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Prince of Knives wrote:
i would resist using names for iconics that don't exist
Disclaimer: I was reading an old RavingDork post...
about the StoneShape Spell. and after reading RossByers discussions on unchaining PlanarBinding spells from the way things have always been done, it seemed that StoneShape would be a great candidate for a look in Unchained.
I'm definitely not looking for any freakish volume calculations to make stone prisons and spiked pits...but i've seen alot of player/gm arguments on how to use this spell...touch vs area, how crude is crude, exactly 1 stone or the side of a hill up to my volume? etc...
stoneshape is one of my alltime favorite thematic spells but it would be nice to more specifically enumerate what the 3rd/4th level spell can/cannot do...especially in like of other spells like wall of stone, spiked pit, spikedstones.
earthbenders everywhere would appreciate some concrete elaboration on this one. at least i would :-)
Ross Byers wrote:
this stuff i like...the HD cap only so so. it fits undead better...
but i really like locking up a spell slot to keep an outsider bound.
the faq does seem pretty stinky...
the more i read the more i agree that Paragon Surge deserved the nerf bat, but all this spell list mumbojumbo is a load of bs.
if you honestly take the SkillFocus+EH+IEH feat chain bully for you. you win a couple of spells. Nerf paragon surge so that you can't use IEH to grab spells. problem fixed.
my beef always had been with paragon surge it stunk of cheese hot off the presses.
Improved Eldritch Heritage(Arcane) is a Huge feat investment and backstory.
another Surge Augment that would be interesting...
make a surge augment for one of the lower level telepathic abilities.
it could open the wilder to a little more flexibility with their precious few powerknown slots...without reverting to PsychicReformation all the time like i do now...
in addition...let overchannel fuel lower level SurgeAugments...That way psions and others can play with SurgeAugments alittle bit with OverChannel or a SurgeCrystal item. But leave the really big/cool SurgeAugments to Wilders that can reach +4 and higher!
i highly suggest being REEALLY careful on designing new powers...
I highly encourage carefully adding fun and interesting "Surge Augments" to many of the original powers...for example, maybe a higher level augment for Telekinetic force that changes the duration from concentration to 1round/level. allowing you to concentrate on the power when you want to use it as a move or std action. or allow the use of the thrust option more than once...or knocking everyone prone in a 15ft burst...
oh my wow, i did not realize they never ported over something that can cut a cord?!?! I will look into astral adventuring right now
i like the idea of a simple gritty "P6" style campaign world.
skills like stealth and survival and knowledge are important to survive. Magical/alchemical healing.
Thread Necro...Does the fact that the SoulStone enlarge ability is Su change anything?
the polymorph rules prohibit "other spells that change your size..."
how about starting as Samsaran... it could be interesting.
Talk to DM about always reincarnating as a Samsaran?
Mystic Past life to get Divine Favor(+Fates Favored Trait), Restoration,PlaneShift, Miracle...etc.
Samsarans get +2 vs Death/Necro stuff
+2INT/WIS is good as mental stats stay...
Living monolith with Ib stone progresses spellcasting-1(to be honest i don't remember this. is it new somehow? its on d20pfsrd)...FWIW
my only qualm is what happens to your Ib stone when you reincarnate a mile away. is the stone "bound" to your soul and just appears with you(i would rule this way). or is it still attached to your corpse?
something else to add to your guide is a short discussion of FavClass Bonuses? and how they interact with reincarnate? or just take the HP/SP
the i've dug into P6 the more i almost want to lean to P8...just because it feels right that somewhere in the wide world there is an epic Priest who can rez people...
also in recently rereading Wheel of Time i remember that one of the most powerful abilities that Rand unlocks is the ability to Travel(teleport).
if i were constructing a P6 world I would hand pick a list of 4th level powers and allow them as rituals. maybe allow teleport more frequently to an end game PC.
interested in hearing how this turns out. I'm a big fan of E6 or more recently P6...as in P6Codex, a work in progress search the homebrew board for it.
i like the idea of the GM having a firm grasp of the mythic tier rewards. opposed to earning a tier every X epic advancement.
mythic powers/path list should be hand picked by GM
How come N. Jolly's guides haven't been added to the index in the front? They are comprehensive and well done, should be a great addition.
so i'm gonna be nice and blow your mind gently...the first post (index) of this thread hasn't been updated in a long time cuz posts eventually are uneditable...
click Broken Zenith's link to the Comprehensive Guide to the Guides...you will be very happy.
BZ is compiling everyting there. after you're done reading all those guides(N.Jolly's included) you can have fun absorbing the Guide to the Builds that is linked toward the bottom.
unarmed strike is in the close combat group. don't forget about wpnspec.
Fruian Thistlefoot wrote:
Martial Artist Monks don't have to be lawful