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Nar'shinddah Sugimar

VM mercenario's page

1,356 posts (1,363 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Does the group has any means to know in character they're dealing with a homebrew LG zombie?
Does the group has any reason to believe that instead of believing this is a trap laid out by somee necromancer/lich/other BBEG?
If any of those is a no, then the rogue is justified in killing the zombie.
If they kill it, have the book have any info necessary written on it with a folded map indicating the town being used as a pagemarker.
Also: Absent players don't get to vote, unless the characters are beign used in battles even with the players absent.

I got so focused on gushing about my homebrew I forgot to actually say my point. Sorry.
The point was in trying to make a no magic/low magic low BAB class. The only ones I've seen trying that niche where the Noble by Litle Red and the Momenta by Amora games

Interjection Games wrote:
How does this compare to the Amora Game class of the same name?


Amoras Survivor is a badass survivalist with a mission. He trvels with a party so he has help on what he wants to do and because a group helps keeping you alive.
My Survivor is an action survivor trying to survive whatever crazyness is happening now. He doesn't have any real talent for adventuring, he fights like a wizard and casts like a fighter, but maybe he is a chosen one that has to carry a macguffin for the party, or he can be trying to keep an eye on his brother/bestfriend/love interest who decided that beign a wandering adventurer was a good idea, perhaps he is some scholar or priest that hired the party, or maybe apocalipses just happen around him on a weekly basis and the party hangs aorund for the fun.

Amoras Survivor is a much better fighter and he can share some of his defensive abilities with the party.
My Survivor is much more versatile in builds, with a talent every level from two pools of talents, the ability to chose what attributes are important to the class and he can choose between buffing, aggro pulling, area control, attrition fighting and two different types of debuffing. It's also much harder to kill, and can choose one area of defenses to specialize on.

Amoras Survivor is somewhat based on a ranger. It seems to aim for a tier 4.
I based mine on the sorcerer chassis trading the bloodline for basic defensive abilities and 9th level spellcasting for the talents. I aimed for a high tier 3 to low tier 2.

Another idea I have from my unfinished homebrew folder:
The Survivor:
Some people don't adventure because they want, they just find themselves continually at risk wrapped in dangerous situations. Where most become capable warriors or savy scoundrels and others find power in faith, in studiyng or in their blood, the Survivor just does his best to survive fromone day to the other, wheter by cowardly skill, improbable luck or sheer toughness.
The Survivor would be a d12 1/2BAB all good saves tank/debuffer class with no spellcasting. It can choose two attributes to specialize on, one from con, dex and will, and one from str, int or cha. Or he can choose to not specialize and spread his attributes more.
It would have some fixed class features including DR, SR, fast healing, fortification, resistance to poisons, diseases, atributte damage/drain and immunity to death attacks.
It would have two types of talents, srvivor talents and Survival Paths.
Survivor Talents are based on Cha, Int, or Str
Cha talents focus on taunting or looking like easy prey to draw aggro or inspiring others by cheering them on or giving bonus to people who become your protectors.
Int talents focus on using your knowledge of defenses to lower the defenses of enemies, like pointing the weakness of their armor to lower AC or helping lower the SR of a monster or stopping their fast healing/regeneration for a few rounds. They can also focus on using skills in place of CMB for certain maneuvers.
Str talents deal with doing AoOs, forcing the enemy to provoke AoOs, using touch attacks to deal conditions and trying to keep enemies close to you or focused on you.
Survival Paths is my favorite part of this idea because I don't think I've seen anything quite like it on D20. You have six paths, each path has ten steps. At first level you can take the first step on one path. At every odd level you can either take the first step on another path or the next step of a path you're already in. To access a step you need to have all the steps before it and a score on the associated attribute equal to 10 plus the step number. That way you can stick to one path to get a capstone level ability, or take the inicial steps of several paths to increase versatility or if the your attributes are lower.
The six paths I made:
Armor (Con): The path about trusting your armor to keep you alive. Gives stuff like heavy armor and tower shield proficiency, bonuses when shieldbashing, extra DR, allowing the class DR to stack with DR from armor, and armor training.
Natural Toughness (Con): The path of being a tough bastard. Extra HP, natural armor, a form of controlled rage, increased fortification, mettle, turn the fast healing to regeneration.
Speed (Dex): The path of people who prefer to dodge attacks and consider running away a viable tactic. Gets speed improvement, extra attack and damage for every 10ft before attacking, evasion, miss chances, freedom of movement and even flying.
Shadows (Dex): For those that believe that you can't be hurt if the enemy can't find you. Skill bonus in stealth, disguise and bluff, some sneak attack, HiPS, nondetection and eventual mindblank.
Foresight (Wis): Because it's not parania when they're really coming after you. Bonuses in Perception and Initiative, a smite type ability that can be used on the first round only against people with a smaller initiative, utility abilities, some traps divinations and even the ability to turn any place into a safehouse.
Willpower (Wis): Some people may be frail in body but they more than make up for it with mental strenght. Bonuses against magic, a retaliatory strike that deals extra damage based on the damage you took the past round, ignoring conditions, and eventually making an antimagic field centered on yourself.

With a sidebar saying the player should check with the Dm what traits the race has in his campaign world, and maybe a sidebar with recommended traits for the core races. Yeah, that actually works a lot better than what I tried to do.

The Paragon: The ultimate racial class. One racial class for all races.
A paragon is the epitome of his race, an idealized version made flesh, the spirit of the times, a phisical representation of all that the race aspires to be. It's captain america the class.
The paragon should have the same alignment as the usual for the race. So a paragon for an evil race is the epitome of evil.
The main ability would be a list of talents different for each race.
For instance an elf could gain talents involving bow using, nature abilities and some arcane spells, while dwarves would get alents involving axes/picks/hammers, earth related abilities and abilities based on being stubborn and gnomes could get technologic abilities or arcane spells. Talents could also include gaining extra alternate racial traits and racial feats.
Other abilities would include gaining extra attribute points, diplomacy bonus when dealing with your own race, and eventually ascending as a minor godling of your race.
Archetypes I envisioned: the Pariah, the representation of everything bad about the race, the red skull to the captain america of the base class. The Adopted, someone that lives amongst another race for so long that he goes native, so native he starts turning into that race. The mutant is the next step of evolution and gains some evolution points to buy powers. The Renegade changes the class in the ethics alignment for chatic dwarves or lawful elves, not sure what it would change beseides the permitted alignment, I just really like Mass Effect and puns.
I have several skeletons for the class but when it gets to making the talents and talent lists is where I lose steam.

Err... What old wish list? Or are you asking for ideas?
If it's the second I have an idea for a class that I've been working on and off for years but I never manage to finish it. I would love to see what a better writer like you could do with it.

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On the string manipulation, invisible web, the puppeteer needs to be able to fill less cubes than his maximun so he doesn't fill an entire room when he only needs to trap a door.
It needs a flair to upgrade Grappling braid/ Gossamer Razor so you can attach your strings to stuff and pull them back to you. Like Scorpions 'Get over here' move from Mortal Kombat
Grappling Braid should be able to attach to two points so you can make a tighrope/ropebridge for people to cross.
Also needs a flair so you can as an immediate action attach strings to an ally and pull the back from danger or save them from a fall. Something like give them a +2 to reflex and if they pass you can move them 5 feet in a direction of your choice. If used on a falling ally you pull them with a line or make a net to catch them so they don't take falling damage.

How about a mastery about attaching strings to enemies and messing with their movements
Malicious Puppeteering: attach string to an enemy and plague them with random jerky movements gives some penalties to attack and movement speed, improved when he misses an attack you can make him reroll that attack against another target in range, greater stop him from making 5ft steps or AoO unless he passes a reflex save
Barbed Hook: Pull a single enemy towards you, improved pull or push enemies in any direction but always in a straight line, greater throw enemies up in the air or pull them to the ground if they're flying. If you beat the enemies CmD he can choose to not move but instead take damage as the hooks rip from his skin.
String Trap: You can subtly snake strings around the target or burrow them trough the earth to form a trap. Choose a square in your manipulation range to trap, any creatures that enter the square take damage equal to your int mod and are flatfooted until the beginning of your next round. Perception to notice the trap is X, DC to disarm the trap is X, the trap is a magical trap. If you are observed you can roll stealth against your opponents perception so they won't notice you are laying the trap. Even if they notice they need a perception check againstthe trap DC to notice the trap. Improved, the target loses dexterity to AC for one round, or you can use the trap to start another manipulation or flair that attaches to an enemy. The trap lasts for int rounds even after you stop concentrating on it. Greater, you trap two squares with a single action, these squares don't need to be consecutive and can be occupied. The trap now does your int mod damage in a five foot radius when triggered and instead of the other effects it can temporally blind mute or paralyze the target that triggered the trap.
Ultimate: Enemy Puppet: Make one enemy fight for you as if controlled by Dominate Monster. Short duration but you can change the save to fort. The enemy is aware that he is being manipulated.
... Maybe exchange String Trap with Invisible Web.

Edit: On the BAB usage:
Allow Gossamer Razors to be a full round action to attack multiple times with your BAB. Make it attack normal AC instead of touch. increase the enhancement bonus a little so it can be comparable to a secondary weapon on a frontline PC so +1 +1 for every four levels on improved (up to +5) and +2 +1 for every three level on greater (up to +8) on grater.
On Dancing Weapon, on improved allow the Puppeteer to to get a second dancing weapon gaining an extra attack at full BAB but with a -2 to all attacks, or add a dancing shield to incrase AC, or if using a single weapon gain a +1 to attack. on Greater allow for a third dancing weapon (another attack at full BAB, no extra penalty) two weapons and one shield, single weapon and shield for +1 attack and AC or single weapon for +2 attack and damage. Each weapon can attack a different target as long as all targets are inside your maximun manipulation range.
New Flairs:
String Fighter: The Puppeteer can select his string as a weapon for the purpose of feats like Weapon Focus. He counts 1/2 his total puppeteer level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. Feats that increase damage increase the damage of Dancing Weapon and Gossamer Razors.
String Training: The puppeteer gains +1 attack and damage when using Dancing Weapons and Gossamer Razors. This increases to +2 at 8th level and to +3 at 16th level.


Also, maybe a third pair of bloodlines at 10th level? Oh, how about am ability where he can give some of his blood for others to drink and he lends them a bloodline power he isn't using? Like, lose X HP to lend a 1st level power, 2x HP for a 3/4 level ability and lose 1 con for an 8/9/12 level ability?

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The correct terminology is manslaughter nomad. But murderhobo rolls off the tongue better.

A big Interjection Games book without a class? Is that even possible?
How about a 3/4 BAB six level arcane caster with bloodlines, to complete a trio with the bloodrager and sorcerer?
Maybe his schtick can be getting several bloodlines but only having one or two active at a time? Gets extra spells known from sorcerer bloodlines and bonus feats from the bloodrager ones. Maybe the capstone can allow picking and choosing abilities from his known bloodlines to make his own favored bloodline.

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*looks at nearly a hundred 3rd party classes on external HD*
*looks at to buy list with over a hundred other classes*
*knows that Interjection, Little Red Goblin, Rogue Genius and Dreamscarred will keep releasing classes and alternate systems that I will want to buy*
What is this bloat you spek of? Pathfinder needs more stuff.

OPs idea is categorically dumb, because it actively worsens the problems it's supposed to fix.
It doesn't stop powergaming because a powergamer is going to make a straight classed character 95% of the time.
It doesn't improve roleplaying potential or player freedom, it effectively diminishes the number of flavor builds one can do.

Cool thanks. I still have to buy clan of the bat and clan of the pig to see how you did flying and aquatic races, but expect to see it around mid march.

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Casts Raise Thread.

Liber Influxus Communis has the Battlelord, Conduit, Demiurge, Medium, Metamorph, Mnemonic, Momenta, Mystic, Pauper, Survivor, Syniergist, Umbra, Warloghe and Warsmith.

Alternate Paths has Adventurer, Athlete, GFladiator, Guardian, Inheritor, Tataued Warrior, Thane, Undying and Wrath. LRGG probably has other new classes but I'd have to check wath was launched since you last updated.

Interjection Games has the Onmyoji, Breakdancer, Cantor, Harmonicist, Ethermagus, Etherslinger, Scion of Discordia and Sanguine Disciple.

My vote goes for Genius.

Hey Meepo, since you won't be doing insectile races, would you mind if I posted a vemin clan based on your model on the homebrew boards? I've been reading the Shadows of the Apt book series and the idea won't leave me alone.

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Insain Dragoon wrote:
"Hey guys, I feel kinda bad just taking all this stolen money. It doesn't feel right. I mean GoodFolks village probably really needs this money to make it through the winter. Should we really be taking it as our own?"

"Modified Law of Salvage. If I'm puttiing myself in mortal danger than whatever I find is mine for the taking. It stopped being their gold when the orcs stole it. With the orcs dead the gold belongs to whoever takes it."

1- Marcone is a Chicago born mobster, he isn't going anywhere. Also he considers Harry to be more useful than disruptive, since Harry doesn't actually goes after normal criminals and will throw himself against any supernatural thing that could threaten his empire.
2- Lara and the white court are actually all over America and Europe, but she has made her homebase in Chicago to keep an eye on Thomas and, like Marcone, she knows that anything that could take her down will probably have to go through Harry first.
3- Nicodemus and the nickelheads go all around the world with their schemes, the ones we see Harry foil are just a very small sample of what they do. The first time they go to Chicago is because the were after the shroud. The second time was to use Harrys connections and try to recruit Ivy. After that they keep coming back for revenge.
4- Summer and Winter are global, tough we only see european and american feys, he first meets Mab because of a coincidence, the summer knight also living in Chicago, and then faerie things kept happening in Chicago because Harry managed to get the attentions of all six queens of faerie.
5- There is a great conspiracy involving the Outsiders and trying to cause as much destruction as possible and at the same time trying to get control of the major supernatural factions. The first three books are a sample of random things they have been doing all around the world. It just happens to be that Harrys mom made sure to have his birth at the exact day and the exact hour under the right moon and the right star alignment to make him a chosen one against Outsiders. Also Harry has managed to anger to the point of irrationality every major participant of the conspiracy we've met so far. So their plots turn more and more to Chicago so they can try to kill him.

Actually the Riddler is fixated on proving himself against Batman, that is why he stays in Gotham. Same for most of his villains really, they all are fixated on Batman to a degree or another. The Penguim is an exception in that he isn't insane and is more of a gangster, but then again he doesn't even have superpowers, he is just a fat, short balding man, I'm pretty sure Gotham is the only place where thugs, criminals and gangsters will take him seriously.
There are actually a good number of reasons for why all those things happen in Chicago. I will post the whole thing tomorrow.

Tequila Sunrise wrote:
VM mercenario wrote:
Zaister wrote:
I'm thinking of implementing a house rule that basically says "for each +1 enhancement bonus of the weapon (not counting bonuses from greater magic weapon), reduce the DR by 5 points." In this way, DR/magic can become meaningful again.
Keep in mind that magic weapons are supposed to be somewhat rare and only in the hands of rich people or elite units. DR 15/magic is useless against PCs but allows the creature to walk up to an army, kill thousands and not take a single scratch.

I call that a feature.

DR isn't supposed to be a real obstacle for PCs, IMO; it's supposed to create another reason that the world needs heroes. :) And the '+1 weapons overcome any and all values of X/magic' always seemed silly to me, so I really like VM mercenario's idea.* It creates an incentive to get those higher enhancement bonuses without creating an insurmountable obstacle for characters whose magical weapons aren't quite up to snuff.

*Which isn't a new idea, to be fair; plenty of gamers have played by it. But kudos for coming up with it on your own VM!

I think you got confused. That is Zaisters idea.

I think it's a pretty awful one. Martials don't need extra nerfs.

Green should be TN like most nature gods in most settings.
White should be NG.
Add Artifice and Law to Blue and remove Protection, trade Law for War on White, add Liberation to Red, trade Good for Community and add Repose on Green, add Rune to Black.
That would give 10 domains to each and correct the alignments.

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Zaister wrote:

My take on this is, DR is not useless in general. My pet peeve with DR is that what really is useless is DR/magic. I mean, there are CR 20 creatures with DR 15/magic. What's that supposed to be good for?

I'm thinking of implementing a house rule that basically says "for each +1 enhancement bonus of the weapon (not counting bonuses from greater magic weapon), reduce the DR by 5 points." In this way, DR/magic can become meaningful again.

Keep in mind that magic weapons are supposed to be somewhat rare and only in the hands of rich people or elite units. DR 15/magic is useless against PCs but allows the creature to walk up to an army, kill thousands and not take a single scratch.

What Bradley said.
I like the base Synergy ability. I like how it builds up on the sucesses of the party. I like how Aptitude is a bonus to all skill checks, instead of having to guess which skill will be needed. I love that giving Synergy is not restricted to in combat, so you can give everyone Aptitude so the party can participate in social ecountes or sneak around for an ambush or give them Fleet if you need to escape. And the whole thing is EX so you can use to cheat at competitions with impunity.

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IS there any announcement for whne we should download again to see if there were any revisions/changes/added content? If I download now will the Marine archatype be there? Anyway...
Round two:
Survivor: One Survival Tactitc gives continuous Freedom of Movement (a 4th level spell) as an Ex, but another Tactic gives Non-Detection (3rd level spell) as a SP that needs an hour long ritual. I'm just saying but it seems wrong to me. Also any chances for a Greater Shady Character tactic that allows the ritual to cast Mind Blank instead of Non-Detection? Also the Unshakable Tactic needs a clause saying it stacks with Splippery Soul/ Elusive Thought, since they are all insight bonus. Either that or be brought up to +4. Otherwise it's a pretty underwhelming capstone for a three talent chain.
Synergist: Reactive Echelon does nothing unless the cast member has Combat Reflexes, in which case he will already have good dex. Maybe it could give Combat Reflexes to the cast member. In Supportive Cast "Supportive Cast does not as an action" should probably be "Supportive Cast is not an action". And Critical Aid seems to be straight up worse than Critical Catalist, and that is just weird.
Warloghe: Look at all those Taboos and Major Taboos. I love the sheer amount it has... which just strkes me as odd when there's only five spirits. I hope there will be more in the final release. I do love the Haunted ability and I can see interesting tactical uses of trapping somewhere with a chosen haunt.

Recently I started a job that is mostly answering e-mails for a company, but since I work the night shift I've got a lot of free time to read pdf. Here is a list of what I've read recently:

The Dresden Files Reread all of it. Still one of my favorite series. The first book has recently been translated and released here in Brasil and I'm going to buy it as soon as I can find a store where it hasn't sold out already.
Shadow Ops by Myke Cole. Interesting setting but the first book is a slog with a very unlikable main character. I plowed through it and found that the mcs of the other books are much better.
Clockwork Century by Cherie Priest. Zombies and a steampunk Civil War. Funny, good pacing, I liked it enough that I want to search for other stuff from the author.
Aeons Gate by Sam Sykes. Had to stop towards the end of the second book. All of the characters are unlikable. I pushed through the first book hoping for some character development but they only developed into being more unlikable.
Pantheon Series by James Lovegrove. Read two of he books so far. Each book is a stand alone with its own setting and focused on a different pantheon. It has some flaws but all in all it's a good read.
Night Angel by Brent Weeks. A really interesting setting that I really wish could be made an RPG setting. I really liked these books and it's another author that I want to read more.

Be an Urban Barbarian, get whatever you need for dex to attack and damage or go archery. Maybe both. Max ranks in Stealth, Acrobatics, Disable Device, and Sleight of Hand, maybe other rogueish dex skills if you're human or get bigger int. Pay a trait for Trapfinder. Use Controlled Rage to make your skill checks be better than the Rogues by 2, and later by 3. Laugh at the Rogue as much as you like.

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Everybody freaking over Korrasami and I'm just here gushing over Varric/Zhu Li. That was all kinds of awesome, cute and heartwarming.

Shapeshifting/Polimorphing on the level of the Martian Manhunter.
Turn into other people, stretching, sizechanging, making functional wings, change muscle mass for superstrenght and agility, regenerate. Hell, learn some biology and spin spider silk, shoot eletric blasts like an eel and get all kinds of enhanced senses.

Got it. Thanks.

Received. Thank you very much for your generosity.

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Bought the WIP. My first thoughts:
Battlelord: Really awesome. Could use a couple more specialties that, to me, seem no-brainers: Cavalry (gets a mount) and Marine(for aquatic campaings). Also where are his archetypes?
Metamorph: I actually did a similar homebrew PrC, and I love the idea behind genesis and pheotype. Well done.
Momenta: A half BAB class with only 4th level spells. You beautifull mad genius! Also what does Superior Tactics does? My insomniac brain is not getting it.
Mystic: There is an Avatar archetype. Is all I wanted.
Umbra: The Umbra doesn't have an option for the shadow plane (or the ethereal and astral). Whut? Umbra means shadow. Literally. I expected Shadow plane more than the demiplanes.

born_of_fire wrote:

Ninjas may be rogues but I personally dislike having that much flavour baked into a class. I don't want to play a rogue with a ki pool who can jump really high, use smoke bombs, turn invisible, throws shurikens and other ninja-ey things even though those things do make a ninja more powerful or effective than a rogue.

I suppose if I really wracked my brain, I could find a reason why my ex-soldier who is a knife fighting specialist with Butterfly Sting could possibly have learned some ninja abilities. And I suppose a those abilities could be reflavoured with a more western sensibility if I really wanted to but, honestly, it already rankles me a little that I'm forced to wield kukris to make the build really pay off without having to perform the mental acrobatics required to turn a ninja into a rogue, flavour-wise.

Ninja might be better in a strictly mechanical sense than rogue but that doesn't make it automatically appealing to a person looking to play a rogue.

Use a slayer. You get the BAB of an ex-soldier trained as a knife specialist instead of the BAB of some wannabe thug poser who has a rough idea that the point bit goes in the other guy.

Runemage Illuminated, please, if I'm not too late.

Bundle number two would be cool.

And how do I buy someone a gift on the Paizo store?

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Bandmember: Have ranks in a Performance skill, without being a bard (or skald or similar class), while being in a party with a bard (or skald or similar class)

Specifically, Invulnerable Urban Barbarian/Untouchable Spelleater Crossbloded Bloodrager with the abyssal and arcane bloodlines and the superstitious, beast totem and cagm rage powers.
Controled rage stacks with bloodrage. Full DR, Fast Healing, Superstitious saves coupled with high SR, good AC, and D12 HD make you pretty much invincible. Near permanent Haste, Enlarge Person and Transformation, an enormous strenght bonus, pounce and Cagm give you more damage than you really need.

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The Shepard
Talk a campaign villain into suicide.
The Constantine
Sell your soul multiple times to multiple devils/demons. Make them fight each other for it.
The Dresden
Insult an unfriendly or hostile beign of at least double your CR and survive.
The Kirk
Seduce a member of a different species in the same day you discover the existence of that species.
The Kratos
Kill a god.

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You separated the feats by what class feature or ability the affect. You, sir, are a scholar and a gentleman and you have my praise.

QuidEst wrote:

Haven't playtested this yet, but man. This has some of the most creative stuff I've seen in a long time!

Thoughts just from reading: I immediately went to the Rabbit Prince, happy to see my favorite card there. It'd be really nice if the Lesser ability provided an alternative perk if you already have Weapon Finesse. If you're going the dexterity route, you kind of need that feat consistently, not "while I haven't asked Prince for too many favors". (Maybe if you have Weapon Finesse, it counts as both strength and dex consistently?)

Lots of really cool stuff, especially on the evil spirits.

Mentioned before, but Frozen In Place is impossible until 15th level (!) without haste, or 8th level with haste. Can they ever break free? I think Wax Dip needs longer duration or something along those lines. I really want to see this functional, because it is a really neat and creative mechanic. (Now… get something with natural attacks in there with it, and you can have some fun earlier on.)

This is a great idea! All spirits that give you feats should have a clause saying if you have this feat the bonus increases or you get an extra thing or something.


kestral287 wrote:
VM mercenario wrote:

A lot of the problems with the class could be solved with the right Wild Talents. Here is my attempt at them:

** spoiler omitted **

Honestly, we need a way to overcome Elemental Resistance without throwing out at least two and likely three-four turns of attacks that do no or next-to-no damage.

Have a low-level Talent mimic the effects of the Winter Witch's Unnatural Cold (targets are treated as having half their normal elemental resistance). A high-level one can imitate Unearthly Cold (half of the Kineticist's elemental damage is not subject to resistance/immunity).

Make 'em Substance Infusions with a reasonable Burn cost (1 for the first; 2-3 for the latter) and you retain the threat of the resistant/immune creatures while giving the Kineticist a way to fight back.

Match it up with some way of beating DR-- ideally an Amulet of Mighty Fists equivalent-- and a better accuracy gain (at least for the non-touch blasts) and the Kineticist comes out looking a lot better. Still has a few minor issues to solve, but that takes care of the worst of them.

But needing to eat two Burn to turn Fire Immunity into "Fire Resistance you can't get over anyway", and then next round one more burn to turn it into "Fire Resistance you're still screwed against", and then next round another burn for "Fire Resistance you can actually deal damage against"... that's not the way to go. As a lover of the elemental attacks to the point that I eschew the others outright, I would not buy any of those. It's not going to matter; I'm still better off running away.

My option allows you to halve the energy resistance of most creatures and completely defeat the energy resistance of most others in a single blat. Most ideas upthread were just turn immunity into "fire resistance you can't get over anyway", mine at least stacks. Hadn't seen the Unearthly Cold idea befor (not a witch fan).

And if you would pass turning resist 20 into 10 for an entire fight for a doing it to single shot for the same cost, then it's your problem. I like having good options instead of traps.

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A lot of the problems with the class could be solved with the right Wild Talents. Here is my attempt at them:

Elemental Resistance:
Elemental Attunement
Element Air, Water, Earth or Fire; Type Su; Level 4; Burn 0
Prerequisites kineticist level 1st
You gain resistance 5 against eletricity, acid, fire or cold, matching your element. This increases to resistance 10 at tenth level, resistance 20 at 15th level and immunity to that elementat 20th. If you learn to use another element you can take this talent again to gain the associatd resistance.
Additionaly if you have fire resistance you are immune to enviromental heat effects. If ou have cold resistance you are immune to enviromental cold effects. If you have acid resistance you are immune to nonlethal damage from hustling and forcedmarch and are immune to starvation and thirst as long as you are in solid ground. If you have eletric resistance you are immune to suffocation as long as you're not completely submerged, and can hold your breath for one minute per point of constitution.

Defeating Elemental Resistance:

Nuclear fire
Element Fire; Type Su; Level 6; Burn see text
Prerequisites primary element is fire, expanded element (fire)
You can use fire so hot it disintegrates matter. When you hit with a fire blast you can, as an swift action, accept one point of burn and instead of dealing damage reduce the targets fire resistance by 10, to a minimun of zero. Alternatively you can accept 2 burn to transform fire immunity in fire resistance 40 or to give fire vulnerability to a target that doesn't have fire resitance. This effects last for a number of rounds equal to your con modifier plus the burn points you are suffering. This effects stack.

Absolute Zero
Element Water; Type Su; Level 6; Burn see text
Prerequisites primary element is water, expanded element (water)
You can bring a cold so potent it defies the laws of magic. This functions as Nuclear Fire but with cold blasts and cold resistance.

Aqua Regia
Element Earth; Type Su; Level 6; Burn see text
Prerequisites primary element is earth, expanded element (earth)
You mix a number of acids into a single substance capable of corroding any material. This functions as Nuclear Fire but with acid blasts and acid resistance.

Element Air; Type Su; Level 6; Burn see text
Prerequisites primary element is air, expanded element (air)
You gather millions of volts in a single blast that burns away any insulation. This functions as Nuclear Fire but with eletric blasts and eletric resistance.

Yeah, if you're willing to spend six rounds and take 8 burn you can make a fire elemental be weak against fire. That is not a bug, it's a feature.


Air could have a sound blast and some measure of sound control.

Fire could be used to make fire with less heat and more light or different types of light, or to make flashes to dazzle or blind:
Element Fire; Type Sp; Level 3; Burn 0
Prerequisites kineticist level 7
You can conjure a fire that sheds light like a daylight spell. You can accept one burn to affect creatures as if it was daylight, double the radius of illumination or to count as a 6th level spell for cancelling magical darkness.

Earth could have create pit as a sp; the ability to make earthquakes or something like this:
Create Difficult Terrain
Element Earth; Type Su; Level 4; Burn 1
Prerequisites kineticist level 5
You can make small spikes on the ground, raise feet level walls or even make quicksand in order to hinder your foes. You create an area of difficult terrain around you. This area is the square you occupy plus all the adjacent squares. At tenth level this area extends by another five feet. You ignore the difficult terrain you make with this ability. If you have extended reach you can create this are at any point in thirty feet instead of centered on you.

Maybe some implements can be on multiple implement groups, but you have to decidewhich group you're using when investing mental focus. Say Mirror is both on the Conjuration and the Divination lists. If you have both schools, when you invest your focus you have to decide if you focus Conjuration on the mirror and Divination on a cristal ball, or invest Divination on the mirror and Conjuration on a compass. Or maybe have two mirrors and infuse each with a different school. Just because.
Rings could be in all schools, then you could have a Mandarin type character with rings in every finger each with their own powers and spells.

In that case having a Strenght spirit bridges the BAB easily and the right spirits can give you the extra to hit to stand at the frontlines. I don't think this class needs to be full BAB. Leave that change either to the Kineticist or the Occultist.
On my medium above I can trance the Owl for another +4 att and damage against a fragile opponent, Big Sky to pretty much ignore DR or some of the other 36 spirits might also have a good option. Combat mediums are pretty good.

Logan Bonner wrote:
Dukai wrote:
I realize that at-will abilities need to be balanced in their power levels, but Stare in its current form feels very lack-luster.
Getting the power level right for this ability is really tough. I agree that it currently looks weak compared to evil eye (even as a swift action instead of a standard). Evil eye is exceptionally strong, though, and stacking penalties can make for really lopsided fights. The playtest version of the stare is pretty conservative, so we're going to watch how it works in play and bump it up in power level if we can.

Just to be sure a mesmerist at 7th level with Bold Stare (Sluggishiness and Disorientation) can as a swift action hit someone with -1 to Will and Reflexes and attack an damage and reduce their movement by 5 feet? No save?

I don't think it's weak. At all.
Maybe allow Will Breaker to be taken a second time at 15th level or higher, and three or four more options for Bold Stare. As is you get five choices (3, 7, 11, 15, 19) from only six options. Four more and one could build two mesmerists with entirely different stares.

Question: If I have Bold Stare (Suscebility and Allure) does the penalty stack on Sense Motive? Penalties normally do, I'm just checking to see if it's intentional or a loophole. That Mesmerist could become the bluffing Bards best bud.

I think my reading comprehension has failed me again, but I have a question:
Say I'm a 13th level medium. I do my seance and choose the Bear (Str N) as my first spirit, the Beating (Str E) as my second and the Teamster (Con N) as my third.
I gain +4 attack and damage, +4 fortitude and +12 HP and (here's the actual question):
a)Paws, Massive, Enormous, Beater and Dogpile. Or
b)Enormous and Dogpile.
If b) can I choose an ealier power, i.e. take Enormous and Beater, or Dogpile and Paws?

Also: When doing a Shared Seance with my party do we get the seance bonus of all the three spirits or only of the primary?

You mentioned 3rd party allowed. Have you given any thought to the Taskshaper?
You gain an Su Shapechange in case someone dispel your spells, the ability to change your feats and skill ranks, the ability to add more natural attacks and monster abilities on top of what your current form has, and, best of all, copy class abilities (not sure how it works with rage, bard performances and sneak attack, but smite, challenge and studied combat are very stackable).

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Tell this to your players:
"You pass your disbelief check. You don't believe he summoned a bunch of clones of himself. You think they may be illusions. Whatever they are they move to fast to notice which ones are translucent and make it harder to attack the real one."
"You pass your disbelief check. You don't believe she is invisible. She is still invisible, you just have a mental breakdown and deluded yourself in seeing an imaginary person who probably doesn't look like your enemy, is not in the same place or doing the same thing.
The rest of you see him attacking the air. You're not sure if he is attacking the invisible enemy, gone mad or if there are two enemies now."
"You pass the Spellcraft check. You know he used a spell to make illusory Mirror Images. Everybody else knows that because they have eyes and saw the mirror images that appeared out of thin air."
"You pass the Spellcraft check. You realize he is casting a Invisibility spell about half a second before he turns invisible. Your sudden exclamation of 'He is casting invisibility!' is met with a chorus of 'Thank you, captain Obvious.'"

So what is the schedule for the old products coming back? I found about the Tome of Spell and Sword and the Tome of Thorn and Leaf from Endzeitgeists review site and the Wandering Artist from the 3rd party class list thread, abut those don't appear on the Paizo store.

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