilages of citizenship to any laborer who serves 5 years in the military, monetary bonuses to families for raising more offspring, land grants promised and citizenship to immigrants who serve in the military, and even legal means and channels for slaves to eventually gain full citizenship. All of this is part of Teldas’s plans of increasing population and economic strength and fluidity of the nation, as well as increasing the international strength of Molthune to deter predation from Cheliax or Druma.
It should be noted that, while the majority of the population consists of Humans of Chelish descent, the country and army readily absorbs foreigners and non-humans, even monstrous humanoids (such as Lycanthropes, Nagas, Centaurs, and Hobgoblins), and offers the same socio-political opportunities to them as they would any other human citizen. So really, if you don’t mind serving time as a soldier, its among one of the best places for opportunity and upward momentum for non-humans.

They're inherently weaker than standard vancian casting, unless you're a min-maxing 2hu autist.

Do you allow players to play fighters when overPoWered is available for playing?

>building character for RotJR

>Bring Human Knight Disciple Paladin/Destined Urban Primalist Bloodrager to game
>Fort: +14
>Ref: +12
>Will: +14
>AC: 24
>initiative: +13

I'm currently getting bonuses to saves from the following:
>silver crane waltz
>defender of the realm aleigance bonus
>human alternate racial
>divine grace
>familiar (bloodline familiar)
>bloodrage (increases stats & gives will save bonus)
>base saves
>trait for will/fort
>cloak

Now this is the level 3 plan, but the saves are nothing to sneeze at. In addition his AC is getting buffed by many of the same things that buff his saves.

Next level things begin kicking in. The bloodline ability gives him +2 to all saves and AC. Then later on he'll buy an ioun stone and at 8th level get superstition.

Mostly I am now concerned with his offense. It is desent enough, but with focusing on Silver Crane/Golden Lion he is mostly support based. His offense is lack luster.

I am liking the build so far, but need advice. How are his defenses overall looking?.

>tfw no busty Nirmathan lasses in tight dirndls ready to slap me around for being a filthy Molthunian knight

IT'S
NOT
FAIR

>Full initiators retain Maneuvers Known, Maneuvers Readied, and Stances, but use Archetype Maneuver Progression to determine maximum maneuver level
So why would you be a warder when you can be, like, a myrmidon?

>4/4
>Rough History
Following the time of turmoil following the death of Aroden, Molthune (at the time a frontier colony) was the first territory to secede from Cheliax, which emboldened Galt and Andoran to follow through with their respective rebellions. Less than a generation later, the free peoples of the Fangwood decided to have their own revolts and after several raids and terrorist attacks on Molthuni lumbar camps and settlements the Rangers of the Fangwoood announced their own secession. This in turn caused Molthune to reorganize and reconsolidate their political and economic structure in order to restore order and stability in their territory, eventually resulting in the Military Oligarchy of Molthune we know today, and the ongoing of reclamation against Nirmanthas

>Common problems
Years of war have made a toll of the Molthuni strength to deal with issues not relating to the war. Adventurers can always find employ escorting merchant caravans going to and from Nidal, and dealing with vandalism from the fey in the Backar forest is also a great way to find employ. There are rumors of Scarecrow Golems going rogue, and the Shrikewood is where one can find settlements of deserters, scum, criminals, and anarchists hiding and scraping to survive.

And there you go, the short and sweet summary of Molthuni courtesy of the ISWG and this one user

Because ZweiSent//OD

Ah, I didn't know everything weaker than 9th level vancian casting was a trap. Okay then.

>making casters even more OP
>widening the tier gap with martials even moreso
(You)
By your same logic, with your system we should also ban all martial classes since they cannot compete at all with the casters under your own system.
You are really fishing for (You)s hard

I was the pro-optimization fag from last thread, so I'll be quick. Gestalt is a power level increase first, a build enabler second, and shouldn't just be used to pad numbers. Pathfinder with good 3pp can produce any character concept with clever use of classes, archetypes, mutliclassing, and prestige classes, with any remaining enabling being done by starting at a higher level or homebrew (like feat tax cuts).

If the chargen is gestalt+3pp+feat taxes, play what and how you want, but don't deride people for optimizing in a chargen ruleset that is used for increasing power level.

No they're not.

Sphere casters are stronger Specialists but weaker generalists.Which I think is a good thing.

I think it's Pathfinder, but does anyone have the statblock for a level 20 adventurer who's multiclassed into like 14 different classes? It was some kind of joke character

Morgan Ironwolf is from Dragon magazine so 3.5 material

You're a real hero and a real human bean!

I'm about to play as a male kitsune elritch scoundral. What should i name my chatacter?

Cancer.

>If the chargen is gestalt+3pp+feat taxes, play what and how you want, but don't deride people for optimizing in a chargen ruleset that is used for increasing power level.
2hu detected. Didn't you learn your lesson when you got BTFO in RotJR?

Shallow Slut.

Looks to be Dragon 342.

>Markwin Teldas
>mfw he's essentially Donald Trump
>mfw Paizo inadvertently predicted Trump in 2011

Do you really believe that:

A) Wizards always have the spells prepared that they need
and
B) That it always works, 100% of the time, with no failures?

Shit like high saves or spell resistance exists and can easily fuck a wizard out of their 'color spray' or whatever shitty spell they're casting, even before immunities.

Initiator's shit works nearly 100% of the time because it's all about DAMAGE and attack bonuses get stupid high that a fucking 20 AC or whatever have you isn't going to matter.

>inb4 'muh narrative'

What kind of shitty narrative are you running that allows a wizard to fuck it up with one spell that you can't take five minutes to account for?

>inb4 'muh 6th+ level spells'

Gameplay never reaches that point, games are dead before then

CAN'T TOPPLE THE TELDAS

Oddly enough, we never get a lot of shallow sluts in Pathfinder, do we?

Every time I'm in a campaign or heck, an ERP it's all about pairing off with some cutie that will treat them right or at least scratch that itch. You never see the usual sluttery that comes with having large breasts and a sultry walk in Pathfinder.

Nigga, don't witch hunt. I ain't him and I just went over why gestalt in particular promotes optimizing. The 2hu argument of "elephant in the room feat tax removal, custom weapons, and piecemeal armor allowed means that you HAVE to be dex-based" or the destruction sphere autism I don't entirely agree with. He's right that it incentivizes dex or whatever the fuck that blasting build does, but you can still play whatever you want nigga.

TELDAS THE TEMPEST

That does remind me, I've been thinking about building a Vigilante recently.

Which archetypes are best for styling oneself after:

>A. A Swan Maiden
>B. An Aboleth
>C. A genie (any element)

>Tfw in an erp campaign
>Tfw slept with every party member (Even the warforged) except the wizard who's convinced I'm a succubus
>tfw male

I'm no here, just an old /pfg/got, finishing up some wetwork.

>>>/paizo/
(You)

WE LOVE OUR LEGAL GNOLL IMMIGRANTS, DON'T WE, FOLKS?

>succubus (male)

>inb4 muh gameplay
No one actually plays, games die before that happens.

>A. Swan Maiden

Magical Child

>B. An Aboleth

Experimenter, maybe?

>C. A Genie

Warlock if you want blasting?

>Even the Warforged

Did it look cute, at least?

Seriously though, I know what you felt. Last time I was in an ERP campaign as the only man my character was making the rounds fucking one girl after another, it was honestly dull after a while because I just couldn't see my smug bandit scum fucking the lovely redheaded Paladin girl even though she insisted there was a reason she wanted to share a tent.

...

>Cute
Both parties swore to never do it again. It wasn't pleasurable for the warforged and it nearly killed my character.

>Molthune least racist nation
>Provided they serve the military, anyone can be a citizen and enjoy the rights
>Teldas is a hero
wtf I love Molthune now.

Honestly though, I thought that was how molthune is originally

>All these wondrous classes, from the divine cleric who channels the powers of the gods, to the unscrupulous witch that can turn men into frogs.
>"B-but I wanna play meat man who hits stuff with sard"

PF general

>when the retarded choice of one PC has gotten the whole party fucked over
I WILL FIND YOU BILLY

Honestly I just thought Molthune was a generic Evil Empire fighting the generic Good People of Nirmathas.

We've played those classes already, we've seen those valleys and fields and found them wanting.

We're retracting to the basics.

>Make Molthune Great Again!
>Expand rghts and power of the Working Sector!
>Let us create a Middle Class!
>We WILL renegotiate trade deals with Nidal!
>We will make Cheliax respect and fear us!
>Show them who runs things in Lake Encarthan, and kick Razmir's ass!
>We have to build a wall through Nirmanthas, and make the the Chernasardo PAY FOR IT!
I want this so bad

>All these wondrous classes, from the raging barbarian who channels his condensed fury, to the clever rogue who knows just where to strike.
>"B-but I wanna play smort man who cast spell."

(You)

Isn't that a girl's reaction image?

Why turn men into frogs when you can TURN THEM TO STONE?

And women. And animals. And demons. And - well, anything with flesh of any kind, really.

That's literally what the Molthune Knights campaign is, user.

We're playing soldiers recently elevated to knighthood and given villages in Nirmathas to govern, keep the peace and develop the region into a worthy addition to the Molthunian Empire.

Oh my that's awful looking.

Because not everyone wants to wiggle their fingers and cause shit to happen. Sometimes they want to run in and stab, or run in and crush, or aim down a barrel, or backflip before loosing a whole quiver of arrows.

People want to play a man who does stuff with a sword that's just as cool as channeling lightning and turning people into frogs.

Which is why path of war is so popular and the fighter is so hated.

bumping my question

thanks!

looking back on it, 2011 and the original Golarion as showed in the ISWG was pretty cash and had a lot of potential to be an interesting kitchen sink setting, with each nation having just enough ambiguity and struggle that made things seem juuust organic enough, with very few countries or factions being "super totally completely good/evil"

Seriously, what happened between then and now?

>Molthune Knights campaign is,
you got a link to this?

>Seriously, what happened between then and now?

Paizo gave up.

That's really the best answer I can give you, they stopped caring and decided to focus on appealing to their forum-friends more than developing a setting they felt was proper.

2011 is also the rise of Social Justice and the art of walking on eggshells in all levels of setting development, maybe there's a connection?

I don't do this often, but I need that sauce.

Link'll be posted within the next two weeks.

[distant reee noises]
They're LN. They've always been LN. And they will likely stay LN.

Would a LN country do this to their future subjects?

tsumino.com/Book/Info/18060/1/make-a-matchless-succubus-masochistic

Gujira: Make a Matchless Male Succubus Masochistic
It's trap yaoi.

They would if they continually attack their own people, through raiding, stealing and attacking the military.

Uhh, yeah, if they're at war and it's the practical thing to do. This isn't Geneva Convention warcrimes or anything

What's a Light Novel country?
An isekai setting?

I play Fighters when PoW is available.

And a lot of games seem to allow that. Most even.

>Everyone notices the cleavage
>When those lips and hair tho

Perfect.

A good country wouldn't, but the Molthuni aren't good people. But then, really, who is once they're on the battlefield?

I'm genuinely curious, how do you find you do compared to the party?
Do you feel you put more optimisation effort in while the initiators have more room to play around?

I was a playtest zealot in the same party as a fighter with access to DSP feats (Prodigious TWF in particular) and the fighter held up pretty well in damage. They weren't interested in doing much else, admittedly.

So I want to address somethings from last times with the conceptual design for the unchained wizard.

The concept in question is the design of "Legendary Spells".

Now, first I will explain what they are. Legendary Spells are spells that warp gameplay. These include spells like Teleportation, Invisibility, Cloudkill, Wish, and more. Now, normally a wizard can get these spells either by choosing them when he levels up or simply paying money to get more. Since it is a matter of a small amount of gold to attain these I consider them low opportunity cost, as new spells would not make up a significant amount of a character's overall budget.

Legendary Spells are a way to increase the opportunity cost. Much like a rogue talent you receive a Legendary Spell every other level. A wizard would still learn spells from his list normally, but have limited access to Legendary Spells. Legendary Spells are in addition locked behind a barrier of specialization.

The barrier of specialization is a way to force specialization of a caster. Normally a wizard has next to no trouble casting spells from any school. Even with opposition schools it is not a large investment to either prepare them anyway or take opposition research. Legendary Spells are designed to force specialization.

For example. Teleportation requires the character to have Spell Focus (Conjuration) as a prerequisite AND know Dimension Door (a normal spell). Another is Wish, which requires one to know Limited Wish (another legendary spell) AND have the Metamagic Feat Heighten Spell.

no problem user

>Allows monstrous nonhumans the same rights as humans

That's good news for the kobold grappleknight!

In this way a wizard will naturally progress along one or two schools and get legendary spells from those schools. They will have to tailor their build to what legendary spells they want.

The design goal of Legendary Spells is to "Raise Opportunity Cost" and "Force Specialization".

Some of the counterarguments I received last time were the following and I would like to address them:
>simply take the spells I would make legendary and raise their spell levels
I personally do not think this solves anything. This merely delays the wizard getting his game breaking tools. Many use the argument that the game never progresses to those levels, but I do not want to design with that idea in mind. Homebrew should consider high levels as well. In addition this does nothing to change the opportunity cost.
>Rewrite the spell list
While this would fix it I am unfortunately not prepared for an endeavor of that size. If I were to do this I would much sooner overhaul magic in pathfinder entirely.
>It makes wizard too complex
I can see this argument, but believe it is about presentation. Not many argue that rogue talents are too complex, and they merely need to be presented in a similar manner.

Now, I would like to talk through and address other counter arguments. This entire design is subject to change at any time, just as I changed how I am doing cantrips (anons convinced me I was implementing punishing game design). Thank you for reading.

"In every time, in every place, the deeds of men remain the same."

Oh (you).

>future
More like current.

>Monstrous humanoids of all colors and creeds are given the chance to serve
>Savage lycanthropes, vicious centaur, sneaky naga, merciless gnolls and more

>You want to play a meme race of tiny ugly lizards

Why why why why why

Now for making wizard too complicated. Does anyone have a suggestion of simplifying Legendary Spells while keeping the core design concept? I am very willing to hear suggestions.

To be fair, the Fighter can punch away cannonballs now.

What races live in the Astral Plane, in Pathfinder?

>mfw I'm seriously considering a Nick Angel-tier Centaur who's DAMN PROUD to be a Knight for the Molthunian Military

Yes, it's for the kink as much as the roleplay fun.

Alright, I've never touched Path of War before, but does the Warder's Extended Defense allow them to keep using the counter they chose whenever applicable until their next turn? Or is there a cap?

For a place that doesn't even have walls. No, that's ridiculous levels of overkill. You could just surround it with infantry and it'd be fine.

So can initiators, at less investment, plus more.

>No Stamina & Combat Tricks Subsystem
>No Automatic Bonus Progression with no Magic Items allows Subsystem
Pathetic.

Neither would a CG "country" (to use the phrase lightly) engage in continuous terrorist attacks, mostly killing and damaging low class laborers, lumber mills, and farmlands in an attempt to secede and damage their sovereign country, which had already seceded and was prime for political renewal, instead of actually instead trying to improve the political climate and citizen rights of said nation.
Plus there's the fact that, due to to their disparate nature, many settlements in Nirmathas are poorly equipped for dealing with problems involving bandits, demonic blights, and the like, and that Militant Nirmanthas wouldn't have even come into existance the way it has if it weren't as a response to the Fangwood Revolts

Sure Molthune isn't exactly a "nation of peace", but Nirmathis are just as big assholes as their southerly neighbors, and are pretty hypocritical about it.

Maybe they already broke the walls. Is that picture even of Nirmathas?