Pathfinder General /pfg/

Pathfinder General /pfg/

Does your character have a legacy?

/pfg/ Link Repository: pastebin.com/fr9piFCi (embed)
Current Playtests: pastebin.com/vK9njh31 (embed)

Old Thread:

Other urls found in this thread:

docs.google.com/document/d/1P2H6ZY1DjJkgKRRC8iSR_uJ35Cx_cmAV4gmAStIWH10/edit
docs.google.com/document/d/1bxvxLR5IDD2J_EHV0n60dxoS504TPwZXeun7HeKumN4/edit#
twitter.com/NSFWRedditVideo

Yes. A prosperous country, a citizenry educated and well-armed and, most importantly, free.

One of my PCs is building a temple to Dumathoin. It still has to withstand the test of time.

The other PC is a member of a necromancer cult, so that he may become his own legacy.

I have never seen a single game go long enough for a legacy to develop. Every single one has either failed from attrition of players, internal drama, or life getting in the way.

It's difficult to care anymore, but this is basically all I have.

What is the coolest archetype, and why is it Swordlord?

No, the coolest archetype is Winter Witch

>Magus
>Random roll on race to Skinwalker
>"okay cool I guess I'll be getting some more con, maybe str or wis for--"
>Random trait onto werewolf heritage
> Fucking -2 Int on Magus

Fucking hell, how do I make this work?

Bonus points if I can somehow make this into a tanky or fighty str magus because dex is for weebs and frolicking pansies.

Ooh, icy what you did there. You're going to get a frigid reception if you keep doing cold opens like that.

You play a Blood Rager

You don't randomly roll?

Alternatively, Spheres of Power. Don't take Somatic Casting. Go to town.

eldritch scion you're now cha based

do a variant skinwalker, there's a Str/Con one that has a Cha penalty if I remember correctly.

Don't forget the latest Radiant Dawn updates!

docs.google.com/document/d/1P2H6ZY1DjJkgKRRC8iSR_uJ35Cx_cmAV4gmAStIWH10/edit

docs.google.com/document/d/1bxvxLR5IDD2J_EHV0n60dxoS504TPwZXeun7HeKumN4/edit#

Homebrew rules, a lot of randomised shit. It can be fun, funny and horrifying all at once.

Ask if you can use Phantom Blade as it's effectively a Wis-based magus.

How do the Wounds and Vitality system hold up compared to normal HP?

What about Armor as DR?

both are irredeemable garbage.

Should I go Kasatha Brawler or Unchained Monk? (provided my GM allows me to archetype Master of Many Styles despite the rule about Unchained archetypes.)

It's shit. Trash. Refuse. Utter Waste.

what's the closest real-world equivalent of Shoanti.

The noble savage take on north american indians.

What alternate rules or homebrew systems ARE good, then?

Double max health or more to prevent rocket tag. Diminishing returns on crowd control effects. Crowd control offering a save every turn to end/reduce the duration/ignore the effect that gets easier every round.

>double max health

Wot? And make the fights even longer?

Some people don't like fights ending in 12 seconds.

Also, get players that can do basic addition you fucking mentally challenged mongrel.

Here's two ideas for your consideration: stop assuming that people share your mental deficiencies and what about when the fight isn't just a headbutting brawl between you and every enemy ever? You know, a scenario you can avoid by, get this, planning and positioning, making not having as much health as a fucking dragon on steroids unneeded.

You mean those things that make encounters longer and isn't as effective as just straight up slug fests.

you're a mongrel
this person has the right idea

Is the curse of the crimson throne thing a good start for DMing? I'm new at it.

Did you know that if you plan and position yourselves better, you get a free round called a surprise round? Or that in certain scenarios you can avoid or ease combat by not bumrushing in and hoping that the enemy doesn't have reach or higher speed than you? In these cases you don't need a crutch to be able to survive encounters that even a newcomer can survive and still continue to finish the dungeon without having to leave and rest after fighting a single dire rat.

I'd suggest Rise of the Runelords. Curse is really narrative heavy compared to most aps

>tfw 12 INT, 14 WIS, 14 CHA Shoanti bloodrager
>not unintelligent or ugly by any stretch of the imagination
>Called a savage by a wizard I'm trying to get info out of

I was gonna give him death by snu-snu but this guy's a dick. I think I'll just knock him out then embarrass him publicly in front of his girlfriend.

The best revenge is living well, user.

I want to make a fighter with the least buttons. Nothing to keep track of other than passive bonuses and HP.
Core materials preferred because I don't need to get them cleared.

What do I do?

Yeah but I just wanna get revenge on him. And I know how to do that.

Thanks

Toughness and everything under focus and specialization.

>be an archer
>take archery feats
>take weapon focus and specialization
>take Iron Will
>???
>Shoot things dead until you get mind controlled and kill your teammates

Maybe the wizard was just shortsighted

Yeah wlel he can shortsight this big ole' decorated, family heirloom earthbreaker.

I'm beginning to think the wizard wasn't all that out of line in calling you a savage.

Yeah well

He's a wizard.

Wizards are dicks.

I know what I'll do

I'll flirt with him, to make his girlfriend jealous.

Anyone looking at the prodigy playtest? What are people's opinions?

It needs an editing pass. It's got a combo system that's pretty in-depth like the Striker has its Super Meter

I can foresee it being pretty fun to play if the kinks get ironed out, namely with some of the Links/Openers and imbues.

Any of the other playtests good?

So user that was asking what kind of game people wanted last night, are you going to host one?

Thanks. I like roleplaying but hate all the paperwork. Stuff I can just solve once and never touch again outside of rolling, while still contributing halfway decent is ideal.

You should play a different game

What you're doing now is instead going to make a character who cannot contribute in combat OR contribute roleplaying wise because fighters are built to only contribute in combat.

Yes. I'll post my game sometime tomorrow.

Neat.

I might. I figured out what days it could be, and have the loose idea of creation rules, but I'm still trying to pick between an AP or some concept. Some ideas are floating around, but I'm not sure if they're good.

Just run what you're comfortable with my dude.

Prodigy is a neat idea, but honestly not viable in play because it takes multiple rounds to do it's thing in a game where combat is generally 2-3 rounds max.

If combat is going longer chances are there's something going wrong that's gonna mess up your link.

>Another app circus
How exciting!

I agree, but it's what all my friends like playing.

That's what I was thinking too. The only thing that balances it is that it feels like almost every action you can take can be a link - there are just so many of them.

I mean, these are bonuses to combat number, no? I hit well and hit harder, and get hit less often and can take more hits. I am the fighter-iest fighter.

Play an unchained rogue, the book-keeping is similarly small, and most of what you do in combat is flank for sneak attacks, but you'll have a lot more to do out of combat.

You'll be a really, really shitty fighter unless you utilize its more book-keepy aspects

Apart from the Mystic Magus archetype being gross, the Archetype Playtest generally has strong stuff. In order

>Antiquarian (Armiger archetype)
>Becomes 3/4 BaB w/ d8 HD, but gains an effective mid-caster caster level, but can add magic talents instead of martial talents to custom weapons. Enhanced customization applies to caster level for sphere effects and you can drop an attack in order to cast a sphere effect for Lightning Assault

>Awakener (Armiger)
>Has actually intelligent weapons that can transform into Fi/Ghirahim-like conjuration companions.

>Bladewalker (Armiger)
>It teleports

>Caller (Scholar)
>It summons demons

>Martial Armorist (Armorist)
>Really simple, trades proficiencies for a martial tradition and can select either martial or magical talents with their talents

>Dreadlord (Commander)
>Becomes much more like a lich overlord. Can command the dead with Warleader but has to reanimate his little minion dudes
>Call in a Specialist is replaced with the ability to snag various necromancer minions, like vampires, graverobbers, a cultist who makes a font of negative energy for healing undead minions, or a lower-level necromancer that can raise minions to help you.

>Empathic Duelist (Eliciter)
>Don't really care about this one, haven't much looked at Eliciter even if it's SoP Mesmerist

>Martial Hedgewitch (Hedgewitch "Archetype")
>Lose a tradition to gain SoM progression, effectively Proficient progression, and the power to trade Secrets for SoM spheres

>Martial Mageknight
>Same as the armorist, just has the ability to choose either SoM or SoP talents

>Martial Shifter
>loses 2nd level bestial trait to get a tradition and the ability to pick combat talents instead of magic talents

>Mystic Magus
>Magus but SoP/SoM-ified, kinda funky

>Dimensional Defender
>AoO sentinel but they TELEPORT

>Vector (Symbiat)
>A symbiat that trades their psionics for the ability to toss people around via Brute sphere and Telekinesis.

1/2

>Class options mostly consist of either getting an additional combat talent, or gaining the Mystic Focus feat (2 spell points as swift action to regain martial focus)

>4pt Conscript specialization in order to get low-casting in addition to expert progression (really, REALLY strong)

>Hedgewitch Tradition that grants tinkering and gadgets from the Technician class

>Scholar Knacks can grant low-casting and the ability to use ritual spells or item-crafting feats

>Martial Archetypes for animal companions and conjuration companions that trade auxiliary features for Proficient progression

>Feats include Extra [X] options that give you 2 extra uses of an ability, the ability to expend martial focus to add dispel to your attack action with a +1 bonus to MSB (up to total hitdie), Mystic Focus (aforementioned 2 spellpoints to regain martial focus as a swift action), the ability to add a spell effect to a trap sphere trap, the ability to shape your spells that grant a shield bonus to AC into a shield you can use for the Shield sphere

>Favored Class bonuses for Troubadour, Sage, and Prodigy for the core races + Tief, Hobgoblin, and Aasimar

>Gish-focused Martial Traditions for your Knight-that-casts-spells, traditional maguses, Staff-using mage dudes, street magicians, or traveling scholar dudes.

Overall it's a decent merger, but I'm more interested in Troubadour, Sage, and Prodigy.

Mystic Magus is a meme, unless they finally unfucked it by dumping Internal Casting into a volcano, along with Sslarn.

The one thing I want is the ability to trade Magus arcana for talents

Well, magus *is* pretty hard to fix.

Magus is basically pure dip material.

Is a magic sword that retains the collective memories, emotions and fighting skills of its previous owners count as a legacy? I'm bound to live on in the next schmuck who picks it up after all.

Are you making a joke, or did you miss when Sslarn outright said they're "not trying to fix it"?

I did actually miss that.

Honestly, I'm pretty sure I could work some sword-y, cast-y character that doesn't use magus, and is better, but I just want that black blade because it's cool.

He admitted to looking at getting rid of Internal Casting, but when asked about his other pants-on-head-retarded decisions he hissed and said they weren't trying to "fix" the magus's problems, only convert it to their subsystem(s).

Spell Combat, Spellstrike, and Arcane Pool on their own function pretty okay, it's just everything built around that is terrible. Attempts to convert it to non-vancian also just fail.
Black Blade is literally the only reason I stuck with Magus DESU.

Anyone?

that seems counter intuitive. If I'm sacrificing versatility, the number increase should be high enough to compensate.

Why is it not? That seems like really poor game design.

Those parts of magus are just the "swift action add enchantments to sword" and "cast big damage spell through sword". There's more ways to be sword-y cast-y than that. But intelligent items are just too fucking cool.

are their not feats for increasing out of combat things like skills too?

yes but feats are bad

because in your quest to get rid of all complexity, you're going to shoot yourself in the foot and not maximize your specialization.

Brawler for Flexibility, Monk for Power.

Ahahahahahahahahaha, holy fucking shit user how new are you.

Spell Combat can do more than just "hit them with spell through sword", but fair enough. The first two are still the only "unique" things the class has going for it. It's supposed to be THE platform for "guy blending martial and arcane", but it's not. People go to everything but the Magus if they want to be a middle ground between "spellcasty" and "smashy".

It needs an unchaining to make it so it's not directly inferior to the Occultist in most every way.

I mean.. pretty decently?

You literally said the feats were called "specialization." How much more blatant can you get?

You poor, poor man, you don't deserve to suffer in this shithole

if you only take feats where you don't evne have to think and just roll, you might as well not take feats at all my dude, you're missing out on the best parts of fighter like making your sword a bane weapon for what you're fighting, or cutting boulders out of the air

To be fair, Occultist is near the top of Tier 3, if not the top of it. It's a goddamn powerhouse.

user, just... run, man. Don't let it ruin you.

Top 3 best designed halfcasters, or top 3 classes period? Because I highly doubt it's top 3 in actual power, or even versatility, it's just WAY BETTER than the magus at everything except melee dexfagging.

All I want is to play a character that runs on the basic rules of the game.

Is this seriously just not doable? Is the core engine that broken?

I wouldn't say top 3 most powerful classes EVER, that distinction belongs to Wizard, Cleric, and Shaman. Top 3 Tier 3 classes, it's up there with Alchemist and Bard.

... Its 3.pf my dude, if you literally just want to only roll d20s, you are in the wrong fucking system.

Ignore these guys user, I've done what you've done before when I wanted to just keep things simple and it worked out just fine. Yes, there will be times where you will not be able to provide assistance to your party outside of "smash thing to dead", but presumably you're perfectly fine with that given your posts thus far and you'll be fine doing it.

but he'll be bad at it actually because he won't be able to access shit like power attack if he literally never wants to think

fuck this guy.

Presumably he'll take things like Power Attack and then just pre-calc it into all of his number crunching, that's what I do half the time anyway since using the feat is worth it more times than not for that sweet, sweet extra damage.

To the guy who doesn't want options.

Have you considered just taking up freeform rp?

>Guy wants simplicity
>Give him infinity
user why

he wants simplicity in mechanics not roleplay. he complained about something having the word "specialization" in the name.

Ha ha. Very funny.

Just because I don't want to focus all my attention on convoluted, tedious beancounting instead of the cool thing of this hobby, interacting with the story, environment, and characters, doesn't mean I want diceless circlejerking.

I don't want to never think. It's not like there's not a already bunch of options and ways to do things already built into the rules. There's like grappling, cover, flanking, skill checks, I've watched enough to know those exist. I just don't wanna deal with even MORE things to keep track of on top of all that, having to keep breaking immersion to handle bureaucracy.

I complained that he told me to take a thing called specialization then said it wouldn't maximize my specialization enough. Literally why is it called that then?!

Looking at it... Eh... yeah, I guess a single mode toggle wouldn't be too bad to keep track of if I pre-calc both and just normally keep it on unless the situation demands otherwise. I wouldn't want a whole slew of them though.

>I complained that he told me to take a thing called specialization then said it wouldn't maximize my specialization enough. Literally why is it called that then?!
There are lots of poorly named feats in this game that are bad at what they're intended to do. That is one of them.

>I wouldn't want a whole slew of them though.
The game is nothing but tiny, constant changes in math. I admittedly am playing a clusterfuck, but even at its simplest I'm tweaking numbers every turn.

>I complained that he told me to take a thing called specialization then said it wouldn't maximize my specialization enough. Literally why is it called that then?!
Welcome to pathfinder, where options that seem equal and good are neither.

Can some one give me the run down on occultist builds?

Also, d20pfsrd has god awful formatting. The occultist page is a mess.

Why do people love this system so much then? How do they actually get to play the game for all the noisome minutia? How do they know what to take when things are poorly labeled or downright nonfunctional?

What's the draw?!