I have decided to take as much advice as I can and turn this into a Magus Archetype that is worth playing with a unique mechanic. To do: figure out what class abilities can be kept and which ones I want to change, and determine the other changes. I still want this to be a frontline mage before a frontline spellcaster, so I will have to see what I can do to make it viable and interesting. Thanks all for your input whatever source it may have been from. I'd like to get this into a state that anyone could use it since I can't think of any viable method of getting the combat style this should offer when finished without sacrificing a lot of other possibilities.
VoodistMonk wrote:
Yes as an intelligence base having any more skill points per level would be silly. As far as BAB and saves, it is meant to be a magical martial class more than a spell thrower, and having poor will saves is common there i think more classes have two good saves than don't. Also I am the critical, criticism is what I was looking for. hopefully constructive XD. Melkiador wrote:
Basically I'm trying to make spellcasting in combat diffucult but not impossible. I like the idea of using spells creatively but don't want this to be an eldritch knight. Making a standard action a full round might be a bit harsh since a lot can happen in a round, but if it balances it it might be needed. A large balancing feature is the fact that every ability uses the pool.
So I had an idea floating around and decided to procrastinate even more on anything else I could be doing with my spare time. Trying to make a caster class that still has the out of combat utility of a full caster with the same or more limitations that a half caster would see. Going for thecombat capacity of the kineticist/magus. The aim is to be inspired by witch, magus, and kineticist. I need to work on the prowess ability choices, since there are a few magus ones that can't work or need to be changed, and some that need to be available to improve the close combat of the Conductor. I chose conductor as the descriptor because they are a class with the ability to guide the energy around them rather than summon it. I'd love to hear your guy's input and am not afraid to detune it, it isn't planned to be used in any of my campaigns currently, playing or running, I just thought it was a cool idea and couldn't think of a viable way to do something similar with anything I knew of on the SRD. If anything I might throw one in for a quick balance test as a miniboss fight in the one I'm running.
Sorry for the lack of updoots, was waiting until time permitted that I had enough to share. I have a very early version of the first structured part, next I will work on the ending since I have some content for the prepared, but here it is in all of it's basic text glory https://pastebin.com/QhExAdCY
Back again with more questions and less answers, I play a Musket Master gunslinger in a campaign where modern firearms were introduced into the story at level 8. When building my character I had talked with the DM about building around a double hackbut, but due to the way the story has progressed it isn't the easiest weapon to deal with on top of having to juggle a secondary ammunition type while crafting. I had asked my DM about using the same type of ammunition for all my rifle based guns thus modernizing the hackbut but he is stuck on the aspect of cartridge type ammunition loading faster and doesn't want any other builds to have access to such a powerful weapon and have it fire fast due to the mechanics. I understand his hesitation and have been trying to think of a method which would satisfy both problems What I came up with is designing a custom breach loading mechanism where an amount of gunpowder (since I already carry a powder horn) would rest behind the chambered shell and when the firing pin fires the shell, the gunpowder would also ignite and the extra expanding gas in the chamber would result in a higher shell velocity, as well as eject the casing. Since this is a fairly silly idea I doubt any guns from history would use this mechanism, but it would explain why the same shell gets double the damage dice as well as solve the fast reload problem since there would be an extra step as well as a complicated locking mechanism to contain the forces. is this completely far-fetched or is it a viable solution to both arguments?
I'm still fairly new to the game, only been playing for about a year and a half in one game meeting semi-regularly on weekends. I have DM'd a short storyline within the (also homebrew) campaign that my DM runs, so I have sooome experience but I definitely have a way to go Anyway enough of that. I'm expanding my goals and trying to build a module that can be used as a level XX one shot or a full (short campaign) all from notes The basis of the story is based around the party getting pulled into another plane via a tear in space-time (IE a Rift) by a malevolent demon who controls the rifts within the plane, and the final battle would be against an NPC who has been possessed by said demon (similar to the pfsrd demon possession but not willing) I have hit a bit of a snag where I haven't been able to add any structure before it becomes too unorganized and I haven't quite figured out how I want to structure it other than having to roll to see what the players are heading towards next (encounter, quest, puzzle, trap, etc) Any suggestions? |