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Skill points, mostly. Trying to qualify for Elocater with 1 skill point per level is pretty tricky.
Edit: OK, not strictly qualifying for the class; the skill qualifications are milder than I remembered. But having Concentration be the only skill on my character just wasn't right.
Do you mean "character" as in concept, or as in game mechanics?
My current (3.5) character has 10 Int and 8 Cha. I hate it. His concept says he should have 8 Int and 12 Cha, but because of how the game mechanics work, I couldn't manage that.
Well, Dreamscarred Press was started by folks who were equally disappointed by Complete Psionics. If you can still find it, Untapped Potential was what came of their disappointment. Not all of it made it into Ultimate Psionics. [I want my updated Psychic Acrobat! And mantra feats! And Anyform Savant! Cathartic apportation! Energy maelstrom! And ...]
Back to Complete Psionics. While the power inconstant location fits marvelously with the theme of my character (and I will definitely use it when I can take it), whoever allowed the synchronicity power and the Link Power feat in the same book needs their editing license revoked.
Interjection Games wrote:
It was for the truenaming part of Strange Magic. If I had any good ideas, one (or more) of you all already had them first. :-)
Third Mind wrote:
Have to say that I'm sort of surprised that there isn't a bit more people going after the $40 option to help make an archetype, secret or feat.
One of the reasons I'm in on the Kickstarter is that this looks like an interesting subsystem that I haven't used before. That means I don't have enough knowledge and expertise in the system to know what a good archetype, secret, or feat would be.
I think I wasted creating a game concept for Strange Magic on something dry and mechanical because I didn't know those systems well enough, either.
Also, pretending it's a real issue, and an important one to boot, that people NOT SAY CERTAIN WORDS... because... uhhh... reasons... is pretty weird. I can understand that various companies comply under threat of lawsuits... but not one bit of that makes it a real, sensible issue.
Why is it not a real, sensible issue? If people started swearing left and right on the message boards, I would feel uncomfortable, and not come back. I suspect I'm not the only one. Why is driving away potential customers and/or community members not a real, sensible issue?
That's what happens when one only looks under "Disarm" and not "Combat Maneuvers".
Why would taking damage incur a penalty on the Disarm roll? I can't find that rule.
Love the old hollow world setting. Sons of azca is awesome. Was reading my hard copy just the other day. Good stuff in there, search hollow world on rpgdrive thru it should be there.
Unfortunately, they don't have TSR's Hollow World up there (yet?).
The was a gazetteer for the original D&D game for the world that eventually became Mystara but was also known as the Known World that was called GAZ13 The Atruaghin Clans which is very much based on North American native americans.
Nitpick: The Atruaghin Clans is GAZ14, which also isn't (yet?) on DriveThruRPG (or DnDClassics, if one prefers). GAZ13 is the not-America-related-but-still-excellent The Shadow Elves, which is on DnDClassics.
I've been wanting to play a Neutral separatist cleric of Zyphus for a while. He's completely bewildered by the majority of the worshipers creating "accidental" deaths (which aren't accidental) or "meaningless" deaths (which, since they are done to honor Zyphus, aren't meaningless). He'd consider Zyphus not exactly someone to worship, but something to be endured, and the clergy should help people endure him (whatever way is best, good or evil).
Milo v3 wrote:
The closest approximation I can think of is the legendary weapons of mythic characters, and I think Dreamscarred Press may have made one or two scaling weapons as part of their psionics line.
DSP's weapons were following the mold of Purple Duck Games' Legendary Treasures line. So, there's more if you're interested.
This sounds like an interesting, flavorful, fun idea. However ...
Artemis Moonstar wrote:
Plus, take 1-2 points of con damage, recover 5 Power Points, blow 3 manifesting Body Purification, heal 2 points of constitution damage, net profit +2....
I could see someone (player or GM) experiencing this---the vitalist using all the power points each encounter, and regaining full power points between every encounter---and concluding "Psionics is overpowered!" I don't know the exact mechanics that let you do this, but maybe 5 pp for 1-2 Con damage is too much?
This is not quite true; they also reprinted the spell and magic item compendia, which were generally not open content. [And, as PDFs, they've released a lot of 3.5 non-open books.]
One needs to put "http://" in the URL, or the website thinks the link is relative.
Interjection Games wrote:
Interjection Games is proud to announce the Interjection Blog, a hub for free expansion content to IG classes, news on upcoming IG releases, random gaming musings, and whatever else seems like a good idea at the time.
This one's my favorite, and it's probably the most flavorful and creative. I even tried to come up with a name for it, although it's probably something obscene in Nahuatl.
Cuahumatque (Forest Guardian):
CUAHUMATQUE (FOREST GUARDIAN) (amalgam couatl/treant)
NG Huge plant
Init +4; Senses darkvision 60 ft., detect chaos/evil/good/law, low-light vision; Perception +13
When viewed plainly, this creature looks like a huge winged serpent with arms that has been carved from wood, although usually its arms and wings are held close to its body. It then resembles a tree branch or large vine.
The name doesn't mean forest guardian; it's a weird amalgamation of tree ("cuahuitl"?) and wise man ("tlamatque"?).
I removed the trample ability because, well, it didn't make sense to me when the creature didn't have any legs. The transition from outsider to plant made it lose a lot of skills. It made more sense to me for this creature to have access to druid spells, rather than cleric spells. I kept the Improved Sunder feat chain because of the double damage against objects special quality. And, as before, I didn't recalculate save DCs.
The previous creatures have ended up as "the bigger creature, with a few added goodies". These next two are a bit trickier to resolve; they involve stranger monster types and more special abilities.
I'm also bad at naming things, so these monster names are more descriptions than names.
ABYSSAL HORROR (amalgam hezrou/aboleth)
CE Huge outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +20
Aura mucus cloud (5 ft.) in water, stench (10 rounds) in air
A huge, vaguely humanoid shape with twisted frog-like features and four grasping tentacles, it corrupts its surroundings even more quickly and thoroughly than its hezrou cousins.
This one has lots of SLAs. The stats seem to end up at about CR 10, but the combo of projected image and chaos hammer/unholy blight might bump it up to 11. Of course, "amphibious aboleth" should probably scare anyone with half an imagination.
I didn't recalculate save DCs. I can do that if I ever use it. :-)
And now for something completely predictable.
ALICORN (amalgam unicorn/pegasus)
CG Large magical beast
Init +3; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent; Perception +11
Aura magic circle against evil
This looks like a unicorn with wings, and not a pegasus with a horn. There are subtle cosmetic differences.
The alicorn should technically have a bite, I think, but it'd be relatively weak (1d3 base damage), and I have trouble picturing it using a gore and a bite in the same full attack, so I left it out.
I wanted to merge two humanoids together this time, with a few special abilities.
TROME (amalgam troll/gnome)
CN Large humanoid (giant, gnome)
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +10
This 14-foot-tall humanoid is strong and has sharp claws, but it not quite as ugly as its troll cousins. They tend to have widely varying and colorful skin tones, hair colors, and eye colors.
I didn't include the gnome's spell-like abilities, both for simplicity and because the default creature has a Charisma of 9. I think that defensive training and hatred could be dropped without much loss; I kept them in because that's what the template said.
Changing size seems to drop Dex, and thus AC, by a lot. Adding a suit of hide armor might bring its AC up to a more expected value for its CR.
Beware the trome illusionists!
First, I thought I would start out simple, and merge two animals together. I'll pick two differently-sized animals, two animals no one in their right mind would ever merge together: a bear and an owl. I give you:
BEAROWL (amalgam grizzly bear/owl familiar)
N Large animal
Init +1; Senses low-light vision, scent; Perception +9
This monster appears as a bear, with the hind legs and wings of an owl, and owl-like features on its head.
This creature turned out similarly to a griffon, or an owlbear.
Note that the bearowl is an animal, and not a magical beast. It has both claws and talons, but one should probably have it attack with claws on the ground, and talons in the air. Only rarely should both be used in a full attack.
I've been playing around with the amalgam template from Advanced Bestiary, trying to get used to how it works, and I came up with a few creatures. Feel free to check to see if I used the template correctly, if the stats look good (especially CR), and how you might tweak them.
Also, feel free to post your own amalgams!
Note: I can't guarantee all the numbers add up correctly. In particular, I probably messed up CMB and CMD, and I may have forgotten to add in class skill bonuses on some of the creatures. I also didn't reiterate special ability wordings, unless the special ability changed significantly.