Oh my goodness!
First of all, THANK YOU! for your responses! This is great information, and I think it will be helpful as I rework my character just a little with all this in mind. I think Debuffer makes sense. Utility is probably a good idea, too. We have some great combatants, so I don't necessarily need to compete with them. I just keep getting in the way and being the one to take all the damage because I'm the squishiest, obviously, and easiest to hit. My husband, since we don't have any other casters, is opening up the spell list so I can basically take any spell, regardless of class. Spell Gems work like scrolls, right? I'm still trying to wrap my head around the differences. ;) Thanks again!
I need some help. I'm trying to make a Witchwarper work with Optimizing Players, Min/Maxers is too negative a connotation, these guys are great, they just crunch numbers better than I do. Okay, a few things:
Anyway, why Witchwarper, you ask?
The flavor of the Witchwarper fits so very well in this campaign. It's a science-fantasy world where 4k years ago humans crossed dimensional barriers with their technology and came to this high magic universe. Humans didn't have magic. Floating in the space between universes, even in statis, granted some of these humans the ability to use a new form of Magic - Channeling - where they would basically channel different realities. (This is an old setting of my husbands, but now you see why Witchwarper seems so perfect!) Now, many people went insane, and those who didn't slowly changed and melded this new magic with established ones to lower the incidences of tragedy. No one knows how many of these Arcs there were, and for a character background, my character was on a ship that came through the barriers 15 years prior to the adventure. Her parents are dangers to themselves, her brother is a danger to society with the ego to match, and so it's just been the character who is trying to find out more about her abilities which are so much more pure than anyone knows at this point in time, that she's gone off and is a wandering adventure that is also trying to prove that she isn't insane as well - mostly trying to prove that to herself. So, I'm surrounded in this campaign with 2 Operatives - one espionage/spy/stealth based, one technology/hacker based, a Mechanic and a Soldier. They are all great players, but I just can't optimize a character to save my life. Get me started, and I can continue but ... I'm too much of a "Let's let RP decide what I take this next level ...." Which is inefficient compared to my companions. I'm just not understanding spell usage, or picking the right spells, to be all that effective, though I have maxed out Diplomacy - so I have one useful skill! Any suggestions on what Paradigm Shifts to choose? What spells to choose? I took Cook Grenade because the thought of making grenades more effective via the Treknology of a Witchwarper amused me. I should probably get rid of that. But spells, class abilities, feats? Any suggestions? My husband is already considering just letting me have access to all spells, since no one else is playing a caster and has no interest in it. Help me, please!!!
Female Human Geek 6/Mother 14
Frowning faintly as the half-orc runs forward, Iryana looks to the boat and those inside. Seeing no dead or unconscious bodies amoung the Pathfinders, Iryana then takes off at a sprint behind Slachagok. Someone has to keep the half-orc out of trouble! "Sooooo ... what's the play?" she asks the half-orc with a bright and cheerful smile.
I think an Organization round would be nice. That shows some writing chops aside from mechanics and allows the entrants to add a little bit of flair in a round. Honestly, I thought the last organization round was fun, and was looking forward to it. Well, that and I am better at coming up with, and writing things along those lines, than something needing a heavier mechanics hand. If you could do freelance work for Flavor alone ... I would be a happy camper. But you can't, obviously. So I try to come up with ideas with each round, and improve myself. However, I really would like to see the organization round make a comeback.
I have a character up on Mythweavers that I would be willing to migrate here. Actually, I have two. Both Winter Witches - which can make decent healers. One is from a failed Reign of Winter game. Yekaterina is found here. The other is from a failed Jade Regent game ... can I like her concept. I can remove the Jade Regent campaign trait and easily substitute another. The interesting thing about this other witch is that she is an elf that was reincarnated by a force behind winter itself when she died of exposure looking for her lost love in a winter storm. Sekki is found here.
@Nazard: Ah! Tactics! How could I forget those? Very important. And I am the Queen of Typos, for some reason I just cannot see then in the 1st draft, something I need to work on. @Anthony Adam: You know when you have a concept in mind and you try to make it work? I like getting rid of Shadow's Grasp and See in Darkness. As for Thing In Nightmares, the Korean creature I took inspiration from grows larger the longer it is looked at. Infinite "Enlarge Person" is not fun, note interesting, really. I thought if I could render something in retesting akin to "Lock Gaze" that might be fun.
Thank you both for your input!
I'll give mine a stab in the dark, so to speak. I do need some suggestions on mine, while I like the concept, the mechanics have me flailing a bit. Wrapped in shadows and darkness, this creature has glowing red eyes. Fear seems to radiate from its gaze as it grows larger with each heartbeat.
Pulled from the Plane of Shadow during the Time of Darkness, the eoduksini found themselves in the lands of Tien Xia, midst a veritable buffet of fear. Sadistic in nature, eoduksini often take to terrorizing their prey before killing it, savoring the feast of fear before a creature is driven mad or dies of fright. Taking to their new home, eoduksini began to spread across all of the Tien lands. Over time, however, the more solitary nature of the eoduksini took over, and the great bands that destroyed entire villages dispersed. Often eoduksini are driven out of villages or cities, only to return months or even years later.
GM_Solspiral wrote: 43) Kana'ti Fetish Thank you, Solspiral. This is the type of feedback I need. I LOVE color - but lack umph on rules knowledge and follow through of that sort. What I get is that - with the feel, and the unique attunement, I was on to something. The MEH of what it actually did is what killed it for me. I am happy to work with this! I am in your debt, Sir!
Hurray for a day off finally! (And having time waiting at the dentist to start things). Of there is still time to submit I would like to.
4d6 ⇒ (1, 4, 1, 1) = 7Reroll 1's: 3d6 ⇒ (1, 5, 4) = 10Reroll 1's: 1d6 ⇒ 3
And here is hoping I used the code right. Stats: 19, 18, 16, 14, 14, 11 I am liking a dump stat. ;). This could be fun. Phone about dead, will work on it when I get home.
I will admit interest here. Concepts:
A swashbuckler sailor ... who gets terribly seasick. Mysterious Stranger/Bard - Gritty inspiring speeches and I shoot you dead with my gun. Divine Hunter - I really want to play an archerdin. Maerid Daivrat - Not only am I a genie, I summon others and talk them to death. (A genie talk-show host, basically) Pistolero with summer rogue ability - disable device: I shoot it until it opens. Or I could just play Derringer Meryl. A magus samurai with a naginata. Probably Kensai. Halfling gun tank - little girl BIG gun! Knocks her back half the time. Using a weapon that is you big for her will be difficult, but fun visual. What about psionics and 3PP archetypes? If you are up to Psionics a marksman with the volley or finnese style could be fun. An winged (aasimar, Erin yes, strix, tengu) tactician would be fun. Or an elemental based meditant pshycic warrior (suli, oread, undine, efreeti ...).
Chris Donnangelo wrote:
I saw this item several times, so unless I was looking at a list no one else saw ... It wasn't disqualified. I liked this item. The concept behind it was fairly sound. The writing needed as other edit or two. I think that is what was your "downfall" per se - it was a little convoluted and the origin didn't necessarily need to be in the item. I have failed in that myself. Add lots of flavor about the item and then let your mechanics fall flat. There is the possibility many voters suffer from hay fever and are wary of having to deal with that in-game, too.
Arkos wrote:
I loved this item. Now, I don't play LoL, so didn't catch a correlation there. HOWEVER, being a history and mythology buff, this item had create flavor. I lean towards the LoL connection and it coming across as a SIAC for not making it into the Top 32. The balance seems pretty sound. However, I upvoted it every single time I saw it. I really am a sucker for Eastern Mythology/History.
Total Spell-In-A-Can, I know. And the last +5 to stealth ... I don't know what I was thinking. Foolish, that. However, what I want to know is what I could have (if anything) done to tighten this up, and make it interesting and printable. Kana'ti Fetish
The wearer of the Kana'ti Fetish must spend 10 minutes to ritually braid the horse-hair chord before the fetish can activate. Once a creature has spent the time to braid the chord, they can remove and replace the fetish as many times as they like – however, one must wear the Kana'ti Fetish to gain use of its magical abilities. Another wearer must complete the braiding ritual before the fetish will grant any benefits. Only one creature may make use of the fetish at a time. The Fetish grants its wearer a +10 enhancement to their base land speed. In addition, the wearer is able to cast 'Darkvision' once a day. Finally, the Kana'ti Fetish provides the wearer with a +5 competence bonus to Stealth. Construction
Anthony Adam wrote:
Dude. You work too hard to simply "rock" as the vernacular goes. Still, I am in awe of your helpfulness, kindness and willingness in so many things in this community. I do have to ask ... take apart my item after the top 100? ;)
Samuel Stone wrote: Now I want to see a Santa Claus monster in the monster round. Santa Claus NG Fey ElderNaughty List: To those of evil alignment, Santa Claus is able to lob lumps of coal from infinite range with excellent accuracy as a touch attack. Instead of taking damage, the target must make a DC 35 Will Save or be Dazed by depression Nice List: To those of good alignment, Santa Claus may appear, once a year and grant a single wish for a non-magical item of the target's choice. Once the wish is made, the object appears and Santa Claus disappears in a swirl of snowflakes. Immunities: Cold, Electricity, Acid, Sonic, Fire, Force
Leabhaer (LAVE-air)
Javisk
The White wrote: Price is about right for the effect but completely wrong for spell used and CL. I have seen items that way. They have a continual spell working and are lower than they should be. At least, if I have done my math correctly (and I might not have). Look at the handy haversack. 2k for a continuous 5th level spell seems a prime example. There are rules, but also "make it make sense" is a time. 35k for an item that only partially duplicates a spell is a bit steep. This is where an understanding of the game and creativity come into play - if it doesn't make sense, it is the exception and sometime's that is OK. Here is hoping my ramblings from work make sense. EDIT:
Feros wrote:
I have found voting from my phone a pain. And next year, I am going to specifically take time off to vote. I don't know why, but I have enjoyed it thoroughly this year! So I am going to try for at least marathon next year!
Sir William wrote:
+10!!!!! That is an awesome mom!
SCSi wrote:
I've seen True Stories of the ER! I remember that episode!
Drejk wrote:
Sweet! I've been working on that voice!
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