Kobold

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Thanks for all the notes and support!

RE: Glamour Pool - yes, using glamours in some cases consumes the use of her Fey Summons ability. The glamour pool is essentially equal to her fey summons per day.

RE: Front-line fighter - I'll see if I can't post one for you; however, one of the playtests we built supported such a character and it worked rather well.

RE: BAB - the bottom line on the BAB was that, while a player could build the class to fight in melee, the emphasis was to push the standard builds into a decidedly non-melee role. A low BAB facilitates that.

RE: The graybinder - the assumption is the graybinder works in the cracks and crevices between the two courts and not with them. They do not gain a patron, nor any of the abilities associated with them - however, they are still in tune with The Dreaming and can make pacts with the fey there of their own accord.

Hope that helps!


Quote:
Well, for what it's worth, being able to identify the opponents' weaknesses, strengths and special abilities with a high knowledge roll can be quite helpful in combat. That's especially true in PFS where everyone is expected to forget anything they've learned about any given monster between every scenario.

Yep - anyone who has played the Deductionist (drivethru) knows this is the case for sure.

The Investigator looks like it shares a lot of the class features of the Deductionist (D20PFSRD), so I'm positive I'd enjoy playing it.

I'm not sure I like the generic mechanic of just giving him bonus damage dice like a rogue, but the random bonus die for checks / to hit / etc. is pretty clever. It allows for a measure of variability in just how far his wits can take him. I'm looking forward to seeing the entire class.


Cheapy - sorry for the WAYYYYY late reply. There is supposed to be an edited, updated release of the product. Have you received that?

Can you explain what you mean about the table and the description diverging?

Thanks!
Matt


"If you can use 3.5 material look in sandstorm. it has an exotic weapon, thats a concealable punching dagger that grants a d6 precision damage vs a flat-footed opponent"

Not finding this in Sandstorm. Are you referencing the right book? Page number?

Thanks!


Thanks Chris!! I hope you enjoy playing the Deductionist class as much as I enjoyed creating it!


@Alzrius - thanks for the comment! Sherlock, specifically, most often resorted to abductive reasoning (as indicated by Necro). My original version WAS called the Abductionist, as a matter of fact....but it caused so much confusion among those who proofread it, I had to make a change.

In course of fact deductive reasoning was chosen over inductive reasoning quite simply because this class derives absolute conclusions from the facts at hand, and not simply a reasonable assumption (as is often the case with inductive reasoning).

While "Sherlock Holmes" is a short, flavorful association to this class that will help the reader get an idea of what to expect in the book - it should not be taken as a literal comparison.

Thanks again for the comments! I hope everyone enjoys the book!


Crash - could you send me a PM? For some reason I can't PM you from your profile page. I'd like to talk with you about this class a little more.


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Just wanted to let everyone know that the Deductionist is now in print / PDF through Total Party Kill Games!

We've come a long way from the "alpha" version of the class you had a sneak peek of back in January...and I humbly say THANK YOU for your inputs and support.

It's posted up at DriveThruRPG and Paizo if you'd like to take a look.


Updated the template a bit. Moved the magic around to make it a little less OP:

https://docs.google.com/file/d/0B899EDkyK4I5NjJYelFTUVcydms/edit?usp=sharin g


I know this conversation is going on two years old but...GAH, Skerek, you don't see the benefit of getting a free melee attack (albeit it at -2) each round by using a cantrip?

Close Range and Spell Shield are my two favs for a melee magus.


I realize it's water under the bridge at this point, but I wanted to just comment that you lost me personally at "Sidhe Lord" being a tiny knight on a bird. I'm coming in late to the game, obviously, but when I went to this section, I went straight to your entry (I love fey and the seelie/unseelie courts, etc). To me the name along evoked a medium-sized, fatherly elf-like creature with cloak and pants made of leafy plants and perhaps even antlers atop his gray/white shock of hair. A fey who stalked quietly through the forests, protecting the animals and other fey folk under his dominion.

I completely missed the tiny entry all together because of this preconceived notion...and heard the record player scratch to a halt when I saw the mount was a tiny bird. What the...?

Anyway, for my part I thought the entry was well written and powerful. The math may be off (and the damage output is certainly very high), but I like the concept. Hate the name as it applies to this critter.


A bard with the Helpful trait and Swift Aid would have some pretty cool synergy.

- Free action to maintain Bardic Performance +2 (assuming 8th level bard)
- Swift Action for Swift Aid +1
- Standard Action Aid Another+Helpful +4

+7 to hit / +2 to dmg

If you allowed certain 3.5 feats (i.e. Song of the Heart) and went with a Lotus Geisha you could boost that to:

+9 to hit / +4 to dmg :)

http://dndtools.eu/feats/eberron-campaign-setting--12/song-of-the-heart--26 75/

Add Lingering Performance...gravy.


Quote:

"10. Do Over! Ready for something different? Wish you hadn't taken that one suboptimal feat at first level? Eager to test out the newest base class? The choices you made yesterday don't have to sour the game you're playing today now that you have complete rules allowing characters to retrain class features, whether they be feats and skill ranks or entire class levels!"

Not for me or my group, fo sho. This will take min/maxing to an entirely new level.

Everything else looks great!


Just as a side note, a quarterstaff with only one end enchanted would still (obviously, I would think) be entirely masterwork.


Scythia's correct - you'd want the Exotic WP regardless. The feat for the weapon implies proficiency in it, one or two handed.


If you get the exotic WP, I'm pretty certain you get everything "below" it in precedence. Take the Dueling Sword, for example. If you have just the martial proficiency, you can use it normally - but if you get the exotic proficiency, you then get added benefits.

It doesn't preclude you from using the martial WP if a Magus were to jump straight to the Exotic WP.

Quote:


Sword, Dueling
These swords are a bit over 3 feet long, very slightly curved, and sharp only along the outer edge.

Benefit: A dueling sword may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with a dueling sword sized for you, even though it isn't a light weapon. You can also wield a dueling sword in two hands in order to apply 1-1/2 times your Strength bonus to damage.


Slacker2010 wrote:
KCRift wrote:
Trait-Inspired by Greatness: Choose a spell, you always cast it at +1 CL
This is a campaign specific Trait, you can choose not to let them have it if you feel its messing up your game. But as Kinevon said above, it will lose its flare fast being that its only for one spell.

I totally agree. It will be great for the first few levels, but really taper off fast.

RE: Campaign specific - we're actually gearing up to play Carrion Crown :)


A Tattooed Sorcerer could get Mage's Tattoo (Varisian Tattoo) for free, so a human tattooed sorcerer could get it with Mage's Tattoo (Class Bonus) Spell Focus (Human Bonus), Spell Specialization (1st level feat).

I don't disagree with the cost to utility ratio, though. Pretty extreme, IMO.


This thread is mega-old, but I have a a player that is basically posing the same question but with regards to two feats and a trait:

Varisan tattoo: Grants ability to cast spells from chosen school at +1 CL

Spell Specialization: Choose a spell from chosen school and cast it at +2 CL; can be taken multiple times for different spells

Trait-Inspired by Greatness: Choose a spell, you always cast it at +1 CL

Would these stack to grant a 1st level Sorcerer a Burning Hands at 5th CL?


Any thoughts? I ended up telling the player there was a blood-like substance to use for the spell, but the Jann made his save so it didn't matter anyway :) I thought I would double check opinions here.


Reading back on my post I see I rolled a 1 on my Description check.

That should read:

One of my players wants to track a wounded Janni via the Blood Biography spell. It looked human enough they currently do not suspect it to be anything but.

So would there be a drop of the creatures blood to use for the spell? They do still get a saving throw...but wanted to see if it were possible first. They know they wounded the guy, so finding NO blood would be a clue in and of itself.

Also, the bit about the "stuff of clouds and air" was my attempt at being facetious. :D


I have a character who wants to track a rogue Jann via (what he assumes) is blood left from wounds after an encounter.

Do Janni bleed? I mean the description says they are made of the stuff of clouds and air!! :)

http://paizo.com/pathfinderRPG/prd/monsters/genie.html


Ahh..well that answers the question if Fast Healing is EX. Thanks Stome!

Thanks for the tip, Psion!


I have a question about the Fast Healer feat which states:

Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

NOW, the question:

Would the Fast Healing benefit granted by Metamorphosis be considered "magical healing"?

I mean, if so.......holy bejeebuz.


Why thanks, Arcanemuses! I put a lot of effort into it. I am very happy to hear you liked it!


Rynjin! I dig it, dude. I changed "subtle clues" and "danger sense" to reflect they are usable as long as the Deductionist has at least 1 point of his reasoning pool remaining.

I also added a bonus where the cohort adds +4 on an Aid Another instead of the normal +2 for Knowledge and Perception tests.

Thoughts?


+5 Toaster! Thanks for the note! I'm glad you liked it!!


Great suggestion, Big Lemon - I will take a look at that. I didn't do that the first go around because I didn't want the collection of abilities to be too powerful.

If the general opinion is that isn't too beefy, I can certainly see changing that.


Bump-a-gump.

Thoughts?


At the cost of 1 Grit point vs. "as long as you have at least 1 grit point", it SHOULD treat the opponent as flat-footed. It's a pretty expensive deed when compared to some of the others.

If I were going to write it, I would say something like:

Pistol-Whip (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, he can make a melee attack with the butt or handle of her firearm as a standard action. If the gunslinger desires, he can instead spend 1 grit point to surprise the opponent. Opponents surprised in this fashion are considered flat-footed for this attack and, if the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action.

One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2.

If that seems too OP, then perhaps remove the Prone combat maneuver.


Quote:
Rather than try an alternate AC mechanic maybe emphasize light armor character classes. Duelist, magus, druid, monk, barbarian, wizard, etc. There are lots of options. Play by the same rules but make the players be inventive and maybe try a few classes they have previously avoided. Pathfinder works just fine with light armor...if you are playing the right classes. It would definitely make for a different king of campaign.

I totally agree. There are plenty of options and we are having a blast with little or no armor. It definitely makes the players think twice before jumping head-long into combat.


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I have seen many-a-message board complaining about the First Worlder and how it just does not stand up when compared to the Eidolon of the traditional summoner. I spent some time looking at it, along with the other Fey templates out there (Fey Creature, Fey Animal, Fey Touched, etc) and came up with a suggestion for what I have dubbed the "Feydolon".

Taking most of the official changes into account, I have also added the ability to essentially replicate the "Fey Creature" template through Evolutions. I have also changed the abysmal BAB to match that of the Summoner / First Worlder (by Hit Die, not Summoner level) which makes for a much more reasonable approach than 1/2 BAB (which is utterly ridiculous).

Finally, I went through the Fey list of critters and added a lot of them to the First Worlder's Summon Nature's Ally list.

Fey Creature List: http://www.d20pfsrd.com/bestiary/monster-listings/fey

In my opinion, the First Worlder is drastically under powered when compared to his full summoner counterpart. It seriously looks like someone just stopped in the middle of making it. I have seen proponents for the First Worlder as well; and while the Unicorn and Pixie at higher levels do add a lot to the archtype, the low level First Worlder is very underwhelming.

SO, with that being said, here is the crux of what I've put together. If you would like to see the document, complete with HD, BAB, Ability Bonuses, Saves, Skills, etc. table, that can be found here:

https://docs.google.com/open?id=0B899EDkyK4I5elE2N013Ni1Scjg

Feydolon

Type: Fey, Extraplanar
Hit Die: d6
Ability Modifiers (to chosen base form): Str -2, Dex +4, Int +2, Cha +2
Base Speed: +10 feet
Saves: Good – Reflex, Will / Bad – Fort
Class skills per level: 6 + Int modifier
Class skills - Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.
Special Abilities: Low-Light Vision, Fey Resistance: Resist Cold and Electricity 10

Additional Evolutions (First Worlder/Feydolon ONLY):

1 Point Evolutions:

Camouflage (Ex): A Feydolon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. In addition, this evolution grants +4 racial bonus on Stealth checks.

Fey Defense: Receives a +4 bonus on saves against mind-affecting magic (this stacks with Devotion, as applicable).

Fey Speech: The Feydolon gains Sylvan as a native language

Energy Resistance (Ex): The Feydolon gains resistance 10 to an additional energy type or adds 10 to an existing energy type.

Fey Magic (Sp): Every two levels of the Summoner, the Feydolon gains a spell(s) it can use once per day (unless stated otherwise). Caster level equals the Feydolon’s Hit Dice. These spells are:

Level Abilities
1-2 Charm person, faerie fire
3-4 Entangle, glitterdust
5-6 Deep slumber
7-8 Major image
9-10 Confusion
11-12 Feeblemind
13-14 Mislead
15-16 Project image
17-18 Irresistible dance
19-20 Scintillating pattern

Minor Magic: This Eidolon evolution is reduced to 1 point and the Feydolon may select two spells from the list. It also reduces the 7th level benefit to 1 evolution point.

2 Point Evolutions:

Improved Damage (Ex): Improved Damage is increased to a 2-point evolution.

Improved Natural Armor (Ex): Improved Natural Armor is increased to a 2-point evolution.

Major Magic (Sp): This Eidolon evolution is reduced to 2 points and the Feydolon may select two spells from the list. A Feydolon must already possess Fey Magic or Minor Magic before selecting this evolution. It also reduces the 10th level benefit to 1 evolution point.

Trackless Step (Ex): The Feydolon creature does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail if it desires.

Vanish (Sp): As a swift action, the Feydolon can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.

Woodland Stride: A Feydolon can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. This ability may function in a different type of terrain, to allow the Feydolon to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. This ability can be selected more than once, for a different terrain each time.

3 Point Evolutions:

Spell Resistance (Ex): This evolution is reduced to 3 points and reduces the level at with the Summoner may select this evolution to 7th level.

Ultimate Magic (Sp): This evolution is reduced to 3 points and the Feydolon may select two spells from the list. The Feydolon must already possess Major Magic in order to take this evolution. Additionally, the Summoner may select this at 9th level.

Weapon Training (Ex): This is increased to a 3-point evolution.

4 Point Evolutions:

Large (Ex): Large is not available to a Feydolon.

--------

Fey Summons (Su) – First, by increasing the level requirement by +1, the First Worlder may add the "Fey Animal" template to any animal on the Summon Nature’s Ally list. Ex: A Fey Wolf would require the 3rd Level Summon Nature’s Ally spell. This can only be applied to Animals (i.e. no elementals, vermin, fey, etc.)

Additionally, the First Worlder adds the following Fey to his/her list of available creatures (this includes and modifies the official list)

Summon nature’s ally I: atomie, gremlin (jinkin or pugwampi), sprite

Summon nature’s ally II: biloko, brownie, faun, gremlin (fuath or vexgit), mimi

Summon nature’s ally III: buckawn, forgotten one, forlarren, fyr, gremlin (nuglub), leprechaun, skin stealer.

Summon nature’s ally IV: asrai, baccae, oakman, pech, quickling, satyr, spriggan, spring-heeled jack, thin man, twig jack, unicorn.

Summon nature’s ally V: lurker-in-light, pixie, satyr.

Summon nature’s ally VII: gray nisp, nymph, red cap.

Summon nature’s ally IX: ankou, grimm


I am running a low armor campaign right now (City of Sharn, Eberron using Pathfinder rules). Medium and Heavy armor is reserved for the military and the city watch. While it is not illegal to wear heavier armors, it is frowned upon and creates quite a stir (including attracting the attention of said city watch). Heavy weapons (beyond single-handed swords) are prohibited. Swords will typically draw attention as well, but not panic.

The flip side of prohibiting or discouraging the PCs from wearing this stuff is that their enemies typically do not have it either. If they do, you can make a "boss" out of a lower CR dude simply by having him show up in armor and heavy weapons.

Combats are shorter and more lethal. As the DM you have to take this into account and be prepared to adjust on the fly when it apparent you may have "over done" the encounter.

All in all though, it is proving to be a fun game. One of the guys commented the other night about how I've really made an impression upon them about the legality and importance of avoiding attention when no one in the group wants to take the Elven Chainmail!


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OK, so I took a bunch of notes and spent the day looking at some of the challenges presented in the comments on my first swing at a Sherlock-like detective.

What I wanted to create was a character class that behaved like the bard, but provided his buffs and bonuses through knowledge and expertise (not dancing and prancing around all the time).

My first attempt was the poorly named Abductionist. While the name makes perfect sense in the strictly grammatical use of the word (to Abduce is to use clues to infer a conclusion), in current vernacular, the name itself implied someone who specialized in kidnapping. Definitely not what I wanted.

See the comments and suggestions here - http://paizo.com/threads/rzs2pamv?First-Post-Abductionist

I now introduce the Deductionist, revisited and revised based upon some terrific suggestions in the above post. He is posted here:

https://docs.google.com/document/d/1PkjHHVXAhdCR29F70bE6JYvuxLaMwXygKQlBgGF sV0I/edit

Please feel free to comment - I really appreciated the constructive criticism the first time around!

(I decided to create a different thread because this guy is considerably different from the first version)

Thanks!


Changed the "Investigator" to an Archtype at the end of the description. Exploit Weakness is now the primary feature of the class.

Working on something right now for the index book ability (love that idea) vs. the Ever Expanding Knowledge.


Quote:
Between the Ribs: On a successful hit, as a standard action, deal 1d6 points of “Precision Damage” in addition to weapon damage. (...)

Re-wrote it. It's meant to be a once per round ability since it is easier to use than Sneak Attack (requires a knowledge check) and is usable against any creature in which the appropriate knowledge skill applies.

Does that make sense?


GREAT! Thank you very much (so far) for all the feedback! I went with Abductionist because of the old-time feel of the name...but you are correct, it really means nothing if everyone who reads it instantly interprets it to mean "kidnapper".

I will change it to "Deductionist". That has the same feel and is more indicative of the actual purpose.

RE: Bard and Rogue sub-types. So would you agree the wording is poor vs. the idea? Or are you we suggesting the spellcaster need be stripped from the concept completely?


Also, it may be worth noting that while I did come up with some content on my own (like the Abductive Reasoning mechanic), the general idea for "weaponizing" knowledge skills comes from the Archivist 3.5 class in Heroes of Horror. I didn't want to come across as taking credit for that bit :)


Be kind, please - this is my very first attempt at a Pathfinder class. I wanted to fill some specific ideas I had in mind for making a Sherlock-type character. This person uses his intellect to provide his allies with bonuses in combat, uses his wit to get out of sticky situations and uses his daring to escape unscathed.

I call him the Abductionist after the "abductive reasoning" technique used by the super sleuth himself, Sherlock Holmes.

Again, I am anxious, but please take this with a grain of salt. Constructive criticism will go a long way!! Thanks

Google Docs Link -

https://docs.google.com/document/d/1PkjHHVXAhdCR29F70bE6JYvuxLaMwXygKQlBgGF sV0I/edit

If it would be better to post the text here in the forum itself (I just have it formatted for Word/Docs) just let me know.


cartmanbeck wrote:
Yes, it can absolutely be resummoned. This line: "This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage." makes it very VERY clear.

To be fair, and the very reason I found this thread, it is NOT "VERY" clear. Very clear would be"when the eidolon is reduced to 0 hp" or "when the eidolon is killed". The way it is worded it implies there are other ways it can take damage and be dismissed or banished. I completely agree with the assessment. In other words, it can be re-summoned after death by the summon eidolon spell at one half hit points. It is not VERY clear for everyone however.

Oh, and HI everyone! First post!