Armistril's Shield

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the xiao wrote:
I think this wa sthe genesis for The Fisherking akashic book? I'm the guy that reviewed it LOL! Great work!

This was the starting point. It was suggested to me over one the Giant In The Playground homebrew forum that I could turn the besom witch into a full class. After a bit over two years and a lot of rewrites, the Fisherking class and book were born.


the xiao wrote:
Awun, so you are the author of both the FK and the spidery veils!

Yep that would be me.


Alright I am going to declare this playtest closed. I want to once again say "thank you" to you all. The comments and suggestions have been very helpful. I plan on leaving the playtest document up as it currently exists, while I work on editing and revising this material.


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Hey folks, the Fisherking playtest is going to close this Sunday the 17th. Please feel free to comment or give it a read, if you haven't had a chance to yet. Once again I want to thank everyone for the comments, suggestions, and for just dropping by to take a look. You all are great!


SilvercatMoonpaw,
The voice slot veils offer an extra scaling bonus related to the kingdom building rules, but that is all that is lost by not using those rules.

pad300,
Good catch on expanded consciousness, the backing ability score is now fixed, it should have been based on Charisma like arcane enlightenment. As for the inscribe hex, fair point. I agree that crafting is a boost in power to any character, especially if can be obtained "cheaply". Though I'm not certain that access to single use item creation is a problem exactly. That said, inscribe now includes the following text, "This hex can't be taken as a wandering hex."


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Hello all, welcome to the playtest for The Fisherking. I've been working on this project for a while now and its been recently picked up by d20PFSRD.com Publishing. I plan to run this playtest is for around two weeks.

Within this playtest you will find the following:

-The Fisherking, a Witch/Vizier hybrid veilweaving class with the power to impose their will on the world around them. Mysticism and majesty suffuse everything they do. They are the signature user of voice slot veils, which can provide additional benefits when using the Kingdom Building system presented in Ultimate Campaign.

-Six new archetypes supporting the Fisherking, Witch, Vizier, and the Fisherking's spiritual kinsman Dreamscarred Press’ Rajah.

-The akashic records Shaman spirit, a knowledge focused spirit that opens up akasha and psychic casting to the shaman.

-20 new hexes.

-18 new veils, including the Fisherking's kingdom shaping voice veils.

-A host of new magic items, feats, and traits to support the Fisherking and his court.

Feel free to comment here or on the doc. As always, feedback, comments, opinions, and suggestions are welcome and appreciated. Thanks.


After some review I have altered several of the Hexenkönig's abilities.

-Rhetorical Flourish, gained as a bonus feat at 7th level has been replaced with the ability Regal Presence.
-The DCs for signet hexes have been altered to reflect the normal DCs of veil effects, and the bind effects gained at 9th have been restructured.
-The hex Akashic Learning, now includes Expanded Veilweaving as one of its options.
-Expanded Veilweaving, gained as a bonus feat at 15th level has been replaced by the ability Twin Signet.

The original texts for Rhetorical Flourish, Signet Hex, and Expanded Veilweaving are still readable as comments. Thanks for reading, and comments are always appreciated.


Hi all, so the following is a combination of two things of which I am very fond, veilweaving and the works of Brandon Sanderson, but first a quick explanation.

Earlier this year, Samurai Sheepdog released as part of their The Book of Many Things line, a book titled “Campaign Exclusive Content”. There are many great things in it, among which are a number of character options based on elements taken from the novel “Warbreaker” by Brandon Sanderson. These options include an adaption of the Warbreaker’s native magic(investiture) system, Biochromatic Breath. A number of classes received archetypes that made access to the Breath system easier, and this is my attempt to do the same for the Vizier. The document also includes two new akashic/breath feats, and a new plant.

Path of The Investor (Vizier Mystic Attunement)

As always, feedback, comments, opinions, and suggestions are welcome and appreciated. Thanks.


Changes:
-The age categories of both races have been altered.
- The Quadruped and Handless traits of the Paradise-Seeker have been replaced with Qudrupedal Anatomy. The new trait better clarifies their limitations and defines their available magic item slots.
-The feat "Pseudo Real Human Guise" no longer includes a penalty on attack rolls and skill checks while the granted ability is active.


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So, I recently started re-watching the anime Wolf's Rain, a personal favorite, and it struck me to try adapting the two main hero races, the wolves and the hanabito(Cheza and the old woman are the only examples), into Pathfinder races. Note, I did take liberties with their lore to make them more setting generic. I also guessed at certain elements like how their age categories would work. The races were constructed using the pathfinder race builder guidelines, but there are a number of custom traits. Each of the custom traits has its estimated race point value listed, and the new alternate traits have the same value as the trait they replace.

Wolf, Paradise-Seeker

Hanabito

As always, feedback(especially on the custom traits), comments, opinions, and suggestions are welcome and appreciated. Thanks.


The hivemind has had a few updates and changes:
- A new necromantic archetype, "The Unity", has been added to the document.
- Favored class bonuses have been added.
- Updated veil list.
- Reinforced Veils renamed to Reinforced Veil, and this ability now progresses to a +2 at level 12.
- Essence invested into the nanite swarm via Swarm Bond now increases the nanite swarm's ability DCs.


Hey Sarfan1,
Your Puppeteer class looks really interesting, and kudos for using Spheres of power, its a great system that needs more love.

So on reading through it the class looks good, there is some interesting rp possibilities, and the mechanics seem like they provide for a new twist on having a minion based class. That said I had a few questions/concerns about the class.

First, in relation to the stats of the Marionette, it seems to be missing a few stats. You establish strength and dexterity, but wisdom and charisma are not covered. The lack of intelligence and constitution makes sense, as they are mindless constructs, but they really should have listed wis and cha stats(even golems and poppets have these). Same story with base saves for fortitude and will, unless they are meant to use the normal progression for constructs.

Second, is the intent for multiple puppets to be usable simultaneously? Hidden Theater, states:
"At level five, and every five levels after that, the Marionette can activate an additional Marionette with the same action."
Does this simply allow multiple marionette to be restored to full size or is it meant to imply that they can be actively used at once? If the later, is this a native function or does it require the use of something like the Divided Mind talent?

Third, the combat puppet knack seems a bit underwhelming compared to the other options. Its just my opinion, but other than to use magic weapons I can't see why this would be taken instead of one of the others. Even in the case of magic weapons, its slam attack and an amulet of mighty fists or similar item would net you the same possible benefit and save a knack. Also, hidden battalion seems almost like a "must take option" when considered alongside the "up sizing" function of hidden theater.


The new creature and the archetype are interesting but there are a number of things that stand out for me as potential issues.

Wagu Beast:
Poison Magic (Su)- This ability itself presents several issues. First, the only precedent for the use of constitution as a casting stat that I can think of was the scarred witch doctor(witch) before it was received an errata. There was good cause for this errata. Second, the fact that in order to deliver a spell it casts, the wagu beast must succeed at stinging a target is a notable tax, but not one that negates the presence of constitution based casting. Third, making this ability supernatural is odd as most abilities that relate to altering the basic functions of mechanics are not listed with a type or are listed as Ex.

Natural Invisibility (Su):This is a rather strong ability on any creature, notably on one that is intended to be a familiar. This is the case even for a familiar that can be gained only as a 6th lvl or higher improved familiar. Why not "At will—invisibility (self only)" as a spell-like ability, like the imp?

Wugu Witch Archetype:
As written this archetype can not prepare spells until it gains its wagu beast familiar. I do see that you propose a fix:

"I should explain that their studies of poisons and the will to use them for evil magic draws the evil spirits that become wugu beasts, who teach the witch spells until they become powerful enough to actually create the familiar body for them".

This makes them seem like an odd pseudo-divine prepared caster. This also removes at low levels the class' most notable point of vulnerability, their reliance on a familiar for their spells. Aside from this, what about getting additional spells from another witch's familiar?

Black Spellcasting- This is a flavorful ability, but the wording seem slightly too subjective. For example, Harrowing is a spell that is helpful, harmful, or both depending on how the card draws. There are some other spells that are helpful or harmful depending on circumstances such as the inflict x wounds/cure x wounds spells. As for the restriction on hexes, same story. The cauldron hex for example,can be helpful or harmful to other creatures depending on how its used, and could be be used excursively for one or the other. Your clarification does not seem get around this issue.
Is this ability indented to gain only one additional spell slot for a "harmful" spell total, or one of each level the witch could cast? In the case of the former, of what level? In the case of the latter, this would be much to strong, especially relative to what is given up. Perhaps, something similar to the limited spontaneous casting possessed by clerics and druids would be more reasonable?

Wugu Beast Familiar- The class gains black spellcasting at the expense of losing a familiar. This ability undermines that exchange. You could perhaps have this ability grant a familiar(Wugu Beast) at 6th level with the familiar abilities calculated as its master's witch level -5. Or have Black spellcasting be gained later in exchange for 1 or more of the witch's hexes.
"At the tenth level, the wugu witch gains the ability to cast one spell upon its familiar once per week." Is this meant to function like a limited/specialized form of "Imbue With Spell Ability"?


I was working on some material for my current technology themed project Occult Mech Pilots, and I ended up going off on a slight tangent. The image of a person wielding a swarm of nano-machines got stuck in my head and the Hivemind class was the result. As for its swarm, I had a few false starts on contructing it as an entirely unique companion creature, but settled on modeling it as a psicrystal archetype. While the archetype is a core element of the Hivemind, I think it would work just fine for anyone with a psicrystal, the Hivemind just gets more mileage out of it.

Hivemind
Nanite Swarm (Psicrystal Archetype)

As always, feedback, comments, opinions, and suggestions are welcome and appreciated. Thanks.


Hello all, just a quick update. The Technopath has undergone some minor edits, and I have added favored class bonuses along with some flavor text. The archetypes ect. document now includes, a new veil called the Lawsmith's Band, and the Interfacer an akashic Technopath archetype.


So, I recently purchased a copy of Legendary Games' Arcforge: Technology Expanded. It was an amazing book to read through and I'm very much hoping to use some of the content from it in a future campaign. That aside, the bonded mech and companion vehicle rules presented in it inspired me to do some work on an old homebrew idea. Thanks to some extra free time, what was originally supposed to be be a single summoner archetype turned into the following:

Technopath(new base class)

Mech Pilot Archetypes and Feats

This is still very much a work in progress, and any feedback, comments, or suggestions would be very much appreciated. Thanks in advance.


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I'm currently playing an Aasimar(Emberkin)-Vizier(Seer) in a mythic campaign, and he has a Candle Drake(Lantern Dragonette)-Radiant as cohort. The Vizier fights a bit like Iron Man, with flight, high AC, and long ranged "beam" attacks via Hand Cannons/Storm Gauntlets(Twin Veil). He is exceptional at skill based encounters, and my party really enjoys the teamwork feats he shares via Akashic Army. Overall the my Vizier ends up filling the roll of party "wizard", but has also filled the rolls of diplomat, backup stealth, and backup healer. The Radiant was built to take some of the pressure off the party's life oracle healer, and to work in concert with the bard to further buff the group. He ended up doing those things almost too well, and also turned out to be very durable, with comparable HP and AC to some of the mythic party members.


This is still a work in progress, but I present The Hexenkönig ver. 2 . Please read, enjoy, and comment.


Shortly after I posted my Witch Akashic archetype, the Besom Witch , elsewhere it was suggested that I could create a full class instead of just an archetype. While I ended up straying far from the archetype in terms of the theme and unique abilities, I think the result is still interesting. The Hexenkönig combines elements of the Witch and Vizier classes, and is heavily themed around the concept of a "Fisher King". A Fisher King is a monarch whose inner nature is reflected in the land they rule. This is a work in progress, especially the class's lore/flavor text, "Fisher King" ability, and veil list. As always, please read, enjoy, and comment.

The Hexenkönig


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Michael Sayre wrote:
Neat! Always cool to see someone who's a fan of Akashic Mysteries :)

Of the various magic systems available for Pathfinder, Akashic Mysteries is definitely my favorite.


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For all of those out that that love witches or the veilweaving system from Akashic Mysteries, here is my attempt at combining the two. The extra veils are just a bit of added fun. Please read and enjoy. Comments and feedback would be very much appreciated.

Besom Witch and the Enchantress’s Accouterments.


baggageboy wrote:
The restrictions on get'em are language dependent, mind effecting and sense dependent. As Androids are not immune to any of those restrictions they would be effected by get'em.

I'm inclined to agree with you here, but there is another issue. Constructed has the line "For effects targeting creatures by type", which is a greater issue. Neither Get'Em specifically, nor Envoy Improvisation in general, target creature type, just enemy or ally. Androids are humanoids with the android subtype, and do not have the construct type or any elements there of. They are only counted as a construct for the sake of detrimental type targeting effects. So, in this instance Constructed does not apply, and the effects of Get'Em should work as normal.


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Daspolo wrote:

I havea few suggestions to the "current" draft. First, I suggest thinking over the requirement for spontaneous casting, as I frankly don't think its necessary. And I also kinda would retool the special requirement thing. Instead of not having a body being a requirement, the requirement is that you must have a body ready to transfer too with your original body being destroyed immediately.

I think this is good for two reasons. First off, it explains how the stranger actually transitions from its previous state to its current. The original never really stated how it got from losing its body after taking the class, to possessing its new body. Further I think this is a better solution than have an incorporeal subtype, as that would imply the stranger could survive without a host, which it can't.

Also, I think the whole recursive possession thing is what's really overpowered. You could just have an infinite supply of bodies, and the victims of it could at any time be repossessed? Frankly I'd think you could nerf that by having it be recursive only back until it's spellcasting modifier if you want to keep that ability.

The spontaneous casting requirement is definitely a hold over from the original.When I was looking into comments on the class it seemed that it may have been intended for Dread Necromancer, which is a spontaneous caster. Removing the requirement for spontaneous casting seems reasonable, but the entry spell requirement would be very easy for a prepared caster.

What if the special requirement read: "You must ritually incinerate your true body while magically possessing another creature.", instead of "Your true body must have been destroyed."?
The reasoning behind making them incorporeal is to account for strangeness of a creature that is completely without a body. I have edited the class to hopefully resolve the issue of the Stranger surviving without a host.

As for the recursive possession issue you bring up, I don't see this easily happening. Abuse of Leadership, dominate, charm, or social sills are the only options I can think of. However, even if a Stranger had an endless supply of old hosts within medium range, or after 8th level long range, each hop carries a chance of death. The Consume ability, seems as if part of its purpose is to soften up current and perspective hosts. Although, I did nerf Consume from its original form.


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Based on various comments, I have made some changes to my conversion.

First Draft.

Current.

The second link will reflect the class as it evolves.


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Hmm, I'm thinking that Adventure's Armory 2 beats out the Stranger on the creepy/cute front. Although now that I know they exist I'm sorely tempted to build a poppet themed character.


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So recently one of the players in my current Pathfinder campaign brought a rather interesting prestige class from the 3.5 Tome of Necromancy to my attention, the Stranger with the Burning Eyes. I thought that the class was an amazing concept, but its core ability "Burning Soul (Su)" seemed much too powerful as written, and the BAB and save progressions did not seem to make sense for a full casting prestige class. I tried my hand at converting it to Pathfinder and fixing the issues. Here is the result.

My conversion might be overly conservative, so some feedback would be appreciated.

Thanks,
Awun


One of the major concerns that I've had with the Spiritualist class is the use of magic items on the Phantom. Specifically finding a way for the Phantom to keep its worn items between summons and when switching from Ectoplasmic manifestation to Incorporeal. I recently stumbled over the spell "Ghost Brand" from Ultimate Intrigue, which would seem to solve this issue. However, the references to "flesh" and "skin" in the spell's description make me uncertain of if using Ghost Brand to attach items to a Phantom would be a valid use.

So, can magic items be attached to a Phantom with Ghost Brand? If so, would they stick around between summons or manifestation switches?