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Looks amazing. Favoring for reference.


The only problem I see with it is the Hellfire/Demon thing. Hellfire is an Infernal concept not Demonic. Just crying semantics here though.


This is actually quite handy. Nice to see my hobbled class on the list.


Awakened Intellect is a non-descript bonus that stacks with anything. Fixed the copy of Demolish. Energy Resistant Armor is in there because in comparison to a Sorcerer's bloodlines, the resistance it potent. However, not having the ability to cast Energy Resistance or Protection from Energy six times a day, I thought it was fair. The class is designed to be balanced but not be so weak as to not keep up. Arcanotech Armature's bonus hitpoints are the equivalent of a +2 Constitution bonus or a +4 in the case of the Full-Steam Armature. The bonus is very minute but gives the class the staying power it needs. I looked over the class early in development and realized that I had left out the ability to do damage. An Alchemist has bombs and a Summoner has tons of creatures, but what did the Arcanotech Engineer have that really made it stand out from the lot? I couldn't find a moderate attack ability so instead I introduced staying power in the form of bonus hit points. I find it to be fair given that the Armatures can be destroyed or otherwise removed. I meant to to remove all the mentions of Mechanika. The things that I am most worried about are the abilities mostly being extraordinary. That is why I switched it to Craft (Clockwork.) Thanks for giving feedback!


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So you might have seen the previous Arcanotech Engineer. I updated it hourly with new abilities and removing "abuse" abilities. The new link is Here. Happy clockworking.


Try using enemies with s~!+ piles of hit points. Or better yet use a Golem. Then follow up with a wall of force and an Enchanter. Use a sorcerer with the Infernal Bloodline, Greater Spell Focus Enchantment and then Charm Monster. Then turn them against each other. And then the classic staple, the Blur/Displacement. Also fighting underwater and in the dark. And Baykoks at long range and Pale Strangers. Respond to touch attacks with more touch attacks and follow up with crap piles of enemies instead of one or two big ones. Oh. And counterspell and Sunder. Break those pistols and muskets. Silence and Deafness. Also Spellresistance/immunity and DR


I like it. It is a simple archetype to apply with a bit of injected flavor to boot. Lost some really good Deeds though. Especially targeting.... Gains alot of snazzed up shooting though in return. Big fan of the Sunlight Cartridge and Tangle Foot. However, I would separate the differing shots rather than making them all supernatural. None will work in Anti-magic Zone. T'would be sad 'specially since half these abilities are feasible...


Also if you create a character using this class, please post it here. I would like to see what you guys come up with.


I was hoping for some more feedback...


Oh come on now. I want some feed back, peeps! What do you like? What do you Dislike? It tells me how many people have looked at the document. I would like to improve it if possible (and it is.)


Alright. Slight modifications so that the GMs don't cry havoc.


Alright. I have updated the crap out of it. Ironed out alot of the wrinkles like all the times the name of the class was mispelled... DERP... I included the weight change, SmiloDan. I think all I have left is to finish editing the Servitor listing.


Negative. But this is just an alpha I threw together in text edit. The armature weighs as much as the armor it is based on. I just wanted to get something out there for you guys to see.


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I looked over that Arcane Mechanik by Detect Magic and I loved the basic concepts. Then I stumbled upon SmiloDan's Tinker. I hated it but I thought it had some great ideas. Then I stumbled upon Christopher Delvo's Engineer 4.1. I stole the hell out of all of their ideas and put them in the brain forge and re-invented the Arcanotech Engineer . I would like to hear suggestions and hopefully a good word from the guys I used material from. The Arcanotech Armature and the Clockwork Breakthroughs are what I need the most focus on. The servitor while powerful at more powerful at early levels is kind of a "rider." I liked the idea of it an kept it, but I think the class could lose it and still be fantastic. However the class needed some combat ability so I left the Servitor. Anyways, Happy reading and I look forward to you posts.


Demolish, jackwrench, and throw a hammer at it are all from the Arcane Mechanik from the first page in this thread. Arcanotech Armature is my own creation minus the ability to build wondrous items into it. That is from SmiloDan's Tinker.


Ok. Well I hate to thread jack but this is correlated. I looked over that Arcane Mechanik by Detect Magic and I loved the basic concepts. Then I stumbled upon SmiloDan's Tinker. I hated it but I thought it had some great ideas. Then I stumbled upon Christopher Delvo's Engineer 4.1. I stole the hell out of all of their ideas and put them in the brain forge and re-invented the Arcanotech Engineer. I would like to hear suggestions.


More clockwork and robot subtypes along with their crafting rules. Maybe some Numerian Shock Troops and their beautiful machinations of mayhem?


I think the Hellion is good as is. He has hella Hell points. Grit is really limited and thus has a recovery method. I think the Hellion is good as it stands for combat, but if I really had to criticize it, I would say there should be some abilities in there to help in social interactions such as Devil's Tongue or the like. As it stands, it is all about the fighting and mechanics of such rather than the roleplay aspects of it.

*Edit
I would also make the "Social" Hell Powers like the Witch's hexes. Limited by uses on self or once per person.


I fall in the land of "To hell with wizards." A wizard goes to school. A sorcerer is born. Magic is in my blood vs. magic is science. Seems lack luster when you go to roleplay it too; The Wizard says, "I went to a college for the last 12 years. Finally, I can make my own way in the world." The Sorcerer replies. "Twelve years, you say? I fought fire with an inferno. I pushed back the goblin army of Karag the Fire-eater away from the village of Gravewood when I was 14." Just not feeling it. (Could be cause I am in film school now and I see Edgar Wright making master pieces..)


The Sepulchral Knight
Human Graveguard Antipaladin 11
-Fiendish Boon creature to serve as a mount.
-Sword and Board
-Heavy armor
-Festooned with evil doodads

More Clockwork/Robot monsters!
More Inevitables! Please


Wonderful. Going to see how it pans out though. Thinking early levels bad like a wizard/sorcerer who doesn't take color spray or magic missile. Late levels filled literal madness. Wonderful ideas abound. It balances complex mechanics with simple ones. Thanks a ton.


Actually, having presets for an Astral Construct may be the best answer. So maybe a patron or hex that grants the astral construct as a spell instead of a power? And the madness discovery from the homebrew you submitted earlier. Cha and Wis switch on a witch is no big deal. On an Oracle, we may have problems.


Set for summoning, but what about the class abilities? I agree changing the list is a simple and quick fix, but for true flavor, you need madness related abilities like were in the PrC. The PrC though didn't really give you the Cthulhu Cultist feel. Maybe it just needs to be a witch Patron change? Like a Dark Tapestry, Hastur, or Esoteric Order patron and a summoning hex at the expense of wisdom damage or something?


That is an awesome archetype but it still doesn't summon "true" aberrations. The closest thing I found in the summon monster list was a gibbering mouther. I was hoping for a more Lovecraft-ian Horror summoner with Madness abilities and the like. Not what I was looking for but that is still an awesome find.


My request is a bit of a stretch. I was wondering if I could get your wonderful expertise on a remake of the Alienist PrC but rather as a base class. As it stands the current ability to summon Aberration lies in Druid territory, ironically. (IMO Froghemoth is Magical Beast) But it would be nice to bring back the madness with an Aberrational summoner class/Archetype.


My point is that the shuriken is usable by the Ninja for the purposes of getting ridiculous sneak attack. So what if you are only dealing 1-2 damage a throw at lvl 9 if you can squeeze off 4 sneak attacks for 5d6 was my point.


"..., crafting masterwork or
otherwise special versions of them, and what happens to
them after they are thrown." ... Gonna file "otherwise special versions" under enchanting. People were just saying they were useless. I was proving otherwise. I wasn't claiming broken; I was claiming useful.


That is a really modified Kusarigama if that is what that is. It has two bladed ends... Wouldn't work at all for farming...


Thanks. I was wondering what had happened there.


What is the function of this ability? I can't seem to find out what the purpose is... If you have the answer, please give an example.


Purple Dragon Knight wrote:

Ok, you won't believe this... I found a really old jar of dill pickles at the back of the fridge... those are Kosher Dill Pickles... I ate them all too (only 4 left in it). They tasted funny. Then I read the side label: "Without Preservatives"

I am worried now... but in the next hour I may well come up with something smart... so before I pass out, hit me with your most amazing Pathfinder crunch rule problems! quick!

:P

how did you find pickles without preservatives? I mean really... Pickles are preserved Cucumbers... no preservatives...


how can you seriously not see the damage potential... invisible ninja at level 9 throws 4 +1 brilliant energy shurikens (costing 1000gp a piece) dealing 20d6 sneak attack alone on a targets touch and flatfooted ac...


you use Shurikens because they don't weigh but half a pound and at low levels you get one hell of a sneak attack with your flurry. I mean hell throw one axe for 1d6+blah+1d6 sneak attack or throw 3 shurikens at 1d2+blah+1d6 sneak attack at level 1. holy crap! 3d6 sneak attack +3 times my stength at lvl 1!


lvl 5 Ashiel Homebrew + lvl 6 Ninja = sniper pirate ninja. Oh, the paradox of duality. or lock and load, lightning reload, signature deed (lightning reload) for dual wielding ninja gunfu!


ProfessorCirno wrote:
ruemere wrote:
The world of Dark Tower does not operate according to the same logic. Half of the story relies on dream-like event sequence - it would be difficult to expect that laws of economy operate there in the same way as in Golarion.

Ok so magic.

Stiiiiiiiiiiiiiiiiill p. high fantasy there.

Quote:
Give them technology to manufacture usable guns and you're going to change the face of the world in two generations, tops.

And yet the power to literally talk to god won't change anything at all?

BS.

BS.

BEEEEEEEEEEEEEEEEEEEEEEEEE.

EEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSS.

I would use the actual word in all caps and bolded if I could.

Screw this, and this stupid, stupid, stupid idea that guns will CHANGE THE UNIVERSE FOREVER and yet freaking magic doesn't.

I can make a wizard that creates perpetual energy. Clerics can talk to god firsthand. Druids can single-handedly end the very concept of a drought.

But guns? Now that changes things!

Golarion doesn't follow it's own rules because no fantasy setting follows it's own rules. The only setting that even tried to look at what having actual magic in a setting might do was Eberron, and even they leaned far more into what's cool over what would be "realistic." Because that's what every fantasy setting is in the end - the writer(s) going "What's cool?"

There is no realism and there is no verisimilitude once you introduce magic, especially not on the scale of D&D magic. There is no internal consistency in a game where you have magic capable of reshaping the entire universe fifty times over and yet "nope still just Medieval Europe."

+1 luck bonus

Absolutely amazing, sir... Absolutely amazing. (Now lets rationalize how miracle works...)


Eamon Barnett wrote:

Maybe like 1 day per upgrade? If they went this route i see it more as a loved creation than as a plain old weapon, something the gunslinger is constantly tinkering with and perfecting. as for the feel of the gunslinger, i think it adds kind of a savant side to it, not only is he deadly but hes deadly with style and grace.

In my steampunk game the rules for firearms are 2d6 for a pistol 2d8 for a rifle, so things like vital strike let it stand a better chance of matching the dam of melee characters.

we have a rogue who snipes, he gets sneak attack 5d6 then he has vital strike for 4d8 and some times he uses spell storing bullets, but we dont use the ranged touch attack, maybe giving the current gunslinger bonus precision damage dice like the order of the bow would help him progress better

sorry I was away Beta testing DOW II Retribution. Well that is good but what about dual pistol? maybe split the difference at 3/4? like the a gunslinger can mod both pistols but is treated as 3/4 his level for modifications (i.e. 10 lvl gunslinger mods two weapons like a 7th lvl would 1?)


Erik Mona wrote:

The gunslinger and ninja and samurai are cool "second" or even "third tier" concepts in the list of things you might want to put in your Pathfinder campaign.

That's why they're in a book called "Ultimate Combat" and not one called "Core Rulebook".

This is my favorite post out of all of the whole discussion.


Most excellent. I will look for this kind of posting every day. Thanks for posting.


These people are fanatical when it comes to all the mathematics and standardization. I guess people forget that the game still involves roleplaying. All about how the Archer builds do more damage. I like the gunslinger for the idea, and to tell you the truth, that is enough for me. I can't use a bow if my life was swaying in the balance, but as I am an Army Reservist, I can easily relate and roleplay a guntoting character.
/end_rant v.01
But back on subject, what happens if the Gunslinger loses or destroys his weapon of mechanical mayhem at high levels... How long to replace the pinnacle of his blackpowdery muse?


Eamon Barnett wrote:

Thats a valid point, ,most of the things that can be applied to a crossbow can branch off into a firearm, such as a double crossbow would be like a hodah pistol or over and under gun, also im not sure on the reload time on the guns, if you can make a full attack with a crossbow, with the right feats, why not with a gun, at least at higher levels where everyone is superhuman anyway. a one point upgrade would be something like "perfect mechanism" reroll a misfire, a higher point one would be conical bullets, increase the range by 40 feet, that could lead the way to rifled barrels or you could go the pure power branch and get something like increased caliber, deal damage as if one catagory larger.

you could aslo attach a gp value to each upgrade, much like the 3.5 kensai.

Well the one of the Developers was talking about the inclusion of Pepper Boxes so that is your full attack right there. As much as I liked the 3.5 kensai, I feel as though that would not carry over well. Class abilities that take your loot aren't as good. I took a look at Ashiel's version. It is amazing, but at the same time, too amazing. I made a hybrid of the two gunslinger classes to form a character to be the pirate captain of a ship. I was considering posting the character build but hell, I roll for my stats, old school so it ruins the credibility.


Eamon Barnett wrote:

I like the Gunsliger, i play a steampunk game of my own and i have created upgrades for the guns, like multibarrels, darkvision scopes, silence spells with a radius of 10 inches, stuff like that, so my question is, why not make upgrading a firearm part of the class? Kind of like a summoner does with his monster? that way if a build wants high damage, he can put points into higher caliber bullets, or if hes going the cowboy route, pepperbox pistols and upgraded gears so it fires faster?

Just an idea ive been toying around with but i dont see how to make it a archtype and not a full blown class, also i cant figure out a reason why a fighter cant pick up a gunsligers upgraded weapon and use it himself, this is just brainstorming

I must agree. An easy explanation as to why a fighter can't pick up a gunslinger's weapon is because you cannot be proficient with a weapon design you have never seen before. It just wouldn't be logical for a fighter to know how to use a modified musket with grinding gears that remove skin if you press the weapon up to your cheek to aim.


For your nodachi comment. A nodachi is nothing more than a master work Greatsword.


Well rather I should say a character with more options than just shooting a ton of arrows the same way every turn. Sure he isn't as damaging as a full blooded archer class but at least he can choose to do more than shoot. But then again I see a hybridized version of Ashiel's gunslinger and Paizo's.


how about non-spell casting versatility?


NecromanticNate wrote:
LoreKeeper wrote:

@NecromanticNate:

You must read things again. Signature deed is level 11+ only

ouch. yep I missed that one.... Sorry 'bout that.

actually... how about a feat that is level 7. Like the Fastest in Golarion or something... lightning reload grit cost is reduced to zero? I mean in my play test, I have to have it. I am playing a dual pistol Gunslinger corsair.


LoreKeeper wrote:

@NecromanticNate:

You must read things again. Signature deed is level 11+ only

ouch. yep I missed that one.... Sorry 'bout that.


Easy answer to reloading....
lvl 1 feat- rapid reload
lvl 3 feat- lightning reload
lvl 5 feat- signature deed (lightning reload)
boom free action to reload one barrel
wear light armor cause you have a high dex to start with