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Milo v3 wrote:
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:
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:
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:
Milo v3 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...
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 :(
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:
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.
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...
Granted some PrCs are still viable on their own, but they are often overshadowed by archetypes these days... or they're about to be...
N. Jolly wrote:
I see. Well, I suggested a few ideas to complete it, adding aligned blasts with be nice.
I suggest this:1) Draconic Aspect I
- Form of the Dragon I
- Breath of the Dragon I
2) Draconic Aspect II
3) Draconic Aspect III
The player selects one aspect and keeps it all the way.
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.
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
What you could add:
* The Dragon Pact Kineticist could use some formatting.
Draconic Aspect II
Draconic Aspect III
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.
Things that worked
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 ^_^
More as an encounter than an actual PC idea: A saiyan
- Take the Megaprimatus Ape from B5
* The Bipedal template gives it the humanoid posture and stance
Milo v3 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.
"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.
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:
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.
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 ;)
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.
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 ;)
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.
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?
Care to explain?
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...
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...
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.
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...
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 ;)
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:
Whore Queens would also be easy:
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?
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.
A hammer-like short blade, if you prefer.
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:
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
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:
Str 34, Dex 16, Con —, Int —, Wis —, Cha 1
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.
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 ^_^ ?
The Axes group has the handaxe, battleaxe and greataxe.
So... why can't we have a Sword group again?
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.
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 gauntlet that does the same thing for Kinetic Fist.
- A pair of gauntlets that grants ranged weapon enhancements to Blasts.
N. Jolly wrote:
Oh, ok, fair enough ;)
That could work... although both Magic Jar and Possession are Necromancy spells, not Enchantment.
Still, Dominate Monster would work.
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?)
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...
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.
Well, playing a creature is rather problematic... if 3.5's Level Adjustment wasn't testament of that.
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.