If you want to have more direct scaling items, you can follow the model of existing scaling items and swap out particular spell-like abilities, for example, for more psychically-geared items. For example, you could base something on the Fivefold Rings Of Fire from Unchained but replace scorching rays with, say, mind thrusts. Alternatively, the scaling nature fits well with the scaling nature of undercasting/overcasting. Items could unlock higher levels of spells as the player grows in level, or the item could open up new spell slots or options for undercasting or other things following the "tiers" of the item.
You could take one of the many diminutive fey (Sprites, Atomie, etc.) and slap a few weak spells on them. Alternatively, the Lyrakien Azata- although tiny- has some good fairy-style abilities, in addition to healing and some bright light-sparkle powers. You could just shrink it down to being diminutive, instead.
My biggest piece of advice on this is have multiple ways to solve/leave problems- if you're going to have a higher-than-expected CR monster that could end up killing a PC, make it defeatable or escapable with other means (this also fits with a horror genre- escape Camp Crystal Lake and Jason won't kill you, don't watch the Ring video and you won't die in seven days, etc. If the PCs and Players know that their actions will have consequences if they don't think out or plan, then they'll feel more worried and more at risk of death without needing to actually kill them everywhere. Depending on the way your players act, you may need to ham this up a bit- restate how a monster is slow and wouldn't be hard to outrun, or wouldn't be able to fit through an exit, or seems only to be protecting this one site, etc.
Instead of Statue, i'd recommend Fluid Form!
Meld into Stone is tricky, but you could go with Water Breathing or something like that! I like the idea of using a stoic creature like a Sea Serpent as a 'patron', but other aquatic creatures like krakens could work for a more evil theme.
Tried this with an old faithful spell:
Fireball wrote:
Hm- that's a pretty high DC to see through the explosion, if it's increasing by 5 x your Dexterity each level! I'm curious about this replacement of saves with a stealth or Escape Artist check?
I'd definitely be interested in playing- Sigil/Planescape has always been super interesting to me but I've never been able to play a game in the setting! Definitely want to play it in pathfinder, probably- I don't mind 3pp but I'd prefer none of the spheres/etc. stuff just because I always see that powergame out of control and it honestly makes it unfun to be a player around the systems.
There's a (hobgoblin only) monk archetype called "Ironskin Monk" that you may be able to use/augment that? Here it is!
I used these rules on a lesser scale for the world I'm working on and came up with a pretty cool gothic nation run by vampires and their forlarren slaves, inhabited by roving bands of rebellious ratfolk, kitsune, and halfling laborers and traders: https://www.worldanvil.com/w/korthos-189birds/a/karine-article?preview=1
I'm playing a halfling cabalist who uses a glaive, right now- the reach is really helpful to pop spells without provoking, so whip is nice. Cabalist is super good for just taking people down with debuffs, and the bleed damage scales quite well- you add your level to damage! Witch has plenty of spells that can make a target flatfooted to apply your bleed, too!
In order to avoid being dominated, you're going to want to pump up your will saves- Iron Will/Improved Iron Will, if that's a big thing for her character. The Defiant Luck feat tree (for humans) might also be of use to pump up her saving throws, or the Human feat "Heroic Will", which lets you make a second save against a mind-effecting affect (including domination) once per day. Since seducer is Charisma based, the Steadfast Personality feat could bump up your will-save against Domination (among other things). Spell Focus (Enchantment) would be good to increase your enchantment spells, though unless you take Threnodic Spell you won't be able to use those spells on vampires. Hope this helps! I'll look for some more stuff that isn't off the top of my head later, if you'd like :)
I think that increasing the hair's reach is a bit much, and the "Emergency Petrification", though thematically awesome, seems to not fit mechanically well. I'd recommend making that Many Serpents Style features- and maybe the Gaze too- work more like bloodraging does- only active during the rage. Perhaps instead of greater/mighty bloodrage you could give a damage boost or a free condition from the gaze?
Sorry if the formatting is weird, its just copied from my google doc lol! Blowgunner (Gunslinger Archetype):
Blowgun Specialty (Ex)
Blowgunners are not proficient in any firearms. In addition, any class feature that refers to firearms is instead applied to blowguns. This alters weapon proficiency. Poison Use (Ex)
Deeds (The following deeds replaces Deadeye, Quick Clear, Utility Shot, Expert Loading, Lightning Reload, and Menacing Shot)
Sneak Attack (Ex)
It hasn't been tested very much yet (only on an NPC) but its what I've got :p
I think I'm planning on playing a Summoner (aasimar) with the Spirit Summoner archetype- probably taking the Heavens spirit? Winterwalker said that if we had no 18+ stats it'd be fine to rearrange them. The eidolon will probably be a more 'scout-y' type of Eidolon, looking like some gross sea creature fusion. Though that will probably help to cover the frontliner role, it obviously won't be as good at tanking, and she won't be able to use the summon monster SpA's to actually do anything if the eidolon drops.
I rolled not very well haha. I guess I'd go with the 9/8/10/16/14/12 array, maybe making the character as a witch or maybe a spiritualist, if I'm not allowed to swap things around. Hard for me to imagine a fisherwoman without any physical prowess but she could always end up using a familiar or phantom to collect fish :p
Garbage-Tier Waifu wrote:
I was in a game where I made my gender clear on the first day and then got told it was an internet gender. (Then they proceeded to slut shame my bi character so...)
Zelgadas Greyward wrote:
Still working on it, but a la ectoplasmatist it uses lashes of deific energy as a weapon instead of a manufactured weapon, and specializes in using maneuvers with those lashes (wrapping people in ribbons, disarming their weapons with ribbons, etc.)
Working on a set of rules for a Magical Girl themed campaign I'm running involving transformation, superpowers, and direct god interaction right now. Deities and spirits in the campaign are mainly inspired by mesoamerican mythology, as well as some associated archetypes like a trickery-magic using magus, a ribbon-fighting warpriest, and a blowgun using gunslinger!
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I'm trying to download items from my Digital Content. There are several issues that I have run into that may or may not be related to the problem. 1. When I click on the file name to start the download, I instead get a page displaying html code. I then backtrack to the Digital Content page and try again. 2. After the above problem, I click on "if you are having problems with this download, click here" link and wait the 60 seconds. 3. Then I attempt to click on the item name again and in some cases on the second or third click, the download initiates, I see the download box to specify the destination, and the download completes. 4. However, in some cases, (5 or 6, so far) the item simply gets removed from my Digital Content list entirely. This is particularly worrisome since I have been attempting to download items for a couple of days now without ANY success, and today, while some downloads have worked, the file that I need for a game that I am supposed to run this weekend at a local convention was one of the ones completely removed from my list. Your web site has always behaved inconsistently, been so poorly organized that it is difficult to find anything, and just generally been completely frustrating to use, but it has generally at least allowed me to download the things in my digital content with a bit of patience and repeated attempts. Having things removed from my digital content is a major issue and needs to be fixed.
I built a Kineticist for the playtest and haven't played it since because it required a rebuild and the Kineticist class has so many confusing rules and omissions that I just didn't have the impetus to be bothered with it for almost 2 years. Let me also say that I play mostly through PFS and so table rules vary widely by GM and only with a non-ambiguous FAQ or errata can I be certain that any of these abilities will be allowed to work as intended. Anyway, I recently picked up my book and started the rebuild but I noticed 2 glaring issues aside from the tight constraints on the class that just made me want to make another sorcerer. But that's a different discussion. There was also one potential synergy that should work, but since it's from material that predates Occult Adventures, it doesn't call out Kineticist specifically. 1. All the entries for talents are missing vital information. They are supposed to be spell-like but none of the usual information that is provided for spells are provided for talents. This is especially a problem for the utility talents because the lack of duration information is a glaring omission. How long does Earth Walk or Aerial Adaptation last? While it seems that both of these become a class ability and never need to be activated, I know GMs that will argue that all talents are spell-like abilities that require a standard action to use and since no duration is stated it has to be reactivated each round like a blast. Enough of them include words like "constantly", but that only indicates that the ones that are missing such specific wording are not always in effect. Big area for errata here since almost every utility talent is missing duration. Another problem are the ones that say "similar to" and reference a spell. Just how similar. Duration? Target? Range? Casting time? No clue. This needs to be addressed. 2. I decided I wanted to make a Geokineticist. It was a hard decision, but I liked the defensive talent and it seemed a little more versatile in that it wouldn't be shut down by a single elemental resistance or immunity, although things like alignment DR would always be a problem. After I got into it, I realized the selection of Earth talents was less in shear number than any other element. All of them are highly restricted in usefulness and the addition of form and substance infusions add things like save negates and other "benefits" that make them completely undesirable because of the high burn cost . The utility talents at least offer other abilities, but they are not very equitably distributed between the elements either. Water tops the list at 18, followed closely by Aether and Air at 17 talents. Fire and Earth limp along with 14 and 13 respectively, which isn't enough to even give a choice at most levels unless it's to fall back to a lower level ability or to select one of the 8 Universal utility talents that are available. More talents and more evenly distributed talents are required or maybe just more that apply to all elements. 3. I also have a question about the Dwarven ability "Stonesinger" (exact text copied below). It says it works with earth bloodlines, mysteries, domains, but does not list the Kineticist's Elemental Focus. Although the rest of the wording indicates that it should since it specifically calls out spells with the "earth" descriptor which all wild talents get based on an Elemental Focus of Earth. But again it's a gray area that can't be counted on to be accepted in PFS play without a clarification. Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning. If you would flag this post for FAQ, I would really appreciate it. |