Sylph

Sphynx's page

Organized Play Member. 965 posts. 1 review. No lists. 1 wishlist. 1 Organized Play character.


RSS

1 to 50 of 965 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

2 people marked this as a favorite.

Sorry for the delay on responding, been on a long-time sojourner, and am only now returned. :D

I love homebrew archetypes and plan to critcally evaluate each of yours (feel free to do the same if you like, as I have a similar thread myself). :D Just slowly, as I seem to have a lot less time these days...

Bowsinger:

I love all but one aspect... I'd take this Archetype right away if it stacked with my Falconry image... as such, I think I would like to see (and if I implement this into my games, something I will obviously add), that there's a choice between Divine Arrow or Hunter's Bond. I would rephrase it to just be Hunter's Bond and allow the bond to be with either an animal as per the canon rules, or with a bow. Bonding with the bow gives benefits, and replacing the bow would follow similar rules (maybe require that it be made from Greenwood or something).


Thanks, I'ma hafta get me that book...


1 person marked this as a favorite.
Azothath wrote:
galaxy human wizard wrote:
I also discovered if conjuring pinball wizard and illusionist have an elemental aether baby as companion and battle a group of evil bosses using marmalade that's more balanced to use because some drunken pathfinder Bosses orc party of 4 widths 100 healthy fibers each and 15 bananas damage every one my mother in a pineapple stuffed rambutan radius with 50 damage if he hits twice with the wet spaghetti the mom party is gone rigatoni or needs a large brass dragonfly knocker on time and space door ha universal tap dancing boggard bard quickling treacle zamboni galaxy human wizard
The Total Ninja promotes a dead rock star and his Japanese Boutonnière. Meanwhile Heypenny Jackelninny discards the cautious infant and the temporary iguana and picks up the Ice Cream Cone from the Pope in Dubai. Olive Oil avoided the attired servants of Switzerland and boggles the Driest Martini with her loan spinach for a Bloody Mary.

Wow, I think I've stumbled into some kind of interdimensional chef-wizard meeting where reality and recipe cards are getting a bit... blended! I'll grab my wet spaghetti, conjure up a tap-dancing boggard bard, and see if we can sort out the rigatoni from the time-traveling dragonflies. Let's roll the dice and hope the marmalade isn't too sticky!


Oh.... I don't have that source book, didn't know about that one... that'd be worth having. I only know the default capstone of "Hey, extra burn and you can shoot fire instead of lightning".

I do think what I really need though is, indeed, something to overcome the Resistance and/or Immunity of those I target...


Melkiador, I think what Glass is saying is that for 2 ki it ignores "cover or total concealment" or for 3 ki it ignores "total cover". Ie: different cost for the "total" cover. :)


I agree, but at the same time, I don't want an imbalance... I'm nowhere near 20th level, but I can't imagine my using Omnikinesis, as I envision this as a progression from a "Sylph Kineticist" into an actual Air Elemental Princeling... Just wanna give the GM something that he won't mind. :)

Thanks for the input.


Thanks glass, right you are on Mesmerist. Missed that (Too bad I can't edit old posts...). And I think you're right on DC. I wrote it first, then the player asked if it stacked with Spell Focus, so I addendum'd it, but didn't think about the wording. I'll fix it in my Hero Lab version. :)


Does this seem balanced as an alternative Capstone ability?

Elemental Ascension (Ex)
At 20th level, you transcend mortal limits, becoming a living embodiment of your primary element.

You can accept 1 point of burn to transform into a Medium Elemental of your primary element, as if using Wild Shape. While in this form you retain your ability scores, skills, and class features, and you can use all kineticist abilities, including wild talents, while transformed. You also gain Darkvision 60 ft and Immunity to bleed, paralysis, poison, sleep, and stunning.

If you have the Kinetic Form utility wild talent, you can activate it while in elemental form, letting you transform into a Huge Elemental of your primary element.

Once you have accepted burn to activate this ability, you can freely shift between your elemental form and your normal form as a standard action until your burn is removed. This ability is a polymorph effect, and any other polymorph effect applied to you will override your elemental form until it ends, at which point you can resume your transformation if this ability is still active.


1 person marked this as a favorite.

"I am a dm" and "am I allowed" shouldn't be in the same process... if you're 'dm', you can do anything you want. And yes, that includes playing a 'pc' (although, officially, that would be an NPC that's joined the party). I would just strongly advise that this 'pc' not be stronger than other members of the party... Running a level 15 Paladin in a group of 3rd level adventurers would lead to it being a solo adventure with yourself. :P

PS. Start new threads to ask such questions? Not cool, necromancing old unrelated threads to ask a question... ;)


Okay, my GM asked me to include "Comfort Mithral" into my version of the ABP system, because half of the characters use Mithral Comfort Breastplate, and the Paladin uses Mithral Comfort Full Plate.

It complicates things a bit because each 'type' of armor (light medium and heavy) are at different costs... But I was thinking, this could apply to any 'common' armor/weapon properties that have static values. After all, it's a 100cg to 1 ABP (round up) pt ratio....

Tempered Armor
Tempered Armor alters the skill penalties of the armor type by -3, alters the max dex of the armor type by +2, and alters the chance of spell failure of the armor type by -10%. If the character changes their armor attunement, this only carries over if value paid for the tempered armor would cover the cost of having the newly attuned armor tempered. Note: This replaces Mithral and does not stack with the benefits of Mithral Armor.

ABP Cost: Light Armor: 1point. Medium Armor: 4 points. Heavy Armor: 9 points.

Comfort
As the Comfort Property for Armors.

ABP Cost: 5 pts


I kinda get where you're coming from, but to me, it doesn't make any sense at all, what I'm reading from you....

ABP is the only way to get those numbers, if you're a GM that doesn't like those numbers. Without ABP, nobody can get those numbers unless you, as the GM, put these items in the game... Prior to ABP, only a couple of players had a +5 Cloak of Resistance in our games, and ABP 'fixed' it so we could all have one without even taking a cloak slot...

If you don't want a player to have a +40 to hit, don't put a +5 Falchion in the game... go back to old school... you want a +5 weapon, it's a Longsword... the GM decides what's in the game... ABP takes that away.

My ABP just lets players have control, as the default one favors a basic fighter/rogue type, where you want a +5 weapon, +5 Armour, etc... and removes forced expenditure into areas that a character has no interest (such as a +5 weapon for a wizard type) or screwing characters that have a non-conformity type (Someone with 5 or 6 natural attacks).

Also, and I realize this may just be me... but I feel the Homebrew and House Rules thread are to share ideas, and either allow for constructive criticism (how to improve the house rule), or to help balance it... I find it rude that people come on here and just state that they don't like the idea, throwing negativity instead of help. If you don't like a houserule, don't use it... no need to broadcast to everyone, calling it a bad thing when there's nothing bad about it.


Again, the goal isn't (nor should be) to prevent focus. It's to keep multiple of the same objects being in-game. At 12th level, melee types having Boots of Speed is pretty common as a selection for a magic item, it's not breaking anything. At 12th level, without ABP, all of the stat items for what 'focus' they had, could have been bought. Nothing broken with that.

There's nothing wrong with focus. Let a player be the character they envision and build the story around that... That's a bit like complaining that a Zen Archer is focused on the bow...

ABP let's everyone have a Cloak of Resist, a Ring of AC, an Amulet of Natural Armour, etc... without having mirroring inventories. Hence the boots being added in my version, to prevent that Boots of Speed are the most common items in the game. Thematically, it's that a body can have about 10 rounds of "adrenaline surge" per day...


Mystique

Phantastic Phantasms (Su)
A mystique can use a Full Round Action to cast an Illusion spell rather than a Standard Action. Doing so will allow her to enforce the illusion with more realism, making it more difficult to recognize as an Illusion. Anyone who attempts to disbelieve the illusion suffers a -2 penalty on the Will saving throw to do so. This penalty changes to -3 at 8th level. This does not stack with the Spell Focus and Greater Spell Focus feats.

This replaces the Hypnotic Stare class ability.

Phurious Phantasms (Su)
A mystique may cause her illusions to cause damage to those that interact with them. As a Standard Action, you can draw upon energies from the Plane of Shadow to cause an ongoing figment spell that you created, to damage a foe as if the illusion were real. The target must be both visible to you and within or adjacent to the area of your illusion. You must make a melee touch attack, using your own melee touch attack bonus. If you hit, the target takes an amount of damage equal to 1/2 the mesmerist's class level (minimum 1). Reminder that any such interaction with an illusion is an immediate opportunity to re-roll the saving throw to disbelieve the illusion, even if the attack misses.

This replaces the Painful Stare class ability.

Phorceful Phantasms (Su)
At 3rd level and every 4 levels thereafter, a mystique's illusions can have further effects. The mystique chooses one option each time he gains a new phorceful phantasm improvement, and the choice cannot be changed later. The mystique cannot choose the same phorceful phantasm improvement more than once unless otherwise noted. All of the mystiques phorceful phantasms improvements affect the target as long as it is affected by an illusion spell of the mystique.

This replaces the Bold Stare class ability.

Illusory Weight wrote:
The Mystique’s illusions gain a small degree of physicality. Creatures attempting to move through the illusion treat the area as difficult terrain. This effect persists even if the creature disbelieves the illusion.
Lingering Phantasm wrote:
When one of the Mystique’s illusions ends, it persists as a shadowy echo for a number of rounds equal to the Mystique’s Charisma modifier. During this time, the illusion remains visible and solid enough to block line of sight and provide cover, though it cannot move or deal damage.
Partial Perception wrote:
Creatures that are mindless or immune to mind-affecting effects or illusions are not entirely unaffected. Instead, these creatures receive a +2 bonus on saves to disbelieve and have a 50% chance each round to ignore the illusion’s effects. Ignoring the illusion doesn’t end the illusion, but does allow the creature to act normally for that round.
Shadow Gambit wrote:
Grants the Shadow Gambit feat, though when the feat causes damage, the illusion does not end.
Shadowed Solidity wrote:
The Mystique’s illusions gain enough reinforcement from the Plane of Shadow to affect creatures with blindsight or blindsense. These creatures still perceive the illusion, though they receive a +2 bonus on any saves to disbelieve.

(NOTE: We only have 5 replacements because we invented them as we played, and there are no more after 20th level, more could be added if ideas are thrown at me).


We've been using this so long that I forgot it was homebrew... I realize it's not very similar to the previous archetype, but we just tried to keep it simple... ported over only what we felt made the archetype what it is... improved the feat selection a bit, kept Evasion, and replaced stunning first with weapon focus, wisdom for bows, and weapon specialization (at different levels than originally done).

Zen Archer (Unchained)

Weapon and armor Proficiency
Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

Flurry of Blows (Ex)
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.

A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Bonus Feats
A zen archer’s bonus feats must be taken from the following list:

- Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, and Precise Shot.

At 6th level, the following feats are added to the list:

- Focused Shot, Improved Precise Shot, Mobility, Parting Shot, and Point Blank Master.

At 10th level, the following feats are added to the list:

- Clustered Shots, Pinpoint Targeting, Shot on the Run, and Snatch Arrows.
- Perfect Strike is also added to the list, and a zen archer can use Perfect Strike with any bow. At 10th level, the zen archer can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the zen archer must choose one of his other two rolls to use as his confirmation roll.

A monk need not have any of the prerequisites normally required for these feats to select them.

These feats replace the monk’s normal bonus feats.

Way of the Bow
At 1st level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.

At 4th level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.

At 8th level, the monk gains Weapon Specialization with the same weapon as from his weapon focus, as a bonus feat, even if he does not meet the prerequisites.

This ability replaces stunning fist.


First: noticed a typo in the Natural Weapons cost, level II should be 12 points, not 6.

Well, I had our group try this system out (the one I play in, not the one I GM), and it had a 100% success rate. I'm guessing that the ney-sayers didn't bother to try it out, which is fine, it's up to the homebrewer to run the hard tests, but it's solid. The most agreed upon reason that the players liked this better was that ABP is the direction of 4E, no flexibility... Pathfinder was supposed to go in the opposite direction. Here is a list of the 12th level character purchases, followed by what it would have been via ABP (Note: mine includes the overly common Boots of Speed, so disparity expected):

Paladin: Haste (10 rnds per day), +4 Strength, +3 Resists, +3 Weapon, +1 Natural AC, +1 Deflection, +3 AC (4 pts left over).
** Basically, sacrificed the mental enhancement to get Haste and +1 on weapon and AC.

Monk: Haste (10 rnds per day), +0 Agile Shocking Natural Attacks, +4 Dex, +3 Resist, +3 AC, +2 Natural AC, +1 Deflection.
** Hard to compare since he can now have boosts on all his natural attacks, which as a Catfolk Monk with claw/claw/bite/gore(mammoth helm) made for a happier monk.

Kineticist (Me): +5 Resist, +2 Dex, +2 Con, +4 AC, +2 Natural AC, +2 Deflection (5 pts left over).
** What need have I for weapon enhancements? Or Mental? Was nice being able to get Con and Dex, and up my resists.

Mesmerist: +5 Resist, +6 Charisma, +2 AC, +1 Natural AC, +1 Deflection. (3 pts left over)
** He is good at avoiding combat, just wanted a high charisma and resist... then the remaining points dumped into ACs.

Druid: +1 Wild AC, +1 Agile Natural Attacks, +3 Resist, +2 Natural AC, +1 Deflection.
** Wearing armour sooner, and gets agile on all her naturals, happier player.

Then, the Druid wanted to see how it would look on her Cipher Investigator: +4 Int, +2 Dex, +5 Resist, +3 AC, +2 Deflection, +2 Natural AC, 2 pts remaining.
** The only character to do a mental and physical... Sacrificed weapon enhancements for more Resist.

The Ranger wasn't there this weekend, so can't show his... But here's the 'default' of ABP:

+4 to 1 Physical, +4 to 1 mental, +3 Resistance, +1 Natural Armour, +2 Deflection, AC and Weapon.

All players are happier, GM doesn't object because the end result for him is the same (he doesn't have to make sure to keep handing out required gear, and if players get unbalanced, that's called a 'flaw' in his book).

Not saying it's not abusable... maybe it is... personally, as a GM, if someone went all-in on weapon enhancement (64 of those 72 pts), I don't see a problem.


Good catch, thank you. :)


I find myself surprised that when I showed the other 2 Illusion attempts, I didn't post the final result. Once the player saw the Mesmerist class, he knew that was the class for his Gnome, and all we had to do was remove the parts he didn't like (Stare, which he felt was unthematic for his character), and its children (Painful and Bold), and replace them with Illusion boosts. For the most part, we tried to mirror what existed, so rather than just -2 Will, we did -2 Will vs Illusions (The stare was single target, so it balanced that the illusions weren't, since it was limited to illusions only).

Of note: this was his final character, he's still playing it today (though this is the 2nd time, this time as a Rogue Gestalt), and the most fun for him.

Mystique - Mesmerist Archetype

Phantastic Phantasms (Su)
A mystique can use a Full Round Action to cast an Illusion spell rather than a Standard Action. Doing so will allow her to enforce the illusion with more realism, making it more difficult to recognize as an Illusion. Anyone who attempts to disbelieve the illusion suffers a -2 penalty on Will saving throws. This penalty changes to -3 at 8th level. This does not stack with the Spell Focus and Greater Spell Focus feats.

This replaces the Hypnotic Stare class ability.

Phurious Phantasms (Su)
A mystique may cause her illusions to damage to those that interact with them. As a Standard Action, you can draw upon energies from the Plane of Shadow to cause an ongoing figment spell that you created, to damage a foe as if the illusion were real. The target must be both visible to you and within or adjacent to the area of your illusion. You must make a melee touch attack, using your own melee touch attack bonus. If you hit, the target takes an amount of damage equal to 1/2 the mesmerist's class level (minimum 1). Reminder that any such interaction with an illusion is an immediate opportunity to re-roll the saving throw to disbelieve the illusion, even if the attack misses.

This replaces the Painful Stare class ability.

Phorceful Phantasms (Su)
Drawing from the plane of Shadow, the Mystique makes her illusions more solid, capable of physical interaction to the sense of touch.
At 3rd level and every 4 levels thereafter, a mystique's illusions can have further effects. The mystique chooses one option each time he gains a new phorceful phantasm improvement, and the choice cannot be changed later. The mystique cannot choose the same phorceful phantasm improvement more than once unless otherwise noted. All of the mystiques phorceful phantasms improvements affect the target as long as it is affected by an illusion spell of the mystique.

This replaces the Bold Stare class ability.

Illusory Weight wrote:
The Mystique’s illusions gain a small degree of physicality. Creatures attempting to move through the illusion treat the area as difficult terrain. This effect persists even if the creature disbelieves the illusion.
Lingering Phantasm wrote:
When one of the Mystique’s illusions ends, it persists as a shadowy echo for a number of rounds equal to the Mystique’s Charisma modifier. During this time, the illusion remains visible and solid enough to block line of sight and provide cover, though it cannot move or deal damage.
Partial Perception wrote:
Creatures that are mindless or immune to mind-affecting effects or illusions are not entirely unaffected. Instead, these creatures receive a +2 bonus on saves to disbelieve and have a 50% chance each round to ignore the illusion’s effects. Ignoring the illusion doesn’t end the illusion, but does allow the creature to act normally for that round.
Shadow Gambit wrote:
Grants the Shadow Gambit feat, though when the feat causes damage, the illusion does not end.
Shadowed Solidity wrote:
The Mystique’s illusions gain enough reinforcement from the Plane of Shadow to affect creatures with blindsight or blindsense. These creatures still perceive the illusion, though they receive a +2 bonus on any saves to disbelieve.

.

(NOTE: We only have 5 Bold Stare replacements because we invented them as we played, and there are no more after 20th level, more could be added if ideas are thrown at me).


Reparation for the Cipher Archetype above:

Just Another Face (Ex)

When making a stealth skill check to hide, they may choose to either become unseen as usual or to blend in and go unnoticed. If choosing to go unnoticed, the cipher does not need cover or concealment to make further Stealth checks to remain unnoticed, but must still move at half speed to avoid drawing attention to themselves. The Cipher adds 1/2 her level to Stealth skill checks made to go unnoticed in this manner. Abilities or effects, like Fast Stealth, do not increase this speed.

While unnoticed, the Cipher may move through the area without drawing attention. People may see or even interact with the Cipher, but they perceive them as an unremarkable part of the surroundings.  The Cipher will be treated as someone who belongs where they are or as someone that should be ignored. Only those who succeed in the contested Perception skill check against the Cipher's Stealth skill check may notice the Cipher as being out of place.


Azothath wrote:
Your deflection numbers clash with existing biased pricing guidelines.

How so? They're based on Ring of Protection levels...


TxSam88 wrote:

Yeah, this just takes us back to one of the inherent problems APB was trying to fix. the issue was a player would spend ALL of his WBL on his weapon, maxing it out before moving onto maxing out his armor. instead APB forces things to build evenly, and nothing gets a huge focus.

Your system goes back to this, allowing a character to put all of his ABP points into a single item/place, maxing it out, while letting the other categories not advance at all.

Actually, as a GM, that was never my problem (Since I don't let a player create their own inventory). I use the ABP system because I don't want 6 Cloaks of Resistance +1, followed by finding 6 Cloaks of Resistance +2, etc... and having 6 Rings of Protection +1 (and Amulet of Natural Armour +1), followed by (repeat ad-nauseum).

By having a system that inherently gives the bonuses that the encounters expect the heroes to have, you avoid having to plant items just so they meet the basic standards. That being said, there is validity in the realization that someone might put all their ABP Points into a single item (Like said weapon).

That, and the current ABP system is a bit broken, as it assumes such things as there being a +5 limit to stats via tomes, of a character with multiple natural attacks having to buy each one separately (though I can see how that would be broken in the other direction as well, potentially), etc... things that the non-ABP system allows for, but which were curtailed in the ABP system...

And not everyone wants it spread out. Personally, I don't think any of my players would put more than 50% of their wealth into a single item, especially since you want to spend those points right away... at level up.

But, let's do the math (this is me 'thinking aloud' really):
Swashbuckler wants a +1 Agile Keen Rapier. That's 18 ABP points, attainable at level 8, with 4 pts to spare (so +1 Resistance, +2 AC). The more balanced Paladin has what at that point? +1 Keen Falchion (10 ABP Points), leaving 12 for +2 Resistance (5 pts), +3 AC (5 + 2 pts)? Seems okay at that point...

Perhaps higher levels? Let's try a +5 Agile Keen Rapier (96 ABP Points), so level 14 minimum? Even that seems fair... not seeing the problem?


Forgot to take into account Amulet of the Mighty Fist:

Natural Weapons
The character gains an enhancement bonus on attack and damage rolls with unarmed attacks and all natural weapons.
+1 enhancement bonus Prerequisites: None. Cost: 4 ABP Point
+2 enhancement bonus Prerequisites: +1 enhancement bonus to natural weapons. Cost: 8 ABP Points
+3 enhancement bonus Prerequisites: +2 enhancement bonus to natural weapons. Cost: 20 ABP Points
+4 enhancement bonus Prerequisites: +3 enhancement bonus to natural weapons. Cost: 28 ABP Points
+5 enhancement bonus Prerequisites: +4 enhancement bonus to natural weapons. Cost: 36 ABP Points
+6 enhancement bonus Prerequisites: +5 enhancement bonus to natural weapons. Cost: 44 ABP Points
+7 enhancement bonus Prerequisites: +6 enhancement bonus to natural weapons. Cost: 52 ABP Points
+8 enhancement bonus Prerequisites: +7 enhancement bonus to natural weapons. Cost: 60 ABP Points
+9 enhancement bonus Prerequisites: +8 enhancement bonus natural weapons. Cost: 68 ABP Points
+10 enhancement bonus Prerequisites: +9 enhancement bonus to natural weapons. Cost: 76 ABP Points


Okay, I've been having issue with the Auto Bonus Progression rules, and decided that what they really need, is a complete rewrite, so that it's more dynamic... a pick-n-choose system. The key here is remembering that we want to remove the 'must have' of items, the incrementally getting-better armor (Uh-oh, they reached a new level, their +1 should get to +2, so now to find a place to add that for everyone)... Because of this, and seeing that melee types all have certain things shared across all their lists (Boots of Speed), I'm creating something more modular that lets a player pick-n-choose.

First thing I've done is analyzed the player's equipment and wishlists... I see that with the exception of Wizard/Sorcerers, at least 67% of their wishes fall (in regards to Character Wealth by Level) into Resistance/ACs/weapons/stats/boots of speed/, rarely does anyone have more than 33% of their wishlist value as something other... Except Wizards who spend a lot on Wands (in my group) and at least 1 staff... (This is where the real problem lies... when people's gear needs to be more than the remaining wealth available).

So, I start out with 2/3 vs 1/3 (as opposed to the current ABP where your Character Wealth by Level is halved). 2/3rds of your value is in ABP and your character only gets 1/3rd...

Here's my initial thoughts for the ABP table... where we basically set the wealth per level to 1/3rd, and the other 2/3rds become points by dividing the remaining amount by 1,000... (KISS)

Character Wealth and ABP Points per Level Table wrote:

Level 02: 001 pts - Wealth: 500

Level 03: 002 pts - Wealth: 1,000
Level 04: 004 pts - Wealth: 2,000
Level 05: 007 pts - Wealth: 3,500
Level 06: 011 pts - Wealth: 5,000
Level 07: 016 pts - Wealth: 8,000
Level 08: 022 pts - Wealth: 11,000
Level 09: 030 pts - Wealth: 15,000
Level 10: 040 pts - Wealth: 21,000
Level 11: 055 pts - Wealth: 28,000
Level 12: 072 pts - Wealth: 36,000
Level 13: 094 pts - Wealth: 47,000
Level 14: 125 pts - Wealth: 62,000
Level 15: 160 pts - Wealth: 80,000
Level 16: 210 pts - Wealth: 100,000
Level 17: 275 pts - Wealth: 135,000
Level 18: 350 pts - Wealth: 180,000
Level 19: 450 pts - Wealth: 230,000
Level 20: 600 pts - Wealth: 300,000

Following that, there are the groupings.

Resistance
The character receives a resistance bonus to all saving throws based on ABP points spent.
+1 resistance Prerequisites: none. Cost: 1 ABP Point
+2 resistance Prerequisites: +1 resistance. Cost: 3 ABP Points
+3 resistance Prerequisites: +2 resistance. Cost: 5 ABP Points
+4 resistance Prerequisites: +3 resistance. Cost: 7 ABP Points
+5 resistance Prerequisites: +4 resistance. Cost: 9 ABP Points

Armor Enhancements
The character can attune herself to one suit of armor and one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. Attuning to a new piece of armor allocates all ABP points spent on armor enhancements to the newly attuned piece of armor (similarly for a shield). Note: A piece of armour's enhancement bonus can only go to +5 still, the additional levels are for additional weapon properties, such as 'fortification', which can only be purchased through ABP points. Other armor properties that have a static value comes out of the character's wealth, not ABP Points.
+1 enhancement bonus Prerequisites: attuned piece of armor or shield. Cost: 1 ABP Point
+2 enhancement bonus Prerequisites: +1 enhancement bonus to this piece of attuned armor/shield. Cost: 3 ABP Points
+3 enhancement bonus Prerequisites: +2 enhancement bonus to this piece of attuned armor/shield. Cost: 5 ABP Points
+4 enhancement bonus Prerequisites: +3 enhancement bonus to this piece of attuned armor/shield. Cost: 7 ABP Points
+5 enhancement bonus Prerequisites: +4 enhancement bonus to this piece of attuned armor/shield. Cost: 9 ABP Points
+6 enhancement bonus Prerequisites: +5 enhancement bonus to this piece of attuned armor/shield. Cost: 11 ABP Points
+7 enhancement bonus Prerequisites: +6 enhancement bonus to this piece of attuned armor/shield. Cost: 13 ABP Points
+8 enhancement bonus Prerequisites: +7 enhancement bonus to this piece of attuned armor/shield. Cost: 15 ABP Points
+9 enhancement bonus Prerequisites: +8 enhancement bonus to this piece of attuned armor/shield. Cost: 17 ABP Points
+10 enhancement bonus Prerequisites: +9 enhancement bonus to this piece of attuned armor/shield. Cost: 19 ABP Points

Weapon Enhancements
The character can attune herself to any one weapon in her possession, and can change that attunement once per day. Attuning to a new weapon allocates all ABP points spent on weapon enhancements to the newly attuned weapon. Note: A weapon's enhancement bonus can only go to +5 still, the additional levels are for additional weapon properties, such as 'flaming', which can only be purchased through ABP points. Other weapon properties that have a static value comes out of the character's wealth, not ABP Points.
+1 enhancement bonus Prerequisites: attuned weapon. Cost: 2 ABP Point
+2 enhancement bonus Prerequisites: +1 enhancement bonus to this attuned weapon. Cost: 6 ABP Points
+3 enhancement bonus Prerequisites: +2 enhancement bonus to this attuned weapon. Cost: 10 ABP Points
+4 enhancement bonus Prerequisites: +3 enhancement bonus to this attuned weapon. Cost: 14 ABP Points
+5 enhancement bonus Prerequisites: +4 enhancement bonus to this attuned weapon. Cost: 18 ABP Points
+6 enhancement bonus Prerequisites: +5 enhancement bonus to this attuned weapon. Cost: 22 ABP Points
+7 enhancement bonus Prerequisites: +6 enhancement bonus to this attuned weapon. Cost: 26 ABP Points
+8 enhancement bonus Prerequisites: +7 enhancement bonus to this attuned weapon. Cost: 30 ABP Points
+9 enhancement bonus Prerequisites: +8 enhancement bonus to this attuned weapon. Cost: 34 ABP Points
+10 enhancement bonus Prerequisites: +9 enhancement bonus to this attuned weapon. Cost: 38 ABP Points

Deflection Bonus
The character gains an innate deflection bonus based on the ABP points spent.
+1 deflection bonus Prerequisites: none. Cost: 2 ABP Point
+2 deflection bonus Prerequisites: +1 deflection bonus. Cost: 6 ABP Points
+3 deflection bonus Prerequisites: +2 deflection bonus. Cost: 10 ABP Points
+4 deflection bonus Prerequisites: +3 deflection bonus. Cost: 14 ABP Points
+5 deflection bonus Prerequisites: +4 deflection bonus. Cost: 18 ABP Points

Natural armor
The character gains an innate deflection bonus based on the ABP points spent.
+1 natural armor bonus Prerequisites: none. Cost: 2 ABP Point
+2 natural armor bonus Prerequisites: +1 natural armor bonus. Cost: 6 ABP Points
+3 natural armor bonus Prerequisites: +2 natural armor bonus. Cost: 10 ABP Points
+4 natural armor bonus Prerequisites: +3 natural armor bonus. Cost: 14 ABP Points
+5 natural armor bonus Prerequisites: +4 natural armor bonus. Cost: 18 ABP Points

Primary Ability (Physical or Mental)
The character chooses an ability (Strength, Constitution or Dexterity for physical; Intelligence, Wisdom or Charisma for mental) to be their primary ability. Raising that primary physical ability uses the following table for ABP point costs.
+2 Ability Score Prerequisite: none. Cost: 4 ABP Points.
+4 Ability Score Prerequisite: +2 reached in primary ability via ABP Points. Cost: 12 ABP Points.
+6 Ability Score Prerequisite: +4 reached in primary ability via ABP Points. Cost: 20 ABP Points.
Each additional +1 Prerequisite: +6 or higher reached in primary ability via ABP Points. Cost: 28 ABP Points.

Secondary Abilities (Physical or Mental)
The character's non-primary abilities can be raised using the following table for ABP point costs.
+2 Ability Score Prerequisite: Primary ability chosen. Cost: 6 ABP Points.
+4 Ability Score Prerequisite: +2 reached in secondary ability via ABP Points. Cost: 24 ABP Points.
+6 Ability Score Prerequisite: +4 reached in secondary ability via ABP Points. Cost: 54 ABP Points.
Each additional +1 Prerequisite: +6 or higher reached in secondary ability via ABP Points. Cost: 28 ABP Points.

Speed
For 12 ABP Points, the character may act as though affected by a haste spell for up to 10 rounds each day. This haste effect's duration need not be consecutive rounds.

NOTE: I'm looking for advise here, not suggesting that others use this rule system... Are there other 'common' items that should be added, so half the party don't all need the same item? In our group, half the characters have a Ring of Sustenance, but not sure that should apply (and the idea that there are a lot of these so the rulers of starving countries are always 'comfortable' can make sense), but most lose them for better rings at higher levels. Also... any suggestions for that Wizard/Sorcerer type that doesn't want their 'wealth' wasted on weapons/ac/etc? That want a powerful Staff, a bag-of-holding filled with Wands and Metamagic Rods, etc? I feel like for those, I'll have to let them go without the ABP entirely, making them really 'wealthy', but hard to thematically justify why there's so much loot specifically for them... :P


No, there are no rules that I am aware of that lets you increase your movement via Acrobatics over difficult terrain.


15’ becomes the reach … your reach increases but your weapons reach does not.


I've seen a few posts of late where characters become gods... I realize that there are no rules for this, so how have those who have received deification achieved this? Some homebrew system? Or is this just a GM stating that the character is now a god?

Not looking to get deified, just curious... seems like you would need a system where you could not only grant powers and spells, but also a system to interact with the sheep... perhaps even gain power through their worship?


Btw, just wanted to add… my summoner gestalt has not a single summoning spell, not a single offense spell, not a single defense spell… if you have a solid primary, you can have a lot more leeway on what you do with your gestalt…


Yeah, I tend to think about gestalt very differently than others seem to… for me, gestalt is just getting to mix 2 things you’d like to play, as long as they aren’t mirroring each other. My favorite gestalt is a Kineticist and vanilla Summoner. All sorts of spells that complement my Air Elemental theme, and an Air Elemental partner for those times I need a linebacker to tackle a threat so I can do what I need doing.

If you have your martial set, and support is your gestalt, you need a class that can do their support without taking up your combat rounds. Paladin Warrior of the Holy Light is an idea… being able to give up spells because you already have spells is easier than playing that archetype without gestalt…


zza ni wrote:
Sphynx wrote:
"Loose objects" is never used to describe entities, only inanimate items not in the possession of others. ...

Yet the spell goes on to include 3 things in this 'loose items' list, 2\3 of those oppose your statement. The animated objects (which are creatures) and a creature wearing an armor, both of which are not inanimate objects (the first) nor an object not in possession of others (the armor).

At this point, it's obvious to all that we are having to resort to interpretation of the rules. I share your interpretation. However, the discussion is not whether or not we all agree, it's a question of the rule itself.

Rules wrote:
loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back.

The rules say that if it is not a loose object weighing more than 500 points (and the 'object' was already defined as "All metal or stone objects"), so the 'object' being under 500 points, are part of the "Anything else".

There's not a way to spin this to make the creature+object as being the RAW object.


Symbioticforks wrote:

Say an enemy has total concealment somewhere behind a wall. They moved behind it and you lost line of sight.

Using your 3 ki points at level 11 lets you shoot around corners and even ignore total concealment.

You don’t reaquire sight on your target with this correct? You still need to guess what spot they’re in, then if they are there the rest of the ability removes all penalties right?

Friend thinks it grants essentially magical vision on a target. Which I think you can’t even target because you’ve got no idea where they actually are anymore. (imo)

Please help!

You are correct. You need to guess what spot they're in, and shoot vs AC, ignoring rules for cover/concealment. The ability ignores certain rules, it doesn't add any new rules. It would be just like lobbing a rock at someone you think is behind a wall... best-guess, and if you're right, you just need to beat their AC. Otherwise, you miss... no sight granted.


"Loose objects" is never used to describe entities, only inanimate items not in the possession of others. That being said, the "loose objects" does seem to be intentionally added, since the sentence without the word "loose" would have no change in RAW's definition. Ie:

Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected.

vs

Fixed metal or stone objects larger than 3 inches in diameter and objects weighing more than 500 pounds are not affected.

It suggests that RAI might match RAW. In the later sentence, someone weighing more than 500 would not be moved, but by adding the 'loose' in there, it shifts that to include occupiers since they are no longer "loose" objects.

I agree with Mysterious Stranger, RAW is that the Cloud Giant is moved, and possibly even RAI... it won't work in my games, but we're not discussing house rules here, we're talking the actual rules. :/


1 person marked this as a favorite.
Warped Savant wrote:
Lord Fyre wrote:
Dragon78 wrote:
Now that you say that, there might be even less people on this site when you take multiple accounts into....account.
Actually, isn't this all "sock puppets" of one person?
We're all just secret accounts of an Angry Bag, right?

The best part is when I start trolling myself, or quoting me quoting me quoting me. ;)


Yeah, I agree with TxSam88. Average human weighs under 200 lbs, so could be carried at medium enc by a Str 17ish (18 if over 173) at medium encumbrance. So, would fall into the 500 pretty easily.

I mean, if you're ignoring the weight of the wearer, then doors would go flying out of their frames when held on by bolts, etc.

That being said... RAW, you CAN move the Cloud Giant, but I'm sure that's not RAI... In my games, I would not allow it.


TxSam88 wrote:
Sphynx wrote:
My problem is that once I discovered the Kineticist class, try as much as I want... I can't seem to play anything else.
this is how I am with the Magus.

I feel that, as the older we get, the more common this is. In my elder group (one without the kids), our one guy is always armour-heavy and fire-themed (lots of options, though he usually goes Paladin, with this one)... The next is always unarmed or natural attacks (Shifter is is fav, but he plays Monk unless some homebrew makes the Shifter more interesting). We have a guy that always wants to be Charisma and Illusions (Hence a lot of Illusion archetypes in my collection). Another is pure perception... any class or combo to boost his perceptions (both in ways of additional senses, or perception boosts). We only have one really that I can't pinpoint what her "always" are...

I noticed this because I used to play a game called Immortal (not a good game), where they suggested that true roleplayers are actually immortals, trying to 'remember' our former selves through characters, and as such, most roleplayers have a certain trope they prefer or return to. There seems to be some amount of truth in that.


I don't think anyone is really debating the 'right' way really, just that it's wrong to call their view on it RAW, when the closest thing to RAW is that Anything invisible becomes visible while in the area. The other rules being used do not exist when called from the "descriptive text", only when called from the appropriate "standard format". Each spell is broken down into sections, with rules specifically for that section. Using "area" in the descriptive text doesn't initiate the "area" aspect of the standard format.


My problem is that once I discovered the Kineticist class, try as much as I want... I can't seem to play anything else. When I make something other, I always end up wishing I was playing the Kineticist... Great blaster, better Rogue than most Rogues when it comes to stealth and traps and even picking pockets, has utility purposes outside of combat... ends up being able to have a fly speed, go invisible at will, take on a mist form... heck, they're even really great healers...

I mean, there are a lot of class/race combos that appeal to me, but they disappoint me after awhile.

Gotten to where people just ask me if I'll bring my Sylph Aero/Telekineticst to their game rather than asking me what sort of character I'll play...


Okay, last take:

Just Another Face (Ex)

When making a stealth skill check to hide, they may choose to either become unseen as usual or to blend in and go unnoticed. If choosing to go unnoticed, the cipher does not need cover or concealment to make further Stealth checks to remain unnoticed, but must still move at half speed to avoid drawing attention to themselves. The Cipher adds 1/2 her level to Stealth skill checks made to go unnoticed in this manner. Abilities or effects, like Fast Stealth, do not increase this speed.

While unnoticed, the Cipher may move through the area without drawing attention. People may see or even interact with the Cipher, but they perceive them as an unremarkable part of the surroundings.  The Cipher will be treated as someone who belongs where they are or as someone that should be ignored. Only those who succeed in the contested Perception skill check against the Cipher's Stealth skill check may notice the Cipher as being out of place.

Azothat wrote:
well, Bluff provides a distraction (to your observer(s)) which then might let you succeed on a Stealth check. I don't know if an Investigator can inspire two rolls in a round.

Ciphers are forbidden to use Inspiration on Bluff rolls, so that's not a thing. :)


Diego Rossi wrote:
Sphynx wrote:
Don't forget, ABP still lets you add weapon properties, hence the slower progression... I think it's generally assumed that Keen, Agile, etc will always come between +1 and +2...

With Automatic bonus progression weapon properties still cost enhancement bonuses, so you either get a +2 weapon or a +1 bane weapon.

Automatic bonus progression wrote:

Any weapon, armor, or shield special abilities on attuned items count against a character’s enhancement bonus from attunement.

...
For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar. If a character doesn’t have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon’s power on its own, but the weapon gains no enhancement bonus.
TRANSTAALF

Thanks boss, I guess that's a houserule that we forgot wasn't canon. Again, my mistake. :P


Don't forget, ABP still lets you add weapon properties, hence the slower progression... I think it's generally assumed that Keen, Agile, etc will always come between +1 and +2...


Azothath wrote:
A cipher may use her stealth to go unnoticed alone, amongst a crowd, or even during combat. As a swift action she makes a steath check using inspiration(no cost) adding half her level and uses this enhanced stealth check against observers perception for up to her level in rounds (ending or breaking Stealth or having to make a new Stealth check ends the current enhanced Stealth). She can use JAF without cover, concealment, or while being observered but not against hostile foes in that combat episode that have inflicted to or taken damage from the cipher.

Oh... that's good, you're right, better than mine. But typically, Stealth doesn't require an action, it's the movement that does, so unless they stand still, they need to make a stealth roll every round (as part of their Move Action), right? I had a slightly different idea while reading yours... lemme try this...

Just Another Face (Ex)

When making a stealth skill check to hide, they may choose to either become unseen as usual or to blend in and go unnoticed.  The Cipher adds 1/2 her level to Stealth skill checks made to go unnoticed in this manner. If choosing to go unnoticed, the cipher does not need cover or concealment to make further Stealth checks to remain unnoticed, but must still move at half speed to avoid drawing attention to themselves. Abilities or effects, like Fast Stealth, do not increase this speed.

While unnoticed, others may see the Cipher, move around them, or even bump into them, but they perceive the Cipher as an unremarkable part of the environment; as someone who is not a threat, and either belongs or can easily be ignored. Only those who succeed in a contested Perception skill check against the Cipher's Stealth roll may notice the Cipher as being out of place. 

The idea being that we remove the whole "hide in plain sight" aspect, so if they can't normally make a stealth check, then performing the action to go unnoticed also wouldn't be possible. Also means they COULD use a bluff roll (which they don't get inspiration for), to try this as well.


I apologize if I came across short Adamarh, tried to answer from memory on a phone before losing reception. Sorry for the misinformation.


Rules

It gets fast healing 5 when attached to the Mesmerist. In all ways except appearance, it is a tumor familiar.


bbangerter wrote:
Melkiador wrote:
Keep in mind that a traditional +2 weapon isn't unusual at level 5 either, especially if you have crafting. The bladebound isn't getting much of an attack buff from this compared to a regular magus. They are just free to spend that wealth on other things.
I'd disagree with this. At level 5 your expected wealth is 10,500gp. Having a +2 weapon. 8k, +300 for masterwork, plus whatever the base weapon costs - ~80% of your wealth - tied up in your weapon should be pretty unusual. Not impossible, but rare. Even with crafting feats that's still almost half your wealth - which alone is unusual.

I'm not saying you're wrong, but this isn't my experience. For one, the table is based on "standard fantasy", but in my experience, most games are "epic fantasy" (Ie: You spent 25 points at char-gen instead of 15), which means:

Gamemastering wrote:
Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value.

So, now it's not 80%, it's 40%, and 40% on a weapon isn't all that bad... (And definitely not rare). :)


I apologize, I'm a bit confused about your assessment... I sincerely hope you're not suggesting that my rewrite was a "half measure"...?

The goal is not to try and align it with some origin-story, it's to make the mechanics match the written theme.

Theme wrote:
A cipher is a student of nonexistence. He trains himself to remain undetected and ignored in order to conduct his investigations without opposition or bothersome questions. By staying unseen, a cipher can follow and observe his quarry; being overlooked in a crowd suits him just fine.

Person reading that theme, should have a character to match.

The thing broken was Inattention Blindness (Su)... which has

* Too few targets: 1 at 1st level, 2 at 5th level, 3 at 8th level... That's not remaining undetected... that's having the enemy's allies tell you that you're there.

* Too easy to save against: 50% chance at 1st level, and that percent increases every level so by level 20 it's useless.

* Ignored by too many: mind-affecting compulsion.

The goal was to break that into mechanics that matched the Investigator.

Trapfinding: let's a skill be used in a unique way, and adds a bonus.
Just Another Face: let's a skill be used in a unique way, and adds a bonus.

Poison Lore/Poison Resistance: An upgrading improvement of the character that focuses on the theme.
Unseen Presence: An upgrading improvement of the character that focuses on the theme.

By not lumping everything into a single (broken) mechanic, it insures that even if something is a bit off, the archetype is still interesting.
And by trying to mirror existing mechanics of the class when creating replacements for it, the balance should remain the same, so you don't end up with a more powerful version of the class itself. (And if anyone thinks this is more powerful than a vanilla Investogator, I'm 100% down with changes).

Azothath wrote:


There's the confusion between invisibility and hidden presence spell effects.

These are pretty different, even if thematically similar. Unseen Presence only affects stealth rolls, which should be made per move action as normal, and which can be beaten with a perception check, especially with a higher number of potential observers. While it sounds a lot like some prestige class abilities (Shadowdancer specifically), it's very different because, unlike a Shadowdancer who can disappear before your eyes, even in combat... this can only be used against those not observing the character, and never in combat. It's the Sherlock Holmes (RDJ movies) where he pulls a cloak over his head, places a newspaper in front of his face, and observes as a background figure that is easily overlooked.

Azothath wrote:


Then there's the gathering of several powerful prestige class abilities into one class.

Well, there's one, and I just addressed that. But Invisibility by 11th level is not broken, a Kineticist can have that as a free at-will (Standard Action) ability by 6th level. Vanish from Sight is just a weakened version of the 1st level Vanish spell made into an (Su) for a thematically sensible reason.

Azothath wrote:


Limiting skills for a skill based class tells you there are issues.

It tells me that it went against the theme, not that there are issues. They took away every class skill that can not be done while trying to be unseen (Ie: Charisma skills). The unseen aren't going to use Diplomacy, or perform an oratory monologue, can't be seen to intimidate, and you're not going to bluff anyone that can't see you.


Just some minor notes:

Class skills "replaces", not "modifies".

Skill Ranks per Level (not points). And should be just: 0 + Int modifier. The extra text of minimum 1 isn't needed with the Int 12+ requisite.

Languages, this modifies "the bonus languages available to the character because of his race.", not the languages of the wizard (which don't have "languages"), and should also replace (not modify) the "Bonus Languages" of the wizard.

I think the weapons listing is too much, at that point you might as well just let them have any 2 non-slashing melee weapon proficiencies of choice, as that seems to be the goal anyhows. Ie:

Bonus Weapon Proficiencies: The Vedelys may select any 2 non-slashing weapons of choice to be proficient in, in addition to those granted by the class. This modifies the weapon proficiencies of the class.

Arcane Bond: I've read it like 4x now, and I still have no idea what it does... :/ Admittedly, I don't know anything about Thesselonian, or any idea what "hermean potential:E1" means... But it should be clear if they get all 3 Arcane Bonds, have to choose one, etc... kinda seems like they get 3?

Arcane School: The wording sounds like the 2 opposed schools have to be an elemental or void school (one with an opposed element)? Or is this specializing in a classic school AND specializing in an elemental or void school? All of the wording needs some cleanup here (at least for me to understand it...).

Should rename Scribe Scroll since that's not what it does... maybe just call it Bonus Feat

Class Feats is a bit strange, it's basically replacing 4 feats with 6...


I was going through some old notes and found my first level-20 character (Not quite my 1st character... don't remember that one). It was made sometime around 2010 I think, before the Qinggong archetype came out (I remember this because it was a big deal to get that archetype :P), and we played at least 6 years I think...

Syrinx Zen Archer Monk.

Without boring you with the details of the sheet, he ended up with the following attacks according to my notes:

+32/+32/+32/+27/+27/+22/+22/+17 1d8+32+1d6(Electricity) [Clustered Shots]

He had exactly 4 possessions by game's end... and rarely had more than a couple, having taken a Vow of Poverty when Ultimate Magic came out..

  • Ring of Sustenance
  • Ring of Chameleon Power
  • Coat of Mist (though it was a Robe of Mist in our game)
  • +5 Composite Longbow with Adaptive, Endless Ammunition, Guided, Shock, and Greater Sniping weapon properties.

Skills of note (higher than 15):

  • +23 Escape Artist
  • +30 Fly
  • +23 Knowledge (Religion)
  • +35 Perception
  • +35 Sense Motive
  • +38 Stealth
  • +23 Survival

Absolutely nothing like what I play these days (Kineticist). :P


Good points all. :) He has Fates Favored and Reactionary (and even Heroism, though for a different reason), but it's about play-style. He isn't the front-line type of player, he's the type that will be casting Heroism from the back to boost the weakest combat player, and shooting at things with a plain ole 1d6 XBow if he's not casting or in a performance (he has a Reflex, Fort and Will save spell, to debuff with, and the rest of his spells are Illusionary spells and Heroism). But he's happy like that, he seems to have no desire to be a damage-maker. Hence the home-brew to let the Archaeologist have his own bardic performance...(share his Luck, and since he's a musician, he'll likely be busting out his guitar and playing music during combat).

His character image

My gamers pick things for theme only... probably partly because they know I'll adjust mechanics to ensure their theme doesn't weaken them... He read the Arcaeologist archetype and came with a miniature dressed like Indiana Jones, and his sheet has a XBow, and an Anchoring Whip.

Same with my wife, she wanted a Sherlock Holmes type, so I show her the Investigator, and when picking Archetypes, didn't matter how much weaker the Cipher was, she knew THAT's what she wanted.

So the party is led (due to adult status) by 2 non-combat types... and the other adult, the Storm Caller, surely won't be front-line himself... that lets the kids have the combat fun.

And it's kinda cool... a party led by Sherlock Holmes and Indiana Jones. :P They get to enjoy more of the storytelling, the kids enjoy the combat, and the Storm Caller is kinda inbetween.


As I read it: Yes, at level 5, you can get your Black Blade to +4.

These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.

I see nothing about the Arcane Pool being unavailable for raising the Black Blade enhancement bonus, nor do I see anything under Intelligent Weapons prohibiting it.

As a matter of fact, since you can add this to a +2 weapon (which you could have at level 5), it would make the Black Blade inherently weaker than another +2 weapon, if you couldn't... so even if you weren't allowed, I'd houserule that you could, for fairness.


TxSam88 wrote:
so, it looks like maybe you rolled stats, considering how high those are. We prefer point buy and stick to 25 points. I'm also counting at least 3 non-core races, we limit those to 1 or none.

Actually, those are all 25pt builds. ABP however, gives +2 to a Phys and Ment by level 8, so 25pt, +2/+2.

Melkiador wrote:
You may consider using a turn timer, to keep combat hopping along and prevent the players from getting too disconnected while waiting on their turn.

I've been GMing for 30 years, and most of those have been Pathfinder (Since 2008), I can handle 7 pretty easily (as long as they aren't joking around too much). I'm also a full-stack-developer, so I found it easy to do things via web-design. Everyone logs onto their character page, and in combat, just clicks what is 'active' on their sheet (on the combat tab), and rolls whatever the site says. No in-game calculations to slow things down (and most have become so dependent on the sheets that they wouldn't know how to calculate most of it anyhows). So, my combat, whilst taking up to an hour for a large encounter, is pretty fast. ;)

Bjørn Røyrvik wrote:
Female elf paladin 18/Ranger 2, pretending to be a male human Cleric of roughly 7th level

I don't even know what to say about that... Bluff is obviously not a class skill for that Paladin, but must be a lot of Bluff checks going on, eh? :P And an Int 14 Alchemist... what an interesting combination of characters! When/If you get a chance, would love to see more of the Cat-n-Puss build... and why it isn't a Swashbuckler... o.O


I'm posting this in hopes of seeing other people's groups. I realize it's a LOT of typing to go showing so much information, so not for the feint of heart this... but I've always been curious how the game looks for other people around the world... how much of char-gen is homebrew, what the common characters are, etc...

Looks like I'll actually have 7 players (but as we all know, likely a couple will drop out early, so I like starting with a larger than desired group). My wife, a teacher friend of mine, another parent, and 4 teenagers, 2 have never played Pathfinder, but have some experience with D&D 5e. I just want to express what I deal with here... :P (May sound like a complaint, but I love every minute of my issues, as it lets me get creative with the homebrew).

PS. We use the World is Square rules (so everyone starts with Power Attack, Deadly Aim, and things like Dodge/Mobility are a single feat), as well as Auto Bonus Progression (only for weapons and armours, magic items are still prevalent).

The game is a long-term campaign but will be starting at 8th level (with plans to go Mythic at some point).

Lady Fee (Wife): Investigator - Cipher (Unchained) Kitsune.

Refuses to use a melee weapon, insists on only using a shortbow (which the Cipher's Tenuous Threat won't work with...). We already had to (Unchained) the Archetype so it actually did what you'd think it'd do... but she found Pragmatic Activator and Student of Philosophy and not only took those, but wanted the same for Perception... in the end, we did a custom feat to use Intelligence in place of Wisdom for Perception checks. Her other feats are Additional Traits (Ease of Faith and Fast Talker), Skill Focus (Perception), and Needle in a Haystack. Starts the game with 22 Int, 20 Dex, and mediocre stats. Note: she's using only a bow, so no "Agile" to damage and no Studied Combat (Though I may homebrew that as well, but only let it apply to Ranged combat). She tends to go do things during combat, and just plays for the between-combat parts of the story. :/

Dylan Lleu (Friend): Summoner - Storm Caller (Unchained) Human.

He's a vet player and sometimes GM, and just has always wanted to play a Storm Caller for the theme of it, but it was too broken. Took all the basics, Augmented and Superior Summoning, Spell Focus, in addition to Leadership and Mounted Combat. His Eidolon looks like a Gryphon, has Large Size, Mount, Claws and Bite, Improved. And of course, the Extend Metamagic Rod. He's my 'opti-build' player, and even then, not so much... (No sheet for the Cohort yet) 22 Cha, 16 Int, 14 Dex, 12 Con.

Sir Galahad (Son): Magus - Eldritch Bladebound Scion Suli.

First time playing more than 1-shots. We raised him on Warhammer Quest, and moved to Pathfinder recently but still rolling for tiles, then to storytelling. It's his first campaign. He loves the idea of a Magus, the blade of Guts, and is hooked on Bladebound. My every push into another direction led back to this... but he wanted fewer rules since he already has to be learning magic/spells. So, his combat is just combat, but he can prep with spells. His feats are all about Cleaving with the exception of Skill Focus (Acrobatics) to try and provide flanking to allies. Str 19, Cha 18, 14 Dex and Con, 12 Int. Crowd Dodger trait and a Nodachi as his weapon of choice for the Black Blade. I'm thinking of merging his Suli ability (Elemental Assault) with his Magus/Sorcerer ability (Elemental Strike) for the best of both worlds... Use Eldritch pool to gain +2d6 fire and lasts for a number of rounds equal to his level (so extending longer than his Mystical Focus).

<no name yet> (Teacher): Bard - Archaeologist Half-Elf.

We both agree that Archaeologist is a bit on the weak side, ESPECIALLY with how he plays... he is the skill monkey, Dex 18 (per my insistence), Int 16, Cha 21. Spell Focus (Illusions), Lingering Performance, Enforcer, Leadership and Spell Focus (Illusions). I decided to gift him that, at level 7, his Luck applies to all allies within 30' if he applies his luck to a Perform skill, and they can either see or hear his performance (So, a limited version of Bardic Performance). Other than that though, my least amount of homebrew...

<no name yet>: Wyvaran Bloodrager (Gold Dragon [Fire], Primalist, Spelleater).

He wants to be a Dragon, and this was as close as I could get him (at this level). We have a Custom feat to turn his "Slapping Tail" racial trait, into an actual tail Slam attack. Took Fiend Totem to get a Gore, so has a Bite (Dragon Disciple), Gore (Bloodrager Power), Tail (Racial Feat), and 2 Claw attacks (Bloodrager & Dragon Disciple). He built up to Fast Healer and has a 20 Con, 23 Str, and 16 Cha. (He's my most experienced player amongst the kids). Also having his Dragon Disciple stuff work when he rages (instead of rounds per day) so he can use a single system to track everything.

<no name yet>: Human Ranger - Feral Ranger, Packmaster (Unchained)

The Feral Ranger archetype was made specifically for him in an earlier game that didn't pan out fully. Exchanged all 'favored' Ranger abilities for Wild Shape. He'll also do the Packmaster archetype this time, which uses the XP table rather than levels to calculate the overall levels of his mob. He learned last game that Cats are just a better choice, so instead of doing Wolf again, he'll do Cats. Build a 'Pride' of Tigers I think. So a larger number of natural attacks in this campaign than usual... (what with the bloodrager being all natural as well).

<no name yet>: <unknown race> Paladin - Warrior of the Holy Light (Unchained)

Just got to notified that another kid will be joining, and after an initial talk of what he wants, he decided that a Paladin without spells was what fit his concept best. He sacrifices all of his spellcasting to better act as team support. I've suggested a 2-handed Falchion to him because he was originally wanting sword-n-board, but that could make him a bit too weak... told him it's his god's job to be his shield. ;)

Game starts first weekend of 2025, and next week we have our first sit-down to figure out how the characters all know each other, to decide if anything on the sheets need finishing or changing to make it a more cohesive group, etc... If anyone has suggestions, I'm happy to throw them at the players (Such as the hundred cuts spell for the bard, to get him more into melee instead of his XBow without a Precise Shot feat...), but mostly I'm posting this in hopes of seeing what YOUR group looks like in return.


Yeah, I posted the homebrew, but I did make sure in my construction to keep fighter feats coming at a slower pace than a fighter could get them (though faster than he'd get them via the Fighter Training class ability), and covered everything except the capstone. I'll worry about that one if we reach that level. :P

1 to 50 of 965 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>