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The idea that loss of memories causes a loss of levels is the first idea I want to throw out the window. It stops you from the hangover adventure where the characters wake up with skills, levels, and animal companions they don't remember gaining. XPs and levels are about energy. The mental inventory with incantations, rituals, and places studied closely can be lost with memories. You could have an NPC who is very old and wise but can't remember anyone's right name.
I understand that not all fans of FRPG are fans of Anime. Last Saturday I saw some cursed/Devil fruits on One Piece. My point was that some GMs have all bloodlines come from magic fruit. Some have the game world cut off from the planes. If you want to play a Force Born character, you have to talk to the GM and ask how it works in their game world. They can say No, or say your character can't swim. Maybe the rest of your character's family died of radiation poisoning.
As a mutation, you had an ancestor who either used a lot of force spells or was the target of a lot of force spells. They could come from a long line of War Wizards who provided Magic Missile support on the battlefield. They could just have eaten a big, silvery, berry not realizing it was a devil fruit.
That's fine for a spell. I just feel that a bloodline or mutation is a fundamental difference in the character. If a force born puts on a scratchy sweater, their power will burn it off.
Knockback without doing damage should be an air based power, like gust of wind.
I'm going to have to edit this here.
So if a Rogue goes into hiding while still within reach, sort of, they can initiate Continuing Threat without creating an attack of opportunity?
Listen, magic missile won't damage inanimate objects such as locks or bow strings. All the rules about force effects are arbitrary and most are for so called 'Game balance'. I'm working on a mutation, possibly called force fields or force blaster. I think it should involve an AC bonus like mage armor, and a simple beam that does force damage. As a blaster, they get as many beams as they have attacks, with damage increasing by level as their deflection bonus rises. There is a to hit, ranged touch roll involved. It ignores physical armor but deflection bonuses and shield spells count against it.
Blood Ritual Feat: By bloodletting, the ritual can be made cheaper and easier.
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
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. 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.
Here's how I would use it.
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.
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.)
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.
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.
Class Skills: Bluff, Diplomacy, and Intimidate
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
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.
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.
Goth Guru wrote:
I just caught that typo. Changed the duration to match the text.
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.