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So, for those more familiar than I with the three bestiaries, any suggestions on a good base monster that I could use to use as the basis for a Metroid or Metroid-like monster?


Does anyone know if sorcerers retain their bloodline powers while they are polymorphed? The Magic section states:

"While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form."

This should be cut and dry, but which bloodline powers depend upon the "original form" of the sorcerer? I'm mainly concerned with the Capstone abilities for this question.

For example, Boreal's 20th lvl Child of Ancient Winters ability gives a bunch of immunities, but is that a result of body modifications, or just mystical attunement to the cold?

The Celestial bloodline's Ascension gives immunities, untyped bonuses (notably not racial bonuses) and the ability to speak any language. Which ones are based on body features, and which are retained in a polymorph? Or since it's technically only a single (Su) ability, would you have to lose/retain all abilities together?

What about the Destined bloodline? Would all of it's abilities be retained, since it's all mystical? If so, and if the above capstones turn off in a polymorph, does that create a problematic power disparity between the bloodlines?

Thanks in advance, any answers here would be helpful...


So, I swear I read something about advanced masterwork items (enhanced versions of standard masterwork gear) a month or so ago. But I've looked everywhere I can think of for them, to no avail. Am I going crazy? Does pathfinder, or even 3.5, have anything like this squirreled away in a random book somewhere?

Thanks in advance.


Free cure spells = good change

Bones foci = weak revelations (especially the final revelation)

Armor bonuses from revelations = weak (convert to natural AC, deflection, or whatever, as appropriate for the focus)

No turning/channeling access = inappropriate and weak (several classes should get one or both of these, and with the other advantages the cleric gets, it is not out of the question to add these to balance out the oracle, especially for backwards compatibility with divine feats; further, thematically they are appropriate, as foci such as flame and nature should be anathema to undead)

Flame foci burning spells = fairly useless at low levels, fairly useless at high levels; needs more spells, and better damage (=caster lvl, not spell level) that might actually pierce low level energy resistances.

Lore foci Int bonus = potentially confusing (make it a revelation that is taken only at a fixed level, or make it confer points from previous levels; as is, a player that isn't good at the min/maxing is punished for not taking the ability earlier)


Having just made an Oracle for an upcoming game, I wanted to share some of the thoughts that occurred to me in the process.

1) Domains
It seems as though there would be more system consistency and general utility for the class if the foci were each given a specific domain during character creation. All the foci line up with existing domains, and give spell lists almost identical to them. The domain powers in each of the domains are more than fitting for the appropriate foci (fire domain/flame foci for example), and without the granted abilities the oracle ends up having to choose things like Fire Resistance as one of their revelations (further weakening them in comparison to the cleric). In short, just give Oracle a single domain that is appropriate to their focus, along with the granted power of said domain.

2) Undead Turning / Energy Channeling
Yes, I know that Oracle is supposed to be something different than a "spontaneous casting cleric". However, they already lose a lot of utility due to the drastic reduction in versatility, and two domains (or one, if the above suggestion is taken). Losing channeling is just a bit much... at the very least they should get the Turn/Rebuke feat. Imo, this is backed up by the fact that they get a cleric's spell list; they are channeling raw spiritual power, not just "flame" or "bone" spells (and flame actually deserves turning anyway, can't think of something undead fear more than holy flame). Adding this in would also make the class more entertaining when used with 3.5 material, since Divine feats would then become available.

3) Revelations
Just a smattering of various thoughts really:
a)I like having the separate sets of abilities, but it seems like there should be a "general" category that anyone can take. Turning, channeling, special spellcasting boosts, things like that. Such a list could also include "Curse-Specific Revelations" which would provide a way of further exploring one of the defining mechanics of the class.
b) I think that along with revelations, there should be a bonus feat or two thrown in, similar to sorcerer. The progression is kind of boring until key levels. Or, another alternative would be to just increase the number of revealations gained to 1 per 3 levels... This combines especially well with a "General" category or "Curse-Specific" category.
c) Most revelation abilities should be usable more times a day. Compare to the Sorcerer again, and you see a lot more utility in their stuff overall.
d) Should be more spellcasting-amplification type revelations. Sorcerers get bloodline arcana, but what do Oracles get?
e) The capstone abilities are under-whelming in comparison to most of the other classes.

Overall, I really love the Oracle's flavor (curses are fantastic, the flaws add huge roleplaying hooks), but I feel that they are lacking in versatility compared to the Cleric/Druid, and lacking in power compared to both the Sorcerer and the Cleric/Druid. Unless one or both of these are dealt with, the class will be a very sub-par choice for anyone even remotely concerned with the utility of their character.


Working from suggestions in a previous thread, suggestions from friends w/business degrees, and various stuff on the web, I've come up with some rules to playtest for a better economy. The core of it is that it prevents the explosion of character wealth as they level, but it has several other lesser purposes, such as making masterwork costs vary by item type (no more 600gp quarterstaffs).

Link here:Economics

Feedback is appreciated.


So, as most people are aware, the D&D economy is pretty much based on adventurers, and is balanced against their level/power gains rather than "realism" (yes, I know, just a game, please don't pick on this statement; the attempt here is to add a bit more verisimilitude rather than an exact realism that cannot exist in the game).

I am currently running a game, and have been pacing gold in a manner that is more in tune with actual economic principles and realism, and it has produced a superior gaming experience (players are still wealthy, but not enough to buy whole cities or to get everything they want... and sometimes they choose to camp instead of stay at an inn to preserve gold). They pay more attention to equipment, activities, and to npc interactions, since all of these have actual game consequences (i.e. gold loss). But despite positive results, I don't have a hard and fast system, so treasure will be more difficult to hand out later, and players will start having difficulties when magic items come more into play.

So, what would people do to improve upon the D&D economy, what changes to the economic system have people made/seen that, what do you not like, what works well and what doesn't, etc.?


I'm starting a game in which a player wants to do psionics. Looking at most of the psi classes, they will need serious overhaul to fit into the pf class model. I got to looking more closely at the stuff in C.Psi, since mods I make there won't likely be contradicted by new releases (not possible to update by OGL and all that).

What I found was that the Ardent and Divine Mind classes are really just a single idea split into two classes. Further, both of these classes were criticized heavily for being quite weak, though if they were merged they would have enough abilities to actually look very much like a pathfinder base class.

Basically, just shove the two together so that, over the course of 20 levels, they get all the class features of both. Rebalance it so that the abilities are more evenly spread out, but otherwise take them pretty much as is.

What do people think of this? Is it within the scope of the current system limits? Is it overwhelmingly good (mantles make it very nice as a party buffer)? Or is it still made of suck (its powers list, while ok, is still quite limited in multiple ways: number of powers known, spell list, primary mantles, etc)?

I personally think it balances fairly well, and comes out looking very much like a Druid. What it sacrifices in personal power by comparison to the Druid, it makes up in party utility; any extra power due to party utility is somewhat limited by lower spell access than the Druid.

But what do other people think?


How would one go about converting these classes to Pathfinder? My ideas are limited so far, and would find some suggestions helpful (though it would also be appreciated if people would refrain from "Bo9S is broken" and "Bo9S needs xyz mechanics updated/changed/removed").

WARBLADE:
Functionally perfect for the new system imo. It gains frequent abilites, and when not gaining abilities it gets new maneuvers. It has a very nice 20th level ability, but doesn't gain the raw bonuses that the fighter gets. The only thing that might be worth changing is the hit die... Anything I'm missing?

CRUSADER:
This one is the hardest to convert imo. It is the weakest of the the three in terms of cool abilities, despite it having a nice recharge mechanic. I'd really like some suggestions here. What I've got so far is DUAL STRIKE for the 20th level ability (which brings it into parity with the other ToB classes, and is less powerful due to the random recharge and limited schools known), and HD INCREASE to a D12. Other possibilities I've been contemplating are to give it a domain granted ability, give the save bonuses for divine grace, and increase the smiting effect (though not to the degree of the paladin).

SWORDSAGE:
This one is almost there, but needs more oomph. It has many abilities, and many maneuver known, but still is not stunningly powerful when compared to the other options available. A well built rogue or monk will out-damage this character easily, and likely out-survive it as well.
Since it's based on a monk build, I've contemplated adding monk-like abilities to it, though which ones are still uncertain. Flurry in its new incarnation seems overpowered for the class, and the little stuff is mostly covered by maneuvers. Increasing the saves to be all good saves seems like a good idea though.