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Messages - Geigan

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Board Business / Re: Welcome Back!
« on: July 04, 2017, 02:01:35 AM »
Good job getting it back up, y'all.

Are bookmarks still a thing? I seem to have lost all of my old bookmarks and can't find how to make new ones.

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So I posted the following questions over in the gitp Dreamscarred Press FAQ thread, but I've found y'all tend to answer or at least get to the point faster so I'm cross-posting them over here to get any opinions y'all have on the RAW.

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So I'm messing around with a relatively tame build idea centered around the zenith/sunset strikes from Scarlet Throne on a Bushi to keep the build-centric strike up all the time. As a result I have some questions.

1) In regards to replacing the attack roll with a skill check, how much does it still behave like an attack roll, if at all? Can it still crit? Does it still auto-fail on a 1?

2) Since Zenith Strike and the like are damage multipliers, that would mean additional damage dice will not be multiplied correct? That would mean the Scarlet Throne single attack focused boosts such as Regal Blade only add their extra damage once, right? Does their bonus to the attack roll even apply, based on the wording of Zenith Strike?

3) If Zenith Strike were performed via the feat Martial Charge, would the attack made by Zenith Strike qualify as a charge attack for boosts like Bronze Lancer's Edge from Piercing Thunder or Momentum Crash from Primal Fury? What about for feats related to charging?

4) I can think of power attack/two handing, stuff like hone weapon, or getting a bigger weapon and adding weapon abilities like collision that add flat damage numbers for adding damage that would actually be relevant to the multiplier in these strikes. What other sources of damage might be specifically relevant to this build? There aren't very many boosts in particular that seem all that useful. One of the better things I could think of was using the Mithral Current's style feats to add on an additional +50% damage after the fact via vulnerability to silver and using a Celestial Mithral weapon for an additional +50% with that.

A copper for your thoughts?

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Background info: Pathfinder game porting 3.5 content pretty much at-will. Was looking for a special ability to counter a lich's teleporting on my archer's ammunition. Don't worry about the delivery mechanism here, I've got other things to worry about than whether or not this is "my job" to handle when I could potentially rely on others in the party to do so. I come across the Phase Locking ammunition on the pfsrd and the binding special ability from Magic Item Compendium. I was curious if these abilities replicating the effects of dimensional anchor meant that I had to worry about the lich's SR. Decided to post questions on gitp's rule threads to see if I could get a quick answer to it before next session.
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Unfortunately I got conflicting answers so I thought I'd pose it here to get opinions before starting a potentially much longer thread over there.

So the questions are in the spoilers. I plan to use the Binding weapon property, but in a Pathfinder game (yes the GM is cool with it). Does this mean I have to worry about spell resistance?

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Touhou Battle Grimoire / Re: Riverside View
« on: April 09, 2016, 11:27:49 AM »
All spirit creating maneuvers have a DC since it determines the DC of the explosions.
Y'know that's what I assumed when I first read it, but now that I check there are a few missing the DC if that is indeed the case:
-A Human Spirit Passing By
-Spirit Sign "Abundant Floating Spirits"
-Scythe of Wandering Spirits

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Oslecamo's Improved Monster Classes / Re: Gloom
« on: April 09, 2016, 11:24:18 AM »
Couple curiosities while I was pondering this for a build.

-Is it possible to leave the Gloom dagger somewhere for any length of time before it reappears back in your hand aside from the brief instant it impacts (since clearly it's meant to deal damage still)? I can imagine situations where not just being able to leave it someplace for a second or longer before bringing it back to your hand would be a little annoying.

-Does the Gloom dagger cast a shadow? If so that could be funny for Gloom Master, throwing the dagger to re-position yourself and teleporting as a free action to wherever the shadows are cast in the flight path before it impacts and returns to hand to get a different angle from which you can continue your iteratives.

-Also, since you can melt the dagger into your body and have it reappear in hand, can you make it reappear in either hand? If so can you use it for Two Weapon fighting, constantly switching back and forth between primary and off-hand as a free action for each attack? That could be a really interesting fighting style to imagine, even if it's just identical to normal TWF.
Added option to leave dagger, also made it project enough shadow to activate abilities.

However I will hold back in adding TWF synergy since I intended to fight with one dagger in one hand like the cool pic.
Sweet.  :cool

Anyway that's kind of why I liked the idea of switching hands, since it's just one weapon that you switch constantly from hand to hand to throw them off. But I guess that's not really that interesting mechanically, since my suggestion was just to TWF with it. It's fair not to consider that anyway since it clearly wasn't intended to begin with, though maybe a feat? I might write something kind of weapon style feat off of that idea, what do you think?

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Anyway, I'll be moving onto Dream Battle next as that's the other discipline my Oni Brawler picked up aside from the Drunken Demon and Marvelous Mt. Ooe (through feat of course).

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Simple fix anyway. Just make sure you have to pay the XP component cost (and maybe gp component cost) for spells you use on Magic Recycled Bomb. Possibly make sure that you have to pay for each target affected by Ecological Bomb as well if AoE XP cost spells are any more problematic than regular AoE spells. Abuse via AoE versions of non-AoE spells is kind of this class/discipline in a nutshell anyway though.

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Oslecamo's Improved Monster Classes / Re: Gloom
« on: March 31, 2016, 01:06:58 PM »
Couple curiosities while I was pondering this for a build.

-Is it possible to leave the Gloom dagger somewhere for any length of time before it reappears back in your hand aside from the brief instant it impacts (since clearly it's meant to deal damage still)? I can imagine situations where not just being able to leave it someplace for a second or longer before bringing it back to your hand would be a little annoying.

-Does the Gloom dagger cast a shadow? If so that could be funny for Gloom Master, throwing the dagger to re-position yourself and teleporting as a free action to wherever the shadows are cast in the flight path before it impacts and returns to hand to get a different angle from which you can continue your iteratives.

-Also, since you can melt the dagger into your body and have it reappear in hand, can you make it reappear in either hand? If so can you use it for Two Weapon fighting, constantly switching back and forth between primary and off-hand as a free action for each attack? That could be a really interesting fighting style to imagine, even if it's just identical to normal TWF.

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Oslecamo's Improved Monster Classes / Re: Shinigami
« on: March 27, 2016, 10:46:31 PM »
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But Riverside View not only has a lot of maneuvers with melee attacks, this class even goes all the way to make everything you have count as a scythe. Even with the "nerf", it's nothing short of a free maneuver recover every round, meaning it'll never run out of maneuvers, and can just spam its best one non-stop for all eternity.
Very true. (it turns the weapon into a scythe, though), especially for the FV.

I'd prefer a different recovery system as well. Limiting the scythe damage to normal attack actions (rather than those done as part of a Strike or abilities like Soul Slash) (though those of an AoO would qualify) should avoid spamming.
Especially considering the attack has to deal damage instead of merely having to be done.
It could also go in a different direction. Such as recovering one or more maneuvers whenever it rolls the number 4 or 13 on a d20 roll or threaten/confirms a critical hit.

Limiting the scythe recovery to normal actions seems like the way to go, by way of argument that it mirrors Gate Guard which is a melee warrior type touhou initiator similarly restricted to one weapon type that it focuses on. You'll want to remember to discount attacks influenced by your own boosts as well.

I was thinking random recovery could possibly work, but feels kind of imprecise for a god of death.

I argued for the once per round because I felt that was actually weaker than being able to recover multiple on a full attack in one turn, but having to take a turn off of using maneuvers in some fashion is a rather common limiting factor.

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Oslecamo's Improved Monster Classes / Re: Shinigami
« on: March 27, 2016, 04:58:26 PM »
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If it had a swordsage's broad selection of disciplines I could see that, but this is restricted to one school even with a fairly large number of maneuvers known and readied (though it's about on par with typical base Touhou school access). If you're making a comparison to Frostwind Virago I could maybe see it, but that class gets touch attacks on top of a school largely focused around AoE, ranged attacks, and battlefield control. Riverside View has a lot of weird supernatural stuff, but I'd say the main bent of the school is still focused around a melee warrior that still needs to connect with its attacks to land its effects (even if you can make big explosions with the right combo of spirits). Compare to Marraenoloth for instance, which still has plenty of weird magical effects sprinkled in and rocks a full BaB. You do say you have experience DMing for it though, so you tell me if it really plays that way.
Toubou disciplines have plenty of variations within themselves so the usual diversity is mostly covered.
The swordsage's many maneuvers also include mostly some requiring hitting the target as well.
The FV getting a touch attack is actually a double-edged issue since you give abilities to a 'martial caster' that demand getting into melee range. A caster does not want to be within melee range (especially if the rest of its kit allows it to stay at a relatively safe distance).
I do agree that it'd be better to give it full Bab nonetheless. Though to compensate for it I nerfed Soul Slash and its effective weapon size independent of the Shinimagi's. It limits the optimization of Soul Slash and decreases the power of an ability that doesn't depend on succeeding an attack roll for the ability to have better odds of succeeding attack rolls for other stuff.
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Eh, I guess if it's the norm anyway for these classes I don't really see a point in nerfing it. I was comparing to Marraenoloth which has to actually kill someone to recover. If you feel the nerf is warranted, once per round that way seems reasonable.
I put it in after all since I personally think they should all have that limit.
Those both seem fair with the change to full BaB. If you're more reliant on attacks now, the reliance on hitting attacks that aren't maneuvers would have arguably been a better option and somewhat in line with similar initiators. But the once per round recovery will insure that they inevitably run out over the course of the fight eventually, if they're too spam heavy or aren't landing their hits. Unexpected Ending helps with that anyway, so I think it's probably fine?

Nerf to Soul Slash seems warranted given the change.

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I think I forgot that feat existed since it was buried in the back of the monster feat threads. That about solves the problem, though my distaste for the amount of feat taxing needed just to make it work with a particular playstyle is still a personal qualm. My usual group is quite fond of the characteristic variant for a reason.
I'm not too fond of feat heavy playstyles either but I'm concerned with Death Scribe just becoming Malformed Mind++. It's already pretty neat. Your DM can likely allow Malformed Mind and its physical score equivalent in the Characteristic Variant list to fix the issue though I could perhaps meet halfway and give partial conversion.
Not changing it is totally fair by the paradigm of these classes, I was just whinging some more.

I do still feel that Expiration Date should require concentration at least, but if you're confident that GMs can handle it I'll drop it.

Oh also, is the stance progression being delayed a level after you'd normally have access to each new stance in Riverside view intentional?

Anyway, thank you for responding to the feedback. I plan to have fun with the class.

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Oslecamo's Improved Monster Classes / Re: Shinigami
« on: March 27, 2016, 07:51:27 AM »
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Any reason for not just having full BaB? It's an initiator not a caster, and the monster you linked seems to have a full Base Attack for its HD.
The original likely has full BaB because it is an Outsider (unless PF works differently). Otherwise, I thought the same but but I think this one is more in line with the swordsage; Death would be more focused on maneuver usage than straight combat. Kind of a martial caster.
If it had a swordsage's broad selection of disciplines I could see that, but this is restricted to one school even with a fairly large number of maneuvers known and readied (though it's about on par with typical base Touhou school access). If you're making a comparison to Frostwind Virago I could maybe see it, but that class gets touch attacks on top of a school largely focused around AoE, ranged attacks, and battlefield control. Riverside View has a lot of weird supernatural stuff, but I'd say the main bent of the school is still focused around a melee warrior that still needs to connect with its attacks to land its effects (even if you can make big explosions with the right combo of spirits). Compare to Marraenoloth for instance, which still has plenty of weird magical effects sprinkled in and rocks a full BaB. You do say you have experience DMing for it though, so you tell me if it really plays that way.

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The maneuver recovery might be a bit too easy. You're basically recovering a maneuver every time you hit something, so you'll be spamming maneuvers all day discounting counters and such.
I based it on the Frostwind Virago and thhe Nuclear Dragon's, since monsters with innate martial talents usually have an efficient recovery system.
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Every time the Frostwind Virago sucessfully damages an oponent with Icy touch, she  can recover one expended maneuver gained from this class.
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Every time the Nuclear Dragon successfully damages an opponent with either its bite attack or its Control Rod, he  can recover one expended maneuver.
I could limit it further by specifying it can only recover one maneuver per round this way or/and that it applies when it isn't done as part of a Strike maneuver. What do you think?
Eh, I guess if it's the norm anyway for these classes I don't really see a point in nerfing it. I was comparing to Marraenoloth which has to actually kill someone to recover. If you feel the nerf is warranted, once per round that way seems reasonable.

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Tongues does seem a little late. It seems relevant to getting their job done if they need to find whoever goes by the name they were given.
It does indeed feel rather inappropriate, not necessarily for the targets but for the whole "HALLO. IT IS TIME TO GO." thing happens indeed quite late.
Level 5 would be cool? Nothing too interesting there anyway.
That's a pretty funny image, though I think the conversation from Soul Seeker might have cleared that up. It's still a good idea to move it up though I think.


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Soul Seeker seems a bit annoying since you might actually need the money from the feat to kill something, though I suppose you could just murder a commoner or whatever. It's just a bit of a hassle when the default feat might have been preferable, even if the auto acquire side quest bit is kind of neat.
You're right. Probably too harsh and it wasn't meant to promote killing only for the class ability. I could change it to at least once a week though to better give the idea that you're death and not supposed to slack off when there are souls to reap, I could instead change it to losing the benefit if you spend 24 hours without reaping someone you killed.
And get it back after getting a specific target from that ability as a redeeming quest.
That or simply remove that limit.
Since you removed the holding onto souls bit, yeah I'd say the limit removal is fine. Otherwise you had an incentive to hold onto souls, only to reap them when you actually needed cash.

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Weight of Mortality does seem like a bit much. Cowering is about as strong a fear effect as you can get, and upgrades to paralyzed later? Save or lose with no action on your part is pretty powerful. Most with a fear aura get frightened at best, even if that's not much better for the victim if you set it up properly so they can't run.
Actually, I think I'll scratch it entirely. I don't think it should have a fear/death effect since the shinigami mostly reaps souls rather than actually kill stuff.
It'll be a partia incorporeality. The shinigami can walk through stuff and the higher effect has people having difficulties really seeing/remembering it is there and I'll throw in an invisibility SLA.
Aiming for the Diskworld Death.
*shrug* It seemed alright, it was just a matter of severity since plenty of other monsters have fear auras. The linked one doesn't have any basis in either of these effects though, so I suppose it comes down to whichever you prefer. The additional invisibility SLA almost seems unnecessary, but I suppose it fits your desired aesthetic. Your reasoning for the change seems sound as far as thematic concerns go.

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Expiration Date seems like a massive headache for the GM. You give them a big out for whenever they would be wrong, but it's something they constantly have to think about and you can ask it for literally anyone you look at so you could easily drive them nuts with it.
I DM'd myself and so far I'd say that would be rank on the annoying scale along with "I keep seeing the magical auras of everything. Describe hem all." and being able to read the minds of other characters (though I like DMing that).
I can make it something you have to focus or limit it only to the date of a natural death. For the unatural death options, the shinigami would need a special hourglass (or similar, like a special candle) artifact keyed to a specific individual to know the precise time of death (so they can be there on time to reap the soul).
Yeah concentration seems like a prudent way to discourage giving one's GM a headache. No need to get too finicky with it.

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Death Scribe seems neat, but mentions nothing about the ability score bonuses you get from the class unless that was meant to be included? Int over Cha seems pointless if your best score is bound to be Cha. Otherwise it's got a lot of neat stuff.
Hm. It was originally meant to provide an early multi-classing option into the Scholar.
Honestly I think a full Int conversion of this monster class is worth two feats, as most are.
The Shinigami could simply pick this one to take care of the issue if he means to get far into the monster class:

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Malformed Mind [Monstrous]
Prerequisite: 1st level OR Monster Hybrid feat, upon taking the first level of a monster class, or before taking levels of a monster class.
In either case, you must choose the monster class this feat is applied to.
Benefit: Choose two Mental ability scores (Intelligence, Wisdom, Charisma). Whenever either of the two would be boosted by your monstrous class progression in the class you have taken this feat for, instead the other ability score is boosted.

Thanks for the input!
I think I forgot that feat existed since it was buried in the back of the monster feat threads. That about solves the problem, though my distaste for the amount of feat taxing needed just to make it work with a particular playstyle is still a personal qualm. My usual group is quite fond of the characteristic variant for a reason.

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Oslecamo's Improved Monster Classes / Re: Phane
« on: March 26, 2016, 10:59:47 PM »
Ah you are correct on both, though I guess I was thinking Negative Levels didn't necessarily affect CR like most Conditions so they could just target you each time. Though GMs might just adjust the CR based on circumstance anyway if there's a problem, or else beat you about the head with a book for trying to abuse it.

Any opinions on maneuvers like Wolf Fang Strike or Mithral Tornado? or something like Whirlwind attack? I had a bit of a weird Phane initiator build in another game that I made use of, but the GM ruled it liberally in my favor. I was curious what would be intended on something like that though.

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Oslecamo's Improved Monster Classes / Re: Phane
« on: March 26, 2016, 09:50:17 AM »
Another question about Past Time and Future Duplicates. Does duplicating the Phane itself (or another Phane for Past Time Duplicate, if you can't target yourself) allow you to then have the duplicate use those abilities? I would assume that the lack of any clause regarding that is an oversight.

Also incorporeal touch, maneuvers? Any maneuver that's a full attack wouldn't allow you to use it anyway cuz iteratives, so mainly asking for standard action/single attack type stuff.

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Oslecamo's Improved Monster Classes / Re: Shinigami
« on: March 26, 2016, 09:35:03 AM »
A few notes since I was considering this for a campaign:
Ok, so changing over Riverside View stuff to Charisma. Neat. Wisdom seems like an odd choice for a secondary considering nothing else in the class keys off it, though I suppose your Profession(Ferryman) checks will appreciate it.

Any reason for not just having full BaB? It's an initiator not a caster, and the monster you linked seems to have a full Base Attack for its HD.

The maneuver recovery might be a bit too easy. You're basically recovering a maneuver every time you hit something, so you'll be spamming maneuvers all day discounting counters and such.

Soul Seeker seems a bit annoying since you might actually need the money from the feat to kill something, though I suppose you could just murder a commoner or whatever. It's just a bit of a hassle when the default feat might have been preferable, even if the auto acquire side quest bit is kind of neat.

I assume weighing the heart's detect etc etc have CL equal to HD? Relevant for anti-divination in some cases. Only brought it up, because my GM did.

Tongues does seem a little late. It seems relevant to getting their job done if they need to find whoever goes by the name they were given.

Weight of Mortality does seem like a bit much. Cowering is about as strong a fear effect as you can get, and upgrades to paralyzed later? Save or lose with no action on your part is pretty powerful. Most with a fear aura get frightened at best, even if that's not much better for the victim if you set it up properly so they can't run.

Also "and may allow some creatures to be unaffected by it." Define "some"

Expiration Date seems like a massive headache for the GM. You give them a big out for whenever they would be wrong, but it's something they constantly have to think about and you can ask it for literally anyone you look at so you could easily drive them nuts with it.

Question on Soul Bind, are these any different from those you reap? Can you send them on their way for Soul Seeker? For that matter Soul Seeker implies that you can reap them to collect and the fully reap them to send them off. Does that mean you can carry them with you for whenever? Any notes on storing those or what have you?

Death Scribe seems neat, but mentions nothing about the ability score bonuses you get from the class unless that was meant to be included? Int over Cha seems pointless if your best score is bound to be Cha. Otherwise it's got a lot of neat stuff.

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...to be continued...

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I don't remember the exact wording of those spells, but I believe they all need separate attack rolls before starting to deal damage, so I would classify them as non-valid, like summon monster, or wall of iron that can technically deal damage if you drop it over someone.

EDIT: Whirling blade should work. Can't find where threesteel is from.
Threesteel is from Dragons of Faerun. Sorry, it was pretty obscure so it's probably a bad example, and it's not that different from Whirling Blade anyway. I just brought it up since it's a weird spell around the same level that I've always wanted to make work well somehow.

Something like Black Blade of Disaster might make for a more interesting question, since it's not really something you wield so much as you concentrate on. I think the definition of "separate attack rolls" as a distinguishing feature could probably use more specificity.

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Ok, added another clause to clear up that it's “multiple applications of the same effect” and don't stack.

Gah, that's a lot of clauses, but I guess that's what I deserve for making a school based on channeling spells.
Dang, I'll have to find a replacement for Vampiric Touch now. Probably for the best though.

I know the pain of dealing with mechanics meant to handle general/open ended systems from experience, which is why I expect I will only find more potential problem spells and loopholes in the future. Thankfully there are only so many spells that are really useful when channeled through LCM.

Btw, how do you classify weapon-like spells such as Blade of Pain and Fear, Whirling Blade, or Threesteel? (note that each of those three are somewhat different spells)

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