Maedar

GeneticDrift's page

RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Organized Play Member. 1,973 posts. 6 reviews. No lists. 1 wishlist. 5 Organized Play characters.


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Cellion wrote:


Poor Iomedae... That lady must have gone through a lot to become a deity of rage and awkward stances.

It's probably because it looks like she has one high heel and one boot.

I did love most of the art, triune, Oras, nyarlathotep, ibra, eloritu, the devourer, and desna all look amazing. The character art from the other sections are also awesome.

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Opsylum wrote:
It's her favored weapon in battle, an upgrade to the dagger she's historically used. If Clerics of Pharasma existed in Starfinder, they'd be proficient with zero knives, emulating their training after the goddess.

It's not an upgrade as it cannot function as dagger, it doesn't cut. Has pharasma secretly had sick switch blade skills and passes them to midwives? The dagger aligned with her domains the is just seems tacky.

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I thought many of the designs were bad. The little I've read of the section just makes me confused, pharasma apparently loves zero knives (or whatever), did she get a brand deal?

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Medium. A character powered by a connection to spirits, past lives, immortal symbiot, or multiple personalities for a few examples.

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If the Archer is outside of the antimagic field. The spell works. It is a personal effect and does not change the bow or arrow.

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From the FAQ
Under "Actions" on page 322 it is stated "Class features and items affect crew actions only if specifically noted in the class feature or action." Does this mean I can't benefit from the skill bonus of operative's edge, or an envoy's skill expertise?
No. When actions taken in starship combat call for a skill check, any class feature that grants bonuses to or allows rerolls with the relevant skill applies when using that skill as part of starship combat. This is an exception to the rule.

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I don't know any rule to support this. The night walker background info seems against it.

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The medium spell list. I don't remember off the top of my head, but I would come across non wizard/cleric spells and wonder why Mediums don't have it on their list.

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Make a list of spells. You already prepare spells so just keep track of a few more. You can find class guides that go over spells but that's probably unneeded. note a few spells from other classes as you have access from limited wish or similar mythic tricks.

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I didn’t see any example ships In the book even using the New armor. Maybe I missed it. Maybe the trade off works well for high shield ships.

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It is always good to put yourself in the shoes of other people. A fantasy world will be different than ours but it still reflects us and can help understand the actions of others.

The AP of course is likely focused on violence but most APs have enemies than can be taken prisoner and defeated in other ways. I will be concerned though if everyone is evil and has the moral of “fights to the death.“ that seems unlikely here, but cultists in these games often are portrayed that way so maybe there could be a misstep for Paizo to make.

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Brogue The Rogue wrote:

@GeneticDrift Thanks for the input. Consider me caveat emptored. I know that potentially turning any buff into a day-long affair is a powerful thing; that's why I'm doing research into its potential cost before going off half-cocked and all. Honestly, 7 spell levels and a feat is way more restrictive than permanency, so I don't really get your stance on "this is bonkers, use permanency instead." ¯\_(ツ)_/¯

@ Loren Pechtel
The concept of breaking down the increase as a flat multiplier is interesting, but I was thinking more in terms of applicability than in terms of pure math.

The increase from rounds to minutes is at best quality of life. It might kick in for really long fights, but won't often be terribly useful for seeing multiple fights. It might see multiple short scenes when roleplaying or when exploring, but that's about it.
(Note, I use a homebrew system that requires resting for a few minutes for hit points after fights, so it's harder for players to charge through multiple fights with minute/level buffs, since that's the only healing)

The increase from minutes to tens of minutes is where a buff starts to last for multiple combats, so this one is going to see the most use.

The increase from tens of minutes to hours is where a buff can potentially last all day at higher levels, and where a buff can be used preemptively - that is, for wilderness encounters, when the player is ambushed, any time there's an unexpected encounter, etc. This one has the most exploitability and has to be watched.

The increase from hours to days starts to allow spell slots to recover, so this might just be too much.

In light of those considerations, I think what I'm going to try out a scaling level cost based upon which step is used, as seen below.
Rounds to minutes: +2 levels
Minutes to tens of minutes: +4 levels
Tens of minutes to hours: +6 levels
Hours to days: +8 levels

The thing I always try to keep in mind is that,...

Permanency is limited to specific spells and is dispel-able which is why I like it over a single meta magic feat that Effectively doubles or triples the spell slots of your casters.

There are so many variables but it basically is giving extra spell slots per day and extra action economy. Even first level spells can be concerning. Charm person for days seems like it should be expensive but vanish is just a weaker invisibility, the improved invisibility spell actually goes back to rounds and invisibility sphere Is back to minutes. Each improvement is probably better balanced as a new spell. Idk, I have a small axe to grind with the power level of casters.

Maybe multiple feats for each spell school/spell level/duration type or even a feat per spell.

The Exchange

It doesn't seem to fit Necromancy as much as Enchantment

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Mythic has this.

Enduring Blessing (Su) (Mythic Adventures pg. 36): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer

Anyway doing this with metamagic is bonkers and over powered. the Permenancy spell is here for that.

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These seem to be fine for single class groups.

Mediums
Kineticists
Wizards/sorc
Clerics/druid/oracles
Inquisitor

There are plenty of options for other classes to do well too and players to have fun. I think it would be hard to find a single class group that couldn't work well with the specific builds combinations.

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While PC A is shopping you hear a scream, do you want to switch to your vigilante identity?

PC B while working in your shop you see something unusual. Do you want to switch.

PC C you wake up to a loud boom. Do you
...

PC D while training you get a tip from one of your contacts....

PC E while at your 16th birthday party a guest howls and transforms into a werewolf. Do you run like everyone else and change into your secret identity?

Don't force the party to live with each other 24/7. Just ask them what they are doing and bring them in from that.

The Exchange

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Matthew Downie wrote:
Well, if the party was level 13, you could make them fight a Cloud Giant (CR11) instead of a CR13+ giant. I think GeneticDrift is just saying, "Don't make them fight two Cloud Giants at once to bring it up to a CR13 encounter, or your players will get upset again."

I think they understood. Haha.

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get other eyes on it to help and balance it for the role.

Inquisitor and unchained rogue for skills

Wizard and cleric for casters

Barbarian, Samurai, paladin for martials

Not all abilities are equal, even the same ability, could be weak or strong depending on the rest of the class and options. Even different builds with the same class can be leagues apart in usefulness.This makes it hard but you don't have to be perfect if everyone is having fun.

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Make its gp cost /per day but improve the frequency if certain things are done. Deific obediences, sacrafices (like vows of silence). Certain weaknesses will remove the ability (silver, Mondays, certain colors, feeling a specific emotion).

The harsher the cost and/or weakness the longer the ability lasts as a SLA without having the repay the cost.the higher the spell the higher the cost should be.

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Use lower cr giants and don't make up the cr by using more giants?

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Scavion wrote:
GeneticDrift wrote:
The paladin would have already fallen before getting here if it was going to be a problem. He did just murder an entire village with no due process of law or attempt to solve without violence.
I imagine due process was kinda thrown out when goblins attacked, one of the most influential people in town was murdered, and a cultist is using the goblins in a plot to murder everyone in Sandpoint.

Maybe some goblins attacked from this goblin village. You assume they all did? They left all the babies alone? The party terrorized this group and murdered everyone. I can understand the reaction but it wasn't normal paladin behavior.

This is revenge killing, like how Anakin Skywalker turned to the dark side.

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The paladin would have already fallen before getting here if it was going to be a problem. He did just murder an entire village with no due process of law or attempt to solve without violence.

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It is very strong but not so much it will be a problem. I don't think you need to make changes.

It has a lot of good things and nothing bad. Possibly a perfect match for many classes.

If you are wanting to add something it is missing a breath weapon. A glide or feather fall could be nice too (wings)

If you want to remove or reduce something I would drop the natural armor or maybe make some of these a favored class bonus (armor, resistances, bonus breath weapon damage).

The Exchange

Potions for removal spells are hurt by the low caster level, can still be a life saver though.

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Wand of cure light wounds and first aid gloves.

first aid gloves

That deals with HP issues. Removal spells will be nice to have along with lesser restoration. The other casters should try to get these so they don't have to stop and runaway too often. But you control the enemies and could avoid long term negative effects before bosses.

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It is two burn to quicken blade rush. You still have to account for the blade rush burn and any substance infusions you apply. That two burn to cast as a swift action is not reduced by infusion specialization, but other reducers apply. Gather power, swift action kinetic blade, standard action whip hurricane is good.

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Nimor Starseeker wrote:
GeneticDrift wrote:
Nimor Starseeker wrote:
GeneticDrift wrote:
The computer interface helps melee. It can turn on your jet pack or haste circuit.
This is a great catch - getting the full benefit of the haste circuit going on you first turn is an excellent boon!
Well the end of your first turn assuming you activate it with combat banter as a free action before your turn. Still, it helps.
You would activate it as a free action, so you can use you full-action on your first turn. I don’t see why you would get the benefit at the end of your first turn. Please explain.

"If the trigger occurs, the computer automatically activates the linked system. This occurs at the end of your next turn after the condition occurs."

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Nimor Starseeker wrote:
GeneticDrift wrote:
The computer interface helps melee. It can turn on your jet pack or haste circuit.
This is a great catch - getting the full benefit of the haste circuit going on you first turn is an excellent boon!

Well the end of your first turn assuming you activate it with combat banter as a free action before your turn. Still, it helps.

The Exchange

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The computer interface helps melee. It can turn on your jet pack or haste circuit.

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Mythic is mixed for me,I didn't play test so I can't complain too much.

I didn't experience rocket tag, more turn slow down as everyone had counterspells, immediate action responses, infinite AoO, and/or 20+ buffs. The gm also buffed and threw everything at us at once.

It has some fun things in it still but not for every campaign. And PF experience helps.

Edit: at least the "new" mythic burn is a super option for kineticists. I also found the normal extra standard action (mythic initiative?) And extra move from mythic haste was amazing for my kineticist.

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It is doubtful that pathfinder 1st edition will get any errata or rework. I don’t see these sludgy (and maybe not what you wanted) potions breaking the game. Potions effect you so I don’t see how this will help your crop. Just cast plant growth .

It doesn’t appear to change the 1 day creation time until it becomes 1 minute at 7th level. (There are probably rules and options for speeding up this type of thing but why bother when you get it for free at lvl 7).

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It’s a useful ability for bombard soldiers (heavy fire), anyone who wants to use a dragonglaive, anyone who wants to use heavy weapons...and maybe getting heavy armor prof.

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For mythic, it’s good to go first. Mythic initiative is nice.

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Received shipping notification and subscriber PDF. It looks cool, wish I had time to dive in and read it. New spells defrex hardiness and personal gravity look fun.

The battle leader archetype also looks cool. Like an envoy and stackable. It uses reactions to give similar buffs. "Got 'em!" "Regroup!" "Listen up!", "Keep moving!", Etc.

Capital ships can get ramming weapons. Hahahahahahaha. Get out of their way.

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Medium for both

Or medium and inquisitor

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Fast Movement (Ex)::
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Swift Foot (Ex):
(PRPG Core Rulebook pg. 34): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. Swift foot rage power

slow speed:
Slow Speed: Gnomes have a base speed of 20 feet.

Armor in other movement speeds:
Armor and Encumbrance for Other Base Speeds
The table below provides reduced speed figures for all base speeds from 5 feet to 120 feet (in 5-foot increments).

Base Speed Reduced Speed
5 ft. 5 ft.
10 ft.–15 ft. 10 ft.
20 ft. 15 ft.
25 ft.–30 ft. 20 ft.
35 ft. 25 ft.
40 ft.–45 ft. 30 ft.
50 ft. 35 ft.
55 ft.–60 ft. 40 ft.
65 ft. 45 ft.
70 ft.–75 ft. 50 ft.
80 ft. 55 ft.
85 ft.–90 ft. 60 ft.
95 ft. 65 ft.
100 ft.–105 ft. 70 ft.
110 ft. 75 ft.
115 ft.–120 ft. 80 ft.

Add everything up that stacks and then reduce for armor. 35 becomes 25 (Maybe I missed something).

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While many of my characters have done so for a specific goal. I can think of two recent characters who did it often and another two who would never agree to give to charity.

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Suggestions

Learn some of these spells: haste, saving finale, gallant inspiration, glitter dust
Feat lingering song

I’m not sure what to do to about combat effectiveness, maybe keep grabbing ranged feats

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I've played aether and wood (kinetic Knight). That's also my answer. Aether is awesome and wood has almost no good utility talents.

Other elements look solid if the AP or GM is not blocking you out with immunities.

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Fighter advanced weapon training for fighter finesse and trained graced + gloves of dueling.

An ally with Butterfly sting (Or yourself if you two weapon fight with Kukri and pick)

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Buy the 5th Ed kingmaker book? link

It is a bestiary but looks like it has tips, not sure if helpful though.

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Are you talking about this? Raven Swarm

Maybe you are seeing 2 swarms?

Edit: I googled and see it is a pfs scenario. I don't have that adventure but it sounds like two swarms.

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I've been thinking about something like this as well to limit higher level spells, you had to prestige class for higher level spells but otherwise your 1-3 lvl spells became unlimited as you leveled. I never implemented it though. I hope it works out well for you.

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Medium. Weather they brand it as downloading advanced AI programs, spirits, or something else.

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I'm not exactly sure how the gm did it for the baby dragon. I assume he used the monster creation rules.

She just got to level 5 and is now medium sized and has a flight speed. She has always had dragon immunities, breath weapon, and claw,claw, bite.

I think spell casting, frightful presence, and large size will come on around lvl 9-11. The gm made a spreadsheet for the player, she just enteres her level, applies skills, and feats.

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I am in a game with a PC baby cloud dragon. Stats and powers adjusted for CR = level. It is working well. Currently lvl 4.

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yukongil wrote:
GeneticDrift wrote:

It's insane the dumb things you do in that AP with mythic.

I enjoyed it but mythic is nonsense. Getting to do that nonsense was kind of the point. I cast miracle to pick things up. I rained gold from the sky. I made everything masterwork when I had nothing to do. I had an ally alive and fighting at -400 hp. To entertain someone I cut my self open and removed my insides.

Such an odd and fun adventure.

Maybe add levels instead of mythic tiers and give bonus stats when they would normally get them from mythic.

I played a campaign to Mythic tier 10 and I think I played a much different ruleset than you...

We're you a caster? Having over a dozen 9th lvl spells on top of normal casts is huge. Miracle is a very strong spell and mythic spells are bonkers. Even the non mythic version of deathless is game changing. On top of that we had 3-5 other mythic PCs with crazy powers.

I've played in two mythic games one as a cleric and later as a kineticist, both had crazy combos going on (infinite attacks of opportunity, huge size, reach..)

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It's insane the dumb things you do in that AP with mythic.

I enjoyed it but mythic is nonsense. Getting to do that nonsense was kind of the point. I cast miracle to pick things up. I rained gold from the sky. I made everything masterwork when I had nothing to do. I had an ally alive and fighting at -400 hp. To entertain someone I cut my self open and removed my insides.

Such an odd and fun adventure.

Maybe add levels instead of mythic tiers and give bonus stats when they would normally get them from mythic.

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It keeps crashing on me :/ guess I'll try again another day.

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I don't have an echo device. Can I download the amazon Alexa app to my phone and play this?

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