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Maedar

GeneticDrift's page

RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Pathfinder Society Member. 1,594 posts. No reviews. No lists. 1 wishlist. 4 Pathfinder Society characters.


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The Exchange

Who you recruit is not the same as the best for the job available.

Who you recruit is not guaranteed to be a character focused on being a soldier.

You are throwing a net out for quantity not quality.

The Exchange

Worked for me. Thanks.

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broken link

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Doesn't work for me.

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I assume you can use starfinder to run fantasy games. so that could be 2.0 for you.

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Handy haversack, youve dumped strength.

The Exchange

KingOfAnything wrote:
GeneticDrift wrote:
Improved initiative is nice for all builds but helps with trickster's sneak attacks.

What does Improved Initiative do for a Trickster?

Surprise Strike wrote:
Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge.
Your opponents are always considered flat-footed against the first attack you make.

what if you make two attacks? Longbows are good.

The Exchange

I like the look of the class. I can work around the influence penalties:
Take the trait Mock Gladiator for hierophant
Choose touch attack spells and buffs from archmage
Champion fits great in any range or melee build
Improved initiative is nice for all builds but helps with trickster's sneak attacks.
The guardian needs to find a way to reduce the defensive fighting penalty, use a madu, crane style...perhaps see what psychic anthologies has for it.
the Marshal looks like it will fit in any build.

and remember you can be them all with the spirit dancer archetype.

The Exchange

1 person marked this as a favorite.

Blood of life gives fast healing as listed (maximum of fast healing 6 at level 19)

You can still gain damage reduction, also you can still take feats to improve your DR, which you don't have,for these feats you count as having DR 0.

For example: If a feat gives +1 to your damage reduction you now have a a DR of 1. Your fast healing is not changed.

The Exchange

I have yet to play a medium, but I would love to see variant abilities for all the Medium spirits. More seance and spirit power options would make it easier to switch between the legends as needed. Strong abilities that are one use but refresh when the medium uses a spirit surge would be great and encourage using lesser legends.

The Exchange

andygal wrote:
if I was gonna redesign the skill system I think I might divide the skills into physical skills and mental skills and tie the former to Dexterity (representing co-ordination and 'muscle memory').

im not completly sure what you mean. But im not excited about making strength more of a dump stat, unless it is removed.

For perception, i would make it based on the appropriate knowledge skill for where you are.

The Exchange

Casts breath of life on thread. Hopefully psychic anthologies adds fun abilities. I would like to see alternate abilities for each legend.

Variant hierophant seance boon: Once per day participants may spend a standard action and a spell slot or prepared spell to cast one spell off the cleric list (spell chosen by the Medium at the end of the seance). The chosen spell cannot be of a level higher than your spirit bonus.

Variant trickster seance boon: participants may add your spirit bonus as precision damage on damage rolls the target must be denied its dex bonus or flanked by the attacker.

Variant guardian seance boon: when using the aid another action to increase an ally's armor class, participants may increase the amount by the medium's spirit bonus.

Variant guardian seance boon: participants gain temporary hit points equal to the medium's spirit bonus. These are recovered when the medium uses their spirit surge ability.

Variant archmage seance boon: participants may add the medium's spirit bonus on attempts to overcome spell resistance.

Variant champion seance boon: Once per day as an immediate action when an enemy moves away from you, you may move 5', ignoring difficult terrain and without provoking attacks of opportunity. This ability may be used again after the medium uses a spirit surge.

The Exchange

A 3rd lvl spell to make a small window? I don't see he problem. Your change is equavalent to saying the spell does not exist.

The Exchange

1 person marked this as a favorite.

A universal wild talent to gain a ki pool. Would be nice for ki abilities and the chakra options in the occult book.

The ki pool could provide options: add alignment to your attacks, overcome the burn per day limit, add a flurry attack...

The Exchange

1 person marked this as a favorite.

A traveling surgeon offers to install some cybernetics.

The Exchange

First Person Shooter wrote:
MasterZelgadis wrote:
In my group we simply don't track ammunition count of simple arrows, bolts or bullets. The game is about heroes saving the world, not about poor rangers counting their arrows. We assume, that you can always buy new ones in towns, recycle enough ones from the fight, craft them or find them as loot.

it is such a classic to have the "shooter hero" come up empty... How many stories have the scene with the hero "...low on ammo..." - heck, we all recognized it from the title of this thread! "...... Ammo's running low....".

Yeah, "The game is about heroes..." and sometimes they run out of ammo and have to do something heroic...

Let's try this for another item the hero's often run shot on..."In my group we simply don't track Hit Points... The game is about heroes saving the world, not about poor adventurers tracking their health. We assume, that you can always buy healing in towns, recycle enough Hit Points from the fight, heal them or find them as loot...."

Im in a mythic game, the deathless spell pretty much does this (comboed with a mythic aura that keeps allies conscious). The base single target spell is great, the mythic version is ridiculous. At our tier HP is not very important, but it still needs to be tracked (for healing back up, power word spells, and such ). HP is important, i kind of miss it.

The Exchange

Infusions with improved critical ranges. Maybe even vorpal as well (nat 20 still)

The Exchange

Cadynce Delholme wrote:

Thank you for the clarification, but the Infusion doesn't read like that at all. It says choose a number of targets equal to your kineticist level, but doesn't state whether a single, or multiple targets can be chosen a maximum of once per instance..

.

That is not how targeting works. For example magic missile says choose targets and then it has a special rule in the text to allow multiple missiles to hit a target.

The Exchange

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Wizard - commoner with books
Rogue - commoner with my things
Cleric - commoner with a crowd
Ranger - fighter with training
Paladin - fighter with delusions
Cavalier - fighter with horse
Monk - poor commoner
Sorcerer - danger commoner
Barbarian - dumb fighter
Witch - commoner with cats

The Exchange

Less players means the PCs will have a harder time if they specialize.

Combat has many different defenses, easy to get around or shore up for a combat with out getting repetitive.

High DCs can be gotten around by subterfuge, illusions, immunity, working in groups.

Having multiple enemies at different locations encourages large groups to split up. Either hit and run tactics or other time sensitive situations.

Social and skill based events work as well, letting the specialists shine. Defuse a bomb/convince the powerful npc to help or not interfere while bandits attack (or whatever).

The Exchange

2 people marked this as a favorite.
Alni wrote:
GeneticDrift wrote:

Is it legal to free slaves? It probably just takes lots of paperwork and some gold.

Paladins probably do it all the time in countries allowing slavery. That and pursuing their release in other legal ways.

It's not about the legal aspect. It's more about Asmo being LE the god of slavery and tyranny.

That seems like a narrow and simplistic way to run with it. Everything benefits the god of contracts. Read all the fine print before deciding to sign anything.

The Exchange

1 person marked this as a favorite.

Is it legal to free slaves? It probably just takes lots of paperwork and some gold.

Paladins probably do it all the time in countries allowing slavery. That and pursuing their release in other legal ways.

The Exchange

Draining infusion, greater. Opening it up to any creature that used an ability that does your elemental damage type. (Not sure how to get earth and wood involved without GM interpretation)

The Exchange

1 person marked this as a favorite.

+1 on kineticist options please
Also please dont ignore the aquatic areas of the first world.

The Exchange

Ride in style, rpg superstar

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1 person marked this as a favorite.

Str does not help fort saves (that is constitution). It does help with wearing heavy armor, carrying things, climbing, and swimming.

Check your encumberance table and the armor you want to wear's weight. If it is close you might want to keep str above 8. There are items and long duration spells if that helps you decide. Being medium encumbered reduces your dex bonus to AC to a maximum of 2.

A regular chain shirt is 25 pounds. A heavy wooden shield is 10 pounds. You can wear lighter armor until you can improve your carrying capacity (items/spells) or mithril armor.

Str 8 light load 26 pounds
Str 9 light load 30
Str 10 light load 33
Str 11 light load 38

The Exchange

stopping your ally and destroying his blade is priority 1. Do what ever it takes then atone. The innocent lives your group are slaying is unacceptable, don't waver in doing what is right. Falling doesnt mean you are wrong, just that you took a less than perfect path to your goal.

Edit: diplamacy first, the pc should feel remorse for killing a good creature. Use it as a wedge to get him to destroy his weapon on his own.

The Exchange

Pay someone to dispel it
Suck it up for a few hours.
Leave the map area
Disguise the ship to confuse anyone who comes after you.
Or be around a bunch of ships.
Sail someplace they cannot follow

The Exchange

...reads random thread..,That ghost vigilante idea sounds awesome.

The Exchange

Orfamay Quest wrote:
GeneticDrift wrote:
As a potential tool to reduce the effectiveness of full casters by giving them a smaller point buy.

I'd just like to point out that that's exactly what it doesn't do. My sorcerer can still have a 20 charisma, even if she needs to dump every other stat to do so.

On the other hand, you've completely crippled the ranger and the paladin that she relies on to keep the bad guys from eating her face.

Why does a wizard's 15 point buy cripple a paladin's 20 point buy? Never said i was considering reducing the point buy for other classes. If the full casters super specialize, it actually shows in their character.

The Exchange

As a potential tool to reduce the effectiveness of full casters by giving them a smaller point buy.

The Exchange

There are some magic items to help.
quick runner's shirt

Edit: I always have trouble finding this one

The Exchange

Name:Marc
Race: Asimar
Class: cleric 18 or so
Adventure: midnight isle?
Catalyst: whats the worse that could happen

laberynth:
at the entrance Marc moved to a closer position, which summoned a cultist who cast destruction. Rolled a 3, rerolled a 3, Decided not to surge to let the gm do something. Since i had taken a little damage the 200 was enough to bring me to 0 and vaporize the body. Marc enjoyed his vacation/right of passage all once mortal gods seem to follow, while waiting for his friends to curb stomp the guards. He was quickly brought back to life by a solar and balor working together using their high level SLAs (we had a scroll of true res if needed).

Marc keeps the party alive with regular or mythic deathless, swift action heal/ mass heal, the mythic ability to prevent death and another to prevent going unconscious.

The Exchange

standaloneghost wrote:
So we all know that the Kineticist is poorly written[snip]

Please don't speak for me. I have not found it to be poorly written. It needs more wild talents though (void and wood specifically, the others just for more diversity).

The Exchange

I'm assuming it does a specific number of four sided dice as damage.

The Exchange

Spells that do weapon damage damage are effected by dr as normal.

Can you link to the ability?

Anyway, Nothing stops the GM from using homebrew or 3rd party stuff.

The Exchange

I like how this thread is making me think of using the body wraps and giving other monk build ideas.

derail:
I also love that alignment is effected so strongly by casting spells. Any character should be terrified by this. Obviously this will only come up in tough situations but its a move in the right direction.

The Exchange

Arcane: rogue
Divine: samurai
Nature: kineticist

Oh, i misread the premise.
Non magic....tie between fighter, monk, samurai and rogue (all awesome)
Arcane: i use my vote to lure the bard class into a dark room and kill it. Arcane classes just have lame options. I can have fun once in a while but i wont play any particular arcane class over and over.
Divine: cleric, so many options and fun ways to play it.
Nature: kineticist

The Exchange

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Ive played a str ninja and it worked great. Wear a mithral breast plate, take the trait to reduce the acp.

Being invisible and using that rogue talent offensive defense (iirc) for a dodge bonus equal to the # of sneak attack dice you hit someone with is amazing.

Springloaded wrist sheaths for wands you can easily UMD and stay at range the first round ( fiery shurican) also umding shield and mage armor for high defenses. And perhaps a wand of flame blade if you gain proficiency.

The Exchange

I hope there is a lot of kineticist options. Lots of potential with underground oceans, suns, jungles, being inside the a planet, darkness and strange creatures and plants adapted to no light....

The Exchange

In the weapon masters handbook there is a way to add an equivalent amount of damage (bonus based on weapon training) when using weapon finesse and str to damage.

It's a build I've thought about trying out. Would use the weapon master archetype to kick it off at lvl 4.

The Exchange

14) opens everything.
15) to my heart. Now bring it back.

The Exchange

8th is when you get an other wild talent. It shouldnt be gained before other elements get composites. Im thinking 4th lvl utility wild talent (prereq: element wood,expanded element wood).

(Wood) pheromones - as the charm hex with a more limited duration.
(Wood) faeriefire infusion - similar to the spell

The Exchange

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You need to list what action is needed to study an opponent.
You should limit the bonus to a maximum of your fighter level
Add: this counts as combat expertise for meeting the prerequisites of combat feats.

The Exchange

1) 9th level spells for PCs
2) 8th level spells for PCs
3) 7th level spells for PCs

/not too serious

The Exchange

the idea was as a fix the lack of a wood/wood composite. It can have The prerequisite of wood/wood, so at lvl 8 you can actually use composite blasts. It gives a lot of damage type flexibility but it wont allow you to use draining infusion (simple blast only) and doesnt allow access to other elements talents or simple blasts.

it seems less out of place in a splat book and can be added easier. A new composite would probably be in a core book or a very specificly themed player companion. which could take forever.

The Exchange

Drop perception and use the apropriate knowledge skill instead.

The Exchange

1) a bleeding infusion or composite blast
2) a wild talent to pick up all composite blasts for wood. (summer, spring, autumn, and winter)
3) a wild talent similar to the bless or the heroism spell
4) wild talents that show off the first world connection for the wood element.
5) kinetic healing as a wood wild talent

The Exchange

1 person marked this as a favorite.

I was thinking more unicorn themed, a core unicorn race would be OP.

SNA options with some heals
More healing at earlier levels (maybe from sna or just modified spell list)
Maybe a unicorn companion a high level
Calm aura
Hidden glade stuff

The Exchange

Yes. A blast only modified by a substance infusion still does damage on a successful save.

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