SteelDraco wrote:
Dangling reference. Sorcerer referred to modeling witches. After some thinking, I agree that UU graduate wizards are unlikely to work as alchemists. Perhaps as a future dropout student, though. Pathfinder Summoner is rather different from a Discworld summoner, from my observation. Agree on Sourcerers.
Bardess --- Name of a class is not the same as the profession or the title of a character.
Or do you think Pathfinder sorcerers can do the things Coin does, while Wizards can't?
Granny... Hmm.
Remember, although she doesn't use much magic, she can go toe to toe with the UU Archchancellor in raw ability. I think it's safe to assume that UU Wizards are as a rule, Wizards, Alchemists and Summoners.
I loved the basic crunch: You have a pool of energy, which you can use to 'power' a set of abilities - you can have multiple ones running weakly, or you can leave several empty and power up one to the max. Compare essentia to the capacity of a reactor, and melds to weapons in hard points, scanners, grappling arms, etc. I never was very fond of the fluff, though.
Body, left hand heals, right hand attacks. Mechanically, body's a level 19 cleric, left hand is a Life oracle 16 and right hand is an Antipaladin 16; Very loose crunch. Mostly there's a lot of potential, unspecced abilities. I still think this is rather nasty. Video game boss CR 20
790HP; DR 10/good; Left arm takes Right Arm and Body damage; True Seeing; SR 25; AC 36, Touch 16;
Body: CR 19
Left hand: CR 16
// Antipaladin, touch of corruption 15 times /day, + DC 25 vs. Paralysis 1rd / Blind 16rd / Curse
...yyeah, I think Rogues most likely lost the damage crown. 1. Rogues get 1.75 extra damage per level per attack. This is already beaten by a paladin vs. evil dragons and outsiders on the first hit... still, they do fall a bit behind. 2. Rogues have medium BAB, meaning full-BABs effectively have free Power Attack in comparison to rogue. This is already +0.75 damage per hit. Thus, paladins with power attack just matched Rogues vs. smiteable creatures. Even fighters get to about 1.25 per level per hit, thanks to weapon training and weapon specialization. Roughly equal to Ranger vs. favored. This all is not taking to account that meleers get one extra hit, which is probably what drives them to the top. A powerful sneak talent rogue _may_ be at the top, (at +2 per hit per level) however it's worth noting that at an attack bonus of +11 for TWF, that's not that impressive vs. most. Now, in an optimal situation, when ignoring to-hit chance, Rogues _do_ probably get the highest damage-per-round, using power attack at +4, which is 0.6 damage per hit per level.
@fireberdGNOME, Blocking is more dangerous than dodging. In fact, usually when you block, you really _should_ parry. else the stronger guy willl win. There IS an alternate tactic, but it's risky, which is instead of blocking, you _attack_ the striking weapon. It's a good way to make the opponent think twice about attacking. (in rules-sense, you'd effectively set yourself as flat-footed, and get a sunder attempt vs. weapon. I think parrying should play from the Duelist pattern and make the Duelist automatically good at it. So, Forego attack, opposed attack roll, negates a hit. Beat attack by 10 you get a riposte. Give the duelist a flat +4 on parries, and when their riposte ability hits, they're good. Or even better, a completely _free_ parry.
It's bad to be attacked by an unseen opponent at range, in the middle of the night? Who knew? :P Yeah, clearly they should be able to tell the direction the arrows come from, and they might have been able to pinpoint the square the attacks are coming from, too... But most of all... They're being shot at. Why do they remain standing there? RUN FOR COVER!
tl;dr
If you don't think that's awesome, the DC to stand on the flat of a blade being swung is 35-40. Technically, I guess you could prepare an action to leap on top of a blade being thrown by a barbarian for some free travel... Also, Rogues are pretty good with poison, and poison is very nice in PF, especially if you have a friendly alchemist poison brewer buddy. And, of course, they're still good at TWF. Admittedly, other full melee classes are pretty good at it too, as everyone has additional damage to every hit these days. Trapcrafting is more of a Shadow bloodline Sorcerer/rogue multi's trick...
@Evil Lincoln: Okay, fair enough - spells as discrete entities do make in-setting sense, when put that way. And I have been on a skill-based casting kick at the time of typing the OP. Not sure it still explains having per-level spell slots, but there are _some_ ways to explain that, fluff-wise, too. ( basically, your 'oldest' slots become highest slots and you gain 'new' lower level slots, instead of gaining highest-level slots. )
Merkatz wrote: (when your arcane focused weapon is capping out it's +10 enchantment bonus). DOES it, though? Cap there, I mean? The Arcane Bond weapon can get quite nasty once you make it an intelligent item. Remember, you can increase the DC by 5 to put in spells you don't actually know. like, 3/day Divine Power.
So forth. Basically, a STR-focused arcane duelist, (with 16 cha ) will have a bare minimum of +25 to hit. This is presuming 14 STR. Presuming you can shop for proper gear, you can get up to STR 30 trivially easily, so it's 25 + 6 inspire courage + 4 greater heroism + 1 haste +5 weapon. +41. Now, if your DM allows for increased-DC crafting and crafting intelligent items, you can get up to +47, to-hit. Damage bonuses are, for a 2-handed weapon... +15 STR, +6 inspire courage, +5 weapon, and another +6 from divine power, for a total of +32 damage per hit. I'm not exactly sure how it compares, but it is pretty good. Especially when your weapon is SPELL STORING... But, I think a ranged bard is probably the better pick. All but STR apply to ranged attacks, too, and thus you can have hasted rapid shot multishot, and each shot getting that +11->+17 on top of it's Mighty score.
Well, you could make _something_ like this and have it be nice: - give it medium BAB and light armor proficiency.
- Skill points being 4+INT is cool. Frankly, you can get a pretty good model of the full-casting + goodies + limited list pattern if you look at Dread Necro, Beguiler and Warmage. Although, in PF I suggest a Bard spell progression with perhaps some higher level spells dropped to lower level for this class. IIRC, 9th had practically nothing that a Gish archetype really needs. Maybe Iron Body, Ethereal Jaunt at top level, and some strong abjurations.
Sean K Reynolds wrote:
Heh. Well put. Indeed, unfortunately fighters don't get their tools automatically, and they may not be have decision-power to pick which tools they get. I really should try a game where, if loot is random, so are the spells primary casters gain... :P Quote: If every spell a caster has becomes incredibly powerful, then caster power increases very fast. If a burning hands can do 1d4 per level caps-at-20th, why bother learning a higher-level spell that does 1d6 per level caps-at-20th? Because it does _something else_. Make first-level spells basic and simple, and make the higher-level ones more advanced. Add status effects, terrain changes, and so forth. Sure, you'll end up with 'why use a lower level spell, then?' but that's the situation right now... and the earlier spell would still have SOME worth, especially for players who don't like complexity all that much. Quote: Yes, because "I cast the fire spell" isn't boring at all. :) Touché. Quote: And here I thought knowing all the ins and outs of the game was a fun thing. :) Oh, it is, up to a point. Having a zillion spells doing very nearly the same thing... not necessarily the key. Admittedly, there'd be some emergent traits - you'd probably need some sort of a reserve mechanic (as 10 - or even 30 - spell slots in and as themselves aren't very much), and perhaps a design/on-the-spot modification mechanic. Hm. (scribblescribble) Quote: Anyway, sounds like you'd like the new magic system Jason is working on for Ultimate Magic. :) Ooh gimme! :D One of the reasons I didn't go for 4e once I finally got to look at it was the fact that everything runs on the same system. The reason I like 3.x is that it works by bolting an add-on to the basic chassis.
anthony Valente wrote:
Okay, the basic vancian fluff is that wizards create a space in their head where the spells go to live in, until they're cast. Now, with the slot system, a wizard creates a tiny place, another tiny place, and suddenly, a place that's twice as large. (although one could see it as one of the tiny places stretching and the wizard gaining another tiny place, which does make a bit more fluff-sense). A sorcerer's spells are innate - them having specific spells is already a bit... odd, (unless all researched spells enter/come from some sort of a platonic idea space which the sorcerers hook up to.) but the fact they have a per-level limited number of slots is rather odd - although moderated by the fact that they can use higher level slots to cast lower level spells ANYway... but, regardless, In the odd chance that a sorcerer has spent most of their lower-level spell slots, they.... have to spend the power equal to 'time stop' to cast 'grease'. I'm sorry, what? thus, I feel it's just more intuitive if the power scales automatically. I mean, as-is, no matter how hard you try, after 9th level or so, your magic missile - or burning hands, isn't going to get any better. Of course, to implement a slot system like this, you'd have to limit the number of slots a caster gets. On a 1:2 ratio, a Sorcerer gets about ~10 slots from their progression, which isn't a lot, admittedly. (although a 9th-level slot is priced at 256 1st-level slots. )Going by the spell point translation cost, it'd be quite a bit more, around 30 or so, I think. ( haven't done the math on that one. ) Regarding Burning Hands: If a 20th-level wizard has a 20-die burning hands, a 20-die fireball won't see use? The thing is... There's a bunch of 'lesser' and 'greater' versions of various spells floating around, the justification being that you can't have unlimited power from a low-level spell, and that higher-level spells should be more awesome. But, if you didn't have slots of a specific level you cast from, you could have the spells freely scale, as you'd always be casting the highest level of spells you could potentially cast. I mean, sure, it's a great way to pad up the spellbook, to have an elemental attack spell, for each element, for each level, each having a bit better maximum damage, few more feet of range or radius... :P You can already print 45 spells by doing that. Instead of one which scales. There IS an economy issue, in that a wizard or sorcerer should be able to cast hundreds of little spells per day, although in practice, most spellcasters I've seen, rarely go above, oh, ten-twenty per day. Of course, speaking of game styles and 15-minute wizard days, to bring in the word processor design analogy, if you say 'people only use 20% of their class features' , you'd better be really sure everyone's using the SAME 20% before you go a-pruning.
Factotum has few spell slots, but only one of them can be of top level. Basically, the rest are one level lower, or 6th level slots. And nobody's been complaining that their casting is overpowered. So... Why keep level-specific spell slots? It makes little fluff sense, even for wizards and none at all for sorcerers. If one'd eliminate the level-specific slots, and all slots were of the highest possible level, one could get away from spells which cap based on the level. There'd also be no need for greater/lesser variants.
ProfessorCirno wrote: No; Vancian magic is far too powerful to work will with psionics. Not really --- the SPELLS are too powerful. Not to say that there aren't incredibly powerful Psi powers(which, aside from Schism, mostly just duplicate wizard spells), but less published material, less overpowers.
Power points to vancian magic-- Note: There are no psionic cantrips. That puts them behind all other casters. 1. Augments.
2. Slots:
19th:..14/5/5/5/5/4/4/3/2
The Speaker in Dreams wrote:
Well, it's one-half of the solution - You still have a damage problem. Now, you DO need about 13 STR since you(monk) want power attack.Intuitive Strike + Insightful Strike would give freedom to dump DEX to 13, at least.
Hm. I actually calculated it once... I think a calm Hulk has STR score around 80-100. Thor isn't too bad, actually. Or wasn't, might be harder now that there aren't a zillion splats to choose from. Cleric, Weather + Air domains, of course. Max STR - admittedly only goes to 36. Hammer of Thunderbolts
When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer’s range increment is 30 feet. STR 38. Dip Barbarian, STR 42. You could also try a wholly barbarian base. Strength Surge, Ground Breaker, Knockback... Greater Elemental Rage, 3 levels of Horizon Walker for flight... Or combine divine + barbarian, do a Winds/Battle Oracle / Rage Prophet.
Mmh, sort of depends on the flavor. I still think Cleric fits Marvel's Thor best.
Thank you for that. It's EASY for the book to be overpowered. Imagine a group, with:
Then add a warblade or swordsage to the mix, whose combat capabilities are really HARD to screw up. Better question would be, why _aren't_ those characters I mentioned first good in combat? They're rather iconic concepts, so they, they really need to work. Or the game is, kinda wrong.
Vancian magic is logical, albeit odd.
When preparing a spell, the caster coaxes magic out of their environment, patterns it using the magical description in their spellbook, and creates a magical construct that 'lives in their mind. The correct analogue is that they are fireworks makers. Reality-altering fireworks, but hey.
MicMan wrote:
Yeah... This is so annoying. There are some ways to work around it: (melee BBEG:)1. Give them a great CON score, and correspondingly, a somewhat mediocre attack. 2. Make them use Bull Rush, Overrun, Sunder and Disarm a lot. Give them appropriate feats to do just that. What else? Crunch... Appropriate BBEG for a 4th level party: A level 6 Advanced Orc Barbarian.
Hm. Maybe a bit much, on the attack side. Will kill a 4th level character on two hits, which isn't too bad, but...
/huge digress.
This may be of use, or possibly not.
Spoiler: Gritty D20 Abilities: 3d6 or 15pb generation (10pb pathfinder) - Players start at first level, and STAY there. Advancement Scheme:
On advancement, pick:
Special Abilities:
(generally, 1st-2nd level class abilities, a character which picked a particular class will still possess dominance in that one area. a Rogue may get up to 2d6 precision damage. A fighting type can get up to +2 base attack, an arcane caster can get up to CL 2.) Guidelines:
@people saying "Use something not-PFRPG":
Just a FYI. Keep on suggesting different stuff. Someone else will find an use for it, sure. @Goth Guru: Fun table. @Darkfell, what's Aberrant D20? Conversion from a WW game?
I ran an epic game once. There was no epic spellcasting, just higher level spell slots. very beneficial with metamagic. Works fine. This gives you the additional benefit of bumping time stop into a 10th level spell. Remember also, you can research spells. Just research your own 10th level, 15th level spells.
I took a look at Arcana Evolved, then watched a few trailer for korean fantasy games in youtube, and since I'm on a sharing mood... * First, indeed -- why not just progress as suggested PFRPG? Why not have progressive attacks, as well as 10th and beyond level in spells? Indeed, those spells that seem overpowering, could in fact be bumped up a level or two. * Second, Hero points. Epic points. Epic Hero points. A bit fuzzy there, but
* Third, our 'what feels realistic' sense of weaponry has developed based solely on combat against medium humanoids, and typically medium or large beasts. Weapons for monster slaying would be different. That got me thinking...
Exotic Weapon mechanic is clunky here, as I don't think variants of common weapon types should be considered 'exotic'. In fact, IMO, Bastard Sword being an exotic weapon makes little sense to me. The basic mechanical reason for 'monster-slaying' weapons - I guess it could be a template - is reducing the number of attack rolls a character has. It needn't be perfectly balanced and equally beneficial - it just needs to be tempting enough to use. - lose iterative attacks, gain bonus is the basic idea.
...and the wizard was arrested under the suspicion of jaywalking. Y'know, treating spellcasters like that is a GREAT way of getting the town nuked by an angry cabal. Int poison or drugging is probably the sanest way. Cast iron fullplate won't stop spells without somatic components and so forth. If their INT is brought down to 9, they ain't casting.
Skaorn wrote: Yep, components are still there but no one really worries about them unless they are the 10,000 gp diamond or something. It's really turns into too much micromanaging to worry about. Really? You've never listed every single component you have, and the number of doses? You clearly have too little free time in your hands. "Go get me some viper guts, boy!" "But master, where am I supposed to find those?" "Are you simple, boy! Find some vipers!" A nice encounter for a solo 1st-level mage :) You can even score some venom while you're at it. Besides the pearl, you also need an owl's feather for Identify.
Ah well.
I actually finished a version of that class. I looked at it, and thought of how much weaker than a wizard it is, and I agree, a medium BAB could be about right. It's kind of a frail psychic now, a more martial character (offensive tactical TK, bursts of strength and speed) would be interesting. Hm. Spoiler:
Features: 1 Telekinesis(su), detect thoughts(sp), psychic focus.(ex) 2 Hypnotism(sp), Esper talent 3 Surge(ex) 4 Esper talent 5 Clairvoyant sense(sp) 6 Esper talent 7 Telepathy(su) , Molecular Control(sp) 8 Esper talent 9 Telekinetic Flight(su) 10 Esper talent 11 Force field(su) 12 Esper talent 13 Teleportation(sp) 14 Esper talent 15 Multikinesis(ex) 16 Major Creation(sp), talent 17 Mindbender(su) 18 Esper talent 19 Telekinetic Sphere(sp) 20 (some neat capstone - turn into outsider and so forth?) missing Esper talents:
Crush: When you have successfully grappled someone telekinetically, you can, if you choose, automatically Constrict them for 2d6+1 1/2 times your Intelligence modifier in damage. Short Jaunt: You can teleport as a move action. The total amount you can teleport per day is 5ft per level. You can split these uses up any way you like. Fine Manipulation Your telekinesis becomes more dextrous; You can manipulate objects as with two hands, meaning you can effectively do most work at a distance; Keep in mind you're still limited by your sight in accuracy. Accelerated Reaction: You gain the benefits of haste spell, for a number of rounds equal to one-half your class level per day. You can split these usages as you like. This ability can be activated as a free action. Metabolic Restoration:As a full-round action, you gain Fast Healing 10, for one round.
Multikinesis(ex): You can now have a second Telekinesis running simultaneously. When you concentrate on your Telekinesis power, it counts for both of the powers. You can still determine the usage of your two telekinesis powers separately. Major Creation(sp) as per the spell, usable a number of times per day equal to 3+your intelligence modifier. Molecular Control(sp) as per the spell Fabricate. You must have the material you intend to use for fabrication. Usable at will. The pattern would be: - Getting a power like telepathy or telekinesis or somesuch at first level. A 25 pound/single object dealing 1d6 TK isn't anything broken at first level.
A psionic discipline could be as simple as a set of 9 powers of level 1-9 as spell-likes, useable 3+relevant stat modifier times per day. A 'moderate/hybrid' version would get 6, and a 'fighter' version would get 4. But, this is sort of a 'for dummies' thing. I kinda miss some sort of a token system, but 'usable as CL = level, 3+STAT times per day' is a perfectly good mechanic. Of course, for some powers it doesn't matter if it has an use limitation or not.
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