
Rynjin |

Rynjin wrote:Actually, Rock Lee is explicitly stated not to be able to manipulate chakra. Everything he does is 100% pure physical power (which is only 1/2 of what makes chakra, chakra).
And chakra isn't magical in-universe anyway. Everyone has it, everyone can use it, it just takes training.
Waitwaitwait, so suddenly the monk and his supernatural impossible abilities are not supernatural?
Naruto ninja aren't Monks.
Ki is magical, because it has a Su tag. In-universe, within the Pathfinder rules and setting, Ki is magical.
This is not the case for Chakra in the Naruto universe. There is no "antimagic" that shuts down chakra (at least that I can recall. I think there are some specific anti-jutsu powers, but nothing that actually shuts down CHAKRA without draining/absorbing it).

Ashoka |
Ashoka wrote:Honest question: How do you make MacGyver in PF?
He may have "worked magic" with bubble gum and duct tape, but he didn't actually use magic. He also didn't use guns, didn't carry weapons and wasn't really a viable combatant (unless you gave him some gum).
I can see a bard maybe being able to get a similar flavour (and a wizard, I guess, if you ignore the magic) but that ain't MacGyver.
Maybe one of the new technology archetypes? Something like an artificer might work...?
Simply having a high-enough INT and Craft would allow for absurd things. An Expert NPC could do that.
I once had a Barbarian (back in 3.5) that took Craft (Woodworking) to make barrels... one time, to save the party money, I cut down a tree to craft it into a pretty-simple cart... and rolled a natural 20. The result was high enough that I ended up crafting a Masterwork Carriage in a matter of hours.
Ah, of course! Insanely high INT and a billion Craft skills. Thanks!
I'm still not sure how I'd build him as a PC, though. It seems like his only class feature should be training in Craft skills, but you can't trade features for extra skills (so MacGyver would end up having a bunch of features he never used, like Bardic Inspiration or spells or whatever).

chbgraphicarts |

I never really understood why characters with no magical abilities competing with the casters was such blasphemy in D&D... Video games never have a problem making them equal. The best class in Etrian Odyssey is the Survivalist, which is essentially a spell-less Ranger. The most versatile class in Fire Emblem is the Pegasus Knight, which is a dex-based cavalier. BB Hood of Darkstalkers fame is a human girl with no special powers other than her ability with explosives and yet she is able to walk into the realm of demons and come out with trophies.
These games assume that whatever your tool set is, or whatever the source of your powers is, it should be strong enough to hang with everyone else in the game. That's just... how game design works.
Note, though, that in almost any game you come across, things suited for warriors boost their abilities or up their damage, while casters don't always get a lot of stuff and it just adds a bit of damage or something.
Casters in video games also don't often do much more than play blaster-casters or healers; and if they do, they end up being borderline broken, just like D&D - in any game, the ones that have access to Control are always at the high end of power.
In D&D, the game is simply like what a lot of myths & stories are - casters have innate access to Magic, while warriors need magic weapons, armor, and other things to help.
There are ways to get around spells, like Disruptive, Spellbreaker, etc., to take down casters. And Barbarians can go full-on "Superman Punching Reality" and Spell Sunder.
Casters still have a very-strong lead on warriors when both groups are naked, but you have to accept that one of the "qualities" of warrior-types is that they get the most gear designed for them, while casters don't typically get a ton of "caster-only" stuff.

boring7 |
I never really understood why characters with no magical abilities competing with the casters was such blasphemy in D&D...
It never has been.
The problem is almost universally a case of people wanting to play every single class at once and being upset when there are certain classes with certain specializations.
And the problem in THIS discussion is people wanting to do impossible, supernatural, physics-defying things while having them be labeled by a fairly arbitrary and contradictory scale (their own) as "not magic." It's rather like wanting to play character with super powers wearing spandex and saving the day but NOT calling him or her a "superhero character".
As for Macguyver? Expert. Or some brand of skill-monkey that can do weird equipment and skill tricks.
Honestly he was really a fixer from Spycraft (always wanted to actually play that game) but that's a different system.

Kobold Catgirl |

There is the Spark class from Terah, Ashoka. I had a spark/barbarian whose entire arsenal was based on biological engineering upon a very miserable newt named Jeremy. It might require a teensy bit of flavoring, but the "mad scientist" shtick matches your idea pretty well. And it's a fun class, too (if crazy complicated).

Arachnofiend |

Arachnofiend wrote:I never really understood why characters with no magical abilities competing with the casters was such blasphemy in D&D...It never has been.
The problem is almost universally a case of people wanting to play every single class at once and being upset when there are certain classes with certain specializations.
And the problem in THIS discussion is people wanting to do impossible, supernatural, physics-defying things while having them be labeled by a fairly arbitrary and contradictory scale (their own) as "not magic." It's rather like wanting to play character with super powers wearing spandex and saving the day but NOT calling him or her a "superhero character".
...I don't quite understand what that first paragraph is supposed to mean? I mean, first off if you want to play ever single class at once you can do that and it's called the Wizard. Secondly I don't want to play every class at once, I want to play a mundane class which is a large part of why I want to be able to do my thing without magical assistance.
As for the second paragraph, awesome does not necessarily mean magical. Was Pecos Bill employing magic when he lasso'd a tornado?

boring7 |
Casters still have a very-strong lead on warriors when both groups are naked, but you have to accept that one of the "qualities" of warrior-types is that they get the most gear designed for them, while casters don't typically get a ton of "caster-only" stuff.
Seriously. My wizard's most expensive item is the thing he started with, while after 7 levels of growth the party martials have so many magic weapons they could JUGGLE the darn things.
Actually I'm exaggerating a tiny bit, I *did* get to craft a headband of intellect +2. But even the noncombatant cleric (long story) is packing a +4 scimitar that he's drawn MAYBE twice. Hell, I have +1 longsword was in a position to steal, just because maybe I can sell it some day.
Macguyver...his biggest problem is he's totally a different genre character. Most of his tricks and toys and cool moves are based on science (twisted and inaccurate though it be) and technology in a science and technology world. There was a bit in the beginning of this thread about "no cross-genre stuff" for a reason, ain't no way you're making Goku from DBZ in Pathfinder because they don't do "blows up planets by sneezing."
But MacGuyver's things, from what little I remember back in the 80s and 90s when I watched it, were all vaguely in the realm of a skilled Archaeologist (no singing) bard. The one thing is there's no escaping having spells, which only some 3rd party martial-sounding archetypes don't do. Alternatively you could roll Rogue, but they always have Sneak Attack, which he wasn't known for. Not really.
Actually, re-skin the bard spells or alchemist infusions as "crazy improvisation guy making crazy improvised stuff" might work best. Just always focus on buffs, support, and utility spells/tricks/skills.

Arachnofiend |

Arachnofiend wrote:I never really understood why characters with no magical abilities competing with the casters was such blasphemy in D&D... Video games never have a problem making them equal. The best class in Etrian Odyssey is the Survivalist, which is essentially a spell-less Ranger. The most versatile class in Fire Emblem is the Pegasus Knight, which is a dex-based cavalier. BB Hood of Darkstalkers fame is a human girl with no special powers other than her ability with explosives and yet she is able to walk into the realm of demons and come out with trophies.
These games assume that whatever your tool set is, or whatever the source of your powers is, it should be strong enough to hang with everyone else in the game. That's just... how game design works.
Note, though, that in almost any game you come across, things suited for warriors boost their abilities or up their damage, while casters don't always get a lot of stuff and it just adds a bit of damage or something.
Casters in video games also don't often do much more than play blaster-casters or healers; and if they do, they end up being borderline broken, just like D&D - in any game, the ones that have access to Control are always at the high end of power.
In D&D, the game is simply like what a lot of myths & stories are - casters have innate access to Magic, while warriors need magic weapons, armor, and other things to help.
There are ways to get around spells, like Disruptive, Spellbreaker, etc., to take down casters. And Barbarians can go full-on "Superman Punching Reality" and Spell Sunder.
Casters still have a very-strong lead on warriors when both groups are naked, but you have to accept that one of the "qualities" of warrior-types is that they get the most gear designed for them, while casters don't typically get a ton of "caster-only" stuff.
The Etrian Odyssey example is a good counterpoint to this, actually. While Hexers don't have the massive narrative power that you get with high level Wizards (they can't, it's a video game), they are the primary debuffers of the game with their curses and play the God Wizard role quite well. They're kept in line because everything and it's dog is immune or at least heavily resistant to the more crippling curses you can put on them. Kinda like how everything and it's dog in Pathfinder has some sort of damage resistance that is most easily beaten by magic.

chbgraphicarts |

And the problem in THIS discussion is people wanting to do impossible, supernatural, physics-defying things while having them be labeled by a fairly arbitrary and contradictory scale (their own) as "not magic." It's rather like wanting to play character with super powers wearing spandex and saving the day but NOT calling him or her a "superhero character".
This.
D&D/Pathfinder is a FANTASY game. Magic is going to be involved somewhere, somehow. I appreciate people wanting to play "Solmon Kane"-esque stories, but they have to remember that even Kane used some magical items himself.
Even Conan, the ur-example of low-magic in modern-day fantasy, dealt with magic. Conan would wield magic swords or armor from time to time; companions would know limited magic, etc. And even The Cimmerian can't beat EVERY caster or eldritch abomination he comes across.
I can see people not wanting to allow some of the more-reality-warping spells: personally, I disallow teleportation spells, Create Demiplane, etc. spells, just because I don't feel that characters under lv20, caster or otherwise, should be able to ignore physics THAT much.
But that's more a matter of being annoyed with individual spells. Take those away (and there aren't THAT many that need to get the ax), and even full-casters get brought down to earth pretty quickly.

boring7 |
...I don't quite understand what that first paragraph is supposed to mean? I mean, first off if you want to play ever single class at once you can do that and it's called the Wizard. Secondly I don't want to play every class at once, I want to play a mundane class which is a large part of why I want to be able to do my thing without magical assistance.
As for the second paragraph, awesome does not necessarily mean magical. Was Pecos Bill employing magic when he lasso'd a tornado?
Paragraph one translated: "The game balance has casters who are good at casting, fighters who are good at fighting, and so on. Most complaining and discussion about 'competing with casters' is all about some fighter who wants to be best at fighting (which he is) and also have all wizarding powers TOO because he can't stand someone else having time in the spotlight."
Paragraph 2: Are you telling me Pecos Bill lassoing a tornado is not a supernatural, physics-defying act easily as "magic" as a martial artist who can use his ascetic physical perfection to walk through shadows?
If it breaks physics, it generally falls under "supernatural." Which falls under "magic" except when certain posters are suddenly contradicting themselves. The whole argument was that monks don't count as magic-less because they have impossible, supernatural abilities. Anything impossible Pecos Bill did falls under that too.

Ashoka |
There is the Spark class from Terah, Ashoka. I had a spark/barbarian whose entire arsenal was based on biological engineering upon a very miserable newt named Jeremy. It might require a teensy bit of flavoring, but the "mad scientist" shtick matches your idea pretty well. And it's a fun class, too (if crazy complicated).
Wow. I couldn't actually find a full write-up because I'm not going to buy the book just to see a single class, but that looks like a really, really cool class (or concept, at least). Never heard of Terah before. Thanks for sharing.

chbgraphicarts |

Arachnofiend wrote:...I don't quite understand what that first paragraph is supposed to mean? I mean, first off if you want to play ever single class at once you can do that and it's called the Wizard. Secondly I don't want to play every class at once, I want to play a mundane class which is a large part of why I want to be able to do my thing without magical assistance.
As for the second paragraph, awesome does not necessarily mean magical. Was Pecos Bill employing magic when he lasso'd a tornado?
Paragraph one translated: "The game balance has casters who are good at casting, fighters who are good at fighting, and so on. Most complaining and discussion about 'competing with casters' is all about some fighter who wants to be best at fighting (which he is) and also have all wizarding powers TOO because he can't stand someone else having time in the spotlight."
Paragraph 2: Are you telling me Pecos Bill lassoing a tornado is not a supernatural, physics-defying act easily as "magic" as a martial artist who can use his ascetic physical perfection to walk through shadows?
If it breaks physics, it generally falls under "supernatural." Which falls under "magic" except when certain posters are suddenly contradicting themselves. The whole argument was that monks don't count as magic-less because they have impossible, supernatural abilities. Anything impossible Pecos Bill did falls under that too.
I'll defend the Pecos Bill thing as either Mythic Tiers or outright Epic Levels. Especially Epic: once you allow that ruleset, you're allowed to break physics, just because. At that point, though, you are no longer playing Pathfinder/D&D - you are playing Gurren Lagann, where your power is based purely on how badass whatever you want to do sounds.

Rynjin |
2 people marked this as a favorite. |

Monks don't count as magic because they do impossible things.
They count as magic because they literally have Supernatural stamped all over the class description.
You seem to be under the impression that if it's magic in this game, it's magic in every setting.
That isn't the case.
In many settings or stories, those sorts of feats are the norm.
Batman being able to easily lift a ton or more while not looking like he ate an outhouse for breakfast that morning, doing all those acrobatics he does, and catching arrows is impossible.
But it's not magic.

anlashok |
1 person marked this as a favorite. |
Paragraph one translated: "The game balance has casters who are good at casting, fighters who are good at fighting, and so on. Most complaining and discussion about 'competing with casters' is all about some fighter who wants to be best at fighting (which he is) and also have all wizarding powers TOO because he can't stand someone else having time in the spotlight."
I don't see why you're being so inanely venomous about that. You disagree with someone on the internet. Why be pissy and intentionally misconstrue his position out of spite?
It's not cool, it's not edgy, it's not making your position any more tenable, it's just sad. Not sad in an insulting way, just truly, truly disheartening and pitiable.
If it breaks physics, it generally falls under "supernatural."
Extraordinary abilities are nonmagical, though they may break the laws of physics.
Hm.

Arachnofiend |

Paragraph one translated: "The game balance has casters who are good at casting, fighters who are good at fighting, and so on. Most complaining and discussion about 'competing with casters' is all about some fighter who wants to be best at fighting (which he is) and also have all wizarding powers TOO because he can't stand someone else having time in the spotlight."
Paragraph 2: Are you telling me Pecos Bill lassoing a tornado is not a supernatural, physics-defying act easily as "magic" as a martial artist who can use his ascetic physical perfection to walk through shadows?
If it breaks physics, it generally falls under "supernatural." Which falls under "magic" except when certain posters are suddenly contradicting themselves. The whole argument was that monks don't count as magic-less because they have impossible, supernatural abilities. Anything impossible Pecos Bill did falls under that too.
If Fighters were actually good at fighting then you'd have an argument. But alas, they are not. Good at DPR, sure, but terrible at most everything else involved in a combat.
And yes, I am absolutely telling you that Pecos Bill lasso'ing a tornado with a perfectly ordinary rope is a mundane, extraordinary ability. Pecos Bill would still be Pecos Bill in an anti-magic field. If your definition of "supernatural" is "breaks real world physics", then your definition of supernatural is EXTREMELY strict, far beyond how pathfinder defines it.

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1 person marked this as a favorite. |

Honest question: How do you make MacGyver in PF?
He may have "worked magic" with bubble gum and duct tape, but he didn't actually use magic. He also didn't use guns, didn't carry weapons and wasn't really a viable combatant (unless you gave him some gum).
I can see a bard maybe being able to get a similar flavour (and a wizard, I guess, if you ignore the magic) but that ain't MacGyver.
Maybe one of the new technology archetypes? Something like an artificer might work...?
Frustratingly, classes that are inspired by these types of examples always end up being somewhat magical. I'd love to have an explicitly non-magical class based on sparks from the Girl Genius webcomic...but with every special ability tagged (Ex)... not (Su) or SLA.

chbgraphicarts |

I'd love to have an explicitly non-magical class based on sparks from the Girl Genius webcomic...but with every special ability tagged (Ex)... not (Su) or SLA.
What's wrong with the Alchemist?
Does that (Su) next to Mutagen and Bombs bother you so much that you can't just imagine it as a purely-biological or mechanical thing?
I'm not getting all the hate for the Supernatural tag. Supernatural things include stuff like ghosts and psychics; personally, I wouldn't put things like that into the realm of "magic" persay - more like a third, "weird" state between magic and mundane.
Why does it bother people so much to have fantasy elements in a fantasy game?

Ashoka |
Macguyver...his biggest problem is he's totally a different genre character.
True. The main thing I thought about was that he never had to deal with fantastic creatures/problems. But, I don't think that "usin' yer noggin' to win by building something crazy" is outside of the fantasy genre. He crafted things, he didn't program computers.
Most of his tricks and toys and cool moves are based on science (twisted and inaccurate though it be) and technology in a science and technology world.
I don't mean to sound like a jerk -- and I'm no PF expert -- but didn't Paizo just release a Technology Guide? Aren't there guns and robots and things in Golarion? Don't the laws of physics and the scientific method work on Golarion? They have cyber-soldiers, powered armour, temporal accelerators, fission reactors and AIs. MacGyver should be able to fit in perfectly.
There was a bit in the beginning of this thread about "no cross-genre stuff" for a reason, ain't no way you're making Goku from DBZ in Pathfinder because they don't do "blows up planets by sneezing."
MacGyver isn't cross-genre unless you make him (or, maybe if the game was set in the Stone Age... except he could still craft things to solve almost any problem). He builds things. How cross-genre is that? He's not much different than some dwarven or gnomish stereotypes.
But MacGuyver's things, from what little I remember back in the 80s and 90s when I watched it, were all vaguely in the realm of a skilled Archaeologist (no singing) bard. The one thing is there's no escaping having spells, which only some 3rd party martial-sounding archetypes don't do. Alternatively you could roll Rogue, but they always have Sneak Attack, which he wasn't known for. Not really.
Actually, re-skin the bard spells or alchemist infusions as "crazy improvisation guy making crazy improvised stuff" might work best. Just always focus on buffs, support, and utility spells/tricks/skills.
Yeah, Archaeologist could probably be forced to fit the concept. This might be the closest possible for a PC. He'd still have a bunch of useless class features, though (because MacGyver's inventions weren't susceptible to antimagic, so spells and things don't work with the concept. It's like how he refused to use guns -- in PF he'd refuse to use magic... well, that analogy doesn't quite work but still...)

Ashoka |
Kthulhu wrote:I'd love to have an explicitly non-magical class based on sparks from the Girl Genius webcomic...but with every special ability tagged (Ex)... not (Su) or SLA.What's wrong with the Alchemist?
Does that (Su) next to Mutagen and Bombs bother you so much that you can't just imagine it as a purely-biological or mechanical thing?
I'm not getting all the hate for the Supernatural tag. Supernatural things include stuff like ghosts and psychics; personally, I wouldn't put things like that into the realm of "magic" persay - more like a third, "weird" state between magic and mundane.
Why does it bother people so much to have fantasy elements in a fantasy game?
Alchemists are awesome. I think the point about Su abilities is that they can be disrupted by antimagic. It doesn't matter how you reskin anything -- unless you change the rules, those Su things are "magic" by definition, according to the game's rules. No hate on this end, it's just frustrating that these things that are, like you say, "a third state somewhere between magic and mundane" are actually magic by definition.

Rynjin |

I'm still trying to wrap my head around how stating simple, undeniable facts about something like "Supernatural abilities are magical" and "Some classes have Supernatural abilities, that means they're not non-magical" means I hate said abilities somehow.
Is that a thing in some places? Stating facts about something is considered tearing it down?

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Kthulhu wrote:I'd love to have an explicitly non-magical class based on sparks from the Girl Genius webcomic...but with every special ability tagged (Ex)... not (Su) or SLA.What's wrong with the Alchemist?
Does that (Su) next to Mutagen and Bombs bother you so much that you can't just imagine it as a purely-biological or mechanical thing?
I'm not getting all the hate for the Supernatural tag. Supernatural things include stuff like ghosts and psychics; personally, I wouldn't put things like that into the realm of "magic" persay - more like a third, "weird" state between magic and mundane.
Why does it bother people so much to have fantasy elements in a fantasy game?
Doesn't bother me. What bothers me is the lack of awesome NON-magical elements. What bothers me is that the design parameters seem to be that magic is ALWAYS better than non-magical. What bothers me is that in order to make a Paul Bunyan type of a character capable of doing the kinds of impossible things found in tall tales, you HAVE to resort to magic.

Chengar Qordath |
4 people marked this as a favorite. |

Essentially, the problem is that Pathfinder is really two different games rolled into one. Magic-wielding characters get to play in the high fantasy realm of superpowered spells that reshape reality. Characters without spells or other magic, by contrast, are bound by a whole lot of "that's not something a real-world human could do" restrictions.

Marcus Robert Hosler |

Marcus Robert Hosler wrote:Rynjin wrote:Also, nobody mentioned Rock Lee. Actually, better example, Might Guy. He uses no Ninjutsu or Genjutsu, pure physical power/Taijutsu.He uses chrakra. He just has trouble with Jutsu. The Eight Gates are on the chrakra pathway system.
So no, not even Rock Lee is the pure mundane guy.
Actually, Rock Lee is explicitly stated not to be able to manipulate chakra. Everything he does is 100% pure physical power (which is only 1/2 of what makes chakra, chakra).
And chakra isn't magical in-universe anyway. Everyone has it, everyone can use it, it just takes training.
Actually no, not everyone has chakra.
Rock Lee has trouble manipulating chakra, that does not mean he doesn't use it. The more recent manga shows how he is just as vulnerable as everyone else to anti-chakra techniques.
Also don't know how you can say chakra isn't magical. It seems to me that you are just trying to find a way to be discontent with Pathfinder. Oh and even if Rock Lee wasn't magic, he still has never defeated a ghost.

boring7 |
I'm still trying to wrap my head around how stating simple, undeniable facts about something like "Supernatural abilities are magical"...
That's not really the problem, this is:
Batman being able to easily lift a ton or more while not looking like he ate an outhouse for breakfast that morning...it's not magic.
Because you arbitrarily said so. You're making up the rules and then complaining it is someone else' fault for not following those rules and demanding some "thematic re-skinning" of different rules to be parallel.
It's rather like saying you can't play a D&D thief in Pathfinder because the class is called "rogue" and backstab is now sneak attack and since a bunch of things have different names they're not the same brand of impossible.
I don't see why you're being so inanely venomous about that. You disagree with someone on the internet. Why be pissy and intentionally misconstrue his position out of spite?
I'm not being venemous, I'm just deconstructing the meme, "I never really understood why characters with no magical abilities competing with the casters was such blasphemy in D&D." This is only tangentially related to Rynjing's whole thing.
It's not cool, it's not edgy, it's not making your position any more tenable, it's just sad. Not sad in an insulting way, just truly, truly disheartening and pitiable.
...take a moment to re-read these two paragraphs you wrote and notice the irony please.

boring7 |
boring7 wrote:True. The main thing I thought about was that he never had to deal with fantastic creatures/problems. But, I don't think that "usin' yer noggin' to win by building something crazy" is outside of the fantasy genre. He crafted things, he didn't program computers.Macguyver...his biggest problem is he's totally a different genre character.
He used modern science. I mean I'm going off of some pretty dusty memories but I remember a LOT of his toys and tricks were either using modern manufactured products or exploiting weaknesses of modern manufactured products. Simple example: he makes a sound-effect that sounds like the fire of automatic weapons to cause bad guys to shoot at things in this one episode. That only works because they have guns themselves and know what guns are. Dude with a crossbow would definitely be distracted, but he wouldn't think "gunfire! panic!" because he doesn't know what guns are. Another example; he sabotaged a missile launch by jamming a leather coat (or something?) into the air-intake of it's jet engine. This worked because there was a missile with a jet engine. A world where magic is standard (and has discrete rules to how it works) would reasonably have magic (and alchemy) tricks and workarounds.
I'm not saying this is an insurmountable hurdle, far from it. I'm just mentioning there are some thematic shifts inherent to the narrative. If magic is real, maybe some of that science knowledge is replaced with magic knowledge.
That was my only point: he'd probably be adjusted to fit a fantasy setting. Even his dream-sequence magic-world adventure with King Arther (spoiler alert?) all the "magic" turned out to be parlor tricks and surprise science, which was why he was able to win the day. A world where magic is real is a different world.
Also, physics really don't work on Golarion, but that's a COMPLETELY different topic and I need to go calibrate my peasant rail-gun. Hell, they don't work in MacGyver-land if you want to actually pay attention to art-major physics in that show...I'm kind of wandering, sorry.
Yeah, Archaeologist could probably be forced to fit the concept. This might be the closest possible for a PC. He'd still have a bunch of useless class features, though (because MacGyver's inventions weren't susceptible to antimagic, so spells and things don't work with the concept. It's like how he refused to use guns -- in PF he'd refuse to use magic... well, that analogy doesn't quite work but still...)
Only if you don't want it to. Sufficiently Analyzed Magic = Science after all. The instances where your theoretical character runs into anti-magic would be akin to the times when MacGyver had technical tools but ran up against a strong magnetic field or some other block the kept him from using the RIGHT tool for the job and forced him to use the wrong tool and a bit of tinfoil.
It didn't come up very often, of course, but there were times when he was having to come up with workarounds because he didn't have enough oxygen to run a car engine or couldn't stop a bomb one way (because that would trip some booby-trap) so he had to come up with another way.
I mean, the setting says magic is *real*. Any opposition to it is like being opposed to technology in a modern or futuristic setting. A hypothetical anti-magic character, by hating magic, hates the way the world works.
Interesting tangent: in Numeria (robots and technology country) the local "superstitious barbarian tribes who distrust strange things and deny them" are INCREDIBLY magic-friendly, because magic is something they can trust and duplicate. Magic is practiced by their cousins and neighbors and is perfectly acceptable/understandable. It is the evils of technology, practiced by the oppressive overlords of the Technic League, that they distrust and hate.
Another concern, every plot I can remember from that show had some INCREDIBLY convenient and often extremely convoluted means of setting the characters up so MacGyver could do his weird trick with applied chemistry or jury-rigged whatsits. There was a comment upthread about "you can make Sherlock Holmes, but there's no guarantee he'll make his die rolls or even have murder mysteries to solve without the "writer fiat" feat."
Didn't he not carry guns because he was never actually looking for or expecting a violent adventure? I'm asking because I don't remember, but I was under the impression he was always kind of "dragged into" the various adventures and excitement that were his everyday life.
Sorry, wandering again. The point is that HOW you get to your impossible, unrealistic, supernatural, paranormal, extraordinary result is largely a question of personal flavor.
But you want to be very knowledgeable. Because "he vas a schmott guy."
going back to bed.

Marcus Robert Hosler |

As you'll recall, my initial statement was "level appropriate challenges".
In PF, this includes ghosts. In other media, it may not.
Why?
I'm having issues with your request:
1) Mundane guy or gal
2) No Ki, no Supernatural, no magic
3) Must be viable
4) Doesn't use magical gear
5) Able to defeat things immune to non magic
I can do 1-4, I can't by definition make 5 work. It doesn't matter what universe or setting it's in, no purely mundane character can handle foes immune to all things mundane.
So I guess your complaint in PF is not character concepts, but the existence of one creature type (that I for one have rarely encountered) that you would be countered by.
Which I guess isn't much of a valid complaint in PF, since everyone has a hard counter and people still make viable characters.

boring7 |
Rynjin wrote:As you'll recall, my initial statement was "level appropriate challenges".
In PF, this includes ghosts. In other media, it may not.
Why?
I'm having issues with your request:
1) Mundane guy or gal
2) No Ki, no Supernatural, no magic
3) Must be viable
4) Doesn't use magical gear
5) Able to defeat things immune to non magicI can do 1-4, I can't by definition make 5 work. It doesn't matter what universe or setting it's in, no purely mundane character can handle foes immune to all things mundane.
So I guess your complaint in PF is not character concepts, but the existence of one creature type (that I for one have rarely encountered) that you would be countered by.
Which I guess isn't much of a valid complaint in PF, since everyone has a hard counter and people still make viable characters.
And you can still use Ghost Salt.

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I'd like to play a Aya Brea type character from Parasite Eve 1. The basis of her power is semi-aware mitochondria that allows her to manifest a number of abilities from a pool of energy that recharges over time. The character is generally martial in nature despite the supernatural/extraordinary abilities.
Abilities are the following:
Heal (self-heal, varying strengths depending on energy expenditure)
Scan (reveals target's health condition and any weaknesses)
Slow (slows targets' movement/actions)
Detox (cures poison)
Barrier (attacks against the character drain the energy pool before doing HP damage)
Energy Shot (dump all remaining energy into a large medium ranged blast that damages target)
Confuse (causes confusion effect in target)
Haste (self-only)
Gene Heal (activatable fast healing)
Medic (removes all negative status effects)
Preraise (contingent self-heal when HP reduced below zero)
Full Recover (self-only Heal effect)
Liberate (transform into powerful creature with wings capable of doing high melee damage for a period of time. Doing so drains all of the energy pool. When the transformation expires, the character is staggered for a time).I'd appreciate any advice on how to build such a character using the Pathfinder rules (no 3pp).
90% of these abilities can be done easily with an alchemist, just pick up exotic weapon proficiency firearms and you are set. My biggest issue was the energy shot but you could technically fluff the alchemist bombs at being some kind of energy shots. The self-heal is way too easy with stuffs like making a potion of heal, drinking it and activating when you are low on hp, it's one of the alchemist discoveries. You have of course, the good ole Resurrection trick for alchemist using alchemical allocation and philosopher stone. There is of course, the other ugly solution...mystic theurge you would get all the abilities but you will be playing a mystic theurge.

DrDeth |

Rynjin wrote:There are a lot.Name some. Because even the low level fellowship of the ring had magic weapons. A high level concept without magic or ki being able to fight ghost and other high level concepts.
Indeed, they were loaded. The Most Powerful Artifact in the World. The 3rd most powerful artifact in the world. Two relic level swords. Gandalfs staff. Bane daggers for all. Magic bow for Legolas. Magic cloaks all around. A powerful relic gem. Hithlain rope. Sting. What amounts to the Invulnerable Coat of Arnt. And more.

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Marcus Robert Hosler wrote:Indeed, they were loaded. The Most Powerful Artifact in the World. The 3rd most powerful artifact in the world. Two relic level swords. Gandalfs staff. Bane daggers for all. Magic bow for Legolas. Magic cloaks all around. A powerful relic gem. Hithlain rope. Sting. What amounts to the Invulnerable Coat of Arnt. And more.Rynjin wrote:There are a lot.Name some. Because even the low level fellowship of the ring had magic weapons. A high level concept without magic or ki being able to fight ghost and other high level concepts.
Isn't Gandalf some kind of an outsider too? Just to add a bit more to all the aid that they had.

DrDeth |

graystone wrote:Unfortunately incorporeal says that creatures of this type cannot take damage from non-magical sources.Rynjin wrote:Gravity guns deal force damage so they should affect ghosts.
Incorporeal is the big sticker, obviously, which is why it's come up so much.Now, if the tech guide provides some cool non-magical effects that can harm ghosts, there IS one potential viable build, which is really damn cool, even if somewhat disappointing that it doesn't fit very well in many campaigns.
No problem- take several movement feats and run away. It is a legit way of beating the encounter.
You can also kill INCORPOREAL undead with holy water, which is defined as Alchemical.

anlashok |
I'm not being venemous, I'm just deconstructing the meme, "I never really understood why characters with no magical abilities competing with the casters was such blasphemy in D&D." This is only tangentially related to Rynjing's whole thing.
You didn't deconstruct anything though. You just spitefully and intentionally misconstrued the opinion of people disagreeing with you.
...take a moment to re-read these two paragraphs you wrote and notice the irony please.
It's not ironic when I'm just pointing out your own tactics.

DrDeth |

Quote:Also, the Fellowship was "Low-level?" I've stat'ed the characters out, and there is no way the main combatants of the group were below level 10Not sure where you're getting that. They tend to fight mostly orcs and other low-end enemies and even completely green and inexperienced combatants can hold their own among their ranks. Probably level 5 or 6 given their general capabilities.
Sam killed Shelob, who was part Deity (sorta). Merry and Eowyn killed the Witch-king of Angmar who was pretty Epic. There were also Wargs, Trolls, Fell-beasts, etc. Pippin killed a Olog-hai, which is a advanced troll.

Sauce987654321 |

anlashok wrote:Sam killed Shelob, who was part Deity (sorta). Merry and Eowyn killed the Witch-king of Angmar who was pretty Epic. There were also Wargs, Trolls, Fell-beasts, etc. Pippin killed a Olog-hai, which is a advanced troll.Quote:Also, the Fellowship was "Low-level?" I've stat'ed the characters out, and there is no way the main combatants of the group were below level 10Not sure where you're getting that. They tend to fight mostly orcs and other low-end enemies and even completely green and inexperienced combatants can hold their own among their ranks. Probably level 5 or 6 given their general capabilities.
shelob is a CR 5 ogre spider. It does the exact same thing as shelob.
An advanced troll is CR 5 (if it was advanced to begin with).Wargs are CR 3.
Them being around level 3 - 5 sounds about right.
With the fellowship being at 4 - 7, too.

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Rynjin wrote:Because you arbitrarily said so. You're making up the rules and then complaining it is someone else' fault for not following those rules and demanding some "thematic re-skinning" of different rules to be parallel.
Batman being able to easily lift a ton or more while not looking like he ate an outhouse for breakfast that morning...it's not magic.
** facepalm **

Thomas Long 175 |
Shelob's mother once captured The Dark Lord Morgoth and he was helpless before her.
Melkor/Morgoth was generally accepted as the strongest of the Valar. He was Sauron's boss. Essentially second in power only to Eru Ilúvatar...the God (capital G) of Middle-Earth.
I give Shelob higher than a CR 5.
For things Shelob's parent did? Please remember Ungoliant was literally the first of the spiders of mirkwood, a being that existed on middle earth before the deities started putting their own creations down there.
Shelob is not Ungoliant by a long shot. Ungoliant was a cunning brilliant being who actively chose to take the form of a spider. Shelob was a fat overgrown spider who couldn't see past her own desire for food.

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In regards to the Fellowship, some of the items that are often assumed to be magical never actually display any magical properties. Even some that do, such as Sting glowing in the presence of orcs or goblins, don't actually seem to carry any OTHER properties.
Sting
Dagger +0 of goblin/orc detection
-5 to Stealth in the presence of goblinoids or orcs

DrDeth |

In regards to the Fellowship, some of the items that are often assumed to be magical never actually display any magical properties. Even some that do, such as Sting glowing in the presence of orcs or goblins, don't actually seem to carry any OTHER properties.
Sting
Dagger +0 of goblin/orc detection
-5 to Stealth in the presence of goblinoids or orcs
Kills Shelob. Hurts a troll when other weapons bounce off. Can be driven into a hard wooden beam with ease. And so forth.

Thomas Long 175 |
In regards to the Fellowship, some of the items that are often assumed to be magical never actually display any magical properties. Even some that do, such as Sting glowing in the presence of orcs or goblins, don't actually seem to carry any OTHER properties.
Sting
Dagger +0 of goblin/orc detection
-5 to Stealth in the presence of goblinoids or orcs
True, and mithral is a special material, not inherently magical.
They have bread that serves as a 1 time use full meal for each thing of it.
They have a vial that creates a cantrip (light) if you use a command word.
The dwarf has a bit of some crazy elven chicks hair.
Gandalf, the equivalent of a high level outsider, has his staff.
Sting only glows when orcs are near, it never shows anything to say it makes frodo more effective or anything.
In the hobbit gandalf and Thorin come across a couple of old masterwork swords.
Anduril is the only sword shown to be inherently magical, and it seems to have ghost touch as its major thing.
Finally we have the evil intelligent artifact that they're all trying to destroy.
Everything they have that isn't the property of a dude whose been adventuring for several Ages isn't more than a few thousand gold. The 9 of them together could easily be under 50k gold.

Rynjin |

Rynjin wrote:I'm still trying to wrap my head around how stating simple, undeniable facts about something like "Supernatural abilities are magical"...That's not really the problem, this is:
Rynjin wrote:Batman being able to easily lift a ton or more while not looking like he ate an outhouse for breakfast that morning...it's not magic.Because you arbitrarily said so. You're making up the rules and then complaining it is someone else' fault for not following those rules and demanding some "thematic re-skinning" of different rules to be parallel.
"Because I arbitrarily said so"
Wat
You do realize the ENTIRE POINT of Batman is that he's a mundane guy, with no superpowers or magic, who fights crime with training, his wits, and cool gadgets, right?
Rynjin wrote:As you'll recall, my initial statement was "level appropriate challenges".
In PF, this includes ghosts. In other media, it may not.
Why?
I'm having issues with your request:
1) Mundane guy or gal
2) No Ki, no Supernatural, no magic
3) Must be viable
4) Doesn't use magical gear
5) Able to defeat things immune to non magicI can do 1-4, I can't by definition make 5 work. It doesn't matter what universe or setting it's in, no purely mundane character can handle foes immune to all things mundane.
So I guess your complaint in PF is not character concepts, but the existence of one creature type (that I for one have rarely encountered) that you would be countered by.
Which I guess isn't much of a valid complaint in PF, since everyone has a hard counter and people still make viable characters.
My complaint is that there is a plethora of things immune to or highly resistant to non-magic in the first place.

Kobold Catgirl |

That's because ghosts don't exist in that universe.
As you'll recall, my initial statement was "level appropriate challenges".
In PF, this includes ghosts. In other media, it may not.
Which I already said, too, so I'm guessing there's some selective listening going on here.
Anduril is the only sword shown to be inherently magical, and it seems to have ghost touch as its major thing.
In fact, I always read that "ghost touch" as more a "gets ghost touch against this one group of ghosts because they basically swore allegiance to it". Which is more like "ghost with vulnerability to a certain masterwork sword" than "sword with the ability to hurt ghosts". ;D

DrDeth |

They have a vial that creates a cantrip (light) if you use a command word.
Gandalf, the equivalent of a high level outsider, has his staff.
Sting only glows when orcs are near, it never shows anything to say it makes frodo more effective or anything.
In the hobbit gandalf and Thorin come across a couple of old masterwork swords.
Anduril is the only sword shown to be inherently magical, and it seems to have ghost touch as its major thing.
Everything they have that isn't the property of a dude whose been adventuring for several Ages isn't more than a few thousand gold. The 9 of them together could easily be under 50k gold.
(wiki) "Sting was exceptionally sharp. Bilbo managed to thrust it without effort deep into a wooden beam at Rivendell. Frodo also wounded a troll in Moria, after Boromir notched his own sword with his attempt. Sting was useful in Shelob's Lair when it cut through Shelob's webs with ease, and also stabbed Shelob, being the first blade to ever do so. "
Glamdring and Orcrist were described as pretty high level swords.
The Phial of Galadrial could blind: (ME wiki) " Frodo used the mere touch of it to ease the thought of the One Ring when he, Sam Gamgee, and Gollum were watching the Witch-king lead his army out of Minas Morgul. He also used it while entering into Mordor to defend himself from the spider Shelob. When Shelob first approached, Sam reminded him of the "star-glass" and its light drove her away. Frodo gave the light to Sam to hold while he cut through Shelob's webbing and Sam wielded it when he attacked Shelob to rescue Frodo. The star-glass shone particularly bright in response to his indomitable spirit. He used it twice to get past the Two Watchers who guarded the tower of Cirith Ungol; the second time the phial shone out lightning-bright in tribute to his hardiness and faithfulness."
Aragorn was gifted with a "magical scabbard, any sword sheathed in this scabbard will never break"
Legalas had a unbreakable bow and string.
Gandalf had Narya, a powerful artifact.
The Bane daggers worn by the hobbits are pretty powerful, too.

Wyntr |

Rynjin wrote:Again, simply Holy water will kill incorporeal undead. It's listed as Alchemical, not magical....
EDIT: It's not created by non-magical methods, you are omitting the portion:
Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.