Kobold Devilspeaker

Mako Senako's page

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This thread is basically for thsoe of us who have either thought about how a spell or power works, and realized that within the context of real life looking in some of this stuff is hilarious.

Example and True story. Back in 3.5 when the expanded psionics handbook came out, I decided to role a Psychic Warrior, i think we were around 8th or 9th level, I had bought a nice greatsword (my personal favorite weapon), and during the course of the game a monster or something sundered my greatsword, the DM was feeling pretty smug at moment, so on my next turn I used a power that I just so happened to have called "Call Weaponary", now originally I had got in for the off chance that i needed a ranged weapon, never thinking i'd need it for the express purpose of replacing my primary weapon. So I call forth another +1 greatsword, and the DM is like, "What the hell is that?! How?" I'm like "Call Weaponary says I can do this." thats when another player named Mike, chimed in, "Some where in the multiverse a Fighter who was charging in for an attack just realized his sword is now missing." We all shared a hearty laugh over that, and finished that particular encounter within the next few rounds.

^
That's an example of what I kind of mean by the topic. Please share any similiar insights into the awkwardness of magic that is magic and powers that we've all experienced.


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Mako Senako wrote:
Air0r wrote:

To further add to confusion, under the Mixed Blood trait is this line: "Unless noted in the benefit, you do not count as the chosen race for prerequisites."

On hindsight, maybe this means something else...

Race and Type have been argued before as to being to different things. Drow is the race, but Elf is the subtype, and Humanoid is the type. A Elf Bane weapon would hurt Drow, same as anyone with the Elf subtype, however a Drow Bane weapon only hurts the Drow. A Drow can take his racial archetype but a elf could not take the Drow's racial archetype or vice versa, but they both can take Arcane Archer as a prestige class.

now that i said that i see where i messed up, Race =/= Type in their explanation. So I guess there is no confusion, just a bit of clarity is needed between race and type(subtype)


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This thread has given me a lot of thought, I think in the long run as someone suggest the game itself is about role playing so if "Magical Child" is the theme you are looking for then how you achieve that persona is unimportant so long as you like the desired result.


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Zwordsman wrote:
The Sideromancer wrote:
And then there's somebody like me, where most of the anime they're into involves copious amounts of swords.

Try out Shakugan no shana~ or Yuuki Yuuna wa Yuusha de Aru,

Honestly Kill la Kill is techicnally.. magical girl genre in Japan.
Mahou Sensei Negima has plenty, and once you get past the fan service it has some pretty amazing battles in the manga, and some of the ova (though its by Ken Akamatsu. So the first chunk is HEAVY fan service used to get past the 3 month "you're a new manga story, we'll kill your story any time if it doesn't do well" hump then tones down the fan service a bit (though still obviously there) and cranks up the magical combat.
Utena.
maybe Otogi Jushi Akazukin

But yeah. Honestly there is a dissonance a bit.
A lot of the European/US perception of Magical Girl anime is based on the very limited international anime of the 90s. But somehow.... the popular stereotype isn't based on the actual most popular ones... Card Captors Sakura and Sailormoon.

I really wish this one was based on Card Captors Sakura. She'd have a neat lil design space I think.

I was actually thinking of about a Sakura like casting who used clow cards to use magic spells, take a harrow deck that i have and assign a spell that i have learned to each card and randomly draw a card and depending on which card i draw, it determines the next spell i can cast in combat. lol


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JiCi wrote:
Mako Senako wrote:
are their ways to add spells to spell-list from other classes? like back in 3.5 or was it 3.0, I remember Dragon have feats that added tons of spells to a sorcerer's spell known which probably served as the bases for the bloodline feature they have now.
You... could use the Unchained Summoner's new spell list.

i wasn't aware it got one. is it on the srd?


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are their ways to add spells to spell-list from other classes? like back in 3.5 or was it 3.0, I remember Dragon have feats that added tons of spells to a sorcerer's spell known which probably served as the bases for the bloodline feature they have now.


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So what im getting from some of you is that you can draw it down the middle of a line between the 2 5ft squares, and it basically affects everyone on either side, (really making it effectively 10ft across) with the stipulation that medium sized people and smaller have to now squeeze in the squares they are standing in despite it not actually running through their squares.

Wall of fire is one thing because it produces heat on one side that spreads out across 10ft to 20ft so it makes sense that people on the wrong side of it can be burned when it comes to the wall version of the spell, but Blade Barrier doesn't have such a stipulation, it doesn't give a effective area unless people are passing through the wall, you're not passing through a wall if it's just running alongside you, so it makes way more sense to draw the line through creatures effective squares,

"If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save."

How can i effectively choose to be on either side of the wall if its not even in my square? How am I suppose to chose to be on the left or right side when it's just running along the side of my square? Do i instantly get to move 5ft to the opposite square i was now standing in? isn't it still running alongside me if its just drawn on a grid line do i now make infinite checks every second and play hop scotch until my next turn when i can move, all the time making reflex saves?

Also people keep overlooking the real issue, do we get a reflex save or not? The short answer from what some of the earlier poster said is yes you do, so in that sense it was a mistake to say we got no save because we can't move anyway where, when the spell itself doesn't say it takes up the entire 10ft square throughout the hallway.


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Grimmy wrote:

What would be some cool combos to explore, and how would you see them being skinned?

For example, I could see a hybrid with Barbarian and Oracle as it's parents classes, since the Rage Prophet archetype was always sort of a waste of time.

Sorcerer Druid,

Spontaneous divine nature driven spellcaster who's magics improve their wildshaping capabilities adding arcane infused special abilities to the wide variety of shapes the druids wildshape ability allows, and eventually incorporating forms that the druid normally doesn't get access to through wild shape.

or picking a bloodline and gaining the ability to take the forms of your ancestor, while gaining ever more powerful abilities from said ancestor both in human and wild shape form.

9th level spellcasting from the Sorcerer Spell-list, Wild shaping, new forms for Wild shape like Giant, Dragon, Genie, all based on the bloodline you pick, unique spell-like abilities related to the bloodline. Something like that, maybe 3/4 BAB and D8 Hit Dice with 1 good save.


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Darksol the Painbringer wrote:
Mako Senako wrote:
there seems to be some misconceptions, and some information I myself didn't have. Where does it state you get your weapons enhancement bonus to CMB? and does this apply to feats that improve a weapons attack like weapon focus? cause if so then I have a +6 that i didn't know about before hand.

From the Combat Chapter under Combat Maneuvers:

Combat Maneuvers wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
Also, relevant FAQ regarding Weapon Finesse states that certain maneuvers (Trip, Disarm, Sunder) use weapon benefits.

Thank you my DM told me no when i asked if my weapons enhancement bonuses applied to CMB, because i was kind of uncertain at the time.


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im currently between 11th and 12th level, and i wanted to make a healer who when not healing functioned as a CM specialist, not necessarily limited to one particular CM but was a generalist who was good at any CM.

So finished building the character played in my first session and it's like anytime i got a chance to do a CM against the 1 enemy we were fighting i couldn't land anything. Now granted I didn't know the creature's CR or it's stats in General. It was a party of 7 level 11 characters so i presume the CR was something around 15 maybe (can't know for certain)

Anyway suffice to say my CMB is 14 base + potentially +3 or +7 (we do use Path of War) yet even with rolls of 32 (not including the 3 or 7) i couldn't land one CMB, granted these CMB checks were free attacks, my characters theme was pretty much based around it.

So i decided to recently look up a few creatures CMD in the bestiary, and long and behold im seeing that most creatures around my CR range have huge CMD's. So my thing is, why did Pathfinder go the same route of D&D 3.5 and make Combat Maneuvers nearly impossible as a viable way of fighting in an encounter?


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thanks, i appreciate this.


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I thought the new rules for polymorph were static bonuses based on the size of the form, and the only real flexibility was what natural attacks and special abilities/qualities you had access to based on the version of the spell used.


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HeHateMe wrote:

Huh. I'm not sure why Lunar is considered broken, the only thing I saw there worth picking up is Prophetic Armor. But then again, I hate animal companions, just personal preference.

What would really be great is a Mystery that lets you shapeshift into humanoid forms, using stuff like the Monstrous Physique line of spells. I personally dislike non-humanoid forms, they're too complicated and too limited.

Dragon Mystery kind of lets you do this, as well as Ancient Lorekeeper. In the case of Dragon Mystery you can get Dragon Magic, which allows you to pick 1 spell of a spell level 1 lower than the highest level you can cast from the Wizard/Sorc spell list and cast it once per day as a special like ability, you could also pick 2 spells 3 levels lower than the highest level spell you can cast from the same spell list and use them each 1 per day as a spell like ability, after a certain level you can use either option 2 day.

Ancient Lorekeeper pretty much allows you to customize your bonus spell list with wizard spells