The Mad Priest (Ghost)

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Adding another body into the situation is exponential. Each player you add substantially improves their chances of overcoming everything you have just by coincidence.

The reverse is equally true.

Taking away a player from the party can have devastating results because the most limit resource any group has is time. Each player gets their own round, and it's incredibly hard to change that.

What will happen is eventual attrition or a random brick wall they won't be able to defeat without GM assistance (like a trap, a locked door, or needing a spell, etc).


Monk or Warlock.


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Sorry about the thread necrotizing (teehee), but late is better than never.

all of my sheets and all of the editable indesign files: https://drive.google.com/open?id=12uM_0aAAPyp4KEnwRJ2OWMUOuAQCG3gJ

Take care


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THREAD NECROMANCY MUAHAHAHA.

So, if anyone finds this and thinks "hey I'd like those sheets, too" you can find everything I've done here:

https://drive.google.com/open?id=12uM_0aAAPyp4KEnwRJ2OWMUOuAQCG3gJ

It also includes the adobe indesign files I used to craft these things. Please note 99% of these files haven't been opened within many versions of adobe ago. Years.

Sorry for the delay! Love you.


Specifically, why don't you like the rogue as it is now?


The problem is you are trying to allow the rogue to be able to do anything. Granted, not all at once. Rogues shouldn't even get spell casting, ever. AND they get sneak attack?

I love designing, too, but you need to have a serious look at balance. Versatility comes at a very steep price -- that's why the wizard gets nearly nothing but spells; even the sorcerer gets a lot more.


Corrik wrote:
The Changling race from Carrion Crown has claws.

Ew.

Isn't the point of the changeling to be able to look like other people? Hence changeling.


Now, do you mean darkness the spell or darkness in general?


Hey guys,

I'm trying to get the ability to cast darkness on myself somehow at will, preferably many times in a given day. Items, class abilities (Can't dip too many tho), feats, etc.

I am a Warforged Rogue/Holy Slayer level 13.

I was considering making an item I can activate/deactivate, but I would really prefer a class ability or a feat.

Advice?


Look up Mutants & Masterminds 3rd ed.


xorial wrote:
I really think this would be a good archetype for the Inquisitor. As it is, I think you did a good job in keeping to the original premise of the PrC.

Thanks. :) You're right, the inquisitor would do this well.


I see this class is not a popular one.

I'm probably going to be playing one of these in the near future. I'll post how it goes.


Hello,

I've designed a conversion for the slayer of Domiel, a prestige class from the Exalted Handbook. The holy slayer is a type of assassin that is able to death touch evil creatures, and is very potent against undead and evil outsiders.

The Holy Slayer

I tried to keep the class as similar as possible to the original, but adding in and editing to Pathfinder standards.

How'd I do?


SmiloDan wrote:
Yeah, some of this is a bit more powerful than the norm, but it is also a class that is a lot more focused than most Pathfinder classes

My original conversion was much more akin to this, but my party cried out imbalance. It's at the point where I don't even want to play a dread necromancer anymore because they keep complaining.

All in all, the dread necromancer should be about controlling undead. Lots of undead.


Bobson wrote:

If you wanted to keep the flavor but bring it more in line with Paizo, I'd suggest modeling it on the summoner. 3/4 BAB and 6 spell levels, but their higher level spells include some 7+ level spells from the wizard or cleric lists.

I'm liking this retool the summoner class thing. They have VERY strange class features, though.


JohnLocke wrote:
This character sounds like she has the advanced Mary Sue template applied to her - holy crap.

Watch the series.


Nope, River is super psionic. She walks around and reads people's intentions perfectly, and without hesitation.


Beckett wrote:
Also, the idea that BaB and HD must remain the same isn't really even followed by Paizo, so I wouldn't worry about it too much.

Hmm, well you are very wrong. That's ok, though.


Personally, I would like to give it more minion spells like magic fang, etc. Honestly I don't know how to Pathfinderize a spell selection.


Thanks for the feedback. I understand where you are having problems with the class.

Though I don't really agree in this case. Most of the issues you mentioned are from the class, and I merely brought them over. In fact, I stripped most of the abilities away and simply left the ones that made the most sense and gave the dread necro a force to use.

As for the HD, originally it was a d6 class. It tried to melt cleric and sorcerer together. If I take the HD back down do d6 then the BAB has to also go back down to nothing, which would then make the class even worse off than it already is.

I agree that the spells aren't really good, but I don't see a fix for that besides choosing entirely new spells, which will completely change the balance.

Ideas?


The production on these is very fine. Good work.

I've never been a fan of having so many sheets, as mine are very concise. But to each their own.


She's psionic, for sure.


Hey guys,

I've been having issues with this dread necromancer class. I fix it, and half my party cries out because they feel it was unbalanced. This made me take a hard look at the class, and how classes are built now.

I think that the original Dread Necromancer was just... too strange of a class to be brought into the modular world of Pathfinder.

I took what I could out of the class to keep the flavor, without losing (I hope) too much crunch. My goal here is to make a class in line with other classes that resembles a strange mix of spell caster and undead master.

Dread necromancer spell selection is horrid. Because of that reason I've added a few more class features to make up.

Tell me what you think.
The Dread Necromancer v3

Also, do people like Google Docs or PDFs more?


Updated it again. Reduced the power slightly to be more in line with wizard.


You're about right, in regarding LAs. Lycanthrope is +2 LA, +3 if natural. There are ways you can balance it out, though.

Adding built in negatives is a strong balance. Also, requiring them to take a level or two in "werewolf" as a class (with monster equivilent hd, feats, bab, etc) can help.


I always assumed that people wanted to be creepy and undead naturally. I suppose you are right, though, having the social interaction dictated through mechanical detriments does sound doable.

With Lich Body you naturally start to decay. I'll think of something more.


Fixed that little issue:
He must choose and prepare his spells ahead of time by getting 8 hours of rest and spending 1 hour studying his spellbook. Rest can be attained by not doing anything for 8 hours, but does not require actually sleeping. The lich is accustomed to reading tomes and meditating for long periods of time.

Sadly, Mediafire ate the last upload. Here's a new one:
http://www.mediafire.com/download.php?ow3bnuhdcurdb5c

Thanks for the feedback! Looking for more.


Ah, good catch!


I've tweaked the file. It should be updated to the newer file at the same link.

About giving the PC undead: Because I strip away all of their racial modifiers I feel that giving them undead early on is okay. The benefits are substantial, but the social repercussions are quite severe.

I didn't give paralysis a second save because the actual lich doesn't give a second save.

The lich does not need to sleep.

Memories are now usable once a day. Twice a day at 10th level+.


Great responses! I'll look into those short comings.


I'd like any feedback people are willing to share. Are there other forums I should know about? This one always seems so quiet.


In D&D 3.0 that was simply a feat called Craven.


Interesting.

I would suggest lowering the radius to 20 feet or even 10 feet. This would be sufficient to be throw able, and still kill many things.

My worry is about the death save. Aren't we supposed to get away from that? What about just doing lots of hit points damage instead. Say, 80 damage with a maximum of 8 creatures per blast?


I love making things like this. I like what you've done. You have a solid feel for mechanics, though I don't see anything to balance out the template. What do you have to give up for this power?

Also, a bite should be 1d6 unless the creature is large.


Hey guys!

Well, I have always wanted to play all those sweet things like liches, vampires, werewolves, beholders, archons, etc. My DMs have never really wanted me to (and I don't blame them.)

So I made this! Let me know if you like it, or if there are balance issues. I use the wizard as the base class to balance this against.

There are some things done in here that I haven't seen. This could be good or bad. We'll see.

HERE IT IS:
PC'd: The Lich


I've tweaked the Pathfinder Dread Necromancer a little bit. Flows a bit better and has some corrections.


Just pointing out that there is, in fact, no such thing as RAW. Everyone interprets the words.

What you're talking about is the spirit of the game.


master arminas wrote:

Well, the Warlock still gains eldritch blast at will in my take on it; plus he gains invocations (at will supernatural abilities) that take the place of the old blast shape and eldritch essence invocations.

MA

Interesting. I'll take a look.


I find the aspect of gaining at will powers, even though I only get a few, more interesting then... another spell casting class.


Cheapy wrote:
Since you're going to be using a mix of homebrew / WotC stuff, you may as well take a gander at the Death Mage by SGG.

This is an interesting class. It reminds me that some classes, even from WoTC material, can be balanced differently than even today's classes.

Thanks for showing me.


This class is slightly too much. They are right about the wisps. You are simply giving them too much. Reduce the number of spells they get.

Here's a good example of a balanced warlock:
Pathfinder Warlock


You may be interested in this class rewrite up:
Pathfinder Dread Necromancer


Here is my take on a pathfinder warlock:
Warlock


Here's the new download. The old file is outdated. Also this one is a PDF:
Pathfinder Dread Necromancer


Sorry, here is the new file. The old one is outdated. Also, this one is a PDF:
Pathfinder Dread Necromancer


So I was unable to sleep and I made this:
Pathfinder: Dread Necromancer

I put a lot of time into it. I blended both the original and added a little bit of pathfinder into it. I took the suggestions from Parka and molded them into somethings I liked a little bit more.

Tell me what you think.


So I was unable to sleep and I made this:
Pathfinder: Dread Necromancer

I put a lot of time into it. I blended both the original and added a little bit of pathfinder into it. I took the suggestions from Parka and molded them into somethings I liked a little bit more.

Tell me what you think.


Elghinn Lightbringer wrote:
I did a Dread Necromancer PF version a while back. It's at mediafire.com/ElghinnLightbringer. Its in the Beguiler to Psychic Warrior PDF.

This link does not work. Another?


I think the witch is Pathfinder's warlock alternative. Here's a variant I designed:

Pathfinder Warlock Conversion PDF

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