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Paladinosaur wrote:
Also, I hope archetypes are closer to 5e, "build in" the class.

The problem: 5E archetypes aren't PF archetypes. They're PF sorcerer bloodline and PF wizard school specialization.


delabarre wrote:

A question about the Priest. It looks like they are built on the "wizard/sorcerer" framework (1/2 BAB, etc.) but with the Cleric/Oracle spell list. In comparison to a straight Cleric, in exchange for stepping down the less martial track, they gain...an extra domain, with attendant powers?

My concern here is that wizard/sorcerers have a spell list with spells that (by design) do more damage than the cleric/oracle list. It seems that if the Priest is meant to be a "divine wizard" there should be some extra damage capability baked in there somewhere.
Or did I miss something?

An extra domain, other daily-use abilities (divine gift - divine surge and smiting burst help with damage-dealing), slightly more skill points and arcanist-but-not-slower-spell-progression casting, in exchange for 1/2 BAB, d6 hit die, slower channel energy progression and slightly less spells/day from level 3 onward (although the difference is entirely in domain spells, otherwise the priest has slightly more spells/day until level 20).


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At least some of Paizo's writers seem think they count as enough of prepared casters to take Magaambyan Arcanist (which requires being able to prepare 3rd-level arcane spells), given that Arcane Anthology (and reprinted in the Adventurer's Guide, so it's been given the hardcover lookover too) has an Arcanist archetype that ties thematically and crucially directly mechanically to the prestige class without saying anything about the prepared spellcasting limitation being waived.


Minor wording issue: Skillful Pact says "as if you had taken the Signature Skill feat for both of them" despite now giving unlocks for three skills.


Drejk wrote:
I would suggest rename—there is already an aegis class.

Check two posts up from your post, though personally I disagree that there isn't much room for stuff like that now, after the official Occult classes. The Dreamscarred Psionics Augmented: Occult line makes a point of differences and connections between Psychic and Psionic, after all - and one of their fairly recent releases was an aegis archetype, so over 7 years it may be, but it is still an actively supported and expanded class.


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Yes, I'd heard if you take damage you lose the spell, no roll... which is the main reason I worried about some form of casting defensively, if obviously looking radically different (while reluctantly admitting that making it so spellcasters *cannot* cast a spell while threatened without being more likely than not to lose the spell does help in some ways).


I do wonder if there is anything like casting defensively in this system... I suppose it would help balance martials/casters if the answer is 'no', and technomancers and mystics are 6th-level casters and so would presumably be fairly likely to have at least some not-spellcasting options.


This is a bit embarrassing, but I haven't been able to find an official answer (either Paizo or WotC) for how constant/continuous SLAs interact with spells that require concentration (do not require concentration, only work when concentrated on but don't need to actually be cast, can be cast as if under the renewing a dispelled constant SLA rule...). Is there one I've missed, and if not, what was assumed for the Avowed's changed detect magic sense when it was changed?


Eltacolibre wrote:

Believe someone attempted one in 2012 or something.

But well nowadays, there are other options when it comes to people who wants to focus on shadow magic.

Oracle with the shadow mystery does everything a shadowcaster did...better with cleric spells on top of it + shadow themed bonus spells.

Not everything... it does not have the Shadowcaster's quirky but interesting not-exactly-spells system (that was one of the major disappointments of the shadowcaster conversions I've seen on this board - making them just a standard caster with shadowy theme kinda misses the point of making a shadowcaster class conversion) and it adds on divine and curse thematics that may not be desired.

I'd search for Peacenlove (sic) and shadowcaster. Check the 2014 version, though you need the 2012 version as a reference for path masteries.
EDIT: Ah, if one is willing to compromise on fluff and spellcasting, there is the possibility of a Shadow pact Avowed (a class I can greatly recommend in general).


What happened to the Mind subpact in Avowed 2? I can't find a mention of it in the changelog, but I can't find the subpact in the Avowed 2 document either. The Body subpact is still there, though.


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A revision would be interesting.


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Inspiration seems more defining... but that is based partly on that there are several archetypes that replace alchemy. Certainly alchemy is a key aspect of the base investigator - it is a huge part of what it gets from one of its parent classes, after all.


While it is not named Noble, a rogue with the phantom thief archetype makes a pretty decent noble - broad skill-base, able to dabble in things thanks to its broad education, can pick up the aristocrat/celebrity-themed vigilante social talents without being a vigilante.


What - non-racial - options are there to get mind-affecting effects at level 1 as an Avowed? I noticed frightening pulse doesn't actually say it is mind-affecting, and it seems a bit annoying in play to have an avowed character whose attunement does nothing until level 6.


I will admit that I was saddened by the loss of the Self pact gaining Charisma to armour when unarmoured... but that someone thought their character looked cool without armour is no excuse not to remove it, if needed for balance. And Self-pact Avowed does remain cool and fun to play regardless!


If I am reading it correctly, Of Two Minds in A2 can't be taken by an Avowed with Pactbound Guardian (since feats are not class features, so it is not an allied creature granted by a class feature). Is this deliberate, to keep it restricted to the tighter bonds of betrothed, witches and druids (among others)?


Very minor thing: Eyes of Fate isn't listed on the list of shapes and clauses.


Rysky wrote:
Radiance House has done some tweaking and kickstarting and now we have the Pactmaster (to avoid confusion with the other Occultist) from Grimoire of Lost Souls.

Good to know, I will admit I was mostly looking at d20pfsrd (*ahem*, limited budget).

Chengar Qordath wrote:

Yeah, Truenaming and Shadow Magic would both need a lot of reworking to get up to DSP standards, given the general consensus on both in 3.5 was that they were fun ideas/concepts but an absolute mess mechanically.

As far as other 3pp party publishers trying out the concept, I don't think that should stop DSP from making their own attempt so long as what they produce is unique enough to merit being its own product.

Shadow Magic had a significantly better reception than truenaming, so far I can tell, in that it was seen as more underpowered and with unclear things than truenaming's thoroughly broken (and personally, I did not feel I need to go to extreme optimisation to stay decent within the party when I played a shadowcaster in a 3.5 game without feeling overpowered either - though admittedly it used Mouseferatu's suggested alterations). Still, there would have been to reworking and re-theming, I just would hope it doesn't end up with shadow magic becoming spellcasting using spell slots again.


DSP actually have taken stabs at truenaming (search for Tzocatl), if not gotten far enough to be released - I think a more important issue for shadow magic and pact magic is that other 3pp companies have done them (somewhat for shadow magic; the closest I've found uses spellcasting, but pact magic has Radiance House's Occultist).


There is some overlap that make clear even without developer comments that psychic magic is a Pathfinder version on the theme - for instance, a couple of the psychic spells are clearly spell versions of psionic powers what with having the same name and similar effects, the psychic is an Int-based full spontaneous caster like the psion is an Int-based full spontaneous-by-default manifester, and the undercast thing gives the impression of a sort of inverse take on augmenting (possibly to be made more obverse with Undercast Surge). That said, there's definitely a fair bit of difference even beyond the basic spells using spell slots/powers using power points difference, even thematically (Dreamscarred's Psionics Augmented: Occult project touches on this since it is about the interaction of their take on Pathfinder psionics with psychic magic).


DungeonmasterCal wrote:
I'm very fortunate in that my group (well, all but one guy, anyway) is very open to 3PP material. I'm kind of picky about the publishers I allow, but DSP is definitely one of them. I've allowed Psionics and Path of War but haven't looked closely at Akashic magic yet. I thought the original concept from (forgive me, but I forget the title) from WotC was pretty interesting, so I hope to give it a better look soon. And as far as PoW goes, I may replace the Monk with the classes from it in my next campaign, which at the rate we get to play should be about a year from now.

Akashic Magic is inspired by Magic of Incarnum.


The Phantom Thief archetype for Rogues is pretty good at representing a noble of high education, though it is somewhat lacking on the combat front, what with losing sneak attack for more skill versatility and all.


Looking over A1 and A2 I noticed the only detecting magic options for Avowed seem to be limited to objects specifically (the Reveal Your Secrets clause) or automatic within 30 ft but limited to spells being cast on two very limited specific lists and requiring being a specific pact (Divine Pact) - is this a deliberate design choice?


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Adjule wrote:
It was nice, but what I think Paizo did better than WotC in that regard, is Paizo will continue to support each class they come up with in all their books they publish after releasing the new class. WotC, however, liked to pretend all classes outside of the PHB didn't exist once the book was released. It's my fear for 5th edition when they do end up releasing a fully playtested Mystic and Artificer class, that any other book they release will act like those never existed.

By precedent the Mystic has some advantage; the psionic classes did see some support in 3.5 - not as much as the PHB ones, but new powers and even sometimes feats and prestige classes strewn about various books (look at Magic of Incarnum or Dragon Magic, for instance) and the only not-in-core subsystem to get an (admittedly not exactly well-regarded) Complete supplement,. The Warlock followed behind (and specifically the warlock, not invocation-users) - but then, it became a PHB class from 4e onward.


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Eldred the Grey wrote:

I am pretty happy with pathfinder but I did like the PrCs that existed in 3/3.5 the only beef being that some of them actually encouraged some useless multiclass combos to enter. Case in point my all time favourite PrC is the Fochlucan Lyrist which was at its core a Bard/Druid combo but it also insisted on evasion. So now instead of just 2 classes and 5 levels now is 3 classes and 7 levels. But the fact that some of the anoyances that I had with 3/3.5 are gone(crossclass skills) but at times I feel PF is just a tad complicated.

EtG

To be fair, the Fochlucan Lyrist was more-or-less explicitly meant to hearken back to the 1e AD&D bard, which did require training as a thief (and a fighter, but that would be harder to smoothly put in as a PRC requirement without actually directly requiring fighter levels), with the druid thing coming in because the actual bard class was themed around adding in druidic abilities. Hence, a Bard/Rogue/Druid prestige class (in fact, the first college for them was Fochlucan). Actually starting out with the design goal of a bard-druid hybrid prestige class would probably have resulted in something somewhat different (possibly something better).


Penitents' Humanoid Origin ability says "If he chooses human..." but does not allow choosing human as written ("a penitents must choose a humanoid subtype from the following list: dwarf, elf, goblinoid, orc, tengu, kitsune, strix, vanara or reptilian").

Apologies for starting with that nitpick; I am quite enjoying Heart and Soul thus far!


I would say taking Birthright.net's 3e/3.5 efforts as a base, but I can't get to the site to remind myself how far they got.


Forrestfire wrote:
I hope you all are enjoying the current work that's up, and I'd like to thank everyone who's taken a look and/or given feedback. We'd be dead in the water without you all. I'll probably be back with another update to Avowed 1 in a couple of days, depending on how sick I continue to be. It'll include some fixes based on feedback and fixed math in a couple cases, as well as a real list of FCBs (finally!) and some more Final clauses.

As a belated thank-you I wanted to say that the only thing I haven't enjoyed about the current work is that I haven't been able to actually play an Avowed yet, because it seems like it would be really fun!


LordInsane wrote:
You might already have seen it, but aether rampage is still referred to as aether claws with Dragon pact, Fiend pact, Otyugh pact, in the iaijutsu paragraph in Special Rules and in the Aether Armory feat.

Aether Retaliation is also still referred to as Aether Shield in Shadow pact, Aether Armory and Mystic Reflexes.


You might already have seen it, but aether rampage is still referred to as aether claws with Dragon pact, Fiend pact, Otyugh pact, in the iaijutsu paragraph in Special Rules and in the Aether Armory feat.


The description for the Dark Lens repeats "Possession of the Dark Lens bestows a constant mind blank, protection from evil and protection from good effects upon its possessor." twice.


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The counter here is that we do have a FAQ for half-elves that says that they can take elf archetypes, so while the rationale is solid in its absence, there is more evidence than just the Lorekeeper's ability that elves for the purposes of archetypes at least *can* be creatures of the elf subtype. It would be strange if a half-drow, half-human could take elf archetypes but not full drow, no?


More Investigator archetypes that replaces Swift Alchemy but does not alter or replace Inspiration, Alchemy or Poison Lore, so as to give the Questioner archetype more ways to drop the potentially unthematic Swift Alchemy for something else.


UnArcaneElection wrote:

Professional Rogue

Professional Rogues don't know the desperation of a hard life like many Rogues, but also don't know the entitlement of the elites. Instead, they come from the ranks of the professional class, having succeeded in securing themselves a comfortable living but having grown dissatisfied with the comfortable monotony of their jobs. Professional Rogues seek new experiences to which they can put their education and practical skills to use.

Dependent Archetype

The Professional Rogue is a further modification of the Phantom Thief archetype, which is treated as the base class for the purpose of adjudicating archetype compatibility.

Practical Education

A Professional Rogue retains Trapfinding(*) as a standard Rogue, but only gains proficiency with Simple Weapons and Light Armor. This alters Refined Education and the Rogue's Weapon and Armor Proficiencies.

Middle-Class Education

A Professional Rogue is not restricted from selecting Social Grace and Vigilante Social Talents that would require being a craftsman or professional. This alters Broad Education.

Nerd Sense

Being from the professional class, Professional Rogues are attuned to mechanical dangers, but not as adept at social dangers. A Professional Rogue retains Trap Sense(*), but does not receive Sense Motive bonuses. This replaces Social Sense.

(*)The restored Trapfinding and Trap Sense class features may then be modified or replaced by another Rogue archetype, as long as the overall archetype combination otherwise obeys the rules for combining archetypes.

Why is it needed to note that you do not receive Sense Motive bonuses if it replaces the thing that would have granted you the Sense Motive bonus?


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blackbloodtroll wrote:

Um, the original Tiefling/Aasimar ages were in error.

They corrected them.

That's a good thing.

It is a good thing to correct errors, although TBH I prefer the PGTF-indicated ages to the Golarion ones. It is not a good thing when your internally consistent 'error' is corrected in such a way as to break the ageing if used as written, which is what happened somewhere along the way to the errata.


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Silver Surfer wrote:
Ecclesitheurge (and most other cleric archetypes TBH)... a more "caster" cleric that ends up being less effective at it than a vanilla cleric

TBH to be honest that was annoyed me most when I looked up Pathfinder's Cloistered Cleric archetype. I'd been playing with a Cloistered Cleric from Unearthed Arcana (which is open content) in a 3.5 game that ended prematurely, we were going to do a Pathfinder redux, and I checked out the Cloistered Cleric archetype figuring it'd be similar.

Yeah, I wasn't going to go from 3 domains (one set) and slightly more spells known to 1 domain, the same spells known as a standard cleric and reduced spellcasting.


I like how this is set up, and it at least seems like all I'm looking for is set up to be implemented, even if it isn't there yet (it is an alpha, after all). Really, the only ugly I have is this weird display error (on a Windows 7 32-bit system) I'm not sure how best to describe it - I hope this link works: Showing the race tab.

The leaking tables to the right show up on every tab, but the 'Combat Maneuver' one in the editing/display area only shows up on the Race tab.

Full Name

Kara Reinhart

Race

Kitsune

Classes/Levels

Spirit Guide Oracle Of Battle Lvl 4

Gender

Female

Size

Medium

Age

20

Special Abilities

Change shape, Low Light vision

Alignment

Neutral good

Deity

Erastil and Desna

Languages

Common, Sylvan,

Homepage URL

Character sheet

Strength 10
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 10
Charisma 18

About Kara Reinhart

Background:

Appearance

Concept

1) Essentially she is an Anti-Nihilist, this means that she believes the world sucks, and that won't change unless someone goes to change it.

2)She spent much time outside in nature, specifically she enjoy's being around water, she grew up in a misty forest/swamp type area.

3)Her families death and her being driven out of her homeland has lead her to try and find a new place to call home.

4)Many consider her beautiful even by kitsune standards, although she has few if any people she call's true friends and tends to dismiss most people.

5) She want's to be seen as a hero, as such she helps people without generally expecting reward.

Goals

1)To be viewed by some as a hero, or be admired

2) To find a place to call home

Secrets

1) Kara knows she is being hunted by The man who killed her family, she does not know why. Her family as was renown as Hunter's.

2) What she does not know is her family hunted people remorselessly, hence why they were killed.

Relations

1)Ro'kurk Blood-Axe A half orc who lead the mob that killed her family. Kara's father killed Rokurk's Wife and son. He is hunting Kara, knowing her still alive.

2)Narine, a traveling nixie that Kara would play with when she was young. She often acts as a mentor, teaching Kara bit of magic or giving her information.

3)Kara's younger adopted brother Balthazar, the two were separated when her family was attacked. She believes him to be dead.

Memories

1) I remember my training, it was hard. I was taught to be swift. Faster than the wind, more graceful than the waters. My fire needed to be better. Father wanted me to carry on the family legacy...

2) The water was cool, morning, mist covered the lake. I could see things below the surface, i dived in after to see what it was...

3) the fire and flames heated the air, shouts and noises. An angry orc cutting my family down. Men with pitchforks and torches chased me as i ran into the fog, A Tail Blade given to me by my father strapped on, my only protection ...

Background Story

I grew up in a misty forest, by a lake near a small town. I always wanted to visit the town but father always told me no, saying the forest was our home were we belonged. Father, Mother, everyone they would all leave on hunts, sometimes gone for days leaving me alone. I was to young to go with them.

It was during this time i met Narine, i was bored, sitting by the lake. I saw something underneath the surface swimming, So i dived in out of boredom. We swam back and forth, almost dancing. it became almost a routine thing, the two of us hanging out by the lake, Sometimes we would sing, other times play fight. A hobby i grew to enjoy.

I grew old enough for father to begin teaching me what he called the Art of the hunt, taught me about our peoples art of deception, why i was special. My fur always had been white, father said i had been blessed. He gave me a Tail blade, a series of metal plates and blades connected to my tail one of the few features Kitsune always possess even when in humanoid form. An odd weapon, but nonetheless the weapon of my family.

Racial traits,Character Traits, and feats:

Character Traits

Racial Traits

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level)

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, 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 kitsune does not adjust her ability scores and can remain in this form indefinitely

Caravan Guard

You recently hired on to Sandru’s caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn’t help assuage your urge to seek adventure. You’ve just told Sandru that you’re quitting the job in order to try your hand at adventuring— he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats

Weapon Finesse

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Magical Tail See Curse. Times taken X2

Kitsune Oracle FCBReduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon. X4 (Razored Tail Blade)

Slashing Grace- Dex to damage

Class abilities:

Orisons

Mystery Battle

Oracle Curse Wrecking Mysticism

Bonded Spirit Water

Revelations and Bonded spirit stuff:

Bonded Spirit

At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she
can cast.

Water spirit Hex

Water Sight (Su): The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, she can use can use scrying, using any calm pool of water that's at least 1 foot in diameter as the sole focus. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats. Weapon Focus (Tail Blade)

Curse:

Wrecking Mysticism (Kitsune)

A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you.

Whenever you would gain a mystery spell, you can gain Magical Tail as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery
spell.

Magical Tail (Kitsune)

You grow an extra tail that represents your growing magical powers.

Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order:

1 disguise self
2 charm person
3 misdirection
4 invisibility
5 suggestion
6 displacement
7 confusion
8 dominate person.

For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.

Special: You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above.

Spells: