Lonicera

Jennica Fortune's page

69 posts. Alias of AbsolutGrndZer0.


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Amen

Halestorm


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(Do You Wanna Date My) Avatar

The Guild

Yeah that's the problem with profanity filters... necessary evil. The Star Wars Old Republic profanity filter is a 'smart' filter that tries to catch attempts to mask profanity. So, Here is just a few legitmate things you can say that are censored.

OPS 7pm ********!
Yes! I just got the ************ title!
My gunslinger is ************ skill tree!

The offending words are, in order Saturday, Bar'sen'thor, sharpshooter.

Ironically, assassin they actually fixed to not trip the filter, showing it's possible to make exceptions, they just don't care enough to fix anything other than that class name despite me sending them a bug report about it every month for three years (every month since launch. Beta didn't have a profanity filter.)


Steve Jackson's Amadeus

Tom Smith


Life Despite God

Courtney Love


I Just Wanna Live

Good Charlotte


Goofus just signs on the dotted line, not even reading the contract to see the price.

Gallant calls at least 24 hours in advance if he can't make it to a game.


858. Necroposting is bad, m'kay?


Paladin of Baha-who? wrote:


My philosophy of what is and is not free will is outside the scope of this debate, but to make it short: I don't think free will is a sufficiently well-defined philosophical concept for us to actually answer the question of whether we have free will or not.

Then I have nothing else to convince you if you don't/won't accept free will as a philosophical concept. So, that leaves just one thing that you are going to have to accept, or not.

This is how it works. Beings on the power level of a deity are forbidden from interfering with mortals, except in very specific well-defined (in the game's case, GM defined) circumstances. You either accept that (as I do as a GM) or you do not (as I do not when I am playing Jennica)

Otherwise, why do we even have PCs? The gods can just wave their hand and all is right with the world.. until another god waves their hand and all is wrong.. then wave good wave bad wave good wave bad... Maybe that's right there another reason they don't. Same reason Jennica doesn't... the others swoop in and stop her.


LazarX wrote:
Jennica Fortune wrote:


Exactly! When this character was first created she was made in White Wolf's Mage the Ascension and her life's goal was to become a goddess. She declared herself one (her friends thought she was insane, but then again she was a Flambeau, colloquially called 'nukes' since it was a Flambeau that helped Oppenheimer and Einstein create the first atomic bombs...

I always saw it as the work of the Sons of Ether, when they were still working for the Technomancy, after the Technomancy itself had switched sides and started working for the Allies instaed of the Axis. (not because they disapproved of Hitler and the Nazis morally, but they found out that he had a mystic point of view.)

Flambeau may have been nukes but as members of the Orders of Hermes, they're a bit stymied by technological approaches.

cause it's kinda off-topic:
Nope, it was the Flambeau that created nuclear bombs, the rote and the story behind it is in the Order of Hermes Tradition Book (1st/2nd Edition). Ball of Abysmal Flames is the name of the rote. The Sons DID help, but it was a Flambeau that was the Master (or as he would refer to himself, Ninth Degree Magister Mundi) in charge of the project and it was him that 'cast' the spell. (Forces 5, Prime 5, Time 4 IIRC)

IF you would like to discuss this further, feel free to PM me so we don't continue to derail this thread into talk of another game entirely.


LazarX wrote:


Becoming a god is something that many heroes in literature refuse to accept for very good reason. It's the same thing as a starship captain becoming an Admiral... it means trading a ship's bridge for a desk chair.

When Kelemvor and Midnight took on divine mantles, it ultimately cost them everything that made them human, including their love for each other.

Exactly! When this character was first created she was made in White Wolf's Mage the Ascension and her life's goal was to become a goddess. She declared herself one (her friends thought she was insane, but then again she was a Flambeau, colloquially called 'nukes' since it was a Flambeau that helped Oppenheimer and Einstein create the first atomic bombs... their use on Hiroshima and Nagasaki made them so much a part of reality, the magic was lost (if you know the setting you will understand how that works) yet the original magic can still be done it's just more flashy with runes and stuff (which were hidden inside the nukes dropped on Japan)

Eventually over the campaign she became an archmage, then finally she got the chance to become the goddess she always wanted to be when she met Zeus, Ares, Set, Osiris, all of them... They told her the rules... and she said screw that.

So she stayed a super-powerful archmage and continued to say she was a goddess, and to most people, she is... kind of akin to a Mythic 10 character... you think the mortals who know nothing of mythic are gonna be like 'pffft you arent a god' when you show 'divine source' abilities and can change reality on a whim with a wave of your hand? (Granted, her friends kept her in check haha. When we finally retired those characters she would occasionally make a cameo wanting to swoop in and save the day but her friends would stop her... the GM did a great job of playing her too, really showed me that flat out refusal to understand why she can't save everyone with a wave of her hand)

Tying it back into Golarion, I think it's about the same thing... mortals have free will, and to just wave your hand and save us all pretty much kills our free will. We become just your toys you can do with as you please. That's why the gods have the 'rules' they have, and Jennica (and others like her) are very much the reason such rules exist.


The Golux wrote:
Me too. I really like the mechanical and story potential of the pathfinder changeling.

Yeah, I originally made this character in White Wolf's Mage the Ascension. Her story was that she was the daughter of a very evil mage who was 'kidnapped' by her adoptive parents to protect her from turning out just like her mother. She developed a huge fangirl status for Gregory Maguire's Wicked, and would every year dress up as the Wicked Witch of the West for Halloween. I even made her in City of Heroes and a 'wicked witch' outfit was one of her alternate costumes.

When I made her in Pathfinder, changeling was just perfect for her... green hag mother? Wicked Witch? Perfection!


You're Invited (But Your Friend Can't Come)

Vince Neil


Tacticslion wrote:

I think I know who you're talking about and I'm just going to recommend it anyway.

Owen Stephens - when he worked for Super Genius Games - wrote a fantastic thing for time-based characters: Time Thieves and Time Wardens (collectively referred to as "Chronothurges"). It also has options for core classes. Excellent stuff well-researching.

Yup! That would be it. Plus, the "iconic time thief" is real photographs of model Jenny Poussin who is a Pathfinder player herself (or used to be, no idea if she is still active) which is a geek bonus.


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I had a suggestion, but then I saw it was for PFS, so my suggestion won't work... as it requires 3rd party (ironically the author now works for Paizo)


Do You Wanna Date My Avatar?

The Guild


ErisAcolyte-Chaos jester wrote:
Multi target spells could be broken though unless it only can hit those targets once.

Well, no more broken than the wizard version. You just don't lose the spell. But, since you can't use it on one person more than once, it's no more powerful than other witch hexes.


Ooooh yes, thank you VERY MUCH Avianfoo! I very much like that rewrite :D


Anyone else have any thoughts? :)


Okay, so I had a further thought about the number of times a witch can do Twist Primal Magic... since it's more than the wizard version, to compensate for that I'm thinking of making the witch version a bit harder... so

Twist Primal Magic (Su)

A witch may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a witch is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 25 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point. A witch may use this ability a number of times per day equal to her Intelligence Modifier.

EDIT: And yes, I realize that makes it impossible for a 1st level witch to succeed. With a DC of 27 for a first level spell, you would have to roll a 21 before modifiers, and that's if you have a 20 Intelligence. For me conceptually I like it that way, as this is a witch trying to do things they shouldn't be attempting... :D


I have a witch who is very interested in primal magic, but alas that interest... is just that interest. She can't actually DO anything.

So I was thinking of designing a hex or two allowing a witch to tap into primal magic.

This is kind of my ideas so far...

Twist Primal Magic (Su)

A witch may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a witch is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point. A witch may use this ability a number of times per day equal to her Intelligence Modifier.

The above is copied almost exactly from the Primalist Wizard archetype, save for a slight change in uses, since there are no witch hexes with 1st, 5th, 10th, 15th, 20th progressions?

Trigger Primal Magic (Su)

Once per day as an immediate action, you can cause a spellcaster (including yourself ) within 30 feet to trigger a primal magic event as the spell is being cast. At 13th level, you can cause any creature in the act of activating a magic item to trigger a primal magic event. At 17th level, you can use this ability twice per day. A spellcaster can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect, but non-spellcasters activating magic items have no such option.

This is based on the Spellscar oracle's ability, and is therefore a major hex to keep it in line with that. Though also the level stuff is kinda weird for a hex, so any ideas how to modify it to be more hex-like?

Any thoughts, or other ideas on how to let a witch tap into primal magics?


Puna'chong wrote:
Seems fine. I might even go so far as to get rid of the 2nd level hex as well, since Sorcerer bloodlines can do a lot with their first abilities, and it's easy enough to catch up on hexes with the Extea Hex feat.

Well, I think losing your 1st AND 2nd Hex is a bit much, plus that would also conflict with the inspiration for the idea was making a Cartomancer witch with the Harrow bloodline. So, since Cartomancer already takes your 2nd level hex, conceptually for my intention this archetype MUST be compatible with Cartomancer.

Ian Bell wrote:
I would also replace the witch's patron spells with the bloodline spells. Otherwise you end up with a weird flavor mix where, say, a fire elemental blooded witch may not have much in the way of fire spells available.

Hmm, yeah you are right! :D


So, I thought about this as an archetype to allow a witch to take a sorcerer bloodline...

So, how does this sound?

In exchange for your first level Hex, you gain the Bloodline arcana and first level power from your chosen bloodline.

At 4th level in exchange for your 4th Level Hex, you get the 3rd level power.

Then at 10th and 16th level powers you trade your 10th and 16th level Hexes for the 9th and 15th level powers.

20th level you exchange your final Hex for the bloodline capstone.

I kind of thought about doing something with the familiar, however the character I was sort of designing this for is already a cartomancer and I was looking at the Harrow bloodline specifically to do this with.


Gold Dust Woman

by

Halestorm


Bad Example

Pistol Annies


Familiar Taste of Poison

Halestorm


Why not take it a step further like Baba Yaga? Throw spell research into the mix, and you too can have every single arcane and divine spell in the game.


818. No, you cannot have a jackalope as a familiar. Wolpertingers on the other hand...


It's too bad we can't post pictures on this forum... but this is for the OP...

OP ONLY CLICK HERE


The Dragon That is Too Hot to Handle


If a spell caster with a familiar enters a dead magic zone, what happens to their familiar? I know they can't cast spells and such, but is the familiar still a familiar with it's non-spell based abilities, or what? Could a witch okay with not using magic live Smokeside in Alkenstar to avoid those that might use magic to hunt her, but still keep her familiar while she's there and when she leaves?


*Teleports in along with a massive nuclear blast like the Wicked Witch of the West would do with 1000 Mythic levels*

I win, and even if anyone comes in later, I still win cause the massive radiation levels will kill you.


When I saw this thread I was not listening to anyone, but it inspired me to open iTunes, so now I am listening to The Clockwork Dolls - No Guns Allowed in My Bar!

Here is a live version on YouTube https://www.youtube.com/watch?v=1ZOt8bfX2BE


Ballad of Black Jack Jezebel, The

Clockwork Dolls, The

EDIT: Had another song, but no youtube link yet so i changed my choice.


I'm Hiding in Your Closet is banned (again) for posting while banned (again!)


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Beast Bonded (Witch Archetype)

Because most players taking an archetype that revolves around the familiar are going to be taking an Improved Familiar anyway, the following change should be made....

Familiar Form (Su): At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal form for a number of minutes per day equal to her level. This ability replaces the witch’s 8th-level hex.

(Joke of it aside, I do think that ability needs another look, at the very least how it interacts with Improved Familiars... since mephits, pseudodragons, even a celestial cat is an outsider, not an animal anymore...)


StreamOfTheSky wrote:

Beast Bonded archetyped is messed up in a lot of ways. The ability you cited sucks and they may as well have just taken the hex away from you for nothing.

Then there's the magic jar shenanigans....

Then there's the feature that dosn't even *work* if you happened to get an Improved Familiar (are there witches who don't? ones who took an archetype based around the familiar? seriously?)....

Very poorly thought out archetype, from beginning to end. It's a shame, too. Letting you sack your own feats to give the familiar more is really cool.

I assume you mean...

Quote:

Familiar Form (Sp)

At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal form for a number of minutes per day equal to her level.

And yeah, I kind of see what you mean... if you have like a mephit or something... uh you can't turn into a mephit as it's not an animal... and you'd need Form of the Dragon to turn into like a pseudodragon or something...


Scavion wrote:
Umbral Reaver wrote:
Albatoonoe wrote:
Umbral Reaver wrote:
A CN character could also be a champion of liberty and individual freedoms, but isn't as nice about it as a CG character.
Well, I'd say that the whole "working for others" thing is distinctly a good trait, but you do have a point.

Perhaps. Maybe instead of rescuing slaves outright, he/she arms the slaves and says "Free yourselves, if you are willing."

Force them to be responsible for their own fates, giving them just enough so they actually have a choice.

Or they could be super zealous about it,

"Oh? You don't want to be free? Well surely you have no idea whats good for you so I'm going to free you anyway."

That's interesting as that's how I kind of look at it, the first part that is. This character I am posting as is from Hermea and even though she passed her citizenship test, she told Mengkare to take a long walk off a short dock when she was presented with a contract basically saying she had to sign away all free will to the dragon. While she abhors that in her eyes everyone on Hermea is a slave to the dragon, they gave up their free will of their own free will. Attempting to free them would be hypocritical. It's the same in Cheliax (which she's spent some time fighting slavery there). If a particular slave is fully accepting of slavery, who is she to tell them "No, you must be free even if you don't want to be free." Now, granted it can be a slippery slope, like in Dragon Age 2 you meet this elf who has been a slave all her life, total "slave mentality" and it's obvious that if you just free her she will get abused (or die with no idea how to take care of herself) so the "good" thing to do is to take her as a servant. She'll always be a slave in her mind, but you can pay her and keep her safe from those others who would exploit her.


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First look, I have to say overall I'm not much impressed with this. As many have said, it doesn't bring much more to the table than multiclassing already does.

EDIT: Putting a spoiler tag around my comments, just to make it not so long on the page. I will also save what I said to a text file, and if Paizo would like to me post this on a different thread, I'd be happy to do so, just at the beginning it sounded like this was the main thread to discuss on.

Spoiler:
For example, the class that most interested me is the Shaman, as I love both Oracles and Witches and was even strongly considering having this witch character I am posting with multiclass as a Flames oracle. However, cutting her ultimate witch powers in half keeps me from doing it.

So, now look at the Shaman! Is this the answer to make her the Flames Oracle/Witch I want?

Well, first of all she's a divine witch. Instead of having arcane spells with a few non-standard arcane spells like Cure thrown in, she's a straight up cleric, but with a few spontaneous spells.

Second, she gets hexes like the witch, but far fewer as I'm seeing it than she would even if she were Witch 10/Oracle 10!

Third, looking at the Flames spirit ability, there is honestly nothing there except Cinder Dance that interests me. It's all defensive (plus one debuff, which is passive aggressive therefore still defensive more than true offensive) and there is really no choice, because by the 20th level you'll have them all just because there is so few.

Fourth, the familiar. Now, here is where (possibly the only place?) the shaman shines, because it's pretty much the same as the witch's familiar, however it's not going to get gimped by multiclassing. One saving grace is the Spirit Familar's abilities are... wow... like the Flames Shaman's familiar is immune to fire? Seriously? At 1st level? That's awesome... but... hmmm is it kinda OP? Sure, they take extra damage from cold, but still... Fire Immunity/cold vulnerability is something I very much wanted to give my familiar but have always felt (and been told by others) that would mean taking Improved Familiar at 3rd level cause normal familiars just are that... normal.

Fifth you have the extra spirit companion which is alright, in that from what I can tell it gives you some limited abilities from another spirit path, and you can change it every time you prepare spells. Kinda cool, actually.

Lastly... where is the curse? That's the coolest part of the oracle that makes them unique, which maybe that's why the shaman doesn't have it, but as a fan of the oracle, I sorely miss it on the shaman.

So, this is why I think that while this is an interesting idea, at least how it's been done in the case of the shaman is kind of weak, in that while it's slightly better than being an Oracle 10/Witch 10 because you still get the 9th level spells, you get so much less of what makes the two classes by themselves so appealing in trade for a small amount of semi-unique stuff.

This is of course just my opinion, and honestly I've only really read the shaman so far but since oracle/witch are the two classes I am most likely to multiclass with when I do, I felt it was best to turn my eye on it more than the others, at least at first.

In closing, I think the idea of this book has potential, however I'm not yet convinced it has much necessity, especially when we already have great hybrid classes like the Paladin, Bard (which does that make the skald a fighter/mage/thief?), and the Magus. Which, as others have said make it so those classes end up looking like crap compared to the new ones. I'll keep reading, and maybe offer the book to my gaming group tomorrow and let them, if they wish have a free retrain to them, same if we don't like them, free retrain back to their original classes.

Postscript, just a cursory glance at the warpriest, maybe I'll make another post if I read more and find out I'm wrong, but... Why not just play a Paladin? Especially since wasn't a book recently released with alternate paladins? Or why not play an oracle with the battle mystery or a cleric with the war domain then you have full spell progression and decent combat skills?


Revisiting this thread, as I have since originally posted this thread decided that witch is much more appropriate (check out this thread for a new archetype I am working on, any feedback good or bad would be appreciated Elemental-Dragon Focused)

So, like I said, since I'm now looking at witch, that does open up to higher level spells...


Nefreet wrote:
Unless you're a druid with a familiar, which a few domains grant.

Maybe, but I wouldn't assume it's meant ONLY for familiars gained through a druid domain power. If that's the case, well... The feat should in some way say that in the prerequisites or as a Special note.


OH it's for multiclassing! My mind kept glossing over the "maximum effective level" part LOL (more than likely due to it only mentioning a druid level, and not wizard for familiars as it should say) I think they need to fix the wording... since a RAW nit-picking GM could rule this feat has no effect for familiars as your druid level in no way affects your familiar's abilities.


So, the new Boon Companion feat in Animal Archive leaves a sour taste in my mouth as a Beast Bonded witch. I am giving up my 4th level hex to get a +1 CL for my familiar's abilities... this feat would give +4 to my familiar. It's already been established that losing a single hex is about equal to gaining a feat, so to me this feat really shoots the Beast-Bonded Archetype in the foot... repeatedly.

What does everyone think? Does the Beast-Bonded Archetype need a revisit to bring it more in tune with this feat, or does the feat need to be nerfed... or is it all cool, equal balance?


SO with the release of the Animal Archive, I determined it's a lot easier just to make the cat-dragon a normal cat that otherwise is able to speak and fly (Same as a raven can.) Then, simply use the Familiar Spell feat to allow the cat-dragon to cast various fire spells.

That way, it's viable as a 1st level familiar, with no need to wait for Improved Familiar, and it gets speak with animals of it's kind (in this case, cat... it's a magical cat that thinks it's a dragon, but it's still a cat), something that might especially be important for familiar archetypes.


Hmm is there a Pathfinder version of the 3.5 FR feat of Spell Thematics? That might actually be a lot easier, since as I said, it's more the LOOK that I am interested in for long-range teleportation than the damage. (Although, Damnation Strike IS nice)

Guess if it's not officially in Pathfinder, the feat isn't OP so it could easily be included.


Tiny Coffee Golem wrote:

reach spell

There ya go.

Um that would NOT turn Dimension Door into Teleport...


Sesharan wrote:
Based on that spell, I would say take whatever teleportation spell you want to use, increase its spell level by one, and add an appropriate amount of damage.

So say maybe "Greater Damnation Strike" Treat as teleport (caster only), but it has the same added damage effect as Damnation Strike? Or would it do more damage? Part of why I am asking this is I'm not so good at designing spells to make sure they aren't overpowered.


Sesharan wrote:
Here ya go.

Oh, yeah! Thanks I forgot about that one... but hmm... That might work, although would it be too much to allow longer-ranged teleportation for +1 level?


So, I'm looking to design a new spell allowing a caster to teleport in a burst of flames like the Wicked Witch of the West.

Also, the spell is for a magus, so it can't be higher than level 6.

I was thinking the following...

Works as teleport, but anyone in or adjacent to the origin or destination hex takes 1d4 damage per CL (up to 5d4 maximum), Reflex half.

The damage isn't more than a 1st level spell like Burning Hands, so it doesnt seem overpowered to me, but that's why I'm asking here for feedback.

Then also, I might consider making lesser ranged, higher damage versions (like Dimension door, but maybe fireball damage?)...

What do you guys think?

EDIT: In fact, in the long run it's more the effect I am going for, I think even just 1 single point of damage (no save then?) rather than actual dice. In that case, would it even increase the caster level at all, if you just did a single point of damage (and therefore ignited flammable materials)


Pendagast wrote:

dunno why I saw Strange as a Sorcerer, maybe it's that sorcerer supreme thing, or the fact he kinda has a limit to what spells he uses.

Wish they would use strange in a team with some other interesting but less used comic heroes... And i dont mean falcon or vagabond...

Yeah, he does CALL himself a sorcerer, but he has a library. He reads arcane books, casts spells out of them, and so forth. In Dungeons and Dragons/Pathfinder, he's really a wizard I think. As for the limited spells, well those are his favorites and the ones he keeps prepared. :)


Platypus are not animals though, they are aberrations... seriously. Who among you can really deny me on this?

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