I would start at the growth progression. At what level does a megamorph gain more primary/secondary abilities? At what level do they gain the universal abilities? It is a bad idea to dump them all at the first level since that encourages 1 level dips for a super power boost. I would suggest a primary power point every odd level starting at level 1. And at each new level you can redistribute your points OR have a special rule that 3 points can be traded in for a gateway power at a suitably high level. a Secondary ability can be picked up every 4 levels with the limitation that a different Subcategory must be chosen each time. Of course this assumes that a megamorph you describe reaches its prime at level 20. What ability is the focus of the megamorph? Does it make sense to have the morpher ability from level 1? Or can you leave it for a lvl 20 capstone ability? Or something in between?
ULTRAGEEK wrote: This class is awesome!!! I am going to multi-class this with my cavalier character! Quick Question: Can I cast a spell or use a manipulation, even if I am mounted? Yes. For spells and starting a manipulation:
For maintaining a manipulation:
But there is a handy feat called Uncanny Concentration in Ultimate Magic that makes all these concentration checks go away. It has Combat Casting as a prerequisite which is handy for a Puppeteer to have. legoguy4492 wrote:
Excellent. If you want to try out multiple masteries, the Mastery Dabbler flair is there.
I like artificers. When I play an artificer, I want to be able to have an assortment of gadgets to play with. Does this class fulfill that criteria? Sort of. The Weird Science ability does it very nicely, though it does a poor job of explaining how it works mechanically. The ability never mentions the available "spell" slots per level as shown in the table. Though that is a problem with the original version that was not addressed in this version. Other than that, the original Weird Science is hands down better than the one provided here. This one attempts to fix things that simply aren't broken. Do other classes also have to pay gold to use their class abilities? (Not counting the gunslinger). As to multiple spells on one item, I would simply not allow this until lvl 12+. The "craft-any-magic-item" ability could either be underpowered or hideously overpowered depending on the amount of downtime a campaign has. What are my options if there is very little downtime and the Artificer simply can't spend days making things? Also why is the artificer messing around with scrolls and potions? I would be tempted to limit his magic item creation to wondrous magical items only. Iron man ability says the artificer can now cast spells in medium armor. But he never got the biliary to cast spells in light armor. Also his Weird Science Ability says he isn't a spell caster. So this ability seems very out of place. (Similarly for the armored version). The mounting of inventions on the armor gets a thumbs up. That is highly thematic and cool. Though I would like to see a light armor version if my artificer doesn't want to wear heavier armors. I suggest combining the abilities with similar names into a single ability e.g. The quicker and quickest versions of abilities can just be part of the original ability. The limbs are cute but a bit clunky rules wise. (Pun intended) I hope this helps a little, making classes is not trivial.
I would handle monster levels with care. I.e. Steer clear unless this is a monsterous campaign where everyone can play monsters. As a replacement for the nephilim I would use an aasimar or tiefling as a base and give them fire and cold resist of 5 instead of normal resistances. And replace the 1/day ability with 1/day enlarge person (self only). Call it nephilim-spawn :)
Avianfoo casts raise dead on this thread It's been a long time since I have looked at this class. On coming back to it, I realise what has been bothering me: summoner syndrome. aka. a 9th lvl caster disguised as a 6th level caster. So I have brought the casting levels back to be more inline with a 6th level caster (I realise most people won't notice this since reading through spell lists are hardly exciting). There are still spells which this class gains access to a spell level earlier but I feel those thematically fit the class well. In summary the following changes have been made in version 1.2:
For newcomers, the link in the original post is still correct or (click here if you don't want to go all the way back there.) Feel free to leave comments here or in the doc.
wraithstrike wrote: This feat was not intended to work with arrows. No, they did not specifically call out ranged weapons, but not every little detail should have to be spelled out. Changing how you hold a bow is not going to change the point at the end of the arrow. Intent is not rules. And no one except the original creator can speak to the intent. And even then, intent means little. As written, it works. It might not be logical but this is a fantasy game. As far as rules are concerned, logic takes a back seat and enjoys the ride.
bowser36 wrote: I knew I had to use my off hand I was just curious if the off hand would impose any negatives exclusive to the off hand. Just the normal twf penalties. Also remember that the off hand (while using twf) will deal half Str bonus to damage during the sunder. Double Slice feat fixes this for you.
Tengus are automatically proficient with "swordlike weapons". The Dueling sword and swordbreaker are definitely "swordlike". Actually, sunder does not assume hands. It replaces a melee attack. So your bonuses/penalties would be from the weapon being used to sunder (including twf penalties). IMO, your offhand weapon won't give your "main hand" weapon its bonuses to sunder and vice versa simply because its not being used.
What level does one get soul food? It should be in its description. Also while the gingerbread man option of soul food is cute, it needs to be fleshed out a bit more. Does it gain all homulucus attacks? Is it under the alchemists control? Can you bake an army of them? As such, I would move that part into a separate discovery or ability. Is there a limit to the number of stimulants/soul foods/ambrosias the alchemist can have prepped at a time?
Zwordsman wrote: Damn this looks damn cool... I'll probably never get to play it but it reminds me of some cool things from childhood. Ask your GM very nicely. :) I have playtested this and it is on par power-wise with other classes. Though definitely not a frontline fighter it can hold its own in a fight, and have decent skills/abilities to be useful out of a fight as well.
Here is the preliminary maestro mastery. Thoughts? Maestro Mastery
String Orchestra: This manipulation creates an Inspire Courage bardic performance centered on the manipulation target. Improved: Alternatively, this may function as the Inspire Competence bardic performance instead with the performance affecting only the manipulation target. Greater: Alternatively, this may function as the Inspire Greatness bardic performance instead. Cacophony of Strings: This performance causes a continuous sussurus in the affected area. Perception checks that relying on hearing take a -5 penalty and any creature that relies on hearing for its vision have a 20% miss chance on their attacks. Additionally, as a free action, the puppeteer may end this manipulation, as a free action, with a powerful thunderclap. This functions as sound burst centered on the manipulation target with that spells normal area of effect. Improved: This manipulation may additionally create a blanket of white noise, drowning out any other sounds in the area. This functions as silence centered on the manipulation target. This does not affect the other abilities of this manipulation. Greater: All allies that are affected by this performance have their attacks deal an extra 1d6 sonic damage. Soothing Strings: This manipulation functions as the Fascinate bardic performance centered on the manipulation target. Improved: This manipulation additionally functions as the Suggestion bardic performance, targeting any creature already fascinated by this performance, except it does not require additional actions beyond maintaining the manipulation to activate. The same creature cannot be targeted by the suggestion effect again for 24 hours. Greater: Alternatively the puppeteer can choose to have this manipulation function as the Soothing Performance bardic performance instead, except after 4 rounds the strings are severed.
+1 Captain Zoom Does the spell affect an area? If yes, it affects a swarm. Swarmbane Clasp wrote: ...The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage... Swarmbane clasp does not affect spells (unless the spell grew you a nice set of claws).
aah. I see what you did there. By the NPCs wealth, he couldn't really afford the cloak of resistance +1. So he took a hit to his weapon monies to gain a bit more protection. Which is fine, but it does leave him a bit behind on the secondary weapons. Question. How does he use the shortbow since he has no arrows?
So far this is a good start but not an overly interesting npc and a bit low level to be a general imo. I can't find the "Cleave Fighter 2" feat anywhere. ;p Maybe the general would like a horse? If it wasn't so expensive I would say add a composite shortbow +6 Str. At least masterwork the poor man's shortbow then he should still have a little left for some armor spikes or a dagger. Poor NPC's... so many levels... so little monies.
Human Fighter wrote: Avian, I don't understand why you disagree with breath of life by saying it just fixes hit point damage. The spell reads that if you're not under a death effect, and are at a living hp, then you're alive. You'd be at 0 str. If you just die again because you feel the 0 str keeping you dead, then regardless if you came back to life with a resurrection or whatever, any time your str goes to 0, you'd have to live it all over again. Resurrection fixes all attribute damage, because that is what the spell does (unless full vigor and health means something else) if not that then at very least it does what raise dead does and "any ability scores damaged to 0 are raised to 1". Or how else would you be raised after taking a boatload of Con damage? To reiterate:
So when I say BoL doesn't work I mean it functions as a spell and returns the creature to life but it does not function as a solution in this case as the creature would simply die again from the shadows strength damage. BoL is not a cure all. BoL is a heal spell with a special "get out of hp loss death" clause. It can't bring back creatures slain by Con damage. The shadow ability makes your Str function in much the same way. Regardless, this is a tough ruling to ask of any GM. Edit: also this thread
Human Fighter wrote: What I didn't enjoy was the breath of life not working, and being told "shadows are special, and he's now an object". While I agree with the result (breath of life not working) I disagree with the 'object' reasoning. My reasoning is that breath of life fixes some hit point damage and in so doing returns you to life if enough was healed. But it does not repair the strength damage done by the shadow. The damage is still more than the characters current strength (bull strength could work here) and the shadow's ability says the creature dies if this is the case. So the character dies again. Human Fighter wrote: My home game with bacon (carrion crown) I'm a lawful good follower of Torag, so strategy is a priority. I am also running Carrion Crown atm. The players have no real strategy. A few have pegged in suitably memorable ways (like a dwarf paladin falling into a vat of acid). Ah, good times.
Human Fighter wrote: I'd love to hear how others play pathfinder while they go everywhere casting death ward 24/7, and I imagine other spells as well. I've never had someone that paranoid at my table, and the resources to spend on that ironically would be crippling. Truthfully, the only characters that I think could have survived that surprise round are ones with over 16 Strength. And they would probably have gone down with the next attack if they didn't win initiative. As for coming back: can a restoration (lesser restoration potion?) and a breath of life be cast on the next round with two greater shadows hanging about? If find that unlikely. Killing the shadow spawn and paying the 32PP or 10910gp (not including negative level tax) is much more doable especially in tier 10-11.
Human Fighter wrote:
This is a strange corner case where a shadow could drop you. Then you become a shadow and breathe of life brings you back, all in the same round just because breath of life does not have the clause that prevents undead from coming back to life, like raise dead does. But, because you are still at 0 Strength from the shadows strength damage, you die again instantly. And a second shadow can pop out. Repeat this process for as many shadows as you have breathe of life spells. This assumes you roll 1 on the raise as shadow roll. The simplest way to get the character back after a shadow has slain it, is to kill the spawned shadow and use a resurrection spell. Human Fighter wrote: If you're an object breath of life doesn't work. Raise dead wouldn't work nor would resurrection etc. You're not an object, but a living breathing man who deserves to be respected and loved just like everybody else! Nicely put.
The point I am making here is that calm emotions spell is no more powerful or abusive than any other mass will save spell. In fact it is weaker in that regard since it doesn't completely turn off the opponents. By the calm emotions spells text, if the boss slaps one guard they all snap out of it. But where calm emotions does shine is the removal of morale bonuses. Because barbarians are known for their Will saves.
What can you do? Everything you normally could except what the spell says: violence. Guards under this effect can't attack. But they can go fetch other guards... calmly. Or stand between the big boss and the PCs to form a calm humanoid wall. But yes, the party can ignore them. There is no quibbling over what a spell like Deep Slumber would do. How is this spell any different? What is an aggressive action? It's the things those under the effects of the spell can't do. Any kind of violence. Such as a direct attack.
andreww wrote:
In the perview of PFS, players can disagree and point out rules to a GM as much as they like, but the GM has the final say. For PFS if GMs are perceived to have done something outside the rules of PFS, they will get a talking to. As wraithstrike said, that is how they learn. Will this return dead characters? Probably not. Home games: If a GM insists that weapon focus gives a +2 to attacks, it does. This is especially true in home games (what is rule 0?) If a player cannot accept that they are now in the GMs world, they had better look for another hobby (or more malleable GM). But with great power comes great responsibility: to give the players a fun time. If a player doesn't like the +2 weapon focus rule, (as a very arbitrary example) find another GM without such a silly rule. I had a GM once that ruled that hide in plain sight did nothing. The characters with said ability disappeared from that campaign, replaced by other more GM friendly characters. PFS: the GM will get pointed in the right direction since he is obligated to follow the clear cut rules. But just look at this rules forum and you'll see loads of examples of where the rules arn't that clear. The GM does his best, makes a ruling and we move on. andreww wrote:
Preaching to the choir here. Everything you have said here does not invalidate my previous statements. The GM has the final say. andreww wrote: As far as appeals go yes you can totally raise issues with your local Venture Lieutenants or Captain, it is part of their role to deal with these sorts of issues. For actual problems, I agree. I encourage people to let their VO know of a problem GM. However appeals to have dead characters returned because you don't like how a GM ran a scenario, is likely to be a waste of everyone's time. Where would the line be drawn? 'That guy' killed my character a year ago. Do I get it back now because he was a bad GM? Back on topic: good tip on the anti-incorporeal shell scroll. I find a ghostbane dirge scroll to also be quite useful at lower levels.
1) Even if the GM is wrong, he is right.
Also as mentioned before: Tier 7-11 PFS scenarios are deadly. Some more so than others. (I'm looking at you Storval Stairs and Rats of Round Mountain) A single character cannot be prepared for everything. (Like advanced Gugs that kill your VCs character) But as has been pointed out multiple times, this thread is not about 'get my PFS character back' it's about how to prevent surprise shadow death madness. And as pointed out, again, deathward is your friend. In this scenario being a divination wizard with said deathward would have helped too.
Quivers are for the weak. This is true archery. But as this is the rules forum, choosing correct ammunition and loading it is a free action. On a side note, I feel the magical item efficient quiver has too few spaces for arrows, but it is a magical extra dimensional storage so I can suspend my disbelief with greater ease. Hehe... shafted...
richard develyn wrote:
If it were completely rigid, it would be a board game with no need for a GM. No, while PFS is more 'rigid' than a home game, there is still table variation because no set of rules will have an answer for every strange combination of circumstances and abilities. So, in this case, no one can really lay down a blanket rule saying which abilities are form based which is why it's left up to the GM. A guideline might be that you lose all Ex abilities gained from your race, while class abilities are learnt and so don't go away. But that is not always true either. So any specific case you care to use?
Here is a slight twist on the abilities to make them a bit more witchy. I realise that you are crafting this for a specific character but as it stands those abilities are more wizardly than witchy. Normal hex: Twist Primal Magic (Su) As a swift action, a witch may cause a creature within 30 feet to channel primal magic. This causes the next prepared spell that creature casts within 1 round to be cast without losing that spell from its spell slot. Essentially, a witch is forcing primal magic into the world and the caster may then attempting to shape it into a specific spell effect. The caster may choose to expend the spell slot, wasting this ability. To use this ability, the caster casts the spell as she would normally, but as the spell’s effects take place, the caster makes a concentration check (DC 20 + double the spell’s level). If she fails this check, the spell is expended as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to the witches caster level and the caster is staggered for 1 round per level of the spell she was attempting to cast. If the caster makes this check, the spell is cast normally except the prepared spell slot is not expended, allowing the caster to cast that spell again at a later point. A creature cannot be the target of this hex again for 24 hours. This has more a witchy coven co-operative vibe to it. And the DC is decreased back to 20+double spell level since each ally (including the witch) can only use it once per day. This seems way more balanced. Also, if so inclined, you could use it against enemies: particularly greedy ones might just go for the free spell :)
Major hex: Trigger Primal Magic (Su) The witch may, as an immediate action, cause a spellcaster within 30 feet to trigger a primal magic event as they cast a spell. At 13th level, the witch can cause any creature in the act of activating a magic item to trigger a primal magic event. A spellcaster can make a concentration check (DC = 10 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect, but non-spellcasters activating magic items have no such option. A creature cannot be the target of this hex again for 24 hours. Decreased the DC here again since its basically an at will power now even though its limited to once per spellcasting enemy. The 13th level buff could probably be 15th level instead. Also its not clear if the spell is consumed if they fail the check. I assume it is, in which case I would add that language as well. my 2c
Also lets not forget you can also TWF with a a shield in one hand and a one handed weapon in the other. And if you want to get fancy a polearm in one hand with shield in the other. Scimitars are really a cliche TWF weapon of choice. But the main reason is that the wielder suffers more penalties than using, say short swords or a pair of wakizashi. Light weapons are your friends. More to-hit means your swings... will hit more.
I am now considering turning String Musician into another mastery (Maestro mastery anyone?) With one manipulation to do beneficial bardic performance effects, another for a sound burst and sonic damage effects and another for fascinating/dirge of doom bardic performance effects. With the added special bonus while using string instruments with any of the above.
Lets try this again. From a previous campaign I ran: Cloak of Emptiness
For added giggles, a GM can have the cloak activate sporadically. Its a great way of solving the new party member problem as well.
Soft cover from allies in the way. Anything else? Edit: without rehashing cover rules and shooting into melee rules, the wizard effectively gets a -4 penalty for shooting into melee (unless he has precise shot feat) and the enemy gains +4 AC against the attack for having a bit of soft cover in the form of the wizards buddies. If the red guy slipped in some grease and fell prone, then the red guy would gain another +4 AC against ranged attacks.
Here I was hoping for a set of unique mundane shields with different special abilities. Color me disappointed when instead I get: Dual Shield Wielder
I found this page to be very useful for describing how polymorph works. As for what you lose, it's usually stuff like natural attacks, flight from wings etc. Anything physical. Darkvision and low light vision falls in this category as well (if it was granted by your base form). Energy resistance... depends on the source and even then its debatable. Is there a specific case you want to look at?
Update:
Contemplating an archetype called a monoformist that forgets her own base form and becomes stuck in a single shifted form. Could then have the option to change to a new shifted form when she would normally gain a new morph group.
Search Posts
|