Darius Finch

DivineAspect's page

Organized Play Member. 229 posts. 5 reviews. No lists. No wishlists. 1 Organized Play character.


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Scarab Sages

Cuàn wrote:
I myself have been brooding on a way to create zombies that would be suitable for druids, where the body is actually infested with grubs and the druid controls the grubs and not the body itself. This way the use of negative energy is avoided. It would be limited to zombies though and I guess the duration would also have a limit.

I agree, and this is such an awesome thought, that I must now pitch it to my GM.

Scarab Sages

James Jacobs wrote:


Even when Seoni's pictured as being relatively pale, she's still a Varisian. And, in fact, a fair amount of Varisians are relatively pale—that trait's generally an indication that the Varisian is from Ustalav and not Varisia.

Huh, Guess that means I should pick up a copy of the new Inner Sea Guide to replace my old Campaign Setting book.

Scarab Sages

I like her better as a Varisian (As in the earlier Iconic pic), rather then an Ulfen (As in this one). The actual ethnic variety is one of the things I love about Golarion as a setting.

Scarab Sages

I really Like this, I strongly suggest tossing it in a Google Doc and posting it the way Treantmonk does his guides.

Scarab Sages

So... It's an Oratory Bard swapping Spells for Sanctuary when using bardic performance?

Scarab Sages

Yllidor wrote:

I suppose the subject doesn't come up much, because, frankly, by the time characters have access to wishes the campaign is probably pretty much over.

Nonetheless, I am interested in certain non-standard uses of wishes, and curious to know what other people might allow and why.

Sample unusual wishes: wishing for an instant change in the character resulting in a permanent new ability like: darkvision, low-light vision, scent, fast healing, a bonus feat, a climbing speed, a swimming speed, a flying speed, a natural armor bonus, an immunity to some type of damage or attack (fire, or poison, or disease, ...), damage reduction (1/- or 2/piercing or what have you), etc.

Which bonuses of these sorts would you think should, or should not, be allowed, and why? What other unusual abilities do you think should be considered, allowed or not allowed, and why?

Thanks for any responses,

Yllidor

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.

Scarab Sages

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.
If that Wizard is a Fire wizard, throwing fire (every spell you can tweak into doing so) is thematically the same capability. I don't really have a problem with them throwing different kinds of fire, say lightning or acid, as long as it's still described closely enough as fire, to fit the 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.

Scarab Sages

A Concussive, Sonic and Subdual

Scarab Sages

meabolex wrote:


Use the elven curve blade (Exotic Weapon Proficiency) and get Weapon Finesse.

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.

Scarab Sages

koalabob wrote:

I've never really dealt with players making their own magic items, but my current group has a player who is making all new items and I'm doing my best to keep ahead of him and would like any offered help.

That's Me.

Scarab Sages

Exiled Prince wrote:

Seeing the other thread on gods I wonder what others think about what gods to include and not to include. I myself want to include them all.

Greyhawk, Pathfinder, real world mythology,all of it. But how do you do that without making it a muddy mess?

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.

Scarab Sages

midnight756 wrote:

I am a Dm of an Eberron campaign that is on-going and I have a situation. The group’s paladin had caught a spy that was ease dropping on as storyline. The paladin had subdued the spy and later awoke tied to a chair. The Paladin said tell me what you know or I am going to leave you in the room with him {ref to CN ranger who prides off hurting other's I think he needs to adjust alignment =)}

I have a slight issue and not sure if I should. The paladin had threatened the spy who he had no evidence was any more evil then a begger stealing for family, with death. He told the spy, “If you don’t tell me I am going to leave the room and not protect you from the crazy lunatic.”

Now game wise this was not a bluff they did not due this as a scare tactic if the ranger would have got to him he was going to ‘CUT HIM IN HALF’

I don’t feel completely comfortable about the paladin’s threat. What do you think?

... 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?

Scarab Sages

Spyder25 wrote:
@ DivineAspect: I like the Alchemy and engineering items you made.

Thanks.

If you are going for a victorian age vibe, you may want to offer Philosophic Clerics, and Natural Philosopher Druids as well.

Scarab Sages

Maeloke wrote:

This sounds like a worthwhile project, but one that requires a lot of work which may have already been done by someone else. Have you looked at the eberron campaign setting at all? I am only loosely familiar with it myself, but I'm pretty sure the techno/magic setting you describe aligns pretty closely with the one in eberron. There may well be a class or mechanic that does precisely what you're after, buried somewhere in the setting's materials.

Edit: Hah, DivineAspect beat me to that thought.

Yeah, but sometimes when enough people reinvent the wheel one of them comes up with pnumatic tires.

Scarab Sages

Spyder25 wrote:

I like the Alchemist, it represents a chemist in my world.

But I want to make a class that blends arcane magic with machines, basically a technomancer. Essentially they're a group of wizards that got together and started to use their magic toward making the technology using the crystals. Besides it was the alchemists and wizards (more so the wizards) that figured out how to operate the crystals.

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?

Scarab Sages

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,
Give a bard a light pistol and you get the musketeer.

Also here's some engineering inventions I made with an eberron Artificer. http://docs.google.com/View?id=dcb4nm9n_260hdcdmfdk

Scarab Sages

Dragonborn3 wrote:

Some of the cantrips seem to strong for cantrips...

Like what? Numbers would do.

536: Abrogation of the Will. Don't make a willsave now, make one when it would matter (or cause an alignment violation) at a +Casting Attribute.

Scarab Sages

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?

Scarab Sages

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.

Scarab Sages

Set wrote:
Adds 10 what? +10 to their movement speed? +10 to a single attack roll, like a half strength True Strike? +10 inches? (Bom chicka wow wow)

to movement, though a quarter strength true strike would be ok.

Scarab Sages

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:


I think the usual ranged feats might be enough - there you have both far shot and improved critical. With the far shot feat, the max range of a long sling is 1600 ft., which I think is around where the world record is. I think x2 for critical is fine, as it's harder than with a crossbow and won't do as much damage as an arrow due to lesser armor piercing.

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:


DA are you able to load more than one "stone" at a time?
I am guessing accuracy would go out the window but if you were in a large group firing upon another large group, I suspect that it would be less of an issue.

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.

Scarab Sages

my Golarion based alternates
Barbarians of the Cold Lands such as Linnorm Kings, Mammoth Lords, or the Worldwound: Replace Trap Sense with 2 points of cold resistance, per point of trap sense a character would normally have.

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.
Specialized Training (Ex): at 1st level a bard must choose a single category of the Perform skill, whenever the bard performs bardic music using the chosen category of the perform skill, he is treated as being 2 levels higher when determining the effect and save DC. In addition, when bardic performances are exhausted, as a standard action they can roll this Perform against a DC of 5+ Total Bardic Music rounds to continue the effects of a bardic performance.

Bards of Alkenstar or other Magic poor lands: Loose two spells of each level, and gain Handy and Offhand Shot.
Handy (Ex): As Per Bardic Knowledge, Save that it applies to Craft and Profession Skills.
Offhand Shot (Ex): You are proficient with Firearms. In addition a Pistol or Revolver is treated as a Light weapon in your hands.

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.
Mountain Stride (Ex): A Druid/Ranger with this ability can move through rocky terrain at her normal speed and without taking damage or suffering any other impairment. Magically manipulated terrain such as spike stones, affects her normally.

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.
Poison Sense (Ex): at 3rd level a rogue gains an intuitive sense that alerts her to danger from poison, giving her a +1 bonus on fortitude saves made to resist poisons, to treat poison with the heal skill, and to the DC of poisons they use against others. These bonuses rise to +2 when the rogue reaches 6th level and continues to advance as a replacement to Trap sense.

Scarab Sages

Though I admit I love the idea of these as the backupband for a Dragon Disciple Midboss.

Scarab Sages

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.

Scarab Sages

A little something mechanical

Kraftpistol (Clockwork Gun)
Loaded with Alchemical Materials in special Pointed and Barbed Glass Vials, the Kraftpistol fires them with potent clockwork. If the shots penetrate into it's target the glass breaks into dangerous shards and applying the alchemical substance where it has double effectiveness, within them. If used to deliver an Alchemical item to it's destination it has it's normal Potency.
A Kraftpistol Expends 2 Clockwork Charge with each shot, one to Load one to Fire.
The Glass Shards and barbs make the weapon particularly dangerous as projectiles, giving them the exploding characteristic, when max damage is rolled on a die roll it again and add the new number to the damage.However on a roll of a 1, the glass vial is destroyed in the barrel durring launch, essentially striking oneself with the alchemical item.
Kraftpistol (2d6 Exploding + Alchemy, 18-20/x3, 40' inc)
Magazine 10 Shots (20 gp per 10 Pointed and Barbed Glass Vials) + Cost of Alchemical Materials

Scarab Sages

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.

Scarab Sages

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.

Scarab Sages

I like them, I may use them in a upcoming sideplot having to do with indestructible evil spirits (such as the Oni)

Scarab Sages

SirGeshko wrote:
DivineAspect wrote:
This is actually less flexible not more.

Care to elaborate?

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.

Scarab Sages

I assume unlikely survivor is meant to use class levels instead of caster level?

Scarab Sages

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:


Another is that I want this class to fit among the core classes, not stand in front of them. Mixing divination, enchantment and illusion with a combat-capable character is covered quite nicely by the bard, and the APG has been promised to give them more solid tools for fighting.

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 conjuration, but the three primary themes there are summoning (no good without 9 levels), creating mundane objects (more a wizard/cleric thing), and overcoming spell resistance (a little too good for a half-caster). I decided to leave conjuration as the full caster's sacred cow. The APG summoner preview showed up shortly after I made that decision, and pretty much set it in stone.

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.

Scarab Sages

tejón wrote:
DivineAspect wrote:
There were also several requests for the Fly Skill.
Same reasoning - only full casters have that. Not even bards!

Ah, but Bards don't have the fly spell on their class list

Quote:

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.

For reasons detailed earlier in the thread, those are omitted by deliberate design. (Besides, the class already has more options than a paladin.) In general I don't mind people riffing on my work, but this one is intended as the basis for a published product, so until I've got it finalized and properly released I'd like to request that any "unofficial expansions" stay completely private. (After it's out, feel free. I just don't want multiple online versions producing confused expectations about the published version.)

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 weapons
Err... check level 3? :)

Craft magic arms and armor isn't instant or adjustable, which is what the apparent desire was.

Scarab Sages

SirGeshko wrote:


I had actually thought to make a Fighter's bonus feats change based on the weapon he was wielding at the time, up to a number of weapons equal to half his fighter level.

For instance, a 4th level fighter normally has 2 General feats (3 if human) and 3 bonus fighter feats. He picks Improved Initiative and Blind Fight for his general feats, and may choose two (4/2=2) specific weapon configurations to focus on, in this case Longsword/Heavy Shield and Shortbow. While in sword and board mode, he gains the benefit of Improved Shield Bash, Two Weapon Fighting, and Shield Focus. When wielding the shortbow, those feats are replaced with Point Blank Shot, Far Shot, and Rapid Shot.

At 6th level, he has gained an additional general feat, fighter feat, and his level is high enough to choose another weapon configuration, Lance. His feats are now:
General Feats (always active): Improved Initiative, Blind Fight, Disruptive
Longsword/Heavy Shield: Improved Shield Bash, Two Weapon Fighting, Shield Focus, Shield Slam
Shortbow: Point Blank Shot, Far Shot, Rapid Shot, Weapon Focus (Shortbow)
Lance: Mounted Combat, Ride By Attack, Spirited Charge, Trample

And so on. It would allow the Fighter to select the best weapon for the job, and be equally proficient.

This is actually less flexible not more.

Scarab Sages

Interesting, Not the Quarters I would have chosen, but interesting.

the Talents are an interesting take, I think I like them.
But I think they need more talents which give them the flexibility to pull off some of the things which other classes can.

I think that the combat feats get too high to keep track of well.
Suggestions: Have a Pool of Daily Reassignable Feats to give the fighter some strong flexibility options.

Suggestion the 2nd, have Feats Double in their effect at level 10.

Scarab Sages

tejón wrote:


What were the builds?

The basis was here

http://spreadsheets.google.com/pub?key=tgHvAjsxOADonsG3OkZl9dw&output=h tml

Quote:


Assuming the abjurer was witching whoever it was that was beating on the necromancer, the latter was getting an extra 2 points of damage reduction and getting hit less often. I wonder how much of Necro's apparent tanking prowess was due to that?

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:


I know what you mean about the abjurer's effects being the least visible, but the big question is whether they're still equally useful. I've commented before that I expect abjuration to be the least popular focus, but that's OK as long as it's good at what it's supposed to do. The necromancer can take a beating, but he can't help everyone else take a beating if the enemy decides to target the squishy folk. This party didn't have any particularly squishy folk, and I wonder if that throws the evaluations off slightly? I'd be curious to see what happens to a Fighter, Cleric, Rogue, Wizard party if the fighter is replaced by an iron mage, testing each school separately.

You mentioned that Dampening Field saw some use, how effective was it?

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:


That's for consistency with the core rules. Fighters and rangers don't have it either. I'm not sure why (maybe because you can't tumble in medium armor?) but if it's not appropriate for them, it's definitely not appropriate for the iron mage.

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

Scarab Sages

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.

Scarab Sages

tejón wrote:


You're right on how it works, though.

Witching part 1: bonus damage on attacks and they count as magic weapons, all the time.

Witching part 2: bigger school-based effect, limited uses per day.

Suggest / Request that it be broken up for clarification.

Scarab Sages

The Base Witching ability caused some confusion for one of my players.
I ruled that there was essentially an Arcane Strike class feature, followed by a Witching class feature beginning at the second "An Iron mage" in subsection, with the previous bit having been the Arcane strike class feature is this your intention?

Scarab Sages

Or you can allow a Knowledge Check to enable a +1 Favored Enemy bonus against any Foe for every 5 of the roll. It's balanced, scales, and doesn't stack with the existing class feature, but invokes it's wording.

Scarab Sages

I should be able to do some testing on this the weekend of the 16th-17th.

I think it looks fun and very well written.

Will there be other Schools?

Scarab Sages

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.
Add Another Weapon Group at one less then your full/highest bonus.
Apply Weapon Specialty/Focus/etc of a weapon in a weapon group to the entire group.

Ranger: Favored Enemy
Add Another Favored Enemy at one less then your full/highest bonus.

Scarab Sages

I'm a huge fan of the suggested lateral compatibility.

Scarab Sages

just adding a few feet of string makes anything slingable.

Scarab Sages

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.

Scarab Sages

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Drakli wrote:
Spacelard wrote:

What about the witch and her octopus familiar...

*shudder*

How about the wizard and his raven familiar polymorphed into a comely elf?

And I picked raven so the familiar can talk dirty to him.

...and that's where Tengu come from.

Scarab Sages

Berselius wrote:
I can see where you wouldn't want over powering of the Eidolon.

Howabout a Feat where the Eidolon has an alternate build (EP wise)you can summon them as? Then it's not more powerful, but games with slow advancement does see a Summoner with a one trick pony that never applies.

Scarab Sages

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.

Scarab Sages

Kolokotroni wrote:


I know this isnt likely to happen but I would also like to see a choice between the mount and something else. I realize that the cavalier is supposed to be a mounted combat focused soldier, but the mount is a potent part of the cavalier's abilities, and to have it potentially excluded from a large portion of adventures leaves the same problem the old paladin had. Certainly the mounted combat bonuses should remain, but the mount ability itself could be a choice between that and something else? Perhaps the service of a squire[read: cohort/hireling]? The cavalier could still (and should) own a normal warhorse, but allowing an option that can follow you into the tavern/dungeon would be nice.

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.

Scarab Sages

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.

Scarab Sages

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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