Jhavhul

smileynazgul's page

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Interjection Games wrote:
smileynazgul wrote:

idea for either a string of gourmend culinary talents or a archetype: "the Be-yeast" animal companion made out of one of the foodstuffs you can make a familar out of, would probebly forgo 1 of the 2 slots you can pick a culinary skillset for and maybe half the culinary talents?

i can picture the absurdity

normal man:"Krieger is that a giant mantis made out of meat?"
Krieger:"yes"
normal man:"why is it all dark-colored"
Krieger:"its because its made out of leech meat!"

Yeah, that's a pretty awesome idea. It's a damn shame you weren't around when I was asking up and down for ideas, but, then again, the gourmend wasn't supposed to have archetypes because of its super modular design. I can still see a feat chain that terminates with upgrading the familiar to an animal companion, though it'd be hard to get right because an animal companion isn't strictly better.

oh my brain is a "Library of Alexandria" of crazy and/or cool things!

and perhaps maybe heres a few other ways to go about it

1.talent that allows expenditure of doughballs, cheeses, meats, or truffles to add a large amount of mass to the familiar, growing it to a larger size and adding more bulk

2.a grab a animal from the bestiary whos HD = some calculation and your produce-buddy is that (when you level you can pick a new one)

3.make it be a drake companion (so i can be a intelligent lama and i can have my meat dragon!)

4.it kinda be like the Tinker's alpha, a base setup and can add to it a small selection of new goodies, could have a summoner-type dealy where you select the kind of body type and just go from there


idea for either a string of gourmend culinary talents or a archetype: "the Be-yeast" animal companion made out of one of the foodstuffs you can make a familar out of, would probebly forgo 1 of the 2 slots you can pick a culinary skillset for and maybe half the culinary talents?

i can picture the absurdity

normal man:"Krieger is that a giant mantis made out of meat?"
Krieger:"yes"
normal man:"why is it all dark-colored"
Krieger:"its because its made out of leech meat!"


Rednal wrote:
Woo-hoo! ^^ It's always nice to see more reviews for products.

now what should i review next?

got some significant play-time with the brewmaster,tinker,plaguewright and herbalist. any personal thoughts on the matter?


Interjection Games wrote:
smileynazgul wrote:
while i dont think i have the ability to properly review this thing, it is looking VERY snazzy, makes the misfire of the medium look very silly (also the flavor is top-notch!)
This, yes, please! A paragraph of stream of consciousness opinions about a book makes the publisher $100 or more just by being there. PLEASE REVIEW IT <3

there we is! reviewed with my crap writing and glowing positivity, hope you like it


Interjection Games wrote:
smileynazgul wrote:
while i dont think i have the ability to properly review this thing, it is looking VERY snazzy, makes the misfire of the medium look very silly (also the flavor is top-notch!)
This, yes, please! A paragraph of stream of consciousness opinions about a book makes the publisher $100 or more just by being there. PLEASE REVIEW IT <3

well ok, i'll give er a go! mr.interjection games

(and if it goes well i'll write something for the other 8 classes, ultimate composition and the tinker expansions i bought =P)


while i dont think i have the ability to properly review this thing, it is looking VERY snazzy, makes the misfire of the medium look very silly (also the flavor is top-notch!)


question: when one of these classes uses the perform(conducting) skill to earn a living for downtime, would his conducting-magic mean he could perform a one-man symphony? or would he just be a moron waving a conductor's baton around without anyone else? and if he would just be waving a stick around would the use of almsgiver change that?


ok i got quite a bit of play time with this class and i got a few gripes

1.there needs to be more things for the PW other then its microbes mechanically, there nice and all but even full casters got other things to do with there time then cast spells

2.injecting other players with microbes is very awkward from far away,its a bit odd having to shooting a friend with a crossbow, since it takes a move action to load something into your melee weapon always

3.there is ALOT of microbes on the list that are really not worth taking ,ogre hide,will-hardener,twitch,dullard, all just either inferior versions of what already exists or so niche whats the point?


im really liking this class,but 2+int mod skill points per level seems really low for this kinda class, why is this?


and i feel these are valid complaints they arent idea killers, lack of depth and mechanics can be fixed by digging deeper and thinking better


Cyrad wrote:

I love cardslinging and card magic and like the name of the class. However, it looks like a first draft and there's a lot issues going on with it. Some of the big ones include:

1) The core of the class feels extremely vague. Exactly what is the mystic dealer? What do they do? What's their role in the party? All I have to go on is that they use cards and somehow invoke effects with them. It needs to be more concrete than that. For example, the harrower is a fortune teller.

2) The game mechanic of the core class feature lacks depth. Basically, you have a deck of cards, you draw a card, and then play it to get some random effect. That's pretty much the entire class and there's not much to it at all. The abilities are also all over the place. Some of them are really strong. Some are really weak. Some are really strong at early levels but become useless at later levels. And almost none of the cards really tie into the class or give it a sense of identity.

3) There's not enough material to cover a 20-level class. There's very few class features. Most of the abilities don't scale very well. The class has a medium BAB and a poor spellcasting. I can't see someone being able to play an effective character through a few levels.

Overall, I think you might be better off reducing the scope of the project to an archetype or prestige class. Designing an entire class is a daunting task.

1.yea im mainly focusing mechanical issues at the moment so i havent put its background to paper, in essence a Mystic Dealer taps into a vast wealth of psychic magic that most other psychics have difficulty tapping into,the power of titles(also some other things akin to titles), every person who dawns the moniker of a certain title leave a little imprint, some Psychic significance in that title(also monsters can generate this type of Psychic power via being such a integral part of common knowledge, like children's stories or sea shanties) ,the Mystic Dealer taps into this psychic energy via a constant lay-line to it, via his detailed Legend cards.

2.again very fair,i've been swimming around ideas but i haven't come up with much to further expand on the cards(though i feel something more can be done), and i have no excuse not furthering mechanics involving the skill unlocks.either that or something new entirely

and its 3/4th bab and half casting because the medium was,the MD was made as a counter-arguement to the Medium so thats why it is what it is


it is called the Mystic Dealer and i intend it to be a actually
versatile, very loose remake of the medium class, using a deck-and-hand mechanic with "legend cards", cards made by the Mystic Dealer allowing them to tap into the potential psychic magic that exists in the powerful titles,monikers and names of well-known people and mythical creatures

Mystic Dealer the class itself

and

Mystic Dealer legend cards the list of Legend cards

just scanning for opinions on the class(also seeing if anyone shows any interest in making some legend cards themselves)and please note its a little bit rough around the edges, i will clean it up when im happy with its mechanical balance


Sleuth


question: does the merciful curse's advancement of gaining mercy's limited to each "level" of mercies, like can the 5th level curse advancement allow you to take only the fatigued,shaken or sickened mercies and the 10th level advancement limited to only dazed,diseased,staggered mercies

or is it at each curse advancement of the merciful curse you can take any "tier" of mercy


when i mean modifiy, as in change how they are cast,changes how or what the creature summoned creature is or buffs the summoned creature in some way

i just stated preservationist alchemist cause thats the only thing that i could think of


so im trying to gather a list of all the spellcasting classes archetypes that modify summoning spells(that be summon monster and summon nature's ally for the most part)

all that i know about is the alchemist archetype preservationist


druid(ancient guardian archetype)/and either alchemist or investigator


Sithis of Fangwood wrote:

Boon Companion: "to a maximum effective druid level equal to your character level"

Pack Lord: "The pack lord may have more than one animal companion, but she must divide up her effective druid level between her companions to determine the abilities of each companion. For example, a 4th-level pack lord can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion"

i know how to read, i wouldn't ask if just quoting the 2 things in question at me would answer it


say a pack lord druid at lvl 1 takes boon companion, can he allocate his 1 druid level to one animal companion and allocate "0" points into another animal companion with boon companion on it so it acts as if its a lvl 1 animal companion


pretty self-explanatory, if you like monster hunter and you like pathfinder(which explains why your here) make a monster hunter animal companion i'll start

Nargacuga
size:medium speed:50ft fly:30ft poor maneuverability AC: +1 natural armor special qualities:dark vision,stealthy(+4 stealth)
attacks: 2 claws (1d4) tail slap (1d6)
STR 12 DEX 18 CON 13 INT 2 WIS 15 CHR 7

7th level advancement: size:large AC: +1 to existing natural armor ability scores:+6 STR +2 CON attacks: 2 claws(1d6) tail slap(trip)(1d8) 3 spikes (1d4) range:60 ammo:28 per day special qualities:pounce

retroactively duel-posted here: http://www.reddit.com/r/Pathfinder_RPG/comments/39mxdr/make_a_monster_hunte r_animal_companion/


i assume ruptured muscles is the odd duck, cause it sounds more of a STR damage kinda thing


noticed a little error on the PDF

for the mutations ruptured muscles and internal bleeding, they have the same text word-for-word


well yes i did mean forgemaster cleric archetype but i think i meant to say only spells that are personal ranged that target weapons,armor or shields to be usable on allies, so no true strike on fighters(plus clerics don't even have true strike on there spell list in the first place)


the artifice domain's POWERS on the other hand are s!*! smearingly awful


well artifice spells arent ALL s#$! major and minor fabricate has numerous uses, and i always wanted to turn a locked door into a useless wooden ball with wood shape so i can just roll it out of the way


2. so those count as domain spells to use, not locking me down to the crap artifice spells?

3.well if your a monk you dont want any armor


1.can the runeforger ability be used on natural weapons?

2.im confused,why is there spells on the "steel spells" list already on the cleric spell list like shatter?

3.can armor runes be inscribed on clothing?(im feeling no but i just want conformation)


well my confusion is cause A.ooze'y extracts can be prepared as a spell and this line from the discovery

"The ooze is not under the alchemist’s control, but is otherwise treated as a summoned creature."


does the augment summoning feat work with any of the oozes a alchemist can make with the bottled ooze discovery


replace the spontaneous casting with the special to cast personal-ranged spells as a touch spells on your allies (for example with this you can now cast lead blades on your allies)

thoughts?


or you can just settle for 3 natural attack by just being a abyssal or draconic bloodline and a half-orc with toothy


yeaaaa not sure what was i thinking even if it does do what i think its doing i still get only 1 attack, its really late


when i have a reach weapon and the polearm master class(which allows the user to choke down on the grip of a reach weapon to use it within a 5-foot range of you as a IMMEDIATE ACTION)

i have someone charging at me,i get a Aoo on them for trying to move out of my 10 foot threatening range, after that attack can i use a immediate action to shorten my grip to hit him with another Aoo when he enters my adjacent square

and of course i have the combat reflexes feat to get multiple Aoo's a round


im having difficulty convincing GM's of this classes's balance,got any ideas?


Interjection Games wrote:
smileynazgul wrote:

got another question

if you give a automaton simple weapon proficiency(or any other kind) in a throwing weapon lets say javelins, will i need to give him the a quiver invention as well to reload or will he be equipped with all the javelins he needs?

...Huh. That's a good one, actually. I'd go with "without a quiver, you got one javelin". That said, there's an Irishman in the old Looney Tunes that does the whole "it's been in the family for years" schtick quite well. Maybe you want to emulate that?

HA i remember that one! but it was a sottish guy

https://www.youtube.com/watch?v=9uWF210Vdx0


1. make its crit 19-20/x2, its essentially a guard-less rapier in a fancy sheath, i dont see any reason that the sword cane only having a x2 crit

2.allow the sword cane to stay in its sheath to use it as a bludgeoning weapon but its crit modifier changes to just x2 when being used in this way

3.when you unsheathe the sword cane you can use the empty scabbard to block and parry with,granting you +1 shield bonus to AC, but do to the lack of a proper handle you cant use it this fashion for multiple attacks, if you use the scabbard to block with you will lose its AC bonus after you use it to shield yourself until your next turn(much like attacking with a weapon in a hand that has a buckler on it)

thoughts?


got another question

if you give a automaton simple weapon proficiency(or any other kind) in a throwing weapon lets say javelins, will i need to give him the a quiver invention as well to reload or will he be equipped with all the javelins he needs?


hm good idea,but to be honest the CC archetype sounds like said archetype has no business going out adventuring

its like "hey i've been a sheltered bible humper my entire life,lets go out clear out a goblin stronghold." there on the same boat as siege mages and celebrities


i have a hunch this classes usefulness will diminish a lot if your fighting large amounts of undead or constructs


so here's a fun little thinking exercise, look around the class archetypes and find some that come across as really crap,then come back here and discuss how you would change said archetype to be not crap,heres some good starting areas

fighter's,free hand fighter or weapon master

alchemist's,clone master,internal alchemist and reanimator

almost every investigator archetype

have fun


yea know this class reminds me of a class i had brewing around in my head
:called it stitcher,basically it was build-a-bear + a zombie, creating a base zombie and decking it out with all sorts of biological abilities and parts(like the flame sac of a dragon,the regenerative powers a troll,along with 6 arms and a scorpion stinger plus a brain stolen from 1 of the most powerful warlords in the land to put that all to use) things like that


also how do you create automatons of different sizes other then the base size of small?


so how accurate is the SRD for this?,for you see i am poor