deuxhero's page
3,191 posts. No reviews. No lists. No wishlists.
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Maybe some kind of penalty for using non-piercing reach weapons (and perhaps 2 handers in general) in enclosed spaces? They're pretty top tier weapons as is and could stand to be knocked down a peg.
Bjørn Røyrvik wrote: deuxhero wrote: If the new system is supposed to be setting neutral, I'd like to see a Ravenloft-esque technology level.
You know that Ravenloft level tech can range from basically stone age to post Renaissance, right? Exactly. This would mean that for relatively little effort the system would support such a broad range of settings by just saying "X setting is TL ____" instead of re-writing the equipment section entirely per setting. It also means different cultures within a setting can have different levels (A place like Milan or Lantan could be a greater TL than its neighbors) like Ravenloft has. Also big for planet hopping sci-fi games as it can quickly set the abilities of the local natives.
Best way I can think of to handle TL disparity is to give a bonus/penalty to hit armored based on difference between weapon and armor material (a steel spear isn't particularly more lethal than a bronze one, but it will penetrate armor better). Something like stone/bone>bronze>iron>steel>hardened steel with each step giving +2/-2 each step of difference. Certain things would sit outside this (slings, being based on propelling lead to a high velocity, didn't really change much with material advances).
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Wonderstell wrote: The only reason you'd have to choose the Shifter is because the druid feels complicated. Kind of like playing a Warpriest with negative wisdom because you feel spells are annoying to remember. That remind's me of Shifter's biggest flaw: A Druid with negative wisdom is better at it in everything except BAB (meh). A class focused on shapeshifting ought to at least be the best shapeshifter or a serious contender, but loads of existing shapeshifter options were better in every way.
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In 3.5 parts removed form a creature returned to their natural form, and I'd guess it's the same for PF (I can't find anything one way or another). Since you need some of those parts for polymorph you'd get one of their natural form. Simulacrum with eschew material components/false focus is a whole nother can of worms.
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Rysky wrote: Because there was a post I wanted to respond to? I’m allowed to post on these forums same as anyone else thank you very much. As in why are you, the character, helping her get the throne. The AP is unsure of why your characters need to be helping.
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Rysky wrote: Uh, WftC’s conflict get established from the get go. Trying to get Eutropia on to the throne. Why are you doing this?
Is Taldor a land where
a: Women can't inherit but are otherwise equal
b: Women are treated worse then men, including unable to inherit
c: Only the position of Emperor can't be inherited by women.
Depending on which source you ask, you get a different answer. Lots seem to work on a or b, but have plenty of female nobles that seem to have inherited their title.
The player's guide was clearly written after the fact, but contradicts the AP at many points. Aside from the fluff, you've got crunch like how one of the noble families gives a bonus to influencing crowds, which simply doesn't come up in the AP for several books (if it did at all)
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I don't see WftC being that good. In-fact, it's one of the worst instances of lack of a clear overall vision. It never clearly established the exact nature of its primary conflict so each author's depiction on the details is all over the place. Likewise, as far the actual plot goes, only two factions for control exist, but there's supposedly a bunch of others you only get the name of. Gameplay is all over the place too, often picking UI stuff at random.
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A personal demiplane with Forbiddance targeting all but a small "receiving" area and store your phylactery (plus spare spellbook and whatever else you need) in an area that can only be accessed by teleportation. This makes it so only creatures of your alignment can reach your soul.
Hard part is getting both Forbiddance and Permanency on your spell list.
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Horse types. There's only three "normal" horse types and heavy horse is strictly better than light horse after the (negligible by level 3 if not 2) cost. If most higher level adventurers have them, it should be expanded to types like Courser (higher speed, lower strength) and pack horse (higher strength, lower speed)
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Some kind of compilation book for the best softcover mechanical stuff with the known errors patched and stuff made to work with newer stuff (like early spells added to Hybrid and Occult class lists). I think something like this could still be done for the 20th anniversary of 3E's core+the d20 system in August.
Rogue that gets light pick, light hammer and handaxe instead of shortsword, and rapier. Weapons that resemble tools and provide each damage type instead of obvious bladed weapons. This comes at the cost of them being worse weapons overall.
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Has the old ascended pantheon returned? Does it include the more obscure ascended deities (Gruhastha, Kurgess and Milani) now?
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Higher level versions of Second Skin.
Higher level version of Reconfigurable Clothing that can become any non-armored clothing desired. Something between it and the various illusion/hologram disguise options.
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On Churn Fluid: It's limited to the listed items and "non-damaging fluid with no other game effects". This wording ought to be looked at since rules for thirst exist, which blocks anything potable.
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Comparing it to existing spells could help simplify it. The only thing that really makes trapping someone in a book different from trapping them in a demiplane is the book is populated and potentially has valuable stuff in it. The valuables can be handled by making them become mundane items (they're powered by the magic of the book or something like that) and work like stuff created by Marvelous Pigments if taken outside the book.
Quote: Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials The time can be a subset of erratic time.
The size isn't as big as you'd think. Only the scenes in the book would have a physical presence, everything else would be some kind of fade to black as they transition between places. The key would just give the holder the ability to go to places outside of linear order.
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One option is to pair the trilogy APs with more experimental APs of concepts that wouldn't necessarily support a full 1-20 campaign.
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Tacticslion wrote:
Is the plane Infinite, though? I know in 3.x and 4e settings they were, but I was under the impression that planes were not Infinite in PF (though arbitrarily large, relatively speaking, so it may kind of be a moot point for most).
"effectively limitless" is how Planar Adventures described it.
Diamonds are renewable in the real world, you can make them from the extremely common carbon, though the tech is a fair bit beyond what PF normally has.
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Well True Creation, Create Armaments and Limited Wish/Wish (which I forgot to list) are supposed to do that turning diamonds into whatever thing. With planar travel, diamonds are infinite in PF: The Plane of Earth is "effectively limitless" and filled with gems (The whole being infinite thing makes one question how they have value, but PF and economics don't mix).
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True Creation and Create Armaments can both turn diamonds into anything.
Fabricate, Create Armaments, or Pellet Blast with False Focus can create adamantine (or any material for the first two) from nothing.
Freehold DM wrote: ...monster poop is a valued item now? Doctor Zoidberg wrote: I've been making fine jewelry for years, apparently.
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Council of Thieves and Ruins of Azlant both had distinct parts and could have befitted from a split into two APs.
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Modern was a 2002 release. Considering 3.5 came out in 2003...
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d20 Modern made casting classes into prestige classes that could only be entered at level 4 or higher. This gave casters limited progression (only 10 levels of casting, resulting in 5th level spells at 13 being the endcap. It also ensured they were 3 CLs behind normal.
You know what happened? Casters were still the most powerful classes in the game. They just had to gish/arcane trickster or abuse rituals, but their problem solving abilities remained really strong (especially since the world was less prepared for their tricks).
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Hexblade is a 3.5 class that, being from the same book that gave us the awful Samurai class, is only useful as a dip or prestige class entry. Duskblade is a much later class that did what Hexblade was trying to do but competently. Hexblade is also a 5E Warlock subclass.
Anyways
Iron Collar of the Unbound Coven is another item that lets one form covens.
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PFSFG wrote: Within the Repository’s walls, 66 tongueless criminals purchased from Absalom’s courts labor constantly under powerful geases to transcribe and illuminate approved reports from Pathfinders to produce new editions of the Pathfinder Chronicles for distribution around the world.
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Well it would be more underwater.
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Waterdeep is about ~9000 feet east to west and and ~15000 north to south and has water on both south and west (with south being the docks). Absalom is ~27600 w/e and ~23000 n/s, and that's not even counting the areas beyond the walls, and only has water directly to the south. Assuming they're swapped in a way both still have their docks, Absalom would be underwater.
Making it work geographically, you've got to answer how cross planar divine classes work.
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The only thing he really does that's unique is his mutation of sorcerers.
One thing they could do with him is have him die of old age, and for many False Dmitrys Razmirs to pop up taking advantage of the fact that nobody knows what he looks like. Could even add the wrinkle that one (or more) is a clone of Razmir.
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Adam Daigle wrote: deuxhero wrote: Will Aroden's edicts, and anathemas (from when he was alive) be listed? Nope.
While it might be something interesting for folks to know, it's not useful since he's dead and can't grant spells. A shame. Hopefully they will be included in Legacy of the Lost God or The Dead God's Hand since both look like they'll be focused on him.
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Alter Self can't mimic specific forms. That should include forms you've already taken. This shortcoming is why the False Face spell exists.
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Will Aroden's edicts, and anathemas (from when he was alive) be listed?

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300+GP: Masterwork Weapon
25GP: Alchemical Silver Light mace (enough things have DR bypassed by silver or bludgeoning you want this)
4GP: Cold Iron Dagger (Enough things have DR bypassed by cold iron you want this. Also certain effects like entangle and swallow whole can be bypassed with a light slashing weapon)
203GP: Darkwood Buckler (no ACP shield bonus)
1000gp: Cloak of Resistance (Everyone should have it, and your class is tied with Rogue for worst saving throws in the game)
750GP: Wand of Cure Light Wounds or Infernal Healing (get party to split cost)
50GP: Oil of Bless Weapon (keep outsiders from ruining your day)
50Gp: Oil of Magic Weapon (keeps DR bypassed by magic from ruining your day before you get a magic weapon)
20GP: Alchemist Fire (Never know when you need to set something on fire, especially when swarms exist)
80GP: Scroll of diagnose disease+healer's kit+antiplague (disease is horrible, especially on a low fort save character. Combine these items and you can get a +7 to make a save vs. disease)
75GP+: Some kind of hands free item hit with continual flame. Easy options are ioun torch and some kind of necklace/bracelet chain.
175 Masterwork Studded Leather
That's 2732, plus the cost of weapon you're making masterwork. Add from the following.
Lots of lamp oil rigged as bombs (swarms).
Some kind of ranged weapon (Even a sling with bullets helps a lot, but if you're going to be a dex based character get a proper longbow).
Rope
Soap
Extra clothes
25/150GP Scroll of Lesser Restoration (or split the cost of a wand of it made by a Paladin with the party)
52GP Air Bubble potion in Potion Sponge (Saves you from drowning)
17GP Waterproof bullseye lantern
.5GP Waterproof bag
.5GP Poncho (You did mention bad weather...)
50GP Masterwork Backpack (Carrying stuff is less important when you have a ship, but still useful on a dex character)
Bedroll, Waterskin
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Nethack says it's morally OK (If it's safe is another question.) to eat anything but your own species (unless you're an orc), unicorns that share your alignment, and eggs you laid (generally while polymorphed).
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Will all deities included have Edicts and Anathema listed? That alone would greatly expand a lot of under developed deities (The Tian Xia pantheon...)
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Inner Sea Gods wrote: [Milani] was a saint serving Aroden for thousands of years Quote: The church [of Iomedae] is known for its many saints, all of them dead mortals granted power and sometimes a new form in the afterlife. In many cases, these saints are the patrons of particular churches or military orders, and may only be known to locals or religious scholars. Quote: [Infernal Dukes are sometimes treated as] honored as saintlike patron beings among Asmodeus’s faithful. (It's also used to mean "very Good person" and )
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This has actually been answered in first edition. Problem is the source is very obscure: The PFS sanctioning document for Iron Gods
Quote: Casandalee is a neutral goddess who grants the Artifice, Charm, Knowledge, and Void domains (and the Construct, Love, Memory, and Stars subdomains). All one-handed technological firearms (such as laser pistols and zero pistols) are considered her favored weapon, and a cleric (or other character who would gain proficiency in her favored weapons as a result of worshipping her) can fire a timeworn one-handed technological firearm once per day without expending a charge or triggering a glitch
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I'd like to see something released on August 10, 2020 (the 20th anniversary of 3rd edition/the OGL) just to say it lasted that long.
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The classics! Vampire, (Advanced) Flesh Golem (With creator), Mummy and Werewolf.
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There's multiple PFS scenarios in Rahadoum. Presumably they have information about how they function (is any religion a death sentence?), though I've not played any of them so they might not.
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She's god of Paladins. How many Paladins aren't full of themselves?
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If you have a Wizard, make them cast Obsidian Flow. The 40 foot diameter circle of obsidian it makes is instantaneous. That's an entire room of the Horn that's covered in sharp, slippery obsidian that needs to be painstakenly de-glassed before it can be used again. If you really want to have fun, give them a Widening Emerald to double that size. 80 feet is enough to get even the large rooms and corridors (Just a quick look shows E9, 3-5, 3-9, 2-16, 2-20, and 1-27 can make use of this) covered.
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Quote: How to make a Hellknight magus work? Roll Profession, or use the downtime system from Ultimate Campaign.
Jokes aside, being a member of the organization without being of the class is the best way.
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In Eberron the answer was that elementals are thoroughly alien minds with desires that don't truly make sense to humans: The fire elemental just wishes to burn, not caring about who/what burns.

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UnArcaneElection wrote: If only Sorcerer had an archetype that got Skald's Spell Kenning . . . .
Philippe Lam wrote: WagnerSika wrote: Hell Knight Signifier in Hells Rebels? I am not very familiar with that AP but rebelling against the State does not sound like something the Hell Knights would approve of. Ultimately, Hellknights are loyal to the concept of law as a whole, not specifically to a country or an individual. They view any chaotic act as crap in nature, but there's justifying Kintargo could use another kind of governance. If an order decides to attack the empire, they would still be fine with their own code even if the majority would disagree. They don't especially like much the queen creating a shadow order of Hellknights without approval of their leadership, either (the Glyph).
{. . .} Also, ** spoiler omitted **
Non-spoilers from Player's Guide
Quote: Hellknight (The Inner Sea World Guide) or Hellknight Signifer (Paths of Prestige): While on the surface this might seem an inappropriate choice for Hell’s Rebels, the development of the rebellion in Kintargo actually does set up opportunities for a Hellknight PC to take part. You should speak to your GM about this option if you wish to play a Hellknight hopeful, as he or she will have advice on what orders would be best to join. In any event, you should avoid focusing your character on the more infernal or diabolic options available for the class. Less blatantly...
Quote: Order of the Torrent: Kintargo’s own Hellknight order has been strangely quiet since martial law was enacted, and its leader, Lictor Octavio Sabinus, has been missing entirely. Quote: Your interest in one of Kintargo’s celebrities could be completely benign, with the NPC acting as a muse, inspiration, or role model for you that you used to guide many life choices leading you to this day.
[...]
all five of the local legends listed below have been rumored to have ties to the Silver Ravens
[...]
Octavio Sabinus (male human; Strength): The Lictor of the Hellknight Order of the Torrent might seem an odd choice for admiration, but Octavio’s physical stature certainly lent him all the support he needed to command a room
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For Norgorber, it's established him and Aroden are enemies.
Quote: Norgorber represents the darkest urges of humanity, the murderous, self-destructing impulses that keep the race unable to escape its worst depravities. That the villain managed to coax divinity from the very Starstone that Aroden had raised from the ocean depths made Norgorber—and his debased followers—sworn enemies of Arodenites everywhere. If he did it, at least (according to Starfinder), he'll get what he deserves, being devoured by Lao Shu Po (and even if he didn't, he's still an evil god that deserves it).
Achaekek seems like a good candidate.
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Dead God's Hand Description wrote: Based on Pathfinder Publisher Erik Mona's multi-year, multi-group office Pathfinder campaign, The Dead God's Hand takes new players and Game Masters on a deadly adventure filled with dungeon exploration, ancient mysteries, and phantasmagoric tests that see them reliving events from the life of Aroden, the dead god of humanity whose murder triggered the beginning of the current age! (On a side note with Dead God's Hand and the descriptions of the second 2E AP, it looks like we'll learn more about Aroden. Neat.)
Who do you think did it? Why then?
Aroden had a lot of deities who would benefit from his death and many enemies of deity power. Asmodeus gained the most from his death. The Aboleth still have a grudge against Azlant as far as I know. Do they have a deity?
For why then, I think it's just that a god could be literally anywhere, but this time they knew where Aroden would be.
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If the Extinction Curse PCs run a circus, are they still murder hobos?

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Idealist (Cleric):
Best case: Power: +2 Versatility: +2
Worst case: Power +0 Versatility +1
Planar Bond is a straight upgrade, giving extra spells as spontaneous options for no cost. The real big star here is Invoke Realm. Invoke Realm's power is highly variable with plane selection, which is very setting dependent if you aren't using Golarion. Regardless, it's pretty easy to bust.
Note the bolded part in it "Within the radius of the idealist’s channeling, all alignment and magic planar traits are suppressed and replaced with the traits of the plane that matches the idealist’s planar bond. This includes alignment, gravity, and magic traits (see pages 58–63 for information on planar traits.)". It includes those effect, not is limited to them.
This means, depending on your plane, you can render flightless creatures unable to move, give some kind of pseudo flight, make the ground sapient, make objects impervious to everything, create an area of water, make people save or be blinded as well as save or explode if they're at full HP, stop magic, give everyone (including yourself) +2 CL, and everything time trait can do. Remember: the only spell that even slightly fiddles with time, Time Stop, is a 9th level spell for a very good reason, and one could argue that only speeds you up.
Even if Invoke Realm did nothing and just cost Channel Energy, for several planes the extra spells are worth what is normally just a battery of extra healing.
Sunsinger (Skald)
Power -1 Versatility -2
An archetype replacing Spell Kenning, a classmaking source of tremendous versatility for a Skald, needs to have a damn good ability to make it worthwhile. Channel energy but slightly better against sun hating creatures is a horrible trade.
Invigorator (Paladin)
Power -2 Versatility -2
You get to give (not that much) damage reduction a very limited number of times per day in exchange for smite? That's giving up most of your offensive for very little defense.
Sword Devil (Ranger)
Power -2 Versatility -2
In exchange for pretty much anything class defining (other than combat style), you get a random assortment of swashbuckler levels, including strictly worse weapon finesse at level 4, three levels after you want to start hitting things with dexterity.
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Fighter can used Advanced Weapon/Armor Training's item mastery to mimic casting a few impressive effects. There's a guide to it. The Conduit Feats from Planar Adventures also add some SLA abilities to Fighter.
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The Runelords were also mythic. Razmir is not, yet as a Wizard capable of casting 9th level spells can easily be mistaken for one.
I'd go with just really powerful important people unless they have Divine Source.

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I posted 3 Oracle archetypes that aren't yet included in the document back on page 22.
Ocean's Echo
Power +1 Versatility -0
For the low price of three revelations, you gain all the useful Bardic Performance abilities at full power with no restrictions. Only one of the spells (Sound Burst) is already on the cleric list, and it's not a bad one. Not getting any revelation till 7th level (and thus not being able to take Extra Revelation) hurts a bit, but not enough to cost versatility.
Planar Oracle
Power -1 Versatility -1
This archetype swaps out the bonus spells for a bunch of spells already on the Cleric list (Shadow Walk aside), and they aren't even good ones to have every day. It also swaps out the third revelation with one that's actually strictly worse than one 4/6 of the recommended mysteries get. The final revelation also doesn't understand how Native Outsider works. This archetype isn't cripplingly bad, but it's terrible in the sense that archetypeless is better than this at literally everything.
Prophet
Power -0 Versatility +0
This archetype is just one weird (but useful) revelation, some decent bonus spells and some OK skills. Immediate action free augury or free commune is worth a revelation, and might even be worth Abundant Revelations.
River Soul
Power -1 Versatility -2 (-1 in water campaign)
Whoever wrote the replacement curse missed that Oracle curses are a class feature and are, at worst, supposed to be a hindrance in exchange for a greater boon and instead wrote something that has a pure, crippling, negative. The wording means even if you have a backup vial you're screwed when one is destroyed. This could be forgiven if the rest of the archetype was awesome, but it isn't. The first revelation could be useful if it was always on, but with a duration measured in rounds it's useless. The 11th revelation is almost never usable (water campaigns tend to be based on oceans/seas, not rivers), is very unclear what it does if usable (the author seems to have forgotten how big rivers are), and pretty useless even in the best case scenario (you can hide in a single point of a river for an hour). Some of the spells are OK I guess.
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I know about the article, but it's almost all about Aroden's history and his present influence. This is to the point the "Dogma and Worshipers" section has nothing about his dogma!
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Note that Wall of Fire is a valid target for Permanency. Not damaging objects has some interesting implications. You can't make steam by putting a decanter of endless water over it.
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