[Super Genius] The Genius Guide to Mystic Godlings Now Available


Product Discussion

Super Genius Games

The Genius Guide to Mystic Godlings is now available! Check it out here:

Genius Guide to Mystic Godlings

Hyrum.
Super Genius Games
"We err on the side of awesome."

Shadow Lodge

Oh how you tease me! After reading the first pdf with Godlings... I want one!

*begins to wonder how to use godling powers to mess with players*


and here i thought i would have a little while where the geniuses didnt give me yet ANOTHER class I am dying to play. You should change your names to Super EVIL Genius Games!

As always I have a few questions and comments.

Casting attribute - I really like the idea here. Though something is a little odd about casting using dex or strength. Was that intentional? It seems to me there is no limitation on what attribute can be chosen for spellcasting, including all the physical ones?

With regards to the 'concentration' ability does this apply to casting defensively as well?

With the Arcane Spell Failure ability. Does that mean if an adept godling takes medium and heavy armor feats they can cast in those without issue? Same for eldritch godling taking all 3 armor feats?

I also have a concern about the By Will Alone ability. The ability to bypass costly material components seems unbalancing. Several spells like wish and gate specifically have cost as a balancing factor. A free wish every day could really throw off a game even at the level you'd get it. It saddens me but this may be the first piecee of SGG material i reject or edit (just the ascendancy not the class)

Spell storm seems like a really fun ability, allowing the godling to go 'nova' but at a significant cost. Do the additional spell slots need to be of the same level as the one used to cast the spell? I assume so but i dont think it is clear from the text.

on page 8 artificer II looks like you missed the word 'a' in a sentance:
"The godling may work up to 8 hours in day, in two 4-hour blocks."

In support of the 'nemesis ability, you may want to come up with and release a few more creatures with elemental subtypes (assuming thats not already in the works). Its a great ability but i am not sure its common enough in most settings and campagins. It seems like this one would have to be very campaign specific. Where as ethical nemesis is far more applicable to a typical campaign. Though you may want to give ethical nemesis godlings a way to find out if a target is or isnt their nemesis. Elemental ones are pretty obvious or could be found with knowledge checks, alignment based ones wont be evident to a player often. And bonuses the player isnt sure applies often causes confusion at the table. Its one additional thing the dm has to track or the player has to constantly ask about.

Something i am not sure about, how is SEER II different from a normal sense motive check? If you dont believe a bluff, then you think they are decieving you. Is the purpose of this ability to just be certain about it? Seems a little weak for a level II Divine Trait.

I really like some of the new spells i will have to weave them into my campaign. And more so I love that you make some of this material available to any class not just godlings. Spark of Divinity, Godling Spell, Extra Telent, and Emergent Divinity mean that any character can take advantage of these materials if they just want a splash of the flavor and mechanics. Kudos for allowing ALOT of customization here.

Part of me wants to toss out my current campaign and start one in the ancient world with a party full of godlings. The godling class set can now truly do anything. I think that is pretty awesome and is a great resource for anyone that wants to run this kind of game, or even someone who wants a new spin on the old fighter wizard cleric rogue setup.

Thank you again for another great product.

Scarab Sages

Kolokotroni wrote:
and here i thought i would have a little while where the geniuses didnt give me yet ANOTHER class I am dying to play. You should change your names to Super EVIL Genius Games!

Noted!

Kolokotroni wrote:
As always I have a few questions and comments.

At this point, that's part of my weekly schedule. :D

Kolokotroni wrote:
Casting attribute - I really like the idea here. Though something is a little odd about casting using dex or strength. Was that intentional? It seems to me there is no limitation on what attribute can be chosen for spellcasting, including all the physical ones?

Correct.

Basically, the idea here is that a godling spellcaster is not casting spells. She's creating magic effects in the world through her pure existence. The strength of that power is based on whatever ability score the player decides is key for their character's divinity.

So, let's say you're the daughter of Herapatra, goddess of war and childbirth. Your lineage domain is going to be Strength. Your divine parent is all about Strength. You plan to do your best to live up to her standard. And the effectiveness of your natural divine powers are based on...

To me, for that godling character, Strength is the right answer. And I think it's an awesome idea. So I erred on the side of awesome.

Kolokotroni wrote:
With regards to the 'concentration' ability does this apply to casting defensively as well?

It sure does. Which I playtested, and found to be balanced with the low spell access and either limited spell access (adept) or limited resilience (eldritch).

Kolokotroni wrote:
With the Arcane Spell Failure ability. Does that mean if an adept godling takes medium and heavy armor feats they can cast in those without issue? Same for eldritch godling taking all 3 armor feats?

Yep. See my last answer.

Kolokotroni wrote:
I also have a concern about the By Will Alone ability. The ability to bypass costly material components seems unbalancing. Several spells like wish and gate specifically have cost as a balancing factor. A free wish every day could really throw off a game even at the level you'd get it. It saddens me but this may be the first piecee of SGG material i reject or edit (just the ascendancy not the class)

This has been discussed in the product thread as well, and I understand. I found, in play, even 1 wish/day just didn't unbalance the game. But obviously, you have to make the decision about your campaign. If you have to edit us, it's not like we don't still have a great overall track record with you. :D

Kolokotroni wrote:
Spell storm seems like a really fun ability, allowing the godling to go 'nova' but at a significant cost. Do the additional spell slots need to be of the same level as the one used to cast the spell? I assume so but i dont think it is clear from the text.

It's the third sentence. "The extra slots must be the same level or

higher than the spell being cast."

Kolokotroni wrote:
on page 8 artificer II looks like you missed the word 'a' in a sentance: "The godling may work up to 8 hours in day, in two 4-hour blocks."

Yes, we did. Noted.

Kolokotroni wrote:
In support of the 'nemesis ability, you may want to come up with and release a few more creatures with elemental subtypes (assuming thats not already in the works). Its a great ability but i am not sure its common enough in most settings and campagins. It seems like this one would have to be very campaign specific. Where as ethical nemesis is far more applicable to a typical campaign. Though you may want to give ethical ethical nemesis godlings a way to find out if a target is or isnt their nemesis. Elemental ones are pretty obvious or could be found with knowledge checks, alignment based ones wont be evident to a player often. And bonuses the player isnt sure applies often causes confusion at the table. Its one additional thing the dm has to track or the player has to constantly ask about.

All good ideas. Noted.

Kolokotroni wrote:
Something i am not sure about, how is SEER II different from a normal sense motive check? If you dont believe a bluff, then you think they are decieving you. Is the purpose of this ability to just be certain about it? Seems a little weak for a level II Divine Trait.

I'm working on the assumption that not all campaigns require a Bluff check for every lie you tell.

Kolokotroni wrote:
I really like some of the new spells i will have to weave them into my campaign. And more so I love that you make some of this material available to any class not just godlings. Spark of Divinity, Godling Spell, Extra Telent, and Emergent Divinity mean that any character can take advantage of these materials if they just want a splash of the flavor and mechanics. Kudos for allowing ALOT of customization here.

Thanks!

Kolokotroni wrote:

Part of me wants to toss out my current campaign and start one in the ancient world with a party full of godlings. The godling class set can now truly do anything. I think that is pretty awesome and is a great resource for anyone that wants to run this kind of game, or even someone who wants a new spin on the old fighter wizard cleric rogue setup.

Thank you again for another great product.

You are welcome. Myself, I want to run a Young Pantheon game now. Kinda a fantasy-setting Percy Jackson...

Super Genius Games

Owen K. C. Stephens wrote:
Kolokotroni wrote:
Part of me wants to toss out my current campaign and start one in the ancient world with a party full of godlings.
You are welcome. Myself, I want to run a Young Pantheon game now. Kinda a fantasy-setting Percy Jackson...

Me three! :D

Hyrum.
Super Genius Games
"We err on the side of awesome."


Owen K. C. Stephens wrote:

Kolokotroni wrote:

I also have a concern about the By Will Alone ability. The ability to bypass costly material components seems unbalancing. Several spells like wish and gate specifically have cost as a balancing factor. A free wish every day could really throw off a game even at the level you'd get it. It saddens me but this may be the first piecee of SGG material i reject or edit (just the ascendancy not the class)

This has been discussed in the product thread as well, and I understand. I found, in play, even 1 wish/day just didn't unbalance the game. But obviously, you have to make the decision about your campaign. If you have to edit us, it's not like we don't still have a great overall track record with you. :D

Well it could in theory be taken twice, but my concern is for balance of wealth in a game. Even just 1/Day will over time throw off the wealth balance in the party a few wishes have ALOT of value, so do gates that have powerful extra planar creatures working for you. I honestly barely expect it to come up as the spells i am worried about dont come up often in my games (we tend to spend alot of time at lower to mid levels).

Quote:


Kolokotroni wrote:

Something i am not sure about, how is SEER II different from a normal sense motive check? If you dont believe a bluff, then you think they are decieving you. Is the purpose of this ability to just be certain about it? Seems a little weak for a level II Divine Trait.

I'm working on the assumption that not all campaigns require a Bluff check for every lie you tell.

I dont require a bluff check for every lie, but any situation where one would want to use this ability, such as an interogation, getting somewhere you dont belong, a court room, i would require a bluff check. Basically any time someone is actively seeking truthful information. If you are in a bar and you tell a story that isnt true I probably wouldnt require a check, but in that case who would bother using an ability to determine the lie?

I find it interesting that games exist that dont require bluff checks for situations where someone would oppose it with a sense motive if they could. I am curious, when do you require a bluff check at your table?


The more I read the Super Genius Guide Line of classes the more I want to start adding Npcs using the classes to both my personal games and my professional work as well.

Steve Russell

Scarab Sages

Qwilion wrote:

The more I read the Super Genius Guide Line of classes the more I want to start adding Npcs using the classes to both my personal games and my professional work as well.

Steve Russell

Well we certainly have no objections to either!


Th Dispel Resistance ability...the mystic godling has a special SR that applies when someone tries to dispel/suppress his spells.

What is that SR? 10+ level?

Scarab Sages

Sean Frackowiak wrote:

Th Dispel Resistance ability...the mystic godling has a special SR that applies when someone tries to dispel/suppress his spells.

What is that SR? 10+ level?

Yes.

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