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Mark Seifter wrote:
That's actually pretty awesome. Maybe we can reverse engineer this for the spellblade to make it suck less. :)
Ugh, so it likely has the same wording as the spellblade's Force Athame ability. You can spell combat, or two-weapon fight, but not both at the same time.
At least the mindblade doesn't give up spellstrike.
Mark Seifter wrote:
Hm... Wonder if I can wangle Kinetic Chirurgeon to be geokineticist or pyrokineticist as well. Might have to do some reverse-engineering.
Golden Sun references!
Barachiel Shina wrote:
But they aren't benders. At all. Unless you plan to houserule that they're also monks.
Mark Seifter wrote:
This definitely sounds like something that should be included in the next printing of the CRB, since you just changed the drawing a weapon and sheathing a weapon actions to make them two sides of the same coin.
I've been saying since the beginning that kineticist feels more like Golden Sun than Avatar to me. >.> If you can actually still use your powers and wield melee weapons in combat, it WILL be Golden Sun.
Sgt Spectre wrote:
It's a bastard sword rapier. It can be used with weapon finesse only if you have the exotic weapon proficiency feat, but once you have that you can use weapon finesse with it in one or two hands. You may have missed that part.
As far as Bladebound goes, no, he can't. But the fact that the Blade Adept arcanist ignores that is dumb, and it's not a bad houserule to allow Bladebound magi to take any one-handed piercing or slashing weapon within reason as their black blade.
I've said this in other threads, but I'll say it again: We'll probably never get more aeons and the role of the de-facto neutral outsider race has been given to the psychopomps because James Jacobs said in his thread that after thinking about it he didn't like them and that because of their innate bipolarity, it was hard to quantify them as friend or foe for both player and GM.
Pretty sure Erik said that the errata would be out "by the end of GenCon." I would pretty much take that as "We're releasing this at GenCon", since there has been no news about it other than "It's coming."
Derek Vande Brake wrote:
1. Fast healing and regen would do both at once, just like magical healing. If a creature with fast healing 5 has 10 lethal and 10 non-lethal, they'd heal that in two rounds.
2. That one I'm not sure about.
Ever tried swimming in stormy waters? This would be the equivalent of that. It's incredibly hard; the water of the orb is constantly churning and beating you into different directions. If I were GM I'd consider giving you a bonus to your Reflex save thanks to your swim speed, but you still need to make the Reflex save to get out.
If Unchained is anything to go by, they can't use Spell Sunder now either. :P
I'm going to have to side with Puna'chong on this one. You could even go so far as to set it, the pilfered things, out for him. The easiest way to the teach someone is through your kind actions, punishment and words mean little to one who doesn't choose to listen. If him stealing is them problem, give him permission then he isn't stealing. You show him that you respect him in order to teach him respect. This could be a very nice in character roleplaying opportunity.
...Wha... No. You don't enable thieves. What you just described is probably the most passive-aggressive thing I've read in this thread so far. If the player playing the wizard is actively trying to be the sneak-thief mage, enabling him isn't going to make him change, it's going to escalate things.
That sweet potion that the paladin got that would be totally useful when his guts are hanging out? Yeah, wizard drank it when he got a scrape. That rare religious treasure the paladin recovered and intends to either donate or sell to his church for a fair price? Yeah, that baby's going on the black market and the proceeds are going to the wizard. Anything of value or note? Wizard took it.
As mourge40k mentioned, this wizard is doing a bad rogue impression, and needs to learn the #1 rule of being a thief: DON'T STEAL FROM THE PARTY.
Quite honestly, you shouldn't have agreed to write a level 10 game (Campaign is a strong word) featuring a system you have no knowledge about at a level where most characters, especially ones with magic/psionics are getting into the swing of having tons of powers.
It quite frankly sounds like this other GM who 'bribed' you into doing another game isn't interested in whatever story you're going to come up with; he's only interested in seeing how high his damage numbers go and how much of a bad ass he can be by gaming the GM with his superior system knowledge.
I would personally say that not needing to breathe is not the same as being able to breathe water. If you try to speak, you need to breathe. You can't suddenly start vocalizing verbal components underwater if you can't breathe water, or you'll very obviously start sucking down water and potentially drowning.
Much like if you were in space, you'd need either Silent Spell or to be surrounded in a bubble of air, since there's no sound in space.
He already has that in Inner Sea Gods, his religious-themed weapon is a rapier with a beer mug for a hilt with a hole in the side to put your hand.
Milo v3 wrote:
Well, to be fair, that was their entire reasoning for not doing actual psionics, because Dreamscarred Press basically covered everything for them.
Vigilante sounds like a specialized rogue, honestly.
Hell's Vengeance sounds like a lot of fun, but whether or not it will sell well is a bit up in the air. I'm sure there are lots of GMs who absolutely balk at the idea of letting players indulge their less than good sides. I certainly hope it doesn't flop like Wrath of the Righteous did.
Ultimate Intrigue sounds like fun. Now people can finally do an urban intrigue game justice. Hell's Rebels, maybe? :D