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Ashiel's page

8,957 posts (8,960 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Guang wrote:
Has anyone compared pathfinder and 5e creatures (bestiary entries)? Are they at all inter-compatible?

Mechanically speaking, the likelihood of them being interchangable is extremely low as the two systems are already looking to be quite different.

From a fluff perspective, bringing / converting almost anything to the d20 system is not only doable but often pretty painless. However, if the monsters are at all similar to 4E monsters in their design paradigms, you will need to round out a lot o the monsters or else they will feel very boring and lackluster by comparison to other creatures in the bestiaries.

What I mean by this is, in the 4E design structure, the monsters exist only to be killed. As a result, they rarely if ever had anything that you could use to develop them as NPCs, or include from an ecological perspective.

For example, in D&D 3.x/PF, a bone devil has a few different things that it can contribute not only to combat but to the overall narrative. Their abilities like invisibility, greater teleport, and quickened invisibility make them great options for spies and assassins, while dimensional anchor and wall of ice make them useful for providing support for more powerful fiends.

In a similar vein, Imps have commune periodically as a SLA, which is purely a sort of story-forwarding divination ability.

You're almost guaranteed to stumble across undead fiends and creatures in a pit fiend's lair because of their create undead SLA which has little in-combat application. Likewise, their ability to trap and trade souls like currency (backed by their mechanics) in itself is a strong element that you could add to various adventures.

Further, most well designed 3.x monsters are more well rounded than they were in the 4E paradigm, often capable of changing their strategies up, with two or three different means of being an obstacle to the party (erinyes for example can provide martial offense, or blast the snot out of you with SLAs, in both cases usually as hit and run or skirmish tactics), which usually leads to more dynamic combat potential* than the default creatures in by 4E MM.

*: I say potential because not all GMs will run their NPCs to their potential. If a GM just has an erinyes stand around and shoot, or try to whack someone with their sword, and/or not take advantage of their abilities then the encounter will still be just as "meh" as it would have been if they only had 1 special ability.

However, a well designed monster is a character in its own right and when placed in the hands of a GM who will make use of its potential is leaps and bounds beyond what 4E-style monsters had in potential, though the 4E monsters were simpler.


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Odraude wrote:
Simon Legrande wrote:
You know that saying "a sufficiently advanced technology would be indistinguishable from magic"? Well, a sufficiently advanced lifeform would be indistinguishable from god.
What does a god need with a space ship?

It's called a chariot, duh. /endjoke


That's pretty awesome. :)


People are still grossly overcomplicating things which leads to alignment problems.

Remember: Evil = Hurting, Killing, Oppressing.

Eating a corpse, regardless of its source, is none of these things.


B.A. Ironskull wrote:

It's an "only if" situation. A paladin would do everything in her power to avoid such a situation. I sincerely doubt that any party stranded anywhere would find cannibalism a sincere recourse. Survival checks, Profession checks, etc.

Really? Paladin cannibals? Really? I understand the exercise but wtf.

As a GM, I'll toss out a wounded moose- hey, it's got a broken hoof! Stabbity and sustainable.

Why should a paladin fall to cannibalism? Spells, tactics, Survival, and aid from party members....

Why in the hell would I kill a living creature, when I have both the means to heal it myself, and a dead corpse right there to eat instead!?

You MONSTER! D:<


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Alignment is actually a really simple thing to handle when people aren't overcomplicating it. Here, I'll break it down.

1. Is eating a /corpse/, regardless of what soul it once had, "hurting", "oppressing", or "killing" someone?
2. If the answer is "No" (and is is no), then it is not evil.

What people are really arguing over concerning cannibalism is whether or not it's okay to murder someone to eat them, but here's the thing.

1. Is murdering someone, for any reason, hurting, oppressing, or killing someone?
2. If the answer is "Yes" (and it is), then yes it is evil.

What you do with the body after that is pretty irrelevant, because at that point it is a soulless object made of various organic materials generally defined as meat and bones.

EDIT: So again, if I was playing a Paladin, sure I'd eat somebody. For some characters it might even be a part of their normal mode of operations. However, I wouldn't kill anyone to eat them, even if it meant starving to death myself, because that would require me to harm them.


Scavion wrote:

Hm...

I've been thinking. WoW classes d20ized would be kinda cool.

Weeeeell...

This is a thing I'm working on for Kryzbyn. ^_^

It's not done, but you can read the comments (upper right of the google doc viewer page) to read changes and/or updates. Mostly getting abilities and such into their alpha phases. Given the extent of new content being added in this, I'll need to do some acid tests on it as well before I put my Ashiel's Seal of Approval on it.

However, if it's enjoyed, I'll probably consider doing the rest of the WoW classes up through WotLK. Probably continuing with Death Knight as the second, seeing as it's the least like any of the usual PF/d20 classes in terms of mechanics and playstyle.


Marroar Gellantara wrote:
Anzyr wrote:

Anzyr PSA: Less the 45 minutes to go until RWBY Season 2 Episode 1 goes live.

Watch the series and understand what a mid level martial should be capable. The answer is not "full out their bow". It's attack every enemy around while defending with your weapon, while you move around.

*yesssssssss*

This is I what I think constitutes a good martial. RWBY is nice, but a lot of their appeal is spectacle, the combat lends itself to something more real-time than turn based.

Real time isn't that much different than turn based. For example, WoW PvP is probably the closest videogame analog to d20 combat that I've seen, and all the same pros and cons, and same thinking goes miles in both.

Most people mock MMOs for "aggro" but that's just against computer foes who have no human mind backing them. But other PCs? Well those have human minds, just like GMs, and that's where the aggro thing falls apart. Your "aggro" comes from how much of a threat real people consider you, and no matter how much you insult their mothers (I.G. taunt) they are going to murder your healer/artillery if you don't do something about it.

Unrelated Note: Concerning the barbarian and buffs, I'm currently playing a dedicated Healer/Buffer in a game right now, and if given the choice between a Fighter and a Barbarian w/ Superstition, I'd take the Barbarian...every...single...time. I'll have to use fewer resources on the Barbarian, use temporary HP / damage mitigation as an option, and worst case scenario the Barbarian can just delay (if convenient).


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Anzyr wrote:
Anzyr PSA: Less the 45 minutes to go until RWBY Season 2 Episode 1 goes live.

SQUEEEE! @.@*

** Drops everything and runs to Rooster Teeth **


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Darksol the Painbringer wrote:

Self-explanatory question.

Say the only way a Paladin could survive was to eat another living being of the same race. Would they do it, or would they sooner sacrifice themselves for that same person to live?

1. Won't murder someone to eat them.

2. Already dead? Pass the salt, please.


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JoeJ wrote:
pclark4422 wrote:
The invisibility/fly combo was happening as low as level 3 since the potions only cost 750 a pop its very doable. By level 4 the sorcerer was able to make his own. That means that from now on all quests have to be underground to prevent the fly in fly out tactic. Or they have to have some sort of magic field that negates either effect.

They haven't invented the iron bar in your world? A couple of those across the windows should keep invisible flying wizards out quite nicely. Or just make the windows smaller. If you know that it's possible for people to become invisible and fly, why would you put big open windows in your tower?

Behold. GM thinking in progress. :D


Nicos wrote:
The lore warden is my favorite fighter archetype, its make me sad that it was(is?) considered bad designed. I wonder how many great ideas for fighter were rejected just to not have more lorewarden-like archetypes.

Yeah...imagine how many good fighters wound up on the cutting room floor. :(


Caedwyr wrote:
Ashiel wrote:
Also, funny fact...Paladins and Rangers both get auto-confirm crits as class features. Paladins get it at 4th level. :P
Bless Weapon is pretty nice, though it is against evil foes only.

Those tend to be the worst of them, no? Seriously, which would you consider more of a threat to you? A CR 7 erinyes, or a CR 7 fire elemental?

It's no secret that the most common alignment in the game is evil. Paizo seems to have some sort of raging lust for slapping the EVIL alignment on everything by principle.


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pclark4422 wrote:
The invisibility/fly combo was happening as low as level 3 since the potions only cost 750 a pop its very doable. By level 4 the sorcerer was able to make his own. That means that from now on all quests have to be underground to prevent the fly in fly out tactic. Or they have to have some sort of magic field that negates either effect.

Consuming 1,050 gp worth of magical items at a time is a hard pill to swallow for 3rd level characters.

Quote:
As far as the invisibility bonus itself, its not just 20 its +20. Meaning that a character with 0 Stealth taking 10 (I wouldn't let him, but thats the halfway point) gets a roll of 30. In order for a wall guard to to have a 50% chance of spotting them they have to have a perception score of 20. The pre-generated NPCs at level 6 and 7 have Perceptions of +10 meaning only a 5% chance to spot, and thats assuming the player flies close by and its broad daylight.

This is basically the entire point of being invisible.

Quote:
Detect Magic and Taking 10 do take "extra time", but not from the players perspective. Thats what makes them damaging in my opinion at least having to declare or roll a die gets annoying and they stop doing it leaving them vulnerable. Sure you can have time sensitivity in game but how meticulous and draining would that be. I like and use the idea of you have X number of days to complete the quest or the princess dies or if you sleep in the dungeon the bad stuff happens. But for these abilities you would literally have to keep track of the seconds of the day. Or arbitrarily declare that too much time is being taken.

Take 10 doesn't take any extra time. It just means you're being conservative about it. You're willingly accepting the low-end of average (10-11) to avoid rolling horribly low. It also speeds up gameplay for the GM. When I'm GMing, it's a hell of a lot easier to assume the orcs in the camp are taking 10 on their Perception checks. If I insisted that every Stealth/Perception combination be rolled, then not only would that take forever, but it would also pretty much assure that Stealth doesn't work (because you will roll badly, or one of the twelve enemies nearby will roll really well).

Quote:
Detect magic can be circumvented By X thickness of Y but that's not always a viable option. Most chests or doors with magic traps aren't 3 feet thick. Magic items aren't often going to be in a lead box. Many dungeons aren't constructed by epic level wizards such as a dragon's lair, a giant's castle, or a city sewer. And many permanent effects such as The Endless Corridor (which has a soft spot in my heart) are just completely out in the open and I haven't been able to find anything that masks the presence of a magic aura. While a GM could say that detect magic doesn't work for one reason or another, that's little more than just saying "no".

Magic Aura is a thing. A low level thing. A low level, cheap thing. Given its 1 day/level duration, it even gets significant discounts if you want to make it a permanent magic item effect.


pclark4422 wrote:
**OP**

Bad GMs are bad.


Also, funny fact...Paladins and Rangers both get auto-confirm crits as class features. Paladins get it at 4th level. :P


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666bender wrote:

i diagree.... agood grapple (greater, rapid etc) is viable at any level. true, not vs any foe.... but very useful.

and barbarian got str surge, but without the improve feats he will wat many AOO....
(and barbarian dont have feat to spare.)

Actually, yeah, they do. You could build an effective barbarian on half of your usual feats. Power Attack, Improved Initiative, Lightning Reflexes, Iron Will, Dazing Assault. Done. That leaves 5 feats unaccounted for, so if you really want to, you can pick up things like Extra Rage Power, or various maneuver feats. If you want, you can take Heavy Armor Proficiency and grab a mithral suit of plate and some AC-boosting rage powers and just tank the AoO (they have to hit you), which might be a tactical way of wasting your enemies' AoOs so your party can get in.

If you take Come and Get Me, you can basically punish your enemy for taking AoOs on you anyway. So either your enemy doesn't take their AoO, and you succeed on your Combat Maneuver, or your enemy does, and you smash their face in. >_>

And the funniest thing? Come and get me resolves before the enemy's AoO, which means you could run up, attempt a combat maneuver, provoke, then with your AoO, strength surge and DISARM them as part of your AoO, which against most foes is going to wreck their AoO anyway. That may have been your whole plan to begin with!


JoeJ wrote:

The hireling price is 3sp/day trained and 1sp/day untrained according to the price list on p. 159. The definitions of p. 163 say that a trained hireling includes "mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings." Untrained includes "laborers, maids, and other menial workers."

You're kind of missing the point. That might be what the price chart says, but the rules are pretty explicit that they can make more than that just by taking 10. The equipment books also have silly nonsense like extremely expensive charcoal.

Seriously, with how much the supposed market price of charcoal is, you'd be better off investing in an iron pot and firewood instead of adventuring. You'd make a hell of a lot more money for less trouble.


Kryzbyn wrote:

Rock on Ashiel.

<Palpatine> Soon the Warlock will be complete. </Palpatine>

See, pestering gets you everywhere. :D

Latest 'Lock Revision. I've started adding comments to detail what's been changing from revision to revision. Now drink! Drink the QQ. >:D


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Doug's Workshop wrote:

Of course price fixing happens. A longsword has cost 15 gp anywhere you are in Golarion. If that isn't collusion between merchants, I don't know what is!

But seriously, if the minimum wage in Pathfinder is 1sp/day, that means a healing potion runs about $4000 - $5000 US. There are some pro sports players who would buy that, because it's crucial for them to be out on the field scoring baskets, making touchdowns, and defending Sandpoint from raiding giants. But the normal person just doesn't have the desire or need to spend $4000 on a one-use item.

So the "market" has priced potions at the appropriate level.

Actually, minimum wage would be something like 4.2 sp a day, and would require you to be pretty incompetent at your job.

EDIT: You'd need to have an Int (for Craft) or Wis (for Profession) of 3 (minimum that a human is going to roll on 3d6), 0 ranks in the job, and no special modifiers, then take 10 for a 6, divide by 2 for 3 gp / week, then divided by 7 for pay per day; or divide by 5 if we're assuming only a 5 day work week, in which case it comes out to about 6 sp / day.


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Odraude wrote:
Ashiel wrote:
Aranna wrote:

It seems a lot of people are confusing fatigue based casting with point pool casting; The two are NOTHING alike. In fatigue based casting your actual physical ability is diminished as you cast, while in point pools your physical ability never diminishes... you can try to reskin it as fatigue but when you can swing a sword just as well at 1000 points versus 0 points your argument fails miserably.

Well, funny thing...psionics actually does have options for the fatigue based thing, or pushing yourself beyond your limits. Options such as Body Fuel and Overchannel both allow you to go above and beyond. In the case of Body Fuel, you literally begin burning off your physical ability scores, killing yourself in exchange for juice, while Overchannel allows you to suffer damage to increase the potency of your powers.

A near equivalent would be if sorcerers could burn off their ability scores to cast more spells after they ran out of slots, but AFAIK, no such mechanic exists that gets used much.

I always felt that style of mechanic didn't really work in a party game like Pathfinder, since you'll have a cleric that can heal all of that for you.

Well the funny thing is that they took that into consideration. In the case of Overchannel you eat some damage to get a small bump in manifester level (kind of like caster level) which could be used to bump your powers up a little more, or get a +5-15% chance to pierce spell resistance, but it's not something you're going to do heavily.

Meanwhile, Body Fuel causes ability burn, which is a type of ability damage that was introduced with psionics. It only heals naturally, not by any magical means is it possible to repair the ability damage. As a result, you can't just nuke your stats down to 1s and then let your cleric cast restoration on you and make it all better, it means you're going to have to heal it on your own. There's a feat that doubles your natural healing rate, which is most useful for this very reason.


Jamie Charlan wrote:
Aratrok wrote:
You know what else repairs items? A cantrip called mending. Plus, broken items aren't worthless, they just sell for 75% of their value.
The difference is that mending takes 10 minutes, and astral repair takes a standard action for 2HP.

I kind of fail to see how that even matters given that you're probably doing it in your downtime anyway. I mean, I seriously doubt you're going to stop to loot the tattered tapestries in the middle of combat. >_>


Aranna wrote:

It seems a lot of people are confusing fatigue based casting with point pool casting; The two are NOTHING alike. In fatigue based casting your actual physical ability is diminished as you cast, while in point pools your physical ability never diminishes... you can try to reskin it as fatigue but when you can swing a sword just as well at 1000 points versus 0 points your argument fails miserably.

Well, funny thing...psionics actually does have options for the fatigue based thing, or pushing yourself beyond your limits. Options such as Body Fuel and Overchannel both allow you to go above and beyond. In the case of Body Fuel, you literally begin burning off your physical ability scores, killing yourself in exchange for juice, while Overchannel allows you to suffer damage to increase the potency of your powers.

A near equivalent would be if sorcerers could burn off their ability scores to cast more spells after they ran out of slots, but AFAIK, no such mechanic exists that gets used much.


Deadmanwalking wrote:

I'd argue the 'poisons the will' thing is pretty clearly talking addiction, not getting really drunk. There's a distinction there.

And I'm not gonna argue that Cayden Cailean's perfect, and he does indeed advocate drinking a lot...but hypocrisy is quite a bit worse than that, IMO, and not a vice he seems to suffer from.

We can agree to disagree then. See, here's the thing...

Dictionary.com wrote:


will
2 [wil] Show IPA
noun
1. the faculty of conscious and especially of deliberate action; the power of control the mind has over its own actions: the freedom of the will.
2. power of choosing one's own actions: to have a strong or a weak will.
3. the act or process of using or asserting one's choice; volition: My hands are obedient to my will.
4. wish or desire: to submit against one's will.
5. purpose or determination, often hearty or stubborn determination; willfulness: to have the will to succeed.
verb (used with object), willed, will·ing.
9. to decide, bring about, or attempt to effect or bring about by an act of the will: He can walk if he wills it.
10. to purpose, determine on, or elect, by an act of will: If he wills success, he can find it.
11. to give or dispose of (property) by a will or testament; bequeath or devise.
12. to influence by exerting will power: She was willed to walk the tightrope by the hypnotist.
...

So, yeah, I'm not really buying it as an addiction metaphor. Will is will, and if it means addiction that was a pretty poor way of describing it since there are better synonyms to be used for sure. No, I'm pretty sure it means to indulge too much so as to lose your senses, to be under the influence, to impair your ability to make decisions, to - quite literally - poison your will.


A poison to the will seems pretty solid to me. If you're so drunk that your ability to make decisions is impaired, that's definitely a poisoned will. At this point I feel like we might just be splitting hairs here. On one hand you have either a god that's a hypocrit, or on another hand a god that promotes destructive drinking as long as it's not being used as a crutch to drown your sorrows. I'm not really seeing a win here in CC's corner, but Pathfinder gods aren't perfect (a number of them have been curbstomped, or played for fools, by mortals; sometimes by the same mortal *wink*).


Deadmanwalking wrote:
Ashiel wrote:

Gee, I had no idea people were going to get so testy over this. Okay, here ya go, from the Pathfinder Wiki (which has citations for those interested).

Quote:
Despite the church's promotion of drink, the faithful draw a line between drinking for merriment and drinking to excess. The latter is seen as the abuse of one of the deity's favored things, and as such is frowned upon. Similarly, although the faithful of Cayden Cailean are known to actively seek out danger and adventure, they recognize the need to withdraw when a situation turns sour. Stupidity does not equal bravery, and bravery should never be sought at the bottom of a keg.[2]
Said deity is only a deity because he drank in excess. Hence my point. Jeebus though, you'd think I had slighted someone's actual deity or something. *eyerolls*
That reference if from Cayden Cailean's 3.5 article in Second Darkness. As of Inner Sea Gods, it's as obsolete as Asmodean Paladins or Erastil's sexism.

I wasn't aware that he was ret-conned. First I've heard of it really. Do you have a source saying that this is no longer true?


Gee, I had no idea people were going to get so testy over this. Okay, here ya go, from the Pathfinder Wiki (which has citations for those interested).

Quote:
Despite the church's promotion of drink, the faithful draw a line between drinking for merriment and drinking to excess. The latter is seen as the abuse of one of the deity's favored things, and as such is frowned upon. Similarly, although the faithful of Cayden Cailean are known to actively seek out danger and adventure, they recognize the need to withdraw when a situation turns sour. Stupidity does not equal bravery, and bravery should never be sought at the bottom of a keg.[2]

Said deity is only a deity because he drank in excess. Hence my point. Jeebus though, you'd think I had slighted someone's actual deity or something. *eyerolls*


LazarX wrote:
1. first by whose standards? What do hard working hard fighting men usually do when they get the chance? Go to an inn and get themselves plastered. It's a rather standard trope.

Willingly losing your sensibilities is probably about as irresponsible as you can get.

Quote:
2. Again, I suspect the responsibility part is to ease the nerves of the Player Parent Police.

Most likely.

Quote:
or possibly to extend the lifespans of one's clerics.

Remove disease.

Quote:
Keep in mind that unlike the average member of this trope, Caydean IS good-aligned. I'm sure that has something to do with it.

Pretty sure irresponsibility is a chaotic thing. That would definitely have to do with his being chaotic good. Drinking responsibility would be lawful (trustworthiness, reliability), while drinking irresponsibly is one of the common vices (recklessness, unreliability) of the chaotic alignment.


I'm also considering dropping their power progression down to 6th level powers and tightening their PP to be more like psychic warriors, which will basically force you to play a mini-game of using your various abilities (IE - life tap, drain life, drain mana, etc) and "eating" downed enemies after combats to sustain your longevity. It's just an idea that I'm toying with at the moment. That would indeed make them more dread-like, and a very odd sort of caster to boot (a d6, 3/4 caster).


Ssalarn wrote:
You should do the WoW warlock as a Dread archetype/alternate class, Ashiel. Or just give him a tree that grants Terrors to cover the fear-based abilities.

Too much difference between it and a dread, but they will share a lot of the same sorts of powers. I'm pretty much just giving them new options for existing powers where applicable. For example, there are already plenty of powers that allow you to inflict fear effects so the class will just have those powers on its class list and some talents to support those (no need to re-invent the wheel :P).

Also, another thing for warlocks I just wrote up.

Life Tap:
Life Tap
Discipline psychometabolism
Level warlock 1
MANIFESTING
Display audible, visual
Manifesting Time 1 standard action
EFFECT
Range personal
Target you
Duration instantaneous (see text)
Power Points Special (see text)

You convert your own life force into energy to manifest your powers. You reduce your current hit points by 3, and regain 1 power point. You cannot exceed your normal maximum number of power points using this power. Power points gained this way vanish after 1 minute (10 rounds) if not used. This power does not deal damage to you, it directly reduces your current hit points, ignores temporary hit points, and cannot be reduced by damage reduction or energy resistances.

Augment
For every 3 additional hit points you reduce your current hit points by, you gain an additional 1 power point. You can never reduce your hit points by more than three times your manifester level with this power in a single manifesting.

This basically functions similar to a natural healing in reverse, mixed with Overchannel/Body Fuel. I limited the duration of the power points to 10 rounds at most however since it's really not that difficult to get unlimited to near unlimited healing in Pathfinder, and as a result I didn't want that to open up infinite power points (though you could probably continue to adventure at 0 PP if you had a good healer and didn't mind wasting some actions, but it's not advisable in most cases). It'll have some in-class support options, and I'll probably make some Glyph magic items, which will allow you to attach kicker effects onto at well (such as when you use life tap, increasing the damage of your abilities in addition to providing PP).


Ashiel wrote:

Drain life probably seems somewhat weak initially, but a number of these powers will actually end up being better because of the in-class talent system that hasn't been added to the class yet (but I do have prototype concepts for each), and the ability to augment it to affect multiple targets means you could potentially begin siphoning a pretty solid amount of Hp from multiple foes as long as your allies can keep your concentration from being interrupted (plus the class will have some talents that improve the amount of healing you gain from (healing) spells and powers when certain conditions are met, and you can expect some talents that improve range and even potency if certain conditions are met; such as a talent that increases the potency of your Drain spells for every affliction spell you have active on the target already, and the ability to swift action curse, which will mean running into a fight and spreading corruption + curse of agony and then following up with Life Drain to begin causing continuous damage while restoring your HP, or if you're fighting lots of fiends or spellcasters, begin devouring their magics to replenish yours).

A number of these powers have a duration of Concentration because I want them to consume your actions while you're using them (further emphasizing that this class is about throwing DoTs onto an enemy and then seeking safety to continue draining them into the ground, if affliction is your thing), and because it makes the warlock a tactical target (since powers with a Concentration duration require Concentration checks to avoid being interrupted) which provides you, the Warlock, with incentive to coordinate with your allies and use your summoned minion for interference/crowd control (even if it's as minor as using your Imp for soft cover at low levels).

Oh, and fear effects. And of course, there will be a nice set of talents for blasting the snot out of your enemies with fire and shadow damage (and CHAOS, woot!), and some stuff to let you do cool stuff with your pets (making them more formidable, and granting them cool party-support options and stuff).


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Tels wrote:
Ashiel wrote:
Kryzbyn wrote:
Ashiel wrote:
Kryzbyn wrote:

[tease] You know what would be cool! Playing a WoW Warlock in Pathfinder! [/tease]

:)

Here's a preview of some of the power-combos, as I just finished writing the create healthstone power.

** spoiler omitted **...

Sweet! :)

I'll quit bugging you about it for a while ;)

No worries. Keeps me motivated / reminded.

*Bug*

...

*Nag*

...

*Whine*

...

*Complain*

...

Am I helping?

You tell me. :)

More Warlock Powers, Due To Tels Stimulus!:
Curse of Weakness
Discipline psychometabolism [affliction, curse]
Level warlock 2
MANIFESTING
Display auditory, visual
Manifesting Time 1 standard action
EFFECT
Range short (25 ft. + 5 ft. / 2 levels)
Target 1 creature
Duration 1 minute / level
Saving Throw Will partial (see text); Power Resistance Yes
Power Points 3

The caster places a weakening curse on the target, causing their strength to wane. The target suffers a -4 penalty on all melee attack rolls, damage rolls, and Strength-based checks. A successful Will save halves the penalty (so -4 becomes -2).

The manifester can have only one curse of agony, curse of weakness, curse of exhaustion, curse of the elements, or curse of tongues power active at one time on an individual target. Manifesting the same power on the target extends the duration of the active power by the duration of the new manifesting. Manifesting a different curse power from this list on the target immediately ends all other curses on this list.

Augment
For every 2 power points spent, the penalty increases increases by -1 and the saving throw DC increases by +1.

Drain Life
Discipline psychometabolism (healing) [affliction]
Level warlock 2
MANIFESTING
Display audible, visual
Manifesting Time 1 standard action
EFFECT
Range short (25 ft. + 5 ft. / 2 levels)
Target 1 creature
Duration concentration
Saving Throw Fortitude partial (see text); Power Resistance Yes
Power Points 3

You create a link between yourself and your target and begin to draw forth their energies and empowering yourself with them, causing your wounds to heal.

Each round, the target suffers two points of damage and you heal hit points equal to the damage dealt. Each round the target may make a Fortitude save to halve the damage taken.

You cannot target yourself with this power.

Augment
You may augment this power in one or more of the following ways.

1. For every 2 additional power points you spend, increase the damage dealt each round by 1.
2. For every 4 additional power points you spend, you may choose an additional target for this power.

In addition, for every 2 power points spent, increase this powers saving throw DC by +1.

Drain Mana
Discipline psychometabolism [affliction]
Level warlock 2
MANIFESTING
Display audible, visual
Manifesting Time 1 standard action
EFFECT
Range short (25 ft. + 5 ft. / 2 levels)
Target 1 creature
Duration concentration
Saving Throw Will partial (see text); Power Resistance Yes
Power Points 3

You create a metaphysical link between yourself and another, and begin draining away their magical and psionic energies, which you can then use to manifest your own powers.

Each round, if the target has a power point pool it loses 1 power point and you gain 1 power point. If the target has spells available to cast, the target loses 1 prepared spell (for prepared casters) or one spell slot (for spontaneous casters), starting with the lowest level that it can cast (not counting 0 level spells), and you gain 1 PP plus 2 additional PP per spell level above 1st (1 PP for 1st, 3 PP for 2nd, etc). In the case of prepared casters, the target decides which spell it wishes to lose. If the target has any combination of a power point pool, prepared spells, and/or spells available to cast, the target chooses which is drained first. If the target has no power points or spells remaining, this power does nothing. This power cannot raise your PP above your normal maximum.

This power may also drain psi-like abilities and spell-like abilities, but only those with some daily limit (not at-will or constant). As with power points and spells, the lowest equivalent power level or spell level is absorbed first. A psi-like ability or spell-like ability drained this way grants a number of PP equal to a spell of the same level.

Each round, the target may make a Will save to avoid losing any power points, spells, psi-like abilities, or spell-like abilities, and thus deny you gaining power points this round.

You cannot target yourself with this power.

Augment
This power can be augmented in one or more of the following ways.

1. For every 2 power points spent, you may drain 2 additional power points, or begin draining spells one level higher than their lowest level spell (so +2 PP begins with 2nd level spells, +4 PP begins with 3rd level spells, etc), or drain one psi-like ability or spell-like ability one level higher than their lowest level psi-like or spell-like ability (so +2 PP begins with 2nd level abilities, +4 PP begins with 3rd level abilities, etc).
2. For every 4 additional power points spent, you may choose an additional target for this power.

In addition, for every 2 power points spent, increase this powers the saving throw DC by +1.

Drain life probably seems somewhat weak initially, but a number of these powers will actually end up being better because of the in-class talent system that hasn't been added to the class yet (but I do have prototype concepts for each), and the ability to augment it to affect multiple targets means you could potentially begin siphoning a pretty solid amount of Hp from multiple foes as long as your allies can keep your concentration from being interrupted (plus the class will have some talents that improve the amount of healing you gain from (healing) spells and powers when certain conditions are met, and you can expect some talents that improve range and even potency if certain conditions are met; such as a talent that increases the potency of your Drain spells for every affliction spell you have active on the target already, and the ability to swift action curse, which will mean running into a fight and spreading corruption + curse of agony and then following up with Life Drain to begin causing continuous damage while restoring your HP, or if you're fighting lots of fiends or spellcasters, begin devouring their magics to replenish yours).

A number of these powers have a duration of Concentration because I want them to consume your actions while you're using them (further emphasizing that this class is about throwing DoTs onto an enemy and then seeking safety to continue draining them into the ground, if affliction is your thing), and because it makes the warlock a tactical target (since powers with a Concentration duration require Concentration checks to avoid being interrupted) which provides you, the Warlock, with incentive to coordinate with your allies and use your summoned minion for interference/crowd control (even if it's as minor as using your Imp for soft cover at low levels).

Odraude wrote:
I wonder if Ashiel-senpai will notice me...

A wild Odraude appeared! :D


LazarX wrote:
Ashiel wrote:
Aratrok wrote:
magnuskn wrote:
Now that sounds a bit hostile.
Eh. It's part of the deity. He's a god that espouses responsible drinking, when irresponsible drinking and stupid drunken decisions are what gave him his power.
This. :)

We really don't know Caydean's story, or how he passed his test. for all we know he may have been super competent but part of the price of passing was forgetting how he did it.

We don't even have an idea of who or what sets the criterion for passing.

Also keep in mind that I suspect that part of the reason that Caydean advocates responsible drinking is to help enhance the family friendliness of what's supposed to be a "Good" diety.

What we do know is that he got wasted drunk (which is extremely irresponsible) and took a foolish dare, and woke up the next morning as a god, who then professes not to drink irresponsibly.

It's like hearing someone who won the lottery criticizing people who play the lottery. It's like, "Really dude? Really?"


Rathendar wrote:

Maybe he learned from it, and is more responsible as a drinker now?

/duck

What did he learn from it, other than being irresponsible makes you awesome?


Kryzbyn wrote:
Ashiel wrote:
Kryzbyn wrote:

[tease] You know what would be cool! Playing a WoW Warlock in Pathfinder! [/tease]

:)

Here's a preview of some of the power-combos, as I just finished writing the create healthstone power.

** spoiler omitted **...

Sweet! :)

I'll quit bugging you about it for a while ;)

No worries. Keeps me motivated / reminded.


Aratrok wrote:
magnuskn wrote:
Now that sounds a bit hostile.
Eh. It's part of the deity. He's a god that espouses responsible drinking, when irresponsible drinking and stupid drunken decisions are what gave him his power.

This. :)


Tilquinith wrote:

Does anyone else think this is strange? Cayden Cailean, the god of freedom, ale, wine, and bravery. Who is often depicted wearing broken shackles and who is a major opponent of slavery, does not grant access to the Liberation Domain.

Yet, Desna. The goddess of dreams, stars, travelers, and luck. Does grant access to the Liberation Domain.

I think perhaps this may be an overlooked errata, maybe Liberation and Charm between the two of them need to be switched.

Anyone else notice this strangeness?

I dunno, but if I was going to stat out clerics for him, I'd need to homebrew a hypocrisy domain just for him.


4 people marked this as a favorite.
Ssalarn wrote:
LazarX wrote:
Odraude wrote:

Actually, Paizo has psionics in their setting and has said that if they use them, it would have Vancian mechanics in line with Arcane and Divine. And JJ is a huge fan of psionics, so I think it'd be not a matter of "if" but a matter of "when".

.

What JJ is a "fan of" is something he calls psychic magic. Which from the reading of his posts is something far different than the comic book power style of D+D psionics. Different enough that by his statements, psychic magic and traditional SRD psionics could live side by side.

The other thing is that there is no announced development schedule for this material so I wouldn't hold any campaign plans waiting for it to come out.

Erik Mona has talked about a possible Paizo foray into the powers of the mind as being focused on "psychic magic" as well, and has said it will probably be vancian, and probably look more occult and less "crystal punk" than the psionics presented and supported by DSP.

Too late. I've got a tiefling psion in a friend's Rise of the Runelords game (which is now on hiatus) that carries weird fetishes, and her psicrystal (a really small construct) is a...voodoo doll. A voodoo doll that either takes on her damage (via share pain) or inflicts damage on someone else (via forced share pain).

They better try really hard, because it's damn difficult to find a theme that I can't fluff psionics right into quick, fast, and in a hurry. Especially considering psionics is far closer to real life occultism in its depictions than vancian magic ever was. I've studied various traditions of magic to better understand different cultures and in a few cases to understand some friends of a different religion than my own more clearly (as some religious beliefs incorporate willful influence on the world). I can say in good faith that none of the methods that I have read about look like Vancian magic.

I've found that, given psionics' innate fluffability (complete with DSP encouraging you to refluff them even, see spoiler below) makes it far more likely that if I want something that more closely resembles a fantastic version of an existing methodology of magic, I'm probably better off with psionics rather than core magic. That said, I'm a big fan of refluffing all sorts of stuff (having magical fruit that carry potion effects for example, or stone tablets that shatter to release a scroll effect, etc) so it's never bothered me than my psionic tiefling carries around a talking voodoo doll, or that my psionic witch carries around bone fetishes and an athame.

DSP Encourages Refluffing:
Psionics and Crystals

In many parts of this book, references are made to using crystals for psionic purposes. This is done mostly for a stylistic element that ties crystals to mental energy, but it is in no way a rule you must use in your games. Crystals are simply the type of item given in this book, you can use any type of item or concept that fits into the setting of your campaign.

For example, take the psicrystal, a small piece of crystalline rock that talks, crawls, and even manifests powers. Instead of being a piece of crystal, this could be matter drawn from the Ethereal Plane and given form by the subscionscious mind of its owner, taking a form not unlike a homunculus, or resembling a miniature replica of its owner, or even an animated doll.

Similarly, cognizance crystals could instead be created from a special type of liquid that is contained within a mineral which, when processed with special metals and shaped into a disc is able to hold a reservoir of psionic energy.

These are just a tiny sliver of the ways in which you can implement the material side of psionics to fit your game world. Crystals are the option used within this book, they certainly are not the only choice.


Well I'll be... O_o


3 people marked this as a favorite.
Artemis Moonstar wrote:
Which reminds me. Anyone know if DSP has plans for Mythic Psionics?

If DSP did mythic, we might have mythic rules that actually worked. That'd be pretty sweet.


LazarX wrote:
Ashiel wrote:
LazarX wrote:
Ashiel wrote:
Kryzbyn wrote:

[tease] You know what would be cool! Playing a WoW Warlock in Pathfinder! [/tease]

:)

Here's a preview of some of the power-combos, as I just finished writing the create healthstone power.

** spoiler omitted **...

The other option of course is using the old Art Haus WOW OGL material.
I've got the campaign book and the monstrous manual from that line. I wouldn't recommend them all that highly, in all honesty. I liked 'em, but they left much to be desired IMHO.
In my campaign, the Blood Elf Warlock did rather well..... when he wasn't being deliberately insubordinate to high ranking Horde commanders.

Oh I'm not saying the mechanics are unusable or anything, or that you can't have fun with them. Merely that I'd generally prefer to play a tweaked PF rather than what the Warcraft book + Manual of Monsters (or was it Monstrous Manual? I'd need to check my shelf) had to offer. That said, Azeroth is a fun world indeed.

Now if you played the 2e equivalent of the line, where it was the "World of Warcraft" version, it seemed a bit more solid, but I never got the chance to pick the book up and I've only seen some previews and such online (such as a starter adventure and a summary of the basic mechanics and changes from the first campaign book). I just know the first one was kind of odd in places (off the top of my head, the "gladiator" prestige class had no apparent reason to be there other than giving an option to deal x2 Strength when two-handing a weapon :P).

The monster book probably colored my perceptions in a more negative fashion truthfully. A lot of them were just poorly put together, and some of them were just silly (the writeup for the cannonical characters such as The Lich King were generally insanely over the top by comparison to their video game counterparts and what they actually were capable of doing).

That said, if someone finds them on clearance or something, I'd consider giving them a look. They've got some nice fluff and campaign info that you can use with another RPG system. :)


1 person marked this as a favorite.
Anzyr wrote:

Ok, Time for an Anzyr Mini-Guide:

Psionics: How Does It Work?

1. Much like Spellcasters have a caster level, Manifesters have a Manifester Level.

2. Much like spellcasters have spells divided into group ranging from 1st level to 9th level spells, Manifesters have powers grouped from 1st level powers to 9th level powers.

3. Much like spontaneous casters, manifesters can use any power they know. The difference is that spontaneous casters must have a spell level available to cast it, while a manifester must have power points available to cast it.

4. Powers cost a number of power points based on their level. 1st level powers cost 1 PP, 2nd level powers cost 3 PP, 3rd level powers cost 5 pp, 4th level powers cost 7 pp, 5th level powers cost 9 pp, 6th level powers cost 11 pp, 7th level powers cost 13 pp, 8th level powers cost 15 pp, and 9th level powers cost 17 pp.

Check your understanding question: The power point cost of powers goes up by _ pp per level of the power.

A. 2!~

5. Powers have options called augments that change how a power works (increasing its damage dice, save dcs, adding additional targets, etc.) but require a manifester to spend the required number of augment points.

6. You cannot spend more power points on a power then your manifester level. (Ie. a 9th level manifester can spend 9 points. This means they can manifest a 5th level power without augments, or a lower level power that has been augmented up to 9 power points).

7. You cannot spend more power points on a power then your manifester level. Not following this rule is a cause of many people calling Psionics "OP" and bears mentioning twice. Once in bold.

Next time on Anzyr's Mini-Guides:

Psionic Focus and You!

See! I said it only takes like 15 minutes. :P


LazarX wrote:
Ashiel wrote:
Kryzbyn wrote:

[tease] You know what would be cool! Playing a WoW Warlock in Pathfinder! [/tease]

:)

Here's a preview of some of the power-combos, as I just finished writing the create healthstone power.

** spoiler omitted **...

The other option of course is using the old Art Haus WOW OGL material.

I've got the campaign book and the monstrous manual from that line. I wouldn't recommend them all that highly, in all honesty. I liked 'em, but they left much to be desired IMHO.


Kryzbyn wrote:

[tease] You know what would be cool! Playing a WoW Warlock in Pathfinder! [/tease]

:)

Here's a preview of some of the power-combos, as I just finished writing the create healthstone power.

Drain Soul:
Drain Soul
Discipline psychometabolism [affliction]
Level warlock 1
MANIFESTING
Display auditory, material, visual
Manifesting Time 1 standard action
EFFECT
Range short (25 ft. + 5 ft. / level)
Target 1 creature
Duration concentration
Saving Throw Will partial (see text); Power Resistance Yes
Power Points 1

You create a mystic funnel that drains astral energies from your target, slowly unmaking them and condensing the energy into a soul shard. Drain soul deals 2 points of damage per warlock level to the target each round that concentration is maintained. Each round the target may attempt a Will save to negate the damage for that round. Each round that the saving throw is failed, the caster condenses some of the target into a soul shard with an effective worth of 10 gp per hit die of the target. If the target is reduced to 0 or fewer hit points while this spell is still active, the caster creates a soul shard with the sudden rush of fleeing energy.

A soul shard is a crystal formed of astral essences that can be used as a focus component for some forms of magic. The shard has a value of 10 gp per hit die of the creature it was created from and can be consumed as part of casting a spell or manifesting a power in place of material components or focus items of equivalent value. When used as a focus, a soul shard is considered to be worth ten times is usual value (100 gp / HD), but burns out and becomes useless after only one use, requiring a new shard to be used as a focus on the next power. If crystal light is manifested on a soul shard, the light persists for 1 hour per manifester level. Soul shards crack and fade out of existence 24 hours after they are created. A soul shard only works for the caster that created it and as a result has no meaningful trade value.

Once this power is manifested, the caster needn't maintain line of effect to the target, though the power immediately ends if the target is no longer within range of the power relative to the caster.

Augment
This power can be augmented in one or more of the following ways.

1. For every 2 additional power points you spend, increase the damage that this power deals by 1 point per round.
2. For every 2 additional power points you spend, you may increase the number of targets of this power by 1.

In addition, for every 2 PP spent augmenting this power, the saving throw DC increases by +1.

Create Healthstone:
Create Healthstone
Discipline psychometabolism [demonology, healing]
Level warlock 2
MANIFESTING
Display olfactory, visual
Manifesting Time 1 round
EFFECT
Range 0 ft.
Effect 1 heathstone
Duration 24 hours
Saving Throw none; Power Resistance no

The manifester infuses a stone, gem, or crystal with restorative energies that can be used to heal or repair damage to creatures. To create the healthstone, the manifester requires a focus stone, gem, or crystal worth 100 gp for every 5 hit points to be restored by the healthstone, up to 15 hit points.

A healthstone is similar to a magical item once created and can be carried by a creature. As a swift action, the creature bearing the stone can issue a mental command to activate the stone. Upon activation, the bearer heals 5 hit points and the stone burns harmlessly away to nothing. Once healthstone has been used by a creature, the creature cannot benefit from another healthstone for 1 hour.

Healthstones that are not used within 24 hours of their creation burn out and become useless. A healthstone weighs 1 pound.

Augment
For every additional power point you spent augmenting this power, the healthstone heals an additional 5 hit points of damage, but the cost of the focus crystal to be infused increases by 100 gp.


Aranna wrote:
It isn't weaksauce nor will someone do a very good job incorporating psionics on only 15 minutes of reading. Aranna's rule of good game mastery #1: Know the Rules. If you want to incorporate psionics you will need to be well versed NOT JUST on the mechanics involved in spending psi points and manifesting powers BUT you will also need a strong knowledge of all the various powers that will come up in play PC or villain. And if you want to make psionics shine then you will also need to learn all those tricky little bits that you can combo up with psi powers. That's a lot of learning for some GMs who may be happy with things the way they already are.

By this line of reasoning, every time new spells are published the GM suddenly doesn't comprehend magic anymore, since not only does he have to know how magic works, but he must also need strong knowledge of all spells and their combos.

No, I don't think so. All I need to know how magic works is the Magic chapter in the core rulebook, just like all I need to know how Psionics works is the Psionic Powers chapter in the psionics book. From there, I have the needed knowledge to incorporate any power that is published.

Quote:
Take for example how many times people bring up the fact that not knowing the limit to how much you can pump a power breaks the game... That's a lot of GMs and players getting the basic mechanics wrong and I bet they spent far more than 15 minutes on the rules.

I'd be willing to take that bet, especially since the explanation of how augmenting a power (IE - spending more points on the power) explains the limit. In fact, it has never proved anything other than how people won't read rules before they try to pretend to be experts on them.

Quote:
PS: Options are fine... I just prefer tightly themed games. Just a preference it isn't superior just different.

You should probably remove a good half of the core classes and most splat material, including new classes, as there is much overlap between them, only with different mechanics for each.


4 people marked this as a favorite.
Kryzbyn wrote:

[tease] You know what would be cool! Playing a WoW Warlock in Pathfinder! [/tease]

:)

It's not finished, but here's a preview.

Warlock v0.1.1.


Aranna wrote:
I have always said since psionics is better, why not just ditch the spell casting classes and go straight psionics in your games. Which is great in theory... now the hard part; finding a GM that not only hasn't banned psionics but knows them well enough to pull this off. Because that is probably the biggest reason psi gets banned anyway; GMs don't know the new system well enough to incorporate it into their game.

It takes about 15 minutes to become capable of adjudicating psionics, so that's a weaksauce excuse. That said, there's a very good reason that I haven't bothered to just change all my campaigns over to psionics as the only form of magic...because there's not much point in it.

See, yeah, psionics is better balanced than core magic, but if you don't have an issue with core magic, why deny players the ability to use that sort of magic? One of my favorite things about this system is that there is something for everyone. :O

If you like micro-managing your resources and have a "gotta catch 'em all" attitude towards your spells, then wizards are good for you! If you like a smaller list with simplified bookkeeping and decent adaptability, then psions are good for you!

If you like gunslinger casting (IE - spell slots) then you can do that. If you like having a reserve of magical power then you can do that.

One of my friends who doesn't get to play with us anymore (he's in the Army so he's usually everywhere except here) loved playing things like fighters, barbarians, and psions, but couldn't stand playing wizards at all.

Another friend enjoys bards, wizards, and psions.

Another friend still enjoys monks, wizards, and druids.

Another friend still gobbles up all things Dreamscarred (and who can blame him? :P).

Options are good. I find it's just less work for more gain to let everyone have their cake.


Kryzbyn wrote:

[tease] You know what would be cool! Playing a WoW Warlock in Pathfinder! [/tease]

:)

Give me about an hour...


Artemis Moonstar wrote:

People like vampires.

Me? I just love the whole 'leech' character type, though that doesn't sound as cool as "vampire". If I could play a class/race that regains HP, Ki, Spell Slots, or anything I use else by 'leeching' them off the enemy, I'm a happy guy.

Just wish there were more options for that type of character, ya know?

This is the first time I can remember that I've gotten to play a vampire, but yeah, leeching from enemies is tons of fun. It's one of my favorite things about playing my warlock in WoW. DoT, DoT, DoT, DRAIN. :D


1 person marked this as a favorite.
DrDeth wrote:
Ashiel wrote:

I didn't say the system was fatally broken. In fact, I said I like Paladins. I've been GMing for a great Paladin for quite a while. However, a large part of the reason the game has been going so smoothly is because I threw out all the mechanics for the code and such, because they don't work unless you don't follow them.

So then, you have no idea whether or not the RAW code actually cause issues as you don't play with the RAW, but then you blithely dismiss our IRL gaming experiences where we say the RAW does not cause issues at our tables?

At our tables, and apparently at the Devs own tables, the RAW code does not cause issues.

Oh divinity, give me the patience! (>.<)

Let me break this down to be really simple.
1. The Paladin repeatedly broke his code, but never in a way that should make a Paladin fall.
2. I repeatedly ignored the code because to follow the rules in this case would have only caused problems and would have resulted in asinine stupidity.

Ergo, the rule was thrown out/ignored, because it led to stupid places. That is a bad rule. I never said I threw the rules out before, and even if I did, it doesn't take much to see where he would have fallen because the definition of those rules is no less unavailable than originally even if those rules are not in play because they are dumb.

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