Just for Fun Arcane Bloodline
Spoiler:
Level 1 Diviner's Insight Spell Slot Cost: 2 First Level Spell Slots Duration: 1 hour / Caster Level Saving Throw / Save DC: None / - Effect: Gain a bonus on all Knowledge Checks = Caster Level. Once per casting, you may gain intimate knowledge of 1 room within Medium Range. You must know of this room's existence before using this ability. Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Note on DCs: I'm just randomly adding 2 to the normal DCs of spells that level per extra slot. Once again completely arbitrary.
Bloodlines are interesting, flavourful, and fun, but don't seem to interact too much with the sorceror's casting schtick. so I propose a pseudo spell-list to accompany them. Providing more ways to use new spell slots without adding spells. They could have variable "spell slot" costs for greater effects. For example (and this list made me think I shouldn't have just gone alphabetically >.> ) Aberrant Bloodline
Spoiler:
LvL 1: Aberrant Reach: By expending 2 1rst level spell slots, you cause your aberrant blood to stir. You gain a 20ft enhancement to reach for 1round/caster level. This ability stacks with Long Limbs LvL 2: Aberrant Resilliance: By expending 2 2nd level spell slots, you trigger the survival instincts of your ancestors. You gain 3 temporary hp/caster level for a duration of 1hour/caster level LvL 3: Third Eye: By expending 2 3rd level spell slots, you grow a third eye in the center of your forehead. This eye has Darkvision 60 feet and a continuous detect magic effect. The eye can leave it's socket and scout ahead. It flies at a speed of 40ft per round (perfect maneuverability, use Sorceror's skill points). If the eye is ever more than 1 mile from the Sorceror, the spell dissapates. LvL 4: Acidic Exhalation: By expending 2 4th level spell slots, a sorceror may let loose a 60ft cone of acidic vapours. DMG 1d12/caster Level (max 15). Ref Save half (DC = 10 + Cha Modifier + 6) LvL 5: Heavy Stomp: By expending 3 5th level spell slots, a sorceror can cause an upheavel of earth and stone, creating Hampered Movement (Difficult Terrain + Obstacles) and creating a cloud of dust that acts as Obscuring Mist. This dust settles in 2 rounds. Range = Medium. Area = (2 10ft squares / level) LvL 6: Aberrant Hide: By expending 4 6th level spell slots, a sorceror can harden his skin to dramatic extremes. He gains a bonus to Natural Armour = Caster Level, Damage Reduction (Caster Level/2) / - . Duration 1 round / level LvL 7: Alien Physique. By expending 2 7th level spell slots, a sorceror can strengthen his otherwise frail physique. He gains a +8 unnamed bonus to Strength, a +6 unnamed bonus to Dexterity, and a +4 unnamed bonus to Constitution. LvL 8: ???? LvL 9: ???? Mind you these are
The Far Wanderer wrote:
Would you consent to allowing banned schools later on? The thought that a 12th level Conjurer can't wrap their head around Magic-Missle is a tad silly after all.
Are sorceror's defined by their lineage or their innate magic?
I for one enjoyed the innate magic aspect more than the heritage. I think that's why a first read-through Alpha2's sorceror rubbed me the wrong way. I love the idea of lineage options, but wanted their connection to magic explored. It could be in a wide array of methods, such-as using spellslots for a variety of effects. Their connection to magic allowing them to grab hold of ambient magical energy and flinging it at an enemy, pulling around themselves to form a protective-magic bubble, consuming it to rejuvenate themselves slightly, or enhance their next spell cast. Mind you this is all my opinion, but I'd like to see what you all think.
Chris Rutkowsky wrote:
Start rolling 2d10, adding the results. Natural 2 has a 1/100 chance of appearing as does a natural 20.Natural 9 and 13 are both 8/100 Natural 10 and 12 are both 9/100 Natural 11's are 10/100 So rolls from 9 to 13 account for 44/100 results
So how about a feat? Evoker's Perogative
Mind you all this is arbitrarily made, I leave it up to you people to balance it. Plus it's late so I'm allowed to be incoherent >.>
KnightErrantJR wrote: The problem then becomes, where do you put all of the spells in all of those splatbooks that you mention. Giving basic guidelines and letting people eyeball it should be enough, no? Air: Spells that control wind, lightning, mist, and weather.
Psychic_Robot wrote:
You do realize higher level spells max out later right? Cone of Cold for example can go up to 15d6. Or do you believe 3rd level spells (as I'm presuming you're thinking of lightning bolt and fireball) should max out later? Sorry for having no constructive comment yet, I would just like you to clarify your position a tad.
I think an interesting twist for white necromancy could be accelerated aging for immediate benifits. The aging could be figured in a proportional manner to avoid elves and dragons casting them wily nilly (in fact they would give up more for in the grand scheme of things) By it's very nature this type of Necromancy would have a limited shelf life, but you could give 'overpowered' effects for the spell level. It could be interested to start adventuring with a spry youth and within a year of hard adventuring, have a long-bearded grognard telling you how things were better in his day... 12 months ago... Example: Time Heals All Wounds
Creature touched gains Fast Healing 10.
Mind you I think that one is too strong, but it's only a thought.
Chris Mortika wrote:
Hm, let's say a king ticked off a Red Dragon and a Lich. I think the Dragon would raze the country then stop thinking about it.
But that's just me.
Taliesin Hoyle wrote:
To be fair, they also live longer Now which holds a grudge longer?A Dragon or a Lich?
KaeYoss wrote:
Seems like a Lawful / Chaotic thing more than a Fighter / Rogue thing
B.T. wrote: While weapon speeds are a realistic mechanic that I would enjoy, methinks they just add complexity to the game. Depends how it's handled I guess Big heavy weapons have .5X the iterative attacks, light weapons (daggers) like weapons have 1.5X, middle of the road have 1X Buuuuut, what do I know, probably gimps fighter and favors rogues, so I should be ignored ^_^;
Bertious wrote: After much debate i see that the hand of the apprentice ability has (rightfully so) gotten removed. However this ability has yet to truely leave us as the magic domain has much the same ability only in the hands for the cleric i am hoping this was mearly an oversight on the part of the developers but i supose we will have to wait and see. I believe the bonus metamagic feat and 1/2 time item creation were removed from the Universalist, not their 1rst level at-will 'spell'
Magic Items.
What I would like to know is the feasibility of having a side-bar with optional rules concerning the change a low Magic Item world could bring, namely changes to CR or possibly reinforcing of characters. Perhaps even containing notes on letting characters of any class develop a signature item to even things up a tad, though I realize this may step on the toes of the Kensai too much. I like buying my house when I make my first 10k instead of buying a... newer piece of bling-bling, so I would appreciate options that, while allowing for wizards and clerics with full spell power, step away from characters who wear what amounts to a small city's treasury on their person.
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I'm looking to play in my first Starfinders game, and am delighted by the variety of races available. My inclination is to play a Raxilite Biohacker. I'm very familiar with Pathfinder but just starting to learn about Starfinder. Raxilites are Tiny, but their LFAN counts as a single Medium sized arm (in addition to my two Tiny arms). I see that Tiny doesn't change To Hit, Damage Dice, AC, Stealth. What it does do is:
Quote: Weapons are built to be easily held and used by both Small and Medium creatures. Weapons can be built for use by smaller creatures but generally cost twice as much (since they require special miniaturization technology). In practice, I assume that means over time I'll choose between: 1) Using a (Medium-sized) Small Arm, or
It's fine if my character idea isn't totally optimized...but I'm a bit nervous that I don't know just how big a disadvantage this will be over time. (How do Small Arms compare over time with sniper and longarms? How big a hit to Wealth By Level to pay 2x for any longarm or sniper rifle? Are there significant advantages I'm missing to being Tiny in Starfinder, that might make up for the penalties?) Thanks!
I have a question about the Hunter's Forester archetype. The archetype replaces the Hunter's companion with Favored Terrain. On the one hand, the wording's fairly clear: it says "She gains her first favored terrain at 5th level." but I wonder if that's a typo, given a few oddities: 1) It's listed above the second level ability (where 1st level abilities would tend to be listed)
Those together make me wonder if it got messed up along the way, and was supposed to read more like: Favored Terrain wrote:
Thanks!
I've been reading and loving Margerie Liu's Monstress and it's got me thinking about a character with a hungry monster inside her. Some options I've considered:
What I'm looking for: is there anything (class feature? drawback? something else?) that simulates a need or desire to kill? I like the idea of a tension between a monster inside that just wants to eat vs character who's morally opposed to that monstrous urge. It's possible to just RP it without any mechanics...but are there other mechanics you think might fit it? At this point, I'm playing with an idea rather than making a character for a specific game (so don't have any specific build/level/Paizo-only requirement). Given all that, what options would you consider? (Let me know if this needs clarification as well.) Thanks!
Hey there. I'm building a 2nd level Warder with a 15pt buy. I see the recc in Elric's guide to put CON and INT first, followed by STR. I am willing to dump CHA below 10 but really reluctant to do so with WIS or DEX. We'll do max HP at 1st, 1/2+1 after that, so at 2nd he'd have 12+7+CON+fcb. With a +2 from CON he'd have 31 HP (or 33, with fcb). I'm leaning toward either
OR
I see your recommend to max CON in order to max tankiness...and I haven't played the class or seen it played so I'm sure there's a bunch I'm missing...but would you really bump CON higher for this build? More broadly, what overall 15pt buy might you consider? It's so hard for me to imagine a martial character with a 14 STR, which is I think the max I can get if I bump up CON...but maybe I'm thinking too much about Fighters and not understanding how different a Warder (or PoW in general) plays? Thanks in advance for your thoughts!
Quote: Chaldira Zuzaristan is a close friend to Desna and revered as a god in halfling society. She is known to charge into battles without much planning and as a result often needs Desna's assistance. Halflings see this as a sign of their innate racial luck and as their ability to survive in even the most dire of circumstances. I find her a fun deity...and she's NG so she certainly could have Paladins...which leads me to wonder: What do you think Chaldira Zuzaristan's Paladin Code would be? (Actual sources are great if they exist...but I doubt that they do, so idle conjecture works here too.) Thanks!
There's a PbP recruitment starting soon for adapting Marvel Heroes to a Golarion setting. The whole thread is here but the short summary of the build rules are level 5, 25 point buy, with gestalt and the ability to convert starting gold to race points from the race builder (at a conversion cost of ~1000 GP per RP)...and of course the ability to play with Path of War and Psionic classes in addition to the Paizo ones. I have two heroes I'm thinking of: - Black Cat, who I think works nicely as a Harbinger (focused on Cursed Razor for "unluck" effects) with the other half perhaps a Rogue, Ninja, or even Swashbuckler. - Ms Marvel (the new Kamala Harris version)...who I'm more stuck on, but I suspect there are some great Disciplines/Maneuvers to go for. Some of what I'd look for:
Bonus points for ways to actual grow or shrink or increase movement. (The investigator formulae list covers some of those morphing abilities well with Long Arm, Enlarge, Reduce, Expeditious Retreat...but a spontaneous flavor (ideally without components) fits better than the prepared extract thing. Is there perhaps a psionic class to cover this aspect of her? I'd love to hear thoughts/ideas/suggestions from any source but am asking here because I'm relatively new to Psionics and Path of War, and suspect both have a lot I should be looking at here. Thanks!
Lines like this imply one might be in a stance all day long:
System & Use wrote: "A stance remains in effect indefinitely and is never expended. The benefit of your chosen stance continues until you change to another stance you know as a swift action." Though this implies there could be some limit, or at least that they're intended for combat more than out of combat: System & Use wrote: "A stance is a type of fighting method that you maintain from round to round. So long as you stay in a stance, you gain some benefit from it. A martial disciple who performs a kata and assumes a specific posture as he prepares to fight is using a stance." Lets take as an example this stance from the Shattered Mirror discipline (which was just released in the Harbinger PDF): Shattered Mirror discipline wrote: "Silvered Mirror Stance (Su): When you assume this stance, choose a single non-personal range power, psi-like ability, spell, or spell-like ability affecting you. While you maintain this stance, allies within 30 feet of you also gain the benefits of the chosen effect for as long as it is affecting you." This would be an amazing way to share buffs out of combat, e.g. casting Overland Flight or Stoneskin on the Harbinger and getting it for free on any ally within 30'. What are the limits to this?
Hey all, I'm reading about the Path of War maneuvers and want to make sure I'm understanding it right. Maneuvers have a level listed (from 1 to 9). And I see:
I *think* this is saying that one can know maneuvers of a level up to your class level, e.g. 5th level warder can know 5th level maneuvers, and once one is 9th level one can learn any maneuver in your style(s). Is that right? (I think my confusion is just that when I see level 1 to 9 abilities I think in terms of full casters who don't get their 9th level abilities until, say 17th level.) Thanks!
Sacred Fist wrote: At 7th level, the sacred fist gains a ki pool. This functions as the monk class feature, using the sacred fist's level – 3 as his monk level when determining the number of points in his pool and bonuses granted to his unarmed strike. and monk wrote: At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. Seems like RAW a Sacred Fist gets Lawful ki strikes (even if she's Chaotic). True?
Dizzying defense wrote: At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2. and Fighting defensively as a standard action wrote: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn. Based on this, here's my understanding: Vanilla fighting defensively
Dizzying defense + fighting defensively
Some examples:
Am I reading this correctly? |