Compatibility with old rules


Advice


have an idea for a halfling going for master of the unseen hand, just seems cool. we are allowed to go gestalt (by the way, you guys think gestalt is still copadible as is) so ideas are welcome (seeing as how this is rules questions i figure you could give ideas for mechanics or by the rules)so is that prestige copatable? does ring of telekenisis work for it as well? what are good feats for this idea? whats good class combo(s)? main thing is copatablility with old rules with this character


Yes, old 3.5 material is compatible with Pathfinder.
Gestalt characters were introduced in unearthed arcana, iirc, and theres no reason why it wouldn't work in Pathfinder as well.
From what I recall, isn't the master of the unseen hand just a force specialist?


yes i know its supposed to be compatable but not everything works out strait out the book and when you start mixing stuff from diffrent settings and editions things get wonky so asking how compatible master of unseen hand is. its a prestige class in complete warrior that focusus on telekinisis. oh and still looking for ideas, thus far thinking gestalt wizard and sorceror or some other class that gets telekinsis to maximize my uses of telekinisis, might choose to be an erudite (complete psionic variant psion, kind of a generelist) or try out the beta of psion from dreamscarred press.

Dark Archive

Zylo_Drizzt wrote:
have an idea for a halfling going for master of the unseen hand, just seems cool. we are allowed to go gestalt (by the way, you guys think gestalt is still copadible as is) so ideas are welcome (seeing as how this is rules questions i figure you could give ideas for mechanics or by the rules)so is that prestige copatable? does ring of telekenisis work for it as well? what are good feats for this idea? whats good class combo(s)? main thing is copatablility with old rules with this character

There are only a few areas that really need some DM adjudication to deal with rules changes between 3.5 and Pathfinder.

1) Turn Undead -> Channel Energy. Generally speaking, these are pretty cross compatible, though you might want to look at power level of any 3.5 feat or prestige class that improves turning/rebuking. (Though in Pathfinder, my 6th level necromancer has a DC22 Will save to his command undead/Channel Negative Energy, so the power level isn't shoddy here either).

2) Bardic music/performances - In Pathfinder, performances are rounds/day, rather than performances/day. There is a feat (Lingering Music) that provides 2 extra rounds of effect after ending a performance, but you could look at things that modify performances to make sure they aren't over/under powered. I haven't personally come across a lot yet.

3) Cantrips (Level 0 spells) - be wary of 3.5 level 0 spells that would be unbalanced if used 1000 times per day.

4) Remember to subtract 3 from skill rank prerequisites when converting 3.5 to pathfinder.

5) Fear effects now stack, so you can make sure that these don't become unbalanced.

Sovereign Court

Master of the Unseen Hand was a spell casting prestige class that oddly crippled your spell casting. 5 levels with if I remember correctly no caster level progression at all except for the spell Telekinesis. In exchange you got a lot more options of what you could do with that spell, and a few combined effects from it as well.

Gestalt should work fine in Pathfinder just as everyone else said, and should make that prestige class a bit more easy to take.

The Exchange

Zylo_Drizzt wrote:
yes i know its supposed to be compatable but not everything works out strait out the book and when you start mixing stuff from diffrent settings and editions things get wonky ...

Everyone runs their table different so I can not disagree with you and I'm not attempting to, but in my case I tend to be pretty lose with the RAW, some of it anyway, or I house-rule or just throw out what takes the fun out of our game. I've had players running characters out of 3.0, 3.5 & Pathfinder at the same time in the same game and have never had a problem. I've even had them mix and match material from the three and still had no issues.

Any differences in characters, even those of the same race and class, are always explained away as cultural differences, racial differences or simply different educational and training methods. For me and players have expressed this as well, it brings a sense of reality to their fantasy world.

Granted that doesn't happen a great deal anymore, as most everyone is on the PF bandwagon, but I still get a 3.5 character mixed into the group every now and again.


I made an extenstion on the MotUH PrC, with a med. BAB and good will saves and these abilities. And is a 10 lv PrC.

Improved Caster LV.
At 1st lv. a Master of the Unseen Hand begins his relentless focus on the power of telekinesis. He adds his levels in Master of the Unseen Hand to his caster level (whether from actual spellcasting levels or determined by the spell like ability) when using his telekinesis ability.

Versatile Telekinesis
At 1st lv. a Master of the Unseen Hand learns to combine the 3 versions of the telekinesis spell or ability, switching from one to another as he likes. The violent thrust version still ends the effect.

Telekinetic Wielder
A Master of the Unseen Hand develops the ability to wield weapons with his telekinetic power. By maintaining concentration on the combat maneuver version of telekinesis, a Master of the Unseen Hand of 1st lv or higher can make a single Attack. with an unattended weapon or one he is holding, moving the weapon up to 20 feet before the att. Resolve
the Att. as normal, except that the weapon movement doesn’t provoke Att. of opportunity. The Master of the Unseen Hand’s Base Attack Bonus on this combat maneuver attempt is equal to his caster level plus his intelligence modifier (if a wizard) or charisma modifier (or if creature with the telekinesis supernatural or spell-like ability). Any weapon-related feats the master of the unseen hand has (such as and power attack) do not apply when he’s telekinetically wielding a weapon.

Sustained Concentration
At 2nd lv a Master of the Unseen Hand becomes adept at moving and fighting while maintaining his telekinesis ability. It only takes a move action not a standard action, to use the sustained force version of telekinesis or simply to maintain concentration so the ability doesn’t end). The Master of the Unseen Hand can even cast another spell while maintaining concentration on telekinesis, but doing so requires a successful concentration check as if the caster were distracted by a nondamaging spell.

Full Attack Telekinesis
At 2nd lv, a Master of the Unseen Hand is as skilled in telekinetic combat as a fighter is with melee combat. When using the combat maneuver version of telekinesis or wielding a weapon telekinetically, the Master of the Unseen Hand can make a full attack, potentially attacking, bull rushing, disarming, grappling, or tripping more than once per round. Just as with nontelekinetic attacks, the master of the unseen hand gains an additional attack for every 5 points of base attack bonus above +1 (using caster level for base attack bonus as described in the telekinetic wielder description).

Improved Violent Thrust
At 3rd lv, a Master of the Unseen Hand’s violent thrust version of telekinesis becomes more effective. He uses his caster level in place of his base attack bonus when making the attack roll, and he uses his Int mod (if a wizard) or a Cha mod (if a sorcerer or a creature with the telekinesis supernatural or spell-like ability) as a bonus on damage rolls if he hurls weapons at the target. Finally, using a violent thrust no longer ends the telekinesis effect, but the master of the unseen hand can’t make another violent thrust for 1d4 rounds.

Spell Penetration Feat
At 3rd lv a Master of the Unseen Hand gains the Spell Penetration feat even if he don’t meet the requirements. If you already have Spell Penetration Master of the Unseen Hand gain Greater Spell Penetration.

Improved Lift
At 4th lv a Master of the Unseen Hand can now lift 50 lb. per telekinesis caster level. To a maximum of 1,000 lbs.

Telekinetic Two-Weapon Fighting
At 4th lv a Master of the Unseen Hand gains the use Two-Weapon Fighting feat when using the telekinesis spell, or spell-like ability. This feat can only be used when the Master of the Unseen Hand is telekinetically wielding a double weapon or two weapons.

Fling
At 5th lv Master of the Unseen Hand can use the violent thrust version of telekinesis to hurl a creature strait up, or slammed into the ground down. The target is allowed a will save (and spell resistance) to negate the effect. The Master of the Unseen Hand can lift a
creature into the air a max distance of 10 ft. per caster level. At the beginning of the character’s next action, the creature falls to the ground, taking 1d6 points of damage per 10 ft. fallen. Unlike other times when a Master of the Unseen Hand uses the violent thrust
version of telekinesis, flinging a foe skyward immediately ends the telekinesis effect. At 8th level Fling does not end the spell. Also the Master of the Unseen Hand can pound a foe into the ground, (for those foes that can fly) doing 1d6 points of damage per caster level.

Pebble Shot
At 6th lv. the Master of the Unseen Hand will be able to “shoot” one pebble per caster level (a max of 15) in a line up to the max range of the telekinesis spell 400 ft. + 40/level. The pebble(s) deal 1d6 points of damage each. The pebble stop at the first target hit. There is no spell resistance, (the pebble is doing the damage, not the spell) but the target gets a reflex save for half damage, and in addition must make a fort save or be pushed back 5 ft. and fall
prone.

Improved Telekinetic Two-Weapon Fighting
At 6th lv. the Master of the Unseen Hand gains the use Improved two-weapon fighting feat when using the telekinesis spell, or spell-like ability. At no other time can the feat be used.(unless he has the feat normally)

Greater lift
At 7th lv the Master of the Unseen Hand can now lift 100 lb. per caster level, no maximum.

Greater spell penetration
At 8th lv. a Master of the Unseen Hand gains the Greater spell Penetration feat. If he already has this feat, nothing happens.

Greater violent thrust
At 8th lv the Master of the Unseen Hand use of the violent thrust version improves again. He can now use the violent thrust option once per round. (Including “Fling”)

Telekinetic Multiweapon fighting
At 9th lv. Master of the Unseen Hand is able to use multiple weapons at the same time (but only when using telekinesis) up to one extra weapon for every 4 caster levels. As per the Multiweapon fighting feat found in the monster manual p. 304. Only when using the telekinesis spell, or telekinesis spell-like ability.

Flay
At 9th level the Master of the Unseen Hand literally rips the skin, bones, or anything else that he wants. (I.e. from ripping a femur out of a warrior, or ripping the plates of an iron golem off) Only incorporeal creatures are immune. Doing 6d6 points of damage per
round of concentration, and also holds the target immobile. The victim of this effect gets a saving throw as per the telekinesis spell, as well as spell resistance.

Rearrange
At 10th level a Master of the Unseen Hand’s control of telekinesis has grown to such a level that he has control over the very elements of the periodic table. Rearrange allows him to use four effects. First, he can heat up the molecules by making them move faster, or cool them down by moving them slower, as per the heat and chill metal spells, with no upper limit to how hot the item can get until it melts (or burns, as in wood) or shatters when it runs out of hit points. (with saving throw as appropriate for a 5th lv. spell) Second, he can harden or soften items. As per the 6th level spell in the “Hardening” P. 99 of the Magic of Faerun. If used on wood, 10 cubic feet/ caster level. If used on metal, 1 cubic foot/ caster level. Third, he can fix or repair items. By mimicking the effects of the Mending” and “Make Whole” spells. He can also repair constructs at the rate of 1d8+1/CL (max +20)/ round of concentration. Lastly, The Master of the Unseen Hand can also alter the atoms of the elements. (I.e. turn lead into gold, or steel to mithreal) but using this power takes a heavy toll, it uses the entire Master of the Unseen Hand’s 5th lv. spell slots, plus a pound of material takes one hour to transmute, and uses up 1000 of exp. After which, the Master of the Unseen Hand cannot use the telekinesis spell again until he rests and regains his spells for the day.

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