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JiCi's page

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All you need now is an artifiact that grants Kineticist powers based on HD... similar to Fairy Tail's Dragon Lacrima :P


Milo v3 wrote:
JiCi wrote:
I have never heard of Material Unlocks before now. Is there a link to the rules that you can provide?
I can, but it's homebrew on another site and stuff. But it was more simply wondering about the concept since you were saying how the fighter class being so tied into it's gear when it comes to class features is a negative, and this "fix concept" increases that tied to gear further.

Oh I see now... I think :P

To me, it still doesn't solve the problem. Sure, your gear may improve alongside you, but... lose the gear and you lose the feature. Furthermore, tying it to a special material can limit your weapon or armor choice. Finally, the fighter depends more on its gear than other classes, more than an arcane bond or a sacred weapon.

Doesn't matter if your gear stronger, the other classes' gear gets stronger as well.

The fighter doesn't need better gear, it needs better use with the gear.


Milo v3 wrote:
JiCi wrote:

I... actually was talking about the class in general, without going into homebrewed stuff. I haven't seen your work.

Sure, everyone can "fix the fighter", but I'd like Paizo to do it in a way that doesn't make generic...

I was specifically asking you a question... which you responded to... with a response that made no sense with the question.
Milo v3 wrote:
Question, what is your view on Material Unlocks in the vein of skill unlocks of the unchained rogue except with the idea of "Allow you to use a special material to do something supernatural without it making players feel like the fighter is the supernatural one" it had things like adamantine cutting spells, planar boundaries, and time, while someone wearing angelskin armour could actually take on angelic traits eventually?

Well, guess I got a natural 20 on my Acrobatics check, because I dodged the question without even noticing XDDD

I have never heard of Material Unlocks before now. Is there a link to the rules that you can provide?


Douglas Muir 406 wrote:

Meanwhile, there are several things Paizo's design team have consistently done to make PrCs less attractive.

To be clear: I don't mind that Paizo PrCs tend to be weakish compared to the core classes. That's a deliberate choice Paizo made as a response to the badly designed, overpowered PrCs of 3.5, and I'm fine with it. I don't mind weak or suboptimal. That's perfectly okay, especially if I'm trading power for fun and flavor. What I'm objecting to are poor design choices -- stuff that seems tax-y, redundant, or poorly thought out, and class attributes that are pointless or non-fun.

I'll add this as an example for the Skill and feat taxes: The Shadowdancer requires skills in Perform (Dance), which is fitting considering the concept. However, that skill is NEVER used... at all. The Shadowdancer doesn't substitute a regular skill check by a Perform check for any of its abilities.

You also forgot one:
Multiclassing requirements: that might be lessened here, but several PrCs have you jump between 2 classes, like the Battle Herald with both the Bard and Cavalier. Why this didn't become a Bard archetype is beyond me... I recall a PrC in 3.5 that required like class features, but from 3 different classes (druid, sorcerer and rogue)... ouch XS


Milo v3 wrote:
JiCi wrote:
A fighter is only as good as the weapons and armor it carries, basically. The arhcetypes give it more depth, sure, but at the cost of the removal of other abilities. If you could layer an archetype ON TOP on the standard class, that would be more interesting.
This was straight on top... and it wasn't an archetype. This was homebrew I made to straight buff fighters. Were you thinking of something else?

I... actually was talking about the class in general, without going into homebrewed stuff. I haven't seen your work.

Sure, everyone can "fix the fighter", but I'd like Paizo to do it in a way that doesn't make generic...

RDM42 wrote:
Which person said they would have a big problem with a 3.5 to pathfinder style revision? Most I see just don't want a radical change that renders their past material paperweights.

Yeah, 3.5 forced me to rebuy all books :(

tsuruki wrote:

I wouldn't like a new edition.

I would ADORE a cleaned up edition. Kinda like Unchained.
A "Core rulebook MK II" that buffs and debuffs feats, spells, classess and other stuff. Core rules that make two weapon fighting more viable, double weapons marginally useful, new methods to move and full attack (im the the small group that full attacking and multiple attacks are fine, but that we need more ways to close distance without costing an important action).
A new feat line that makes fighting one handed less bad. An offensive-Defensive re-balance, damage can get a little too high sometimes and non-AC stats are a little to hard to acquire.
More ways to implement and use stamina pool. Non-multiclass methods for non-casters to gain limited spellcasting.

Yeah, I would love those.

I'd like an Unchained version of the feats, basically merging all similar feats into ONE single feat that scales according to your levels and meeting the prerequisites.

Have TWF, ITWF and GTWF merged into a single feat. Seriously, once I start using TWF, why WOULDN'T I pick the upgrades?


Leandro Garvel wrote:
JiCi wrote:

I never got much into prestige classes really... Back in 3.5, they became far too numerous to be viable, multiclassing became a necessity and their features often led to a one-trick pony.

Sure, Pathfinder has several PrCs, but TBH, many of them feel rather obsolete since the introduction of archetypes. for instance, the Red Mantis Assassin could easily be replaced by the Mantis Zealot warpriest archetype.

Assassin? Check out the slayer...
Arcane Archer? Check the Eldritch Archer magus archetype...
Duelist? Check out the swashbuckler...
Holy Vindicator? Check out the warpriest...
Nature Warden? Check out the hunter...

Granted some PrCs are still viable on their own, but they are often overshadowed by archetypes these days... or they're about to be...

But each of those Prestige Classes do have unique abilities which the archetype "replacements" you mention can't do.

Granted, I'd say the Prestige Classes are mostly weaker than a well built character with those archetypes, but they are also different and sometimes you want the difference.

Really...?

Assassin: main feature being Assassinate; the slayer gets it.
Arcane Archer: channeling spells through arrows; the Eldritch Archer gets it.
Duelist: Parry, Precise Strike and Improved Reaction are all available to the Swashbuckler
Holy Vindicator: Ok, fine, I'll give you this one, because neiother the cleric or the warpriest can focus on Channel Energy.
Nature Warden: Emphasis on the animal companion... which is just what the hunter does, better than the ranger or the druid.


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I never got much into prestige classes really... Back in 3.5, they became far too numerous to be viable, multiclassing became a necessity and their features often led to a one-trick pony.

Sure, Pathfinder has several PrCs, but TBH, many of them feel rather obsolete since the introduction of archetypes. for instance, the Red Mantis Assassin could easily be replaced by the Mantis Zealot warpriest archetype.

Assassin? Check out the slayer...
Arcane Archer? Check the Eldritch Archer magus archetype...
Duelist? Check out the swashbuckler...
Holy Vindicator? Check out the warpriest...
Nature Warden? Check out the hunter...

Granted some PrCs are still viable on their own, but they are often overshadowed by archetypes these days... or they're about to be...


I'd love to write reviews... except that I suck at it... especially without going overboard with my feelings and personal opinions ^^;


N. Jolly wrote:

Divine Conduit

I agree that it could go a bit further, originally there was an idea for permanent aligned blast, and I could probably drum up an alternative capstone.

I see. Well, I suggested a few ideas to complete it, adding aligned blasts with be nice.

Quote:

Dragon Pact Kineticist

Yeah, dragon got it's formatting messed up. It's only supposed to be breath that gets the blast for 0 burn, form shouldn't. That was an error and it'll be corrected in the next printing.

A question to those out there; would you rather there be less division between the two? In development, I considered the only breath/form choice being at 1st level, and at 7th/15th, both sides could take whatever they wanted. Would you rather see something like that, or do you like the idea of different dragon types for this?

I suggest this:

1) Draconic Aspect I
- Form of the Dragon I
- Breath of the Dragon I

2) Draconic Aspect II
- Form of the Dragon II
- Breath of the Dragon II

3) Draconic Aspect III
- Form of the Dragon III
- Breath of the Dragon III

The player selects one aspect and keeps it all the way.

Quote:

As for different dragon types, this also was something Onxy, Mort, and I passed back and forth, but for simplicity's sake, we went core. It's both for Porphyra canon and ease of use, but the options are given there. If more people want more types, I'll consider it for the revamp.

The formatting will be checked though, I was slightly sluggish on that while adding everything into the guide, as I was mostly looking at other things. That, and I'm not an editor myself.

I see.

Quote:

Familiar bound kineticist

Consider this a working title that was included, originally this was planned as a void only archetype. It ended up as a chimera of 2 others, but I think it all works. I probably will end up going with another name though.

Alright ^_^

Quote:

Fusion Kineticist

I'm personally fine with something like that, it was probably the 'safest' archetype of the bunch, Onyx's suggestions helped it out a bit, but I'm sure it can go a bit further.

The archetype is fine, but like I said, if you have 2 elements, the composite blast related to both elements should be easier to him to use.

Quote:

New Elements

Luthorne is right here, this was what I considered a 'bonus' composite blast. It also cost 3 burn, but it's stronger than just using aetheric boost on blood blast. It was more just a fun tie in since blood kineticist is kind of its own thing.

Ah, I see. In that case, how about adding footnotes?

Blood Blast*

*Blood Kineticist Archetype, Occult Adventures

If it's a feature from the regular class, it's fine, but if it's a feature from an archetype, it might be harder to figure out.


I have the second booklet, please feel free to read my quick review:

Things that could use some rework
ARCHETYPES
* The Divine Conduit... seems to be missing 50% of its content. At 10th level, you gain the final ability. It's... weird... Maybe it was rushed, or simply incomplete, but I feel like something is missing from 11 to 20.

What you could add:
* a composite blast that is half primary element and half holy energy.
* alternate metakinesis, such as Merciful.
* talents that mimic Ghost Touch, Disruptive and other undead-affecting enhancements

* The Dragon Pact Kineticist could use some formatting.
Draconic Aspect I
- "Form of the Dragon" sits in between "Breath of the Dragon"
- Both aspects gain Draconic Breath (Cone) and (Line), so... what's the point of taking the Breath aspect if the Form gives you both as well, especially at 0 Burn cost?

Draconic Aspect II
- "Form of the Dragon" isn't of the same format as "Breath of the Dragon"
- Brutal Breath seems unnecessary, you could just have Cone and Line deal regular Kinetic Blast damage, be energy or physical. How about giving it the ability to combine it with other infusions, like Chain?
- Dragon Pact Kineticist is mislabeled as "Pact Bond Kineticist"

Draconic Aspect III
- "Form of the Dragon" isn't of the same format as "Breath of the Dragon"
- Form of the Dragon could a damage increase by one size at this point.

Overall, it works, but it has some formatting issues. Also, Bestiaries 2 to 5 gives you 20 more dragons to add, all under the OGL ;)

* Familiar Bound Kineticist... could use a better name. How about Hex Kinetic or Kinetic Witch? To me, it would sound good ^_^

* Fusion Kineticist is alright... although Elemental Balance should grant a composite blast a Burn reduction if both blasts have been selected at 1st level.

NEW ELEMENTS
* Bloody Murder Blast requires Blood Blast... which I haven't found... neither here or in the first booklet. You might want to double check if Blood Blast was changed to Bloody Murder Blast.

Things that worked
Everything else :D
- The archetypes have great ideas; they just need fine-tuning.
- The 2 new elements are great... although I'd like to know why you went with "Corpokineticist" instead of "Necrokineticist". Viscera has a HUGE necromantic tone to it.
- The blasts, talents and infusions are great.
- The feats are great... and THANK YOU for giving me a feat to use Ranged Blast for an elemental ascetic :D
- The magic items are great.

There's a few formatting/balance issues for the archetypes, but that can be fixed with an errata, I'm not worry about that. Overall, great work ^_^


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N. Jolly wrote:
EDIT: I actually thought you meant you picked up KOP 2, which is supposed to be out today. But I figured it'd be later in the day, not this early.

Hold on... Today?!?

PSYCHE! ^_^


More as an encounter than an actual PC idea: A saiyan

- Take the Megaprimatus Ape from B5
- Apply the Bipedal template from the Advanced Bestiary (3rd party)
- Apply the Therianthrope template from Tome of Horrors (3rd party)
- Apply the Monk Creature template from Monster Codex
- Give it Kineticist levels in the Elemental Annilihitor archetype

Enjoy :P

* The Bipedal template gives it the humanoid posture and stance
* The Therianthrope template gives it a Medium humanoid form, plus a rage ability
* The Monk Creature template gives it Monk features
* The Elemental Annilihitor archetype gives it kinetic blasts


Milo v3 wrote:
Quote:

- It's too much gear-reliant.

- It gets too many gear-related abilities. I fail to understand why a fighter should get 4 weapon group trainings, when he's carrying 2 weapons on average (melee and ranged).

Question, what is your view on Material Unlocks in the vein of skill unlocks of the unchained rogue except with the idea of "Allow you to use a special material to do something supernatural without it making players feel like the fighter is the supernatural one" it had things like adamantine cutting spells, planar boundaries, and time, while someone wearing angelskin armour could actually take on angelic traits eventually?

I mean, it enhanced the gear-focus so I'm wondering if you would be opposed to it on those grounds.

A fighter is only as good as the weapons and armor it carries, basically. The arhcetypes give it more depth, sure, but at the cost of the removal of other abilities. If you could layer an archetype ON TOP on the standard class, that would be more interesting.

"You're not just a fighter, you're a polearm master"... and not "You're a polearm master instead of a regular fighter."

Even better the advanced weapon training stuff from Weapom Master Handbook, layer THAT on top of the archetype as standard features. That would give it more crunch. How come, when selecting a weapon group, I don't get a bunch of abilities that I can select? If each weapon group had 10 abilities each, that would be an improvement.

For a class that basically pushes for specialization, it lacks a LOT of abilities reflecting that.


RDM42 wrote:
Look at half of the suggestions in many "fix the fighter" threads. Supernatural abilities with different names. If you haven't seen it, you haven't been looking very hard. There are perfectly reasonable adds to a fighter. But some don't want "leaps tall buildings in a single bound' and 'cleaves skyscrapers in half with his sword' to be among them.

I think people just want Paizo's versions of the Book of Nine Swords classes. Frankly, these classes made you question on why should you play a regular fighter...

The fighter needs an "unchained" version, desperately:
- It's too much gear-reliant.
- It gets too many gear-related abilities. I fail to understand why a fighter should get 4 weapon group trainings, when he's carrying 2 weapons on average (melee and ranged).
- Bravery just sucks... The bonus is barely noticeable in the end.
- It lacks a unique feature to make it stand out. It lacks a specialization. The bonus feats are the only way to make it different, but it's not by much.

Give it the special moves, even if the fighter can only select one discipline, and it will make it better.


Hmmm... that might be a little off the left field, but...

How about a deity with a "Kineticist" portfolio? If Occult classes are supposed to be mysterious, cult-related and such, how about developing the religious aspect of it? How about a deity whose favored weapon is the Kinetic Blast and that it is related to the elements?

I keep imagining a eight-armed deity, holding a sphere-like globe of air (a thundercloud), earth (a chunk of rock with metal veins), fire (a fireball with blue wisps), void (a dark blot with little stars), water (a drop of water with frozen particles) and wood (an ever-rotating mass of roots and leaves) in one hand each, and aether (a glowing light) with two hands above its head. The deity could be designed similar to a Manasaputra (B5).

Furthermore, with that is mind, how about religious archetypes for the Kineticist, as well as Kineticist-related archetypes for the divine classes?

A Druid with access to the Wood Blast would work afterall, just an evil cleric using the Void Blast would work, or an inquisitor using the Fire Blast to purge the guilty.


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Dragon78 wrote:
I would like to see the Greek myth style of Amazons as in a race of warrior woman with high physical stats, immune to aging(magical or mundane), and maybe 1 mythic rank.

Basically... you want the female version of the Udaeus :P

Jokes aside, the Udaeus does look like a warbred human, especially with the Spartan/Hoplite design ;)

Quote:
A type of titan that comes in four flavors(air, earth, water, or fire), is CN, and is Colossal size. Basically one monster entry, two pages, with a listing of each elemental variant's abilities at the end.

The Gigas (in general) were presented in Pathfinder #96: Shadow of the Storm Tyrant. They are a subclass of extraplanar giants, Gargantuan in size... or bigger. Since elementals are now outsiders in Pathfinder, it would fit perfectly.

Quote:
I would like to see a cycloptic centaur creature like the one from the Golden Voyage of Sinbad.

Hmmm... never heard of it before, it sounds nice ;)

Quote:
I would like to see fey that are from other lands like Arcadia, Tian Xia, etc. and other planets like Castrovel, Akiton, etc..

Tian Xia has been getting a LOT of Asian-inspired creatures likely, fey included. I'm sure we'll get more ^_^ The extraterrestrial vreatures have been shown more too.


Skylancer4 wrote:
JiCi wrote:

Ok, I'm aware that PLAYING a race has guidelines, such as adjustments to your starting level if you have a more powerful race, but what about ENCOUNTERING a race member?

Let's say that I (as a GM) want to have my party encountering a squadron made of humanoid creatures that are actually "super-soldiers". According to the Builder, my homebrewed race would have 40 rps. As a Playable Race, a super-soldier would have to be 3 levels lower for up 5th level, 2 for up to 10th, 1 for up to 15th and none for up to 20th.

But what about CR? Is it +1 CR for 10 rps above 10 rp (+1 CR for 20 rps, +2 CR for 30 rps, +3 for 40 rps)? Is there no adjustment to CR afterall, since it's built as a PC race?

I am talking about a 0HD race here. Think of humans genetically engineered/bred for war, with enhanced abilities and such.

Sounds like you should be using a template actually.

Which doesn't exist, unfortunately.

That does look more like a template than a usual PC race though. Still, my inquiry remains valid: if I go with a 20, 30 or 40 rp race (that does look like a templated creature), what is the CR adjustment?


Covent wrote:

The race builder is based on false assumptions and its math is terrible. Comparing pure capabilities of a created race to that of another existing race is the only way you do not get wacky results.

I heavily recommend you avoid using the "RP" costs from the race builder. Having the broken out abilities is useful for building races but the costs are all wrong, unfortunately you have to do it by comparison and "Feel".

Care to explain?


Kalindlara wrote:
1) It's highly unlikely they'd put the vast majority of those in a world-neutral Bestiary. If at all - and it's pretty doubtful most of them would be made at all - they'd almost certainly appear in an AP, most likely the one with a deity article for their associated demigod. Then their stripped-down version might appear in a Bestiary down the line.

Aren't the planes rather campaign-neutral? We've gotten Demon Lords in B4, so any major fiend shouldn't be a problem, let alone associated creatures. All the deities that I've mentionned are devils, demons and daemons, which are campaign-neutral... so far...

Quote:

2) A couple of those already exist (save for associating them with specific demigods).

Fly devil - see zebub/accuser devil, Bestiary 2.
Love daemon - see erodaemon, Book of the Damned 3: Horsemen of the Apocalypse.

I've seen the Accuser Devil; I'm looking for a scavenger devil here basically. I have yet to see every daemon presented in booklets, although they do reprint some monsters, so...

Quote:
3) I doubt Dahak involves himself much with demons at all. Sharing an alignment doesn't make them allies.

Maybe it's 3.5 stigma or something, but I keep thinking that Dahak is the Paizo version of Tiamat, who was a goddess that made her realms in Hell. Could be wrong though... Then again, they didn't explain Apsu or Dahak in details yet.

Quote:

4) Based on everything we've seen of Hell so far, I doubt Belial's elite would be female. There's a reason the erinyes and handmaidens are so angry all the time - Hell is pretty down on females, even devils. Plus, I doubt Paizo would see the use for a LE succubus ripoff. The Creative Director hated 4e for changing succubi to devils.

In fact, if Belial had a favorite rank of devil, I'm guessing it would be the patraavexes, or "sire devils", from Cheliax, the Infernal Empire. Now that's how devils do it.

There was a Pleasure Devil on Fiendish Codex II - Tyrants of the Nine Hells, essentially a succubus lookalike. Also, I haven't check much related booklets recently...

Quote:
Sorry if I come off as a buzzkill - just trying to manage expectations. ^_^

Oh, no, no, that's okay, I'm not taking it personally ;)


Claxon wrote:
I wouldn't consider the kineticist or a summoner to be a martial character. The summoner has a companion who is a beatstick, but they are not. The kineticist can take a lot of damage being con based, but they are more ranged based blasters casters (who use SU) than they are martial characters.

That's... because I missed the "martial" part :P


Archdevils would be great. Start with these:
- Barbatos
- Dispater
- Mephistopheles

Whore Queens would also be easy:
- Ardad Lili
- Doloras
- Eiseth
- Mahathallah

There are only 4 of them, so...

Speaking of demons, devils and other outsider groups (yeah, yeah, people are fed up with these, but still...), how about these?
- Demon, Draco; a demon-dragon hybrid, associated with Dahak
- Demon, Scorpion; a scorpion demon, associated with Aldinach
- Demon, Necro; a demon-undead hybrid, associated with Orcus
- Demon, Vampire; a demon-vampire hybrid, associated with Zura
- Devil, Fly; a devil-housefly hybrid, associated with Baalzebul
- Devil, Seduction; a beautiful female devil, associated with Belial
- Devil, Snake; a snake-like devil, associated with Greyon
- Devil, Fire Bull; a flaming bull devil, associated with Moloch
- Daemon, Lightning Cannon; a hybrid between a cannon golem and a thundercloud, associated with Cixyron
- Daemon, Slaver; a collector daemon, associated with Jacarkas
- Daemon, Love; a beautiful female daemon, associated with Slandrais
- Daemon, Immolation; an immolated daemon, associated with Zelishkar


Claxon wrote:
Roc for flying. Always flying. I tend to pick up animal companions most often for martial characters, so the added mobility is excellent. Especially when you consider that most martial classes do not have a built in method of flight.

The aerokineticist can fly with a talent with no Burn cost and the summoner can create a flying eidolon... but that's ALL I could find :P


Kineticists can be extremely powerful, but that power comes at a hefty price. Burning deals non-curable non-lethal damage and the energy damage is often resisted, if not ineffective.

Also, you kinda need ranged attack feats more than other feats, you need to focus on Constitution and Dexterity instead of Strength, you can't really carry a weapon because of Gather Power (Kinetic Blade/Whip/Fist helps though), you are limited to light armors, if not no armor to avoid Maximum Dexterity.

Finally, a kineticist is limited to one energy source. Your pyrokineticist is gonna cry against a red dragon... or underwater...or near a room filled with blackpowder, like a ship. Aether has barely some use (one talent doesn't even work with Aether). Earth is the strongest, but it's pure physical damage (it does has its flaws). Air and Water are rather weak in terms of power. Void and Wood are heavily underpresented.

Sure, it's powerful to chuck fireballs at will, except that you barely have any backup plan.


Wolf, because it's a canine, with all its benefits, and gets larger.
Big Cat, because riding a tiger is awesome, pounce also helps.
Roc, because it becomes a Large flying mount.


Torbyne wrote:
JiCi wrote:
Qaianna wrote:
Nohwear wrote:
To me a better question is, what weapons in the light blade and heavy blade weapon categories are not swords?

From the heavies:

Chakram (round throwing thingy), scythe (gardening tool/slicy thingy).
From the lights:
Kama (miniscythe), sickle (another miniscythe).

That's what I'd go with. Yes, it's a subjective thing -- the khopesh, for one, is 'similar to a battleaxe' but has sword-like stats plus trip. The falcata's even more axe-like, with the 19-20/x3 crit range.

And then comes the fun of wooden swords, and whether they're swordlike enough.

I'd honestly put the Chakram in the Thrown group and the scythe, kama and sickle in the Axes group.

A "sword" is basically a very short hilt with a long blade, as opposed to an "axe" which is a long haft with a short blade.

Pretty much agree with you except you just made all spears into axes.

A hammer-like short blade, if you prefer.


Qaianna wrote:
Nohwear wrote:
To me a better question is, what weapons in the light blade and heavy blade weapon categories are not swords?

From the heavies:

Chakram (round throwing thingy), scythe (gardening tool/slicy thingy).
From the lights:
Kama (miniscythe), sickle (another miniscythe).

That's what I'd go with. Yes, it's a subjective thing -- the khopesh, for one, is 'similar to a battleaxe' but has sword-like stats plus trip. The falcata's even more axe-like, with the 19-20/x3 crit range.

And then comes the fun of wooden swords, and whether they're swordlike enough.

I'd honestly put the Chakram in the Thrown group and the scythe, kama and sickle in the Axes group.

A "sword" is basically a very short hilt with a long blade, as opposed to an "axe" which is a long haft with a short blade.


Grays should be one of the monster groups to be presented and as a bonus, here's the list of roles they should get:
- Scientist (Alchemist [Vivisectionist])
- Enlightened Seer (Alchemist [Psychonaut])
- Prime Leader (Psychic [Psy-Tech discoveries; Mindtech discipline])
- Squad Commander (Kineticist [Aether])
- Shock Trooper #1 (Gunslinger [Techslinger])
- Shock Trooper #2 (Ranger [Trophy Hunter])
- Archivist (Bard [Phrenologist])
- Mind Locker (Mesmerist)
- Counselor (Sorcerer [Psychic Bloodline or Sage Wildblooded])
- Invasion Tactician (Fighter [Tactician])

For encounters, add the mutants from B5. Ok, you might get tired of orcs, but still... maybe mutants could be added in the Codex to complement XD

For rules:
- technology-related feats and skills
- new psychic spells
- new gadgets
- a new vehicle: a Medium flying saucer (5-by-5 ft square), equipped by technological firearms (2 one-handed firearms/1 two-handed firearm/1 heavy weapon), capable of flight.

As for the monster associated with it, we could go with a larger gray, similar to an overlord or more of a brute, something similar to an Elder Brain, which was a HUGE "human" brain that served as a leader figure for the mind flayers back in D&D, or a new Large robot that serves as a mech for the grays, which are physically weak.

So yeah, grays would be an awesome addition to the next codex. Beside, recent Bestiaries have gotten several extraterrestrial creatures lately, so, why not surf on that wave ^_^ ?


Here's my take, as a vehicle:

NUMERIAN MECH
Gargantuan vehicle (land vehicle)
Squares[b] 16 (20 ft. by 20 ft.; 54 feet high); [b]Cost
Init by pilot; Senses by pilot
----------------------------------------
Defense
----------------------------------------
AC >24, (+3 Dex, +15 natural, -4 size, +pilot’s Dex); Hardness 10
hp 300 (150)
Base Saves +2
----------------------------------------
Offense
----------------------------------------
Maximum Speed 60 ft.; Acceleration 30 ft. (Run/Charge x2)
Melee by weapon or gauntlet (2d6+12)
Ranged by weapon; Reach 20 ft.
Special Attacks ramming damage 4d8
----------------------------------------
Description
----------------------------------------
This giant robot-like construct looks like a sleek humanoid made of metal, similar to an android. The chest has a door that reveals a driving compartment with a seat, levers and a series of screens. The mech has a carrying capacity of a Gargantuan bipedal creature.

Str 34, Dex 16, Con —, Int —, Wis —, Cha 1
Base Atk +12 (or by pilot);
CMB +varies (+12 Str +4 size +pilot’s BAB or 14, whichever is higher); CMD +(CMB+3)
Propulsion technological (battery core; 200 charges, usage 1 charge/hour)
Driving Check none/Profession (driver)
Forward Facing one side of the square vehicle space
Driving Device levers
Driving Space One 5-ft.-by-5-ft. square that contains the levers, pedals, and mechanical pantographic linkages that serve as the mech's driving device; these consoles are located in the torso of the vehicle.
Crew 1; Passengers 1 (or equivalent payload);
Weapons 2+

Piloting Piloting a mech is a hybrid between riding a creature, driving a vehicle and moving as a regular creature. The pilot uses the mech’s physical scores instead of his own. The driving actions require the pilot to make a driving check, but attacking and moving at normal speed require no check. The mech can climb, jump and make other physical skill checks, but the pilot uses the Profession (driver) skill, with any bonus to the regular skill he might have.

Combat works as normal, using the mech’s statistics instead of the pilot. However, the pilot can utilize his own mental statistics, skills, feats (including proficiencies), base attack bonus and other abilities (including spells) he has, although he uses the mech’s physical scores instead of his own. The pilot has total concealment and cannot be targeted by any mean, except by effects that bypass concealment. The pilot is also immune to damage, but if the mech gets the broken condition, the pilot takes 25% of damage the mech takes, as the compartment is fragilized.

The mech uses 1 charge per hour when it remains activated. Some augmentations may use charges at a faster rate

Augmentations Mechs come in many styles, equipped by many weapons, armor plates, items and upgrades. Augmentations are treated as regular gear, resized to Gargantuan. For instance, a mech can wield and fire a laser pistol, provided the pilot is proficient, can be plated by a full plate, have a heavy shield on one of its arms and can also have a power receiver built in to recharge nearby a generator. Some augmentations are exclusive to mechs, as follow:

Flight pack The mech has a jetpack installed on its back, granting it a fly speed of 60 ft. (average). The pilot may reduce its speed to 30 ft. (good) as well increasing it to 90 ft. (poor) or even 120 ft. (clumsy). The pack uses 1 charge per round and functions as a regular jetpack otherwise.

Shoulder-mounted weapons The mech has one or two weapons attached to its shoulders, similar to an iron colossus’s ballistae. These weapons can be one or two Huge or a single Gargantuan technological firearm or heavy weapon. It can also have a Huge siege weapon, installed as well, and it reloads itself on the mech’s turn.

Replacement weapons The mech has one or both hands replaced by one-handed melee weapons or two-handed firearms or heavy weapons. Losing one hand prevents the mech from using it, as normal.

Integrated weapons Similar to the Implanted weaponry cybertech, the mech has either a light melee weapon or a one-handed firearm concealed into an arm, leaving the hand intact. A mech can have one such augmentation per arm.

Combined arms The mech, in combat, can combine melee attacks with ranged attacks made from its Replacement, Integrated and Shoulder-mounted weapons.

Vehicular transformation As a move action with a successful driving check, the mech can transform into a vehicle. This augmentation comes into three categories: Land, which doubles the mech’s land speed; Sea, which grants a Swim speed at double the mech’s land speed; and Air, which doubles the mech’s fly speed (Flight pack augmentation required). The mech loses any melee attack it normally as, but can still use any ranged weapon equipped on board. Changing back to the mech’s humanoid shape is a move action with a successful driving check.

Electrical recharge The mech receives no damage from electricity effects. Instead, this damage recharges the mech’s battery.

Extra power The mech gains 50 bonus hp and the broken threshold increases by 25 hp. This can be taken multiple times.

Installed Program (skill) The mech gains a +10 bonus to a specific skill. This can be taken multiple times for the same skill or another skill.

Installed Program (feat) The mech gains bonus feat, usable by the pilot. This can be taken multiple times, although prerequisites apply as normal.

Enhanced Build The mech gains a +2 [untyped] bonus to STR or DEX. This can be taken multiple times.

Enhanced Speed The mech gains a +20 bonus to its land speed, and its acceleration increases by 10 feet.


Brother Fen wrote:
You might want to check out the Kaiju Codex from Rite Publishing. It has rules for the Iron Knight which is a construct controlled by several PCs and used in battling kaiju.

I have the booklet... but even then, the rules for the Iron Knight are complex XS


I'd like to bring you this little tidbit from the Technology Guide, pg. 61, at the end of the Powered Armor description:

Technology Guide, pg. 61 wrote:
Rumors persist of variant forms of powered armor, including suits sized for giants or that can function as vehicles for multiple creatures.

So yeah, after seeing Colossi, Kaiju and one too many Giant Robot-focused video games and animes, I'd like to build a mech as a lost treasure in Numeria... or a super-weapon being developped by a cabal of AI-corrupted androids as part of a mass production for war. The question is that: Do I make it a vehicle or do I make it a creature?

Vehicle: A character could pilot it. However, Vehicle rules don't cover mechs... yet... so it would need a set of custom rules, such as STR and DEX scores, how the pilot's stats affect the mech (mental scores, skills, feats), damage thresholds and attack actions. The upside is that it fits well as an artifact... or a very expensive vehicle and can be fully-customizable. (I know that DragonMech has rules, but man, these are complex as heck)

Creature: As a creature, the mech is a Construct (Robot), thus a sentient being. A character cannot control it unless that is a pilot compartment and that the pilot succeeds a skill check against the robot. Furthermore, AIs can be inserted and can take control over it. Then again, how many times have we seen machine AIs in fiction :P ? Piloting/controlling it would require rules... although it could work like Possession (rule-wise), except that the pilot can utilize the robot's special abilities, regardless of their nature (Ex, Sp or Su). Finally, the CR would be... rather high, considering the size and technology added on top.

So yeah... which option to pick ^_^ ?


Shroud wrote:

Having fought with both light and heavy blades, I can tell you that the techniques between the two are dramatically different. I think the classifications work well as they are. How you strike, defend, move, etc... can all change dramatically based on weight and style of the blade.

The Axes group has the handaxe, battleaxe and greataxe.

So... why can't we have a Sword group again?


Torbyne wrote:
I think they may be a very niche ability to justify a new weapon group. Are there any other abilities that reference "swords" or "Sword Like"? you may just need to sit down with your GM and ask the quick question, "Swords are things with one handle generally less that two feet long and a blade protruding generally more than a foot from that handle, right?"

Swords as "niche"? New to me :P

It would help for one trait, but as a whole, other weapons have their respective groups based on their general look, except for swords.

A bardiche can be both a polearm and an axe, just like an club can be both a hammer and a thrown weapon.


alexd1976 wrote:

Drow Nobles are a bit over 40 points and count as one level higher...

Does that help?

It does, but by comparison, the Trox has only 28 rp, but is considered 2 levels higher.


Ok, I was checking the Swordtrained racial trait in the Race Builder... and I noticed that something was eeriely missing: a list of swords. They do list some, but not all.

That got me thinking: could we get a Sword weapon group? Right now, swords are spreaded across the Light Blades, Heavy Blades and Monk groups, if not more.

Axes, bows, spears, hammers and flails got their own, so why not swords? Sure, Light and Heavy Blades are there, but... why only put the greatsword in the same group as the scythe, or only put the rapier in the same group as the sickle?

So yeah, would it be okay to have a new weapon group dedicated to swordlike weapons?

Beside, Swordtrained would now be "automatically proficient with weapons from the Sword weapon group". That would be much easier to understand.


Ok, I'm aware that PLAYING a race has guidelines, such as adjustments to your starting level if you have a more powerful race, but what about ENCOUNTERING a race member?

Let's say that I (as a GM) want to have my party encountering a squadron made of humanoid creatures that are actually "super-soldiers". According to the Builder, my homebrewed race would have 40 rps. As a Playable Race, a super-soldier would have to be 3 levels lower for up 5th level, 2 for up to 10th, 1 for up to 15th and none for up to 20th.

But what about CR? Is it +1 CR for 10 rps above 10 rp (+1 CR for 20 rps, +2 CR for 30 rps, +3 for 40 rps)? Is there no adjustment to CR afterall, since it's built as a PC race?

I am talking about a 0HD race here. Think of humans genetically engineered/bred for war, with enhanced abilities and such.


Kineticists... don't have many magic items to use. That's something that just struck me.

How about the following?
- A rod for Kinetic Blade/Whip that grants melee weapon enhancements to the Blade/Whip when attacking.

- A gauntlet that does the same thing for Kinetic Fist.

- A pair of gauntlets that grants ranged weapon enhancements to Blasts.


N. Jolly wrote:
The Mortonator wrote:
JiCi wrote:

N.Jolly, here's something I'd like to ask:

Ranged Blast is a talent for the Duelist, which allows it to shoot a blast, even at a short range.

Would it be balanced if Ranged Blast would be available for the Elemental Ascetic?

I feel like I can speak for him here. Hold on a sec.

*mumble grumble* Of course it would be balanced! Elemental Ascetic needs all the help it can get.

I agree with my impersonation.

Also any questions or comments about KOP material (even in regards to how it would or should function with 1st party material) should be posted in the Kineticist of Porphrya discussion thread.

Oh, ok, fair enough ;)


N.Jolly, here's something I'd like to ask:

Ranged Blast is a talent for the Duelist, which allows it to shoot a blast, even at a short range.

Would it be balanced if Ranged Blast would be available for the Elemental Ascetic?


Bunnyboy wrote:

Sorcerer bloodline: Impossible

Bloodline Arcana

Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.

Constructs are treated as living creatures for the purposes of determining which spells affect them.

That could work... although both Magic Jar and Possession are Necromancy spells, not Enchantment.

Still, Dominate Monster would work.


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Kineticist of Porphyra has a LOT of stuff for Kineticists ^_^


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How about Gargantuan (monolith) and Colossal (primal) versions of Elementals?

Yeah, ok, you can apply the Giant and/or Advanced templates, but still...


Can you apply more than one? Can you have the monster take class levels (be in another class that isn't a template) as well?

Say I have a Stone Giant (12 HD, CR 8). Can I apply BOTH the Ranger and the Rogue templates (both at +2 CR, be a 10+HD creature)? If so, I'm at CR 12 (8 + 2 + 2). On top of that, could I have it take class levels in another class normally, like Druid or Barbarian? I'd take it that the class templates wouldn't become stronger since they depend on racial HD, but still... by CR 20, this stone giant is gonna be Barbarian 9th-level with the equivalent of also being 12th-level in both Ranger and Rogue.


Y'know, I've been thinking: it would be nice if you could just give Ranged Blast for the Elemental Ascetic... just to have the "perfect" Kineticist Monk :P

OK, I really need to ask... If you designed Kineticist of Porphyra, then why are some of your very own materials in red in your own guide?

Might as well try to fix Intellectual Control, Psychological Burn, Delayed Utility Wild Talent and Kinetic Assault then.

(Seriously, while it might not be intended, you're technically bashing your own stuff, because their mecanics suck. How about discussing here what we could do to make them better yet balanced?)


I don't know if that was brought up, but... the vows.
- Only added in Ultimate Magic, that's it, nowhere else
- The penalties are rather big for the extra Ki points
- They screw up your character big time


Skylancer4 wrote:
JiCi wrote:

Well, I am running into another problem: possessing a creature doesn't let you use its extraordinary, spell-like and supernatural abilities... meaning that this feature basically serves solely at gaining a new body for a physical task.

And no, Greater Possession doesn't remove that restriction...

(Seriously, what's the point of possessing a creature if you cannot USE the creature's abilities for YOUR own needs?)

Getting access their BODY. Polymorph doesn't grant physical stats anymore. Want to be a big bad strong guy? Grab ahold of the biggest baddest guy in the room and take their body. Commence with the pummeling. Want the flight or movement modes? Do the same. Sometimes the Polymorph spells don't grant the specific suite of abilities you want from a creature. Possession gets them.

This besides other things that might be more plot driven. Maybe something will only react to a specific person, seeing through magical disguises or the like. Maybe you need to get information but are unable to gain access to the location but they can, etc.

And yet you can't breathe fire as a red dragon that you possess... somehow...

When someone gets possessed, in a lot of fictions at least, the possessed character uses all his abilities, except that someone else is given the orders.


Well, I am running into another problem: possessing a creature doesn't let you use its extraordinary, spell-like and supernatural abilities... meaning that this feature basically serves solely at gaining a new body for a physical task.

And no, Greater Possession doesn't remove that restriction...

(Seriously, what's the point of possessing a creature if you cannot USE the creature's abilities for YOUR own needs?)


Ok, I got an idea for an encounter: a construct (type to be determined later) ends up being possessed by an incorporeal creature. Here's the problem: constructs are immune to mind-affecting effects AND necromancy effects, meaning by stuff like magic jar and possession don't work >:(

You can have a robot being overtaken by an AI, but you cannot have a golem being overtaken by a ghost or shadow demon...

Here's my inquiry: is there any way to "possess" a construct? To me, that sounds like a no-brainer, considering that most of them are mindless and wouldn't put much of a fight against outside control... except that they are immune instead of being vulnerable...


Steel_Wind wrote:

While I don't want to read too much into it, I think the lack of a response from Paizo staffers in this revived thread suggests that their initial response and feelings have not changed.

Consequently, I don't think we are going to get a "Dragon AP" developed by Paizo. Which is less than optimal, but far from terminal.

Just because Paizo staff are not terribly interested in doing one does not mean, however, that we are never going to get one at all. I think there is enough demand for a "lots of dragons AP" that such an adventure path will happen just the same.

Maybe it's because Golarion doesn't have any iconic dragon, unlike Faerun, which had a LOT, or Eberron, which had an entire continent FILLED with dragons in addition of the Draconic Prophecy.

If Golarion had a city or territory ruled or protected by a dragon, I think it might have gone in a different direction.

Say that there is a huge political meeting in the Inner Seas regions. Well, you're not gonna see a dragon prime minister, emperor, king or such at the reunion.

BTW, for the record, the only dragon ruler I could find is His Supreme Draconic Majesty, Dragon King Pham Duc Quan, a Neutral great wyrm sovereign dragon, often seen in humanoid form. He's the ruler of Xa Hoi, one of Tian Xia's regions.


Dragonborn3 wrote:
JiCi wrote:
Dragonborn3 wrote:

You know what would make a good Dragon AP? Being able to play a dragon. Not playing a Wyvaran, not taking levels in Dragon Disciple, and not using the Dragon Shape X spells.

Being. A. Dragon.

There's a way around it:

Have the players find an intelligent amulet whose dedicated power is to cast Form of the Dragon I, II or III (III being artifact-level, since a dedicated power cannot be an 8th-level spell... for some reasons). Make it that the spirit of a dragon caused the item to be sentient.

That's still not being a dragon, but using the Dragon Shape spell. Just saying.

And it's definitely not from level one.

Well, playing a creature is rather problematic... if 3.5's Level Adjustment wasn't testament of that.


Dragonborn3 wrote:

You know what would make a good Dragon AP? Being able to play a dragon. Not playing a Wyvaran, not taking levels in Dragon Disciple, and not using the Dragon Shape X spells.

Being. A. Dragon.

There's a way around it:

Have the players find an intelligent amulet whose dedicated power is to cast Form of the Dragon I, II or III (III being artifact-level, since a dedicated power cannot be an 8th-level spell... for some reasons). Make it that the spirit of a dragon caused the item to be sentient.

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