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Pathfinder Starfinder Roleplaying Game Subscriber. 31 posts. 1 review. No lists. No wishlists.


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So the over all question is simply if you apply a fusion to summon grenade, does the summoned creature benefit from it?


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blahpers wrote:
Sure, but you can only augment the spell you're actually casting. So you couldn't cast augmented mythic deep slumber and, e.g., affect everyone in a mile radius--only augmented mythic sleep will do that, subject to the limitations of that spell.

and that's what I wanted to verify, making sure you could say augment both because it works as mythic sleep. although that would be a major plot point


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Mythic Deep Slumber
says
This spell works like mythic sleep, except that it affects up to 20 Hit Dice of creatures.

so my question and im sorry I cant have exact
wording on hand, im on break and cant type all that out but iv been ondering this for a few days

Mythic Sleep has a Augment that changes the range and affected area
Mythic Deep Slumber has a separate Augment affect and works like mythic Sleep

Could Someone who knows both mythic Spells Augment Both?

Think Maleficent Sleep Spell from Sleeping Beauty

any one know for sure?


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half elf barbarian / fighter gestalt with finding helen :) :) :)


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Hawkson wrote:
Arconz2000 wrote:

Ok, it seem no one else as come across this as of yet so i feel tis my duty to ask.

Vow of truth from Ultimate Magic states
"The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication"

So this by extention mean said monk can not bluff in combat for feinting purposes, or cast some illusion spells without Breaking said vow Correct? this has not come up yet but it might cause i have a few players that like to multiclass monk/rouge and monk/Arcane caster.

also it seems to me certain magic items, like the hat of disguise are best avioded by these monks corret?

If your monk does a "OMG what is that" in combat then no he can not feint. But feinting is not always verbal, most of the time it is misdirection by body language. This, I would go for.

Hence my asking, cause it say it applies to all forms of communication, and body lanuage is most certainly that


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Ok, it seem no one else as come across this as of yet so i feel tis my duty to ask.

Vow of truth from Ultimate Magic states
"The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication"

So this by extention mean said monk can not bluff in combat for feinting purposes, or cast some illusion spells without Breaking said vow Correct? this has not come up yet but it might cause i have a few players that like to multiclass monk/rouge and monk/Arcane caster.

also it seems to me certain magic items, like the hat of disguise are best avioded by these monks corret?


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bump for input, strike 2?


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bump to gather further input


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Shuriken Nekogami wrote:

Awesome, i love outlaw star.

now we need a way for ninja to stop time and throw massive volleys of daggers.

and a shrine maiden class that can get away with baring her armpits and not wearing armor at all. while borrowing aspects of both arcane and divine magic in a fashion similar to the witch, just flashier.

we also need Danmaku rules.

likeing the name dont mena i was after the outlaw start flavor to it, u dont need a specific sort of gun, just a magical one. it just seemed logical that a wizard migth decide to make better bolts, like is doen with arrows. just fireball bolts look cooler


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bump to allow further viewing and discussion


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DEWN MOU'TAIN wrote:

yeah, im putting this in!!!! holy crap!!!!

my pcs are going to FREAK when a couple of kobolds wearing wide brimmed hats comes out and fires off a couple of lightning bolts at them...watch them squirm at that!!!!

kobolds the most under estimated NPCs in existance.


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Tagion wrote:
Arconz2000 wrote:
Ravingdork wrote:

Haha! Cool! Casters from Outlaw Star!

I am SO implementing this even if its not official.

:) i know someone might like this, heck i would LOVE if Paizo used any of this.

Personally summon monster shells are my favorties

Im all for an adaptation of the Iron Kingdoms Gunmage as a PRC. Using rune and spell bullets and appiling the spells on hit. The Gunmage class I linked is a good base to look at. I believe you can only craft so many rune bullets a day.

honestly this wasnt made with any of the iron kingdoms stuff in mind or relating to it on purpose, the PrC concept evolved (in my case) as a way to take the Caster shell idea further, by looking at arcane archer and then the flavor i had in mind. Caster Shells are ment as wonderous items/ammo while the PrC is ment to gain the abilty wo use some of the spells per day as Caster shells.


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bump to elicite further opinions


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Ravingdork wrote:

Haha! Cool! Casters from Outlaw Star!

I am SO implementing this even if its not official.

:) i know someone might like this, heck i would LOVE if Paizo used any of this.

Personally summon monster shells are my favorties


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Requirements:
-Perception: 5 Ranks
- Knowlegde Arcana: 5 Ranks
-Craft Weapon smithing : 5 ranks
-Craft Arms and Armor
-Exotic Weapon Proficeny (Firearms)
-Craft Wonderous Item
-Combat Reflexes
-Able to Cast Spells of At least 2rd Level, includeing at least one evocation spell and one Divination spell
HD: D8
Good Save: Reflex
Bad Saves : Will, Fort
BaB: low
Skills: 2 + int

Level One-
Castor Shell Preperation- limit = 5 times PRC level
Weapon Focus – choosen firearm type
Level Two
Firearm Finesse – You gain your Dex Bonus to Firearm Damage Rolls
Rapid Reload- While wielding a Firearm that has a reload time of one move action you may reload it as a Free Action. This allows you to make multiple attacks in a round if able.
Level Three
Evasion- you gain Evasion as if a Rouge
Deadly Guns 1D6 – when wielding a gun which you have weapon focus you add 1D6 to the base Damage, this ability goes to 2D6 at 6th, and 3D6 at 9th.
Level Four
Gunslinger – you gain gunslinger as a bonus Feat (Pathfinder campaign setting)
Level Five
Curve the Bullet (su) – Your Mastery of Guns and Arcana has manifested in such a way that your shots can even ignore some of the Laws of Physics. Any Gun you weild gains the Seekign Property and you can even shoot around a corners if the shot demands it, but any shoots in requiring that advanced level of control takes a minus 2 to hit and the target may only up to 60 feet away.
Level Six
Threatened Area- while wielding a firearm you threatened area is 10 feet from you and while wielding a Firearm you may make attacks of opportunity as is it were a melee weapon
Deadly Guns 2D6 – when wielding a gun which you have weapon focus you add 1D6 to the base Damage, this ability goes to 2D6 at 6th, and 3D6 at 9th.
Level Seven
Improved Evasion – as a Rouge
Level Eight
Shoot through Cover 3/day – you may ignore one wall or other obstacle of condition that would normally block your shot. Examples, a wall of stone, force, prismatic wall, a Ally grappleing the target. You may use this ability to ignore multiple blocks to your shot but in cases you use uses of this ability equal to the amount of blockages ignored.
Level Nine
Deadly Guns 3D6 – when wielding a gun which you have weapon focus you add 1D6 to the base Damage, this ability goes to 2D6 at 6th, and 3D6 at 9th.
Level Ten
Anti-Magic Pentrator Rounds 3/day (ex)- when you prepare you Castor Shells for the Day, you may Declare of them Anti-magic Penetraitor Rounds, allowing you to Fire them at targets in a Antimagic Field or similar Dead Magic Zone and have the Spell Tied to them still function as normal.

enjoy it or trash it, either way should see some intresting commentary
remeber this was the orginal version,


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Fnipernackle wrote:
i love the concept i was just hoping that Paizo would have put something out for this. or maybe a prestige class similar to arcane archer but they use guns.

exactly what i was goign for, simple wonderous items, something to mix up a campaign a bit, if your gonna have guns i dont see why you wouldnt have some wizard that goes those are cool, but lets see what happens when i make it do THIS!

as for a whole PRC like arcane archer, that could certainly be fun, PRC i designed once never got play tested though

but ill post it here, ill be it gets shot full of wholes....


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i used these at in a higher level campaign and they worked wonderfully, from the players perspective atleast.

Basicly just magic bullets. with the restriction that they had to be fired from a gun with atleast a +1 enchancement bonus on it. the flavor of which was based on the fact that normal guns couldnt trigger the Shells properly.

common shells were
Fireball
Lightning bolt
Scorching ray
Dispel Magic
Disintergrate

but we toyed with other ones, like
Summon Monster
Wall of Fire
Wall of Ice

cost was figured as any other one shot item
spell level X Caster Level X 50
Required Craft Wonderuos and Craft Arms and Armor

any thoughts


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ya, spels can make good traps quick, my friend is unsure it the created item has to be the same material. but ya enjot the idea, its something fun to do, just make sure ur dm has a heads up on how to handle it. i was just curious about what if any offical words their were on this.

PS: another good item.... Siege Engines


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ok, im gearing up to play a lvl 10 Wizard in a Friends game and have come to a bit of a conflict. I Plan on using the Creation spells as Defensive messures durin camping times via Creating Posioned arrow Traps and similar devices. He is unsure as to how/if this will work. minor creation Limits me to plant materials, but close to a third of the posions in the core rules are infact Plants, so im curious if there is already a standing guide line on this


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I would love to see Paladin and Ranger options to swap out for their spells. maybe a sneak attack for ranger, and mayhbe a deflection bonus for paladin. or more feats or something.


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ItoSaithWebb wrote:
Zurai wrote:


Now THIS is a proposal that would truly make the Summoner a pain in the ass to the group to play at the table (or a second job to play without being a pain in the ass to the group). Summoning bunches of monsters only works if you've got the monsters' stats already pre-figured and at hand so you don't have to dive through books.

Adding evolution points to the mix makes it so that you have several billion potential summons.

It'd be awesome for a computer game where the DM can automatically adjudicate the evolution points for you and you don't have to worry about slowing the game down or writing down and keeping track of stats for half a dozen highly-modified beasties. I don't think it's a good idea for a pencil and paper game.

I totally agree that this would make it a pain in the butt to do because it would eat up time unless all the stats were worked out ahead of time.

well handling the particulairs of how you evoled the new creature would fall unto the player. however i dont for see it slowing down it gameplay much if at all when compared to standard summon monster. you still ahve to look up the entry reguardless. but then again thats a personal issue. anyone who ever uses summon monster or astral construct much shouldnt even be slowed by it. there is more to the list then lsited, im still tweaking it, but considering when you finally got 10 points to work with you would be 20th level. i am planning to attempt to go to 5 point choices


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Prototype Evolution Chart for Summoning Evolution Spell

1 Point Evolutions
Buff (Ex): The Eidolon Aspect gains an extra 5 hit points.
Celerity (Ex): The Eidolon Aspect land speed is increased by 10 feet.
Deflection (Ex): The Eidolon Aspect gains a +1 deflection bonus to Armor Class.
Fly (Ex): The Eidolon Aspect has physical wings and a fly speed of 20 feet (average).
Improved Natural Attack (Ex): The Eidolon Aspect gains the Improved Natural Attack feat.
Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Eidolon Aspect gains resistance 5 against that energy type.
Swim (Ex): The Eidolon Aspect is streamlined and shark like, and gains a swim speed of 30 feet.
Climb (Ex): An Eidolon Aspect becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s climb speed by 20 feet.
Improved Natural Armor (Ex): An Eidolon Aspect ’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor.
Skilled (Ex): An Eidolon Aspect becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an Eidolon Aspect selects this evolution, it applies to a different skill


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Dragonborn3 wrote:

Switch the full round casting time to a standard action and decrease the number of monsters that can be summoned using the higher level spells(Summon Monster2 =1 lv2 monster or 1d2 lv1 monsters and so on), to a minimum of one.

I like the spell idea. +1

well i am baseing the idea off wizards learn it too, jus tnot as quickly. its a specailized version of summon monster/ally. as such reducing the number of creatures seems a little harsh. as for the reduced casting time, thats iffy. maybe add at end of spell

Special: Summoners cast this spell as a standard action instead of full round


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spell text would read something like

"This spell Fuctions as either Summon Monster I or Summon Natures Ally I exepct that the summoned Creature(s) may be modified useing 1 evolution point per 2 caster levels (min 1) from the choices listed on Evolution Table XX-XX"

anyone care to weigh in on this?


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OK, iv seen alot of people asking why the summmoner cant summon better. and i do agree. but i actually have a idea i want some peoples opinions on, and if it seems good maybe it will catch Jasons eye and he might weigh in on the idea.

Basicly it seems like the summoner should be better at Summoning then the run of the mill wizard. so heres a thought, wha tif the summmoner could evolve his summmons, not just his Eidolon. startign at maybe 4th level he could move some of his evolution points into a modification Pool that instead goes to his Summoned creatures. similar to how he can modify himself, he would begin to tweak his Summons to his personal preferances. it would hav eot be limited as to how much he transfered but it might give him the edge on summoning everyone wants.

Or maybe a new class of summoner spefic spells somewhat in line with astral construct in design (dont know if Paizo is able to touch that or not).

Example

Summon Eidolon I
Conjuration [summoning]
Level: Summoner 1, Sorcerer/Wizard 2
Components: S,M,V
Casting Time: 1 full round
Range: Close
Duration: 1 round/level
Saving throw: none
Spell Resistance: Yes, See text

[Insert Spell Text here]

You know this is just a thought, and though its not quite a playtest topic specificly i want to know how people feel the idea migth work out.


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Piety Godfury wrote:

A DM shouldn't have to curtail his entire world concept around 1 class. If he wants to, hey that’s great!

But, I think we've all been in those parties where the GM had to amp up all the monsters because one person made a character that outshined everyone else (Heck, I've made a few). If anybody else got attacked by one of these amped up monsters they'd be dead in one hit, or, the DM might have to fudge a bit.

You're going to have power gamers no matter what. They're going to 'forget' intricacies, find 'broken' combos, etc. This is no reason to leave something blatantly broken in just because 'it's going to happen no matter what.'

i'll agree that Power gamers will find away to break the game, no matter what you do. its just a fact.

as for a DM modifing his world to be able to handle one person, in reality you just treat the Eidolon same way you would any fighter in fullplate and luging a tower shield, just cast spells that make his armor usless. its a standard wizard tactic, fighter get hit with area spells and touch attacks.

i personally love the Sumoner Class on concept. my favorite thing in all of Psionics was Astral constructs. the ability to modify your Creatures as you see fit. i just loved the Feel of it, and this class reminds me of it, i would hate to see the level of flexabilty knocked down drastically. yes things need to be streamlined, but the more choices you give the Players i think the more this class will Shine


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james maissen wrote:
Zurai wrote:
Wasting time by using a more complex solution to the same problem, when the solution itself is irrelevant, is not a good use of resources.

But the solution *IS* relevant.

If, for sake of argument, everyone tests the Eidolon spending 2-3 evolution points on natural armor, then that evolution is removed in the final product (and armor wearing is allowed instead) what happens?

Either they need to lower the amount of evolution points as well, or suddenly every eidolon is sprouting 2-3 more tentacles, etc.

But of course not everyone is going to spend those points on AC, so simply reducing the evolution points isn't going to balance things out.

So how is that testing? I don't see it.

-James

i have to concure. who here got the chance to playtest the armor mod? or has playtested the current changes. did dropping the Armor evolution actually make a dent in the issue in game? Because when it comes down to it most DMs shold be able to see the flaws in the overconfidence the super AC brings, and the world would adapt. if there is arecuring villan in game, the first time he notices touch attachs still make the Eidloon Scream in pain he would adapt.


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deathmaster wrote:
Arconz2000 wrote:
Thank you for the Break down, you have proven the natural Armor evo is broken, but what part of the Armor Evolution was broken. OR letting it wear armor untrained, or after taking the apporperate feats?
because adding 14 armor on top of the evolutions is stupid, but it would cap the max dex down to 4 from mithril full plate, meaning the above example's AC would only go up by 7, and would free up points to be spent on more offensive related evolutions.

thats my point, it appears broken on top of the other mods. its not broekn, the Natural armor mod is. and no matter how you slice it there is a major Flaw in saying "its AC is in the 100's" for any creature. whats the touch AC? and look at the price of that armor. just regulaur full plate for the creature would cost 12,000 GP, before magic and not figureing in speacil materials. your not finding that on the open market. and i dont even want to touch how long most smiths would take to make it


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default wrote:

Or, cut out one natural armor and use the rest of your points on extra intelligence. Then spend a feat on combat expertise and the skills on acrobatics. you can then fight defensively with a 57, or 75 after the spells. 58-76 with dodge.

or keep the natural armor and drop huge to free up points.

Thank you for the Break down, you have proven the natural Armor evo is broken, but what part of the Armor Evolution was broken. OR letting it wear armor untrained, or after taking the apporperate feats?


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MaverickWolf wrote:


The issue is that with the monk you have to try to hit the truly crazy ACs, and that you actually lose something for doing so. Getting to AC 50 or better with an eidolon only requires 7 or so of its 26 evolution points at higher levels. It has lots of room to play with other abilities.

so like anything else if you try to break it you will. still its not like anyone is goign to find a easy time finding the armor for it. sure when you reach level 20 it is insane ac, but whats the touch AC at that point, like 12? i do appereiacate the break down of the issues.

if your going to compare the summoner to druid, look at everythign that makes the druid better, the rest of the equation. wild shape is a biggy there. eventually the summoner gets similar but to reach that point you have to live that long. something my recent DMs have always made sure to point is its good to plan for the future but you have to make sure you can survive the present.


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im sorry i must have missed it but someone explain why the armor evolution is over powered to me. so it can wear armor. why not? a druiids animal compainion can wear armor. and you run into the same problem in both cases. you have to find it some suitable armor or have it made. its all well and good to think what if, but why is armor on a companion or a eidloon overpowered? it still gets all the same drawback anything else does when wearign armor. and when it comes down to it even if the evolution is dropped does that mean they have to ban people from giving it the feats?

seriously someone give me a in game experience when it was broken. what if is great but if somone goes through the trouble to get a smith to make a +5 mithiral full plate for there huge eidloon with 4sets ofextra limbs and wings more power to them, they are now poor.