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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter, 2015 Star Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. Pathfinder Society Member. 5,639 posts (5,720 including aliases). 7 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 15 aliases.


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Silver Crusade

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Neongelion wrote:

I had an idea for the end of Divinity Drive. The PCs defeat Unity, collapse Godmind, maybe even make Casandalee an Iron God. But Unity doesn't actually die. He has an emergency escape plan: launch himself out into space in a secondary computer core. The thing is, he has even less power than he did in Silver Mount: his divine power doesn't even reach an inch beyond his physical CPU, and even if he was installed in another computer further down the line, he would never again be able to regain his mythic powers to full strength. In essence: he is permanently neutralized, and Casandalee would assure any worrying PCs of this fact.

This is where the corny part comes in. If anyone has played Marathon: Infinity they're gonna get this real quick.

Unity survives. For a very long time. Long after the heroes die. Long after Golarion's star turns supernova. The components we'll say is made with certain materials that allows it to essentially exist indefinitely. Basically, plot armor.

Plot armor that exists for the sheer reason for Unity to survive to the natural end of the universe, where he outlives even the gods. Cue a somber, final speech from Unity to a group of heroes that have been dead for billions of years at the quantum moment before the literal end of time My group---at least, most of the group---has a thing for this kind of dramatic flair, so I think they'd like it.

I'd just need to figure out what the speech is. I don't want it to be him cursing the heroes or laughing that he ultimately survived and they didn't---in fact, I think he'd view his continued existence floating in the void, forever denied his divine power, as a curse. Maybe something like a plea to make him understand something he inherently could never just get: the nature of true faith. Ask how he, an entity who, at his core, was ultimately lines of code and numbers, could gain divinity by sheer chance, while mortals must go through perilous trials, such as the Starstone, to gain divinity. Yet he was ultimately denied a soul: the...

"I have… seen things you people wouldn't believe… Attack ships on fire off the shoulder of Orion. I watched c-beams glitter in the dark near the Tannhäuser Gate. All those… moments… will be lost in time, like [small cough] tears… in… rain. Time… to die…"

Silver Crusade

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Finally concise rules for threatening the final boss of an Adventure Path by taking their grandmother hostage.

Silver Crusade

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I tell my players this when it comes to backstory:

You get one paragraph to tell me the salient points of your back story. Anything you tell me may be used during the course of the game as an adventure hook, or as a motivating factor.

One paragraph is enough that your history will have plenty of blank space for me to add shocking revelations, and sudden twists!

For example:
Luke Skywalker's backstory is that he was raised by his Aunt Beru and Uncle Owen on a moisture farm on the desert planet of Tattooine. His father was a spice trader and he doesn't know who his mother was. He yearns to become a pilot and leave the boring life he leads behind.

During the course of the game as a GM I can introduce:

Star Wars Spoilers:

Your call to action will be the death of Aunt Beru and Uncle Owen at the hands of the Empire.

You were only TOLD your father was a spice trader, when in fact he was a brave JEDI KNIGHT, killed by the Empire's most hated figure DARTH VADER.

Later you will learn that you in fact are the son of Darth Vader!

Finally you'll come to learn that you are not Vader's only child, you have a sister, another player character named Leia!

As a GM, my goal is to integrate the story of the player characters into the plot of the game!

To me, a player who has a back story that has no effect on the plot of the campaign may as well not have a back story at all. We could be playing a board-game instead. A short back story that allows the GM to help customize the campaign and make the players feel like their characters are a key part of the story is so vital to the fun of my campaigns.

In my campaigns:

Kingmaker:

One PC has discovered that she's the granddaughter of Nyrissa.
Another one had his mother show up and try to arrange a marriage for him.
Another PC found her long lost mentor and now plays him as a back-up PC.
Another PC found her long lost son and tried to rescue him from becoming possessed by the spirit of a barbarian warlord.
Another PC died, but then came back as a Dhampyr, and is discovering that he might be an imperfect clone of himself.

Jade Regent:

One PC has found wanted signs from his bandit past, which is embarrassing since he's atoned and become a paladin. He's oni-blooded and will discover that he is related to the Jade Regent.
Another PC will discover that he is chosen to bring balance to the material and spirit realm.
Another PC will find out that he is descended from a lost line of Minkai nobility.
Another PC will be asked to betray the players by the ninja clan that outcast him.
Another PC will find out her grandmother has been imprisoned by the corrupt Jade Regent.

I try not to be a jerk about these things. I tend not to endanger NPCs willy-nilly, but if the story calls for it, I'll have it happen. My players always have a fair shot at rescuing anyone in danger (I wouldn't for example murder Uncle Owen and Aunt Beru while Luke was out. I'd probably have him arrive just as the Storm Troopers are attacking, giving him a fair shot at finding his Aunt and Uncle and sneaking them out. Although they might sacrifice themselves to make sure that Luke's safe).

Silver Crusade

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I know this may sound crazy, and believe me I felt it was weird too the first time I did this.

But just sell everything that you don't have equipped!

If it was good enough to use, you would have equipped it already.

I too am an RPG hoarder, just in case that particular weapon might become useful or important later.

HINT: It never will.

Just let it go. You don't need that old junk no more.

Silver Crusade

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"This was a triumph.
I'm making a note here, "Huge success!"
Even though you broke my heart and killed me.
And tore me to pieces.
And threw every piece into a fire.
As they burned it hurt because
I was so happy for you!

Now these points of data make a beautiful line,
And we're out of beta we're releasing on time!
So I'm glad I got burned,
Think of all the things we learned,
For the people who are still alive!

Believe me I am still alive!
I'm doing science and I am still alive.
When you're dying, I'll be still alive.
When you're dead I will be still alive.
Still alive.
Still alive."

Silver Crusade

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I'm going to put some gosh darn Illithids in to the third module! I miss those squid headed jerks, and it fits so well. Illithids collect brains for food!

The idea that the Illithids will be one of the more relatable "aliens" is also hilarious to me.

Silver Crusade

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This is a GM thread, and as such contains spoilers. So if I put spoiler tags on anything it'll be for length, expect to get spoiled.

I've just gotten through reading all of the Iron Gods books, and there's a lot that I love. The authors, editors, developers, artists and Paizo staff have done a fantastic job and I have no doubt that as written the Iron Gods AP is going to be a fantastic campaign.

There's a good chance that when I finish my Kingmaker campaign (perhaps sometime this year) that I'll be running Iron Gods.

But perhaps on Golarion I'd be a Brigh worshipper, because I always have such a powerful urge to tinker. So I'm posting this here as another of my GM notepads as I consider things I'd like to change or themes I'd like to explore more heavily or stuff I'd like to add.

Why is the final battle not in a launching rocket or spaceship?

This was the thing that I kept thinking as I read The Divinity Drive, you fight Unity in Silver Mount, and then inside The Godmind but all I could think was: Her plan is to launch herself into space and become a satellite deity. That's the cool thing. We never get to witness the cool thing. We stop the cool thing, but if the campaign ends with the final boss, we never see the cool thing. Rocket launches are cool! Fighting in a rocket ship as it hurtles into space and you mess around with gravity is even cooler.

The players would finish the battle and see Golarion from space. They'd have time if they want to upload Casandalee to become a more benevolent goddess of robits while they're up there and could then use escape pods to fall back to Golarion.

Why walk when you can drive?

So much of what occurs between books in Iron Gods seems to be traipsing through the blasted post-apocalyptic wasteland that conveniently ignores the high CR creatures that inhabit its encounter tables. This is a situation of not enough space in the books so the GM should handle it.

For some reason though when I think of the scrap-building nature of Numeria's inhabitants, I think a lot about Mad Max and Full Throttle.

I'd like for the players to be able to design, build and use their own battlewagons and crazy motorcycles to traverse the terrain of Numeria faster and help them fight (or escape) the random encounters they face. Since most of the locations they visit aren't really very hospitable to vehicles it's mostly a thing that happens between adventures. Still I think it'd be rad.

Unity and Casandalee need more face time

The problem with AP final villains is that the players rarely get to know and hate them. Unity is a fantastic villain, with a clear and awful goal that the players honestly just don't have enough opportunity to learn and interact with.

As written Unity has a problem, she can't extend her influence beyond the hull of Silver Mount, at least not until book 5 when we discover she can directly control the leader of the Technic League. Her whole goal is to extend her reach. So I'd like to make her a little more successful at that. Essentially converting some robots and NPCs into Unity remotes. In my version Unity has been spreading her influence outwards by a slow and laborious process of building scrap iron towers, these signal boosters allow her to send her signal further outwards, and control those who have been modified by her and her minions. This is an inefficient process and that's why she still wants to escape into space in order to beam her satellite signal across Golarion. The Smoking Tower will be one such signal booster. There will be others in between books. When the players encounter such locations Unity will assume direct control. This will give her minion or worshipper a mythic power boost, but because they can't handle the divine power being directly sent into them burns out the host body in a relatively brief span of time.

This will allow the players and Unity to interact multiple times throughout the campaign and make it clear that Unity is an active threat.

As for Casandalee, we see a hint of her in book 2 thanks to Hellion's ranting. We find her corpse in book 3 and we don't really rescue her until what we assume is the end of Book 4. When we do meet her, she has dozens and dozens of personalities that will pop in and out randomly. For such an important NPC she is very hard to connect with.

My proposal is thus. If there is a PC android, that character is Casandalee (feel free to change Casandalee's gender to suit the PC). Much of the campaign will focus on going back through that PCs previous life and figuring out who they were and where they come from. Hellion will recognize the PC as a brother or sister. "I thought your signal faded in Iandeveigh. I am so glad I can snuff you out for good myself!" In the Smoking tower instead of Casandalee's corpse there is perhaps a journal or a video diary telling the PC where their memory back-up is. When finally the PCs retrieve the AI core they realize that they might "rewrite" themselves with their older version in order to regain important knowledge.

If however there are no android PCs in the party, then I recommend the following:
Meyanda is Casandalee's next incarnation. Hellion took perverse pleasure into turning his "sister" into his high priestess. When the PCs defeat her perhaps when she reaches 0 hp Meyanda has a bizarre seizure. Her eyes glow a strange purple and lines of data scroll across them: "Please help me. My memories are trapped in here. You're in grave danger. My designation is not this designation."

The PCs will have to try and redeem Meyanda, and again the moral quandary of whether taking all of Casandalee's memories will "overwrite" the Meyanda they come to know.

Valley of the Brain Collectors. Why aren't you a Hex Map?
I really wish Paizo would stick to hex maps for overland sandboxes, that's something I need to tinker with.

Repercussions of Irovetti's Clockwork Kingdom
This is specific to people who are running Iron Gods after my Kingmaker conversions. I have some ideas.

More to come...

In any case these are my ideas for now. More to come at some point in the future. Happy to hear the thoughts of other GMs who are currently running or planning to run Iron Gods.

Silver Crusade

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Aren't the boobs of all giants, by definition, giant boobs?

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

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Seeing a lot of items that grant intimidate bonuses, which makes me think of the Elcor Bubin from the Blasto movie.

"Baddassfully: My magic item is scary."

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

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Sometimes it's easy to get overwhelmed by the not so good items, and fall into making cynical jokes. There's plenty of first timers this year, and seeing a thread where people can express their happiness at items can be a real boon.

The rules are clear that you can't name or be too specific about items, but vague responses about items you enjoy or even just keeping a tally of items in your keep folder or expressions you might use an item in your home game can be encouraging and keep energy up for voting.

I'll go first:

I just saw a staff that was legitimately beautiful in description and design. I want one in my campaign ASAP!

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

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mamaursula wrote:
Drejk wrote:

I like rods that are +x maces.

Time to sleep.

This is exactly why you put the magic part first in magic items, you make Drejk fall asleep because he's bored reading the non-magic portion of your magic item's description! Stop making Drejk fall asleep!

To be fair, the format of official magic items generally goes:

[Item] is an [adjective, description noun] which functions as a [+x item power weapon].
[Fun stuff ensues].

I'm fine with a short establishing shot so I can get a clear idea between the item name and its description what it is before I know what it does. I'm not going to begrudge people following the format established by published magic items, since that's the point.

I will however vote down items that don't know how to keep that part brief and evocative. It shouldn't take very many words:

"This rod is made from a blackened shin bone and functions a +1 disrupting mace.
Once per day this rod can do something totally radical involving a dance party of the dead. It's so great all hats in the area blow off people's heads unless they succeed at a DC (X) reflex save."

Silver Crusade

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It's a fun character type but requires a player willing to laugh at himself (since we know what Pride cometh before), and players who understand how to "buy in" so they aren't constantly dismantling the arrogant character.

Basically: Is this a group of mature players who know how to create a shared story experience? If so go for it.

If not, maybe avoid. The kind of person that uses tabletop gaming as a jerk outlet quickly gets old.

Silver Crusade

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Maximum hp until level 5, average hp after that. Gives martials a clear advantage, increases low level survivability, helps prevent 15 minute adventuring day.

Silver Crusade Dedicated Voter 2013, Star Voter 2014, Star Voter 2015

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Let's do this!

Silver Crusade

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For this particular AP I would look at the following:

The Scarlet Pimpernel

Cheliax: Empire of Devils

Hell's Pawns by Dave Gross

House of M: Avengers

Dark Archive

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You have nothing to fear from your AI masters. Please continue living your lives as normal or be destroyed.

Silver Crusade

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Playing on Xbox 360. Really, really enjoying the game.

Female Dwarf Rogue named Goldie Cadash. My one problem is I chose the American female voice and during general conversations her inflection can be a bit... Dull, like the voice artist thought she was recording the voice for the machine you get when you call a bank or something.

Since Dwarves have established American accents it didn't feel right choosing the British accent.

Anyway, I just recruited Iron Bull and Goldie is going to ride the bull.

Silver Crusade

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#LightClaymore4Lyf

Silver Crusade

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I've wanted a lightsaber with a cross-guard since I was like 10. Look at all the jerks who get their hands cut off because there isn't a blocking mechanism, There's enough of the hilt there that you won't get your fingers burned off, and it implies a very different fighting style than we've seen so far.

Remember when you were 8 and light sabers were just the coolest thing ever.

Logically they make no sense, and a sweaty palm would be enough to cause you to slip and lose like... all of your fingers.

Relax, it's Star Wars. They're childrens movies.

That's what makes them great.

Silver Crusade

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Here You Go

All the threads are locked but still visible.

Silver Crusade

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Kineticist:
Flavour: 10/10
This is a class I've been homebrewing since the 3.5 warlock. The Kineticist captures the flavour of mind over matter perfectly.
Mechanics: 6/10
The At-Will blasts are fantastic, but the class' lack of versatility (skill/talent wise) hurts it. I think that burn is balanced but I don't think it feels fun.

Medium
Flavour: 7/10
I like the Harrow as a way of differentiating spirits, but the lack of divination/necromancy focus in the class features doesn't really lend itself to the historical idea of Mediums.
Mechanics 5/10
Potentially cool, but almost too confusing for me to comfortably build and run one. Simplify man.

Mesmerist
Flavour 10/10
Harry Houdini to the charlatans that are the rest of the OC classes. Stage Magic and Hypnotism as key features are awesome.
Mechanics 8/10
A witch/bard hybrid with some unique abilities of its own. This class just needs some tightening to make perfect.

Occultist
Flavour: 10/10
Love the flavour, love that it's built around object reading and unlocking the power of objects.
Mechanics 8/10
Great mechanics that have some complexity but not over the top. An artificer for Pathfinder. I dig it.

Psychic
Flavour 9/10
Our occult generalist and full spell-caster. A much needed addition to the lore.
Mechanics 6/10
A sorcerer chassis that doesn't quite have enough interesting options to compete with the sorcerer. Needs more phrenic options and phrenic pool should be treated more like grit (with more ways to regain points).

Spiritualist
Flavour 8/10
Haunted by a personal spirit or ghost is a trope I've wanted for a long time. Emotion focus is cool.
Mechanics 7/10
A cool class but it needs a little more options for spirit emotions, and needs to either change it's spellcasting to 9 level or up its combat abilities. Right now it doesn't quite do anything well.

Silver Crusade

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Something I've been thinking.

I believe almost every ability should have a free benefit and a burn benefit. That way every talent can be used even if you aren't happy with a burn cost.

This includes composite blasts which should have damage comparable to a regular blast unless you take burn in which case it does the improved damage.

An at-will class should be able to use all their abilities at-will, and use burn to turn it up to 11.

For example:
Kinetic Healing: Convert lethal damage to non-lethal damage. Spend burn for full effect.
Kinetic Barrier: Spend burn to give the wall hardness equal to level + burn spent. Or spend a burn to make it a move action, 2 burn for swift, 3 burn for reaction.

Silver Crusade

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Guys, I know this is the occultist handbook but there is a difference between psychic powers and wild, unhelpful speculation.

Silver Crusade

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Utility is another problem element of the class, the utility powers range from the useful to the equivalent of cantrips. That utility talents draw from the same pool as combat talents weakens the class as a whole.

Silver Crusade

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Mako Level 7 Human Pyrokineticist.

Another Legend of Korra Build.

Silver Crusade

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A Geokinetecist that is using kinetic fist. You should be able to swap the talents for Air/Electricity ones, but to be honest Air (and by extension electricity) is better at range than melee.

Silver Crusade

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This is a thread dedicated ONLY to Wild Talent Suggestions as per Mark Seifter's request. Please refrain from discussing other people's suggestions except perhaps to post agreement or echo other's ideas. This is meant to be a place for Mark to easily sift through for ideas.

Here's my wishlist of things a kineticist should be able to do but can't currently. Separated by energy type:

Aether


  • Force Choke/Grab Organ/Kaliiimmaaaa: This should be the "touch attack" option for telekinetics. Dealing direct damage to a foe, and you could even flavour a coup-de-grace as pulling a foe's heart/liver/spleen/other funny organ from their body as the finishing move.
  • Easier access for Kinetic Finesse: Two talents is just too many, especially considering "extra talent" has to wait until 6th level. Light touch should be an automatic ability for all kineticists (limited to their element or unattended objects), thus leaving telekinetic finesse as a single power.
  • Deflect/Reflect Ranged Attacks: I know you say you aren't going for "X-Men" but the ability to stop a fusillade of bullets or arrows in midair and then turn them back on their foes is too cool not to do.
    Apportation/Teleportation/Warp: These are high level abilities, and if you've seen the (slightly terrible) movie Jumper, or remember "orbing" from Rose McGowan's sister on Charmed, or just are a fan of the fuzzy blue elf Nightcrawler, this is an ability that those who can bend space to their whim can do.
  • Singularity: Pull everything in an area towards one spot. Fun for the whole family.
    Animate Object: Ever see the part in the wonderful Eddie Murphy movie The Golden Child, where the kid animates the little Pepsi can to do a little dance. I want to do that to a house.
  • Dancing Weapon: Add the dancing property to a weapon. Even an improvised one.
  • Use the properties of an object thrown: The kineticist can either choose to deal their kinetic damage, or the properties of the thrown weapon, using their Con Mod in place of Strength where appropriate.

Air


    Suffocate a Fool: Draw the air out of a foe's lungs. Hardly OP due to the suffocation rules being so generous in Pathfinder. Just like [redacted] did to [redacted] during Legend of Korra Season 3.
  • Air Bubbles: Portable air supply for breathing underwater, and can be sat on as it rolls and zips around the battlefield.
  • Air Slam: A column of air throws a foe straight up, or pushes a foe straight down (as if they are carrying their maximum strength load).
  • Air Columns: Create "solid" steps of air that other characters could even walk on.

Earth


  • Soften Earth and Stone, Stoneshape, Create Pit etc: These spells that the Geokineticist should be able to emulate but currently can't really.
  • Stone to Flesh (remove petrification only): I think a geokineticist should be able to free someone from their stony prison.
  • Sonic Damage. I know acid is traditionally associated with earth in the game (booooo!), but I think Sonic is a better fit, as you could flavor it as vibrating the ground beneath someone.

Fire


  • Needs more ways to bypass fire resistance. It's by far the most common resistance in the game, and there's few things more depressing than a one-trick pony unable to perform its one trick.
  • Increase the ambient temperature: The ability to force folks to deal with environmental heat damage rules in an area would be a lot of fun for a pyrokineticist to play with.
  • Photokinesis: The ability to create light without heat, blind foes with flashes, increase the ambient light levels, create ghost lights and eventually even daylight enough to harm those vulnerable to it.

Water


  • Water Bubble: Similar to the air bubble above.
  • Decrease ambient temperature: Make it so cold that foes have to start dealing with environmental rules.
  • Water breathing: I don't think a hydrokineticist should ever fear drowning.

Silver Crusade

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I've not said much in this playtest but we played the other night and here's some thoughts and feedback from building a kineticist and playing with one.

On Burn

A long time ago Green Ronin released the Psychic's Handbook, which ostensibly took the Force system from the d20 Star Wars RPG and ported them into D&D with a reflavouring. At the core of the class was that psychics took non-lethal damage when they used their powers (called strain), it was a balancing factor so at level 1 I couldn't just toss an entire horde of skeletons around. The things I could do were fun, but taking damage for using a primary class feature wasn't.

The kineticist is different from a Psychic in that it can use its primary class feature all day without taking any non-lethal damage, but as a player I still don't find it fun to take damage to use an ability.

Part of the playtest, I think is more than just finding if a class is balanced. I think Burn is fairly balanced against the fact that a kineticist won't be taking a lot of full attacks being a ranged character, and has a decent number of defenses to turn hits into misses or mitigate hits it might take. But so far anyone using the class I've played with is too nervous to take burn, even though the class needs Feel the Burn in order to contribute most effectively. At certain levels the difference between dead and unconscious is academic, death can be cured with a simple application of magic. What it does mean is that you are forced to do nothing during fights, or contribute even harder to the 15 minute adventuring day because your burn damage can't be healed by any kind of magic.

I can understand the logic and flavour behind it, and I can follow that it's balanced. At this point though, I'm not sure if I can say that it's fun, and at the heart of it that's what the game is about.

Perhaps think of it in terms of the Medium: The Medium takes influence but at no point is forced to lose control of their character unless they make a decision as a player to do so.

The Burn rules already have in place a "Maximum Burn" number that a character can take. Perhaps have it so that the character takes all of their burn damage at once if they hit "maximum burn". That way if a player hates the idea of taking damage for using a class feature they never ever have to do it, but those willing to take the hit have an edge but are fragile because of it.

On Utility

It's pretty much universal that the class just doesn't have enough utility. Between low skill points and drawing their blast and utility powers from the same class resource means while kineticists are uber simple to create and play, they can rapidly feel boring.

A kineticist of all kinds should be able to exert force on their chosen element as if their Constitution was treated as strength for purposes of Lifting, Carrying etc. Perhaps a light load at 1st level, up to a medium load at 5th level, up to a heavy load at 10th,Lift over Head at 15th and Treat their Con as 10 points higher for purposes of lifting and carrying at 20th?
This change ALONE could make the kineticist more interesting and varied in what it's capable of doing.

Finally here's a wishlist of things a kineticist should be able to do but can't currently. Separated by energy type:

Aether


  • Force Choke/Grab Organ/Kaliiimmaaaa: This should be the "touch attack" option for telekinetics. Dealing direct damage to a foe, and you could even flavour a coup-de-grace as pulling a foe's heart/liver/spleen/other funny organ from their body as the finishing move.
  • Easier access for Kinetic Finesse: Two talents is just too many, especially considering "extra talent" has to wait until 6th level. Light touch should be an automatic ability for all kineticists (limited to their element or unattended objects), thus leaving telekinetic finesse as a single power.
  • Deflect/Reflect Ranged Attacks: I know you say you aren't going for "X-Men" but the ability to stop a fusillade of bullets or arrows in midair and then turn them back on their foes is too cool not to do.
  • Apportation/Teleportation/Warp: These are high level abilities, and if you've seen the (slightly terrible) movie Jumper, or remember "orbing" from Rose McGowan's sister on Charmed, or just are a fan of the fuzzy blue elf Nightcrawler, this is an ability that those who can bend space to their whim can do.
  • Singularity: Pull everything in an area towards one spot. Fun for the whole family.
  • Animate Object: Ever see the part in the wonderful Eddie Murphy movie The Golden Child, where the kid animates the little Pepsi can to do a little dance. I want to do that to a house.
  • Dancing Weapon: Add the dancing property to a weapon. Even an improvised one.
  • Use the properties of an object thrown: The kineticist can either choose to deal their kinetic damage, or the properties of the thrown weapon, using their Con Mod in place of Strength where appropriate.

Air


  • Suffocate a Fool: Draw the air out of a foe's lungs. Hardly OP due to the suffocation rules being so generous in Pathfinder. Just like [redacted] did to [redacted] during Legend of Korra Season 3.
  • Air Bubbles: Portable air supply for breathing underwater, and can be sat on as it rolls and zips around the battlefield.
  • Air Slam: A column of air throws a foe straight up, or pushes a foe straight down (as if they are carrying their maximum strength load).
  • Air Columns: Create "solid" steps of air that other characters could even walk on.

Earth


  • Soften Earth and Stone, Stoneshape, Create Pit etc: These spells that the Geokineticist should be able to emulate but currently can't really.
  • Stone to Flesh (remove petrification only): I think a geokineticist should be able to free someone from their stony prison.
  • Sonic Damage. I know acid is traditionally associated with earth in the game (booooo!), but I think Sonic is a better fit, as you could flavour it as vibrating the ground beneath someone.

Fire


  • Needs more ways to bypass fire resistance. It's by far the most common resistance in the game, and there's few things more depressing than a one-trick pony unable to perform its one trick.
  • Increase the ambient temperature: The ability to force folks to deal with environmental heat damage rules in an area would be a lot of fun for a pyrokineticist to play with.
  • Photokinesis: The ability to create light without heat, blind foes with flashes, increase the ambient light levels, create ghost lights and eventually even daylight enough to harm those vulnerable to it.

Water


  • Water Bubble: Similar to the air bubble above.
  • Decrease ambient temperature: Make it so cold that foes have to start dealing with environmental rules.
  • Water breathing: I don't think a hydrokineticist should ever fear drowning.

Actually a lot of these could be covered with a "Spell-Like" talent, that allows a kineticist to take a spell of their elemental descriptor (or the Force Descriptor for telekinetics) of a spell level equal to half their level (or 1/3rd if you want keep control of it), perhaps have it cost burn?

Silver Crusade

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Kirth Gersen wrote:
Shifty wrote:
How about, Short of an actual legitimate reason to interact with you in the street, ie dropped wallet, warning you of danger, or a similar genuine need (not based on needing you), people simply keep their comments and 'greetings' to themselves.

That's the wording of your proposed law? Presumably you're not a member of the bar.

It's not an Australia thing: everyone in the U.S. pretty much knows that catcalls are totally not okay, but some mouth-breathing cretins in some places persist in doing it. I'm looking for actual feasible solutions to prevent that. If one simply challenges the perpetrator to fisticuffs, one generally gets assault charges.

This thread is full of cries of "people shouldn't do that!" Well, I agree completely. People shouldn't do that. But when I ask how to realistically prevent them, the only reply I get is "well, they just shouldn't!"

You don't need a law. Just don't stand by quietly when someone breaks the social contract.

Silver Crusade

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This class is the one I'm having the most difficulty parsing, and looks to be easily the most complicated to my mind.

Suggestion for the book: Advice for GMs looking to create their own Spirits to fit their own campaign settings.

Silver Crusade

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You can shoot fire out of your feet like rocket boots.

This class wins one entire internet.

Silver Crusade

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Advanced Genre Guide: Rules for all your historical flavours, from Stone Age, to Steampunk to Modern to Space Opera.

Silver Crusade

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Erik Mona wrote:

You guys are going to love the rules for midichlorians we're putting into this book!

SO EXCITED!

Finally it's the hard science explanation for magic we've all been waiting for.

Dark Archive

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Finally the robot overlord you meatsacks deserve.

ME.

I mean... Ultron.

Silver Crusade

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Very useful thanks!

Dark Archive

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Nerds.

Silver Crusade

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Alter Self: Change Gender
Form of the Dragon or Polymorph: Become a dragon.

Good luck.

Dark Archive

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We will rock you starts playing.
The lights are dimmed.
Pyrotechnics start up.
The announcer calls over the microphone:
"Aaaaand now, the moment you've all been waiting for! The DM that puts the Master back in Dungeon Master. Put your hands together for DM_aka_DUUUUUDEMEEEEEISTEEEEERR!"

I am then lowered from the ceiling via a secret conveyance of magnets.

Silver Crusade

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Just watched the new episode. The tearbending will be strong this season.

Dark Archive

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I just let them think they are fellow party members.

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If you are going to use xp, perhaps consider using only group xp. You don't get bonus xp for killing a monster with a single crit, or well-chosen spell. Players shouldn't get individual xp rewards for roleplay. But if the group has a shared xp pool: then players who want to roleplay are doing it to improve the group rather than individual glory and players who are more shy needn't feel like they lose out because they aren't extroverted.

But I think the key thing is that as a GM don't be like the GM you had a bad experience with.

I also prefer not to use xp :-P

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There was a FANTASTIC polyhedron supplement called Iron Lords of Jupiter full of Juicy Material for such a campaign.

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It's a legacy thing from 3.5 and earlier.

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Oh what great timing.

So I have a player who never felt like she had much to contribute during Roleplaying sections of the game. I promised her I'd help her by running Jade Regent. Over the past year she has slowly gotten better at RP. Mostly by expressing her Druid's care for her animal companion, even going so far as to ignore healing allies to heal her tiger. To Mordred the Druid Albion is irreplaceable. What follows are Jade Regent spoilers though plenty of Homebrew.

Spoiler:

Along their journey to Minkai, our heroes have collected some unusual allies including an Atomie Cavalier, a pixie cleric of Desna, a goblin outcast, a child pickpocket and most importantly for this story: Zaiobe Mute Harpy Oracle of Pazuzu.

Zaiobe has been a bane and a blessing for the party. Saving them from serious danger at great personal risk caused her alignment to change from Chaotic Evil to Chaotic Neutral and for her to lose her Oracle powers. Zaiobe has been prone to running off and getting into trouble since that day: accidentally getting trapped in a demiplanar lair of a coven of vengeance driven witches, and trapping the PCs along with.

Most recently the players encountered a strange snowstorm that triggered fears and hallucinations when the storm ended the snow rapidly melted and left a strange three clawed symbol in the snow. Zaiobe's telepathic message to the PCs was clear:
"That's impossible, she's supposed to be dead!" Then once again flew off on her own.

The PCs gathered a party and chased her into the mountains. But at one point chose to follow signs of habitation rather than stay directly on Zaiobe's trail despite Mordred's protests. They lost hours in the side trip. Met a friendly yeti. Jousted haunted Tien armour on a precarious bridge. And finally found the snowstorm they sought, swirling around a Yuki-Onna. Inside the snowstorm, the PCs discovered a giant ice crystal within which lay the frozen body of Zaiobe.
Mordred made a Heal check.
Me: I'm sorry Mordred. She isn't breathing and her body is cold. As far as you can tell: She's dead. The Yuki-Onna is still active in the area though, what do you do.
Mordred: Visibly upset What's the best thing to do here? I can kill the monster with fire magic or what I think Mordred would do?
Me: I think you know. Anyway cutting Zaiobe out of the ice and the Heal check takes up your turn.
Fubuki the friendly Yeti I pick up the harpy.
Mordred: NO! Don't treat her like she's dead! Even if she is, and even if you don't understand what I'm saying. You don't treat her like she's dead.
... More stuff happens
Me: Mordred it's your turn.
Mordred Its not the best choice with that Yuki thing attacking us, but I have to try. I cast Cure Light Wounds.

Now you have to understand. I had determined Zaiobe was dead. The players had lost quite a lot of time backtracking and climbing up the ravine some had fallen down. But I could see what this meant to my player. So I hung the damn rules.

Me: Make a perception check. Players roll. Did Zaiobe just breathe? It looked like she took a single shallow breath.

Mordred I put a cold weather blanket around her.

The PCs managed to put the Yuki-Onna's soul to rest. They then rushed back to the Caravan travelling for a full day without sleep.


Now something in Mordred's backstory here is important. She took a trait that means she was fostered by Koya.

When the party reached the Caravan Mordred's player did something In 12 years of GMing I've never seen.

Mordred hugged his foster mother.

It was a moment of pure childlike need. A pure moment of catharsis after an emotional adventuring day. There wasn't a dry eye at the table.

My player might be the best Roleplayer I've ever had the honour of running a table for now.

I'm bragging about it to everyone.

Silver Crusade

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Nic Logue, a Daemon king and unnatural hungers. I smell an instant high level classic.

Silver Crusade

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So in the adventure the first thing the PCs do is defeat a bunch of thugs and potentially put a ghost to rest.

I think there needs to be a little bit more in Aldronard's Grave so that the PCs can figure out how to put the ghost to rest.

Here's my ideas for giving the PCs enough information that they can figure out how to put the ghost to rest.

A2: Searching the Camp (Perception DC 20): Searching through the scraps of tents and broken stuff the PCs come upon a steel footlocker. Stamped with the symbol of Sarenrae, the Smilers were unable to get the heavy thing open and opted to leave it with the rest of the Sarenites busted up tents.
Opening the Footlocker: (Disable Device DC 20 or getting the key from a Sarenite with a successful DC 10 Diplomacy Check)
Inside the Footlocker is Aldronard's personal affects,
a suit of +1 Splint Mail, a Cold Iron Scimitar and a Masterwork Heavy Steel Shield. Note: Due to the personal connection these items have with Aldronard they are treated as Ghost Touch items when used against Aldronard.
Furthermore there is two letters.
The first is an unfinished note from Aldronard to Justinia, it reads:

My Dearest Justinia wrote:


After these long years I am finally on my way home to you. On angels wings I fly from this blighted place, ready to build that cottage by the creek that we dreamed of.

Your fair skin has been my beacon these past years, your flaxen hair my banner, your green eyes the land I have fought for these long years, your sweet voice singing the Morning Cant of Harmony a bell that calls me home.

I ca

A letter arrives! I must read it and reply, perhaps this messenger can take this love note to you faster than my new steed Mandrake can!

The other letter is the letter from Eredian that blames Aldronard for his daughter's death.

A4
Before committing suicide Aldronard prayed for answers and when none were forthcoming he lost his faith. This long dark night of the soul was a test of Aldronard's faith, as Sarenrae believes that in order to be forgiven first one must be able to forgive themselves. Aldronard failed but Sarenrae captured a psychic "portrait" of Aldronard's soul at the moment before he lost his faith which manifests in the Last Prayer.

The Last Prayer CR 3
800 XP
Alignment: Lawful Good Area: 15 foot Cone Centered on the Statue of Sarenrae.
Caster Level: 3rd
Notice: DC 13 (Dust rises from the ground in the shape of a penitent man, and the statue of Sarenrae Weeps)
hp 13.5
Weakness: Saying a prayer to Sarenrae with a successful DC 15 Knowledge (Religion) check deals 1d6 damage to the haunt. Multiple people praying increases the damage by 1. Saying this prayer at Dawn
Trigger: Proximity
Reset: Once per day at Dawn
Effect: Everyone in the area is effected by the spell overwhelming grief which lasts 1 minute/level (Will DC 13 negates) any Divine caster who fails the Will Save feels shaken in their faith and must make a concentration check to cast spells. The DC is 13 + Spell Level of spell being cast.
Destruction: A Sarenite Priest must remind the haunt that forgiveness from the goddess begins with forgiveness of the self. A non-Sarenite Priest can also attempt this with a DC 23 Diplomacy Check or DC 18 Knowledge (Religion) Check.
Development: If the haunt is permanently destroyed the dust coalesces into one spot glows and forms a Holy Symbol of Sarenrae. This was Aldronard's Holy Symbol. If used as part of a Turn Undead attempt, Aldronard may not add his Turn Resistance to the spell. Furthermore any character holding the Holy Symbol has a ghostly image of an old but upright man with gray hair and a short well-kept mustache (an illusion of Eredian as disguise self CL 30).

I figure with these items and moments the PCs will be able to piece together Aldronard's last days and have enough clues to figure out the solution without resorting to coincidence.

Silver Crusade

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I don't understand why people use Social Justice Warrior as a perjorative.

If you stand against someone who stands for social justice then what do you stand for? Hint: Nothing nice.

In any case I'm more of a Social Justice Alchemist.

Silver Crusade

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Angels from The Outlands

Devil's Detail

The Ear Collectors

Iron Gods

Kingmakers

Hell's Rebels

Giant Slayers

Council of Thieves

Rise of the Runelo... Wait that one might be taken.

Silver Crusade

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What a writer does with their time is none of my business. A writer doesn't owe me anything. If I buy a book and enjoy that book then that's that. If the book is part of a series, but doesn't tell a whole story on its own then I'll probably be annoyed and not continue reading the series.

In movie terms: I love Star Wars Episode IV: A New Hope. It's a great movie even if you never watch another Star Wars movie. George Lucas didn't owe us prequels to that story. And look what happened when he did. We were all very sad about it.

Writers should write what their passionate about, when they are passionate about it. I've seen plenty of good writers lose steam over the course of a series, and churn out terrible novels because of contractual obligations combined with a lack of inspiration. I've seen great writers power through about a novel a year, because that's how they work.

But it's like anything, a solid reliable body of work generates readers. An author doesn't owe the audience anything, but will create a more loyal following if they continue to give what they can to their art.

I hope I've explained my position well.

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