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Dalbrine De Viseler's page

66 posts. Alias of Ablemcman.


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I have to say, I think if any of my players suggests playing a rogue, I will direct them towards a Ninja, because really, there isn't much more in the rogue class which really makes them stand out anymore.

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Couldn't decide but, either I would roll up another witch, or go for a meat grinder alchemist / barbarian nat- attack beast.

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Just give them two wing attacks instead.

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Also witches can use evil eye and misfortune hexes to really make sure they fail their save.

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I like to think that Exalts are a lot more powerful than that. If you are a solar, you can perfectly defend against physical, social and shaping attacks, if you are a sorcerer then you can cast a counterspell instantaneously. Just remember that most of the enemies exalts face are GODS.

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I think I have seen a version on giant in the playground. I think they were all epic level characters, because lets face it, Solars are just plain better than everybody.

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I have an idea: What if you took the witch class, gave it medium base attack bonus, more class skills, removed its spells and just allowed Hexes? It wouldn't exactly be no magic but it certainly would be very low magic.

EDIT:
This way if its only E6 then you don't get the ridiculously obviously magical hexes.

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Plus, the witch doesn't even actually grow their claws instantly like a sorcerer does, In their entry you will see that they take time to grow.

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I would love to see this as a monk archetype actually. I love the idea (and the name) kung fu genius! Thanks for calling it back to my attention.

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Thank you once again! The witch is my favourite pathfinder class and is a lot more fun than most, so it is great how you have taken the initiative to create a guide for them.

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He's at his most dangerous when chained, blindfolded and thrown off a cliff.

He's charmed his way into Kingship rolling nothing but natural ones.

Not even his hitpoints know where he is.

He is— the most skillfull man in the world.

"My friends, I don't always roll skillmonkeys, but; when I do I play Rogue"

"Stay stealthy my friends".

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LilithsThrall wrote:
Dalbrine De Viseler wrote:
Another thing that I don't think has been addressed yet is where skill classes could benefit. Without straying into things like 4th Edition, i would like rogues to have the ability to have class features that increased or magically supplemented their uses of skills. For example: a rogue talent which for X rounds / day gave you the benefits of Invisibility, or a truestrike talent.
Why? Stealth is just as good as Invisibility - better even, given all the ways to see invisibility

I was merely adding an example: SO if there are ways for wizards to be larger than life and others have been saying that fighters need a way to be larger than life, rogues do as well, beyond what they already have.

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Another thing that I don't think has been addressed yet is where skill classes could benefit. Without straying into things like 4th Edition, i would like rogues to have the ability to have class features that increased or magically supplemented their uses of skills. For example: a rogue talent which for X rounds / day gave you the benefits of Invisibility, or a truestrike talent.

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Additionally: Why take improved unarmed strike when you can take feral mutagen? It gives you claw claw bite.

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I think the options for Vomit swarm and summon swarm should be separated: one thing the guide neglects to mention is that Vomit Swarm is only a standard. Also thank you for going into the witch in such detail. It is greatly appreciated.

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What if it just gave a flat 5 hp instead of a higher roll?

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I've found that especially at low levels, Action economy and survival are the biggest problems facing a witch, With your hexes you may be tempted to buff, debuff, cast spells, and move to keep yourself safe, which may conflict with each other.

However I love the class, It marries a lot of flavourful options with a decent level of power. I just hope we keep getting a steady trickle of new hexes.

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I think this is a hilarious idea. I have also heard Ice Titan say in another thread that he planned on using misfortune hex to constantly lock the opposing creature into a grapple.

This is what I like about the witch class, It has a lot of interesting options and features which make it distinct from other classes, while still maintaining a large utility for creating useful builds.

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Anyone else feel like antipaladin should be LE? I always looked at them as two sides of the same coin, not exact opposites. I also will always look at it as falling to blackguard so a +1 for that name.

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What about a paladin who uses the bodies of sworn criminals after their deaths as a part of their penance? After defeating these vile murderers and thugs, he re-animates their corpses to serve as holy weapons of good. It would be like that prestige class in 3.5 that tricked evil outsiders into thinking he was the same alignment.

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Well what bothers me is not the moral relativism between campaigns, as in that whatever pcs decide is good or evil, but the fact that once those decisions are made they are objective.

I applaud you zero for taking alignment out of your game. It is one of those things where I feel I can run a game with it, but there is always the nagging bother of that blind spot in the world's plausibility, just like in many things in DND 3.x

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TriOmegaZero wrote:
Loengrin wrote:

Well, since that's what the gods do (apart maybe for the inevitable goddess of life/cure etc.) , and since it's their gods who will judge people after their death then I think it's proved... :p

The fact is that, objectively, it is a Good act to kill an Evil person (taking their stuff might be subject of discussion though). Provided that the person is truly Evil that is, because that will make the force of Good stronger and the force of Evil weaker (that's true especially if the Evil person was a priest of an Evil God ;) )... In fact letting him live can be an Evil act if this lead to the Evil forces to reinforce... ;)

The problem with stating that it is 'objectively a Good act' means you need to be able to prove it with actual evidence.

'The gods do it' is not evidence of it being a Good act any more than 'Paladins can do it' is. You're forgetting that acts can be Neutral too, not just Good and Evil. Which means you have to prove it cannot be an Evil OR a Neutral act to kill an Evil person.

I don't think anyone here can find me an reference stating that killing Evil is a Good act. I'm sure many in-game religions would claim that, but I doubt that would prove it. I'd peg such a religion as Neutral rather than Good.

Well the thing is, in dnd, the wishy washy morality that we have in the real world, Ie that we don't actually know what is good and what is evil, we as humans have to decide for ourselves. Philosophical inquiry and ethics and laws are essentially meaningless, just because if Bob the Paladin's evil sense tingles, you are objectively and metaphysically a bad person.

I never said that killing evil creatures was inherently good. I just said that inherently good beings are allowed to kill evil beings while still being an avatar of good. I don't think that means that killing an evil creature can ever be considered objectively wrong.

TlDR: Dnd's having absolute and identifiable good and evil is stupid.

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Has'Kar wrote:
Phasics wrote:
TriOmegaZero wrote:
I see them as equally wrong, just in different ways.

you know you could run a very interesting campaign where there was a rule that killing ANYONE who is sentient is considering evil no matter the circumstances.

not only that killing someone immediately taints you with the aura of an evil alignment.

Personally, i'd just be evil if my GM ran a campagin like this.

That is because it would go against the fundemental structure of the game.

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TriOmegaZero wrote:
Dalbrine De Viseler wrote:
See the thing about dnd is that it is considered a good and objectively moral action to kill evil beings and take their stuff.
Still waiting for actual proof of this.

Well the fact that paladins, the embodiments of good, are supposed to kick horrendous amounts of ass might be proof enough for you. However its a truth baked into the setting. The whole game (in its default state) is good heroes killing objectively evil creatures and taking their stuff. This is what DND / pathfinder is, and its what it has always been.

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Ah yes, good old applying logic and moral standards to dnd alignment issues.

See the thing about dnd is that it is considered a good and objectively moral action to kill evil beings and take their stuff. Thus I see that anything that doesn't pass a moral event horizon (which in this case is going out of your way to make something suffer), isn't by the game to be considered evil.

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What about a monster that pops out of a mural. OOh! Give it the ability to use pigments / steal pigments to heal itself.

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As to what you can make: the Apg has a lot of cool new alchemical items that one can craft, including smelling salts, healing salves and smoke bombs.

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A permanent plane gate to the positive energy, firtle or fire planes could also work.

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See. This is why I tell my players to not think about DND 3.x too hard. You just run into a wall which is the insane way we are expected to believe a world functions.

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Or we could skip most of this and just shuffle some of the class features and let monks enchant their fists and such with magic as a paladin does to his bonded weapon.

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Ahem, why even try to get your paladinhood back? Why not just fall to evil while you are at it?

Also: I agree with the RAI and would never let the RAW get in the way. By the simple virtue that Tieflings and Aasimar are mortal beings with free choice over their morality, atonement should work on them.

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Okay first of all, Thank you for doing this. I have always ALWAYS hated the way the monk was done in 3X dnd. I always kicked myself that in a western themed rpg, there was a class of warrior that was a specifically niche shaolin monk themed class. (There is a reason rogue is a core class not ninja!).

Also, showing that I have no dislike for Asian Inspired rpgs, Have you ever played/ looked at exalted? There are "charms" (abilities) which, (although they are on a different power level), could be used as a great source of inspiration for these styles and abilities. Martial artists with interesting and non-standard abilities is one of exalted's hallmarks and I can already see the similarities between them and what you want to do.

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I wanted to make a male witch that was just a traveling merchant, whose familiar saved him from a deadly situation which he never speaks of. Highly intelligent and charismatic he is half showman half salesman. He is also a nomad, fearing to stay in one place for too long lest anyone discover his secret.

Did I mention I wanted to run him in ravenloft? :)

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I would like to think that theoretically, a wizard that was highly intelligent, could re-discover magic by himself, using the arcane theory basis of Wizardry to deconstruct the rules of the universe and re write them. Much like a newly minted sorcerer or witch heedless to their familiar, this involves lots of trial and error.

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I thought of another ability that might fit with swashbucklers' flavour yes, it is rather similar to challenge from cavalier but whatever

Fencing (Level 3);
At the beginning of each round, the swashbuckler may choose one opponent, against this opponent, the swashbuckler may add one third of their swashbuckler level to AC and Damage roles against this opponent until end of turn.

Although I do like insightful strike, I do think it could be replaced with " Panache: The Swashbuckler applies his or her charisma modifier to damage against foes she has hit in combat."

Edit: I also think that Skill points could be bumped up to 6+. Look at rangers, they also get 4+ and combat feats, and an animal companion and spells, ditto with bard, so I think the Swashbuckler as a finesse / charisma / skill-monkey character is not a bad idea.

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Here I am to propose a middle of the road solution. Ask your DM to see if you can use some of that money to make magical items... after you begin the campaign.

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I can remember when i first read the monk entry in the 3.5 players handbook and having it say that dwarves are not suited to monkhood. Bull.
Dwarves don't have to be grim and gruff in the stereotypical ways but i think they should always be slow to change and not focused on being flashy. I think Toph in avatar is another good example of a dwarf wisdom link, aware and centered without caring much about small distinctions and details.

I think this thread proves that by focusing on the wisdom in role playing dwarves we can set the apart from the stereotypes they are bound into.

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I dont think that necromancy should still be a school of magic. It is the best defined in terms of roleplaying, but i think it needs to be better defined in terms of mechanics, (a prize i give to evocation.) I think that the big problem with the school system is that they arent all given equal weighting, conjuration and transmutation get most of the spells followd by evo, but the rest are either overspecialized focused on one thing (Divination, enchantment and illusion) , tiny (Divination and abjuration), or have no focus at all (necromancy). The solution is what always has been the solution; more spells. More spells (that are as well designed and flavourful as existing ones, tall order i know, ) would help correct the imbalance between schools.

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I think maybe using the swordsage tome of battle method of near 4th edition but not quite per encounter power moves that progress through level. I think though that there would have a lot done to make waterbenders relevant, and i think earthbending would be broken as it is displayed in the show, not by damage per se but battlefield control.
I would like to help very much with this, as a fellow avatar the last air bender.

If we have a bender class, we need a monk / druid crossover ; Marebenders... heeh

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Wisdom is supposed to represent not only your ability to perceive things but also inner strength (such as willpower) and confidence. I see noproblem with wisdom being associated with combat, hey all three wisdom classes go toe to toe with the enemy, one without wearing any armor at all!

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Adam Daigle wrote:
You can’t change anything in the past. The great thing about a time machine is that you get to experience different realities. You can never go back or forward on the same stream, but you can split and fragment them endlessly.

This is why it is an excellent and thoroughly cathartic thing to do on a Thursday afternoon... Hypothetically of course...

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I am glad that it is not just me who thinks about this. Really Glad.
If we are talking about creating sort of alternate timelines with paradox free shenanigans license the to do list becomes very long.

0. Make sure I have a good idea of period customs / dress you cant time-travel if you are being burned at the stake...
1. Give the Roman empire the Steam Engine, Gunpowder and printing press.
2. Attend a Shakespeare play in the Globe.
3. Confirm the tales of Jesus, Mohammad, Buddha, Krishna,etc.
4. Hire a moving company / swat team to steal books from the library of alexandria before burned, stage miraculous return and copying of the texts.
5. All night pleasure feast and lyre lesson with Nero and the gang.
6. Take some forgeries to get Adolf Hitler into art school and out of the german army. Possibly also acquire his baby photos...
7. (I know this will be unpopular but i am a curious,)
Stop the American revolution and observe what British North America is like in 2010.
8. See if biblical miracles actually occurred, and if not, use science to make it appear as if they did.
9. Engineer a communist government in a nation OTHER than Russia Germany or China, and see if it works.
10. Go on a date with cleopatra and take a photo.
11. Can you say Davinci portrait? I can, but maybe not in Italian... (If you can bring people along he might be a good choice.)
12. If Hitler plan is unsuccessful, stage an Inglorious Basterds-esque revenge plot.
13. Buy an action comic's one, get alan moore to autograph copies of each issue of watchmen, rinse and repeat for other popular comics.
14. Fly a jet plane past kitty hawke to show wright brothers who is boss.
15. Use technology from the future to create a highly advance and insular civilization in the Congo to lay the smack-down on the slave trade.
16. See if the stars ever were right... If'n you know what i mean.
17. Be analyzed by Freud and Jung.
18. Meet the classical greek heroes.
19. Changing / removing the major world religions.
20. Lose 1 million dollars in the 1929 stock market crash.
21. Manipulate the market so i Gain a million dollars in 1929...
22. Change the outcome of the seven years war so France wins Canada. (again curiosity)
23-28. Prevent the assassinations of
23. Ghandi
24. JFK
25. Thomas D'Arcy McGee
26. Abraham Lincoln.
27. Julius Ceasar.
28. John Lennon
29. Get together a genius panel of Enstien, Tesla, Bacon, Ford, Davinci, babbage, banting, gates, Jobs and others whom i have forgotten.
30. Open a sandwich shop.
31. Prevent various disasters and terrorist attacks.
32. Draw a "Cigar" on a young Freud's forehead.
33. Angrily storm up to Christopher Columbus and explain to him that he is not in fact, in india, then leave him without explaining who i am.

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Lord Fyre wrote:
Dalbrine De Viseler wrote:
Lord Fyre wrote:
Spacelard wrote:
What has me worried is just how did you "stumble" on that site...

TV Tropes & Idioms

Under the "Real Life" sub-catagory.

Aha! So that's your game eh... Give us a story about combat corsets and trick us into starting the vicious cycle that is TV tropes.

I appreciate your attempt to ruin our lives.

No. That was not my game.

My game was "Combat Corsets".

Getting people stuck in the tar pit that is TV Tropes is just an added bonus.

In that case you are living the dream sir.

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Lord Fyre wrote:
Spacelard wrote:
What has me worried is just how did you "stumble" on that site...

TV Tropes & Idioms

Under the "Real Life" sub-catagory.

Aha! So that's your game eh... Give us a story about combat corsets and trick us into starting the vicious cycle that is TV tropes.

I appreciate your attempt to ruin our lives.

The Exchange

I don't know, I think that wishes being completely mutable makes it more interesting (as long as your dm is not just twisting it to be an a@~~++&). I think that if there is an Epic handbook they should make a prestige class, Something like a Cosmic Lawyer, that focuses specifically on getting from wishes what you actually want.

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Um one good solution to the cthulu's dady problem (aka making level threats high enough to be feared) is maybe creating rules for the PCs to be in conflict and to be their own high challenge rating encounters. One of my dms talks about a game he ran in which each PC was given control of a nation / organization and were to plot against each other. There was of course events and monsters that would present threats but the way he described it, it was more of a competition for DR. Evil status, which would be fuun.

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I think evil people can work together, they just need to have a goal. I think if the end goal was strong enough, evil can work together to be "The Winning Team" we always wanted it to be.

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I think this thread is is guilty of falling into one of the deepest and darkest pit traps of Roleplayers; Using the Dnd Alignments as bases for actual morality. Only darkness down that path lies...

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I realize that this was brought up in the last playtest, but why are witches so light on transformation spells? I realize there is both the Toad familiar and baleful polymorph (which are both justified) I must wonder, what is the justification for witches possessing so few transformation spells, the polymorphs shapeshifts and the like?

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OIM A TIGAH!

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