I was actually surprised how easy this was to put together and it actually seems pretty close to the comic book character. One thing I'm not clear on if it Brawler's Fury actually counts as the Two-Weapon Fighting Feat line or not. If it does then this build is valid, if not, well the Brawler suddenly becomes much less attractive. While Steve Roger's Super Serum is permanent, this guy has to make a new one every time his wears off (2.5 hours).
A full round attack would start at +27, hit up to 6 times and do 2D6+31 19-20/x2. A Pummeling Charge would be devastating. HP are only a 154 when the Super Serum is in effect which isn't great but there are a few feats that can be easily swapped around. Saves are decent and has enough skill points to invest in some useful skills. Plus, throwing your shield and having bounce off 6 opponents before returning to your hand is just cool.
Not super optimized but could hold her own in combat. One of my first builds from the ACG that turned out surprisingly well.
Captain America
Human Brawler (Mutagenic Mauler, Shield Champion) 15
N Medium humanoid (human)
Init +4; Senses Perception +23
--------------------
Defense
--------------------
AC 35, touch 14, flat-footed 35 (+9 armor, +8 shield, +4 natural, +4 deflection)
hp 124 (15d10+30)
Fort +16, Ref +14, Will +17
Defensive Abilities fortification 25%
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +30/+25/+20 (2d6+17/19-20) and
unarmed strike +23/+18/+13 (2d6+8)
Special Attacks brawler's flurry
--------------------
Statistics
--------------------
Str 27, Dex 10, Con 14, Int 10, Wis 20, Cha 10
Base Atk +15; CMB +23; CMD 37
Feats Greater Shield Focus, Greater Weapon Focus (shield, light), Greater Weapon Specialization (shield, light), Improved Critical (shield, light), Improved Initiative, Improved Shield Bash, Improved Unarmed Strike, Iron Will, Power Attack, Pummeling Charge, Pummeling Style, Quick Draw, Shield Focus, Shield Master, Shield Slam, Weapon Focus (shield, light), Weapon Specialization (shield, light)
Skills Acrobatics +16, Intimidate +18, Knowledge (dungeoneering) +18, Knowledge (local) +18, Perception +23, Sense Motive +23
Languages Common
SQ champion's defense, close weapon mastery, knockout, mutagen, mutagen damage bonus, mutagen discoveries (greater mutagen, preserve organs), returning shield, throw shield, unarmed strike
Combat Gear mutagen (greater); Other Gear +5 chain shirt, +5 light wooden quickdraw shield, amulet of natural armor +4, belt of giant strength +6, cloak of resistance +5, headband of inspired wisdom +6, ring of protection +4, 8,547 gp
--------------------
Special Abilities
--------------------
Brawler's Flurry +13/+13/+8/+8/+3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Champion's Defense (1/day) (Ex) When reduced to 0 hp by wep att, attempt Fort save to absorb half dam with shield.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Fortification 25% You have a chance to negate critical hits on attacks.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (2/day, DC 25) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 150 min.
Mutagen Damage Bonus +3 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style As full-rd act, make normal full attack or flurry, adding all dmg together into 1 hit.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.
Unarmed Strike (2d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Showing posts with label paizo. Show all posts
Showing posts with label paizo. Show all posts
Tuesday, August 19, 2014
Thursday, April 03, 2014
The Scarred Witch Doctor
The Scarred Witch Doctor (SWD) is an archetype for the Witch class. What is most interesting about this archetype and unique to Pathfinder is that it uses Constitution as its casting stat.
Why does this matter? Casters have a few weak points but the biggest tends to be their Fortitude save. In our current campaign, the PC wizard suspected an enemy wizard was present, picked him out hiding invisibly, and cast Polymorph Other. The wizard rolled ok but it wasn't enough and he turned into a sheep (someone plays too much WoW). With one stroke the battle swung towards the PCs and the sheeped wizard's companions no longer stood a chance. Smart casters (and wizards should be nothing but) will always target what should be the lowest saving throw. Getting petrified, polymorphed, poisoned, etc is not much fun as a player.
So a SWD has little reason to put points into Str, Int or Cha. Bump Dex up to 14 to boost your Reflex save from awful to merely crappy and help you aim your ray spells. Put Wis up to 14 so your Will save is decent, and then focus everything else into Con. You are boosting your hitpoints (you will have tons), your Fort save, the number of bonus spells you get, and your spell DCs. Score!
Since you really only have to focus on Con you can really go all out. Other arcane casters have to put points in non essential stats like Cha or Int but you can focus on the three stats that boost your saving throws.
For an extra boost of awesomeness take a single level of Urban Barbarian with a focus on Con. A couple feats dedicated to Extra Rage and you can rage most battles. I am pretty sure since Urban Barbarian allows you to use mental skills while raging that includes casting. You can easily get your Hex and spell DCs almost to 30 by level 15 which means few things will be able to resist your power.
Now I admit the Witch spell list is not the best. It loses a lot of the wizards versatility but does borrow a few tricks from druids and clerics (Heal!). Most of this is made up for by Hexes. I played a Witch in the Kingmaker campaign and I was both grossly overpowered and nearly useless depending on what type of enemy we were facing. The Sleep hex is nasty and trivialized many encounters especially when it follows an Evil Eye/Misfortune combo. The Witch really is King/Queen of the debuffs. With an insane number of bonus spells from crazy high constitution and a carefully chosen patron I think the Witch can replace the Wizard in many parties.
Knowing that we are likely going to be playing the Mythic campaign Wrath of Righteous in the next year, I've been adding Mythic to my character builds to see how they behave. Most builds do quite well from a mythic power-up but not all (my Smartest Orc in the Universe didn't gain much). Like most arcane casters the SWD becomes even more awesome driving up spell and hex DCs into the stratosphere. Only BBEGs have any chance to make the saving throw.
Here's a semi finished level 15 SWD
Scarred WitchDoctor
Half-Orc Barbarian (Urban Barbarian) 1/Witch (Scarred Witch Doctor) 14
NG Medium humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 259 (1d12+14d6+194)
Fort +24, Ref +17, Will +22; +2 vs. effects that cause pain or have the [pain] descriptor
Defensive Abilities scarshield
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hexes (cackle, evil eye, flight, fortune, ice tomb, misfortune, slumber), rage (31 rounds/day)
Spell-Like Abilities (CL 15th; concentration +15)
At will—feather fall (self only) (DC 11)
14 minutes/day—fly (self only)
1/day—levitate (self only)
Witch (Scarred Witch Doctor) Spells Prepared (CL 15th; concentration +27):
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—mage armor
0 (at will)—detect magic, light, putrefy food and drink (DC 22), read magic
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 35, Int 10, Wis 20, Cha 10
Base Atk +8; CMB +8; CMD 23
Feats Extra Rage, Extra Rage, Extra Rage, Improved Initiative, Iron Will, Lightning Reflexes, Raging Vitality, Spell Penetration
Traits magical knack
Skills Heal +7, Intimidate +4, Perception +10, Spellcraft +18, Swim +4, Use Magic Device +18; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, fetish mask, hex scar, orc blood, patron spells (time), weapon familiarity, tireless rage
Other Gear belt of physical might (dex & con +6), cloak of resistance +5, headband of inspired wisdom +6, 89,000 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evil Eye -4 (15 round(s)) (DC 29) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fetish Mask (Su) +2 to Heal, Intimidate & save vs pain while wearing the mask. Can enchant the mask
Fortune (2 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hex Scar You must scar your flesh for every hex you learn.
Ice Tomb (DC 29) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Magical Knack (Witch [Scarred Witch Doctor]) +2 CL for a specific class, to a max of your HD.
Misfortune (2 rds) (DC 29) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Rage (31 rounds/day) (Ex) -2 Str, -2 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Scarshield +7 (14 minutes/day) (Su) +1/2 level to AC for a number of minutes per day equal to your level.
Slumber (14 rds) (DC 29) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Why does this matter? Casters have a few weak points but the biggest tends to be their Fortitude save. In our current campaign, the PC wizard suspected an enemy wizard was present, picked him out hiding invisibly, and cast Polymorph Other. The wizard rolled ok but it wasn't enough and he turned into a sheep (someone plays too much WoW). With one stroke the battle swung towards the PCs and the sheeped wizard's companions no longer stood a chance. Smart casters (and wizards should be nothing but) will always target what should be the lowest saving throw. Getting petrified, polymorphed, poisoned, etc is not much fun as a player.
So a SWD has little reason to put points into Str, Int or Cha. Bump Dex up to 14 to boost your Reflex save from awful to merely crappy and help you aim your ray spells. Put Wis up to 14 so your Will save is decent, and then focus everything else into Con. You are boosting your hitpoints (you will have tons), your Fort save, the number of bonus spells you get, and your spell DCs. Score!
Since you really only have to focus on Con you can really go all out. Other arcane casters have to put points in non essential stats like Cha or Int but you can focus on the three stats that boost your saving throws.
For an extra boost of awesomeness take a single level of Urban Barbarian with a focus on Con. A couple feats dedicated to Extra Rage and you can rage most battles. I am pretty sure since Urban Barbarian allows you to use mental skills while raging that includes casting. You can easily get your Hex and spell DCs almost to 30 by level 15 which means few things will be able to resist your power.
Now I admit the Witch spell list is not the best. It loses a lot of the wizards versatility but does borrow a few tricks from druids and clerics (Heal!). Most of this is made up for by Hexes. I played a Witch in the Kingmaker campaign and I was both grossly overpowered and nearly useless depending on what type of enemy we were facing. The Sleep hex is nasty and trivialized many encounters especially when it follows an Evil Eye/Misfortune combo. The Witch really is King/Queen of the debuffs. With an insane number of bonus spells from crazy high constitution and a carefully chosen patron I think the Witch can replace the Wizard in many parties.
Knowing that we are likely going to be playing the Mythic campaign Wrath of Righteous in the next year, I've been adding Mythic to my character builds to see how they behave. Most builds do quite well from a mythic power-up but not all (my Smartest Orc in the Universe didn't gain much). Like most arcane casters the SWD becomes even more awesome driving up spell and hex DCs into the stratosphere. Only BBEGs have any chance to make the saving throw.
Here's a semi finished level 15 SWD
Scarred WitchDoctor
Half-Orc Barbarian (Urban Barbarian) 1/Witch (Scarred Witch Doctor) 14
NG Medium humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 259 (1d12+14d6+194)
Fort +24, Ref +17, Will +22; +2 vs. effects that cause pain or have the [pain] descriptor
Defensive Abilities scarshield
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hexes (cackle, evil eye, flight, fortune, ice tomb, misfortune, slumber), rage (31 rounds/day)
Spell-Like Abilities (CL 15th; concentration +15)
At will—feather fall (self only) (DC 11)
14 minutes/day—fly (self only)
1/day—levitate (self only)
Witch (Scarred Witch Doctor) Spells Prepared (CL 15th; concentration +27):
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—mage armor
0 (at will)—detect magic, light, putrefy food and drink (DC 22), read magic
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 35, Int 10, Wis 20, Cha 10
Base Atk +8; CMB +8; CMD 23
Feats Extra Rage, Extra Rage, Extra Rage, Improved Initiative, Iron Will, Lightning Reflexes, Raging Vitality, Spell Penetration
Traits magical knack
Skills Heal +7, Intimidate +4, Perception +10, Spellcraft +18, Swim +4, Use Magic Device +18; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, fetish mask, hex scar, orc blood, patron spells (time), weapon familiarity, tireless rage
Other Gear belt of physical might (dex & con +6), cloak of resistance +5, headband of inspired wisdom +6, 89,000 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evil Eye -4 (15 round(s)) (DC 29) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fetish Mask (Su) +2 to Heal, Intimidate & save vs pain while wearing the mask. Can enchant the mask
Fortune (2 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hex Scar You must scar your flesh for every hex you learn.
Ice Tomb (DC 29) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Magical Knack (Witch [Scarred Witch Doctor]) +2 CL for a specific class, to a max of your HD.
Misfortune (2 rds) (DC 29) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Rage (31 rounds/day) (Ex) -2 Str, -2 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Scarshield +7 (14 minutes/day) (Su) +1/2 level to AC for a number of minutes per day equal to your level.
Slumber (14 rds) (DC 29) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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Tuesday, April 01, 2014
The Ulimate Combat Rogue: The Slayer
The playtest version of the Slayer came out late last year and the final version is coming this summer. The Slayer is supposed to be a hybrid class of a Ranger and a Rogue and borrows many of the best features from both.
Now I will do my best from going into why I don't like the Rogue class but many, many people like the idea of a rogue so if there was another class out there that do the same sorts of things but only better then the world will be a happier place for all.
Few classes can do melee combat well. In later levels there are lots of heavy hitters and a good melee combatant needs some way to take (or avoid) the hits. There is no perfect solution but as long as you have your basses covered in at least one area you should be ok.
The first is AC. Have a high enough armor class and you are almost unhittable. The PC Sergent Fenton in my current campaign is a good example of this. Most sessions go by without him getting hit at all. Even his touch AC is really good.
The second is DR. It doesn't matter if you get hit with every swing if they have to subtract 10 or 15 points of damage from each blow.
The third is avoidance. There are a few options here. You can use Mirror Image, Displacement, if available pre-nerf Crane Wing, or Duelist's Parry.
Since the Slayer (like the Rogue and Ranger) can't really achieve any of these three objective ( a dex based sword and board Ranger might be able to pull off AC), they are best suited for ranged combat.
So how good are Slayers at range combat? Let's look at their derivative classes to get a starting point. The rogue is pretty bad. Sure she can can do some serious damage when she has surprise but once she's seen those 1d6+5 arrows are a joke. The ranger does much better. In fact, I would argue its the rangers most effective style. In Pathfinder archers are crazy powerful since they can just stand at the back and launch volley after volley of death. It is a bit boring to play but hugely effective.
The good news here is that the Slayer is perhaps an even better archer than a Ranger. The Slayer will get sneak attack on each arrow during surprise but remains very effective even without it. The ranger gets a few spells that can help out but in any case they are quite comparable.
In a campaign where all you face are Drow, the Ranger is much better since your favored enemy is obvious. Any other time the slayer is really good since you just spend a standard/move/swift action studying your foes and you instantly get a bonus equal to half of the rangers (Favored Target). No limits per day, no limits on enemy type.
What else makes the Slayer awesome? You still get to throw lots of sneak attack dice. Not as many as a rogue but its still good. The better part is that you don't do trivial damage without it.
You get slayer talents, which are like Rogue talents but better. You get to cherry pick most of the best talents form the Rogue and Ninja list and get a few awesome ones of your own. You can pick Trapfinding making you the ultimate combat rogue. You can take Ranger Weapon Styles as talents. You can get Evasion as a Talent. You get full BAB so you can hit things. Favored Target really makes sure you hit things. You still get a decent number of skills and you should have decent hit points.
What sucks about the Slayer? They still have crappy saves with no easy way to fix that. They still get beat hard in melee combat but do have a few more hit points so its not quite as bad as a Rogue.
Overall I really like the Slayer class (not crazy about the name). It is a great Rogue replacement that is effective in combat without trying too hard. Bards still make better skill monkeys but not everyone likes classes with spells. Just tell your adventuring buddies that you are a rogue, do rogue stuff but be awesome at combat as a Slayer.
Let's hope the final version of the class doesn't get nerfed.
Now I will do my best from going into why I don't like the Rogue class but many, many people like the idea of a rogue so if there was another class out there that do the same sorts of things but only better then the world will be a happier place for all.
Few classes can do melee combat well. In later levels there are lots of heavy hitters and a good melee combatant needs some way to take (or avoid) the hits. There is no perfect solution but as long as you have your basses covered in at least one area you should be ok.
The first is AC. Have a high enough armor class and you are almost unhittable. The PC Sergent Fenton in my current campaign is a good example of this. Most sessions go by without him getting hit at all. Even his touch AC is really good.
The second is DR. It doesn't matter if you get hit with every swing if they have to subtract 10 or 15 points of damage from each blow.
The third is avoidance. There are a few options here. You can use Mirror Image, Displacement, if available pre-nerf Crane Wing, or Duelist's Parry.
Since the Slayer (like the Rogue and Ranger) can't really achieve any of these three objective ( a dex based sword and board Ranger might be able to pull off AC), they are best suited for ranged combat.
So how good are Slayers at range combat? Let's look at their derivative classes to get a starting point. The rogue is pretty bad. Sure she can can do some serious damage when she has surprise but once she's seen those 1d6+5 arrows are a joke. The ranger does much better. In fact, I would argue its the rangers most effective style. In Pathfinder archers are crazy powerful since they can just stand at the back and launch volley after volley of death. It is a bit boring to play but hugely effective.
The good news here is that the Slayer is perhaps an even better archer than a Ranger. The Slayer will get sneak attack on each arrow during surprise but remains very effective even without it. The ranger gets a few spells that can help out but in any case they are quite comparable.
In a campaign where all you face are Drow, the Ranger is much better since your favored enemy is obvious. Any other time the slayer is really good since you just spend a standard/move/swift action studying your foes and you instantly get a bonus equal to half of the rangers (Favored Target). No limits per day, no limits on enemy type.
What else makes the Slayer awesome? You still get to throw lots of sneak attack dice. Not as many as a rogue but its still good. The better part is that you don't do trivial damage without it.
You get slayer talents, which are like Rogue talents but better. You get to cherry pick most of the best talents form the Rogue and Ninja list and get a few awesome ones of your own. You can pick Trapfinding making you the ultimate combat rogue. You can take Ranger Weapon Styles as talents. You can get Evasion as a Talent. You get full BAB so you can hit things. Favored Target really makes sure you hit things. You still get a decent number of skills and you should have decent hit points.
What sucks about the Slayer? They still have crappy saves with no easy way to fix that. They still get beat hard in melee combat but do have a few more hit points so its not quite as bad as a Rogue.
Overall I really like the Slayer class (not crazy about the name). It is a great Rogue replacement that is effective in combat without trying too hard. Bards still make better skill monkeys but not everyone likes classes with spells. Just tell your adventuring buddies that you are a rogue, do rogue stuff but be awesome at combat as a Slayer.
Let's hope the final version of the class doesn't get nerfed.
Wednesday, December 11, 2013
Paizo Advanced Class Guide: Second Impressions
So earlier this week they released v2 of the new base classes that will be found in the Advanced Class Guide. Here are my thoughts:
Arcanist: It is still a full arcane caster so its going to be insanely powerful. The new arcane exploit mechanic is a fun tool to play with and there are some interesting ideas there. I like the idea of counter-spelling but never actually find a use for it in game. Hard to say "no" to boosted caster level and save DCs as well.
Bloodrager: Only minor tweaks here. Some of the bloodlines are still way better than others. This one just needs a bit of polishing.
Brawler: Lots of people seem to like this class but its just not for me. It seems to do what its meant to do ok but its just not a concept I care for.
Hunter: I like the tweaks to this class. The Hunter can now buff his pet and himself. I just feel this class is still weaker than its two parents - the ranger and druid.
Investigator: Ugh. Super nerf. The new Studied Combat/Strike mechanic is great conceptually but is piss poor in execution. It has way too many limitations. You need an 18 int for it to do anything, duration is ok but it ends as soon as you make a single Studied Strike (which does less than a sneak attack would). AND you can't use it against the same opponent for another 24 hours.As a skill monkey this class is still great with its variety of skills, inspirations, and extracts. It just sucks even worse in combat than before. The crappiness that is the Rogue class is dragging it down.
Shaman: Now with Druid casting with some sweet Cleric spells thrown in. This is a class with some awesome potential. Not a great healer however.
Skald: They made it more martial oriented with more weapon proficiencies and medium armor casting but I'm still not sure I like it. The Rage song is much better now but this class still doesn't appeal to me. There are better ways to make a Gish.
Slayer: Last version was way better than a Rogue but still worse than a ranger. The gap between ranger and Slayer has closed and the slayer is now the ultimate combat rogue since it gained more skills, access to ranger combat styles, trapfinding and poison use through Slayer Talents (which are improved). The ranger's spells give it more flexibility and but these too are pretty close in terms is goodness now.
Swashbuckler: I still have mixed feelings here. I strongly disagree with the design team not giving this class dex to damage. Precision damage is lame even it the bonus is higher since it doesn't work against all creatures and isn't multiplied on a crit. The Swashbuckler has rogue saves (terrible) but lots of neat tricks. I'm still hoping they change their mind on Dex to damage but with more polishing this class will be decent. Seems to be ok defensively (especially with Crane Style) but has only moderate damage capabilties.
Warpriest: A few small changes have made this class much better. Ferver is a cool new mechanic but this class still suffers from MAD. I haven't played around this the revised class to much but it seems pretty good now.
Arcanist: It is still a full arcane caster so its going to be insanely powerful. The new arcane exploit mechanic is a fun tool to play with and there are some interesting ideas there. I like the idea of counter-spelling but never actually find a use for it in game. Hard to say "no" to boosted caster level and save DCs as well.
Bloodrager: Only minor tweaks here. Some of the bloodlines are still way better than others. This one just needs a bit of polishing.
Brawler: Lots of people seem to like this class but its just not for me. It seems to do what its meant to do ok but its just not a concept I care for.
Hunter: I like the tweaks to this class. The Hunter can now buff his pet and himself. I just feel this class is still weaker than its two parents - the ranger and druid.
Investigator: Ugh. Super nerf. The new Studied Combat/Strike mechanic is great conceptually but is piss poor in execution. It has way too many limitations. You need an 18 int for it to do anything, duration is ok but it ends as soon as you make a single Studied Strike (which does less than a sneak attack would). AND you can't use it against the same opponent for another 24 hours.As a skill monkey this class is still great with its variety of skills, inspirations, and extracts. It just sucks even worse in combat than before. The crappiness that is the Rogue class is dragging it down.
Shaman: Now with Druid casting with some sweet Cleric spells thrown in. This is a class with some awesome potential. Not a great healer however.
Skald: They made it more martial oriented with more weapon proficiencies and medium armor casting but I'm still not sure I like it. The Rage song is much better now but this class still doesn't appeal to me. There are better ways to make a Gish.
Slayer: Last version was way better than a Rogue but still worse than a ranger. The gap between ranger and Slayer has closed and the slayer is now the ultimate combat rogue since it gained more skills, access to ranger combat styles, trapfinding and poison use through Slayer Talents (which are improved). The ranger's spells give it more flexibility and but these too are pretty close in terms is goodness now.
Swashbuckler: I still have mixed feelings here. I strongly disagree with the design team not giving this class dex to damage. Precision damage is lame even it the bonus is higher since it doesn't work against all creatures and isn't multiplied on a crit. The Swashbuckler has rogue saves (terrible) but lots of neat tricks. I'm still hoping they change their mind on Dex to damage but with more polishing this class will be decent. Seems to be ok defensively (especially with Crane Style) but has only moderate damage capabilties.
Warpriest: A few small changes have made this class much better. Ferver is a cool new mechanic but this class still suffers from MAD. I haven't played around this the revised class to much but it seems pretty good now.
Friday, December 06, 2013
Banned! And I Complain about the Rogue class
There is currently a thread on the Paizo boards that made me both sad and rather annoyed - to the point I stopped reading it. There are a lot of people out there that I'm glad I don't have to game with. They don't like something so they ban it from all of their games. It isn't necessarily over powered or "broken" or imbalanced or bad flavor. They just don't like it so its banned. These people come across to me as being narrow minded which is a big reason why I have not posted on that thread but rather making a post here.
I play with a pretty open minded group of people. Nothing is banned! Now we do tend to rotate DMs so maybe this helps as well. With that being said there are some limitations we try to stick to whether they are written or unwritten.
Alignments: This tends to be pretty relaxed in most games but most APs have a certain flavor too them and it doesn't work as well playing evil in a heroic campaign or playing good in an evil one.
3rd party material: The general rule here seems to be let me look it over first and then go for it. It it becomes disruptive you may have to change it. In fact this general rule seems to apply to most things.
Classes: People can play what they want. No one has tried a gunslinger yet but I think that has more to do with lack of interest than anything else.
Flow of the game: Early levels this isn't an issue but after a while combat turns take forever and it can be over 30 minutes between turns. With this in mind we have a gentlemen's agreement in place that tries to keep things moving as fast as possible. Pet classes are frowned upon, summoning multiple creatures is a no-no, wide area long duration spells that involve checks each turn like black tentacles are best avoided. In boss fights it tends to be anything goes, but if someone is summoning 10 creatures every time a bunch of goblins show up they are going to get a lot of dirty looks from the other players. Leadership is usually not a valid option.
Flavor: This is probably the loosest restriction. The DM usually has some idea about how the PCs are going to fit into the campaign and it is is supposed to be very elf-centric and the party are a bunch of random obscure races, its probably not going to work so well. On the same note lots of DMs like to keep the Asian flavor out of Western fantasy (no Ninjas!, although why you can't just call the class something different is beyond me). The monk class is already a bit of an oddball here.
So that's it. I like a nice wide open game with few restrictions. I don't like heavy handed DMs who ban stuff just because they don't like it. If there is an agreement that something has become disruptive then I'm OK with that. Disruption usually comes into play when several factors come together. The Witch class can be OP in a very humanoid-centric campaign but is pretty much useless in an undead-centric campaign. The Witch class should not always be banned just because it is very strong against certain classes of enemies.
A final thing that pisses me off is people that ban classes or archetypes because they are better than another class. "I ban the Vivisectionist archetype for the Alchemist because its is better at sneak attacking than a Rogue". Dude, I hate to break it to you but the Rogue class sucks. Banning something because another class is better is going to get everything but the monk, rogue and fighter banned. And for that matter most of the monk archetypes will be banned because almost all are stronger than the base class.
I'm getting off topic here but I don't see why people are so hung up on class names. "I love being a Rogue". Why? They have terrible saves, sneak attack doesn't work most of the time, they can't hit in melee, they can't do damage at range. Let's see: they have lots of skills, have a cool class name, and trap finding. Why not just take another decent class/archetype that actually does everything a rogue can do but better and call it a Rogue? Archaeologist bard, Trapper ranger, or Crypt breaker alchemist are all very roguish but have a lot more options available to them. Play one of them and call it a Rogue.
Maybe its just me, but why be mediocre in a heroic game? Why do you want to be good at just sneaking and disabling traps, when you can be good at sneaking and disabling traps as well be able to buff the party, throw bombs, and have decent defenses? I just don't know.
Don't give me any BS about role-playing either as the mechanics of your character have a limited at best connection to how you role play them.
And I did spend a campaign playing a Rogue. Even being over the WBL guideline I still was over shadowed in combat by the martial characters and didn't shine especially bright in any other areas of the game. I optimized like mad to make him an effective combatant and in the end realized that it wasn't worth the trouble. Other roguish classes can have the same flavor and be twice as effective with half the effort. So yes, I've tried to make an awesome rogue. Unless you are playing a very restricted type campaign where everyone is playing a rogue, I can't see any reason to play one.
I play with a pretty open minded group of people. Nothing is banned! Now we do tend to rotate DMs so maybe this helps as well. With that being said there are some limitations we try to stick to whether they are written or unwritten.
Alignments: This tends to be pretty relaxed in most games but most APs have a certain flavor too them and it doesn't work as well playing evil in a heroic campaign or playing good in an evil one.
3rd party material: The general rule here seems to be let me look it over first and then go for it. It it becomes disruptive you may have to change it. In fact this general rule seems to apply to most things.
Classes: People can play what they want. No one has tried a gunslinger yet but I think that has more to do with lack of interest than anything else.
Flow of the game: Early levels this isn't an issue but after a while combat turns take forever and it can be over 30 minutes between turns. With this in mind we have a gentlemen's agreement in place that tries to keep things moving as fast as possible. Pet classes are frowned upon, summoning multiple creatures is a no-no, wide area long duration spells that involve checks each turn like black tentacles are best avoided. In boss fights it tends to be anything goes, but if someone is summoning 10 creatures every time a bunch of goblins show up they are going to get a lot of dirty looks from the other players. Leadership is usually not a valid option.
Flavor: This is probably the loosest restriction. The DM usually has some idea about how the PCs are going to fit into the campaign and it is is supposed to be very elf-centric and the party are a bunch of random obscure races, its probably not going to work so well. On the same note lots of DMs like to keep the Asian flavor out of Western fantasy (no Ninjas!, although why you can't just call the class something different is beyond me). The monk class is already a bit of an oddball here.
So that's it. I like a nice wide open game with few restrictions. I don't like heavy handed DMs who ban stuff just because they don't like it. If there is an agreement that something has become disruptive then I'm OK with that. Disruption usually comes into play when several factors come together. The Witch class can be OP in a very humanoid-centric campaign but is pretty much useless in an undead-centric campaign. The Witch class should not always be banned just because it is very strong against certain classes of enemies.
A final thing that pisses me off is people that ban classes or archetypes because they are better than another class. "I ban the Vivisectionist archetype for the Alchemist because its is better at sneak attacking than a Rogue". Dude, I hate to break it to you but the Rogue class sucks. Banning something because another class is better is going to get everything but the monk, rogue and fighter banned. And for that matter most of the monk archetypes will be banned because almost all are stronger than the base class.
I'm getting off topic here but I don't see why people are so hung up on class names. "I love being a Rogue". Why? They have terrible saves, sneak attack doesn't work most of the time, they can't hit in melee, they can't do damage at range. Let's see: they have lots of skills, have a cool class name, and trap finding. Why not just take another decent class/archetype that actually does everything a rogue can do but better and call it a Rogue? Archaeologist bard, Trapper ranger, or Crypt breaker alchemist are all very roguish but have a lot more options available to them. Play one of them and call it a Rogue.
Maybe its just me, but why be mediocre in a heroic game? Why do you want to be good at just sneaking and disabling traps, when you can be good at sneaking and disabling traps as well be able to buff the party, throw bombs, and have decent defenses? I just don't know.
Don't give me any BS about role-playing either as the mechanics of your character have a limited at best connection to how you role play them.
And I did spend a campaign playing a Rogue. Even being over the WBL guideline I still was over shadowed in combat by the martial characters and didn't shine especially bright in any other areas of the game. I optimized like mad to make him an effective combatant and in the end realized that it wasn't worth the trouble. Other roguish classes can have the same flavor and be twice as effective with half the effort. So yes, I've tried to make an awesome rogue. Unless you are playing a very restricted type campaign where everyone is playing a rogue, I can't see any reason to play one.
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Monday, November 25, 2013
Way of the Wicked 7
Purcy the rogue was missing tonight so he volunteered to run the rituals while everyone else did stuff.
The night began with the Horn of Abbadon under siege. The new party wizard was out constructing traps around the Horn when he was ambushed and chased off. The mysterious arrivals were not attacking the horn but just those coming or going. There was some debate about whether to ignore the threat or face it and it was decided that facing it was better. Shatog, the Bloodrager lured the attackers out into the open and the battle began. It was a group of 6 barbarian warriors let by some sort of priestess. Although the warriors could hit quite hard they went down quickly to the hasted Bloodrager and Anti-paladin. The priestess fled back into the forest.
The wizard began work on repairing the alchemical golem that was found when first exploring the Horn. He needed some supplies from Farholde and so took a trip into town. He had a chat with the Baron who extended an invitation to the party to his 105 birthday party. After he was met by the White Ravens (the 7th Knot) and was persuaded into taking the cleric Trik back to the Horn for a tour. He was kept blindfolded but given a tour of the sanctum where the ritual is taking place.
The White Ravens informed the 9th Knot (our villains) that a team of adventures were setting out for the horn and provided a good description of each member as well as where they were expected to go first. The villains laid an ambush for the party and the heroes died quickly. No prisoners were taken.
The next week, late in the night Purcy informed the group of something odd. Through his scrying he had spotted 3 boggards wandering the first level of the complex.He continued to watch and they seemed to be exploring. After a few hours they left. The next night they returned to explore the second level and an ambush was set. The battle went poorly for the intruders. One of the boggards kept slipping and falling on a Grease spell. One was focus-fired down quickly and the third managed to escape. Shatog tried to follow the escapee but fell into the party's own pit trap after missing a jump check and then failing a saving throw. Examination of the bodies indicated that one of the intruders was actually a Lillend and the second was a Moon Dog. The escapee was also likely a Moon Dog since it plane-shifted away after getting outside of the green aura.
I hope everyone had fun because this is only week 6 of approximately 31. Everyone leveled up to 8 and the next waves of heroes, treasure hunters, and monsters are on their way. The next few sessions will largely follow the same format as this one although the enemies will be varied.
The night began with the Horn of Abbadon under siege. The new party wizard was out constructing traps around the Horn when he was ambushed and chased off. The mysterious arrivals were not attacking the horn but just those coming or going. There was some debate about whether to ignore the threat or face it and it was decided that facing it was better. Shatog, the Bloodrager lured the attackers out into the open and the battle began. It was a group of 6 barbarian warriors let by some sort of priestess. Although the warriors could hit quite hard they went down quickly to the hasted Bloodrager and Anti-paladin. The priestess fled back into the forest.
The wizard began work on repairing the alchemical golem that was found when first exploring the Horn. He needed some supplies from Farholde and so took a trip into town. He had a chat with the Baron who extended an invitation to the party to his 105 birthday party. After he was met by the White Ravens (the 7th Knot) and was persuaded into taking the cleric Trik back to the Horn for a tour. He was kept blindfolded but given a tour of the sanctum where the ritual is taking place.
The White Ravens informed the 9th Knot (our villains) that a team of adventures were setting out for the horn and provided a good description of each member as well as where they were expected to go first. The villains laid an ambush for the party and the heroes died quickly. No prisoners were taken.
The next week, late in the night Purcy informed the group of something odd. Through his scrying he had spotted 3 boggards wandering the first level of the complex.He continued to watch and they seemed to be exploring. After a few hours they left. The next night they returned to explore the second level and an ambush was set. The battle went poorly for the intruders. One of the boggards kept slipping and falling on a Grease spell. One was focus-fired down quickly and the third managed to escape. Shatog tried to follow the escapee but fell into the party's own pit trap after missing a jump check and then failing a saving throw. Examination of the bodies indicated that one of the intruders was actually a Lillend and the second was a Moon Dog. The escapee was also likely a Moon Dog since it plane-shifted away after getting outside of the green aura.
I hope everyone had fun because this is only week 6 of approximately 31. Everyone leveled up to 8 and the next waves of heroes, treasure hunters, and monsters are on their way. The next few sessions will largely follow the same format as this one although the enemies will be varied.
Tuesday, November 19, 2013
Paizo Advanced Class Guide: Preview
I don't know why they don't do these releases via Bittorrent? Instead they crash their website for half the day, losing sales and annoying their fans who want to read the play test.
That bitch aside here are my first impressions of the new classes in the playtest:
Arcanist: It is a full arcane caster so its going to be insanely powerful. It is basically a wizard with delayed (sorcerer) casting but more flexible casting options. Seems pretty solid.
Bloodrager: Barbarian with limited arcane (Magus spells) casting and a bloodline. Loses all Rage powers. Seems solid.
Brawler: An improvement over the vanilla Monk but I'm not convinced we have a winner here. A much sturdier melee combatant and less MAD. I'd like to see one in action.
Hunter: Don't care for it. If you wanted a full power animal companion as a ranger you could get it by spending a couple feats. I'm not a fan of Teamwork feats and that your animal companion shares yours seems to be the big draw here. This class loses the ranger's martial prowess and the druid's 9th level spells and gets Teamwork feats? No thanks.
Investigator: The rogue killer. Seriously why would anyone ever play a rogue ever again? You lose a little bit of sneak attack, 2 skills per level, and evasion. You gain alchemy and a ton of cool tricks that come with it, a bunch of neat poison stuff, Inspiration, and Investigator talents which are at least as good if not better than Rogue talents.
Shaman: Cleric like casting (wisdom, prepared, no delay), blends mysteries with hexes. I'm sure there is stuff in there to love. Seems pretty solid.
Skald: Bardbarian. Seems very niche, more of an archetype for bard then a full blown alternate class. The bestow rage power is cool but would really only benefit large groups with lots of melee fighters. Spell Kenning (cast any arcane spell) give this class great versatility - as long as you are not in a rush.
Slayer: The other reason to never play a rogue again. For people that think rogues should be deadly melee opponents this is the class for you. An unlimited use, more flexible but less powerful Favored enemy, slower sneak attack progression, Ranger saves, Ranger BAB, Rogue talents.
Swashbuckler: I can see what this class is trying to be. It is a decent melee combatant that hits easily but doesn't do much damage. It does, however have a ton of tricks at its disposal, cool tricks but most are limited. I like the flavor, but I'm afraid for most campaigns this guy would be an underachiever, but probably really fun to play.
Warpriest: Hmm, a cleric with crappy casting but nicer weapons and armor. Does get lots of bonus feats but doesn't say anything about being able to choose fighter only feats. Would make a strong archer, but I think for melee combat the cleric is the stronger choice.
So that's my initial impression. I have not tried any builds yet or seen any in play. I rather question the existence of some of them but I'm sure they will find people who will love them (maybe even me). They do render the rogue obsolete and put another nail in the monk's coffin (other than some of the strong monk archetypes, I don't know why you would play one anymore).
I am going to try to squeeze the Skald into an upcoming encounter and I see a spot when I could swap in the Bloodrager. The brawler and Slayer are intriguing and I'm sure I can squeeze them in somewhere. Let's see if they can score some kills this weekend (or if any of the replacement PCs use classes from the playtest).
That bitch aside here are my first impressions of the new classes in the playtest:
Arcanist: It is a full arcane caster so its going to be insanely powerful. It is basically a wizard with delayed (sorcerer) casting but more flexible casting options. Seems pretty solid.
Bloodrager: Barbarian with limited arcane (Magus spells) casting and a bloodline. Loses all Rage powers. Seems solid.
Brawler: An improvement over the vanilla Monk but I'm not convinced we have a winner here. A much sturdier melee combatant and less MAD. I'd like to see one in action.
Hunter: Don't care for it. If you wanted a full power animal companion as a ranger you could get it by spending a couple feats. I'm not a fan of Teamwork feats and that your animal companion shares yours seems to be the big draw here. This class loses the ranger's martial prowess and the druid's 9th level spells and gets Teamwork feats? No thanks.
Investigator: The rogue killer. Seriously why would anyone ever play a rogue ever again? You lose a little bit of sneak attack, 2 skills per level, and evasion. You gain alchemy and a ton of cool tricks that come with it, a bunch of neat poison stuff, Inspiration, and Investigator talents which are at least as good if not better than Rogue talents.
Shaman: Cleric like casting (wisdom, prepared, no delay), blends mysteries with hexes. I'm sure there is stuff in there to love. Seems pretty solid.
Skald: Bardbarian. Seems very niche, more of an archetype for bard then a full blown alternate class. The bestow rage power is cool but would really only benefit large groups with lots of melee fighters. Spell Kenning (cast any arcane spell) give this class great versatility - as long as you are not in a rush.
Slayer: The other reason to never play a rogue again. For people that think rogues should be deadly melee opponents this is the class for you. An unlimited use, more flexible but less powerful Favored enemy, slower sneak attack progression, Ranger saves, Ranger BAB, Rogue talents.
Swashbuckler: I can see what this class is trying to be. It is a decent melee combatant that hits easily but doesn't do much damage. It does, however have a ton of tricks at its disposal, cool tricks but most are limited. I like the flavor, but I'm afraid for most campaigns this guy would be an underachiever, but probably really fun to play.
Warpriest: Hmm, a cleric with crappy casting but nicer weapons and armor. Does get lots of bonus feats but doesn't say anything about being able to choose fighter only feats. Would make a strong archer, but I think for melee combat the cleric is the stronger choice.
So that's my initial impression. I have not tried any builds yet or seen any in play. I rather question the existence of some of them but I'm sure they will find people who will love them (maybe even me). They do render the rogue obsolete and put another nail in the monk's coffin (other than some of the strong monk archetypes, I don't know why you would play one anymore).
I am going to try to squeeze the Skald into an upcoming encounter and I see a spot when I could swap in the Bloodrager. The brawler and Slayer are intriguing and I'm sure I can squeeze them in somewhere. Let's see if they can score some kills this weekend (or if any of the replacement PCs use classes from the playtest).
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Monday, August 26, 2013
Rise of the Runelords - The End
After just over a year of playing, Rise of the Runelords has come to a close. I think Rognar's wizard was the only original PC to make it through the campaign. My bardadin managed to survive from about level 5 on without dying at all (a feat no other PC can claim). There were definitely parts of this campaign that were a bit of a meat grinder. C seemed to come with a new PC every second week.
We were all experiencing high level campaign fatigue towards the end so the DM chopped off 90% of the final book and we just fought 3 ridiculously tough battles to end things off. J's cleric came to the party rescue many times pulling people back from the brink of death and some times even after they'd passed over.
Karzoug is no push over and in the surprise round downed 60% of the party before we even had a chance to act. We threw everything we had at him and in the end it was C's latest archer PC that finished him off.
RotRL was a fun campaign but started to drag a bit as you get into Runeforge. The place is a huge dungeon and it just seemed to drag on a bit as most of the fights are against wizards and its not until near the end that you figure out what you are even there to do.
Next up I get to assume the mantle of DM, and kick off the new campaign - Way of the Wicked. Yes, its an evil campaign and will hopefully be a lot of fun.
We were all experiencing high level campaign fatigue towards the end so the DM chopped off 90% of the final book and we just fought 3 ridiculously tough battles to end things off. J's cleric came to the party rescue many times pulling people back from the brink of death and some times even after they'd passed over.
Karzoug is no push over and in the surprise round downed 60% of the party before we even had a chance to act. We threw everything we had at him and in the end it was C's latest archer PC that finished him off.
RotRL was a fun campaign but started to drag a bit as you get into Runeforge. The place is a huge dungeon and it just seemed to drag on a bit as most of the fights are against wizards and its not until near the end that you figure out what you are even there to do.
Next up I get to assume the mantle of DM, and kick off the new campaign - Way of the Wicked. Yes, its an evil campaign and will hopefully be a lot of fun.
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