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Pathfinder 1E Pathfinder-Bo9S hotswapping

...Not to call your experience into question, but that confuses the hell out of me.

Warblades are good, don't get me wrong. But they're not CoDZilla levels, not at all. Full casting is better then everything else, and having full casting + full access to wildshape is pretty much "No, it's cool, I'll do everything"

Playing a druid does not entail playing a CoDZilla level druid.

Oh, nevermind, he COed both characters. Yeah, I don't know how he didn't come up with a better druid :D
 

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Playing a druid does not entail playing a CoDZilla level druid.

Oh, nevermind, he COed both characters. Yeah, I don't know how he didn't come up with a better druid :D

The issue with druids before Pathfinder was that natural spell basically gave them full spellcasting AND hilariously giant combat abilities with no drawbacks or restrictions.

Pathfinder druids don't have nearly the same level of power, granted, but I still disagree that warblades will be a big problem power wise ;p
 

Wow..I didn't keep up with this thread, 'cause intially there didn't seem to be any interest...

The only thing really broken with the Warblade is that all it takes is a standard action or a basic attack to recharge all maneuvers. Crusader is kinda dumb, but if you hot swap his martial progression in place of paladin spellcasting (at least prior to Pathfinder), it's not bad as far as balance (you think it would be, but it turned out not-so-much when in play). Swordsage can make a decent gish with the rules in the book (swap manuevers for spells and drop armor). All in all, in the campaigns I've played in the 3.5 core barbarian dwarf in the party was still significantly more powerful due to extremely lucky HP rolls and an absurdly high Con & Str. When our group converted to Pathfinder, it only made him even scarier. The one time I played a warblade, it was egregious (3d8+1d6 shocking chain fullblade) - but that was essentually D20 sliders and the car did far, far more damage.

The build I came up with using the feats with the specific rules of the book can add a couple of special abilities, but being usable 1/encounter, with only a few low-level maneuvers to pick from, it can add utility but isn't really a power-boost. There are other ways in Pathfinder to powerbuild a rogue with the core rulebook that would be a tad stronger.

I can see the flavor bugging people, but the boost given to the core classes in Pathfinder puts it on par (power-wise) with Bo9S .
 
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The only thing really broken with the Warblade is that all it takes is a standard action or a basic attack to recharge all maneuvers.
And what exactly is so game breaking about that? Warblades have so few maneuvers readied exactly because they are expected to be capable of spamming the same few maneuvers repeatedly. :erm:
 

The issue with druids before Pathfinder was that natural spell basically gave them full spellcasting AND hilariously giant combat abilities with no drawbacks or restrictions.

Pathfinder druids don't have nearly the same level of power, granted, but I still disagree that warblades will be a big problem power wise ;p

I totally agree with the Pathfinder fix to Wildshape. A static boost to stats is the way to go. It's a fix that keeps one of the most iconic druid abilities without running the risk of it becoming horribly unbalanced (both during character creation and monster design).

I could also see a fix where they allowed you to get the physical stats but 100% forbid the casting of spells while wildshaped (basically getting rid of natural spell with the promise to NEVER print it again). Though, I find the Pathfinder wildshape fix to be the best however. The 3.5 wildshape got better with each new monster printed. Pathfinder designers and developers are free to create creatures without worrying about a druid abusing the monster (or any polymorph spell).
 

I totally agree with the Pathfinder fix to Wildshape. A static boost to stats is the way to go. It's a fix that keeps one of the most iconic druid abilities without running the risk of it becoming horribly unbalanced (both during character creation and monster design).

I could also see a fix where they allowed you to get the physical stats but 100% forbid the casting of spells while wildshaped (basically getting rid of natural spell with the promise to NEVER print it again). Though, I find the Pathfinder wildshape fix to be the best however. The 3.5 wildshape got better with each new monster printed. Pathfinder designers and developers are free to create creatures without worrying about a druid abusing the monster (or any polymorph spell).
IMHO, the best wildshape fix was the ability in the PH2, closely followed by the Trailblazer variant.
(I love my own idea most, naturally, using the Pathfinder animal companion rules as a template.)
 

And what exactly is so game breaking about that? Warblades have so few maneuvers readied exactly because they are expected to be capable of spamming the same few maneuvers repeatedly. :erm:

When a warblade is spamming +8d6 maneuvers - attempting to hit with that every other round gets nuts. A minor houserule of a warblade having to expend all maneuvers before recharging fixes that.
 


This idea was gained (in some ways) from the psi-thread...

Swordsage "Monk Varient," Pathfinderized (d8 HD, adjusted skills) - but allowing for martial maneuvers to be swapped out for psionic "spells" of the same level (much like the rules allow for swapping out for mage spells for the "Mage Varient"). Traditionally, psychic powers are monkish in other media, particularly Kung-fu films.
 

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