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The lack of the evolution points is fine, if they hadn't severely limited the archetype by taking away the Wild Shape completely when they could have treated this almost similarly to the Treesinger archetype and made it limited to only Elemental Shapes, and a progression similar to the Plant Shape variant given to that particular archetype.
If they weren't going to allow the wildshape, then a small list of available Evolutions with a small Pool would have made up for this, because they lose all four ediolons if one dies, leaving them literally with only spells, and that's not necessarily a viable build when talking a Druid.
If adjusted, and there are likely going to be a few GMs that do adjust this for their groups, it certainly could be a worth it option. I like the idea of an elemental companion, but not the fact that I can't wildshape or summon if I lose one of them in combat... because it Can and Does happen. Particularly if saves are failed. It means a loss of two major core Druid abilities.
Not all of the nastiest spells even allow for a reflex save, your smart bet, since you allowed them to have those crazy ridiculous stats, is to start looking for spells that their lower stats won't allow them to overcome, and there are plenty of them. I'd also start looking for CR 18 - 20 creatures to throw at them, in place of those encounters, because otherwise, they will probably keep steamrolling through what you have going on right now. Polar Ray This is just one such spell that could help you out, no saves, only requires Spell Resistance and Ranged Touch to actually hit and for a bonus it does Dex Drain, which you need for that Rogue.
Ask Your GM if they will allow it, but the archetype combination rules are listed and Crossblooded will say if it isn't legal in that sense. But, otherwise, I see no reason it couldn't be either... might be fun depending on the actual bloodline you took even... and which crossblooded option it gets.
There are a good few of the mysteries that also give bonus spells that can only be found on the Sorcerer/Wizard spell list, that's something that can be a boon to in situations where you don't have to heal or resurrect someone. And if you are worried about having enough spells, take a race with a favored class option that gives you a bonus spell every level... Half-elves are one such race. There are plenty of interesting curses and story to be gained from them even... an amusing one is the Haunted, but I rather liked the Blackened one for my Solar Oracle, personally.
I have to say, it took me ages to figure out which Mystery I was going to play for an AP, but Solar won out my heart... though I did debate some of the others, Dark Tapestry, Metal, Heavens.
For Sorcerers, I'm a bit prone to the Shadow, Starsoul, or Elemental bloodlines, or the Draconic ones. And their Wildblooded Variants to.
Ohh, sorry for the late reply, Elrawien, but from what I remember of Mesmero is the fact he liked to hypnotize people and create almost too real illusions, which makes me lean towards a wizard who favors those schools and sorts of magic above all else. Although, the mesmerist might fit the bill too, when that book comes out. Not sure it'd cover the illusions as well, but certainly the entrancing part.
Well, you could have the same base class for everyone, something that you give all the summon spells that fit your idea of pokemon to fit how the pokeballs would work, but use the Eidolon evolutions to build the creatures, use the other spells to help form attacks or simulate the special abilities, such as most of the Ghost types can go invisible or use a form of Fear effect. Hm, place team limits to something small, like three or four rather than six +, and easy for you as the GM to control and your players can spend more focus evolving how they'd like to fit the theme and flavor of their particular flavor, instead of worrying about Way too many options and if they have enough to fit everything.
Your idea is awesome, it has a lot of potential, really.
I've played Return to Ravenhearst and Fate, there's also a version of Clue on Pogo that's a hidden object game. Love them. Also love the idea that they'd be converted into a PF game. Sort of like a dark scavenger hunt for clues about who killed the princess style, and since there's ghosts, evil scientists, and crazy murderous gypsies in those first two games, it wouldn't be hard to impliment something along those lines.
This is a very good start, but it definitely needs to follow the basic Monk for saves, Base attack Bonus, Hit Die, and Flurry of Blows and the Damage Die for those. Given it doesn't receive anything other than feats for the Bending of choice, I don't see why you couldn't even add an extra attack if necessary, but this build was slightly too weak for what you are going for. However, I cannot wait for the final copy either, I rather like it all the same.
I agree, using the Summon - Creature/Elemental/Ect... spells would be the best way, just stat the Final Fantasy summons off of base creatures in the bestiaries to fit the style of Final Fantasy game yours is based off of. Change special abilities of them to fit the proper flavor text, the same with descriptions. And you could tie them into items to represent GF cards, Magicite, or Materia. This isn't really difficult, even Bahamut would be easy to create. You can also tie other spells to those items to represent the other forms of magic and the upgrades some of those summons and such got in those games.
The SRD, as suggested above will help with a lot of that. However, the question about player's character death. If there's no other way and you can't think of a way to make it so your players don't die in an encounter, the encounter Might be a bit high of CR for your party. In the event this happens, there are a few options, the other player characters Could take the body to a temple to be resurrected. Usually this costs a grand amount, but as the DM you could have the temple do it in exchange for a quest the party could be sent on. Or they can make a New, different character, instead of rerolling the same one. Make sure they make it at the current group level, and not the beginning level if the party is higher, you don't want someone feeling left behind because their character died. Also, I think it is cool you are playing despite the language difficulties and wish there were more translators that could fix that for you. Have fun, good luck. ^_^
I love how the mechanics set up for this new system of wordcasting,it is a simple way to allow players to make up spells that do practically everything they want. I honestly cannot wait to see the cleric or druid list for it, and maybe a few more feats, like... metamagic feats specifically for words of power usage.
Yes, there is a section about fighting in water in the core rulebook, I am just uncertain of the exact page number, but it falls under the GMing section that also details other enviromental hazards like storms, deserts, and the like. It should also give you some more ideas on how to challenge your group's combat with things like low hanging stalagmites and sheer rises. Also, an antimagic field might be handy in taking down some buffs and bonuses from magic items and weapons if you find it is getting too bad but don't want to start a new game.
Bizarre idea, or at least it will sound like it, but if you don't want to convert psionics to PF, you could make Vader a LE Antipaladin with Access to Arcane abilities that mimic the Force abilities he was known for, Lightning, Telekinesis, there are spells on the Sorcerer/Wizard lists in the corebook and the APG, so it shouldn't be too difficult, As for the Lich King angle, that'd be... a little different, maybe a little more difficult?
I wouldn't mind a few new varieties of shield spells and buffs, and not just at higher levels. Not to mention a few new types of Travel spells would be cool. Maybe a couple new types of transmutations and creations would be awesome as well. I do agree with the all purpose utility need from one of the above posters, those would be handy.