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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. 3,606 posts (3,819 including aliases). 10 reviews. No lists. No wishlists. 4 Pathfinder Society characters. 1 alias.


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RPG Superstar Season 9 Top 16

Klorox wrote:

actually, the problem is with me. I can't do extensive reading onscreen, so I need paper to properly consult my options, and since I seldom play on Golarion, I've not bought the proper supplements.

Plus, while my GM is a reasonable and amenable man when properly approached, he's none to thrilled with material he doesn't personally own, so it might be an easier task to propose a house rule than to ask for use of an option from a supplement he doesn't have (and he doesn't have any of the Golarion books... I'm not evn sure we're going to nominally play there yet)

In that case, why don't you just ask your GM to homebrew a deity? Or you make one yourself and ask for his permission. Or ask what pantheon his game uses. If he's not using Golarion's pantheon, he's gotta be using something.

RPG Superstar Season 9 Top 16

I'm surprised I never mentioned Ultimate Combat firearms when I wrote an article about them. I don't think it was a good idea to build upon Inner Sea World Guide's gimmicky Alkenstar guns. It would have been better just to make firearms be like a short range crossbow with a Dexterity rating like composite bows. Making a weapon so broken that it has to be locked behind an entire class just feels like a punch in the face.

RPG Superstar Season 9 Top 16

Klorox wrote:
Cyrad wrote:
Klorox wrote:

Assuming that the particular weapon you want it the sacred weapon of a god a monk can worship. Since I specifically want my half ork monk to play with an axe, which, to my knowledge, is not the sacred weapon of any core deity (I don't have access to an extended pantheon) dipping into cleric for Crusader's Flurry does not do any good for what I want.

You won't find a deity with "axe" as a favored weapon because "axe" is not a type of weapon. Gorum has greataxe as a favored weapon and it's trivial to find a deity with battleaxe on Archives of Nethys.

Actually, I was thinking of the Orc double axe, but Rovagug's great axe is equally out of reach as monks are Lawful and Rovagug is Chaotic, meaning my monk can't be a cleric of Rovagug.

and as I said, I don't have access to the archives of Nethys as a source. only to the core pantheon, silly restriction as that may be.

Why don't you have access? Because of your GM?

RPG Superstar Season 9 Top 16

Leadership is not only too powerful as a feat, but also rather vague in what a player can and cannot do with their followers.

It feels like it should be a subsystem rather than a class feature or a feat. But I can certainly see a cavalier that gets a squire instead of a mount.

RPG Superstar Season 9 Top 16

The Sideromancer wrote:
Cyrad wrote:
Klorox wrote:

Assuming that the particular weapon you want it the sacred weapon of a god a monk can worship. Since I specifically want my half ork monk to play with an axe, which, to my knowledge, is not the sacred weapon of any core deity (I don't have access to an extended pantheon) dipping into cleric for Crusader's Flurry does not do any good for what I want.

You won't find a deity with "axe" as a favored weapon because "axe" is not a type of weapon. Gorum has greataxe as a favored weapon and it's trivial to find a deity with battleaxe on Archives of Nethys.
Gorum has Greatsword, not Greataxe

Ah, that's right. It's Rovagug that has greataxe.

RPG Superstar Season 9 Top 16

Klorox wrote:

Assuming that the particular weapon you want it the sacred weapon of a god a monk can worship. Since I specifically want my half ork monk to play with an axe, which, to my knowledge, is not the sacred weapon of any core deity (I don't have access to an extended pantheon) dipping into cleric for Crusader's Flurry does not do any good for what I want.

You won't find a deity with "axe" as a favored weapon because "axe" is not a type of weapon. Gorum has greataxe as a favored weapon and it's trivial to find a deity with battleaxe on Archives of Nethys.

RPG Superstar Season 9 Top 16

Dipping one level into cleric is not bad if you really want a particular weapon to flurry with.

Flurry of blows is a powerful feature balanced by having a very limited set of weapons that can do it. This is especially the case for unchained monks. Having to take a one-level dip in another class to flurry with any weapon you want is more than a fair trade.

RPG Superstar Season 9 Top 16

Game design is a deceptively challenging subject that Paizo is not in the business of teaching.

RPG Superstar Season 9 Top 16

You have to make the purchase on the same day for benefit? That's lame.

I always buy stuff AFTER the scenario so I'm not disrupting the game, and I have more time to shop.

RPG Superstar Season 9 Top 16

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1. Weapon Finesse. It never should have been a feat. Pretty much every modern fantasy game now makes this an innate feature.

2. Slashing Grace and Fencing Grace. These feats are a miscarriage of game design. Replace them with something like my Deadly Finesse feat, which is more accessible, more balanced, and doesn't require an FAQ to explain how it works.

3. Leadership. The feat is infamously flawed, and yet there's so much expanded material for it that can fill an entire book. I'd completely rewrite it. Maybe as a class feature for a new class. Maybe I could write an optional system for giving out narrative-driven boons. For example, at 10th level, characters get a choice of gaining a group of followers, a cohort, a keep, etc.

I'd add Eldritch Archer and Eldritch Scion to this, but I'd need a time machine to stop these from getting published at all and polluting a design space in a way that prevents players from getting a Charisma-based magus that's not a giant mechanical mess or a broken ranged magus designed by someone who doesn't understand how the class is balanced.

RPG Superstar Season 9 Top 16

Letting you spellstrike with it for free would make this really expensive to compensate. Letting you use it as a boomerang AND trigger the spellstrike spellstoring ability would jack up the price to ridiculous levels because that totally negates all of the drawbacks of the spell storing ability.

Triggering all of the spells at once, however, is totally broken. You can already do some pretty cheesy stuff with spell storing weapons. This ability cranks it up to 11 by breaking the rule that anything can only cast a spell once per round unless they have a swift action spell. It's also ridiculous in the hands of a magus, who can already nova spells.

RPG Superstar Season 9 Top 16

Dox of the ParaDox twins wrote:
Purple Dragon Knight wrote:
Bestiary 5 has these guys already statted for you, by the way.
I know but they just didn't feel right. I wanted them to be medium sized and a few other things

What are your goals with the race? It still feels kind of bland.

The new version is an improvement. However, a +1 to all d20 rolls feels too strong. It should directly specify what it applies for.

Superior intellect feels thematically redundant since the race already gets a +1 to Knowledge and Intelligence checks because of the Intelligence bonus.

RPG Superstar Season 9 Top 16

I'm working on a humanoid ooze race. I might post some of my work.

I made them a monstrous humanoid with a racial trait called "ooze traits" that gave them bonuses on ooze-related immunities.

RPG Superstar Season 9 Top 16

Dox of the ParaDox twins wrote:
Cyrad wrote:

What kind of criticism do you want?

It's way too strong as a PC race. Lore-wise, I cannot take them seriously.

Okay, well how can I balance them. And what about the lore makes them so ridiculous

The big issue with race design is that you're limited in how powerful abilities you can give them. If a race gets a good ability, it's usually the only ability they get. And it should always be appropriate for a 1st level character.

Here are some specific issues I have with the race.

1) The generic gray alien is such a laughable cliche that there have been movies made to mock it. Most GMs wouldn't even allow this in a science fiction campaign. Lore and appeal is the most important aspect to designing a race. The Greys are just dull and uninteresting. If you want to go with a grey alien concept, you need to give them your own creative spin that will intrigue people.

2) The standard ability score adjustments are +2 to a physical score, +2 to a mental score, and a -2 to another score. Getting a +2 to two scores and no penalty is pretty strong. The aasimar is a really good race because of this. The lack of a penalty is also a missed chance to add some character to your race.

3) Getting free bonuses to AC is a pretty big deal as it's really useful no matter what class you play. Your race gets a total of +4 to AC.

4) The ability to add an bonus ability score to AC is a strong ability and definitely too strong for a race. The few class features that do that in the game exist for a specific reason, usually as a substitute for lack of armor proficiency. And pretty much all of them grant the bonus as a dodge bonus. Yours is typeless. I'd just remove this ability entirely.

5) I'd remove the damage reduction. As I mentioned earlier, a race should have abilities appropriate for a 1st level character. DR definitely isn't the case. Especially DR that's only bypassed by a substance that doesn't exist in the core rules.

6) I'm not really sure what your goals are with this race. All of their abilities don't make much sense to me. They have two powerful defensive abilities and ability scores that perfectly synergize with them. Being super tough and evasive doesn't mesh with the idea of being a frail grey intelligent alien thing. I would reconsider what exactly you want out of the race to fit their lore.

RPG Superstar Season 9 Top 16

You should have just made the coin mail bikini a bracers of armor that takes up the body slot. I've seen several GMs take this approach in their home games when trying to homebrew bikinimail.

RPG Superstar Season 9 Top 16

What kind of criticism do you want?

It's way too strong as a PC race. Lore-wise, I cannot take them seriously.

RPG Superstar Season 9 Top 16

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Awesome.

Now, can we PLEASE get a magus class deck? I love the class in PFRPG, but Seityl is one of the worst characters in PFACG.

RPG Superstar Season 9 Top 16

I'd make this a dungeon-like set up that's extremely dangerous. Best for a stealthy mission.

RPG Superstar Season 9 Top 16

It sounds more like a specific character concept than a class unless you have more solid mechanics behind it. You could make this just by playing a shaman with the heavens spirit. It's also a bit awkward because most deities are NOT associated with stars and the heavens. Especially if we're dealing with Golarion, which has gods trapped inside of the planet. I'm also still not getting the connection between having a construct familiar and being an astrologer.

My point is that the idea needs a lot more fleshing out in order to justify making an entire class around it.

RPG Superstar Season 9 Top 16

I wrote a feat design philosophy article way back when that might be relevant.

RPG Superstar Season 9 Top 16

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You could accomplish it with just eliminating nearly all of the evocation, transmutation, and conjuration spells. Maybe illusion too

RPG Superstar Season 9 Top 16

RandomNigel wrote:
Cyrad wrote:
I'm not understanding what the point of the mechanic is. It's basically just a familiar with much more vague rules.
The idea was to structure the feature around familiars yes, I'm not sure why that's necessarily a bad thing (like the Shaman's Spirit Animal). I guess the image I had was an extremely dedicated class that was blessed with an aid in their charting and work. Quite possibly the class is meant to be so enveloped in their work the responsibility of another living creature is something they neglect. This class feature allows a construct like familiar to not worry the master about rest or food, and grants them access to unique abilities on behalf of their limited spells per day.

The issue is that it begs the question what's the point of the familiar? What does it do for the class? What does it do for the player? There's not enough mechanical depth to hold up the class. Worse is that you needlessly rewrite a lot of the rules for virtually no reason. You could have made this much simpler just by saying it functions as a wizard familiar except it's treated as both its normal creature type and as a construct for effects that target creature by type, and that it doesn't need to eat, breathe, or sleep.

I also don't really see the connection between being an astrologer and having a robot pet. If they're going to have a class feature that's like arcane bond, it makes more sense they'd have an orrery or a telescope or something.

RPG Superstar Season 9 Top 16

I'm not understanding what the point of the mechanic is. It's basically just a familiar with much more vague rules.

RPG Superstar Season 9 Top 16

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The race has the same problem I have with almost all content that has to do with runes - the runes servce no purpose or meaning beyond just making the magic item, race, or whatever feel magical. It's a cliche. Runes aren't just cool-looking symbols -- it's language. What does it mean? Why does the race have a connection to them? How has this affected their culture, philosophies, and language? There's no explanation of this. They're just people with funny-looking symbols floating around their heads. A shame because that actually sounds kind of cool and makes me think of the dabus from Planescape.

Maybe look at my runari race for ideas? I wrote this race partially because I love runes, but hate how it's become a pointless cliche. For a runari, a rune represents elegance of language and transparency of information. They put runes on their magical items so those that study and use the items can learn how its magic works. Sharing information is a virtue.

RPG Superstar Season 9 Top 16

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You would need to create a new library of spells in order to have such a system.

RPG Superstar Season 9 Top 16

I think the invulnerability is too much. I'd make it turn you invisible for 1 round and teleport you somewhere. Alternatively, make this a 1 standard action to cast and give it a duration of minutes per level until discharged. That way, you have to cast it before going into a fight.

RPG Superstar Season 9 Top 16

I criticize the way I do because if the approach will not satisfy your design goals, then the approach is flawed and therefore not recommended.

From what I can tell from your posts, you want to swap PF's skill system with 5E because you believe it will make games more narrative and roleplay-driven. However, when you elaborate what makes PF's system not suitable for that, you largely talk about the tone of the rules text and how GMs/players run the rules. Swapping the skill system won't really fix that, because those issues are independent of the actual game mechanics. If anything, using 5E's system might make things worse because PCs will have smaller skill bonuses that makes them more at the mercy of a random die roll.

Yes, you could certainly swap the systems with lots of tweaks or homebrew an alternate skill system that works more like 5E. I'm just pointing out that it will mostly likely not result in what you hope to accomplish.

RPG Superstar Season 9 Top 16

Theliah Strongarm, I'm not sure what you're referring to. I don't know of a way to have a firearm deal 100% energy damage. Flaming, corrosive, etc stack on top of a runegun's damage regardless of the rune shell. However, it only applies to the primary target for shells that have an area effect.

RPG Superstar Season 9 Top 16

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Cr500cricket wrote:

Runeslinger (Gunslinger Archetype)

With an innate connection to runic magic, Runeslingers wield the wonderous weapons known as runeguns. Their practice with these weapons allows them to wield these weapons and even coax runeguns beyond their normal limits.
Class skills: Runeslingers gain Use magic device as a class skill
Weapon and Armour proficiency: Runeslingers are proficient with Runeguns as well as normal Gunslinger profiencies
This modifies the Gunslinger weapon and armour proficiencies.
Runic Gunsmith: A Runeslinger treats Runeguns as Firearms for all deeds, feats, and class abilities and begins play with a battered Runegun (Runic Hydra, Runic Dragon or Runic Pistol) that can only be activated by her and is not considered masterwork. It can be fixed for 1/3 of the normal cost of the runegun and a successful Spellcraft or UMD check.
Grit: A Runeslinger’s grit pool is dependent on her Charisma instead of her Wisdom.
Deeds:
Runic deadeye: At 1st level when a Runeslinger uses the deadeye deed with a Runegun that does not have the touch quality an additional grit point must be spent for the first increment. If deadeye is used with a ‘touch’ Runegun, deadeye instead removes one range increment penalty per grit point spent. This alters deadeye.
Practiced activation: At 1st level as long as a Runeslinger has at least 1 grit point she gains ½ her level to UMD checks made to activate runeguns and can spend 1 grit point to activate one at DC 20 as a standard action or DC 25 as a move action, further reduced by rapid reload. This replaces quick clear.
Overloaded shot: At 7th level can spend 1 grit point to give any runegun the overload quality for one round. This replaces deadshot.
Runic defenses (Su): Protective runes cover a Runeslinger giving her a +1 deflection bonus to AC at 2nd level increasing by +1 for every 4 levels. This replaces nimble.
Gun training: A Runeslinger can choose a Runegun or a...

That's such a cool idea for an archetype that I wrote one inspired by yours!

RUNESLINGER

RPG Superstar Season 9 Top 16

I really like the premise of this where the magus gets school-focused archetypes that each alter spell combat or spellstrike to fit the theme of the arcane school. I especially think the counterspell combat is genius.

However, there's some issues I see. Many of the magus arcana should have level prerequisites. For example, the black knight's necrotic aura gives the magus access to a 2nd level spell a level before he normally can, cast as a swift action without expending a spell prepared, costs 1 arcane pool point (a better trade than spell recall), has a really good secondary effect, and fails the bag of rats test. This arcana is too strong as a 3rd level ability.

As much as I love counterspell combat, I really don't like the countermage as a whole. The biggest issue is that you got rid of spell recall. This is a magus dedicated to counterspelling, and yet you removed the ability that makes the magus awesome at counterspelling (the ability to recall uses of dispel magic). I'd honestly get rid of spell consumption, have spell absorption replace knowledge pool at 7th level, and change the language of the Dispelling Critical so that you can use spell recall to instantly prepare dispel magic for it. I'd also consider maybe allowing dispel magic to be treated as a touch spell.

RPG Superstar Season 9 Top 16

MendedWall12 wrote:
Essentially the way I see the 5e skill sets working is the player says, "I tell the guard..." and the GM can call for an opposed skill check, or set a DC based off of the guards background and disposition, instead of the player saying, "I use Diplomacy." See the difference? Granted it is a subtle difference, and dice will, obviously, still play a factor, but the 5e skills give the table the ability to run the narrative first and foremost, and only use the skill checks if the challenge might fail based off of varying circumstances.

You're supposed to run Diplomacy checks as you describe in the first scenario. You're not talking about game mechanics and rules here. You're talking about how players and GMs use the rules.

MendedWall12 wrote:
I actually prefer that there are not a strict table of DCs covering every situation. That way the players ability and the current narrative situation set the DC, not a table in a book. As mentioned this requires a lot of trust between the GM and players, but, for me, that is how any P&P RPG should be played anyway. I realize not everyone has that luxury, but I'm asking for a hypothetical situation anyway.

My criticism is not about trust or corner cases. It's about a game establishing context. If I'm a new GM to a game, I need to know what tasks are easy and what tasks are hard. If there's a Climb skill, there better be a table that shows the DCs for common Climb checks. Otherwise, I'd have no idea this is supposed to be a game where climbing up a rope is easy.

RPG Superstar Season 9 Top 16

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MannyGoblin wrote:
captain yesterday wrote:

*yawn*

That was so three years ago.

Pharasma then. She was the goddess of birth and death, but she was no better or worse than the others. I actually liked the idea that all the deities had their own view on things and while none were the absolute truth, were each important to the whole.

Then she turned into being older than every being in the multiverse, including the Qupiloth(sp) and could have totally soloed Rovangug but didn't because of reasons and the whole River of Souls and being ground into building blocks for the planes was how it was all going to be.

*sigh* Into the same bin with Drizzt and Elminster.

I don't think it's that bad. Definitely not as bad as Elminster.

I think it's mostly the case that the lore expanded to explain that the multiverse goes through iterations, and Pharasma is one of the few beings older than the current version of the multiverse. The lore behind Groetus completely hinges on this because people worship Groetus on the hope that the god will give his worshiper special treatment in the next version of the multiverse. i wouldn't really call her a Mary Sue for being older.

RPG Superstar Season 9 Top 16

I'm not a fan of game systems that take a "loosey goosey" approach to figuring out DCs or TNs. Without a table of DCs, it's really difficult for a new GM to set a DC because they have no context about the setting and how difficult any given task is supposed to be. It results in a game with really inconsistent DCs that will likely inexplicably scale with the PC levels. And most of the time, I feel like it's just game designer laziness justified as a "rules lite" approach.

More relevant to the topic, I think 5E actually does have tables establishing skill check DCs. The catch is that it's only in the DMG.

RPG Superstar Season 9 Top 16

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I never experienced the issue with too many books.

All of the new books encapsulate a concept for specific types of campaigns. You're not going to use the Intrigue book if you're not running a primarily urban campaign. You're not going to use the Horror and Occult books if you're not playing a horror campaign or a campaign that has psychic magic.

RPG Superstar Season 9 Top 16

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The GM accidentally caused a TPK when he had Sarenrae intervene in attempt to save the life of a player's self-insert Mary Sue who expected to be treated as heroic and noble despite being deceitful and arrogant.

There was also a player who thought it would be cool if he was a werewolf. He wanted to divert all attention to himself in a big dramatic show where he'd turn into a werewolf as a big revelation in front of everyone at a big dinner party and then leap out the window and run off into the woods. Instead, I drew my sword and prevented his escape so the guards could bound him in chains. In addition, he forgot that the dinner party took place on the third floor of the castle. Oops.

RPG Superstar Season 9 Top 16

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I'd be okay with Outlaw Star.

Pirate ninja wizards, futuristic magic guns, alien catgirls, androids, cool but impractical ship combat

RPG Superstar Season 9 Top 16

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TOZ wrote:
If a FAQ or errata are enough to kill your fun, your fun was a fragile little thing.

Because suddenly becoming unable to play the character you enjoyed for more than a year is tons of fun.

RPG Superstar Season 9 Top 16

MrRetsej wrote:

Sooooo, you want to take a spell that is currently a 750 gp wand and turn it into a 2000gp wand. You realize this would have a **massively** detrimental effect to thousands of PFS players, right?

Wouldn't a much more reasonable FAQ request be to simply omit the Unholy Water component in favor of only a drop of Devil's Blood?

i wouldn't want that to happen, but I think the FAQ request has applications that go beyond that. It raises the question what the price of a wand is if the material component has two different prices.

RPG Superstar Season 9 Top 16

thaX wrote:

Did anyone else notice in the FAQ that CBD linked?

Quote:
These rules extend to the fast healing from positive-energy attuned planes as well (though overhealing on a major positive-energy attuned plane can be dangerous as well); only living creatures gain fast healing on such a plane.
Seems to be a parallel to the question at hand. I know that the Prime Material Plane isn't "Positive-Energy attuned" but the overall basis for the Fast Healing not working on Constructs is there.

That's completely irrelevant in a debate over whether fast healing, in general, does not work on constructs.

RPG Superstar Season 9 Top 16

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The cycle of rushing out poorly designed content and gutting it in errata is unhealthy for the game and disrespectful to customers.

I sympthasize with the design team and freelancers for working under tough deadlines, but there's no finesse in handling the erratas and often they make the content even more confusing. Slashing Grace is an excellent example of this. The errata needed an FAQ to explain how it works, and the change was a larger nerf to the (arguably underpowered) class the feat was designed for than to classes the nerf was intended for.

Thankfully, I think the releases after ACG were great improvements, with some exception (lookin' at you brute vigilante).

RPG Superstar Season 9 Top 16

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UnArcaneElection wrote:

^On the other hand, being unable to cast the higher level spells and being at -1 on the remainder when your opponent is at +1 and has no impairment on the highest level spells, this is a really serious problem.

The same principle I described above about fighters also applies to spellcasting. You're making the faulty assumption that every race and culture should cast spells in the exact same way.

RPG Superstar Season 9 Top 16

jeffh wrote:

If you're not into martial classes, you're not into martial classes; that doesn't really help me, at least not without a concrete suggestion for improving it. Not every class has to be for everyone, that's why there's like fifty zillion of them.

The recovery mechanic is, as noted above, WAY toned down from the 3.5 version.

It's not about martial classes. The class just doesn't have any interesting class features. Even Path of War maneuver classes have cool class features that make them interesting to play beyond just having maneuvers. Usually a central game mechanic that ties the whole class together.

RPG Superstar Season 9 Top 16

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Atarlost wrote:
Cyrad wrote:
I think a race's weaknesses are what gives them character. Not every race needs to be optimal at every class.
Every race should be competent at enough classes to defend its civilization and have a civilization to defend. Someone needs to stand in front with a spear and shield.

That argument doesn't hold any water. Races learn to fight with respect to their strengths and weaknesses. Their armies will differ accordingly and use different strategies.

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I think a race's weaknesses are what gives them character. Not every race needs to be optimal at every class.

RPG Superstar Season 9 Top 16

I'm not familiar with the warblade from 3.5e but this looks kind of like a boring class. It's basically just a full BAB, d12 martial class that gets maneuvers. I'm also not a fan of the ability to recover maneuvers just by doing an attack or full-attacking, which goes against other maneuver-based classes that all require some kind of situational game mechanic or forcing you to waste a full-round action.

RPG Superstar Season 9 Top 16

This has been discussed in detail before. You can probably find threads about it if you search. The issue is that it makes it much harder to overcome DCs if the odds are against you.

A discrete Gaussian distribution won't solve everything.

RPG Superstar Season 9 Top 16

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Cr500cricket wrote:
I'm shamelessly stealing this for my homebrew world, is that ok?

But why? Why would you do such a horrible thing?!

RPG Superstar Season 9 Top 16

Valkyn Highwind wrote:

Aralicia: Those look nice. Hope you don't mind if I use them.

Cyrad: I've flagged Ghost in the Wind, and Child of the Steppes, to be repalced with something a little more reasonable. I've also noted what grade ability (Ex, Sp, Su) some things are though I'm confused as no other races I've seen in any of the books do this. I'm keeping the Ghost Walker SLA for now and will try to find a reason for them to have it if I can.

As I said, it's specifically a problem with the Ghost Walker as it's not clear whether it's a spell-like ability or not. Most racial traits don't have a noted ability type because they're natural abilities. If you're not sure, then look for an existing race that has a given ability. It *usually* will say in the race builder what ability type it is.

RPG Superstar Season 9 Top 16

It wouldn't really solve anything.

Gish classes typically get much more powerful class features or gain lots of skill points compared to 9-level divine spellcasters like the cleric.

RPG Superstar Season 9 Top 16

I think it looks fairly solid overall. However, I do have a few issues with it.

1) The write up is rather sparse. There's very little information about the race other than "we're wolf people all about honor and tradition!" The statistics feel a little bland, but serviceable.

2) None of the racial traits say what kind of abilities they are (Ex, Su, or Sp). This is specifically a problem with the Ghost Walker ability that gives pass without trace as a spell-like ability, but doesn't label it as a spell-like ability. If it's a spell-like ability, it needs a line of text that says the character can't cast it unless they meet the ability score requirement for a casting a 1st level spell. That's why other race descriptions say something like "Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day."

3) It feels really out of place that the race gets a spell-like ability when they don't seem magical at all. I could understand if Ghost Walker was an extraordinary ability, but as I mentioned above, you don't indicate it as such.

4) The alternate traits look too good. Ghost in the Wind takes away a Perception bonus (good but not as good as a feat) and a bonus to a minor skill in exchange for an ability that's better than Stealthy Sniper, an advanced rogue talent that even an unchained rogue can't get until level 10. Child of the Steppes also seems particularly powerful as abilities that increase the threshold of death are pretty rare and useful. Yet, it only replaces Thick Fur and a Survival bonus. It takes away two highly situational, minor abilities to gain a decent ability that's always useful to have on a character. At the very least, it's obvious that the alternate traits are better than what they take away.

5) So, wait, they're supposed to be honorable, but they can gain bonuses to Stealth and sniping?

6) Minor nitpick: You shouldn't refer to Pathfinder rules by page number. It looks like you went out of your way to make this look as professional as possible with enough polish to make it look like it could be a publishable product. However, referring to a rule by page number is a violation of the Pathfinder Compatibility License.

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