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Gunner

Distant Scholar's page

Pathfinder Society Member. 734 posts (788 including aliases). No reviews. 4 lists. 1 wishlist. 1 Pathfinder Society character. 5 aliases.


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For balance's sake, I'd suggest they should not stack. Even if a "rules as written" reading would say otherwise.


1 person marked this as a favorite.

If you scroll down far enough, the alchemist discoveries page on d20pfsrd has a list of third-party alchemist discoveries, along with sources. I suspect there will be some of interest to you.


1 person marked this as a favorite.
DM Sothal wrote:
Dragon78 wrote:

...

I can't wait to find out what all 5 types esoteric dragons are called. ...
** spoiler omitted **

Does someone read xkcd?


1 person marked this as a favorite.

I challenge someone to come dressed as an aeon.


1 person marked this as a favorite.

If you haven't seen The Year of Yokai! thread, you should.


Steven Tindall wrote:
Last session he didn't mean to but he kinda launched the main bad guy into orbit. We think she may be alive but were not totally sure on that one. The villains are built to be very challenging but our DM wasn't expecting his new reoccurring villain to get launched into the upper reaches of earths orbit.

You know, that's just asking the GM to have her come back later, more powerful than ever.


The only loophole I've noticed is that if one hides a thread in one sub-board, and it gets moved to another sub-board, the moved thread is unhidden. Could that have happened?


1 person marked this as a favorite.

If you can ignore the name "psionics" and some of the names of abilities, the 3e psionic system makes more sense to me for characters with supernatural or magical abilities: not an arbitrary uses-per-day mechanism, but a pool of energy points, and the user can choose which of their known abilities the energy will power.

Digitalelf wrote:

From what I have read here on this message-board, a lot of posters, even those that use psionics, do not agree with that, and therefore let magic effect psionics and vice versa.

I happen to like keeping the two independent of one another in that regard.

With regards to flavor, I agree. However, there may be mechanical balance problems (e.g. Spell Resistance vs. Power Resistance, Anti-Magic Shell vs. Null Psionics Field) to consider. If one source of power is more common than the other, you might find one power source running rampant over the other. Also, the classic 3e "psionics is different" had no psionic abilities affecting magic in any way, no magic affecting psionics, so it was more extreme than your quote.


DM_Blake wrote:
Claiming that a spell neutralizes itself is rather awkward.

Hence the smiley. I wasn't positing it as a serious consideration.


And would the fire damage burn away the fog/spell effect? :-)


I can't help but think that, if Mother Wren would have acted sooner, all that death could have been avoided.


Play-Doh. At least, that's how we did it back in the day.


Third Mind wrote:

Ok. So. There's an ability I'm looking for help on creating wording wise. The idea is that the creature takes a being's soul and imprisons them by turning them into a tattoo or encapsulating them in a tattoo on their body.

I was thinking perhaps a tweaked version of Death Knell, just a bit stronger perhaps. Like, Death Knell with a longer duration and the things it takes the souls of can't be resurrected. Any suggestions? Does this work?

So, kind of like soul bind?


I dunno; I remember playing Bard's Tale III, having a full inventory when beating an area boss, not getting the doo-dad needed to get to the next area, and the boss stayed dead, so I was stuck.

I don't want to go through that again.


1 person marked this as a favorite.
Wayne Reynolds wrote:
I think of all the Iconics, Shardra would be the one I'd go back and change the most.

Maybe you'll get commissioned to design a mythic Shardra.


Maybe I shouldn't say this, but the title of this game just sounds so ... depressing.

I has a sad. :-(


Paizo web site wrote:

Paizo.com will be undergoing scheduled maintenance starting at 2:00 PM Pacific time on Wednesday, February 25.

We estimate that this downtime will last for about an hour, and apologize for any inconvenience this may cause.

Either there's a typo in the maintenance announcement, or Paizo is going for some seriously long-term planning.

Spoiler:
The next time February 25th is on a Wednesday is in 2026.

If it means to say "Monday, May 25" instead, there's not much time left 'til that happens.


8 people marked this as a favorite.

Space Invaders. They just keep coming. Faster and faster ...


Aleron wrote:
Also a lot of that falls simply into, the spirits/kami wouldn't answer or barter over things like that. No spirit is going to help you turn people into zombies. That's not an onmyoji and goes against the very nature of the class itself (and how/where they get their powers).

Well, I guess that goes back to my first question. What is an onmyoji (according to this supplement)? How do they get their powers? Why do they get their powers?

I've run across (people calling themselves) onmyoji in various manga and anime, and they're all over the map in terms of abilities and attitudes. I expect they're about as real-to-legend as Marvel's Thor is to real-world-legend Thor, so enlighten me: what are they all about?

Then I can figure out how to make them evil villains. :-)


If onmyoji can "divine the will of the world", does that mean every onmyoji uniformly believes the same thing about what "the will of the world" is? Is there one, true, "will of the world" they all tap into?

What if one confuses "the will of the world" with their own will?

What if one believes that, in order to build things up, things need to be torn down first?

What if one believes in maintaining what was; that all the recent stuff in the last few decades (or centuries) are distractions/on the wrong path and need to go?

What if one believes that everything would be better (built up) if everyone were zombies?


Hmm ... what are they balancing? What does "balance" mean in this context?


A contest about Words of Power? Sign me ... oh, wait. Worlds of Power. Never mind.


If your players want maps so they can carefully place their characters tactically in a fight, dungeonographer might work for you. It has for me. I can put the minimum of useful information on a map and export it to a PNG file (or whatever) without too much trouble. The free version works well enough for the above purposes, and it's web-based (or Java if you want to download it), so it should work on most anything.

If your players want maps so that they can look at something pretty, then I can't help you. (Dungeonographer maps probably can be made to look pretty, but that's more effort than I can handle regardless of the tools involved.)


1 person marked this as a favorite.
Tacticslion wrote:

UNCHAINED ADVENTURES!!!

(Also, Advanced Mythic.)

Advanced Ultimate Unchained Mythic Adventures!


I didn't think there was an English language 1000 years ago. :-)

Edit: Then again, that makes "werewolf" sexist, doesn't it?


I'm sure the psychic warrior class can over growing, shrinking, and increased movement. I think it can handle increased reach. If you can find Dreamscarred Press' old 3.5 supplement The Mind Unveiled and ask your GM about using localised teleportation, then that could cover the increased melee range.

I don't know the new Ms. Marvel well; it sounds like she's some sort of shape-changer. You'd likely have to re-fluff the localised teleportation power.


Gillman?

Or one of my old college professors? (Although, apparently he's a provost now, too.)


4 people marked this as a favorite.
Aelryinth wrote:
It IS cheesy, because its so unrealistic and anime-ish.

You say "unrealistic and anime-ish" like it's a bad thing.


The hybrids I'd be most interested in playing are monk/sorcerer and rogue/cleric (or oracle). Rogue/sorcerer (or wizard, or witch) is probably third, and is on your list [Mountebank].


TarkXT wrote:
Distant Scholar wrote:
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.
What stopped you?

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.


Rynjin wrote:
Distant Scholar wrote:
I usually make characters who'd rather have several 14s than one 18.
I can't think of a single character that truly benefits from this.

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.


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I usually make characters who'd rather have several 14s than one 18.


All the powers in Races of Stone and Races of Destiny are also in Complete Psionic (I just checked). I don't have Secrets of Sarlona, so I can't check.


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.


0E spell slots weren't per day, they were per adventure.


I modulate my PbP play by only starting or joining games that end by the second or third room---either by apathy or TPK. I've never been in a PbP game that lasted longer.


1 person marked this as a favorite.
TarkXT wrote:
...the enemy is flying, invisible, and it's a thunderstorm on top of a clock tower. (this actually happened to us)

Wait, your enemy is a thunderstorm? That's awesome! I'm going to have to work that into a game somehow.


3 people marked this as a favorite.
pennywit wrote:
"because bows are for cowards!!!!" ... said my group's barbarian, in character, until a wandering manticore started strafing him with tail spikes.

A cowardly manticore.


It struck me that all I did was drop a negative comment on your idea. Sorry about that. It all looks like an intriguing idea; I was trying to point out a potential hidden surprise. [I wouldn't have bothered, if I didn't think it was an interesting idea in the first place.]


I'm not sure this counts: Dreamscarred Press' psionics has the old-school psionic attack/defense modes as powers, pretty much taken straight from the 3.5 SRD. Paizo's new Occult book has abilities with the same name, but effects that are (I believe) different.


Long-version metamagic wouldn't be much of a price to pay for most out-of-combat spells; long-term buffs come to mind.


Interjection Games wrote:
Distant Scholar wrote:
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.

...Alright, I don't know you by this handle. Which class was it, mate?

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.


ErrantX wrote:

Possible new Riven Hourglass 9th.

Split the Stream
[...]

Thoughts?
-X

How does this compare to the psionic power fission (which is 7th level)?


+5 inherent bonuses to all stats at level 15 isn't "tricked out"?


Does it have rules for running up the monster's arm/leg/body and punching it in the face?


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Sissyl wrote:
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?


2 people marked this as a favorite.
TriOmegaZero wrote:
Distant Scholar wrote:
Why would taking damage incur a penalty on the Disarm roll? I can't find that rule.
Performing a Combat Maneuver wrote:
Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.

That's what happens when one only looks under "Disarm" and not "Combat Maneuvers".


Xethik wrote:
RJGrady wrote:
What's all this Improved Disarm stuff? You have a +13 BAB advantage against the rogue. Feat or no feat, he's not hanging onto his weapon.
You Disarm. You Provoke. Rogue hits you for eh damage. All of a sudden, that disarm is unlikely to land due to the CMB modifier from taking damage.

Why would taking damage incur a penalty on the Disarm roll? I can't find that rule.


Would the ability to add an addendum (with date added) to the first post be better than an edit?

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