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Water sense doesn't seem necessary to me. I give you props for remembering the energy vulnerability. There is a shock shield spell I believe.
There is indeed. It'd be a decent racial SLA for Zoras given Majora's Mask, but most racial SLAs are 1/day, with the possibility of a feat to give more uses. Coupling it with Resist Electricity 5 would be a good idea, since it can deal a small amount of damage to you.
Clouds Without Water wrote:
Other runner-up ideas were a hammer that could turn an opponent to glass, and something like a Styx boatsman's oar / staff based around memory loss spells.
An Oar of Lethe is actually a pretty cool idea. Works like a quarterstaff, looks like an oar, enhanced only on the paddle end, in addition to the enhancement bonus also does memory modification/erasure.
Kiraya TiDrekan wrote:
Mostly having the time, and some friends prodded me to submit after I showed them.
Thomas LeBlanc wrote:
Yeah. It may be hard to proceed with a staff, but there's a lot to be done to make one better than the generally terrible staves that already exist. Can't do anything about them being overpriced, but they can at least have more interesting abilities. One thing I noticed is that the ACG staves have alternate methods of gaining charges, which helps make staves more usable during an actual adventure.
Is that a society scenario? And I didn't realize Distant Worlds covered things outside of Golarion's system.
EDIT: To clarify, I know Akiton and Castrovel are based on pulp mars and venus; I'm asking about the actual Mars and Venus in Earth's solar system in Golarion's universe.
Jeff Lee wrote:
Question! If your item doesn't make the top 32, can you talk about it later?
no, a +1 quarterstaff is assumed to be enchanted only on one end, and sometimes specifically noted to be. Honestly for most full spellcasters a staff enchanted on both ends is a waste.
Also, as a note, all staves that also function as magical weapons do also require the creator to have craft magic arms and armor (though that may be a prerequisite you can ignore for an added +5 DC in crafting)
Mikko Kallio wrote:
He must have taken Comedy Reflexes, otherwise you can only make one Joke of Opportunity per thread.
James Jacobs wrote:
1 only covers one level in my mind, Intensified Spell is a +1 metamagic that brings Fireball and Lightning Bolt to the same dice cap as Cone of Cold. 2 though... that makes a surprising amount of sense to cover the other level; I hadn't thought about it that way since lines and cones-of-half-the-length-of-the-line are used interchangeably for dragon breath weapons and I think a feat and/or magic item that affect the shape of channeling.
Mark Seifter wrote:
6) Beware of using odd rules from obscure books, and if you do so anyway, be sure to cite it: For instance, if you created a mortifying armor that started talking about its effects on rituals of mortification out of the blue, with detailed rules text that interacts with the nuances of the text in Chronicle of the Righteous, then you need to cite Chronicle of the Righteous there so that people have a chance of figuring out what your item does. Even then, someone voting on your item probably doesn't have the book, so they're likely to vote you down, since they won't be able to figure out what your item does.
Does this mean that things that use or require spells from obscure books should be cited, and if so, how?
What's an SAK?
Template Fu: Honestly, that looks more like a Magical Weapon to me than a Staff, and I think all the staves that are also enchanted as weapons require Craft Magical Arms and Armor as well. To be a real "Magical Staff" I would think that an item would have to have ten rechargeable charges and at least one spell to cast with them. But to be an interesting item, it should probably do something else too.
...I had an idea for a staff that I may submit, so I may be somewhat defensive of the idea.
The discrepancy in spell level may be that you need a huge, healthy tree for Liveoak, which is a limiting factor on where it can be created and the effective range of the animated Treant. Changestaff just requires a quarterstaff (albeit one that takes some time, thought not money, to prepare initially) which can be reused until the pseudotreant dies in battle, and can easily be transported almost anywhere.
Do you think that in Golarion, regional languages should be able to be selected as bonus languages for high intelligence, or should, for example, an elf have to put ranks in linguistics to learn Hallit? The setting-neutral core books only list racial and magical languages as high-intelligence bonus languages, but that's partly because of the Regional languages not existing outside of the setting. Also, should Humans get a regional language in addition to or in place of common, depending on where they live?
Ed Reppert wrote:
They've said repeatedly that the Antipaladin guy isn't an iconic, just a recurring art piece. He doesn't have a name even.
1: Fairy Dragons cast spells as a 3rd Level Sorcerer. Am I right that that means that they can only have up to 17 levels in the actual sorcerer class, and no way to get the capstone, though it would be casting as a 20th-level sorcerer? If one really wanted an NPC Fairy Dragon with a bloodline capstone, would you recommend more giving it a few extra CLs progressing spells known and per day, or just CLs, or would it be better to just give it the capstone as a bonus ability (since they're not a good choice for PCs at any rate)? This is admittedly hypothetical, but part of me really likes the idea of an immensely powerful sorcerer being a tiny butterfly-winged dragon.
2: Do you guys consciously try to keep the alignments of the Iconics as a group balanced? I did a check recently, and was surprised to find that there are indeed 15 good, 15 neutral, 1 evil, 10 lawful, 10 chaotic, and 11 neutral as of the ACG. It was a little less balanced earlier on, though.
One thing I have seriously considered houseruling is that instead of getting bloodline spells a level after they get the normal spells of that level, sorcerers get them one level earlier than they get normal spells of that level (when wizards would get that level of spells) plus the ability to cast it once per day (unmodified by ability score) or else to cast 0 spells of that level per day but you can cast your bloodline spell if you get bonus spells per day because of ability score bonuses. Or the combination of those.
I don't know if it's been mentioned yet, but I just noticed that the Plasma composite blast does Fire and Bludgeoning damage. This is generally fine, but it has been established in the technology materials that in pathfinder Plasma is half fire and half electricity. So I think either a name change or an element swap might go well there.
In fairness, several of the Barbarians you have issues with there being too many of are from a land where the sole requirement for being the head of state is to defeat a dragon of CR 14 or higher in single combat. Belkzen and the Realms of the Mammoth Lords are likewise largely barbarian cultures that prize strength above much else, and have plenty of strong things to fight. Numeria also basically fits that description for the "normal" population; the Technic League probably has a lot of powerful people who exert a lot of political power, but in more behind-the-scenes ways.
Also, Bonefist at least was probably buffed when they decided to use him as the final boss of an adventure path.
The class looks fine and I'm interested to try it, but when I think of "Playing a Hunter" I think Full BAB, Full companion, no spellcasting, maybe ranger traps, Favored Terrain but not favored enemy, and unsure on ranger combat style and wild shape. But that mostly really *could* be a ranger archetype.
Ross Byers wrote:
I for one find the names for the alternate alignment paladins to be kind of a clue for an elegant system for this: The normal paladin is LG, but is good over lawful and fights against evil. The Paladin of Freedom is CG, and fights against law from the angle of good. The Antipaladin (of Slaughter) is CE, but evil in a chaotic way more than dedicated to chaos and fights good. And the Antipaladin of Tyranny is similar to a Hellknight, chiefly concerned with Law and fighting against Chaos, but is evil in the way he carries it out and must eschew mercy and goodness.
More accurate to the earthbound weapon and the theory of the weapon would be an 18-20 crit rate that only hits on crit threats, but has a bonus to confirm (And if you got it you'd want to invest in improved critical).
Also, I don't think there's anything wrong with making it a club or a kanabo instead of a longsword.
Just give them a incorporeality, fast speed, have them do negative energy damage to any creature whose square they pass through (Reflex negates or halves), and have them move in predictable patterns (Relatively low DC knowledge engineering or planes/religion/arcana/dungeoneering [depending on what kind of monster they are] check to predict pattern). They can be killed by sprinkling a vial of holy water on them, using the normal rules for using holy water against incorporeal undead/evil outsiders (So, they have like, 3 or 4 Hit Points).