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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. Pathfinder Society Member. 6,084 posts (6,191 including aliases). 9 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 17 aliases.


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Silver Crusade

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When I GM I constantly have to remind my players to add it up. If you have a +20 to Stealth, rolling a 1 isn't so bad against opposition who aren't really great at Perception.

Silver Crusade

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A character who aims to be the "Greatest Safecracker In The Universe", maxes out their Disable Device, takes the Rogue Talent to be able to take 10 on Disable Device even when stressed or distracted, skill focus disable device and on top of that has Fast Disable.

No mundane lock on the material plane should be able to stop him, even an Arcane Lock should be a joke for such a character.

So when he's busting into a safe, and the GM says: "You need a 15+ to succeed". I'd have to wonder: Who designed this safe with a DC greater than 50?
And then inside is nothing more valuable than this apparently nigh uncrackable lock. Steal the lock, apparently it's far more valuable.

I don't know. There are other more narrative games where narrative imperative trumps the simulation, FATE, Spirit of the Century and its kind.

But Pathfinder isn't by nature a narrativist game, and it can be frustrating when transparent rules are made opaque for the sense of "drama".

Silver Crusade

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Another good thing about moving the rules into shared territory is that it frees the GM to create interesting combat, exploration and roleplaying challenges. If the Mansion of Murder has Good locks, and is always locked at night. And one room has Superb locks and is always locked, it will intrigue your rogue and maybe push them to try taking 20 instead of rolling. Which then requires the other players keep a each for guards and keep the mansion's owner distracted for 20 minutes.

Good times.

Silver Crusade

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I think the multiple call outs to Tomb of Horrors is a bit of a false road. Tomb of Horrors was the exception and we specifically designed to be both hard and unfair.

I do think there is a market for difficult but fair adventures and adventure design. But I think 3rd edition onwards are better systems to express that, because while they might be more prescriptive than previous editions, they are also far more transparent than most systems.

To dip into the design well of videogames: the Dark Souls series is a pretty good example of old-school adventure design with modern design florishes. Once you know the system, you also know that everything in the world operates under the same system, so combat challenges are about enemy placement and player knowledge BUT resolved by reliable, transparent mechanics.

I don't want to dismiss the old school out of hand, there's lots to be learned from the difficult but fair style of gameplay. But fairness is only achievable if players can predict the difficulty of challenges by understanding the underlying systems.

Silver Crusade

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I've been GMing for over 12 years.

I've... 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 [chokes up] tears... in... rain. Time... to die.

Erm... I mean, arbitrary DCs are doing the opposite of what this GM wants them to do. Instead of increasing the tension of the moment and letting the players feel more in character, it's making them feel like their choices don't matter at all.

A game isn't a railroad, even a railroady one. If the players do something unexpected you improvise, using the rules as a springboard. The GM in this case is hurting his game by being arbitrary when there are some simple fixes he could make that wouldn't negate player and character choices.

Silver Crusade

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A style of play that favors player knowledge and experience over character knowledge and experience. Wherein, the GM will often have to make up rules on the fly to adjudicate vast tracts of player choices, which can lead to an uneven, and often arbitrary experience.

Positive aspects of this style involve larger elements of trust of GMs and players, and a sense (real or imagined) of authenticity.

Silver Crusade

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There's a difference between the occasional GM Fudging to continue the narrative, and playing Mother May I?

You and the other players need to speak to your GM, and make it clear that you would prefer to use static DCs, because you want your skill investments to matter, especially during dramatic scenes. Not everyone is going to be great at every skill, so there will still be drama if even one or two players have it in the bag.

Make it clear that this is impacting your enjoyment of the campaign, and that he as a GM might find it more interesting to find new ways to challenge the heroes using the rules as written, rather than changing skill DCs.

Silver Crusade

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Curse of the Crimson Throne has long been lauded as the most strong narrative (and gameplay), with a memorable villain and a focused story that by the end lets the players know everything important in the campaign.

I think Mummy's Mask has a very strong story, and really puts the PCs at the center of uncovering it. If you're into letting your players come to conclusions rather than having NPCs tell the players what's what.

Iron Gods also has an interesting story, which you can think of in terms of a trilogy with Book 1 & 2 forming Volume 1, Book 3 & 4 forming Volume 2, and Book 5 & 6 forming Volume 3, with the overarching menace becoming more clear over the course of the campaign.

Silver Crusade

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Ouch, defeated in the final book, that is rough. Well played, and I toast the attempt.

Silver Crusade

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I've been running Kingmaker for about 5 years now. Over that time, I allowed my players to put together backup characters, who they will occasionally switch into playing (for variety and because of how much content I've added), and I've also let them rebuild their characters from the ground up.

One player started as a human cleric, multiclassed into necromancer, died, came back as a dhampyr undead bloodline sorcerer, later retrained into necromancer and then did a quest to reunite with the Church of Pharasma and retrained into kobold publishing's Theurge.

I had another character who was a bard, retrained into gunslinger, found the gunslinger to be simultaneously too effective, and too boring, retrained into a bard/gunslinger multiclass and is enjoying that immensely.

I have two rogues who I allowed to swap into Unchained rogues for free.

I had a gnome destined bloodline sorcerer, who had the mind of a powerful shadow bloodline fey sorcerer trying to take him over, they eventually merged into a Destined/Shadow crossblood sorcerer with the stats of a Medium Gnome.

By being very liberal and generous with allowing players to rebuild and retrain their characters, my story keeps continuity and players can try new things so that they can best fit their characters.

I also have players who haven't changed since the inception of their characters, King Thundershield the Dwarf Cavalier with a pegasus mount has always been a dwarf cavalier.

Silver Crusade Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Dedicated Voter Season 9

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I've been sick, busy with work, uni and all sorts of other things. I popped in to check if my item has survived the culls I missed. Somehow I still survive. Making it through the cull hoops makes me a happy robot.

Silver Crusade

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This looks fantastic, I've put a reminder for myself and if my finances allow it I'll probably grab the digital download tier. This could be a fantastic way of showing the backstory to a great campaign.

Silver Crusade

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Azten wrote:

...

And burn is terrible. Even with all the ways you can avoid it or even use it to your advantage, taking more no lethal damage just because you leveled up(and it's not even per kineticist levels!) is bad. People level up to get better at something, not worse. And the best way to mitigate burn, Gather Power, is severely limited at well. The only reason anyone can say that's a good thing is Kinetic Healer. There are easier ways to heal than bruising everyone.

...

Please stop saying kineticists get worse at taking burn. I've already shown why this is not true.

Silver Crusade

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I dunno, Paizo have been nerfing a lot of their releases lately, the Unchained Summoner isn't as crazy as regular summoner, and the boards have been crying about nerfs for a while.

Perhaps, they are trying to put that genie back in the bottle.

In any case, I'm not sure how many APs you've played through, but you really don't need the crazypants level of damage Archery builds (of like, any class) can achieve to finish them.

The kineticist's damage, without really trying that hard is good, their utility for creative players is great, and their skills aren't the best but they make up for that with mobility, and utility options within every one of their elemental specializations.

The only kineticist builds I've been unhappy with are Overwhelming Souls, because they don't get enough in return for losing access to the sweet goodies taking burn provides.

Silver Crusade

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Reign of Winter was one of the most beautiful APs to date, along with Mummy's Mask. Well done Andrew, and good luck in whatever it is you're doing next.

Silver Crusade

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The Inquisitor is one of the most powerful classes in the game, with high skill points, accuracy and damage boosts in the form of judgements, and 6 level spell casting the Inquisitor is such a one-man band that comparing the Kineticist to the Inquisitor is ridonculous.

Archer Inquisitor breaks the game, I've played with an Archer Inquisitor. I know precisely what it does to encounters, and what it does to a pre-published Adventure Path. We played Legacy of Fire with a Paladin, Archer Inquisitor, Summoner and Bard. You could not pick a more broken, DPR focused party. The character doing the most damage was of course the Archer Inquisitor, because
A) Archery is THE most powerful combat choice in the game, bar none. It has low entry requirements, gives extra attacks, and there is no disincentive to full attack every round.
B) The Inquisitor has so many options that he can point at dealing damage, that even the Paladin struggled to keep up against evil foes.

The GM was forced to buff encounters to routinely be APL+2, just account for the Inquisitor's crazy damage potential. This was back when we were only using the Core Rulebook, Advanced Player's Guide, Ultimate Combat and Ultimate Magic for our builds.

I don't want the kineticist to be routinely matching an Archer Inquisitor in damage. A kineticist shouldn't be breaking the assumed Challenge Rating system, just because people have decided game breaking damage should be the baseline.

Silver Crusade

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I would be tempted to allow a character to use Craft, Knowledge, Perform or Profession Ranks + Cha Bonus instead of Diplomacy on characters they might effect:

Kn. Arcana - Arcane spellcasters, magic shop owners, alchemists
Kn. Dungeoneering - Adventurers, heroes, bartenders
Kn. Engineering - Architects, builders, city planners, civil engineers
Kn. Geography - Rangers, Trappers, Sailors, Farmers
Kn. History - Scholars, historians, anyone interested in the past
Kn. Local - Criminals, underworld types, thieves, spies, lower classes
Kn. Nature - Druids, natural philosophers, herbalists
Kn. Nobility - Nobility, upper classes and their servants, royalty etc
Kn. Planes - Outsiders, summoners, cultists
Kn. Religion - Clerics, Priests, Clergy, members of major religions

Craft (Art), Perform - Dilettentes, Artists, playwrights, bards, philosophers

Profession (Soldier) - Soldiers, warriors, guards, martial types
Profession (Merchant) - Merchants, traders, shopkeeps, bartenders

Silver Crusade

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Are people assuming that a party should be killing a CR equivalent monster in a single round?

Because

A) That sounds like people don't really want to interact with combat at all. Apparently even two rounds of combat is too many, or they assume epic level encounters are the norm? In which case, you're getting into Rocket Tag territory long before the level 12+ range where they become most prevalent.

Or

B) People's expectations of base level of ability are vastly over-inflated by optimization and theorycrafting on the boards.

I for one rarely build a character entirely around damage per round, and most players I play with don't either. A kineticist dealing 3d6+5 (15.5 average) damage per round at level 6 is pretty good, with the option to bring a bit more punch occasionally by taking burn to deal 3d6+6 (x1.5) (21 average). Between myself, my allies and whatever buffs, spells or boosts we use in a fight, I'd expect to face between 5-8 encounters in a day (mix of CR equivalent, below CR equivalent and above CR equivalent) without a rest, and even 10 if we pace ourselves.

Silver Crusade

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I have a samurai in my Jade Regent game, a samsaran exile killed in her last life by the forces that now occupy the Jade Throne.

Anyway, back on topic: Giantslayer works great for cavaliers, thanks to giant sized dungeons, and a plethora of outdoor battles.

Silver Crusade

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Where are my african dwarves?

My Asian halflings?

We need more black elves, (Drow don't count).

Silver Crusade

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I have found there three schools of gamer:

1) Those who can count.

2) Those who can't.

Silver Crusade

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Threeshades wrote:
I like it a lot better than the Cha-based archetype in OA, which seems to be gaining nothing but disadvantages. I would even prefer the regular class when using a race with +Cha and -Con

My issue with the Overwhelming Soul is that, while a character no longer needs to deal

with burn, they also lose access to elemental defenses, and the more interesting aspects of their utility talents. I wish that an Overwhelming soul gained some manner of Ki, Grit or Panache like feature that allowed them to access elemental defense and as they spent the points out of it, they would grow weaker in their elemental defenses.

The Overwhelming Soul Unchained might be another future project.

Silver Crusade

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Sphynx wrote:

Sorry for the delay, I wanted a chance to sit down and go over this before commenting.

I love almost all of it...

I don't however think you should use Int in place of Dex to attack with. Even Wizards/Sorcerers have to use Dex to hit with Ray spells. However, you could make it that all attacks are energy-only attacks (after all, even spells like Battering Blast are touch attacks), just alter the aether blast so that it's energy and doesn't require material components to throw... (Int for DC/Durations would be fine of course).

Also curious... why not air? Electrokinesis is as plausable (or moreso) than pyrokinesis, and air/force-blast are in the same ballpark. Similarly, how to justify pyrokinesis from a mental viewpoint, but not cryokinesis. This archetype could be an inclusive class for -anyone- that doesn't like the current burn, so why limit it to only a few of the players (you're just opening this up for someone to 'modify' again for the elements they want to play, which being more inclusive, becomes more widespread in use than the original).

Lastly, I think you open yourself up to problems when you set up a wide net of spells by including all psychic spells. I really think you should go through the psychic spells, find the ones that won't break the archetype, but will be thematic to the archetype, and list those as the only spells they can learn. This gives you a chance to make sure the burn cost is balanced instead of crossing fingers and hoping it works out...

Thank you very much Sphynx, your encouragement is very appreciated.

Now, as you can tell the Psychokineticist is very unusual in that it aims with Intelligence, and Damages with Wisdom. (I had originally considered the reverse, and still am as Wisdom governs perception while Intelligence can be a dominating force). The reason for this is I wanted a character who is even more unusual than most. That might let his body wither away as he becomes more and more inwardly focused. A physically weak and clumsy character who can unleash a mental storm. Intelligence is an under-utilised ability score for everyone except the odd spellcaster. Also as you can see from my above revision, eventually a Psychokineticist will still have to rely on the coarse method of physically aiming their blasts, as their mental might fails them against the forces that intrude on their rational minds.

As to the second thing, aether and fire are my choices because these are supported by the fiction, my goal is the achievement of this first and foremost. I've not heard of or read of an aerokineticist or electrokineticist in the vein of fire starter, or psycho mantis. I wanted an archetype even more occult than the original. Now, anyone is free to change the archetype however they please, and that is the joy of tinkering. But to me, my goal is the creation of a kineticist more tied to the weird, psychic powers popularised by the likes of Stephen King and other horror authors. But it is obviously very easy to translate the class to other elements by exchanging the descriptor choices.

As to the last thing, I hardly think that a very limited selection of psychic powers that further limit your utility talents is too broken an option. My rough calculations tell me that taking such amounts of influence will rapidly weaken the character's ability to blast with any certainty, and would push them to try and use more psychic powers, thus gaining further influence until they either lose control or fall unconscious.

And I do not include all psychic spells, only those from the spell list of the psychic class. Furthermore, it becomes clear to me that selecting any option greater than 6th level will likely send a kineticist past their first two thresholds very rapidly.

I do understand your criticisms, and my decisions around the unusual ability score substitutions, limited elemental pallete and spell list choices are for purposes of creating a variant balanced against the original kineticist but with a more cerebral and occult flavour.

In future I might try my hand at an Unchained Kineticist with an eye towards entirely revising the burn mechanic, and altering the way blasts work (with an eye towards changing blasts to attack actions rather than standard actions), but this is not that class.

Please do not think though that I am dismissing your feedback though, as the consideration of psychic spells with expensive material components vexes me and I'm considering whether to not allow them or force the Psychokineticist to bear the cost. I'm also considering a further loss to balance out the wider menu of choices the Psychokineticist gains from being able to choose psychic spells or spells of appropriate descriptors. I also am strongly considering reversing the accuracy/damage of Menfal Might so Int determines damage and Wis determines accuracy.

Silver Crusade

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My group is 6 players :-)

Silver Crusade

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The only reason that I'm still in this thread, is because if someone does stumble upon this thread I want them to know that there are plenty of people in the Paizo community who love and appreciate the mission of inclusiveness and equality that Paizo believes in.

As for the rest of you folks please remember the following:

Be excellent to each other, and party on dudes.

Creating things is hard, the vast majority of people don't do it. Even those who do it, and get paid for it put so much of their own time, effort, energy and love into their creations.

When creating for tabletop RPGs it's even harder because so much of that content gets filtered through a GM before a player might see it.

So when you hear horror stories about tables full of unwelcoming dudes, who make women feel alienated and those women then get driven out of a creative and welcoming hobby. Those players will often assume it's an attribute of the game as written rather than the jerk at the table.

Paizo is trying to change RPG table culture to encourage everyone to play together. Because the most stifling thing for creativity, is to drown out diverse voices.

Silver Crusade

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Erastil is still stubborn, not friendly to adventuring types, and set in his ways. He's a god of family who left his family in the giant pantheon to promote his ideals among the smaller kind. These are character traits that he has.

I don't find any of the gods dull or generic. Unlike some other campaign settings I could name, the gods of Pathfinder are pretty richly detailed with personalities that I find interesting.

As for Asmodeus, that Cheliax is ruled by a powerful Queen makes for a point of conflict between the LE misogynist, and the House of Thrune who don't actually answer to the Church of Asmodeus. The House of Thrune made a DEAL with the devil, but are not actually part of the church (see the newest AP to see an example of a character with a foot in both worlds).

That you've misunderstood the relationship between Cheliax, House Thrune and Asmodeus doesn't mean the text backs up your opinion.

Silver Crusade

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Disk Elemental wrote:
DM_aka_Dudemeister wrote:
My grandfathers were great men, who did wonderful things, but I can accept that their views on gender were pretty terrible.

If you can hold that view about actual men, who's views were actually harmful, why can't you give a fictional character the benefit of the doubt?

Denying that those who do great good are also capable of great evil in a ham-handed attempt to make people feel good about themselves, sucks the life out of characters and turns them into lifeless cardboard cutouts.

I'd rather have a character people can actually disagree with and be angry at, than a bland piece of wonderbread which doesn't evoke a reaction from anyone because it lacks the substance required to do so.

Because my grandfathers were real people, and I don't have to extend my respect to problematic fictional characters? (Obviously)

If Erastil promotes misogyny then he's promoting an evil ideal, which is not rad for Good God. I don't find Erastil to be bland whitebread, and I don't find Asmodeus to be bland white bread.

I'd rather paizo promote the view that everyone in this game is welcome. Which to me says: Inclusion is good. Exclusion is bad.

Silver Crusade

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Asmodeus is a misogynistic jerk.

Erastil, cares about families he doesn't care who stays home to watch the kids, he just wants to make sure that somebody is. Erastil isn't a god for adventurers, and an adventuring heroes who worship Erastil are probably angsting about not having a family, or the family they had to leave behind to adventure for.

Misogyny is not a fun flavorful character quirk. It's at best problematic, and at worst straight up evil. My grandfathers were great men, who did wonderful things, but I can accept that their views on gender were pretty terrible.

Deities shouldn't be promoting bigotry in any form, if they are going to be labelled Good.

I'm proud of the Paizo team for trying to create a setting that isn't just tolerant, but also promotes racial, gender and sexual diversity. The history of our hobby has not been one that promoted such ideas, because just because it's medieval fantasy doesn't mean the people playing need to promote medieval ideals.

Silver Crusade

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The math on that doesn't work out so great.

A 12th level kineticist under normal hp rules would have roughly 129 hp. If he takes burn he loses 12 hp (so roughly 10%, probably slightly less though because he'd increase his Constitution with Elemental Overflow)

However Constitution bonuses to Elemental overflow don't apply to vigor. So a 12th level W&V kineticist would have 57 vigor, and 20 wounds (perhaps 24 wounds with elemental overflow). When he takes 1 point of burn they lose 21% of their hp (more than DOUBLE). They can never take maximum burn because that's a whopping 108 damage.

As written a kineticist is basically unplayable using Wounds and Vigor.

Silver Crusade

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I wanted to get a bit into the idea of a kineticist with multiple personalities fighting for dominance. Instead of sacrificing their health, they are sacrificing their sanity. Since their Influence pool is powered by their mental ability scores, when they are forced to manually aim their blasts, and use their physical body to determine their damage they become weaker and weaker until eventually they become an NPC or unconscious.

Unlike a regular kineticist who is at full strength until unconscious, a Psychokineticist can burn for longer, but keeps losing steam.

Silver Crusade

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Brain Strain (Su)
The mental fracture suffered by the psychokineticist when widened by channeling power through their minds allows other personalities to slowly take hold of them. These personalities may be dormant aspects of the psychokineticist’s own personality, or spirits that have travelled through the ethereal realm attempting to possess the psychokineticist. Instead of suffering burn, a psychokineticist gains influence, similar to a Medium.
At 1st level a psychokineticist has two influence thresholds. The first influence threshold is at 3 points. At this level of influence the psychokineticist becomes unfocused taking a -2 penalty to reflex saves and AC.
The second influence threshold is at 3 + the psychokineticist’s Charisma modifier. When you reach this level of influence you take a -2 penalty to all skill checks which apply your Intelligence, Wisdom or Charisma modifiers, your alignment temporarily shifts randomly by one step determined by your GM, until your influence is removed.
At 6th level the third influence threshold is the same as the above + the psychokineticist’s Intelligence modifier, once this level of influence is reached the psychokineticist no longer applies Mental Might to determine the accuracy of their blasts, or any dexterity based effects of their blasts and wild talents. Your alignment also shifts by one step determined by your GM, until your influence is removed.
At 12th level you gain another threshold as above + the psychokineticist’s Wisdom modifier. If your influence is equal to this threshold your Mental Might no longer applies to your blast damage, and constitution based effects of blasts and wild talents. Your alignment also shifts randomly by one step determined by your GM until your influence is removed.

If you accept 1 further point of burn beyond your final threshold, you become an NPC under your GM’s control until you awaken the next day with the other personality gone, if you are forced to accept this point of burn by an outside source you instead fall unconscious.

Silver Crusade

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Jade Regent is roleplay heavy if you have the kind of GM who can take the ball and run with it. You end up travelling with a fairly sizeable caravan who will be your supporting cast for the vast majority of the journey.

Shattered Star is also surprisingly roleplay heavy, even though it is dominated by Dungeoncrawls.

Finally Skull and Shackles is one of the best for roleplaying, the first adventure really, really rewards great roleplay and interacting with NPCs, and so many encounters and adventures can be customized by the GM to fit player's backstories.

Silver Crusade

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Of course, if I do change the conditions to Strained and Concussed, then that means at 1st level you can only really take about 2 points of burn before you take penalties to your attacks, if only one ability score counts towards it.

The flavour I'm going for with the Brain Strain ability is the popular (and inaccurate) pseudoscientific notion that a Psychokineticist will be able to access 100% of their brain. It's meant to be a bit of a MAD class because dumping Dex still affects Reflex saves, Dex based skills (some of the most common in the game), and leaves one susceptible to Dex ability damage. Dumping Con still affects Fortitude saves and hit points, which directly impacts survival ability.

Silver Crusade

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Thanks for the feedback Efreeti, QuidEst and Wolin, and thank you for the encouragement I'm Hiding In Your Closet.

QuidEst:

I can see that this obviously needs some tweaking, I chose fatigue track for flavor but another read through did bring to light that the penalties wouldn't be so harsh for the Psychokineticist.

After losing 1/3 of their Burn Pool a Psychokineticist is

Strained Taking a -2 Penalty to Attack Rolls, Will Saves and skill checks based on Intelligence, Wisdom and Charisma.

After losing 2/3rds of their Burn Pool a Psychokineticist is

Concussed Taking a -6 Penalty to Attack Rolls, Will Saves and Skill checks based on Intelligence, Wisdom and Charisma.

If their burn pool reaches 0, a Psychokineticist is Unconscious

Until the pool refreshes after 8 hours rest.

I want to clarify, the Psychokineticist should still get the bonus to attack rolls and damage rolls that the normal kineticist gets, the only thing that changes are the ability bonuses shift to mental bonuses rather than physical bonuses, and they don't get any resistance to critical hits (instead they are able to reduce the severity of Confusion effects).

This is important because if the Psychokineticist is going to take penalties to their attack when suffering burn, that needs to be mitigated a little with an accuracy booster. As a Medium BaB character the Psychokineticist might suffer too much.

As for Fortitude and Will, design wise they are about equivalent, as far as I'm concerned. The Psychokineticist will be passing more Will Saves, but losing out on Fortitude saves.

I'm still juggling the math on the Burn Pool, because there are not a great deal of ways a Psychokineticist can mitigate burn on Psychic spells as they follow the Utility rules. I want a Psychokineticist to use burn more often for casting those psychic spells.

Wolin: Yes, I need to clean up the wording on Expanded Talent so it's closer to Psychic talent, thank you for pointing that out.

Musing Allowing Metakinetic abilities to apply to Psychic spell-likes, I might need to add some wording on that.

Silver Crusade

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Internal Buffer still works though, since you can get up to 3 points in an internal buffer, means they could conceivably cast out of there.

I'm leery of letting them get any early access to spells just because I don't know how balanced spells for burn is in the first place.

I'm also considering how to make the math work for Brain Strain, so it's not nearly so front loaded.

Perhaps 3 + Int mod at level 1.

Add an additional 3 + Wis mod at level 6

Add an additional 3 + Cha mod at level 12?

The flavour I'm going for is that they use 100% of their brain?

3 + Int mod at level 1 is probably 6 points (Fatigued at 4, Exhausted at 2, Unconscious at 0).

At level 6 (assuming some kind of mental headband) 16 points (Fatigued at 11, Exhausted at 5, Unconscious at 0).

At level 12 (assuming another kind of mental headband) 25 points of burn that they can take in the course of a day. (Fatigued at 17, Exhausted at 9, Unconscious at 0)

I'm also rethinking whether fatigue is the right track to use, because it won't really effect such a mentally focused character all that much.

Silver Crusade

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As to giving the Psychokineticist a bad Reflex Save, I could see that being a right decision from the fluff perspective, but I think there's already enough of a trade by limiting them to Aether and Fire elements.

Silver Crusade

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Efreeti wrote:

Seems fun to play.

The only thing I owuld nit-pick: The way brain-strain is worded, you don't ever take burn, you only reduce the pool. That's alright, but the phrasing of mental overflow should be changed accordingly, as right now it wouldn't work.

Also, brain-strain seems to not go up with your levels, hence making it a wery front-loaded ability. Given that, and their ability to take any (psychic) spell as a power, I'd consider giving the class a bad reflex save too, wich might make them more balanced while fitting tematicaly (reinforces the "mind over matter" theme).

Well the character should never take burn damage, instead they get the pool which gives progressively worse status effects (fatigue, exhaustion, unconsciousness).

While it is indeed front loaded, the old rule that you can only take 1 burn at level 1, 2 at level 6, and an additional 1 every 4 levels thereafter is still in effect. Although you're right that should be reflected in the wording of the ability.

(It means to cast any spell of level 7, 8 or 9th level you have to use Internal Buffer, Gather Power and Supercharge).

Silver Crusade

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I'd rather tweak the kineticist to fit the system as written than tweak the system to fit one class.

Silver Crusade

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Catharsis wrote:

Rods: I would think they were meant to be usable with Gather Power, given that they're specific Kineticist items, but that ruling is sorely missing from the description.

Legio_MCMLXXXVII wrote:
Yeah, the class specific items frankly suck.

They really do. They're horribly overpriced for what little they offer. My guess is that since Kineticists can do their thing "all day long", anything that permanently bolsters blast damage is considered extremely powerful. In practice, of course, it doesn't work that way at all. In particular, the fact that you only get one blast per round makes a +1d6 per blast much, much less powerful than, say, a +1d6 per arrow, which is easily affordable to an archer (who, by the way, can also do her thing "all day long").

I hope future books will bring some "per-day" items for the Kineticist, which can no doubt be made much more affordable than the "all day" ones. For instance, a Kineticist's equivalent to the Plume of Panache would be nice -- a gem that works like the Kineticit's Internal Buffer, but recharges once per day for free. To stop high-level Kineticists from carrying a sack full of those, you could say a Kineticist has to attune himself to a given gem for 24 hours before it recharges for him, and you can't have two attuned gems. You could then have more expensive gems with two Burn charges, etc...

I'd prefer that instead of working once a day, they be only one use but expensive. So if you want to buy a bag of them you can, but there goes your money.

As a regular voter in RPG Superstar, few things are more annoying than attuning.

Silver Crusade

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The Psychokinetic

Some kineticists channel elemental energy through their bodies, others resist the elemental flow with their overwhelming souls. Then there are those that have experienced the trauma of a fractured psyche, either through circumstance or experimentation. The fracture opens a channel in their mind for truly spectacular power directed by thought alone. More fragile than their classic counterparts, Psychokinetics are mental giants.

Saves:
The Psychokinetic swaps the values for their Fortitude saves and Will Saves. This alters the saves.

Class Skills
A Psychokinetic loses Acrobatics, and does not gain additional skills for their element. In exchange they gain all Knowledge skills as class skills. This alters the Kineticist class skills.

Mental Might (Ex)
A psychokinetic uses her Intelligence modifier instead of her Dexterity modifier to determine the accuracy of her blasts, the DC of Dexterity based wild talents, the duration of wild talents with a Dexterity based duration, any spell-like abilities from the Psychic spell list, and any other dexterity based effects of all her wild talents.

A psychokinetic uses her Wisdom modifier instead of her Constitution modifier to determine the damage of her Constitution based wild talents, the DC of Constitution based wild talents, the duration of wild talents with a Constitution based duration, her bonus on concentration checks for wild talents, and all other Constitution based effects of her talents.

A psychokinetic loses Acrobatics, and does not gain additional skills for their element, and gains all Knowledge skills as class skills.

This alters the kineticist's class skills and the key ability scores of wild talents.

Brain Strain (Su)
A Psychokinetic gains a pool of Burn points equal to 3 + Intelligence, Wisdom and Charisma bonuses. When this pool is reduced by 1/3rd the Psychokinetic is fatigued. When reduced by 2/3rds the Psychokinetic is Exhausted. When reduced to 0 the Psychokinetic is unconscious for 8 hours. The Psychokinetic loses points from their Burn Pool every time they would otherwise take burn. This ability replaces burn.

Psychokinetic Focus (Su)
A Psychokinetic can only choose Aether or Fire as their element.
This ability alters Elemental Focus.

Psychic Talent
A Psychokinetic can select a spell from the psychic spell list, with a burn cost equal to the level of the spell which they can cast as a spell-like ability using their psychokineticist level instead of a utility talent. The psychokineticist may only select spells of equal to half their level or less, a psychokinetic may undercast this spell as a psychic, paying less burn for doing so.
This ability alters Wild Talent.

Mental Overflow (Su)
A psychokineticist can alter their own brain chemistry, but does not improve her physical body.

At 6th level when they have taken at least 3 points of burn, the psychokinetic gains a +2 alchemical bonus to two mental ability scores of their choice. She also can reduce the roll on any confusion effect by 5% x her current points of burn that she suffers. At 11th level whenever she has suffered at least 5 points of burn, these bonuses increase to a +4 alchemical bonus to one mental ability score of her choice and a +2 alchemical bonus to each of her other two ability scores.

At 16th level, whenever the psychokineticist has at least 7 points of burn, these bonuses increase to +6 alchemical bonus to one mental ability score of her choice, a +4 to another mental ability score of her choice, and a +2 alchemical bonus to the remaining ability score.
This ability alters elemental overflow.

Expanded Talent (Su)
A Psychokinetic can either expand into Aether or Fire (whichever they didn’t choose), or they may select the original element again and gain a spell from the sorcerer/wizard spell list with either force descriptor (if aether) or fire descriptor (if fire), which they may cast as a Spell Like ability.

At 15th level they may either expand into the element (fire or aether) they have yet to select as the expanded element ability, or select another spell with either the fire or force descriptor from the sorcerer wizard list.
This ability replaces Expanded Element at level 7 and level 15.

Psychonaut (Su)
At 20th level a psychokineticist unlocks the deepest recesses of the mind, gaining unparalleled psychic abilities. They may cast any spell they do not know from the Psychic spell list, or any spell with the force or fire descriptor by taking an additional point of burn.

By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, from either the aether or fire elements but otherwise ignoring elemental requirements or restrictions (but not any other requirement or restriction). This ability replaces Omnikinesis.

NOTES:

I wanted to create a version of the kineticist that is a bit more of a science fictiony psychic. This is Jean Grey and Xavier's lovechild. This is Carrie. This is Psycho Mantis.

I'd love to hear your thoughts. What do you think of the balance?

Silver Crusade

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Water is very thematic for Kintargo, and Aether is always great in urban locations because there's all sorts of junk lying around that a creative player can make use of.

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Two items with minor social skill bonuses, but one does something weird and the other doesn't do anything interesting.

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Browman wrote:
how have you survived two culls?

If the item hadn't broken any major rules of the competition then it probably hasn't been reported. So it survived the 1st cull.

If the item has mostly got the formatting right, it might have received upvotes against similar quality items that didn't.

The first two culls really only weed out the stuff that seriously did not pay any attention at all to the rules of the competition.

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I just agonized over a choice, both these items were fantastic, but they were so different I felt it unfair to choose one over the other.

Ultimately I did pick though, because I am a monster.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Not only do I allow retraining, I have let players retrain their entire class for absolutely no cost.

I had a cleric, who decided he wanted to be a sorcerer later, and then decided he actually wanted to be a wizard and now that he's completed a story mission involving him returning to the fold of the church has retrained as a Kobold Press Theurge.

When you play the same thing for over 5 years of real time, newer options might fit your character better, or you might just be bored of the thing you're playing.

As for your kineticist retraining his hp, I'd let him pay the cost and do the thing. Any other character has the same opportunity to do just that.

Silver Crusade

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Hi Mark,

Would you care to chime in with your thoughts on how the Kineticist might interact with the Wounds and Vigor system? I made a thread about it Here, in the advice, suggestion and houserules forum.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

So I really like the kineticist.
I also really like the Wounds and Vigor system.

However, these two are at odds with each other. The Kineticist is primarily a Constitution based class, however in the Wounds and Vigor system, a character does not gain any bonus Vigor from a high Constitution. Which means that taking Vigor damage for each level of kineticist when you take burn, is far more crippling than for your regular kineticist. Especially since you can't recover that vigor by any means short of an 8 hour rest.

So a couple of options:

1) Remove the clause that non-lethal damage can't be healed as long as you have a single point of burn. Pro: A few hits from a happy stick (aka Wand of Cure Light Wounds) can keep you up all day. Con: Burn damage has no real drawback, other than costing some money to remove.

2) Burn is taken as Wounds instead of Vigor. For each point of Burn taken, the character takes 1 Wound. Pro: Easy to track. Con: The wounded condition is pretty hefty, and you risk actual death rather than unconsciousness if you take too much burn in one hit.

3) Vigor damage from Burn no longer scales. Burn damage is tracked separately and can not be healed without rest. 1 Burn = 1 Vigor Damage Pro: Burn damage isn't as significant so the character doesn't have so much to worry about. Maximum Burn is still capped by Kineticist Level + Con Mod. So a level 5 Kineticist will take a maximum of 8-9 burn out of about 26 vigor. But then a level 15 kineticist will take 20-24 out of 71 vigor.
Con: Constitution doesn't do as much for you other than raise DCs and in fact only means you will lose a larger chunk of your vigor to burn damage.

4) You do not take damage from Burn, until you hit maximum burn. This can never cause wound damage, but could conceivably burn a huge chunk of your vigor for the day.
Pro: Vigor won't take such a significant hit, and Constitution becomes incredibly important because you increase your burn threshold. Con: Smart players will almost never take Burn damage by refusing to take that last point of burn.

Right now I'm leaning towards option 3 or 4. But perhaps there's a suggestion I'm not thinking of, anybody want to chime in with their thoughts, particularly on anything I might be missing?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Hi Paizo,

As a regular player and Game Master of your RPG, I find my players will often go off the expected path in your various Adventure Paths and Modules.

As a GM, I always want to facilitate my player's choices and nurture their instinct for exploration. Sometimes though, that means I need to come up with NPCs on the fly. These members of the supporting cast will sometimes be little more than a name, and a couple of social skill check DCs. Sometimes though they can be a bit more robust.

Wandering through a forest, my PCs might encounter some cannibal barbarians (Axe Warriors, replace Intimidating stare with Bite), or my players might stumble upon a cruel cult transmogrifying monster blood into people lead by a Wrath Priest, supported by a cadre of Whiteclaw Sorcerers.

But what about when they visit a pirate ship? I could use some rogues, but what I'd really like is a swashbuckler. And what about when they want to visit the local alchemist for some potions only to discover his cruel experiments later?
WITCHES! I have so much need for some handy witches. And what's a tavern brawl without a brawler in the fray?

Please consider an NPC Codex 2, because stat blocks are so time consuming for a busy GM on the go, and it can be so useful to have Advanced, Ultimate and Occult statblocks in an easily referenced format.

Kind regards,

DM_aka_Dudemeister

Silver Crusade

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coyote6 wrote:
DM_aka_Dudemeister wrote:


My alterations to this would be slight indeed, and I'm struggling because I think it would be more effective if the NPC ally's story was actually a PC's story but I really like that ally so I'm struggling to find a way to make both fit.

Assuming the NPC in question is Rexus, make them siblings - the NPC and a PC are brothers/brother & sister? You'd have to alter his backstory a little to account for a sibling, but maybe the PC was estranged/away at school/kidnapped as a youth/thought killed in a war/shipwreck, and has only just returned. Then it works as written.

The Child of Kintargo campaign trait fits easily with that, or even Ex-Asmodean (as a reason for estrangement - came to Asmodeus as teenager, went off to worship, disillusioned, came home to visit, oops - parents!, now you're really done with the devil).

That's a pretty great idea.

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Cthulhu_DMs wrote:
Le Petite Mort wrote:
Themes I can't get away from: storms, ghosts, bypassing most or all DR, multi-element rainbow BS, bugs, weird forms of vision, things that break apart and reassemble/regrow, RUNES INSCRIBED ALONG THE BLAH BLAH SOFTLY GLOW SHUT UP, trivializing aquatic encounters, 'summons X as a swift action', and more.
You have basically described all items in left in the competition

I am heartened to say my item contains none of those elements :-)

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