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![]() Could give her a straw, a-la Toriko :P Or, you could mix it with a hydra/scylla idea, have multiple heads either on the tail or a female top half in between others, or snake headed arms and have nommers. Or make her huge and get shrink and growth spells and she could pop them like M&Ms. OR! .... You could say something like her hair grabs them and makes them disappear into her stomach, like a magic trick. Otherwise if you want a hot snake chick (and really who doesn't?) You can theme it also on Mariliths for lots of weapons or try for a Lillend and focus on spells and magic options (ultimate magic helps for that). ![]()
![]() When you get to the point where the party, or the world can trivialize death, that's the point where you can just screw with them. Resurection spawn, things that follow them from the afterlife can start appearing and causing more and more death. Res hijacks so the player's body gets possessed. Normal people willing to take swings at the party for trivial things. Grim reapers getting ticked and actively hunting the party constantly (hello shinigami). Black lanterns. Or just dial up the Lady of Pain... they won't be getting back up from that. Ever. ![]()
![]() This sorta came up in the old 3.5 books, vile darkness I think. There is a difference between cannibalism (eating the whole or part of a person, including blood), and just... well... eating people. Cannibals gain pleasure out of eating sentient life, it is similar to the joy of causing pain and suffering. But monsters eat sentient people all the time and are not cannibals because they do it to survive. It is a legitimate way to stay alive, no malicious intent included.
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![]() Golems are immune to any spell with spell resistance, it's a tricky little work around. They can still be hit by magic just nearly every attack spell has spell resistance. So for artificer's touch that says "it does damage" it means it's specifically designed to counteract the golem's ability. So yeah, the guy's right, but Cleric comes prepared for such shinanigans. ![]()
![]() I think I can see the idea in it. Ever play Diablo 2? The barbarian's ability to deal stronger damage but during the swing he's weaker? So I'd assume he'd flick his wrist and arm, and so the shield flings onto his back, grabs the sword with two hands, hacks away, and flicks it back. So during the attack swings if he's AOO, or countered, or otherwise interrupted he has no shield AC or blocking ability, a calculated risk that a smart enemy could plan against. Damn good tactic though. ![]()
![]() I'd say the spring attack and skrimish stack to deal the sneak attack damage on the initial strike. Then the they could do a follow up swipe, but it would take that fraction of a second to allow an AOO. So the spring is lightning fast and the follow up vital strike is a normal add on.... At least that'd be my guess. ![]()
![]() I do like the idea of complete customization. Given I was thinking an actually different class for a transmutation psion or a seer type but there does seem like I can add in variety either by feats or by alteration. Allow maybe total control over the mental blast's shape, feats or abilitiy to off pyro or cyro (fire/ice) instead of force. Like I say there's still a lot to iron out but it's something to take into account. ![]()
![]() I'm not trying to plug this homebrew class, but just as an extremely rough example, this kind of what i figured a psion (specifically a telepath) would kind of look like. Hidden so you don't have to wade through it, essentially the Telekinetic has multiple paths to open his power and as he levels he gets a larger range to grab from, gets a basic force attack, and 1st and every even level goes down the path of mental power mixed with upbringing. I only have the pure telekinetic roughly done (I know it can't be balanced at this point) but in one of the spoiler sections there are quick summaries for other paths including arcane and divine. But this is what I think would be neat, not sure if it's similar to anything. Fast overview of power sources (Focuses)
Spoiler:
Focus: A Telekinetic has great mental power but to relieve the stress of such power he can choose a focus. A focus is an item that represents both the telekinetic's power, beliefs, and self worth. The focus will assist in shaping the telekinetic's power and abilities.
Symbol: A tattoo or painted design. Each mark is unique to the telekinetic though many have similarities based on background. A third eye drawn on the forehead, a magic symbol on the palm, or even a painted mark on a bit of clothing. The symbol focuses on raw strength and channeling fervor. As they level they gain the ability to quick bond and extend the range of their CMB with increased damage and throwing range. Divine symbol: Using a symbol of faith to show their connection to their faith these telekinetic, through either force of will or divine favor they can create holy energy in their bonded items. Divine symbol users will be able to change bonded items into holy devices and create protections or offenses surrounding their beliefs. At highest level they can make a bonded item a true symbol of belief gifted with divine spell power. Spellbook: Occasionally those entering the arcane arts unlock their own inner potential. Such telekinetics still have a connection to the arcane arts and thus mix these abilities. They store a series of bonded items magically in their spellbook as well as spells as a wizard level half of their telekinetic level. They can summon as many bonded items as normally allowed as well as enchant them with known spells. They can spend 8 hours rest to mentally alter their bonded pages with new enchantments to strengthen their bonded items. Crystal: Either crystal ball or rough uncut gem from the earth, the structure of the crystal calls to the telekinetic as a form of order in his fluid mind. He is able to focus his mind and gathers a greater number of bonded items and control over them. As his power grows the crystal will share his will power and provide enhanced mental defenses. Puppet: Either a lucky doll or toy, this Telekinetic is capable of controlling a number of items as one and as if they were living creature. As they grow in strength they gain the ability to combine larger bits to create a stronger construct or multiple smaller ones using the same items. At highest levels they can use their constructs to straight jacket enemies or enhance allies and their focus will upgrade to the status of familiar. Base Mechanics
Spoiler:
Bonds: A telekinetic can move items with his mental strength with ease, but as he travels he will come to feel at home with certain items. He may bond with these items to increase their usefulness and ability. A standard bond is any simple inanimate object. Swords, knives, even rocks, or pieces of armor. The telekinetic does not have to be proficient to use the item weather it is an exotic weapon or improvised weapon. For any weapon used the mental nature of wielding it allows the telekinetic proficiency in the weapon but does not allow the use of a double weapon's two weapon attack. Further all weapons are treated as being wielded one handed and use intelligence as opposed to strength for offense. Heavy armors can be used as bludgeoning weapons just as if thrown, light armors cannot. Armors occupying the same square as an ally add half their AC to the ally. Bonded items share the movement and attacks of the telekinetic in any order the telekinetic chooses. One bond is created at level one and a second at level 11. Creating a bond takes a 1hr rest spent with the item.
Levitate: A Telekinetic can, as a swift action, levitate a single item or 5 pounds of material +1 pound per level of telekinetic. The object must be unattended. From that point it can be thrown or moved as a standard action. Later levels allow levitation of ally or self with fly speed. Range of use is equal to mental range. At 10th level and every 8 levels after the amount of items that can be lifted at one increases by +1, though only one can be thrown at a time and the combined weight must not exceed the maximum. At 18th level the telekinetic can cast levitate on him, as the spell for 1 minute per level, or add 20ft to any creature's jump once per level. Mental throw: Anything held by levitate can be thrown, however penalties for improvised weapons still apply due to non-streamlined nature. Mental range: The range that a telekinetic can manipulate items and extend his CMB to. 10ft at level and increases 10ft at level 4 and every 4 levels after to a maximum of 50ft. Mental Grip: A telekinetic can use his mind rather than his body to hold and manipulate objects. Any combat maneuver, including grapple, sunder, trip, bull rush, disarm, and drag, can be made without physical contact up to the limit of his mental range. Other attempts to manipulate an enemy's person such as sleight of hand can also be used by mental grip. This is full round action. Without the intricacies of hand to hand the mental grip suffers -2 on all CMB but can be boosted by feats as normal and allows no AoO except by adjunct enemies as normal. Mental blow: A ranged attack that uses mental power to create a blast of energy. All damage is force based and can travel as far as the mental range allows. Useable 3+int modifier times per day. The blow of force will strike and damage the first thing it comes across like any normal ranged attack.
1-20 progression using one of the focus
Spoiler: 1: mental blow (1d6), bond (1), mental range (10ft), focus
2: mental grip, focus, levitate (5 lbs) 3: mental blow (2d6) 4: focus, mental range (20ft) 5: mental blow (3d6) 6: focus 7: mental blow (4d6) 8: focus, mental range (30ft) 9: mental blow (5d6) 10: focus, levitate (items) 11: mental blow (6d6), bond (2) 12: focus, mental range (40ft) 13: mental blow (7d6) 14: focus 15: mental blow (8d6) 16: focus, mental range (50ft) 17: mental blow (9d6) 18: focus, levitate (assist) 19: mental blow (10d6) 20: focus Focus, in depth:
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![]() I completely agree. Kinda tooling around with a homebrew class, harder than I thought to balance. But I always kinda figured that psions were generally born to a natural talent and it becomes natural to them. So for a telekinetic it would more or less end up as a fighter who can transcend distance. Someone who could actually toss around enemies. Even for a pyrokinetic I think it can be viable to opt out for spells ![]()
![]() Get his opinion on it. Even if you decide the rogue is in the dirt he'll feel better that he had input. If he wants the rogue back a surviving vampire could have made him a skeletal champion so you can have one encounter with him as an enemy then restore him. Say the vampire was trying to use the rogue's corpse as a way to track and hunt them down and perhaps a mental warfare effect. ![]()
![]() It's just a different flavor really, but it makes it so it's entirely physical like a more classic assassin so I think it's even better for fighters, rogues, and even rangers. And if you want spells, you can PrC from said ranger or even an evil cleric and it will still be pretty viable. Heck pick a shadow sorc (APG) and at level 9 of sorc you can switch places with your ally for enhanced sneak attack ability and a spell list. ![]()
![]() Oof, so hard to pick. Top three are probably the fighter, just classic beat down ability and plenty of potential variety.
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![]() Spiral_Ninja wrote:
They actually did that in an RPG video game, Drakken. One of the many reasons I wanted to call in an air strike on that game. ![]()
![]() If I used Animate Dead on a few creatures, example a Roc and a T-Rex, but after I mixed and matched bones, could I make an Amalgam (advanced beastiary) undead creature? Or will the bones automatically assign themselves to their original bodies without extra effort? Further, if I modified an undead T-Rex or similar by pulling it's teeth and placing in enchanted daggers, would that increase it's HD (thus filling up more space on necromancy control spell) or simply be like armor and weapons. And that applies to other things like making a skeleton whale, attaching flight enchanted armor, and making a flying whale ship. ...Who says necromancy can't be fun? ![]()
![]() Why not combine a semi-unlimited use factor with something more controllable? A modified intelligent staff? Could be lugged around, may not be great conversational ability but give it a set of spells similar to what the healer had packing and bam. Recharges each night, can talk through telepathy or vocal to the characters so it can cast as the party asks. Just something to contemplate. ![]()
![]() Pathfinder Core Rulebook pg. 152 under Shield Bash Attack(light or heavy). blah blah blah... Used this way (bash) a (light/heavy) shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls treat as a (light/one-handed) weapon. ...Blah blah blah... An enhancement bonus on a shield does not increase effectiveness of a shield bash made with it, but the the shield can be made into a magic weapon in it's own right. Same applies to shield spikes. So yeah, there you go. Big slab of magic metal to the face does count as a weapon. Yay~ ![]()
![]() Once the democrats got power they weren't going to be saddled with what could be considered defeat. So they didn't pull out of Iraq but also started up more war, they didn't close Gitmo, they intensified wireless wire tapping, and all of a sudden they were fine with all of it. So now half the people in the anti-war movement are suddenly understanding the need for it cause they're invested in the current group of politicians. ![]()
![]() If you make the first combat so overwhelming, because they swarm like ants, you can introduce them to the idea that there is indeed more than one way to skin a kobold. Not sure how big the castle is but I'd find it hilarious to try to bribe some kobolds and start a revolution in their own ranks. Once they get in the castle I'd worry about massive swarming too so that's an issue with just bash down the door tactics. I mean really it has potential to be a real brainteaser quest. ![]()
![]() Well any caster is going to use spells like that to win. Yeah you don't want to fight your players, but your enemy casters are gonna go on and try their hardest to win so if they're a little mean it should be expected. And look at creatures with piercing DR. Blobs for example. Or sneaky creatures that can ambush and set up traps. Or perhaps something that could really mess up a ranged fighter, a guy with a tower shield. Heck you get three knights, all with tower shields and you have a living wall that is actually cover, not just AC. Any person with a bow will be cursing if they have to fight a guy behind a wall. If those shield guys are smart they'll have a quick unlock and spikes on the shield bottom so they can place their tower shields like personal defensive barriers and fight behind them to cover their flanks. High class mercenaries right there. ![]()
![]() ...Is it just me or does that sound like an awesome project? Res a big tiger as a bloody skeleton. Maybe start attaching armor on it and a saddle. Start making it a sort of lumbering battle mount, and set up a storage in it's skeletal belly for hauling treasure. Heck, I'd attach some wings to it and tell to fly up over stuff and just fall. Ha, undead are funny. But nah, just a raised single big creature isn't too bad, it's only if the person modifies it like I mentioned above that it can turn into a real force. ..Or maybe a Skeletal Champion? I need to double check that. EDIT: Yeah looking at skeletal champion they retain intelligence, that alone would make it a much more useful creature. Still wouldn't have the raw force of a living tiger but being able to stalk and understand normal talk...yeah. But while the book says that they don't normally happen through the animate dead spell. It's through a ritual that isn't noted. So maybe if you wanna make him go on a quest or something for that. ![]()
![]() Are the clerics of the type that can add on a defensive magic to the boss? Shield of Faith, Obscurring mist? Maybe one has shatter and thinks "oh, that's a lot of arrows, shatter the bow so i don't get one to the face"? Or heck, a wizard with lvl 2 spells gets protection from arrows if you have one of those handy. Even if it doesn't block all the damage that can pretty well shrug off a lot. ![]()
![]() The alchemist can't cast spells but the potions themselves are magical, they're essentially bottled spells. But there is a precident fo assuming and alchemist can make golems. Out of the two most famous golems in modern knowledge one is alchemic. The golem of Praug was a divinely created golem using the word of God. But Frankenstein, though not explicitly detailed, was likely done through serums and potions. Victor Frankenstein was a doctor after all, a man of medicine. The use of electricity in Frankenstein (sort of arcane spellcasting) was first introduced in a poem much later on. So at least there is some potential reasoning behind it. ![]()
![]() I'm pretty much mirroring other people. If you want to go low magic just cutting out spells based on your preferences are about the worst way to go. Immediately as a player I would feel that out as a "my way or the highway" and be instantly demoralized. And what about classes with less spells to their character? Paladins don't have a huge amount to start with and are they gonna be cut down more? Really it'd be better to have a storyline drug that's becoming massively widespread and reducing the effects of some magic spells like compulsion effects. At least then you can make a side quest for it. But I repeat the others. Taking versatility from wizards = wizards suck. They're no reason thinkable to choose a limited wizard, even if he is a blaster, for any blaster sorc. ![]()
![]() Archetypes have taken up a lot of the slack, true. But PrC are still useful for very specific things that, while potentially awesome, just don't have the range of base class. They can also handle story or world concepts and in the case of some classes can be part of character growth, like the warforged PrC. Eventually we'll see a bunch of PrC and they're neat but the archetypes are handling so much it's pretty impressive. Still I'd like to see the returns of things like a Pale Master or War Weaver at some point. ![]()
![]() I have been indisposed for some time now but am going to attempt to hop back into Pathfinder, but during the busy time I was thinking of a potential homebrew class and, for personal curosity if nothing else, wanted to see if anyone had an idea or suggestion on it before I began all the hard number creation. Psychics...hot button topic on their return and for obvious reason, new power type, balancing issues, so on. But I wondered, instead of making a class based on psychic energies why not a class based on the previous psychic types. Telekinetic was personal choice so I was thinking of this class focusing on spreading out damage potential and combat control. And further this telekinetic class could go through the different paths you see with cavaliers and clerics. These telekinetics could use off hand items with ease as well as bond with a certain number of items, such as useful swords and shields to control more consistently. Psychic: Natural mental talent. Can control and move a few items at a time. Focuses on strong movement of items. As they progress they can becoming increasingly quick to grab and throw items at increasing strength and latest levels can cripple enemies with ranged combat manuvers.
So, any thoughts? Like I said this is really just for fun and I've no idea if it'll get a lot of use, but if it turns out alright I can post it up for people's useage. ![]()
![]() Eh, I would have just risen him as a zombie/skeleton and let him stumble about to protect the part. Now if I could just animate the body like a puppet and leave the soul it wouldn't be evil, just in bad taste. Same thing applies. It's by no means chivalrous, it's pretty low. But the soul is not harmed so it's not truly evil. But if you want to get back at them or make it a story point the grave desecration as it were could lead to a haunting. Dun Dun DUNNNN! ![]()
![]() I like 2 kinds of characters. Builders and brawlers. For builders I just enjoy making stuff and if I'm in a game that last a long while then I'll have a wizard or blacksmith themed builder make just about everything. Uber armor, special weapons, golems, castles, siege engines, horrific contraptions that seem to have no use until they explode...lots of things. As for brawlers it can be any class practically, I just find it fun to try and use the battlefield like a weapon. Barbarians are especially good because they practically never have dex decreasing armor and can boost their strength for more extreme attacks. Pile drivers, hurling enemies into pillars, and pulling a Kazama Kiryu I find to be good fun. A demon/dragon sorc are also good because you can boost physical abilities with magic and you get to go nuts with fisticuffs. Pugilism rocks, plain and simple. ![]()
![]() It's all in that emissary and morale. Get whomever you want, but make sure you have the emissary, change his tactics to healing, healing, and more healing. And if you get all their morale maxed they're just that much stronger. If those two things are done you shouldn't have too much of a problem. Generally I went with emissary, ogre, and a whatever I had on hand. The ogre grappling someone with you around is pretty much one enemy down. ![]()
![]() Nicolas Quimby wrote:
Happy Halloween! (belated) And thanks, that specific inquiry was just a passing thought cause i saw some guy with way to much on his phone and thought it'd look funny on a sword. Still, figured it may come up if, if in a campaign I want to belt something onto a shield instead of giving it spikes or some such. ![]()
![]() I have some minor questions on this. Sometimes ideas come up that don't fit exactly into an item slot. So what about situations like those? Random out of the air example: A charm, like the one attached to cell phones, on a weapon. I would think that tying it onto the weapon hilt would be fitting and make it solely attached to that weapon until removed. Would that be a weapon slot or no slot with the requirement of a weapon? Or just slid it down to the wrist slot? For the theme of the item I'd think that it'd be no slot with a need for a weapon but I'd rather ask and not look silly. ![]()
![]() Nightfall wrote: I have a few weapon ideas I want to try out...does that still count on Wondrous items or not? I asked about that and even if it's a weapon with a use other than being a weapon it won't count. But if you really wanted you could make a wondrous item that produces a weapon, like the apparatus of the crab makes claws. ![]()
![]() James Jacobs wrote:
I am fully aware of the backlash. I welcome it. It will help me determine who the bad guys are. Like you! (Writes JMD031 down on "Musical Sympathizer" list.) Other geek things I'm not fond of: Star Wars, The Princess Bride, and Dr. Who. I hate musicals as well, I cringe everytime someone mentions doctor horrible (couldn't stand 10 minutes of it). P.S. To the nine hells with Sweeny Todd too. I just remember Al Borland Singing it from back in the day on Home Improvement. And who here doesn't love the Man's Bathroom? ![]()
![]() So from advice #1 and #2 I'm gathering this is a basic test to see how well we can make a smooth functioning, creative game item without relying completely on the information just handed to us on a silver platter. This is the first time I've been aware of the contest and been able to enter so I'm getting excited! Woo! And as Wondrous Items I'm assuming this isn't allowing weapons even if they have odd effects (like the classic sword that's a key) and overpowering and copping it out as a relic isn't allowed? ![]()
![]() Kain Darkwind wrote:
I did think a titan would be a little less...armored? But still she's not too bad. Would be more impressive if she were giving a boot to the face of a building or something. But yeah, whack a mole is pretty addictive, especially when you can chase the mole! ![]()
![]() Are you the very model of a modern Major-General,
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![]() GeraintElberion wrote:
Fair enough, at that point it starts getting into semantics and a player can reason his actions either way. And on the handcuff debate, if the players just stabbed him in the back of the head and he died without feeling pain, by the going argument, that wouldn't be harming because he didn't feel anything. That of course is a foolish assumption. Handcuffs would be an annoyance at best unless they're actually slicing up his wrists.
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