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Goth Guru's page
2,626 posts. No reviews. No lists. No wishlists.
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Sounds good. I was thinking of what came before wizards. Like fire before we locked it away in stoves, the first users of magic were channeling forces they neither understood or controlled. That's why wizards and other casters have mind engrams built in their minds to contain just the triggers for the spells.
If they don't like undead, then they salt em, and burn em, like in Supernatural.
Instead of wizards, why not have primal chaos Madges. It's like a wild madge, but every time they cast, roll randomly on the spell table for that level. They try to use the magic they get. You could instead alter the spells with tables. Magic missile could do 1D4 +level with one missile. Damage is 1-force, 2-fire, 3-frost, 4-electrical, 5-sonic, or 6-acid. In this crude form it would damage both animate and inanimate targets.
Well, undead spirits, like ghosts or specters can be compelled to tell why they returned. Add 3 levels to speak with dead to get greater speak with dead, which does not require a physical mouth and tongue. Once these issues are resolved, they become petitioners.
If that fails, use a ghost touch weapon to tear out their center and sunder them completely.
57: Timeless Storage. This storage facility has lockers that once shut, time passes at 1 to 500 slower. The inventor is in a special locker not to be opened till the time travel spell is invented. I designed this for DC comics as an evil plot by the Clock King, that turned into a major business.
Great, now I have to dig through all this rules mush to find the decent stage magician. :p
Really, extra dimensional spaces can be individualized a lot more than you think. You could have a carnivorous chest of holding like I designed for The Cleaves. Any other magic container placed inside is incorporated, space and contents. I think a bag of devouring would be hurt and would pull back to the main body.
It is dispelled by bringing the caster an ale.
Many kingdoms have laws that punching someone jinxed is a capital offense. Such places also forbid Punchies and punch carriages.
The OP's title, I agree with. The big gripe about the Alchemist is a misunderstanding. An alchemist can dump an extract of magic weapon on the paladin's cold iron great sword before they go through the scary door.
As long as the Pathfinder version leaves enough options open, it's a good thing. The IP problem will be with the class title. That's why I'm calling it The Builder. You can also call it the Engineer, the Tinker, or any of a number of other things.
The Alchemist and Builder, could share the recipes for glassteal, Ironwood, and woodstone. I realize 2 of these spells were game world specific, but only as spells.
And Talos was a bronze age iron golem. Very much a builder made monster even if he was a mech like in Disney's Hercules.
Thinkin of drinkin: Old man river. That old man river. He must know something, but he doesn't say nuthin. He just keep rollin, he just keeps rollin aaaaalong!
You only have contact with the neriads, kelpies, and other minions who care. You had better talk to the minions, because they know when he's going to overflow his banks or move away. Merchants, fishermen, and someone wanting to dispose of a body actively pray to him, trying to stay on his good side.
I'm sorry I got defensive. I felt I was being accused of being in favor of an alignment-less campaign. The late stone age aspects of your game world still interests me. Also, do you see the gods as being a projection of mortal beliefs? I see it as more a case of them always being there but people seeing a limited version.
Take the elemental planes for example. Europeans see 4 elements while Orientals see 5. A madman might be able to summon cheese elementals. At a high enough level he might be able to plane shift to the plane of cheese.
Do the people in your game world believe in volcano, mountain, and river gods? Primitive gods live in the prime material and have elemental alignments.
Enlarging can be a mutation. All the savvy gamers are now hooking mutations to overall level. Temporary size increase might be a size category every 5 levels, or dice. Every 7 levels feels awkward.
Mark Hoover wrote: 407. All the coffee is gone; whole regions are devastatingly tired. Some sorehead pointed out that historically coffee should not be imported yet. Find their character and make an example of them. :(
Any anthropologist will tell you, there were laws before they called them laws. After someone's dead parents were eaten, the children had an aha moment and dedicated their lives to killing and burning all cannibals. The whole idea behind Kender and Wyvern is that they are born without any idea that their behavior is evil. This claim does not protect them from being rooted out and wiped out whenever possible. Evil that does not detect as evil is just harder to get rid of.
The people in your game world just haven't woken up to this.
No one can detect evil yet, but it's still there.
A philosophical discussion was inevitable. By calling negative attention to it, you just feed it.
The pro-alien astronauts crowd keep trotting out some hieroglyphs that describe a battle in the sky. One ship crashes, and the dead pilot has a domed bald head. He's kind of a grey. The natives copied the style of the tech, but had no idea of the function.
So it's an MIB campaign!
The Men In Black come to the incident site, clean up the mess, and then convince the victims the mess never happened.
Warning, neuralizers can be addictive.
Bump
The minimum number of casters is a good idea. We could merge that with the topic I have had up for months. I will bump that, so you can look it over.
I'm working on a Scientist class, who basically designs technology. I haven't had much response. A science has various difficulty numbers for the harder designs.
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If anyone wants to transplant their Castleville game there, I would love to hear what happens. :)
388. You got that from a history channel special, didn't you.
392. A saucer shaped object has landed on top of the stone circle in the wilderness. The druids have appealed to anyone who can cast the repair spell. The old gods have returned and they have engine trouble.
The pathfinder perferred "Forged" character race should be in the same book with their artificer. I had a gnome artificer named Ticlack, who was a great sidekick for the warforged monk, Ironman. By giving them Master Craftsman at first level, they can make magic items without knowing the spells.
I think this is on a public server.
http://www.youtube.com/watch?v=kn2-d5a3r94
I think the game card will grant me some server space. I get paid biweekly. Minecraft started allowing group accounts, so let me know if you put a version of this game on a server. Keep posting the rules.
385. A wall of force has appeared at the edge of town. You thought it was a dome, till the grey dwarf prospector came to the surface and told you a wall of force is keeping him from getting home. You have to stop everyone from wasting air by yelling at each other. Also, the town needs more plants growing. Those who can cast have to focus on create water and it's like.
I thought about giving random results, but I decided to call it a horror instead of a cat. :)
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Schrolingers horror: A box that emits scratching sounds. Most detection spells will give intermittent results. Evil, nothing, evil, nothing, ect. Anyone who opens the box gets an undead cat scratching at their face. If destroyed, the cat regerates in the box, the next day. :)
Is that the 20 something card in 7-11? I'll get that. Just reassure me that I will have access to the server. I can make a towns person for your game. We can build like the guy who made a model of the enterprise. I'll build the cleaves rooms on another site to represent the other plane aspect of it. (My version of the green blaster infects those it damages making them a green blaster.)
MagiMaster wrote:
The first character death made us reconsider the raise spells. I don't want to ban them, and it won't be too long before they'll be able to afford them on their own anyway, but there should be some consequence to dying.
The dead character's player and I came up with the idea of a table of effects that would apply to the raised character. Most of them are purely RP issues, although there are a couple of mechanical effects. We'll see how that goes next time.
There's one thing built in. They lose their stuff. That's more of a melee with native monsters thing.
I would like to know how to get to the site and play a worker/fighter. I have had trouble buying the minecraft program with visa gift cards. Has this been resolved? Is there a specific internet money card I can buy?
Also, I would like to build a dungeon containing some of the rooms from the cleaves. I would let in some monsters, and everyone who slays something, gets the XPs. Creapers might be the equivalent of a 6 or more dice undead.
Ballistics: Can design projectile weapons. intelligence bonus + D20 + half level. Sling = 10. Catapult, Trebucket, or suchlike = 15. Crossbows of all sizes =17. Cannons and muskets = 20. Cartridge guns = 23. Bullet guns =25. Rifling adds 3 difficulty.
118. Your brother and his wife passed away under suspicious conditions. At the reading of the will, your niece and 2 nephews inherit the house. You, your friends, and this creepy uncle you never met before can stay as guests, and get any hidden treasures they can find. You are supposed to look out for the kids, and you found this strange amulet the first night. It looks like an iron E on a silver chain, and it lets you read minds. The creepy uncle keeps thinking of doing everyone else in so he can inherit the entire estate.
A Dryad, a low level Kitsune, or maybe a Gnoll druid might be a good nature group leader. This would create a good third army to make things more interesting. Maybe the artifact was once used to keep humans from attacking the woods. They want the staff too.
The devil binder might come back as a devil, fast. Irony is good.
116. Uncle Dan the alchemist must have known he was going to die. He left you a metal box containing 10 infusions in corked test tubes. There is a piece of paper with instructions and a suspect list.
Well the minions might be told to smash the infusions, but they instead down them when they go steal a piece of the evil artifact.
The catch 22 occurs when the alchemist gets drained a level and loses the held open level. This is the same sillyness that used to happen when someone was drained of hit points but not levels. A tenth level character with 9 hit points at full strength hurts the game.
Why would someone steal an infusion and not use it.
If a dragon or undead steals one, they add it to their treasure, in a dungeon.

Ragnarok Aeon wrote: DrDeth wrote: Ah, but you see- Psionics aren't "casters". That's the point. So why do the Alchemists have to be?
In fact, Alchemists technically don't even get a caster level. They can't cast, but they are limited by how many potions they can have a day.
If someone steals their physically existing extract and stows it away, they are hosed out of a spell slot forever. Caster's don't usually have to worry about someone stealing their spells because it's much harder than stealing a vial. Even if someone somehow siphons a caster's spell slot, it usually comes back in the next day when they prepare their spells.
Yeah, the wizard has a spell book, so does the alchemist who is much more limited and just as hosed.
Sure you can use an Alchemist's extracts in full plate with no penalties, but the flavor doesn't particularly fit. I don't even think that was an intentional part of the design.
In fact many of the "unique rules" about alchemists are clearly there to limit them. For example: Reflex saves against splash damage (Only for the Alchemist, most attacks don't require both a attack roll and give a save) and yet they have many of the spellcaster limitations and have to use magic to activate it all. Has there been a new edition?
Paragraph 2. If someone steals an extract, it becomes inert. They can make a new extract the next day.
It says right in the beginning the extract is used, and produces a spell. The spell functions as the spell. You can cast enlarge on someone else.
While a scientist gets a Science as a class feature every odd level, others get a science, or a grit, or something with 2 Role Playing Award Points.
At the start of the game everyone gets RPAPs for their background, sort of.
Great: 3 points. A tragic tale such as their whole village being wiped out by undead, causing their whole character being designed around revenge.
Good: 2 points.
So So: 1 point.
Bad: -1 point.
Not even trying: -2 points. Like if somebody uses their computer to random generate 10 characters, and just uses the one with the best stats. Then says, "They're a local dude."
I don't have the aptitude for languages. Someone already translated it for me.
Back on topic, the text of the class suggests that the magic from extracts cannot be applied to others is a bit of an urban legend.
The Draugen is a typical sea ghost, but the end of the story suggests an exorcist buried in the churchyard, second deathed the creature.
The alchemist uses the extract then casts it like a spell. He can enlarge the fighter using an extract.

Juda de Kerioth wrote: i like this idea, to make the alchemist more spellcaster...
But, i would like more if the alchemist "spells" were uniques, something like bomb and alchemy from the Witchers pc games.
i do that house rule for my group.
All the craft dc is 15+total ingredients in the formulae, the alchemist must collect all the ingredients from the wildernes, buy and so.
Pros: a newly subsystem for an alchemist
Cons: the players inmerse a lot with this method, and always are looking for ingredients.
I use my own criteria based in the ultimate magic spell creation system and in the witchers books/games.
------------------------------------------------------------------------
This is an Extract:
Carcayú
Preparación: 2 ether, 1 Hydrogen, 2 Caelum
Base: alcohol de gran calidad
Duración: Prolongada (1 min/lvl)
DC: Craft 20
Toxicity: High 6
carcayu, unleash all the potential from the user, transforming him in a destroyer whirlwind.
This potion bestow a +1d4+1/2levels (max +5) alchemical damage
and this is a bomb:
Abeja Reina
Preparación: 1 quebirth, 1 Caelum
Daño: 3d6+1d4/2lvl
Rango: 15 ft
Craft DC: 17
this is a bomb which explodes in lot of metal needles on a 15ft area
Damage: 1d8/3levels (max 5d8)
And this is an oil
Grasa Alquimica
Preparación:
Duracion: 1 min/level
Esta grasa se utiliza como base para la mayoría de los ungüentos y recubrimientos para armas.
Grasa alquímica: Una dosis de esta sustancia tiene contenido suficiente para cubrir una criatura mediana o dos pequeñas brindando +5 en escape artist y en cmd contra grapple.
----------------------------------------------------------------------
No habla espanole.
A shatter spell will activate all the extracts in a wild surge. The mutagens go into effect possibly offsetting the damage from the bombs which will have an area of effect.
The shield spell must be imbibed by the alchemist. Magic weapon is splashed on a weapon, not imbibed. Haste would be a gas eminating from a test tube, affecting the nearest person first till the max affected is reached.
Dwarves are as tough as a full sized human too. Marvel comics calls it dense flesh.
114. You inherited a strange antique shop. All the things in it look masterwork, and might be magic. GM notes. The player's character's uncle made a deal with a devil for lots of money. All the items are evil. The other PCs show up a week later tasked with finding the items and taking them out of circulation.
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How about 10 commandments
1: Thou shalt not inflict realism on your fellow gamer.
Poor Boris the Spider. Too much realism? Pesticide sprayed in the corners? Maybe he didn't find enough bugs to eat.
181. The room is there, it contains the glaive, but the coordinates are now useless.
Two Demon Lords or a type 2 demon lord?
Do you beat them over the head with 3 asterixs and an f?
Do you swear at them till they faint?
Bill Lumberg wrote: Vod Canockers wrote:
178. Dusk. This book tells the tail of a love triangle between a human man, a vampiress and a werewolfess. The possessor of this book is hunted down by both Vampires and Werewolves, that is really the only thing they agree upon Is that because the book contains secrets they do not want revealed or do they just have the same opinions on its literary merits? Literary Merits? A parody of a romance novel based on a dream has no merits!

Bill Lumberg wrote: 176. Reflections on the Foundations of Faith
This hefty tome is 600 pages long and bound in worn brown leather. The cover depicts a plain drawing of an angel and devil sitting side by side at a table facing the viewer. Each is drawn with a blank facial expression and passive body language. The cover is torn over the area between them and, therefore, the contents of the table cannot be seen.
The author of the book, a cleric of Aroden named Palistic, wrote it after the death of his deity. It is a series of essays on the nature of faith and various philosophical questions that it engenders. His central point is that belief in deities must be all-consuming even absent the divine power manifested in their names. Otherwise, he argues, the mortal world is a vacuous experience of material forces acting upon each other with sentience only as an insignificant aside.
Palistic wrote the book over a period of 17 years and agonized over his commitment to Aroden. He was a tedious writer who belabored points and often fell to lengthy digressions. It takes 10 continuous hours of complete solitude to finish his work. A character that makes it all the way through the book must make a DC 19 Will save. If he fails then the next time he attempts to use a class ability or a spell that depends on alignment (such as smite good/evil, Dictum, detect alignment etc.) it will fail.
If the character succeeds on the Will save he will gain 1 rank in Knowledge (Religion).
This book would be crucial in a special ritual to re-integrate Aroden from soul shreds across the multiverse.
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