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Nevermind, I found it:

https://paizo.com/products/btq02alz?Eldritch-Essences-Promethean


I'm fairly certain is was an akashic class that had some kind of eldritch Lovecraftian and/or symbiote theme. It was a lone book (though wasn't stand-alone), so I'm not remembering one class out of a larger product. The subclasses might have been called "obsessions".

Any help would be appreciated.


Have you looked at "roll 3d20, keep middle-most value"? I have thought occasionally about using that for d20 systems to try and have a bell curve without changing anything else.

My apologies if that's not helpful: that's the upper limit on me being able to understand dice probabilities.


Goth Guru wrote:
As I've said elsewhere, Mothman is a ghost with the power of prophecy.

I feel like Golarion Mothman works as some kind of intersection of Desna and Aroden, who now stuck in some kind of limbo half-existence since prophecy is dead but they aren't.


Dreadful wrote:
Comprehend math sounds different from comprehend languages. As far as I know, languages are a human invention used to communicate about the world, entirely invented. In contrast, math, in a sense, already exists. So when you cast comprehend math, how much of that infinite range of possible maths do you grasp?

Possibly it should be called "Comprehend Mathematical Jargon": it lets you understand what someone else is trying to convey to you via math terms and the implications of the equations they spout. It wouldn't give you insight into the workings of the universe.

"Comprehend Math" just sounds like the kind of name an inventor of the spell would give it when they don't know the difference.


Comprehend Math. It works like Comprehend Languages, but for math the target does not already understand.


188) Various gods were so mad at the last season of GoT that they agreed to delete that year. However, because of Y5K, several 0s got added on to the end of the final calculation.


Pizza Lord wrote:

630. Blood Mouse

These mice are almost indistinguishable from ordinary mice and can even live and coexist among them at times. They have slightly redder tongues, so most people can't identify them without close examination. When killed, they tend to burst into a small, harmless spray of blood and tiny bones. This is startling to most creatures, but hungry predators will still eat the remains. In inhabited areas, people tend to use less lethal mousetraps to avoid having to clean up messes, but cat owners often have to deal with it as their pets catch and kill them around the house.

I can imagine cats being wary of mice if they keep encountering and killing this kind.


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Also sounds like a good source of iron for people with anemia, maybe when combined with something to make it more palatable.


191) You can speak without moving your mouth, but only so long as your mouth is open and uncovered.


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I really enjoy having the elemental schools, since those best match my vision. Kudos!


I'm finally getting into 2e after years bouncing off it. That means I'm behind on knowing what's out there. In particular, I always had better luck with 3rd party stuff back in 1e.

Are there any particular 3PP 2e lovers recommend?

Don't worry if they're Remaster or not (though if you have any insights on any needed conversions please say so). I'm already looking into the Battlezoo line of ancestries, and am aware that Psionics are in kickstarter. I think what I could use is more classes, class-defining features (barbarian instincts, etc), and archetypes.


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Ezekieru wrote:
(So, likely, stats for the Cinder Dragon won't be in *this* book, but in a future book to come out in 2025).

Wonder if it will be a book featuring Brevoy: Choral the Conqueror is associated with Red Dragons in previous editions, so they'd probably want to update that.


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The one I'm looking forward to most is Golden Road.

Though that's only because I don't know how likely they are to do Vudra.


Set wrote:
604. Bouldershrooms. These relatives of the puffball grow significantly larger than a man's head, and resemble boulders of stone until they finish their growth cycle, dry out and fill with lighter-than-air gas, being dislodged by the slightest touch, or strong breeze, and sent tumbling off into the distance, or even into the sky on a windy day, spreading their spores far and wide and creating the illusion that boulders are soaring across the sky! These 'boulders' have the texture of paper, and weigh only ounces, despite appearing convincingly like 200 lb. granite boulders!

Inspired by movie props?


106) Missing Time

The subjects will sense the teleport happening, but will end up exactly where they started. There will be nothing out of the ordinary, aside from any watches being several hours ahead (assuming the setting has watches).

Later on in the adventure a being shall teleport in ranting about getting revenge for something the subjects did, but the subjects will remember none of what they are talking about.


JuliusCromwell wrote:
My questions are my spheres based on my class? How are spheres determined?

Any class can take any sphere (assuming they gain the option to take a martial talent).

You gain a sphere by spending a martial talent to gain the base effects of the sphere. Only after you have the base effects can you take other talents in that sphere (the exception is the Equipment sphere).


Now that Alignment is going away, and Paizo have made attempts to rehabilitate other "monsters" like orcs, goblins, and gnolls, are ogres still going to be inbred rapists?


DeathQuaker wrote:
Thank you for putting this list in one place! I knew there were some alt systems out there but wasn't sure where to start.

It's a lot of stuff, so please feel free to ask questions if you're feeling overwhelmed. I don't necessarily have experience with the systems (other than Spheres of Power), but I can probably help narrow down which specific things to look at.


DeathQuaker wrote:
And yes, I think you're right that each magic-using class should have a number of distinctions. It would be too easy to cookie cutter the classes and that would somewhat eliminate the point of them. All the classes, magic, utility, or physical damage focused, need to have a reason to exist on their own.

I very much support making each casting class more distinct in terms of what their magic can do: makes it easier to know which class the choose.

Melkiador wrote:
Are you concerned about infinite healing when out of combat?

Spheres of Power got around that by making at-will "healing" temporary hitpoints: good enough to keep standing during a fight, but not letting you steamroll the whole adventuring day.


I have wanted magic to work like this for quite some time; I feel like a lot of gameable magic can be boiled down into a few base effects.

Unfortunately, the best I can do is encourage you to look at 3rd party offerings to see if any of their variant systems can suggest mechanics to you. Freely available ones include:
* Spheres of Power: http://spheresofpower.wikidot.com/
* Akashic: http://spheresofpower.wikidot.com/akashic-mysteries
* Pact Magic: http://spheresofpower.wikidot.com/pact-magic
* Strange Magic: http://spheresofpower.wikidot.com/strange-magic
* Invocations: https://www.d20pfsrd.com/magic/variant-magic-rules/invocations/


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The Grandfather wrote:
Combat is more deadly and realistic....

I'm sorry, you lost me right here. Incompatible tastes; this isn't intended as criticism.


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SilvercatMoonpaw wrote:

PF1e.

I am trying to get into PF2e via a PbP game, but between that and the many times I've tried reading rules written for it my efforts don't seem to make the game attractive. I don't think there's anything objectively wrong about PF2e, but it's possible the "nearly everything is written like a feat" format is hard for me to evaluate. Or maybe I'm getting old. Or I have other D&D3e-derived games to use when PF1e fails. In any case, I will likely be sticking with PF1e and simply using a mountain of 3rd party offerings to get it where I like it.

I wanted to follow up on this and say my try of PF2e was not good: I couldn't enjoy my character or what was going on. It was a beginner adventure at level 1, so maybe that's not the best way to experience the game, but it felt like my fears about how PF2 and me would interact were confirmed.


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I take it retconning a civilization into the Valashmai is part of the same push to de-pulp-ify we saw with Mwangi Expanse?

I like it, I'm just curious.


A wearable item that transformed you into another species so long as you wore it. Especially if it cold turn a Humanoid into a Magical Beast. (Just to note: I would want each item to only have one alt form to proof it against polymorph shenanigans.)


This product may be amazing for its expansion of how to use skills alone: I'm reading the Perform section right now, and it's actually making me want to have a Perform skill at all.


M.C. Hatecraft


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PF1e.

I am trying to get into PF2e via a PbP game, but between that and the many times I've tried reading rules written for it my efforts don't seem to make the game attractive. I don't think there's anything objectively wrong about PF2e, but it's possible the "nearly everything is written like a feat" format is hard for me to evaluate. Or maybe I'm getting old. Or I have other D&D3e-derived games to use when PF1e fails. In any case, I will likely be sticking with PF1e and simply using a mountain of 3rd party offerings to get it where I like it.


doc chaos wrote:
What can be done with the Genius Guide to the Talented Bestiary?

It turns building monsters into a generic class-based understructure with things like Type and special abilities bought with points. (It is not the same thing as Savage Species from D&D3e.)

The primary use of this is to make monster stats that are easily progressable or regressable without the need for character or NPC classes or templates. They even give 242 pages of examples.

It also talks about using this system to make player options such as new summons, companions.....or races and monster classes (it's just not the book's main focus).

doc chaos wrote:
How are you using it?

Unfortunately, I haven't had a chance to use it, as I am forever stretching myself thin between different RPG focuses.


doc chaos wrote:
I too would like to see DDS make a npc book.

I don't need it as much because I have The Genius Guide to the Talented Bestiary.

doc chaos wrote:
Have you checked out the Skills Challenge Handbook?

I have it.


Just from the first few pages, I think this is the most comprehensive expansion to d20 OGL skills I've ever seen.

(And I think the only things Drop Dead Studios hasn't given the Spheres treatment to by now is NPCs.)


doc chaos wrote:
It will be worth it,I believe. I'm still going through it, but it definitely adds a whole other level of game play. Think of the A-Team when Face is in charge. Another example would be when Deadpool leaves a target dumbfounded in the middle of combat. These rules capitalize on that.

I certainly like what I've seen from the playtest; it's a part of the d20 fantasy system that simply hasn't gotten as much attention as magic or combat.


I really want to get it, but I need to let my money recharge.


Bizzare Beasts Boozer wrote:
Something to consider: all the other ancestries have their names written singular (it's "human" for example, not "humans"), so there's no reason to assume these would be any different.

I have honestly never paid attention to humans.

Also kind of wouldn't help with Sekmin, as they aren't playable.


RiverMesa wrote:
Sekmin seem to be the same in both plural and singular, but 'anadis' and 'iruxis' both pop up in LO Mwangi Expanse as a plural form, it seems. (With anadi and iruxi as the singulars - there is no 'anad' or 'irux'.)

'Kay. Thanks. :)


I'm going to use Anadi, Iruxi, and Sekmin (serpentfolk) in a game, but I don't have any idea what the singular form of each of those names is. Have there ever been examples of these being used singular?


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Fencing for Fatal Thrust; Gladiator for Demoralization. You don't need Duelist unless you want to Bleed and Disarm; Lancer if you want to stab really deep with Impale. Dual-Wielding is self-explanatory, if you need it.

Those are all the spheres that seem "swashbuckling".


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DM_aka_Dudemeister wrote:

I picked this up from Drive Thru RPG. Unlike a lot of Legendary Games supplements rather than being a straight upgrade to the class this allows your druid to specialise.

So instead of your PF1 Druid being a bit of everything, it becomes very good at a few things.

What do the various talents do?

Are there any interesting archetypes?


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Archpaladin Zousha wrote:
So...am I a boring roleplayer because most of my characters fall into the special-snowflake half-elf category?

Ir race is the only thing that people remember about your characters then it doesn't matter which one you pick: they will all be equally boring.

I should maybe be the last person to say race doesn't matter when making a character, but I know from experience that memorable characters are memorable characters regardless of race.


What I'm thinking is: we could use one for creating new weapons. Spheres of Steel?


Does anyone know if it's "2 potent OR 1 potent + 3 auxiliary + 1 utility", or is it "2 potent + 1 utility OR 1 potent + 3 auxiliary + 1 utility"?


84) Spontaneous protean rave.


646) Book of Do Not Open This Under Any Circumstances, Not Even To See What Happens

This book only has a handful of pages, bound between two slabs of black iron, each more than 1/3rd the book's thickness. Four clasps with locks bind it closed. Closer examination reveals each clasp strap is made from the skin of an Outsider of one of the four pure Alignments (NG, LN, NE, CN). Occasionally, the book jumps and makes a grunting noise.


Stick of Limbo - A permanent gate to Limbo, but only when held by two people while a third traverses the gate while leaning as far back as possible.


Nod of Lordly Might - Sacred bobble-head of rulership. Must be worn on the head to activate. No one knows what it actually does because no one's been brave enough to look that stupid.


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Lazlo.Arcadia wrote:
Greylurker wrote:
have you looked at the Incantation system from Kobold Press, in their Deep Magic book? It might be close to what you are looking for
This sounds pretty interesting to me too. I've been looking for a Ritual Magic system which would be tied to specific magics like Teleport for better use in a low magic setting. Thus the spells remain in the campaign but effectively means they are not castable within combat and are more of a plot hook mechanic at that point.

The incantation system from Spheres of Power can be used without the rest of the Spheres system:

http://spheresofpower.wikidot.com/incantations


Lelomenia wrote:
My issue with 5 is lack of depth/customization.

Same or similar. At least, reading things like DD5e class abilities isn't very inspiring.

Lelomenia wrote:
Adjusting the topic to ‘what might i want to include from other systems’, i like the more adjustable ability scores of 2e races and think that could port over to 1e well.

I like PF2e's method of building scores.


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glass wrote:
Lazlo.Arcadia wrote:
I'm finding it interesting that there is not a lot more engagement with this one. It tells me that most of us didn't really find all that much that they really connected with from the other versions. Interesting.
Well, it mostly tells me that the PF1 hombrew forum is not super high traffic at the moment, and those that are here are self-selected for people who prefer PF1 to other editions/games.

Also PF1e has a lot of quality 3rd-party stuff you can use to tweak a lot of the problem areas like casting and monster design.


Lazlo.Arcadia wrote:
I'm finding it interesting that there is not a lot more engagement with this one. It tells me that most of us didn't really find all that much that they really connected with from the other versions. Interesting.

I do, though, have to wonder how much of that is due to not having read the rules of those games all the way through: there might be interesting ideas in DD5e and PF2e, but maybe I just haven't read them.

Oh, that reminds me of another one: I wonder what it would take to incorporate poison and/or psychic (HP) damage into PF1e. I don't know why, but I enjoy having a greater variety of damage types to choose from. I could see integrating poison damage being hard, though, given how different it is from PF1e's poison rules.