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I wanna see that build. How did you do that?
Also, to your question, a 20th level fighter can, literally, by the rules, jump from a falling spaceship, hit terminal velocity, ignore the burning from the air friction, hit ground face first, inside an active volcano, swim in the lava, leave the volcano, be hit by the falling spaceship, have it explode around him, shrug off the radiation poisoning, and go on to fight like nothing ever happened. Breaking the sound barrier doesn't even merit a yawn.
14+ level characters are pratically superheroes, why are you surprised?
Dude. The uncommoner.
More seriosuly, while this is a very fun archetype for a comedy one-shot, it is unplayably weak for anything else, and kinda of an NPC archetype. It's literally an commoner with some small powers. Could be a commoner archetype instead f a Shadewright archetype.
Sorry for the rant, but one of the classes I've been trying to realize for the last couple years started on a similar idea of playing a commoner that keeps getting into PC stuff and surviving it and my main struggle has been to keep that feel while giving him class features to keep him relevant and useful as a PC.
No. A low BAB with 4th level spells is nowhere even near the same league as anything close to being overpowered.
And it really isn't all that good a dip either. It gives you Combat Casting and a single tamwork feat, one round of tactician, a blast that will become useless in a couple of levels, and a somewhat good summon that will get useless in a few levels.
Now to some actual constructive criticism.
Arcane Strategist, when used on a Spell Soldier, only affects the one summoned. you would have to use two uses and summon two spell soldiers before this is actually useful. Maybe have it affect all summoned Spell Soldiers at once. Or clarify if that is already the intention. You could move it to level five, when the duration is also more useful to the party. Would also help with not steping on the toes of the poor cavalier.
Eldritch Munitions wants to be meat of the class, judging by the number of Munition Stratagems, but it's too expensive at early levels to use all the time and with Stratagems it could eat your War Points like nobodies business. I could see Munitions builds having to take extra War Points multiple times and spending lots of spells on realocations. At the same time it seems balancd since it does do a lot of damage and can have multiple riders.
Spell Soldiers are what I really like about the class, the real meat, but they are sorely lacking in Stratagems. I'm hoping this will be rectified, and if you want I can suggest several possible ideas.
Battle Lore is okay, Tactical Mind needs to clarify if it also adds to Perception checks to notice ambushes, since you're technically not in a combat situation yet, but it starts a combat situation. Eldritch Field Marshall is a good capstone.
Selective Munitions is pretty much obligatory. So is Micro Munitions.
The save of a Micro Munitions doesn't change right? It's still good for delivering conditions?
You can combine Micro Munitions, Muntions Complexity and Quickened Munitions to do the equivalent to full damage munitions every round for free. Takes three Stratagems a full round action, level 12 or 11 with a feat and has a smaller range and area and can't apply conditions, so in the end I consider it okay.
Strategic Strikes work only with the Standard action attack, correct? Maybe add so he can use it with charges too, or Strategic Charge will be pretty much useless. Maybe with Spring Attack attacks too. Anyway this and Strategic Expansion can actually make for a viable Vital Strike build since he can't full attack for cap anways.
You should allow Strategic Reactions to increase his BAB to full on AoOs because otherwise he will misss with all of them even with Strenght and Int to them.
I would personally like if the automatic damage to items worn and carried be removed from Sulfuric Munitions. It's fine for Alkahest and Conflagration, for when you really want to nuke everything, but on Sulfuric it makes a cool DoT into something that risks destroying your loot by accident.
Also Alkahest and Conflagration should mention that foes killed by them are turned to ash and harder to ressussitate like with a Desintegration spell.
Lastly on Stratagems, Tentacled Ammunitions still does damage on top of the tentacles right?
I can see why the concentration for multiple soldiers is necessary for balance, but I don't quite like it. Maybe Stratagem to reduce it one step at something like 14th or 16th level?
Their basic abilities are comparable to a basic animal companion so they're okay. BAB and str/dex bonus are a little higher, HD and saves are lower, they're more glass cannons than normal ACs but that is a good
Adjutant is neat. It's not going to be anyones first type of soldier, but when you can control three or more he becames very useful.
Bomblings and Magelings strongly remind me of tower defense games. I might make a build based around it.
Munitions Resistance seems to me like something all Spell Soldiers should gain, maybe in exchange for Evasion and Improved Evasion, which are kinda of useless with their poor Ref save.
Can Magelings use Share Spells to use personal buffs on other Spell Soldiers?
Brutes only have half evolution pool, so I guess they'll be fine.
Grunts need an aside marking hat if they have a style like Two Weapon Fight or Sword and Shield they get a light weapon or a shield, otherwise they only show up with a single weapon as per War Forged.
Rider and Scout are neat, Warder shold appear with a shield too, maybe even be able to appear with a Tower Shield.
I have some ideas for other Spell Soldier types I will include them with the Stratagem ideas if you want.
Edit: Some spellchecking, an extra thought about Spell Soldiers.
I like the name Warspeaker better than Knight-Scholar. Knight-Scholar feels more like the name of an archetype or prestige class. Maybe an archetype that returns the Warspeaker to Int?
With a name like Warspeaker and abilities like Warcries, I think the idea going in should be less 'motivational speaker' and more 'sergeant telling the universe to what it's told or else'.
I like the name Advocate. It gives me an idea of someone that either convinces the universe through rethoric and debate or through some sort of bargaining. Can the Advocate have a lawyer archetype? Maybe a writer or storyteller archetype whose edicts are him telling the universe that the story should go this way instead of that. Maybe a bard archetype?
Also What Tzocatl really needs IMO, is a third class. PoW I and II and Akashic Mysteries both have three classes, it seems to me the perfect number for showcasing a system. Maybe a medium BAB skill user? Split focus between Int and Cha with abilities to use these two instead of phisical scores so they don't get too MAD. Someone in the playtest documented suggested Poet for a class name. A mixture of word artist, conman and motivational speaker. Where the Warspeaker orders the universe to do things and the Advocate reasons with the universe, the Poet could be the guy that lies and charms so well the universe believes and changes to accomodate.
Now that it's actually out:
Kineticist: Scarred Witch Doctor (ignoring the godawful errata). Con and Dex is all you need. Blast with kineticist and if you're up against elemental resistance debuff with witch spells. And you have lots of utility slots on both sides.
Medium: Dunno, I don't like the medium, the spirits feel very bland.
Mesmerist: Fighter or Cavalier. Psychic spells can be used with heavy armor, the stares work well with melee combat, bravery becomes actually semi useful, being a frontliner helps with implanting tricks mid combat if you need and mesmerist covers the fighters lack of outside combat abilities.
Occultist: Wizard, Arcanist or any other Int full caster, because being int SAD is always powerful. Battle Host//Fighter or any other full BAB that can spare points for int without getting MAD. Occultist/Investigator//Wizard makes for a perfect Harry Dresden.
Psychic: You can use the psychiic instead of the wizard in any gestalt that uses wizard, except now you have an easier time wearing armor. Psychedelia Mutation Mind Psychic//Alchemist is astonishigly flavorful.
Spiritualit: Monk. Punch people while yor
Crossed bandoliers, the always necessary belt of phisical perfection, crossed bandoliers are cool, in case someone wants to pay for two sets of weapon enchanments, bandoliers are badass.
Posting a suggestion that popped in my head coming back from work:Belt of Throwing: This belt has loops, hooks and pouches for daggers, handaxes and other thrwing weapons. This belt can be enchanted as a throwing weapon. Any weapon or ammo drawn from this belt gains the weapon enhancement and enchantments applied to the belt. This lasts until the weapon is used for an attack or for 30 seconds (5 rounds) after it has been drawn. The belt can hold up to twenty one handed or light weapons, or 50 pieces of ammo. Belt Slot or Chest Slot. Two belts of throwing can be used on chest slot at the same time.
Basically an Amulet of Mighty Fists for throwing. Hopefully not as overpriced.
Pixie, the Leng Queen wrote:
1. How many don't? Along with Abyssal, Demonic, Subterranean and Drow. Those are the languages of their main enemies, why wouldn't they study them? What kind of stupid paladin wouldn't want to decypher written messages and be able to understand what their enemy commanders are shouting?
2. That is why you arrived with weapons sheated and announce yourself in a loud and clear voice before arriving. Ask them to leave without bloodshed. If they start a fight you kill them in self defense.
3. Only a racist lets prejudice cloud judgement. Paladins by definition are not klansmen. They won't kill them just because they are green.
Just because some people don't know how to play a Good character, doesn't mean it's impossible.
Kill none. If the deity can forsee Rovagug awakening then it can forsee how it is awakened and we stop that. And remember what we say to the gods of Evil: Not today.Kill Rovagug. If we can't stop Rovagug awakening, we remind the gods why THEY need US, because gods are limited by their destinies but mortals are pure potential, changers of fate, destroyers of destiny. Be awesome, be epic, be mythic. Kick your puny reason to the curb, pierce the skies, do the impossible, kill the unkillable.
Die trying. If its impossible you go out fighting for good. You don't bow to evil, you dont accept death. Never give up, never surrender, this is the duty of a paladin, nay, his privelege.
Prevent the fall. You can't predict the future to know this would cause a greater evil, you also can't predict the future to know if this will make the future better for everybody.Stop evil now, and if a worse evil shows up, you stop that evil too.
The Patrician is a high-level LN Aristocrat/Expert. I don't see him as a PC.
I guess you stopped reading before Night Watch, then. Vetinary is a slayer, or possibly a ninja. He could beat Vimes perception checks when he was a teenager, before he graduated from the Assassins Guild School.His stealth score is so good, he failed his stealth exams because the examiner couldn't find him to take the exam.
Maybe something like "The armory can't use weapons, natural attacks or off hand attacks while using Psychokinetic Throw"? Would also prevent someone trying to mix regular weapon attacks with the armory blades. Or godsdamned armor spikes.
Edit "The concentration required to manifest the Panoply of Blades means the psychic armory can't use weapons, natural attacks or off hand attacks while using Psychokinetic Throw" Maybe add a penalty to concentration checks too, depending on how you want the class to work as a dip for a wis caster.
Psychic Platform allows for double jumping, sticling to the ceiling and skating around. I love it. Every Soulknife I ever make will have it.
Psychic Armory is beautiful. Just a few suggestions for Armory Tactics: the ability to gather the blades in a single giant blade that falls from the sky, or raises from the ground (single throw but with higher base damage, maybe can be combined with Vital Strike); the ability to make the blades pop up from the ground under the enemy, like spikes (area damage + difficult terrain for a round?)
So dimension hopping from NeoExodus, to Thunderscape, to Kaidan, to Midgard, to Cerulean Seas, to Necropunk type of stuff? Could probably be made with all NPCs and sample characters from several 3pp classes and not a single Paizo PF class too.Yes. That would be awesome. You should have started with that, everybody who supports 3pp will probably support that, it's awesome. It also shows a little from different publishers so you can get a taste of everything, show a highlight from each world and why they would be fun to play, just enough rules on the stat blocks to be playable while making you want to go and buy the class and see what else it can do, it would be great publicity for all involved.
I think I just had a nerdgasm.
Orfamay Quest wrote:
Some version of the barbarians Groundbreaker rage power. An often forgotten rage power because it's only adjacent squares, and instead of using his CMB to trip it uses a fixed DC 15 ref save. Not a 10+Str+1/2 level, a fixed 15. A better version would use his CMB and do a small amount of damage, with a Improved version giving a longer radius and the ability to make it a cone instead of a radius.
Would it be better if they got full six level casting as the base ability and the base abilities of the Avenger and Stalker were buffed to match, or would that be too powerfull?
Maybe if everytime time you chose a talent, you could also choose a talent for your social persona. So at second level and every even level you get two talents, one social, one vigilante. Then you can have social talents like:
My only concern is the warlock specialization. Will it eclipse the magus class because it has a more powerful spell list?
Not at all, because the warlock vigilante has much, much less spells per day. He starts with one more spell per day over the magus, the magus catchs up at level 2, the magus is one spell ahead at 3rd level, the vigilante catches up at level 4 and then the magus is ahead at every level after.
So your saying you want holy, unholy, axiomatic, anarchic related blasts?
I think he means more the planes of Positive and Negative energy.
A kineticist linked to the plane of Positive Energy would be a biokineticist (vita is a latin root) and have a positive energy blast that heals people and harms undead. If chosen as both primary and secondary element gains a Holy blast that deals blunt damage and does extra damage against evil targets. Other powers would include controlling plants and animals, some degree of shapeshifting, healing, and some other holy powers.
A kineticist linked to the plane of Negative Energy would be a necrokineticist and have a negative energy blast. Other powers could include causing disease, generating pure entropy, and general necromancy abilities.
A kineticist linked with the Shadow Plane would be an umbrokinetic (the greek version is skiakinetic and it just doesn't work) and have a shadow blast that is touch and can deal blunt, piercing or cutting damage but can be disbelieved and only deal half damage. Powers would revolve around controlling shadows, stealth and illusions. Fire Kineticists got would get some light using powers to balance.
Finnaly a kineticist linked to the Astral plane would be a psychokinetic and have a mind blast or the ability to make and throw psychic weapons. He would have some telekinesis but more focused on fine motion and without access to lift large weights or flying. Other powers would include telepathy and teleport, some mental attacks, and some time related powers.
That should cover the whole D&D type cosmology, unless you start making kineticists based on Heaven, Hell and other Outer Planes, but that would be too much work. Maybe a single theokineticist with varying blasts and powers depending on which outer planes he connects...
Little Red Goblin Games wrote:
Whhy is it a pain the butt? Because he gains too many of them across his career and you'd need some fifty different ones, at least? Or because they are little abilities and gaining a small thing every level is not all that satisfiyng?Maybe gain a bunch at first level and them a smaller bunch at other levels? 3+Int at first level and +3 at 4th and every 4 levels?
Hard to comment on names without knowing the names of other class abilities, but if you go with gaining multiple ablities at a time how about Household Management and individual abilities be Homemaking Tricks or Housekeeping Chores?
I'm surprised that Lastwall Phalanx doesn't see more action. Do people just not know about it? Because it sure seems like the business. ^_^
It has the same problem of Shake it off, in that you have to be adjacent to your partner. That kills flanking, forces two characters (usually both of melees) to always focus on the same enemy, and makes you weak against all the AoEs in the game.
Epic Meepo wrote:
In that case there is no reason to use the unchained barbarian. It's a straight downgrade to a balanced class. Just houserule it and give the upgraded talents and most of of the stance talents to the regular barbarian.
scary harpy wrote:
You asked for the example. I made an example. You ignore the example. Why?Here's the template. It's based on the smaller gods in Inner Seas Guide as WDL has been asking since the first post.
I should update Bes to include more stuff.
@ I'm Hiding In Your Closet:
Kobold Cleaver wrote:
You people kept feeding the regenerating giant. I, and hopefully others, did what any decent forumite should do and flagged every one of his posts for 'breaking other guidelines', i.e. beign a regenerating giant.
Elder Basilisk wrote:
And we could call it something cool like slayer or something.
Does the group has any means to know in character they're dealing with a homebrew LG zombie?
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.
How about a mastery about attaching strings to enemies and messing with their movements
Edit: On the BAB usage:
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.
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."
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.
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...
Bought the WIP. My first thoughts:
A lot of the problems with the class could be solved with the right Wild Talents. Here is my attempt at them:
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:
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.
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:
Earth could have create pit as a sp; the ability to make earthquakes or something like this:
Tell this to your players:
Authorities in fantasy universes need adventurers. Because, as a rule, they are straight up better than regular soldiers.
When an orc band attacks a village, if the king doesn't send the army the village dies, because an orc band will destroy a villages police/militia. So if adventurers appear and say "You seem to have a orc/drow/hobgoblin problem. We are adventurers that will take care of it for you for X amount of cash!" the mayor is likely to sing allellujah and pay extra. Better than being killed together with his village.
When a dragon shows on the country side, armies die. Ten thousand arrows from ten thousand soldiers tickle Smaug. The very few people with enough power to take on a dragon usually have better stuff to do, are to afraid of trying to do it alone, or just don't care about your kingdom. So when a roaming bunch of adventurers shows up wanting to fght your dragon or, better yet, already famous for killing dragons, you promise them as much money as they want. If they die you don't lose anything. If they win, you would have to be a special kind of stupid to refuse paying or send assassins against people that can kill dragons.
And if they are calling adventurers for something, like in published material, it is usually something where normal resources have already failed, so they are calling in the specialists. And it doesn't matter what sort of problem you think you have, you pay the specialist rates. If you call the best law firm available for a shut case, you still pay the price for the best law firm. If you hire a five star chef for a night and ask him to make a grilled cheese, you still pay the cost of five star chef. If you hire a team of high risk mercenaries to kill dire rats, you still pay the cost of a team of high risk mercenaries.
And any politician that tries to make disappear the group of well trained, well equiped and well prepared adventurers that just did something his usual teams of assassins and soldiers couldn't, well... He deserves what happens when said group of well trained, well equiped and well prepared adventurers comes after his head.
Treating adventurers as vigilantes or outlaws only gets you outlaws that can break castle walls, kill armies, control the elements, summon the forces of hell, turn nobles into tadpoles, raise armies of the dead and other really unpleasant things. Better pay them to do 'adventuring' where the good and neutral ones can kill the more evil ones, than turn them all against you. Some long forgotten king must have realized that it's best to divide and conquer, than to unite and lose.
You destroy him. Chunky salsa flies everywhere. For a moment you see a translucent form of him and then it too is hit by the afterimage of your strike. An observing cleric or wizard can tell you that not only you killed him but somehow managed to kill his soul. For a quick moment you see Pharasma standing by your side looking flabbergasted, her mouth hanging open and her arms waving in a 'what the hell' motion. The she turns at you with a scowl and a glare and dissappears. Alternatively you see Zon-Khuton looking impressed. He turns and offers two thumbs up and what passes for a smile and then dissapears. If you are quick enough to raise an empty hand before he dissapears, he gives you a high five and then dissapears.
Le Petite Mort wrote:
Okay, maybe the example I gave was more distracting than clarifying. To rephrase my question more explicitly, are characters railroaded into believing everything said to them at face value if they fail a given Sense Motive check?
Le Petite Mort wrote:
Gullible people are not aware that they're gullible. Gullible people in fact believe themselves to be really good at detecting lies. It's what makes them gullible.In your example Thoggs response could be "Ha knew you wren't half devil, that ain't even a thing. Who would have sex with devils anyway?"
You can use command words to turn brilliant energy (or any other weapon ability) on and off. So your hands work normally when you want but when combat begins you can say "This hand of mine glows with an awesome power! Its burning grip tells me to defeat you! SHINING FINGER!"