Morridyn's page

18 posts. No reviews. No lists. No wishlists.


RSS


I want to see more mental attack spells akin to the old psychic attacks. Don’t all have to be damage based, could be status affects. Could roll them into the psi cantrips.


1 person marked this as a favorite.

I am more interested in the subconscious mind. I like the idea of a mix and match subclass, in the playtest you have 6 options. I think a cthulhu subconscious based around madness would be super interesting. Another could be based on Split Personalities but don’t know how the mechanics could be represented, plus some could take this as offensive to people with mental issues. Even a more faith based subconscious could be worked in, where in their belief powers the magic, but it is not drawn from an external power.


The bonus damage is only at max +12 until 13th level. And yes the 10th level version of fireball is +60 but you can do that once per day. The main reason for this item would be for gm and groups who do not make optimal builds mandatory. I have seen many say that if you are not a class with legendary spellcasting that their spells are worthless. Plus many say that spellcaster damage tapers off compared to martials at higher levels, this would even that out. Fireball has always been on the high end for damage spell wise anyways. Plus being as expensive as a magic weapon keeps their access limited. My problem with limiting it to a school is 90% of the time people would choose evocation anyways, so it comes to the same.


I know many are against this idea, but I think this would be the way to homebrew an spell boosting magic item. It is very much like handwraps for monk a modification of magic weapon. This would also help casters such as the magus and war priests to cast closer to a full legendary caster.

Spell Nexus Item 2+
[Evocation][Magical]
Usage held in 1 hand;
A spell nexus is a weapon etched with only fundamental runes. A spell potency rune gives an item bonus to spell attack rolls and DCs, and an amplifying rune gives an item bonus to the spell’s damage per die of the spell damage.
The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron. Similar to Handwraps of Mighty Blows a non-weapon item may be enchanted, but must take up a item slot (i.e. amulet, gloves, etc.) and invested.
Type: +1 spell nexus; Level: 2; Price: 35 gp
This item has a +1 spell potency rune (+1 item bonus to spell attack rolls and DCs)
Type: +1 amplifying spell nexus; Level: 4; Price: 100 gp
This item has a +1 spell potency rune (+1 item bonus to spell attack rolls and DCs) and an amplifying rune (+1 item bonus to spell damage per die)
Type: +2 amplifying spell nexus; Level: 10; Price: 1000 gp
This item has a +2 spell potency rune (+2 item bonus to spell attack rolls and DCs) and an amplifying rune (+1 item bonus to spell damage per die)
Type: +2 greater amplifying spell nexus; Level: 12; Price: 2000 gp
This item has a +2 spell potency rune (+2 item bonus to spell attack rolls and DCs) and a greater amplifying rune (+2 item bonus to spell damage per die)
Type: +3 greater amplifying spell nexus; Level: 16; Price: 10,000 gp
This item has a +3 spell potency rune (+3 item bonus to spell attack rolls and DCs) and a greater amplifying rune (+2 item bonus to spell damage per die)
Type: +3 major amplifying spell nexus; Level: 19; Price: 40,000 gp
This item has a +3 spell potency rune (+3 item bonus to spell attack rolls and DCs) and a major amplifying rune (+3 item bonus to spell damage per die)


Creative Burst wrote:
Sheyln has two skills offer performance and crafting. If your a cleric and background makes you trained in one do you have to pick the other or can you just pick a skill like normal if you got the skill from somewhere else?

RAW under Deity: Your deity grants you the trained proficiency rank in one skill and with the deity’s favored weapon. Period. There is no substitution. For Sheyln you choose one of the two skills to become trained in.


YuriP wrote:
Morridyn wrote:
I love the new beastkin, but their lore surrounds lycanthropy origins. I loved the hengeyokai from the old Oriental Adventures during 3.5. I am going to adapt and add feats to reflect the hengeyokai. They would fit in greatly to a more Oriental campaign. They were less bestial and more magical in origins. Giving the innate spell feats and diplomacy and trickery based feats would be cool.
If you want house rule a hengeyokai maybe is better to take base more on kitsunes then beastkin. Because beastkin is a versatile heritage, an hibrid variation of other ancestry, while the kitsunes are an ancestry by itself.

Kitsune were always a separate race from hengeyokai. The shapechange of the beastkin more accurately represent the hengeyokai. Plus even in 3.5 their humanoid form was listed as being able to be almost any race similar to a versatile heritage. It was the animal that differentiated them (crane, raccoon dog, dog, cat, badger, carp, crab, fox, hare, monkey, rat sparrow and weasel). The vanara (sun goku reference) monkey folk and the spiritfolk should be separate ancestries. Vanara will be easy to make based on the catfolk and the like. The spiritfolk I see being made like the fetchlings, but kinda like fae touched humanoids (blood of dryads, nyads, satyrs and nymphs).


2 people marked this as a favorite.

I love the new beastkin, but their lore surrounds lycanthropy origins. I loved the hengeyokai from the old Oriental Adventures during 3.5. I am going to adapt and add feats to reflect the hengeyokai. They would fit in greatly to a more Oriental campaign. They were less bestial and more magical in origins. Giving the innate spell feats and diplomacy and trickery based feats would be cool.


Bestiary 3 is supposed to have several clockwork creatures in it


What was wrong with 3/4 casters (max level 6 spells with Master proficiency) or half casters (max level 4 with Expert proficiency). I saw nothing wrong with them in 1e and think they still have a place in 2e, these two classes being prime examples. Lots of lower haste and buffing spells, with very few high end spells.


PossibleCabbage wrote:

I guess the real question is if we made gun reload times somewhat historically accurate (even an expert would take 15s to reload a flintlock, which would be roughly 7-8 actions), but guns were powerful enough to consider still worth using, how are we going to get around the "it's best to just carry 6 pistols like Blackbeard" issue?

Or do we want "once you can afford 6 pistols, just do it" to be a thing?

I think the easiest way to avoid the characters carrying around 6 firearms is to state, weapons cannot be stored loaded without damaging the weapon. You can’t walk around with a bow/xbow/flintlock loaded all day without it weakening the bow string or causing a jam in the gun. I can see the character carrying A gun loaded holding up the muzzle to keep it out of the dirt or jostling the load too much. Now there is a different story when you talk about revolvers and guns with bullets, but unless your campaign leans towards 1800s/steampunk those types of guns will most likely be unavailable.


I am working on my own homebrew of several pantheons from Earth. The one thing thats stands out on yours is why are they all neutral on the good/evil axis. Ares and Hades have a definite Evil lean and others such as Artemis, Apollo and Hermes would be on the Good end.


1 person marked this as a favorite.

There was a metamagic feat in 3.0 called energy substitution, I don’t see anything like that in Pathfinder 1.0.

https://dndtools.net/feats/magic-of-faerun--20/energy-substitution--881/

Could be homebrewed to fit into PF 2.0.


Only 6 were confirmed for Lost Omens Ancestry Guide so far. Geniekin, Android, Kitsune, Fleshwarps, Sprites, and Fetchlings. I am hoping similar to the Advanced Races that we will see on the order of 20 fleshed out ancestries. Have to wait to see what else they let slip after the APG is released.


I have a few documents I have been slowly working on and keeping track of which races Pathfinder has printed in the past and what they may produce going forward.

Races I would like to see a recurrence that have not been mentioned.
Ganzi (chaos touched versatile heritage)
Aphorite (order touched versatile heritage)
Gnolls (canine anthromorphs) broadening them to be more regional (ie. jackal heads for egyptian style, or wolf heads for viking style settings)
Vanara (monkey anthromorphs) (ie. Tian Xia)
Nagaji (serpent anthromorphs)
Skinwalkers (versatile heritage similar to dhampir but influenced by lycanthropy)

I am not listing any comfirmed through the APG or LOAG

Homebrew races which I find interesting and could be picked apart for ideas.
Hengeyokai (animal shapeshifter specific to one animal per character)
Shizenyokai (my name for spiritfolk, or M sized fey touched versatile heritage (dryad, nyads, satyrs)
Minotaurs (bovine anthromorph, M sized and more similar to Dragonlance, less savage, more honorbound society akin to klingons and seafaring
Pooka (rabbit anthromorphs, trickster race with slight fey heritage)
*Dromite (don’t like using the name, but a 2 armed bipedal insect anthromorph) variants such as scarab-like for a egyptian theme, or termite/ant-like for more of a hive/order theme
Arboreans (M sized plant ancestry with variants for tree-like similar to Groot <MCU> or plant-based similar to Zhaan <Farscape>, I know leshies exists but they are almost too cute constructs I have a hard time taking seriously. I think there should be a naturally reproducing sentient plant race
Thuul (versatile hertitage similar to dhampir, but derived from mindflayer taint on unborn children from their slave stock.
Amorpheons (living ooze race which has limited liquidity to their bodies, closest analogy in literature would be the kandra from the Mistborn novels.

I also am homebrewing half-dwarf and half-giant heritages for humans, though I am unsure if these should be versatile heritages but that would mean so should half-elf and half-orc.

Sorry I know this thread may not be interesting to most, but thought it might spark a discussion.


Donald wrote:


I misunderstood the class before I made my character:; I thought you could remake your Eidolon each time you summoned it. I wonder if a scaled down version of that could be worked into the class? With two weeks downtime change X number of evolutions or X number of points can be kept fluid to be reassigned to other evolutions with less downtime. This would allow a more utilitarian Imaginary Friend:; sea adventure? Ok you get Gills and fins. Long trek? You're now a mount.

I would think this would fall under standard retraining during downtime. A week for a individual eidolon feature akin to retraining a feat. Or a month if you are completely retraining the eidolon from scratch.


Magus would be my top pick, with Gunslinger/Drifter being a close second (really would like to see firearm/technology rules). I am on the fence about it being a full class or archetype, I can see the merits in both. That being said if it is a class you would still have the MC option. I am a huge fan of the psionics rule going back to 2nd Ed DnD, but I don’t see a point based magic system making a return. I have the same problem with the Asian flavored classes like Ninja being a rogue racket or archetype. They would need alot to set them apart for me to think they need separate classes. (Samurai, Ninja, Wu Jen, Sohei, Kensai, Shugenja, OA Shaman). Kinda why I want expansions on Tian Xia and Numeria.


1 person marked this as a favorite.

I have been working on weapons I think should have been included as options
Mancatcher 2gp 1d8B 2 Bulk 2 Hands,Polearm, Grapple Shove Reach Non-lethal
Warsledge 4gp 1d8B 2 Bulk 1 Hands, Hammer, Shove Two-hand 1d12B
Tonfa 1 sp 1d6B L Bulk, 1 Hand, Club, Backswing Parry Finesse Monk
Kusari Gama 2 gp 1d6S 1 Bulk 2 Hands, Knife, Agile Reach Trip Monk
Lajatang 2 gp 1d6S 2 Bulk 2 Hands, Polearm, Grapple Sweep Reach Monk
Meteor Hammer 3 gp 1d8B 2 Bulk 2 Hands, Flail, Disarm Sweep Trip Reach

All I listed as uncommon Martial, except warsledge was uncommon advanced.
Sorry don’t know how to format a chart on the forums, would make it easier to read.


I think the Warlock style class would be something great to bring back. Similar to the Sorcerer, the depth of a summoner/warlock class could be based on the pact taken. Don’t know if you need a naming convention for each branch, but easily you could have a familiar and “pet” based on what power you have tied yourself to. Angelic (Divine-Angel), Demonic (Divine-Demon), Infernal (Divine-Devil), Elemental (Primal-Elemental), Fae (Primal/Fae), Genie-kind, (Primal-Genie), Cthulhu (Occult-Cosmic Horror), Psionic (Occult-Mind flayer), Necromancy (Arcane-Undead), Animation (Arcane-Golem). I think there were many classes in 3.5 and P1 that tried to do this idea in differing flavors, but I think rolling them together, like the champion and sorcerer would give alot more flexibility and depth that some of the previous iterations were lacking.