The Rake

Anarakius's page

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Hey, there's already precedent for multi-action spells but seems like they didn't want to fully commit, maybe because it would increase complexity for mainstream gamers.

Since PF2 came out I though the shield cantrip would be a good candidate for such mechanism, but I never found any brew related to it.

Anyway
1 action (V) = +1 circumstance bonus to AC until the start of your next turn
2 actions (VS) = +2 circumstance bonus to AC until the start of your next turn
3 actions (VSM) = +3 circumstance bonus to AC until the start of your next turn

So, what do you number crunching lawyers think of it. Yay? Yes, but? Nay, because? NO, TOO WILD?!


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glass wrote:

I am not one of thenobledrake's players. I am however in my forties, and I am firmly of the opinion that "feeling bad" is a bad thing to be doing in my leisure time. And any rule designed to evoke that is a bad rule. This is not an opinion limited to teenagers.

[i]EDIT: You cannot balance out feeling bad with feeling good. Feeling good is what should be happening all the time. It is the point of playing the game!

Cool, but I was just using the concept and the words that were used as counter-arguments, as I don't actually believe them. Like I said, I don't really perceive it as a feels-bad any more than receiving double damage or rolling a 1 on your damage roll, etc.

I do agree, of course, that the whole point of playing the game is to have a net positive feeling(and frankly shouldn't even be implied I thought otherwise), my interpretation being that bad rolls/situations, or "downs", are there to make the "ups" more meaningful and create suspense. That is, "feels-bad" is not an argument. It's subjective, it's opinion without fact and we could draw different conclusions even if we believed the same thing.

Things like "feat x or y abuses this", "this class feature becomes redundant if this happens", "this nerfs the players and buffs npcs because of this or that", is what I'd find more useful when discussing rules.

--

All said, having given up the house ruling at hand for now, I don't mind going back and forth over past words, specially if the goal is to discuss new ways to make it possible instead of simply shutting down the idea. Otherwise It just feels like it's just battling my avatar's words for the sake of discussion, which while I don't personally mind, I fear it's counterproductive for this board.


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Hello all,

Just a "bit" of background: We're running a highly customized pathfinder campaign using a custom world (made with dawn of worlds), low magic and custom classes. It's loosely based on iron kingdoms and the witchfire campaign, which went ridiculously off-tracked according to our DM.

So, there's this big ass godzilla-sized black dragon backing Raelthorne, which was about 300m until I snapped so much that the DM and I settled for 150m size. We just recently found a huge rock of our world's own phlebonium, a meteorite we call mammonite which is one of the few sources of magic in the world (there's no casters). Besides that, Raelthrone is invading the city in a month with a huge army and a dragonzilla backing him up.

Of course, since my character is an inventor and we are really not afraid of clichés, our big plan is, of course, to build a huge airship, put a huge-er canon on it (which we call The Anarak, after our own god of chaos and meteor pepperer),and revive a legion of dead dwarves to fight for us in the ground battle.

Since we just recently came across airships (my genius character build upon his legendary grandfather lost designs), we didn't have any rules for it until then, and since it'll be a small (albeit important) part of our game, we've decided to use a streamlined vehicles "as characters" approach, with vehicles possessing stats (mobility, structure, etc), talents (improvements) and whatnot. Which i'm pretty sure has been used before, and i'd thank if i were to be pointed to such system.

Anyway, since we're building one or more vehicles for our little fleet and they are based on character classes, i was thinking a caster class could fit nicely a glass-canon role so, without further ado, my question is:

QUESTION:
*What kind of multiclass combo, spell selection and feat configuration could i pick to cause the most damage with a single spell in a single round? (to flavorful emulate a massive canon)

I'm thinking raw kinetic and/or energy damage. No save or suck/die that the boss dragon is mostly likely to be immune.
I was thinking about disintegrate with maybe a maximize or echo, but i'm pretty sure there you can think of better stuff?

I can work with a non-caster doing that, but the dragon is nasty so the idea is to keep him away.

..
Since we have 50 pieces of the meteorite (was 100 before kingdom taxes), and each piece will bestow a level upon a vehicle, the leeway for that is great, so i'm thinking 2 level 20 airship and flying fortress. (perhaps a glass-canon and a tanker?)

Besides that, we're green for anything pathfinder and official, cheesy or not, at least class and feat-wise, but artifacts and magic equipment will be hard to use, because: 1) we don't use them 2) the world is low magic 3) it's an airship not a person. Not that it shouldn't be suggested, but it's what mostly likely to be ball-busted by the DM.

Thanks for your time!

P.S.: I'm not really worried with it being overly-optimized, as i'm the only one worried about optimization in the group, and then not by much. So anything we come up with will be faced with a similar challenge. A cheesy airship will be faced by a cheesy dragon and so on. So it's much more about having that cannon/spell/combo being massive and flavorful!