I am personally super excited by having a full-up sci-fi game in 3.5. I've played in little homebrew conversions and shoehorned some rocket launchers and robots into my fantasy games, but it's been decades since there's been a good, well-supported sci-fi campaign setting that I was interested in, and this really looks like it's going to fly if it gets funded.
Malwing wrote:
Well, for one, if you like the charges thing in the technology guide, I took that as a jumping off point for the shiny new rayguns and such. ^_^
CripDyke wrote:
Seriously, holy s+%! that was immense. Spoiler: The targeting issue was the one thing that I was most concerned about - I wanted to the user of the Courtesan's Locket to be able to pick the thing that the poisoned fellow would go off on - and since they're reading their surface thoughts that seemed like the best way to go about it.
Object was actually an intended possibility for the Hatred ride. I loved the idea of poisoning the duke or something and then waiting for him to get a splinter in the middle of a meeting or something and then trigger it so he flips out and screams at the table for a good 20 seconds. Gives the player options for "make the guy seem crazy" as well as "yell at someone politically unwise" or "grab the queen's butt." Given that the compulsion only lasts for a few rounds I didnt think it needed pointing out that the target wouldnt go find said target, but I like the idea of spelling it out that they just yell ABOUT that person if they are not present. I had indeed intended for the item to be one use per day, I did consider that people might try to stockpile it, but I thought my wording was clear enough about it only producing enough toxin for one use per day, and that use dosage would become ineffective when the next dosage was usable was pretty straightforward. I can see now that I did leave some wiggle room. I thought the locket was specifically a thematically solid choice. It speaks of an exchange of gifts, something close to the heart, figuratively and literally. It hangs between the breasts, intimating sexuality. Lockets are explicitly feminine, and poison, emotional manipulation, and shame have often been considered feminine tools. You are absolutely correct that I should have mentioned the inside of the locket. In my mind I was really picturing something more like a pendant, with a large central stone. Emerald of course, for jealousy. I'm very glad that you felt that the item had enough potential to be worth writing up a whole new version yourself. That's really quite flattering. You run rather quickly into my primary concern though. When reviewing items myself, anything over ~150 words is just a wall of text. A slog to get through. 300 being the actual limit of the contest makes getting every possible outcome on paper fairly hard, but the item is really intended as a "give the DM a way to advance the plot in a way that amuses the PCs and makes them feel they have agency" device. Leaving many of the outcomes a little vague felt beneficial to the future DM, who might be you. ^_~ Prior to getting cut down, I had actually had Charity as an option as well, for a "do something nice for the next guy you see" but thought that it would be too obvious for the players to just use it to talk with the noble and say "hey can we have x?" and then compel him to just go "Yeah sure." Also, clearly it did not play along with the theme. The high save, and the range on the effects were written in largely as a compensation for requiring that the player dose the food/drink of a nobleman. Someone who likely has a taster, is well guarded, and will likely have many people in proximity to everything they eat and drink all the time. In retrospect, there really should have been a callout for if the poison is used on a large pot, such as then it is fed to a bunch of people, at a banquet or something. That's quite the potential mess.
CripDyke wrote:
Oh absolutely not a criticism. Do me!
If you would, kind gentlefolk. ^_^ The formatting got hosed because I had to recover from one of our fine community members, as my original copy has wandered off, but it should read well enough. Though any feedback is welcome, my primary concerns was with the usability of the item by the players (is it fun?), vs does this disrupt things for the DM. My hope was that It would give the DM a good hook, and allow the players a little more interaction with the authority figures in a city environment outside of "kill it" or "do what it says." Courtesan's Locket
Originally designed by a famously jilted countess, the courtesan's locket has since been replicated by a variety of individuals and groups ranging from hostile diplomats to bored noble pranksters. This gold filigree pendant has a teardrop shaped emerald at the center. The emerald twists open to reveal a reservoir of poison sufficient for 1 use per day. The poison loses potency after 24 hours outside the pendant. When the poison is ingested, the target must make a DC 18 Will save or have their surface thoughts broadcast to the wearer of the amulet for 24 hours, up to a distance of 10 miles. At any time while reading the poisoned target's thoughts, the wearer may speak one of the following command words to overwhelm the target with the associated emotion: Lust - The target is compelled to rush to the person or object they most recently thought about and passionately kiss or caress that subject for 1d4 rounds. Hatred – The target is compelled to verbally assault the person or object they most recently thought about for 1d4 rounds. Guilt – The target is compelled to immediately confess to 1d4 wrongdoings. If they are aware of the presence of any people they have wronged, they must confess to those acts. Using any of these options allows the target a DC 18 Will save to negate the effects. After the compulsive acts have been completed, or if the target saves, the mind reading effect ends. Construction
Quote: Vudrani Fighting Rope I voted for your rope a number of times early in, I thought it was unique, and I've wanted a decent garotte option for years. The name was clear, the function followed easily. My only issue is that it didnt really pop. There wasnt anything that made me super excited, just "Oh yeah, this should probably be in the base rules for trying to strangle someone."
Nazard wrote:
WalterGM wrote:
Awww, thanks! I'd be super interested to hear if you had any specifics. I was aiming for unique and niche, and think I may have overshot the mark, lol
This was my submission - which I imagine threw people a bit by being extremely specific and fairly complex rules-wise. I'm curious what folks think. Goggles of Dimensional Analysis
Goggles of Dimensional Analysis are a set of multicolored lenses engraved with extraplanar runes and arranged on clockwork mechanisms reminiscent of an orrery which allow the wearer to detect and interact with tears in reality caused by magical teleportation. A DC 20 perception check allows the wearer to see telltale ripples that indicate the origin of a teleportation effect. Add 5 to the DC for every day since the effect took place, and subtract 5 from the DC if the effect involved planar travel. The wearer may then attempt a Spellcraft check to trace and reopen the dimensional tear. This requires 1d4 rounds and the user cannot take 10 on the check. DC 25 Estimate the general direction and distance to the destination to within 1d10 miles of the target location. DC 30 Determine the the exact plane and location of the teleport target. (Counts as "Viewed once" for determining Teleport familiarity). DC 35 Force the rift open for 2d4 rounds. This functions similarly to the Gate spell, creating a 7 foot diameter portal anyone may pass through. Interacting with the residual energies causes them to destabilize. Only one attempt may be made to trace or open any portal, and a portal can only be followed from its origin to the destination, not back. Successfully opening a portal drains the device and it cannot be used to do so again for 24 hours, but the detection effect remains available. Construction
What benefit, if any, do the extra hand and ring slots on an Alchemist's Vestigial Arms grant? It specifically says you get the slots for them, but that you cannot wear more than 2 rings or 2 gloves. What advantage at all can you garner from these "slots"? I was under the impression that slots were the limiting factor keeping us all from having 10 (or in this case 20) rings.
RedPorcupine wrote:
http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/ Here you go. : )
With acknowledgment that you do indeed get your attack bonus on CMB checks. (Thanks Pally!) I think the next step is probably Death From Above (+5 on attack when charging from higher ground) and then... Fury's Fall (http://www.d20pfsrd.com/feats/combat-feats/fury-s-fall-combat) Capitalizing on the prone condition is a good direction to go from there. I'll get Greater Trip at 11 that lets me make an attack. There doesnt appear to be any variation on the Headsman's Chop feat from 4th (sad, one of the few cool feats in that edition.)
Iron Weapon seems to scale pretty poorly, and with versatile weapon on the mystery spell list, I dont know that you really need it to round out your golfbag. I sat down with my DM for awhile last night and ended up convincing him that Strange Revelation from Visions of the Oracle was acceptable, so we reworked the character pretty hard. Here's what I've got and the current plan. Weapon Focus: Halberd
Revelations -
The plan is to pick up Steel Scarf at 11 and be able to trip with it at range. I do have a couple rules clarifications you guys may be able to help with - I understand you can use weapon focus and weapon enhancements to add to your CMB check, can you also apply other to-hit bonuses, such as from spells, charging, etc? Death From Above seems like a quite entertaining as a trip-enhancer. It looks like they removed the free attack from Imp trip, but you get to pick it back up at 11 with Greater trip, so that's solid. Felling Smash looks amazing, if I can convince my DM that I can skip Combat Expertise, as it's only included because it's a requisite for imp trip.
Mortagon wrote:
That's what threw me, it specifically allows something that I was not aware was disallowed in the first place. I dont know anything that says you cant jump while charging, and jumping over something seems like a pretty straightforward use of that. However, under that logic, I dont know what acrobatic charge would do at all, so it seems like the intent is that you're not normally allowed to charge while jumping, and I can see no reason that would be the case.
I'm currently playing a Chaotic Good Oracle of Metal with a focus on battle and combat feats. We're playing a Kingmaker game, and Anya is the High Priestess, working toward building a following of Gorumites and Caidenites into a workable standing army/priesthood. I'm a long time 3.5 player, but our DM has specifically limited us to Pathfinder titles, which I havent really had the funds to really invest in yet (as much as I would like to) so I'm a bit behind on what has changed, what is new and good etc. Revelations thus far are Skill at Arms
For feats I have Tougness
Along with an assortment of pretty basic cleric combat buffs, divine favor, bless, bull's strength, as well as the Metal mystery spells leaden blades and keen edge. Leaden Blades + Enlarge (from the party witch, or UMD) makes Vital Strike seem fairly solid, but it's only available at 6+ BAB, and scales poorly with multiple attacks. I understand it's also been errata'd to not work on a charge, which is a bit disappointing. Cleave seems MUCH better in Pathfinder than it used to be, but swarms of minions doesnt really seem to be a huge part of our game yet (but it might be if we're ever in a pitched battle) Furious Focus seems good, especially with 3/4 base, but isnt super exciting. I notice a lot of the old charge shenanigans have been done away with, but Metal seems very inclined to favor that sort of build. I really enjoy the mobility of Armor Mastery and Dance of Blades, and would very much like to capitalize on that. I've also been putting points (cross class) in Acrobatics, to eventually make some use of my super-light armor. Anything that emphasizes the jumpy aspect is awesome. : ) I'd had my eye on Rage Prophet, as most of the later Metal revelations arent very exciting, and trading them for better combat stats seemed good, but the whole thing seemed a bit... iffy. Feel free to try to sell me on the class, I've not ruled it out, but a lot of the effects didnt really jump out at me.
I'm starting up an Alchemist in a Pathfinder game here in a week or so, and I'm curious if anyone has any advice. The mechanics are so... different from anything else I've played. I'm not quite sure what to do with it. I'm getting the general idea of a short range skirmisher type, using my Mutagen to buff Dex and throwing things at people? Going the Mutagen specialization route and getting huge buffs to all your physical stats is rather tempting, but you still only have Simple Weapon prof and 3/4 base attack, so even with a +8 to str it seems like it would make a fairly mediocre meleeist. The bombs are awesome, but the damage is fairly lacking compared to other dedicated ranged DPS classes. Some of the late game effects are really neat, like Cloudkill in a 20' radius whenver you bomb, but they dont crop up until lv 12+, and you have to dedicate all of your Discoveries to them. I havent looked around at many of the Pathfinder specific feats yet. Old standbyes like Far Shot seem solid, since the bombs have a meager 20' range, but you probably wont need point blank shot, as you're only rolling to hit the square that the target is in. What does one do for a backup roll when they're not throwing explosives? Some sort of thrown weapon seems like it would synergize best, as you have to keep your offhand free and thus reloading a crossbow gets in the way pretty bad. http://www.d20pfsrd.com/classes/base-classes/alchemist
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