Tin Golem

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I know that your basing the samurai off the cavalier, but is it too much to ask that you change Orders into Clans? Goes better with the vibe of the samurai. You already have the "Ronin" clan, why not just build from there.

Also, ditch the whole "Order of the Warrior" and make that into a clan.


I'm noticing that people are putting ideas that have nothing to do with magic. I'm not saying they aren't good, but this is for Ultimate Magic.
Maybe we should stick to magic related ideas.

Here are some I thought up:

Bard: I'd like to see something for the more offense-minded Bard. I know there are variants that do this, but the bard doesn't really get any damage spells until he gains access to his Lvl 3 spells. Maybe a variant with sonic attacks like Banshee of the X-men.

Cleric: The ideas for a more caster-like variation and and an archivist-type are awesome. I would like to see some variations for dealing clerics of another culture. (Shugenja, Budist, Shinto, ect.)

Druid: I've already said I'd like for the druid to have a feat to get all the abilities of said animals. I'll add to that feats for transforming into gargantuan, adding templates, and transforming into vermin and/or magical beast. Love to see a variant that traded wild shape for abilities that transform the druid like the geomancer PrC did.

Paladin: We already have the Anti-Paladin; now we need the LN Paladin and the CN Paladin.

Sorcerer: I'd like to see a Battle Sorcerer variant or a Battle Bloodline at least.

Wizard: More sub-schools would be good. And some feats to get more uses out the domain powers too.

PrC: Feats specifically for the Eldrich Knight and Mystic Thurge to give them extra abilities or give better use of caster-class power. Eldritch Kinght variations so you can use the monk instead of a martial class or maybe a holy version of the PrC. Maybe even a variation that gives you different bloodline/school powers.


Berselius wrote:
I'd love to see an ability to Wild Shape into a Vermin that's not reliant on a Epic Feat.

I second that, but would settle for just having the same abilities as the animal instead of being limited by what Beast Shape III says you have.


Are wrote:

I imagine the limitation on which abilities you can get through wild shape is due to balance purposes. It also gives DM's a better idea of what to expect from a wild shape'ing character.

Then wouldn't it be better for the DM to just look up the creature than to look up both the creature AND the spell to see what the druid can pull off?

I don't mean to sound like a shmuck, but most of those abilities are physical ones. Doesn't seem fair that the druid/shaper can change into the physique and not use the ability. Especially the druid that supposed to be the expert in nature. I just wish there was, at the very least, a feat the druid could take to get those abilities.


Sorry. My mistake. However, I've noticed that they're some abilities that are unique to the animal, but aren't in the described abilities.

The rhino/triceratops Powerful Charge, the Giant Frilled Lizard's Intimidating Charge or the Giant Morray Eel's Gnaw. What's the point of turning into a squid and not being able to use ink or an electric eel and not use the attack you were named after?


Why isn't Powerful Charge and Trample in Beast Shape III where you're finally able to reach Huge? Is this a mistake? I'm asking because it's weird that you're not able charge or trample when the creature is known for it. Why morph into a rhino/elephant/triceratops when you can't do its signature attack?


Actually, I would like to see feats for specifically for PrC's. Something that allows you to further customize them.


So I just got to the level where I can Wild Shape into a plant (a.k.a. Plant Shape I), but I can't seem to find a use for it. Any help?


What? We don't get to see any of the character options? Shouldn't that get some open playtesting itself?


I've just had a good idea for a breakthrough: Rockets. They're basically the same as a bomb, but self-propelled. You could make it so that any rocket you make trades off power for range.


I agree that Brew Potion should be given away for free AND I'll add that he should get it at 1st level. He should also get to brew his extracts and mutagens and alchemical items for less gold.

Bombs I feel should be made more customizable. Also, let the alchemist create the bomb before-hand. The whole "make-it-on-the-fly" mechanic seems kinda unnecessary. Just make it so it goes inert in a day if it isn't maintained.

Also, give the alchemist the ability to extend the "expiration date" on any extract/bomb/mutagen that he makes somewhere in his progression and I'd like to see rockets added to his repertoire.


Infusions should be allowed without making you use a discovery to take it.
In fact, any extract/bomb/mutagen should be allowed to be used by others with a penalty just for other classes using bombs. If you don't at least allow extracts and mutagen be used by other PC's, then what good is the class? You'd be better off playing a cleric or an oracle.

The extract/bomb/mutagen that the alchemist makes should have an expiration date but not be restricted to just him.


What cantrips would they get and how many?


Anybody made any headway into converting the Rilkans and Skarn?


Talon77 wrote:


I completely agree with you. The Incarnate is the one who needs the most help, imho. The Totemist can almost be converted as it's written, as it was a very well-designed class. It seemed to get all of the love from the developers.

I would propose that you give the Incarnate 3/4ths BAB, a redesigned complement of skills, and then some actual "combat" soulmelds. There have been some really great ones that people have designed--I'll dig them up when I have the time. Those are just my starting suggestions. I also developed an extra class ability that basically let Incarnates (and only Incarnates) "shift" a chakra bind to an open chakra. I'll post that here when I find where I put the write up lol.

Interesting, I also think the Soulborn should get to invest his essentia into a healing or damaging ability.