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Anyone have a recommendation for a game (MMO or not) where I can reconnect with my cartoon characters?
Champions Online has a pretty distinctive 'comic-book-y' visual aesthetic, but for fantasy fare, Allods Online (a free to play European game) is pretty cartoon-y, and has some fun classes (and races).
Jamie Charlan wrote:
Yup. 'The Sight,' remote viewing, foretelling the future, controlling the minds of others, communing with the dead. Most 'psionic' stuff has been around for millennia, and is currently folded into the magic system. (Whereas arcane magic, with it's spellbooks and somatic components is more hermetic and 'merely' centuries old.)
Psychic stuff is *far* less 'sci-fi' or 'comic-book' than spells like clone or teleport or temporal stasis, or throwing mini-black holes at people (spheres of annihilation).
The Crusader wrote:
Or the 'Whore Queens' or Arazni 'the Harlot Queen,' and the probably unintentional association between women-in-power and hookers. Or a drink named 'Whore's Breakfast' in Cities of the Inner Sea and a drug named 'Harlot Sweets' in Rivals Guide. Pretty selective woman-friendly language, there.
I'm all for an inclusive setting, but when 'inclusive' is being used to *subtract* options and make the world smaller, that's pretty much the opposite of 'inclusive,' as I understand it.
Then again, everyone draws the line in different places. For some, evil folk are robots, or the scorpion from the fable, incapable of making terribly short-sighted choices that eliminate any possibility that they could ever actually succeed at anything (making the good 'heroes' who defeat them kind of meaningless and unheroic, since all good has to do to triumph over evil is sit around and wait for them all to betray each other to death...).
I'd like both evil and good to be a bit less monolithic, and for it to be possible for two people of good conscience to disagree.
Save the inflexible codes of behavior punched onto cards and inserted into their brains for Android Paladins.
Oh yeah. The local comics/gaming store loves when I come in and browse, since I always end up organizing the gaming books on the shelves.
'Why are the adventures mixed in with the player's companions? And nothing's organized! It's like everything gets shoved into the first open shelf space or something...'
W E Ray wrote:
Rebellion against the lawful Majestrix? Do you people want Galt? This is how you get Galt!
Wolfgang Rolf wrote:
If it works similarly to the Book of Experimental Might II's options, where Fighters can 'boost' the effects of the feats they already have, in ways that non-Fighters cannot, that could be neat, as it solves the issue of a Fighters 'class abilities' being 'more feats' by making those 'more feats' worth more, and unlock other options, for the Fighter.
Oh boy! The Ethereal plane is finally going to be interesting, it had been largely ignored in favor of the Shadow Plane and the First World.
True! The astral and ethereal planes have been mostly ignored for quite some time, so it's interesting to see some development there.
the Queen's Raven wrote:
I know everyone is pointing out the differences between psionic and psychic, but in the original Pathfinder campaign setting book half elves were said to have special connection with crystals. This was due to their dual minds leaving them more open to psionics. But crystals are also tied closely with the occult and new age mystics. So the question is, will this idea resurface? And in what way?
Crystals remain a thing with elves, through the focus of one of their gods, Yuelral, IIRC. The god seems focused on both druidic and arcane magic, primarily, as well as jewelers, gems and crafting stuff out of natural materials (which seems to be 'non-metal,' since, as usual, the definition of 'natural' and 'unnatural' seems to be whatever the speaker wants to be, and for these people, naturally occurring ore you pull from the earth are 'unnatural' and skins you rip off of animals you killed are 'natural').
While I don't really think of any of that but pyrokinesis as 'psychic,' I certainly would like to see more spells (or class options, like variant Domain / Bloodline / Specialist School powers / Hexes / Revelations / etc.) that utilized the elements of air, earth and water, so that one could make something more of an elemental themed sorcerer or wizard, without having to dip into acid, cold and electricity effects.
Earth domain clerics and elemental earth Bloodline sorcerers flinging wee blobs of acid at people *can* be fluffed as 'earth' if you squint hard enough, but really don't feel as 'earth-y' as flinging actual rocks at people, or making the ground tremble beneath their feet, or something. Same for water domain clerics and elemental water Bloodline sorcerers using cold attacks, which aren't necessarily any more thematically 'water-y' (or even less!) than jets of steam doing fire damage. Streams of water that knock people over, or stinging salt spray that temporarily blinds/dazzles, or even a dehydration attack could be far more appropriate for a Water themed character who *isn't* a Winter Witch, or comes from Sargava or some other tropical zone.
Third party stuff, like the Genius Guides to Air and Earth Magic, have at least picked up that ball.
Huh, I don't remember my post having anything to do with real world religion, but since I don't remember it, it might have been all about real world religion!
Anywho, 'scatter your enemies' doesn't seem to equal 'genocide' to me, so I'm not a fan of the write up being changed because of a faulty assumption / straw man.
Cassandra Coil - a psionic whip that overloads the person struck with visions of (mostly horrible) alternate futures, the focused totality of my precognitive powers.
Focused telekinetic bludgeons or pyrokinetic plasma lances seem to follow along that vein nicely.
"Also, I can [beat you up] with my mind!"
Yes, but it must be an employee of the Summon Monster Call Center and working its shift at the time you cast.
Yeah, they'd have to be 'on-call', or else you'd run the risk of summoning or calling extraplanar beasties right out of important business, or right after a battle when they are at half health and afflicted with whatever, or in the shower, or coitus interrupting a fiendish tyrannosaurus to the soul-searing horror of all present.
Brandon Hodge wrote:
I should rephrase. I've apparently been reading the wrong threads, and / or missed a bunch of stuff. All I'd seen were offhanded mentions of Occult Adventures and psychic magic, not anything in-depth.
I just find the idea of someone imposing this on someone to be horrific. Or as Lissa said, nightmare fuel....
Yeah, I don't picture that being particularly fun for anyone. Just from the perspective of someone whose been one gender all his life, the idea of forced reassignment is body-horror-ific.
The potential of people in Absalom (where your *monthly rent* can range as high as 10,000 gp!) being able to run down to the Arcanamirium and plunk down 3200 gp. to have oneself changed via polymorph any object into a different gender, or an *entirely different species* opens up some potential for the rich and cosmopolitan folk of Absalom (or Nex, etc.) to be pretty blasé about folk changing their gender.
Thanks to polymorph spells and the reincarnation tables, D&D has flirted with this body/mind dysphoria discussion for decades, without actually having it.
Archpaladin Zousha wrote:
There are? Where? I thought turkeys were post-Columbus.
Golarion's eco-system is quite a bit different than Earths, even apart from the megafauna, dinosaurs and dragons. Jaguars, for instance, are mentioned to exist in the Mwangi Expanse, as are tigers, neither of which exist in Africa. Both prehensile-tailed new world monkeys and 'old world' monkeys and apes seem to co-exist in the Mwangi Expanse, as well. Plus those marsupial thylacines as far north as Brevoy, quite far away from 'fantasy Australia' / Sarusan. :)
I haven't looked too closely, but I wouldn't be surprised to see things like corn, peppers, potatoes, tobacco and tomatoes** existing in Golarion, outside of Arcadia, as well. (Whether or not such flora and fauna evolved 'naturally' in Avistan/Garund, or where introduced by Azlanti or even pre-Azlanti world-travelers, is up for grabs.)
**In Cities of Golarion, in the city of Ilzmagorti, for example, one of the sample drinks on p. 32 includes a tomato wedge, and another is mentioned to taste like tomato.
No opinion. Or, no pre-set opinion, anyway. I'm not sure it's needed, so I don't want it for the sake of it, and yet it could be awesome, and I might love it.
Since it's not only total vaporware, but I don't even know what sort of changes / evolution would even be considered, I have no idea if it would be going in a direction I'd love or one I'd hate.
Imma just sit here on this fence, make sure it doesn't go anywhere.
This has been weirdly understated. I've seen a few references to it, but this is the first link to / direct statement I've seen. Thanks for finding it RD!
The spiritualist sounds intriguing. I wonder if it's going to be setting-neutral, or be saddled with the 'any soul that doesn't immediately self-deport to the nearest alternate dimension is Always Evil and / or crazy, because... Pharasma' business.
Kineticist might benefit from there being a bunch of built in options for 'telekinetic stunts' with the Combat Maneuver mechanic. Much of what a telekinetic does is ranged grapples, ranged disarms, ranged trips, ranged bull rushes / repositions, etc. along with the generic 'chuck stuff at people's heads' option. Using Deflect Arrows / Crane Wing style 'block one attack' options, in place of 'telekinetic force fields of fuzzy pink stuff' might be an interesting direction to go.
Core races. Kellid, Keleshite, and Vudran are all ethnicities of human and have no mechanics you don't find in the CRB; you don't need another book for their stats.
Yeah, that's why the post you are replying to called them ethnicities and referred to them as campaign setting *content.*
It's entirely possible, upthread, that I may have referred to them as races, but I didn't here. Content is content.
Sarenrae, for instance, is core content, because she's in a core book.
The temple sword, even if it didn't exist before Sajan, and is therefore about as 'Iconic' as Paladins of Asmodeus, is still mentioned in the core book, and so it's Game content and not just Campaign Setting content.
But Vudrans, Keleshites, etc. aren't in the core books with the Roleplaying Game tag, they are in the setting-specific books with the Campaign Setting tag.
Linguistics (core 100-102) doesn't list 'Kellid' or 'Vudran' as language options, because they are setting content.
Tengu, on the other hand, *are* present in Roleplaying Game-tagged content (the Bestiary), and not only in Campaign Setting content, making tengu (and aasimar and goblins, etc.) *more* eligible for inclusion as Iconics than Vudrani or Keleshites or Kellids, at least, per the explanation ('not Core') being bandied about, since tengu *are* not only Core, but *more* Core.
If Paizo ain't gonna do a tengu Iconics 'cause it doesn't want to do funny animal race Iconics, that's fine and dandy, and totally their choice to make, and I can even understand why they'd want to stick to more traditional Tolkien-derived fantasy races (especially with the Lord of the Rings and Hobbit movies having elves, dwarves and hobbits back in the public eye), but the 'not Core' argument is riddled with bullets and bleeding out.
Absolutely. Right up there with smothering kids of genders you don't want, or whatever.
And it might make an interesting backstory for a transitioning NPC or PC, who has always felt disconnected with their body/gender, and only upon a chance encounter with the old midwife from scene 24 finding out that they are not the same gender that they were born as... It becomes a strange sort of transition narrative, when the character has grown up one gender, and isn't entirely sure that they want to 'go back,' after all this time, and yet, there's the question of what have they been missing? Would all the things that seem out of place in their life magically 'fit' if they transitioned back? And what sort of relationship issues would this create with family and siblings, some of whom (the parents) know, others (the siblings) don't? Would perfectly normal gender-neutral behaviors (liking horseback riding, for instance) suddenly be described as 'suddenly making sense' by people who aren't entirely getting it? There's some storytelling potential there, but most of it would be pre-game backstory stuff, unless the GM and other players wanted to include that level of character of development in-game. (And many do not. I've played many a game where my two page backstory was glanced at by the GM and never mentioned again. Some times you're just there to kill orcs and collect your GPs and XPs, and it's as much a 'game' as a game of poker, with slightly less role-playing.)
As much as we try, beg and ask, Paizo has already said no to non core iconics. :(
Meh, they've already got an Iconic Kellid, an Iconic Keleshite, an Iconic Vudran, etc. and those ethnicities are very much not 'Core,' but pure Campaign Setting content through and through.
If there's a 'no non-core Iconics' rule, it's already weeping in the corner, wondering where it all went wrong.
Erastili doctrine could be *very* trans-affirming if a community has a bumper crop of one gender or the other, since it's pretty big on pairing people off to produce family units. If there are 17 marriageable young men and only 8 marriageable young women, that's a problem. Encouraging some of the 'extra' young men to hook up with each other and adopt, transition, and / or go off and adventure and come back with women they meet elsewhere are all options that might seem, on the face of it, 'non-traditional,' but Erastil's tenets are less about tab A's and slot B's than about family units settling down and stability and the long-term growth and health of the community (and, yes, sometimes 'selfish' or 'ungrateful' individual preferences being sacrificed for the good of the community, which can get dark fast, under the right circumstances...).
Similarly, depending on the culture, if you've got four sons and no daughters, you've got to divide up your land and inheritance among four sons, and there's no bride-prices coming in to help offset that. When son five pokes his head into the world, I could see a father wringing his hands and saying to the midwife, 'Does it *have* to be another boy? Is there something you could do about that...'
Random faith, that breaks some of the rules. But they're really more like guidelines, anyway...
It's unclear who or what answers prayers to Shimye-Magalla, perhaps Desna, perhaps Gozreh, perhaps both, or an Empyreal Lord in service to either or both of them, but the prayers are answered, although the Shimye-Magalla grants no rites of Obeisance, unlike many gods and empyreal lords, demon lords or archdevils.
While Shimye-Magalla's tenets are free from association with morality, as the more 'civilized' faiths measure such things, the prayers of evil clerics are not answered, limiting clerics of this entity to CG, CN or N alignments.
Shimye-Magalla is a funky one to find Domain options for. Desna and Gozreh have, between them, Chaos, Good, Liberation, Luck, Travel, Air, Animal, Plant, Water and Weather. Travel seems like a no-brainer. Chaotic Neutral was a compromise between Desna's Chaotic Good and Gozreh's Neutral, and so Chaos was a required choice, even if, like many aligned gods, Shimye-Magalla isn't really a 'god of Chaos.' Associated with fishing and the sea, Animal and Water seemed to fit, and with freedom and free spirits, Liberation and Luck. Obviously not all of those could happen, so I picked Water as the most relevant of them for a sea-god. And then there's stars. My first instinct was to go with the Sun domain and Light subdomain, but I changed my mind to the Void domain and Stars subdomain, if only because it feels even more 'Desna than Desna,' and I had to have it. There's not nearly enough Void (or Scalykind) available to non-evil / non-monster-god clerics, so this opens that up a little more.
The sickle as a favored weapon just felt right, and, again with the 'more Desna than Desna,' looks all crescent-moon-y, and also works well with Gozreh's druid-ish associations (being the weapon carried by Lini, the 'Iconic Gozreh/Green Faith worshipper'). Colors and sacred animal kind of flowed from a combination of what worked, and what would look good together. If Shimye-Magalla was nothing more than a by-the-numbers mashup of Desna and Gozreh, a butterfly with water-dripping leaves for wings would have been the perfect 'syncretic symbol,' but didn't feel appropriate for a sea and stars goddess who has little (if anything...) to do with bugs or plants.
Where Set reveals his glassy eyed incomprehension of how to make a Fighter Archetype, most likely...
One Hit Killer (Fighter Archetype)
...Brutal Strike (Ex): At 1st level, a one hit killer who exceeds the attack roll necessary to bypass a foes AC inflicts bonus damage equal to the number by which he exceeded the targets AC. If this attack is made with an off-hand weapon, the damage bonus is 1 point for every 2 points by which the target AC was exceeded. If the attack is made with a two-handed weapon, the damage bonus is 3 points for every 2 points by which the target AC was exceeded. This replaces the bonus feat gained at this level.
...Integrated Focus (Ex): At 6th level, a one hit killer gains Vital Strike as a bonus feat. A one hit killer can Vital Strike as part of an attack action that otherwise requires a separate standard or full-attack action, such as Cleave, Spring Attack or Whirlwind Attack, although the bonus damage only applies to the first successful blow (in the case of actions like Cleave or Great Cleave). This replaces the bonus feat gained at this level, and the ability to make an iterative attack.
...Accurate Focus (Ex): At 11th level, a one hit killer gains Improved Vital Strike, and can choose to forgo the bonus damage dice that would normally accrue from a Vital Strike to instead add a +4 to that attack roll. A one hit killer can also apply his extra Vital Strike damage to a single attack of opportunity per round as the base Vital Strike feat. This replaces the bonus feat that would be gained at 12th level, and the ability to make a second iterative attack.
...Exclusive Focus (Ex): At 16th level, a one hit killer gains Greater Vital Strike, and can choose to forgo the bonus damage die when making a Vital Strike to instead add a +6 bonus to that attack roll. If the one hit killer chooses to strike for extra damage, his Strength bonus to damage is multiplied by the number of iterative attacks he would have normally had (damage bonuses from Specialization, weapon enhancements, etc. are not increased in this fashion, and this extra damage is not multiplied on a critical hit). This replaces the bonus feat gained at this level, and the ability to make a third iterative attack.
If staggering fall didn't have a Fort save gumming up the works, I'd totally recommend combining it with grease.
Still, grease and glitterdust and create pit are fun options for the conjuration junkie.
If they are particularly dumb, sending in expendable groups of lower level summons, like mephits, to eat up AoOs, might also be a decent tactic. (Note that the 1d4+1 mephits you can summon with summon monster V can be tossing out 1d4+1 CL 6 scorching rays and heat metals (fire), magic missiles and chill metals (ice), acid arrows and stinking clouds (ooze or water), glitterdusts (salt) or pyrotechnics (magma), so they can launch some spells before flitting about and breathing their weeny breath weapons and eating AoOs to the face.)
Calistria and wasps goes together like bullets and guns, or something...
If your wasp ally dies, you can replace it by replicating the original summoning ritual, smearing yourself with blood and honey. A wasp swarm appears and inflicts one round worth of damage upon you before disappearing (this damage cannot be avoided or mitigated without causing the ritual to fail). Afterwards, a larval wasp emerges from your flesh (generally from the abdomen). This process takes 24 hours, and you cannot heal the damage inflicted by the swarm’s damage or poison until the larva emerges without ruining the ritual.
...Special: At 5th level, you can take this feat a second time, allowing you to choose to add the celestial, entropic or fiendish template to your wasp familiar or companion (you cannot be evil, if you choose the celestial template, lawful if you choose the entropic template or good if you choose the fiendish template, no matter your alignment, you can only choose one template). Any new blood wasp familiar or companion you summon can also have this template, if you so choose. Additionally, if your blood wasp is a familiar, you can choose to advance it to a size small blood wasp soldier, if you wish.
Wasps from Elysium (or crossbred with wasps from Elysium…) seem a natural to potentially have the celestial or entropic templates. But where do the Savored Sting’s less ‘kindly’ followers get wasps with the fiendish template? Could she have a ‘summer home’ in the Abyss? She’s not telling. And Aolar wasn’t using it anymore anyway…
Blood wasps come in a bewildering array of sizes, with a small number of wasps the size of large dogs sharing a hive with a half-dozen or dozen the size of smaller dogs, and as many as a hundred worker wasps as small as hawks. Blood wasps feed on both nectar, which they make into ‘blood honey’ to raise their young (and used by the elves to craft a bittersweet honey mead that they prize highly), and on flesh, paralyzing prey and either draining it of blood on the spot, before carving away meat to bring to their hive, or bringing the entire creature back to the hive, if it is light enough to carry.
Only the largest hives, carefully tended by elven handlers, contain the largest blood wasps, called gigants, which are large enough that some fearless and slender elves have been able to tame enough to ride.
BLOOD WASP SOLDIER CR 1
BLOOD WASP ROYAL CR 2
BLOOD WASP GIGANT CR 3
Boring stat blocks. Various sizes of wasp, smarter and more agile than the average.
Spells that relate to caster class features, 'cause I'm all practical like that.
This spell allows a wizard or witch to transfer all spells currently prepared to a new familiar (in the case of a witch who has lost her previous familiar) or one or more spellbooks (in the case of a wizard whose spellbook has been destroyed). Every memorized spell (except for a witches Patron spells) is expended and lost when this spell is cast, even if the new familiar or spellbook already knows or contains one or more of the spells memorized (or the wizard choose not to transcribe one or more spells to save money). A witch incurs no additional cost, but a wizard must expend materials equal to the cost to copy spells from another’s spellbook or a scroll to transfer each spell (Core p 219), although he can choose to not transcribe specific spells to save on material costs on a case by case basis. A wizard also can transcribe any spells he knows through Spell Mastery, and read magic, even if he does not have those spells currently prepared, as long as he is willing (and able) to expend the necessary material costs (which can be in coin, precious materials or crafted goods, as the spell draws upon their value and they are reduced to ashen ink, which is used to transcribe the selected spells). Whether spells are being transferred to a familiar or transcribed to spellbooks, the process takes 1 hour per level of spell transferred (30 minutes for a cantrip), with a minimum casting time of 1 hour.
Witchy familiar bite the big one? Wizardy spellbook catch fire or fall overboard? At least you can salvage the few spells left in your brain, and download them into the new familiar / transcribe them into a new book, before they are lost and gone forever and you have to go hunt them down again! Well, at least if you had this spell prepared, or on a scroll, or something...
If you have a 1st level domain power, bloodline power or school power that is usable a number of times per day as a standard action, such as acidic ray, grave touch or telekinetic fist, you can expend a use of that ability to recover a used 1st level sorcerer spell slot or recall an expended prepared 1st level wizard spell. When you become capable of casting 2nd level spells, you can expend three uses of such an ability to regain a 2nd level spell slot (or recall an expended 2nd level prepared wizard spell), and when you become capable of casting 3rd level spells, you can expend 5 uses to restore a 3rd level slot or spell. 4th level or higher spells or slots cannot be recovered by this means.
And for people who find those 1st level bloodline/school powers to be a useless joke, might as well give them a means to burn them up and turn them into additional spell slots. I did not extend this to clerics, because they have two domains, and the potential to have two separate pools to draw upon for this, which seemed, if not overpowering, at least 'more than intended.' Inquisitors don't get cantrips, and it's kind of a fool's errand to cast this as a 1st level spell, so Domain Druids are pretty much the only divine casters who can take advantage of this.
BLOODLINE EMPOWERMENT I
For the duration of the spell, the effectiveness of the bloodline power you gained at 1st level is calculated as if your effective Sorcerer level was equal to your Sorcerer level plus your current Charisma modifier.
Your Sorcerer might want to put this into a wand, rather than use a 1st level spell slot on it... I worded that 'current' Charisma modifier just because of vague memories of people in 3.X jacking up their casting stat with eagle's splendor or whatever before using abilities that calculated their effect on the attribute-at-the-time-of-use. I have no idea if that's still a thing, but I don't want to be the jerk who brings it back into vogue.
BLOODLINE EMPOWERMENT II
This spell acts as bloodline empowerment I, except that it enhances the bloodline power you gained at 3rd level.
BLOODLINE EMPOWERMENT III
This spell acts as bloodline empowerment I, except that it enhances the bloodline power you gained at 9th level.
BLOODLINE EMPOWERMENT IV
This spell acts as bloodline empowerment I, except that it enhances the bloodline power you gained at 15th level.
The premise is pretty much the same. You are enhancing the effectiveness of your bloodline powers by chewing away at your spell slots (and probably spells known, a more precious resource for spontaneous casters). An 8th level Sorcerer with a 24 Charisma can treat his effective Sorcerer level as 15 for the purposes of calculating his bloodline powers and their effects (so an Aberrant Sorcerer's acidic ray would do 1d6+7 instead of 1d6+4, and his Long Limbs would give him +10 ft. reach, instead of +5 ft. reach, but he wouldn't have early access to the powers that require him to be 9th or 15th level), but would need to know and cast both the 1st level and 2nd level bloodline empowerment spells). This spell has the most fun interaction with powers like the Arcane bloodline's 'new arcana,' adding some nice versatility there.
If you have a 1st level Sorcerer bloodline power that can be used a number of times per day as a standard action, such as acidic ray or touch of destiny, you can learn this spell as a Spell Known at any level from 1 to 9, casting it as a move-equivalent action before using that ability, enhancing an effect that inflicts dice of damage (such as acidic ray, elemental ray or heavenly fire) by +1 die of damage for each level of the spell, or an effect with a duration measured in rounds (such as claws, touch of destiny, laughing touch, corrupting touch or grave touch) by an additional round for each level of the spell. Once you have learned a version of this spell at one spell level, whenever you gain access to a new level of spells, you can automatically advance it to the next spell level, and replace the old spell with a new spell of the previous level.
It's like you're a 3.X Warlock, turning 2nd level spell slots into 2 extra dice of effect with your elemental ray or whatever (or adding two rounds to the effects of your touch of destiny). Spells that synergize with the 'new' PF class abilities for Sorcerers, Wizards and / or Clerics are a mostly unexplored niche.
If you have a 1st level domain power, bloodline power or school power that is usable a number of times per day as a standard action, such as acidic ray, fire bolt, grave touch, hand of the acolyte or telekinetic fist, casting this spell refreshes a single use of that ability. If this spell is learned in a higher level slot, for a sorcerer, or prepared as a higher level spell, if a cleric or wizard, it refreshes a number of daily uses equal to the level of the spell. You cannot have more uses of that ability than your normal maximum, and the spell is wasted if you are already fully refreshed.
Convert prepared spells (or spell slots) into more uses of that 1st level Domain/Bloodline/School power! Barring some of the options above, this would almost never be a wise choice, since spells are almost always better than those 1st level 'barely better than a crossbow' powers, but still, it's an option.
Random damage spells, not at all practical, just to cleanse the palette of all the thinky stuff.
This spell functions as shocking grasp, except at range. At 5th level, if the initial attack hit, the surge arcs to a second target, which must be within 15 ft. of the initial target. At 10th level, 15th level and 20th level, the surge can arc again, so long as no target is struck more than once, and each new target is within 15 ft. of the last target, inflicting full damage on each target, although a miss (or successful spell resistance on the part of any target) ends the effect.
Lightning bolt and chain lightning's little brother.
This spell creates a pair of projectiles of ice and propels them at one or more targets in range. The projectile can manifest as ‘boulders’ of ice that inflict bludgeoning damage, giant snowflake shuriken that inflict slashing damage, or large icicles that inflict piercing damage. Whatever form they take (and all projectiles from a single casting must take the same form), they inflict 1d6 damage, and have a +1 enhancement bonus to attack and damage, as well as the frost property (+1d6 cold damage). At 5th level, the enhancement bonus increases by +1, and by another +1 per 5 additional levels, to a maximum of +5 at 20th level. Every two levels beyond 3rd level, you conjure an additional projectile, to a maximum of six projectiles at 11th level, each requiring its own ranged attack roll.
Power Components: A flask of liquid ice used as a Focus component causes the projectiles to inflict 1 pt. of cold damage to any within 5 ft. of the target(s) struck. If one of the projectiles scores a critical hit, you can expend the flask of liquid ice as an immediate action to give that projectile the icy burst property for the purposes of that hit.
I wanted a spell that allowed the visual of throwing icicles or giant spinning icy snowflake 'shuriken' at people. Snowball may be a fine spell, mechanically, but, visually, it's the pits!
K177Y C47 wrote:
I'm just throwing this out there.. the book is called the advanced CLASS guide...
An Advanced Archetype Guide sounds like a logical next step, 'tho.
Perhaps with whacky 'advanced' concepts like multi-class Archetypes and Prestige Class Archetypes and Archetypes that 'break the rules' and adjust HD and BAB and Saves...
Archpaladin Zousha wrote:
So who or where would I ask if I wanted some help trying to make a name that "sounds Kellid" out of an existing name?
Kellids seem very much like 'Conan' barbarians, so I'd Google up some Cimmerian names. (The Age of Conan MMO has resulted in several such lists.)
If the sun is named after Sarenrae, perhaps Sarenar, it could be the Sarenar System? Still, there are tons of things in Golarion, like the Tarrasque or the Phoenix or the Wendigo, that have names based on languages that don't exist in Golarion, so I'm fine with 'solar' system, as well.
After Eberron decided to name their dinosaurs things like Battletitan, Glidewing and Clawfoot, I'm very much okay with Golarion having 'inappropriate' names like Tyrannosaur, Pterodactyl and Deinonychus. (Even if I probably misspelled at least one of those...)
47. Rock Garden This oasis contains a cool pool of water (too salty to drink) shaded by a couple of petrified palm trees. Their scaly bark is hard granite, and the overhanging leaves are thin sheets of crystal, strong enough to support their weight, and sometimes chiming against one another in the desert breeze. A couple of gazelle, also petrified, are frozen in the act of drinking from the water, and some small bushes and birds, equally stony, can be seen around the area. The only animate things in this oasis are a number of small boulders and stones that roll to avoid contact with living creatures, and can be taken from the area and kept as curiosities (although they will attempt to roll away in the direction of the oasis, if ever left unattended or unsecured, but being unable to hop over a rise, or muscle their way past any obstacle requiring a Str check). Whatever elemental force empowers these stones will last indefinitely, unless the petrified wildlife is restored to flesh and blood, as the life-force of the petrified animals has somehow become lodged in the stones that surrounded them at the time of their mysterious petrification.
307. Ambiguously Ambiguous (Wo)Man Your features are supernaturally average. Anyone describing you will be able to accurately name your race, gender and age, and whether or not you have hair, or some unnaturally distinctive feature, such as a Witches Scar Hex, or a Summoner's Mark, or a Mark of Justice, but otherwise, you are 'that guy,' or 'that girl,' and even your mother doesn't know what color your eyes are, since no one can make out that fine level of detail. This doesn't give you any special ability to escape notice, since it's actually *noticeable* how non-descript your features are, and sometimes people will peer closely at you, and wipe their hands over their eyes, as if trying to clear them of whatever is blurring your features. For a 'non-descript' person, you are quite distinctive.
When you die, this effect ends, and you will leave behind a strikingly attractive corpse (barring some messy means of death...).
Glad to hear that stuff is picking up, as we rush to beat the deadline!
Anyone who wants to bang ideas off of me in PMs, please feel free. The only thing I like more than my own ideas is other people's ideas!
Honestly, I'm shocked that more people don't just contribute just to get free art for their own favorite concepts. :)
Evil Midnight Lurker wrote:
Perhaps, by amazing coincidence, Golarion's sun is also named Sol! (We are all Kosh.)
(For the same reason that the Elemental Plane of Earth and the Cleric Domains of Air, Earth, Fire and Water aren't called the Elemental Plane of Golarion and the Cleric Domains of Air, Fire, Golarion and Water?)
If Golarion's sun is not named Sol, then we'll also have to change the name of the Solar (Bestiary 12-13) to the Greebleschmutzalar or whatever.
Seems persnickety and unnecessary.
Am I the only one that thought of Dr Horribles Sing Along Blog on this one? Here I thought Paizo was going to go hard core on people breaking posting rules. :) It's a brand new day
Now I have that song stuck in my head.
Which... I don't mind so much.
(After reviewing the guidelines I almost had 'Spam, Spam, Spam, glorious spam, wonderful spam!' stuck in my head, so I dodged that bullet!
Looks like they're bringing in another super-powered villain next season, namely the Absorbing Man.
Cool. He's got great powers. People who turn into metal, wood, bone, stone, gas, liquid, energy, etc. have always been some of my favorites. Such a great and versatile powerset! Also nicely visually dynamic, for on-screen appearances.
How about racial iconics? As standins for the race, not for a particular class.
That could be awesome. And the other Golarion Human ethnicities that have yet to be covered (like Arcadians, Erutaki and Jadwiga) could also have Iconics.
The Advanced Race Guide probably would have been the ideal place for that, instead of having pre-existing artwork, which would have likely boosted the production cost a ton, since there were at least 37 races covered individually, and we'd need to clone WAR a dozen times if they were to be traditional WAR Iconics.
Still, Blood of Fiends and Blood of Angels both included a ton of awesome Tiefling and Aasimar art, so those two races aren't as lacking as others.
44. Bargain-Rate Fertility Magic Misfire In the alley beside the town brothel, a rat and a pigeon are squabbling over a chunk of discarded bread. The chattering sounds oddly like a pair of children bickering, and when you startle them, they look up at you with human eyes before scattering.
45. The Lady in the... Effluvia? Passing by a slaughterhouse that sluices its waste into the sea via a reeking wooden trough, amid the blood and gore, you see the flash of metal. A gold signet ring bounces down the trough and arcs out to the sea, only to be caught at the last second before it hits the red-stained water by a scaly arm which thrusts up from the befouled water itself.
46. My Name is not Virginia! An odd crescent shaped river stone, clear as glass and heavy like crystal, has found its way into your backpack. Items viewed through it are magnified about two times, although one night you hold it high to look at the full moon and discover that it continues to double in magnification over and over again over time, so that you are eventually seeing a great castle of grey stone, under siege by tall gangly humanoid figures with misshapen heads and bulging black eyes, riding twelve legged creatures that appear to be smooth-skinned behir. As your magnification increases, the crystal’s view focuses in on a single rider, directing the siege from a hill, clad in black and white robes, bearing a staff that appears to be made from the fused vertebrae of some creature’s spine, and with a crystal exactly like the one you hold hanging on a cord around its neck. It looks up, as if able to see you through the crystal, the way you see him, and raises a spindly hand, making a gesture with its six-jointed fingers as if disentangling itself from a spider’s web. All near you hear the word, ‘Nalhuur,’ and your mysterious stone darkens and cracks. Even if repaired, it no longer has any unusual properties when used to view the moon.
what about that Tengu from the cover of Advanced Races. I wouldn't mind seeing more of him (or her...I can't tell)
Heck yeah. If we can have an Iconic Keleshite Cleric of Sarenrae, or an Iconic Vudrani Monk, the notion that 'iconic' has to mean 'generic' and can't mean 'Golarion-Specific' (like, uh, Keleshites or Vudrani or Sarenrae-worshippers) then we can *totally* have an Iconic Tengu.
Tengu (and Tieflings and Gnolls and Goblins) are at least in the Bestiary (Roleplaying Game), and not tucked away in the Inner Sea World Guide (Campaign Setting), making them *more* Iconic than Vudrans or Keleshites...
And heck, some of the races are flat out Golarion flavor all over, and not carried over from previous editions, like the Gillmen and Androids and Wayangs.
If 'Iconic' meant 'core only,' they already broke that rule a bunch with the non-core human ethnicities.
If 'Iconic' meant 'generic cliché,' then they also broke that rule with the oversized bastard sword wielding Barbarian and tea-drinking Dwarf Ranger and temple sword using Monk.
IMO, 'Iconic' never had to mean 'boring' or 'stereotype.'
Bring on the 'iconic' Vishkanya Ninja. The 'iconic' Jadwiga elemental Sorcerer. The 'iconic' hyenadon-whisperer Gnoll Ranger. The 'iconic' Erastili Archer Paladin mounted on a celestial Elk.
Embrace the potential of the setting and it's many races, cultures, ethnicities, deities and tasty, tasty options.
Maybe it has already happened. Then, simply by existing in a previous point in the timeline, alterations were caused that changed the future and caused the travel to have never occurred in the first place.
Been there. Done that.
(Assuming that time travel will *ever* be possible, anywhere in the universe, then it's already happened, in the future, and they've been coming back for positively forever. If anything could be changed, it has been changed, infinity number of times, and is therefore irrelevant to us, at this point in time, since we appear to be unaware of and unaffected by whatever time travelers are up to.)
It's a good time to like funny books.
Indeed. AoS is unsinkable, as long as it's a pipeline to a big hole in the ground from which bubbles up cash money.
If people will pay them for advertising time on what, to them, is essentially a giant commercial for their movie product, that's just gold rims and spinners on the wheelbarrow full of money they are pushing.
If the writers embrace their immunity-from-cancellation, it's possible that some good episodes could come out of that, as they could throw formula to the wind and do something shocking, like bury their lead, the massive sucking void of personality that is Coulson, who they have to tell us is so terribly cool and we must love at least three times an episode, in case viewers begin to wonder why he's so 'popular' (in the way that Hannah Montana was popular, because Disney said she was over and over and over), when he actually hasn't ever been cool (or even mildly interesting or witty), on-screen.
Sometimes I feel like I'm watching Firefly all over again, and wishing that Coulson/Mal would fall out an airlock and die, and the much more dynamic and interesting May/Zoe would end up running the ship.
One possible advantage of 'psychic magic' is that it won't necessarily have any sort of artificial arcane/divine divide regarding healing effects. Psychic healing and surgery is not an uncommon psi trope, so psychic magic may finally offer up a viable non-Cleric healer option without any sort of backwards-compatible 'only Clerics can cast cure spells / restore energy levels / cure blindness or paralysis / regenerate missing limbs / raise the dead' nonsense, since they won't be 'casting cure spells' at all.
Since I don't have any of the background text: In-universe, what keeps Numeria tech from spilling over into the rest of Golarion?
If that's not enough for your tastes, it's also fairly easy to house rule that all Numerian tech functions on a form of broadcast power that has it's broadcast point at Silvermount, so that any of the tech, power cells or no powercells, doesn't receive the signal it needs to operate when you take it more than X-hundred miles from the broadcast center (or one of the signal-boosters located elsewhere in Numeria, all stationary chunks of the fallen ship, which was itself so large as to require signal-relay-boosters built into it).
I don't believe that's any sort of canon, but is certainly one bog-simple way of making Numerian Tech not function beyond the nation's borders.
Just link to it, rather than rely on memory.
As a homebrew trait, I'd tie it to a region or culture or something, such as allowing it as a Shoanti regional trait that ties to various creatures local to the Storval plateau, like aurochs and cinderpelts and eagles. +2 to class level up to character level to animal companion advancement, using regional creatures.
As a racial trait, it could link to animals traditionally associated with your race (Animal Archive has a list on the back cover, IIRC). As a faith trait, it could tie to the favored / associated animals of your religion.
It might also give a +1 to Handle Animal or Ride checks when dealing with the associated/favored animals of your religion / race / nation / culture.
The article does mention drilling below the salt to reach the water (that contains the lithium) underneath it, so yeah, sinkholes for sure. Perhaps even some sort of saltwater-adapted purple worm / death worm type critter that weakens the salt in an area and devours any critters that walk over it by erupting up through the salt and dragging them down.
Salt-storms, like dust storms blowing across the flat area carrying stinging crystals of salt, could also be a thing.
And, fantasy-ing it up even further, some sort of energy-absorbing crystals might exist (based on a fantasy version of the lithium), storing energy from lightning strikes and discharging it on metal-clad individuals who come close (or organic creatures who touch them). They might exist in spires, like the 'salt volcanoes' in some areas, or as crystals scattered in an area like caltrops, that discharge 1d6 electricity into those damaged.
The wiki article mentions a race of giant people and hotels constructed of salt blocks, so I'd go with a race of gaunt giants living in salt castles. They capture and execute outsiders by draining them of fluid, producing undead 'salt mummies' that toil in their salt mines, carving new blocks to expand their dominion (and replacing any living slaves or servant creatures, who would compete with them for the scarce food and water supplies in the region).
The salt flat is also said to be the tears of a goddess, or perhaps a deity itself, and the giants could believe that they are harvesting it's power, and that by ingesting it, living in buildings made from it, etc. they are bathing in that divine power and infusing it into themselves. If there is any truth to that, they might have divine spell-like abilities, like cure wounds (associated with the sterilizing properties of salt of healing capabilities of local plant life), inflict spells (associated with the moisture- and life-draining properties of salt) and / or searing light spells (associated with the blinding glare of the salt flats).
And arcane magic seems to require a certain level of self confidence Wouldn't that naturally tend to produce folks who tended enough towards the egomaniac side to have their religion tendencies decline?
Arcane magic is more commonly associated with a high Intelligence score or a high Charisma score. Divine magic is more commonly associated with a high Wisdom score (which modifies Will saves, and is therefore all about the 'self confidence').
If there was anything to that notion, it would be divine casters who would be more likely to become egomaniacs and succumb to hubris, solipsism, etc.
Regardless, I like the idea that there are religious arcanists, perhaps even entire organized factions of 'sacred theurgists' who perform arcane spellcasting services for various magic friendly churches (such as those of Nethys, Asmodeus, Qi Zhong and Urgathoa), and perhaps even might have some special tricks or Archetypes related to that sort of function (like one that replaces their School abilities with a single Domain from their faith).
Rangers and Adepts and Oracles can be 'fantasy atheists' and reject or even despise the gods, and still cast divine spells, so it's only fair that some arcane spellcasters might be as religious as the next guy.