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  1. - Top - End - #571
    Dwarf in the Playground
     
    MonkGirl

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Kaouse View Post
    All I want for Christmas is a guide on Fool's Errand, Unquiet Grave, and Chimera Soul.
    I've got a Fool's Errand guide, that do anything for you?
    The Library of Metzofitz: An up-to-date reference document for all of your Akashic, Path of War, and Psionic needs. In the works: Gonzo and Legendary material.

    Pathfinder Caster Spreadsheet: For when you need to check if there's a spontaneous caster Witch or a Charisma-based Alchemist (the answer is yes). Includes manifesters, initiators, and veilweavers. Now with a colorblind version!

    Akashic Character Sheet: Tracks invested Essence, plenty of space for veils and other Akashic hullabaloo.

  2. - Top - End - #572
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Kris Moonhand View Post
    I've got a Fool's Errand guide, that do anything for you?
    I'll go ahead and add this to the first post with your permission. I think I'll just keep it separate for now, it might be time to reorganize how these guides are done.

  3. - Top - End - #573
    Bugbear in the Playground
     
    Planetar

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Kris Moonhand View Post
    I've got a Fool's Errand guide, that do anything for you?
    Heh, looks like someone beat me to it. I will say that Fool's Errand Style makes the 'Dance' maneuvers very versatile to those that are more mix-up specialists than true unarmed masters; no-save Sicken/Entangled is a great thing to drop on some poor bastard as you drag him around with Tempest Tango Blitz. Also, if you are ever looking at items for the guide, Bodywrap of Mighty Strikes helped my FE Warlord a lot (he was a mix-up combatant, using a greatsword for most attacks).

  4. - Top - End - #574
    Dwarf in the Playground
     
    MonkGirl

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Elricaltovilla View Post
    I'll go ahead and add this to the first post with your permission. I think I'll just keep it separate for now, it might be time to reorganize how these guides are done.
    Fine by me~

    Quote Originally Posted by Ninjaxenomorph View Post
    Heh, looks like someone beat me to it. I will say that Fool's Errand Style makes the 'Dance' maneuvers very versatile to those that are more mix-up specialists than true unarmed masters; no-save Sicken/Entangled is a great thing to drop on some poor bastard as you drag him around with Tempest Tango Blitz. Also, if you are ever looking at items for the guide, Bodywrap of Mighty Strikes helped my FE Warlord a lot (he was a mix-up combatant, using a greatsword for most attacks).
    That's a very good point. If you're taking that feat, you're probably a lock user in the first place.

    I don't really have any plans to do items, that's a bit out of the scope of a Discipline guide. Although I will say that the Bodywrap of Mighty Strikes is pretty inferior to the Amulet of Mighty Fists (or the new handwraps item) for a full unarmed character.
    The Library of Metzofitz: An up-to-date reference document for all of your Akashic, Path of War, and Psionic needs. In the works: Gonzo and Legendary material.

    Pathfinder Caster Spreadsheet: For when you need to check if there's a spontaneous caster Witch or a Charisma-based Alchemist (the answer is yes). Includes manifesters, initiators, and veilweavers. Now with a colorblind version!

    Akashic Character Sheet: Tracks invested Essence, plenty of space for veils and other Akashic hullabaloo.

  5. - Top - End - #575
    Bugbear in the Playground
     
    Planetar

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Kris Moonhand View Post
    I don't really have any plans to do items, that's a bit out of the scope of a Discipline guide. Although I will say that the Bodywrap of Mighty Strikes is pretty inferior to the Amulet of Mighty Fists (or the new handwraps item) for a full unarmed character.
    That's the point, the bodywrap gives the same bonus to unarmed attacks as a AoMF does, except in a better slot and cheaper (with the downside of only applying to as many attacks per round you get from your BAB). For a mixup specialist (someone who uses a weapon and unarmed attacks), you never use more than maybe three unarmed attacks per turn (and that's at a high level, usually enough to have three iterative attacks). Handwraps are more in line with normal magic weapons, except they only apply to hand-based unarmed attacks.

  6. - Top - End - #576
    Dwarf in the Playground
     
    MonkGirl

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Ninjaxenomorph View Post
    That's the point, the bodywrap gives the same bonus to unarmed attacks as a AoMF does, except in a better slot and cheaper (with the downside of only applying to as many attacks per round you get from your BAB). For a mixup specialist (someone who uses a weapon and unarmed attacks), you never use more than maybe three unarmed attacks per turn (and that's at a high level, usually enough to have three iterative attacks). Handwraps are more in line with normal magic weapons, except they only apply to hand-based unarmed attacks.
    Yeah, me and everyone I play with usually just ignores that "hand" restriction.
    The Library of Metzofitz: An up-to-date reference document for all of your Akashic, Path of War, and Psionic needs. In the works: Gonzo and Legendary material.

    Pathfinder Caster Spreadsheet: For when you need to check if there's a spontaneous caster Witch or a Charisma-based Alchemist (the answer is yes). Includes manifesters, initiators, and veilweavers. Now with a colorblind version!

    Akashic Character Sheet: Tracks invested Essence, plenty of space for veils and other Akashic hullabaloo.

  7. - Top - End - #577
    Bugbear in the Playground
     
    Planetar

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Kris Moonhand View Post
    Yeah, me and everyone I play with usually just ignores that "hand" restriction.
    Well, I can only account for the rules as they are presented, not for if they are ignored.

  8. - Top - End - #578
    Halfling in the Playground
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    Default Re: All the Path of War Guides in One Place!

    If a character initiates the Phalanx Lancer stance and the person he interlocks shields with is flatfooted
    does the stance initiator receive the bonus to AC?
    And does the AC bonus work for the stance initiator and his teammate in a reverse case where the flat footed initiator has the stance on
    prior to combat ?

  9. - Top - End - #579
    Halfling in the Playground
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    Default Re: All the Path of War Guides in One Place!

    Can you use Path of War maneuvers when you are afforded an attack of opportunity?

  10. - Top - End - #580
    Barbarian in the Playground
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    Default Re: All the Path of War Guides in One Place!

    No, they're standard actions.

  11. - Top - End - #581
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    ElfPirate

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    Default Re: All the Path of War Guides in One Place!

    A question about the Rajah and the Demiurge veil... It counts against your binds? From what I can understand in RAW, it explicitly says "titles" when referring to the limit, and in the veil itself states Empowered Titles just as a requirement for the bind without the general headband chakra access

  12. - Top - End - #582
    Orc in the Playground
     
    RedKnightGirl

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Dude_Here View Post
    If a character initiates the Phalanx Lancer stance and the person he interlocks shields with is flatfooted
    does the stance initiator receive the bonus to AC?
    And does the AC bonus work for the stance initiator and his teammate in a reverse case where the flat footed initiator has the stance on
    prior to combat ?
    It's a shield bonus, so the bonus isn't lost from the flat-footed condition like dodge bonuses and your Dex bonus.

    Though the real answer is "it depends" because you can't take ordinarily take free actions unless it's your turn.

    If the initiator is in the stance and an ally uses the free action to lock shields, then either of them is attacked by a hidden enemy or the flat-footed condition is applied to them some other way, they keep the shield bonus.

    If they are "flat-footed" because they were ambushed, and the enemies roll higher in the initiative order and get to attack them before the ally can use the free action, they won't have the bonus yet because the ally hasn't spent the required action to lock shields.

    I suppose if they're in a dungeon crawl or other obviously dangerous situation it might make sense to allow them to begin the encounter with the bonus, since the bonus and the stance both have no listed duration, but I probably wouldn't let them travel overland in formation like that or anything.

  13. - Top - End - #583
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    BlueWizardGirl

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    Default Re: All the Path of War Guides in One Place!

    The guy who wrote the Guide for the Zealot had Humans and Gnome's as a race in Red. (Meaning a poor choice)
    But Gnome's get a bonus to Charisma, and Human's get a free feat. They should at least be in Yellow or Blue.
    Just thought that was kinda stupid. When you make a guide you should try to be impartial.

  14. - Top - End - #584
    Bugbear in the Playground
     
    upho's Avatar

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by BlueWitch View Post
    The guy who wrote the Guide for the Zealot had Humans and Gnome's as a race in Red. (Meaning a poor choice)
    But Gnome's get a bonus to Charisma, and Human's get a free feat. They should at least be in Yellow or Blue.
    Just thought that was kinda stupid. When you make a guide you should try to be impartial.
    I think you're forgetting that these things are relative. In this case, especially the races which get the "+1/4 of a conviction" FCB are clearly superior; that's five extra bonus feats (or other potentially more useful benefits) over 20 levels. In the case of gnomes, they're also clearly less suitable for Dex-based zealots than all the Small races with a higher rating.

    If you haven't already, try reading through the whole section on races and you'll probably find you'll agree more with Castilonium's ratings.

  15. - Top - End - #585
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    BlueKnightGuy

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    Default Re: All the Path of War Guides in One Place!

    Feel free to port these directly into your Stalker Handbook and do whatever formatting you want, just make sure to give me the credit. :D

    I will fully admit that I might have overvalued or undervalued certain things, and if anyone has any suggestions I'm all ears.

    Spoiler: Brutal Slayer Guide
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    Brutal Slayer: An archetype for the Two-Handed Fighting style, the Brutal Slayer focuses heavily on Strength and trades away features that are more appropriate for a Dexterity-focused striker.

    What Changes

    Maneuvers*****: You lose Thrashing Dragon and gain Black Seraph and Primal Fury. Getting a two for one trade is already great, and getting access to two of the highest-damage disciplines is just fantastic.

    Maneuvers Readied**: Instead of getting extra movement and an AC boost, you get temporary HP and damage reduction for one round. Your next strike does a bit of bleed damage, instead of doing Deadly Strikes damage on your next attack. It's definitely a flavorful change, but it means that you have to stand and fight when you recover instead of dodging away and charging back in, and bleed damage probably won't rack up that high when you're using the powerful strikes you have access to. That being said, you do get an AC boost while recovering maneuvers from the Armor of Scars feature below, so the main loss here is the mobility. If that defensive boost were included in this ability, it would be green.

    Brutal Strikes***: The Deadly Strikes replacement, Brutal Strikes gives a scaling profane bonus to Strength whenever you score a critical hit. This does less damage that Deadly Strikes, but your accuracy goes up and as it's a Strength bonus, the damage is increased on a critical hit, and since you're probably using a falchion or other heavy blade with an 18-20 range that's pretty good. Overall it helps hide the fact that you're a 3/4 BAB class while still keeping the crit-fishing aspect of the base Stalker.

    Stalker Arts****: You get a few new options focused on Brutal Strikes, and can still take old options. If you want to go pure offense you can still pick up Scarlet Throne or Piercing Thunder with Lord of War!

    -Brutal Ambush***: Get Brutal Strikes when you attack a flat-footed target, but only for that attack. Not terrible, but you probably have better options.

    -Brutal Assault*****: Spend a Ki point to get Brutal Strikes against a single target for your initiation modifier in rounds. Great way to bring the smackdown on a single target.

    -Furious Strikes***: The +2 Strength on your Brutal Strikes is fantastic, and you can treat your class level as your BAB for Critical Feats which stack with Fighter levels. If you're interested in those feats this is a must-have, but maybe not if you're just looking for the Strength boost.

    -Cruel Strike*****: If you've activated Brutal Strikes, sicken someone without a save for initiation modifier rounds by reducing your damage by a quarter. A nasty debuff, but probably not one you want to use on a strike maneuver - save it for a full attack, since you only need to hit them once for the effect to kick in.

    Armor of Scars***: Trading a dodge bonus for a natural armor bonus is a strict downgrade because it doesn't work with Touch AC. What saves this from a lower rating is that you get a dodge bonus when you recover maneuvers equal to your initiation modifier, which offsets the lack of AC boost from your maneuver recovery method.

    Muscle Memory****: Your SAD package, you get Strength to AC and Reflex saves, letting you dump Dexterity. Your initiative will be lower as a result, and you still need to watch for your armor's Max Dex value, which is the only reason this isn't purple.

    Final Ruling****: The Brutal Slayer takes a mobile, Dex-based striker class and turns it into a heavy weapon Strength brawler quite admirably - while also dripping with thematic flavor. If you like Stalkers and want to try something new the archetype will definitely scratch that itch.


    Spoiler: Vigilante Guide
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    Vigilante: The Vigilante is a skill and mundane-themed archetype for the Stalker that trades away the more explicitly supernatural aspects of the class for more grounded features.

    What Changes:

    Class Skills****: Free class skills are great. Unfortunately the ones you're getting aren't the best. But hey, they're free!

    Maneuvers*****: You lose Solar Wind and Veiled Moon and pick up Scarlet Throne, Primal Fury and Tempest Gale. A three to two trade is great, while you lose Veiled Moon's teleportation you have a lot of tactical movement options in the replacements. Your initiation modifier is now Intelligence, which cements your role as a skillmonkey replacement. Just watch your lower Will Save.

    Maneuvers Readied****: You have the same recovery method as the base Stalker but instead of Deadly Strikes you add Sneak Attack. Sneak Attack? You'll see why below.

    Inspiration****: This is the whole reason to play a Vigilante - you're trading out your Ki pool for this, so it better be useful. You lose out on the versatility of Ki powers but you double down on the skillmonkey aspect. Remember that Initiative rolls are Dexterity checks, so you can add 1d6 to those too. Augmenting your attacks and saves are expensive, but can be worth it in a pinch. Augmenting Knowledge, Perception and Sense Motive checks for free is just gravy.

    Trapfinding*****: It's free! Free is good! Just in case you still haven't gotten the memo that you're the Rogue replacement.

    Sneak Attack****: Oh hey, more Rogue features. This time it's true sneak attack replacing Deadly Strikes. The only reason this isn't purple is because Deadly Strikes is better when you're in a one-on-one situation where you can't get flanking easily, which puts tactical positioning at a much higher importance for you than the base Stalker.

    Stalker Arts****: Instead of taking a Stalker Art you can take an Investigator Talent. You're explicitly barred from taking Ki-based Arts or alchemy-based Talents, and any Talent that affects Studied Strike affects Sneak Attack instead. It's a nice little upgrade to your Arts that might be able to give you some extra versatility.

    Inspired Vengeance****: Losing Retributive Ki would hurt a lot if we hadn't already given up all of our Ki abilities. Instead we get to add an Inspiration boost for free, and can now augment the save DCs of our maneuvers once per round by 1d6. Note that this is explicitly a 1d6 boost and not adding Inspiration to the DC, in case you picked up Talents that alter Inspiration.

    Final Ruling****: The Vigilante is an extremely flavorful change to the Stalker that turns it from a mystical striker into a grounded Batman-type ambush striker. If you're interested in Stalkers and don't like Ki pools, or want to try being a skillmonkey while using martial maneuvers, I'd definitely suggest giving the archetype a try.
    Last edited by ColossusCrusher; 2020-07-14 at 07:46 PM.

  16. - Top - End - #586
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    These look great. I'll get them added to the stalker doc later this week. Thank you very much for your contribution!

  17. - Top - End - #587
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    BlueKnightGuy

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    Default Re: All the Path of War Guides in One Place!

    Thanks! It was my pleasure - I love how flavorful those two archetypes are, and am definitely going to use them as NPCs in the PoW game I'm going to be running in the future. I made a few edits just now for extra clarification, and if I think of anything to add or tweak later I'll just PM you.

  18. - Top - End - #588
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by ColossusCrusher View Post
    Thanks! It was my pleasure - I love how flavorful those two archetypes are, and am definitely going to use them as NPCs in the PoW game I'm going to be running in the future. I made a few edits just now for extra clarification, and if I think of anything to add or tweak later I'll just PM you.
    Alright the archetypes have been added to the Stalker Guide. Thanks again for the contribution.

  19. - Top - End - #589
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: All the Path of War Guides in One Place!

    Can archetypes that use a variant of the Claim mechanic like the Soul Hunter Stalker or Nightmare Dread take the Grasp of Darkness feat? It explicitly requires the Dark Claim class feature whereas the other Claim feats just need the ability to make Claims. I'm definitely fine with Harbingers being the only ones to have access to it as a kind of reward for picking the class, but I thought I'd ask for some clarification.

  20. - Top - End - #590
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by ColossusCrusher View Post
    Can archetypes that use a variant of the Claim mechanic like the Soul Hunter Stalker or Nightmare Dread take the Grasp of Darkness feat? It explicitly requires the Dark Claim class feature whereas the other Claim feats just need the ability to make Claims. I'm definitely fine with Harbingers being the only ones to have access to it as a kind of reward for picking the class, but I thought I'd ask for some clarification.
    I'd have to double check with the guy who wrote the Harbinger, but if the feat specifies "Dark Claim" then it requires that specific class feature and other claims aren't going to cut it.

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