SkyHawthorn's page

6 posts. No reviews. No lists. 2 wishlists.


RSS


1 person marked this as a favorite.

I think it would be awesome to play through my own homebrew as an adventure path for the Pathfinder Adventure Card Game but I'm not sure if the terms give Paizo the right to own my character names, backstories and such and therefore making me unable to use them when I write my book based on my characters.
This is how their card creator phrases its terms. By creating a card with the Pathfinder Adventure Card Game Community Card Generator you agree:
To use your best efforts to preserve the high standard of Paizo's intellectual property. You agree to present Paizo, its products, and the Paizo Material in a generally positive light. You agree to not use this permission for material that the general public would classify as "adult content," offensive, or inappropriate for minors, and you agree that such use would irreparably harm Paizo. You agree to not do anything illegal in or with cards created.
To hereby transfer and assign to Paizo, Inc. all copyright and trademark rights in the card text you create.
To not use any material in the creation of your card that would infringe on copyrights or trademarks owned by another party. For example, using an image of unknown origination randomly copied from the internet would be forbidden.


Drahliana Moonrunner wrote:
Gather Power has to be used in the same turn as the kinetic power that causes burn. Doing both Gather Power and Bardic Performance in the same round leaves no space using the kinetic power itself.

But it states this in Gather Power that makes me think otherwise. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points).


I'm trying to see if you can use Gather Power from the Kineticist while also using Watersong from the Watersinger Bard Archetype.

Gather Power - If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Watersong - At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

This ability replaces fascinate, suggestion, and mass suggestion.


hgsolo wrote:

Or it could just be like alternate racial traits. It makes sense to say that Tengu love swordplay as a culture, but it doesn't make sense to say that absolutely every Tengu knows how to use swords, which is why some Tengus hone their claws. If you have a Tiefling with the maw or claw alternate ability, he suddenly doesn't stick out so much.

Ultimately, I like to think that the cultural racial traits are largely true, but with enough variation that it wouldn't be completely unrealistic to meet a Tengu who couldn't use a sword. If it really bugs you though, trade things out. Assuming this is a home game you can give an Aasimar or Tiefling whatever traits you want, assuming you swap something that is roughly equal.

Thank you everyone so far your advice is very helpful. From what Im reading, it is mainly a matter of making sure my players understand how to make the character fit into the overall culture. I think I will be able to work with this now.


LazarX wrote:

It's not "losing" it's base race abilities. Because it's not a kitsune, it's an asimar that just happens to have a fox head.

Or you could avoid all of this nonsense by going with the original intention and keeping them to Human form only.

Keep in mind that the Human form Aasimars don't have all of the Human traits either.

I understand that but it makes it hard to explain it in story of a character not being able to use those kinds of things when it is still living in the culture which teaches them the same way.


I am wondering how to reconcile the fact that a non human aasimar or tiefling loses its base race abilities with them still living in the culture or that it is an innate part of what the race is for example a tiefling kitsune apparently cant transform into a human form unless they take spellcaster levels or a tengu aasimar that doesn't know how to use all swords. This has really been bugging my players and it also has started to bug me because it doesn't seem to make much sense except in the name of balance.