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Dragon78 wrote:
Set, I come up with the idea to just have a group of "domesticated" dragons. Give them a variety of body shapes and abilities kind of like How to Train Your Dragon did.

That reminds me of the Dragonblooded creatures, found in D&D 3.5 Dragon Magic. They were literally animals and vermins with draconic traits, but not "enough" to treat them as true Dragon-type creatures.

Back to material, I would have loved a Soldier Codex:
* War tactics for each core race
* NPC stats for units and ranks (footman, pikeman, archer, scout, knight, mage, healer, etc)
* Archetypes, feats, items and weapons based on warfare
* Humans, elves, dwarves, halfling and gnomes as core races being represented
* Leaving half-elves due to be with either humans or elves
* Leaving half-orcs due to be with either humans or orcs (previously stats in the Monster Codex)
* Essentially a Monster Codex II, but with an emphasis on core races


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Anyway, more things :) !

Magic items
- A doorknob that creates a door to a Mage's Magnificient Mansion
- A club, quarterstaff or even magic staff with a permanent Shillelagh on it.
- A beast collar that can cast Polyform Familiar, but only for size change. Y'know that Tiny housecat? Yeah, it can become as big as a Large tiger :P
- A stamp that can recreate any Symbol spell.


SilvercatMoonpaw wrote:
blahpers wrote:
JiCi wrote:
blahpers wrote:
Ooh, on that subject, more options for mounted combat specialists that don't involve binding the character to an animal companion, including ways to keep non-companion mounts alive above low levels.
Don't we have feats that allow any class to get a familiar or companion?
We do, and that's awesome, and I've used them quite a bit. But sometimes I'd like to play a mounted character without a dedicated pet and, well, not suck at it. Sometimes the general's horse is just a horse.
What we need is a class/archetype that empowers whatever it's riding. So they can get on any horse and it instantly gets a boost to everything. If that mount dies, you just get on another and repeat.

Similar to... Ghost Rider :P ?


blahpers wrote:
Ooh, on that subject, more options for mounted combat specialists that don't involve binding the character to an animal companion, including ways to keep non-companion mounts alive above low levels.

Don't we have feats that allow any class to get a familiar or companion?


Ring of Sustenance
Ring of Telekinesis
Mosquito Nursing Necklace
Monocle of the Investigator
Longarm Bracers


There's the Synthesist archetype for the Summoner. Now, I know that this archetype is awful, except that if you houserule that fusing with your eidolon grants you skills and feats as bonus points and bonus feats, it should soften the blow.


Mutated Defender (People of the Wastes)

Mutant Blast (Su): One of the mutated defender’s extremities becomes elementally warped, and he can discharge a blast of energy from this limb. This functions as the kineticist's kinetic blast and uses his vigilante level as his kineticist level. The mutated defender chooses the damage type (based on aether, air, earth, fire, void, water or wood) of his mutant blast when selecting this talent. The mutated defender must be at least 9th level to select this talent.

OMG, the bloodline powers are worthless because they don't scale that much and they are limited. The kinetic blast is a much better option, especially since no infusion or composite blast is available for this archetype.

Mutant Evolution: The mutated defender gains a 1-point evolution from the eidolon list other than climb, improved natural armor, mount, skilled, or swim. He must meet any prerequisites as normal, using his vigilante level for prerequisites that require a summoner level. He can select an evolution granting a natural attack without fulfilling the subtype requirement, though he must replace one of his hands with the natural weapon. A mutated defender can select this mutant talent multiple times, choosing a different evolution each time. At 5th level he may select a 2-point evolution; at 10th, he may select a 3-point evolution; at 15th level, he may select a 4-point evolution.

It's already a problem that some 1-point evolutions require higher-level evolutions. Furthermore, some 1-point evolutions cannot be taken together, such as claws and pincers (unless you have 4 arms), limiting you even more. Just break that barrier.


Two-Weapon Fighting should be a single feat that scales in power as you level up. You would simply gain an additional attack if your Base attack bonus would reach +11 and +16.



Hunt of the Bogeyman

Hunt of the Ankou

If anything, there should be some sort of rule of thumb to create new curses that can summon evil Feys.

Want to really frighten your players? Homebrew a curse called "Call of the Wild Hunt", which like the other hunts, but call a Wild Hunt Monarch... that calls for a Wild Hunt everytime someone fails a save against the curse. That can include any other Wild Hunt creature serving/helping the Monarch.


HammerJack wrote:
JiCi wrote:

They nerfed multi-armed characters...

There's no feat that allow one attack per limb, even if they could have slapped cumulative -2 to checks for each hand you add to use during a full attack.

Describing characters working in tune with the game mechanics from day 1, instead of in a manner that would have been a shockingly poor idea in a game where such large numbers of arms are easily obtainable as a nerf is certainly a decision. Not a partivularly justifiable decision, but a decision, nonetheless.

Ah yes, because firing 4 or 6 handguns under 6 seconds is completely impossible. It's already hard to believe that you cannot pull the trigger more than 2 times per round, unless Starfinder calculates damage according to the total damage several pulls do, which would explain why some guns use more than 1 bullet per shot.

I rather have a very penalizing option than no option at all.

Ok, so a Skittermander using 6 guns would be possible, but imprecise and would use a lot of ammo, something that must be considered. It,s like bragging to be able to shoot 6 arrows per round... but being out of arrows after 2...


They nerfed multi-armed characters...

There's no feat that allow one attack per limb, even if they could have slapped cumulative -2 to checks for each hand you add to use during a full attack.


Temperans wrote:

Hybrid class doesn't mean they get everything from the original classes. Warpriest only get 6th level spells and dont get domains. Hunter doesn't get the Ranger's terrain or combat style. Bloodrager doesn't get as many bloodline powers or half the bonuses Barbarians get. Arcanist only get the spell list and minimal access outside archetypes.

The one hybrid to get the most from the base classes is probably Shaman.

The point of Hybrid classes is to create something new, the straddles the line between the two classes. Also Swashbuckler has an archetype that gets firearm proficiency.

I don't think of "deeds" when thinking about the Gunslinger...

A Bloodrager gets rage and spells, an Investigator gets a sneak attack and alchemy, a Warpriest gets a better weapon and divine spells, a Shaman has spirits (mysteries) and hexes...

But a Gunslinger's main feature isn't the deed, it's the gun. All archetypes for the Gunslinger use the gun, except the Bolt Ace which replace the gun by the crossbow.


Ryan Freire wrote:
Dragon78 wrote:

Obviously I see a lot people who wanted a alternate/unchained version of the fighter. So what other classes would you have liked a alternate/different/unchained version?

Maybe you liked a class but wished one aspect or class ability/feature that you wished was different. What aspect or ability/class feature would you change? and how would it be different and what would it do?

Is it weird to think the fighter should eat the swashbuckler and gunslinger and make their deeds class features functions of weapon or armor training?

Technically yes, and Swashbuckler and Gunslinger should have been combined and work liek the Ranger's Combat Styles: one for swordplay and the other for gunplay.

Seriously, if the Swashbuckler is supposed to be a hybrid class between the Fighter and the Gunslinger, I fail to understand why it doesn't receive firearm proficiency.


SilvercatMoonpaw wrote:
JiCi wrote:
The Fighter doesn't have a single ability that would make it threathening or even feared. Even a Paladin can be feared and intimidating. Y'lknow that trope that teh Fighter is a mindless brute? That's 99.99% of every Fighter out there.
Well, you could decide the game doesn't need the Fighter anymore.

I know, but it's pretty jarring that one of the core classes can't be used at much as the otehrs for the most common role.


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SilvercatMoonpaw wrote:

If you want to make the Fighter unique, you should probably look at other classes that used to be generic, like the Wizard and Sorcerer. What this suggests is you need to create choose-able themes.

Whether or not you think that overlap between the themes and classes matters will probably determine how hard this is.

Both the Sorcerer and the Wizard have spells, familiars, bloodlines and schools, they already offer some specialisations, and just on their own, they can diversify enough to be forminable adversaries, with powers, strengths and weaknesses.

Fighters? Sunder their weapons, rust their armors, hit them with a mind-affecting spell, blast them with an evocation spell, touch them with a negative channeling touch... and they go down in no time.

Roles? A Magus, Barbarian/Bloodrager, Warpriest or Cavalier does a better a job than the Fighter.

Skills? Do I need to remind how poor the skills and skills point are for the Fighter... to the point of blind and deaf on purpose...

Powers? Anyone can wield a weapon or use a Combat Feat.

The Fighter doesn't have a single ability that would make it threathening or even feared. Even a Paladin can be feared and intimidating. Y'lknow that trope that teh Fighter is a mindless brute? That's 99.99% of every Fighter out there.


Soemthing I... kinda fail to build using a Fighter is your typical BBEG... because the Fighter lacks anything to make the class unique on its own.

What makes the Fighter unique? Its equipment... that's it... and even then, other martial or semi-martial classes do it better with something they CAN do with their equipment.

Try making a truly intidimating recurring bad guy with that alone... The ONLY time I've seen this was with a NPC called the "Duke" back in D&D 3.5, who was a gladiator.


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Aquachymist (Alchemist)

Elemental Master (Water) (Arcanist)

Deepwater Rager (Barbarian)
Mooncursed (Shark) (Barbarian)
Sea Reaver (Barbarian)
Sharptooth (Barbarian)

Buccaneer (Bard)
Sea Singer (Bard)
Watersinger (Bard)

Aquatic Bloodline (Bloodrager)

Wild Child (Brawler)

Oceanrider (Cavalier)
Order of the Eel
Order of the Waves

Crashing Wave (Cleric)

Aquatic Druid (Druid)
Tempest Tamer (Druid)
Shark Shaman (Druid)
Storm Druid (Druid)
Undine Adept (Druid)

Aquanaut (Fighter)
Corsair (Fighter)
Roughrider (Shark) (Fighter)

Bolt Ace (Gunslinger)
Buccaneer (Gunslinger)

Aquatic Beastmaster (Hunter)
Pelagic Hunter (Hunter)

Keeper of the Current (Inquisitor)

Aquakinetcist (Kineticist)

Water Dancer (Monk)

Ocean's Echo (Oracle)
River Soul (Oracle)

Kraken Slayer (Paladin)
Pearl Seeker (Paladin)

Seeker of the Lost (Rogue)
Tidal Trickster (Rogue)

Deep Shaman (Shaman)

Drowned Channeler (Spiritualist)

Storm Caller (Summoner)

Okayo Corsair (Swashbuckler)

Hidden Current (Vigilante)

Coral Witch (Witch)


Pantshandshake wrote:

I'm firmly in the camp that you'd need a different crystal for each manifestation.

My reasoning is that if you have two manifestations, then you have two motes, and the crystal goes directly into the mote.

Not to mention fusions are going to be incompatible, sometimes, between the the weapon, the shield, and the flare.

Good points :)

HammerJack wrote:
The scaling on the solar shield actually makes it quite good defensively (aside from being far too strong as a weapon for the right characters).

It is worth noting that you will need an additional feat to make your shield bashes efficient (Improved Unarmed Strike). That's not much of an issue... unless you have built a character with very specific feats in mind, that replacing one of them messes everything ^^;


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If anything, an Unchained Fighter was needed... and almost every released archetype is better than the base Fighter.

I will applaude Paizo for the Weapon Master's Handbook, as it literally allow the Fighter to diversify.


I thought that you couldn't have 2 manifestations... Thanks for the info :)

Solar Weapon + Solar Flare seem to be the best combination, since you have both a melee and a ranged weapon. When it comes to equipement economy, you're saving a LOT of credits with these.

Solar Weapon + Solar Shield would also work, but shields aren't as good in Starfinder ^^; and the Solar Shield uses your own unarmed strike damage for bashing. You need an extra feat to increase its power (Improved Unarmed Strike).

The only thing I would like to know is about crystals: does one Solarian crystal affect both manifestations, or does each one need its own crystal?


Dragon78 wrote:
Personally the Magus should have had the Sorcerer/Wizard spell list.

Kinda hard to do so when the Magus's spell list goes to 6, shile the Sorcerer's/Wizard's goes to 9.


Dragon78 wrote:
Using paper as a weapon/armor/tool in general would have made some interesting class options. Examples would be Thundercats(2011), Jackie Chan Adventures, and Kubo and The Two Strings.

Scroll Scholar (wizard archetype)


The only reason I can think of is that even back in D&D 3.5, there was not a two-handed hammer-like weapon as a base weapon. Even in Pathfinder, the Earth Breaker wasn't introduced until Ultimate Equipment... I think.


The Id Portrait can be stored in any museum or art gallery. Any owner who knows about the portrait's powers can dress like a noble, tap into the painting to get sucked into it and have his or her duplicates donate the painting to a gallery.

If the painting is stored with other similar portraits, nobody will suspect it to be a minor artifact.


Gorbacz wrote:
That's because of the fact that some of them in D&D used their image from mythology. D&D Pazuzu and PF Pazuzu look the same, because D&D took their image from Mesopotamia, so no copyright there.

Huh, interesting...

Gorbacz wrote:
Tiamat as a five-headed dragon where each head corresponds to the iconic chromatic dragon color? That's lock, stock and barrel WotC.

I know, but what would be the consequences of depicting Tiamat in the real original form?

Kinda hard to argue with historical proofs against fictional depictions...

That's like arguing about PF's version of Set being the Jackal when compared to D&D's version being the Donkey... when Set was known to have a head based on a jackal, a donkey, a pig or a fox.


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Gorbacz wrote:

The only point of having Tiamat around would be to attract the D&D nerdcore crowd and the only way of doing so would be to give them Tiamat they knew and loved. Ditto for Demogorgon.

If you can't use their iconic looks, you're better off just making something original.

They did introduce Apsu and Dahak though, but even then, they mentioned Tiamat, as a chained outsider waiting to escape.

Oddly enough, Apsu... seems to be inspired by the actual Mesopotamian deity Abzu, who was the god of fresh water, with his lover Tiamat, the god of salt water.

I do recall in a Faerun book, they represented a LOT of deities, and Tiamat had her human form being a pale-skinned human with dark hair.

You say that they couldn't use iconic looks, but perusing through books of both editions will reveal that some deities or deity-level outsiders have roughly the same design.


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Dale McCoy Jr wrote:
JiCi wrote:
It's if Tiamat went from a five-headed dragon to a human-shaped deity (the latter being the actual representation), people might have rioted.

Tiamat is the mother of dragons in Persian mythology and is sometimes depicted as a sea serpent or a dragon. Five-headed, no. But nothing says it can't have five different color scales.

Actually, I think I'll use that. I'm claiming that. Especially since Tiamat is the enemy of Marduk and I've already established Marduk as a cloud dwarf deity.

That's the thing: maybe it would have rubbed people the wrong way, because a LOT of people know Tiamat as a five-headed dragon. Even with the very best intentions for Paizo to represent the Babylonian deities in the same fashion as the Egyptian deities (as Ancient Orision deities), thus have Tiamat being represented as a human woman or a sinuous dragon, people would still complained about her new look not being the old one.

This is what I've read about Demogorgon: the two-headed incarnation was so popular among D&D players, that if they had to redesign him, they wouldn't have accepted him.


Dale McCoy Jr wrote:
JiCi wrote:
Guess what: fans wouldn't have accepted a radically different design.

Here's a funny bit of trivia: Demogorgon was first named around 350-400 CE as what would amount to a typo. He's appeared in numerous texts throughout history since, but in none of them was he given any description of his appearance. The first known record of what he looked like was in Dungeons and Dragons.

So if someone wanted to completely remake Demogorgon's image, they could say they are sticking with more historical accounts of what he looked like and wouldn't be wrong.

I know that there are... myriads of representations of demons, but I do recall reading a forum post that one reason they didn't want to introduce DG was because they would have needed to change the design... which wouldn't have mesh well with the fans.

It's if Tiamat went from a five-headed dragon to a human-shaped deity (the latter being the actual representation), people might have rioted.

Ryan Freire wrote:
TriOmegaZero wrote:

Paizo could have done Demogorgon, they just didn’t want to. They wanted to write their own demons instead of use someone else’s.

It’s like wanting to play your own character rather than the one your GM played in the last campaign.

Plus the big thing about demogorgon was that he was the progenitor and object of worship by gnolls, and lamashtu stole that role in pathfinder. Frankly Lamashtu is more interesting

Except if Demogorgon couldn't be added in the first place...


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Some powerful outsiders are missing from P1E. For instance, Orcus, which had an artwork in the Book of the Damned, wasn't stated. Also, and here's the kicker, Demogorgon was mentioned, but was written in a way that Paizo wouldn't have to stat him. Why? Because according to the devs, they couldn't do him with a design... and WotC's design cannot be used.

As a little reminder, before being known for a venus flytrap-headed demon from Stranger Things, Demogorgon was a popualr Demon Lord, even getting an aspect (a much weaker version of his form, aspects being outsiders that looked like actual deities). DG got 2 designs:
1) a bipedal being made of tentacles with 2 hyena heads.
2) a bipedal being made of tentacles with 2 mandrill/baboon heads.

Guess what: fans wouldn't have accepted a radically different design.

Here is another missed opportunity... which I really don't understand why this wasn't explored: a few powerful outsiders are based on the Ars Goetia, such as Shax. WotC's Vestiges were based on those demons. I wished that they picked more of them as Demon lords, such as Malphas, Amon, Eligor and Focalor.


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Quixote wrote:
JiCi wrote:
Wasn't there a rule that pregancy prevented female characters/creatures to shapeshift? I swear that I read that somewhere...

If Rule Zero exists for any reason, it's because of stuff like this.

This is not the sort of thing we need game developers to take us by the hand for. With a system as massive and sprawling as d20, which usually has no suggestion for or implicit tone or themes, and only the vaguest nod toward genre, there MUST be some kind of creative requirement.

I ran a tropical "Isle of Dread"-type game a while back. My cast of characters included a tribal shaman who had befriended a black panther. She spent much of her time in the form of a black panther. They had a cub.
When the other players learned this and made the predictable outcries (one even going so far as to point out that such acts are technically evil), she said "I was a panther at the time." Since no one had a decent counter to that argument, that was the end of the discussion.

I just remembered...

Back in D&D 3.5, for Eberron, the changelings, which were descendants of doppelgangers (not hags), couldn't shapeshift if they were pregnant.


Wasn't there a rule that pregancy prevented female characters/creatures to shapeshift? I swear that I read that somewhere...


It doesn't feel fixed TBH...
- You cannot make "2 claws and a Bite attacks".
- You cannot TWF with your claws.
- Wild Shape doesn't go past Beast Shape II.
- You cannot merge Major Aspects, which would have made sense for a "chimeric" aspect.


The Flying Talon has the Reach quality, which allows you "to strike opponents 10 feet away, but you can’t use it against an adjacent foe." Unlike the Whip, the Flying Talon doesn't let you strike adjacent opponents. Furthermore, "you cannot make attacks of opportunity with a flying talon and do not threaten any squares with it." This is the part that got me confused, because the whip also doesn't threaten squares... and using it provokes attacks of opportunity, unless you have the Whip Mastery feat.

Do you provoke attacks of opportunity while attacking with the Flying Talon? That's the missing information.


Ryan Freire wrote:
JiCi wrote:
Here's something else: many archetypes got features from other classes when those said new classes are rolled out, except that no archetype got access to... the arcanist's arcane exploits. No sorcerer, wizard or magus got archetypes or even feats that grant access to the arcanist's exploits. For instance, a magus could use an exploit using his pool points.
Exploiter wizard

Oh, guess I missed this one ^^;

Still don't get why other classes didn't get them though...


Here's something else: many archetypes got features from other classes when those said new classes are rolled out, except that no archetype got access to... the arcanist's arcane exploits. No sorcerer, wizard or magus got archetypes or even feats that grant access to the arcanist's exploits. For instance, a magus could use an exploit using his pool points.


Dragon78 wrote:
I didn't know Ultimate Magic did that bad.

One complaint that I saw was that the back cover was referencing material that was cut at the last minute. The second printing might have removed that part, but there was a clear lack of coherence and flow in that book. Ultimate Combat was leagues better.

J. A. wrote:

JiCi points out all the creatures languishing in the APs, which could easily be compiled into another Bestiary with very little effort compared to the usual development process.

It seems like low-hanging fruit, and I'd buy it in a heartbeat, but Paizo has made it clear they're not interested.

This could almost be a community effort--at the least, compiling an index of all the creatures from all the APs. I'm wondering if this hasn't been done already somewhere.

Back in 2015, I compiled lists of missing monsters from APs, Modules, Companions and Golarion setting booklets. These were for a Bestiary 5 wishlist:

List of missing monsters from APs
List of missing monsters from Modules
List of missing monsters from Campaign Settings booklets
List of missing monsters from Player's companions

Granted that hasn't been updated since then, but still.


darth_borehd wrote:
2. Fixed the Shifter

They kinda did, but there are still glaring omittions:

- No option for the bite/claw/claw combo, or similar.
- Wild Shape doesn't get up to Beast Shape IV
- No way to combine major form

darth_borehd wrote:
3. More Bestiaries. There are so many real-world mythological and cryptid monsters left.

A quick one to make would be to parse through all APs and Modules and extract all monsters that haven't been added in a Bestiary.

darth_borehd wrote:
7. Update the Words of Power system with the new classes

I think that they dropped that idea since Ultimate Magic tanked... hard...


Shield Champion (Advanced Class Guide)

Brawler’s Flurry (Ex): A shield champion can use a shield as part of a Brawler's Flurry.

Currently, the champion can throw the shield as many times as the flurry can allow, but cannot bash with it... odd.

Shield Bash Mastery (Ex): At 5th level, a brawler’s damage with shields increases. When wielding a shield, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a heavy shield deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

This replaces close weapon mastery.

Again, it feels like a glaring omittion, considering that shield bashes aren't the most damaging weapons.
-------------

Unarmed Fighter (Ultimate Combat)

Weapon Training (Ex): At 5th level, an unarmed fighter gains a +1 bonus on attack and damage rolls with weapons in the monk and natural weapon groups, improving by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level). Also, he uses half of his fighter levels as monk levels for determining the amount of damage dealt with an unarmed strike. This ability replaces weapon training 1, 2, 3, and 4.

Again with a glaring omittion, as the unarmed strike damage progression is often forgotten for these kinds of archetypes.
-------------

White-Haired Witch (Dragon Empires Primer)

White Hair Combat (Su): The white-haired witch treats her witch level as monk levels for determining the amount of damage dealt with her hair. Also, she can make a flurry of blows as a full-attack action with her hair, using her level. For this ability, the white-haired witch’s base attack bonus from her witch levels is equal to her full witch level.

This ability replaces the witch's familiar and her patron spells.

This is starting to be a trend :P I decided to replace her familiar (which doesn't seem to be a focus) by something related to the witch's main new ability.


I had this idea of a Celedon city, where they practice construct crafting... and soul binding (using the Soulbound Construct template). Many aspire to be have their souls transfered into much stronger constructs, and there are rumors of criminals (be them or other organic creatures) which had their souls bound to stationnary or repetitive constructs as punishment.


I'm back :)

Elemental Annihilator (Occult Adventures)

I understand that this archetype is geared toward wanton destruction... except that there's a little detail that ruins it for several builds.

Devastating Infusion (Su): At 1st level, an elemental annihilator can either shoot her kinetic blast at a target within 30 feet or make a single melee attack as if she were using kinetic blade as an attack action. For this attack, the elemental annihilator’s base attack bonus from her kineticist levels is equal to her full kineticist level. A devastating infusion always deals an amount of damage equal to 1d8 + the elemental annihilator’s Constitution modifier, regardless of the annihilator’s class level or use of composite blasts. When making a melee attack with devastating infusion, the elemental annihilator doesn’t provoke attacks of opportunity, and if she uses two hands, the attack’s damage is equal to 1d8 + 1-1/2 times her Constitution modifier. This is a 1st-level form infusion that costs 0 points of burn and can be used with any physical blast (but not energy blasts). Unlike with kinetic blade, the elemental annihilator can use Vital Strike with devastating infusion. The damage bonus from elemental overf low doesn’t apply to devastating infusion’s damage rolls. This ability replaces the 1st-level infusion and the basic utility wild talent normally granted by selecting an element.

You would think that Fire would be a fitting element for that archetype, but the main ability doesn't work with energy blasts... and Fire doesn't have a physical blast; all other elements have. Also, it states that you "make a single melee attack", which might be confusing, because it doesn't mean a melee touch attack like the Kinetic Blade.

--------

Dragonblood Shifter (Wilderness Origins)

Greater Wyrmshifter (Su): At 20th level, a dragonblood shifter’s tie to her draconic abilities reaches its peak. She becomes immune to sleep and paralysis effects. She can use wild shape to transform into a dragon for a number of hours each day equal to her shifter level + her Wisdom modifier, and her wild shape ability now functions as form of the dragon III. This duration does not need to be consecutive, but it must be spent in 1-hour increments. For abilities that function based on uses of wild shape, each hour of wild shape counts as a use.

This replaces final aspect.

If you're good/lucky enough to reach that level as a shifter, you deserve to have access to the final version of Form of the Dragon. This is something I've noticed for many archetypes that use that spell: they NEVER reach III. This is getting on my nerves, seriously.

--------

Draconic Druid (Legacy of Dragons)

Dragon Shape: A draconic druid can’t use wild shape to change into any of the usual forms available to a druid. Instead, at 4th level, she can use wild shape to change into a dragon-scaled version of herself with long fangs, gaining a +1 natural armor bonus to her AC and a bite attack appropriate for her size (1d6 points of damage for a Medium druid) but otherwise retaining her usual form. At 10th level, she can spend two uses of wild shape to transform into a Medium dragon as per form of the dragon I, and at 12th level, she can spend two uses to change into a Large dragon as per form of the dragon II. At 16th level, she can spend four uses to change into a Huge dragon as per form of the dragon III. Each time that a draconic druid uses wild shape counts as a separate casting of the spell for the purpose of refreshing her uses of her breath weapon.

At 20th level, she can use wild shape at will. However, she is still required to spend uses to transform into a Huge dragon.

Speaking of which :P That's how I would fix that other archetype.

--------

Scrollmaster (Ultimate Magic)

Martial Empowerment (Su): At 5th level, the scrollmaster can expend a spell to treat her base attack bonus as her caster level for 1 round equal to the expended spell's level. at 15th level, the duration increases to 1 minute equal to the expended spell's level.

This ability replaces the 5th-level and the 15th-level wizard bonus feats.

This is related to what I suggested for the Blade Adept earlier back. Spellcasters aren't the best in melee, especially when it comes to manufactured weapons, so it would be betetr if they get at least something to elevate this.


avr wrote:
JiCi wrote:
The Cavalier/Bard combo just doesn't mesh at all. You're a soldier in a rigid organisation while also being a free-willed adventurer??? Considering that you only need the Cavalier's Challenge, you can replace any other of the Bard's abilities for that. Oh, and the Herald doesn't increase your spellcasting level.
Sure the default idea requires thought, but it merges fighting and bardic performance. Some people actively don't want serious spellcasting on their warlords.

Then put it as a Cavalier archetype then.

avr wrote:
JiCi wrote:
For the Holy Vindicator, either swap the Bloodrager's spell list for a divine one, or give the Warpriest rage and rage powers.
But...the PrC has no rage. Why are you trying to replace it with something that does?

I... meant the Rage Prophet... whoops ^^; and after re-reading it, that should be an oracle archetype.

As for the Holy Vindicator, I could see this as a cleric or warpriest archetype.

Set wrote:
JiCi wrote:

- More racial weapons

* A Dwarven Warhammer (Exotic One-Handed B weapon, 1d10, X3); the Ram Hammer should have been this.
* A Gnomish Warpick (Exotic One-Handed P weapon, 1d10, X4)
* An Elven longsword (Exotic One-Handed P & S weapon, 1d10, 19-20/X2)
* An Elven longbow (Exotic Ranged P weapon, 1d10, X3, 200 ft.)
* An Orcish axe; the Butchering axe should have been this

A few more racial weapons could indeed be cool. A dwarven throwing axe that combines the x3 crit multiplier of a regular hand axe with the ranged utility of a throwing axe, for instance.

Definitely a halfling sling-weapon of some sort, and I liked the gnomish tortoise blade and orcish shotput from AD&D, but can understand why Paizo didn't want to copy their stuff.

Also, more interesting favored weapons for clerics of gods that currently have boring simple weapons as their favored weapons.

Example;

Pharasma - the Cordcutter, a curved dagger with a notch in the blade (traditionally used to cut an umbilical cord) that has the stats of a dagger, but with a x3 crit multiplier (and, optionally, the deadly quality). Even midwives who are not priests of Pharasma sometimes openly wear these as a sort of symbolic tool of their profession.

And god whose favored weapon is dagger, staff, crossbow, mace, etc. could benefit from something a little sexier, if it's thematically appropriate (such as with this 'midwife's dagger').

They probably wanted people to use the weapon creating rules instead of adding weapons over and over. For instance, the gnome flick-mace, which was somehow cut from Gnomes of Golarion, was recreated in the Weapon Master Handbook.


avr wrote:
Arcane trickster and eldritch knight and possibly battle herald are there to support multiclass options. AT isn't remotely a magus BTW. Holy vindicator is a specialization but for cleric not bloodrager, by mechanics or concept. Mammoth rider is an example of how a single prestige class can support multiple classes while archetypes can't. Assassin is similar, though it's really weak. Pathfinder chronicler and winter witch are indeed specializations but you're looking at a 2/8 hit rate on your judgements; not good.

Arcane Trickster and Eldritch Knight have been converted into "archtypes" in D&D 5e, like they literally give a spell list to rogues and fighters, respectively. For the trickster, this is why I would have liked to get a Magus archetype that has its arcanas being replaced by an at-will sneak attack (NOT like the Greensting slayer) and remote skill uses. Same with the Knight, as its bonus feats could be replaced with a spell level, similar to how a vigilante's talents get replaced for the zealot and warlock archetypes.

The Cavalier/Bard combo just doesn't mesh at all. You're a soldier in a rigid organisation while also being a free-willed adventurer??? Considering that you only need the Cavalier's Challenge, you can replace any other of the Bard's abilities for that. Oh, and the Herald doesn't increase your spellcasting level.

For the Holy Vindicator, either swap the Bloodrager's spell list for a divine one, or give the Warpriest rage and rage powers.

For the Mammoth Rider, it's not made for spellcasting classes, at least if you want to get the best of the Mistrust of Magic feature. A spell-less Ranger, a spell-less Hunter, a Cavalier or a archetyped Barbarian is better suited for a Mammoth Lord, but even then, it's focused on the animal companion.

Are you really counter-arguing that the Assassin wouldn't fit as a Slayer achetype?

avr wrote:
Rose warden advances rogue talents, several advance sneak attack, brother of the seal and champion of Irori advance some monk stuff. I admit that nothing advances weapon training or armor training (other than the PrCs with aligned class) as far as I know, but many a prestige class gives feats or full BAB which are the main fighter class features and eldritch knight stacks with fighter levels for prereqs.

PrCs also highlight the biggest problem with multiclassing: many class features are either tied to class levels or to specific class levels, not character levels. Base classes don't have early base abilities that scale up according to your overall character level. If that was the case, multiclassing wouldn't as hampering as it is.

The fighters gets the lowest benefits, especially after how Weapon and Armor Training get Advanced abilities that you NEED specific bonuses. The good bonus feats that require a fighter level are scarce, so it doesn't matter this much.


Ryan Freire wrote:
JiCi wrote:
avr wrote:
JiCi wrote:

Personally, prestige classes should have been reworked into archetypes. How? By replacing higher-level abilities starting at 10th level.

It,s already pretty dampening to get into a prestige class, might as well convert it into an archetype. I get that many of them are representing some sort of membership, but come on, they don't make your character any better...

The trouble with archetypes for high levels is that a lot of classes don't have much in the way of class features to swap at high levels. The trouble with using archetypes to replace prestige classes is that it makes a prestigious organisation something associated with one specific class only, and removes the multiclass-supporting prestige classes too.

The problem I see is that a good chunk of PrCs aren't part of organisations, but specializations: Battle Herald (Bard), Arcane Trickster (Magus), Horizon Walker (Ranger), Holy Vindicator (Bloodrager), Assassin (Slayer), Eldritch Knight (Fighter), Mammoth Rider (Cavalier), Pathfinder Chronicler (Bard), Winter Witch (Witch), and so on.

My major issue with PrCs is that they halt 99% of your progress for your base class(es). Most of them add one level in a spellcasting class, but I haven't seen a SINGLE one with "+1 level of fighter/rogue/monk class".

Mortal Usher

Oh yeah, thanks for the reminder :) Came out at the very last moment though...


avr wrote:
JiCi wrote:

Personally, prestige classes should have been reworked into archetypes. How? By replacing higher-level abilities starting at 10th level.

It,s already pretty dampening to get into a prestige class, might as well convert it into an archetype. I get that many of them are representing some sort of membership, but come on, they don't make your character any better...

The trouble with archetypes for high levels is that a lot of classes don't have much in the way of class features to swap at high levels. The trouble with using archetypes to replace prestige classes is that it makes a prestigious organisation something associated with one specific class only, and removes the multiclass-supporting prestige classes too.

The problem I see is that a good chunk of PrCs aren't part of organisations, but specializations: Battle Herald (Bard), Arcane Trickster (Magus), Horizon Walker (Ranger), Holy Vindicator (Bloodrager), Assassin (Slayer), Eldritch Knight (Fighter), Mammoth Rider (Cavalier), Pathfinder Chronicler (Bard), Winter Witch (Witch), and so on.

My major issue with PrCs is that they halt 99% of your progress for your base class(es). Most of them add one level in a spellcasting class, but I haven't seen a SINGLE one with "+1 level of fighter/rogue/monk class".


Dale McCoy Jr wrote:
JiCi wrote:
2 more NPC Codices to cover the rest of the classes.
I'm working on that as I type this. Follow this thread for details.

I'll check it out ^_^

The point is that people were expecting a series of books with NPCs, but that never happened, and people might have wanted to get specific classes that are not any of the 11 base classes presented in the first codex.

I am fully aware that 3rd-party publishers can pick up any missing supplement, but it is kinda sad that Paizo themselves didn't go through.


Are... there indications that some races were extinct? Geniekins were added in APs, orcs were added in AA2 (I think) and so on.


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Well, now that I have more time, here's my list:

- Another revision for the shifter, mostly to give it more options with multiple natural weapons, better wild shape and the ability to combine its major aspects.

- Archetypes based on prestige classes.

- Many, many... many revisions to archetypes... too long to list.

- Ability to get a bigger companion outside of the Mammoth Rider, such as a feat taken at 11th or 13th level to make it larger, beyond Large.

- More racial weapons
* A Dwarven Warhammer (Exotic One-Handed B weapon, 1d10, X3); the Ram Hammer should have been this.
* A Gnomish Warpick (Exotic One-Handed P weapon, 1d10, X4)
* An Elven longsword (Exotic One-Handed P & S weapon, 1d10, 19-20/X2)
* An Elven longbow (Exotic Ranged P weapon, 1d10, X3, 200 ft.)
* An Orcish axe; the Butchering axe should have been this

- A dragonlike race, or a Medium variant of kobolds; just because Paizo doesn't like dragons doesn't it should leave the fans empty-handed.

- More information about Tian Xian and Azlanti deities.

- A bestiary which is actually a compilation of creatures taken from APs and Modules. I have once compiled all creatures in a list and it would have been big enough for 2 or even 3 books.

- 2 more NPC Codices to cover the rest of the classes.


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Personally, prestige classes should have been reworked into archetypes. How? By replacing higher-level abilities starting at 10th level.

It,s already pretty dampening to get into a prestige class, might as well convert it into an archetype. I get that many of them are representing some sort of membership, but come on, they don't make your character any better...


2 people marked this as a favorite.

I know it's tempting to get golems, but... why not set for something cheaper? Have a kingdom with several clockwork soldiers on standby, literally. Have someone wind them once, and order them to wait in formation elsewhere while in standby mode, which doesn't count against their winding time.


The only missing ones, if they even exist, are Sakhil-blooded and Dorvae-bloodled tieflings.

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