Probably both. I'm sure there are people who were keen to contribute because of the book, but I doubt many people would have paid $50 or $100 solely for a 64 page book.TOZ wrote:Was it the demo, or the adventure module for backers that raised that?
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I wouldn't underestimate the fan's desire for special supplemenets. Look at the Rappan Athuk Kickstarter, where 316 people gave $100 for the non-signed leatherbound hardcover. Look at Rise of the Runelords Anniversary for $60, which is No.2 on Paizo's selling list even though you can get the 3.5 version dirt cheap and Pathfinder conversions of this AP are like everwhere.hogarth wrote:Probably both. I'm sure there are people who were keen to contribute because of the book, but I doubt many people would have paid $50 or $100 solely for a 64 page book.TOZ wrote:Was it the demo, or the adventure module for backers that raised that?
Also, I bet a lot of people haven't really read the description saying that half of the book is about design philospohy of Pathfinder Online or whatever. Normal adventure modules or companion modules from Paizo are like 36 pages I think, and the Kickstarter description sounds like they want to make something of a mini-setting and not an actual adventure. So the masses will think that they get something special (more pages than a normal adventure), but right now I believe it's be a so-so settlement description and a destillation of the stuff GoblinWorks posted on their website, with flowcharts and everything.
"No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style." - Steven Brust
I wouldn't underestimate the fan's desire for special supplemenets. Look at the Rappan Athuk Kickstarter, where 316 people gave $100 for the non-signed leatherbound hardcover. Look at Rise of the Runelords Anniversary for $60, which is No.2 on Paizo's selling list even though you can get the 3.5 version dirt cheap and Pathfinder conversions of this AP are like everwhere.[/quote]Antariuk wrote:[quote="hogarth]Probably both. I'm sure there are people who were keen to contribute because of the book, but I doubt many people would have paid $50 or $100 solely for a 64 page book.
The fact that people are willing to pay $60 or $100 for 400+ page books is not really strong evidence that people are willing to pay $50 or $100 for a 64 page book.
I agree that prestige is a motivating factor, of course.
The fact that people are willing to pay $60 or $100 for 400+ page books is not really strong evidence that people are willing to pay $50 or $100 for a 64 page book.hogarth wrote:I wouldn't underestimate the fan's desire for special supplemenets. Look at the Rappan Athuk Kickstarter, where 316 people gave $100 for the non-signed leatherbound hardcover. Look at Rise of the Runelords Anniversary for $60, which is No.2 on Paizo's selling list even though you can get the 3.5 version dirt cheap and Pathfinder conversions of this AP are like everwhere.Antariuk wrote:[quote="hogarth]Probably both. I'm sure there are people who were keen to contribute because of the book, but I doubt many people would have paid $50 or $100 solely for a 64 page book.
I agree that prestige is a motivating factor, of course.[/quote]
I was aiming for the fact that both products are re-prints, and that older versions are still available (altough RA might not be as cheap as Runelords). But you're right, the sheer volume is hardly comparable with a 64 page book.
"No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style." - Steven Brust
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So, how would one go about making a good cleric archer using the Pathfinder SRD? http://www.d20pfsrd.com/ Doesn't have to be a cleric strictly speaking, but:
1.) It needs to use melee manufactured weapons. Unarmed strikes count if sufficiently pimped. Natural weapons plus manufactured weapons are okay.
2.) It needs to have full or nearly-full casting. No more than the loss of one caster level unless it's really spectacular.
1.) It needs to use melee manufactured weapons. Unarmed strikes count if sufficiently pimped. Natural weapons plus manufactured weapons are okay.
2.) It needs to have full or nearly-full casting. No more than the loss of one caster level unless it's really spectacular.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Step 1: Stop assigning conflicting design goals.Lago PARANOIA wrote:So, how would one go about making a good cleric archer using the Pathfinder SRD? http://www.d20pfsrd.com/ Doesn't have to be a cleric strictly speaking, but:
1.) It needs to use melee manufactured weapons. Unarmed strikes count if sufficiently pimped. Natural weapons plus manufactured weapons are okay.
2.) It needs to have full or nearly-full casting. No more than the loss of one caster level unless it's really spectacular.
Step 2: ???
Step 3: Profit.
The U.S. isn't a democracy and if you think it is, you are a rube.DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
That's libertarians for you - anarchists who want police protection from their slaves.
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Cleric archer is the general term for 'full spellcaster that uses buffs to outdo the vanilla damage dealers' that's been kicked around on here and Nifty for almost a decade now. Mostly because Frank's build on the WotC boards during the Cleric Archer/Arcane Archer debates kicked off the whole CoDzilla meme. For reals.
Last edited by Lago PARANOIA on Fri Jun 15, 2012 4:19 am, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Fighting spellcasters are generally called Gish, from the githyanki term for people that do that.Lago PARANOIA wrote:Cleric archer is the general term for 'full spellcaster that uses buffs to outdo the vanilla damage dealers' that's been kicked around on here and Nifty for almost a decade now. Mostly because Frank's build on the WotC boards during the Cleric Archer/Arcane Archer debates kicked off the whole CoDzilla meme. For reals.
Cleric archer is a specific build name.
Last edited by K on Fri Jun 15, 2012 4:24 am, edited 1 time in total.
- Avoraciopoctules
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If you start at level 4 or higher and are only going to fight 4 or less encounters per day, there's a pretty exploitable power you can grab for the Witch.
Max out your INT, and you can use a single-handed weapon with that as your Strength score. I sometimes burn a feat for proficiency in the Trident, which arguably lets you threaten everything within 15 feet. The attacks of opportunity are pretty nice.Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
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I'm trying to picture that ability in my head... it's just... dumb.
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
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Really? It's a staple for fairy tales and myths and video games
Current pet peeves:
Misuse of "per se". It means "[in] itself", not "precisely". Learn English.
Malformed singular possessives. It's almost always supposed to be 's.
Misuse of "per se". It means "[in] itself", not "precisely". Learn English.
Malformed singular possessives. It's almost always supposed to be 's.
No sir, that is awesome.
My next PF char may well be witch who attacks entirely with his manly moustache.
My next PF char may well be witch who attacks entirely with his manly moustache.
King Francis I's Mother said wrote:The love between the kings was not just of the beard, but of the heart
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I'm guessing a cleric with animal domain + that feat that ups animal companion level (and then use spells to boost it), is not what you're looking for Lago?
Do they mean that you can attack parts of her hair but that it doesn't count as a seperate creature?Prehensile Hair (Su): The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing.
Last edited by ishy on Fri Jun 15, 2012 5:06 am, edited 1 time in total.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
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You're right. That is incredibly lame. I guess I'm going have to negotiate with the MC of one of my group's games over whether Kargath Beardfist is going to remain a viable PC.
EDIT:
"Cannot manipulate weapons as dextrously as a human hand" isn't an outright ban. I could make an argument that the trident is just used kind of sloppily. I could even argue that the Beardfist technique looks "inhumanly, unnaturally flexible". There we go.
Last edited by Avoraciopoctules on Fri Jun 15, 2012 5:21 am, edited 1 time in total.
The iconic hair witch is pretty awesome (or indeed, bootylicious), but does the Witch Spell List allow for the boss-killing summons that exert Gigatonnes per square inch?
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
For a melee cleric, you might want to go with the Evangelist archetype which gives you most of the good bardic music abilities in exchange for one of your domains and some other stuff.
Melee clerics sometimes go with the Growth domain (swift action Enlarge Person that lasts one round), but as noted the Animal domain is probably more powerful over the long run.
Melee clerics sometimes go with the Growth domain (swift action Enlarge Person that lasts one round), but as noted the Animal domain is probably more powerful over the long run.
Oh, solution to some of the Hair Witch problems (though overall weakening):
The White Haired Witch alternate class feature. You lose:
[*]All Hexes ever (including Greater and Awesome)
And there are some nice Hexes too. You'll miss that. What you get:
[*]The hair thing with no limit - all day every day. Nothing forbidding the use of weapons, and it grows in reach over time. You could argue that this counts as a Hex for the purpose of the Extra Hex feat. Fill your boots.
[*]Over levels 2-8 you gain shitty "If you hit someone with it, free action Grapple/Trip/GET OVER HERE! attempt" and we know how bad the Combat Manoeuvre system is in PF. But hey, it's free action so technically you can make as many attempts as you like and if you have even a 5% chance of success... yeah.
[*]10 onwards you can choose from some basic Rogue Talents.
[*]18 and 20 you can choose from some advanced Rogue Talents.
So you lose out in the longrun for Hexing, but it lets you do the hair thing with a weapon and without limit, and is kind of okay for a melee type. Combine with the right Familiar and Spells and go for it, I guess.
The White Haired Witch alternate class feature. You lose:
[*]All Hexes ever (including Greater and Awesome)
And there are some nice Hexes too. You'll miss that. What you get:
[*]The hair thing with no limit - all day every day. Nothing forbidding the use of weapons, and it grows in reach over time. You could argue that this counts as a Hex for the purpose of the Extra Hex feat. Fill your boots.
[*]Over levels 2-8 you gain shitty "If you hit someone with it, free action Grapple/Trip/GET OVER HERE! attempt" and we know how bad the Combat Manoeuvre system is in PF. But hey, it's free action so technically you can make as many attempts as you like and if you have even a 5% chance of success... yeah.
[*]10 onwards you can choose from some basic Rogue Talents.
[*]18 and 20 you can choose from some advanced Rogue Talents.
So you lose out in the longrun for Hexing, but it lets you do the hair thing with a weapon and without limit, and is kind of okay for a melee type. Combine with the right Familiar and Spells and go for it, I guess.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Considering that giving up hexes means giving up unlimited use save or die/save or lose effects, and immunity to melee at level 5, it is a pretty damn stupid decision.
Last edited by Voss on Fri Jun 15, 2012 2:35 pm, edited 1 time in total.
It doesn't. The witch doesn't make for a good melee character; I was just commenting on the WHW alternate class features as opposed to having the defining features of the class- the hexes. It trades real, game winning powers for the ability to be shitty in melee with low hit dice and AC, let alone lacking proficiencies in decent weapons and armor.TOZ wrote:Voss, assuming you mean the Flight hex, how does being immune to melee help a melee character?
The witch wins by knocking people out from level 1 on (and having full spell progression with a really rather good spell list- they get enough of the spells that fucking kill people, and a bunch of utility besides). Trying to force it to be a melee specialist is just a bad idea.
If you want a melee caster, there is always cleric, druid or the bloody oracle, which has several builds for melee that range from out of the box easy options- take battle, get special buffs in addition to spell buffs and exploit paizo's lack of intelligence like trade a feat (extra revelation) for 3 combat feats at 12th level, or less intuitive options- dark tapestry for minor buffs (like alter self), utility options and the ability to beat face on people you've trapped in Black Tentacles.
The oracle is a perfect fit for any sort of melee caster you can imagine, whether you want to do bizarre and esoteric things in addition to fighting, simply fling fireballs around, or take frankly broken shit like the lore of heavens Mantle of Moonlight which allows you to slap the spellcasting out of people, no save. Plus, like the witch, you can automatically turn feats into class features with real power, and do it repeatedly.
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