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So, I was wondering if there was a spell besides mage hand that allows you to quickly grab (even steal) an item at range. I can't seem to find such a thing, but maybe there's something I missed. I assume for such a spell there'd be a "ranged steal roll" for the mage (who likely has a crappy CMB, but you never know, it may work), but this all assumes such a spell exists.
If there isn't anything official, I may just make something for the hell of it and share it for peer review. And no, mage hand doesn't have quite the speed I'm looking for (say, 30 ft. in a move action, as opposed to 15 ft plus the standard action to grab the item in the first place).
FOREWARNING: I'm literally throwing this build together here and now on the forum, and it's not meant to be optimized exactly. I just want to see if it piques any interests; maybe someone else can optimize it. If someone tries, please keep the total Monk levels, at the very least, at an approximate ratio of 1 for every 3 character levels.
Assuming 20-point-buy for ability scores, and PF Core + Dreamscarred's Psionics Material (complete releases only). Using level 5 for now. There's probably a better way to do all this; and yes, I would like to see it, please!
Woo Shea, Female Elan Monk 2/Psychic Warrior (Ascetic) 3 (+5 HP), +2 Wis
Str 10 (12 w/belt), Dex 14, Con 12, Int 10, Wis 18 -> 20, Cha 8
Flurry of Blows +2/+2 (before PsWr BAB)
Bonus Powers (Max ML 4 if spending PP)
Trance: +1 competence to AC or Saves (using AC)
This and the prior one are on my list of things to get ASAP.
Also, I must either be tired or a terrible person, because I just saw one of my favorite webcomics update today, and I thought almost IMMEDIATELY that two of the main characters - an angel and a demon in a relationship - should totally name their first kid Shachath.
Okay...which means that somehow I DIDN'T download it (despite remembering doing so, and some of how the numbers were crunched), or else deleted it sometime in the past and now it's inaccessible. S&~+.
Well, thank you for your help in any case. Looks like I'll have to do guesswork for my Words of Power houserule :P
If this has been asked before, or if I didn't get a memo of some kind stating that I'm not supposed to ask this, I'm sorry.
I'm looking for the Ultimate Magic Playtest PDF for round 2. It seems to have vanished from the site, and from the net. I wish to use it for the sake of house rules. Would anyone at Paizo be willing to re-upload it (assuming it still exists in their files, of course!)? Or perhaps e-mail/PM it to me in some way?
Zombie Ninja wrote:
Warpriest = Templar, crusader, champion or perhaps sentinel.
Warpriest = Templar
Oh f*** the hell YES. [/hellsingabridged]
This. Again, disagree, but she deserves to say it.
Several things to say.
First, as part of the self-loathing community (depression is proof of SOME kind of eldritch evil, I don't care WHAT you say), I do not perform these kinds of trolling acts. Please do not speak for me. (I know you're not, but my point is that even self-loathing gives them an excuse. I disagree with the vid, but these excremental creatures have no excuse.)
Second, perhaps it is merely my past experience, but I actively fear feminists simply because of their extreme viewpoints. This isn't even the publicized versions, it's just people I see/meet at random. I'm pretty sure if I told them I have an (OPTIONAL) D&D houserule stating that males get a +1 to STR/DEX/CON and females get a +1 to INT/WIS/CHA that they'd flip out and try to have me arrested for sexual assault. The reason that rule even exists in my head is because it's a pattern I've seen. And notice: NO PENALTIES to attributes. This is little more than a reflection of a tendency that evolution, if you believe in it, has ingrained in us; if you don't, it's a sign of our societies that we made.
Third, I was doing fine until LazarX mouthed off on the bottom of Page 2. I'm going to try and ignore that, but knowing my own idiocy and knowing him, I'm pretty sure I'll be dragged through the mud soon, if not dragging myself.
Fourth, howzabout this Voltaire quote: "I disagree with what you say, but I will defend, to my death, your right to say it." While I'm a total f*cking coward and couldn't really put my life on the line (I could never be in the military, so I thank every vet I see), I think a lot of people need to learn this quote, and not the commonly-used political version of both right and left: "You may disagree with what I say, but I will defend, to your death, my right to say it."
Fifth, perhaps DQ is right. Perhaps the feminists are no different from Islam, in that there's a radical militant portion that's comparatively smaller than my little toe (and not wrapped up in terrorism, on the feminism side), but here's the thing: Right-wing groups are commonly called for the reigning in of their radical elements, and are actively hated by the vast majority of people. Those on the left, from my perspective, are not. Maybe it's just that the people who are silent are the majority. It probably is that. But compared to WBC (God hates A!*~*$!s :P No srsly, read the Commandments), who hears that much about PETA anymore? Therein lies my rub.
Idk. Mostly moderate, leaning right, and Libertarian "don't mandate everything into cold molasses" party here, so take it with more salt than you normally might for the internet.
I think Mr. Locke is purposefully ignoring the point that is trying to be made. Just as it is a homosexual's right to associate with whomever, it is the same for a heterosexual. Do I agree with the idea of "gays should die"? No. I don't know many who do, even if they think gay people are unequal or sinful.
The point he's making is he's saying that the "opposing viewpoint" is being declared as WRONG WRONG WRONG and everyone who says otherwise should be burned at the stake. While I don't know if this is true, having not read enough of Golarion's works...what if it doesn't float your boat? What if you're straight and don't like gays in THAT way?
Streets run both ways, generally. If he's right, then it IS intolerant. If he's wrong, then he's wrong. Simple. Also "I'm sorry you disagree" is an insult, not an apology, I hope you realize.
...g$&$*%mit I didn't want to get sucked back into this board. How'd it get unhidden for me?
blackblood: As a furry, I lol'd. Hard.
Actually, I thought it was going to be about roleplaying a werewolf who has to tell his/her allies/friends about a "monthly problem" that has absolutely nothing to do with being a girl. And how he should go about doing that kind of scenario. Although, TBH that seems a little silly now.
master arminas wrote:
EDIT: Remembered an idea I had for a paladin once. It was a "practical" (read: pragmatic) paladin. His idea of a good battle plan involved himself being in the middle of the road the enemy army traveled on, and shouting a challenge to them. Meanwhile his allies were in the foliage waiting to ambush them while the morons tried to pick off the "lone, stupid knight-man". Divided forces = easier fight.
His reasoning? "Two things. One, I can heal myself and fight as well as anyone else. I'm perfect for drawing the bait. Two...if they really are dumb enough to think I'm alone, they almost deserve to be ambushed like this."
Just a silly idea I had.
I like all of what you say here, but the bolded especially. I think I may make that a house rule.
But in such an instance, do you think that Fabricate could be made a lower-level spell as a result? I think it could, but that's me. Suddenly I'm imagining a blacksmith with a wizard level (or three) so he CAN cast Fabricate, making his life a bit easier and increasing income. "Yeah, going to magic college was worth every copper. I can get three days worth of work done in one!" EDIT: Would probably lower the amount of material worked with, too. 10 cubic feet of steel ingots could be made into quite a few swords; so maybe 1 or 2 cubic feet per casting?
Screw it, I'm going to try making this work.
I once banned Paladins from a world simply because the world in question didn't have a concept for it. I was aiming for a more gritty world in doing so (not that said world ever got made into a campaign anyways! :P).
On the whole, I understand the argument presented, but the topic name "Why ban a class for flavor?" seems to miss that there are other standards of "flavor" to consider. If you want to make raviolis, you don't add ice cream to the recipe. However, if you want a banana split as part of a 3-course meal, you would. If it doesn't fit the vision you have for your world, and there's no way to reconcile it, ban; if you can think of a way to make it fit, do. Ninja are assassins historically, correct? Ergo, call them "assassins". Samurai are "knights" (though Cavaliers fit the bill there, so whatever). Gunslingers might be "snipers". Heck, maybe paladins don't draw on Holy and Righteous power, but something unique to your world. Name them something cool related to that unique something. Maybe they're just replaced by Incarnates, if you want to update some 3.5 stuff. Maybe you want spell-less rangers, there's probably a couple hundred ideas of how to do that out there. Just run with ideas, think about their core concepts and who or what might share that concept.
Heck, maybe you're in a world where magic isn't advanced very far, but you have a psionics system. One that hasn't been printed yet, or at least in a while (rewrite an old system?). Lower the spell level maximum, and add your idea of Psychic Powers.
I guess I'm trying to get at the idea that nothing in the game is set in stone until you make it that way. This does include class flavors, as has been stated. Sorry if that seemed at all "rant"y.
Mysterious Stranger wrote:
I just want to thank MS. I found the book online and already love it. (I love books about rules for/playing deities for some reason.)
Well, I don't exactly agree with everything I've seen you say...
However, this topic - your entire rant - makes sense. It DOES seem rather lazy logic at best, at least in most instances.
One exception I take is the dragon. A dragon is known for its hoard, and is known to obsess over said hoard to the point of OCD, so I'd almost expect it to literally sit on that gold pile (which, actually, is pretty small if you account for volume!). It'd be like expecting Austin Powers not to make a pass at a lady or a corny joke at just about anyone. A marilith, though, is definitely going to arm itself.
...no pun intended.
- An extra soul: This was harvested from a stillborn before its personality fully formed; the child wants to experience life, and this is (at least according to the fey) the only way to do so, without reincarnation magic. It grants one person immunity to soul-binding-, death-, or possession-based effects.
- The hand of a lady: The hand is not physical, but sometime in the future the player will meet a lady of high stature who becomes smitten with him (as per charm person, but permanent unless purposefully broken by the character). A female PC version could exist as well. The hand brings in the dangers of politics but also the power of nobility, especially should they wed.
- A devil's blood: You gain the sorcerer's Infernal bloodline and all powers associated with it. These powers and their effects are based on the level of one of your favored classes (since only half-elves have multiples, the choice is easy for everyone else). You may use any bonus spells once per day as a spell-like ability, and can gain one bonus feat from the Infernal bloodline list. If the character already has the Infernal bloodline as a sorcerer, his effective sorcerer level doubles for the purposes of earning (EDIT: and improving) abilities.
- A devil's soul: You give away the soul a devil has stolen or seduced from a mortal. This devil is well-connected (though not a Duke of Hell...yet...) and will hold this grudge against you until it is destroyed (EDIT: since this was not yours to give away). It will inevitably ruin your plans, and may send its cultists after you with a special gem that can use soul bind on you alone. Should this gem be touched by anyone not of the devil's cult, it goes back to him immediately.
- Power: You permanently lose 2 caster levels, though access to spells, hit dice, and the like do not change. In short, you count as 2 caster levels lower for purposes of spells you cast; a Wizard 7 does 5d6 with fireball. This may not be regained except with a wish, which has a 25% chance to make you lose your purchased item or boon. (Obviously only available for spellcasters.)
- Your time: During a single important fight in your life, you will vanish for 1d4+1 rounds. Should your allies win with no casualties (dropping to 0 or fewer hp or dying), this duration is extended to 1d4+1 minutes (minus the rounds in which you were gone). During this time, you recall having a pleasant afternoon tea with your prior benefactor, and being completely oblivious to the fight - as though it had been temporarily wiped from your memory.
It's official, I love this idea and this thread. Love love love.
EDIT again: New Something for Sale:
- A new location: Gain the effects of blur. This is extraordinary, but makes putting on your clothing and armor difficult.
The Forewarned ability is sort of a spidey sense, which you can't really turn off.
I am SO making a diviner with a cloak of arachnida. I'll ask the GM to make it a body suit. :P
This is actually, exactly my point in my OP. I understand not everyone has caster problems; I wanted to see what happens if you do that for groups that DO have caster problems. Which your next post somewhat addresses.
Actually, you can do both, depending on how well the player is playing the god-wizard. There are other limits, yes, but a wizard can, in fact, do some of the other class' jobs for them.
It's only a suggestion. If it doesn't work, and from your arguments it might not, oh well.
Marthian: I actually am not going entirely by the book in my archetype. It might just end up being another class entirely...sorry for the confusion.
Alitan: I can see this. However, a wizard can do a LOT of things other classes can do. Charm/Dominate, etc. I agree there is a "too far", and I am glad for your feedback.
Of course this all happened while I was either asleep or just not paying attention. :P
In response to all:
Wraith: It's actually been too long since I've played. It may well have been my group's playstyle...
Alitan: Fair enough. I hadn't really thought of those issues, but that's what I meant to get when I came here. Thank you.
Xavier: See Viktyr's comment.
Viktyr: Exactly my point, yes. I'm doubting it'll be enough, but it's something to try, maybe.
LazarX: Depends on the magic item. What if it's a pipe that you can use to create a smoky obscuring mist that consumes a dose of tobacco? (I made this, actually. Full-round to light, and move to make it smoky.) But I digress; you do raise good points, but I doubt that's the only major reason.
BEGS: The thing is, the fighter can't do that in one or two rounds. Three, hell yes, but two, probably not. Let's say he's level 10, fighting a CR 10 creature. We'll say an advanced Yrthak (Best 2, pg 290). He Vital Strikes his foe, rolls a +3 greatsword hit, Strength 26 after magic items and ability +s from levels, about 50 damage if he rolls 16 on his 2d6? Tell me if my math is off, of course. This means he'll have to use another 2 turns (unless he crits) to take it down, because an advanced Yrthak would have 138 hit points. If a wizard can end the encounter sooner on his own, that's a power discrepancy. Of course, the wizard can only do it so many times in a day, but that's not a terribly strong balance factor.
Granted, this IS a teamwork game. Assuming the rogue could sneak attack (easily possible with a deafness spell by cleric or wizard!), and the cleric hit with some kind of smite, that would probably end the encounter in a single round (if they were all 10th level). That of course assumes semi-perfect conditions.
There's a lot of factors, yes, but in a vacuum with just the rules the fighter isn't quite as badass as the wizard.
EDIT: BiggDawg: Probably, yes. Two stats of MAD is probably just right. Look at the monk, which has three (or four, depending on how much you value HP).
This was just an idea I had while working on a Pokemon Trainer archetype for Pathfinder's Summoner. And listening to the Pokemon Season 1 opening, repeatedly. (GOD I love that theme for some reason.)
While I was making the class, I realized it was the only "caster" class with MAD for its "casting" progression (I'm using the word "tactics"). This got me thinking: Would this sort of thing help out game balance? Say, a Wizard needs Intelligence to learn his spells, Wisdom to have extra spells per day, and Intelligence to enhance the DCs? Or some other combination therein. In short, have a single "dominant" casting score and a single "secondary" casting score; the former counts for two things, while the latter counts for one.
Has anyone else thought of trying this? While MAD is considered bad game design, a god-wizard or CoDzilla who has to put his good ability scores in two places to be a good caster could potentially give the fighting classes a great deal of breathing room.
If anyone thinks this is a good idea, where would you place the ability requirements? I'd like opinions on this idea.
NOTE: This is not official in any regard, and those of you whom have no problems with OP casters are not required to "call me out on my stupidity for nerfing the glass cannons". It's just an idea I had; I want the opinions of the people who DO have this trouble. I've noticed some tendencies of this myself, so I sometimes think of how to make this not such a problem. You are, of course, free to weigh in, but I'd like to see what everyone else thinks WITHOUT this thread turning into a flame war.
EDIT: For those who don't know, MAD is "Multiple Ability/Attribute Distribution". SAD is "Single Ability Distribution". I think there was another one, too, but I can't remember it...
Of course. Thank you very much!
I'll probably be up all night pressing that button for all the threads in the Off-Topic section, but it may be worth it.
EDIT: Read your edit, thank you again. You have given me a restful night's sleep.
Quite frankly, Mach... consider taking a vacation from these boards. Gamers Plus Internet Equals Vitriol. Whatever you think you need even if they agree.... it probably won't happen fast enough to do you the good a break from this place would.
Unfortunately, I get news involving new releases here. Even then...let's just say my brain hates me. And I think you missed the "weak-willed" part. Wisdom score is 1, I swear to God.
I also haven't found an "ignore" button...is that some breed of teasing/joking, or is there actually such a thing and my -5 Perception missed something vital AGAIN?
Wouldn't surprise me. :P
A serious question. Probably has been asked, but here goes.
I am a very weak-willed person, and I tend to read things on these boards that I shouldn't and get all upset over them. Mental disorders and chemical imbalances in the brain tend to do that.
My question is: Is there ANY chance you could ask the tech guy to add a button on the "Messageboards" section (right side of the opening screen) to "minimize" that panel, condense it and basically make it not so inviting to click around on? Or perhaps make an option in Account Preferences to purposefully remove that bar from the screen?
I'm just sick of seeing political spew threads, mostly, because the loud idiots I find make me sick to my stomach and to the point of wanting to become a lich so that I'm not f~~%ing human anymore.
My apologies for the vitriol, I'm not feeling well stomach-wise and just saw another stupid bait thread.
Agree with TOZ. May I steal that idea please?
There are 3rd-party supplements galore for this sort of thing. I have a few of them for the sake of various options, pulling things from one for my own version.
Of course, making your own is also an option.
...wait, was he talking purely 0-level spells?
If so, then I derp'd. I thought he meant spell levels. Like, at 1st level you have (as a Wizard) 1 + Int modifier spells/day, but at 9th level you could divide those spell levels up (say, if it's 20 Int you could have 1 + 4 5th-level spells).
Aaaaaaaand now I want to see what would happen if you did that. WTF brain.
You know...I've honestly never thought about this before...but I think the additional-0-level-spells will see its appearance as a house rule in my games. If nothing else I'll playtest it to see how well it balances out.
Unlimited times per day, but still pretty low-key effects, remember. Sure, it makes a huge difference in the short run, but not necessarily in the long run.
Of course, Sorcerers would still get shafted as-written. Maybe they can learn additional level 0 spells based on how many they'd cast in a day...I dunno. But I like the basic concept.
Wait, the casting STAT? That's...that's pretty overpowered. Unless you mean the casting MODIFIER.
You'd also think that if private jets are so bad that the Democrats and their supporters wouldn't have any. Fact is, they all suck. All of them.
They deserve to rot alive, IMHO, but since we can't inject them with Phyresis, we're stuck with them making our legal, tax, and healthcare system stink of decayed flesh. Literally in that last case.
165: Have a rolling boulder trap. Make the PCs require Constitution checks every 5 rounds or so to keep ahead. As you do this, play the Indiana Jones theme.
166: Have an underwater temple with a trapped room. The room is 7 feet high from the platforms to the ceiling, and 30 feet deep filled with water. In the room is a giant squid (hiding) and a platform smack-dab between the ways out of the room. Once you step onto the middle platform, water starts gushing in. The only way to remove water is by standing on a doorway platform; the water will only go back to 30 feet deep, and is slow to drain. The squid will suddenly become a major threat...along with drowning.
167: Cause it to hail, and have it deal 1d2-1 nonlethal damage each round. Should anyone ask why, shrug. If they examine the hail in any way, have them realize they're inexplicably getting teeth rained on them. Have it be a side effect of whatever foul ritual the bad guys are causing.
168: Have the campfire stop producing warmth during the night. When they wake up, the flames are blue and there's a stylized face in the flames. Have this flame be your quest-giver for the next few quests...then inexplicably, have the flames blood-red one time, with a dying body in the flames. Their patron.
Okay, I just shared Mikaze's protean speech with my mother...she thought it sounded very JarJar-ish (from Star Wars).
I think it actually explains a lot. JarJar is a protean petitioner. And he's only in the movies because George Lucas wishes to return us to the Primordial Times through propaganda for the proteans. Unfortunately, his plot failed, and that's why he's upset that people didn't like JarJar...it means they're not ready to accept his lords yet, and he takes that personally.
What do you know, Paizo, that we do not?! *points accusing finger at random staff member*
Brayden Green wrote:
...Flurry of blows is more like THIS in my mind (starts at approx :40 seconds)...
Having not seen this movie yet, I can only say the following:
That was freaking awesome.
On the monk redo, I have no real opinion. Maybe I'm just out of it, but I don't really get what happened/changed...
Then again, I made a simple fix for the monk, and generally use that (because one of my common players thinks it's awesome). Would anyone be interested in seeing this in a separate thread, maybe pointing out some major flaws that likely exist?
Guilty of 69 and 5. 69 is my every day. And I've done the one that involves determining others' (and your own) class levels. I figure I'm a Monk 2/Fighter 1/Rogue 1 by now. (I'm a terrible multiclasser...)
86: You can remember the book, page number, name, school, levels, and other vital statistics of your favorite spell...but you can't remember what you had for lunch. Assuming you even HAD lunch. (God knows how many times I've skipped a meal for Minecraft or character building.)
Random thought: Should I drop the effect a spell level or two? And if so, would the power need to drop as well for it to be balanced, and how much?
By the way, it would be 7d6+105 (132 average).
The more I look at it, the less I think this was a good idea. Ah well, I write down plenty of bad ideas. :P
EDIT: Missed Thomas's post. Thank you, I'll review that.
Thank you. And actually, I did modify that just a bit ago. It's now 80 per target, the missile number is increased, and the additional damage is up a bit. In addition, thank you for the advice on terminology. Really, it's a bit weaker than Wail of the Banshee, and that is AFTER my edit.
I honestly had this as more of a joke, but I think it WOULD be kinda cool to launch a spell like this at your enemies in game. Maybe a Will save to avoid being dazed by the sheer number? I dunno.
Sure, it's mostly useless against only one foe, but in the spirit of the Touhou games...most of those bullets you see aren't going to be heading towards you. They just cut off all your avenues of escape.
School evocation [force]; Level sorcerer/wizard 9
Casting time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets up to one creature per missile
Saving Throw none; Spell Resistance yes
Bullet hell creates a number of small, glowing bullets of force equal to 20 times your caster level. Each bullet then shoots out for a single foe, doing a single point of force damage before dissipating. Every 10 bullets that strike a single creature deals an additional 1d6+5 force damage No more than 80 bullets may strike a single target per casting of this spell. Treat this spell in all other ways as a magic missile spell, except that shield may only stop up to 10 of the bullets per casting.
I have made a D&D/Pathfinder spell that would likely be more at home in a Touhou game. My apologies in advance.
EDIT: Please inform me if I screwed up anything major in terms of rules text.
EDIT 2: Seeing some glaring flaws in power level, and that no one was replying, I edited the spell's text somewhat.
Honestly, I liked that they tried to dumb down the mechanics. Before you throw things, hear me out.
They made it easier for new players to get into, sure. But that's not what I'm talking about so much. I'm talking about not having a bunch of effects that are either way too low-level (I honestly believe that save-or-die/suck spells should be higher-level by nature, and less likely to succeed, much like in Final Fantasy Classic), or were technically combat despite being displayed as utility (Grease).
I guess in short, I like damage more than debuffs and instakills. If there is a debuff, to me it should be secondary; the thrill of rolling 5d6 fire damage is greater for me when I play.
Of course, they didn't balance it too well, and there was an issue with Rituals (basically, if the one-use scroll costs the same as the page in your ritual book, WHO BUYS THE SCROLL?), and feats felt meh. But some of the concepts regarding powers were cool. If only they hadn't decided you need to replace powers every so often...that broke suspension of disbelief.
Okay. So, would it be perfectly alright if I yoink some of these ideas for my own possible game? (I personally think sorcerer would make a decent "caster class" as I described.) And what other major changes would you make?