James Jacobs wrote:
Huh, Guess that means I should pick up a copy of the new Inner Sea Guide to replace my old Campaign Setting book.
Yllidor wrote:
Let them wish to transform into other creature types which have those abilties. It'll be fine. Don't screw them on the transformation, instead wait for the consequences to emerge normally. If someone wants to be a wererat, they will infect people. Or have rat children who will infect people. If someone wants to be an outsider, they are going to be very surprised when they are affected by Protection from, or get trapped in Magic Circles, or worse yet get dismissed.
Kthulhu wrote: But what do you really consider low magic? Simply this; every single piece of magic is important to the story/plot/events. If there's a magic sword that someone starts with, make it an ancestral something, charge a feat (Rightful wielder, or some such), and then make the thing level up as the story progresses. If there is a spellcaster, make them hyper-specialize their theme.
But more importantly, because it's an extension of the wielder's capabilities (or their ties to the past), and because there isn't a lot of them, you invent encounters where it's one of the keys to resolution.
meabolex wrote:
Or the Aldori Dueling Sword, according to the setting the first swordlord had to learn it from somewhere, Why not a Tian? Maybe your family or clan taught them? That'd create a wierd kind of relationship, and prevent the default 'uncultured barbarians' reactions.
Exiled Prince wrote:
Pick one fictional set, leave real world mythology out of it, and don't let people bring real world stuff (historical or current) into it, it just causes problems.
midnight756 wrote:
... Um, What's he done wrong here? Words Are Not Actions. From what you've said, he hasn't actually let the CE ranger torture him. On the other hand, he did just present him with an option, as part of the respect for free will, you can choose to talk to the paladin, or you can be killed. What are the stakes involved, like are they expecting people to stop them from defeating the babyeating demon? Was there a detect Evil attempt?
Maeloke wrote:
Yeah, but sometimes when enough people reinvent the wheel one of them comes up with pnumatic tires.
Spyder25 wrote:
Have you looked at the Eberron's Artificer? Spyder25 wrote: The crystals aren't really magical, more like electricity absorbed into crystals. They're from core of the elemental plane and made they're way to the material plane after it was split into four different sections. Elemental plane? Elemental Plane(S?) um, I hesitate to ask, but how does magic work in your setting (assuming there is a logic) if not by energy differentials between planes?
Spyder25 wrote: Sorry for that, I just get tired of seeing threads about people whining how the rogues sneak attack is op (over powered) and everyone comments on them instantly. But if i have a legitimate question it takes forever for someone to comment. Sure, but lets keep on topic from here. Spyder25 wrote: In my world there is magic and tech. the tech that exists are iron horses (trains), a few horseless carriages, blimp/zepplins, limited communication devices (telegraph), clockworks, and firearms. The thing is the tech runs on elemental power crystals. For instance the iron horses have a large elemental crystal in the engine room that powers them. Also the magic weapons run on the crystals as well. So I was wondering if I should make an ability so that they can create the elemental crystals? Ok, so High magic and plentiful psudoscience. Are elemental power crystals magical, or are they some other power source (radiation, chemical reactions, etc?) If they are magical, I'd suggest making them a mandatory spell component , replaces spell component pouches, and probably most other forms of spell component (such as gems). Spyder25 wrote: Yes I want to make it Pathfinder Compatable. Have you taken a look at the Alchemist Class Playtest? That fills an excellent gap between magic and science, as well as providing a good example of not quite magic. I think a lot of what you need can be done with alterations to flavortext. Change the Flavortext on a Summoner and you have the Roboticist, with their crystal powered companion. Add a gunslinger option for a ranger's fighting style,
Also here's some engineering inventions I made with an eberron Artificer. http://docs.google.com/View?id=dcb4nm9n_260hdcdmfdk
Spyder25 wrote: So, I get no help here? Chill for a second. Steampunk covers a lot of ground, almost as much as saying sci-fi/fantasy. Narrow it down a little, maybe set up a google doc page with all the info you've decided upon. I'm not familiar with Iron Kingdoms but it's basically low magic / magitech? I assume you are looking at Pathfinder Compatable?
495. Combat Avatar - Gives your CL as bonus to split between BAB and AC to a summoned creature, for concentration. 496. Periscope (Divination Cantrip) - see from an adjacent square, around corners or through closed doors. 497. Mix Well (Transmutation Cantrip) - Targets an object with multiple objects in it (such as a spell component pouch), have a 50% chance of drawing the wrong thing the next time it's drawn from. Also useful for dissolving poisons in drinks or making soup.
stringburka wrote: Yes, I thought of including alchemical ammo, I don't know why I forgot. I think they have to be smaller than regular alchemical weapons. While I know it's possible to launch heavy things for a sling, that would severely alter the range, and I think it would be to rules-heavy to have to modify range for different types of ammunition. They really don't have to be smaller. As for range and weight, Not so much as you might think, try with a plastic bottle on a string, half full of water. Then weigh one. stringburka wrote:
Steel Bullets (1" ball bearings) can severely dent steel, and embed themselves in wood and concrete. I was suggesting that the critical range go up, not the multiplier, due to the relative ease of putting it where you want it. sringburka wrote: Yeah, but that only works if you have it more or less ready already. Having it readied that way is great if the sling is your primary weapon, but wouldn't it get in the way if you held a sword in the hand too? Nope, just swung my longsword around with it, worked fine, less irritating then bracers. I flip it around my wrist, no worse then a watchband. the8thdwarf wrote:
I tried it once, I lost both of the stones (golfballs) behind me somewhere. However I have seen a paper balloon filled with steel shot get used, that was bloody scary.
my Golarion based alternates
Barbarians from the Inner Sea region: They have traditionally found work as gladiators, so as to find an outlet for their rage without alienating the local authorities. Alter their class skills to represent that by Adding; Bluff (Cha), Knowledge(Dungeoneering) (Int), and Perform (Cha) to your skill list, and remove Craft, Ride, and Knowledge: Nature as class skills. Bards Trained at one of the Great Schools of the Inner Sea: Replace Bardic Knowledge with Specialized Training.
Bards of Alkenstar or other Magic poor lands: Loose two spells of each level, and gain Handy and Offhand Shot.
Clerics who view themselves as Holy Warriors rather then shepherds or proselytizing: Replace Domains, gain Cleric level as BAB and a d10 hit die. Clerics who are Priests of their Gods Primarily: Downgrade BAB to ½ of level (rounded down) as per a wizard, and a d6 hit die, loose medium armor proficiencies, gain 2 additional domains and an additional domain spell of each level and 4+ Int Modifier as Skill points each level. Druids and Rangers of the Mountains: Replace Woodland stride with Mountain Stride.
Fighters (All): At first level, and every odd level thereafter, the Fighter picks one skill, which receives bonus ranks equal to ½ of their fighter level, minimum of +1. Fighters Trained at famous war colleges or fighting schools: Gain the following class skills (in addition to the normal fighter class skills): Acrobatics (Dex), Diplomacy (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Nobility) (Int), Sense Motive (Wis). And Gain 4 + Int Modifier skill points each level. They however loose their first level fighter feat Rogues in high society often function Courtiers and Spies: Replace the skill Knowledge (Dungeoning) (Int) with Knowledge (Nobility) (Int), They Loose Trap Sense, Instead gaining poison sense.
Umbral Reaver wrote: Does it look about right for CR 5? Since its damage output is highly variable, I'm not sure where to pin it down. 6d6 ranged touch FORCE damage is a bit much for CR 5. I'd suggest putting that down to 2d6 additional damage, and making force damage beyond that part of advancing the creature.
A little something mechanical Kraftpistol (Clockwork Gun)
Cantrips! 421. Aid Enhancement: Improves your ability to aid another by 1. 422. Animate Paper: Animates sheets of paper, or folded paper as a concentration duration construct. 423. Bantam Mount: Summons a Mount for a tiny or smaller familiar. It's a chicken which has the same movement as a Mount. 424. Create Thread: Creates a permanent thread, either as embroidery or attached to items within short range. (I've got this one in a game, it makes setting alarm 'wires' really easy) 425. Destroy Flask: Instantly destroys one bottle or flask with a ranged touch attack. 426. Energy Charge: adds 1d4 of energy damage to a weapon for concentration, or to your next attack with a wielded weapon. 427. Fuzz: Grants a 1% miss chance per CL for concentration 428. Grandeur: Provides your Charisma bonus to someone else's roll for a skill which uses charisma. 429. Handiness: Floats an item which you could carry in one hand within arms reach, for 10 minutes per level. 430. Initiative Augmenter: Raises the next initiative roll within 1 minute per level to your CL if it's lower/ 431. Jerk: Launches an item of no more then 2 pounds, within short range, as an attack using your CR, with a range increment of 10 + 5 for every 2 CL. 432. Kit: Allows the summoning of phantasmal tools for skill checks with a duration of 1 minute per CL. 433. Lens: Distorts the air to create a lens to make seeing small or distant things easier. 434. Malign Aura: Will save or think you are cursed, suffering a minor morale penalty to rolls until you roll higher then or equal to the casters CL. 435. Nullify Cantrip: Dispel magic for the cantrip spells. 436. Overload: Does CL damage with a touch attack, to subject and caster, long range. 437. Poison Gloves: You can handle poison with a limited form of telekinesis, redicing the risk of accidentally poisoning yourself. 438. Quantify: Long range spell which accurately measures some mundane aspect of a physical item, such as distance, weight, or speed. 439. Rush: Add 5 to all your movements possessed with concentration 440. Smokebomb: Creates a puff of smoke in your present location (5foot square), providing your CL as a bonus to stealth, not cumulative with any other magic bonuses. 441. Transport Object: Allows the caster to teleport a small item from them to another person, with short range. 442. Undervision: Provides Darkvision 5. 443. Vision: Increases vision range by 10' with concentration. 444. Wall of Glass: Blocks line of effect, but not line of sight. 445. Ward bubble: Creates a minute bubble of force in an adjacent square, an enemy moving into it must make a reflex save or it pops and knocks them back into their previous square. 446. Xeno's Paradox: 1% miss chance per CL against arrows. 447. Zip: Adds 10 to someone within short range for their next action.
As someone who has made and uses his own slings, I'd like to put up the following insights (I'm being generous with myself). First, the increment is about right, I'd say at about 100 feet I'm 10% less likely to hit a target (that's a -2 from firing at double the range increment). At about 40 feet I can hit a target about 6 times out of 10. Second, the same skill applies to tying a string to most any item under two pounds (lets say less lbs then your strength modifier). Which would be a killer with splash weapons to give them a better increment (from 10 to 50, rock on), and being smashed in the face with a high speed glass bottle should use the base damage of a sling regardless of what's in it. Third, I have seen someone who can use the sling with great precision, I would suggest it as a feat, which increases both the sling's range increment, and it's critical range, as a function of the sling, so you can still use the improved critical feat. Fourth, A sling is the easiest weapon to draw, though the limitations on loading it are certainly valid. Because you can just tie it around a wrist (I use a wrist anchor instead of, or in addition to, a finger anchor), and drop it when needed.
SirGeshko wrote:
Pardon Me, my initial response was unclear, partially due to post monster problems. Weapon Chains are pretty cool of an idea, unless you end up with a sub-optimized chain. Or if a chain overlaps with existing Feats (what happens then?). Feats, as was stated earlier, don't scale, and don't normally stack with themselves. So a set of options which may or may not overlap is less then awesome. and can restrain options when it comes to what feats people actually choose. --- Also, I'm agreeing with the general vibe that the problem with fighters isn't how badass they are in combat in terms of DPR, It's a problem of flexability and other type options.
tejón wrote: No other schools, for a few different reasons. One is that I've got a nice spread right now with the warding effect types, and what sorts of DR the witchings overcome; why throw off the balance? Because that leaves a lot of variations which it is just not suited for. My playtesters saw it as a martial aspect of the wizard (what with the whole wizard spell list and spell books) and I agree. Yes, it's more work, but it's the difference between a class which has a little niche for a specialist instead of being a multiclass character, to fullfilling a full role. Also it makes groups of the same class more viable, if they have a wide range of options, like Clerics, Sorcerors, and Wizards get. After all when you only get to make a class choice once, you want more options (as the Ranger's Dearth of Fighting Styles reveals). tejón wrote:
It's quite excellent at standing with them. A Bard also has some really heavy attached baggage, and is unsuited for a frontline fighter's role. tejón wrote:
I considered a Conjurer as battlefield control, fog spells, black tentacles, teleportation of both allies and enemies. Roles unfilled by the Summoner. It works out fairly well, though still less popular then the Iron necromancer.
tejón wrote:
Ah, but Bards don't have the fly spell on their class list Quote:
Um, The Paladin has the options on their mercies, which because you make more choices equals more options. Ah, but it's not yet got as many options as a Wizard, which is what it's being compared to. I will reply to your specific arguements above, in it's own reply. Quote: There was also a request for a midlevel ability to add weapon and armor enhancements to their armor or weaponsErr... check level 3? :) Craft magic arms and armor isn't instant or adjustable, which is what the apparent desire was.
SirGeshko wrote:
This is actually less flexible not more.
Interesting, Not the Quarters I would have chosen, but interesting. the Talents are an interesting take, I think I like them.
I think that the combat feats get too high to keep track of well.
Suggestion the 2nd, have Feats Double in their effect at level 10.
tejón wrote:
The basis was here http://spreadsheets.google.com/pub?key=tgHvAjsxOADonsG3OkZl9dw&output=h tml Quote:
Ah, I hadn't actually worked that In, as it's not in the base doc, maybe do a google doc version, want a copy of mine? Quote:
The Damping field was why the Abjurer felt they could contribute, even if not so much on offence, it's a pretty nice power Quote:
There were also several requests for the Fly Skill. I started working on Conjurors, Diviners, and Illusionist options for the Iron Mage as well, as the lack of options seemed to be the largest complaint. There was also a request for a midlevel ability to add weapon and armor enhancements to their armor or weapons
Level 8 Playtest, just a few encounters from adventures I'd run previously. 25 point buy, 4 characters all Iron mages. The Necromancer went sword and board. Used False Flesh and the Damage reduction to soak up the enemy attacks. Was really the rockstar of most of the encounters. The Evoker wielded a polearm, and proved that close range combat worked fine with kicking (backed up by Witching was awesome) the few times people closed. The Transmuter was a Bow Fighter, and doubled as the party's scout, using the enhanced mobility to move run away and lure enemies into traps. The Abjurerer was a Bow fighter, moved up to the Evoker to use damping field a few times. Had the most complaints about their abilities not matching up to the rest of the party, the damping of the required numbers for enemies saving throws just wasn't visible enough to be satisfying. Everyone complained that they didn't have acrobatics, but it really didn't penalize them.
The Base Witching ability caused some confusion for one of my players.
I'd like to see all of the Tactical Feats modified so that they don't require two people to have them. I'd like to see Overhand Chop return. I'd like to see Feats which Enhance Class Features such as, but not limited to the following. Fighter: Weapon Training.
Ranger: Favored Enemy
Oh, then howabout this, A Witch with the Flight Hex, may place it on an item (such as a broom, carpet, cauldon, a bed, etc) to enable them to carry others with them. The item used as a focus for this power may be changed when the witch prepares spells. Every 2 additional people the object can fit reduces the maneuverability by 1 stage. Masterwork items used for this added to this add their equipment bonus to the fly rolls.
Kolokotroni wrote: does anyone think a warrior of the Cavaliers level would be too strong compared to the animal companion mount? I was thinking the second option could be a squire who is a level 1 commoner at 1st level, and then gainst a level of warrior each time the cavalier levels up. Possible allow expert or warrior? I wouldn't consider it unbalanced. On some other Thread someone suggested having a Cavalier be able to wring extraordinary results from any mount they ride, rather then a bonding thing. That would also create a lot of flexibility, without the fear of the Horse getting killed, as will inevitably happen.
Kolokotroni wrote:
Maybe something that benefits your allies with your oaths instead? This seems to parallel the Ranger. Those Oaths are nice, and then the party wouldn't be so irritated by your limitations. Plus, you could call the feature Chivalry, using the not horseman sense, and have it still thematically fit.
Ernest Mueller wrote: And not everyone should have a pet as strong as another. With being a mostly full fighter, plus challenge, I'm actually concerned about the pet aspect as yet another power. It's kinda intended to be a horse but obviously people will use combat pets instead. "I'm a halfling cavalier with a worg" will be the first words out of some players' mouths. Velociraptor With the whole rest of the party (Ranger, Druid, Cleric, and Druid) also being small and by level 4 on velociraptors of their very own.
So just a few options that jumped to mind, please feel free to chime in with your own, to add some of the flexibility which other base classes have to the Cavalier. Oh, and yes I think the Orders are pretty good for that, but most other base classes have multipule options. Tactical or Morale Choice: You choose your Int or Chr bonus to use for your various bonuses. This also makes the class potentially more disimilar to the paladin. Charge as a Combat Style: This increases lateral compatability with the ranger, and expansions for that class. If you add another option such as 'standing ground' fighting style, with new feat and feat equivalencies, you have also made a move to increase flexibility.
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