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This summer I sat down and read pretty much all of Iain M. Bank's Culture novels (I have not received Excession or Player of Games from the library yet). I was impressed by the novels. I'd read Consider Phlebas a year or so ago and thought it was okay, but wasn't really grabbed by it. Digging back into the series of the books was a very good idea and I'm glad I did it. I've also found that the books tend to get even better on reflection and would highly recommend them to anyone interested in "big idea" speculative fiction.
Also Mistake Not My Current State Of Joshing Gentle Peevishness For The Awesome And Terrible Majesty Of The Towering Seas Of Ire That Are Themselves The Milquetoast Shallows Fringing My Vast Oceans Of Wrath is the best name for a ship.
Owen KC Stephens wrote:
I'd be interested in that. The Paizo Time Dragon is fairly paint-by-numbers, while the RGG Chronal Dragon is one of the best blendings of mechanics with flavour I've seen in the entire game system.
Will McCardell wrote:
Hmm, I have the sneaking suspicion that Endzeitgeist likes this one.
I have no idea why you would say something like that. None at all.
Yeah, the d20pfsrd.com page for the Super Genius Games archetype stuff is not perfect. Ideally, all the other class stuff would be collapsed and only the header that describes how the archetypes are applied + the witch specific stuff would show up. I wasn't able to do this because of the Google Sites limitations on the types of scripting you can put on pages (and didn't know any other advanced html tricks to reproduce the same effect). The end result is you need to do lots of scrolling around to be able to see all the explanations for how things work.
The long and the short of it is, Jayder22 is correct, as is the Archetype table on the Witch page. The archetype table is consistent with the Youxia page, but the information is more spread around because it isn't possible to collapse all the unneeded info on that page.
If anyone has a copy of the bookmarked PDF version of this, I would appreciate a copy. I'm enjoying using it, but there are sections it would be nice to be able to quickly jump to when referencing these rules.
There's already a PFRPG compatible Warlock (different name though). In fact, Endzeitgeist (reviewer extraordinare) called the Ethermancer by Interjection Point Games "the best Warlock currently available for any d20 system". The previous link is for the Kickstarter to expand the existing content and bundle it together in a PFRPG Tome of Magic type collection, which would also feature the best version of the Truenamer, an awesome composer/music based class, and potentially an updated version of shadow magic. The individual reviews (and links to where you can purchase the pdfs) for the Ethermancer (warlock replacement) and it's first expansion are below
For explosive runes/symbol spells, it might be better to have an unused rune/symbol lock out that spell slot/use per day until it is either dismissed/dispelled or activated.
Take a look at Kirthfinder for a fully fleshed out version of this idea. It's an interesting way to spice up the weapons and allow for a broader freedom in what you use depending on your investment level.
I thought of the alchemist, but the big issue I've run into is the lack of a regenerating resource pool and the slot-casting method, which is very different in thematics than a more point-based combined resource pool to better represent the pool of internal energy. If I can figure out some way to allow the alchemist to regenerate their resource pool, some sort of spontaneous casting alchemist with a combined resource pool it could be made to work.
One of the big things I'd love to be able to do is the regenerating common energy pool that powers the various abilities. It really helps with the themeing and the "internal power" characterization of the abilities. Using magic items would make the character more of a gadgeteer/cyborg type character which is very different in theme.
Also, regarding my request for some suggestions on how to build a Mistborn, I'm fine with the character build starting off weak, but I'd like to be able to ramp up to the total badass level eventually. I'm fine with not going quite as far as Vin does towards the very end of the series, but Kelsier's level would be an appropriate level of badassness.
I'd like to play a Aya Brea type character from Parasite Eve 1. The basis of her power is semi-aware mitochondria that allows her to manifest a number of abilities from a pool of energy that recharges over time. The character is generally martial in nature despite the supernatural/extraordinary abilities.
Abilities are the following:
Heal (self-heal, varying strengths depending on energy expenditure)
I'd appreciate any advice on how to build such a character using the Pathfinder rules (no 3pp).
Any high level published adventure (3rd party or not) that successfully deals with the verstility of the high level caster?
Endzeitgeist had good things to say about the following high level adventures:
Rule of Law: Clash of Constructs - a 14-16 investigation adventure
Simon Legrande wrote:
In stories, good authors use foreshadowing and other hints to suggest what might happen or what limits might occur. In that framework, if Plane Shift doesn't work, then the players can recognize that something is strange and it becomes a plot point. If abilities randomly don't work and there has been no foreshadowing, then it is pretty much on a level of a deus ex machina or similar type of storytelling reveal which tend to be very unsatisfying and in a cooperative game setting, feels like the game master is cheating.
Kirth Gersen wrote:
The advantage of following option 3, is it makes the game easier for new players to pick up and easier to GM as well, since you don't have to worry as much about hitting all sorts of landmines that experienced players and GMs know to avoid.
James Jacobs wrote:
How does the paladin work with respect to pantheon worship, or other types of polytheistic worship?
You can also have a Paladin who views Asmodeus's job to be the tempter and jailer of those who are evil or who might do evil. Asmodeus isn't there to be a nice guy, but in the end he still wants the world to continue. Even with the bad parts of Asmodeus, an order of Paladins who worship him could still base their structure around the Lawful parts and basically play the good-cops who work towards a world that will not fall to the temptations of Asmodeus or be sent to him when they die. Asmodeus helps identify and draw the evil out so the Paladins can target them.
Sure, these are non-Golarion interpretations of the god and Paladins, but they seem consistent with how religions have been handled in the real world by worshippers (see Hinduism, Christianity, etc.) where aspects of a god or agents of a god are what would be considered evil in Pathfinder.
From Kirthfinder, here is one way to deal with the Explosive Runes issue, and other glyph type spells:
Most of the Adamant material has problems and the balance tends to be wonky. The Priest is an exception and is generally seen to be fairly well balanced. RGG/SGG and Dreamscarred material tends to be well balanced. Rite, Tricky Owlbear and Kobold Press are a bit closer to the Paizo level of balance, but also have a lot of cool stuff.
James Jacobs wrote:
This thread is in the rules section. I figured the OP was looking for some guidance as to how the situation could be handled from a rules perspective and not necessarily the Golarion setting.
That aside, the Paladins of Asmodeus might be exactly what the OP was looking for in a game set in Golarion. It may not be canon, but each player's game does not have to follow the canon setting and it might provide some inspiring material that would be useful for the OP's game, even if it does take place in Golarion.
Why care if Paizo later walked it back as not being canon for Golarion? It provided an in-game rationale for paladins of an evil god. Probably not the one I would have gone with, but one that works with the rules. If the OP is looking for a precedent as to how this can be handled, rules-wise, it is a good place to start.
I notice that Create Demiplane bases the amount of volume created on an equation that uses caster level. How high can we get the caster level of a level 20 character who can cast a version of the Create Demiplane spells?
I could see a paladin worshipping an evil god, while not falling. Basically, the Paladin would strive towards the Lawful Good interpretation of an evil deity's portfollio, while the god they worship is there to act as the jailkeeper/punisher for those who fail to live up to the ideals. This obviously wouldn't work for every evil deity, but you can totally set up a good cop/bad cop arrangement.
To use a real-world example, in some biblical writings/apocrypha Satan/Lucifer plays the role of the punisher and the one who tries to tempt those with evil tendencies.
The Relluk entry on d20pfsrd.com produced one of my favourite fan responses. Quoted below:
I'm saying that an intelligent adult made the unfortunate mistake of assuming that Pathfinder players and GMs would be able to extrapolate meaning from context.
So, an argument of authorial/editorial incompetence? Wouldn't it be simpler to just assume that the author wrote what they actually meant?
From the first edition Fiend Folio:
Guardian Familiars - cat guardians of treasure or sites that have nine lives and come back more powerful each time.
Hellcats - The familiars of devils. Yes, that's right, in this game you can descend into the Abyss and find a demon stroking a cat. It's immune to non-magical weapons and like real-world cats is immune to any form of mind-control. In exchange for its service, the hellcat demands one human victim sacrificed to it per week. Also, if it meets a more powerful LE critter, it'll totally abandon you and serve them instead.
Khargra - Fishlike creature that lives on the elemental plane of earth and burrows through the ground eating gems and high-grade ores. Likes refined metal too. Infestations can be spotted by the slag-droppings they leave behind.
So, what metamagics have effects you might want, but the increased caster level means that it is generally not worth the higher level spell slot required to use?
Also, Paragon Surge + Sacred Geometry seems like a fun combo.
One combo that also seems interesting is Umbral Spell + Shadow Grasp which turns every spell into a pseudo Black Tentacles spell.
Interjection Games wrote:
Yeah, Endzeitgeist gave it a glowing review. It's on my list of classes to check out.
Also, the Ethermancer was reviewed by Endzeitgeist as being the best iteration of the warlock in any d20 system.
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.
James Jacobs wrote:
Thanks for the response James. It was very informative. It sounds like for future playtests it is very important to stress test the system over the entire level range with a focus on probability of success, relative effectiveness of choices, etc. It's unfortunate the system didn't work out as well as you hoped for the Mythic ruleset.
Exactly. They are okayish at killing things, but it'd be nice if the class provided some ways of interacting with the other portions of the game and to not leave it all on the thespian skills of the player.
Possibly. You'd still pick up the immunities, protective aura, senses (including true sight), flight, DR, resistances, and access to the feats (not all, but some). You might also get the Slaying Arrow Su ability, since the effect is automatic, which suggests that it is not an activated ability.
Either way, it'd be great if we had some insight as to what you get from a Simulacrum. A template or more explicit guidelines would go a long way to reducing the confusing and abuseability of this spell.