inshal chenet's page

52 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

That is what I do, I give both the +1 to RK and I make RK one action combined with raising the Shield Tome. Does not seem unbalanced, and is not an autopick.


Maybe something where they can spend an action to redirect the attack back on their target? Probably dealing a little less than magic missle damage.


Sorry I meant to say slotless summoner!


It seems reasonable to me that the Synthesist Summoner should have an equivalent attack bonus and AC of a martial at their level. If you look at all the proficiencies, there seems to be a clear tradeoff between having spells and having good proficencies.


1 person marked this as a favorite.

Hydian Chymist.

The goal of this Class Archetype is to bring back the 1e Mr. Hyde Alchemist style. Where you got to play as a weak non-combative scientist, who drinks a potion and becomes a terrifying brute.

Through the Mutagenic Form Elixir, the Alchemist can boost his attack and AC proficiencies to match that of a Monk. that of a Monk. It is a powerful item, but no one but a Hydian Chymist should ever be making this.

I was originally going to call it a Master Chymist, but I was told that the 1e name was confusing for people who have never played 1e.


Trading the cost of spells to feats or money does not make a ton of sense. Martial's do not have extra feats or money, they have better proficiency. The only exception is Martials get a level 1 feat.

Materials also usually get some schtick to increase damage and such. The simplest way would be to give the Eidolon Martial Proficiency, and then instead of getting a 1st level feat, they have their cantrips.

It is slightly more powerful than a level 1 feat or level 2 dedication feat, but it makes up for the Eidolon to not have the other martial tricks like rage damage or hunted prey or something.


I think I would just change the proficiencies to better match a martial character. Give the Eidolon a Champion or Rangers proficiency level so it is more a full martial.


manbearscientist wrote:


It seems to me that the greatest departure would be to focus on more of a Beast Boy style of combat, with some benefit to shifting forms mid-combat. This should be ingrained in the class from level 1, as a core class feature.

For instance:

Wild Shift >
Nature, Polymorph, Transmutation
Parts or all of you take on aspects of an animal. You get a +1 circumstance bonus to your next attack roll, and choose one of the following benefits, which persist till the end of your next turn:

  • You become large and deal 2 additional damage with melee Strikes but become clumsy 1.
  • You become tiny and gain a +1 status bonus to Reflex saves and AC. Your reach becomes 0 feet.
  • Your melee attacks have the reach trait.
  • You gain the aquatic trait and a swim speed of 20 feet.
  • You gain a climb speed of 20 feet and your melee attacks have the grapple trait.
  • You gain darkvision and scent (imprecise) 30 feet.

    Ideally, this could be modified as you level. However, I wouldn't want to focus on the types of transformation. If a shifter can become an elemental, they should be able to that in some form at level 1. Class features that aren't...

  • I think this is exactly on point. Imagine a class with an ability like this,and many feats that bring in more forms/abilities.

    Heck I would love things that gave bonuses if you change. For example a a "fast form" which gives a speed boost while it is active and +1 damage on the first attack you make after you switch out.

    In fact I would probably remove the "which persist till the end of your next turn" and make it where you want to switch forms because you get a bonus on changing. Kind of like how the swashbuckler gives you a bonus on ending panache so you are encouraged to end panache every turn if you can.


    1 person marked this as a favorite.

    I would just have them pick a general feat instead of an ancestry feat. Or perhaps do a skill feat and an Ancestry feat.


    I think the question here is, what type of game is Pathfinder 2e? Pathfinder 1e (and Dnd 3.5) were simulationist games. There were bad options and good options. Character building was a huge part of the game, and the combats usually went to who built the better character. If you want to play a game like that play Pathfinder 1e.

    Pathfinder 2e is a gamist game. It focuses on level balance even to the point of losing some simulation. Why cant the Summoner's phantom go through walls? Why cant the bird animal companion be ridden by a small PC? Why is a standard longsword just as effective in the hands of a gnome as the hands of an orc? If you want a gamist game, play Pathfinder 2e.


    I think to get a more fun inventor feel, having the class be able to spend actions to make the Unstable check easier is ideal. It would greatly add to the gambling mechanic. How many actions do you want to spend fixing this in combat?


    WatersLethe wrote:
    My problem with Reload 2 is that you get to the point where the things you're missing out on (fun of the 3 action economy, the mobility of this edition, cool new skill actions etc)

    What if you had different ammo types. If you had a strong ammo that needs reload 2, then you effectively have a choice in how you use your actions.

    Actually the double barrel pistol would be great for this. You could do reload 2, and then be able to shoot both in one action, or reload 2 and then shoot one barrel, and then shoot another later. Or you could do reload 1 and just fill one barrel and then shoot once.

    Instead of giving an attack penalty for shooting both barrels (which would mess up the crit fishing of the gunslinger) have it increase the die size by 2.


    Being able to make a crafting check to reduce the unstable penalty (like I mention in the Unstable Repair thread) would make Int very key for the Inventor.


    I guess that is my exact question, how much damage is worth reload 2? I would love a reload 2 weapon that is worth it.

    Are there 3 action attack cantrips to compare it to?


    So the sad thing about Unstable is with a DC17 it feels like it is impossible to beat the DC. What if you had the ability to make a repair?

    Perhaps:

    Unstable Repair (one action)
    Make an Easy DC craft check. If you succeed reduce the DC of your innovations next unstable check by 5. This action can be done multiple times to continue to reduce the DC (minimum 0)

    So then you can spend 1 action to reduce the DC to 12, two actions gets you to 7, three actions gets you to 2, and four actions removes the check entirely. I think it will make the class feel more inventor-ish


    I know a lot of people do not like even having reload 1 on the guns, but I would love to have a "heavy" version of the guns listed. Would it be reasonable to make a set of guns with +1 reload and the damage/fatal die increased?

    Or more interestingly, have a special ammo that takes longer to load properly but does more damage?


    You could do it the way the Druid solves this problem. Just have a feat that allows you to take a feat of a lower level from a different school. It would be something like:

    Broadened Magic: Feat 4
    You may select a class feat that requires an arcane school you do not have. This feat must be at least 2 levels lower than your level. (If you are level 6 the feat must be level 4 or less.)

    You can take this feat multiple times, each time selecting a different school gated feat.


    These are really interesting ways to go about an answer! For context the main reason my players want Armor as DR is because they do not like the "AC as abstraction" They like how other systems have a difference between getting hit and taking no damage and the attack missing.


    KrispyXIV wrote:
    citricking wrote:


    I think it would be a lot better if the Eidolon and summoner did not share skills. Maybe the summoner could apply some of their skill increases to the eidolon instead of themselves? I'd like the eidolon to be able to choose to emphasize athletics, or stealth, Arcana/Occultism/Nature/Religion on a casting focused eidolon, or something else without that being what the summoner is good at too.

    Shared Skills is an obvious balance "patch" that prevents a Summoner + Eidolon from covering a far wider range of skills than any other character. Shared skills means the duo is closer to balanced because their skill proficiency pool is the same as anyone else.

    An Eidolon can already emphasize Athletics and Stealth (and any physical skill) by virtue of having a strong Ability Score Modifier to go with it, unlike any other typical caster.

    Giving each their own pool of skills results in either a balance issue because the duo has too much skill coverage, or it results in a balance issue because theyre spread too thin because of any effort to prevent the first issue.

    I think a much better path to address skill concerns is to add more "skill" themed evolution feats to the class skill list. At the very least, something that functions like "Additional Lore" and provides extra Increases to the Eidolons signature skill, or possibly circumstance or status bonuses to skills to represent certain Eidolon "builds" in the body shape sense.

    I mean the easiest way to solve the problem is to give the Eidelon 1 + Int. skills, give the Summoner 0 +Int Skills, and then give them 2 skills which they both share.

    Not necessarily those numbers but something like that.


    Perpdepog wrote:

    I'm not sure you could. If you remove the AC bonus that armor provides then you are opening up a character to getting hit and crit a lot more often, which could easily overwhelm any DR, but if you keep the AC then you are effectively giving all the characters DR just 'cause.

    Though that second wouldn't be terrible if you applied it to everyone, IMO.

    I guess the mathematical question is how much extra damage do you take if you have -1 to your AC?


    Does anyone have an idea of how you could run Armor as DR for Pathfinder 2e? I loved the Armor as DR rules in Pathfinder 1e, but I am not sure how to get it to work and keep the 2e balance.


    1 person marked this as a favorite.
    Verzen wrote:

    I like it in principle but I think they need new lists.. like copy ACs, increase stats by +2, allow varied stats, give it its own HP, provide abilities in the way familiars get abilities, 3 at level 1, give 1 more at level 5, 10, 15, 20 for free. (Dedication only ever gets 3 rather than 7 at level 20) and that would feel pretty good.

    Make actions cost 1 for 2 like AC and give a free action as well. Then I think it would be pretty decent imo.

    Once you start adding that many things the balance starts to get skewed.

    On the other hand the Summoner is not a full caster, so being a bit more powerful would not be that bad.


    1 person marked this as a favorite.

    People are comparing the Animal Companion with the Eidolon, people are also comparing the Familiar with the Eidelon.

    For those of you who dislike the current form of the Eidelon, would it be better if the Eidelon rule just combined Animal Companions and Familiars?

    Imagine if the rule was just: pick an Animal Companion. This Animal Companion gets four Familiar/Master abilities. They would get more Familiar/Master abilities on par with the Witch.

    Add to that the ability for the Eidelon to have armor/weapon runes and have some random feats that can add special abilities.

    Now they are just as balanced as a Witch who has a familiar riding on the back of an animal companion (easily picked up by level 2.) It would also give a whole slew of options.

    Now the Eidelon is weaker, but does not share MAP. What would people think of that?


    KrispyXIV wrote:
    inshal chenet wrote:

    So it has been mentioned before that instead of giving the Eidolon feats that give "flaming", "Acid", etc. attack types it is built into the ability to use runes. It feels a bit funny to use runes to create the acid tongue of your weird beast Eidolon, but it is balanced.

    What about this for a rule to maintain the exact same balance while making it feel less weird. What if you had the option to perform a 10 minute summoning ritual. This ritual would have as a material components the price of a particular rune, and once the ritual is complete your eidolon innately has that ability.

    So at level 8 you spend 500 gp and now your Eidolon can clap its hands and make a Thundering attack (having the same effect as the thundering rune)

    Remember, Paizo doesn't have infinite space to print niche rules, and one of their goals is keeping things simple to make the class more accessible.

    While there's nothing conceptually wrong with this idea, its completely redundant with the base flexibility and utter simplicity of your Eidolon sharing your weapon runes.

    Well it would have some mechanical distinctions.

    1) You cannot remove the rune and give it to a friend to put on their weapon.
    2)You do not need to find the rune somewhere. If you get some money in the middle of a dungeon you can use it immediately.

    I think it would add some flavor and customizability. It is similar to the rule someone came up with where you can pick which attacks your eidolon has, but it has to be from the list of simple or martial weapons. (So you can have weapon qualities at the expense of damage die or one "unagile" attack instead of two smaller attacks where one has agile.)


    1 person marked this as a favorite.

    So it has been mentioned before that instead of giving the Eidolon feats that give "flaming", "Acid", etc. attack types it is built into the ability to use runes. It feels a bit funny to use runes to create the acid tongue of your weird beast Eidolon, but it is balanced.

    What about this for a rule to maintain the exact same balance while making it feel less weird. What if you had the option to perform a 10 minute summoning ritual. This ritual would have as a material components the price of a particular rune, and once the ritual is complete your eidolon innately has that ability.

    So at level 8 you spend 500 gp and now your Eidolon can clap its hands and make a Thundering attack (having the same effect as the thundering rune)


    So many people have mentioned the balance problems of having an eidolon fly. Suppose the eidolon had the same rule about flight as the Animal Companion, where is cannot carry someone and fly. This seems like it would make things balanced, but some think it would not due to out of combat things and the like. Here is my question:

    At low levels, what would a flying eidolon (that cannot carry people) be able to do that a Wizards Familiar being carried by a bird animal companion not do. (Build is Wizard Familiar Thesis, Beastmaster as level 2 archetype. Familiar has Speech, Manual Dexterity, and Skilled for either diplomacy or lockpicking depending on the situation.)


    I think this would be a great idea!


    QuidEst wrote:
    inshal chenet wrote:

    What is they had the ability to spend one minute to gain the Incorporeal trait?

    The Ghost cannot manipulate things when she passes through walls, but would be good on spying on something on the other side. This seems like it would have comparable utility to a familiar with share senses. In fact it would be better in regards to time (share senses you trade 10 minutes of focus for 1 minute of viewing) but it would be worse in regards to sneaking around. The Phantom is not invisible and much more likely to be noticed than a bug/rat/bird familiar.

    Share Senses (the summoner version) is an at-will action, not a focus spell. Share Senses (the familiar version) is an action that can be used once every ten minutes, not a focus spell.

    It looks like PF2 got rid of the "does not make noise" rule from incorporeal, so no more casting Invisibility for unbeatable stealth.

    You are correct it is not a focus spell! But incorporeal creatures make noise, can be seen and then you can have an actual ghost. I don't think that would be overpowered, but I could be missing something.


    What is they had the ability to spend one minute to gain the Incorporeal trait?

    The Ghost cannot manipulate things when she passes through walls, but would be good on spying on something on the other side. This seems like it would have comparable utility to a familiar with share senses. In fact it would be better in regards to time (share senses you trade 10 minutes of focus for 1 minute of viewing) but it would be worse in regards to sneaking around. The Phantom is not invisible and much more likely to be noticed than a bug/rat/bird familiar.


    1 person marked this as a favorite.

    That just seems sad, a ghost that cannot go through walls is not much of a ghost at all.


    So the Spiritualist from PF1 has a Phantom that can move through walls and the like, can the Phantom Eidolon do the same? It has the ethereal and phantom trait, I was not sure if that allowed them to walk through walls.

    How overpowered would it be if they could walk through walls?


    I have to say, I love your original Kineticist! As we have transitioned to Pathfinder 2E, that has been the only homebrew class I have just allowed anyone to take. Thank you so much for the work you have put into it!


    So I have my group playing Carrion Crown in 2e right now, we are getting closer to the end, and my question is: does this story make a good sequel, or does it just make the ending of Carrion Crown feel worse?

    Or is there a possibility of using the same characters through both APs? I am already converting everything to 2e so I don't care about the level disparity I am more wondering about how the story would flow.


    So I have my group playing Carrion Crown in 2e right now, we are getting closer to the end, and my question is: does this story make a good sequel, or does it just make the ending of Carrion Crown feel worse?

    Or is there a possibility of using the same characters through both APs? I am already converting everything to 2e so I don't care about the level disparity I am more wondering about how the story would flow.


    So I have my group playing Carrion Crown in 2e right now, we are getting closer to the end, and my question is: does this story make a good sequel, or does it just make the ending of Carrion Crown feel worse?

    Or is there a possibility of using the same characters through both APs? I am already converting everything to 2e so I don't care about the level disparity I am more wondering about how the story would flow.


    So I have my group playing Carrion Crown in 2e right now, we are getting closer to the end, and my question is: does this story make a good sequel, or does it just make the ending of Carrion Crown feel worse?

    Or is there a possibility of using the same characters through both APs? I am already converting everything to 2e so I don't care about the level disparity I am more wondering about how the story would flow.


    So I actually use rolling for hit points in my game. We have 6 PCs and we roll with just the die (so barbarians get a d12.)

    Balance wise I pretend I am making an encounter for a 4 player party. It works very well.


    1 person marked this as a favorite.

    @cetx

    Could I get an editable copy of this file to set it up for my particular campaign needs? This is a wonderful sheet, by far my favorite. Thanks for the hard work!


    So I have noticed that Charisma is still stuck as the only "true dump stat." What if instead of having a Focus Pool limit of 3 it was 1 + Cha mod? Would that be balanced?


    So I have noticed that Charisma is still stuck as the only "true dump stat." What if instead of having a Focus Pool limit of 3 it was 1 + Cha mod? Would that be balanced?


    I previously posted a Warlock class for second edition and got some great critiques so I overhauled the entire thing.

    Link

    So a few things on the class:

    Warlocks are not a spellcasting class mathematically, they are a martial class which is flavored as spellcasting. That is why people tend to complain they just spam Eldritch Blast, but they are doing the same thing as the fighter spamming "Sword". This class is more like a champion than a spellcaster.

    My goal for this class was to allow conversions from 5e and to have a Focus points based class. It seemed like a great niche among the other 12 classes.

    Last but not least the Warlock Pledges, every other class that makes a promise or has an anathema truly believes in the thing. Clerics, Paladins, Druids, and Barbarians all want to follow their anathemas. The Warlock is different, he follows the pledge because it is more powerful, and will break the pledge if he can get away with it. My hope is that every pledge will present choices during the game.

    What do you guys think?


    Bandw2 wrote:

    linky

    if you just post urls the website automatically adds spaces randomly in them

    Thank you for the link!

    Also the class is ready up to level 20!


    So for all of you who are moving a game from 5e to Pathfinder 2e I am working on a Warlock class.

    https://docs.google.com/document/d/11dfGAbsJB8dG-oq_dwxH8_7NGCksn6eY9qLx1iR i9vs/edit?usp=sharing

    Take a look and tell me what you think!

    Note: I have not finished the warlock feats past 6th level, still working on it.


    1 person marked this as a favorite.

    Will the cover be brown like in the picture or will it match the Deluxe Core Rulebook?


    Are there NPCs that could be tied together?


    So I am about to run Carrion Crown for a group of friends. One of these friends is about to run Strange Aeons as well. The only people in both groups are the two of us GMs.

    I was wondering if there are any tie in characters or whatnot as they both take place in Ustalav.


    Would you have to make a fly check to carry someone/something while flying?


    One of my players wants to play a Strix with a super high STR. I was wondering if there was a way she could use STR instead of DEX for flight.
    If there is no way to do that normally, what would be the ramifications of house ruling that she can?
    I don't want her to changer character to high DEX, both because she would enjoy that less, and it would infringe on the high DEX rogue we already have.


    I was thinking about giving a free story feat to each of my players. Which story feats do you think would be the easiest to work into this adventure path?


    Is it possible to transport Hell's Rebels into Westcrown? It would be interesting to have the campaign take place several years after Council of Theives, but in the same city.

    1 to 50 of 52 << first < prev | 1 | 2 | next > last >>