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Blueluck wrote: Some of the better adventures from the old days definitely offered a kind of puzzle that's no longer common. The modern game is vastly better, but the tone of adventures has changed over the years. Is what i mean. I love the game and i'm a path subscriber. I would love to have some old tricks and puzzles in modern game![]()
Jeremias wrote: Which is a good thing. I'm here to play my character. And if he is dumb, I won't solve riddles. If player abilities are everything, I'll just play a CHA- and INT-Dump fighter and use my own brain for everything. I really do not agree, probably i have a different point of view cause a play from so many years. You could even solve a riddle with your stupid warrior dwarf, of course in a different way and it became more difficult to RPG your dumb warrior and help your group. The point for me is to put player brain power on character creation and sinergy or inside the game on different things than combat. ![]()
I do not know if it depends on the age or other.
We played a part of an old module of 1978 and could be for the ability of our old master that I can not compare myself in any way, but even if the plot was more narrow and there were nothing spectacular i found something i'm no more used to.
I think balancing the game has gone us from testing the skills of the players to test the abilities of the characters. If I'm wrong and you know about modules or paths so old fashioned that can be easily played with this century rules fell free to give me directions. ![]()
Tangent101 wrote: I'd say just eliminate experience points. Instead, level up the players when the AP suggests they should be leveled up. If encounters aren't tough enough, add a class level or a hit die to an encounter. I'm thinking removing XP too. I will try to leave them one level below and see how it gets make some little adjustment where is needed. Really i do not want to add monsters, i can buff them but adding monster is equal to stealing time to PCs. ![]()
I looked around in the forum on advice on how to run paths for 6 players and i see the thing in really a different way.
Some background info:
Now we will start skull and shackles with the full group:
every one of us have a family and kids so i think usually we will play in 5 and i will try to house rule that pc disappear when the player is not on the table. It's quite easy for me to change the monsters stat block on the run giving some bonus where they need it to make the fight difficult but fast. I love fights that end in 4 rounds, and i think that longer fights usually became boring. ![]()
I was wondering if the rogue of my group could use sneak attack on a demilich. it seem really strange to me to let flank and make sneak attack on a floating skull. Following the rules the only way i have to avoid this is using the telekinesis (su) to gain concealement. My "problem" is that with precision damage my group will destroy the demilich in just two rounds and i think it could be more enjoiable to play different abilities than keeping concentration all the time till they move away ![]()
Tels thank you for your advice i will think about making encounters a lot more crowded. We are old players, i started playing in 1987 and we play together from 1992 but we are new to pathfinder.
the first encounter with sergeant lashton was managed too easily from the party and so i camed here to understand if there are working arounds on path conversion and so on.
- skeletons go out of skarwall
i think that using some gargoyles from the columns of the bridge could be usefull but i did not thinked about it during the session.
The thing really incredible to me is that the group is not too powered by magical objects.
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I have big problems with my group cause they are doing too much damage. The setup is Fighter8/cleric3 Rogue11 Wizard11 Cleric11
They can do quite easily over 120 damage per round and monster dies so quickly i have to struggle to find ways to give pressure on them and keep the game enjoiable. There is any solution ? ![]()
Nether Saxon wrote:
i did not punished them and the fight went really well. Crimson Throne spoiler::
I manage to cut time between waves making the encounter a no stop fight.
At some points there where 6 gargoyle, 7 Red Mantis and Cinnabar. A lot of adrenaline and no tpk ![]()
[warning curse of the chrimson throne spoiler] Hi,
Crimson Throne spoiler:
We are playing curse of the crimson throne and he thinked about this tactics to fight against red mantis. They are near the big battle against them and i do not want to let him make a trivial fight with it. What do you suggest ? ![]()
Hi i want to build an app for android tablet/smarthphone to use as character sheet. the app will be free but i think i will put some ads on it. i can't understand if i can use: * name of feats and abilities
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![]() I've been working on a personal update/variation to the Jedi class, including adding a handful of different Jedi paths, or careers as they are called in the original document. I've come up with a total of 10 , including 3 Sith-themed paths. I may try to come up with another Dark-Side/Fallen Jedi focused one, depending on my workload. I've been of-and-on busy with a major move and work, so as soon as I can get back into it I will and post it. Another one of the personal changes I did was give each Path a Focus, which is: Quote: One of three areas that emphasize the training you received and the aspect of The Force that you favor with your chosen path. These three are Force Focus, Balanced Focus, and Martial Focus.Force Focus paths (such as the Consular): Quote: Gain an extra Force power per day for each level as well as learn one additional Force power at each level you would normally learn a new power.Martial Focus paths (such as the Guardian) are as such: Quote: Whenever you are actively wielding your lightsaber, you treat your base attack bonus as if it was equal to your level (as a Soldier). This applies only with attacks made with your lightsaber. Due to your focus on martial training, you learn one less Force power whenever you would normally learn a new Force power, and you can use one less Force power per day for each level.Finally, there is the Balanced Focus (such as Sentinel), which is as follows: Quote:
Also, each Path starts with it's own lightsaber form. Oh, and some of the abilities I've used for these other Paths I've borrowed from other classes that fit thematically/mechanically, but since its mostly for personal homebrew use I don't mind for my games. ;-P
I'm fairly pleased with all of the Paths (and have completed that section). Right now I'm working on adding leveled bonuses to the different lightsaber forms so that they scale up a bit (think padawan, knight, master levels) and the feats section. After that will be any new Force Powers I convert, and lastly would be other Force-using traditions (such as the Iron Knights and Order of Shasa). I'm tossing between making them a different set of Paths, or just racial (mostly) archetypes for Jedi, or just anyone who has Force Sensitivity (be it the Jedi class, the Feat, or the Themes). ![]()
![]() Wei Ji the Learner wrote:
Oh how I miss that game and my stockpile of Planet Busters. I was in a stalemate war with one faction, and the rest of the factions were friendly but not helping. I lost my patience with the constant taking/losing/taking of the enemy's capitol, so I nuked it. EVERYONE turned on me... so I planet busted every other faction. I had stockpiled enough planet busters to take out practically every city that wasn't mine. Yea, I was the supervillain. Glorious finish to that game.. ![]()
![]() I personally have always liked the Psychic Warrior. The current version already feels 'Starfinderish' with it's selection of paths, which each SF core class seems to have variations unique to that class. I'll be converting some of the Psionics Unleashed classes, especially psychic warrior, to SF rules anyhow, just in case they're not updated/included in the new product. ![]()
Male Unique Kenku Warrior 1/Expert 10/Slacker 3
![]() I was just thinking... Since the characters have only a general passing knowledge of other members, perhaps we can come up with 3-5 rumors for our characters based on their backstories. I think 1-3 rumors WITH factual basis behind them, and 1-2 "out-there" rumors. Adds a little bit of flavor to the RP, especially if the others believe the "out-there" false rumors. It would be even better (and entertaining) if our characters were well aware of all these rumors and did nothing to discredit the false rumors. I'll go first:
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![]() Boy did I enjoy this game... My favorite moment was as follows: I was the Spartan faction and was technically "at peace" with all other factions except for one, who was my direct neighbor. I had surpassed everyone technologically and was very isolationist. My borders were VERY defended, and as the world kept asking me for handouts, I was secretly building numerous Planet Busters. So this war against the neighboring faction was long and tedious. I played an annoying back and forth as I would take their capitol and they would retake it, neither one of us holding onto it for more than a few turns. Eventually I grew tired of this tactic and pulled all of my forces back to my territory. So, as they start to spread and retake the territory that I had abandoned, I launched a Planet Buster at their capitol. Obliterated it, of course. Now, since this was technically an "atrocity," the rest of the world immediately declared war on me. So, as they all tried to invade my territory (they couldn't), I send Planet Busters to each of their cities. Yes, I had actually constructed enough of them to take care of every single city in the world. Thus ended the game as I pretty much turned it into Fallout: Alpha Centauri. ![]()
![]() Scythia wrote:
His ideas were generally good. His writing, not so much. I, as well as a great many others, were saddened when Disney scrapped the entire EU. However, they DID bring back Thrawn, as well as some ideas. I for one wish they would bring back Mara Jade in some fashion. ![]()
![]() Lord Fyre wrote:
I was thinking something similar, except I've had ideas with other classes (all 3pp): The Renegade hybrid class from Four Horsemen Present for the Han Solo scoundrel type. (Have you SEEN the cover image?)The Noble class from the Freeport Companion for the Noble. As for the Jedi, I was thinking of using the Jedi class found on the forums (consular, guardian, and sentinel). As for the others... I have no clue. ![]()
![]() F. Castor wrote:
That is one of my favorites. The other is when... Spoiler: Darth Vader Force chokes Krennic and tells him not to 'choke' on his aspirations.... Vader's got jokes... with a certain malevolent promise behind it, of course. ![]()
![]() ... So now we have two technology summoner variants: the AI-themed Technopath from Fat Goblin Games and the robot-themed Robot Summoner from Legendary Games. Did both companies take a look at my Nanotech Summoner android racial archetype (posted back in October 2014) and decide "Hey this is awesome let's make it better!"? Not complaining, just trying to prop myself up. And Nate, I totally agree. As soon as I get done work I'll be purchasing and perusing this product. ![]()
![]() Season 4 of B5 was my favorite. It felt like the perfect culmination of the previous seasons. Ivanova's speech at the Battle of Mars is my all-time favorite of the series, with Sheridan's speech to the Vorlons and Shadows (and other First Ones) a close second. To be honest, the most heart-wrenching part in the whole series though was the very last episode of the series. I'll be honest... I cried. ![]()
![]() Pft, Stargate in general (Movie, SG-1, SG:Atlantis, SGU) ALL fit well into a Pathfinder/Starfiner dynamic. It's all for the most part team-based. Each member of the team fills a particular niche/roll, each with their own skills and capabilities... Why have I not run this before myself!? *Starts writing down notes for future games* ![]()
![]() Edymnion wrote:
... I absolutely am going to use this in some future game. Also gives me an idea for another, perhaps her sister, that is a deranged psychic (standard fits for the kids from Akira and mutation mind would be creepy on its own) or an occultist of sorts, possibly necrocultist to compliment the gravewalker. Heck, any of the occult classes could work as the gravewalker witch's twin. It would even be creepier if the twin showed up later but gave no indication that she was anyone other than her now-deceased sister. ![]()
![]() Freeport Companion has a pretty decent Noble class in it. A majority of that book is Open Content, so I'm curious as to why it hasn't shown up online somewhere. ![]()
![]() Psitech: Technology Expanded Simple yet descriptive and straight to the point. And WHY wasn't AP considered for weapons before? Yes it's an extra mechanic to worry about, but I think it may placate those who are rabid against the Guns are Touch Attacks mechanic (which I honestly have no problem with. Better than unrealistically increasing base damage like so many other attempts). I'm contemplating using the AP mechanic for my sci-fi campaigns. ![]()
![]() Danger, Danger Will Goblinson Stargate: SG-1 (Space Goblin-1) If I can submit Nariya, I think I'll put myself back in the running. I could always change her appearance and her size to Small if need be. That, or she could have wandered into a goblin town and due to her abilities/nature they began to revere her as a deity or something (C-3P0 in the Ewok Village). ![]()
![]() MikeMyler wrote:
Challenge Accepted. Perhaps I'll be able to design my own custom Knight Saber to join the others in their fight against Galatea. Hrm. ![]()
![]() I honestly think that a spirit-infused gun would go better for a spiritualist archetype, so we can also work one of those up as well. So, shall we work on possible archetypes and abilities for each:
Spiritualist = Name?
Psycic = Name? Kineticist = Name?
Medium = Name? Mesmerist = Name? ![]()
![]() Entryhazard wrote: a nifty ability for a gun-using Occultist would be that if he puts mental focus in the gun, it counts as having the Lucky property, counting the points of mental focus as Grit I like that. Let's figure out a way to implement it. As for the masterwork quality issue, that was pretty much copy/paste from the Battle Host archetype (they get a free MW weapon, armor, or shield). I can easily remove the masterwork quality and have it closer to the stock gunslinger. Having a variant to misfire would be interesting, but I'm not sure if it would fit the current archetype. We can of course keep track of these ideas for other archetypes for future use. I would love some customized deeds, but haven't been able to think of any. Any ideas? ![]()
![]() Here's my quick, rough-draft take on an Occultist archetype:
Spoiler: Occult Gunman (Occultist Archetype) Class Skills: An occult gunman adds Acrobatics (Dex) and Knowledge (engineering) (Int) as class skills. This alters the occultist's class skills. Weapon and Armor Proficiency: An occult gunman is proficient with all simple and martial weapons, firearms, and light armor. This replaces the occultist's weapon and armor proficiency. Occult Gun (Su): At 1st level, an occult gunman forms a supernatural bond with a specific firearm. This selection is permanent and can never be changed. The bonded firearm is masterwork quality and the occult gunman begins play with it at no cost. The bonded firearm is immune to the broken condition for as long as the occult gunman lives. If an occult gunman dies and is restored to life, the bonded firearm is also restored if it was destroyed. Any magic powers associated with an occult gunman's bonded firearm function only for the occult gunman; in the hands of anyone else it is only a masterwork firearm. The bonded firearm starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the occult gunman access to base focus powers and resonant powers accordingly. The occult gunman's bonded firearm serves as his implement component to cast occultist spells of all the schools that he knows. However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement. This ability alters implements, mental focus, spellcasting, and implement mastery. Occult Gunman: The occult gunman gains the Gunsmithing feat. Spell Casting: An occult gunman adds the following spells to his list at the indicated levels: 1st level–abundant ammunition, damp powder, fabricate bullets†; 2nd level–bullet shield, destabilize powder, recoil fire†, stabilize powder†; 3rd level–flash fire; 4th level–named bullet; 6th level–named bullet (greater). Occult Grit (Ex): At 2nd level an occult gunman gains a number of grit points equal to his Intelligence modifier (minimum 1) and gains the use of a single gunslinger deed. He can select any deed that a gunslinger of his occultist level could use. At 5th level, and every three levels beyond 5th, the occult gunman gains another point of grit and another gunslinger deed that a gunslinger of his level could use. If he already has levels in gunslinger, he gains a bonus to the maximum amount of grit he can have each day, equal to his Intelligence bonus (if any) but gains no extra grit as the start of each day. This ability replaces magic item skill, object reading, and outside contact. Bonus Feats: At 4th, 8th, 12th, and 16th levels, an occult gunman gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or grit feats. The occult gunman must meet the prerequisites of these bonus feats. This ability replaces shift focus, magic circles, binding circles, and fast circles. ![]()
![]() I recently received Occult Adventures as a birthday gift (my wife regrets every Pathfinder gift she gets me), and I was greatly pleased by the classes included. For my low-magic fantasy western campaign setting, the occult classes fill a perfect void left by the removal of 90% of all of the arcane spellcasters. One thing I was disappointed with was the lack of a gun-using archetype, so I've decided to work on one, but I'd like help. The purpose of this thread is to get everyone together and brainstorm one of the following:
I was thinking personally of maybe mixing the Occultist and the Gunslinger. Originally I was tempted to change some of the Spellgun Magus MCA abilities to fit with the Occult theme, blending it with the Mindblade Magus archetype or the Battle Host Occultist archetype. Any other ideas? ![]()
![]() You could check out the Elven Archer from Kobold Press. It's not QUITE the same, but it is actually pretty decent. Another option would be to use the Spellgun Magus MultiClass Archetype and change everything dealing with guns to bows, much like the Bolt Ace archetype does for crossbows. ![]()
![]() You could also use Scions of Stone: Six Original Gargoyle PC Races by TPK Games. It's partially based off of the cartoon. ![]()
![]() Lord Mhoram wrote:
Incidentally, the show is on Netflix now. :-D Epic Meepo wrote:
Three horns never play with long necks. ;-) ![]()
![]() thegreenteagamer wrote:
First thing that popped into my mind when I saw this thread was Kefka. Next was "The Nothing" from The Neverending Story. Also, if we're going FF bosses... Garland (second form)! And of course Sephiroth. Also from FF7, the Weapons... [expletive deleted] you Emerald/Ruby Weapons. ![]()
Female Human Soldier 1 | HP 24/31 | Threshold 14 | Defenses Ref 14, Fort 14, Will 13 | Condition [ 0 ] | Init +7 | Percep +7 | Force Pts 5 | Drk Side 0 | Pwr Packs 2 / Carbine: 48 / Pistol: 250
![]() Nyla looks at the wound one last time before cursing. Steeling her resolve, she switches her carbine to autofire and unleashes a flurry of blaster bolts in the general vicinity of their attackers as she screams and curses at those who shot her. Blaster Carbine - Autofire: 1d20 + 3 - 5 ⇒ (20) + 3 - 5 = 18 ~ Oh snap! A Crit!
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![]() Cue Star Wars Theme Song The Galactic Republic and the Sith Empire continue
During these turbulent times, it is small groups of
Whether their motive is profit or patriotism, it is
Opening scrawl fades into space. As the camera pans down, a Republic Thranta-class Corvette emerges from the right. Red turbolasers blast into its hull as it returns fire with its own green bolts of incandescent light. Sith fighters swarm the fleeing vessel as a Sith Empire Gage-class transport pursues.
Inside the Republic corvette, alarms blare as Republic troops and personnel hustle about their battlestation duties. On the bridge, Captain Galathar barks out orders through that are relayed to all parts of the ship. He is a blond Human in his late thirties and sports an outrageous mustache. His uniform is neatly pressed and he shows no sign of fear in his actions and commands. From the way the crew unquestioningly carry out their duties and orders, it can be easy to see that he is a very respected and endeared leader. His crew on the bridge continuously updates him on the myriad status changes from weapon efficiency to shield levels. Besides the normal crew stationed on the deck, there are also six individuals not normally present on this vessel: a Cerean Jedi Master and his young human padawan, a Kel Dor Jedi Sentinel and his Miraluka padawan, a Duros SIS agent and expert pilot, and finally a Quarren bounty hunter recently hired to protect a precious cargo. The captain had called them all up to the bridge to update them on their degrading situation…and their newest mission. ”Master Jedi, distinguished…guests. Our situation is dire. The Shadow Reaper got the jump on us and our shields are failing. The Corusca Star won’t go down without a fight, but we have vital cargo and information that must reach Outpost Thesh. The ship isn’t going to make it, unfortunately. However, our SIS representative here knows the location. You’ll have to take a separate transport. The cargo has already been loaded,” the captain says with a grim determination evident in his voice. Suddenly, the ship rocks hard, nearly throwing everyone to the floor. ”Captain! Shields are down! Engines are down! Reports from Docking Bay Two indicate multiple enemy boarding parties have infiltrated and engaged our forces. The Shadow Reaper has ceased firing on us. It would appear as though they want the cargo intact. We have no, I repeat, no offensive capabilities left. Orders, Sir?” inquired the young, attractive human female officer. ”Damn them! Alright, send all available troopers to waylay them. They must not get to the cargo,” the captain orders before turning to his guests. ”You must get to the cargo bay. There’s a hyperspace-capable assault transport waiting there. The cargo’s already been loaded. You need to get to Outpost Thesh. The fate of the Republic rests on this cargo reaching that station. We’ll hold off the Imperials for as long as we can.” The Kel Dor Jedi, Master Kloo Sarn interrupted the captain. ”Captain, I sense a powerful Dark Side presence on the vessel. Your troops will not be able to hold them off for long. Master Vedrix and myself will confront this Sith presence.” He turns to his young Miraluka padawan, Irak Rann, and cuts him off before he can retort. ”Go, my padawan. Accompany these fellow patriots to the cargo hold. This is a mission of great importance. Remember, the Force will guide you.” He turns to the rest of you and speaks as well. ”Trust in each other, and trust in the Force. We will catch up with you later, but now you must go!” Both Jedi Masters nodded to each other and to the captain before rushing off the bridge to confront the enemy forces. ![]()
Male Unique Kenku Warrior 1/Expert 10/Slacker 3
![]() Here is our Old Republic Campaign. Check in. And honestly, the races don't matter. If you want to play a different Star Wars race besides the Core book ones, but you don't have the book, just let me know.
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Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)
![]() .... I don't usually do this, but WOW. I just saw this video... This needs to be shown to anybody that doesn't believe a ranger (or any class with the proper feats) can fire X number of arrows in 6 seconds.... ![]()
![]() Earth-that-was is no more… in fact, the whole Sol System is practically uninhabitable now. In the Earth year 4302, the humans from Earth--known throughout the Galaxy as Terrans--tried to harness the power of their sun in way never meant to be attempted. Their actions caused the star known as Sol to experience a strange supernova. Unlike a normal supernova that would have completely obliterated the entire system, the negative energy released by the sun’s ‘explosion’ swept through the system and turned all life on all of the planets and colonies into the Undead. The effects of this event rippled through the Galaxy, causing political upheavals and civilizations to collapse. Now, the system is considered quarantined by the new ruling force in the Galaxy, the Derutei Imperium--any vessels found violating this quarantine are mercilessly destroyed (not that the Imperium really show mercy anyhow). The year is now 3346 AD (After Desecration) and multiple factions vie for control of the Galaxy putting it on the brink of a galactic conflict. People of all walks of life try to eke out a living in this dangerous time. Greetings! Here is my recruitment thread for my Pathfinder Space Western PbP Campaign.
I'd like for it to be a dark and gritty campaign with a little bit of snarkiness. Basically, it's whatever the players want it to be... a sandbox game, if you will. TL;DR - Sheesh, at least peruse it!!
Rules for recruitment are as follows:
I'm looking to recruit five (maybe six) individuals for this adventure. The three main roles I am looking for are:
I will hold recruitment open for about a week. After that, I will peruse through the applicants and pick the five I find most interesting and that 'should' work well together. Looking forward to seeing all the interesting characters! ![]()
![]() Hey guys.
Nanotech Summoner (Racial Archetype):
The nanotech summoner is an archetype of the summoner class, available to android summoners. Sometimes an android has a unique power over the nanites in their body. They can use these nanites to create a visual manifestation of the android's subconscious. These android summoners, dubbed nanotech summoners by some, harness their power over their nanites to summon powerful eidolons and other creatures, all created from their nanites. Class Features Class Skills: The nanotech summoner gains Disable Device as a class skill and removes Use Magic Device. Nanotech Genius (Ex): A nanotech summoner uses Intelligence, rather than Charisma, to determine all class features and effects relating to the summoner class, such as the Spells and Summon Monster class features. Diminished Spellcasting: A nanotech summoner can cast one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Intelligence allows bonus spells of that level. Robotic Summoning (Sp): When a nanotech summoner uses her summon monster ability or casts the summon monster spell, she typically summons creatures that are robotic versions of normal creatures. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the nanotech summoner has the robotic creature template instead. Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list). All aquatic, elemental, and outsider creatures are removed. Summon Monster I – add arachnid robot
This ability otherwise functions as, and replaces, the summoner’s normal summon monster spell-like abilities. Robotic Eidolon
Spells that repair constructs, such as make whole and greater make whole, heals the eidolon. Spells and effects that target constructs with the clockwork or robot subtype or have specific effects against constructs with these subtypes affect the eidolon as if it were a construct with the clockwork or robot subtype. The eidolon is especially vulnerable to electricity, taking 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses The eidolon gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).
A nanotech summoner's eidolon cannot take the aquatic base form, nor can it take the following evolutions:
In addition, the following evolutions are changed as follows: 1-point evolutions:
2-point evolutions:
3-point evolutions:
4-point evolutions:
This ability alters the summoner’s eidolon ability. Nanite Surge (Ex): At 8th level, the nanotech summoner and her eidolon share the capability to perform a nanite surge. Once per day, the nanotech summoner's eidolon can gain the benefits of the nanite surge racial ability. This does not expend the nanotech summoner's own nanite surge uses for the day.
This ability replaces the transposition ability. Nanite Hijack: At 16th level, as a full-round action, the nanotech summoner can command her nanites to infect and attempt to take over another robot of equal HD or lower. The targeted robot must make an opposed Will saving throw. If the targeted robot succeeds its saving throw, it is staggered for 1d6 rounds, but otherwise is unaffected. If the targeted robot fails, it comes under full control of the nanotech summoner for a number of minutes equal the summoner’s level. At the end of the duration of this control, the targeted robot regains control of its functions and immediately becomes hostile to the summoner, regardless of its initial attitude. This ability replaces the merge forms ability. New Evolutions:
3 point evolution: Force Field - The eidolon gains a force field that sheathes the eidolon in a thin layer of shimmering energy that grants a number of bonus hit points. The amount of hit points is equal to 5 x the eidolon’s Hit Dice. All damage dealt to the eidolon with an active force field is reduced from these hit points first. As long as the force field is active, the eidolon is immune to critical hits. A force field has fast healing equivalent to the eidolon’s HD, but once its hit points are reduced to 0, the force field shuts down and cannot reactivate until the summoner rests for 8 hours. I will be posting the template mentioned shortly. If anyone has any ideas for other new evolutions, please feel free to post them here. I want to replace Twin Eidolon with something else for a capstone, but I haven't thought of anything yet.
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![]() Am I the only one that thinks that a firearm's misfire chance and high cost of ammunition are a balance to them going up against a targets touch AC (ONLY first range increment for early firearms, first 5 increments for advanced firearms)? Essentially, this armor ability completely negates the advantage firearms have compared to other weapons...
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![]() How have I not heard about this before today!? I've been looking for an 'in-between' setting to fill the gap between my steampunk (Pure Steam) and sci-fi pathfinder material. Granted, Age of Electrotech fills in for the early to mid 1900's and can easily be converted to a dieselpunk setting (a la Crimson Skies, which I really wish they'd release another PC-based game), but that still left a gap between dieselpunk and sci-fi. Now I can do a Bubblegum Crisis/Ghost in the Shell/Johnny Mnemonic/Cowboy Bebop (more cyberpunk than sci-fi in my opinion, maybe VERY low-tech sci-fi at the most) style game. I'd add Bladerunner to the list, but I honestly didn't like that movie very much. ![]()
![]() LazarX wrote:
And also our 9th planet. I know "scientists" call it a "dwarf planet," and not a "real" planet... Dwarf PLANET! It's in the name, therefore it IS a planet. Hey Ceres, Haumea, Makemake, and Eris, welcome to the club! 13 planets baby! ![]()
![]() 23) Sanoke the Wolf Princess, Guardian of the Forest
Sanoke is a fierce defender of the forests, being especially ruthless against those that defile it. She appears normally as a young human female with short brown hair wearing a wolf-hide armor, while other times she is seen as a large white wolf. In both forms she has blood red triangles facing downward underneath her eyes. She considers all wolves her family, including worgs and winter wolves , and is fiercely protective of all wolf-kind. And, in the spirit of the new Iron Gods AP, 24) Gigabyte, The Virtual Destroyer
Gigabyte once was a Lhaksharut Inevitable tasked with cleansing two virus-infected A.I. named Hexadecimal and Megabyte. Somehow these two A.I.'s managed to infiltrate and corrupt the inevitable, merging with its coding and creating a supervirus named Gigabyte, and destroying the inevitable's body in the process. Gigabyte traveled the cosmos infecting computers, androids, A.I., and even more inevitables. Anything it corrupted soon began worshiping it as a god, and thus Gigabyte became one. Gigabyte now intends to bring all artificial intelligence under his control, and is currently researching a way to corrupt and seize control of organic beings. ![]()
![]() Odraude wrote:
I myself have been gaining an interest in dieselpunk. Don't get me wrong... I LOVE steampunk, but there are 30 million steampunk resources out there. Besides, dieselpunk is what Crimson Skies and Sky Captain are. This is absolutely added to my list.
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