Dragonhearthx's page
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I have a friend that is slowly going blind. I was woundering if there was a braille character sheets or a highly simplified character sheet that could be converted braille. He is scared that he will eventually not be able to even see a character sheet.
I have been giving it some thought, and have come to a conclusion of a big change i would like to see.
Additives are removed from the class feats, and become focus spells.
How this would work is that as a free action and you use an alchemical item [that is a particular item] is the trigger. That way your advanced alchemy can also have additives.
Additive trait will also be changed. It will now read to the effect of "when you use an additive the item and focus point are lost at the end of your next turn." This is to prevent cheese and to help making booking easier.
The alchemist gains these focus additives at levels: 1, 4, 8, 12, and 16. These are treated like focus spells except they are non-magical in nature.
We change up the levels of additives and seperate diblitaing bomb into seperate parts. That way we can make certain parts better or different.
For example, dazzel is now a 1st lvl additive and it is a will save that lasts a minute, with makibg the save again at the end of each of its turn. Off guard is still 6th level, but is a reflex save and it lasts until the end of your next turn.
Also at 1st level, each subclass gets a unique additive. Bomber can remove the splash and turn the splash into percistant damage. Chiurgon gets heal bomb and it is anything with the healing trait (range 30ft). Mutaginist adds a +1 status bonus to his mutagens that gain an attack for the duration of the mutagen, +1 status to ac otherwise. Tocitologist gains another 1st rank additive.
Notes:
1. attack mutagens have been changed to standard weapon progression.
2. Diblitaing bomb additive can now be added to bombs and poisons. It is a seperate effect from what it was used in.
It is at this point that i wish we had something like the scribe wizard from dnd. The scribe wizard was able to replace damage types of spells with damage types from other spells in the spell book of the same level.
Burning hands at rank 1 could be changed to force due to having magic missle rank 1 in his book.
Claxon wrote: What maybe should exist is something like the magus but with the divine spell list and its own gimmick for damage. Which would honestly position it like what the Inquisitor was in 1E. I agree, and I had previously gave an idea of how that would work. But it got moved to Homebrew.
The Lancer weapon has screamed "gunlance" to me. It's a Spear with a crossbow but with critical fusion you can stab and fire. It also has capacity 2, so you can shoot twice before you need to reload. So 2 shells. The only question is, does the reload 2 mean you get back both shots or just one?
Don't forget with gunslinger you are penalized for using anything other than a gun or crossbow. By my reading, that does include combination weapons. (Not sure how triggerbrand interacts)
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Honestly, I think they should separate the cloistered cleric and the war priest. Making the war priest its own class, probably something similar to the dnd paladin with the divine smite ability.
I wish this didn't get moved to Homebrew. Because this is to be something legitimate. NOT A HOMEBREW CLASS.
Ruzza wrote: While I agree that this should be in Homebrew (and have flagged it as such), can I ask why you'd like separate these subclasses? What your suggesting feels like something that could already be accomplished through class feats or taking a different class (like I fighter who grabs the cleric dedication or even just a champion). it's more than one thing:
- Champion cannot cast spells.
- Weapon progression doesn't go above expert even for the favored weapon.
- No deity has the khakkara as it's
favored weapon. (Its the weapon monk priests use, and not even monks can use it) - I would like to have a fulu dabbler for the cleric. (like the Thaumaturge has for talismans)
- I would like something as a Divine magus. (Hence the smite ability)
(that's all I can remember at the moment)
QuidEst wrote: Probably more appropriate for the homebrew section? I was thinking that, but it is something I would like to be official done by pizo.
I know it's to late for the remaster, but I would like to see a separation of the cloistered cleric and the war priest.
For the cloistered cleric, I would take inspiration from WoW and focus of the Heal and Harm font. So you would have a cleric that focuses on healing, with the doctrine being the communal healing feat tree. And a holy fire cleric that uses the harm feat tree.
The war priest becomes its own class and it is similar to DnD paladin. This is a spontaneous half caster.
It gets a free action ability that, upon hitting the target, you can uses a spell slot and deal a d4 spirit damage and a d4 persistent spirit damage based off of the level of slot used. At later levels it takes more successful checks to get rid of the persistent damage. [Up to 3]
The subclasses of this class would be a sword and board (also gains shield block) or a 2 handed weapon (which you get a special ability to add parry to any weapon granted by this class)
You get light and medium armor. And simple weapons; but you get trained in a martial weapon training depending on what subclass you choose. Sword and axes for the SaB and bows and clubs for the 2 handed.
Lastly, you deal 1 spirit damage to your attacks with weapons granted by your subclass. This increases as well.
breithauptclan wrote: Potion of Retaliation
It isn't a spell, feat, or class feature. But it is something to consider using.
cool idea. But I'm not sure how to reliably get that. Outside of 8 levels of witch.
Captain Morgan wrote: Doesn't at least one of the champion of evil reactions do this? the major problem is that, that is a reaction. Which you only get one of. This build does thorn damage to multiple attacks.
Combining these 2 classes is even more difficult than trying to explain why. The antipalidn reaction 2nd half refers to strikes. Impulses are not Strikes.
aobst128 wrote:
Right. I just meant you'd need to fork at 5th and 9th to grab those impulses. Safe elements is good if you're getting hazardous stances. Thermal nimbus doesn't need it though.
technically, they would be hit by the fire damage, it's just the resistance, that is also given, will be absorb by it. Thermal nimbus does say "any creature."
You won't be able to pick up spike skin until level 8. So at level 5, when you fork the path, choose "calcifing sand" it's a reaction that triggers off an attack. And level 6 I would choose "two-element infusion" so that you can get double benefits from you impulses. Especially when you get furnace form at level 12. Level 4 I would recommend "safe elements" in preparation for your auras. Especially fire aura.
Level 9 or 10 "volcanic escape"
The Raven Black wrote: I believe the links provided above by RD show that many GMs will kill this, if only on the basis of Too Good To Be True. that maybe so, but I was simply correcting you about RAW. Nothing in the base ability says the material created has no monetary value.
The Raven Black wrote:
IIRC there is already a RAW saying items thus created have no monetary value.
only for the sculpt ability. It doesn't say anything about the core ability "base kenisis" which is what I am referring to. RAW, one can "generate" iron then sell it.
The Raven Black wrote: Dragonhearthx wrote: Easl wrote: Dragonhearthx wrote: What do you mean about the precious materials? Black iron wood is a real thing. It's the densest wood IRL. The sidebar says 'ordinary materials of negligible value.' Is ironwood an ordinary material of negligible value in your campaign?
Keep in mind I would completely allow the 5 foot cube of any ordinary wood to act as a serviceable door block. I have no problem with the PC's passage-blocking tactic. But if the player tried to tell me that they can use massively dense black ironwood in this instance, then they may find themselves facing a massively dense black ironwood door the next time they want to bust a door down. Because hey, you the player just told me the GM that black ironwood is a common and negligible cost material, so of course the villains use it for their doors. Be careful what conditions you set for the campaign, you just might get them.. ;) and I wouldn't complain. In fact I think it would be awesome. Especially upon digging into the history, it turned out that door came from the block I had created.
I also have it flavored that I carry around wood samples in bullet belts. If that matters at all. I would have no problem with the Kineticist creating a special wood for cosmetic purposes. However if the player expects to gain a special mechanical effect because of the wood being "special", they're going to be disappointed. he bought or found the samples. But to each his own. It was a funny moment, and it played as such.
Sanityfaerie wrote: breithauptclan wrote: Yes.
Or until you do something like put your shield away or drop it. And it probably ends when combat ends too. I don't see anything that would suggest that it's combat-only. It's just about how you're holding your shield. By my read, you should be able to carry the thing in an agile grip pretty much indefinitely, as long as you're still holding the shield itself. the big major concern was that it was a every turn action.
Sanityfaerie wrote: The whole entire point of that rule is so that people don't run around and say "and then I sell that block of adamantium on the open market for..." and demand that the GM just start handing them money because they can claim it via RAW.
If the players aren't pulling BS like that anyway (and it seems like this guy wasn't) then the GM can afford to be a lot more relaxed.
you are correct. I do not intend to sell anything. If it becomes a problem at your table. I would suggest a house rule that says anything made by kenisis can only exist within 100 ft of the creator, or anything made has no monetary value. Why? Even basic iron can ruin an economy.
Thank you. I was making sure I read everything correctly.
I don't think, quick draw is going to be a problem, considering that most combat will have the shield "wielded" at the beginning anyway.
(Also think I can't fit quick draw into the build to begin with. Quick Draw is mainly for throwing builds)
Does shield boss/spike work with double slice? Also does agile shield grip last "indefinitely"? (Until used again of course)
Are there any other skills that you can think of that would fit this play style?
Easl wrote: Dragonhearthx wrote: What do you mean about the precious materials? Black iron wood is a real thing. It's the densest wood IRL. The sidebar says 'ordinary materials of negligible value.' Is ironwood an ordinary material of negligible value in your campaign?
Keep in mind I would completely allow the 5 foot cube of any ordinary wood to act as a serviceable door block. I have no problem with the PC's passage-blocking tactic. But if the player tried to tell me that they can use massively dense black ironwood in this instance, then they may find themselves facing a massively dense black ironwood door the next time they want to bust a door down. Because hey, you the player just told me the GM that black ironwood is a common and negligible cost material, so of course the villains use it for their doors. Be careful what conditions you set for the campaign, you just might get them.. ;) and I wouldn't complain. In fact I think it would be awesome. Especially upon digging into the history, it turned out that door came from the block I had created.
I also have it flavored that I carry around wood samples in bullet belts. If that matters at all.
Some creative liberties need to be made especially with the metal element. Iron ore could also be considered manufactured, due to the fact you have to mine it. And pure metal of any kind have to go through a process.
Fire is also manufactured in some way too. A campfire would be an invalid target for example.
shroudb wrote: Even his description "striped chunk of 5x5x5 wood" screams manufactured object rather than natural. by that logic you would have to use a twig that naturally broke off. One not done by any outside force. In order to use your kenisis powers. Breaking off a twig would be considered manufactured. Also a 5ft cube of wood in this case is strictly game mechanics and general descriptions.
Also using that logic, sculpt can never work, or that that material can never be targeted again.
breithauptclan wrote: Ravingdork wrote: Were I GM, I'd happily declare a shield with a shield boss as being a single item that is both a weapon AND shield and, if desired, a held weapon implement.
And I feel that would follow the intention of the developers what's more. I think there are already threads on this. And if the intent was to allow Thaumaturge to use shields, then shields would have been one of the items allowed to be held by a Thaumaturge in the Implement's Empowerment ability. It could also be an oversight on Paizo's part. As far as I know no other ability or class says you can't use a shield. Just you need a hand free to do X.
Gaulin wrote: Using real life stats to decide in game stats is a slippery slope. Probably best to use the material statistics in the CRB or else things can get wonky. Also note that a kineticist can only make so much bulk with basic/extended kinesis. Proliferate says it fills the square. Sculpt allows you to make rough shapes. The object I threw was more like a striped chunk of wood.
Also the GM does the rule of cool, but he also knows that if he says "no" to something, I'm cool with it. He also knows I don't gain the system. I hate meta gaming. (The bad kind)
Easl wrote: Dragonhearthx wrote: Something that I am finding out. "Expand kenisis" has many shenanigans. Especially with wood (and probably and solid matter)
From bracing doors to blocking hallways. It's a lot of fun to prevent combat this way.
The gm allowed to me make a 5ft cube of black iron wood to block a tiny hallway. It's probably not going to move. It weighed 10,562.5 pounds.
Hmmmm, your GM isn't paying attention to the "precious materials" sidebar on page 17? Even so, that's a neat trick and even a 5 ft cube of plain ol' oak or pine or what have you is going to be hefty and useful blocking obstacle. Unless they have a water kineticist to float it away ;)
What do you mean about the precious materials? Black iron wood is a real thing. It's the densest wood IRL.
breithauptclan wrote: Dragonhearthx wrote: shield boss with agile shield grip is a thing. Then it is just a agile parry weapon. Sort of.
It can be narratively described as one item.
But mechanically it is two items. So it still runs into trouble with things like Thaumaturge Implement's Empowerment (holding an Implement, a weapon, and the shield the weapon is attached to, fails to meet the requirements) and Quick Draw (drawing a weapon and the shield it is attached to is not valid). weapon implement would cover the former. Having the boss as the weapon. Also the trait is very vague if this counts as 2 things or one, when it comes to other rules. (Like disarming. Do you loose the shield too) Since you cannot readily separate them I would count them as one. Especially since it's all in one hand.
Upon reading IE, I don't think Thaumaturge can even use a shield at all. Even if the boss is the weapon implement.
Something that I am finding out. "Expand kenisis" has many shenanigans. Especially with wood (and probably and solid matter)
From bracing doors to blocking hallways. It's a lot of fun to prevent combat this way.
The gm allowed to me make a 5ft cube of black iron wood to block a tiny hallway. It's probably not going to move. It weighed 10,562.5 pounds.
The braced door I argued that it would be just the help action. As someone else braced it. He allowed it to be used that way.
Ravingdork wrote: Bluemagetim wrote: Actually i forgot that champion also gets the die increase for dagger if a champion of pharasma. Maybe thats a better starting point. Does a shield fit into your concept? I'm rather neutral regarding shields, unless you weaponize them, then it's "please don't." shield boss with agile shield grip is a thing. Then it is just a agile parry weapon.
This is just a thought, but what about weapon improviser? And using silverware. Stabbing someone with a spoon. That would be shocking.
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breithauptclan wrote: Bluemagetim wrote: What about deadly simplicity fitting in somehow?
Cleric of pharasma upgrades daggers to d6.
If your build has room for it, it would probably be pretty good. It only adds an average of 1 point of damage per weapon die - so +4 damage at level 19. But it is adding it to the base weapon damage rather than as bonus damage, so it won't have bonus stacking problems.
It does cost two feats to get it from the Cleric archetype though. you can get one more feat and grab "emblazon armament" for a status +1 to damage.
Squiggit wrote: Combine with Barbarian dedication and the instinct ability feats gets you an additional +4 if you choose elemental or draconic (giant gives +6 but that requires you to wield a Large weapon which might be off theme). If you are a toy poppet, it would work. I think.
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Lightning Raven wrote: That's good. But what if none of your implements is a weapon? I have some Chalice/Amulet builds that could use action-economy enhancements. Drawing ranged weapons can be useful as well. I think if you choose the ammunition feat, you can use bows. So there's no reload action needed.
First things were fulu and talisman trait items.
Shell of easy breathing.
Saurian spike.
Pontoon.
Fossil Fragment.
That's all I can think of at the moment.
breithauptclan wrote: The party composition sounds like you have plenty of in-combat healing available already. Unless you are running into problems already, I think that focusing on crowd control and damage prevention is better than doubling down on healing. I also forgot to mention I have the Aura Junction, so everyone gets 1 temp hp. It's slowly adding up.
I am trying to decide what impulse I want to get for my character. I am level 6 and playing defensively. My feats are:
Fresh produce
Timber sentinel
Extend kenisis
Weapon Infusion
Safe Elements
Ravel of thorns
We have a bard with soothe, an alchemist Bomber with soothing Tonic and a barbarian with treat wounds.
Do we need another source of healing with dash of herbs? We are in an actual Dungeon crawl so tight hallways and rooms. I was thinking that wooden palisade would be great as a CC option. Dividing the enemy, just flat stoping combat for a time, givingus hight advantage, or stopping them from running away.
Or should I get an earlier feat? We are in melee a lot, so I don't think they would do well.
We are fighting undead at the moment.
Unrelated, but I hope the remaster allows wand implement to work with the class. At least with, breached defenses.
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Ruzza wrote: Getting closer to stealing this idea, myself. feel free to do so. I was thinking of baba yaga and going with many of those spells. Also bitting words. Flavored as singing nursery rhymes. Fear as well.
aobst128 wrote:
I see. That would probably put it in martial tier though.
and defeat the whole purpose. Of having a simple range weapon at reload 0.
One thing I love about PF2E, is the pure customization.
Race: Poppet
Class: Witch
Heritage: Toy Poppet
The idea is to be size tiny instead of small and have a Poppet familiar. You and the familiar are magically connected and together make magic happen.
My question is what Patron should I choose, and what spells should I focus on?
Keep in mind this is my first Witch build. I have read over the Witch but never really made one.
aobst128 wrote: Dragonhearthx wrote: The Raven Black wrote: With Reload 0, it would be far better than the Composite Longbow. Because the composite longbow has the volley trait? If you're talking about the sling staff, a d10 reload 0 weapon is better than any other ranged weapon. Just take a look at the barricade buster. That thing takes some serious downgrades to get that damage output. Plus it's advanced. I had mentioned the sling staff, but the main topic is the standard sling. Standard sling should have a reload 0.
The Raven Black wrote: With Reload 0, it would be far better than the Composite Longbow. Because the composite longbow has the volley trait?
aobst128 wrote: A slingshot like weapon that's a D4 with propulsive and reload 0 would be pretty cool. as long as it is still a simple weapon. Sure I guess. Backstabber would be fitting to.
The Raven Black wrote: Dragonhearthx wrote: Staffan Johansson wrote: 2. There is still the Sling confusion, where Sling is both a weapon category and a specific weapon. As a result, it is unclear whether things like Titan Slinger affect the halfling staff sling or not. I hope this is cleared up in the Titan Slinger feat instead.
Slings could definitely use some love. Honesty slings should have a reload 0. This would give simple weapon users a better ranged weapon. Also, are you telling me that a sling takes the same amount of time to reload as a crossbow, with a wrenching mechanism? (Artwork of the arbalest) Try putting a stone in your sling and throwing it right away without swinging the sling first. Expect much disappointment.
The reload time for the sling includes the swinging needed to gather enough energy to make your stone deadly. still think it would be faster that a crossbow. Also the halfling sling staff is described as a modern rubber band sling. Which is just as fast as a bow but reload 1 still.
MEATSHED wrote: Squiggit wrote: Captain Morgan wrote: Again, let's keep in mind that Crossbow Ace being worse does not mean that crossbow rangers are worse. Arbalest having a higher baseline means you can skip Ace and stack other feats to get a higher total damage. Okay, but it's just a simple point of fact that a number builds are losing value because of this change, even though they were never very good to begin with. Arbalest is mostly a side grade (although it's still slightly less damage and slightly less range for no discernible reason), and there's no math that makes this a win for hand or alchemical crossbows.
I don't think we can just browbeat people into being excited about that when those people were probably expecting their niche, underpowered builds to get better rather than worse. Yeah honestly it felt like heavy crossbows were d10s just so crossbow ace worked with them, I feel like them and arbalests could just be d12 weapons (with arbalest losing backstabber). But a bit late for that I guess. something you guys missed. Arbalest has a reload 1. Heavy crossbow has reload 2.
Staffan Johansson wrote: 2. There is still the Sling confusion, where Sling is both a weapon category and a specific weapon. As a result, it is unclear whether things like Titan Slinger affect the halfling staff sling or not. I hope this is cleared up in the Titan Slinger feat instead.
Slings could definitely use some love.
Honesty slings should have a reload 0. This would give simple weapon users a better ranged weapon. Also, are you telling me that a sling takes the same amount of time to reload as a crossbow, with a wrenching mechanism? (Artwork of the arbalest)
Dark_Schneider wrote: I put an example for low level: if a character get Medicine from both background and class it would be expert on Medicine, and get a General or Skill feat at level 1, you could get Continual Recovery as it has the Skill trait (and General so can be acquired with a general feat) and later at level 2 could get Ward Medic. You are wrong. You CANNOT get expert in sny skill at level 1. If you get Medicine from your background and class, you become trained in medicine and one skill of your choice. You cannot stack them.
breithauptclan wrote: Ectar wrote: breithauptclan wrote: Requiring crits in order to disrupt actions is simply a balance point of PF2. You won't find much of anything that will disrupt on a regular success. Unless you're a Paragon Weapon Thaumaturge. True. There aren't none available. But there are very, very few.
Ectar wrote: You can go grab another dedication by that time but it seems kind of a waste. Not sure why that is a waste. There are a lot of other good archetypes to go get. because you are probably only going to grab just the one.
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