Search Posts
The more I use the Runesmith, the more I'm convinced they shouldn't have a set Repertoire. After all, they Learn their runes through study and research. Much like Wizards learn spells. They're not gained instinctually like a Sorcerers is. Obviously they can't simply be fire and forget like spells. Nor would we want them to be. And permanently having all their runes known all the time is a little OP once they build up a sizable number. I'm going to try a modification for my next game. I'll have my RSmith gain one Rune permanently memorized, gaining another every 4 levels. At the same time, they have 2 temporarily memorized (ie prepared) gaining another every other level. They'll also have a book with all their known runes.
I'll let you know how this works out after the next game
Not only is it quite lackluster for a max level feat, it's needlessly limiting. While this feat exists the only way to create new runes is to reach level 20, copy a 4th level (or lower) spell and you only get to do this once in your lifetime. Rather than this, I think it would be better for the game to have rules that allow players to create their own runes.
That way you can have runesmiths known for their own custom , signature rune(s). Like wizards can be known for the spells they developed. What do you think?
Runesmith seems to be one of those classes that everyone has a different idea of what it's class fantasy is. So going through comics and shows, here's some examples I found : 1. Witch Hat Atelier. Magic users in this world are called witches, and write/scribe symbols to access their magic. 2. Any ninja anime that uses paper talismans with written seals. eg Naruto and their summoning seals, explosive talismans etc 3. Daoist priests from old kungfu/ghost movies that use talismans or seals, written in ink or their own blood. (fulu?) 4. Magic users in many anime that must create glowing complex symbols to cast spells 5. "Alchemists" from Full Metal Alchemist, who must use alchemical circles/symbols. I'm sure there are others I've forgotten or haven't seen. List them here and let's see if we can build a general class fantasy for the Runesmith
I was reading through the wiki entry on the Whispering Way and realised the 'sort of necromancy' school we currently have doesn't quite fit their philosophy. ie the creation and promotion of corporeal undead as the ultimate state of being. It also occurs to me that an organization that old, should have developed it's own school by now. One that better reflects it's way of thinking. What do you think? Should we have an official Whispering Way school?
As the topic says, what arcane schools do you think should have been part of the remastered wizard from the get go? I'm not asking for advice on how to make them myself. Obviously I can homebrew my own. I'm just curious about what the community, and especially Wizard mains, would have added. I'll go first; School of Necromancy. Given how a necromancer is such an iconic fantasy wizard,
School of Extraplanar Servants. Another iconic image is that of a wizard summoning and binding or bargaining with extraplanar creatures. Again, with so many examples of fiends, genies etc being summoned to great effect in Golarion lore, it's a bit surprising there aren't schools dedicated to it. What do you think? What schools do you think are missing? Alternatively, what schools have you come up with for your own games?
A thought occured to me while trying to sort out my X-Mas game this year.
As far as I'm aware, the ability to move things with your mind showed up in common , modern myths well before the ability to manipulate fire. I could be wrong about that, feel free to correct me. I realise the current Kineticist is more of an Elementalist, gaining power from the elemental planes. But still, having a class called the Kineticist and not having Telekineses be part of it, seems odd to me.
What do you think?
I was wondering why, in a world as magically infused as Golarion, there doesn't seem to be anyone dedicated to improving or innovating magic items. There are Alchemists to work on magic potions and such but no one really dedicated to developing new weapon and armour runes, magical tools or vehicles and other such wondrous things. Is there a third party version somewhere? If so, could someone point me in their direction please? I want to add a magical Doc Brown to my NPCs and having an actual class for it would be great if my players want to play one.
As the title , so far we've got : Custodian of Groves and Gardens ; healing and field control. Impostor in Hidden Places ; debuffs and utiliy. Stalker in Darkened Boughs; damage (physical) and shapechanging. Steward of Stone and Fire; aoe damage (fire). Vanguard of Roaring Waters; position control and utility. Witness to Ancient Battles; damage (physical) and debuffs. I think one where general utility is the primary focus might be good.
And if we're thinking in thematics, a city/urban based spirit might be interesting. What do you think?
I'm looking for clarification on whether Eidolons can use mundane equipment and/or magical consumables. I know they can only wear/use magic items with the Eidolon tag BUT does that mean if they try to drink a bit of water it just pours straight through them?
How does an Eidolon use it's skills if it can't use a mundane tool? Has there been any official clarification?
I'm working on some monsters for the RPGSuperstar this year.*
Am I even allowed to post the links at all? Thanks for any clarification in advance. * Yes I know I'm late, I only just found out about it.
As a speaker of Malaysian Malay, the names of Minatan island 'Atas Pulu & Rendah Pulu' feels a little off. The grammar/structure (?) doesn't quite work in Bahasa Melayu. Which I realise isn't what Minatans speak as they are from a alien, to us, planet. Im NOT complaining about it being there btw! I love that our part of the world is being represented. It's just that the ghost of my old BM teacher haunts me whenever I read something similar to BM. :D Also, might I suggest that the description of Hantu be expanded to include undead because irl it does include ghosts/spirits of the unquiet dead. Can we please get more lore, adventures and content regarding this part of Golarion? I would absolutely go nuts with joy if I saw a description of Gawai celebrations or an encounter with a Dayang Boris in an adventure! Note: I do have one complaint though. I object to the description of headhunting as 'vile'. It is no more vile than any other aspect of war. And sarawakians are quite proud of parts of our head hunting heritage.
Please DON'T USE SPELL SLOTS ! The biggest disappointment I felt about PF1s version of Psychics was that they used spell slots. I mean really, one of the biggest appeals of psionics/psychic classes was that they used a point system. Now we've got the Focus point system maybe use that as a basis. OK so it's limited to 3 points total, but I'm sure we can come up with something creative to do with that.
Or more accurately, what would the minimum amount of gp value would it cost to create a flying home? Assuming it's not done by one person alone but by hiring casters, buying materials etc. A castle would be at the upper end of cost, I would guess, simply because it's enormous. While smaller buildings should cost less. A discussion with a player about wanting a character who is saving/working towards getting his "dream home". Obviously I don't want to drop this into the game too early, but at the same time I don't want to leave it till the end because I'd like them to actually get to play with it. Having them deal with annoyed rulers (how do you tax something that isn't taking up ground space?), jealous peers, etc seems like it would be fun.
I've been using roll20 for a while but adding custom classes and houserules is a pain in the backside in it. So for my groups first PF2 game I thought I'd try something new and hopefully better. So which virtual tabletops do you think work best? Especially for a group that does a lot of homebrew feats/classes/monsters etc? I've had a look at Fantasy Grounds and Tabletop Simulator but I don't know anyone with experience with them. Are there any others I should look at? Any advice would be appreciated!
*If this is in the wrong forum, please move it* For something that requires a 20th level feat just to make, what you get out of the Philosopher Stone is kind of meh. It's not bad, just not all that exciting I think. I mean, you get either a bunch of gold or silver or a elixir of rejuvenation once a month. Nothing to sneeze at to be sure but still a bit bland. So my thoughts are that these two uses are just the commonly known uses of a Philosophers Stone. That there are many other things that can be done with one should you discover how. And these other uses just aren't known to the world yet. After all, just how many 20th level Alchemists are there? I can only think of one at the moment, Artorkus Kirran. In fact I think that's the secret of the sun orchid elixir. It's a mixture of the stones quicksilver and sun orchid essence. So, let's think of what other level appropriate substances the stones quicksilver
I'll start : 1. Treating common crystals turns them into diamonds or other precious stones, similar to turning lead into gold. 2. Combining it with sufficient rarefied clays creates a clay golem with greater than normal intelligence.
Or another kind of spell caster. Magic gives such a significant advantage over (non adventuring) non spellcasters. I don't mean in combat but in every day life. Divination especially. Want to find out what's the best thing to invest in for the next year? Divination. Want to know how best to organize your troops? Divination. Want to learn what other nations are doing that might affect yours? Divination. Then there's Enchantment/Charm magic. Want to improve your negotiations? Either charm them directly or boost your own speechcraft with Enchantment. And of course, there's the protective aspect. Want to defend against anothers Divinations or Charms or whatever? Abjuration. Since magic in Golarion has been around since literally the beginning of time, magic use should be well established in the societal/cultural structure of every intelligent nation. And why Wizards you ask? Because anyone can become a Wizard with training. You need the right bloodline to be a Sorcerer. You need true faith and the acceptance of a god to be a Cleric or Druid. But a Wizard only needs training. Who can afford that training? The upper classes. Every single noble family, merchant clan or similar group with sense would shell out whatever's needed to train their kids with at least the basics of magic use. Even if it's only to enable them to defend themselves against others. Thoughts?
I mean, you can't choose anything other than animals, plants/fungi, dragons or beasts.
And you can't choose it more than once, so unless retraining is going to be a regular part of your adventures, you better hope your DM gives you enough of your chosen enemies to it worth taking. Even then, all it does is let you Hunt Prey as a free action against the chosen enemy. It really doesn't seem worth a feat slot to me. Am i wrong? Did I miss something important about it?
According to the crafting rules it takes a minimum of 4 days to craft anything, after which you can spend money/resources to finish it quickly. Are there any rules I might have missed that would enable someone to create something faster than that?
Side note : I find the minimum 4 days rule a bit odd. I know for a fact that, for example, I can make a serviceable wooden chair with a few hours work. With 4 days work I could make a pretty fancy one with inbuilt padding/cushions.
I have a npc Spiritualist whose Phantom is a long dead swordsman.
I can of course just change it as GM, but I'd prefer to use whats already available if possible. thanks Nat
The Planar Harmonizer gives up access all magic schools other than Conjuration, which means they cannot cast Magic Circles.
Can a Planar Harmonizer instead use the magic circle class ability they get to replace the spell?
A common trope I've been seeing in the manga I've read lately is 'evolving monsters'. That is to say, monsters that grow into greater more powerful forms after meeting some prerequisite condition.
I'd like to incorporate that idea more fully into a home game. So I thought I'd see if there are any creatures that already do this in PF. The closest I've found is the Nabassu with it's growth point mechanic. Are there other creatures I'm unaware of that have a built in 'evolve' mechanic?
Do they follow the culture of those areas? Are they considered separate from the humans? For example, the vishkanya are supposed to be from that area but there seems very little information on whether they have their own kingdoms/lands or whether they are part of the larger nations. Is a vishkanya from Vudra considered Vudrani by the natives there? Are they part of the caste system or are they thought to be outside it?
Would they have access to Vudrani region traits? thanks
A female friend of mine asked me "What do ladies of (insert setting here) do when it's that time of month? Are there pads/etc? Is there magic for it?" Now my first thought is "Yes, there should be magic for it, given that civilizations been around for thousands of years with access to magic". Then I thought "Would there be? I mean, magic is pretty expensive". I eyeballed the cost of a magic belt that used the Clean function of Prestidigitation as a magic 'pad' to around 200gp at the cheapest even with limitations like "Only works for one specific purpose". Doable for the affluent but not so much for everyone else. Then I wondered, what about other things we take for granted that improve our quality of life? Like flushable toilets? Heck, even toilet paper? Air fresheners? Clean water access? Food cooling/storing? Household cleaning? When the first vacuum cleaner became available it was a revolution... So how about you? How accessible are quality of life type magics in your games? Are they subsidized by enlightened governments? Strictly for the affluent? Do any of the Good religions supply them or are they mostly secular made? Thoughts?
I was thinking of writing a one shot , with the potential to be a campaign, for my group where the players are people from this world(Earth), brought to the Pathfinder world. Either Golarion or a homebrew of my own. Based on the numerous comics/anime of similar stories. So I was wondering if anyone has already done this, and if so, what specific things did you change to make it work? Like, did you give them npc levels to start with or did they get 'transformed' into their pc classes (ala the D&D cartoon)? Were they heroic in power like in so many manga? Did they have 'cheat' abilities? Or were they still ordinary people with modern knowledge? That kind of thing. Ideas?
I don't know much about 3rd party or variant magic systems so I'm asking here. I want a style of magic based on 'exchanges'. Especially short or long term 'contract' type magic. In essence, the caster must make 'deals' in order to cast spells. Either with the target; for example 'In exchange for this buff to your AC, you pay 5 hitpoints at the end of the duration'; or with powers/beings providing the magic, eg "In exchange for this piece of special incense, you fire spirit throw flame over there". Maybe at higher levels being able to create magical contracts for things like part of one's life span. "In exchange for giving me 5 years of your lifespan, I'll give you 10k gold/a magic sword/etc" Any ideas?
What are psychopomps views on phantoms and the Spiritualists that summon them? Since psychopomps are all about ushering souls on to their final reward/punishment, are they at odds with Spiritualists who keep a soul tethered to the mortal realm? Or are phantoms a special case under their rules? How does Pharasma feel about spiritualists?
So the capstone for the Sin Monk , I think that's the name, is that if they die and are brought back, they come back as a sinspawn and become an NPC.
Does that include coming back from things like reincarnate, which create a specific body for you?
And what if someone wished them back or used miracle? Would the class ability trump those two uber spells?
It occurs to me that, for an archtype based around being influenced by tricky fey, they don't get many spells that fit the theme. Specifically illusion and enchantment spells, the two main types of magic that come to mind with wily, playful fey. Going through the bestiary I noticed things like Hideous Laughter, Dancing Lights, Charm Person, etc tend to pop up often. So, would it be unbalanced if I added Illusion and Enchantment spells from the Sor/Wizard list to the Tricksters? Or maybe just Illusion(glamer) and Enchantment(charm) spells? What do you think?
Fey Veil
I have a male NPC that uses this ability to seduce impressionable young noblemen while disguised as a woman(part of the set up for adventure shenanigans). So my question is , just how far does the disguise to touch go? Will the befuddled noblemen get a surprise in the bedroom, or does the illusion compensate for "extraneous appendages" (ahem)? Since they don't get a save to disbelieve, will they only find out when the trickster shows them or will the disguise just break if they try to do something that's not physically possible?
|