Sorcerer

Dox of the ParaDox twins's page

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No. They both alter wildshape in some form or fashion. Also your GM seems to think you're trying to abuse his niceness based on his Reddit thread. You may want to talk to him about that


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Magus is the obvious one of course. Bloodrager is a thing. But that may step on the toes of the barbarian a little. Fair warning. Arcane duelist bard...is kinda bad. Alchemist can be a front liner but they aren't exactly arcane. Same deal for investigator kinda. There's a couple (bad but fun) vigilante archetypes too. If you're willing to branch out further I can give you other ideas. Or if you provide some more details on what you want I can iffer various builds from these


Oh luck stuff is a great idea. Qnd brawler makes sense. Thanks


Gonna echo that they should be a higher level. If they've bypassed encounters successfully they should be earning EXP for them. If they somehow skipped them...well that's on you to make sure they're still properly leveled


100% wizard. It's already the strongest class in the game. It has an insane spell list. Prepared casting. Like...they're awesome at what they do and they can do anything


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I'd like to play with stuff like this but my players resent anything that isn't by the book or close to it


Hi all. I'm not planning on actually playing this character. Just wanted to build one of my favorite characters and see how close I can get and have some fun.

Anywho. I have a few ideas. One is quingong(?) Monk with the grappler archetype as he's shown to be a grappler in all of the smash games (sans melee and 64)

The next idea was magus. Maybe esoteric? To get Thunder hand represented and a bit of his pyromancy.

Similarly was a blood conduit bloodrager (maybe bloody knuckle too? Do those stack?) For the same sort of unarmed combat and channeling shocking grasp action.

He's also been shown to use a 2-handed hammer in some games and I'm not sure how to reconcile that with his other abilities

Non class related things I've thought of a few drawbacks that sound on brand. Cowardly is the obvious one but there are others too like doubt, magical klutz, and a self-doubting. But I'm having trouble finding other traits and feats that are in character for him.

Any thoughts or opinions are welcome. Thanks all


Correct. You don't suffer arcane spell failure chance when you use non arcane magic. I'm not familiar with dragon discipline so I can't offer an answer there. But if it requires arcane magic then psychic magic won't qualify


I have a communication disorder actually. I find it extremely hard to explain myself. But saying "you didn't really pay attention" implies a lack of intelligence no? I'm not trying to be condescending. I'm just pissed off when people assume that people are trying to be mean when they very well could just have some manner of disorder of truama that influences their communication method


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You know. Some people just explain things so that they are made clear. There's lots of reasons someone may do this. Calling them stupid or assuming they think you're stupid just makes you look like an a$$. Considering how argumentive you were earlier I'm guessing maybe you don't just look the part. Have a little awareness about why someone speaks the way they do. It may be trauma related


Firebug wrote:
Dox of the ParaDox twins wrote:
Under the commonplace guns rule they get gun training at level 1

Gun Training at level 1 for Gunslinger is for 'Guns Everywhere' not 'Commonplace Guns'.

Under commonplace guns, Firearms are Martial weapons. The class writeup is already proficient in all martial, and separately all firearms... So the author must not be assuming commonplace firearms even though they are saying they are.

Thank you. I had my terms mixed up


Under the commonplace guns rule they get gun training at level 1


To be fair gunslinger gets dex to damage at level 1 under the assumption he presented at the start of the class. The rest of your message is about right though


I'd suggest going brawler. That'll eventually pump your martial flexibility and keeps your unarmed damage good


"Casts arcane spells" means you cast arcane spells. It replaces divine casting with arcane casting


Name Violation wrote:
Dox of the ParaDox twins wrote:
Name Violation is right. Impact and using a large weapon all impact the weapon's base damage. Sacred weapon is a replacement effect that is completely separate from the weapon's base damage. There may be an argument for enlarge person affecting the weapon's sacred scaling. But that's pushing it

enlarge person, totally works. that actually changes the warpriests size

you could use the weapons enlarged damage, OR the damage based on warpriest level and current size

Gotcha. Seemed a little sus but yeah it all checks out


Name Violation is right. Impact and using a large weapon all impact the weapon's base damage. Sacred weapon is a replacement effect that is completely separate from the weapon's base damage. There may be an argument for enlarge person affecting the weapon's sacred scaling. But that's pushing it


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Size increases of the wielder (but not the weapon)such as enlarge person will increase which table you use. But virtual size increases do not


Added FCBs. Unless anyone sees any issues with the race or has more ideas this project can finally come to a close. Thanks all


Goth Guru wrote:
Just convert over the starfinder race.

Not super helpful. I actually started this project long before starfinder was a thing. And doing a straight conversion is not as straightforward as it seems. While I did do a conversion of it I wasn't super satisfied with it and prefer the one I've built


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Cool advice guys. I appreciate it. I'll work on "translating" strange aeons into formats I can work with. As far as why I'd like to run an AP over my own stuff. It just interests me. The AP strange aeons is hugely lovecraft inspired and he's one of mine and my player's favorite worlds to use. And while I could make my own lovecraft inspired world (and in fact I have) strange aeons just seems neat


Added tech familiarity and space travel trait, honestly I can't think of a way to the other two without sounding really campy, and I can't really think of good wording for them either. as far as the last one goes, they already have a lot of ways to boost heal checks so that seems redundant. thanks, you've been a huge help with this so far, if you have more ideas I'm all ears


So I have lore for them in my homebrew setting, but when working on mechanics I prefer to leave lore out because it can muddle people's opinions on the mechanics. as far as alien tech goes, there are some in my setting, but the race is supposed to be balanced around core races so it can be slotted into any setting


Added Imposter, not sure if it's balanced tbh, but I guess we'll see, also added a trait


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PF2 does a lot of stuff I like...but I also hate about 90% of the rest of it, it just doesn't feel like pathfinder anymore, which sucks cause Paizo is one of my favorite companies


TxSam88 wrote:
*Thelith wrote:
TxSam88 wrote:
Dox of the ParaDox twins wrote:
As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own stories
this one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.

An AP can feel like railroading.

Or your players want to do something totally off the wall and you're left totally unprepared because you _thought_ you were prepared by knowing the AP.

Sure it takes player buy-in for the prepared adventure, but so does a homebrew game to an extent. I know there's been many many times my GM has prepared a great game and we just decided to turn left instead of right and all his hard work went right out the window.

If you want the party to engage in what you have prepared, there's got to be at least a little rail roading...

But for the same amount of my preparation time (which I don't have a lot considering I have a full time job and other hobbies) I can provide a more complete and compiled/polished weekly game by using AP's instead of making it all up myself.

I find it really hard to focus on digesting all the info needed to run a game from an AP, it gets overwhelming, maybe I'm just brilliant or something, but my homebrews are all prepared in about an hour or two per session and then I'm good to run it. meanwhile I've been trying to prepare a game of strange aeons for almost 2 months and I barely have the first area done. this is very much a me problem, but I get really overwhelmed and have issues with figuring out what is actually supposed to happen


VoodistMonk wrote:

Detect Magic as a constant is stupid.

My level 6 Noble Drow Arcane Duelist Bard has it by default... I literally try to ignore it other than if I would have cast it to look for something.

The GM remembers I have it and coughs up information I would have rather rolled a check for. He brings it up when I literally don't... I skip it on purpose, but he remembers I have it...

It's f!ck!ng BS, and I wish I didn't have it at all...

It makes Perception meaningless, enemies cannot use Stealth if they possess magical equiptment, magical traps glow, magical everything glows... it's dumb...

Noted. Should I just replace it with on of the alts that replaces it

Edit: Replaced Detect Magic with Mental Fortitude


yeah I've been thinking on how to give them the probe and imposter stuff, just haven't been able to word it well. as far as balance goes, I'd rather have an elf than a drow, I clarified telepathy a little and made the distinction that it's limited telepathy. is detect magic really that strong?


VoodistMonk wrote:

I like the changes from what I read.

I will give it another, more in-depth, read when I have a bit more time...

Cool, thanks, this is one of my favorite projects to work on and I'm hoping to make this as balanced as possible


I added a couple new feats and a new racial alt. would like some feedback please. thanks all


TxSam88 wrote:
Dox of the ParaDox twins wrote:
As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own stories
this one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.

See the thing is like...I have a very good handle in CR and treasure and all that so none of that bothers me. But when I'm doing everything I know it like the back of my hand and I can't really be caught entirely off guard and I can adlib without destroying too much. In an AP I have to be a guide through foreign territory and figure out how everything works and learn characters so I can give dialogue and so on and so forth


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Sounds like you're a fantastic GM. Life sucks. Sometimes it hinders the game. No worries there. Glad we could be some help though


As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own stories


So this isn't the greatest option. But sometimes you need to say "look I flubbed up and need to retcon X Y and Z"

If you're dead set against retconning (which I get. It's an inelegant solution)...hmm. I typically am really good at improvising. But my campaign are all usually "here's an end goal. Here's a dungeon that furthers that goal" style games and my players (there are only 2 of them) tend to be pretty easy to read. My latest campaign is more overarching then my last few and I had to retcon a couple items. But generally I just roll with it and see how the game goes.

You mentioned also the whole "flip sides when they go left and you need them to go right" personally I hate that solution if there's any other way to handle it. But if there isn't or you're put on the spot. There's nothing wrong with it. Good luck in the future. I hope this was some help


Quixote wrote:

These are all great ideas.

One of our NPC's in a game of Changeling: the Lost. She was a back-alley surgeon, a woman captured by little gray men. They never made an attempt to communicate with her. They just kept on slicing and splicing and stitching until she resembled them not closely than she did her old self. She called herself Dr. Gray.

That's fantastic


I can't say I've ever used aid another in any of my games I've been a player in and I've only seen my players use it once to break down a door. I prefer to do more proactive things


I'm sad that Sneak attack doesn't work. It's such a trope to kick in a door and blast someone into kingdom come with a well placed shot and clear the room


avr wrote:

The cosmic biology alt racial trait seems a bit much. Appropriate yes, balanced no. Make it all +2 save bonuses (not immunity) and toss in the endurance feat if they're supposed to be able to handle exotic environments perhaps?

Noted, I made the change, I actually took that directly from the race builder (Duergar immunities perhaps?) but I can see how it's a bit much


VoodistMonk wrote:

Something removing the penalty for squeezing, and giving a bonus to Disable Device/it is always a class skill. Have it stack with Trapfinding, and count as such for the sake of prerequisites. Maybe have it replace their bonus knowledge skills.

The "Grays" seem to very adept at infiltration.

Possibly something extending their reach similar to the Abnormal Reach Aberrant Bloodrager ability... maybe have the squeezing/disable device racial feature be prequisite to taking the elongated limbs racial feature (or racial feat).

A racial trait that gives a bonus to Heal and Survival checks made to probe or inspect. Lol.

Could also go for the imposter aspect, with a racial feature giving a bonus to Bluff and Disguise, etc...

All great ideas, thanks. I'm struggling to think of a name for the Squeezing trait, went with Technician for now


Hi all here is a link to my latest build of this race and its alts
Gray Race.

Edit: If anyone has more ideas for alts or racial feats or anything please let me know, I love working on these


Quixote wrote:

I'm so confused. A playable race of grays is worthy of mockery...how? That sounds awesome!

A lost traveler of the void, crashed on a distant planet, trying to rebuild it's star ship and return home.

Or maybe it's a play on faerie-stories. The fae used to steal babies from their cribs. Now it's aliens that abduct people. So...is it just a strange coincidence, or are they the same entities, interpreted through the filter of the time?

(To answer the OP, a rogue seems like a solid choice, but after your explanation, I feel like an alchemist is just an amazing story opportunity. Trying to rebuild lost technology, etc.)

I don't know dawg, you can find my old thread if you look hard enough, I'll probably post this build of the race along with its alt racial features in the homebrew forum soon if you want to check it out


Man I haven't thought about Animorphs in years. what a trip


Yeah the pop culture alien. I've always loved them and love how they are portrayed


If the GM is a piece of trash then I would leave, the game is less important than my mental health


Alright y'all have dragged it out of me. It's my most recent Gray Alien build, I posted the first draft here three-ish years ago and got made fun of. thanks for the interesting concepts Sysryke


Oh that's really cool, thanks


Oh dream thief is super neat too. Thanks


Yes it's at will. And I listed on the chart. It's 30ft


Telepathy is exactly what it sounds like. The ability to communicate silently with anyone which shares a language. Probably worded that horribly. But yeah.

Arcane trickster is something I never would hage thought of. That's really cool


After some quick snooping. It seems that the consensus is that you hit touch when scattering. So I'm good there