KylenPhylar's page

Organized Play Member. 10 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


RSS


Ah, see, I'm still using the one out of the original Adventurer's Amory (I think it's called). And of course that's where house rules come in to play, because, lets face it, there really is no reason to use a reach weapon in my book. The entire idea, in my eyes, behind the original was to give you a more flexible weapon...or at least a slashing alternative to the chain weapons.


This is some good stuff. Makes me want to TRY and think of a plot simply to run a "Magi-Nation" game.


Lemme see if I can't dig up the post I dropped in the other thread:

This is coming from a large fan of the Warlock of 3.5, especially given that my favorite way of explaining the three 'Main Mage Classes' was "Wizard is a really expensive Swiss army knife, Sorc is like a good set of Ginsu knives, and the Warlock is like an army-quality k-bar with a compass on the hilt". I like this conversion, but it removes a lot of what I liked.

A: Warlocks had a DAMN GOOD REASON why the Alignment was Chaotic or Evil Only. It was because, be it due to heritage, or directly sacrificing goats and children to an evil being, a LARGE majority of 'locks were fighting off VERY evil and not Lawful urges. The ability of them to take such feats as the "Fae/Demonic Heritage" series supported this. CG 'locks were supposed to have a little bit of an issue with trying not to back stab friends/give into the evil/generally not nice source of their power/burn down the orphanage, and the CE ones were able to do that just because they wanted to. You didn't see Lawful ones on that entire reason of "Oh god, if I let up just once, I could end up kidnapping children for my fae ancestors/burning down villages in the name of Krom"

B: I LOVED the fact that I had no spells. The entire point was that the Warlock was supposed to be the Energizer bunny of the magic classes. Sure, a Wizard or Sorc or (insert magic class here) may have been able to flatten a city in one spell, but they had a LIMITED amount of spells due to having to exert themselves in molding the energies required. Warlocks, on the other spell, had a direct connection to the mana flow (or whathave you in your campaign world), allowing near limitless use of power (Ala Edritch blast) but they had little ability to form or shape it into anything much more, outside of empowering themselves in a few ways. It made them play different, and to this day one of my favorite combinations is Warlock/Rogue, because Sneak Blast.

C: I'm not sure about the Eldritch Intensity one. If you straight up build the 'lock as a Charisma monkey (Unless you changed his primary stat) the xd8+Cha Mod Blast was pretty deadly was it was. Granted, a meat tank is still going to laugh at the damage, but that's the point of making a character like that. You're just making the ability MORE DAMAGING then it really needs to be. I mean, the ability goes from Long Sword (I believe) To well past the damage of some siege weapons, if I remember right. (This could likely be completely out of my rear. The Intensity was the last thing that jumped out at me, and I don't remember my 3.5 'lock nearly as well as I would love to.)

All in all, it's a great conversion, just nothing I'm likely to use, due to the extra spells that this class really doesn't need, and it DIDN"T need it back in 3.5 either.


I find this weapon to be the one thing that a few of my characters share, simply because I find it so unique and useful. Sure, you gotta burn a feat to use it, but it's a reach weapon that can be used with in reach, is light as all hell, does the damage of a short sword, and you can look stylish with it.

I was wondering if anyone else saw this weapon in use in their games by players, or in general, and what their takes on it were.


Now, I might have missed this due to not reading through entirely, but how the drek is he getting his dex bonus to damage. Every time I read the guns section, the damage was straight up, unless it's from a Gunslinger ability I don't remember.


darth_borehd wrote:

SPOILER ALERT

(this whole thread should be tagged as such but fans probably know all this already)

It would also be an intelligent artifact that communicates through empathy (remember the "Doctor's Wife"?)

Being able to change the past is something way beyond the scope of the rules--however I can count very few times when the Doctor has actually done that. In the Whoniverse, changing the past is close to impossible and dangerous to even try.

Usually, they visit a time period and find some kind of trouble there.

In game terms, the TARDIS should be able to teleport AND Plane Shift.

(Would a Pathfinder Doctor Who RPG be possible?)

There is a Doctor Who RPG as it is. Look it up, it's not half bad.


This is coming from a large fan of the Warlock of 3.5, especially given that my favorite way of explaining the three 'Main Mage Classes' was "Wizard is a really expensive Swiss army knife, Sorc is like a good set of Ginsu knives, and the Warlock is like an army-quality k-bar with a compass on the hilt". I like this conversion, but it removes a lot of what I liked.

A: Warlocks had a DAMN GOOD REASON why the Alignment was Chaotic or Evil Only. It was because, be it due to heritage, or directly sacrificing goats and children to an evil being, a LARGE majority of 'locks were fighting off VERY evil and not Lawful urges. The ability of them to take such feats as the "Fae/Demonic Heritage" series supported this. CG 'locks were supposed to have a little bit of an issue with trying not to back stab friends/give into the evil/generally not nice source of their power/burn down the orphanage, and the CE ones were able to do that just because they wanted to. You didn't see Lawful ones on that entire reason of "Oh god, if I let up just once, I could end up kidnapping children for my fae ancestors/burning down villages in the name of Krom"

B: I LOVED the fact that I had no spells. The entire point was that the Warlock was supposed to be the Energizer bunny of the magic classes. Sure, a Wizard or Sorc or (insert magic class here) may have been able to flatten a city in one spell, but they had a LIMITED amount of spells due to having to exert themselves in molding the energies required. Warlocks, on the other spell, had a direct connection to the mana flow (or whathave you in your campaign world), allowing near limitless use of power (Ala Edritch blast) but they had little ability to form or shape it into anything much more, outside of empowering themselves in a few ways. It made them play different, and to this day one of my favorite combinations is Warlock/Rogue, because Sneak Blast.

C: I'm not sure about the Eldritch Intensity one. If you straight up build the 'lock as a Charisma monkey (Unless you changed his primary stat) the xd8+Cha Mod Blast was pretty deadly was it was. Granted, a meat tank is still going to laugh at the damage, but that's the point of making a character like that. You're just making the ability MORE DAMAGING then it really needs to be. I mean, the ability goes from Long Sword (I believe) To well past the damage of some siege weapons, if I remember right.

All in all, it's a great conversion, but I'll end up doing some heavy editing, specifically involving anything about a spell list...or I might just convert on my own or some such.


Detect Magic wrote:

The Liber Mechanika item creation was pretty bad. I mostly ignored it, simply re-flavoring magic items as mechanika.

I love the IK-flavor. Corvis has got to be one of the coolest settings for a game.

Have never played Eberron; heard good things, though. I have adapted Warforged for my own purposes. Awesome race.

Bah on Corvis. Five Fingers is the best city ever. Big enough that you never have to leave the area for a campaign, and just boiling with stuff to get in trouble with.

Great conversions by the way. Gonna look into using them hopefully. Any plans on the Bodger class?


I'd still like a book, no matter the changes. I know the Inner Sea seems to be a very popular place for plot and intruge, but they seem to be letting the southern more countries fall by the wayside. Yes, I'm most interested in an Alkenstar specific book, but over all I'd like to see more non-Inner Sea area products.


Could it possible to get a book about the only city crazy enough and clockwork/steampunk enough to survive in the mana wastes?