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Kyra

MaxAstro's page

316 posts. No reviews. 3 lists. 1 wishlist.


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Yeah, I have a savage technologist in my Iron Gods campaign, and that typo was one of the first things I noticed about the class.

Still, being able to Dex-rage is awesome.


Oh, here's another one:

Say I have my mount move up to it's speed and then attack. Do I have a standard action left then?

If yes, why, if move + attack takes the same amount of time as move + move?


Please read the example I posted. The rules say I explicitly have a standard action left, and I don't see anywhere that it says that my mount's movement uses up that standard action.


Making it require 10 feet of movement makes it completely useless, since that means you are trading out weapon training, an ability that gives extra accuracy and damage to all attacks, for an ability that only gives accuracy and damage to single attacks.

Katana and wakizashi proficiency are not worth the loss of heavy armor and shields for the typical fighter - I would say the skills make up for that.

Initiative bonus is typically superior to bravery, but not by much. And bravery is a weak class feature on a weak class. You are not going to be breaking any games with an ability that takes until level 10 to equal the strength of a single feat.

I would say Bob Bob Bob is right - the only real balance issue is that it should give up all of weapon training.


Sure. We'll even assume that you are NOT controlling the mount as a free action.

Mounts in Combat wrote:

Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don't dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can't do anything else until your next turn.

Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.

So, I am mounted on a non-combat trained horse. I successfully make a DC 20 Ride check as a move action to control my mount. I then direct my mount to take a double move. I then make a DC 20 Ride check to fast dismount as a free action. Finally, I take my standard action (the one I can perform "after the move action" as the rules explicitly say) to move up to my speed.

Now, I will be the first to say that this is completely silly from a physics perspective and shouldn't work. But RAW, I think it does.


Here's a fun wrinkle.

The rules explicitly say that one thing you CAN do after your mount has double moved is make a single melee attack. That means that after a mounted double move, you still have a standard action left.

So what stops me from having my mount double-move, free dismount, and then use my standard action to move?


Firstly, I'm pretty sure Savage Technologist has a really bad typo. The class says "When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead."

I am 90% sure this is supposed to say "When a barbarian ability would increase the savage technologist's Constitution while raging, it increases her Dexterity instead." Emphasis mine.

However, even if you apply that fix, the modified rage says "when a barbarian ability" - a feat is not a barbarian ability.

So RAW, if your normal rage was +4 STR, +4 DEX, then Amplified Rage would end up giving you +8 STR, +4 CON, +4 DEX. However, house-ruling it to apply to Dex instead seems reasonable to me.


I was much more excited about Hell's Rebels when I thought it was an evil AP.

Reading the description, however, I see that is not the case, and as I am fairly burnt out on traditional good vs evil campaigns I think this will be another AP (counting Giantslayer) that I will be skipping. :(

Some other releases look very exciting, however - Occult Bestiary FTW. Also Distant Shores. SO excited for Distant Shores.


I ended up making Illaris a red herring. My PCs had already been betrayed by a Technic League agent (posing as a PC, no less) in the first book, and I wanted to keep that fresh in their mind. And send them on a merry little chase.

So they found out that there was a Technic League spy in town... and then they found a lot of evidence that Illaris was a spy.

Lucky for them, they confronted her themselves instead of turning her in to the town, and were able to find out that she is a spy... for New Thassilon*, not the Technic League. And she was able to lead them to evidence that the agent who had already betrayed them was the spy they were looking for. They are now eagerly seeking their revenge, and Illaris has joined as a cohort (and something of a romantic fling for one of the PCs).

*My players and I have a rule that all APs we run are canon in all future APs, no matter how things turn out. Kingmaker and (especially) Shattered Star had some... unconventional... endings, so the Golarion I am running this AP in looks fairly different from the standard.


I would go with a two-bladed sword modified into a two-bladed axe. Keep the damage the same, but change the critical from 19-20, which is usually a "sword" crit range, to x3, which is the standard "axe" crit range.

EDIT: Also, that picture does show the weapon being two-bladed; if you look at the bottom near Ajani's feet you can see the second blade.


I don't think Kasatha ARE known, actually.

In book six there's a note about Isuma not wanting to kill the crazy kasatha because she might be the only other living kasatha on Golarion.

That doesn't sound like a "novelty race" to me, otherwise you'd think she would have heard of other kasatha in Starfall.


That is fantastic. And I thought my PCs recruiting the cerebral fungus in the first book as a cohort was out there...


My take on the "why is the final battle not in space" thing: I had the same reaction. Except my reaction was "why is the final BOOK not in space?!"

So here is what I figure. Unity has a worshiper capable of casting Miracle once a day. And an army of robots, including several working excavators. And thousands of years.

When my PCs make it to book six, Unity will be making final preparations to relaunch the Divinity. And it will happen while they are exploring it. :)


For my part, I turned Hellion into a multi-part boss battle, JRPG style, which I feel is very appropriate for giant robot battles.

I.e. each leg has this much HP/hardness, body has this much, claws, etc. And then the whole thing acts as one creature but each functional part gets to participate in a full attack routine.

It went pretty well - my PCs were pretty surprised to find out that they needed to make called shots, but quickly adapted to it and found a good strategy to bring him down. I had the main body be extremely durable, so they disabled his limbs until he had to expose his reactor core for a big attack, and then the party slayer jumped up onto his back and stabbed him in the core until he exploded.

Pretty epic, and the look on their faces when I said "and then he explodes" while the slayer was still standing on his back was priceless. :)


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I'm pretty sure that while the fighter might have a hard-to-impossible time killing the wizard, the wizard CANNOT kill a mythic fighter.

Why?

Because Undetectable, RAW, is such a completely bull!@#$ broken ability that it makes Sacred Geometry look as intimidating as Elephant Stomp.

Here is the wording of Undetectable:

"This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method."

Emphasis mine. So let's talk about this for a moment.

You have a contingency that triggers whenever someone attacks you, and plane shifts you to your demiplane. Fair enough. The contingency doesn't trigger. Why? Because the fighter "cannot be detected[...]by any method". The contingency does not detect someone attacking you, and does not trigger.

You ask questions of the gods to get some idea of where the fighter is. This fails. Why? Because the fighter "cannot be detected[...]by any method". THE GODS do not know where he is. They can't tell you. No divination can tell you, in fact. No ANYTHING can tell you.

Throwing flour at the fighter fails to detect him. How? No idea, but RAW, no method can succeed in detecting the fighter. He lays his hand on you. You don't notice he's there. He sticks his sword into your chest. You don't notice he's there (by now he's use Divine Source for greater invisibility, so he doesn't lose it for attacking you). You try to walk through him and run into him, causing you to stumble and fall. You. Don't. Notice. That. He's. There.

If you ask me, Undetectable definitely deserves a place next to Sacred Geometry and Blood Money on the altar of "this destroys games".

Anzyr, can I get your agreement on this? I'm certainly with you on the level of breaking the game Wizards are capable of, but this particular Mythic power boggled my mind when I read it. Certainly I don't think it allows the fighter to kill the wizard (clones, clones, clones...at the very least), but I'm not sure I can think of a way the wizard can kill the fighter.


Item attempts to fix an underpowered class...


I love these item descriptions that sound like sales brochures. "Act now and we'll include a free cleaning kit!"


Well, that items tops my "would be a nightmare for GM bookkeeping" list...


Why yes, I have played Metal Gear Solid...


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Random table item! ~drinks~

Joke item! ~drinks~

Random table item! ~drinks~

Joke item! ~drinks~

...Okay, I'm not thirsty anymore, please stop now...


Soo... this weapon is designed to be wielded by someone with at least seven hands?


I keep having boring staves matched up against outright bad items, and end up voting for the staff...


Why yes, I have heard of Journey to the West...

Eh, your formatting is better than the other guy, and his item is boring, too. So I guess you get the vote.


Rod that is just a descriptive way to cast one spell vs. staff that is just a list of spells with some flavor text...


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Found an ~awesome~ staff. Had a couple nitpicks, but overall I am blown away.


Horribly overpowered item vs joke item. What to do...

EDIT: Ugh. Obvious video game reference vs joke item. ~cries~


Wait... you can include hyperlinks in your item description?! That's a thing the rules will allow?! o.O

You know what, for sheer moxie, and the fact that I was able to look up all the rules pertaining to your item in a matter of seconds, I will probably vote for your item every time I see it now.

Still kinda in shock...


Your item's name is a bad pun. I'm only voting for you because I can't actually figure out what the other item does...


"Greatly prized by..."

Drink!

Also: Two items with "let me write my homebrew world backstory into this item, I'm sure you'll love it".

And one of them is "Only useable by [obscure race] when fighting [obscure monster type]".

And that's still the one I'm voting for, which says something about the other...


Huh. Got two very, very similar items matched up - basically both trying to accomplish the same thing. Even the same kind of weapon.

One was clearly better, tho...


Suffice to say that all three 299-ish wordcount items would have benefited from half the word count.

...Okay, how many times did the rules say "don't use the formatting from Ultimate Equipment"? And you did that anyway... lucky you the other item is just really bland.


So your item is just [unique armor from the CRB] with fancy flavor text...?

That's okay, you are matched against a staff I don't feel bad voting for.


~facepalm~ Just got into voting. Very first matchup:

Random table item vs 299 word SAK.

Sigh...

EDIT: Round 2: 299 word item vs 298 word item. >.>


It should be the first one by the wording. "plus a further point of damage for every full 500gp" means that a 1000gp material component, which contains 500 full gp two times, should cost 3 points.


My friend who ran WotR had a very similar experience to this; he actually cut out the entire last book because he was so burned on the campaign.

Currently, our opinion on Mythic is that it is a great way to give a little extra oomph to a particularly vicious boss, and we have both used it that way a couple times. I do also like Paizo throwing the occasional mythic enemy for the same reason.

I will probably never give my PCs Mythic power, except maybe individual abilities handed out that are appropriate to the characters and not game-breaking.


I typically allow most anything by Dreamscarred Press - both the psionic rules and the Path of War - or Super Genius Games (although not godlings), especially as I draw on a lot of that material to give my PCs opponents. Oh, and I added Pact Magic Unbound to that list lately, because the Occultist is totes cool.

I will also allow other third party material on a case-by-case basis, but only for interesting character ideas, not for powergaming.

As for that feat: It's probably fine. I already allow the Greater Unarmed Strike feat mentioned above from Path of War, and I'd probably use that instead, but it's certainly not going break any games. Monks already aren't breaking any games.

Well, in my house rules in which I basically give all monks pounce at 4th level they actually have come close to dominating a fight. But then the witch shut four monks down with one spell and balance was restored to the universe...


While I certainly don't think anyone will get DQed for that sort of thing, I do think getting those kinds of details right will reflect positively on you. ...Also, getting those kinds of details wrong will probably be more food for Template Fu. :)


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A bit of advice of my own, based on something that almost messed me up when creating my item this year:

In previous years, with wondrous items, cost has always been half of price.

This year, that is not always true. If you are making a weapon, armor, or shield, please remember that the price of the non-magical base item is not halved. For example, suppose you are making a magical dagger. All together, it ends up with a price of 10,302gp - 10,000gp worth of magical abilities, and 302gp for the masterwork dagger.

The item's cost is 5,302gp - not 5,151gp.

This may be nit-picky, but attention to this level of detail is certainly something I will be looking for when voting this round.


Ah, Avoron made a comment about it not being TWF and I assumed he was talking about the same thing.

Yeah, the TWF is definitely a no-go.


Bob Bob Bob wrote:

That's easy. You have a number of "hands" equal to your hands. "Hands" is short for "hands of effort". During a full attack you can only use manufactured weapons that use a number of hands equal to your "hands". Vestigial arm adds hands but explicitly does not add "hands". That's what "The arm does not give the alchemist any extra attacks or actions per round" means.

If you are a normal humanoid (two hands) and attack with a two-handed weapon you can't use two-weapon fighting (because you've already used up two "hands"). A two armed alchemist who grows two more arms with Vestigial Arm still only has two "hands" and therefore can only attack with one two-handed or two one-handed/light weapons. Iteratives can be subbed as normal but you can never exceed your "hands" limit.

I think this is wrong. The reason I think this is wrong is because he is not two weapon fighting.

Consider the following situation:

A fighter with a +6 BaB attacks with a greatsword for his first attack. Then, for his +1 BaB attack, he drops his greatsword and quickdraws an earthbreaker.

As far as I can tell, this is completely legal and the TWF FAQ doesn't apply to it.

And as far as I can tell, it is no different from using vestigial arm to do the same thing without the quickdraw.


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Shadowborn wrote:

1. Take the rust monster.

2. Apply the swarm template from the Advanced Bestiary.

3. Watch the look on your players' faces when the egg sac ruptures, releasing a wave of baby rust monsters upon them.

Totally had a DM pull that on our group once. Most encounters we were approaching carefully, fighting defensively and waiting to see what the enemy was capable of before going in for the kill. This fight, we (luckily) won initiative, caught the swarm with Color Spray, and then fireballed it into oblivion before it could act.

Then we left that part of the dungeon and never came back. :)

Oh, that reminds me of another great idea that DM had. We found an abandoned mineshaft, and were attacked by a heavily armored skeleton. For some reason, this skeleton was immune to our attempts to turn it.

Finally, we discovered that it was actually an animated suit of armor with its former wearer's skeleton trapped inside it, and the skeleton was non-animate.

Then as we were crossing a minecart track we got bludgeoned by a runaway minecart that seemed to be moving on its own. And then we were attacked by a swarm of animated pickaxes...

It turned out that the mine had been abandoned because the miners had struck a magical ore that animated any metal object to touch it.


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One wonders what happens in Aboyd's games when a Paladin walks into Geb.

Say a ghoul attacks a child and the paladin slays the ghoul. Does the paladin fall because in Geb it is legal for the undead to prey on the living and the paladin has just committed murder by Geb's laws?


As an apology for having a bit of fun with you, I will try to offer some honest critique.

I actually like the idea of tying various classes strictly to various alignments and deities; I'm doing something very similar for a world I am designing. It's a great way to give theme to a setting, and more importantly it's a great way of communicating that theme to players without making them read books of setting material.

Don't design settings that require players to read books full of setting material. If they wanted to do that, they'd be GMs. :)

I do notice that your deities have very broad portfolios. I could see this as a good thing or a bad thing - it means two worshipers of the same deity can be very different depending on the aspects they focus on (I imagine a naval commander who gives praise to Solonarre as deity of water and military expeditions worships her quite differently than a scholar who prays for her blessing of knowledge and invention), which is quite cool.

On the other hand, it makes it a bit harder to "classify" the deities. Deities with simple portfolios are easier to understand - again, try to design your setting such that players grok it quickly.

Also: Do all the deities shop at the same bookbinder? I notice a theme of "weighs 3lbs and costs roughly 40gp" among the holy books.

Comments on spells:

Ants in Pants seems childish. I'm honestly not really sure what the point of the spell is, except to be a joke. If your setting is meant to be taken seriously, setting-specific mechanics that players are likely to take as a joke are probably not going to set the right tone.

Bestow Wound is really, really overpowered. Not only free healing but also free damage, as a cantrip? This would be a good 1st level spell, kind of like a lesser version of Vampiric Touch. But it's way too good as a cantrip.

Bone Dry Thirst is also really strong for a cantrip. It's easy to negate, but it's also potentially devastating if you catch someone without easy access to water. It also kills targets faster than Cup of Dust, which is a third level spell (and specifically can't kill you).

Bug Spray has convoluted wording. It functions like circle of death, but it creates a cloud? Does the cloud linger if everything fails its save? Does it have the hit die limit of circle of death? Also, this spell is likely to only be used against swarms, and swarms suffer virtually nothing from the sickened condition.

Erupt Armor's wording is excessively complex. Also, why would you want your armor to get a saving throw? Besides, as an attended magical item, the armor uses your saving throw, and you can choose to fail to save anyway, so....

My suggestion for cleaner wording:
Erupt Armor
School Evocation
Level Antipaladin 1, Bloodrager 1, Hunter 1, Magus 1, Paladin 1, Ranger 1, Warpriest 1
Casting Time 1 swift action
Components V, M (the armor you are wearing)
Range 20ft.
Area 20ft. spread centered on you
Duration Instantaneous
Saving Throw Reflex half
Spell Resistance No
Upon invoking this spell, the caster detonates his own armor in a blast of shrapnel. Armor that is not constructed mostly of metal causes no damage; otherwise, this spell deals damage based on the weight of the armor worn. This spell deals 1d6 piercing damage if cast wearing light armor, 2d6 damage with medium armor, or 3d6 damage for heavy armor. If the armor was magical, this damage also counts as magic for overcoming DR.

Oh, something else I noticed. Your spells mention paladins, antipaladins, and hunters - I got the impression from your writeup in your first post that these classes don't exist in your setting?

Mouthpiece is a really cool spell.

I'm debating whether Rumor Mill is too strong for a cantrip or not. It's pretty limited, but it could also be used to very great effect. I think it's probably okay.

Throw Arrow is very similar to the already existent spell Ki Arrow.

Anyway, there's my 2 cents.


Count me in that category - totally thought someone was writing up a Confessor from Sword of Truth.

Not sure how one would DO that as a class, actually. Due to poor support for low fantasy settings, Pathfinder doesn't really do well to represent "I have one insanely powerful class feature, but I'm otherwise a Commoner".


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Jaelithe wrote:
How did the player take it? Was he overjoyed at the ride upon which you'd taken him, or angry at what he perceived was a betrayal of the character he'd been playing all that time?

I was worried that he might be upset by it, but he actually loved it. I believe his exact words were "it doesn't matter how much the plot screws you, as long as it's engaging". :)


Avoron wrote:

There's an even more complicated possibility, if something along the lines of this sequence were to happen:

1. Character with a Constitution score of 12 gets a Belt of Mighty Constitution +4 and wears it for several days.

2. Character levels up and takes the Raging Vitality feat, then takes off the Belt.

3. Character begins raging, and their Constitution is now 18.

4. Character takes 2 points of Constitution damage from, say, a poison. Their Constitution is now 16.

The character still qualifies for the feat, but if they didn't have it, they wouldn't qualify. It's clear that they would lose its benefits if they stopped raging and started again, but would they lose them immediately?

Moral of the story: Don't make feats that give numeric bonuses to a numeric score that they have as a prerequisite.

Actually, there is no problem here, since damage to an ability score explicitly does not actually reduce that ability score.

Ability DRAIN might cause this problem, though.


Abraham has it exactly right.

Tower shields are pretty boss. I got to run a boss battle in my Way of the Wicked campaign with a pair of Giant-template tower archons who could basically set their shields so as to nullify all attacks from one direction and force the party to circle around them and eat attacks of opportunity.


Leo_Negri wrote:
Nope, just a standard lance with a counter-weight to the back for ease of balancing, that and that bulbous point also looks as if it would help the Hellknight use the lance as a spear if unhorsed, allowing him to set it to receive a charge. Bear in mind this is all guesswork by me.

Ah, suddenly that all makes sense and I can go back to appreciating the awesome artwork.

Thank you. :)


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When I ran Kingmaker ages ago, one of my players wanted to be a dwarven druid who had received a vision from a goddess instructing him to travel up to the Stolen Lands to "find his destiny".

I decided to

major Kingmaker spoilers!:
have the "goddess" be Nyrissa. She continued to provide him with "advice" the entire campaign, guiding him to unknowingly helping her gather the reagents she needed to steal away the Stolen Lands. Even when she revealed her true motives, she still almost managed to convince the dwarf to join her.

The look on the player's face at the end of Book 5, when he found out who he'd been working for and trusting completely since Book 1 was priceless.


Also, there is a barbarian archetype that does not get a Con bonus while raging; it makes thematic sense to me that this archetype would have a harder time qualifying for Raging Vitality.

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