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I like this advice, particularly about character flaws; look up "human" in the dictionary, and you'll see that one of its definitions is "flawed".
I used to game with a guy whose characters has no flaws and always made the right choice. No weakness, strong mentally and physically. Boring! My counterpoint to his characters was to play characters who might be stubborn, secretive, self conscious, alcoholic, irresponsible, oblivious, obnoxious, without ambition, secretly evil, clumsy, suspicious of gnomes, excessive, womanizing, or rude. I mean, not all at once, but there was always a fatal flaw or quirk. It's one thing to provide color to the story, and another to be a liability to the group.
Think about where the character came from and where he or she wants to go (not just geographically). He should have a past, motivations, some secrets, a personality flaw or two, and there should be situations that can make him behave in seldom seen ways. If it helps, write it all down and use a campaign setting book to get some extra details. Adopting a voice often helps.
The thing about role playing that is the most fun is being someone who is different from yourself. You will always shine through of course, but remember that you are pretending to be a different person. How is this person fundamentally different from you? Choose something about yourself and change it while you role play. Heck, you can make it the opposite if you like.
I played a Pathfinder barbarian from 1st to 10th level, and was the party's frontline warrior the entire time. At low levels I ran out of hitpoints pretty often. Later on, when I was able to boost my AC with every magic item and feat I could get my hands on, my abunadance of hit points became less important. You still need to be able to deal damage though, so plan on burning through your wealth often.
How the basic class features work needs clarification. Some of the details are left to the imagination.
Extra standards can be dangerous, yes, but this class lacks spell casting. I am not flat out saying no to your idea, but I don't think thats a strong example of abuse. As the creator of this I have some blinders on, but I imagine it being used for weapon attacks, magic items, and certain skills. Can you think of abuses other than spell casting?
I think I will use your second suggestion. I already planned on having an uncanny ability that eliminates the penalty, so its not a big stretch.
Here is my beginning of the dynamo. Full BAB, good Ref & Will.
Celerity (Ex): A dynamo gains a pool of celerity points equal to his level + his Constitution modifier (minimum 1) that he can spend to perform acts of celerity. He cannot spend points if he is exhausted or fatigued. As long as he has at least 1 point remaining in this pool, he gains a +2 bonus to initiative checks. This pool of points replenish once per day after 8 hours of rest. These hours need not be consecutive. Most acts of celerity cost one point of celerity (1CP), but others require spending more.
-As a free action, the dynamo gains a +2 bonus to ability checks, attack, AC, damage rolls, saving throws, and skill checks, and a +10 foot bonus to his base speed. These bonuses last until the start of his next turn. At 8th and 16 level, the bonus increases by +1, and his bonus to base speed increases by +5. (1CP)
-Beginning at 5th level, a dynamo can use a move action as a swift action. (1CP)
-Beginning at 9th level, a dynamo can use a standard action as a move action.
-Beginning at 13th level, as a swift action action, he gains use of the pounce special ability until the end of his turn. (1CP)
-Beginning at 17th level,
Upper Hand (Ex): A dynamo adds his level to damage rolls against flat-footed creatures. During the first round of combat, as a swift action, he can draw or pick an item or weapon, or he can move half his speed.
Uncanny Ability (Ex): As a dynamo gains experience, he learns a number of talents that grant him special abilities. At 2nd level and every two levels thereafter, he gains an uncanny ability of his choice that he qualifies for (see below). A dynamo cannot select an individual uncanny ability more than once. At 6th level and every four levels thereafter, he can choose to lose one uncanny ability he has learned, and learn another that he qualifies for in it's place. He cannot lose an uncanny ability that is the prerequisite for another he possesses.
Flurry (Ex): Beginning at 3rd level, when making a full-attack action, a dynamo can make one additional attack. Each attack roll suffers a -2 penalty. If the additional attacks is made with a weapon wielded in two hands, it suffers an additional -2 penalty. The additional attacks cannot be made with natural weapons. This ability is not cumulative with effects such as the spell haste or the speed weapons enhancement.
i would like to simulate arrows lodging themselves into player and enemy characters when hit but cannot find any rules on it
The "energy guy" would be a non-caster. Its all supernatural abilities and martial stuff. Yes its all pretty vague, but that was on purpose to allow building all manner of "energy guys". I suppose I'll need to post something for actual critique.
So I'm working on two classes and I'm having a lot of trouble. I write, delete, and rewrite. I'm not posting the two because I'm stuck and not happy with them. Last year I wasn't in an active group and did not have this problem. Now that I've been playing again for the last three months it has been harder. Anyhow, I'm going to post the general ideas of each class and would like suggestions on what such a class should be capable of how you would go about it.
A note: A began both of these classes at a rather slow pace some time ago, but a few weeks ago started playing the lego marvel superheroes game, and that has been an inspiration - originally subconsciously but later consciously.
Obviously, I want to include bonuses to initiative, base speed, attack, AC, etc. (much like a haste spell). I also have an ability called Flurry, which is like Rapid Shot, but for any weapon and whose penalties stack with other abilities that grant extra attacks. He will also get an "uncanny ability" every other level reflecting specific talents.
Two mechanics I am toying with. The first is a rounds based and represents how much time per day can be spent in a heightened state. The other is a point pool wherein of superhuman speed can be can be performed X many times per day.
ENERGY BASED CLASS
At lower levels, he can wreath a weapon in fire or shoot arrows of lightning (D&D cartoon?) or make his attacks particularly deadly to undead. Later he can launch rays or blasts like a fireball or wreath his body in energy. Along the way he might pick up talents like flight, regeneration, and other abilities. He can spread out into many energies or specialize in one or two.
The character might end up looking like Iceman, the Human Torch, or Storm, but could also resemble a spell caster who wields various energies.
You have some great ideas, and what I am suggesting is changing the core mechanic for the better IMO. You have maniplations, flairs, and some other features. They all reference and use strings, but you haven't really defined strings, except in the manipulations feature.
If these things all use strings, I feel that it would be best that strings are the core mechanic - instead of manipulations - and have all of the other abilities build off of that. Strings by themselves could have a limited effect but have unlimited use, with about the potency of a cantrip. All other class features would rely of the general rules set forth in strings.
Once the core mechanic is set, you are free to leet your imagination fly elsewhere without needing to redefine things is one class feature when you make a change to another. It would also be helpful if you decided to make archetypes. Perhaps one retains strings but looses manipulations. Crazy example, I know, but Spiderman will thank you. :)
Anyhow, just trying to be helpful.
In 27 years I have TPKs my party 3 times.
1) I was a teenager and a girl I liked showed up to hang out. I TPK'd the two players so the game would be finished. Ah, youthful desperation. It was a one-off anyways. I don't remember much detail from those days. (2e)
2) The party managed to get themselved killed during the final session of Expedition to the Demonweb Pits. Who enters the hall of a demon prince as an ambassador and immediately starts attacking everything in sight? Jeez... Prior to that four PCs had been killed, which is very high for me. (3.5e)
3) In a homebrew I had been running for a dozen sessions or so, the party got themselves killed by a huge carniverous plant that was designed to simply drain resources. It was a tough fight, but they did not use a magic item I had given them specifically for the purpose of defeating the plant, and they did not use many of their most powerful abilities. I hadn't killed anyone up until that point, and the DM I took the campaign over from killed a couple PCs every character level.(4e)
However, I have mostly played in the last ten years, and my most frequent DM/GM almost never kills players. That is, until we began S&S and on average one PC dies per character level.
You mention in the document having several strings attached a target, but the limited uses and the standard action would make that hard to do. Have you considered changing the act of launching a string at a target so that it doesn't expend a manipulation? What I'm getting at is separating the strings mechanic from the manipulation mechanic.
The puppet strings ability would allow the puppeteer to lauch one or more strings at a time. The more he launches, the less accurate he is, but he might land multiple. Maybe each strings costs him a hit point or something.
Once a string is landed, he is ready to activate other abilities through it.
The more I think about this, the more I'm starting to visualize Spiderman. :)
I would allow a combo of fighting defensively and a combat maneuver, but only if the combat maneuver can be performed in place of an attack. Each specific combat maneuver states if it can be performed in place of an attack or if it requires its own special action (usually a standard action). While typing this, I'm looking at the rules for combat maneuvers on d20srd.com. By my understanding, allowing a combat maneuver that requires it's own standard action to be combined with fighting defensively would be a house rule.
As mad alchemist was saying, expand on what the hair can do. Maybe it can hold items (not wield), pick up items within reach, help with climb checks. It doesn't have to do a ton, but making it versatile will add to what can be done at 1st level. You have included some abilities that let the witch perform more specialized tasks with the hair. What if, without those hexes, the hair can be used as a clumsy hand with a -5 penalty?
Claude, standard animal companions do not qualify for such feats. Animal companions with an Intelligence of 3 or more are an exception. There are exceptions to many general rules, but the OP has given no indication that he has an ability that make an exception. You and I both understand the rule, but have different ways of organizing the information in our heads.
Thorin if I understand your statement correctly, then I do not agree. Some combat maneuvers are standard actions, some are used in place of an attack. Aid another is a standard action unless you have an ability to make it otherwise. Another exception.
I've never read up on the archetype but this looks unteresting. I'm not sure how to address the class as a whole, so I will address some specific points.
SWIFT OR IMMEDIATE
7 is a definite no, unless the animal companion has an Intelligence of 3 or higher. Why would I assume that it does?
Change what you like. Glad some of it was helpful. I realize now some of it is wrong because it doesn't take into account all of the other class features.
The only other suggestion I had was that there were one or more manipulations that all puppeteers had access to. Something with a very general use. This would reduce the number gained from mastery, but that's how I would go about it.
I'll get around to looking at some other features soon.
Manipulation (Su): A puppeteer can creates barely visible ethereal strings that extend from his fingertips to affect the world around him. As a standard action, he can make an incorporeal ranged touch attack against a creature or object up to 30 feet away from him. If the attack succeeds, he can use a manipulation he knows. The manipulations he can use depend on the Mastery he choses. Additionally, some Flairs affect the way manipulations work. If the attack misses, the manipulation is not wasted. The puppeteer can use his manipulations a number of times per day equal to 1/2 his level + his Charisma modifier.
When he begins a manipulation, the target must be within range. If the target is ever more than twice his range, the strings snap and the manipulation ends. A puppeteer's manipulation remains active for as long as he concentrates (as though it were a spell). He can end a manipulation as a free action. String cannot pass through force effects (such as a wall of force), but can wrap around them. Each string has a number of hit point equal to the puppeteer's level + his Charisma modifier. If reduced to zero hit points, the string is severed and the manipulation ends. Only attacks that can affect ethereal objects normally (such as such as force effects) can target the strings. A string is also damaged if the target is protected by an abjuration effect that deals damage and is immediately severed if the target is under the effect of an abjuration that prevents interplanar travel.
A puppeteer must have at least one hand free to use this ability and to continue to concentrate on it. Beginning at 4th level a puppeteer with two hands free can concentration can concentrate on a manipulation as a move action. Beginning at 8th level, a puppeteer with one hand free can concentrate on a manipulation as a move action. Beginning at 12th level a puppeteer with two hands free can concentration can concentrate on a manipulation as a swift action. Beginning at 16th level a puppeteer with two hands free can concentration can concentrate on a manipulation as a swift action. The Difficulty Class of any saving throw allowed by a puppeteer’s manipulation is 10 + 1/2 the puppeteer’s level + his Charisma modifier.
Killing the NPC wasn't neccessary, at least as far as I can gather from your original post, but I wasn't there. Maybe a better course of action would have been to beat the tar out him, or give him a few knocks and scare the hell out of him. But you conspired with another PC to murder and then took steps to cover it up.
Second, I'm not sure how much you know actually read up on Gozreh. Yes she/he is a nature deity whose portfolio includes animals, but his/her primary focus in on the sea and the sky but not neccessarily the creatures that like in them. I mean, a gorilla doesn't like in either one of those places. I'm not sure retaliation for mistreating circus animals is normal for followers of the diety.
But you can turn into some good (not in the alignment sense). Your character snapped and did some bad things. Is this foreshadowing of other deeds to come? Or will your character regret the choices and behave differently in the future? I mean, the worse thing you the player could do is to carry on like it never happened. You role-played leading up to it, so now role-play the aftermath.
For writing content for Pathfinder, I recommend just writing new archetypes. Get a feel for what has been done before and find a niche to itch. Like any skill, you get better at it the more you do it.
This would be a great way to start. Its less ambitious than a full-on class, but it will be easier to write something that is actually good if you can focus on a few class features rather than 20 levels of them.
And as everyone is saying, it is hard. I've designed classes, magic items, playable races, monsters, and feats, plus I've written adventures. Its taken me over a decade to develop whatever amount I skill I might have. And while *I* really like what I create, all evidence from my peers indicates that I have a great deal more learning to do.
I think the OP is getting at class features that add to being a party face, not just skills. Honestly, I don't think this kind of class is needed though. Being a party face has more to do with willingness to take on the role, and willingness/ability to role-play. Your skills just back up your words when trying to get NPCs to behave a certain way (depends on the GM though).
Backhandedness not intention. I looked at it the day you posted it and wasn't into it. Yesterday I looked again and felt differently. If it is exactly the same both times then I do not remember it being so. Maybe my perspective changed.
The mention of bard was due to your opening sentence. I took that as an intentional comparison on your part.
Using dexterity for string attacks makes it no more MAD than any other class with ranged attacks. Spellcasters who want to avoid save DCs use touch attacks. Those who don't want to be in melee use ranged touch attacks.
I will post my wording suggestions for Manipulations when I have more time to sit down and type.
Darksol the Painbringer wrote:
Even so, why would a crafter that, if it weren't for somebody personal, such as a family member, friend, etc. actually hurt their business by crafting for what is essentially a cheaper price? If they did, they certainly wouldn't be selling it for cheaper, especially by RAW. On top of that, the crafter would rather not have stuff be personalized to a person so that the thieves of the world stealing the...
There's a funny scene in the movie Clerks that pertains to this. It discusses contractor ethics, and the construction workers still on board the second Death Star when it was destroyed by the "good guys".
I've been holding off responding to this one. I had to decide if I liked it or not, and as of this morning I do. I don't remember what it looked like when it was first posted, but the presentation is great. Easy to read. What put me off originally was that its kind of a complicated class. I think you have cleaned that up some though. You need, so that the complicated bits are easier to understand.
As far as the wording goes, I would go back to the drawing board. Copy and paste from existing rules, then make modifications. This lets the reader know that the mechanic works similarly to what they already know. As written, it takes some work to understand.
I would remove the undead stuff from the dominion mystery, and replace it with more charm related stuff. You already have an undead-themed mystery.