Spooky

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Organized Play Member. 1,276 posts (2,900 including aliases). 1 review. No lists. No wishlists. 8 aliases.


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Ascalaphus wrote:

I feel like they were so worried about making something that breaks the hand economy and was too good, that they hedged it in so hard that now there's nothing left.

Honestly this kind of mentality is what created a bunch of turds in Pf1 like the Oozemorph, Rage alchemist, Esoteric Knowledge Talent, etc, and what kinda ruins stuff like Fox form for me (Since its taking on Pest Form)

But the Vanara prehensile tail issues extend to Tiefling as well.


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I for one do not understand why the spellwarped are not a versatile heritage.

So as far as Ancestries I'd like..

Rogonov would be up there. Especially if they didn't feel weakened. really, any sort of dog headed ancestries would be golden.

Vlaka would be another example

Minotaurs, Centaurs. Rabbit Folk, Batfolk, Goat Folk.. Really a big general "humanoid animal" race


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Yeah, at least gestalt of Telekinetic Kineticist. Its the easiest way to use the force. Or at least some archetype of a class that gets the telekinesis, telekinetic haul, telekinetic finesse and force choke powers of a kineticist.


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Is there anyway of getting someone who is a bit blasty, skilled at talking and sneaking, and is a psychic caster?

By bit blasty, I'm not looking for maximized super duper fireballs of doom, but something that is a bit more contained Like little touch attack spells that deal damage.

My goal is to make a kitsune spell caster and kinda want to be able to cast while in fox form.

Mostly I wanna be able to do physic spell casting stuff but not be immediately screwed the moment I meet a zombie or something not weak against enchantment/illusion


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And see with these seemingly mundane things, Players can and will come up with crazy stuff to do with them. And for some, like me, that is part of the game there too.

What would be nice though is if Paizo released a sort of "Players companion" again once a month for PF2 that was set up sort of like a gazette magazine. Kinda like they did back when they made dragon magazine.

Have a bunch of random items, stories, and other stuff in it. Then at the end of the year, put out a 'yearly catalog' that does some errata and chooses the best of the stuff that year to republish


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Pfft.. If you don't know how to use balls to win the game, what are you doing?

Honestly there is lot of reasons to have balls. Cause you can cast spells on them, and throw them around. Imagine having a bouncy ball with silence cast on it. Or perhaps anti-magic on a hackysack ball.

My personal favorite, that I've used in every edition I've played, is to get a rubber bouncy ball can cast continual light on it.Then hurl it down the dungeon to light things ahead of us without the enemy knowing where we are.


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Well until you start getting too positive. Then you explode.

"Ironically for a plane associated with life, the Positive Energy Plane can be extremely deadly to mortal visitors, as its ambient energies are so powerful that a mortal shell cannot absorb them without bursting. "


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My biggest gripe with spellcasters is the monster casters are unusually tough.

Like we've got a wizard at level 6 with like 19 ac. We're fighting monsters that have a base attack of +20 or slightly higher. So the wizard is getting hit like all the time.

Even me, the tank of the party, sitting at 24 ac, am getting hit like 80% of the time. With my shield raised it drops to 70%

But we fight an enemy spell caster, and they're sitting around 27 ac, with a +20 to hit, and a DC of 28. And they're alongside the brusier who has 26 ac, +23 to hit and deal 4d10+10 damage a hit. Like there is no weaknesses amonst the creatures to exploit.


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Exploration is a phase that is quite different from 1st edition!

The times we've been tpked or almost tpked generally resulted in us (and the gm) treating exploration as normal sort of combat.


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Huh. Well that does help with a bit there. Did not realize the archetype feats might also be skill feats which does qualify for all the skill thingies. Interesting.


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I'm currently looking at making a Medic Investigator

Background Barber
Methodology Forensic Medicine
Race: ??? (At the moment I have catfolk tiefling, but they're not really good for this stat wise, but I want something non-core. Just need to find the proper picture too)
Race feat: ??? (Originally had Tiefling Tail attack, but its bludgeoning)

First level feat: Known Weakness
Second level Feat : Medic Dedication
4th level feat: Scalpel's Point
6th level feat: Treat condition or Doctor's Visitation
8th level feat: What ever wasn't picked at 6th level
10th level feat: Suspect of Opportunity or holsitic Care
12th level feat: Whatever isn't chosen at 10th level
14th level feat: Strategic Bypass
16th level feat: Resuscitate
18th level feat: Trickster's Ace?
20th level feat: Everyone's a suspect

Skill feats
2: Continual Recovery
3*: Medical Research - if able to
4: Something to improve recall knowledge checks?

Trying to figure out what weapon to use though. Currently thinking shortbow as it improves my damage on crit hits and I can use it at range but within 30 feet.


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Slyme wrote:

For an Oozemorph, communication isn't too bad of an issue if you are creative. You can do fun stuff like take the Expressive Pantomime character trait and communicate via games of Charades. 1 tap for yes...2 for no. Write out communication via slime trails...All sorts of alternative means of communication that isn't verbal.

Morphic Weaponry falls into the problem of never scaling it's damage, and never bypassing DR, so at higher levels you might hit things a dozen times...but it will likely be for minimal (if any) damage. At higher levels, you are far better off just shifting into a form that has innate attacks, and ignoring morphic weaponry.

The most limiting factor for the Oozemorph is that they built it in a way that none of the baseline Shifter errata applies to it, since the archetype replaces pretty much every ability instead of modifying them, so you don't qualify for any of the feats that apply to shifters claws, or wildshape, your shapeshifting is limited to 1 use per day until level 4, 2 uses at level 4, etc. By level 6 it starts to become a non-issue...but the entire beginning of your adventuring life you are going to be stuck as a useless pile of goo that can't equip items, wield items, speak, might be marginally useful against fodder type opponents...unless they are wielding swords.

There are any number of easy fixes you can apply in home games to make them at least a functional character, but if you play PFS rules, or your GM doesn't allow home brew or 3rd party materials, just ignore the Oozemorph.

Oh that reminds me, Ooze morphs "natural weapons" also don't actually count as any natural weapon. So you can't take feats that enhance your bite attack, cause the ooze morph doesn't have them.


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You become an ooze.. but also not. Its like getting a pirate class, but it gives you hydrophobia, and the fear of boats, rum, and parrots. And you have to say ARRR, for every word you speak. Also, you have to roll a will save or you stab the nearest party member.

Its not the magic items that oozemorph hurts at early levels. Its how are you going to adventure with the party, as you no longer have the ability to speak or communicate at all with the rest of the party.


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Slyme wrote:

I would rate it as a low tier 5 class on its own...barely mediocre at it high point. If you absolutely min-max it to death, you might get it up to tier 4...but that is a stretch. If you use 3rd party rules, you can salvage it and make it a decent class, but Paizo completely abandoned 1e before they could get around to making it into a proper class.

If you like the Oozemorph archetype...just forget it exists...that archetype is so badly written it drops the class down to a low tier 6...without some heavy home brew fixes, it is on par with NPC classes like Aristocrat and Commoner.

If you want to play Oozemorph, play a Vigilante instead. They take two of the best abilities off the ooze morph as vigilante talents.


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My biggest thing is the lack of a Annual-ish "Companion Compendium" that took all the softback books they released in that year, and released them again hardbound and with updated rulings for stuff that was broken. Especially after Unchained.

Actual support for the kineticist and other occult classes.

More work on Wordcasting, Race Building, and Weapon Building. Oh and the various kinds of subsystems out there, like the intrigue stuff, social combat, chases, vehicle combat

It honestly would have also been nice to have a more cleaned up 1.5 before moving to 2nd edition, particularly if the 1.5 cleaned up a lot of the the chaff feats out there where you needed to take like 7 feats for a slight mechanical advantage.

PrC Archtypes and Favored class rules. More VMC, and Archtypes for VMC.


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I end up doing some fun ones myself, like Profession Gambling with a gunslinger so its like "Where did you get that handy haversack?" "I won it in a game of cards."


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Man, nevermind the whole oathbreaker thing, the fact that any other polymorph effect you do that isn't fludic form causes you to lose your features of being an ooze morph.

Its like having an archtype called Banshee that screams non stop, but can stop for one hour a day.

I've heard rumors that it was purposefully designed to be bad. Makes me wonder how much more martial garbage is out there that is designed to just take up space in books and be piles of refuge.


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Filthy Lucre wrote:
How would you implement Alchemist without access to infusions? Just completely remove them?

Spheres of Might gives a little bit towards a more alchemy character without having as much magic. But I don't see why an alchemist couldn't have infusions.


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As for getting it on someone. See the tankard and blade style feat. You can thow liquid on enemies from your tankard


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Currently working on a brewmaster when I realized something about brew potion. The only limitation on it is that the potion has to be able to target one or more creatures/objects.

There are two things you can make with brew potion as well, Potions and Oils. Potions being something internal and Oils being external.

So it seems to me that you could make an oil of Magic Missile which targets up to five creatures.

Where am I wrong though?


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Little Red Goblin Games wrote:
Darche Schneider wrote:
If a henchling is a large quadrupedal creature, does the packmule ability get multiplied as well?

It wouldn't be super problematic either way, but as written I'd say no. (It modifies the strength score and this adds to the carrying capacity on top of that). It could be a really fun character concept though and it wouldn't break anything too badly. At higher levels the numbers are basically absurd anyway, so it's really just what order of magnitude. We had a large side henchling stealing a massive statue and beating people with it in some of our high levels playtests.

Keep in mind that the pack bonus damage would not increase (as that's restricted by level).

Aye, was mostly looking to it to see if I'd get to the point where I'd be able to start carrying around a tavern on my back as a light load.


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Personally, I do like the fact that they reprinted things from the players companions to the hardback book. And frankly, I believe they should continue to keep doing so.

It was kind of how the dragon magazines started to work for a bit there, where they rereleased the mechanical stuff from the mags into the dragon compendirum which did have its share of changes.

But I'm not happy with the lore warden either. Its far more awkward now for one, where you get a level that you gain Nothing. Like someone who says "Hey for twice the price I can throw an extra one in for free." when trying to sell you something.


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At least a lot of the new exotic weapons are not a weapon of a lower catagory but worse.

Like Dagger / War Razor / Butterfly Knife. Where the Dagger has remained Superior to them. heck the butterfly knife came out in the original adventuer's armory.

Katar, Tribladed got knocked down to a Martial Prof making a pretty strong light x4 crit weapon.


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Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.


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One of the things I've wanted to do with the feat myself, is combine it with the Magical Child Vigilante Archetype. So your hand comes off and then transforms into something like a Celestial Wolf or something. Or that One transformation creature that could turn itself into a sword. Or perhaps a parrot?

Then you get the clockwork prosthetic to replace your missing hand or use phantom limb or some such. I've also thought about making a Hand-Witch like in Gravity falls.


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For me, an artificer composed of Alchemist/Wizard.

The alchemist kinda tries to do it, the wizard kinda tries to do it, but neither of them really pull of a real artificer. Now it doesn't have to be like 3.5 and to to really try to would be madness incarnate.

Rather you could house a number of things with it.

Class Archetypes could focus on different items that are created (With obviously nothing for potion, cause that would just be a straight up alchemist.)

So like the core class would be about making any and all magic items and doing a general enhancement on said magic items. Like the Artificer could pick up Item Mastery feats as an artificer discovery, a few of the alchemist discoveries and a few of those special wizard feats (Like the wand-like staff feat).

Additional discovers could also lead to mundane enhancements for gear, new ways to use some mundane or magical gear Possibly with a few that are focused on specific items.

Archetypes could include..

Gizmologist - A Techbased support class for the technology guide/starfinder. Has a tighter spell selection than that of the standard Artificer and gives up its magic item creation stuff for gizmos that cast "spells" but as ex abilities. Like Jump or Shield being something like Jump Boots or Shield bracelet

Wand Master - Pretty much simply as is on tin. A character that gives up the rest of the item creation stuff, but gains better use of wands.

Scroll Master - Like the Skald archetype for bard, The scroll master expands on the wizard archetype, enhancing the ability to make and use scrolls, and the whole scroll combat stuff the archetype was trying to do.

Ioun Savant - Focused particularly on the use of Ioun Stones, allowing them to do new and unusual things like actually use them to defend or attack.

Prestige Mage - Less magical, more showmanship, the Prestige Mage builds devices similar to the Gizmologist, still being semi-magicy in nature.

Cogsmith - Keeper of time, specializes around more time based magics such as slow and haste. Spell list changes up a bit here as well.

War Machinist - Golem crafter that creates various kinds of robotic servants. Can 'cast' summon spells to summon animals and such.


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They should all get rainbow sherbert poops.


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So I'm working on making a character for a Pathfinder/3.5 king maker game.

In Haunted Heroes handbook, there is a chain of feats that gives you left hand. I really can't think of it as anything else especially with the Vampire Hunter D insert that came with the book.

I do get an extra feat from the start with the house rules of the game so I could get the first two if I was to go with D.

Baring that, I'm looking more at the mechanics that the left hand could do.

One - Minor skill bonuses. Not really anything all that great to be honest.
Two - Minor increase to attack and damage increase when using a light or one handed weapon. Nice really but it limits what I could choose

Picking up the next feat

Three - Reduce two weapon fighting penalties. Really good for wielding two one handed weapons. Still okay with light wepaons

Four - One of the big ones for me. The hand can perform any action I could reasonably do with a single hand whenever I'm not able to do actions.

The next feat makes the hand into a pseudo familiar, which can become a real familiar if I have the familiar class feature. And this is where things get weird.

Okay first off the second feat inspires me the most here, cause the third one makes me go in weird directions.

I've decided to play an Alchemist or Investigator. The reason being is that with the possessed hand, It could force feed me potions whenever I need to be fed a potion and I can't do it to myself. Don't know exactly how I'd like to do the two weapon fighting one.

Now on the third feat Since it becomes my familiar there is a few weird ways we could use it.

Beast Bound Witch - I could transform into a copy of my familiar.. Maybe? If I die.. I could possess my hand, in one of the weirdest things.. Then could use one of the Resurrection methods that needs a body part.

Synergist Witch - I take my hand off.. to allow it to jump back into me and fuse with my form. Ultimately does very little of anything but my form would be a blend of my hand and my body.

Magical Girl - I take my hand off.. and it transforms into a worg. Or an imp or something when I transform myself.

Pact Wizard - My hand's true form is revealed at level 7! It becomes an outsider version of itself.

Spirit Binder - Probably one of the more flavorful versions there is and a bit creepy. A love one died.. And I make them into my hand because I can't let them go.

Homunculist Alchemist - I experiment on my hand apparently, evolving it into a more advanced hand.

Duettist Bard - Together my hand and I make lovely music and performances.

Figment Familiar - My hand is just part of my imagination.

Tattooed Sorcerer - My hand could become a tatoo on my body.. Manos! The Hand of fate.

Familiar Adept Wizard - I'm really good with my hand.. and all my spells are stored in it.

So my thing here is.. Should I go weird? Or should I go Alchemist/Something else? What should that something else be?


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Can a paladin use a snapleaf while they are performing an evil act?


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Well I think they totally missed some good ability to do some errata to other things.

Like the Blind Man's Fold should give you blindfighting against foes you can see within 5 feet of you.

Boots of Springing and Striding should only function after wearing them for 24 hours, be usable once per day, and last a minute. Same thing with Boots of The Winterland.

/Sarcasims.


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Graceful Steal (Ultimate Intrigue) now lets you use the Steal Combat Maneuver in place of Slight of Hand, allowing the Hulk use his giant meat fingers to slip into your pockets and pick out the coins in your purse.

If the two are matched feat for feat, In combat The Hulk will still come out on top.

His Full BAB vs her 3/4 BAB = Every four levels she's down one point vs him.

His Size is Large or Huge vs her Medium. That gives him more bonuses.

Even out of combat, His bab matches her ranks in Slight of Hand. His bonus on the feats gives him +4 to performing the check. His size gives him a +2 on the check.

If he has nothing else, she'll barely make it above him in slight of hand, on virtue that she probably has a higher dex bonus than the hulk.


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Seriously.. This is something I can't figure out.

Steal is a combat maneuver, by rules of combat maneuvers you use your STR to perform.

So you get STR + BAB + Size Mod. The Bigger you are, the better your size mod. The Hulk is at least Large, if not Huge. And he's got gallons of str.

Black Widow on other hand, has a fairly decent amount of dex and lots of training. But the moment she gets into combat in pathfinder she suddenly forgets how to perform her pick pocket abilities.

Because by the skills definition, you cannot take objects from people in combat that are aware of your presence. Even though we see it all the flippin time in movies.

I'm pretty sure we even see it in the references I'm talking about right here and now. I know I've seen it in zootopia, deadpool, and a few other movies. I think even Dobby the elf managed to pull this off.

However in Pathfinder, The Incredible Hulk is truly capable of being Incredible at stealing things.

But wait! You might say, The Hulk can't steal things out of combat! Well Now there is a feat for that. Graceful steal. Granted it does replace STR with DEX But the Hulk still gets his size modifiers for being huge, and all his combat abilities. Not to mention he is pretty agile even though he's so big. Maybe Not black Widow agile, but still pretty good.

So basically My rules question in here is.. Did I miss anything? Does Black Widow have go and spend a large number of feats so she can match the Hulk's ability to pick pocket?


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Texas Snyper wrote:

1) I would think its the blast range. You're still using your blast but the your 'strands' are loose so you hit with the object instead of the aether energy.

1C) Why would you use that over the blast effect? Unless you're using it to throw an ally. So I'd say yes you can but unless you have a specific reason to (eg ally) you have no reason to.

Yes, could be an ally that I swing around, but it also would have been a bit dependent on the primary question there too. You might have been able to throw further.

Quote:


1D) I assume you mean with Aether's second version. I don't think so but even if you could how would that be any different from just swinging the weapon at them?

If the second version was used, there is the possibility of being able to use your Con Modifier instead of Str modifier for the weapon's attack and damage rolls.

Quote:


2A) I'd say no, you can't act to remain floating there. It still requires an action to remain floating, its just a free action to do so. I hope you have featherfall.

2B) See above

The ability does say that you can hover without spending an action.

"You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action."


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I dont know. Seems pretty weak to me, i cant see anybody using it.


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Creative Combat Focus of skills..

Well there are a few things you could get as far as skills go. One would be a three part go..

1) Take Skill Focus Stealth
2) Take Hellcat Stealth
3) Take the Skill Unlock of Stealth
4) Take Stalker Vigilante Talent to hide in shadows.

Now you can HIPS everywhere. Though you still gotta deal with Blindsense, Blindsight, Life sense, scent and Tremor Sense.

Scent can be thwarted with alchemy
Tremor sense by some magic shoes and I think a feat, as well as just not touching the ground.

I don't know about the other three though. Then just kinda fight with hit and run tactics. Like shot on the run, or spring attack.


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Bards in Pathfinder are very varied, depending on your archetype.

Archaeologist for example lets you be both the party rogue and the party spell caster. You could even be a good damage dealer with some Luck bonus cheese. (Fates Favored, Lingering Song, Exquisite Accompaniment)

There is a few dervish ones I haven't quite tried out yet. And if you include Skald as a bard, (since it is a hybrid of Bard/Barb) You can also be the spellcaster and primary frountliner. I had a bard centaur that just tore people up.


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If anything, My biggest complaint with the Kineticist is the power gaps.

Infusions/Shapes - You get these at 1, 3, 5, 9, 11th 13th 17th and 19ths.

You can only have an infusions up to 1/2 your kinetist level rounded down.

Then at 5 11 and 17 you get to replace one infusion.

The problem is You're stuck with level 2 infusions until you hit level Nine! There is no way that I know of to get level 3 infusions at 6. So by the time you bloody could get a 3rd level infusion, you're already able to get 4th level, and two levels away from getting a fifth level. (At level 11.)

Couple this with rather few, and poor 1 and 2 level infusions for the kinetist I tend to try to play (Aether) and I'm sitting around trying to figure out what to do.


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Also Full pouch says the copied item suffers a slight reduction in quality.. and then is potentially better than the original? Also seems a bit week for a level 2/3 spell that has a material component.


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Alexander Augunas wrote:
Terminalmancer wrote:
"If you ever reveal or confirm your connection to your eschewed identities [...]"

"If a tree falls in a forest, does it make a sound?"

My official-not-official answer, for the purpose of this feat, is yes. You take the mask off, you're revealing your identity and taking the penalties. Because even if you can't see them, you've revealed your identity to SOMEONE. (And don't you think the Reaper of Reputation would be eying someone who's effectively expunged their reputation VERY closely?)

That's how I recommend all GMs rule it, in any case.

So basically.. You give up the ability to eat?

What about if someone uses a spell to get your old Identity and beat the dc 10+hd caster level check? Or if you get polymorphed? The mask gets pilfered? sundered?

Do you lose your familiar/animal companion/etc? Why didn't the reaper of Reputation pay attention to the before and after the ceremony? IF a tree pretends its not a tree does anyone know?


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So in the Weapon Master's guide there is an Advance Weapons training that allows you to use combat feats more times per day equal to your weapon training bonus.

So good ones I've found so far

Barroom Brawler - Its like having martial flexibility!

Slow Time - Behind a few meditation feats, but being able to 'cast' haste multiple times per day by yourself I think is always good.

Telekinetic Mastery - Have more times per day that you can cast telekinesis.

What are some other ones out there?


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Nox Aeterna wrote:

I think that archetype is meant to NPCs really , not players.

With this said , even then i think it lacks real flavor.

Aye, its the kinda of Archetype you'd give a cohort. Especially if you've got some DM who is like "There is no way you could carry 30,000 copper pieces, 10,000 silver and a two-ton golden statue out of that dungeon! Its too heavy!"

"You're right DM, I can't carry it out. However Nobert over there can. Particularly after Merciul the Magnificate has his rogue sapper companion Crowbar strip all the bits and pieces of metal off everything. Oh and we're taking the front door too."


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For me, I'm a person who looks at the character, what I want them to do, and what the numbers are, and what they are.

I hate rolling up a character who is like "I'm a totally awesome trickster, capable of escaping situations, and more. " and then the character ends up just playing like superman 64.


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What I would have loved to have seen in the book..

PRC like the Mystic Theurge that allows one to combine Arcane with Psychic.


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Exotic Weapon Prof.

Why? Cause half the time the weapons are very similar if not practically the same thing as a previous weapon in both form and functionality. Then most of the other half its because its not European.

Somehow firearms starts off as EWP items, but can move down to Simple depending on how common they are. While Crossbows stay exactly where they are.

Speaking of Crossbows, EWP affects only the ability to hit, imposing a -4 to hit with the weapon. But for some reason, A heavy repeating crossbow, or a hand crossbow, is so utterly different from Heavy or Light Crossbows that it should be a feat to aim them more properly.

Ones that do it 'right' are weapons that are pretty dang strange, like the flying blade for example. Weapons that are vastly superior to others, to an extent. Or ones that have a basic function if you have martial/simple prof with another weapon, but this one gives you special bonuses only if you're prof with it. That prevents the whole -4 to hit thing, and brings about the feat being more of the training and how to use the strange thing in all its function


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STupid thing I noticed.. You can quick draw a dagger. You can quickdraw a stake. You could even quick draw a ladder. But you can't quick draw a wand. Even though you could like.. stab someone like an improvised dagger with it.


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Right, the point would be that unless the wizard created something that was completely and utterly new, the knowledge that he had to acquire to make it would still be out there. The final pieces of the puzzle wouldn't be of course, but the primary stuff that led him to start making it.

And by completely and utterly new, I'm not talking like the combustion engine being made by whoever invented it. Oil, fire, explosions, kinetic energy and motion, mechanics and the like are all bits and pieces of knowledge that is there.

I'd actually be referring more to an engine that doesn't use any of that. Is somehow powered by a material called unobtanionium, a material that disobeys every single law of nature known to man. It can create energy or even destroy it. That it causes time and space to somehow become manipulated to take you where your were going to, before you even began to go there. Stuff on the level of trying to understand elder gods.

Or perhaps rather making that same combustion engine, during the stone age, back when they were just learning of fire.


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Arachnofiend wrote:
Are... you entirely sure you're playing Pathfinder?

Nope. I'm playing Lutehero: The RPG. Have to get to level seven, then I can get another bandmate, and a bunch of groupies. I might be able to pick up a dog somewhere.


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There's also a lot of flip side to this as well.

Sure you've got the Jerk-off who uses a character who he just goes on about how he's just "Playing his character" while screwing with the rest of the party. But you've also go the other guy with a character thats LG cleric of the god of mercy from the lands of mercy, who's every little bit of back story and feats are about how merciful they are.. And yet they're setting everything on fire and killing orphans brutally in the streets.

Extreme hyberbole I know, But it does happen.

In one of my games (Shadowrun), I've been constantly told not to get stuck in "Playing my character." which happens every single time I start to deviate from the rails that the GM and other players set up. To the point I've nearly stopped playing my character and just let everyone else play it for me. Because clearly, what I want to do, either as what I'd feel what my guy would do (Not go blindly charging into a group of orc gangers armed with only a smoke grenade while the rest of the party fails to negotiate to pull them out of the hole they dug) Or things I'd want to do as a player (Deliver a car bomb to the ganger's hide out later) clearly are bad wrong no good terrible.