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![]() Name: Sekhmet (named for the god whose bloodline flows distantly in her veins)
Name: Sarema
Name: Akhen
Adventure: The Half Dead City
The Gory Details: Short version? One member split off, them all spread out, and two of them already rather wounded, plus some bad luck meant it did not go well for them. Spoiler: So, after two PCs took a lot of damage from the first volley in the trapped corridor, and I almost dropped them when the Wizard didn't order his Unseen Servant to stop pushing down on the (auto-resetting) dart trap - he said 'I move back' just as I was making the second attack rolls, and I said "And the servant?" "Oh, it has to follow me because of the range..."
After that, they were all very paranoid of traps, sending their trap-finding Alchemist forwards to check things, sending their Bloodrager to open doors. Took a bit more damage from the Giant Solifugid and the Sandling, did enough healing to get people back on their feet, but several were still quite dented. In the False Burial Chamber, the Bloodrager opened the door and went in, the alchemist went up to the sarcophagus to check it for traps, whilst the cleric lurked at the door, and the Wizard further back. So when it turned out the trap trigger was stepping onto the raised area at all, not the sarcophagus itself, the shock trap was enough to immediately drop the Alchemist, as the doors slammed shut, the Bloodrager stayed inside, the Cleric dashed inside... but the Wizard was too far back, and trapped outside. With the only light spell, meaning the Cleric couldn't see whilst the Sarcophagus animated and leapt into combat As the water rose, the unconsious Alchemist started having to make rolls not to suffocate from inhaling water. The Bloodrager could not roll for toffee, and kept on missing the sarcophagus. The Cleric lit a torch so he could see... just in time to be grappled, fail to escape, and then swallowed by the Sarcophagus. Because of the aforementioned dentedness, the 'chew' it got as it swallowed him dropped his hitpoints negative. The Bloodrager lasted a while and did some damage, but when she ran out of Bloodrage rounds, the Fatigue penalty plus continuing poor rolls against something with Hardness meant she couldn't drop it before it dropped her. At which point she's rolling not to drownn too... This was about 6 rounds into the combat - about when the Alchemist failed the roll not to drown. So, drowned Alchemist, drowning Bloodrager, and suffocating Cleric. We could've tried to work out their chance of still being alive after 14 rounds of increasing DC checks when the doors unlocked, but given when the Wizard saw the bodies, saw the still-active sarcophagus... he not unreasonably turned and ran, it was rather academic. Technically the Sarcophagus should've pursued him, and he should've faced the Ghost Scorpion on the way out, but having not been able to find a way to fudge it to save lives earlier, I cheerfully had the sarcophagus stay in its room and the scorpion be a treat for the new returning party. And now that Wizard is looking for said new party to help him finish exploring the tomb. Hope they'll have better luck! I was expecting there to be a level of death in my game - when I ran Reign of Winter the whole way through over a couple of years, alll bar one of my players lost something like 3-5 characters over those 17 levels, and the last died once (also a 'stay at the back' wizard, who also survived a 'everyone else dies' encounter, albeit at a higher level and by not making that particular game). But I wasn't expecting a Most-of-Party-Kill quite so early. Looking at it, it's a CR4 encounter, so it is 'the tough one'. And they went in with half the party at or under half health, their paranoid/staying back split the party, and they had a fair bit of bad luck. So, it is what it is. ![]()
![]() *Climbs off a massive pile of neatly arranged Fey* It's nice to be loved!! Updated with Fey, though I've not yet compared them to all the other forms - I may well leave that 'till after I've done the Oozes and two new dragon form spells. Which I'll be working on whilst I wait for people to come up with a list of cool forms I've missed (I'll make a separate post for that). But all that can wait until later, as I need a snooze. Let me know if you spot any mistakes in my listings; been quite busy recently, so stuff may have slipped through. ![]()
![]() Apologies for repeat posting myself so much, but logging progress as I go - Magical Beast Shape added, both the Huge and Diminutive, and a bunch of forms that gain new abilities from it. Was going to do Ooze Shape next, but just re-read it and realised it's akin to the Dragon shapes in that it tells you exactly what it gives you, thus it's low priority. Time to jump into a massive pile of Fae I guess… Advanced warning - once I've done main pass through the Fae, I'll be asking for suggestions for any monsters I've missed — given the Pathfinder Community website spreadsheet of creatures is no longer being updated, I don't have a simple way to go through everything that might have a cool form in it – so tell me if you know any that are worth adding. ![]()
![]() One of the things I like about Pathfinder is that it's much easier to keep the party at the same level; I've never been that fond of the whole "You missed a session, so you're on less XP" and other stuff where it's never really going to equal out — in our current PF game, the GM tells us when we level, and that's it, no XP book-keeping required. ![]()
![]() I think the lower points buy may have been part of what put them off; that's a change that'll put them permanently behind the rest, whereas if they resurrected, from the sound of it, the group might club together to pay for it. Also, there are some players who see that point of death as being the natural time to stop playing a character, so that they can play new things across the course of a game; not actively seeking death, but when it happens, going for playing a different character. TBH, I've always rather disliked the idea that there needs to be a 'penalty' for death. If people are playing well, they'll avoid death regardless of the presence or absence of a penalty, and such a penalty will kick them when they do cool things like last stands to save others, or similar. ![]()
![]() Darkflame wrote:
It doesn't have to become 'very good'. It just has to be good enough, survivable enough, for the length of the game. It feels like it'll at least get by, and the concept, the feel of it interests me. ![]()
![]() For anyone who's curious, the shapeshifting Druid archetype I mention in the first post is here. cartmanbeck wrote: Well done! I do wish they'd fix Undead Anatomy, but you gave a great explanation of what is and isn't known about how it works! Thanks! I tried to work out what call I'd expect GMs to make; what you'd actually be likely to get out of the class. At some point I plan to go through it again; firstly looking at the different templates and seeing what they're like, what levels they get certain abilities, and so forth, so I can do a guide on which templates are good if a GM allows 'em (though in terms of what they're applied to I'll probably just say 'Look at the rest of the guide'. Secondly, I'd like to note which forms get better if you get the attacks of the form stacked sensibly with the attacks the spell gives — i.e. you don't get bite just because both form and spell grant it, but if a form had a tail slap, you'd get that. ![]()
![]() Having made a Druid archetype that gives the Druid all of the shapeshifting spells as Wildshape options over the course of the class, I realised that I didn't actually have much idea which forms were good, which ones were bad, which had the handy utility abilities, which were incredibly mobile/fast/had great senses, and so forth. So, I decided to fix that. And whilst looking through it for myself, I thought I might as well make a guide for others too. Here it is: Polymorphamory - The Love of Changing Form: A guide to shapeshifting I've gone through all of the spells where you take a specific creatures form, and gain benefits based on the abilities of that form. I've picked out the best combat forms, but also noted forms with other useful abilities. I've used the Monster DB from d20pfsrd site, my thanks to them and to Mike Chopswil, as it made doing this far easier than it would otherwise have been. If anyone's got any feedback on this it'd be very much appreciated — anything I've missed, any mistakes, and any suggestions for improving it. I've a few thoughts on that myself, which I've stuck at the end of the document, but I'd also appreciate other people's input. ![]()
![]() One thing Pathfinder lacks is a dedicated shapeshifter. This is an attempt to do such, via an archetype. The short version is that this archetype gives up Natures Bond and a spell per spell-level a day, gains an extra Wild Shift a day, and all the shapeshifts that it otherwise lacks, and its spontaneous casting becomes of those shapeshifting spells. The long version is: ------------------------------ Wild Shape(Su)
The character gains the usual progression for other forms — small and medium animals at 4th level, large and tiny animals or small elementals at 6th, and so forth. This ability replaces Nature's Bond, and incorporates the normal Wild Shape ability of the Druid class. Focused Shapeshifter The Wildshape Master focuses on shapeshifting to the point that their spellcasting is weaker than a normal Druid's; from 2nd level onwards they can cast one spell less per day of each spell level. In return for this focus, the character learns to shapeshift into forms inaccessible to normal druids. At 5th level, the Wildshape Master can use wild shape to turn into a small or medium monstrous humanoid, this functions as Monstrous Physique I At 7th level, the Wildshape Master can use wildshape to turn into a small or medium vermin or a tiny or large monstrous humanoid. This functions as Vermin Shape I or Monstrous Physique II respectively At 8th level, in addition to the normal Wild Shape ability to turn into Huge or Diminutive animals, the character can also turn into Small and Medium magical beasts (still using the rules for Beast Shape III). At 9th level, the Wildshape Master can use wildshape to turn into a Tiny or Large vermin or a diminutive or huge monstrous humanoid. This functions as Vermin Shape II or Monstrous Physique III respectively At 11th level, the Wildshape Master can use wildshape to turn into a Tiny or Large magical beast or a medium chromatic or metallic dragon. This functions as Beast Shape IV or Form of the Dragon I respectively. Additionally, when the Wildshape Master takes the form of a monstrous humanoid, that ability functions as Monstrous Physique IV. At 13th level, the Wildshape Master can use wildshape to turn into a large chromatic or metallic dragon or a Large humanoid creature of the giant subtype. This functions as Form of the Dragon II or Giant Form I respectively. At 15th level, the Wildshape Master can use wildshape to turn into a Huge chromatic or metallic dragon or a Huge creature of the giant subtype. This functions as Form of the Dragon III or Giant Form II respectively. Quick-shift (Su) Sometimes you don't need a form for an extended period; you just need that one appendage or ability for a few moments. From 3rd level onwards, the Wildshape Master may channel stored spell energy into a quick shift. The character can expend a prepared spell of the appropriate level or higher in order to cast one of the following spells: Spell level
This ability is a standard action that provokes attacks of opportunity, but which may be activated when in Wild Shape or otherwise polymorphed. If the character uses this ability whilst wild shaped, the form from this ability replaces their current wild shape form for its duration. However, the duration of the wild shape stays active (and keeps counting down), and if the form-change from this ability ends before the wild shape's duration has expired, the character reassumes their wildshape form. An example; Marmaduke the Wildshape Master is flying along as a Huge Dragon. However, to get to where he needs to be, he needs to travel through a human-sized 500 yard long tunnel. So, he lands near the entrance, expends a 3rd level spell to turn into a cheetah, quickly moves through the tunnel, then on the other side he dismisses the spell and turns back into a dragon. This ability replaces Spontaneous Casting. Shifter's Speech (Ex):
This ability replaces Resist Nature's Lure. ------------------------------ So, does it look balanced? It's very focused on shapeshifting, sacrificing a lot of breadth in order to shapeshift better. In terms of the forms themselves, the only things that seem possibly overpowered are: — the ability to combine your own equipment with strong forms via Giant Form and possibly the later Monstrous Physiques
Both seem strong, but I don't think they're overpowered at the levels you get them. Other people's opinions on that would be appreciated. Indeed; I'm after any feedback I can get on this — overall it feels like a character who by the mid-levels has a form for most of the situations you run into, but has given up much in terms of spellcasting and other stuff (animal companion/domain), that that's most of their schtick. ![]()
![]() Flexible Grammar: A Words of Power fix Words of Power, from Ultimate Magic is an interesting system, with a cool concept - flexible casting, putting together your own spells. And there is some interesting flexibility in the system, some real benefits for using it. But overall, it feels considerably weaker than the base casting system, only taking if you're absolutely in love with its flexibility, or want a challenge. This fix is not going to entirely fix that; to do so would require more utility effects and a rebalancing of some effects. What it should do, however, is make it a bit more powerful, and a noticeable chunk more flexible. It essentially comes from me getting annoyed at quite a few words being limited to emulating their non-WoP equivalents more than they need to - why is detect magic limited to a cone (and a 10ft one if I want it to remain a cantrip, rather than the 60ft everyone else gets). The flexibility of word magic should allow me to use it with the Selected target word, letting me look at a specific enemy a bit further away, a reasonable recompense for having a sixth of the range of a 'normal' caster's detect magic. And that's the principle of this fix; loosening target word restrictions where they seem too harsh. I understand that some things need to be single target, but I think most area/multitarget attacks can be any of the areas. Generally I'll be loosening them to anything if I think that'd not cause a problem, occasionally it'll require a boost or extra levels if I think it'd be too powerful otherwise. At the moment, these are just my initial thoughts; I'm very much after feedback on what seems over/underpowered amongst 'em, though I'll note I'm not trying to totally fix WoP, just make them a bit better. Stuff I'm especially unsure of, and would appreciate feedback on is in italics. ACID WORDS Corrosive Bolt
Additionally, any target that makes this save does not take any damage from the later round(s) of effect of this spell OR The damage dealt in later rounds is also halved if the targets make their save. Caustic Cloud
COLD WORDS Winters Wrath
COMMAND WORDS Complex Order
Crushing Will
DESTRUCTION WORDS Rumble
Catastrophe
DETECTION WORDS Detect Magic
Sense Alignment
Sense Thoughts
Sense Hidden
DISPELLING WORDS Negation
ELECTRICITY WORDS Ball Lightning:
FEAR WORDS Spook
Horror
FORCE WORDS Force Bolt
ILLUSION WORDS Glimmering
ILLUMINATION WORDS Radiance
Gloom
Sunshine
SONIC WORDS Destructive Vibration
WALL WORDS Apply to all: This effect word may use the Barrier, Burst, Cone, or Line target words. However, its area of effect must be in contact with the ground under the same rules as apply to the Barrier target word. (The height of these effect words is also only 10 foot) WEATHER WORDS Fog Bank
Wind Blast
Blizzard
----------------- The one place I'm a bit unsure is with the Wall effect words; whether they need the 'must stay in contact with the ground' rule, and if their AoE should be treated as their 2D shape, 10 foot high. Another change that may be worth making is removing the need to use a Boost meta word to access the larger AoEs for the Burst, Cone, and Line target words. It does seem a little weak to have your level 9 spell only affecting a 10ft radius/cone unless you use a meta word on it. OTOH, some of the other meta word effects are pretty handy, so that limitation may be needed as a 'tax' on meta words so you don't have too many. ![]()
![]() The first two things I thought when I saw the Sythesist Archetype for summoners (summon your eidolon around yourself, then act as it) were some kind of totem warrior calling the power of his totem spirit around him, and Mumm Ra the Everliving. And what other class fits best with that? Barbarian. Also, from a mechanical point of view, Eidolon attacks + Rage = awesome. So here's a dual progression class for Summoner and Barbarian, that lets you fuse an outsider with yourself, then get angry and beat stuff up. Prerequisites:
'cause I know of no way to do a table on these forums, here's the short description of the class: Middle BAB, Good Fort, bad Ref, good Will saves. 1st level: Spirit Rage: Your levels in Vessel of the Totem count as levels of Barbarian for the purpose of how many rounds of rage you have, and for the effect of Rage powers you have. They do not count as barbarian levels for any other purposes such as gaining Damage Resistance or additional rage powers. However, you can only use the additional rounds gained from this class whilst fused with your eidolon. 1st level: Totem Synthesis: Your levels in Vessel of the Totem count as levels of Summoner for the purpose of working out the characteristics, abilities and evolutions of your Fused Eidolon. They do not count for any other purposes such as Shielded Meld , Maker’s Jump or spellcasting (which is covered seperately later). As a side effect of the totemic influence upon the Vessel of the Totem's fused eidolon, he becomes unable to use weapons other than his natural weapons when fused with his eidolon. Spellcasting: At every even class level, a Vessel of the Totem gains new spells per day as if he had also gained a level in summoner. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known, and an increased effective level of spellcasting. Rage-Buff I: At level 3, when a Vessel of the Spirit rages, he may call upon the power of the spirits to empower himself. As a swift action he may cast a single spell upon himself (that he is a valid target for). Also valid are spells that would be cast on his eidolon, such as Rejuvenate Eidolon or Evolution Surge. However, any spells cast in this manner that have a non-Instantaneous duration will end when his current rage ends, or their normal duration ends, whichever comes first. At level 6 he may cast two such spells with one swift action, and at level 9, three. Spirit Totem: At 4th level the Vessel of the Totem gains the Spirit Totem rage power. At 8th level, they also gain the Greater Spirit Totem power. Greater Rage At 10th level, the intensity of the Vessel of the Spirit's rage increases. This is identical to the Barbarian class feature of the same name. *** So, what do people think? It's quite powerful, for the fact you're getting both rage rounds and buffed eidolon, but you're not gaining the various benefits of the Summoner/Eidolon bond (such as +4 shield, +4 save bonus), and only two specific Rage Powers, rather than five of your choice, as well as no Damage resistance and other Barbarian class features. It could use a couple more abilities to put in the dead levels, but I'm not sure exactly what. The reason for removing the option to use manufactured weapon is that the Kali and her 8 arms build is already overpowered for Eidolons, and that's without the benefits of a Barbarians weapon proficiencies and rage. Plus it makes the results look more thematically appropriate and awesome. Rage Buff needs a better name. I'm also not sure if the duration truncation is needed, but then again, I'm worried about the nastiness of getting Bulls Strength + Haste + Something else + Rage all at once, for a free and a swift action. Thus the limitation balances that someone The class needs a pinacle ability, but I have no idea what that should be. |