Dude. All the aliases on this account haven't been used in organized play. I was just experimenting with the character creator. I rolled up a new character during the session, and they gave me a new ID card on that day. I haven't touched what's actually on that id. I'm wanting that id's info transfered onto the account I'm using now. I've heard about it being done, I just need to a customer service person to talk to me about doing it.
The way I'm going to run it is the closest event in the direction they point it in. So it doesn't show distance. My thought process of making this is that I'm planning on having an event on every square of the map. (It's on grid paper) It'll be a small group, and There isn't a sure thing that they'll have magic to guide them into it.
Hello. I recently started joining an organized play group, and they gave me a card with my society id number. However, I already had this account setup. (I've occasionally posted in the message boards) I've looked around, and Have been seeing some talk about merging id numbers, and that's lead me here. Can anyone help me out with that?
I just wrote up this item to be used in a future campaign I'm working on, and I want to focus on exploring so I'm setting up mini dungeons ahead of time. I'd be having preset CR's for the areas so I don't have to make the enemies up on the spot. This would make things easier to let happen naturally, but it would make things dangerous if the PC's walk into a high cr event when they aren't prepared for it. This item will hopefully give some warning ahead of time. Prediction Gem Cost: 1,000 GP, Aura: Faint Enchantment, Prediction gems are the best friend of wary travelers. These magic items are palm sized disks with an inlaid magic gem, and an arrow on one side. The way to use this gem is to point the arrow in the direction of travel, and it will glow certain colors depending on how dangerous the region of travel is. Blue: CR 1-5
But those classes mainly use feats to make it so they aren't as much of glass cannons. Anyways the aim is to make feats a little less rare in general, and not give any one class type a leg up above the rest. I'm not fighting to give power boosts to any one class type. I'm always hearing complaints of being feat starved, and this aims to at least give a bit of breathing room.
I really don't like using BAB as the modifier since this is supposed to benefit all players with a flat rate. The main purpose is to give classes with lower amounts of feats, an opportunity to catch up with classes like fighter that have a lot of feats available naturally. especially since some of those classes could really benefit from item creation feats but will fall behind a bit if they take those instead of combat feats when they don't have enough of those to properly make use of their abilities. it's just making the disparity a bit bigger in my eyes.
I'm thinking that just putting a cap on how many you can learn based on level would probably solve some of the OP complaints. (I'll start at the max you can learn is 1/4 of your level. Min is 1, and max is 5) The whole thing about time being too short is valid, but I generally give the pcs only about a week or two of downtime per session depending on how many sessions since they last played. This is usually for crafting times, animal training, buying items, etc. So I don't give them infinite time to do whatever they like. Plus they are only allowed to purchase one feat during a session so it's not like they can spam buy as many as they want. Plus if they decide to do this mid session it would cause a bit of an flow break storywise if they just stopped mid journey for half a month to a month of time just to buy a feat. I have thought of a cumulative price system though I'm not too fond of it being dependant on which number of feats they have already bought since feats aren't equal making it so they have to pay more for [dodge] than it would be to buy [manyshot] is a bit ridiculous in my mind. If I would change the price I would make it more expensive since I generally try to limit the amount of OP magic items they have, and gold is the main bottleneck for that. So making the feats inexpensive makes the system easier to exploit this. I definitely appreciate the criticism, and have personally thought about most of these points before, and will look deeper into the rules to make it better.
TriOmegaZero wrote:
I just checked. That is true, but it's at a -10 to the stealth check to hide during combat using concealment, and requires a distraction. "Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast." That is from the paizo reference site on stealth.
In my campaigns I've decided to use this home-brew system of gaining extra feats. In certain cases this could be considered very overpowered. Especially in late game when PCs generally have enough gold to fund a country. In such cases the rules can be edited such as a graph where the price rises as the PC increases in level. Though I generally find that the feats you'd buy in higher level tend to be a couple feats down the tree which naturally causes it to jump in price very fast. I decided to share it to hear if anyone had any thoughts about it. Maybe if there were any loopholes I missed I'd like to fix that as soon as possible. [In this campaign you can hire a teacher to teach you certain feats. (I added this to make it easier to acquire feats; since I find it a problem that most classes are so feat starved.)] Rules: -> You have to find a teacher that has the desired feat.
Concealment doesn't give you sneak attack. Sneak attack is when they are counted as flat footed. Concealment just means that they have a hard time pinpointing where you are when they are attacking you giving them a chance to straight up miss you. Even with concealment they know roughly where you are, and can dodge when you attack them. Since they have that mobility they aren't counted as flat footed. The only way I know of regaining sneak attack mid combat is through invisibility, or taking a turn or two to hide making them unable to find you. Though since they'd be on alert some GMs wouldn't count them as flat footed in such scenarios.
CalethosVB wrote:
The negative of it being a "wielded weapon in this is negated just because it doesn't consider how kinetic blade works. Kinetic blade is used as part of an attack action but instantly vanishes once that action is over. Example: You make a charge attack at an enemy, and as part of that action you can take 1 point of burn to form a kinetic blade to use in the attack. Once the attack is over the blade vanishes.
Final Draft Link: https://drive.google.com/file/d/0Bwkh0cQA6FU5NXoxaWZiYkJUalU/view?usp=shari ng I'm officially declaring that this class is finished. I still need to develop new demonic tricks, and different contract paths. But it is finished, and playable. One of the npcs in the next session I'm GM'ing will use the class and it feels like it'll work rather well. It's still technically version 1.0 so I'm not saying it's perfect but it's playable. Thank you guys so much for the tips, and suggestions. It's helped a ton. The reason I wasn't able to work on it for so long was because of finals. You guys know the drill. -_-
wraithstrike wrote:
The magus class is indeed very strong but once his spells, and arcane pool are empty (which is relatively quick) he can't do much. Once he runs out of spells and AP he should only be able to do about 10-20 damage a hit. which is somewhat average for a basic fighting class at that level. I actually have a level 9 magus in play right now. He is indeed very strong but I can't see him getting too much stronger except for gaining better spells. Magus is one of the strongest melee classes but it is pretty restricted to only using those abilities. Another weakness would be that it's spell combat is a full round action meaning that he has to already be within reach before use. with quicken spell, and pool strike you can offset this but that only goes so far.
Would a delay before recoil damage takes effect help? Example would be something like: [After a number of round equal to 1/2 the warlock's level plus his charisma modifier (minimum 1) he begins taking recoil damage based on the abilities he uses.] Or maybe instead of rounds it's the number of times he can use his abilities without recoil. For the animal companion I'm thinking of switching it more towards the paladin's steed class feature. I'd have to heavily change it, but i feel that it would fit a bit better. Since Soul Ties seems so heavily rejected I'll scrap it. What I meant by it being up to GM decision to change it was that it would work fine for normal revival rules but since the revival rules of some homebrew campaigns are so varied it'd be impossible to write variant rules based on all of them. Also if they just got rid of revival all together Soul Ties wouldn't even matter since it doesn't actual matter unless revival actually occurs. I'll also scrap spell combat. I really appreciate the help with trying to balance this. I recognize that recoil damage is a very unreliable gate but I can't really see how to do it without ripping off something like an arcane pool. Yes I could very easily do this method but am hesitant to just rip it off.
Thank you guys for input. For the confusion on some of the class abilities such as meaningless text; this is usually where I've copied then heavily edited the ability of the creature the contract is based on. I try to mostly leave the abilities close to their source material in mechanics, which is why traits are sometimes left in when I don't consider them to be too OP or unbalanced. Also there seems to be a misconception that this is a mainly spell casting class. I want this to be extremely varied in combat styles. An example is the Balor contract that makes use of melee abilities, and feats. I also included spell combat as a way of incorperating spells into melee combat to counteract not being able to use spells outside of quickened spells. Concerning the spell combat ability I have nerfed it and am debating it's removal. Demonic Recoil, and Soul Sacrifice (Now Soul Ties) are class traits rather than abilities. These are mainly explanations of how the class works. For the concern over the negative levels and usage of HP as a ability source. I started building this class as a brutal class that gains strong abilities in exchange for literally coughing up blood when you use abilities. I realize that some homebrew campaigns restrict revives heavily. In cases like that I leave it up to the gm to decide how to deal with it since such rules heavily rely on what the method of revival (If any) they use. I intend for this class to work in line with the standard rules on the Pathfinder reference website, and mostly ignoring homebrew rules. I do a lot of homebrew work and appreciate the difference in rules. If any homebrew GMs decide to use my class I'd be honored, and don't care in the slightest if they fiddle with the class mechanics to fit in their campaign. The recoil damage varies heavily based on which ability you use. In end game level PCs have around 150hp-300hp and depending on what abilities you use you can take around 5-50 damage a turn. (This is in no way the max) Meaning that you have about 5-15 rounds before falling unconscious. Yes this is a cruel mechanic, but I intend for it to be brutal. Using these abilities in early game could prove fatal since this class is meant to be high risk. One of the reasons I decided on using recoil damage as a main aspect is that I haven't seen it anywhere else and thought it could provide an interesting aspect to the class. This is by no means a class for new players, and would never expect a new player to attempt using it. For the lack of actual abilities that was pointed out. Would a second tier of demonic tricks help that as well as balance it out? I personally don't think it's a good idea but I'm just spit-balling. I apologize if this seams hostile or rant-like, but I wanted to express my thought process when approaching this class. This is my first time making a class, and what knowledge of classes is based off of my experience as a gm/pc. This is by no means close to being finished since I'm not going to leave it with so few contract options. I appreciate the comments, and have already started the next draft of the class. If I missed anything or if there is any other problems please let me know.
I'm currently working on this new class for fun. So far I haven't seen a warlock class in Pathfinders and looked for a quick description on what warlocks are. I found that they are generally wizards who commune with spirits. (Generally evil spirits) Drawing from this, and other material, (*Cough* *cough*! Totally not supernatural!) I made a class based on gaining power through demonic contracts. So far I haven't done too much with it just some base class options. It's fully playable, and I've done what I can to make sure it's balanced. I would greatly appreciate any critique or advice on it: Google drive link: https://drive.google.com/file/d/0Bwkh0cQA6FU5MGhiVXNMLXhFZmM/view?usp=shari ng
Mike Schneider wrote:
"ranged attacks generated by natural attacks or spell effects can't be deflected." Rays from spells aren't effected by deflect arrows. I'm not sure what else can produce ray attacks.
In my group's next session I'm GMing I thought of adding one of the PCs as an enemy in shade form to add confusion. In a previous session my GM used a NPC with a pc character sheet he said that you can do that and there is a formula for how much xp you get from them but I cant remember what it was. Any help? |