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Lythe you get 42 points for that or something around those lines.

The Katana is a execellent weapon made from inferior materials but it is not magical which is what most people seem to want here.

The Katana - still required to obey the physical laws of the universe since 4.8 billion BCE.


BS + SS is the only way to make it balanced if you want to make them be masterwork thats fine also. You have to realize that the Katana was created to fight foes in light to no armour yes they are sharp..yes they can cut paper dropped on them, no they will not be an effective weapon against a foe in full plate.


Fallen_Mage wrote:
Brainfreeze10 wrote:

Take a look at DarkSun Clerics worshiped the elements/dragons inorder to receive their spells since God's are just not there.

Can you provide a link for DarkSun?

Here you go, it's just the Wiki portion for preists, there is more info there and ALOT more info on Darksun across the web.

http://en.wikipedia.org/wiki/Dark_Sun#Priests


Take a look at DarkSun Clerics worshiped the elements/dragons inorder to receive their spells since God's are just not there.


I wrote up a Kobold Barbarian with the elemental rage powers so he could cook the people he was hitting. Was not to powerful but was a blast to play.


Rhubarb wrote:
i would say that only evil aligned characters would be able to do this, maybe any non-good. i would give the wizard the power that the familiar brought to the wizard as a permanent enhancement at a cost of the familiar's hit points permanently lost.

I dont know about a permanent enhancement, more along the lines of an enhancement that will last until the character's next bowel movement, upon which I guess they would have the option to ingest it again inorder to regain the power. But ewww..


If you dont want to be fair then throw in a Half-Fiend Monstrous Centipede. Colossal size starts at a CR of 9 with 24 HD, add Half-Fiend making it a CR 13 that will auto kill anyone with 14 HD or under with no save allowed by using it's 1/day Blasphemy.


It means that when a Normal 5th level cleric with no neg levels cast cure serious wounds he gets 3d8+5 when a 5th level cleric with 2 neg levels cast is he gets 3d8+3.

It does not change the spells you have access to, but it does change the effects if they are dependent on character level such as damage and range.


Denim N Leather wrote:
Ryan. Costello wrote:
I missed this on my first reading too, but I think Rogue Eidolon is correct. Broad Study doesn't actually grant you any spells, but if you already have access to another class' spells, basically by having levels in that other class, then you can use those spells with Spellstrike and Spell Combat.
Thanks, Ry. Still, a minor price to pay (dipping into Wizard) for being able to use it in this fashion!

If I understand what your trying with the dip it still dosent work like that..say you take the dip at level 7. You will be a 6th level magus and a 1st level wizard. You will still have two spell lists, but you couldnt use your magus spells per day to memorize spells not on the magus spell list.


Denim N Leather wrote:
So -- my interpretation is correct, no?

Nope. It dosent add the spells to your spell list. It allows you to use the Magus abilities with those spells if you are able to cast them through having levels in the class with that list.


DoctorSirnuts wrote:
At the same time, Vancian spellcasting is cribbed from an actual science and sorcery series, and has spells such as Telepathy, which itself comes from the 19th century.

Your putting the cart before the horse here, I understand that you like to cut and paste your arguement from the other threads but noone in this thread has said that Psionics is too Sci-Fi for them in this thread...


mdt wrote:
Please note that if you apply a metamagic feat to an at-will spell that is 0 level, and it becomes 1st level, it still uses up one of your first level slots. So you can't 'at will' metamagic'd 0-level spells.

His plot was to get it back down to level 0 through feats/shenanigans so that he could use it every round.


wraithstrike wrote:


What is the difference between Dabbler addressing the issues in this thread at a later time, and us doing it now as they are coming up?

The difference is that you were specifically asked not to. It's obivous the effect it's having since you can read the complaints being posted about the pro Psionic people in this thread.


Caineach wrote:

Telekinesis spells (along with mage hand and other lower level spells) are actually pretty good for what I want the telekineticist to do. They are free form enough to let the GM decide what happens, while giving rules for how to handle some different things that the player may attempt to do. Personally, I would take this line of spells and use it for the model for a class. The class would get little else, but it would be better than any caster when it comes to telekinesis.

I could see a class or a PrE that had a few generalist spells and focused on TK spells. Abilities would focus on range and or raising the weight limit of each spell.


ProfessorCirno wrote:
How are we supposed to address a complaint if we don't know where it comes from?

Your not supposed to, please read the first post of the thread again.

Here i'll post it again for you to help.

Dabbler wrote:

This is a question aimed at those who do not like the 3.5-type psionics system. I'm not looking to start a flame war or anything, I just genuinely want to get an idea of the reasons why some DMs and players do not like that system from those people. So please, no psionics-lovers posting their conjectures here or trying to correct 'misunderstandings' about their beloved systems (I'm a lover of the psionics system myself).

I just want to know what the obstacles are to a Pathfinder psionics project from those that wouldn't want to see an upgrade of the OGL psionics

All you are doing by posting these repetative arguements is further alienating people. If you would like to get up on your soap box about psionics well feel free to make your own thread with your own goals. Your thoughts are not helping this thread and it's explictly stated goals. To do anything else just makes you an obivous troll.


By level 33 if your using your actions for a 1 level drain you fail as a epic level caster anyway. Most things that you would be fighting against are immune to level drain.


Improved Metamagic if I remember right has to be taken for each specific metamagic feat so you would need it twice for "ray burst" and twice for "fell drain" which would leave you with a second level spell since it can only reduce each metamagic feat down to a +1 adjustment. You'll have used 6 feats so far.

Even after Magical Lineage, it loweres it to a min of lvl 1.


Skaorn wrote:

I have no problem with psionics in fantasy, I don't think it's been implemented that well. What has been done with psionics in the past that couldn't be accomplished with current PF classes? Wizards with "psychic schools", mentalist sorcerers, and monk soul blades wouldn't be a stretch. I'm not saying this should be the way to go, I'm just saying that there real difference with magic and psionics always seemed more mechanical then thematic to me. Crystals never did it for me.

New additional rules systems never help matters, though this goes for Magic of the Incarnum, the Book of Nine Swords, etc. Such things have to be incorperated from the start of the game to really fit. Otherwise a DM has to learn the rules for a player or two, which isn't really attractive. Settings that incorperate them from the start of the game like Eberron and Dark Sun, which helped matters for psionics.

I think, to implement psionics, it would need a rules set that gels easily into the system. It will also need to be different enough so you aren't using arcane magic by a different name. If they can manage this, I think I'd work psionics into more of my games.

I'm sort of curious how people though Force Skills in Star Wars worked. I never played much of it but it seemed like you had either no power because you didn't start as a Jedi and couldn't dump a lot of skill points into the skills or you had a lot of Force Powers and couldn't tie your shoes.

I'm with you on this, I think the force skills in Star Wars worked decently well, mostly because they were a core part of the system as it was developed. Unlike Psionics which has been pasted on top of the systems after they had been out for awhile.

There needs to be more then just a mechanical difference in the system for it, it should not just be yet another flavor of caster.


Actually most of that is valid with 3.5 psionics still have very little added value for the hassle, in that just about everything they can do is already done by the caster classes with the exception of over-channeling.

Psionics still has the options built into it to make it just like magic(in which case whats the point) or to make it a completly different system as far as defenses go. Which makes psionics very overpowered in a world that is not psionically focused.

Last but not least the Core rules were not written with psionics in mind, even in 3.5 they were added later and required changes inorder for them to mesh correctly.

Please point out where my points only refer to prior versions./


My problem with Psionics is that they are not core..

What I mean by this is that when the Core rule book was being created the rules were not looked at for the ways they would react with Psionics. Therefore Psionics seem to be a very poorly placed patch put onto a program that really didn't need it in the first place.

It created a lot of confusion and caused the DMs to have to decide if they were going to use it. If not then fine there is no effect until your players start begging you for access to the book(I've seen this, it isn't pretty). But if you do allow it, you have to learn the new system, and work it somehow into the metaphysical mesh that creates your world. You have to decide how each spell/defense will react to each other as well as adding the complications of psionic monsters. We wont even talk about the Psionic Defenses from AD&D.

In the end it's to much hassle for to little gain, there is to much overlap in the powers between Psionics and Magic. So much so that you would be better off just letting a character make a Sorc/Wiz and just cross out the class name and write in Psionic.