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Wishcraft caster

Cyrad's page

RPG Superstar 2014 Star Voter. Pathfinder Society Member. 1,254 posts (1,425 including aliases). 7 reviews. No lists. No wishlists. 1 Pathfinder Society character. 1 alias.


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I like to imagine conjuration as fundamentally a school of transportation. When you conjure a chair, you're not actually creating a chair from nothing. That chair already existed somewhere in the multiverse from one of the infinite number of planes/demiplanes. Your spell merely teleports a chair of your description to you. This makes sense because of the following.

1) It explains why spells of creation fall into the same category as summoning and planar travel. They all work the same way.

2) It explains why created items disappear after a duration. After the duration, the item returns to its normal location.

3) GameMastery Guide illustrates there exists an infinite number of unusual demiplanes, giving the demiplane of cats and the demiplane of sentient tumors as explicit examples. There might be a demiplane for anything a conjurer "creates."

4) There's a god that owns a vault filled with a copy of every item in the multiverse.

I also had fun thoughts of polymorph spells working like this, too. When you transform, you're actually swapping bodies with something else in the multiverse.


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Aratrok wrote:
You could just make healing spells Necromancy, like they used to be. Having them be Conjuration doesn't make much sense anyway.

I'm guessing that you're "conjuring flesh" onto someone's body, but I totally agree. The staple spells for keeping people alive should belong to the school dedicated to life and death. Conjuration has too many nice toys.

Gulian wrote:

Why not? You conjure positive energy from the positive energy plane.

Necromancy healing sounds cool and nasty.

With that logic, it should be evocation because you're invoking energy. Also not a bad idea.


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Nicos wrote:

Aka, a 19th level pathfinder wizard with at least full WBL, how would you use PF rules to...

(a) Achieve inmortatlity?
(b) Conquer the river kindoms?
(c) Eventualy Conquer Golarion?

Disclaimer: This post was made with total Ignorance of relevant information in AP, single adnvetures or PF tales.

I based the latter half of my campaign by answering the question "What would I do if I was Razmir?"


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I think there's already been discussions about this.

EDIT: Pardon my rudeness. I am a very sleepy man today.

Cannibalizing 5e

Lessons for 2nd Edition


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Wouldn't be too hard to homebrew one.
1) Magus gains spontaneous casting using Charisma and the bard's spell progression.
2) Magus uses Charisma instead of Intelligence for magus arcana and similar magus class features that rely on Intelligence.
3) Replace spell recall and improved spell recall. I hate to do this for archetype reasons, but this cannot be avoided since improved spell recall won't work at all with spontaneous casting.

René P wrote:
The Eldritch Scion from the Advanced Class Guide! Thanks Paizo!

I wrote a small essay explaining why that archetype is so bad.


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Why's this in the homebrew section?

I have nothing against people who want to enjoy epic levels, but I'm very happy with the way Paizo has handled it with mythic rules. I'm also not keen on true gods getting statted. I like having my gods remain gods. If people want to run campaigns where players become true gods and interact with other true gods, I don't think merely extending the character level cap would do it justice. Such a campaign would likely require a completely different rule set to support divine and extraplanar politics. Ones that involve establishing your religion, advanced social encounters with divine beings, influencing mortals, shaping entire civilizations and worlds. This is not something that suits the basic D&D/PF rule set, which is built more for adventuring and combat.


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Ciaran Barnes wrote:
A sentient plant creature bent on revenge looks for patches of sleeping humans and chooses one with the biggest, roundest head. He cuts it off at the neck-vine and brings it home. After some refrshments, the plant creature opens the top, scrapes out the gooey insides, mutilates the face, and lights the inside on fire. How will the PCs track down this monster?

Thanks to your successful Linguistics check, you manage to decipher the incoherent babble of the local townsfolk, who report that the last victim was a small child found dead this morning in the pumpkin patch and wrapped up in a blue blanket.


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I studied the Deific Obedience boons for the purpose of homebrewing my race's goddess. Perhaps my notes could be of use?

Deific Obedience Designer Notes:
The obedience boon is usually a +4 sacred/profane bonus to a skill. If the skill has a high value (like Perception), it gives a +2 bonus instead. With some boons, the bonus applies to a second, low value skill like Appraise or Knowledge (nobility). Some boons will grant you a +4 bonus to saves against certain effects. Others will grant you a +1 caster level on certain effects
The prestige class boons vary in theme. The exalted boons usually benefit a spellcaster, particularly a cleric. Sentinel boons usually benefit a fighting character. Evangelist boons seem designed to benefit a general character that might not be a wizard or cleric. Some evangelist boons will directly benefit a class feature from one of the listed required aligned classes listed in the evangelist description. For example, Lamashtu’s second boon affects a summoner eidolon. These boons offer alternate effects for those without the required class feature.
The first boon grants to cast either a 1st-level spell three times per day, a 2nd-level spell twice per day, or a third-level spell once per day as spell-like abilities.
The second boon is a special ability that’s roughly on par with a 5th level spell cast once per day. Some are buffs or allow you to change how a spell or class feature work. Buffs usually last a number of rounds equal to 1 + 1 per 4 HD.
The third boon is roughly on par with an 8th level spell cast once per day. In fact, many of them are spells with mechanical differences thematic for the god. Some will summon a particular creature native to the god’s realm, which last 1 minute per HD, allow telepathic communication at 100 feet, and can be commanded. However, they won’t follow any command that violates its alignment and service to the god. In fact, they may even attack you. See Sarenrae’s angelic ally.


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Snorb wrote:
Cyrad wrote:
TarSpartan wrote:
I am having "Ultima: Exodus" flashbacks while reading this thread. You know, fight the old woman running the shop for her gold (usually taking her out in one hit), then leave town before the town guards find you? Or am I the only one who played that way?
I can only think of Ultima: Ascension, the game where unarmed shirtless guys will pick a fight with you, the demigod messiah visibly armed and armored with magical gear, and be turned into a pile of gore. And then there's the kid that can cast fire balls when magic supposedly doesn't work such that even the god of magic (you) cannot cast fireballs.
I assure you, not only were you NOT the only person who played Ultima III (or IV!) that way, you aren't playing an Ultima game right if you aren't butchering townsfolk for gold and ducking out of town before the guards decide to put the hurt on you (and doing some ridiculously easy stuff in IV to ease the karma penalties.) =p

It doesn't help that the creator of the Ultima series has said in an interview that he created a tradition of putting scenarios of obligated child slaying in the games just to troll the player.


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Have an opponent that is the sword. He is either a warrior that has fallen in battle but whose lust for battle proved too much for his spirit to rest. Or, it is a blade imbued with the spirit of battle by Gorum. On his journey, the magus discovers a stone illuminated by the sun rise with a haggard sword embedded within (like Gorum's holy symbol), surrounded by the decayed remains of what was once a great battle. When he reaches for the sword, the spirit of the sword greets him and challenges him to a duel for the glory of Gorum. Upon his defeat, the spirit agrees to join the magus on his quest and spread Gorum's will together.

The spirit would either be a swashbuckler, a warpriest, a fighter, or barbarian of 3rd level with NPC gear.


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Rabbiteconomist wrote:
The respective aging/hunger/thirst catch-up with Pathfinder timeless planes is different from 3.5, which did not feature this. I had overlooked this difference until this forum thread. So I now ask, would it even be possible for things to invade (such as Githyanki) from the astral plane in pathfinder? Githyanki must also lay their eggs in the prime material plane since they don't have normal metabolic functions there in the astral. Would "Natives" of the Astral Plane be immune to this catch - up effect?

Outsiders are not mortals. Many of them used to be mortals or some other lesser type of existence before becoming what they are. They don't even need to breathe or eat, so timeless planes mean nothing to them. Outsiders native to the Material Plane serve as the exception and function the same way as any other mortal. Material plane outsiders have a lifespan and likely become true outsiders after death.

But the Astral Plane would make an interesting place for a villain to reside to cheat death. He would have to recruit followers to do his bidding, though.

I had Fridge Horror about the timeless nature of the Astral Plane. I have a cute kitsune witch with a kitten familiar named Elle. The witch loves Elle and considers her a best friend. Elle likes the witch's bag of holding (provided the bag is open so air can come inside), but then I thought what would happen if someone punctured the bag with Elle inside of it. Elle would be sucked into the Astral Plane and made to float aimlessly in a void. The witch would have no way to reliably locate Elle -- it would be like searching for something lost in a sea bigger than the entire universe. The witch would be in a position where she must either abandon her search for Elle or lose all of her spellcasting for the rest of her life, constantly feeling the fear and loneliness her familiar has. Eventually, she'd have to make that difficult choice to get another familiar. In doing so, Elle would feel her intelligence fading away. At that point, she would realize that all hope of rescue is lost. And so, Elle would become nothing more than a confused kitten mewing desperately into the voice for all eternity, abandoned by her best friend, never dying, cold and lonely forever.

After that thought, the witch never allows Elle to sleep in her bag of holding...


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haruhiko88 wrote:
Cyrad wrote:
haruhiko88 wrote:
I use a majority of paizo material so just about every class minus the magus and summoner are allowed at my tables. As for races I look at where my campaign will take place and pick races from those regions. For example for Skull & Shackles which I run I go with core + 2 variety of skinwalker, tengu, and vanara. I haven't had any complaints especially since I have a few more house rules that I apply.
Out of curiosity, why the magus? I haven't had much problems with them aside from the bladebound getting a free scaling weapon.
I haven't been able to get to a proper computer since Friday so I'll answer this now. I personally dislike how the magus works within a party. I love the idea behind the class (back in 2e I played a lot of elven fighter/mages), but I do not like how it was implemented.

I'm rather interested in hearing you elaborate on that (perhaps in an IM). I'm a magus fanboy, but I always like hearing how something can be improved. In terms of roles in a party, I tend to play my magi as a wizard substitute or as a rogue. I scout ahead, examine magical doodads, assassinate priority targets, and assist the fighter.


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Bookrat, even colonial period firearms weren't capable of reliably penetrating armor. Even with our modern weapons, we still need high caliber firearms to take down big game. The problem is that instead of having the goal of making a realistic portrayal of firearms or a fantastical fun portral of firearms, Paizo straddled a midpoint, which resulted in a broken, unfun weapon rules. Touch attacks are a flawed concept because every monster relies on natural armor. Touch attacks were originally designed to help mages hit with spells -- and they gave them to a full BAB class that can stack Dexterity.

Kain Darkwind wrote:

It is not that the gunslinger is overpowered. It is that it does not make sense for a gun to ignore all armor and natural armor, regardless of its value. You could have a planet sized turtle with natural armor +20000 and the most basic of basic pistols still ignores it. That's...not how guns actually work. And they never have.

Cyrad, how have you found your house rules to work?

So far, the gunslinger in my campaign has found my house ruled firearms much more enjoyable. He hasn't made use of his new deeds yet, but his DPR has noticably increased.


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RDM42 wrote:
Cyrad wrote:
RDM42 wrote:

There are, however, restrictions that aren't possible to compromise. If dwarves don't exist, then there is a binary state: they do or they do not, there is no "try". If you reflect a dwarfs stats as a non dwarf, it isn't a dwarf. You can't be "sorta" pregnant; you are or you are not. And if you are coming into a campaign that has preset limits on it, the onus of compromise lies upon the person trying to go against them.

Then you find out why the player wants to play a dwarf and work with him such that he can still play his character concept in a way non-disruptive to your campaign such that he is technically not a dwarf.

In which case ... The ban on dwarves is still there. I still said "no dwarves" and lo, there were verily no dwarves.

Finding a different thing that gives you what you are looking for is not actually playing something which is banned; nor really is it even compromising - because in that case if they had come around with this non dwarven thing with some dwarf like characteristics which already were available to him anyway, then I would have had no objection whatsoever anyway.

You're arguing semantics here, which doesn't contribute anything to the conversation. My point is that a GM and a player can work together to create the character concept that the player wants to play while not disrupting the campaign. Additionally, content can be refluffed or houseruled to work. For this reason, I don't just issue a blanket ban.


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RDM42 wrote:
Cyrad wrote:

I don't ban disruptive content. I ban disruptive players.

I can compromise. I can refluff inappropriate material. I can house rule fixes for imbalanced or broken content. But if I cannot trust a player enough to make non-disruptive character, then that player does not belong at my table.

But an inappropriate race/class can be a disruptive character, depending on the setting. In Athas, a normal mage without the preserver/defiler mechanic would be disruptive. Disruptive can absolutely be specific material, and a player shoehorning in that specific material is being ... Disruptive.

That's why I said compromise, refluff, house rule, etc. An uncompromising GM is a problem GM. An uncompromising player is a problem player. Neither deserves a place at the table.


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I don't ban disruptive content. I ban disruptive players.

I can compromise. I can refluff inappropriate material. I can house rule fixes for imbalanced or broken content. But if I cannot trust a player enough to make non-disruptive character, then that player does not belong at my table.


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JoeJ wrote:


I think the relevant point though is that all of the races Tolkien included in his party were established as part of the world, with societies that had been developing and interacting with one another for millennia. In other words, all of Tolkien's races fit. If you're following Tolkien's approach, you can't just add a wayang character to the party without figuring out where the wayang live, what customs they follow, who the great wayang heroes and/or villains were, and what role the wayang have played in world history. That's very different from the "cantina" approach, where strange aliens just show up with no explanation offered or expected.

If i remember correctly, 4th Edition quite literally did this by having a dimensional meteor cause all the races to suddenly appear. Because why go through the trouble of writing inter-racial politics, relationships and history spanning over a millenia when you can just say a meteor did it!


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There should be level limits on those. I'm not really a fan of them.

I personally house ruled that any kitsune has a number of tails equal to the highest spell level they can cast. Spell-like abilities count for this purpose. If I were to make a feat to give more "oomf" to it, I'd make the feat give a benefit that scales with spell level.


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I honestly feel like the vision of this class needs more defined. I find it very strange this is a "rune knight" and yet they don't get armor proficiencies, no blanket weapon proficiencies, and they have a 3/4 BAB. I very strongly recommend developing the concept and primary class features before moving onto details and secondary features. With a clear picture for the core of the class, you and your peers can more easily evaluate the class's design and implementation. Right now, it's like trying to tell if the magus is a well designed class when the designer hasn't written spell combat, spellstrike, and arcane pool yet, or even indicated they existed.


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I have to be honest. I can really tell it's a first draft. The class is a mess. If a player presented this to me, I'd flat out tell them "No." For starters, the class basically gets weapon training, a 5th level ability, at 2nd level.

I did have a laugh when I read:

Quote:
Weapon and Armor Proficiency: A Cybernetic Slayer is proficient with all simple and martial weapons, and with shields (but not tower shields). They are not proficient with any armor besides their body.

Upon reading this, I started presenting myself to my friends, proudly shouting "I AM PROFICIENT WITH MY BODY."


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LazarX wrote:
Heladriell wrote:
Cyrad wrote:
Eldritch Scion (Magus Archetype): I got really excited for this archetype at first, but then I started reading. Did the designer not understand that swapping prepared Intelligence casting for spontaneous Charisma casting is actually a bad trade that's only desireable for character concept purposes? Yet they felt the class needed to be punished for this "incredible" boon by removing spell recall, adding a pointless secondary resource pool, and forcing you to waste arcane pool points just to use your primary class feature. To add insult to injury, this terrible archetype and two arcana are the only material my favorite class got out of this book.
Agreed 100%.

The boards were full of people demanding a spontaneous casting magus archetype. The devs listened, and gave them what they wanted. It's not like they took away the original class, and the wagonful of archetypes that already existed for it.

Some folks need to get their heads around the idea that player books are written for players who might not neccessarily be looking for the same thing they re.

That's not the case. Eldritch Scion is simply poor quality content. It's badly designed, and people paid money for it. Eldritch scion is poorly designed because:

1) The archetype does not make straight trades, which is a basic guideline of archetype design that's even mentioned in this very same book.

2) The archetype replaces spell recall, one of the magus's most powerful class features, for an ability that does nothing by itself.

3) The designer forgot to replace improved recall, which means the magus still gets spell recall. I doubt this was intentional, because the ability requires the magus to prepare a spell before they can recall it.

4) The archetype adds a new resource pool for no good reason that raises a lot of mechanical questions.

5) Spending eldritch pool points creates action economy problems that the designer obviously didn't think about.

6) The archetype forces the magus to spend points and swift actions just to use their primary class feature. This does nothing but make the class unfun to play.

7) The archetype adds needlessly complicated mechanics designed to make the class more restricting to play rather than more fun to play.

Yeah, every archetype has its flaws, but well designed archetype will shine through. Bolt Ace is a good example. The designer forgot to replace battered gun, but people still love the archetype. It gave what they wanted and provided some very fun abilities. An errata can fix Bolt Ace's flaws, but Eldritch Scion would require an entire rewrite.

Lemmy wrote:
All in all, it's a really bad archetype because whoever designed it decided to make it unnecessarily complex. The whole ACG could have benefited from devs remembering to "KISS" ("Keep It Simple, Stupid").

I'd like to add that keeping things simple has many upsides. For example, if they kept Eldritch Scion simple, there would be enough space on the page to add another archetype or more arcana. They could have split the archetype into two: one for Cha-casting and another to gain the benefits of a bloodrager bloodline by spending arcane pool points. Look at that page! The eldritch pool feature uses up 20% of the page.


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Arcanist: The player in me likes the arcanist. The game designer hates it. I'd definitely play it, because it's the closest thing you can get to being a ray specialist or warlock-like blast specialist. I always wanted to play a mobile mage that fancied himself a spell sharpshooter, teleporting short distances and firing powerful blasts (using the blasting exploits). However, the pool and exploit class feature feel more powerful than bloodlines or schools. The ability to up your CL or DCs whenever you want is a huge boon. The prepared versus spell slots also really confuses me.

Bloodrager: A solid, thematic class. This feels like one of the first 4-level spellcaster martials where the spells actually fit the class.

Brawler: At first, the brawler didn't excite me, but then it grew on me. Martial Vertasility is like Paragon Surge. At first, it seems ho hum. But when you start thinking about the possibilities, you realize it's quite a powerful ability that's limited only by your creativity with it. Quite a brilliant class with such a low word count.

Hunter: Okay, so I'm basically a druid that loses wildshape and spell levels 7-9 so I can have a slightly better spell list and give teamwork feats to my animal companion? I appreciate the use of teamwork feats, but I'm not seeing the appeal here. In addition, this was a missed opprotunity to have a dedicated shapeshifter class that specializes in hunting down creatures like an animal.

Investigator: A skill monkey class that's very flavorful, has some combat utility and concept potential, and looks really fun play? Count me in!

Shaman: Pretty cool, though the feature bloat was a little dizzying. Also, the spirit abilities are all over the place. Some of them are as awful as those rays from sorcerer bloodlines, and then there's one that gives you channel energy as good as a cleric. I do feel like it steps on the toes of the witch a tad bit much.

Skald: While not bad, it did not appeal to me whatsoever. It feels a tad too similar in theme to the bloodrager for my tastes. I'd rather have a monk/magus than this.

Slayer: Simple, sweet, and solid. A martial that gets really exciting class features at level 10 and higher.

Swashbuckler: I honestly don't think it's as bad as everyone else says. I'd still play it, but I can't deny the issues surrounding it. Even something as simple as giving Mobility feat for free, or letting you use Charmed Life after you rolled would have really helped this class.

Warpriest: Somewhat disappointing. I'm really glad it no longer scales off of Charisma and that you can use Fervor more often. However, the class has so much unnecessary feature bloat. No body cared about sacred armor or getting the bonus abilities from sacred weapon that are basically just a bad version of magus's arcane pool. I cared about the pseudo-BAB because it was the only way to make a full BAB ranged priest character without becoming a paladin.

Other considerations...

Blade Adept (Arcanist Archetype): I really liked this. As a bonus, the archetype offers a way for players to make an Eldritch Knight with a blackblade without having to get 7 levels in magus.

Bolt Ace (Gunslinger Archetype: It has problems, but I totally welcome this.

Eldritch Scion (Magus Archetype): I got really excited for this archetype at first, but then I started reading. Did the designer not understand that swapping prepared Intelligence casting for spontaneous Charisma casting is actually a bad trade that's only desireable for character concept purposes? Yet they felt the class needed to be punished for this "incredible" boon by removing spell recall, adding a pointless secondary resource pool, and forcing you to waste arcane pool points just to use your primary class feature. To add insult to injury, this terrible archetype and two arcana are the only material my favorite class got out of this book.

Unlettered Arcanist (Arcanist Archetype): I don't understand the point of this. Why would you trade a spellbook for a witch familiar, which was deliberately designed to hinder the witch? Why would you trade the best spell list in the game for the worst 9-level spell list in the game?


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Phoenix Down
I think the Down'd condition in Final Fantasy games falls well with the dying condition. In early Final Fantasy games, a party member literally dies at 0 HP. However, later ones (when they started having actual plots) said a character merely falls unconscious. This is evident in games where resting at the inn brings back fallen allies. This is why I always rolled my eyes at the arguments "WHY CAN'T WE USE A PHOENIX DOWN TO REVIVE AERIS?!" Phoenix Down doesn't actually bring someone back to life. It just revives an unconscious person. Otherwise, FF7 would have a world where the dead can come back just by taking a nap in a comfortable bed. Okay, the manual actually calls the condition "DEATH," but are you really taking that seriously when there's also a condition called "SADNESS?" But I digress.

To implement phoenix downs would actually be much simpler than changing when the party gets access to raise dead.
1) Healing no longer revives a dying character. It only stabilizes them.
2) Introduce a 2nd level (3rd for any arcane class that might cast it) cleric spell called Raise that cures the dying condition and restores them to 1 hitpoint per HD.
3) Phoenix Down is essentially an oil of Raise.

Random Note FF7 spoiler:
Come to think of it, the inability to raise Aeris would actually make sense in D&D context. Aeris would be considered an outsider because of Cetra heritage, so raise dead spells would not work well on her.

Magic
Prevent teleportation? Just limit the game to spell levels 4 and lower. Anything higher comes from an artifact or sufficiently powerful creature. JRPGs tend to have very limited spell effects compared to D&D. Even in Final Fantasy Tactics, most of them are just blasts, healing, and buffs/debuffs like haste and slow. A level 99 Terra couldn't change reality on a whim.


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You can accomplish pretty much all of this with existing rules. There's even listings for airships and giant robots in the CRB.

- Reskin some of the existing races. There's several 3pp that provide animal races. I personally made an anthropomorphic race for my players. Come to think of it, most JRPGs back then did not have many playable races. If they did, the race had little mechanical impact. It's what made games like Breath of Fire and Chrono Trigger unique. Whereas every other game had all humans, BoF and CT had cat girls, nagas, frog men, and robots. It wasn't until FF7 where a party could have some really weird members. It's ironic that race played a much larger role Western games when JRPGs of the 2000s had some really weird party members.

- Reskin existing monsters and use monsters from Japanese culture. There's already listings for classic Japanese monsters like kappa and oni. A lot of original monsters from JRPGs tend to be really goofy, like giant grasshoppers that attack you with violins.

- Special effects? I'm not sure about this one, because most old school JRPGs did not really give many special attacks to martials. Either they got magic spells or a single unique ability, both of which can be modeled by class features. It wasn't until after FF7 where everybody got their own pool of special attacks, though the Final Fantasy series took it to the extreme by essentially making every character the same except for their weapon and limit breaks.

- There's already exotic mounts, like giant riding lizards and birds. Just change the price according to how common they are in your campaign.

- Even the CRB has listings for airships and giant mechs. You could give nautical ships a fly speed. Thunderscape: World of Aden has many steampunk vehicles. In fact, that's actually a pretty good book since it feels very JRPG-ish with exotic races and airships and magitech.

- Reskinning psionics is a good start since it uses points. A book called Spheres of Power will release in a month or so, which basically allows the GM to create their own magic system while letting players pick thematic powers for themselves.


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There's already options for this in Inner Sea Gods. A character of any class can pick up the Deific Obedience feat, which gives a skill bonus if the worshiper performs a 1 hour religious ritual at the start of each day. Usually this is a +2 sacred/profane bonus to a valuable skill or a +4 bonus to a less valuable skill or a saving throw to a situational effect. At high levels, the feat grants special abilities unique to that god. The book also has three prestige classes that basically allow a character to gain the benefits of a divine class without actually being a cleric or paladin. The evangelist is notable for letting your other class's abilities level up as your evangelist level increases.

So if you want a god to gain benefits to non-clerics, just write up a list of deific obedience boons. Create a resistance or skill bonus the character gets when they perform the obedience ritual, then write up three boons the character gets at character level 12, 16, and 20. If you want to go further, then write 3 boons for the three prestige classes.

To get you started, here's some notes I made about Inner Sea Gods. I analyzed the book's obedience boons when designing the boons for my homebrew goddess.

Obedience Designer Notes:
The obedience boon is usually a +4 sacred/profane bonus to a skill. If the skill has a high value (like Perception), it gives a +2 bonus instead. With some boons, the bonus applies to a second, low value skill like Appraise or Knowledge (nobility). Some boons will grant you a +4 bonus to saves against certain effects. Others will grant you a +1 caster level on certain effects
The prestige class boons vary in theme. The exalted boons usually benefit a spellcaster, particularly a cleric. Sentinel boons usually benefit a fighting character. Evangelist boons seem designed to benefit a general character that might not be a wizard or cleric. Some evangelist boons will directly benefit a class feature from one of the listed required aligned classes listed in the evangelist description. For example, Lamashtu’s second boon affects a summoner eidolon. These boons offer alternate effects for those without the required class feature.
The first boon grants to cast either a 1st-level spell three times per day, a 2nd-level spell twice per day, or a third-level spell once per day as spell-like abilities.
The second boon is a special ability that’s roughly on par with a 5th level spell cast once per day. Some are buffs or allow you to change how a spell or class feature work. Buffs usually last a number of rounds equal to 1 + 1 per 4 HD.
The third boon is roughly on par with an 8th level spell cast once per day. In fact, many of them are spells with mechanical differences thematic for the god. Some will summon a particular creature native to the god’s realm, which last 1 minute per HD, allow telepathic communication at 100 feet, and can be commanded. However, they won’t follow any command that violates its alignment and service to the god. In fact, they may even attack you. See Sarenrae’s angelic ally.


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Have you heard of Sean K. Reynolds's Project Pentagon? It's going to get kickstarted in September.

As for me, I'll have to post when I can access my "Radfinder" list. I'm currently playtesting fixes to firearms I developed.


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The preview for the swashbuckler said "To this end, we made it relatively easy to gain Dexterity modifier damage." Uh, how? Is it the Slashing Grace feat? No, that can't be it. There's so many things wrong with that feat.

1) It's made for swashbucklers, and yet swashbucklers that use piercing weapons receive no counterpart to this.

2) It gives Dexterity to damage rolls specifically for weapons that cannot gain Dexterity to attack rolls.

3) It requires Weapon Finesse, but does not benefit finesseable weapons.

4) A feat that lets you use Dex for attack and damage rolls on a slashing weapon (scimitar) already exists. It's not only a better feat with fewer feat tax, but it synergizes with the main aspect of the feat while making this feature redundant.

I keep feeling like I'm missing something. Like I might not be aware of some combination of options that do provide the intended effect. This was a highly anticipated option advertised by the staff. Yet it was hastily slapped on Slashing Grace at the last moment.


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Deadmanwalking wrote:

My basic suggestion is to replace Charmed Life with the following ability (also called Charmed Life):

Charmed Life: At 2nd level the Swashbuckler may add her Charisma modifier as a permanent bonus to one of the following options:

The Swashbuckler's Fortitude Save.
The Swashbuckler's Reflex Save.
The Swashbuckler's Will Save.
The Swashbuckler's Initiative.
All Acrobatics, Climb, Escape Artist, Fly, Ride, and Swim checks that the Swashbuckler makes.
The Swashbuckler's combat maneuver bonus for one type of maneuver and her CMD to defend against that maneuver.
The number of attacks of opportunity the Swashbuckler can make per turn. This bonus stacks with Combat Reflexes.

At 6th level, and every 4 levels thereafter, the Swashbuckler may add their Charisma modifier to another one of the options presented.

The Mysterious Avenger archetype receives another instance of this ability at 4th level instead of 3 uses of the official version of Charmed Life. Racial Favored Class options that currently add +1/4 of a use of the official version of Charmed Life will instead add +1/6 of a new instance of this version of Charmed Life.

This version is actually really good, and I think solves most of the problems with the class all by itself.

I'm personally not a big fan of this myself. I like the idea of Charmed Life being a reactionary ability, which adds more gameplay to the class. I'd prefer that be improved rather than making it a passive ability. Though, this is a much better suggestion than merely giving them divine grace, which is one of the most powerful secondary abilities in the game.

The whole point of the swashbuckler is a class that allows many tactical decisions for melee combat.


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I want to give a little rework to firearms and gunslingers to eliminate full-round touch attacking, make firearms less annoying to use, and give more value to the gunslinger's deeds. I try to accomplish this by:

1) Firearms now target normal AC. Touch attacks are only possible through a gunslinger deed that costs grit and isn't modified by true grit.

2) Firearms now add Dexterity to damage rolls.

3) Misfires can only occur if the gun breaks or is reloaded by a non-proficient character.

4) Quick clear is replaced with a deed that works like the swashbuckler's derring-do deed, but with skills benefiting a gritty combatant.

5) Fast musket is gone from Musket Master. Instead, the archetype grants early Vital Strike progression.

You can read the full notes here.

My biggest concern is my proposed Slinger's Knack and what to do about the Lightning Reload deed, which strikes me as rather bland and mostly unhelpful for a high level ability. I might also want to make ammunition cheaper. What do you think?


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I'm not so sure about giving the monk 10 attacks. Not just for power, but because it'll take forever to make 10 attack rolls, each one having a different attack bonus. It already does when the monk only has about 3 or 4.

Even though the magus is my favorite class in the game, letting spells use the modifier of his weapon feels really unnecessary. The magus is already really good at novaing.

Can you explain your reasoning behind the changes? Houserules are only as good as the reason for having them in the first place.


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Allow me clarify why I criticize the amulet.

The problem statement is "How can my PCs get healing items in a world where they cannot buy them from a store?" The solution should ideally solve this problem without having other (potentially unfavorable) consequences. There's lots of simple solutions. The PCs could naturally find consumable healing items as they adventure. The PCs could hire a broker. Their wizard NPC could offer to sell them items on occasion. Maybe they could encounter mysterious traveling salesmen. All of these are elegant solutions. An amulet that heals X times per day is not an elegant solution.

See, you need to stop thinking about the game in terms of what's "balanced" and what's "overpowered." Every change you make in the game has consequences in how the game plays out. Even something that seems weak could break the game. Sometimes that's okay. Sometimes you want to break the game to make it operate differently. But if this is not a conscious decision, you could end up changing the game in a way you don't want to.

This is why I suggest keeping the solution simple. The amulet turns healing into a freely replenish-able resource. That makes healing much easier to obtain than being able to buy wands. And they can basically heal to full every day with no long term consequence on their wealth. The amulet would also reinforce the 15 minute adventuring day. These and other unforeseen consequences may not be what you want for your game.


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The Player's Handbook hasn't released yet. It doesn't officially release until the 19th. So it feels extremely presumptious.

Besides, this is the Pathfinder homebrew forum...


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I'm not entirely sure what the point of this thread is. Wizard's strategy with the new D&D is to create a simple foundation rule set and then expand it with more options. I do disagree with how they handled some options, but I feel this is all inconsequential to complain about it.


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1) Rolling damage dice is one of the most fun things in a dice game. Why take that away?

2) Weapon damage die result deals less on average. The average of a 1d4 is 2.5. The average of a d6 is 3.5 and so on. This might seem negligible, but considering that real-world dice aren't totally random and players tend to use ones that lean towards the high spectrum, this will cause a power disparity.

3) This strikes me as very lethal. If an enemy rolls high, this could be rather devastating. Most first level characters have an AC between 15 to 18. If a goblin rolls an 18 with a +4 using a short bow against AC 15, that's 7 damage as opposed to 1-4 damage. Three goblins (CR 1 encounter) could easily focus fire a single PC and kill them in one round.

4) This is a major buff to ranged builds because this would essentially allow their Dex bonus to apply to damage.

5) Honestly, I feel like using a system for reducing dice rolls would suit best for the GM. In Numenera, the GM never actually rolls. Instead, each monster's stat block gives the average of their given roll. This might not work for saves, but for enemy attack rolls, this would help speed things along.


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I still welcome the Numeria content, even though I am not entirely interested to add science fiction to my fantasy in a way it does. Why? Because I can reflavor anything from Numeria as fantasy.

I homebrewed a race with highly technological cities with commonplace constructs, elevators, and automatic doors. However, all their devices are just enchanted slabs of stone and their constructs are nothing more than animated abstract sculptures. The race itself largely exists as religious artificers and potato farmers. For Numerian content, who's to say that rocket launcher isn't just some staff that shoots exploding stones enchanted iwth fireball? That graviton reactor could be some massive artifact capable of altering planar properties that looks like the Eye of Magnus from Skyrim.


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wraithstrike wrote:

Actually the problem is that people can't accept nonmagical people doing extraordinary things. They limit bar is set much lower in people's minds.

See how much people "love" Tome of Battle. -_-

This. I find it interesting that the Alexandrian mentioned in this article that the peak of realistic human perfection is level 5. In other words, the greatest of people in our real world equate to the skill and power level of a 5th level character. You see this effect in martials. For nearly all martial classes, 5th level is usually when the class gets their last interesting class feature.


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I agree with goattoucher. Even for a druid spell, it should be a 2nd level spell.


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I'd just want more feats that let fighters do more things rather than making them better at what they've been already doing at first level. Where's the feat that lets me rip a demon's arm off with my bare hands?


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I would personally make the following changes to this feat:

1. You have to choose a metamagic feat you already have.

2. It significantly increases the casting time rather than merely makes you cast it like a spontaneous caster. Perhaps it doubles the casting time? Swift/Immediate become standard actions. Standard actions become 1 round.

3. You must succeed at a Knowledge (engineering) check for the spell to trigger. No forcing everyone at the table to wait 10 minutes for you to do math in the middle of combat.

So in other words, you can apply a metamagic for free at the cost of casting time and a skill check.


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The city I'm homebrewing does not hold executions or imprison criminals. Instead, criminals are sent to a large, windowless arcane research facility where the city's patriarch resides. Here, criminals are subject to spells, creatures, traps, and magical substances that the facility has developed or conducted research for. Though surprisingly humane to the test subjects, the facility assigns the most dangerous chambers to the worst criminals, which are not expected to survive. Wards and sigils loaded with spells handle much of the facility's automation and some sigils enable the administrators to scry on the progress of the tests.

Here's a few of my test chambers. Perhaps you can think of some as well?

Weighted Ooze Chamber
The chamber has a minor obstacle course where the party must deliver a beacon to the goal. However, weighted oozes drip from the ceiling, which try to adhere to the party. While the oozes are harmless, they weigh 30 pounds and encumber the PCs. PCs carrying more than a heavy load risk suffocation. The oozes dissolve after one hour or when the party completes the goal.

Shunting Chamber
When the party arrives to the center of this chamber, the floor elevates 30 feet. An enchanted cube teleports every round onto the space of the nearest party member, shunting them towards the edge of the platform and dealing 1d6 damage. The party advances if they manage to bull rush the cube off the ledge.

Gaseous Form Chamber
This chamber is designed to test the properties of a person while in gaseous form. Each subject is given a potion of gaseous form and must navigate through a maze of wind sigils that blow the subjects in given directions (similar to Team Rocket’s maze in Pokemon). The chamber has several hazards, including rotating blades and heat fields.

Mimic Shape Chamber
This chamber tests the effectiveness of a new spell: mimic shape, which grants the subjects the ability to use a mimic’s mimic object ability for 30 minutes. Each subject is given a potion of this spell and must navigate through a maze while a very dangerous and perceptive creature hunts them down.


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Use a spiked chain or reskin a flail. You could use the mechanics of a weapon cord to simulate them being shackled to his wrists.


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Also, I honestly like the idea that a musket sacrifices attacks per round for greater damage per shot and improved range. While I admit that two-handed firearms aren't really viable without deadshot or full-attacking, it annoyed me that Musket Master did away with that dynamic, because a musket that can be reloaded like a pistol is better than a pistol in every way except a slightly increased misfire value. Instead of eliminating the weaknesses of the musket, I felt like Musket Master should amplify the strengths to make the weaknesses worth bearing.


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I don't like classes with limited options. I like having a lot of tools at my disposal. As a result, I like gish classes, but tend to avoid martials, except for the monk and a few classes from ACG.

Zalman wrote:
Zhayne wrote:
Zalman wrote:
Bards, bards, bards, and also ... bards! Singing and dancing just isn't my idea of an adventurer. The flavor of the class is enough to send me screaming -- I don't care if it's God-like in power.
Fortunately, you can very easily reflavor the bard into something less dorky.
Eh, not really. Perform is a major source of bardic abilities. Are you suggesting a bard that doesn't perform? What's the point then of being a bard? Be that performance an oration, song, dance, or puppet show, there's just no place for such silliness in any concept of an adventurer that I enjoy.

I made a bard that gives a rousing speech when he performs. Rather than talking in the middle of battle, he simply give the speech at the start and the supernatural power of his speech continues to resonate in the hearts of his comrades until he chooses to "end" the "performance." It works pretty well, considering every movie with pre-modern war scenes has a hero give a speech before a climatic battle.


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Ninja in the Rye wrote:

Why not go the other way? Give character a bonus to saves if they are at > 75% HP.

This avoids the "death spiral" and makes it harder for casters to wreck an encounter with an opening SoD spell.

I think this is a fairly clever idea. It's also easier to remember bonuses than penalities, in my opinon.


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Law/Chaos is poorly named. It's more so about whether you have liberal or conservative mind set. A lawful person prefers structure and discipline whereas a chaotic person see structure as hindering restraints. Having meant many people of different ends of the spectrum, I honestly feel there exists truth to this, though obviously not so polarizing as the game presents it. Even societies and culture can go either way. Some cultures place a high value on tradition and loyalty while others encourage shrugging off tradition in favor of advancing personal ambition.

That being said, I do think there's something to this concept of yours. However, I'm not entirely sure how it fits with Good/Evil. So if I'm EC, it's okay to do good things as long as I have an evil agenda? And if I'm EA, doing evil things is more important than the end result?


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D&D's setting makes philosophy literal. The original designers crafted a fantasy setting that makes philosophies regarding the classic elements a reality. This seems evident when you compare old literature regarding the elements with that of D&D and Pathfinder lore. As a result, fire, water, earth, and air exist not merely as matter or chemical processes, but as cosmic forces that gave birth to the Material Plane and everything within it. Energy types function as the raw power of those forces, which proves destructive to creatures with bodies made as result of those elements. This is partially why many outsiders from the outer planes have strong resistances or immunities to energy damage. Needless to say, our modern understanding of physics does not apply in this setting, something I think even the writers of Pathfinder material sometimes forget.

Besides, I see no point in trying to apply our understanding of physics and chemistry to the game. Technically, you could consider physical damage as energy damage since trauma is caused through delivering kinetic energy that rearranges matter in a way we consider destructive the object (or person) as a whole. The game uses "energy types" as a handy way to classify damage not caused by a solid object.

As for substituting sonic, I don't know. Associating a type of damage related to air with that of earth seems weirder than acid.


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You could make it like the summon monster with a specific list of outsiders. You could also add a clause that a summoned creature cannot cast a spell of a level greater than the highest spell level you can cast.


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Rethinking the symbiotes role is probably a good idea. But I highly recommend thinking about the class design in terms of life style and profession. Every class has an identity as a being that exists in the world. The fighter involves a person who lived a life as a knight, a soldier, or a sword for hire. The wizard is an intellectual scholar. The ranger is largely a loner that lives in the wilderness and is skilled at hunting specific targets. The barbarian is an uncivilized, likely tribal warrior driven by bloodlust in battle. There exists subversions of these identities, but they cannot exist without a core identity to subvert.

The regenerator is just some dude with a thing in his head. There's no identity here. Who is he? What does he do for a living? How does he live his life? What niche does he fill in the world or in society? Why would I want to roleplay such a character?


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Rage powers are a good place to start because several of them are not magical, but do very interesting things. The monk has many abilities like slow fall. The ranger's animal companion is a really nice class feature that has many consequences for roleplay and combat.

Finding a flavor hook for abilities should be simpler than you think with the regenerator. He's some kind of scientist or physician that mutates his body. Think in terms how this concept would exist outside of a game. Wouldn't he have the ability to apply his research elsewhere than simply boosting his body? Wouldn't he be able to function as a medical doctor? What if he could research a poison that only works on a certain creature? What if he could apply his enhancement serums on his allies? What if he could help cure diseases? How does a regenerator fit in the world and what does he do in the world?


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Huh? They remove aasimar and tieflings, but then introduce even more monstrous races? I can understand kitsune, who shapeshift to adapt to human societies, but wayangs and nagaji?

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