Very excited to see the finished product! For a long time I've been thinking about how to make an emotion-based spellcasting tradition in the Pathfinder rule system. I wanted the maniac to cover a wide range of human emotions (20 altogether!) with distinctive mechanics that offer interesting roleplay opportunities.
I hope you'll have as much fun as I had designing and playtesting this class!
In my game, the cultists were in league with a hag that I plan to introduce at a later point. The cultists stole human babies and replaced them with little changelings.
GMG wrote: Cursed: Some form of curse afflicts the city. Its citizens might be prone to violence or suffer ill luck, or they could be plagued by an infestation of pests. (Choose one modifier and reduce its value by 4) That way, I have a potential recurring villain, lasting repercussions for the kingdom that can serve as a plot hook (how do we lift the curse), and an interesting moral/social challenge for the PCs (how to deal with those innocent changeling children?).
WormysQueue wrote:
I'm glad you liked the censor. Most people would agree that negative conditioning via torture is pretty evil (there is a reason why spells like pain strike have the [evil] descriptor). Others might see it as a nonlethal option allowing the censor to resolve a conflict that has devolved into violence without murdering his opponents. So I guess it depends a bit on the circumstances and how the GM/group prefers to handle alignment. I envisioned the censor as an agent of oppression who may or may not rationalize his questionable actions ('This hurts me more than it hurts you, but it's necessary for your own good!'). If you are looking for a less controversial option, replacing the chastise performance with a denounce-based ability could work (ostracize the perpetrator!), though it probably isn't the most useful ability for a common adventurer.
Once you have settled on the dungeon's theme, picking monsters should be easy. Who built the pyramid? What was its purpose? How old is it/what is its history? Who had access? How much technological/magical know-how and resources went into its creation? What makes the place special? Which creatures would be drawn to such a place? You can toy with the players' expectations by giving a classic monster an interesting and unusual twist. A child mummy is creepier than a regular mummy, for example. Connections between different creatures can help to create a dungeon ecology (symbiosis, intruders, scavengers, etc.). Maybe the pyramid is based on a dualistic religion (sun and darkness, day and night). There could be two factions of creatures trapped in an eternal struggle. To make it less cliché, add a third party of newcomers that upset the balance of power. From a mechanical viewpoint, creatures with abilities that have great synergy can make for challenging encounters (for example a creature that heals from fire damage and a creature with a breath weapon that deals fire damage).
I think the additional extract list is reasonable. You could also make the alchemical zombie discovery available at lower levels, where it works like lesser animate dead. Other suggestions: - If they like tossing bombs, maybe they can have a necrotic bomb discovery that causes their bombs to deal negative energy damage (harming living creatures/healing undead)? - A mutagen mod that allows the alchemist to pass for an undead (maybe gaining certain undead abilities). - An ability that allows them to control undead (this could also be a bomb discovery, or maybe some sort of alchemical tincture that makes undead creatures susceptible to the alchemist's 'charm').
Thank you for your feedback. 1) I tried to implement that by allowing aid another, and there is an option to increase the DC for an increased range/area/duration. The party would decide who makes the check, the other players would attempt a DC 10 Charisma check to aid the shaping character. The shaping character sets the duration and the area of effect. Admittedly, there is still a bit of GM call involved (turning the whole area blue might require multiple shapings or a single powerful one, which would be closer to, say, a 3rd- or higher-level spell. Also, some of the locals might take offense).
2) I deliberately decided against that, because I think that shaping should be fundamentally different from spellcasting. A romantic swashbuckler will be better at this than a scholarly wizard. However, I would be okay with a bonus for characters that have a special fey connection. 3) I was thinking that the shaping effect could be limited by the character's level (similar to spells). That way, only high-level characters can achieve powerful effects (and fey usually do have a lot of HD for their CR). I think this is mostly a theoretical problem, though. After all, these rules are meant to offer toys to the PCs. I can totally see different fey factions using their shaping against each other in their struggle for dominance over a certain domain. But the system doesn't have to simulate that struggle perfectly. I realize that I never took a look at the words of power system, which might be helpful for what I have in mind here.
At this price range, a ring does not have a lot of competitors, and it is much more comfortable than handling a metamagic rod. Whether you can use an item three times per day or at will can make a huge difference. Pricing shouldn't bet the only factor to decide what is balanced. Also, it should be noted that metamagic rods are severely underpriced (even the designers admitted that, though they still haven't changed it as far as I know).
I'm not convinced that this item is different enough from a reach metamagic rod to warrant being its own item (hence my proposed change). The language could be improved, but it's clear what the item is supposed to do. It should probably say line of sight rather than line of effect, because the way it is worded, it still requires the caster to select a target (which requires line of sight). It is also unclear if a ranged touch attack would be necessary and what happens if the target is unwilling.
That item is too convenient for my taste, especially because it is usable at will and very cheap.
Consolidated List:
1. A stone boulder/anvil/anchor; empty barrels (usable as an obstacle/weight)
2. A hot air balloon/parachute 3. A bathtub (filled with hot water and bubbles); a steambath 4. A picnic/candlelight dinner (romantic music not included) 5. A sack filled with coins 6. A bed with a mattress, blankets, and fluffy pillows (stuffed animals are optional) 7. A barrel filled with water, alcohol, oil, flour, glue, grease, paint etc. 8. A campfire/stove/oven/forge 9. A coffin (for vampires and goths) 10. A bookcase 11. A tent, already set up (with lead inlays, to protect against scrying) 12. A skeleton/corpse (for necromancers, could also be used as a decoy) 13. A wardrobe with clothes (when you can't decide what to wear) 14. A block of ice 15. A dung pile (can be dropped at doorsteps or dungeon entrances) 16. A ball pit (for adventurers of all ages) 17. A giant holy symbol/altar/shrine/confessional/totem 18. A glass panel/distorting mirror 19. A flower bed 20. A tower shield (instant cover) 21. A siege weapon/ram 22. A cart with turnips, eggs, vegetables, etc. (possibly rotten) 23. A trophy taken from your enemies/as proof for your employer 24. A scratch post and litter tray (or other accessories for familiars, pets, and animal companions) 25. A model ship in a bottle (for clumsy people); a hobby or piece of art on which you are currently working 26. An oversized spellbook shrunk to normal (folio) size (try to steal that) 27. World's biggest jigsaw puzzle 28. A summoning circle 29. A sail wagon (for land yachting) or surfboard 30. Theatrical scenery 31. A statue/painting of yourself 32. An opponent's weapon, shield, or spell component pouch 33. A printing press 34. A trampoline/safety net 35. A cage/aquarium (could also serve as a portable panic room or a Faraday cage) 36. A giant spider web 37. A giant tortoise shell/exoskeleton 38. A small zen garden 39. A safe (a decoy to distract thieves) 40. A couch/armchair/special chair for Small-sized characters (so they can sit at the table with the big guys) 41. A writing desk/workbench/alchemy lab (to scribe scrolls/craft items) 42. A weapon rack (takes golf-bagging to a new level and you'll never run out of things to throw at your enemies with telekinesis) 43. An unwieldy musical instrument (piano, gong, organ, etc.) 44. Explosives, armed/fuses lit ("You think I'm bluffing?"); pyrotechnics 45. A minibar 46. A market stall/grillwalker/icecream booth 47. A cart, sleigh, chariot, or small boat (poor man's folding boat) 48. A roulette/poker/gaming table; a giant outdoor chess set 49. An iron maiden/a gallows (get that circumstance bonus on Intimidate checks with style) 50. A door + frame (so you can slam it in someone's face); a portal (ominous looking) 51. A cartload of salt, grit, sand, rice, marbles, etc. 52. A telescope 53. A water pump (plus hose, tubes, etc.) 54. A privy 55. A scaffolding (a climbing aid or to support a structure that might collapse) 56. Oversized clothes (definitely won't shrink in the wash) 57. A Colossal-sized full plate (wearable instant fortress; task ) 58. Wooden stakes, empty barrels, mortar and bricks, other construction materials (can be used with fabricate or manual labor to build an improvised trap, simple fortifications, a floating bridge, etc.) 59. A high seat (grant the sniper that +1 bonus for attacking from higher ground) 60. An emergency/prison break kit (when your normal equipment isn't available) 61. A small crane with a long rope/chain, a winch, and a counterweight 62. A stash of illegal or embarrassing things (can be used to frame somebody) 63. A punching bag/training dummy 64. A giant magnet 65. A fully-grown clone; the material component for a simulacrum 66. A cauldron filled with molten metal 67. A folding screen/canopy 68. A banquet with fresh food 69. A batch of pamphlets and handbills (for propaganda purposes) 70. A cabinet with contracts, permits, and other official documents (for diabolists, imposters, bureaucrats etc.) 71. A Gargantuan-sized object that can be used as a target for animate objects 72. A barbed wire fence/roadblock/barricade 73. A gym wheel 74. A technological item (jetpack, fire extinguisher, etc.) 75. A vat of acid (according to the environmental rules, it deals 10d6 points of damage per round!) 76. A mechanical jack; a lifting platform; a drill; a bolt cutter 77. A rug/red carpet 78. A portcullis 79. A hookah; a censer with incense/pesh, etc. 80. A candelabra 81. Firewood and food for horses (for long journeys through extreme terrain) 82. A cauldron 83. A searchlight (turn on the bat signal) 84. A portable bridge 85. A 30-ft. balancing pole; a telescopic gripper 86. An arsenal of alchemical weapons (even a dragon will be careful to face an organized militia armed with alchemical fire, acid flasks, etc.) 87. A ramp/stairway/ladder 88. A coffee machine 89. Sandbags (for damming) 90. A diving suit; a small submarine 91. Passing somebody a secret note while being observed 92. Stealing/smuggling/carrying a concealed weapon 93. Hauling loot out of a dungeon 94. Creating giant versions of things that are only usable in shrunken form (keys, weapons, etc.), possibly permanencied (so only you can use them) 95. Turning use-activated items/spell effects into command-activated items (smoke bombs, wall of a wall of iron, etc.) 96. Manipulating/sabotaging a lock/trap/device/vehicle; disarming a bomb 97. Adding real objects to illusion spells to confuse your enemies 98. Safekeeping and transport of fragile and/or valuable items 99. Tidying up your room when you have unexpected guests/letting a body or murder weapon disappear 100. Various ways to use Sleight of Hand/cheat with bets ("I bet you cannot lift this sword")/play pranks 101. Creating a hole in a brick wall; shrinking a supporting pillar to destabilize a structure Note: It should be mentioned that absorbing touch is a similar spell with advantages (item appears in hand, somatic component only) and disadvantages (restricted to items weighing no more than 1 pound per level). Voluminous Spell (Metamagic) Your spells affect an increased volume or weight. Benefits: This feat can be applied to any spell with level-dependent effects that are measured in units of volume or weight. You treat your caster level as double the normal caster level for the purpose of determining the volume or weight you can affect or create.
Maybe it could be a ruse spell (Ultimate Intrigue) that mimics flesh to stone? Flesh to stone has a range of medium though (With a range of touch, a successful Spellcraft check would reveal it to be a different spell). The arcane mark aspect seems to modeled after instant summons. I would add a costly material component. It should probably mention a range for the teleport effect and there should be some restrictions. Otherwise, you could use the spell to trap a creature, which would bring it closer to 7th or 8th level (binding). Other than that, cool idea!
Keep in mind that the spell is restricted by the object's volume (10 cu. ft. at 5th level, 40 cu. ft. at 20th level). [By the way, it would be cool if we had a metamagic feat to increase the effect of spells that are measured in target volume/weight]. I considered the possibility of shrinking a door or window, but the hinges would likely prevent it. (It doesn't say so in the spell, but I think it is a reasonable assumption that you cannot use the spell to break/crush things.) Likewise, as a GM, I probably wouldn't allow bypassing a lock/trap by shrinking it, though shrinking a part of the mechanism could grant a bonus on Disable Device checks.
53. A water pump
42. A weapon rack (takes golf-bagging to a new level and you'll never run out of things to throw at your enemies with telekinesis)
Also, any of the above plus burning Anyone else?
Re: #16. A ball pit is usually a box filled with balls, not a real pit. Re: #22. I was thinking more of using it as a traffic block than a means to store food, but sure, an all-you-can-eat sushi banquet works as well. 34. A trampoline
[23. A trophy taken from your enemies]
11a. A tent with lead inlays (offers protection against scrying spells)
1. A stone boulder (usable as an obstacle/weight)
While uncommon, it's not unthinkable for a ruling family to have their offspring learn a craft (the Habsburg monarchy would be an example), especially among dwarves. I find the exceptional Intelligence more interesting. Why didn't she make more out of it? Did she lack the necessary discipline or were there other reasons? She seems to have an interest in uncommon languages (by the way, Elven is not a legal choice as a starting language for a dwarf). If her significant relationship was with a con artist or marriage swindler, that could be the reason for her becoming disinherited and taking up an adventuring life.
Urath DM wrote:
But you don't need the downtime system for that. (And I'm saying that as somebody whose fondest RPG memories are related to a Planescape campaign that revolved around running an inn in Sigil). Micromanaging capital does not offer plot hooks or enable/faciliate story telling in the way that the kingdom building rules do (or the faction rules in Ultimate Faction). Sure, I can tell my players: 'you need x influence to sway the city council's vote in your favor', but that is a pretty lame way to handle an interesting social situation. To reiterate my statement in a way that sounds less negative: I think a new product that builds on the downtime system should focus on enabling GM and players to tell stories which would be difficult or impossible to tell otherwise. To that purpose, the rules would need to move away from simulating a microeconomy.
Urath DM wrote: As for interfacing the Downtime and Kingdom rules.. I don't think they fit together well -- at least not directly.The Downtime rules are scaled differently than the Kingdom rules, so I don't think there can (or should) be direct matches for every building necessarily. The Farm does appear in both, but with prices and effects that are substantially different due to scales (a Kingdom Farm is probably more like 100-1,000 Downtime Farms "zoned" together). A Mine would be an investment on an industrial scale, and may have been considered unsuitable for a "Building" as it would likely be a complex of many Buildings (a smelter, an ore sorter, An Ore Grinder, someplace for run-off, water storage, living quarters, cooking and dining facilities, offices, tool storage, repair workshops, infirmary, and more). In addition, the Kingdom-level rules abstract and generalize mines.. the specifics required for a smaller Downtime-scaled Mine would be different based on what is produced from the mine -- a salt mine or a gem mine probably doesn't need a smelter, for example, but would probably need more specialized Teams than a metal mine. I agree, but it's not only that these rules don't mesh well together. Unlike kingdom building, the downtime rules (generating capital) are a needlessly complex micromanagement system that only exist for its own sake. The way I understand it, the system leaves the WBL-expectations mostly intact, which is a good thing, but also makes investing in downtime activities a zero-sum game (why would an adventurer who generates the overwhelming part of their income via loot even bother?). I just don't see how it can be useful other than providing entertainment for those who enjoy micromanaging.
CKent83 wrote:
Maybe ecdysis (shedding of the exoskeleton) is common among shirren? Though it doesn't seem to be a former body part. I bet psi-blockers are common among young shirren parents.
I wrote an origami master (summoner archetype) a while ago.
I think you'll get more focused (and more useful) feedback if you post one class at a time. I don't 'get' many of these classes. A lot of them seem to have concepts and themes which are very similar to those of existing classes, but lack strong class mechanics to support them. It seems like you are trying to apply certain design concepts from video games to existing classes. That's fine in principle, but I think it is also much more difficult than you make it out to be. You still need a strong class concept with multiple different abilities that supports a lot of different character builds.
All right, that makes sense. I think they serve that purpose well. 1) I'm not sure why a character would be proficient with only one specific weapon. If it is supposed to be an equipment trait, maybe the sword serves as a constant reminder to the character's failure, spurning them on to perform great deeds? Not all of these traits are equally powerful. Gaining a bonus to Initiative is certainly better than a bonus on Profession (mercenary) checks.
Do the players already have specific characters in mind? Are these traits supposed to help them with creating a character background? Do your players have trouble coming up with an interesting character background on their own?
Androids make for pretty interesting characters. Can you seperate yourself from your previous personalities? Do you try to incorporate your former incarnations into your own identity? What happens if something with the renewal process goes wrong and residual memories resurge? How does android society deal with the renewal? Iseph's pupils are a very cool detail. Seems like androids run on AAA batteries...
Nobleborn often don't appear in public (church) records, though there will likely be some genealogical records in the noble family's house archive. Maybe the old estate still exists? This could lead to the next part of the adventure. The PCs find out that the Aspis are trying to buy the estate from its current owner, forcing the PCs to acquire the necessary funds for a bidding war. Only to find out that an unknown third party outbid them both... So they may have to perform a daring break-in to figure out what's going on. As for the villain's motivation, it really depends on what kind of story you want to tell. Just make sure that the PCs have a strong motivation to get involved. (You likely know best what piques your players' interest.)
She is a vampire. Back in the days, she was a spy for the Whispering Tyrant and has valuable knowledge that might be interesting to a lot of people. When the Whispering Tyrant was defeated, the shock wave made her fall into stasis. She was buried by her family in shame (who found out about her allegiance to Tar-Baphon, but not about her undead condition). The (now damaged) crown is a magical item that protects her from rising as an undead (standard procedure for noble burials in the proximity of the Whispering Tyrant's prison), which (inadvertently) put her into some kind of semi-permanent sleep. Too bad that the crown was damaged.
The Boneyard is an interesting example. There is an entry in the GameMastery Guide for Purgatory (very short, setting-neutral), whereas Occult Adventures gave us more detailed and setting-specific information. It is not entirely clear whether one supersedes the other or not. (I'm still unhappy about how Occult Adventures changed/expanded on planar cosmology by making everything occult, but that seems to be the way it is). Then again, Occult Adventures does not claim to change planar cosmology per se but offers an occult perspective instead. Occult Adventures 238 wrote: The short summaries below offer an occult viewpoint on the realms generally referred to as the Esoteric Planes. So the First World section could be setting-agnostic, setting-specific, or give us a particular perspective on the First World based on the book's general theme.
Vicious Markers
You create a number of illusory styluses that besmear the target from top to toe with hurtful insults and humiliating drawings. This defacement deals 1d4 points of Charisma damage to the target and causes it to appear so utterly ridiculous towards any onlookers that it automatically fails any Charisma-based skill check or ability check for as long as the defacement lasts.
An average healthy person with adequate equipment who puts up enough effort should be able to break through a stone wall. It may take a while (and cause sore muscles), but it's not impossible. If an average person can do that, why wouldn't a person with superhuman Strength and the fantasy world equivalent of a jackhammer be able to do the same thing much faster/more efficiently? Also, I think you are misrepresenting the rules for damaging objects. Hardness is not the same thing as damage reduction. A magic weapon may bypass certain types of DR, but it cannot bypass hardness. Likewise a nonmagical weapon may be especially effective against a certain type of object (bypassing hardness and dealing double damage) whereas a magical weapon could be ineffective against the same object (dealing no damage at all). Most creatures with DR or hardness are subject to critical hits; objects are not. Adamantine weapons may be able to ignore the hardness of most objects, but they still won't do anything to a stone wall unless they are designed for exactly that purpose:
Quote: Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.
Guardianlord wrote: These seem like pretty neat fantasy creatures, very medieval in theme. I love the auras, too few fey have something fun like that at these levels. I'm glad you like them! I tried to make the auras not too powerful, but I may have to fiddle around with them. Guardianlord wrote: I think some variants for animals might be interesting, one with discarded bones, collars, sticks, or maybe even the remains of missing pets. A little morbid, but if it is a friendly fey that seeks companionship it could be pretty neat, I could even see it as an improved familiar possibly. The concept is a bit too specific for its own creature, but I think one could use the toy-related perdu, exchange a few skills and spell-like abilities, and it should fit nicely. Guardianlord wrote: This does not address more primitive based cultures as well. A creature made of sharpening stones, digging tools, beads, fishing hooks, and similar lost "primitive" tools for the jungles or islands in the inner sea. Really interesting idea. A tool-related perdu is on my list, but I would not have thought of that. Guardianlord wrote: A jewel and coin based one mentioned above also sounds interesting, I could see a party of PCs hunting it down for the obvious value in its component parts (or protecting one from treasure hunters). I'm still working on these. My inclination is jewels--lovecoins--pride/greed? Thank you for your input!
I added the perdu subtype and three new kinds of perdu. I also added the construct empathy ability, because I thought it would be cool for them to have animated objects as buddies (and helping them to develop their own personalities). I'm not happy with the latin names for the individual creatures, but I couldn't think of anything better.
|