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Kyuss Spawnling

Goth Guru's page

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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.
Most important, in the game you can destroy trolls, unlike reality. In Equestria, life is so good everypony wants to be an alicorn and live forever.


19th Forceborn
0 level-Deflection +1(It doesn’t stack with deflection bonuses from other sources.)
1st level Force beam. Does 1d4+1 for every 2 levels. One force beam per attack. Range 25 feet +5 feet per (level + dex bonus). Ranged touch bypasses physical armor but not the deflection bonus on that armor. It also does not bypass natural armor such as barkskin or fur. The shield spell counts as +4 armor against it. This can damage objects such as locks, drilling through hardness, then actual hit points. Effective against incorporeal creatures.
4th level Deflection +2.
7th level Deflection +3.
10th level Deflection +4.
13th level Deflection +5.
16th level Deflection +7
19th level Deflection +8.
Class Skills: Perception and Stealth
Sorc. Bonus spells 1st-Shield, 3rd-Floating Disk, 5th-Protection from Arrows, 7th-Resilient Sphere, 9th-Wall of Force, 11th-Forceful Hand, 13th-Forcecage, 15th-Grasping Hand, 17th-Clenched Fist, 19th-Crushing Hand.
Bonus Feat: Point Blank Shot
Bloodline Arcana: Evocation spells are cast as 2 levels higher. For a mutant, their bonus spells last longer.


18: Telepathic
9th. Can retrieve, alter, or block memories. One save per event/memory.


Bumped in the name of Bastet!


Ritually bumped


Give him animal training. He can train critters level=CR. This is a non magic equivalent of familiars or animal companions. He can seem to summon a tiger that cannot be dispelled away.


How about an isolated snake people city who view humans as the horrors?


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.


When it runs into a shield spell, do both spells end?


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.


LazarX wrote:
Goth Guru wrote:
Listen, magic missile won't damage inanimate objects such as locks or bow strings.

And the last time this was a game breaker in a class choice was.......?

The sorcerer in this class still has the option of supplementing his spell choices with spells that get past this minor problem.

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.
All the rules about force spells are arbitrary and most are for so called 'Game balance'. Just because shield and magic missile cancel each other out, doesn't mean a bloodline or mutation will be negated.


So if a Rogue goes into hiding while still within reach, sort of, they can initiate Continuing Threat without creating an attack of opportunity?
Continuing threat is a feat I invented where a Rogue can go into hiding and as long as he or she stays hidden the flank continues. It reflects how another attack could come from anywhere.


I've got Telepathy and Telekinesis in leveled mutations. If you could look it over and offer any suggestions, I would appreciate it.


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.


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.

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