TheDisgaean's page

RPG Superstar 7 Season Star Voter. Organized Play Member. 247 posts. 2 reviews. No lists. 1 wishlist.


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TheDisgaean wrote:
I know I've been gone from the party for a while, but does anyone else think the way the Magus handles their spells is kinda...weird and convoluted?

I just think that only having two spells and losing the ability to cast lower-level/rank ones as you progress feels unintuitive and unnatural. Maybe I'm missing something, but I feel like if the Magus gets remastered, the spells per day system should be revamped.


I know I've been gone from the party for a while, but does anyone else think the way the Magus handles their spells is kinda...weird and convoluted?


Not sure where to post this, so I'll post it here. I was wondering who I should ask about third-party products for the PF 2e Remaster. When I looked up products on DriveThru RPG, the search only lists Pathfinder/Starfinder OGL, not the ORC License the Remaster uses. I know conversion rules exist, but it makes me wonder if the ORC License allows third-party products to be made specifically for it. If anyone can give any confirmation or direct me to someone who can, that would be great.


YuriP wrote:
Usually there is no need to do any type of conversion. What exactly want to use that's incompatible?

Less incompatible, more unconverted. I'm referring to the Ancestries and Versatile Heritages featured in the Ancestry Guide, but not have yet to appear in any Remaster books (Azarketi, Beastkin, Sprite, etc.).


Hate to necropost this, but I'd like to know if there are any special conversion rules to use the Ancestry Guide's content in the Remaster properly.


Hate to necropost this, but I'd like to know if there are any special conversion rules to use the Ancestry Guide's content in the Remaster properly.


I really enjoyed this product. I feel some of the Nightblade archetypes could've been handled differently, as some of them rob the paths of their signature abilities.

Other than that, I'd love to see a sequel with some additional ways to use darkness and shadow. I'd love to see Nightblade paths dedicated to moving and teleporting through shadows and one dedicated to creating all kinds of constructs and tools like an umbral Green Lantern (Darkened Fortress was more geared toward the standard shadow weapons and armor).


I'm a bit disappointed that the Destruction section no longer has the rules that allow you to create your own blasts like in the Destroyer's Handbook. I guess they felt it was too easy to abuse.


Anyone have one for the Guardian classes and subclasses for Destiny 2? I've found stuff for Destiny 1, but I prefer the sequel's.


Finally! The Magus needed a rework. I'm honestly surprised it wasn't unchained like the summoner.

Think you could give the Legendary treatment to the Wizard? The Arcane Bond, Schools, and Arcane Discoveries could use some sprucing up.


Sh1mbo wrote:

i like this kinda new "we be" series

But some day there will be an "we be gnolls" module??

No, wait! We Be GOLEMS.


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I think the next We Be Dragons adventure will involve the nine wyrmlings trying to become true dragons by performing classic deeds of dragondom:

Number 1
Become the lord, guardian, or most prominent figure of a village, city or kingdom.

Number 2
Acquire a vast collection of treasures and riches (How doesn't matter, anything goes).

Number 3
Find a young, troubled, and/or amnesiac mortal adventurer (preferably one who's their complete opposite in personality) to be their partner/underling/friend to go on adventures with.

And, of course...

Number 4
*Kidnap a princess.

To prove themselves as true dragons, the Scalehearth siblings need only complete one of these four trials. But should they fail, the only deed of dragondom they'll have completed is...

Number 5
Dying a horrific death at the hands of adventurers, slayers, or other dragons.

Can they succeed? Will they succeed?

"Hello Princess! My name is Harmonia and I'm here to kidnap you and hold your kingdom for ransom. Doesn't that sound like fun?"

...

Roll for Diplomacy?


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Broken Zenith wrote:
Dragonborn3 wrote:
I just hope we get progression charts too. I know the group I ran this for would get a kick out of making their own dragons that way. :)
You will, possibly with We Be Dragons 2!

I'll keep my fingers crossed. Also, if We Be Dragons ends up becoming an extended series and you plan on releasing an updated/compiled version with a new art style, I'd recommend checking out Epic Slant Press and their circle of artists. I think they'd really be able to bring the Scalehearth family to life in all its whimsical, draconic beauty.

Just click here to check it out.


I found some bits of Homebrew for additional Chromatic and Metallic Dragons here.

It's a bit incomplete in places, but some of the abilities and lore are interesting and creative.

My favorites have to be the Yellow and Pink dragons.

Pinks make their lairs in coral wreathes, are evil counterparts to the whimsical Coppers (think the Joker), and their breath is a cloud of bubbles filled with freezing gas/liquid.

Yellows meanwhile, are described the "fools' gold" of dragons. They're often mistaken for gold dragons and use that to their advantage to manipulate gullible mortals. However, they lack the Golds' abilities, including their signature fire breath (they're lightning breathers), forcing them to go to great lengths to conceal their true nature (Ex. Hunting during storms, using magic to pretend to have fire breath, killing anyone who learns the truth, etc.).


I found some bits of Homebrew for additional Chromatic and Metallic Dragons here.

It's a bit incomplete in places, but some of the abilities and lore are interesting and creative.

My favorites have to be the Yellow and Pink dragons.

Pinks make their lairs in coral wreathes, are evil counterparts to the whimsical Coppers (think the Joker), and their breath is a cloud of bubbles filled with freezing gas/liquid.

Yellows meanwhile, are described the "fools' gold" of dragons. They're often mistaken for gold dragons and use that to their advantage to manipulate gullible mortals. However, they lack the Golds' abilities, including their signature fire breath (they're lightning breathers), forcing them to go to great lengths to conceal their true nature (Ex. Hunting during storms, using magic to pretend to have fire breath, killing anyone who learns the truth, etc.).


I found some bits of Homebrew for additional Chromatic and Metallic Dragons here.

It's a bit incomplete in places, but some of the abilities and lore are interesting and creative.

My favorites have to be the Yellow and Pink dragons.

Pinks make their lairs in coral wreathes, are evil counterparts to the whimsical Coppers (think the Joker), and their breath is a cloud of bubbles filled with freezing gas/liquid.

Yellows meanwhile, are described the "fools' gold" of dragons. They're often mistaken for gold dragons and use that to their advantage to manipulate gullible mortals. However, they lack the Golds' abilities, including their signature fire breath (they're lightning breathers), forcing them to go to great lengths to conceal their true nature (Ex. Hunting during storms, using magic to pretend to have fire breath, killing anyone who learns the truth, etc.).


You might want to have which spell list a class uses and whether they cast spells prepared or spontaneously in the class entry column. Readers unfamiliar with the game might get confused.


Gotta say, I like what I've read! I especially like how they handled ability score generation, themes, classes, and archetypes. Giving the themes different abilities instead of making it dependant on your "job" makes your background matter and minimizes the need for overlapping classes. Having archetypes be compatible with all classes and replaces features at the same levels is also godsend. Goodbye long, biring table comparisons!

Also, good job handling the "weapon enhancement" system, its level system is much clearer than PF's + bonus system.

Now if we could just apply some of these rules to its fantasy cousin... anyone tried that? I'm curious.


I noticed that the Solarian's 6th level stellar revelations are unbalanced, there are five photon revelations, but only four graviton. A minor nitpick, but it's somewhat glaring (and oddly funny) for a class whose main theme is the balance between light and darkness, energy and entropy.


So how does this compare to Alluria Publishing's Cerulean Seas books?


Will there be a section or on how to incorporate these rules into regular Pathfinder? The EAC-KAC system would have some issues and the Magic rule is its own beast, but the others sound like something out of Unchained.


Computer says happiness is mandatory and destroys anyone who isn't happy eh?

*with biggest smile, in happiest voice*:

8D "I'm seriously depressed!" 8D

ErROR EoROR! Subject is unhappy! But all biological scanners indicate happiness! Does not compute! Does NoT comPUTE! ERrOR ErRor WARNING WARNING WARNING

999999
999999
999999
999999
999999
999999
999999

Mortal Standard: 'Tis better to have loved and lost than never loved at all.


Even the necromorphs? Even the necromorphs.

Mortal Standard: What goes around comes around.


Golden Glyph Publishing wrote:

Well, you're pretty close! :)

The Future Warden is in fact a precognitive warrior, able to gain the ability to make re-rolls in exchange for martial flexibility. They also gain improved ability to fight with improvised weapons, since they generally aware of how they'll work before they even pick them up.

The Crystal Lasher is a Magus that can enhance whips with their arcane power, giving them lethal slashing crystals along their length, even going so far as to cause their enhancement to discharge into an even deadlier burst of shards. This type of magus works best with using maneuvers and delivering their deadly spells at the increased reach of the whip.

The Servant of War is an archetype that lets characters work better with their teammates, as well as count non-fighter levels as fighter for their bonus feats. Teamwork feats are enhanced when taken by a Servant of War.

The Harmonic Savant is a musical performing bard capable of setting up harmonies of sound that resonate between their allies, allowing others to 'carry the tune' for short periods or even set up vibrations that wear down their enemies. They can have others count as the origin of their bardic performance, and can over time set up multiple 'sources' of performances. Ability to befriend others depends on the player ;)

I hope this helps!

Garnet, Amethyst, Pearl, and Steven. XD

But is there fusion?

"All I wanna do
Is see them turn into
A giant woman
A GIANT WOMAN!"


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"We...

Are the Crystal Gems,
We always save the day
And if you think we can't,
We'll always find a way!

That's why the people of this world believe in

Garnet, Amethyst, and Pearl...

And Steven"

I'm sorry, but this was just asking for it.


Agreed. I'll bet money that Paizo's official aqua rules are going to...sink.


Not sure if this has been asked yet, but does anybody know what the correct term for werebeasts other than werewolves?

I'm working on a character who studies werebeasts/therianthopes and one his quirks is that he's extremely anal about using the correct terminology. The lyc- in lycanthrope comes from lykos, the Greek word for wolf, but what about the other animals?

I have bears as "arctanthropy" (from arktos, Greek for bear.), but what about rats, boars, tigers, and the rest?


GM Rednal wrote:
They should probably follow the stats listed in the appendix, modified as necessary based on how the CP were spent. So, 1d3 bludgeon. (The entire Animated Objects system is basically balanced around those stats, so allowing higher damage dice at no additional cost wouldn't be particularly fair.)

Plus said objects' having rudimentary "intelligence" would keep them from being very effective from a lore perspective.


Not sure if this has been covered or not, but when using Animate Object on a weapon does it use its own damage die, damage type, and critical range or the stats listed in the appendix?

Like, say I animated a longsword. Would it use the damage qualities of a small animated object as listed in the appendix and do 1d3 bludgeon, or 1d8 slashing/piercing damage as per its stats in the equipment section?


Well I found a really good Unchained Magus at this blog. It's a little out of date and not exactly archetype friendly, but a little tweaking and it could work.


Question. Some of the talents have multiple geomancer packages listed next to them (Ex. Heat Metal has "fire" and "metal"). Does that mean you need both packages listed or just one of them? I'm assuming both.


Geist is going to want to see this.


Seginus wrote:
TheDisgaean wrote:
Sort of feels like Arcana Defender (weapon & shield), Arcane Marauder (two-handed), Eldritch Eye (ranged), and Mystic Dervish (dual wield) magus archetypes should be able to use their magus level as their fighter level when qualifying for combat feats related to their combat style ala the skirnir.
Maybe. I feel the archetypes are in a good place balance-wise, and they still get the normal fighter training that a magus gets. Your feedback is welcome though, and if the lots of players make similar suggestions I'll be sure to look into updating it in the future.

It just feels like the knight part of the class' magic knight concept is underused here. It's bad enough vanilla magi don't get it until level 10. Honestly, that ability should be at level 2.


Sort of feels like Arcana Defender (weapon & shield), Arcane Marauder (two-handed), Eldritch Eye (ranged), and Mystic Dervish (dual wield) magus archetypes should be able to use their magus level as their fighter level when qualifying for combat feats related to their combat style ala the skirnir.


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This got me thinking. What's the logic behind armor bonuses stacking with natural armor? Wouldn't race with armored scales only need to wear armor that provides greater a defense than their body's own protection?

I suppose it could be argued that a suit of armor is absorbing the brunt of the assault, weakening it's overall power due to the loss of momentum and force.

But what do you think?


Who says only western style dragons get mortal kin? Was going to include Primal and Outer dragons, but some dragons in the set were more powerful than others.

Imperial Dragonborn:

Dragonbreath
Forest: 15 ft. cone of piercing
Sea: 15 ft. cone of fire
Sky: 15 ft. cone of electricity
Sovereign: 15 ft. cone of sonic
Underworld: 20 ft. line of fire

Dragonscales
Forest: +4 to Fortitude saves vs poison.
Sea: Fire Resistance 5
Sky: Electricity Resistance 5
Sovereign: Acid, Cold, Electricity, or Fire Resistance 5; selected at first level, can't be changed.
Underworld: Fire Resistance 5


Late to the party, but I thought I'd throw in my 25 cents.

Dragonborn Racial Traits:

Ability Scores: +2 Strength and Charisma, -2 Dexterity.

Size:: Medium

Base Speed: 30 ft.

Languages: Common, Draconic; may choose any languages they want (save secret languages like Druidic) as bonus languages.

Educated: +2 Knowledge (History)

Draconic Presence: +2 Intidimate

Draconic Aspect: Select one of the following traits:

Dragonbreath: You gain a breath weapon based on your draconic ancestry (see below). All creatures must make a Reflex save (DC 10 + 1/2 character level + CON modifier) of take 1d6 for every 4 levels you have. You can use this ability once for every five levels you have. Once this decision is made, it can't be changed.

Black and Copper: 20 ft. line of acid
Blue and Bronze: 20 ft. line of electricity
Brass: 20 ft. line of fire
Green: 15 ft. cone of acid
Gold and Red: 15 ft. cone of fire
Silver and White: 15 ft. cone of cold

Dragonsenses: You gain low-light vision and darkvision 60, and are immune to magic sleep effects.

Dragonwings: You take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot gain height with these wings alone; you merely coast in other directions as it falls. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide.

Dragonfear: You may use cause fear as a spell-like ability 1/day.

Dragonscales: You gain a +1 natural armor bonus to AC and energy resistance 5 based on your draconic heritage (see below).

Black, Copper, and Green: Acid
Blue and Bronze: Electricity
Brass, Gold, and Red: Fire
Silver and White: Cold


Cerberus Seven wrote:
What about a boon or feat that simply increased your caster level in one sphere to the next rank up? Low-caster -> medium caster, medium caster -> high-caster. It's simple, gives a wide benefit, and prevents a single talent from suddenly becoming potentially much, MUCH stronger than everything else. Plus, there's already a precedent for it in how Elementalists and Shifters work (plus I may be forgetting a class or two).

That definitely sounds better, though it should probably be restricted to classes that don't have a class/archetype ability that uses their level as their caster level.


Not sure about making it a feat, the library's massive enough as is.


Wanted to throw something out real quick.


Just wanted to spitball a new boon I came up with:

Specialized Talent: You're particularly adept at a specific magical ability more so than others. Select 1 magic talent. You use your class level as your caster level for this talent and its associated base ability.


Looks pretty good. I had a similar idea where the magus selects a "spell combat style" (Dual-weapon, two-handed, weapon and shield, etc.) and gains different benefits as he levels up. Obviously, some of the archetypes would need to be modified like in some of Legendary Games' class upgrade products, but it'd give the class some more options.

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