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Thanks for the interaction help. :D


Is there a way to WF any weapon I make with the ability? (Without using infinite feats?)


Can Weapon Focus be applied to the psychic weapon itself?


Avoron wrote:

You could combine the two archetypes, but it would be an awful, awful idea.

You can only summon your athame with Pool-Sourced Athame because you don't prepare spells. Using your athame is mutually exclusive with using your Mindblade weapons, and not as good. Both of the other Spellblade arcana are significantly worse than useless, so you're basically trading away spellstrike and your first magus arcana for... nothing.

I honestly wish they weren't compatible, just for the safety of the poor souls who might otherwise combine them.

Why is the athame incompatible with the mindblade?


What if, we made a Magus with the Mindblade and the Spellblade archetypes?

Advice forum, I CHOOSE YOU!
Annnd
GO!


Imbicatus wrote:

Hunter focus suggestions:

Bat > Angler
Bear > Walrus
Bull > Whale
Falcon > Kingfisher
Frog > Barracuda
Monkey > Octopus
Mouse > Squid
Owl > Octopus
Stag > Crab
Tiger > Dolphin
Wolf > Shark

Thanks! :-)


avr wrote:
So this'd be renaming the bat animal focus as the dolphin animal focus, for example?

Indeed. :-)


Wow really?


Just looking for a brainstorm here...
To whit: Alternate names for the Animal Focus (Hunter) and Shifter's Blessing (Ranger) lists.
(Keeping the rules the same, just looking for an aquatic theme.)
Thanks. :-)


Say, 3+ "handing" a greatsword/axe/club etc.
This does what now?


Do deities gain/have the domain powers of domains that they grant to worshipers?

If so, where might I find text that states this?

Thanks.


bookrat wrote:
Synergex wrote:
I have Excel 2010, but I'm trying to open CharacterForge, which looks like a visual basic application (unless I'm mistaken?) I already have and can open sCoreForge 7.4.0.1 but it does not have enough of the current character options to be useful to me I was hoping this was an updated program with more recent books included.

Oh. Not sCoreForge. My bad.

I have no idea. I'm not involved in his new program in any way. I do know that there are known problems and that is planning on working on it when he gets time - but there's the rub: he has no time right now. His newest project is supposed to be a web based program, so having excel shouldn't matter.

Any questions on sCoreForge character sheet or spell sheet I can assist with, but I haven't had the opportunity to look at any of his other material.

Ah, the joys of miscommunication. :P

Thanks anyways for the prompt response and polite talk. (Rare and beautiful things in these net wilds you know.) ;)


I have Excel 2010, but I'm trying to open CharacterForge, which looks like a visual basic application (unless I'm mistaken?) I already have and can open sCoreForge 7.4.0.1 but it does not have enough of the current character options to be useful to me I was hoping this was an updated program with more recent books included.


bookrat wrote:
Synergex, can you provide more details?

Error box comes up on launch with continue and quit options, when i press details, this is displayed:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Data.ConstraintException: Failed to enable constraints. One or more rows contain values violating non-null, unique, or foreign-key constraints.
at System.Data.DataSet.EnableConstraints()
at System.Data.DataSet.set_EnforceConstraints(Boolean value)
at System.Data.DataTable.RestoreConstraint(Boolean originalEnforceConstraint)
at System.Data.DataTable.ReadXml(XmlReader reader, Boolean denyResolving)
at System.Data.DataTable.ReadXml(String fileName)
at characterForge.loadXML.readMyXML(DataTable& myTable, String myXML)
at characterForge.loadXML.loadSpellTables()
at characterForge.frmMain.frmMain_Load(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
characterForge
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Documents%20Archives/James/Documents/Pathfinder%20-%20Paizo/Char %20Sheets%20and%20Generators/Custom%20Stuff/Pathfinder%20Character%20Creati on/Application%20Files/characterForge_0_0_2_5/characterForge.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 11.0.50938.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4 .0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77 a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0 __b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4. 0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0. 0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34245 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/ v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__ b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0_ _b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Data.DataSetExtensions
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.DataSetExten sions/v4.0_4.0.0.0__b77a5c561934e089/System.Data.DataSetExtensions.dll
----------------------------------------
System.Numerics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0 .0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0 .0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34244 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4 .0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Getting an unhandled exception whose details tell me a series of values is unrecognizable. Anyone have a fix?


Divine Scourge 2.0 (A.K.A. a little less gun.)

Though all Paladins are called to the front lines of the battle against evil, there are some that are selected to be the white hot flame of justice and light that burns evil to nothing wherever they find it. These engines of Holy destruction are known as Divine Scourges.

Judgment: At second level, a Divine Scourge gains the ability to call down judgment on their foes. This functions as the Inquisitor ability of the same name, and uses the character's Paladin level -1 as their Inquisitor level. This ability replaces lay on hands.

Bonus Feat: At third level, and again every three levels after, the Divine Scourge may select a Bonus Feat from the following categories: Any combat feat or any feat that applies to the Smite Evil or Judgement abilities. The Divine Scourge must meet the prerequisites to select the feat. This ability replaces all mercies gained.

Second Judgement: At ninth level, when using the Judgment ability, the Divine Scourge gains the benefit of two different judgments at the same time and may switch judgements as a swift action. This replaces the Channel Energy ability.

[Notes:] A Pally that drops almost all of their healing for more smash evil's face off. Tell me what you think.[/Notes:]
[P.S.] Take TWO [/P.S.]


The concept of the archetype was to trade utility/healing for more offense.

Inspirations include:

WoW Retribution Pally
D3 Crusader
The best defense is a great offense
More Gun

And the idea isn't a more fighty inquisitor, then id just be making an inquisitor archetype.

Mechanically (to me anyways) it's always seemed more sound to use preexisting items or abilities rather than having to design new ones, hence adding in other "divine offensive abilities".


Couple of corrections since the edit button is hiding from me...

Judgement uses Paladin level -1 as Inquisitor level. (Intended to be offset by a level from Smite.)

Gains Second Judgement at ninth level in place of Channel Energy. (Which means nothing at fourth level.)


Divine Scourge

Though all Paladins are called to the front lines of the battle against evil, there are some that are selected to be the white hot flame of justice and light that burns evil to nothing wherever they find it. These engines of Holy destruction are known as Divine Scourges.

Judgment: At second level, a Divine Scourge gains the ability to call down judgment on their foes. This functions as the Inquisitor ability of the same name, and uses the character's Paladin level as their Inquisitor level. This ability replaces lay on hands.

Bonus Feat: At third level, and again at level nine and fifteen, the Divine Scourge may select a Bonus Feat from the following categories: Any combat feat or any feat that applies to the Smite Evil, Judgement or Bane abilities. The Divine Scourge must meet the prerequisites to select the feat and can not take feats for a feature they have not yet attained.
This ability replaces the mercies gained at levels three, nine and fifteen.

Bane: At sixth level, the Divine Scourge gains the ability to grant her weapon the Bane magical ability. This functions as the Inquisitor ability using the character's Paladin level as their Inquisitor level. This ability replaces the mercy gained at sixth level.

Greater Bane: At twelfth level, the damage bonus of the Divine Scourge's Bane ability increases to 4d6. This ability replaces the mercy gained at twelfth level.

Aura of Execution: At eighteenth level, the Divine Scourge may grant all allies within 10 ft the benefit of their Bane ability. Doing this uses two rounds for every rounds it is active. The Divine Scourge still gains the benefit of their Greater Bane ability while doing so. This ability replaces the mercy gained at eighteenth level.

[Notes:] A Pally that drops almost all of their healing for more smash evil's face off. Tell me what you think.[/Notes:]


Wherps, edited cause I got a quote tag unintentionally.

You have no entry for weapons that have a threat range of 20 only. Also an "example" to demonstrate the process would be greatly appreciated.


kestral287 wrote:
Do you have any particular examples for what you're trying to do?

1. Any archetype of X whose vanilla has a feat/item/spell that says "Treat your X level as +# for purposes of Y ." (Too many of these to list)

[And if vanilla gets them, why not show the same love for players that choose to archetype?]

Essentially, it saves Paizo (and GM's) from having to house rule to cover every possible combo and just pares it down to, "This combo of X+Y is OP as ****! I'm going to have to say no." While also increasing (immensely) the diversity built into the game for character customization. (IMHO of course)


Bardarok wrote:

By alternate abilities you mean archetypes?

If so than this is only OP if you allow all the random splatbooks which is never a good idea.

As long as you follow the prime rule of "The GM has the right to say no if she thinks it will unbalance the game" Than this would be a good place to start looking for feats/items/spells for an archetyped character.

GM ALWAYS retains the right of refusal. Didn't actually think that needed to be said. :-)

And yes, this primarily is intended to redress the gap between feats/spells/items options for "vanilla" classes and alternates/archetypes.


To whit:
"If a spell, item or feat exists that modifies an ability or feature, there exists equivalent (same costs, availability and similar requirements) feats, items or spells that modify any alternate abilities or features of the original ability or feature in mechanically the same way."

OP, broken or busted? Tell me how or why.


Stephen Radney-MacFarland wrote:
joeyfixit wrote:

I think this deserves a clarification. "if it is manifested

when such a creature is summoned, it immediately retreats
into its spiritualist’s consciousness" says to that any summon spell chases the Phantom away. When it comes to creatures that have already been summoned when the Spiritualist is trying to manifest the Phantom, only the Eidolon is named. Probably it applies to any summoned critter.

Note that the "Call Spirit" spell is conjuration, but the subschool is "Calling", which I don't recall having seen before. So even though this is a kind of summoning, it shouldn't chase your Phantom away.

This is specifically talking about eidolons and similar kinds of creatures (maybe the shadowdancer's shadow, maybe not...still musing on that one). Creatures summoned by spells and magic items are not an issue.

This should probably be made very clear in the finished rules so by the book folks know it is intended to not remove the summon spells from being used while the phantom is out.


Isn't Unchained supposed to be the core update we've been talking about for awhile now?


Animal Soul: 

Your close bond with an animal allows you to use magic that targets animals on yourself. 
Prerequisite:Animal Companion or Mount Class feature 
Benefit: You can allow spells and effects that affect animals, animal companions, and special mounts to affect you, even if the spells do not normally affect creatures of your type. For example, you could cast Animal Growth or Reduce Animal on yourself, even though those spells normally affect only animals. An Ally could cast Raise Animal Companion on you to bring you back from the dead. An opponent could not cast Charm Animal[/] or [i]Dominate Animal on you unless you chose to allow the spell to affect you as if you were an animal.

Anyone else catch this gem?
Shenanigans for EVERYBODY!¡!¡!


Well I guess if I took the feat to treat myself as an animal companion I could...I dunno... teach myself skirmisher tricks?


Ok, since it says it otherwise functions as animal focus, do I get to apply a second focus since I dont have an animal companion? And how does second focus interact with feral focus? And what do I do with/about all the "bonus tricks" I get?
Thanks for the input. It is very appreciated.


Is not worded very clearly, how exactly does this thing work compared to the normal Hunter's Animal Focus?


We just started down the path of the buccaneer. Our crew so far:

Madiba Tamboekie, son of the famous Piratess The Blackthorn, this dark elf rogue manged to be the first to the top of the crows nest and has also managed the distinction of making Conchabar hostile on his first day of interaction. His heritage has been recognized by Cogward so far.

Gunnar Flamebeard, this Dwarven terror of the Port Peril docks was jumped by no less than Mr Scourge himself and seven other pirates, three of which were not conscious when he was finally subdued. Having been made cook's mate by virtue of liping off to Mr Scourge right off the bat, has earned a reputation amongst the crew by decking the first three angry sailors who came to rope bash him after a horrendous first day meal. (Fishguts in a stupor, Scourge and the cooks mate roll twos for cooking...) The Brutal Pugilist Barbarian was quite pleased when the cronies decided to delay us in answering the morning bell on day three.

Masteriastrix AKA "Bog", The black scaled, dragon crested kobold corsair has made fast friends with most of the crew in short order, attaining helpful status with Grok the second night and winning most of the rest not loyal to Harrigan and/or Scourge & Plugg in short order. After being unable to break him with rope hauling and message running, Scourge assigned him alone, to the bilges, hoping the spiders would do in the small warrior. When he emerged finishing off one of the spider's legs, the furious look on Scourge's face was priceless.

RipJaw, No one knows what to make of this man. Having literally wandered ashore in Port Peril and then the Formidably Maid, he was having a lot of fun with the two bar wenches Scourge paid to drug his ale. He is probably the largest man on the Wormwood, but has a strange smile and very odd mannerisms. Which has the crew calling him "The Mutant". Having been recognized by Madiba as a Skinwalker (Seascarred), he has also shown Strix the ability to call waves at will and has helped the cook's mate by calling sea turtles to the ship after the Captain demanded them for dinner, earning him a gleefull lashing for shirking his duties to the carpenter. During the crony ambush, he headbutted two of them into unconsciousness, causing Gunnar to exclaim in surprise. (Apparently natural attacks are brutal in unarmed combat, even when taking the -4 to do nonlethal damage...) The Shark Shaman Druid has earned a bit of friendship amongst the crew by giving those he deems strong Goodberries to help them through.

Where we are is evening on the fourth day...


1 person marked this as a favorite.

Mutants and Masterminds did a good job of making D20 a classless system.


And here I thought my no free hands needed, self reloading as a free action hand crossbows were epic...


I have a solution...

Animated Hand Crossbows

They are more durable, can be magically enhanced as normal, and since they have hit dice, they can have feats!

Like Rapid Reload....

Do I win this interwebzz?


Understood, thanks.


What, a guy can't give his opinion?


1 person marked this as a favorite.

The largest problem I have expierienced with the magic item rules stems from Thier inception...
Way way WAAAAAAAYYY back in the time when Double G and Da Crew were creating this thing we all now like a great deal, they arbitrarily made up all of the original items. Names, stats, effects, all of it made up in random, arbitrary fashion. As the game grew and progressed, they and others made up new and different items as they felt was needed. But again this was done in an arbitrary, random fashion. These items were internally consistent in that there was no real "system" for thier creation and as long as the ones making the game liked it, it was "balanced". If you wanted your own items, it was up to your group to make them up on your own.

All this is fine if you are only ever gaming with your regular group, but as soon as you start mixing groups, which happened inevitably as the hobby's popularity grew, you ran into the problem of item x isn't good for group y. In order to address this, later designers attempted to standardize item creation by creating a system for making your own items. This was also fine, except that when the newer makers changed the magic items to match the new version of the game they made the same mistake the first designers did, they randomly assigned stats and abilities to the items arbitrarily, then made a system for creating your own items, instead of making the system, and then using that system to create the items.

This to me is how you fix magic items, make a good, balanced system for creating your own items, then use that system to create all of your "standard" items which will give you a great starting point for gamers that want to go out of those bounds to judge the relative power of thier custom items and will ensure that an item made at table x is power level and cost balanced for any standard game when following the system.

As a side note, spells have the exact same issues, and could be fixed the exact same way.

But this is just my 19 years of gaming talking.

As always: YMMV.


James, first I would like to take this opportunity to say two things...

1) Many thanks and heartfelt congratulations on a job well done to the paizo staff. Your game has allowed my group to get back into Dee Enn Dee by placating our primary GM and his 2nd was the best/only viable ed mindset. Again...
/TF2 HEAVY, "MANY THANKS!" :D

2) James is an AWESOME name. (IRL mine as well.)

Finally, I am wondering If I could get a finer point of clarification on construct armor you answered WAAAY WAAAY back.

Someone asked if an animated suit of +1 Full Plate Armor still counted as a breastplate when worn and that was the one part of the question you did not answer. If I might humbly get your clarification on said fine point?

Thanks again.


savior70 wrote:
If you add the Golem Armor modification, is the golem still active when the "wearer" is no longer inside of it?

From what I've read, that would be the only time it is active as an independent entity as it pretty much "turns off" it's brain while being worn.


Some clarifying thoughts while I'm on lunch...

Any ability which changes the form or shape of the construct that the wearer can not perform results in the removal of the construct. (If you want your mithral golem suit to squeeze through the space under that door, it goes, you don't.)

While wearing the construct, you do not gain immunity to mind affecting spells or effects. (Your mind, not the machines. Also something you could magic item into the "suit".)

The ACP and spell failure of Breastplate and Heavy Steel Shield are for constructs that do not already have these stats. If you animate an armor or shield, you get whatever ACP and spell failure it has.

Any thoughts on this?


Here's my 2 cp...

Use the normal construct stats as follows:

Armor bonus from wearing is equal to the natural armor bonus of the construct.
Use the Str Mod of the construct as an enhancement bonus to wearers Str.
Max Dex is equal to the Dex mod of the construct.
ACP and Spell Failure are as a MW Breastplate. (Since I can't find any better way to derive these from the constructs stats.)
Speed and movement modes are as the construct.
Gain access to the construct's defenses and special attacks.
(You ARE still controlling it, after all.)
DR and/or hardness becomes DR/Adamantine. (They are objects after all.)
(And only take the highest if it has more than one.)
Fast/Natural healing only benefits the Constructs HP. (Though this could also be overcome with appropriate magic.)

Don't get the ability to not breathe, sleep or eat. (Unless you specifically add those enhancements in as additional magic items or already have them.)

Remember that per the modification rules these things are moddable but at high prices which seems an ok balance point for the bonuses you are receiving. (And for non CIY types, having to put the Shield Guardian mod on is basically a requirement.)

How's that grab you. IMHO, quick, easy and worth the mountain of gold you're going to plunk down.