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Distant Scholar's page

Pathfinder Society Member. 752 posts (806 including aliases). No reviews. 4 lists. 1 wishlist. 1 Pathfinder Society character. 5 aliases.


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I added a half a dozen more traditions to the document, although the four alignment-based traditions have some similarity. Possibly too much similarity.

Remnant wrote:
DM_aka_Dudemeister wrote:
Purgatoria: The City of Judgement, turns out the Goddess of Death has a long waiting list of souls to judge, so those who are waiting for there time wait here. Which is great because it's one last opportunity for Outsiders to make one last pitch, offer one last temptation. The Night Hags who run the underground kidnapped lost and weak souls for their coffers. Tieflings, Aasimars and other plane touched are common because there's not the same stigma in Purgatoria. There's a million souls in the City at the Edge of Death, and you are one of them. Afterlife Noir.
i would run / write this one up if you would allow

Do the souls keep Pharasma's reapers away with the power of rock 'n roll?

Malwing wrote:
I like the concept of specific traditions. It brings them up as actual traditions of magic. I have wondered exactly how to price the drawback of being restricted to certain spheres.

In my case, since I'd encourage players to make their own traditions, I figure they'd tend to choose the spheres they actually want, so it's not really a limitation.

2 people marked this as a favorite.

Here's a link to some traditions (and a different multiple traditions rule) I've come up with. The intention is to have many small traditions rather than far-reaching traditions like arcane magic or divine magic.

There are only four traditions in the document right now, but I'd like to have dozens of them, and would encourage players to make their own.

Here's the document.

A belated thanks for the suggestion, Aleron.

I've still been thinking about this idea. I went over the 20 spheres, asking myself what sort of changes in society might happen because everyone has (at least) basic access to one sphere. Here's what I've come up with:

General comment: At least 6 of the 20 spheres give you an attack (directly or indirectly) that does at least 1d6 non-lethal damage. Outlawing weapons, as some societies have done, might be kind of pointless. Of course, since a club is a 1d6-damage weapon that nearly everyone is proficient with and is free, the game rules seem to support that kind of thing already. The worst damage is either two primary attacks for 1d4 each, or one primary and one secondary for 1d6 each; I haven't run the numbers to see which one might be worse.

A lot of the spheres don't do much other than give slight bonuses in combat; I don't see those having a wide-scale impact, especially if both sides in a fight have the same abilities.

Specific spheres:

  • Alteration: Amazing disguises; could be trouble. But see Divination.
  • Creation: Can destroy objects, regardless of hardness, given time.
  • Divination: Helps detect those pesky Alteration/Illusion/Mind users.
  • Fate: Not so much for the specific abilities, but what would society make of them? Could be interesting to explore.
  • Illusion: Communication, minor disguise, and fake walls/boxes/etc. Could be trouble. Divination helps again. Could also be entertainers.
  • Life: Limited hp cures. Probably not a societal game changer, though.
  • Mind: Charms---yikes. Even lesser charms, used correctly, can do a lot. It might be too much, but then again those Divination users come in handy.
  • Nature: Lots of effects; the biggest impact on society might be food. 1 spell point a day to feed 3 people? Sounds pretty good to me.
  • Telekinesis: Could have a big impact on general society. Moving things 20 feet through dangerous territory, or straight up, has lots of uses.
  • War: I imagine War users would be wanted by every military out there.
  • Warp: Yikes, again. Is there any way of stopping this? Infiltration, escape. If someone is manacled and teleports, do the manacles come along?
  • Weather: Unless you have a bunch of these folks working in shifts, this shouldn't cause any long-term changes.

Those are my thoughts, anyway. Anything I missed? Anything I misunderstood? Any other thoughts?

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In general, "at will" says one can do the thing whenever one wants, but doesn't say how long it takes.

1 person marked this as a favorite.

PCGen does a pretty good job of it.

Bill Webb wrote:
937 on Tsar lists Hero System 5th Edition (revised) as 11 x 8.5 x 1.7 inches and 4.1 pounds.

It lists The Slumbering Tsar Saga as 11.4 x 8.9 x 1.9 inches and 5.3 pounds.

As I said, I am impressed. I think I may need to see one of these in person.

1 person marked this as a favorite.

Those are bigger than HERO System Fifth Edition Revised? I am impressed.

LilyHaze wrote:
The more I try at Kineticist Rasputin, the less sense it makes. But I'm amused, so I'll keep at it and post when I'm done.

I suppose you could make this Rasputin.

Interjection Games wrote:
Distant Scholar wrote:
I suppose one could always look at my wishlist.
Send me a PM. I'll comp you a copy of SMUMFFYMaAoOF:ATPC.

Wow. Thank you. I wasn't expecting that.

It sounds like I can get away with just using the 11 base classes from Spheres of Power. Good.

I wasn't planning on having PCs use NPC classes; but since everyone has magic, the NPC classes would need magic, too.

Now I have to think about what "everybody has a little bit of magic" would mean for the game world... [I haven't read the Darksword Trilogy; I may need to look it up. But, as described, it sounds too restrictive for the game I'd want to run.]

I suppose one could always look at my wishlist.

And this, folks, is what a negative Charisma modifier looks like. :-(

For most of the NPC classes, I'd probably just give them Basic Magical Training as a bonus feat. Adepts I'd probably treat as a Mid-Caster with one new talent every 2 class levels. They could choose between Int/Wis/Cha for their casting ability modifier.

Any comments?

LazarX wrote:

Not Wizards. there isn't any such thing as a company called Wizards of the Coast any more, it's just a subsidiary brand name put up by Hasbro.

When you think in terms of this project being done by Hasbro, then you can see it in it's larger context... just another movie based on a Hasbro toyline which will probably met the fate of most, if not all movies based on Hasbro toys.

Clearly, Battleship was the best movie of 2012.

The Summoning Dark?

1 person marked this as a favorite.

I was skimming through Spheres of Power yesterday (I still haven't read it thoroughly yet), and a thought for a campaign world came up: What if everyone in the world had Spheres of Power-style magic? And I mean every sapient being has at least a little bit of magic, and other styles of magic/spellcasting aren't available.

Would one be able to make pretty much general PC character type with just the eleven base classes in the book?

I'm a bit concerned about skill-heavy characters, or if concepts like "raging" or "nature warrior" are covered, or even if they are necessary. But, like I said, I've only skimmed the book. Maybe all the needed stuff is there. It might even be covered in the "Using This Book" section. [I do know about the conversion archetypes, but I'd prefer to avoid those, if possible.]

I'd probably want to make an NPC class (or three—commoner, expert, adept). Other than that, what might be needed? What might be useful? I'm sure some of you are far more familiar with Spheres of Power than I am.

If there seems to be enough interest, I might do some sort of play-by-post here using the idea.

Milo v3 wrote:
Spook205 wrote:
I need to pick up a copy of Occult Adventures, but the more I hear about it, the more I'm inclined to just keep my third party psionics handbook.
Psionics and Psychic magic are completely different in flavour and mechanics so I'm not sure why having a psionics book would impact whether you buy occult adventures.

You do have to watch out for some name collisions, though.

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.

2 people 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.

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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?

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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: 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.

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.)

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Tacticslion wrote:


(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.


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.

10 people marked this as a favorite.

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

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