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![]() Okay lets analyze the homebrew with my (limited) knowledge of actual shinobi, my fictional shinobi knowledge and my gm experience This looks to me like it should either be a general or a class archetype
While Shinobi were at times bodyguards, they were mostly spies, good at blending in, taking on roles, sometimes waiting for months to get a job only to stand in the background serving tea when important people talked that being said, there are of course classical infiltrators and occassional assassins among the shinobi bodyguard is rather rare for that so let me analyze what you wrote and maybe channel it into something else Handbell wrote:
this looks like a setup for an archetype? I would go for the arcetype skill with 'trained in stealth, gets expert in stealth' and if someone goes for a ninja archetype, they probably take the most fitting things either wayHandbell wrote:
Shinobi wear whatever armor is best to do the job they are currently add :P caltrops are not technically a weapon rules wise and if you want to give ninjas weapon training it would likely be best to give the archetype a choice of weapons which they gain familiarity withHandbell wrote:
+4 to intimidation rolls is *severe* this one would have to go a circumstancial bonus that works under the right circumstances would be more fitting, but ninjas usually dont want to be seen in the first placeHandbell wrote: - Know your Protectee – You are aware of the person you are protecting as long as they are within 30 feet of you even if they are concealed, hidden, or invisible. (Bodyguard) I still wonder about the bodyguard part, but this could be like a mini rutial that you pick a ward during your daily preperations and get the effect of status on them Handbell wrote: - Language: Thieves Cant – you can read the special symbols, know the hand codes, and otherwise are able to understand cyphers that are used by your particular Boss thieves cant is something that imo is missing from the edition, a feat like this is very storyteller depending though. Instead of this vague training, the character could get an autoscaling lore Handbell wrote: - Hold breath - character can now hold their breathing three times as long as normal (useful when walking through poison gas, or underwater, ect) pure suggestion: instead of being able to hold the breath longer, the spell adapt self as a ki spell has a lot of potential, otherwise I would increase the duration even further Handbell wrote: - Avoid creaking floors – You can move at normal speed while searching for traps such as: noisy floors, crickets, and regular traps. Note this does not let you move OVER the trap just lets you move at normal pace until you perceive a trap. Trapfinding rogue feat, maybe a circumstancial stealth bonus Handbell wrote: - Ceiling crawl – Using acrobatics and special claws on gloves and shoes you can crawl along a ceiling at 1/4th your normal rate. Specificly the ceiling is a bit niche, maybe instead grant the character a small climb speed (10ft) Handbell wrote: - Propelling shove – Someone needs to move, you shove the offender 20 feet if they are the same size as you. (bodyguard) the bodyguard thing still surprises me, 20ft shove is also a lot how about instead, a reaction that you can shove an enemy who would otherwise attack your ward (given you are close enough (15ft?))Handbell wrote: - Smoke Bomb disappearance – you toss a smoke bomb on your own square, causing you to be hidden (temporarily) You may make a stealth check to leave your location, hopefully without being noticed. smoke bombs are a low level alchemical item, base alchemist benefits would cover this and some more options Handbell wrote: - Walk on water- Character can move across water and even stand on it. I would check comparable feats that already exist for level, maybe it could be a scaling feat - only moving and ending the turn on dry land or sink, mid level you need to keep moving, high level you can stand on water Handbell wrote: - Cloud Fall - Character can now fall 30ft without any damage (athletics roll needed to roll out of the jump though, even if fail no damage but the character is stunned one) falling leaf monk feat would make a great replacer for this Handbell wrote: - Backstab – character can now backstab like a rogue does (see rogue) you never get to backstab like a rogue if you are not a rogue, the level for this feat is too high I think, you would start with a d4 which auto-scales to d6, see assassin and rogue archetype Handbell wrote: - Clear the way! – Intimidation affects all creatures withing a 20ft radius of character, this effects animals, mobile plants, all who can move. {critical success all move 3 actions, success move one action away, critical failure all others are now interested as to why they were told to move) (Bodyguard) needs more clarification likely a line aoe that causes creatures to flee (critical) or take a step action, theres a lot one could do and it probably should interact more with the ward, also needs an action countHandbell wrote: - Walk through wall (Dimension door) – takes three actions, 2 to concentrate, one to move, if at the end of the movement the character is not through the wall.. they are trapped inside it. people trapped in stuff in 2e usually get forcefully ejected instead, dimension door is not a spell on the list anyway Handbell wrote: Save them! – character can carry/haul the individual they are protecting at full speed. (Bodyguard) very, *very* niche Handbell wrote: Wall Walk – Characters can climb walls at normal movement speed Monk has a wall walk feat, check that one out for reference - and going by what came before you potentially got climbing speed already Handbell wrote: Tree flight, If any trees (or bamboo) is within 20 feet of each other- Character can move from tree to tree like a squirrel. Note: You can not sneak doing this movement, because the trees shake this looks like something between a fourth level jump with a dash of wall run and climbing speed, but only for forests it is a bit convoluted, I am sure there are better ways to handle this, but I am too tired to figure one out right nowHandbell wrote: - Improved Sneaking – When sneaking the character casts no shadow, Emits no odor and is all but invisible with the advantages of having no shadow. this looks like another ki spell to me, but the discription is oddly specific in parts, invisibility while sticking to shadows would likely be a good ki-spell effect. Maybe take also a look at the old shadow dancer archetype, has a lot of ninja flavor Handbell wrote: - Missile deflection- If someone shoots missiles at your Protectee you can block them regardless of the number of missiles, the character can still get hit, but you block the Protectee (Bodyguard) this looks like a core feat, the level is *WAY* to high, there are a number of low level feats to block missles, block for others etc Handbell wrote: - Pass without Trace – It is impossible to track your movements when using this feat. Note: You move at half speed, because you are raking/ covering your tracks. this is again oddly specific described, one could easily make a feat to move at full speed with stealth and not leaving traces if opting for half speed - but again the level would be notibly lower Handbell wrote: - Float – With one action concentration the character can float in the air at their present altitude. They are subject to winds but as long as concentration is maintained they can either keep their altitude or descend at half movement, you can NOT float up! There are ki spells from the monk that have similar effects (not identical) those are again lower level then this is and offer more the limit to not float upwards at this level is also a curious design decision and a rather arbitrary limitation![]()
![]() Asmodeus Champions can be mostly lawful (there is a Infernalist philosophy in cheliax which was listed as completely lawful)
the jump from asmodeus to calistria strikes me as wild I dont know the details of the character but maybe take another look at abadar (or tell us some more character nuances) ![]()
![]() forbid everyone from using phones between the turns you said you dont want that but that seems to be the biggest culprit they should make a quick sheet for important stuff around their character, the gm should know the ohter stuff
the players *should* know what their characters can do
watching what actually happens in the combat is rather important to make good tactical decisions and planning your turn during your allies and enemies turns can speed up the process by a lot I am usually gm and I have an iron rule of no phones during the sessions
of course I dont collect phones before the sessions, theres always reasons for breaks, research and of course emergency calls
it is the biggest distraction that can be around and even if you want to use it just for rules, people tend to drift off as soon as they got it in their hands ![]()
![]() for people who want to have a summary Ronald the rules lawyer has madde an analysis and talks about his thoughts ![]()
![]() the first thing you miss: this is an optional rule, you are technically in homebrew territorry so RaW and RaI are all a bit malleable but as someone who plays dual class regulary I would say if a feat is from one specific class, ot uses that class' dc as a counterpoint, there are feats which let you choose 'your class or spell dc whichever is higher', those are an exception, but not necessarily one that shuts down the argument in the end its all gm fiat ![]()
![]() moosher12 wrote:
this ispretty much what I expect for the impossible magic reveal ![]()
![]() Dr. Frank Funkelstein wrote:
Don't suggest that xD the fifth edition suffers from gameyfication, the fourth is a slog to work through and if you are even remotely getting used to the dynamic three action system from pathfinder the combat will be a slog too and people who complain that blaster casters are not very good or lasting in pathfinder, never had to manage their mp (or AsP - Astral Points) in DSA :P ![]()
![]() ElementalofCuteness wrote:
that sounds like he needs a new dice there are some tests to see if a dice is actually balancedotherwise I think his setup does actually sound not that bad, its not the strongest instinct but still does decent damage and the difference to the strong ones shouldnt make that much of a difference in feeling
maybe also tell your gm that he should throw him a bone
but if it really comes down to his 'bad luck' with dice, well then there is never anything that will change it because of the system balance
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![]() I really wonder what he wants to achieve with being that fast and I am also a bit worried about the sutainability of the group I also don't quite understand WHY he is not feeling belonging in the group
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![]() I'll just give each paragraph a number to make the analysis easier 1) well, got to try to figure things out, but the 'more reliable' then saves is something few will agree, partially because on a save spell you still get effect on a miss 2) that is *exactly* what you are supposed to do and what recall knowledge checks are premier for, finding which save to target and then - boom 3) another problem 'fixed' with a successful recall knowledge 4) strengths and weaknesses of the spell lists - and I guess bad luck for kineticists, but they still have an attack more reliable then casters 5) that is by design, there are monsters with a difference of 6 between the different saving throws (possibly more, those were found with a spontaneous find) and saving throws can on top be weakened with conditions (the easiest being fear, but many others possible like clumsy, drained, stupefied) if you *then* still put boni on top it gets wild 5.1) hero points are a bit lackluster in base variation, since it can vastly vary how generous gms are with those and they are an emergency survival option I wouldnt *exactly) count them 6) and some enemies have physical resistance and you dont hear martials bringing that up every discussion :P
7) good rant, I hope my points make sense to you
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![]() stupid question but:
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![]() I would really love a BG3 with pathfinder there are a few pathfinder games out there but their scale is a few levels at best if they stick close to the rules I played BG3, but after playing pathfinder2e for so long I couldnt get halfway through the first act because at every gods forsaken corner I stumbled over 5e and thought to myself 'that would work so much smoother in pathfinder'
ffs please make a pathfinder game, it works the whole level range!
I could rant on for a quite a bit
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![]() I have an idea what could also work there are some feats that scale with level and other requirements (first that come to mind are kineticist impulses, but also extra lore) if the baseline of the companion would be slightly better and we add feats that improve over time, we could reduce the number of feats required and smooth out the progression like that we could spend 1-2 feats to have a decent companion and a third one to carry it into the endgame, with autmatic stat bumps at certain key levels so it doesnt fall off quite as much ![]()
![]() Fabios wrote:
while I have also mixed feelings towards the new shield ally, this looks a loot like whiteroom mathematics I doubt that even half the players get the chance for two shieldblocks per turnand the extra hardness, while not much, still is useful, pathfinder is famour for a single point making a difference also you seem to assume that every player blocks every strike at the maximum damage, while there are players out there who pace their shield blocks for critical moments and against strikes that do little to no damage against the shield then again, with your last answer it feels also like your opinion is set in stone and you are going to ignore most, if not all, of the arguments presented here ![]()
![]() There seems to be nothing on paper that indicates either way My instinct would say no since the engraving of essential runes is mentioned within the discription of the keepsake as a specific thing that can be done which might not be valid otherwise My feeling as gm says: go for it, talismans are not that big of a deal anyway and some on a case by case basis might be incompatible or just dont work by default In the end its the decision of whatever gm you are playing with ![]()
![]() TBF, in Golarion Katanas are pretty much the Pop culture weapon :P On the topic You have two possibilities, you opt for a Katana or you opt for a 'Katana' The first one will not go with monk, but there are still plenty good options to play
So, lets head for the options:
for multiclasses you could take up:
Now, if you want to go for a 'Katana' instead of a Katana you get a lot of extra options
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![]() I am with the others on this one. If the Priest in a actual faithful of Shelyn, the Champion is well in his rights to slap him and send him on a repentance quest later on. Now if the priest is maybe a cultist in disguise and would get his powers from somewhere else and sets this all up as a sacrifice for whichever dark entity he serves, it would ... not inherently change a lot. The priest would still need to be awefully convincing and have a lot of (secret) followers and the champion would be even more so in the right to put him in his place. Not to mention that all the potential lower priests there should back up the champion and most people would side with him too, rather saving their lives. The only way the scenario could work out is if the priest actually has a notable part of the city already under his thrall in some sort of enchantment or mental corruption. ![]()
![]() Well, I don't want to claim that my suggestion is the ultimate solution
I see the problems that Teridax notes, there has to be some sort of differentiation between non-damage and damage spells, I forgot for a second how easily one could 'abuse' the hitting for some spells although with the action investment and little other opportunity to reliably land spells, maybe that is what the magi need (?) I know the errata is mostly a fix for the reduction in attack spell (hence why I put the 'remaster' in the title in quotations) I really love the class from the concept and it opens so many cool concepts, but it plays a bit clunky and the remaster did not really help ![]()
![]() With the last errata pass the Magus can finally use non-attack spells for their Spellstrike. (with the AoE effects and the like put behind Expansive Spellstrike)
IMO
You still use two actions for the spell and one for the attack, you only can upgrade the whole process with a focus point - and you don't always have the conflux spell at hand that would be best suited for the situation. One loses range and the advantage of making an attack roll spellstrike while having to contend with the lower saving throw *AND* making the class more MAD. Not everybody wants their magus to be intelligent, with the reduced number of attack spells they now have to contend with lower saving throw *and* having only a secondary attribute for the spells. Considering all that I suggest: The Magus should treat saving throw spells as attack spells.
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![]() PossibleCabbage wrote: Like the Common language on Eox is Eoxian, the Common Language in Russia is Russian. These are both places your Pathfinder character could go (or maybe even be from). I dare say the common in pathfinder is more akin to english in europe/north-america while every country has their own language, many people know english for easier communication![]()
![]() Trip.H wrote:
Considering something or straightout endorsing it are still two different things. Do you have a direct source on the Psychopomps delivering those souls? I was always under the impression that, since they are marked to go to a specific place anyway no interference was required. The important thing of pharasma is tha souls go to a place they can reasonably be to 'live out' their existance and become quintessence by some point. Her point of view is probably like 'well, you made a deal to go there, so you go there' while for everybody else she takes care of the service that they go where it would fit best. And looking up Belcorra - I admit to not knowing the AP - seems to be a unique cultist/ghost. A unique adversary who does really bad things on a (comparatively) small scale has little influence on the general dealing of things.
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![]() where do you take it from that pharasma endorses such contracts? She does maybe not care in particular about them - because that only makes your soul take another route to oblivion
The difference is that (lets go with the devil magic powers) whoever did sell their soul ends up as asmodeus pawn or fuel for a while, after which everything continues as it would have anyway Pharasma doesnt forbid those contracts because they have little to no influence on the penultimate outcome
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![]() Squark wrote:
multiple times now, both the same (non-remastered) pdf ![]()
![]() my complaint is still that you have to build a caster character with limited defensive ability and light armor proficiency into a strength character, since (almost) all the listed weapons of the feat are strength based so if you go that path you have to build around it from the start, be very squishy in be beginning of the campaign and have to invest additional feats to make it work in the first place I agree with ElementalofCuteness that it is kind of a trap, maybe a soft one, not a dead end for the character, but to make it work you have to jump through some hoops, endure a phase of squishyness and invest extra feats to be able to wear proper armor ![]()
![]() drakkonflye wrote:
I had that thought too, since that book is already magically themed, incorporating the remastered magus and summoner would be a good place there ![]()
![]() I think the main problem with racial weapons is that there are too few weapons that are actually worth it If I play a spellcaster, I am going to rely mostly on my magic (I know not everybody does that, but I know that there ought to be some people agreeing) If I am a martial I most likely got proficiency anyway (with alchemist being the one exception to the rule - ancestral weapon training is great for all alchemists except maybe the bomber) If I want advanced weapons then the feats are not going to help me in most cases anyway (thats why at some point I homebrewed a bunch of weapons for most ancestries, many were advanced - but I ran out of steam in the process) ![]()
![]() Except for your go-to theme (which imo fits the grandeur cause best) theres really not much to go on about with your setup here It really is all possible and valid options depending on how you focus your character
Str and Dex are both Valid, bot causes are good and fitting, all of the ancestries and the domain spells are desna approved anyway ![]()
![]() First off - don't let your friends talk you into anything you don't like Secondly - I have not played a warpriest myself, but I can give some GM perspecitve insight and thoughts now to the topic at hand Warpriest certainly has some small problems juggling the actions between proper attacking, movement and casting spell
Attacks of opportunity are dangerous of course, but so are they for the magus - and in the end something that is really heavily dependent on the gm
restorative strike should be of good value if your party (and you) properly consider tactics - flanking is easy and should be done whenever there in an opportunity
as for weapons who are (imo) decent for warpriest, come with a god and support the playstyle -Bladed Scarf has a lot of traits for maneuvers and is supported by Ashava and Sivanah
this is from an incomplete list as the relatively new divine mysteries adds some more options for Halberds, Longspear, whips, Meteor hammer and others I have surely not seen spontaneously ![]()
![]() really depends on the weapon, but I would say most weapons that dont have moving parts are completely safe if you are unseen
if you want to ambush someone crossbows should probably be pre-cranked and pulling a bow is usually rather silent too
but good luck staying completely silent with an (unmodified) spiked chain I would also say that if the weapon you draw is larger then your cover, you should rething if you can properly hide behind it and if it should be drawn already at that point
moving away from weapons (and items in general)
beyond that, it really does depend on the circumstances and judgements should be made by the gm with a measure of logical thinking and good faith towards the characters and the players ideas ![]()
![]() You could take up the undead master archetype to get an 'animal companion' level undead you can order around for 1 action if you like to dig deep for your bones you might pick up archeologist and learn a few things to deal with ruins, traps and dead societies dandy is another fun archetype if you want to add a social layer to your character
if you are a bone or flesh necromancer you could consider exorcist
of course, werecreatures or undead archetypes are always working in some way ![]()
![]() Tridus wrote:
I guess it's, as so often, a matter of perception I certainly wouldn't expect anyone to apply poison mid battle without wearing some durable leather gloves to reduce the risk
and having the poison on weapons to pierce armor or go for weak points seems more believable then claws working regulary with sharp tools, more or less dangerous chemicals and protective gear of different kind in my job (luckily not that often) marks the difference between our, lets call it cutoff points, drastically different ![]()
![]() Radyn wrote: Now, as the title says I am wondering if anyone can help me out. I find that having so many options for players to choose from has caused some issues in my games. I'd really like to pare down to as few books as possible to get away from all the choice bloat (and power creep) that comes when there are just so many books. I am not trying to gimp the players into unplayable characters by limiting choices, but rather keep the choices to ones that I can still enjoy running a campaign for. There might be choice bloat, but the system math allows rather little actual power creep, as mentioned before I usually find that my players have little problems to choose - at least once they have settled for a theme for their characterWhich might be your way to help them - let them decide on a theme and then narrow down the options Radyn wrote: Example: A few posts down I see one titled "Help me make a Teddy Bear Warrior". While I'm sure there are tons of players and GMs who would be thrilled to have that in their game, I am not interested in telling that story. That has little to do with choice paralysis nor with power creep, thats a personal preference, of course if you are gm you can do what you want Radyn wrote: Another problem I have run into is having a character that is so complicated that each turn we struggle to figure out what even happens when all of their abilities are activated at different times (Magus - bow wiedlder, Starlit Span, Expansive Spellstrike, etc.) After a while I just kinda took their word for the 40+ damage and where their spell that was delivered by the arrow began and who it hit just so we could move on to the next players turn. You should be able to take the word of your players anyway It is a cooperative storytelling game - the gm is not the enemy or an obstacle to overcome and your players should also be fully aware of itthat being said, when the players have settled on a concept and you see the copy of their character sheets, it is certainly not wrong to look at what they can do now and potentially later
Radyn wrote: HERE IS THE CRUX OF MY QUESTION: Which books could I limit player access to that would make for a still fun (subjective i know), competitive yet much more simple game? if you want to keep it simple keep to the core books one step more would be allowing lost omens books the ones I would most likely ban are the adventure paths (that you are not currently playing) since their content *can* (but does not have to) be a bit swingy I am personally of the opinion players should enjoy maximum freedom for most campaigns
that said, for some campaigns it makes sense to make a curated list or set some limiters so the theme of the story sticks
I really don't get why you would ban poppets, but I don't get why some people ban gnomes from their table ![]()
![]() This goes in the category of topics where logical and critical thinking should be applied as said above, even its considered an injury and not contact poison, applying them to unarmed attacks is a recipe for disaster claws? chip a nail on your enemies armor and you are poisoned teeth? dont even think about it it horns? you want to risk is running down your forehead into your eyes? even smaller ammounts of the poison being left after the use - or after the 'effective period' (i.e. the poison dries without effect on the nemy) expose the body to the poison
if you want to use natural poison your options are (afaik)
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![]() My first look at the class, I really do like it, probably won't get an opportunity to see them in play before the playtest ends, so that is a bummer based on my experience and impressions and what I read in other threads I still feel like sharing thoughts and making suggestions 1) making the class an occult caster slightly surprised me at first, but the more I think about it, the more I like it. Having Int as key attribute seems fitting, but slightly dissonant with the theme of the dirge and the described performance flavor for the spells - maybe we should get an attribute choice? Although I would not tie that to the fascinations, that would only create an artifical barrier for playstyles 2) I really like create thrall, a flexible spell with a lot of utility and great action economy. The thralls are interesting and I love metamagic keying off them - there should be more thrall spellshape feats (more powerful widen spell if you use a thrall at its point of origin, gaining bonus damage per spell rank when sacrificing a thrall next to the enemy, etc) 3) I see the flexibility problem of thralls some people mentioned. The easiest way to adress it would probably be to add a line in create thrall akin to 'instead of creating a thrall, you can order one of your existing thralls to move 15ft' 4) while there are some options to use thalls outside of focus spells, focus spells seem to be the main focus, which especially in the early game where you need 2 actions to recharge a focus point once per combat with consume thrall, causes for periods of not many possibilities of what to do
5) there are some skills supporting wading into melee and being the worst nightmare of your enemies (weapon familiarity, ostea armaments, draining strike, desperate surge) but those feel a bit like trap options
5.1) speaking of ostea armaments, starting level 10 the lvl 8 feat scales perfectly to level, but before that it gives you an 'underleveled' weapon? only a minor nitpick but I think the feat should probably come online on level 4 or 6
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![]() YuriP wrote: Not exactly. In mid to high level gameplay is pretty cheap to summon some level -1 creature to sacrifice, including we have a pretty strong spell to do this. sorry to burst your bubble, but final sacrifice says you need a creature with the minion trait while the sidebar on the necromancer explicitly states that thralls are 'not minions with the summoned trait' ![]()
![]() -Soothe and Fear are always decent choices -If you move in close bane and malediction are things that help you and your allies -command could easily be flavored to command the enemies skeleton :P -invisibility to slip away between your thralls -since the necromancer has some singing flavor sonata span might be oddly fitting (and so are many other sound based spells) -rouse skeletons, thematically very fitting and with summon thralls being one action a movable sustainable aoe seems very handy to name some examples - I also fully expect that book where the class comes in to deliver new and thematically fitting occult spells ![]()
![]() d4 feel unsatisfying to me and all my players if we dont get to roll loads of them, which with weapons of course does not happen for (almost) every situation where you could use a d4 weapon, you can have at least a d6 and usually dont lose much and d4s ruined the starknife for me
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