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Lincoln Hills wrote:

I feel that's part of the memorability of earlier-edition D&D - not so much that the characters were less powerful (although that's true), as that the risks they ran were much higher. It wasn't enough to have a well-optimized character or even good team synergy; you had to play smart, and knowing that you (not just your character) had done well was part of the sense of accomplishment when you pulled it off.

clap clap

a lot of better words than mine


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.
Last Saturday I found myself with my old group and i mean the group with whom I started playing AD&D1 25 years ago.

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'm speaking about that feeling of terror, the idea that each step may be the last, the riddles to solve or die...

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.


r-Kelleg wrote:

I'm Dming CoCT with 6players. I also removed xp and use the Sean K. Reynold "step system" level advancment.In this way I keep their character below the expected level of the AP.

is it working well ?


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.
A lot of people post conversions and so on.
In my opinion a group of 6 people should have encounters of about +1 or +2 encounter level.
It's not easier to leave the group one level lower than the AP suggested level instead of redesign all encounters ?

Some background info:
We are a really old group, full of role play madness, that play together from 1988.
I manage to test a pathfinder path with only four player and we recently closed COCT.

Now we will start skull and shackles with the full group:
- barbarian
- ranger
- fire focused sorcerer
- oracle
- summoner with eidolon but focused on personal melee fight (something like a weird fighter)
- bard

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.
We play a lot rpg but we love tactics in combat so we try to mix the two.

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.
I'm using an herolab converted files and Sergent lashton seemed to me really strong (all mounted talents and improved overrun) making 1d8+24 X 3 on a charge but it goes like that:

- skeletons go out of skarwall
- priest cast wall of fire on the first row of them (cr 1/3 skeletons had no way to pass the wall)
- sergeant flyed over the wall and charged the rogue making overrun putting prone rogue and cleric. Rogue got 87 hp damage
- sergeant went over 100 feet and turn to charge again
- rogue used a smokestick
- cleric casted stone wall in the smoke to block the bridge
- fighter make a move in front of the group and prepared to get the charge with a lance
- wizard cast haste on the group
- sergeant Lashton charged again making 91 hp damage to the fighter and being blocked on the ride by attack by the wall
- before turn go to sergeant again the nightmare skeleton steed was dead (and it has 33 armor !!!)
- another round and sergeant died

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.
But i'm concerned cause the spirit anchors, do not looking to the demilich, will be overwhelmed too easily.

The thing really incredible to me is that the group is not too powered by magical objects.
They got only the ones in the path and craft only 3 or 4 enanchement (like making a cloak of resistance from +1 to +3 ...)


I have big problems with my group cause they are doing too much damage.

The setup is Fighter8/cleric3 Rogue11 Wizard11 Cleric11
They have worked togheter to give the fighter the best armor class possibile and currently is at 34 with ghost touch armor (getting it from History of ashes bonus)
Rogue and cleric keep always shield other active.
Rogue use a double weapon and worked on talents for it. One blade undead bane (getting it from History of ashes bonus) and other blade made by the wizard during their stay at flameford is ghost touch.

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:

If I recall correctly, any spell effects created by summoned creatures end immediately as soon the summoning spell ends. Also, the bralani could only cast blur on one party member per round, which would be a waste of it's resources in-fight.

However, using a level 5 spell to grant every party member concealment is not unbalanced - you might as well cast obscuring mist and be done with it. Don't punish your players for being creative. ;-)

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


i was thinking about using faerie fire against them...


[warning curse of the chrimson throne spoiler]

Hi,
one of my player want to use a mon sum V to summon Azata Bralani and then make it cast Blur on every party member.

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 ?


Vic Wertz wrote:
Start by looking here.

tks.

It's what i was looking for.


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
* description of feat and abilities
* name of spells
* short hand info about spells: range, target, school...
* full description about spells

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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:

Due to your balanced approach to martial and Force training, you do not gain any bonuses or penalties to your Force powers per day or the number of powers you know. Instead, select one of the following as a bonus skill: Computers, Disguise, Engineering, Medicine, Sleight of Hand, or Stealth.

You gain +1 bonus to your chosen bonus skill at 1st level and every 4 levels thereafter.

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
Other abilities are derived from the Old Republic MMO.

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).


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I just recently attempted to re-watch Dark Matter... the premise seems PERFECT to start a campaign. Also, Babylon 5 any day of the week.


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Wei Ji the Learner wrote:


In the game Alpha Centauri they were called 'Planet Buster' bombs.

They could outright destroy many hexes of territory, but the flavor of what they used was a bit different, and the bigger the power on them, the greater the devastation.

Using even *one* even during 'allowed hostilities between factions' immediately turned every other faction against yours, including strong allies and partners... and the devastation (even for a strategy video game) was... significant and sobering.

Oh, and of course Planet would retaliate against the user, too, because that wasn't cool.

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..


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I am so.. SO tempted to make a skittermander and name him Experiment 626, also known as Stitch.

Which theme and class combo though, no clue. (Ace pilot?)

Bounty Hunter Operative would be... interesting.


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I'm no publisher, but if you need someone to proofread it for grammatical errors, keep me in mind. Words spelled wrong jump out at me every day.. ;-)

Regardless, I look forward to this product. I LOVE mecha!


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I was homebrewing a Light Hangar Bay that could fit into a Large starship that uses up 1 expansion bay and holds a single tiny starship.


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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.


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Patrick Newcarry wrote:

Sounds great, but...

Didn't the CRB say that "magic" was pretty universal, including psionics?

Yes. However, some people, myself included, like the point system from the Psionics Unleashed material over a "different form of magic."


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1. Dwarf
2. Elf
3. Human

Honorable Mentions:

Android, Aasimar.


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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:


  • Liliya talks to the spirit of her dead brother through her rifle.
  • Liliya actually fought in WWI as a sniper and
  • Liliya is actually a member/sleeper agent of a secret Razvedka program sent to spy on and keep tabs on the Black Chamber and/or Laundry.
  • Liliya is not human, but actually a rare offspring from some monstrous creature called a "hag".
  • Liliya adopted the moniker Vědma from a childhood name the other orphans called her.


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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.


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Scythia wrote:
Pan wrote:
baron arem heshvaun wrote:
It's been reported that George Lucas did really like this movie. Unlike The Force Awakens which he was less enthusiastic about.
I heard Lucas was pissy because they tossed his new trilogy idea in the trash.
I shudder to think what it might have been.

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.


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Lord Fyre wrote:

With the passing of Carrie Fisher, I am thinking of adapting Starfinder to play in the Star Wars Expanded Universe.

The characters would be members of the Rebel Alliance.
(Still working on a plot.)

Consider
Fringer - Operative* (or Operative/Mechanic multiclass)
Noble - Envoy
Scoundrel - Operative*
Soldier - Soldier
Scout - Operative* (or Operative/Soldier multiclass)
Tech Specialist - Mechanic
Force Adept - Mystic

* - Different Archetypes
(Technomancer would not be used)

Jedi - Still need to figure how to model these classes. I would need more information on the Solarion.

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.


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F. Castor wrote:

The following must be one of my favorite scenes/quips in the movie.

"Are you kidding me? I'm blind!"

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.


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... 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.


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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.


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I could see potions of ant haul being utilized in the construction of, well, anything large. Maybe that's how the Pyramids were built. *wink*


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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*


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Drahliana Moonrunner wrote:
Theliah Strongarm wrote:
Does anyone else have any idea of how Absalom Station came to be?
Presumably the way most space stations came to be... a lot of construction with the usual amount of accidents and deaths.

And time travel.


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Edymnion wrote:

This.

In fact, I've been playing with a build based entirely on this concept that I've intentionally not taken as dark and creepy as it could go, but could so easily get there...

Halflings can get Childlike and Pass for Human as feats that make them damned hard to tell aren't actually human children.

The Gravewalker Witch is a necromancy class that gets their spells from a poppet, basically think a doll. They have to commune with their poppet every morning for their spells. They also have Hexes that are not spells but supernatural abilities that don't have components and can't be readily identified by spellcraft checks.

Halflings can also get Jinx as an alternate racial trait that lets them give -1 penalties to the saves of just about anybody they want, and feats that can expand that to groups of people at a time and/or just about any roll people can make.

So have a Childlike Halfling Gravewalker Witch who has a stuffed animal for a poppet. She has little tea parties with it every morning and talks to it like her imaginary friend. And for some reason the party starts failing their checks and rolls more than they should lately...

Ends up with the innocent scared little girl saying something along the lines of "Mister Bear says he's bored of you now. Mister Bear says its time to turn you into pretties!" as she starts bringing in hordes of undead and dropping curses and hexes on the entire party.

You want creepy and disturbing? Having the party have to kill the cute little girl they've been protecting for the past couple of floors because she turned out to be a necromancer with far more years under her belt than her outward appearance would suggest that has just been toying with them because she was bored is pretty damned high up on that list!

... 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.


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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.


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Adam B. 135 wrote:

And now for something completely different!

Fixed.


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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.


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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).


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MikeMyler wrote:
Warhawk7 wrote:

I can't check out the website just yet (at work.. it's blocked), but could I feasibly make the Knight Sabers?

Not only can you make the Knight Sabers (there are a few approaches you could take for it, too), you should make the Knight Sabers and then tell me all about it! The Hypercorps 2099 Primer should have enough to get you started. :D

Challenge Accepted. Perhaps I'll be able to design my own custom Knight Saber to join the others in their fight against Galatea. Hrm.


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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:
Occultist = Occult Gunman (could always come up with a better name)
Posted above. Add a luck mechanic with the gun.

Spiritualist = Name?
-Spirit-infused gun, lower misfire/alternate misfire mechanic

Psycic = Name?

Kineticist = Name?
Most probably would use the blasts THROUGH their gun.

Medium = Name?

Mesmerist = Name?


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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?


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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.


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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:

  • A hybrid class (to include a MultiClass Archetype, since they predated the Hybrid Classes)
  • An archetype for one of the new occult classes
  • An archetype for the gunslinger itself
  • Or all of the above!

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?


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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.


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You could also use Scions of Stone: Six Original Gargoyle PC Races by TPK Games. It's partially based off of the cartoon.


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Lord Mhoram wrote:
Warhawk7 wrote:
Epic Meepo wrote:
Warhawk7 wrote:
Would I perhaps be able to make a young infant dinosaur that yells out "Not the Mama!"?
Heh. Go for it. :)
Heh, I was hoping someone got the reference.
Agaaiin!

Incidentally, the show is on Netflix now. :-D

Epic Meepo wrote:

To expand upon the previous post, Dawn of the Ceratops divides the cerapods into four castes:

  • Bird-Feet, fast-moving saurians who smack things with their whip-like tails;
  • Bone-Heads, thick-skulled saurians who smash things with their heads;
  • Horn-Heads, ceratops-like saurians who gore things with their many horns;
  • And Shield-Beaerers, armor-plated saurians who clobber things with their heavy, spiked tails.

Three horns never play with long necks. ;-)


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Would I perhaps be able to make a young infant dinosaur that yells out "Not the Mama!"?


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thegreenteagamer wrote:

How nobody mentioned Kefka is beyond me.

Opening round, everyone now has 1HP, no save.

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.


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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!
Blaster Carbine - Damage: 3d8 ⇒ (5, 2, 2) = 9 x 2 = 18


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Cue Star Wars Theme Song

The Galactic Republic and the Sith Empire continue
to wage proxy wars as the tenuous peace barely
manages to hold. Countless planets struggle to
rebuild as civil wars threaten their very existence.

During these turbulent times, it is small groups of
mercenaries and privateers that carry out their
respective governments’ bidding, performing their
sometimes clandestine tasks under the radar and
unofficially to preserve the false truce.

Whether their motive is profit or patriotism, it is
these individuals who will decide the ultimate fate of
the coming conflict, and of the galaxy itself...

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.
As the two forces fight, an Imperial assault shuttle departs from the Imperial ship and flies toward the Republic corvette.

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.


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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.
Also, if anyone wants an Omegadex (index of all races, feats, force powers, talents, etc) just let me know and I'll e-mail it.


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Female Human Jedi 1 | HP 31/31 | Threshold 13 | Defenses Ref 14, Fort 13, Will 13 | Condition [ 0 ] | Init +4 | Percep +6 | Force Pts 5 | Drk Side 0 | Pwr Packs 4 / Current Shots: 98

Jedi... uh... Spacer Cora Tershin checking in.

Haha. I see what you did there SD.. (in the gameplay thread)


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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....

Danish Archer


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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.
Best way to describe it would be to take Star Wars, Star Trek, Firefly/Serenity, Wildstar Online, Cowboy Bebop, Outlaw Star, Farscape, Babylon 5, and a few others, put them in a Galactic-sized martini shaker, and place that shaker on a paint-mixer.

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.

Campaign Guide

TL;DR - Sheesh, at least peruse it!!
The game is a space campaign using Pathfinder rules with some Star Wars Sag Edition and Santiago (most rules from the player's guide, such as magic = technology. It's free!).

Rules for recruitment are as follows:

  • Read the supplied files for almost everything you need to know.
  • Create an interesting character using the given rules. I'd like to see a short background of the character, explaining physical description, general demeanor, outlook on life, aspirations, motivations, etc...
  • State what type of game you are looking for: i.e. military operations, smuggling, little-bit of everything.
  • Start at Level 1.
  • Starting credits are 500.
  • Pick 2 traits.

I'm looking to recruit five (maybe six) individuals for this adventure. The three main roles I am looking for are:

  • Martial-types
  • Healer
  • Skill Monkey
Think about what roles are generally needed for a ship of 5-6 people to operate smoothly (relatively speaking).

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!


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Of course, there's nothing stating that an android summoner's eidolon can't be described as being made up of nanites, it's just that the eidolon remains an outsider. This archetype changes it to a construct, plus adds some unique abilities I felt would fit for an android.


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Hey guys.
So, a discussion about androids and summoners got me thinking, why not have an archetype for androids that is Int based instead of Cha based. This led to me working on a racial archetype for android summoners. It's not completely finished, but I was hoping the community could help out on that regard.

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
Summon Monster II – add mechanical viper
Summon Monster III – add robot collector
Summon Monster IV – add scrapyard robot
Summon Monster V – add machine soldier
Summon Monster VI – add torturer robot
Summon Monster VIII – add myrmidon robot

This ability otherwise functions as, and replaces, the summoner’s normal summon monster spell-like abilities.

Robotic Eidolon
The eidolon of a nanotech summoner tends to take more robotic forms than other summoners' eidolons. A nanotech summoner's eidolon is a physical manifestation created by her own personal nanites, the two are inseparable. When her eidolon manifests, her circuitry-tattoos glow as if she were using her nanite surge ability and her nanites pour from her circuitry-tattoos. As long as her eidolon is manifested, her circuitry-tattoos have a soft glow, giving off light as a candle.

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).
Even though a nanotech summoner’s eidolon appears to be robotic, it is still considered an outsider.

A nanotech summoner's eidolon cannot take the aquatic base form, nor can it take the following evolutions:
1-point evolutions: gills, hooves, magic attacks, slippery, sticky, unnatural aura
2-point evolutions: alignment smite, shadow form, sickening, undead appearance
3-point evolutions: celestial appearance, fiendish appearance, frightful presence, swallow whole
4-point evolutions: incorporeal form, no breath

In addition, the following evolutions are changed as follows:

1-point evolutions:
Basic Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.
Resistance - If the eidolon selects electricity, they are no longer vulnerable to electricity. All other resistances are unchanged by this (they increase as normal per the evolution).

2-point evolutions:
Energy Attacks - The energy attacks become ranged touch attacks with a range increment of 15ft.
Immunity - The summoner cannot select electricity as an immunity unless the eidolon already has selected the electricity resistance evolution first.
Minor Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.

3-point evolutions:
Damage Reduction - The eidolon gains DR/5 adamantine instead of an alignment-based DR. At 12th level, this protection can be increased to DR 10/adamantine by spending 2 additional evolution points.
Major Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.

4-point evolutions:
Ultimate Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.

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.
The nanotech summoner’s eidolon can use this an additional time per day at 16th level.

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.
Also, I couldn't think of whether to name it Nanotech Summonner or Neosummoner.


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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...
It doesn't seem too bad. However, it is far more use when advanced firearms are involved. Maybe +1 bonus for early firearms, and it reduces advanced firearms effectiveness down to a max of 3 range increments instead of 5. For the full 5, I'd say it should be a +2 bonus.


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motteditor wrote:
We can't post types and CRs without giving too much away... Though I will say no humanoids made it.

I see what you did there...


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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.


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LazarX wrote:
Bandw2 wrote:

s. Pluto, unlike Hades actually had many followers, because he also covered commerce as he was the god of Earth essentially, and gold happened to be part of earth, and thus under his domain.

It's where we get the terms "Plutocrat" and "Plutocracy" from.

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!


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23) Sanoke the Wolf Princess, Guardian of the Forest
Chaotic Neutral Goddess of protection and wolves.
Symbol: White wolf head with red triangles below the eyes pointing downward.
Domains: Animal, Community, Liberation, Protection, Strength
Subdomains: Family, Ferocity, Freedom, Fur
Favored Weapon: Dagger
Worshippers: Druids, rangers, werewolves

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
Chaotic Evil god of computer viruses
Symbol: Digitized image of a laughing skull evaporating.
Domains: Chaos, Destruction, Evil, Knowledge, Trickery
Favored Weapon: Morningstar
Worshippers: Psychotic androids, fallen inevitables

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.


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Odraude wrote:
Alexander Augunas wrote:
Odraude wrote:
Interesting. Any of this fit into dieselpunk settings?

See above. It assumes Industrial Revolution / Roaring 20s, but it should fit your needs perfectly. Dario and I based our flavor after cult-famous scientists like Tesla, but the style is purposefully between WWI and WWII.

You'd have to ignore most of the artwork in the book and say it looks like your own stuff, but there's nothing specifically stopping it from being diesel, and it would work well enough flavored as such. We define the driving power source, immateria, as being "any mundane natural force," of which diesel power certainly applies.

I can most certainly dig that. I was just complaining about a lack of dieselpunk in Pathfinder so this will fit nicely.

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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It's just a jump to the left...
Then a stab to the ri-i-i-i-ight.


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Oceanshieldwolf wrote:

Nicely done TPK. Fantastic idea!

(Also: Um. Where was it released?)

It's not on Paizo.com. I found it on DriveThruRPG.com.

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