Archive
Pathfinder Unchained: Summoner
This week we conclude our examinations of the new classes and from Pathfinder Unchained for the Pathfinder Role-Playing Game. This book takes four classes (barbarian, monk, rogue, summoner) and tries to address the problems of their previous edition versions and fix them. There are some clear cut winners and losers while some are change with only mediocre results.
We are finally examining the new Unchained Summoner, one of the least changed classes. The summoner itself is basically unchanged except for the revamped spell list. Spells that were obviously out of place in the old version have been placed at higher levels, balancing the class out versus others of a comparable power level. The biggest change has been to the eidolon itself. Players now choose a template, such as angel or devil, that dictates its base form and gives a sort of cohesion to the eidolon and tie it to a game world better than some random smattering of evolution points. This template comes with several free evolutions, resistances and even class abilities (ex. agathions gain lay on hands at the summoner’s 8th level) in addition to the evolutions that eidolons already receive. Roleplay-wise, this is one thing that needed to be done.
The downside to this rebuild? Nothing. Or it should be if players did not want the older version. The new version fixes all the kinks and problems, such as the spell list and randomized eidolon parts, of the old version, but with the older version still around may mean the unchained version will stay in lower numbers for a long while.
The Unchained Summoner receives a grade of B+ because even though it sets everything right from the old version, players will still want the broken, over-powered version that appeared in the Advanced Player’s Guide. It receives the great marks from balance and role-play, but low on desirability.
Since Unchained is different than the original, we decided to go with a somewhat different type of build. We went with a build that uses the eidolon not as a tool of the summoner but more of a main character and the summoner taking the support role. We provided some background information, a level 1 character sheet (click the link on his name) and progression to level 8.
*** Loris of Almas ***
One of the most promising young orators and diplomats to come out of Andoran, Loris has long had dreams of becoming a great statesman. He was shocked to find that he had been chosen, some say by Talmandor himself, to become the liason of an avoral by the name of Gramann. Charged with presenting Golarion to Gramann, he has been trying to get his plumed obligation to see and understand the good and the evil of the world.
- Level 1 – Extra Evolution, Summon Good Monster
- Level 2 –
- Level 3 – Combat Advice
- Level 4 – +1 Charisma
- Level 5 – Extra Evolution
- Level 6 –
- Level 7 – Battle Cry
- Level 8 – +1 Charisma
Check out the other reviews of Unchained Classes:
Pathfinder Unchained: Rogue
This week we continue to examine the new classes and options from Pathfinder Unchained for the Pathfinder Role-Playing Game. This book takes four classes (barbarian, monk, rogue, summoner) and tries to address the problems of their previous edition versions and fix them. There are some clear cut winners and losers while some are change with only mediocre results.
We will examine the new Unchained Rogue today, probably the best revision to a class in Pathfinder Unchained. The new version takes the old version and adds several new features. The Unchained Rogue automatically gets the Weapon Finesse feat, finesse training with allows you to add dexterity modifier to damage with a single weapon, debilitating injuries (penalties or bonuses) to sneak attacks and rogue’s edge. The rogue’s edge is part of Pathfinder Unchained’s skill unlocks system which adds abilities according to how many ranks of a specific skill you have (Five ranks of Stealth reduces the penalty from sniping by 10). In Pathfinder Organized Play, this is special to the Unchained Rogue; no other classes are allowed to have this. By adding these four things the Unchained version of the rogue is so much better.
The only possible downside to the new rogue is the continued lack of armor class boosters. But for those who have played or are playing a rogue, those are not problems for you and you know how to overcome that with flanking and stealth. Honestly, it is not really a problem.
The Unchained Rogue has been made revised and upgraded beyond what many were expecting. With all of the new changes the rogue gets a grade of A+; all of the additions have made this class more attractive to play while keeping the versatility and abilities of the rogue that players are accustomed to.
Since Unchained is different than the original, we decided to go with a different type of build. We went with a build that uses a finessable two-handed weapon and combat maneuvers (trip or disarm). We provided some background information, a level 1 character sheet (click the link on her name) and progression to level 8.
*** Alyssa Denaria ***
Playing the role of the young, naive girl like an expert, Alyssa is able to accomplish many more things that if she was a hulking brute for the Pathfinder Society and the Exchange. Her subtle and lithe movements are calculated and she draws on her Varisian heritage to become an expert in reading the Harrow cards, a master of the beautiful dance and a wielder of a deadly bladed scarf.
- Level 1 – Combat Expertise, Improved Trip (or Disarm)
- Level 2 – Combat Trick (Agile Maneuvers)
- Level 3 – Piranha Strike
- Level 4 – Trap Spotter, +1 Strength
- Level 5 – Rogue’s Edge (Escape Artist), Twist Away
- Level 6 – Surprise Attacks
- Level 7 – Extra Talent (Pressure Points)
- Level 8 – Distracting Attack, +1 Intelligence
Are you happy with the new changes to the rogue? Let us know!
And have you seen our reviews of the Unchained Barbarian and the Unchained Monk? Which of the classes (so far) have piqued your interest?
Pathfinder Unchained: Monk
This week we will continue to examine the revamped classes and new options from Pathfinder Unchained for the Pathfinder Role-Playing Game. This book takes four classes (barbarian, monk, rogue, summoner) and tries to address the problems of their previous edition versions and fix them. There are some clear cut winners and losers while some are change with only mediocre results.
Today, we will examine the new Unchained Monk, one of the best revisions to a class in Pathfinder Unchained. The most outstanding revision is to the flurry of blows. It is now an additional attack at the monk’s highest base attack bonus as part of the full-attack action. It is much simpler to calculate than the older version. This version of the monk has a FULL base attack bonus and a higher hit die, making it more formidable and increasing its survivability in combat. Some of the higher level abilities (abundant step, etc.) that were part of the old version of the monk are now part of the selection of ki powers and not automatically given, adding some versatility to the class. There is a vast selection of ki powers, bonus feats and style strikes to push the versatility to the next level. Style strikes are new and they are abilities used during an unarmed attack during a flurry of blows that add an effect if the attack hits. There are elbow smashes, flying kicks and foot stomps and more that give some really interesting bonuses when attacking.
A continual issue with the monk is the lack of armor class. Even though a monk can add the wisdom modifier in with the dexterity modifier, it still is behind any other class that calls itself a front line unit. Of course to offset this you will need to supplement with rings, amulets, bracers, potions or even wands to obtain a decent armor class. The Will save will also need to be supplemented since the monk now has slow progression for that save (but not Fortitude or Reflex).
The Unchained Monk has been revised and upgraded beyond expectations to make the monk more viable and fun to play. So with all of the new changes the monk gets a grade of A-, with the only bad marks coming from the continual lack of a high armor class and a low Will save.
Since Unchained is different than the original, we decided to show how much power the new version of monk actually has. We went with more strength than finesse and with the full base attack bonus, we were able to pick up some abilities sooner than as a regular monk.
How much power can this monk put out? At level 1, flurry of blows yields 2 attacks with the seven branch sword, a two-handed weapon. At level 3, flurry of blows + ki attack yields 3 attacks with the sword. At level 5, flurry of blows + haste + ki attack would be a total of 5 attacks (1. leg sweep style strike (unarmed damage); 2. if trip successful, triggers AoO attack with the sword thanks to Vicious Stomp; 3. flurry attack with sword; 4. haste attack with sword; 5. ki attack with sword.) At level 7, it could be 7 attacks (Greater Trip gives another AoO during the initial trip and the monk gets iterative attacks at level 6). When you reach level 8, you could probably solely use unarmed strikes (1d10+10+1d6 elemental fury) instead of using the sword. We included haste into the level 5+ attack scenarios because that should be available to the monk.
We (as always) provided some background information, a level 1 character sheet (click the link on his name, Power Attack is already factored in) and progression to level 8.
*** Tamagon the Youngerman ***
When not inspecting the latest artifact brought to the Grand Lodge or teaching fighting techniques to his fellow Pathfinders, Tamagon dedicates his service in the Society to doing good in Absalom and beyond. Each one of the short L-shaped blades on his seven branch sword has a sin (of the Seven Deadly Sins) etched on it. His goal is to stop an instance of each sin every week, which he denotes by tying a ribbon on the corresponding blade.
- Level 1 – Combat Reflexes, Power Attack
- Level 2 – Improved Grapple
- Level 3 – Vicious Stomp
- Level 4 – Quiggong Power (Feather Step), +1 Intelligence
- Level 5 – Style Strike (Leg Sweep), Combat Expertise
- Level 6 – Improved Trip, Elemental Fury
- Level 7 – Greater Trip
- Level 8 – Abundant Step, +1 Strength
What do you think about the changes to the monk? Would you give them the same grade? Why or why not?
Check out our previous review of the Unchained Barbarian HERE.
Occult Adventures Playtest Review – Day 2
Here we are with Day 2 of the playtest review! Today’s class is the Medium:
Medium Description: “Mediums channel spirits into themselves, using their own bodies as vessels for astral entities. Whether the spirits represent the souls of the departed, mental archetypes, or disembodies outsiders, the medium balances his need for the spirits’ power with the danger of allowing such beings influence over his mind.” – Occult Adventures Playtest
First Glance: We will finally be able to use that Harrow Deck that’s been gathering dust on the bookshelf.
Delving Deeper: By channeling spirits the Medium at first glance seems to be very versatile. But after choosing the number of spirits that you are allowed to channel, you quickly find that you have to be extremely saavy in how they interact with each other in order to gain the most benefits. With a possible 54 spirits up for grabs in later releases, the 18 spirits in the playtest do not seem as daunting, but that is still a lot of data to cull character options from. Heads may explode from information overload…
There are other issues with this class that need to be addressed. The spell progression is possibly too slow and the ‘Trance’ ability needs to be more often. It seems to need a few tweaks to make it take off. See what people are saying on the Playtest Messageboard and see if you agree.
After all the negative, I can see this class being extremely fun and diverse. I can envision an entire party of mediums channeling their spirits in many different ways with different effects (See Character Suggestions below). By carefully choosing which spirits you channel, every role of an adventuring party could be covered.
Character Suggestions: Some characters to think about on Day 2 is the dwarven medium who channels the spirits of his deceased herioc ancestors, whether they be of his clan or all of the dwarven people. Another option could be the medium who is unable to properly summon demons or devils and offers his body as a vessel to make them able to interact with the physical world. There are options beyond the Harrow Deck!
3 out of 5 Rating: If you are about flavor, this class is a can’t miss. But with that being said, this class needs some oomph; maybe not a full BAB, but better saves or a quicker spell progression could possibly get it to a level on par with other classes.
Did you read Day 1’s Review of the Kineticist?
To Grid or Not to Grid
Tactics.
‘Tactics’ has meant different things over the years in the context of fantasy RPG’s. In first and second edition Dungeons and Dragons, tactics meant techniques and abilities, and were fairly rudimentary, getting a few bumps from various splatbooks and later with the Skills & Powers books. In versions 3.0 to Pathfinder, however, tactics became more closely associated with tactical movement, movement on a grid, and it became fairly critical: flanking, five-foot-steps, attacks of opportunity, and templated spell effect areas could all mean the difference between life and death on the battlefield.
I remember starting to play 3.0 many years ago now and thinking, “Man, this combat is almost like playing an additional game or mini-game” which shows what a break it was from older editions. It was thrilling at the time, but as time has gone on, the pros and cons of the grid weigh on me as a player, but even more so as a GM.
This came into sharper focus recently with our trial run of the Dungeons & Dragons 5th Edition Starter Set. We played with very vague illustrations of the rooms we were in, didn’t count squares, and approximated distances. The game flowed well, played quickly, and we didn’t run into any problems. Players continuously improvised and thought outside of the box, trying to obtain ‘advantage’, where two dice are rolled taking the higher result (a primary 5E mechanic).
By contrast, the following week we returned to our Reign of Winter game where we encountered creatures that could create a cage of bones over the players with a touch attack. The grid lead to accurate depictions of positioning, but as a result, a horrible slog ensued where players couldn’t act effectively due to the specificity with which we were able to chart their positions, many of them being out of reach of their opponents and of other players.
Some of my players hate the grid. Kevin, for instance, and increasingly, Michael, find it frustrating. We’ve played a fair amount of Dungeon Crawl Classics, and reversion to the grid has always been a mistake in that. DCC plays fast and loose, with crazy things happening all the time, and counting squares runs afoul of it’s old school roots and free wheeling ‘sure, try it’ attitude. Accordingly, they don’t recommend it.
Really, any time you’re counting squares (especially Pathfinder’s diagonal movement rules) you’ve stopped the creative flow of the game and the action, and have approached minutia that is probably not enhancing the actual play of the game.
That said, sometimes you want something technical. Sometimes being a few inches outside of that explosive radius is a high-five inducing event. The grid keeps things fair, for both GM and player, and that can be important with the right group (and even more important with the WRONG group).
THE EXPERIMENT
So I decided to try 5th edition with various gridded and non-gridded play areas to see how the party responded. At the table, we had old and new players, and players that were both for and against gridded combat. The results were interesting.
THEATER OF THE MIND
First, I ran a session with no map. Just words. This is commonly called “Theater of the Mind” and worked well enough. Play was quick, but in the end fairly featureless. For whatever reason, players didn’t seem to put much into the attacks or the environment that brought anything new to the game. I think, in some games, like DCC, you might see Deed Dice rolled that create critical hit scenarios that add flavor, but for the vast majority of games, TOTM combats really reflect the skill and energy of both GM and player. The more player’s or Game Masters drop the ball, the less engaging that combat is going to be.
DWARVEN FORGE
I wanted to use maps or illustrations in my games to supplement game play, and avoid a lot of repeated questions about positioning. So, for the next encounter, I used a grid in form of Dwarven Forge game tiles.
If you haven’t been fortunately enough to get in on Dwarven Forge’s Kickstarters , you can still pick them up at their company store. They are beautiful. Perhaps their biggest shortcoming in my mind is they have partial squares against the walls, which make spacing a little vague, upon occasion, but that worked for the experiment.
Players were pleased to see the high-detail mapping, but quickly became constrained by the nature of the gridding. Bottlenecks occurred frequently, and play slowed down significantly. Further, players stopped jockeying for advantage and improvising, and fell back into the rather stolid roles of ‘move and attack’. It drained something out of it, despite the verisimilitude of the map dungeon dressing.
Ironically, I should note, that the bottlenecking served to help the party tactically. Tactics sometimes help the character but detract from the player’s experience, which arguably is a lot more important.
PRINTED – NOT TO SCALE
Third, I used a printed map, but not to scale:
I found a few interesting things in this scenario. My map had a grid, but I told the players it was not to scale (being 10 foot squares) and to disregard it. Despite that, players still tried to force themselves to the grid. Combats began to feel tight, despite there being plenty of room, and other distances got confused as players tried to leap over 20 foot chasms before remembering the distances involved.
Perhaps the worst part of this was a final confrontation with a dragon. Players became lazy with positioning their miniatures. When the dragon turned to use its breath weapon, revisionist history began to play a role:
“I wasn’t standing there, I was behind it”
“I would have been around the corner”
“I’m too far away”
I had to play evil GM (the “Dog” as we call it) and explain that based on their descriptions of their actions, these players were within the deadly area of this blast. Some players took it in stride, others grumbled a bit. I appreciated their frustration, as things got murky on this particular battlefield.
QUICK SKETCH ON TACT-TILES
Lastly, combat took place on set of Tact-tiles, with crappy hand drawn maps by me:
These expensive little guys have been in my collection for about a decade, and despite the upfront costs, they’re the best thing going. You’ve just missed the kickstarter, but hopefully they will have fixed their supply issues and be back on the market soon.
Strangely, this hand drawn map did the trick. Noting that everything was only approximately to scale, we quickly worked to move miniatures without counting squares but being fair and mindful of the speed limitations of the character. As GM, I attempted to err on the side that permitted the character to make the most of their turn, within reason, and sometimes adding complications along the way.
5E’s greatest strength will likely prove to be the advantage/disadvantage mechanic replacing a lot of detailed hand-wringing rules that discourage improvisation in the interest of fairness. If the halfling wants to dash over the slick cobblestones to dive into range to throw his dagger, 5E lets that dramatic scene happen, and as GM all I have to do to comb in the complexity of that is to have them roll with disadvantage. It’s a signficant penalty, but not insurmountable, and a hell of a lot better than saying, “No. You double move and that’s it”.
There was enough accountability with my crappy hand drawn map that if there was an area of effect ability in play, the square counting got a lot more precise, with ties going to the player where a close call was concerned. No one had difficulty with the rulings, and the game continued quickly.
THE TAKEAWAY
Your mileage may vary, but I saw merit in both systems at their appointed times. A lot of this depends on your group: A Good or fair GM might be trusted by his players to do everything in the theater of the mind, with not even so much as a map or sketch to give players an idea of what was going on. This can be excellent in more routine or featureless situations where players don’t need to know ranges, tactics are simple, and game play more fast and loose, but falls short where terrain features a large role in combat, or where positioning and visualization of the flow of combat is highly relevant to the outcome.
Off-scale maps seemed to create more of a problem than they solved. Unless the map is to such a scale that players can’t try to position themselves on it with any relevance, I think it’s to be avoided. Best to show a small scale map and then ‘explode’ the scene into something tactical when necessary.
My vague map seemed to work the best for this group, but I think probably with other groups or more technical situations, this could be problematic as well. If it really comes down to a game of inches, GM and player alike are going to feel either guilty or cheated if a fireball catches the character and roasts them to ashes based on a flimsy or hypothetical map or position.
My solution is this: Map as little as necessary, but with precision for critical combats. Positions where combats are melee only and non spell effects or powers that relate to range are good for loose maps where position isn’t key. You may still run into problems now and again, but the time you save and flexibility you pick up from that fast and dirty map is going to be worth it 9 times out of 10.
If instead you’ve got a boss-fight, a fight where terrain plays an interesting role, or where flanking and areas of effect are going to be repeatedly relevant, draw it to scale and play it to scale. This requires a little foresight, but speed of play is key to keeping people entertained, and precision and tactics become highly relevant and add to the game where the single combat or combatant are the focus and potential endgame.
Future expansions of 5E have been rumored to contain additional tactical combat rules. If so, you’ll be able to choose how that game, at least, gets played. We’d love to hear your thoughts about whether you prefer the grid or not, and why. Let us know, and maybe I’ll try that out with my poor poison-cloud-choked adventuring group in a few weeks.
Home or Away: Pondering the Prudence of Published Adventures
I debate the owners of our FLGS, The Wyvern’s Tale, as to what is valuable in gaming as a player all the time. I believe that gaming is best experienced when it comes in the context of a shared experience with as large of a group of people as possible. That doesn’t mean that you have a table with 15 players, but I appreciate published material, and completing published material. Declan, the Shop owner, has the opposite opinion: that material generated by the GM has the capability of addressing the players more individually and is therefore more enjoyable and valuable to the player and GM.
You probably have an immediate feeling about this debate and where you stand on the issue. Let me justify my point of view, and I’ll play devil’s advocate and take Declan’s side too.
The Published Scenario (or Modules, as us Grognards would call them): The Shared Human Experience
Everyone who has gamed for any period of time has at least one or two crazy stories regarding how things went down in a game. When I went to my first GenCon, I remember talking with different people about Temple of Elemental Evil and how their character handled this or that challenge, and comparing notes. It was fascinating to me how our experiences were diverse, but also held commonalities. Gamers could relate to those shared experiences, with little additional explanation, and find them personally relevant It was back then that I realized that there was a lot of value to the published scenarios my group had played over the vast amount of homespun that we had undertaken.
Additionally, there was a certain sense of accomplishment in completing a published scenario — like reading a book or finishing a TV series or the like. Knowing that you have “done” the module or adventure path is checking something off a list and closing a door on it, but in a way that provides a sense of completion rather than like losing a friend. We’ve started printing up patches in our group when we finish Paizo’s Adventure Paths, suitable for stitching on your game bag, like a passport or luggage sticker.
And of course, there is some minimal level of quality that goes into a module or scenario that at least ensures that a story is being told, and hopefully makes enough sense for someone to publish it. While many a wiseass is warming up his keyboard at this statement with choice examples of shite publishing, you have never played ‘homespun’ games with my buddies from high school, where a whole afternoon may have been wasted with what was, in essence, gibberings of madmen. If it’s published, someone took a few minutes to write it down, which is at the very least an advantage over the things pouring out of someone’s head that may or may not make any sense. And less cynically, there are some great stories that change and develop published game worlds and illuminate the reader and player as to mysteries of that game world (Expedition to the Ruins of Greyhawk is a real eye-opener, explaining many of Greyhawk’s mysteries and being a fine adventure revisiting the original Greyhawk Ruins Module, if you get the chance).
Shared experiences in known worlds, telling stories that can be related to friends and gaming colleagues, providing a sense of accomplishment. This is the merit of playing published material.
The Original Home Game: The Personal Touch
For years I only played games out of my head, with very little published material. I hated published worlds like Greyhawk and Forgotten Realms, in fact, not liking to have to conform to their ideas of what D&D was (note, I am a big fan, nowadays, but back then, wouldn’t touch them). My own world was a soup of the deities listed in the Deities and Demigods book, coupled with a few of my own. While sort of a mess, everyone seemed to love what we were doing (though we were much younger then and may have had lower expectations). Still, the merits behind the Homespun game remain.
Complete Freedom to create, and complete ability to adapt are the primary advantages of the homemade game. From single scenario to long running Campaign, the GM can craft a story that embraces each players viewpoint and storyline, and build a story around that character and what the character and player want to see happen. The story can be played out in any which way they prefer, and the unpredictability of player and character can be fully expressed without fear of ‘walking off the map’ or the GM’s overzealous railroading. Ideally, anyway.
Making a game personal and relevant is one of the best ways to make that game memorable. While the details may not be something that can be shared with outsiders, sharing is overrated. How many times have you been cornered by a guy in a game story who wants to tell you about his character for 20 minutes? See? Not so great, is it? What matters is that the player experience is meaningful to them while playing. The camaraderie at the table is given higher value under this approach, as it should be.
Published Scenarios often tend to be repetitive, lackluster or just endlessly ponderous. The limitations of forcing someone back on track rather than letting them explore the world freely takes away one of the greatest aspects of table top gaming which is the ability to improvise and make decisions that fall outside of the preconfigured parameters of the game. It’s the primary advantage RPG’s have over a video game — Go anywhere, do anything.
Invention, improvisation, and personalized story telling are the greatest assets of the Homespun Game.
The Truth of it?
Surely, somewhere in between is where we have to find the middle ground that exemplifies the sweet spot in gaming. A published module or adventure path, without personalization, can become dull and drag on (especially since it often takes a year to finish one). A great GM takes published material and adapts it to his own use. He inserts side quests and adds in NPC’s that make the story personal, and acknowledges each players desire to see their story told and their needs addressed so that they are made whole and come to life. Great GM’s are not afraid to go off script, to turn the game on it’s ear, or even to walk away from the plot line entirely if players want to go in a different direction. Guiding them back into the story or adapting the story to make it work with their new chosen path is where the GM’s craft really comes in.
It’s a fine art. And even after playing and running for nearly 30 years, it’s one I still struggle to find. But we have a lot of fun trying, and in the end, that’s the only thing that matters.
I’d like to hear your opinions… What do you think? And what shared experiences have you had with other gamers that showed you a new approach to the same problem?
Exercise in Character Creation, Part 3
We have finally made it to the end of this little journey! If you have not been following along for the past month or so, read up on these two past articles (Part 1 and Part 2). Here are the results from the last round of voting (from 33 responses):
- Personality – Lady Redfalcon (39%), Adris Redwing (33%), Longfang (27%)
- Class – Slayer (39%), Urban Ranger (33%), Swashbuckler (27%)
I now present Adrian Redfeather’s alternate persona while adventuring with the Pathfinder Society; Lady Redfalcon. To disguise himself from his father’s peers and keep his identity an upmost secret, Adrian decided to make over himself the most drastic way he could think of; as a woman. Borrowing a pair of fighting fans from his father’s collection of the Far East along with a kimono that was given to his mother and a long, black-haired wig, he is incorporating them into his new persona. Drawing upon skills learned from his father, Adrian is able to combine aspects of rangers and rogues to create the mystique of the shy and demure, yet positively deadly, woman known only as Lady Redfalcon.
I want to thank everyone who voted for voting. I think this was kind of an interesting process that I will definitely have fun with the results. Thank you all again!
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