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Let him know that the reduced cost of crafted items at character creation is meant only for the purpose of offsetting the cost of the crafting feats. If he starts play without the feats, then he starts play paying full price for the items.


It looks sort of like a penobscot or micmac bow. There's some weirdness with both bows being full length, shaped identically, and how the bow closest to the archer is mounted on the back of the center piece. All that taken together puts this bow in the realm of pure fantasy. I don't think the second limb set is going to provide much benefit in this shape.

The question would be, what's the purpose of these sorts of bows in the world you want to borrow them from?


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I see only one example on that page that looks close to a diamond shape, and it's the square fencing buckler illustration.

According to W.R. Lethaby, the diamond shaped shield used in women's heraldry is fairly modern coming up in the 16th century and doesn't have a medieval precedent. The lozange shape was initially used to denote alliances, and was used as the primary shield in umarried women and widows to indicate a lack of alliance, though that use wasn't formalized or enforced. That said, that particular "shield" isn't representative of a literal shield, just a blown up piece of smaller heraldric design.

There are other theories of course. A 16th century heraldric artist believed the lozange shape to be indicative of a spinning wheel's spindle, and wikipedia seems to think they used something that wasn't a shield to avoid weapons of war in women's heraldry, but both ignore the changing use of the lozange shape over time.

As for gladiatorial shields. The closest I can find for any type of roman shield that's close to diamond shaped is the not entirely verifiable roman cavalry or auxilary shield. They look like scutum with clipped corners, but only appear in art with no artifacts to verify they existed.


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You need to either rely on your allies to use your battlefield control spells to good effect, or you need ways to let your allies ignore the effects. Adding spells like air step, freedom of movement, smoke school's smoke sight ability, spider climb, life bubble, and enlarge, all help ensure that you're mostly hindering your enemies. Your choices will also change depending on whether your players are ranged, have reach, flight, and so on.

To some extent, your allies should have some means of ignoring some hindering conditions and some means of leveraging your crowd control effects. If not, then your allies probably aren't that great and focusing on supporting them may be a waste of time. Similarly, if your allies don't understand what your spells do, then you are going to struggle while trying to support them.

I recommend enlarge and pit if you have lots of melee characters. Make sure the melee know that around the pit is an area they don't want to be in, and cast the spell so that the outer ring of the pit is the most accessible path to melee for the enemies. Use enlarge to give your melee reach so that they can attack around the pit and get aoos as the enemy awkwardly advances. I wouldn't bother with the higher level pit spells. Add wall spells when you get higher level and your enlarge spells will let your allies attack over the walls.

For fog spells, I can't recommend Air(smoke) school enough. Add life bubble in there when you want to start using more lethal versions of the fog spells. The alternative is getting everyone fog cutting lenses or goz masks. These are all cheap enough, but allies may resent having to spend 8k on glasses rather than a +2 weapon. Dense allies will simply not buy them, then complain when they're blinded in combat.


Bluenose wrote:
Kaelizar wrote:
Lastly, the shape of the shield. Since he is the Iconic Fighter, it would have been nicer to see a more..... traditional shield. Something with less of a point at the top, and rounded coming down to the bottom. I'm all for Fantasy getting away from historical designs, but something less "Kite" shaped and more "Shield" shaped. I can only hope that will shields being dented and broken, that Valeros finds something a litter nicer as he levels. :D
It is a historical design. The Italian Targa shields often appear in illustrations and surviving examples to have been that shape and a pretty good match for size. There are older examples too. I think WAR taking inspiration from a wider range of history and culture than previously is a good thing.

Do you have a link to a historical example of this sort of shield? I can't find anything quite like it. It looks a little like a german horseman's targe, or a fencing targe/buckler, but those appear to be held with a flat end down rather than a point. I'm sure I'm just not seeing it.

That aside, I am digging the muscle cuirass. Very fitting for a wannabe ladies man.


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Xenocrat wrote:
Valeros's and Sajan's scrawniness make Amiri less objectionable in hindsight - clearly PF2's art direction has adopted an all is chaos, nothing matters, YOLO approach to this sort of thing.

I think it's more YA than YOLO. Most of them have been slimmed down to builds you'd find in a much younger crowd. I can't say I care for the change. That said, when I was a kid I really liked the D&D cartoon characters and they were similarly physically disconnected from their abilities. If a new group of kids needs something like this, then cool.


I forgot about that restriction, thanks for pointing it out. I guess that leaves Mokele Mbembe as the only 15 ft reach companion then. 20 would have been nice.


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They could be really tall boots that have been turned down at the top of the calf similar to a cavalier boot.


I thought it would be sort of entertaining to have an eidolon that looked like a crab with a straw thatched hut on its back. The character would sleep in the hut and fight in from the hut when the creature got big enough.

The problem is, I can't seem to find a way to make this work. The easiest method I can find is to use the synthesist summoner and refluff the fused eidolon ability as the character walking into the house, but then nobody else can go in the house. There's also the Howdah, but they require a huge creature, so it would be awhile before the creature was large enough to carry a howdah, and I really wanted it to be part of the creature. At that point I'd be better off going with a witch's hut grand hex or an animated object.

Is there a good way to do this?


Mokele Mbembe Is an excellent defensive choice due to having reach at early levels extending naturally to 15ft reach at 9th level when their size increases. Make that 20 with evolved companion and you have some good defense out there.


So we're missing out on some context for the colors, that makes sense. Are all the iconics being drawn in the same light?


Dire Ursus wrote:
I think the hair specifically doesn't look great against the white background but I'm sure it'll look better in print. Other than that nice work. I'm surprised the cape actually works since it's such a contrasting color but it definitely does.

It does look much better against the brownish background used at the end of the video.


This one is really nice. I still prefer the old style, but this is top notch work within the new style. She looks sturdier than most of the cast which is a bit odd, and the weird leg turns are there for the "A" shaped stance, but her overall detail work looks clearer and the colors look sharper. I'm glad that the stance was changed to something a little more active over the initial sketch we saw which had her posed very limply.


You could use the Familiar Automaton it can look like anything really.

Familiar Automaton Description wrote:
A familiar automaton is usually the same size and twice the weight of the creature after which it is modeled. For the most part, nonfeline familiar automatons use the same statistics as the cat-based familiar automaton presented here, but more powerful familiar automatons may have additional abilities better suited for their more unique frames. On rare occasions, a familiar automaton bears spells engraved in markings on its body—usually signature spells of ancient mages, engraved on their forms by request. Some mages today keep these automatons as their personal familiars. A 7th-level lawful spellcaster with the Improved Familiar feat can select a familiar automaton as a familiar. These familiars serve well due to their innate ability to understand magic and magical items.

That seems pretty flexible.


I'm not sure about the weapon focus bite helping. You need to use both arms in the grapple as well, and that could mean that it isn't bite related enough after the initial grapple check. You'd definitely get it if you took the -20 to only use the initiating attack to maintain the grapple.
I'd really prefer weapon focus with the grab linked attack to always help, I can't find any ruling for it though.


Enchantment is my least favorite as well. I don't like how directly it deals with game mechanics. Needing to use the right spell for each creature type seems like a waste of spells and having some creatures not respond to enchantment because of how they are animated also seems a bit weird. I'm also not a fan of how failure to use enchantment subtlely will often cause combat to happen. I'd prefer if it worked more to support social actions than to replace them with a binary bipass encounter/start combat switch.

The morality of enchantment is sort of odd, but it's hard to know narratively what's happening. It's opposed by willpower, so it shouldn't effect people with excellent self control, so are you subverting their will or using magic in place of rhetoric?


I know you've moved on from this, but it it looks like you could get HiPS at level 5 as a shadow sorcerer with a robe of arcane heritage. Though how you'd come up with the money for the robe I couldn't say.

The scout archetype is cool, sneak attack on a charge or once per round if you move ten or more feat seems okay. If you're trying to always hide in plain sight though, those abilities aren't too useful. The movement seems counter to what you'd want if you were dual wielding as well. Scout and Skulking Slayer work pretty well together though, but suddenly you've gone from silent dagger guy to a charging headchopper.


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My impression is this.

Painful stare increases the damage of the attack that triggered it, and would therefore be included in that damage roll before DR is applied. In the case of the gaslighter's horrid mask, there's nothing to inherit the damage type from, so the damage remains typeless and thus penetrates all DR except DR/-.

Horrid Mask isn't written very clearly, but I think you can only trigger it once on the targets turn as stated. Manifold stare gives you more activations, but you only get one horrid mask activation.


They are permanent items and have a number of rules regarding how to remove them. Several of them work once per day as well. The "spell tattoo" tattoo is a one use item, but it says so specifically and I believe its the only one.


Small joint manipulation? Maybe an arm lock?


It's a bit simpler if we use the definition of age that talks about development rather than years since you were born. I feel that this definition makes more sense given the age category references in the better versions of this stone.

Looked at that way, you'd appear to be a creature of the same age category if you became a different creature.
1. 16 year old Changeling with a scar
2. 9-19 year old gnoll
3. There's no way of knowing. The ritual to turn into a hag and the description of the effect are both unwritten. If an effect of the ritual is to unnaturally age you, then that part wouldn't happen.
4. 16 year old boy


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Zaister wrote:
Why would Seelah need a chastity belt? And if so, why does she have the key? I don't think that is how chastity belts were used.

Chastity belts weren't used at all as far as historians can tell. There's a few humorous references to the idea of them in various texts, but no authentic artifacts. There's also the issue of disease and damage caused by permanent solid underwear which pushes the chastity belt into the realm of myth.

But, fantasy worlds are what they are. There's more than a few fantasy worlds out there that would encourage any warrior to lock their genitals up before combat.


Strife2002 wrote:
blahpers wrote:

Don't overthink it.

...

3. Not valid. While the absorption is immediate, the breath weapon is a specific standard action granted by the rage power, which is not allowed.

So, does that mean that dragon totem wings is also out for the same reason?

ErichAD says as long as it starts with "while raging" but I don't think that's necessarily true. Dragon totem wings starts with that and from what I can tell it shouldn't be eligible for skalds.

I'm referring to those abilities that don't expressly say that they use a standard action, or spend rage rounds. You gave several examples of things that take actions that would typically be standard actions, so I'm trying to give a way of differentiating between the two types. So if something said "while raging you can take the attack action to do X" you could use it despite an attack action being a standard action. The example of groundbreaker differs do to it mentioning using a standard action to attack rather than an attack action to attack.


Another good one. She gets shoulders, I bet that makes the rest of the team a little jealous. Hopefully her helmet is hanging off her belt out of sight rather than just gone. She does look a bit skinny if we assume a bit of thickness from the armor, but that seems to be a universal change across the new designs. Her skin is also much more red than it had been previously, which makes it look lighter.

I still prefer the original, but this is nice too.


If the rage power starts off its entry with "while raging" then the power is available to you. An ability should also be available if it causes an action to behave differently than it normally would.

The only one of these that I'm uncertain about is the damaging portion of energy eruption. Mostly because it's missing an activation clause for the burst and could be a free action for all we know. All the others should work.


I agree that you're bullrushing as far as you can, and then overrunning up to the maximum distance possible during whatever movement type have available. The bonus damage would be per check. This archetype pairs nicely with a brawler using the shield slam feat so you can proc out several bash/brush/oruns as possible and just chase the bugger across the field.

Maybe.

Unfortunately, overrun is written in a way that makes it only possible while taking a move action or as part of a charge. alternative overrun triggers don't come with built in movement, so it's unclear what happens when you get a free overrun.

  • -If you read a free overrun as including the required movement to overrun the opponent, then the character potentially gets tons of extra movement.
  • -If you read a free overrun as using your move action, then you only get to do this once.
  • -If you read a free overrun as using your total available movement, then you can do this multiple times but can sort of bounce around the battlefield.
None of them are better than another as far as I can tell, but you'd need to get the rules cleared up with your DM before hand.


Sash of the War Champion if you need a boost to armor training or bravery. That's all I got.


The big power gap is the ability for caster classes to emulate martial class abilities somewhat, or make them entirely unnecessary. Beyond that, casters can do things that aren't accessible to mundane classes. Certain spells like teleport, disintegrate, and raise dead, can end encounters or adventures in a way that you can't using impact trauma. If you want to make a character who fights using weapons, but has the utility of a caster, then you'd still want to start with a caster and work the combat stuff in as you go.

There are plenty of 6th level caster options that give you a decent mix of caster power and martial power such as the inquisitor, hunter, magus and occultist. There's also the old standby of the shifting focused druid. When it comes down to it, you could play a wizard who cast defensive spells and ran around with a falchion if you really wanted to.


I can't think of any version of the ability that doesn't have one condition or another. The shadow dancer limitation is the least restricting version. I think we'd need to know more about the game if dim light is a less common phenomena then a specific terrain or group of terrains.

If you just want the ability to hide in plain sight without having the actual "hide in plain sight" ability, I'd recommend something that gives you cheap and easy concealment or cover. Enigma Mesmerist is my personal favorite, but there are probably a few other methods out there. A 6th level aether kineticist has tk invisibility which should work perfectly. You could also use something like the unchained monk's empty body, but it's an expensive option if you're only hiding.

Unfortunately, there are a number of abilities that conflate miss chance with concealment and thus make it hard to determine what should and shouldn't allow a stealth attempt, without first getting a determination from your DM.


If you have a way of getting a plant companion, several of those have ranged attacks. As do the camel, and giant slug.


Sorry about that. I saw the quoted block and assumed it was just my text quoted as that's a common thing for people to do here for some reason.

It does seem reasonable to assume that all other effects that occur when the creature reaches zero happen before it disappears.

What would you say happens if you use ferocious summons with a Viduus? I assume the swarm still doesn't happen, either because the transformation is the same as dying or because it's close enough to an innate summoning ability to be excluded by the spell.


Well, that is unfortunate. I'd hoped this summon option would have been more useful as a combat option. at least it can erase memories if you need that utility for some reason.


I can't find anything stating that a summoned creature's spell effects end before their duration is over if that summoned creature is killed. Do you have a reference for that?


I understand that when a summoned monster is reduced to 0 hp or lower, the monster disappears. However, I'm uncertain what happens when a summoned monster has a specific effect that occurs when the monster reaches 0 hp.

The Viduus can be summoned through the feat "summon neutral monster" as 4th level summon. When it reaches 0 HP it's body turns into a swarm of centipedes and it creates a mind fog centered on the body. The viduus can also undergo this transformation at will. So my question is, what happens when it hits 0 and what happens when it transforms deliberately. I could see anything from it disappearing with no additional effects, to it creating a now permanent swarm and the fog cloud.

I'm sure there are other summonable creatures with effects that occur on death, but this is the one I noticed and caused me to ask the question.


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thejeff wrote:
RoastCabose wrote:

Well, it's interesting because from a technical viewpoint, I find much of the new art superior. Facial expressions are stronger and better rendered, poses are more dynamic and make physical sense, the characters are more proportional, and I think there's a better balance of low to high detail areas.

However there are definitely some things I like better in the old art, mostly relating to shading and shadows. The new art is pretty flat, in comparison. Plus I definitely see that Wayne likes to draw people thinner than he did ~10 years ago.

I can't say which I like better, especially since this is a tad unfair comparison what with the new art being so low res.

I remain indifferent.

Might be interesting to compare to the more recent non-core iconics. Is this a gradual evolution in art style or a deliberate choice for the new edition?

Wayne did design all the iconics, right?

These new iconics look to be done in a style similar to some of his work on Magic the Gathering cards. There isn't really a slow drift toward this style, it appears to be a deliberate design decision.

They do all seem much closer to a random dude off the street than a fantasy hero of any sort. Far more at home bumming smokes in blue jeans and a hoodie than adventuring.


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Several people have said he's skinny. The difference is that nobody is arguing that he isn't.

Doktor Weasel wrote:
Roswynn wrote:
I also have some other small gripes... for instance, what the heck is a temple sword? I know Sajan has always wielded one, but I still don't understand what kind of weapon it's supposed to refer to IRL (if any). And his outfit doesn't look iconically Vudrani to me - the various details don't seem to come from Indian art as much as Indonesian (maybe that's what Wayne was aiming for, though...).
I haven't found an exact match for the temple sword like what Sajan uses, I think it's based on one of these. Referred to as a Nayar Temple Sword. As far as I can tell, they're purely ceremonial swords from Southern India. here is one of the few sources I found that says much of anything about them. I'm also finding a different style blade also being called a Nayar Temple Sword. This also doesn't quite match what Sajan has, but also has similarities. I think I once found one that looked closer to his, but I can't find it now.

Now that's a new one for me. I assumed his sword was just an over sized harvesting knife, or a weirdly tipped tulwar sort of thing.


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Agreed, the side by side shows off the weird scale changes, the lack of good highlights and shadows, the vague lines. I see little bits changed in the new ones that I like, but the originals look like an overall higher quality product. I like the originals so much that I feel bad not liking this new stuff out of respect for the artist. I sort of wonder if it's a change in tools, technique, scale, or something like that.


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Much less heroic looking than before. I much prefer the jacked and darker skinned original. He also appears to have been hit by whatever shoulder destroying apocalypse ravaged Golarion.


My personal favorite explanation for why fantasy worlds work the way they do, is that they're quite small compared to our world. You can fall farther and take less impact damage due to lack of mass. Giants are human sized, dragons are condor sized, and so on.

MaxAstro wrote:


...I also think that same magical force is probably what prevents this thread from dying. :P

It's not magic, it's engineering! This is a three cylinder discussion.

First the "This looks realistic to me based on my experience" cylinder fires.
Next, the "This doesn't look realistic because science/biology" cylinder fires.
Finally, the "It doesn't matter if it's realistic because this is fantasy" cylinder fires. Then it just cycles back through.


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Roswynn wrote:


I do think without gym machines you're not gonna look like a body builder, but I'm no expert, so feel free to correct me. What I'm saying is that people before the Industrial Revolution could look big and muscular, but probably not often with a lot of definition. So don't expect mad abs on Amiri is what I'm saying. I find her midriff looks already muscular as is. It's the midriff of a strong person, in other words. That's my opinion. Maybe I'm wrong, to reiterate, but that's the impression she gives me.

As for the trapezius or the other back muscles, we just can't see them. She's facing us and wearing quite a bit of armor. We can see only the bulk of her limbs (admittedly not huge) and, again, her midriff - most everything else is covered.

Something else worthy of consideration is this idea that to swing a two-hander you need to be some kind of strongman. No, guys. They're light and easily wielded, just like most any other weapons ever devised by humankind. Why? Well because in a fight, if you need to charge up a big swing in order to actually move your sword, you've already lost. Don't look at Game of Thrones fights, the Hound and Brienne make a huge show of lifting their heavy heavy swords because it looks cooler, not because...

The only real advantage of gym machines is not needing a spotter. Free weights are typically a better choice to ensure you build up stabilizing muscles along with the larger groups, and to make sure that you aren't favoring one side over the other. The only real changes in strength training have been scientific, such as nutritional changes, steroids, and how to avoid less obvious damage caused by body building, such as kidney and liver problems.

The trapezius is a back muscle, but it's easily visible from the front in most people. It's the tapering at the bottom of the neck. For some people it's a smooth concave curve down to their shoulders, but in stronger people, or when flexed, it becomes convex. It's the muscle responsible for stabilizing held/carried weight. With the size of the sword Amiri is lifting, her traps would grow quickly and without extra effort. Even traveling with a normal 8-10 pound greatsword on your shoulder would be enough to build them up substantially.

Amiri's midriff has very narrow obliques, the muscles that run along the side of the abdominal muscles. This, combined with the smooth shading on the underside of her abdomen give her the appearance of having diastasis recti. To some people that line down the middle of her abs will look like muscular definition, but anyone who notices the missing obliques will see that line as damage. Obliques provide rotational strength, so you should expect to see them built up as well.

Regarding the chimp super strength thing, that's sort of a myth. Chimps are pound for pound about 1/3 stronger than we are, but this is easily attributed to muscle length in their arms and a greater density of fast twitch muscle fibers. Basically their arms are leg strength, their legs are arm strength, and they fatigue quickly. And if you've ever looked at pictures of bald chimps, you know they're pretty built.


For doubling the size of something, you want to multiply by 8, not 4. You use your multiplier (2) and raise it to the power of each dimension you're increasing. That's assuming no major structural changes are needed for the increase in size. So you'd have a 40-64 pound giant sized 2 handed sword.

I'm relatively certain that Pathfinder doesn't expect you to be using the weapon as its use is described by most weapons historians. For instance, there doesn't seem to be an expectation that you would grip the sword just below the parrying hooks after closing in to melee. Amiri's weapon obviously makes that method impossible, but I think that's a general Pathfinder decision rather than an Amiri decision. It is possible that giants wouldn't worry about shortening their grip though, since they would typically have extra distance from their height and could make do with a stance change.

And, while body shape and strength don't correlate exactly, body shape is changed by what you do and how frequently you do it. That said, I don't think it would be a compelling fantasy to give Amiri a bad back from walking around with a 60 pound sword over one shoulder all the time, so some adjustments need to be made.


This one's just sort of shapeless and flat looking. I wasn't a fan of the old version either though, so maybe I just don't like the character.


I think it's natural attacks in general. They tend to be weaker, but you can get quite a few and it all builds up. I recommend using the eidolon max attacks column for all characters just to keep things under control.


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Gazragar wrote:


While true, Bruce Lee used either his bare hands or fast weaponry - I'm pretty sure his build would have been vastly different if he'd been using the sword of a Frost Giant :P.

Bruce Lee is kind of a weird pick for strength regardless. He pulls off some cool tricks, but he wasn't a competition fighter/lifter and was openly dismissive of the idea that he could go toe to toe with Ali due to the size difference. Then there's the silly publicity things he did like the one inch punch which are meant to look like amazing feats of strength but are more akin to the "tearing a phone book in half" trick. I recommend watching Conan O'brien doing the one inch punch if you've never done so. That makes it hard to know what was publicity and what was genuine.

All the same, Bruce Lee has a torso 3 times as wide as Amiri's if we assume roughly the same head size. Same with the women in the "World's Strongest Women" competition.

I couldn't figure out what sort of vehicle Donna Moore is pulling in Cabbage's picture, so I figured I'd pull up the record holder. Nardi Styles is the current female record holder pulling a 25,000 pound vehicle 100ft. She's much smaller than Donna Moore, which makes sense as they're coming from much different backgrounds, but Styles is still much broader in the chest and shoulders than the art we're looking at for Amiri.

None of which matters since Pathfinder is fantasy, but I'm a bit surprised by the amount of people who don't see the difference between Amiri and real life examples of strong people. I'm starting to think making the human examples more realistic wouldn't be a bad idea if people are this poorly calibrated.


The mnemostiller is one of the worst examples of failure to fulfill the proposed flavor. The attempt to use existing spells to emulate memnostill doesn't really do the fiction justice, and then they pile a gimped bomb and a useless mutagen on top of that.


I like the Kitty's bardic performance suggestion.

A few other options for you: magic mouth, decoy familiar, direct it at someone else and kick it off with valuable info, wall of force, voice carries over long distance.


The value in most spell casters comes from things that don't have a save and/or don't need to penetrate spell resistance. Spells like haste and summoning spells both boost the party's action economy without giving the enemy a saving throw. There's also spells that block vision(mist spells), prevent movement(walls/pits) and generally lock the enemy down, and those don't involve either hitting the target or penetrating spell resistance. These spells are also even more valuable the longer the combat lasts, so a 6-8 round combat isn't going to make these less valuable than a slowly increasing negative modifier. As a bonus, they don't take up all of your non-bonus 4th level spell slots on one target.

By trying to get touch attacks and spell resistance handled, you are delaying caster level bumps and saving throw bumps as well as improvements on summoned monster ability and variety. I wouldn't call these feats wasted, or a build based on touch attacks to be overly weak, but it loses quite a bit of versatility for a trick that won't work in many encounters and relies on many successful rolls per action.

That said, if you can count on the caster hitting, bypassing spell resistance, and the target failing their save consistently enough that 4 rounds is 10 negative levels, you will need to figure something out before disintegrate becomes available to the player.


As a general rule I think reverse order of archetype value is something like.
1. Lose control
2. Lose options
3. Power is lower than raw HD advancement

I think the brute wins out here since its brute form can be triggered by others and the subject loses control. Once others learn the character's identity, they will know that simple shooting him while invisible will be enough to get the character killed, imprisoned or abandoned.

Oozemorph is certainly up there for similar reasons, but you can get around their main liability by using natural shapeshifting races.

Tree and River soul oracles are also in a similar boat. River being the worst since you need to carry water from a specific body of water with you at all times to gain access to your powers.

My submission for worst is probably hagbound witch. You lose all your spells if someone kills your familiar just like a normal witch, and you trade almost all of your hexes for strength boosts, alter self, and a curse hex, on a 1/3 BAB character. Your first free hex choice is level 6, meaning you don't have the hex class feature till then and thus can't take feats related to hexes till then. You also can't multiclass, need to start the archetype/class at first level, and must be evil.


I agree with kineticist. Most of the hard work comes from leveling up the character and setting the costs for everything. Actual play consists of choosing from your three cost levels of blasts and a few utility things. Kinetic knight would probably be ideal.

The only problem is that the kineticist doesn't interact with the normal rules quite as much as other classes and your player won't learn anything.


TheGoofyGE3K wrote:

So while I love all of Wayne's art so far, I think ive finally figured out what's messing me up. They all have this odd pose where their legs are super wide and they have virtually no shoulders unless you go looking for them, and then once you do, you realize they have an excessively long neck. I feel like it's an intentional choice,as looming at each one they all seem to be doing this, and it makes me stare at them until I can figure it out. And it doesn't look bad either, they all look nice and crisp and clean. But when i look in at details, my mind breaks as I wonder how I didn't see it sooner.

Am I crazy?

Nope, they've all adopted the "Tory Power Stance". It's a bit odd for sure.

I like the changes to the face here, it makes him look less like a weird creature and more like a tiny adult. His clothes look less detailed or more smudged, but I think that's just the color and shade changes again.

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