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Wishcraft caster

Cyrad's page

RPG Superstar Season 9 Top 16. RPG Superstar 7 Season Star Voter, 8 Season Star Voter. Pathfinder Society Member. 3,984 posts (4,199 including aliases). 11 reviews. No lists. No wishlists. 5 Pathfinder Society characters. 1 alias.


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RPG Superstar Season 9 Top 16

graystone wrote:
Cyrad wrote:
Reach is a very powerful and highly desired thing in melee combat. Especially if the reach lets you threaten adjacent. Melee weapons are balanced around whether or not they give reach. It should be at least a +4 enhancement.
The fighters fork would seem to disagree by at least 3 plusses. The total of a +1 with extra reach is less than the cost of a +2 AND it comes with the ability to make it light so it can be used with TWF.

The fighter's fork lets you turn a one-handed weapon into a two-handed reach weapon that removes its range increment. That's significantly less powerful than giving a weapon an extra 5 foot reach AND can lets you target adjacent squares.

If this is to be made into a +5000gp ability, then it should work like fighter's fork and have the restriction that it must be placed on a one-handed weapon.

RPG Superstar Season 9 Top 16

Reach is a very powerful and highly desired thing in melee combat. Especially if the reach lets you threaten adjacent. Melee weapons are balanced around whether or not they give reach. It should be at least a +4 enhancement.

RPG Superstar Season 9 Top 16

Lorewalker wrote:
Cyrad wrote:

Creature type is an abstraction that is not wholly decided by your body. Possession is very specific about what you gain from the possessed body. You don't gain the target's creature type.

How bad of a situation that the loophole, in your mind's eye, creates is totally irrelevant to me because it's not legal in the rules in the first place.

That's just not true. The spell is very generic about about some things what you gain or retain. You gain the body's physical traits(anything "automatic or natural" how is that for specific?) but you don't gain anything you have to activate. You only keep your mental traits, that part is fairly specific.

Race is definitely a physical trait. That is just going by established rules and not a guess on my part. No matter your personal view on it. There are too many cannon cases that include souls switching bodies and acquiring racial traits. The rules usually run something like this, "You still count as your original race for prerequisites that you acquired in your original body but you can no longer acquire new options with that prereq. You can select options that match your new race." Reincarnate is one of these abilities where you are now the same soul but a different body with a new race.

reincarnate wrote:
" First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores."

I can dredge up other abilities that do the same if you wish.

For instance, if you possess a magic beast but you are a human... spells that target humans will not target you in your new body. You will need to be targeted by something that targets magical beasts.

That's not how it works. Creature types are not wholly physical characteristics. They determine non-physical aspects including Hit Die, armor/weapon proficiencies, skill point progression, racial spell-like abilities, class skills, Will saving throw progression, and whether or not you use racial Hit Dice. In fact, some creature types (such as vermin, animals, and magical beasts) are defined based. And since creature type is not a wholly physical trait, possessing a creature would not change your creature type.

No effect changes your creature type unless it specifically says so. Considering that creature type is an abstraction that determines so much about a character, it makes sense why this is the case. If your creature type changed, it would raise so many questions about how it would affect your skills, Hit Dice, etc. It would be a mechanical nightmare. It's also worth pointing out that reincarnate doesn't change your creature type unless by GM fiat. It explicitly says that a humanoid becomes a humanoid while a non-humanoid becomes a random creature of the same type.

Possession is specific about what changes. Creature type is not one of them.

RPG Superstar Season 9 Top 16

Yomabo wrote:
Cyrad wrote:

Having two claw attacks and a bite count as three natural attacks.

I have no idea how your calculations ended up like that.

Claws and bites should be -2
Unarmed strike should be +8

The unarmed strike should be your first attack since it has the highest BAB

Oops my bad. I see I've done goofed with the damage as well:

Unarmed Strike+spell/Claw/Claw
+8/-2/-2 (1d6+3/1d6+2/1d6+2)

Got it wrong again. Take it slowly.

When you full-attack, you do:
unarmed strike / claw / claw

When you spell combat, you do:
spell / unarmed strike / claw / claw
and take a -2 penalty on all the attack rolls

When you spell combat with spellstrike, you do:
spell + unarmed strike / unarmed strike / claw / claw
and take a -2 penalty on all the attack rolls

RPG Superstar Season 9 Top 16

Having two claw attacks and a bite count as three natural attacks.

I have no idea how your calculations ended up like that.

Claws and bites should be -2
Unarmed strike should be +8

The unarmed strike should be your first attack since it has the highest BAB

RPG Superstar Season 9 Top 16

Lorewalker wrote:
Cyrad wrote:

Lorewalker, look up the possession spell. It does not target you. It targets the creature you're possessing. Part of the OP's logic is that the possession would be active when akashic form revives your body because the spell says it "saves" spell effects that target you when you cast it. It doesn't work that way because possession doesn't target you.

Also, using greater mind swap with possession won't let you take any body because possession does not change your creature type.

Are you aware of what possession does after targeting through?

Step 1) Creature A casts possession at creature B
Step 2) Creature A is now an amalgam of Creature A's mental stats and Creature B's physical body.

If you cast a spell that targets 'you,' it does not target your souless body. It targets your new body. If someone target's you(as in your new body) with Dispel Magic they can end the possession... as the possession spell targeted your new body and exists on that body as a continuous effect. Again, which is you. Targeting the soulless body does not end the possession effect as the spell does not affect that body.

Note please where I say that this is a bad situation for the caster. As they no longer have a body to return to after possession ends(if they died in their original body). The consequences are worse to come back with a possessed body. You are one dispel magic away from requiring very expensive magic to be resurrected. In which case you would be resurrected with your original body. Or, really, whatever current body is considered your 'original body'. Given effects that make permanent soul transfers.

This would not be a permanent soul change despite what the OP's reading seems to achieve. They only get the loaner body and might get the thing that temporarily attaches their soul to that body depending on elapsed duration.
======================
Possession gives your their body. You only retain your mental stats and abilities. Race is not a mental trait. There are...

Creature type is an abstraction that is not wholly decided by your body. Possession is very specific about what you gain from the possessed body. You don't gain the target's creature type.

How bad of a situation that the loophole, in your mind's eye, creates is totally irrelevant to me because it's not legal in the rules in the first place.

RPG Superstar Season 9 Top 16

Lorewalker, look up the possession spell. It does not target you. It targets the creature you're possessing. Part of the OP's logic is that the possession would be active when akashic form revives your body because the spell says it "saves" spell effects that target you when you cast it. It doesn't work that way because possession doesn't target you.

Also, using greater mind swap with possession won't let you take any body because possession does not change your creature type.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

I have four major problems with this.

1) The logic doesn't follow because the dragon's body is not your body. Yes, you're possessing a dragon and usually effects that target a body would affect the dragon's body. However, it's still not your body. Your true body still exists, and your soul is still tied to it. The same logic applies if you tried this trick with the clone spell. It doesn't matter if you possessed the dragon and created a clone. All you would do is create a clone of the dragon, because it's not your body!

2) The Akashic Record is a perfect document. It knows what your real body is. You can't fool it by putting your soul in someone else's body.

3) Turning into a dragon as an instantaneous duration is more powerful than what a 9th level spell can do. Especially one that doesn't have any material component. Form of the dragon III is a 9th level spell and only lasts minutes per level. There's very few ways to actually change your race in the game. Reincarnation is random and greater mind swap has an expensive material component and only works on creatures of your race. Since greater mind swap is a 9th-level spell designed specifically to give you a new body, then giving you the body of a more powerful race would be beyond the power of a 9th level spell.

4) Possession doesn't target you. It targets the creature you're possessing. Akashic form only concerns itself with spells that target you.

RPG Superstar Season 9 Top 16

Yomabo wrote:

Oke that is perfect actually! I still had my Magus Arcana unused because I didn't know what to pick. Then I'll pick up Natural Spell Combat for my claws and later on for my bite attack.

Cyrad wrote:
..... So if you want to spell combat with unarmed strikes, claws, and bite attacks, you will want to take natural spell combat twice -- once for claws and once for bite.
Wait, so if I take Natural Spell Combat, I will be able to use unarmed strikes and claws?

If you take natural spell combat once for claws, then you can spell combat with unarmed strikes and claws. Just remember that your natural attacks will be considered secondary if you use unarmed strikes as well, so the claws and bite will take a -5 penalty in addition to the -2 penalty from spell combat. Picking up the Multiattack feat is advised.

RPG Superstar Season 9 Top 16

Spell combat has the restriction that you must perform all of your attacks with a single weapon (light or one-handed weapon wielded in a hand). An FAQ clarifies that a claw does count as a light weapon wielded in your hand. The same logic follows for unarmed strikes, and since unarmed strikes count as a single weapon, you can perform unarmed strikes for all attacks in spell combat.

The problem comes when you want to utilize multiple weapons in spell combat. If you use a claw, spell combat requires you to use that same claw for each attack. You can't use unarmed strikes or other claws or other natural weapons.

The natural spell combat arcana bypasses this restriction. It allows you to use all natural weapons of the same type (like all claw attacks) in addition to any normal weapon attacks you could make (such as unarmed strikes). So if you want to spell combat with unarmed strikes, claws, and bite attacks, you will want to take natural spell combat twice -- once for claws and once for bite.

RPG Superstar Season 9 Top 16

Luthorne wrote:
Cyrad wrote:
Todd Stewart wrote:
Cyrad wrote:
I want more proteans! Seriously, there's only 3 of them in the entire game when they're supposed to be the most varied creature in the multiverse.
8 of them have been published.
There are? I only see keketars, imenteshes, naunets, and voidworms

The azuretzi was published in Pathfinder Adventure Path #98: Turn of the Torrent (Hell's Rebels 2 of 6).

The ourdivar was published in Pathfinder Adventure Path #92: The Hill Giant's Pledge (Giantslayer 2 of 6).
The pelegastr was published in Pathfinder Adventure Path #99: Dance of the Damned (Hell's Rebels 3 of 6).
The hegessik was published in Pathfinder Adventure Path #101: The Kintargo Contract (Hell's Rebels 5 of 6).
The imentesh, keketar, naunet, and voidworm were published in Bestiary 2.

Oh, so they were all scattered across adventure paths. Gotcha.

RPG Superstar Season 9 Top 16

Todd Stewart wrote:
Cyrad wrote:
I want more proteans! Seriously, there's only 3 of them in the entire game when they're supposed to be the most varied creature in the multiverse.
8 of them have been published.

There are? I only see keketars, imenteshes, naunets, and voidworms

RPG Superstar Season 9 Top 16

The book definitely looks cool and I know that labels are ultimately meaningless in the face of quality of the material.

However, one of the things I always appreciated that Paizo does a great job organizing their product lines. Now we get a campaign setting book thrown into the core rules bucket. This is significant because core rules usually end up in OGL/PRD territory where this book will definitely not show up.

RPG Superstar Season 9 Top 16

I'm a little confused because this strikes me more as a campaign setting book.

RPG Superstar Season 9 Top 16

I want more proteans! Seriously, there's only 3 of them in the entire game when they're supposed to be the most varied creature in the multiverse.

RPG Superstar Season 9 Top 16

LINK

I'm not sure what you're trying to accomplish with the class. There doesn't seem to be enough class features.

RPG Superstar Season 9 Top 16

I think it would be fine if you can use the hand holding the weapon for somatic components. It makes sense to me thematically and it still imposes the flavorful and mechanical consequence of needing the item in your hand.

I'm not a fan of just letting someone have the time on their person. I think it's a massive cop out on the flavor and intended consequence of having a bonded item.

RPG Superstar Season 9 Top 16

I think making it a base class is the complete opposite of what you want to do. Designing classes is really difficult and requires a very strong game mechanic and large scope to support it. The concept you have doesn't have enough to support an entire Pathfinder base class. The red mage just doesn't have enough there. And as Hark points out, most players might be better off just making an eldritch knight.

RPG Superstar Season 9 Top 16

I'd scrap the bonus feat and early quicken spell arcana entirely.

You need to keep in mind that the FF job is really bland and doesn't have anything going for it other than being a fighter that can cast spells and having the ability to doublecast as a capstone. Except for having healing spells, these are things the magus can already do.

RPG Superstar Season 9 Top 16

I'm not a fan of it. You get rid of the class's iconic spell combat and then try to balance it by giving them quicken spell at a level the class should not have access to. Even in most Final Fantasy games with the Red Mage, being able to cast two spells in a round is a capstone ability.

RPG Superstar Season 9 Top 16

I simply took dinosaurs or other animals or magical beasts and gave them the shadowlord template.

RPG Superstar Season 9 Top 16

Honestly, the class looks unfinished and kind of a mess. It doesn't have many class features. The fist not only scales in a weird way, but also it feels out of place on the class's theme. The class also has other issues, such as:
- Class getting a base of 3 skill points per level. This number should be 2, 4 or 6.
- The good saving throws have the incorrect math.
- Plenty of language issues. For example, you use the wrong terminology. You say the engineer "can only use light armor" but that's not how armor proficiency works. The way the class is described as "needing a free hand at all times" in order to use the omnitool is really awkward and could be misinterpreted that you need a free hand AND another hand to hold the omnitool.

Classes are really difficult to design - so difficult that even professional game designers screw it up sometimes. Have you seen the machinesmith from Louis Porter Jr Designs? It feels like the kind of mechanics and themes you're going for.

RPG Superstar Season 9 Top 16

A point-buy system wouldn't work in Pathfinder because class abilities are not balanced or designed like that. They're balanced around opportunity costs and what they bring to a party. Classes are designed with the whole package in mind.

I have seen plenty of attempts at a point-buy class system on these forums. Unfortunately, all I have seen are unfinished and/or horrifically balanced.

A better approach might introduce class "frameworks" where a player must choose a framework that determines their BAB, spellcasting, and saves. Then, they can choose class features based on that framework.

RPG Superstar Season 9 Top 16

I don't recommend changing the alchemist and investigator to a full BAB with 4-level extracts. These and 6-level spellcasters are given more class features to compensate their weaker mid-to-late game.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

From both a lore and mechanical perspective, they feel a little bland. A race should inspire me to want to create a character for it. I'm just not feeling it here.

I'm also not particularly crazy about the choices of racial traits. Westerling's traits suggest that every man, woman, and child is trained on horseback and in courtly etiquette. You also severely undervalue Emissary - being able to roll twice and take the higher on ANYTHING is an incredible boon. Especially for Diplomacy and Bluff checks where a social encounter can hinge on a single die roll.

I'm also not particualrly crazy about reavers getting Toughness when they already get bonus hit points from their Con bonus - minor nitpick

RPG Superstar Season 9 Top 16

I recommend Pure Steam as well.

RPG Superstar Season 9 Top 16

I pay gold for my consumables and bought two cure light wounds wands -- still haven't finished the first. I rarely use the wand because:

A) I got healing spells and usually have spell slots to spare
B) Don't take much damage from fights. Heck, the closest to death I ever got was a trap that almost one-shot me.
C) Usually folks have their own wands and simply ask me to use it on them.
D) Whenever I want to be a bro and use my wand on someone, another healer beats me to it.

RPG Superstar Season 9 Top 16

So basically in your campaign, someone can have two characters? One a dragon and another?

Most of my points still stand.

Consider looking at In Company of Dragons book, which is a supplement for creating dragon characters.

RPG Superstar Season 9 Top 16

The class is messy and unfinished to the point of unplayable.

1. Hit Die should be a D8. Pathfinder is very consistent about how HD and BAB progress, and it's incredibly bad form to deviate from that. Having Hit Die change also creates problems and raises questions for campaigns where you roll for hit points.

2. Saves: Stick with 2 good saves, 1 bad save. Again, Pathfinder is consistent with how saving throws progress. Don't change the math for it.

3. Why don't dragons get skill points until level 3? All intelligent creatures get skill points per HD. Familiars are the only exception (because a familiar's HD technically doesn't increase, they're just treated as having a higher one for effects).

4. What are the dragon rider's class skills? You have a list of skills, but don't say what they're for.

5. The class doesn't give any statistics for the dragon. It only says that the dragon breaks the math for how size categories affect it, breaks the rules for how natural attacks scale (which are usually based on size category of the creature), and breaks the math for how the natural attacks gain bonuses from Strength. There's no telling what HD it gets per dragon rider level, what its ability scores are, etc. All of this is so important that the class is essentially unplayable.

6. There's almost no class features beyond having the dragon, which is bad considering that the dragon class feature is unfinished

Keep in mind that while my critique is harsh, designing classes is really flippin' hard. It's so hard that even professional game designers screw it up sometimes.

You might be better off just making a hunter archetype that gets a drake companion.

RPG Superstar Season 9 Top 16

Instead of discussing 5th Edition vs Pathfinder, people should be discussing 5th Edition vs any other rules-lite fantasy game.

As a rules lite fantasy game, I never found anything special about 5th Edition. I'd rather play OpenLegend or Numenera or any of the numerous fantasy games out there that not only are easy to learn, but also supported by well thought-out game mechanics that set it apart.

RPG Superstar Season 9 Top 16

For races, you should specify a discrete list of acceptable races. Don't just say "whatever is 16 RP or lower."

I like the flavor feat rule, but it's nebulous.

"Players roll dice" feels a little odd even though I might understand the motivation (I always liked that about Numenera).

I'm not particularly a fan of vigor. It feels way too powerful for spellcasters.

The kit idea is actually quite intriguing. I like that, but I'd like to see it explained a bit more and list specific circumstances when you would need it.

I personally hate the 3 death saving throw thing. I hated in 4th Edition. I hated it in 5th Edition. I'd hate it in a Pathfinder game. It totally removes your Con out of the equation of how hard it is for you to die.

RPG Superstar Season 9 Top 16

InfinityKage wrote:
Halek wrote:

I think this is a terrible needlessly complex spell that doesnt really add anything to the game. Why not just raise the undead you would create with this spell instead?

The point is to lower the total number of undead you control without losing power in the process. Let's say you have 10 CR4 undead under your control. You have to roll out the attacks for all 10 of them. That's going to take some time. 5 CR5's would be easier to manage.

The problem is that you're gaining power from the exchange, because it's way better to have a couple of strong minions than many weak ones.

RPG Superstar Season 9 Top 16

Having it work like the counterspell arcanist exploit would work. I still think the trade is too good, but it's reasonable inline.

My biggest advice is make sure your enemies use counterspelling as well.

RPG Superstar Season 9 Top 16

My first PFS character is now 9th level, but all this time, I never spent prestige because A) I wanted to save up for resurrection, and B) I never wanted to bother with the logistics of spending prestige points, which I haven't totally figured out.

Now that my character is 2 levels from being unplayable, I'm starting to think it might be time to consider spending some of the prestige. What would you do in my situation?

FYI, I'm a gunslinger 1 / inquisitor 8

RPG Superstar Season 9 Top 16

At-will healing has a lot of big consequences for reasons relevant to game design. Overall, it takes away your options and tools as a GM to create tension and interesting adventures.

RPG Superstar Season 9 Top 16

It makes counterspelling way too strong. You lose 1 spell and an attack of opportunity (which is not valuable to a spellcaster) while the opponent loses a spell and a standard action (or more for spells with longer casting times). Sure, you have to sacrifice a higher spell slot, but you can get a feat with no prerequisites to offset that. Even without the feat, you can choose what spell to get rid of and it doesn't require any preparation on your part. Plus, you deviate from dispel magic's standard DC and turn it into an opposed check (which raises the question of what happens on a tie) where the counterspeller has an advantage. With a two-feat investment that has no level requirement, you can sacrifice your worthless spell slots for a chance of countering a high level spell.

Counterspelling becomes way too good of an exchange with little risk for the counterspeller. Worst case scenario, you lose an attack of opportunity and a spell you were willing to sacrifice anyway. Worst case scenario for the opponent, they lose significant action economy and the spell they wanted/needed to cast.

RPG Superstar Season 9 Top 16

InfinityKage wrote:
Cyrad wrote:
It might be feasible but you can't use CR for the math of the spell. You would have to use HD, which is what determines a creature's power. And this spell would need a clause that you can't use it on intelligent undead.
The reason I went with CR is becuase Hit Dice is a poor way to determine the power of a creature. Here is an example: Giant Adult Ant Lion = CR 6 with 10 Hitdie. An Aboleth = CR 7 with only 8 Hitdie. The Aboleth is stronger but has less Hit Dice. Let's keep going. Dire (or Cave) Bear = CR 7 still 10 Hitdie. Baku = CR 8 still 10 Hitdie. Hit Dice is a just a bad way to track power.

All of those are different because they're totally different creature types, which doesn't matter because you're dealing with a single creature type (undead). You have to use HD for determining undead because that's how the game works. It's used for monster creation. It's used for determining quality and quantity of undead you can control.

RPG Superstar Season 9 Top 16

It might be feasible but you can't use CR for the math of the spell. You would have to use HD, which is what determines a creature's power. And this spell would need a clause that you can't use it on intelligent undead.

RPG Superstar Season 9 Top 16

Headfirst wrote:
The purpose of this class isn't to be powerful, but rather to expose completely new players to several aspects of the game before making a choice on what actual class to play.

In that case, then maybe a cleric or a medium with an archetype that trades out the complicated spirit influence mechanic. Because as is, a new player is better off just playing a ranger or a slayer and then retraining their class when they level up than using your class. it;s what they can do in PFS.

RPG Superstar Season 9 Top 16

Complexity really depends on how experienced the person is. The sorcerer is one of the simplest classes to someone who already has familiarity with spontaneous spellcasting and the staple spells of the game. A player totally unfamiliar with spellcasting is almost guaranteed to make a useless character unless they have someone to hold their hand.

RPG Superstar Season 9 Top 16

The runewarden is the only one I had a chance to look at so far. The class doesn't have many class features and doesn't really have any strong game mechanics to make it distinct and interesting. The only primary class feature is bloodline runes, which is an uninteresting copy of sorcerer bloodlines.

The class's thematics are all over the place. What do runes have to do with bloodlines? The class seems to have absolutely nothing to do with runes or written language. Even its spellcasting is not keyed off of Intelligence, the ability score canonically associated with linguistics and the written word. The class uses "runes" as a nebulous way to make it feel magical -- doing this is such a huge pet peeve of mine that I designed a race specifically to subvert the cliche.

I agree with Ciaran Barnes that Arcane Ward is way overpowered. This class has better armor proficiencies than the fighter, and you gave them a free scaling ring of protection on top of it. Classes generally don't get class features like this unless they have bad armor proficiencies -- the monk is a good example of this. This feature also doesn't work like deflection bonuses should.

I will say the quality of writing is fairly impressive for a homebrew.

RPG Superstar Season 9 Top 16

I'm not a fan of it. The class is extremely weak and would contribute very little to a party, which is not a position you would want a new player to be in. At the very least, it should have a BAB of +1 and d10 HD.

Honestly, the ranger is a way better introduction to the game. It's a full BAB class with a high Hit Die. Its starting class features are simple and easy to understand. It gets a lot of skill points to make skill allocation more forgiving. Combat styles are a great introduction to the combat feats and builds that are available. And later on, the class gives a new player a taste of game mechanics like spellcasting and companions. Ontop of it, the class is very solid all around.

RPG Superstar Season 9 Top 16

3 people marked this as a favorite.

You designed the mad monkeys spell? Sir, my respect for you has risen significantly.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.
Ciaran Barnes wrote:
Cyrad wrote:
I let my players rebuild all the time. We usually turn it into a story thing. The ifrit monk respeccing to a suli revealed some very scandalous information about her mother's heritage.
Everyone gets to rebuild? Sounds fun.

Yep. I have to approve the rebuild, but I allow it if a player asks for it. My biggest restriction is that the character must be reasonably close enough to the original concept, and that the new build doesn't go into effect until there's downtime. I also allow retraining, but unlike the Ultimate Campaign rules, you cannot retrain an option in exchange for something you woudn't have been able to get at that level. For example, you can't swap the Toughness feat you got at 1st level for Improved Critical.

I allow rebuilding so players can keep their characters fun and fresh in the event something doesn't pan out or their character gets stale. This is crucial since I tend to run longterm campaigns. My current campaign has lasted 4 and a half years.

RPG Superstar Season 9 Top 16

3 people marked this as a favorite.

I let my players rebuild all the time. We usually turn it into a story thing. The ifrit monk respeccing to a suli revealed some very scandalous information about her mother's heritage.

RPG Superstar Season 9 Top 16

This feels like a messy and unneeded buff to the alchemist. The only thing I liked was an attempt to give the alchemist some version of cantrips. However, I think a better approach would just let the alchemist prepare polypurpose panacea at-will with the restriction that an individual can't have multiple benefits at once.

RPG Superstar Season 9 Top 16

This is such an integral part of the game that I don't think it should be a feat to negate it. If you don't like auto-fail on natural 1, then just houserule it.

Besides, I think mythic rules already has such an option.

RPG Superstar Season 9 Top 16

If players don't multiclass as much as you'd like, then why are you proposing a solution to fix that "problem" before figuring out why multiclassing seems less common to you?

Players generally multiclass to either:
A) Fulfill a character concept
B) Leave a class that has unappealing abilities at later levels.

You likely see less of multiclassing because A) Pathfinder has many more tools for creating character concepts than 3.5e, and B) Pathfinder tries to give each class enough abilities at higher levels to make them worth single-classing. This isn't a failure of the game or a failure of the multiclassing system.

Also, multiclass preferences tend to vary wildly from group to group. I've seen some groups that multiclass all the time while others always prefer to single-class. Multiclassing is VERY common in PFS. Both of my primary PFS characters have a 1-level dip.

RPG Superstar Season 9 Top 16

Normally classes are supported by strong themes and lore with large potential for creating characters. I don't see this here. It's just a generic "skill guy" that gets a bunch of abilities that don't really make sense together.

Also important in that a class requires a strong and interesting game mechanic to set it apart and tie the whole thing together. Again, that's missing here.

I should point out that making a class is exceptionally difficult. Making a class that lacks spellcasting AND a full BAB is even more difficult as classes with 3/4 BAB usually have 6-level arcane spellcasting or 9-level divine spellcasting.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

I tend to do mass combat by making liberal use of the troop subtype. It's been very successful in my campaign

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