As was said above, I'm in the same place...it's a whole "It's not you, it's me" thing. The new system is good, don't get me wrong...but I'd just rather play 3.5.
It's really all about how you perceive the game. There's nothing to really "debunk", so much as there are people that have played it, and it doesn't suit them because, to them (and this is a matter of their own opinion), it feels like a tabletop video game. I can honestly see where they're coming from, though my dislike of the edition is more along the lines of that it feels "different", and thus doesn't fit my play style. It's not a bad system, but it's not what I'm looking for. Plus, their treatment of FR and what the fans seem to really want as opposed to what the vocal minority wanted is just...horrid, in my opinion. I've seen people say that the Time of Troubles ruined FR for them, and I can sorta see where they're coming from there too, though I started playing in the Realms just after this period, but the Spellplague is even more dramatic and changing. Once again it's a matter of feel...and, if the excerpts from the upcoming book are any indication, the setting feels like its been drained of a lot of its vibrancy and flavor. I might very well be wrong of course, and I intend to look at least, though I won't buy it unless I'm absolutely sure I want it.
Yep, and that's about it. The bluebirds have cookies, the dung beetles have some dusty old relics, the crown-wearing fools have too much money and not enough sense to spend it on worthwhile things, and the scimitar swingers over there *points at Qadira* are too busy trying to sell things to the crown-wearers.
Meanwhile we of the circled cross simply spend our time on plotting the takeover of Absalom and Golarion as a whole. Join a winner. Join Cheliax.
I've actually got my own question. Will my subscription order for the Pathfinder Chronicles Campaign Setting book be shipped soon? Normally I can wait, but I'm excited to get my hands on it after what I've heard of it :)
My fellow Andorans! Who among you is ready to make yourselves known! Gather together and raise a cheer for independance, for soon we will overthrow our hated enemies and spread the word of freedom to their subjugated peoples!
Well, I'm not official, but I can answer that I think. They've said before that the Pathfinder Society won't be switching over to the PFRPG until it's Season 1 in 2009, when the final version of the PFRPG is released. This being Season 0, they're going to be using straightforward 3.5 until then. :)
I've never had a problem with good drow. But here's the thing...I like good drow a) when they're done right, and b) when it's remembered that the vast majority of drow are EVIL, unapologetically so, and they don't desire to change. Drizzt clones get on my nerves, sure (though I have no problem with Drizzt himself. Hell, I've always enjoyed Salvatore's books, though I reached a point where it just felt like he was phoning things in. When you're reading a book by one of your favorite authors, and you start nitpicking certain lines because you feel you could have written it better, there's a problem), I understand that you can't completely rule out good-aligned drow as long as they're rare and done right. I played FR quite a bit, and my favorite character was a halfbreed drow/moon elf from an Eilistraeean community. He'd never even met an evil drow, and tended to act more akin to a surface elf than a drow. I made him partly drow because I liked the flavor the followers of Eilistraee added, and it gave a decent option for the occasional PC that did want to play a good-aligned drow. That being said...I'm not advocating enclaves of good-aligned drow in Golarion. I actually really like the idea of good drow becoming elves again, and I'm absolutely in love with the reimagining of drow in the Second Darkness AP. So...don't rule good drow out, and don't necessarily make it so that they turn back into surface elves automatically...keep things open, and interesting.
Note: As for that half-drow PC, I've actually imported him to Golarion, what with the destruction of the Realms and all. Of course, I made him a full elf now...I felt that it would be a better take on him, since I figured Golarion would be lacking the sort of society that made him viable in FR. :)
Drow have usually suffered from a lack of individuality in artwork. A notable exception is in the webcomic "Drowtales: Moonless Age," especially the early chapters with Kern & Kite's manga-style illustration, with great use of the color pallette by Kite.
Too bad the storytelling in that one doesn't measure up to the art.
Heh, I actually rather like the storytelling in the Drowtales comic, especially now that they're going back through and redoing the earlier chapters to fit the story they settled on for the later chapters.
Well, if the name is an issue, it's up for change anyway. It's nice that other people are making versions, but I wanted to tackle one myself that fit my own concepts more :)
okay, I placed a preorder for the 4th edition FR campaign guide, but I've been thinking since then...and decided that the changes to the realms are just too much for me. So, if possible, could I change my order to get the Pathfinder Chronicles Campaign Setting book instead? And, if that's not possible, then please cancel the order itself so I can place an order for the campaign setting book for Pathfinder. Thanks! And I know there will be a price difference, but I'm willing to pay the different price for the Pathfinder book.
thank you very much. Hopefully things will clear up soon and I'll be able to afford the rest of the books I wanted. Yet again I'm impressed by the quick and accommodating response :)
Spellbook: Spellblades start at 1st level with 4 0-level spells and two 1st level spells, and an additional 0-level spell for every point of their int bonus. At every level thereafter, they can choose two more spells of any level they can cast.
Need to change this. Why would they have 1st level spells in their books when they can't cast any?
Brian
ah, okay, I missed that
mmkay...will change dance of warding to a deflection bonus, and give "summon weapon" a range limit (I had intended to, actually, but I suppose I forgot.)
my main reason for using the name "wraith step" was because I was thinking "hmm, what might someone start referring to this power as, if they saw it in action" since it involves the spellblade essentially vanishing, and reappearing up to 30ft away. If I can come up with a name that fits the theme better, though, I'll use it
The class itself is meant to be a gish of sorts, yes. Mostly of the self-buffing with a few damage spells to augment melee variety.
Well, to answer the question of what sort of things I want to produce, I wouldn't mind having a bit of a hand in everything. I have my own ideas, my own campaign setting that I'm working on on the side for now, but I want to write adventures to. I have a pretty fair idea of what to do, no matter what I really decide, problem is deciding. I know there are those rather easily freelancing for both, and while I'll probably end up doing that if I can, I still am sort of...torn.
So, I've had a chance to look at 4th edition since its release, and I've looked at the Pathfinder Alpha, and I find myself teetering on a very, very thin edge right now. I love the fact that Pathfinder is continuing with and trying to improve 3.5, and I adore the world of Golarion. On the other hand, while 4th edition is different in mechanics and feel now matter how you slice is, it's still a good system designed by talented game designers that I respect and admire. And before you think that this is about merely playing the game (since you could play both, if you have multiple groups), I must also say that I hope to get into game design, and already have a few things on the back burner while i'm trying to decide which of these very, very good versions I want to focus on. My dilemma is this, really...I honestly don't want to split myself between systems. I know 3.5, and yet, one of my dreams has been to work on stuff for D&D and, maybe someday, work on/write something for my favorite Campaign Setting and novel series, Forgotten Realms. As I said, I love Golarion's feel, but I don't want to just abandon my dream even after what's been done to FR...and I know the camps are divided, so it's even harder to make my decision with so much arguing going on about either edition. I suppose my point in posting this is the hope that someone might be able to say something encouraging to help me decide, either way. In the end, it's my decision, I know, and I'm not asking for it to be made for me...but I could use some advice.
Hey, there. I made a few preorders and one order for a backordered item, recently, but for now I'd like to request that those orders be cancelled for now. I'd like to order those products in the future, but for the moment I've run into some unexpected expenses and don't want to wind up forgetting about those preorders and getting billed when I don't have the money for them. Thank you.
Here's the most recent version, with the revisions.
Spoiler:
Spellblade
Hit Die: d8
Class Skills: (2+Int Modifier)
Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge (All, taken individually), Profession, Spellcraft, Ride, Swim.
Weapon and Armor Proficiencies: Spellblades are proficient with Light armor, all simple weapons, and light and one-handed martial melee weapons
Spellbook: Spellblades start at 1st level with 4 0-level spells and two 1st level spells, and an additional 0-level spell for every point of their int bonus. At every level thereafter, they can choose two more spells of any level they can cast.
Armored Casting (Ex): When wearing light armor, and wielding a one-handed melee weapon in one hand, a Spellblade ignores arcane spell failure for the armor they are wearing when casting spells from the Spellblade spell list.
Cantrips: Spellblades can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a Spellblade can prepare is noted under “Spells Per Day”. Cantrips are treated like any other spell cast by the Spellblade in terms of duration and other variables based on level.
Dance of Warding (Ex): Starting at 2nd level, when wielding a one-handed melee weapon in one hand and nothing in the other, and only when wearing light armor, the Spellblade adds a dodge bonus to his armor class based on his half his level, rounded down, up to a maximum of his int bonus.
Eschew Materials: At 3rd level, the Spellblade gains Eschew Materials as a bonus feat.
Weapon Attunement (Su): Starting at 4th level, a Spellblade can attune to their weapon of choice during a day-long process of meditation and training using the weapon to be bonded. Once complete, the Spellblade receives a +1 enhancement bonus to all attack and damage rolls with the bonded weapon. At every 4th level thereafter, the enhancement bonus increases by +1. Finally, at 20th level, they have become so attuned to their weapon that it gains a +5 enhancement bonus, and a simple, empathic intelligence.
Wraith Step (Su): Starting at 5th level, the Spellblade can call upon their innate magic to teleport up to 30ft in any direction as a swift action, as long as the spot is within their line of sight, 1/day. At 9th level this increases to 2/day, at 13th 3/day, and at 17th 4/day
Summon Weapon (Su): At 6th level, the Spellblade can summon their attuned weapon to their hand as a swift action.
Spell Channeling (Su): Starting at 7th level, a spellblade can channel touch or ray spells through his bonded weapon. He may choose to substitute a normal attack with his weapon for the touch attack required of the spell. This attack is resolved as a normal attack rather than a touch attack, and does damage as a normal attack in addition to the spell's effects.
Physical Magical Defense (Ex): At 10th level and higher, a spellblade can avoid even magical and unusual attacks with great fortitude. If he makes a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
Alter Attunement (Su): Beginning at 11th level, a spellblade is able to adjust the form of his weapon attunement. Rather than an enhancement bonus, he may allocate his Weapon Attunement bonus to special abilities as he sees fit. The weapon's special abilities may be adjusted at the spellblade's desire with a ritual that takes one hour. The spellblade's bonded weapon must always possess at least a +1 enhancement, however, whether from the Weapon Attunement ability or from a normal enchantment.
Mental Magical Defense (Ex): At 14th level and higher, a spellblade can avoid even magical and unusual attacks with great willpower. If he makes a successful Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
Evasive Magical Defense (Ex): At 18th level and higher, a spellblade can avoid even magical and unusual attacks with great Reflexes. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can be used only if the spellblade is wearing light armor or no armor. A helpless spellblade does not gain the benefit of this ability.
*nods*
Thank you for the feedback. I see your concerns for the spell list and progression, and I have to agree. I left the choice of spell list to the friend that was helping me create the class. Perhaps a reduction in spellcasting levels is warrented, and I actually can live with the reduced level of spells that they can achieve. The next step would be to decide -which- spells they can use, and, if necessary, create some that would work better with such a class. They would mostly be a mix between types of damage spells and personal buffs, of course, to keep with the class's flavor. I can live without fifth and sixth level spells, and, honestly, there weren't many spells that high that felt like they fit the class to me. They were too powerful.
Edit: Okay, I used the adjusted SPD and truncated spell levels, keeping it to level 4 spells and cantrips. I'll work on an appropriate spell list, and I worked in the ideas for the three different types of saves vs magical attacks. (I definitely thank you both for the feedback on those bits.)
I raised their BAB, removed Greater Channeling, and replaced Evasion and Improved Evasion with Physical, Mental, and Reflexive Magical Defense. I hope this works more to everyone's liking, and I rather do like it myself. :)
hmm...I like the idea, definitely. Better than giving them improved evasion, at least, as that might be a step toward being a bit too much. Something akin to Mettle would work well at a later level to represent their growing attunement to magic.
Excellent ideas, definitely. I'll alter the wording to reflect that it's only with Spellblade spells. As for the reflex save, I did it that way to reflect that they're meant to be lighter than a straight fighter...the class, flavor-wise, is elven in origin, and works in elements of the bladesinger as well as bits of Duskblade. That's why I went with Reflex, at least, but as I said, I'm definitely open to suggestions, and if anyone wants to playtest this they're welcome to. My current character in my group is a Spellblade, and it's been fun so far. :)