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Irontruth wrote:
The fighter declares he will divide the cow in two using his BFS and the farmers each can have half. The farmer who chooses to give up the cow instead of dividing it is given full ownership. ![]()
Cyrad wrote:
Fighter PC: I slice not at the monster with DR but at a seam in the fabric of space time to create a tear to the Ethereal Plane the will suck the monster in. GM: ...roll to hit. Fighter PC: *rolls nat 20* GM: Mother $@#%er!! ![]()
thejeff wrote:
That's not intellectual conformity, that's being a decent human being. ![]()
Thing is that kineticists get a natural weapon that grows in damage dice with their levels and can be modified to bull rush, trip, and or grapple at a distance or set creatures on fire or even freeze them but in order to do that with out taking nonlethal damage, they need to spend at least a move action to charge it. ![]()
Lord_Rachen wrote: Well they all started out as either N or CN characters. They all initially had a plan but then just went to s~+$ for no reason. One plays and insane person so he uses that to justify any action. Another plays a master chemyst who just mixes in potions into anything he can find and trys to get every person he meets to drink them. The rest of the party is less into RPing and enjoy more of a combat focus so they just join into murdering when the occasion comes. Ah yes, I've been wanting to play a Krieger type character... Quote: Right after the first session everyone just decided to kidnap a bunch of kids and got magical cages to lock them up, they used disguise person to impersonate the sheriff and murder a shop keeper. So the town in in chaos right now and they have an orc army marching on the city and it will arrive in a few days. Why did they kidnap kids? ![]()
Goals:
Simple Blasts - Honestly most of these things are good enough as is. It's mainly the infusions and composite blasts that could use some rework. I would like to make one change with Aether having Force Blast as a simple energy blast that uses d4's in place of d6's. Infusions Some need a rework while others just need to be reordered. Another change would be that the simple blast you pick also comes with a level substance infusion that best matches the blast. Here are some ideas: Aether - Pushing Fire - Buring Water - Quenching Cold - Chilling* Air - Gusting Electric - Thundering Earth - Scattering** Wood - Ivy*** Gravity - pulling Negative - Draining?**** * Chilling is changed to be level 1 and burn 1, because as a first level spell, a damn wizard can stagger an enemy for a round with a snowball. Creatures that are resistant to cold temperatures as per endure elements or the feat endurance are immune unless you add an extra point of burn. ** Basically an infusion that makes your earth/metal/ice blase break upon impact and scatter caltrop-like pieces in a five foot square. Blast damage is halved. *** Element:Wood. Covers your wood/summer/spring/winter/autumn blasts with a skin irritating resin that takes effect if the blast deals piercing or slashing damage. Basically a 1d4 round version of itching curse. **** I'm thinking this should be a purely Void Based substance infusion that grants you a temporary hit point for dealing negative energy damage. Obviously this means you cannot start picking Form Infusions until 3rd level but that should be fine because you get a pretty awesome option here: Elemental Wave - Form Infusion, Universal, Level 1, Burn: 2, Reflex for Half You shape your kinetic blast into a cone shaped burst. Physical Blasts deal half of your normal blast damage to creatures in a 30' cone. Energy blasts deal you full blast damage to enemies in 15' cone. Reflex DC is Dexterity based. Misc. Changes - Fan of Flames and Spraying infusion are scrapped. Kinetic Blade and Kinetic Fist cost zero burn. Burn (Ex) - this seems to be the biggest deal breaker when it comes to determining whether or not people want to play this class. Teh Scrappy Mechanic. On the one hand, it thematically represents the psychic nose-bleed trait and mechanically limits your a-magical magic. On the other hand, it requires a bit more book-keeping then your average spell caster with a mechanic the changes the core nature of non-lethal hp, it can turn your awesome telekinetic master into an even more fragile and limited glass canon than a wizard. On the other other hand, being dropping from non-lethal damage avoids bleed-out and may save your life as the enemy focus's their attention on the rest of your party. This however is arguable because it depends on how cruel your gm may be. Suppose your kineticist loses conscious thanks to burn after receiving a pin-prick...while he was flying, cut to his head splattering on the ground and the Avatar being reborn light years away a week later (this may or may not refer to a version of Iron Gods where one pc was a version of Aang who was abducted by the Divinity and put in cryostasis before it crashed). Of course altering how Burn works can vastly change core mechanics such Elemental Overflow. I've thought up the following options: - Burn Pool: It worked with Magus, it worked with Investigator, it worked with every bloody thing. A kineticist has a pool of burn equal to her Con+3 that refreshes after eight hours rest. Everything else works as it did with elemental overflow depending on how much burn is spent. This may seem a bit overpowered when combined with Gather Power however and the specializations...we may need to get rid of one of those. Another problem is the thematic element off pushing one's limits. One idea is that using up all of a kineticist's burn puts her in the exhausted state and unable to gather power. She can rest for an hour to lower it to fatigued but one use of her wild talent or kinetic blast drops her back to exhausted and she still cannot use gather power until her pool is restored via 8 hours rest. - Investiture 1: Burn works as normal with non-lethal damage per HD, however the amount of burn determines the maximum level of wild talents that you may use until it's removed. What does this mean? Take one point of burn and you can use your Level 1 infusions and utility talents for as much as you want for the rest of the day...meaning you cannot use an extended pushing kinetic blast unless you take on another point of burn. Thematically this would retain the flavor of the vanilla kineticist burn mechanic. Mechanically, this would be an extension of Elemental Overflow but it would obviously require a change in how burn is accrued. The maximum amount of burn per a day would be based on the effective caster level of the Kineticist instead of Con+3. Gather power would also break it a bit. For the low low price of a move action, you could use what is effectively a level 2 spell as your kinetic blast despite being level 3. Does the fact that you cannot gather power defensively make up for this? And don't even get me started on the Specialization Features. - Investiture 2: A bit like mental focus and spells readied, you choose an infusion, composite, utility wild talent and take it's cost in burn but you can use it for free for the rest of the day. No change in anything else, if you want to use any other infusion or wild talent, you just use gather power. If you want to use extending and burn for flame blast, take 2 points burn and go to town until you get a good night's sleep. The pro is that you need to think about which wild talent you want to use for the rest of the day. Con is that your kineticist becomes closer to a caster with even more book keeping than vanilla. - Leave As Is: Just take your character level multiply it by the number of burn and write it down as non-lethal damage. If you don't like basic math, why the hell are you playing a d20 Game for? Do something freeform! In essence, we assume the mechanic is loathed by scrubs and people who are unused to the idea of taking damage to make damage. Internal Buffer - a very unnecessarily worded version of a once a day ability to mitigate Burn. And as overly complicated mechanically, it is just as ridiculous flavor wise. Honestly, I'd prefer it be a feature that mitigates the non lethal damage taken from burn. Your buffer is how much burn you can take before it starts taxing you damage. It does not change the maximum amount of burn you can take, nor does it change how much you can take per a round but it does count for Elemental Overflow. Basic Utility Talents - Really? Cantrip Spell-like abilities? What we need is an interplay of mechanic and theme that demonstrates an innate growth in the kineticist's control of her element. Utility Talents should be techniques she learns to implement from this control. To that end, I propose Core Talents that start off as basic in strength but grow in power as the kineticist grows. Since this would be the equivalent of gaining free utility talents either this means spacing out utility talent gains or linking the growth of a core talent to something like elemental overflow. Personally, I prefer the latter because it fits with the visual appearance of EO. Towards that end I made a proof of concept version of Telekinesis as a core talent: Telekinesis – a telekineticist can use her power in place of physical strength for domestic purposes. She may attach strands of aether all items in contact with her person, using her Constitution in place of her Strength Score to determine her carrying capacity as well as for making Strength based ability checks (skills such as climb and swim remain unchanged). As a standard action, she may concentrate her telekinesis to manipulate matter at a distance. She can any object or willing creature weighing 5 pounds + 5 per two levels of kineticist at close range as per the spell mage hand. Additionally, she can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip. Using telekinesis in this fashion or using an aether based kinetic blast returns her carry weight to being strength based until she spends a full-round action reattaching her aether strands to her encumbrance. Elemental Overflow – You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks. Elemental Overflow +2 – a kineticist increases the amount matter she may manipulate to 100 pounds per class level and may take a point of burn to increase this to 1000 per class level for 1 minute per class level. Elemental Overflow +3 –You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. When performing dirty trick and steal combat maneuvers determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier. As you can see, I've effectively combined several aether-only utility talents with basic telekinesis and added a caveat that allows you to carry weight and pry door using your Con mod (with hopefully enough stipulation to keep it from being too SAD at level 1). At first you can only use telekinesis move willing creatures and small objects in general directs. However, your manual control increases to the point of being able perform feats of dexterity from a distance (although not necessarily inconspicuously as elemental overflow has a visual effect). Then the strength of your telekinetic "muscles" begins to increase. Finally, you are capable of even moving unwilling creatures though not as per infusions like foe throw as telekinetic maneuvers is distinctly different from making a telekinetic blast that doubles as a bullrush, trip, double, awesome blow. The only pitfall with this is similar to Investiture 1. A kineticist will effectively a Level 5 spell at 9th Level, albeit with at least 27 non-lethal damage. Basically that's my starting point, I have some more ideas but this post is long enough. ![]()
My Self wrote:
As an immediate action, she kills the Mirrors by using her death note to to pierce their points of death which she can see with her Mystic Eyes. ![]()
Oh and taking twenty is not a guarantee of success, it just means your total heal check is 20+ your bonus to heal checks. It's more of a measure of how successful they are at not effing a person's treatment. In fact the roll of a nat 20 is fundamentally no different from taking 20, if anything it just means that your character was extremely lucky when administering treatment in haste. Perhaps if you roll three nat 20's in a row, it equals an auto success (as a mythic trial like miracle), barring that 2 nat 20's is the equivalent of 30 to you check. What's the purpose of this? Well if Clerics could accomplish the kind of healing that they do in the system as is, things like disease and old age really should not be an issue in most societies. Pious human civilians would be regularly living into their hundreds without crippling injuries from routine positive energy showers. There has to be a purpose to the Heal Skill that doesn't make it obsolete to Cure Spells. So it works on the principle that healing spells are essentially injecting positive energy into damaged cells, catalyzing a regenerative process that repairs wounds and energy. The problem is if the wound isn't held in place and the bones are not set, then the cells may not regenerate into their proper shape leading to deformities. Essentially a healing spell without the knowledge of proper anatomy is a lot like how the Talosian's had tried to fix up Vina in the Cage (to the five of you who recognize that, yes it's a TOS reference). So a Cleric casting a healing spell to repair an injury should always have to make a Heal Check (or a Wisdom check if untrained) to make sure they are healing the wound properly. To be fair to Clerics though, those who have a patron with a Healing Domain can act as conduits for their deity's knowledge of proper medicine, allowing them to add their caster levels to the Heal check. ![]()
Theoretically, you could calculate a character's BMI by their Con and their Size Category with the Strength and Dex scores determining how much is muscle and how much is fat. Breaking bones would be a form Called Shot sunder maneuver with the hardness being that of steel + half the bonus provided by armor if it covers the area of the body targeted. If the bone's hit points are reduced to zero, it becomes broken. If the hit points are reduced to a negative equal to the Con mod, the bone becomes shattered. The penalty depends on which bone is broke. Broken bones would be injuries that have two effects, one immediate, and one that can be a result of improper healing. Obviously high level Restoration spells can undo or remedy those but a even just channeling positive energy into the wound can cause it to fuse wrong unless it is held in a proper place at the time. A saving grace is that a trained character can take twenty on the Heal check for broken limbs provided they have 8 hours to focus. After making this check, the penalties persist for at least a month as the bone heals but eventually disappear or are replaced by the penalties of improper healing. A healing spell can accelerate this process. Oh and penalties stack. Broken Arm: -2 strength and dex based rolls that use the broken arm, shield bonus is cut in half, 25% failure on spells with somatic components. Clime speed -10 ft. Causes permanent -2 to strength and dex and permanent -5ft penalty to climb if improperly healed (DC 25) Shattered Arm: Unable use the arm at all, unable to two handed weapons, no AC bonus from held shield. All strength and dex checks that require both hands suffer a penalty equal to 50%. 50% failure to spells with somatic components. Climb speed -15 ft. Improper healing causes -4 to Strength and Dex checks as well as permanent -10ft to climb speed (DC 40) Broken Leg: -10 ft to land speed. -15ft to climb and swim speeds. -2 to climb, swim, and acrobatics checks. Improper healing causes a permanent -5 to base land speed and -10 to climb and swim speeds as well as a permanent -1 to climb, swim, and acrobatics checks. Shattered Leg: Leg becomes unusable. Treat the character as though their leg has been dismembered. Improper healing leaves a two-legged character with a permanent -10 ft. to land speed and -15 ft to climb and swim speeds. Permanent penalty to climb, swim, and acrobatics checks (DC 40) Broken Rib: -1 per rib broken penalty to Con when determining how long a character can maintain a run or hold their breath and stamina pool (if they have them). Penalty to Fortitude saves versus gas effects resist fatigue or stay conscious when reduced to 0 hit points. Improper healing makes is permanent -1 to maintaining a run, breath, and stamina (DC 15) Shattered Rib: Same penalties as broken ribs also 1d4 bleed damage to hp per rib shattered every time the the injured character moves more than half his speed, makes an attack action, a makes physical ability score based skill check, casts a spell with somatic components, or makes a fortitude save. Improper heal check causes a permanent -1 penalty to Con score (DC 20) Broken Skull: 1st round of affliction, character is stunned. 2nd round, character is dazed, 3rd round and every round after until healed, character is staggered. Improper healing leads to a -1 on will saves versus mind affecting affects and concentration checks (DC 15) Shattered Skull: Unconscious regardless of hit points. Improper healing leads to -1 to all mental ability scores every 2 points by which the check fails the DC. (DC 50) ![]()
I think I'd have to agreed with Cyrad's article on feat philosophy. Although in addition to shortening the feat taxes, I'd also trim the branches of the feat trees by turning certain feats like Spring Attack and Whirlwind attack into Combat Tricks unlocked by meeting their prereqs. Spring Attack - you can perform this with BAB +5 and Mobility Whirlwind Attack - BAB+5, Mobility, and Cleave. Shot on the Run - Precise Shot, BAB +4, Mobility. Basically it allows a feat to scale in a synergistic fashion. It works on the premise that BAB represents a character's combat skill that increases with experience and a feat represents a specific skill the character has trained himself in. As your character progresses, he learns how to utilize his abilities in new ways. In that same vein. Weapon Focus and Skill Focus grant weapon tricks and skill unlocks for their respective selections. ![]()
Vidmaster7 wrote: Is it just me or is saying you want them redone different from being removed all together. It keeps tripping me up when I read some peoples responses. It kind of goes hand in hand. There are some feats, spells, and rulesets that are great in theory but are poor in execution. Then there are other things that while their existence hampers enjoyment, still require a suitable replacement to make the game work better. ![]()
1. Feat Taxes - Feats should be investments that keep paying off as you level and gain more feats. Therefore, a lot of top of the branch combat feats are instead combat, weapon, and equipment tricks that you can perform when you meet the basic (and adjusted) feat, stat and BAB requirements. So things like Whirlwind Attack (Which should different prerequisites) and Spring Attack become Combat Tricks which a martial learns from combining his feats. Skill Focus grants Unlocks for the associated skill. Other feats I'd just plain merge like Steadfast Mind and Combat Casting. Basically, in addition to that, Weapon Focus should count as weapon training for the advanced weapon training feat. 2. Leadership - It shouldn't be a feat, it should be a boon for good roleplaying. 3. Current Mundane versus Magic Item Crafting ruleset - apparently a wizard with no first hand experience in metal forging can craft an enchanted suit of full-plate much faster than a born and raised blacksmith can an average one. Yeah no. Gotta revamp that. ![]()
Atarlost wrote:
Mistakenly faq's your post when I was trying to reply. Spellcasters get to be gods at higher levels and there is a feat for not losing a spell slot when you flub a concentration check. Plus combat is just about the only thing a barbarian or a fighter can contribute to. Whereas a wisely built and/or properly placed wizard could go Old Man Henderson on the campaign. ![]()
Huh...good point about the stone plate. Perhaps the alchemical treatment involves saturating the stone in organic fluids (alchemists fiddled a lot with urine and the like) rendering the material "natural" enough not to the hinder the druid's abilities. Perhaps this same process can or cannot be applied to metal armor without irreparably damaging the material. Or perhaps stone plate shouldn't be allowed for druids too. In some ways that's true but in some ways it isn't. The classical elements and vitalism are rubbish according to our modern understanding of physics and chemistry. Yet in Pathfinder, the Material Plane is born from the Four Elemental Planes interacting with the Positive Energy Plane. Unlike real life metaphysics has a measurable effect on the physical world. Only people of a certain alignment can normally channel positive or negative energy or gain powers from a specific deity(with Neutral people having to make a choice and stick with it). Souls exist, they leave the body at death and normally end up in an afterlife in accordance to actions. Thoughts and feelings leave a measurable imprint on physical objects and locations. So Druids, deriving their power from the biosphere, would require clothing and armor that does not clash with their metaphysical connection to organic life... But honestly, it's your call for your game really. I'm just indulging in thought experiment. ![]()
The Sideromancer wrote:
You're confusing the Druid's prohibition for something that is rooted in the physical rather than the metaphysical. Metal which is derived from the earth is rooted in the concept of industry rather than the natural cycle of life and death. Now if it the metal in question derived from biological organisms, if it was a part of a plant or animal before it was used in crafting, such as iron taken from the bloodstream, etc, then that would be suitable argument for a type metal armor/shield that the druid could wear without consequence...of course the amount of blood needed to create a suit of armor would have nightmarish connotations. However this should mean that armor made from living steel should bypass the metal prohibition. ![]()
These were some ideas I had: Skill Focus and Talent Feats
Save Unlocks - Iron Will, Lightning Reflexes, and Great Fortitude allows you to add your bonus to a statistic for the duration of an encounter. You can make this choice as a free action but you cannot change it until the next encounter. Iron Will * Add your will bonus to Perception and Sense motive checks.
Lightning Reflex * Add your reflex bonus Acrobatics and Escape Artist Checks.
Great Fortitude - not sure yet. ![]()
I don't know maybe calculate the hardness and hp of bone (similar to steel) and use that as the damage threshold. Then translate a successful injury to ability damage or penalties to ability based checks based on the location of the injury. Leg - penalty to movement speed (halved), touch AC and skill checks that require legs and balances. There's also a penalty to melee and ranged attack rolls. As a move action, you can make an acrobatics check to make a ranged attack without penalty. Maybe something like that. ![]()
Jade Regent Campaign We just recently came to this village. My character tried to gather information about any legendary beasts or warriors he could fight. They said there were rumors of Oni sightings. He confirms those sightings saying that he had just recently slew an Oni. The villagers call him a liar. So he rides out and drags the body of the dead Oni into the middle of town...I'm I meant drags in both halves of the body since the killing blow had cut the Oni in half. Cue him gathering the villagers to see the corpse, Spoiler: , then I toss up the half with the still intact head and decapitate it with a silver wave midair(PoW fits the Jade Regent like a glove).
inform them that this thing's kind is running their country That's how you convince people of the truth! *Drops Mic* ![]()
Goth Guru wrote: You can't even tell us why the place sickens anyone who visits. What sexual and or violent horrors await there? I'd like to think the details are left up the GM. I could give an example involve an Otyugh, a pair of leather gloves, and a gallon of butter, but we'd be treading into FATAL territory from there. ![]()
I'm very sorry to people on this board who read this and I'm especially sorry to players of a game run by a GM that uses this idea. Key to My Magical Realm - On command, this key transports a single creature as per the spell plane shift to the demiplane of an infamous 20th level full caster who is also a Mythic tier 10 Archmage. The demiplane is known only as it's creator's "Magical Realm", it was created via three castings of the create greater demiplane spell and has been made permanent via the permanency spell. Any intelligent creature that dares to enter the "Magical Realm" can return at will by using the key but upon returning will be shaken for a number of days equal to the number of rounds spent there. A successful knowledge (planes) to learn about the Magical Realm will result in the creature making the check becoming nauseous for 1d4 rounds even if that creature is normally immune to said condition. Dare ye enter? ![]()
Yeah, he's a deity that hangs over the Boneyard (the area where souls are judged) looking like a moon with skeletal face. Word is that he has a deal with Pharasma, the goddess of death. He waits in the sky until the last mortal soul is judged, then he descends. What he ends up doing is a matter of debate but it's generally assumed that it's something apocalyptic because when he is done with the Outer Sphere he will go the Material Plane to "clean up". While he isn't called a Great Old One, Groetus has disparate cults that operate and organize much like your average Eldritch Abomination fandoms. His followers tend to be mad men and omnicidal nihilists. His portfolio is empty spaces, ruins, and oblivion. There's some theories that he has a connection to Rovagug, a mad god that was sealed in Golarion's core. Rovagug wants to die and that can only happen when every other god is dead. ![]()
Something I'd like to point out is that the magus arcane pool feature does not add a bonus to weapons based on number of pool points spent. The bonus scales with the magus level but arcane pool cost to enhance the weapon always remains at 1. So a level 17 Magus only needs to spend 1 point from her arcane pool to a Vorpal to her +5 longsword. So a level 21 magus would be able to add an enhancement bonus equal to +6 to a weapon with the arcane pool and this bonus would increase every four levels there after. Deep Pool would allow the Magus to enhance his weapon to an epic level bonus. ![]()
Problem: The way it works right now, you couldn't even design vanilla weapons using this system...let alone interesting things. So I came up with some adjustments and additions that make it a bit more manageable. Adjustments: Base damage die is based on handed-ness 1d3 for light, 1d4 for one-handed, and 1d6 for two handed. Increased Critical Threat Range is 3dp for 19-20, 7dp for 18-20. Increased Critical Multiplier is 3dp for x3, 6dp for x4. Otherwise works normally (No more than x3 with Increased Crit Range for 6 design points). Additional Qualities Single Hand Grip – Adds 1 Design Point to the weapon but prevents wielder from using it with two hands, one handed weapons only and cannot be added to weapons with Ease of Grip. Intricate – Adds design points while increasing the Craft DC for the weapon by 2 for every point added. Intricate can only be added to exotic weapons. Intricate weapons with 4 or greater to Craft DC can only be masterwork with the appropriate adjustment to price. Weapons Made with these adjustments: Vanilla Demo: Rapier – one handed martial (7 bdp)
Crossguard Hilt Cutlass A cutlass specially made with a secondary hilt at the guard, allowing it to be wielded like a tonfa. Fighting defensively with this weapon grants the wielder +1 shield bonus to AC. Price 24gp; Type one-handed melee slashing; Proficiency martial; Damage (M) 1d6; Damage (S) 1d4; Critical 18-20/x2; Weapon Group heavy blade; Weight 4lbs Improved Damage (1) Weapon Feature (blocking) (1), Improved Critical Threat Range (7), Additional DP (+1 bdp +15gp), Single Hand Grip(+1 bdp). Hidden Blade (light exotic 6bdp) A light weight retractable blade that extends from a mount attached to the wrist. The weapon provides a +2 bonus to Sleight of Hand checks to conceal it. On a coup de grace made by this weapon, the Fortitude save DC is increased by +4. Price 324gp; Type light melee piercing; Proficiency exotic; Damage (M) 1d4; Damage (S) 1d3; Critical x3; Weapon Group light blades; Weight 1lb Additional DP (+1bdp, +15 gp) Weapon Feature (deadly) (1), Attached (3), Concealed (1), Improved Critical Multiplier (3), Improved damage (1), Intricate (+2bdp, +4 Craft DC) Extendable War Scythe (Two Handed Exotic 9 bdp) A specialized polearm that can modulate its reach. Price 58 gp, Type two-handed melee slashing, Proficiency exotic; Damage (M) 2d4; Damage (S) 1d8; Critical x4, Weapon Group Pole Arms; Weight 4lbs Additional DP (+3 BDP, 45gp) Weapon Feature (reach, trip) (4), Improved Damage (1), Spring Loaded (2), Improved Critical Multiplier (6), Intricate (+1 bdp, +2 Craft DC) Feel free to praise/criticize/tear apart these rules as you see fit. ![]()
Heladriell wrote:
No no, that's alright. I think it would have been OP too. The way it is works great. Kinetic Sentinel You are skilled at deflecting attacks made against your comrades. Prerequisites Kinetic Deflection, Combat Reflexes Functions as kinetic deflection except you can parry attacks made against your comrades within range of your kinetic blast. ![]()
I think Word of God has confirmed that Aroden actually did die but the players can decide if that's the case for their games. I know one of my group pointed out how Aroden's death is actually a good thing: it ushers an age of free will. Since prophecies and omens are no longer coming true on a cosmic scale, people's lives are no longer predetermined. In other words, Cheliax was a booby prize for a sorely butthurt Asmodeus. ![]()
Kaijunator – Ancient siege engines created by some long lost empire. These weapons were so named because they were believed to have been used to slay colossal beasts such as the Kaiju and Behemoths. Whether or not they were actually built for that purpose is unknown, but stories of their effective use in warding off Kaiju have made them priceless to settlements under threat of such hazards. The method of producing these enormous engines has been lost to history, but the few that have been unearthed are found to be still functional. If used strategically, a Kaijunator can be the difference between life and death in an encounter with a Kaiju. Various models have been discovered and categorized by the Pathfinder Society. All Kaijunators have the unique Kaiju Bane and deal Epic Damage against Colossal beasts. Type I – Spiral Tusk Artifact Siege Engine Epic Damage Colossal Adamantine War Drill Attached to a Mystic Steam Engine. Upon activation, the steam engine causes the Tusk to spin before launching it outward. The Tusk is then retracted by a chain winch and the engine enters a cool down period before it can be fired again. Can be mounted on the prow of a ship or on buildings. Range – Straight Line of 50 ft 10d12 Bludgeoning and Piercing Critical: x3 Charge: 2 Rounds Reload: 3 Rounds Cooldown: 5 Rounds *** Ioun Cannon – Minimum CR 20, CL: 15, Price: 734,000 GP Item Description: A powerful magic weapon of unconscionable destruction that could theoretically level mountains. It works by using a matrix of six revolving Ioun Stone-based spell lattices to create an immense destructive blast of folded space. The Ioun Cannon is normally contained in a pocket of folded space bonded to one willing creature or construct. On command the components of the cannon is manifests. 1/day can be prepped and fired. After 5 Rounds of preparation, it fires six intertwining rays of folded space. Each ray does 10d12 +10 piercing, force, planar, and epic damage. A Reflex Save halves the damage (DC 40). 60d12+60 Construction Requirements: Craft Wondrous Item, Craft Magic Arms and Armor, Metamagic Piercing Spell, Dispel Magic, Greater, Secret Chest, Plane Shift, Reverse Gravity, Gravity Well, Wall of Force, Knowledge Arcana 20, Knowledge Planes 20, Spell Craft 20, Craft (cannon) 20, and 360,000 GP ![]()
Major Artifact: White Blade Aura strong evocation, transmutation; CL 20; Slot none; Weight 2-100lbs
Alignment LC; Ego 20; Senses 60 ft. (darkvision), hearing, smelling Int 18, Wis 18, Cha 10 Communication speech, telepathy (w/ owner) Special Purpose Special Abilities 3/day –as a swift action, its enhancements may be changed from glorious axiomatic anarchic to brilliant energy. At will –as a free action, the white blade can increase or decrease its weight to make itself impossible to lift. Spell-Like Abilities (CL 20th, concentration +21) 3/day –fly, flame blade, haste, flame strike 1/day –overland flight, dimension door, insanity (swift action on strike) Description: The white blade is an intelligent sword that takes the form of a mithral+5 glorious axiomatic anarchic one-handed slashing weapon, rapier, or sword cane. Believed to be the antithesis of the black blade originating from the First World, it can impart proficiency upon any intelligent creature attempting to wield it. However, the weapon has an incredibly egotistical, rude, and annoying personality. The white blade will tell endless, longwinded, stories about its legendary past that seldom end with any sensible resolution. Often it will go off tangent during these tales and completely forget the story it was telling in the first place. It is also prone to asking trivial questions only to rebuke the answers with inconsistent and often contradictory corrections of its own. Both its stories and its inquiries are usually accompanied with nonsensical life lessons that bear no apparent relevance to either contents or situation at hand. Most infuriating is the long list of rules and obeisance that it demands of potential wielders before allowing them to use it. Such regulations include listening to its lecture for three hours a day, addressing it with praise every morning, celebrating its birthday (which is every day), etc. Such extensive and unreasonable demands make most intelligent creatures consider it more of a cursed object to toss away rather than a powerful and useful artifact. However, some believe that these frustrating habits and demands are the white blade’s method of testing for a worthy wielder. Others say that the white blade exists to induce madness through ire.
Destruction A character must spend one year obeying the white blade’s demands without question every single day while retaining his sanity. At the end of that year, the character must hold a feast for the white blade celebrating the anniversary of their partnership. This anniversary is in addition to any daily celebrations the white blade may have in its list of demands and must include a cake worth at least 10,000 gold pieces. When the sun sets on that day, at the very height of the feast, the white blade must be sundered while caught off guard. This destroys both weapons. Enjoy any cake that’s left. Any attempt at using magic to circumvent the time requirement using magic will result in the caster being struck with insanity. A year after its destruction, the white blade is reformed somewhere in the First World. ![]()
That sounds similar to the Martial Maneuver prerequisites that Tome of Battle/Path of War has. Except higher level maneuvers required you to know a certain number of maneuvers in the same discipline. You could make it that higher levels in one school of magic requires you to know lower level spells in the same school. The idea has merit in that it would put a lot of spell casters in a similar position that rogues and martials already are in terms of character progression. However I think that would only really affect spontaneous spell casters who already need to carefully select what spells they learn like a fighter selects his feats or a rogue her talents. The wizard is merely inconvenienced in that he would have to spend more down time seeking and adding lower level magic to his book before he can fill it with Level 9s. ![]()
Yeah, they definitely should make prestige classes that let you progress in your base class such as spells, kinetic blase, arcane pool bonus. I also think they should have capstone abilities that reward the players for seeing the prestige class all the way through. Obviously the balancing issue would be having a capstone ability at a level earlier than 20, so the prestige capstone itself should be an ability that scales with character level. ![]()
Oxylepy wrote: Did you mean Transmutation, or Conjuration? Actually, it could be either depending on the mechanism. Healing via conjuration would involve turning magical energy into new cells to replace the damaged the damaged and displaced ones from the inflicted wound, thereby restoring tissue and organs. Healing via transmutation would involve using magical energy to return damaged cells to their original state thus retrieving lost blood, realigning broken bones, and closing up open wounds. ![]()
I assume these are spells that are exclusive to their respective class lists? I assume it would be form of independent spell research using the other class's spell as a template. Your character would research the target spell and create one of her own devices that achieves a similar result. Of course this gets complicated when if you have an arcane spell caster attempting to achieve the affects of spell that primarily divine territory. An arcanist attempting to replicate the effects of Cure Light Wounds would be required observe the spell in use and pass a knowledge (arcane) and a spellcraft check (DC=caster level of spell + 10) before he could attempt to create a Transmutation spell that heals with d6's instead of d8's. Of course, some things like True Resurrection would be impossible to duplicate short of a Wish spell. ![]()
Cyrad wrote: It also fills a plot hole as to why the Aboleth, a race of super intelligent creatures, would punish humanity by delivering a rock that turns people into gods. That might have more to do with the fact that two gods sacrificed their lives to prevent it from killing the world. Before that it might have just been a chunk of space rock with enough juice to kill the planet. You know how some gods ascend by killing other gods? I think the Starstone became imbued with the essence of Acavna and Amaznen. Or at least Amaznen since technically Acavna's essence is in the Mordant Spire, but it could be that part of it was absorbed by the Starstone. Perhaps that missing piece is why she cannot reach the Boneyard. ![]()
More Feat Ideas Amplified Resonance Prerequisite: Kineticist level 3 Benefit: In addition to the normal bonus, wysp resonance allows you to ignore 1 point of burn for simple and composite blasts with the matching element. Item Idea: Infusion Rods - rods that infuse your kinetic blasts a number of times a day without taking on burn.
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