SilvercatMoonpaw,
pad300,
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 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:
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. 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:
Hey Sarfan1,
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:
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:
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:
"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.
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.
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
As always, feedback, comments, opinions, and suggestions are welcome and appreciated. Thanks.
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: 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.
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.
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.
Daspolo wrote:
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."?
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.
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,
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? |