Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Kyuss Spawnling

Goth Guru's page

3,287 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 3,287 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

It's more a role, than a class, but that's fixable.
The reason for no shields is only game balance, and that hurts roleplaying. If they could cast a clerical version of shield, then the lack of visible shields makes some sense. The humility angle would lend it's self to tower shields otherwise.


Innocent suffering might cause some devils alignment drift.


The goblin deity might be king of the mountain. In other words, worshipers are supposed to aspire to replace the deity.


How about cunning can't make someone reroll a good save.
Either that, or give someone a dex save versus baleful cunning.


Blood Ritual Feat: By bloodletting, the ritual can be made cheaper and easier.
Prerequisite: Cultist or cult membership.
Benefits: By doing slashing or piercing damage to a sacrifice, the chance of success is raised by 1 per point of damage, and the cost is lowered by 500, per point of damage. The sacrifice must have blood and can bleed. The sacrifice can lead the ritual, but if they pass out the ritual fails. It's evil if the sacrifice is unwilling.


Look to the ongoing topics about Rituals and Invocations. If you use my new concept of a Mental Inventory, these oaths can have short term game effects while neither outshining clerics or allowing spamming the concept. I'll start posting the links to the other topics.

Go to Invocations

Go to Rituals


They are versions of your device, and vendetta is a mask, looks like a mask, ect.
The mask of humanity physically changes the wearer costing more and disables a harpy's (or whatever) claw attacks and ability to fly.


It's a weaker, in some ways, version of my mask of humanity. The idea of it being keyed to an individual identity is cool.
1: Vendetta. It looks like some nobleman with angular features with a pencil thin mustache. The voice is ironic English. Smells of burned flesh.
2: Oogler worshipper robes. The face looks like one big eye and the voice sounds hollow and mysterious.


2 people marked this as a favorite.
Bandw2 wrote:
Ciaran Barnes wrote:
That comment seems dismissive and without contribution. This is the homebrew forum, in case you missed the sign on the way in.

that's because cunning has the same end goal of inspiration, which I think is better done. So, in essence I believe that this notion should be dismissed as I find cunning to have no meaningful contribution.

I think Rogue should officially be buried as it doesn't offer much, if anything, anymore. trying to fix it is simply trying to meek out an existence between the investigator and the slayer, i'm honestly happy that they made the investigator and the slayer as their roles are more clear cut than the rogue and thus give a more congealed and synergistic use.

also, it's here, free of charge, so don't get all "buy this" with my Da'ath.

1. I disagree that the rogue is obsolete. It's an important element in fantasy and if the Rogue sucks only at combat, then pathfinder needs more non combat development. Also, Robin Hood and Captain Jack Sparrow are both good at combat in their generas.

2. You've stated why you dislike the entire point of this topic, so you should just hide the topic from yourself so you don't have to keep defending your position.


How about the thieves guildmaster uses cunning on his use magic device to operate a wand of fireballs. Then he uses cunning to ruin the party's best fighter's saving throw.


Here's how I would use it.
Once per day, after rolling an attack roll, skill check, or saving throw, the rogue may immediately either re-roll or add in the relevant stat bonus (if any). She may not do both, and is bound to this altered result. At 3rd level, and again every three rogue levels, the rogue gains an additional use of this ability, to a maximum of 7 times per day at 18th level.
Thus if it's a reflex save, they can reroll or add again their dex. bonus.
As I would be allowing foe rogues to use this, I will not allow rogues to force enemy rerolls.


Sooooo invocations. Is it like, the character mentions their god, possibly in their catch phrase, and it affects the next appropriate die roll, that day? Like "Thor's hammer!" might give a second chance to confirm a crit.


1 person marked this as a favorite.

I think the backstory trait Basic Education would add 4 slots.
Backstory traits are the boons the GM gives to PCs (and NPCs) for an interesting history.


http://paizo.com/threads/rzs2osmr?New-ritual-system-Suggestions-welcome
Go to New-ritual-system-Suggestions-welcome


Characters can know Level + Int bonus (divided by 2 if they have spell slots) rituals, invocations, studied locations, ect. Whether you let the players keep track of this or keep it to yourself depends on the style of your gaming group. Think of it as a mental inventory. Minimum is 1.


I just noticed some gaming groups the GM has to keep all the game details hidden. If the only players I could find, whine about "Incantations and rituals are just like cleric spells." I would want to hide everything too.


OssumPawesome wrote:
Goth Guru wrote:

I just had a brainstorm(Quite literally in some ways). Mental Inventory sheet. Lined paper with a line drawn down the middle. A number such as 1: 2: 3: ect. written at the beginning of each slot. A character gets 1 slot per level plus double their intelligence bonus. Half that if they keep spells in their memory. Each slot can contain a ritual, invocation, or something studied. If something studied is used in an illusion, scrying attempt, or teleport destination they get the bonus. A good backstory will get you some free slots(I ran away from home when I found out my family was a cult of spider worshipers, so the image of the drider that was living in the attic is burned into my memory.)

You get the players to keep track of these things, and it becomes harder for them to spam the concept. No more"I pray to all 500 gods before I open the door." or "Yeah, I read all about zlipblaches all the time, it's my hobby." If you look at my Rituals topic, you'll see that a branded monk could have the new edge he or she needs. A monk could boost his con. by always asking Buddha for patience.
Ummm...by reading your post it looks like you're suggesting everyone get divine spells. I think if I did that, my players would mutiny. Actually, if I did that I would mutiny, so I would be mutinying myself.

Read my ritual topic. It's not spells. It is greater risks and use of skills. You are on the side of hiding everything behind the DM screen. There is a topic where the OP was suggesting the players not even have character sheets. It looks from your reaction he or she might be able to get a table together. I will move my idea to the ritual topic, as much as I can. Still, look at my ritual topic. You could still use them even if you keep all details hidden. Still, you need to control how many invocations they have access to. Some players will try to spam the concept, even if they have to do it blind.

If my gaming group started griping like that, I would ask them if they prefer an everything hidden amnesia game.
http://paizo.com/threads/rzs2rfrd?Super-Narrative-Mode


I just had a brainstorm(Quite literally in some ways). Mental Inventory sheet. Lined paper with a line drawn down the middle. A number such as 1: 2: 3: ect. written at the beginning of each slot. A character gets 1 slot per level plus double their intelligence bonus. Half that if they keep spells in their memory. Each slot can contain a ritual, invocation, or something studied. If something studied is used in an illusion, scrying attempt, or teleport destination they get the bonus. A good backstory will get you some free slots(I ran away from home when I found out my family was a cult of spider worshipers, so the image of the drider that was living in the attic is burned into my memory.)
You get the players to keep track of these things, and it becomes harder for them to spam the concept. No more"I pray to all 500 gods before I open the door." or "Yeah, I read all about zlipblaches all the time, it's my hobby." If you look at my Rituals topic, you'll see that a branded monk could have the new edge he or she needs. A monk could boost his con. by always asking Buddha for patience.


If a magic item is buried under gold coins you don't have line of sight. You can't identify the type of magic till you remove the coins.


For more insanity, have a party of dead characters tackling the tower. They will notice the living characters when their haunts are triggered and when they have to interact with the living characters to get through the level.
This tower has happened before! I will try to find it and bump it.
One cool level was based on the four elements. One of the key dispensers to unlock the next level might be floating 30 feet outside the tower. :)


Changes name of spell from Detect Magic to Detect Image and Magic.


Are you are reading something different than I am?
I finally found it. Line of sight is blocked by fog and darkness.
I did not know that it was different from line of effect by facing.


I think the OP was upset with unlimited Detect Magic cantrips. Are you suggesting the 3rd round location of each aura be removed? Are you taking out the 1st round detection of the presence of magic too? That certainly counts as homebrew, but not my glass of peach iced tea.


I'm having trouble making the one for rubbery flesh, such as how it makes it impossible to float, so any super fans of One Piece, could you post that in this format?


Detect magic is almost useless in Equestria because all marks radiate magic. Many bloodlines, even for non sorcerers, radiate magic. If all Elves, Dwarves, and Gnomes radiate magic, then detect magic is back to what it's for, finding hidden goodies.
If you really want to mess with characters spamming detect magic, mage magic aura permanent till dispelled. Drow delight in casting magic aura on traps, non magic symbols, and click tiles.


Class Skills: Bluff, Diplomacy, and Intimidate
Sorc. Bonus spells 1st-Charm Person, 3rd-Daze Monster, 5th-Hold Person, 7th-Charm Monster, 9th-Hold Monster, 11th-Mass Suggestion, 13th-Insainity, 15th-Demand, 17th-Dominate Monster, 19th-Hold Monster Mass.
Bonus Feat: Persuasive
Bloodline Arcana: DC of all mind affecting spells is +2.


Eltacolibre wrote:

Might use the weapons, maybe not so much with the blackpowder rules tho. There are already so many rules to keep up with, making a bunch of exception for firearms, heh not necessary. Considering heroes in pf are literally super heroes anyway, snatching bullets isn't really that impossible, compared to mr. wizard who can cast wind wall very early on in his career to ignore projectiles, not too far fetched for higher level martial classes to do the same. But well, I can count on one hand the numbers of people who have ever used Snatch arrow.

I second that emotion. Standard rules, adding flame arrow.

You can't really have a flash in the pan with a bow and arrow.


17) The Eye in the Sky
Domains: Charm, Madness, Knowledge, Magic
Favored Weapon- Eye Beams/Wands
This aberration titan appears out of the sky to look at interesting events or land forms. Priests and cultists will commune while looking at awesome art or performing dissection of rare monsters. The faithful summon ooglers and monsters with gaze attacks.


Every morning, gametime, the GM would have to list to the caster what they can memorize, and they would have to choose. For spontaneous casters, the GM would have to stop the action, and read them all the spells they could cast, right now. It would be a shorter list with the ones who already memorized their spells.
Now it will degenerate into the answer to a word problem.
Only the Wizard can read the spell book.
Only the Cleric can channel energy through the holy symbol.
Only the Rogue can pick locks with the lockpicks.
Only the Fighter can lift the sword or walk in the armor.


It would only be good for a Silent Hill or Resident Evil kind of game. They could have blank character sheets and fill them out as they go, but they don't remember how they got there. Not my cup of tea, or glass of peach iced tea.


Look into Settlers of Katan. I plyed the online version for a while, and it cost certain resources to find and build a mine. It's probably easy to find stone, harder to find copper, and really hard to find gold.
Can't find prospector profession, so I'll make something up.
Prospecting takes a week to try and find a vein.
Good building rock, DC 5.
Iron, Copper, or ornamental stones DC 10.
Silver, marble, or low quality gems DC 15.
Gold or Semi precious gems DC 20.


Goth Guru wrote:

Spiritual Freedom

School: Universal - Savage Mage bonus spell
Level: 4
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 target
Duration: 10 minutes per level or when summoning ends.
Save: Will
The target summoned creature, golem, or object with a bound elemental becomes free willed for 10 minutes per level. It will even work on a vampire spawn, and they will get a new save for self control when the spell ends.

Randomcarnation (Certain magic adds pluses to the chart, or use assorted dice.)
21: Pony. Any magic tattoos end up on their flank.
22: Small(pony sized) unicorn. Any magic tattoos end up on their flank.
23: Small Pegasus. Any magic tattoos end up on their flank.
24: Small centaur. Any magic tattoos end up on their flank.

I just caught that typo. Changed the duration to match the text.


You get it. My telekinetic mutation has them attempt a will save if someone tries to disrupt their concentration. Monsters with that trait should have to make concentration saves too.


The fated bloodline would be a must for one who chooses sorcerer. An Oracle should have the Incarnate mystery I created for the Village of the damned topic. It would be amusing if the arcane spell protection from evil was on one persons back in birthmarks, like a spellbook page. You would have to use the rule "once read, always readable" for spellbooks. Best if that was the person who dumped intelligence for more strength.


Concentration checks make some sense, but only if any complex task requires them. As it is now, if mundane dust puffs out at anyone trying to pick a lock, you have to roll a will save for the rogue or apply minuses to the attempt. I play because "I want to toss fireballs", "I want to kill monsters", or "I want to create a freakin world". If the game doesn't feel believable, all the game balance in the world won't save it.


Thelemic_Noun wrote:


Number 1: A simple interaction with the environment can be incorporated into a move action at no cost (or maybe 5 feet of movement cost, allowing a full-attacker to spend their 5-foot-step on it).
Example: kicking over a chair (for cover), swatting at a candelabra to knock it over (and start a fire on the next round), pulling a lever (to do whatever), etc.

Number 2: Scaling cantrips.
Ex: 1d6 damage at 3rd level, 2d6 at 5th, 3d6 at 11th, 4d6 at 17th.

Number 3: Multiclass spellcasting not being gimped to all hell.
Ex: Even levels (2nd, 4th, etc) of base classes (not prestige classes) other than your favored class act as if they had "+1 level of existing spellcasting class," but only for advancing your favored class casting.
Ex: Arcane spell failure doesn't apply to armor you are proficient in (but does apply to shields unless you have some special ability).
Before you scream, note that the caster has to either spend feat slots, or take a level in another class and be forever behind by 1 caster level. Note that they must also spend gold on the armor, which doesn't stack with mage armor, while bracers of armor continue to exist and protect against incorporeal touch attacks.

Number 4: Reining in AoOs to make combat more fluid.
Ex: Only entering or leaving a creature's threatened area provokes. If you move from one square to another without entering or leaving the creature's threatened area, you don't provoke.

Number 5: Un-gimping sneak attack.
Ex: Sneak attacks (including ranged sneak attacks) can be made as long as at least one other creature is threatening the target, instead of requiring you flank the target.

Number 6: Reining in the paladin's plot-destroying...

Number 1-Yeah, everyone already does that.

Number 2-Just add +1 per level to damage, healing or whatever to cantrips. Either limit it to 3 or remove all maxs by spell level.
Number 3-The Savage mage takes penalties only from metal armor and shields. Similarly, a sorc. with earth elemental blood might take no penalty only from metal armor and shields. Similarly Madges who take the elemental earth school. So a dwarf Madge might wear full plate.
Number 4-So, attack of opportunity when someone passes through a threat area without stopping, yes or no?
Number 5-How is one other creature threatening the target not always a flank? Does this mean trying to shoot the target from 60 feet away gives your chums a flank?


Bumped for referencing for another topic.


I'll bump my Magic Flashes topic. You could let the effects end quicker if you think they are too harsh. Take a look. I think it's pretty balanced as to it might help or hurt anybody.

http://paizo.com/threads/rzs2m251?Soliciting-Some-Wild-Spell-Failure-Result s#8

Go to Wild Surge Results


Reaper
Prestige class. Must be a spirit to start.
Role. They can return to life, but only to collect people who should be dead. 10 kills and they get to bring back one person. It can be themselves, or someone else. Like Specter, from DC comics.
Alignment: Not chaotic, but they may change when the offer is made.
Hit Dice: D8
Level 1: Death Touch(constantly on, Dc 10+Cha bonus + level or hit dice), Patron(Outsider with death portfolio), Astral Cloak, Death Scythe(Cold iron weapon that Death touches on a crit)
Level 2: Extra combat feat. Death Scythe becomes +1 to hit and damage.
Level 3: Extra combat feat. Death Scythe becomes +2 to hit and damage.
Level 4: Extra combat feat. Death Scythe becomes +3 to hit and damage.
Level 5: Extra combat feat. Death Scythe becomes +4 to hit and damage.
Level 6: Extra combat feat. Death Scythe becomes +5 to hit and damage.
Patron: Could be a high level angel of death, Inevitable, or Prince of Hell. If the reaper has any spell caster levels, they can teach them any spells from the necromancy school or domain spells from death, law, or the other alignment axis.
Astral Cloak: It allows the wearer to travel to the game world, persist there, and come back. If they hand it to anyone they snap back to the land of the dead, but anyone who wears it can travel to the Land of the Dead, similarly. Snapping back causes one round stunning like Dimension Door.
When they achieve life, they can still turn into their Reaper form when necessary.


Everything written as "Homebrewed" is up for grabs. You can cherry pick the Cleaves topics for missing traps, monsters, rooms, magic items, ect.


In the list of Land of the Dead prestige classes I'm working on, I might add Reaper. They can return to life, but only to collect people who should be dead. 10 kills and they get to bring back one person. It can be themselves, or someone else. Like Specter, from DC comics.

When I heard Risen, I thought of the Revenants from WOD. The ones from The Seeker were fun too. Their buddy is back, but they have to kill someone every day to stay that way.


Spiritual Freedom
School: Universal - Savage Mage bonus spell
Level: 4
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 target
Duration: 1 hour or when summoning ends.
Save: Will
The target summoned creature, golem, or object with a bound elemental becomes free willed for 10 minutes per level. It will even work on a vampire spawn, and they will get a new save for self control when the spell ends.

Randomcarnation (Certain magic adds pluses to the chart, or use assorted dice.)
21: Pony. Any magic tattoos end up on their flank.
22: Small(pony sized) unicorn. Any magic tattoos end up on their flank.
23: Small Pegasus. Any magic tattoos end up on their flank.
24: Small centaur. Any magic tattoos end up on their flank.


You might like Savage Mage then. They have access to this feat.
Quick and dirty Casting.(Metamagic)
You cast a spell quickly, but you set off a random magic flash.
Prerequisite: Non-lawful caster, non book memorized spell.
Benefit: Sorcerers and Savage Mages can cast a spell as a swift action. The Random Magic Flash, which could be good or bad, happens 100%. Wild surge or Rod of Wonder charts can be used.
Normal: Sorcerers could not cast quickened spells who's casting time is more than a full round action. Quicken spell adds 4 levels to the spell.
Special: This is a major benefit, so either make it cost a spell level or allow even the most disastrous magic flashes. You should also include the restriction that a caster can use one metamagic feat from their mind, and one from an item, on a spell. This feat is necessary to make a Rod of Wonder, and some more costly rods of wonder grant this feat 3 times a day.


170) A planetoid made of radioactive metal and stone. Androids and robots that feed off the radiation live here. Post apocalypse game worlds will be invaded because their radiation is slowly fading.


Calling Dr spin...
So DragGon7601, would you play in such a game if there are lots of clubs and secret societies where wizards swap spell tomes? What if Familiars can go to the outer planes and fetch their master spells? That's what familiars did in myth and legends.


Someone had a topic on Tomes. A tome is a big, heavy book containing one or two spells and and mostly uses of the spell and other ways to cast them. For instance, a book on unseen servant that tells how you can add silk thread to repair any garment.


If all the seas are ink,
here's what we'll do.
We'll climb up a mountain,
and drink in the view! :)


Suspecting people, plant eggplants at the edge of their property. Some disturbed people mistake them for kitty cats. :)


Silus wrote:

Right, so it's like 5AM here and I'm aaaaaaaalmost done with the revised race writeup.

Things completed:

  • Added the Texhutu to the list of races with all the pertinent info.
  • Added the Kamakiri to the list of races with all the pertinent info.
  • Added the Mana Wights to the list of races with all the pertinent info.
  • Did a little reorganizing of the racial writeups (Moving Languages to the bottom, keeping the beginning bits uniform, etc)
  • Set up a brief index of sorts with the races and a short blurb on each of the "unique" races.

    Things still to do (for Races):

  • Finish Drow writeup (Suggestions appreciated regarding ways to make these Drow feel like stock Drow, but toned down and fitting the "mad scientist" feel)
  • Begin work on some Alternate Racial traits (Harpy is more or less done in this regard)
  • Begin work on Racial Favored Class options (Again, Harpy is more or less done)
  • Brief writeup on the stock races and any "uncommon" races (Skinwalkers, Dhampires, etc.) and how they are different (if at all) from stock.

    Things still to do in general:

  • Location writeup for the Frozen Wilds, the Southern Jungles, the Kashana Desert, the Armageddon Cauldron, Xang-Tsan, and the Broken Isles.
  • Writeup for Ghost Stone Special Material
  • Writeup for Paladins
  • Writeup for notable factions (Suggestions welcome)
  • Brief blurb somewhere on the Kaiju and notable massive monsters
  • Begin working on archetypes (Aiming for at least one per class, maybe one per setting race)
  • Begin working on underground areas
  • Actually see if that parody nation (The one that takes the traditional fantasy setting thing too seriously) is actually viable. If so, begin work on it.
  • Chaotic neutral beachhead. I call them Free Spirits. They take the form of animals that act like people and strangely mutated humans. They act out absurd legends, over and over, often including dying, over and over. You can have half free orcs that look a lot like pigs. Half free elves that are obsessed with bowmanship and perfecting the perfect cookie recipe. Yeah, free spirits use awful grammar such as redundancies.


    Aelryinth wrote:

    What were those worm guys called again? Silithar? The bats are desomodans, I think...

    163) An old, cold system where the sun is a cool red...and nothing is orbiting it. Not comets, not meteors, not rubble, not asteroids, not worlds or moons. As if they were all consumed, or wiped away...

    ==Aelryinth

    Thanks. Can you find some mouse people to invade the cheese moon?

    1 to 50 of 3,287 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

    ©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.