Red Dragon

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Organized Play Member. 1,598 posts (2,199 including aliases). 8 reviews. No lists. No wishlists. 3 Organized Play characters. 11 aliases.


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Gortle wrote:
Shattering Gem: my only thought for it was as a precombat buff. Not sure it would be worth while apart from that. But it is a buff that bascially stacks with every other buff.

Unless this is your bloodline spell (and I'm not going to go check if any bloodlines get it), a sorcerer is only going to get a bare handful of 1st level spells in their repertoire. I think that means you need to be really choosey about what you mark blue since a sorcerer can only pick, what is it, three? Would you really take this over a summon or gust of wind?

Gortle wrote:

True Strike: At lot more spells have been made attack rolls with the errata. So probably worth revisting and rating higher.

Remember I'm specifically thinking of sorcerers in this guide

I see that it has four stars now. I think that's the right move.

Gortle wrote:
Vomit Swarm. Not really understanding your comment green is good.

I can see why you wouldn't; there was probably no way to know what I was talking about unless you were in my head.

Casters often end up with a single action left over. Demoralize is a decent use of that single action given the sorcerer's high charisma. The status penalty for sickened won't stack with the status penalty for frightened. Demoralize is also a pretty commonly used action by other classes because frightening an enemy is often better than a third attack except in certain builds dedicated to high attack bonus and lowered MAP. Basically, I'd rather use Rime Slick or Animated Assault which have the same star rating and use my third action for demoralize or true strike an acid arrow.

Gortle wrote:
Agonzing Despair. It just seems too low for damage for a single target will save. Yeah it has some unique features.

I think it deserves three stars. I think it at least deserves a note that if you took fireball this level and didn't take sudden bolt at level 2 you might want a spell that doesn't do the damage type that is most resisted in the game.

Gortle wrote:
Dimension Door what if a small spider from a swarm gets in your pocket. You are now carrying it however unwittingly. Does it count for stopping Dimension Door? Its a question.

It's not a creature at that point. The swarm is a creature but the individual components of it aren't. I mean they're "creatures" in the sense of the English language but not in the sense of the rules, I think.

Gortle wrote:
All in One, One is Al. Dominated enemines are dead enemies anyway I not going to adjust my rating for that. It's useful.

Fair enough.

Gortle wrote:
Implosion: yeah I understand the limits. Still like it. Its a lot of damage for one sustain action.

But it's not just the sustain it's also one of four level 9 spells you can cast and three you can choose to know. I looked randomly for a high level creature that you might reasonably expect to fight multiples of at level 17+ and looked in "Z" and there's the Zaaramun, a Creature 16. It has 291 hit points so hitting each one with this will take off a bit over a quarter of their hit points but only one at a time. And the value decreases if one of them gets killed before you get around to imploding him. Why wouldn't you cast weird and do 56 average damage, frighten them and possibly send them fleeing or outright kill them?

Gortle wrote:

Time Beacon: the rational for my timing interpretation is that both the duration and the effect occur at the end of the turn. Page 469 of the CRB allows you to determine the order of steps at the end of your turn. So I can choose to let the duration expire which means the spell does nothing, or I can go back within my turn and not allow the spell to complete its expiration step.

I'm going to double down on my interpretation and say near infinite turns are possible. All you have to do is keep making the counteract check or not do things that would cause a counteract to be rolled.

I don't think it's intended but I did some more reading and I think you're right.

In the "Turns" section of the rules it says, as you correctly note, that you can do the list of things that happen at the end of your turn in any order you choose. So you can choose "Resolve anything else" before you choose "End any effects."

Once you can cast 8th level spells you could Time Beacon, quickened casting, Disintegrate and then basically tell your GM that you're going to rewind until your target gets a critical failure either by rolling it or by you rolling a critical success and they roll a normal failure. They can either wait for it to happen or admit that it will happen eventually and save some time and let you roll damage. That's 132 untyped damage on average. That's less than you would get by casting Eclipse Burst and Disintegrate and getting failed saves but it's guaranteed, 100% untyped, and may also trigger special effects that occur on a crit (Dread Marshal Aura for example).

Bananas.

Dark Archive

Hi, Gortle. Not sure if you really pay attention to this anymore but here we go anyway!

Before I give some feedback on specific spells I'd like to note that I think you grade cones too generously in general. I find them hard to use without hitting melee allies. This changes once flying becomes more common but before then it's a pain.

I'm going to talk about arcane spells because it's where I have the most experience but I might comment later on the other lists.

1st level

Gust of Wind: Absolutely deserves its rating and probably also deserves a special callout for its bonus effectiveness against flying creatures.

Shattering Gem: I don't think that this deserves four stars. Maybe if you can pre-buff out of combat but otherwise touch range and the tiny bit of damage and damage mitigation aren't worth a spell known or spell slot. I can see it in a staff or wand for when that prebuff opportunity occurs.

True Strike: Is there an errata I'm not aware of that limits this to weapon attacks? If not, this should have 4 stars for its ability to interact with spell attack rolls. Increasing your chance of landing a crit with a cantrip can sometimes do more damage than a 1st level spell by itself and increasing your chance of landing disintegrate is great. At the very least, sorcerers should consider replacing a spell known with this when they get disintegrate or another good spell with a spell attack roll from their bloodline.

2nd level

Blood Vendetta: I prefer staying outside of 30' myself. Outside of confined spaces the action economy generally allows you to keep your distance. I'd rate this 3 stars with 4 stars possible if you have few melee allies.

Illusory Creature: I like the spell but I'd suggest that players speak to their GM about how to define "touches" as in "Any creature that touches the image...can attempt to disbelieve your illusion." In my game we rule that the illusory creature attacking doesn't count as touching because of how the rules of illusion suggest that it normally takes some kind of action to trigger the attempt to disbelieve.

Vomit Swarm: I think it's useful, especially for a sorcerer since they have the high charisma to make demoralize work well, to note that sickened and frightened are both status penalties. This is a much less useful spell depending on party.

3rd level

Agonizing Despair: I'd rate this at 3 stars for the fact that it's useful to have a decent source of non-elemental damage and because it applies frightened even on a successful save. It's still not for everyone and it doesn't compare favorably to fireball or lightning bolt against massed enemies but against single difficult foes it can be very useful with the way that bonuses and penalties make a bigger difference in this edition. It's at least as useful as gravity well.

Haste: I think that either your wording is confusing or you misunderstand how an additional action works. You don't need to use the extra action gained by haste as your first action of a turn, you just get it at the beginning of your turn in the same way that you gain three actions at the start of your turn normally.

4th level

Dimension Door: I'm not sure I understand your question. You mean if the swarm is sharing your space? I don't think it would change anything since you're probably not wearing or holding the swarm. If you're wearing a swarm you have mental health issues that should be addressed before worrying about dimension door. =)

7th level

Time Beacon: One of us is misreading the spell. By my reading the spell lasts until the end of your turn which is also when you choose to rewind time. I think you only get to rewind once.

8th level

All in One, One is All: Potentially a useful spell depending on if you can count summoned creatures or an enemy you've dominated as willing allies.

Undermine Reality: Nothing wrong with your rating I just want to say how much I hate incapacitation. This would be an awesome spell without it. With it I think the kinds of targets that you'd hit with an 8th level spell are likely to succeed or critically succeed far to often.

9th level
Implosion: If you could target the same creature more than once it would be broken. Having to target a different enemy each round makes it, I think, not worth four stars. A fireball heightened to 9th level will do 63 damage on average and save you the sustain actions on subsequent turns. I guess it deserves special mention for being untyped damage so that's a point in its favor

---

Despite this whole essay, I really appreciate your sorcerer and spell guides. They're very well done, I think.

Dark Archive

SuperBidi wrote:

If I properly read the description of the bladed hoop, you only have the d8 if you hold it with 2 hands. If you make it spin it's a d6 of damage with the Free Hand trait.

For Swashbuckler, it's interesting because you can have a free hand (and benefit from the free hand stance which is lower level than the 2-weapon stance) and still have 2 weapons (and benefit from Dual Finisher). I think it's nice to have one with another agile weapon. For me it's a valid weapon setup.

Also, I know this quote is months old and you may have already learned this but keeping the bladed hoop spinning has the manipulate trait which triggers reactions. Unless there's a rule that says free actions with that trait don't trigger attacks of opportunity and the like, it doesn't seem that great.

Of course, maybe dragging out the attack of opportunity for a possible riposte is exactly what we want to do to make sure that even when enemies don't attack the swashbuckler we can still maybe parry and riposte.

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SuperBidi wrote:
Guide updated after the new errata (Finesse doesn't allow to use Dexterity for maneuvers anymore).

So, are Gymnast Swashbucklers basically a dead option now? The strength and Athletics investments make it seem markedly worse than other Swashbucklers.

I guess as long as you don't care about having out of combat utility you can forget about CHA and focus STR, DEX, CON, and WIS.

Dark Archive

Am I missing something in how this feat works or how skills work? Could you not just keep rolling until you have enough successes to heal everyone to full once you are out of combat? Should there not be a limit to how often one can gain the benefit of the feat or is there a rule interaction that I'm missing that covers this?

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Hi, this is Jason Linker and I wrote the Thorn Warden and Rampart for this book. Feel free to reach out if you have questions about the classes.

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Hey, Mark! Long time no see. Tell Frank to pop by here and answer some questions for this guy. It was his creation. And he worked on the older books nearly alone.

Did you know that in the time it took to write this post, I could have emailed him and told him directly? I didn't and now I'm going to bed. I'm great at making the smart calls. G'night!

Dark Archive

Look, for what it's worth, I hear and understand your points. Let's agree to disagree. We don't have to agree on the need here because this is homebrew, not the rules forum.

If this was going to be my homebrew would you say that it is balanced? If not, what would you suggest? But I am brewing up a version that can do study and strike at range. That's why I'm here. This is happening.

Dark Archive

It doesn't work because it can't by default use a signature ability of the class with the signature weapon of the archetype. This is akin to if the magus didn't have any weapon proficiency at all. He'd have to sink a feat in just to use spell strike and spell combat.

Dark Archive

Take a look at the Myrmidarch, a magus archetype meant to make the magus spell strike ability functional to some degree at range. The steel hound is similar but lacks the same built in provisions. You wouldn't expect it to be built to do that and not have a clear path for doing so. That's silly design. At a minimum, it should get them as bonus feats if that's how Paizo intended it to work. Right now, it's not clear. There are only a few rules questions on the board about the steel hound and at least two are "how do I make it work?"

If an archetype doesn't function by itself it is bad design.

As for whether the two feat tax is worse than losing an extract, I'd argue that it's immaterial. If you wanted to spend the feats you might as well take the vanilla Investigator.

It is a fair trade for the significant decrease in MAD that exists when you no longer need Str or Con to the same degree. What you save on those attributes can be placed in Int, partially negating the loss of an extract because you can more easily get more bonus extracts.

Dark Archive

I definitely think it's broken. There seems to have been more than one instance where changes to a main class ability failed to trickle down to archetypes. I'd be willing to bet that the abilities previously applied to melee and ranged attacks and when that changed the SH didn't get an update. I have made that exact mistake before.

Dark Archive

I no longer work with Flying Pincushion and I wasn't around for summoner so I can't answer that one but as I recall, Warlock was supposed to be simple weapons, eldritch blast and its associated shapes, and light armor.

Dark Archive

With no word from on high about a fix for this busted archetype, I need to come up with something. The suggestion without resorting to homebrew,the Ranged Study feat, doesn't work well if you expect to change guns. Which, as I'll be playing Iron Gods, I do.

I don't think it would be balanced to just change study and strike without cost because it eliminates some of the MAD built in to the class.

I think the simplest solution is to add reduced spellcasting and reduce the number of extracts prepared per day by one and then allow the study and strike abilities to be used at range within 30'.

Thoughts?

Dark Archive

Based on Endzeitgeist's review (thanks for that by the way), a few changes have been made. More clarity is added to the Ward ability of Bulwark Theurgist. And to clear up EZG's confusion about familiar stuff and patrons, the ward replaces the 1st level hex, not tose other abilties. It still has a normal familiar and patron.

Spell Loom is clarified and instead of the times per day, an additional spell is sacrificed to "power the loom." This trades staying power for action economy. Yes, you can just nova a single fight and then go to bed. But you'd be a douche. Don't be a douche.

Feybound crone needs work and it's going to get it, just not immediately.

Gluttonous Crone's damage bonus applies only to melee and not touch or other attacks. She is fatigued if more than 24 hours is spent in starving madness.

Clarity added to Majara Bound.

The final paragraph in Voodoo Crafter explains spell preparation. I'm guessing this was missed in his reading. If anything can be done to make it more clear, I'm happy to make a change.

Fixed Papa Legba so that new spells can be learned. Oops. This started as an archetype that got so out of control that it became an alt class and this piece of information was clearly missed in the transition.

Heathen. Ouch. So, today I learned that heathenism is a real thing, an alternative for paganism and especially popular in Germanic neopaganism. I've never heard it used as anything but an insult before and had no idea that people would self-identify as a heathen (in the same way that I wouldn't expect someone to self identify as an idiot). So that's been learned. This was never intended to be insulting and as EZG noted, I was conscious of the implications of using a real thing like voudoun in the Sevite and included a text box to that effect. I'm going to throw this issue at the publisher and we'll probably call it something else. I don't know what yet, but douchebag is on the list.

We'll be uploading with changes to our retailers soon.

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Interjection Games wrote:
Heck, go the extra mile. Make a bloodline, then add a PrC for it. Make a mystery, then add a PrC to it. Want to make one based on my Perfect Bacon mystery? Have fun!

This is going to happen one of these days. The Blood and Mystery book will exist.

Final Tally:
Rakshasa: 3
Celestial: 4
Infernal: 2
Abyssal: 3
Daemon: 2 (not counting (headkase)
Elemental: 3
Genie: 2
Starsoul: 1
Undead: 3
Maestro: 2
Undead: 2
Fey: 3
Aberration: 3
Protean: 2
Impossible: 3

Looks like Celestial squeaked by in the end. From a design perspective, I think it's a good choice. A lot of people like to get into DD by way of Paladin now. How much more would they like a Celestial option? I hope a lot.

If your hope and dream didn't come true here, remember that we'll do a drawing for purchasers where you'll get your chance to choose a bloodline and contribute to design choices if you like.

Dark Archive

What's a cartomancer, what wrong with it, and do you want to make cartomancer part of the $4000 stretch goal if I help you knock out the kinks?

Dark Archive

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I missed this the first time I read through the KickStarter page:

Strange Magic wrote:
Voidstalker - This archetype for the ethermagus base class exists for the sole reason that a base class with a glowy beam weapon is going to make people want a double-ended glowy beam weapon.

We were talking about what we had and what we needed and under ethermagus was "Darth Maul archetype."

So that had to happen. Had to happen.

He's going to be fun to play. I'm looking forward to writing his NPC entry. Kind of a rogue/scout sort of class that's focused 100% on the voidblade instead of worrying about any other the other etherhearts. I think I might make the NPC an assassin. I will be pleased to know how many parties he murders.

EDIT: Broke $1000! Utterly incredible, you guys.

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Ssalarn wrote:


Seeing your name on there is a big part of why I went for the $100 pledge :)

You're the %^&#*@$ best.

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Lindley Court wrote:
You're welcome. :)

If I do something silly like have another kid, I'm naming it after you.

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WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

I'm so incredibly excited that this is live and I can talk about it. Bradley is one of the most talented and innovative developers in the business and I've been so incredibly appreciative of the opportunity to collaborate on this project.

The ethermagus is going to be a boat load of fun to play and the cantor is a cool new way to play divine support for your party.

I'm looking at the kick starter page now and I see we're already almost a quarter funded. That's humbling for me as a guest writer. I suspect Brad is quietly weeping right now.

Dark Archive

Right now the plan is to take a good hard look at the whole oracle book and hammer it into a shape we like better. Once we fix 100% of the things we'll update the listing. If you buy Oracle now, you'll be able to get the update when we publish it.

Any warlock expansion content will come after we're happy with the balance of the class.

Dark Archive

Hell, that's a really good idea. PrCs that supercharge your mystery would be pretty neat. I have so many books to write...

Dark Archive

Aleron wrote:

So basically you'll make the product with so many prestige classes in it then do an extra drawing for a supplement and do one of the selections that wasn't initially picked?

Sounds cool to me. :)

Precisely. I think there will be two of these in the book along with the other stuff we have cooked up and I might release one on the blog at launch. That one will probably be a 3pp bloodline because I like the idea the more I think of it.

I know two people isn't the kind of sample size a statistician would drool over but I'm glad my idea has some traction.

Dark Archive

There seems to be quite a bit of interest in this and in a bigger variety than I expected. What would you guys think of some kind of random drawing, people who buy the book when it comes out can send me a screen shot of their receipt or forward it or whatever and I'll randomly pick one or two and write a PrC like this for whatever bloodline they want. I'll involve them in the creation process and post the finished result on our blog. Is that cool or dumb? I've never done anything nor can i recall anyone else doing something like this so there might be a reason.

Lindley, I'll look up those bloodlines. I have no problem using 3pp bloodlines as long as they are on the web somewhere so I can link to it. I wouldn't want to make something that made a customer buy another book, though otherwise I love working with other 3pp colleague's creations.

Dark Archive

Thank you, Orthos!
Rakshasa: 2
Celestial: 3
Infernal: 2
Abyssal: 3
Daemon: 2 (not counting (headkase)
Elemental: 3
Genie: 1
Starsoul: 1
Undead: 1
Maestro: 1
Undead: 2
Fey: 2
Aberration: 3
Protean: 2
Impossible: 2

Aleron wrote:
Long as Bloodrager can get into it I mean and they aren't necessarily only sorc specific. Didn't necessarily want anything just for bloodragers.

Yeah, the prerequisites are going to be similar to dragon disciple, must be able to cast spontaneously, have some knowledge or languges or what have you. Nothing a bloodrager can't handle.

I think the PrC's will be really good for Bloodrager. Yeah, you'll miss out on greater bloodrage and the DR but looking at DD, you get stat bonuses and natural armor that are pretty great. The nanite PrC will also get some stat boosts but also improve his nanite strike. It'll be pretty cool.

Dark Archive

I was just informed that we're offering a 50% discount on our books at the d20PFSRD store!

Plus, spend $20 in their store and get any d20PFSRD Publishing pdf free! What a great time to get our Oracle, Witch, or Gunslinger book.

Blast enemies into their constituent atoms with the warlock!

Commune with Haitain Voudoun-inspired loa with the sèvitè!

Build a plasma shooting, grenade launching, super gun into your arm with the gungineer!

Dark Archive

Dang it, Kiel, get out of here. Write it yourself!

Aleron wrote:
Love the idea of Nanite.

I'm glad. I didn't even know it existed until a few weeks ago and I knew that was my first choice for one of these PrC's. It gets some neat forcefield stuff and can turn any energy spell what is a ray or ranged touch attack into a laser!

Aleron wrote:
I gotta ask for bloodrager support as well. :)

In the PrC's? Well, I don't plan on putting in requirements that would make it difficult or impossible for a bloodrager to get into, but I'm not sure I want to put in anything specific to bloodrager in this book. There will be products down the road for the Hybrids, though.

Lots of interest here but I'm seeing some common threads.

Rakshasa: 1
Celestial: 2
Infernal: 1
Abyssal: 2
Daemon: 1 (not counting (headkase)
Elemental: 3
Genie: 1
Starsoul: 1
Undead: 1
Maestro: 1
Undead: 2
Fey: 1
Aberration: 2
Protean: 1

I think that's right.

Dark Archive

Fnipernackle wrote:
Rakshasa

Sure, I could see that. More sneaky, more telepathy. Maybe actually make your hands turn around like the crazy Raksha hands and give a bonus to the spellcraft DC to identify any spell you cast because you hands make funny somatic components.

Dark Archive

Hi, everyone! I think the Dragon Disciple PrC is very cool. I really like the idea of heightening the influence your bloodline choice has on your character. I think it's a shame that similar PrC's for other bloodlines have never been written.

So I'm doing it for our upcoming book. I already wrote one for the nanite bloodline. What's your favorite bloodline? What would you love to see get the same treatment?

Dark Archive

I'd sooner make it a die chance where if you were lucky you would get an extra shot from your empty gun.

But in any case, the basic dirty harry special can be made pretty early with a high capacity cylinder and an elongated, wide bore barrel.

The wide bore barrel and its subsequent increases (huge bore and cannon bore) are neat and pretty interesting. You get a bonus to damage but a decrease in attack for attacks after the first to represent the increased recoil. I was proud of that idea for whatever reason.

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Lord Mhoram wrote:

Having just picked up Into the Breach Gunslinger and Gadgeteer: Mother of invention at the same time, and our game runs gestalt...

I really am toying with the idea of supercheese and gestalt the Gungineer with the Gadgeteer.

So Brad, how would Custom Weapon Gadgets interact with the Named Weapon. *Evil Grin*

I figure you would have to cover it in SP like an enchanted weapon.. but the concept just appeals.

I really want to write a prestige class that makes a gadgeteer melee weapon and a gungineer’s pistol and does amazing dual wielding stuff. I love Brad's gadgeteer and the combination of the two is utterly appealing.

Dark Archive

I actually did write an Inquisitor archetype that uses carved bones as ammunition. I'm fairly certain I didn't call anything a boner though because I pretend to still care about the respect of my peers.

Dark Archive

Jamie Charlan wrote:

Definitely some energy Arm-Cannons.

Not enough of those.

I wouldn't let mega-man escape my notice. The 5 point high level grip mod integrates your 1 handed firearm into your hand/arm.

boring7 wrote:
Dubstep gun. Kills with the power of Dubstep.

It has killed me just thinking about it. I am now dead.

boring7 wrote:
Reverse Gun: instead of shooting projectiles out, it teleports a projectile away and then pulls it in, potentially through a target.

Zombie YD here. This bad because no braaaaaains

boring7 wrote:
Scroll-Gun: Load a scroll, spell comes out the barrel.

This is actually a super neat idea. I have no idea how to implement it in a balanced way yet.

boring7 wrote:
Equipment Failure gun: Whether it's rust monster-blood bullets or oddly-targeted disintegration spells, making a target's stuff go "foof" can be hilarious.

Only if it's temporary. I know my players are pissed when disintigration robs them of sweet loot.

boring7 wrote:
The Tooth Gun

What did I just read? I'll never get that image out of my head. Uh, and they even specify that it doesn't have reproductive organs which is something to be thankful about, I guess, but still foul beyond measure.

OSW is doing a class with biologically grown weapons and this is probably right up his alley. I'm going to so somewhere and try not to close my eyes. The inner workings of that gun now reside in my eyelids.

Dark Archive

I have not done a bolter or something that deals splash damage other than the bomb launcher.

Dark Archive

I didn't write the automatic quality. Paizo did.

I'm not comfortable giving automatic weapons two different qualities depending on whose book you're using.

Cones are possible, though. There's a dragon's head for your bottom rail or the thermodynamic water chamber that does some ice stuff and a cone on superheated steam, too.

Jamie Charlan wrote:
Wide Lines would be nice, rather. corridors of death would be a nice compromise between "just another line" and "wideass cone", allowing for good range. You can get a lot more mileage out of those 3-wide MAPWs than the teeniest ones or just one line often enough.

The automatic quality allows you to make more than one attack with it with feats or iteratives. So you can make a nice wide line with the 20 or 30 round mags available to a gungineer.

Dark Archive

The gungineer’s named gun does not misfire. Also I think shooting in a line because of the automatic quality would be good in confined areas. Unless you had something else in mind?

Dark Archive

Ciaran Barnes wrote:
Heckler & Koch MP5A5

A submachine gun like this would be a fairly common low to mid level selection of mods. Lets start with a two handed named gun to go with a fixed stock MP5.

Add a "20 round magazine" to give the named gun a big capacity and the automatic weapon quality. That's going to cost a fortune in metal cartridges so lets add an "alchemical power source" for another 3 points so now all we need is to feed this baby plain bullets. I still have 2 points as a 5th level gungineer so lets add "sufficiently advanced technology" so that attacks count as magic for overcoming DR or hitting incorporeal monsters. Finally we can add a reflex sight for +1 to hit or a heavy barrel for +1 damage.

Boom. Your gungineer is rocking an MP5.

Dark Archive

Onyewu wrote:
Tractor beam--for those pesky far-away magic users you want just a wee bit closer to your heavies.

I'm making a grappling hook bottom rail attachment that will give some utility for climbing but also be able to grab a mofo Mortal Combat Scropion style.

Onyewu wrote:

How bout an anti-magic ion gun (or whatever you want to call it)? Maybe it turns off certain magic items...or called shots to localize the effect even more

Or it could interfere with the spell source of a caster to make it more challenging for them to do their thing.

I had not considered that but I kind of love it. The power of science shall prevail.

Onyewu wrote:
That sounds a bit powerful so maybe a more drastic misfire chance or competing DC's to make it a little more challenging.

It doesn't matter for the gungineer. I just make it cost more points or be usable fewer times per day. Though I am tempted to make it have a misfire chance just because temporarily suppressing all magic effects on a hapless gungineer is hilarious.

Dark Archive

Jamie Charlan wrote:
Nah more as in "GDI". Orbital flight and deep holes where power plants used to be. Basically what the average blaster caster aspires to.

Ah, right. Again, that'll have to wait for Mythic.

Jamie Charlan wrote:
Well I figure not everyone wants giant blue beams all the time for everything, however odd that may sound. Plus skippy fireballs and all.

I'll have to think about this.

Jamie Charlan wrote:
In this case it's a weapon from over in gurps: The idea is that you take a typically fatal accident: phasing, hyperspace or teleportation errors, and apply them to the end of whatever barrel or barrel-less vectored weapon that you're using. To bypass silly crap like intervening moons or shields or reactor core housings that thought they stood between you and hilarity

There was another poster who wanted to be able to make a "lazy gun" from Ian Banks. I think the next batch will have something that combines the ridiculous randomness of a rod of wonder with a gun.

Jamie Charlan wrote:
Where be this, and does it combine well with Aegis (I can't tell you the totally secret unobvious obscure reasons one would want to multiclass with that)?

Over here

I think they'd meld pretty well. They both key off Intelligence and the gungineer's good reflex save will shore up the bad save of the aegis. You'll probably want to use astral skin, though, instead of one of the other heavier options if you want to make use of the free AC from the gungineer's Nimble ability.

It really depends on what you want. You aren't going to be able to access they highest level mods or astral suit customizations but you'll have a boat load of flexibility and a really interesting character.

Dark Archive

Interjection Games wrote:
If you have Uncanny Dodge and pick up that addon, do they interact?

Dang it. They'll stack and I'm a moron.

Pillbug Toenibbler wrote:


Oooo, a Moderate Self Aware mobile sentry... with an AI based upon Navi from Ocarina of Time. ;)

I made it and you can find it on the blog. You'll have to provide the obnoxious fairy personality on your own, though.

Brambleman wrote:
A hookshot, preferably one that can be attached under-slung to another gun, or removed and used separately.

This will be in the next batch, though it will, like the rest, only be available to the gungineer. If there was enough interest in more guns and gun-like items, we could write up a micro-product with that stuff.

Brambleman wrote:
A shell that can launch a bag of caltrops.

A spiked chain net that acts as caltrops when the guy inside excapes is on the blog.

Brambleman wrote:
A hypnosis ray. Charm, stun, or Confusion.

I have mostly stayed away from stuff like this. I love the hard sci-fi stuff like a particle accelerator gun and don't get as excited about pulpy mind control rays of the sort that are foiled by, well, foil of the aluminum sort. I'm not counting it out but...meh.

Brambleman wrote:
A gun that shoots living ammo that continues to fight/damage after it hits. (like a leech gun)

You, sir, should check out the biomunitioneer that Oceanshieldwolf was talking about up the thread a bit.

Jamie Charlan wrote:

Steady Photon-Belt III, Supernova, Hyper, Shock or Giga Wave Cannons

(Because hostile kingdoms/planets/planes-of-existence can't have nice things)

If enough people want rules for a mythic gungineer, this will be forthcoming. Also funny.

Jamie Charlan wrote:

Dantalion's Flute

(Because it's a pretty name with similar results)

I had to look this up and then I got sucked down an R-Type rabbit hole for a while. I'm back now. I am going to do something that needs to be charged up to work, though I probaply can't use this (admittedly awesome) name.

Jamie Charlan wrote:

The Ion Cannon

(Because)

Like from Star Wars? What knocks out your electronics?

Jamie Charlan wrote:

Plasma Beam

(Makes for a nice low level eldritch blast)

The migh level mod "Fusion Bottle" shoots plasma. There's a lot about this class that's warlock-esque in retrospect. Especially when you work your way up to a magical power source and forget about the stupid bullet and gunpowder crap.

Jamie Charlan wrote:

Fire Flowers

(Parce que)

Like Mario?

Jamie Charlan wrote:

Ghost Particle Cannons

(Anyone that can't appreciate the artful beauty of using warp, hyperdrive or transporter technology to turn relativistic particle beams into horrific telefrag artillery barrages has never known love in their cold heart)

Are we talking about neutrinos?

Jamie Charlan wrote:

Gamma Ray Bursts

(Wizards can create universes and alter others to suit their tastes. In comparison, being able to punch some ionizing holes through nearby planets is pretty f***ing tame)

Again, if there's a desire for mythic gungineer rules I promise to bake entire worlds in exotic radiation and salt their fields with fission bombs.

Jamie Charlan wrote:
Some of this stuff might be "work towards at higher levels" but if you can level up into "bigger campaign-breakier spells", you can level into "brighter, more energetic electromagnetic events" as well! No more holding back "Because best gun shouldn't be as strong as a bow which shouldn't be as strong as fireball"! My Aegis demands seven-loops of happiness and charge!

I'm totally with you. One of my design goals was to make a gunslinger that had the same kind of exponential progression that full casters get instead of the linear progression martial classes are forced into.

Jamie Charlan wrote:
Edit: Also Golarion has giant laser-spewing robot spiders for crying out loud. Ammunition counts and worries, if even applicable, should involve the burst-limiter on your drum's feed system for the happy little rotary you lug around with 22 strength, not some prissy pouch of lead pebbles in powdered paper.

You might like the gungineer then (assuming you didn't buy it already). You get access to power sources (among other mods). The steam and alchemical sources provide propulsion and you only need to keep feeding it bullets. Later on you can get the magical power source and stop worrying about bullets, powder, and reloading like the filthy commoners. You're a maker, a creator, a gungineer.

Dark Archive

Rite Publishing wrote:
YuenglingDragon wrote:
Rite Publishing wrote:


Come and find out if those who meddle in your affairs are crunchy and good with ketchup.
Do you read the Laundry Files books by Charlie Stross? That's like his favorite description of elder gods.

This actually much older than that, and comes from a Dragon Magazine article, and a t-shirt you used to see at GenCon all the time about dragons.

its also a bit of a meme

You learn something new every day...

Dark Archive

Rite Publishing wrote:


Come and find out if those who meddle in your affairs are crunchy and good with ketchup.

Do you read the Laundry Files books by Charlie Stross? That's like his favorite description of elder gods.

Dark Archive

Alright, I changed the harness mod to require one hand and take a small penalty against sunder checks. That should fix the balance issue there.

Moderately self aware now grants the uncanny dodge ability as I thought that most adequately described the value of having a gun that looks around for you.

Dark Archive

I might also change the harness mod. Going from 2 hands to no hands is a little hardcore for 3 points.

Dark Archive

OK, guys, the first round of new mods is up and running!

In this update we have saw blade guns, intelligence, ice, gravity, nets, and more.

I think Moderately Self Aware is too weak for 5-points and have to figure out some additional abilities for it. What do you think about it effectively granting all around vision as it warns you of danger?

Dark Archive

StarMartyr365 wrote:
THIS!

Really? Out of all the sniper rifles in ME3 you want the Incisor? That thing was terrible.

I guess I should consider something that effectively mimics deadshot and a 3 round burst might be the thing. I'll look into it.

Dark Archive

LazarX wrote:
The Purity of Violence wrote:
Phased plasma rifle in the 40 watt range.
40 watts? That's about the strength of the bulb inside your refrigerator.

Less if it's not incandescent. But give James Cameron a break. He's not an engineer

Dark Archive

The Purity of Violence wrote:
Phased plasma rifle in the 40 watt range.

But we never get to find out what such a thing does since LA in the 80s was woefully short on them. They had phone books, though.

Dark Archive

http://wh40k.lexicanum.com/wiki/Tyranid_Bio-Weapons_Thesis

I think you'll enjoy. Click around and read about the weapons. A fast growing seed pod, writhing and burrowing worms and all kinds of neat stuff.

Dark Archive

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Oceanshieldwolf wrote:

As for firing living creatures, check out my blogpost on the Symbiote Base Class in development. Specifically the Biomunitioneer.

Some more tinkering with the concept in the seventh MCA thread led to adding the Swarmgunner to the Biomunitioneer - that's right, like a flamethrower, only you have a swarm under your control.

Do you play 40k? If not you need to research tyranid weapons and get your mind blown by a hydrogen filled grub that autodarwinates on contact in a most fiery way.

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