Hetuath

AoiShogunate's page

15 posts. Alias of Warsmurf.




Good day all,

So as you can probably guess from the title, I am looking to make a mostly melee kineticist using the Viscera element from KoP:II.

I have access to all the KoP and legendary kineticists but here is my dilema:

Natural attacks, or Kinetic Duelist?

Based on a lot of the utility talents it seems Viscera is keyed up to be a natural attack blender pounce machine. But, other than unnatural evolution, the only pounce it has access to is restricted to natural weapons gained from Bone Blades.

Race is decided (custom from my GMs world) but we are level 11 and I am just unsure where to take this guy.

Out of combat he is the diplomatic type, with a sudden transformation (Kinetic Form and Elemental Overflow) to a combat beast.

I am also unsure if I should specialize, or dip into another element at 7th?

Basically I am just curious of everyone's experience using the amazingly weird kineticist that N. Jolly has gifted us with.

My gut says go kinetic duelist to flavor his fighting like Kimimaro from Naruto!

Thanks in advance,

-Aoi


Hi all! I've been absent from the forums for some time, so I am sorry if this question has been recently elsewhere (my google-fu was too weak to discover any relating threads).

I am about to start in a game where the rules are gestalt and a few house rules, I have a concept for a Druid/Fighter who is a warrior of wind, So storm druid fits right in, however wildshape... Not so much.

I was thinking about how I could heal using the power of the wind and was wondering if I gave up wildshape and all of its later forms, would it be reasonable to gain the ability to channel positive energy like a cleric?

Would this be balanced as a one to one trade? (Pretty sure my DM will say yes, but I want to do my opinion gathering first!) Or is it gaining or losing too much in the trade?

Any and all other suggestions relating to what trading all of wildshape would be worth are much appreciated!


Hi all, I am going to be DMing a new game in about two weeks here and we are using all sorts of homebrew rules, most of which up the power of the game.

My player had a request about the spellslinger wizard. He is mainly focusing on the evokation school. He was hoping to dropping his spell progression to that of the magus (including the cap at 6th level spells) and gaining the deeds of the gunslinger.

Too powerful?

Not enough of a gain for the higher level spells and MUCH slower progression?

Should he possibly gain back the arcane school abilities as well?

Any and all input would be great!


Hey all, was just wondering if anyone could point me in the right direction about a third party (or maybe paizo?) product that had rules for animal companions for all classes. I stumbled upon it once on the site about two months ago and haven't been able to locate it again.

Thanks in advance for all the help!


Soooo if your one of my players in Portland. Stay out!

Alright. Well the basic premise of this idea evolved from: Ninjas are awesome.

From there it turned into a game where everyone was ninjas. I thought that would be to restrictive so now its a gestalt game where everyone has to have one half be Ninja, Samurai, or Monk.

On top of that I LOVE the idea of Kingmaker, but I am going to have it be a usurped heir to being an emperor and I think I will randomly determine who is said heir through a dice roll.

AND one of my players has suggested low magic for a grittier feel to surviving in this world, ALSO makes more sense why no one just magically ensured that any heirs were taken out when they usurped the throne.

So my list of questions consists of these:

1. I have players who want to be casters, Would a world work as very low magic if only magical items were EXTREMELY rare and casters were very rare. But PC's were unrestricted in their choice of spell casting class?

2. If multiple players chose to be spell casting classes would they be extremely overpowered since there were not a large number of casters to fight back?

3. If you have any experience running a campaign where one person is the heir to the throne. Were there any pitfalls that I should be aware of?

4. Considering they are gestalt, but will have few to no magic items in their posessions. How will this effect the CR of monsters?

Thank you all for your time! Any general suggestions/comments about this potential game are more than welcome!


Hi all, I am about to play my first ever wizard and am trying to make it my own. I was trying to come up with a good back story and wanted casting to reflect this.

This leads me to my question:

When you play a wizard (or other main caster) what does your magic look like?

Is it the classic hand gestures and some words of power? Or something else?

My idea was to have a caster that used a quill and would draw out spells in the air as his somatic components. Potentially reciting magic verse for the verbal.

Any other styles of casting that anyone has done or always wanted to do?


Hi all, brand new to the forums. Have been gleaning through all the info here and am about to undertake a wizard character. Potentially a Sylph.

This got me to reading the outsider type from the bestiary and it says under outsiders:

PFSRD wrote:

Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Proficient with all simple and martial weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Does that mean sylphs are automatically proficient with simple and martial weapons as well as light armor? Or are their traits different from all the other outsider types?

Thanks in advance for all the helpful replies!