|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
To appease those such as Houstonian who would like to use the Witch characters without necessarily owning the Witch deck, and also just to add some variety to witch familiars for home games, I have created the following public cards on drivethrucards.com:
Check them out, order them, have fun!
Alex Mack wrote:
Wow, very nice! Agreed, that's a better option than Weapon Evoker Mastery. I'll make a note of that. Thanks!
Dunno if you have it on there yet, but Crossbows generally have "If proficient with weapons, discard this card to add X to to a combat check by a character at another location". That said, Crossbow doesn't appear to be a trait in and of itself.
Most Bows do this, actually, so I have that power associated with the Bow trait at the moment.
This is most helpfull to those people who make custom cards in drivethrough, so that card will be consistant with other similar cards.
This is one of the major reasons I wanted to do this... I have designed a ton of cards on there, and it would be nice to make sure I'm adhering to trait specifics as much as possible. Plus, if I want a bane to do something specific but it's not based on a set character or image, I can pick a trait that will fit the mechanics and then go find the image that fits best, etc.
Yep, this is exactly why I didn't mention it. It would be really nice if that worked, but unfortunately it does not.
Wow, I have no idea how they got duplicated like that. Fixed that.
Is Golem a trait? I thought they just had the Construct trait.
Curses... I'm holding out on that one, because I think the definition will be different when Mummy's Mask comes out.
How many Rogue banes are there? And my problem there is that Rogue is also a trait a character can have, so that complicates things.
Just a Guess wrote:
Element(s) universal; Type form infusion; Level 1; Burn 1
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.
Seems correct to me.
Excellent, guys! Since I can't edit my first post, consider these added to the lists:
I thought it was 4 and 5? Fixed the second one though.
Lycanthrope is a good one, i've added that one.
A few weeks ago, one of my friends in our PACG group learned something that shocked him, and the fact that he didn't realize it sort of shocked me. While we were playing, he had a revelation that the "Veteran" trait is only on cards that have some sort of numerical increase on them based on the scenario's adventure deck number. This was something that I had realized back in the Rise of the Runelords days, but then I realized that not everyone might see patterns like that as easily.
With all that in mind, I figured I'd start a discussion of how traits are designed to affect the card text of cards they are added to. There are several traits that do this (which I will call "hard" traits from now on), so I'll list the ones I can think of here (Note that I'm not including traits like "Magic" which other cards or powers might refer to, but don't have a mechanical effect on the text of the card they're printed on or based on the basic rules of the game):
Basic - Cards with this trait can be chosen as a starting card when building a new character (for boons) and when you start adventure 4 of each of the adventure paths, you start to remove these from the game (for boons and banes).
Now, one of the reasons that I made this thread was to ask the designers if there are other traits that cause specific card text to be included on the cards. For example, do all cards with the "Healing" trait have to have the words "shuffle into your deck" or "recharge cards from discard" or something like that? Or is 'Healing' a more abstract trait that can apply to anything that adds cards to your deck?
EDIT: I've had someone suggest to me the idea of "Grouping" traits, which are traits that really just let you apply a set of powers to a whole set of cards by naming them. These may have some similarities in the way they're written, but don't seem to have the hard-and-fast rules of some of the others. Here are a few examples of those:
So, does anyone know of other traits that do things like this? Would the developers like to chime in and tell us of any other "hard" or "soft" traits that they use in the design of the game?
I don't totally agree with that... if you play an item, you've played an item. In some items' cases, though, they ALSO count as playing a spell, so you've used both your Item and your Spell slot for that check. It doesn't say "playing this item instead counts as playing a spell", ya know?
It doesn't sound like the ranting of a madman, though, as these things are not straightforward. :)
I would ALSO love to hear Vic's or Mike's take on this question, for the record.
I think the answer is yes, and that's exactly the reason why they add the "this counts as playing a spell" line. If you are making a check that has the Attack trait and you are either actually using a spell card or the card or power you're using says "this counts as playing a spell", then cards that are immune to spells with the Attack trait would be immune.
The question of whether you can play another spell is a BIT more subtle, but I would say the answer would be no, you can't then play another spell on the check.
Captain Morgan wrote:
Looks like there are 6 options that require a save, so that's not really a small number, in my opinion. You also have dispel magic, the effectiveness of which is based on your BAB.
That being said, wrecking face is obviously still a main part of your deal as an Iron Caster. This build is definitely about adding some versatility to a face-breaker character, not to make a true CASTER character out of a fighter.
We're currently missing fleshed out characters from Philo, William nightmoon, Saiman, and Corsario. The GM had said recruitment would last for about a week, which would put tomorrow as the end of recruitment. No confirmation on that yet, but just thought I'd give a heads-up to those who had expressed interest.
Well I was thinking that, since it's being very deity-specific, you could include a spirit guide of some kind that gives advice directly from Pharasma, or something like that.
Basically, I worry that you're just making a neutral Paladin archetype, which I distinguish from a hybrid class. A hybrid class should have at least one if not multiple NEW class abilities that distinguish it strongly from either of its base classes. Pulling ideas from other hybrid classes that have a divine component might be a good way to achieve that.
I don't think you need them to be both an ex-paladin and an ex-antipaladin... those are two very extreme belief scales and I think it would put undue burden on the player to roleplay that all out, even just as a backstory.
I'd say the biggest obstacle you're going to run into is that the class isn't going to be able to distinguish itself from the Paladin class and the Antipaladin archetype (yes, it's really just an archetype of the Paladin class). You should instead consider pulling in a couple powers from another class, like the Warpriest or Shaman, maybe.
Figured I'd do a quick recap of submissions for the GM's sake, in order of posted interest:
jooker - Toram, Warpriest of Calistria
I'm going to give a very simple backstory for Ser Archibald at the moment:
Ser Archibald is a highborn young man, who was born into lavishness and opportunity, but as a fourth son, with no real chance of getting his father's huge inheritance. His father began training him from a young age in the ways of combat of the high-class, with the expectation that he would be a knight for some high lord. He went off to the most prestigious fighting school, in the peak of physical shape, carrying one of his father's more powerful magic swords, ready to become the best fighter at the school.
During his early training, Archibald learned the basics of sword combat using wooden faux-swords. It wasn't until two years later, when he was finally permitted the honor of brandishing his father's heirloom falchion, that a miraculous thing happened... he suddenly manifested magic, directly from the sword! He was quickly moved into the school for mixing arcane and martial ability, the Academy of the Magi, but he found that his magic was different from that of his colleagues in the school. He did not channel magic through the weapon he carried the way that they did... instead, he was able to coax the magic from the sword OUT, to manifest it in specific ways. This resulted in a small but diverse pool of magic at his disposal, but he was not able to learn standard written spells like his colleagues.
After graduating from the standard fighting school, despite his magical abilities, he was knighted by a local magistrate, and decided to go out into the world and experience more before he pledged himself to a king or queen for life. He now travels Golarion, trying to discover the best ways to increase his magical abilities while training his body for combat.
My submission, Ser Archibald Langishire, the Master of Magic:
Ser Archibald crunch:
Ser Archibald Langishire
Male human Fighter (Weapon Master) 5 / Brawler (Exemplar) 1
CN Medium humanoid (human)
Init +1; Senses Perception +9
Item Mastery spell-like abilities (CL 6)
Backstory coming soon.
Olaf the Holy wrote:
Agreed. There's nothing in the rules as written that says you can't dip into three martial class and fulfill those qualifications. If your GM doesn't like it, then they should require you to use fractional save bonuses, which is totally reasonable.
You're right, I read it wrong... it's actually BETTER than I thought. You can use it several times per day (based on your weapon training bonus) and each time you could pick a different Item Mastery feat, which would last a minute each. This basically gives you another pool of Martial Flexibility with which to use Item Mastery feats. I'll fix the text right now.
EDIT: Fixed. I love it.
Mutation Warrior would definitely be a good choice if you go for a non-Weapon Master build. All three of the builds that I listed toward the bottom do use Weapon Master, though, and the two archetypes are not compatible.
Secret Wizard wrote:
Thanks Secret Wizard, I added a blurb about that convoluted option under "Other useful things". :)
Olaf the Holy wrote:
Great call on the Conductive weapon idea!
What would you recommend for on the other side of a gestalt using this build?
Hmm... good question. Since you don't need high BAB since you already have that on this side of the gestalt, I would say something like Oracle, to get full divine casting and Mystery abilities. A buddy class would also be a good fit, so perhaps Spiritualist to get some Psychic casting ability and a Phantom, or Hunter to get divine casting and an animal companion? No matter what direction you go with casting, you'll need to put some of your point buy into a casting stat, unfortunately.
If you REALLY wanted to push the CON-caster idea, you could go with Kineticist, giving you much more damage potential through Kinetic Blade, and you could even take your Kinetic Blade as your weapon training option, I believe. This would let you boost its damage, though your GM would have to rule whether it counts as a "magic weapon" for item mastery feats, etc.
Secret Wizard wrote:
Inner Sea Intrigue.
I don't have access to that one, any chance you could tell us the text of it so I can evaluate it and add it to the guide if it's relevant? :)
Thanks to all of you for your input so far, and please keep it coming! If you think that I've rated anything incorrectly, please let me know, because there could be things I've missed as far as ways to use them, etc.
Oh, and no, I've never used fractional bonuses before, though I can definitely see the appeal for multiclassers. This is one case where it would actually hurt the build, so I don't think it's worth mentioning at the moment, since its' optional.
Definitely interested. I'm thinking I'll make a character using the build I talk about in this guide I just wrote. Iron Caster
Might go with Strength-based and Power Attack instead of Dex-based though. Gotta play around a bit. :)
EDIT: Would you accept a hobgoblin as a PC?
EDIT AGAIN: Nevermind, I'm gonna go Human. :)
which also means its less likely to ping the nerf radar.
Totally true. And besides, the clarification that you can't stack Fort save bonuses from different classes in PFS for this build really hurt it. It's best to stick to a home game with this. I can't wait to make a character with these options myself!
Ah, I had missed that. Just means this is not a PFS-legal build, oh well! I'll update the guide right now.
Hi Broken Z!
Question for you, Tristan. What is this quote about in your reddit post? " Just don't take Advanced Weapon Training as a normal feat, or you won't be able to flex it with Barroom Brawler."Since you can take the feat more than once, a Weapon Master should be able to take it with a bonus feat and still flex it using Barroom Brawler or Martial Flexibility, right?
I know nothing about the Stamina system, but that is VERY interesting. So that lets you do all this without a single Brawler level. Very nice!
I'll have to put in a specific section about that as a build option for those with access to the Stamina system. Unfortunately, PFS doesn't include this system.
alexander leah wrote:
Access should be fixed now. Sorry about that.