

Alchemy, gadgets, and talismans. All three are craftables, all three have classes that can craft a few for free (arctype for talismans), all three say that “these are just a few examples”.
Knowing I more than likely will never be allowed their use in society play, I just want to dig a little into a much admired but cost restricted aspect of the game.
Alchemy has two major components:bombs, and drugs.
Talismans seem to mostly be reactionary.
And gadgets seem to be poor man’s magic items (using poor loosely)
Gadgets are my focus right now as I’m trying to pad out an inventor; jump boost, a mine, temporary low-light, and temporary armor points are really all they get. Late level gets a few different toys but mostly just upgraded versions of those.
Greases would be alchemy, and probably step on magus and runes.
Mods, while stepping on runes really don’t see use outside firearms or they become talismans.
Taser fits theme maybe lv2 item that does 1d6 lightning +1P
The hydrolics to make a +1STR exoskeleton probably make that a lv10
As I sit here brainstorming, most of what I come up with is based in alchemy: smoke bomb canister, auto-potion applicator, blast heads (weapon caps that release damage-type on hit).
So many feats of innovation don’t seem to fall into the range of “gadgets”. Ideally I want to make all this “society adjacent” so trying to avoid lines line “your game, your rules” and “play a different game”. Thank you.
You know, it's funny, I've tried to make archetypes and stuff. Personally I think this is damn near broken even if it's only a splash. But every time I make one that seriously restricts but gives good flavor and abilities, THOSE are the ones everyone says are beyond broken.
Thanks, a player in a group I'm in found out spout this option last night and he was worried about the cantrips he had and if he could cast his spells through the gun. Thanks for making a point about sacrificing a spell for that ability, I thought that was how it worked.
If a sorcerer takes a level of spellslinger wizard, do they lose their sorcerer cantrip or just the ones gained from wizards? And can they use sorcerer spells with the arcane gun?
I'm fine with spell per day being int still I just want con to make his spells stronger
I read the witch doctor and didn't see any mention of using con for spells I'll read kineticist next
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How may planes are there, and if you were to use them as the bases of a clerics domain what would at least the major planes align with if more than one I know of a few
Fire, water,air,earth,dream, hell, elision, and limbo
Everyone keep suggesting that source and you the first to actually post a reason, why does everyone love this book so much?
What would happen if I made a caster class where their spell get bonus damage, duration, etc based of of their CON stat bonus? And what would be some good flavor for this? I was thinking of making an order of mages that use the strength of their own body's to enforce the border between planes maybe have then take a planeal focus like a cleric domain.
I'm having a hard time coming up with a new sub-class weapon bard seems to eluded me, what with all his skills seeming to be either whatever song he chooses(so not a solid add) or character boosts that would be hard to explain as coming from your weapon. If you could help please do.
sounds like a book i read... whats the name of your homebrew?
Jaçinto wrote: The Hellspawn Tielings (Devils),get bonuses to diplomacy and sense motive. They have +2 con, +2 wis, and -2 cha.
The Pitborn Tielflings (Demons), get +2 cha, +2 str, and -2 int. They also get bonuses in disable device and perception.
a teifling is only half (evil source) so, maybe... devil gives bonus wis but everyone can tell your evil so you take a cha penalty(you don't get whatever inherent magic that makes them so believable.) diplomacy, and sense motive are both skill I would practice excessively, if my dad was a devil.
and demon blood makes you more rash, so because your less deceptive, you are more beliveable(not smart enough to play tricks), disable device=HULK SMASH TRAP, im not sold they should get perseption.. that should be a penalty if my resoning is right.
it makes sense to me, but yes this is MUCH more convoluted then their heritage's would lead me to belive.
i guess holy and unholy were a little stereo typical, holy: for all their intelligence angels don't have a lick of street sense, and demons are only as charismatic as your greed, other wise they are scary as all get-um.
a temporary burn... that might work; every elementagen deals one non-lethal damage that takes an hour, without using mutagens, to heal or maybe treat like rage and give fatigue until Damage is healed. My Elements aren't solid completely, but i'm keeping them off of what i deem is their strengths.
fire=STR;Water=WIS;wind=DEX;Earth=CON;holy=CHA;Unholy=INT
My self said wrote: I'd associate Fire with Strength, Wind with Dexterity, Earth with Constitution, and Water with Intelligence.
Instead of +2 elemental resistance, why not elemental resistance = Alchemist level? Alternatively, +5 for the first one, +10 for the second one, and immunity for the last one?
Penalties to the base stat seem painful. Why not have your elemental thingies give you 1 point of burn and a kineticist simple blast or something?
that doesn't quite have the same flavor. your association of elements matches my thoughts on what stat i would RAISE if i gave stats an element but in an attempt to keep in line with other mutagens each element comes at a cost to the users base stat. burn is slightly too strong for this setup what with the only way to remove it, being a full nights rest I'll consider you suggestion in the elemental resistance though.
for most abilities i add to these classes Igo here. otherwise i add a note concerning the abilities effects.
now to add my mutagen alchemist
Class:Chem Shiftier(Alchemist base)
1: Brew Potion,Mutagen,Cognatagen
2:Discovery, Poison Resist +2
3:Elementagen1
4:Discovery,Deceptive(as per the weapon enchantment of the same name)
5:Poison resist +4, Second Life1
6:Discovery
7:
8:Discovery, Poison Resist +8
9:Transformative
10:Discovery, Poison Immunity
11:Advanced Mutagen2
12:Discovery
13:Advanced Mutagen2
14:Discovery, Lingering Talent1
15:Advanced Mutagen2
16:Discovery
17:Advanced Mutagen2
18:Discovery
19:Advanced Mutagen2
20:Grand Discovery
Notes:1: desriptions and extra feats available here.
2:see Master Chymist.
Discovery: Lingering talent: if you make a new mutagen during the effect of a mutagen, or within an hour of a mutagen wearing off, the new mutagen gains an additional effect; if it was a normalmutagen then add +2 to Natural Armour during the new mutagen, if it was a Cognatagen then double the mutagens duration, and if the Last mutagen you used was an Elementagen Add Light Step. Must be Level 14 and have access to a mutagen.
If you didn't already assume this; greater Elementagen requires alchemist level 12, and grand Elementagen requires level 16. all three are Discoveries but Elementagen will be a skill that the character gains at the same time as the regular mutagens(as an archtype they would chose one.)
Feat: Second Life: because of your use of body and mind altering chemicals your mind is fractured, for every weapon proficiency you have, and anytime you would select a weapon proficiency choose a second one than you cannot use(class weapon proficiencies only count as one). whenever your second personality is in control, or whenever you take a mutagen you loss the first, and can only use the second weapon proficiency. Requires weapon proficiency and either Mutagens,or Mutation class ability.
for new info on where these ideas have gone go here.

Please keep confusion and comments to a minimum,I am simply using this as a work page for things I'm adding to, an alchemist to start with but, all the Really strange abilitys I'm posting Here.
Elementagen: as an alternative to Normal Mutagens, and cognatogens;
elementagens reduce one stat by two points to give the imbiber +2 elemental resistance and +2 Elemental damage both of which is decided at creation and each element has a corresponding base stat.
STR=wind(Electricity)
CON=Fire
DEX=water(cold)
INT=earth(acid)
WIS=light(Holy)
CHA=darkness(Unholy)
Other wise works the same as a Mutagen. at the end of the Elementagen take a -2 to all elemental resistances. any time an alchemist would produce a Mutagen he may produce an Elementagen instead. the Infuse Mutagen Discovery,and Persistent Mutagen ability apply to Elementagen.
Greater Elementagen: an Elementagen gives +4 to Corresponding elemental resistance, +4 Corresponding Elemental Damage and a -3 to the corresponding base stat. must have Elementagen Discovery or class ability to take this Discovery
Grand Elementagen: an Elementagen gives +6 to Corresponding elemental resistance, +6 Corresponding Elemental Damage and a -4 to the corresponding base stat, but only take -1 to all Elemental resistances when the effect ends. must have Greater Elementagen Discovery to take this discovery
Drahliana Moonrunner wrote: Oh I thought this was a thread about Burt Ward and young sidekicks for vigilantes. I have no idea what you are talking about.
Majuba wrote: You could use the Rune Domain as a start for ideas. Blast Glyph and Spell Glyph. thank you I'll definitely look those up.

I'm still working one that mutagen Alchemist, i'll probably make a third mutagen. something elemental with some custom discoverys. until then... heres Rogue 1.0
Class: NeedleWing(Rougue base)
1:+2 DEX
2:Sneak Attack 1d6
3:Rogue Talent
4:Sneak Attack 2d6, Keen
5:Evasion,+1 DEX
6:Sneak Attack 3d6,Rougue Talent
7:Invigorating
8:Sneak Attack 4d6,Uncanny Dodge
9:+1DEX, Rogue Talent
10:Sneak Attack 5d6,Razor Wing1.
11:Light Steps(see: ninja)
12:Sneak Attack 6d6,Tailwind(see weapon enchantment of same name), Rogue Talent,Advanced Talent
13: Second Wing2, +1 DEX
14:Sneak Attack 7d6,Improved uncanny dodge
15:Rogue Talent
16:Sneak Attack 8d6
17: +1 DEX
18:Sneak Attack 9d6, Rogue Talent
19:(empty for now)
20:Sneak Attack 10d6
Notes:1: If the User of a weapon with Razor Wing makes a Charge Combat Maneuver, Count it as a ranged attack for the purpose of spells and abilitys.
2:enables user to Use a Charge Combat Maneuver to go between Two Targets and hit both targets. targets must be Less than 10 feet apart and user takes -2 To their CMB on both attacks.
most spells would Look like this.
Range: 10ft diameter + 1ft/CL
Target:area on ground
Effect:cats' grace,acid splash,cure light wound, etc.
Duration:4+CL
Saving throw: see spell, every turn
No, no you have a valid point it's just that with only two, even with what's included with a normal alchemist, that's a really skimpy weapon; so I need to creat a couple of things. Probably some elemental mods or a means of being more than Jekal/Hyde, probably a few things from eidolon evolution, and druids' wild shape. Maybe vestigial limb, any mutations would probably give fatigue or a temporary debuff after you put the weapon away.
I'll look into it, only reason I didn't go the mutagen path in the first place, was because of a personal vendetta. Do you know any where I can find extra mutagens ? All I know is regular and the mental variant.
Ciaran Barnes wrote: I was thinking wands and potions. wands i always thought required a "spark" from the user. potion halve the "spark" imbued at crafting. so potions yes wands... maybe, whatever's canon.
personally i think that depends on the nature of the object, if it uses the users inherent magic (magic is everywhere so why can't a fighter have just the slightest aura)then probably not, but if the magic item has it's own energy source and just needs a point and click then I would think so.
Not sure it's even big enough to get more than a couple of abilities but the half formed idea i'm posting would most likely be either wizard or summoner.
a spell caster whose whole list is wards, and Field of Effect spells maybe add arcane traps but the main thing is those FOE, say i cast a Ice discriptior spell that does 1d4 damage every turn over a 15ft diameter area, or a healing spell of the same effect.
even if the extent of my idea is a metamagic i want to hear about it.
the skills +x Moral AC against Demons for Divine Judge; the +xBAB, all saves +x, and +xDR/(disable), on Furykin; do not stack the listed value is the stack i just failed to realize how things are stated in RAW and the site I use. Spellblade counts as a sorcerer for casting and gaining spells. and my argument that there is not enough on cleric,sorcerer,wizard,etc is that their entire skill list is what domain,boodline,school, they chose. cleric specifically really only has channel left.
Ok thanks I'll look them over and see what I can cut. Anything specific? By the way what are your thoughts on catalyst (alchemist base)?

With divine judge; I combined two classes because I didn't feel like like there was enough relavant material in cleric alone.
Spellblade was limited because in that thread I posted I was told that adding a spell cast to an attack roll overpowers fast, but I recently acquired a copy of ultimate magic so spellblade's built will probably add magus as a base and get reposted.
The -1 was supposed to be small to tell you to look at the notes, because I don't know how to post exponents, and that note was supposed to be that if you furykin is not in hand or cannot in any possible way be use to block the attack(so if you unconscious or otherwise unaware of the attack) that you lose the DR, while I thought as long as they don't get normal BAB from the class that it would be fine if I added some.
You are correct in you guess that these are an attempt at a free extra class, the spell count was supposed to be the same as the base classes spell count(cleric, in the case of divine judge) in my final draft, if I ever get there it shall say in order to use one of these weapons the character must have no levels in the corresponding base/core classes otherwise treat weapon as only masterwork, and add only the weapon enchantments most of this is originally based in an all fighter campaign,and built so that yes sometimes using one of these weapons will make you better than an original; but I'm hoping to make it so in final count the original is better.
I think this will take you to the link i posted, looking at Magus.. i can't call my sorcerer Class Weapon spellblade. so if anyone has a good alternative name that would be great.
next up i'll post Divine Judge
Class:Divine Judge(cleric/inquisitor base)
1:Domain/Inquisition
2:Sacred(as per the weapon enchantment)Judgment 1/day
3:Divine spells(cleric or inquisitor spell lists)
4:Cunning Initiative
5:Judgment 2/day
6:Courageous(as per the weapon enchantment)
7:Bane(Evil)
8:Judgment 3/day
9:Purge Malevolence
10:Second Judgment
11:Gray Flame(as per the weapon enchantment), Judgment 4/day
12:Defiance
13:+1 Moral AC against Demons
14:Greater Bane(Evil), Judgment 5/day
15:Second Domain/Inquisition
16:+2 Moral AC against Demons
17:Judgment 6/day
18:Third Judgment
19:Slayer, +3 Moral AC against Demons
20:Judgment 7/day
Ciaran Barnes wrote: Why do you say that? when i stat home made objects, I either am too afraid that it will break the game, or i give stat values that make Major Legendary Items look like party tricks. some times they just are too chunky to be useful anyway. the stuff i post if hopefully in the middle.
Ciaran Barnes wrote: Carishia,
Owning a sentient weapon is an ability of a 1st level magus with the bladebound archetype. The goal is to have something about as useful as a familiar. At level 1 it's just a masterwork weapon with a couple of lousy skills and weak ability scores. The weapon gains power along with the character (based on level), and unlike an actual familiar this sword has very few actions is can perform on its own. One of my goals is to not make it better than actual intelligent weapons. The basic concept is not that the weapon was crafted, but rather that a spirit is inhabiting the weapon.
then you are more balanced than me.
Gives me an idea for a custom foe,weapon, general irritant. To throw at a munchkin.
Squirrel_Dude wrote: Carishia wrote: alexd1976 wrote: Carishia wrote: You all cringe at a 9, when I rolled my first character no re-rolls with 4d6 drop the lowest my stats were
Str:3 (yes all 1's)
Con:9
Dex:11
Int:9
Wis:12
Cha:10
And I still played her as a Druid.
I look at your rolls and am like "damn I wish I was that lucky".
If a GM forced you to play this character, he would be forcing you to play something with worse stats than the town drunk.
;) These are abysmal.
. Yup, to prove that he had me fight that drunk and I ended up with bottle shards in my brain before I got a lucky crit and knocked him unconscious. Then I got dropped by an angry cat Cats are g!@~%@ terrifying at level 1 so I learned.
-_-,
Keep 'em legendary. Just the thought seems like lv 15 minimum cost item to craft, and probably either a gods' intervention,or a magic council to even attempt.
alexd1976 wrote: Carishia wrote: You all cringe at a 9, when I rolled my first character no re-rolls with 4d6 drop the lowest my stats were
Str:3 (yes all 1's)
Con:9
Dex:11
Int:9
Wis:12
Cha:10
And I still played her as a Druid.
I look at your rolls and am like "damn I wish I was that lucky".
If a GM forced you to play this character, he would be forcing you to play something with worse stats than the town drunk.
;) These are abysmal.
. Yup, to prove that he had me fight that drunk and I ended up with bottle shards in my brain before I got a lucky crit and knocked him unconscious. Then I got dropped by an angry cat
You all cringe at a 9, when I rolled my first character no re-rolls with 4d6 drop the lowest my stats were
Str:3 (yes all 1's)
Con:9
Dex:11
Int:9
Wis:12
Cha:10
And I still played her as a Druid.
I look at your rolls and am like "damn I wish I was that lucky".
He's obviously a player with the worlds book of fate. Persuade him to let the slaves go and have him only use the books power when your lives are in danger.
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first love the thought put into this, second your explanation of spell residue reminds me of the main character from a book by Orson Scott Card called "pathfinder" in which the main character could trace any object by it's "path" through time and if he really focused he could see back millenia, past which everything frays. third your argument would suggest that detect magic is akin to a blood hound, so i can just imagine a monster or group of witch hunters based in using detect magic to find prey.
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Someone ignored by the Gods, too weak to lift a sword, too slow to catch ANYTHING, from a family that was never special in any way, and yet... still finds the will to fight anyway.
If you notice. most of these classes are built to be close combat. These class weapons are built to reflect their class in how they look,for example,all Catalyst* (that's how i meant to spell it) weapons are, in all honesty, part sling-staff or flask thrower, while a Furykin weapon is oversize without changing size categories; I've got one I've yet to name, but is based as a rouge and those weapons will all be open in the middle so that there's the edge and then a big hollow space all the way to the hilt. another thing is that the item MUST be out and equipped to take effect,no keeping a Spellblade weapon in your bag and still casting spells as a pure Fighter.
Class: Furykin(Barbarian)
1:Rage
2:Defending(as per the weapon enchantment of the same name.), Rage Power
3:All Saves +1,Fast Movement
4:+1BAB, +1DR/-1
5:Rage power
6:All Saves +2
7:Burning Focus2
8:Rage Power, +2BAB, +2DR/-1
9:All Saves +3, Lifesurge(as per the weapon enchantment of the same name.)
10: Tireless Rage
11:Rage Power
12:All Saves +4, +3BAB, +3DR/-1
13:Impervious(as per the weapon enchantment of the same name.)
14:Rage Power
15:All Saves +5
16:+4BAB, +4DR/-1
17:Rage Power
18:All Saves +6, Blood casting(Furykins' Bloodrager Level=1/4 character Level)
19:(empty for now)
20:+5BAB, +5DR/-1, Rage power
Notes:1:anytime user cannot use weapon or is flat-footed all attack bypass DR.
2:In exchange for taking a -2 on all saves the wielder of a Furykin weapon add an extra +1 to attack roll, per round they have been in rage, and can still cast spells with somatic only components(if the user knows magic)

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Class: Catylist(Alchemist)
1:Alchemy,Brew Potion,
2:Bomb 1d6, Throw anything
3:Discovery,Poison use,+2 Poison resist
4:Bomb 2d6,Mix Potions Lvl0^1
5:Swift Alchemy, Discovery
6:Bomb 3d6,Mix Potion Lvl1^1,+4 Poison resist
7:Discovery, Adaptive throw^2
8:Bomb 4d6, Mix PotionLvl3^1
9:Discovery, +6 Poison resist
10:Bomb 5d6,Distance(as per the weapon enchantment of the same name.), Mix Potion Lvl4^1
11:Discovery, Poison Immunity
12:Bomb 6d6, Mix Potion Lvl5^1
13:Discovery, Bewildering(as per the weapon enchantment of the same name.)
14:Bomb 7d6,Mix Potion Lvl6^1
15:Discovery, escrew Materials(as feat of same name)
16:Bomb 8d6, Mix Potion Lvl7^1
17:Discovery, spell storing(Potions/poisons)
18:Bomb 9d6, Mix Potion Lvl8^1
19:Discovery, instant Alchemy
20:Bomb 10d6, Mix Lvl9^1
Notes:1: Craft(potion)is a class skill and can be used to duplicate anyspell on the Wizard spell List. Desided at creation
2: Catylist weapons have a "cup" that can be used to sling an object of small or smaller size.

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http://paizo.com/threads/rzs2t0nr?home-brew-with-evolving-wepons#6 that should work
and now for what i wrote for my "sorcerer" class gear
Class:Spellblade(Sorcerer base)
1: first level spell1
2: Bloodline cantrips, eschew materials
3: Conductive (as per the weapon enchantment of the same name.)
4: First bloodline power,and Bloodline spell
5: Conduit2
6: Bloodline spell
7:(empty for moment)
8: First Bloodline Feat,and Bloodline spell
9: Ghost Touch (as per the weapon enchantment of the same name.)
10: Second Bloodline power,and Bloodline spell
11: ignore material (since all spells are touch there's no need to throw bat-guano does not effect spells like limited wish,wish and anything where the component is the focus of the spell(wards)
12: Bloodline spell
13: Cyclonic (as per the weapon enchantment of the same name,except treat charge and bull rush as ranged)
14: Second Bloodline Feat,and Bloodline spell
15: (empty for moment)
16: Third Bloodline power,and Bloodline spell
17: (empty for moment)
18: Bloodline spell, Vampiric (as per the weapon enchantment of the same name.)
19: (empty for moment)
20: Third Bloodline Feat,and Bloodline spell
Notes:1: can only call spells at a range of self/touch. 2:all spells gain touch range
First off, i'm posting cause i'm lonely and i like my ideas. second, i'm lonely and have very few books. so if you have suggestions don't just drop a link,say where your going with that information.
like the name says i was dappling with an idea that started as evolving weapons( see this thread http://paizo.com/threads/rzs2t0nr?home-brew-with-evolving-wepons#6)later i thought what if i made intelligent gear that gave access to a second class with out breaking the game. i made some classes i can post as examples, but the main think was that these "classes" were ability,skill,spell,etc only. so for example one was a sorcerer, you pick what bloodline you have but you don't get the health or any of the stats you would get if you took levels in sorcerer and if i remember correctly progression was .75 the rate by that same merit. so i'm posting to ask for thoughts and feed-back,and to help get my own ideas in some semblance of order.
just looked up what a Raktavarna is, still not giving my gear scent or automatomic ability. but just proves why I even post. other people know things I don't to help make things better.
imo reading the item it resizes to anyone/thing and only needs "charging" ones a day, but you can turn it on all day long, a little op. my thoughts is put a cool down on the use, or deck out the mage in heavy plate because it says for a minute after using the item the owner loses all there armor score also I would require the owner to be out and active near to the user.
I'm already assuming the end product will be intellegent
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