Why does a touch attack with reach have a -2? There's no range increment there, and it's not even a ranged attack. And I'm not sure it has to be a called shot any more than any other sunder attempt, especially since called shots is an optional rule that my everyone plays with.
Brew Bird wrote:
I feel like a witcher would need full BAB. They were the best swordsmen around. So skills, knowledge, tracking, limited spells. Ranger chassis fits, but the spells are wrong.
I feel like I need to clarify that they don't make a big deal about it, and they're fine with me using it. The mechanics would just really suit some of the characters they've tried to build over the years, and I can't seem to convince them that it's ok to reflavor a set of mechanics as something other than the written description.
I've used psionic classes before, and I'm using a cryptic in the current campaign. They don't have an issue with psionics being in the game, but it conflicts with the flavor of their own characters because they're so firmly attached to the new age perception of the word. Changing the name to runic magic makes zero difference for some reason; they're still stuck on the original imagery. "It is what it is." one of them said, and the argument that it is what you MAKE it did no good.
I haven't tried what Anzyr suggested yet, that's a good idea.
Two of the people I game with refuse to use psionics or anything considered psychic because they perceive it as science fiction, and that interferes with their immersion. They are okay with third party content in general, and psionics/OA would fit many of the concepts they've tried to create over the years. This also occurred when one of them wanted to play something exactly like the Pathfinder ninja, but would not because they didn't want an Oriental-themed character.
I'd like some advice for convincing them that they can attach whatever flavor they like to the mechanics provided by a class, and their character doesn't have to be just like the fluff description or iconic image. Is it possible?
It's iffy. If you have an evocation focused mage, it might irk them a bit. If not, barbarian/fighter/paladin/zen archer etc can make 15d6 damage once a round look silly later on, so it's more an issue of party composition. Just make sure magi aren't spellstriking snowball with the close range arcana, since it isn't a ray. Not that that is related.
Diego Rossi wrote:
Have you never seen the moon in the sky in the morning? Assuming the moon in setting is similar, it's just brightest at night.
How many insights do cryptics get? I don't have my pdf in front of me, but I seem to remember not having enough to get the debuffs I wanted along with all the other really cool stuff they can get, like tattoo shenanigans and folding up traps. I guess you could spend all of them on disrupt pattern, but you'd be missing out on a lot of unique things they can do.
Does ammunition fired from a magical projectile weapon gain the benefits of the weapons magical enhancement or abilities?
I may have contributed to the creation of this thread when I asked whether ammunition fired from an enchanted bow received the hardness and hp increases that come with enchantment. It was a very odd case that had something to do with arrows being sundered in flight, if I remember right, but for all the "this is silly, who would ask this?" people, that was possibly the original question that started the thought process.
There should be a guide to converting 3.5 to Pathfinder around somewhere, and that should be all you need. I just looked through it, and didn't see anything that would require special attention, but it was admittedly a quick look. Things like full casters moving up to d6 hd, merging spot, listen, and search into perception, etc.
I can see what you mean, but her railgun in the show is pretty much heavy artillery, and blasting is kinda underrepresented in Pathfinder. Composite blasts are the best way to represent that that I can think of.
Edit: this was in response to elfinlocks, not Mark, and he answered it much better than I did. Even without going up to a 5 burn meganova, blasts get pretty big later on.
With Kineticist, probably air with electric blast, followed by aether using coins as the projectile. She started much weaker, though it was before the series, and her most damaging attack doesn't deal electricity damage at all; it's an electromagnetically fired physical projectile.
What are the difficulties you're encountering with the build, specifically?
Psionics is 3rd party, psychic magic is Paizo, from Occult Adventures. Totally different things.
I don't think you have much to worry about with the Occult classes, especially Kineticist. I'm not super familiar with the others, but the only one I've seen any kind of power complaints about is the Psychic, which is a full caster anyway. Unchained rogue is widely regarded as much better than the crappy core rogue, but unchained monk, barbarian, and summoner are mainly by preference. Summoner was certainly toned down, but I definitely wouldn't call it "nerfed into the ground".
That would result in a +4 mind blade with a +1 equivalent ability at 9th level, while the rest of the group is using +2 weapons. It would also essentially totally cancel out the lowered enhancements from the armored blade archetype, if used. Hmm. I'm not sure stacking is the way to go, with soulknife.
I posted this over on the DSP forum as well, but it's somewhat less active over there so I thought I'd get opinions from here too.
Don't forget the flavor for white haired witch, "A white-haired witch concentrates her mysterious powers on improving her prowess in melee, using feats of agility and her prehensile hair to deal extreme damage." That's as ridiculous as the rest.
I don't think this guide is being updated currently, but I'm pretty sure I saw an faq or errata allowing dragon disciple to work with the bloodrager draconic bloodline, finally. Worth mentioning, even if you only go 4 levels for +4 str, +2 natural armor, breath weapon, bite, and bonus feat; at the cost of 1 BAB and 1 caster level.
I allow everything paizo, and anything 3pp upon approval. I used to allow anything from Dreamscarred press without prior review, but one player dipped into path of war and was doing way more damage than even the zen archer, who is already a problem. He decided on his own to take the PoW out of his build, and now anything from PoW is subject to strict review.
I have the specific problem that one of my players (the zen archer) most enjoys building spell-less DPR machines; to take that away would greatly lessen his enjoyment of the game.
Other than that, I have a much higher level of system mastery than any of my players, so I allow most things with the understanding that anything too broken will likely be countered with something much, much nastier that I build with the same rules.
This seems odd to me. I've always seen smite as empowering the paladin vs evil, so it always "works", but it just has no effect on non-evil, like a weapon with the holy property. So you're juiced up and totally ready to smite your target, but then you hit him (or he hits you) and nothing special happens. Oops, wasted smite.
On the topic of the detect evil, then murder paladin, that seems like violating the lawful portion of their alignment, even if it could be construed as "good".
I didn't propose anything EXCEPT new games, really, and I spoke of systems, not games. Neither of the other games mentioned use the d20 system (or any die other than d6, if I remember right), and that's too much of a jump for my players.
From personal experience, it's often easier to talk a group into a variation of a familiar system than an entirely new one. In particular, GURPS is ok with me and with one other person in my gaming group, but the others are relatively new even to PF, so the wide-open custom system of GURPS is a hard sell.
If you're willing to jump systems though, Shadowrun is another classless TTRPG worth looking at.
Austin Collins 607 wrote:
Hey guys, just a quick thing that I wanted to ask about. Why did you decide to use terrakinesis rather than geokinesis? The former seems to be a mix of Latin and Greek where Terra means Earth and Kinesis means moving. I'm only making this observation because the other terms (i.e. pyrokinesis, aerokineses hydrokinesis) are totally greek. Is there a reason you decided to use terra instead of geo, perhaps it sounds better, etc.?
I know it's an enormously long thread, but that was discussed early on and i believe geo was agreed upon as the official name.
My group uses some of the more powerful rolling methods for stats, and many encounters are indeed easy for them, particularly because of one that is strongly optimized for massive dpr. The main thing I have done to scale up the challenge is simply maximizing the hit points on every enemy. My players know and approve of this because they like the challenge.
Except reality and physics have little to do with game mechanics. Spells and abilities do what they say they do, and they don't do things that they don't say they do, especially in regards to real world physics. Electricity attacks do not generally spread through conductive materials (shocking grasp's bonus aside),being struck by a colossal creature does not usually knock even a diminutive creature flying, and cold is an energy type rather than a lack of energy.