Spell Sovereign

La'Vantis Tuen's page

170 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 170 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Standard Racial Traits -
Ability Score Racial Traits: Synads are both intelligent and wise, but tend to be thin and frail. They gain a +2 bonus to Int and Wis, but a -2 to Con.
Size: Synads are medium sized creatures.
Type: Aberration
Base Speed: 30
Languages: Linguist. Synads begin play speaking Common and Synad. The portion of a Synad's mind known as the Collective exposes a Synad to a wide range of languages. Synads with high Intelligence scores can choose to learn any other languages except Duidic, and other secret languages.

Defense Racial Traits -
Tri-Minded: The threefold synthesis of the Oracle, Collective, and Overmind grants Synads an advantage when resisting mental attacks. Members of this race gain a +2 bonus to their Will saving throws.

Feat and Skill Racial Traits -
Collective (Su): A Synad's Collective mind allows him to tap into a racial network of information. A Synad may spend 1 power point as a free action to gain a +2 insight bonus on any Knowledge or Psicraft check.

Naturally Psionic: Synads gain the Wild Talent feat as a bonus feat at 1st level. If a Synad takes levels in a psionic class, she instead gains the Psionic Talent feat.

Offense Racial Traits -
Oracle (Su): A Synad's Oracle mind grants him a daily precognitive edge. Synads can apply a +2 insight bonus to an initiative check, attack roll, or saving throw. A Synad can choose to apply this bonus after the roll is made, but before the results are revealed. This ability may only be used once per day.

Multitask (Su): Synads can temporarily separate their three minds; this allows them to make additional mental actions within their turns. Once per day, a Synad can expend 1 power point to gain a swift action. This swift action must be spent on a mental task (Examples: manifesting a power, making a knowledge check, making a psicraft check). If a Synad manifests a power using this ability, he cannot manifest another power with his normally allotted actions.


About to play in a new Dark Sun game using pathfinder rules set.

One of the other players is set on playing a Cerebremancer. They have approval of the GM to play a Synad, but he asked for it to be converted. Being the veteran, it's generally my task to convert.

For those that don't know, a Synad can be found in Complete Psionics pg 139.

The short version:

Mostly human looking, but has 3 minds. Naturally psionic. Not sure how much more I can say without breaking copy rights since it isn't OGL.

Lets starts with attributes

I'm thinking:
Specialized (1 RP): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type.

+2 Intelligence, +2 Wisdom, -2 Constitution.

OR [since they are so cerebral and originally have NO favored class coming from a psionics book]

Flexible (2 RP): Members of this race gain a +2 bonus to any two ability scores.

Sorry for what is kind of a sloppy post. Thought?


I understand it, but wish it was easier to read. Can you reformat it?

Also, what effect do the weapon abilities have on the crafting DC?
How much are the base costs?
How much are the increases?

i like the concept, but need more to work with


no? that's pretty much what I thought.

To bad...


Tork Shaw wrote:
I whipped up THIS item for this very purpose...

Sorry for the necro. I just found it amusing that this item requires a multiclass character or a two characters with the cooperative crafting feat. RAW specifically states that alchemists cannot take Craft Wondrous Item.

Alchemist FAQ:
Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?

As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item. The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.

-

-

-

emphasis not mine

I love the item though and will be using it!!!


hmmm. I've been avoiding learning that whole new rule set. Looks like I can no longer.

In short, from your description, it looks like you pay 10 gp per goods to later sell those goods for 20 gp each. All of this assuming you make your checks... I currently can roll with a +30 alchemy, so I think I should be fine... Thanks Mark, that was a pretty helpful explanation!

Any basic rules set options? Like a feat/trait/item/racial feature?


Randarak wrote:
It didn't die, its just in a timeless state.

ba dum tss


There are 110 ways to reduce the cost of crafting magic items. There are also many ways to reduce the time it takes to craft magic or mundane items.

However, is there a way to reduce the cost to craft mundane items?


yronimos wrote:
Just please: respect each others' boundaries, keep it legal, and don't do anything that will end up on national news and in Jack Chick comics as yet another example of the creepy things role players get up to....

This is a mouthful! After 16 years of table tops, I've never dared to step foot into a convention EVER, and have never been LARPing. However, I get questions almost constantly about those 2 things. Like all groups, we get stereotyped by the more eccentric of our kind.

(not saying that either LARPing or Cons are bad, just saying I'd rather play 4th edition then go to either :p~~~~~~ )


Mcarvin wrote:
Ravingdork wrote:

Did the old potion belt really reduce drawing to a free action? That's insane!

I thought it just negated the AoO for drawing it out or something.

+1

It should at least be a swift action.

Part of the issue is that swift action weren't introduced into the game until a few years after that book was published. It should have been errata d into swift, but I think WotC had a lot more pressing issues of truly broken material to worry about.

In my games, many formerly free action became swift action.


Please site the original thread!

I love the idea. Most (NOT ALL) PCs are so focused on power gaming to try to be as efficient/effective as possible, that they tend to outshine SOME of the bosses us DM's throw at them.

Example from 3.5 Eberron Campaign:

I remember 1 instance where I had a boss in the center of the room waiting for the PCs to open the door. He won initiative and prepared an action, figuring the wizard was the biggest concern.

The Warforged (Psiforged) Psionic Warrior (PRC Warforged Juggernaut) amazingly won initiative. He charged at the boss while wielding his colossal great sword (2x expansion, swift; monkey grip; strongarm bracers) that did 8d6 damage... don't forget that he was huge sized with greater powerful charge... so +4d6 damage... expend psionic focus for an additional 2d6, and the artificer bane'd and holy'd his weapon for an additional 4d6. we are talking 18d6+ God only knows damage... DfMD did the rest.

It's nice to have a rules set to assist you in that. Sure there is DM MAGIC!!! But some tables require the DM to roll out in front.

So, to start, Swift Action to activate. Duration, encounter or until line of sight broken.

Bonuses should be based on HD I think.


Ok, whether or not you liked the movie... or The Novel, you cannot deny that the portrayal of the drug known as NZT-48 (or MDT-48 if you prefer) is awesome!!!

I would like to make this Drug in my upcoming Planescape game!

Now I know you can simply say, "Uh, try a potion of Fox's Cunning... duh". But that just doesn't have the same impact. I was thinking more along the lines of a bonus to all mental stats... and maybe dex as well (heightened reflexes).
Being a drug however, would come with it's drawback. It would be highly addictive and have a nasty DC to resist. Not to mention so insanely expensive, it would be VERY difficult to find/purchase.

Open to all suggestions!!!


ElementalXX wrote:
Aparentely you need 300+ faq request to be even be considered for a faq

fair enough considering the tens of thousands that play pathfinder. In that case, could more please FAQ the first post of this thread?

Thanks!


original post is from: August 18th 2011 @ 5:06am

we are 3 years 2 months 24 days & 22 hours since then.

THERE IS STILL NO ANSWER!!!

I get that the numerous team members of Paizo are very busy, but lets be serious...

In total there are about 109 FAQ requests on just these 2 threads


1 person marked this as a favorite.
Choon wrote:
This thread actually helped me out. I'm going the bard route right now, but I might be able to snag a re-build. Does anyone have any additional insights to offer?

I just stepped down as DM in a lv 7 campaign. PC is taking over. I'm going the Witch cartomancer route.

Thanks for NECRO advise!!!!


1 person marked this as a favorite.

i certainly hope no clerics heard this conversation before your wizard's cold dead corpse gets dropped in front of their door step...

he might not feel so inclined to help out the 'all powerful god caster'. He just might dig a whole and dump you in it.

The tombstone would say,

Here lies the all powerful wizard.
Dead.
Should have made a few cleric friends.


Sadly the name is not mine to give or take. I'll have to run that by the original writer. I just edited it to be the 'balanced' form you see posted.

But I know that the name Monster isn't one that they named themselves. It was given to them. In time, they eventually grew to 'embrace' it. Obviously it doesn't make them happy, but it also no longer hurts them. Think Gypsy; not exactly a compliment, but you are what you are and you'll be damned if you let some fool use that as ammunition against you or your people.

As for the +2 Charisma (I'll stick with the same reference for simplicity, but this race is NOT based on the gypsy concept at all), the Monsters don't really have a place they call home. There is no Monster nation where they can live, love and throw a great big Monster Mash. Like the Gypsies, they are always traveling from one local to the next. Luckily for them they have the ability to magically disguise themselves in a human form. They use this guise to avoid ridicule, and they use their honed charisma to make many acquaintances wherever they find themselves.

Sadly, from time to time their disguise is pierced, and they must take to running and hiding.

So next thing, racial feats. He wanted to make 2 facial feats (to start). One would give you 2 evolution points (at first level only), and one would change the lesser change self ability into greater change self.

Both seem way over powered to me. But with the right feat tree and/or prerequisites... anyone got an idea how to do this balanced.

(and yes, I'm aware there is already a feat to increase your Eidolon's evolution points by 1. He insisted on a 1st level feat that gives 2. If that doesn't seem feasible in a balanced way... then maybe a higher level version that does? Level 7 perhaps???

thanks for all criticism and advice!!!


bump for advice


I KNOW I've seen this made 3rd party somewhere.

But I can't find it!!!

It's a sorcerer bloodline/archetype that gives evolution points to the sorcerer (I think 5 EP by level 20).

Please let me know if you've seen this and post the link. Over an hour of searching and I'm lost!! :(


Shoga wrote:
La'Vantis Tuen wrote:

that monk/psy class is cool. I'll look at it, but might not have what I need.

That book you linked is cool (how'd i miss over the years?!?!?!) but the only thing it DOESN'T have is how much Wisdom to AC is worth!!!

and dabbler, i'm looking to seem invincible to common folk without thinking. I better explained it before, but look at level 3 survivor power combined with the Persisent Focus feat. Walk around winter, barefoot, simple clothes, no casting needed. Wisdom to AC helps (not necessary, but helps).

I'm presently playing a meditant and the Wisdom to AC is awesome. Its untyped so it stacks with Inertial Armor and barkskin. In addition you get a +1/5 levels as an additional untyped armor mod. which makes my AC 20 + at 2nd level and its effective even if flat-footed. I took interceptor as my Psychic Warrior Path but I wanted bonus's when I protected my companions. You might consider Survivor for that "Invincible to common folk" thing.

Yeah, I went survivor and also did the Meditant archetype. I didn't want to go unarmed, kinda wanted an earthbreaker made of deep crystal.. but alas... can't have your cake and eat it too huh?

At level 1 my stats were

STR 14
DEX 14
CON 14
INT 14
WIS 18
CHA 7

25 pt buy (DM let me have 1 extra point since I took the cripling 3rd party drawback overly cautious.

My 7 CHA is because I'm an Elan that the party literally saw be born (well awoken for the first time ever since birth, probably around 20-25 years aged in a bacta-tank looking thing). Going to put my lv 4 pt in CHA to show i'm learning social interactions better.

I also took the dodge feat since I'm going to go Elocator 1 (maybe more)

This gave me AC 21 most the time (Dex +2, Wis +4, Dodge +1, Armor +4 [Inertail Armor].

I will not take Force Screen. But at level 4 I am mean enough to take Sidestep

I also almost always have a free Vigor for 5 hp, and took Psionic Body since I will be grabbing Deep Focus.

-

MrSinn wrote:
I'm not Andreas, but I can point you to Psionic Talents, which are sort of like cantrips for psionics as far as I can tell.

Yeah, I saw those, but figured it meant something better than that. Aah well, I just took it for Conceal Thoughts so he can seem stoic, even when angry, sad, happy or injured.


1 person marked this as a favorite.

I would also remove the XP cost. That's no PF. If you REALLY want to make it taxing, just make it do Constitution Burn. (not ability damage or ability drain, but ability burn. This can ONLY be healed with rest, not a simple spell. You can find it in 3.5 or Dreamscarred Press's psionics).

Volvogg wrote:
Through a combination of discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood.

so reading this got me all excited. then I started to read the class:

Volvogg wrote:

Lvl Special

1 - Gruesome Glyph, Sanguineous Sword, Blood Pool

not exactly an end game ability. You made it sound later in the game then made it level 1. It was a let down for me to go from that cool fluff to the class's game mechanics.

Going just off fluff alone, I'd make this whole ability happen later. Start off with cool blood drawing techniques; extra damage; bleeding attacks; etc, then make the sanguineous sword a 1/day at 8th level + 1/day per 5 levels thereafter. Then you can make it baddass!!! It's comes summoned with whatever special abilities you want (think paladin or anti-paladin sword). You wont need that weird XP draw system.

-

but as a side note. I love your fluff and where your oing with it. But if I were building the same thing, I'd just do an archetype for the Magus. Make it blood focused, change several core abilities, even invent a few new spells if needed. You could simplify the whole project by going that way.

-

I hope this helps friend!!!


cannon fodder wrote:
It's 3 pp to make a single melee attack miss...I wouldn't called it overpowered.

Let's compare to the Elan of the Protector archetype of the Psionic Warrior's resilience ability.

3 pp = 6 hp.

or combine the two for 3pp = 9hp.

Hell thow in the old Elan Resilience feat from 3.5 and put it all together for 3pp = 15 hp.

But when a cloud giant attacks with a two-handed hug sized greatsword after you just spellcrafted he cast True Strike last round... you spend 3 pp to thwart that attack perfectly???

-

Are there and core abilities that are at all close to this?


Sidestep the feat i feel is a terrible waste of a feat for anyone other than a fighter traveling with several rogues. The waste on an immediate action to make that simple movement is not only bad for the action economy, but also makes you lose your 5' step.

Sidestep feat in all it's uselessness.:
example: O= open square, Y= you, B= bad guy, R= rogue

Y O O
O B R
O O O

Bad guy attacks (standard or full-attack) you and misses, you make immediate action to setup the rogue for sneak attack.

O O O
Y B R
O O O

Bad guy makes free 5' step to say, 'you made a poor selection of a feat dumby'.

O B O
Y O R
O O O

___________________________________

or

O O O O O
O O O O O
O Y O B R
O O O O O
O O O O O

Bad guy attacks (standard or full-attack) you with a reach weapon and misses, you make immediate action to setup the rogue for sneak attack, and/or disrupt his ability to continue attacking with his full-attack with a reach weapon.

O O O O O
O O O O O
O O Y B R
O O O O O
O O O O O

He takes a free 5' step and continues to attack with his full-attack and laughs at your efforts.

O O O O O
O O O O B
O O Y O R
O O O O O
O O O O O

Sorry for the tangent, just wanted to point out how that feat is the furthest thing from OP.


you must not have opened the link. It's not the feat. It's the Psionic Power called Sidestep.

Homebrew because psionics were done by Dreamscarred Press. As amazing as they are, they're still just 3rd party, and therefor homebrewed.


Sorry, I forgot to also second (so I guess 3rd now) the idea of Evil Lincoln's Strain/Injury variant. It does work well.

But I was just on the phone with a friend who reminded me of a PC who played an alchemist (someone with Craft Alchemy, not the class) who made a slave that took only 1 round to apply the Treat Deadly Wounds aspect of the Heal skill. You applied the salve and made a Heal check (with a +2 alchemical bonus). Use core rules as normal.

Only 1/24 hours, but certainly saved some bacon here and there!!!

-

To this effect, you could also make a feat, item, etc that double the amount healed from this effect (though it still only works 1 /24 hours. That's a great limiting factor).


I allow time between adventures. This allows them to not worry about, I NEED HEALING NOW NOW NOW. They can hold up in an inn, tavern or library for a few days/weeks.

Also,

PRD - Heal Skill wrote:
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.

This is in the core rules. Though it DOES take 1 hour to do, you can rule that someone using Aid Another against a DC 15 or 20 reduces the time to 30 minutes instead of adding a +2 bonus to the skill check.

If you want a house rule to really quicken major injuries; add a Surgery optionto Heal. This'll take 8 hours of work (like crafting a magic item) and use up x GP in resources, but it heals a lot more damage. Maybe 5x or 10x character level?


sorry but I had to point out:

Garreth Faulkner wrote:

Xenophobic (Skoldric)

Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.

I found that VERY amusing, though I undertand what you were going for.

I think the whole blood-brothers bit is cool. I'd see 2 or 3 racial feats that expanded on that tandem fighting style. (i.e. charge through squares, share initiative rolls, bonus to reflex save, etc).

I think it is a fun build an appropriate for a 10 rp race. I've always felt that Human should have different perks from different regions, and this feels viking-esk. I love the quick prayer to those that have gone to the Halls of Valhalla to give you aid in combat (false life).

one criticism though... +2 Wisdom. For a race that is xenophobic, that doesn't seem very wise. Also, the vikings (beautifully portrayed in 13th Warrior), weren't known for their wisdom.... May i suggest +2 Strength, +2 Constitution...? I know that always feels munchkin-ey, but it also fit the race you've created...


I'll add the fluff if you guys (and gals) like it, but for now just want to see initial reactions

My friends concept, I just took his initial creatiion and tried to hammer it so it's a legit race.

Basic fluff, they're a mutant off breed of humans. They are now a true race and so can therefor breed true.

Monster Racial Traits
+2 Constitution, +2 Charisma, –2 Wisdom: Monsters are tough and quick to make friends, but tend to make poor decision that get them into trouble.

Medium: Monsters are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Monsters have a base speed of 30 feet.

Low-light Vision: Monsters can see twice as far as humans in conditions of dim light.

Monstrous: Monsters are Humanoids with the subtype of (Monstrous). This type may now be found on the Ranger's favored enemy list.

Change Shape (Su): A monster can assume the appearance of a specific single human form of the same sex. The monster always takes this specific form when she uses this ability. A monster in human form cannot benefit from her superior species, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the monster does not adjust her ability scores.

Superior Species: Monsters receive 2 evolution points as a racial bonus. These point must be spent at character creation and cannot be changed later on. All of these point must be spent individually from the 1 pt evolution options found in the summoner eidolon section, and cannot be pooled to buy 2 or 3 pt options. Lastly, you may only choose the skilled option once, and when done so it instead provides a +4 racial bonus to the skill chosen (not +8).

RP point breakdown:

[0 rp] Standard ability scores
[0 rp] Medium sized
[0 rp] Normal Speed
[0 rp] Type
[1 rp] Low-light Vision
[3 rp] Change Shape, Lesser
[6 rp] Superior Species
__________________________
Total of 10 rp

Argument for Superior Species value:

Worst case scenario is Scent (4 rp) and modified Skilled (5 rp) which would equal 9 rp. However most combinations of chosen abilities equal around 5-6 rp.

My friend initially wanted 3 evolution points and to have skilled function normally with no limit to the times yo can take it. I Argued taking skilled 3 times would equal about 30 rp alone.

-

opinions!!! [ ps. linky link for evolution ]


Just to clarify it DOES say "attack from a melee weapon". So no ranged weapons, and no spells (unless tat spell manifests a melee weapon ie Spitual Weapon or Call Weapon)

So your not a god... but pretty darn close.

Please correct me if I'm understanding this wrong, or if you find anymore loopholes to toss my DM.

THANKS


Here's the linky link.

So, is sidestep overpowered? Should this be allowed? I get that it takes your swift/immediate action, and that PP are not exactly endless (especially with Psionic Warriors!!!)... but to make someone auto miss? Is there a comparable spell or class feature that the core classes have?


Setorines wrote:
I entirely agree i know I would play it if you started a game from the ground up! Under age to buy you a beer though. Lol

Funny how these laws work. Age to purchase alcohol is a federal law of 21+.

age to drink alcohol is different from state to state, the youngest being 16+ (with parental supervision and accompaniment, like at a restaurant).

however... if you two sat at a bar (with no age minimum, like at a family restaurant), and Kirth ordered and drank the beer...then you picked up the tab... technically you just broke a federal law... but I've never heard of this showing up in a courtroom before...

-

either way, DOT :)


1 person marked this as a favorite.

personally, I always found Magic missile, mage armor, grease, enlarge person, etc useful from levels 1 - 20...

I don't think you need to make lower level spells more attractive, I think you just need to open your options to more than just spells that require save DCs.

A well placed ray on enfeeblement (well, before pathfinders lame save for half) always did the trick no matter the level. Even the new, more lame, version has its merits against any physical character. (mixed with wave of exhaustion)

2nd level spells are a veritable jackpot for buffs. Don't need help there.

3rd level has good damage, good buff, great miscellaneous...

not trying to be facetious... but what exactly needs help?

allow me to make a quote here:

The Saltmarsh 6 wrote:
If it ain't broke don't fix it


So I'd like to cast Animate Thread because I really like the idea of 'Skillful Casting'!!! (My history of table tops started with GURPS...)

I'll see if I can post some basic thoughts tonight...


Stormhierta wrote:

We created a number of powers that can be used while psionically focused, for free.

So unfortunately, it does what it says it does.

I would suggest a psicrystal+psicrystal containment. :)

- Andreas Rönnqvist
Dreamscarred Press

Perhaps I have overlooked these. Could you give an example or a link?

And thanks! I love responses from the actual designers/publishers.


Zhayne wrote:
Unfortunately, that says 'pick a first level POWER', which Psionic Armor is not.

true, but can you name a power at 1st level that requires psionic focus???

I also saw the RAW on that, but i believe this is an issue of RAI. And since it's 3rd party anyway... as long as I can make a case, my DM will assume it's a typo by dreamscarred


THANKS ZHAYNE AND MRSIN (I always love seeing you two on the forums, such kind people). I've never seen that before, and it works PERFECT!!! Losing a feat stinks, but the price we pay huh.

I honestly wasn't sure if I wanted unarmed combat, but I'm liking the feel. I've got a picture of the guy I'd love to link... anyway to link one from you comp? or just from the web??

Also, any suggestions on Traits?

I'm thinking this one:
Psionic Power Focus: Pick a first level power you
know with an ability you can use while psionically
focused. You are always treated as being psionically
focused for this purpose, even if you are not.

From Psionics Expanded Unlimited Possibilities page 36 to beef up my Meditant's Psionic Armor (Su)

Edit: also, I'll be taking a Drawback, so I'll have 3 traits total including ^^this one^^. :)


jhpace1 wrote:

Inertial Armor: +4 to AC

Force Screen: +4 to AC, but does nothing for Magic Missiles. This is the difference between Force Screen and Shield.

Having recently been in a psionics vs guns fight, I cannot overstate the use of Vigor. It might only be 5 temporary hit points, but like most psionic powers, Vigor is augmentable with just 1 additional power point. So at Level Three, you're adding 15 hp, which should get you through the first hit as a meatshield. Comparable to False Life.

As a fighter, don't forget a high DEX is better than STR at low levels for dodging attacks.

I was DMing a campaign a few years ago (6 i think...wow time flies) and one of my PCs decided to NOT leave the crashing Airship and to keep fighting the baddies on board. Right before it crashed he beefed up with and overchanneled Vigor and killed the last guy near him with Empathetic Transfer, Forced... At the very last second he used Catfall. The party freaked out as they thought their friend died... He then used Expansion to become Huge sized to unbury himself from the wreckage... unscathed...

He had handed me an index card with his plan before about 5 rounds before the crash... but the look on their faces was priceless. Needless to say, at the bar that night the party bought his drinks (real life and in game). Wow epic.


Zhayne wrote:

Go Meditant archetype, get your WIS to AC/CMD while focused.

Or dip a level of monk for the same; I know you said no multiclassing, but I figured it was still worth mentioning.

Yeah, I know :(

Which archetype you think? (in case I MUST) do that :(

And there is no psionic monk archetype from dreamscarred is there?

EDIT: wow, I just realized what I was replying too. Thanks, I'll look up the Meditant


ok, simple answer because I'm not retyping that!!

that monk/psy class is cool. I'll look at it, but might not have what I need.

That book you linked is cool (how'd i miss over the years?!?!?!) but the only thing it DOESN'T have is how much Wisdom to AC is worth!!!

Sorry for responding like a barbarian, to frustrated to retype. But thanks a ton ocienshieldwolf!!!

and dabbler, i'm looking to seem invincible to common folk without thinking. I better explained it before, but look at level 3 survivor power combined with the Persisent Focus feat. Walk around winter, barefoot, simple clothes, no casting needed. Wisdom to AC helps (not necessary, but helps).


damn thing double posted, then i went to delete one and it deleted both. I had so many links and crap.... damn


dot


fully aware. Still believe the rule applies. Almost positive I've seen this in another forum, but couldn't find it to link.

Shout out to anyone who knows where the link is.


So long story short. I wanna play an armorless psychic warrior. I'm starting at level 1, and don't intend to multi class (though I'll probably go elocator 1 or 2 after level 5).

For aesthetics I REALLY don't want to wear armor. Now I know that Inertial Armor is an option, but as the primary melee guy in the party, this'll still leave me rather open to ouchies. Especially since it doesn't last very long (early levels).

I'm on the homebrew forum because I want to ask...what is wisdom to AC REALLY worth? I know paizo hasn't yet released a Class Builder (like their race builder, and I figure one is on its way)... but if there were one, what would this really be worth? it's not exactly broken...

I remember 3.5 Monk's Belt was only REALLY abused by the druid. Everyone else only got a little perk at best.

Current Character Build:
Level: 1
Race: Elan
Class: Psychic Warrior
Path: Survivor
Stats (25pt buy): STR 14, DEX 14, CON 14, INT 12, WIS 18, CHA 8
Feats: ?? Dodge, Psionic Meditation ??

Current AC is 13 + 4 (Inertial Armor) 17.
Fine for this level, but level 5??
13 + 6 (Inertial Armor Augmented) 19
Not exactly impressing a kobold...

Any and all thoughts would be appreciated. I'm making a case to bring to my DM. A good ol' quick pro quo


'Manifesting and Augmenting' wrote:
If you take no other rule out of this book, it is critical to remember that a manifester may not spend more power points on a power than his manifester level. This includes spending power points augmenting the power, using metapsionic feats, or effects that result in needing to pay an increased power point cost to manifest a power. For example a 5th level manifester may only spend a total of 5 power points on any single power, while a 19th level may only spend a total of 19 power points on any single power.

Linky Link

There is a limit:
If he's level 2, he may only spend 2 points (4hp) against a single attack.

If he's level 20, he may only spend 20 points (40hp) against a single attack.

While this power has it's merit (and certainly has saved my tookus more than once), it is a VERY inefficient way to spend your points.

-

sorry for the late jump in, just found this posting...


.


1 person marked this as a favorite.
Samasboy1 wrote:

that sounds like it would have been a pretty cool campaign

I am a little confused by the Covenant feat. It basically just seems like the rules for a Coven... so why do you need a feat? The Mother's Gift (Coven Raised) lets you participate in a coven, and once the coven is complete you get the SLA's without needing a feat.

Also, would you let the Mother's Gift (Coven Raised) treat the Changeling as a Hag, or would you still require a real hag to complete the coven?

Mothers gift works like the hex for those without hexes. You'd still need a real Hag. The covenant feat would take away the need of the hag while not breaking the game with its rediculous spells at will.

I like changelings... they just need a smidge more... I personally think this is it.

:)


Hmm...

Can you link that Xara?


La'Vantis casts Animate Thread

Lets see if we can get an answer.


AndIMustMask wrote:
EDIT: also, to be honest from the name i thought this thread was going to in a WAY different direction than it is.

Care to elaborate?

;P~~


As for making a TRUE coven (as apposed to using the +! caster level part), i believe Simulacrum would work... And then they'd do whatever you wanted too...

'Simulacrum' wrote:
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD).

emphasis by me: I believe this can be interpreted that way. Though not a concern for us anyway...

1 to 50 of 170 << first < prev | 1 | 2 | 3 | 4 | next > last >>