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Messages - Epsilon Rose

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1
Min/Max 3.x / Re: Ideas for using Pyrokineticist
« on: June 04, 2014, 11:24:11 PM »
The fact that it's a touch attack is precisely why you should take Power Attack  :p
You're going to hit 9 times out of 10 regardless, so why not get some extra damage out of it?

Oh, I agree. Like I said, it's just a matter of fitting it in.

Edit: And now I'm doing build permutations. I need to figure out 3 things. How useful are Weapon Afire & Fire Bolt, Shiba's No Thought, and 2 levels of Lasher? The way I've counted, I can get any 2 of those. I think I could also get Firebolt + Shiba + 1 level of lasher, but I don't think the fire bolt on it's own is worth it.

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Min/Max 3.x / Re: Ideas for using Pyrokineticist
« on: June 04, 2014, 10:30:01 PM »
I would recommend Warblade instead of Swordsage.  Full BAB means more Power Attack damage.

True, but three things: Swordsage lets me be more wis sad (including, possibly getting wis to attack twice), I'm not sure if or when I'll be able to pick up power attack, and it's already a touch attack.

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Min/Max 3.x / Re: Ideas for using Pyrokineticist
« on: June 04, 2014, 07:58:32 PM »
Thanks for the help everyone. I think I have an idea now, let me know what you think of this build.
Code: [Select]
Sword sage x/[something]-kineticist 1 or 4/ Lasher 2/Shiba Protector 1 I'm a bit worried about being feat starved (I really wish there was a school that used whips), particularly at the beginning, so I might throw in a level or two of fighter. I figure getting 20ft touch attack maneuvers will be nice and wisdom to attack (twice if I pick up Zen Archery), damage, and AC should be nice. Also, I'm not sure if 4 levels of Kineticist are worth it for the bolts and damage boost.

Carnivore (always) has some builds.
http://community.wizards.com/comment/20308226#comment-20308226
Yeah, I'm thinking either Sono, for the lack of resistance, Acid, because regen, or Electric, few resistances and not silence-able.

Quick question: that page you linked seems suggest that weapons-a-flame is a 2 level dip, but the srd shows it at level 4. Is there an alternate version that gets it sooner?

Edit: Actually, I might do a Psywar dip instead of a fighter dip. Hrm...

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Min/Max 3.x / Re: Ideas for using Pyrokineticist
« on: June 02, 2014, 07:40:07 PM »
Here's the Pyro handbook
http://www.minmaxboards.com/index.php?topic=6073

Here's the "other" Pyro handbook
http://www.minmaxboards.com/index.php?topic=1531


(wait , maybe I got those backwards)

Thanks, but I've already seen those. They're a bit... Sparse. In particular, they don't list any base classes or much in the way of strategies (though one has some builds from a GitP iron chef contest). Similarly, they only list two PrCs, the lasher and a monk specific one.

As I said, I was hoping for help picking a base class and future progression. While Lasher looks useful, I don't know if taking a full 10 levels is always the best plan.

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Min/Max 3.x / Ideas for using Pyrokineticist
« on: May 31, 2014, 10:33:03 PM »
Hey everyone, a campaign I've been playing in  is going through a reset soon and I'm toying with different possibilities for my new character and I'd like some help sorting them out. One of the things that caught my attention recently is the Pyrokineticist and it's variants. I know it's generally not considered one of the best PrCs, but it was pointed out that their lash counts as both a ranged weapon (since it's a ranged touch attack) and a melee weapon (since its benefits from any feats a normal whip benefits from). It also targets touch AC, which is nice. Unfortunately, I'm not entirely sure how I can take advantage of that or how useful any of it actually is.

One idea I had was stacking improved rapid shot + Lasher + either TWF or Power Attack for an obscene number of attacks. I think, in principle, that works, but it feels a bit one-trick (multi attack for lots of hp damage and hope they don't have the appropriate energy resistance [maybe go with sonic]). That said, I'm not sure what I'd base it on and my previous character also did the multi-attack dance (via natural weapons) and she was very good at it, so I'm not sure if I want to do the same thing again.

The other idea I had was to combine it with Tome of Battle and get 20/25ft reach, touch attack, maneuvers. I just don't know how useful THAT actually is, especially when you aren't getting str or dex to damage.

Overall, I would like some help figuring out how a pyrokineticist can be used. At this point, I don't need a full build so much as a sketch that I can fill in. I'm not a very big fan of Vancian magic or traditional 3.5 combat (i.e. I stand there and full attack it every round). I am, however, a big fan of subsystems like Incarnum, Tome of Battle, Binding and Warlocks, so I might try using one of those as a base. I'd be fine with using a partial or fixed list caster or a psionic class as an aid for doing other things, but I'd rather not have them as a main focus (although I can probably be convinced otherwise for anything short of a t1 or t2). One of the things that's really worrying me is I'd like to have some uses outside of 'melee' combat and I'm not sure if this route allows for that.

The DM allows any official book with the exception of Unearthed Arcana. This includes Dragon Magazine. He will not allow any homebrew. We're starting at level 9 with a 46 point buy and significantly above WBL, but I don't know the exact value. (We're pooling the wealth from our previous game and then dividing it evenly.)

Any help or ideas for this would be greatly appreciated, even if it's just to talk me down from using a Pyrokineticist.
Thank you for your time.

Sincerely,
Epsilon Rose

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Min/Max 3.x / A Runic Demolisher.
« on: March 24, 2014, 02:15:12 AM »
So, I'm currently building a Runic Demolisher (pardon the link, Giant is down and you may need to click cancel a few times). Unfortunately, I've never built anything like this before and I'm not sure if what I'm doing is at all viable and I'm hoping some of you might be able to give me some advice on my build and where I can take this character.

So, I guess I'll start with basic campaign information. The game is going to be set in Eberron, most any book (other than UA) seems available, we'll be starting at level 1, and this is an evil campaign with political and Ocean's 11 style elements. We'll also be getting Favored in House for free.

My character is going to be a dragon marked from house Cannith. So that means he's a human and one of his starting feats is a least dragon mark (and I'll, hopefully, be picking up the lesser and greater variants). I'm also going to pick up Keen Intellect, so I can dump wis. In combat, I think I'm going to stick to putting my exploding runes on crossbow bolts, with some possible support from alchemical items. Out of combat I'd like to use traps and more exploding runes to prepare entrances and exits before we pull a heist. To that end, I have a high int and dex and I'm putting points into Craft(Alchemy), Craft(Poison), Craft(Trapmaking), Knowledge(Architecture & Engineering), Intimidate, Hide, Move Silently, search, and UMD.

The big things I'm worried about are whether or not I'll be able to keep up in combat at mid to upper levels, and if the craft skills are actually useful/viable. Mundane crafting doesn't seem to get a lot of support, and I'm somewhat worried about the resources I'll be burning trying to use it and if there's a better way to go about setting things up. I know there are some feats that reduce crafting time/cost, but they all require a crafting feat as a prereq  and all of those seem to require proper casting.

Any advice on what feats to take, how to make crafting useful (and if I should just drop it for something else), or just general suggestions would be much appreciated.

Thank you for your trouble.

(click to show/hide)

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Huh, I might have to participate in this. I've had a magic system I've been meaning to finish for a while and this would be an excellent excuse.

Participants would have at least two months to finish. If there are at least a handful of people on Minmaxboards interested in participating, I might start it before the end of this month, and I'd put the deadline at 8 January. If it's started up later, the deadline will be later as well, but with a minimum of two months after the start.

I would like to make one note on timing. Next month is NaNoWriMo, which might severely cut into various creative peoples' time. Could you postpone starting until December?

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D&D 3.5 and Pathfinder / Re: Help with robust modern firearms rules.
« on: September 18, 2013, 03:06:32 PM »
Small AOE damage and large movement speed penalty when under suppressive fire.
That sounds like a good idea. I was thinking of maybe doing something involving the shaken condition and normally, d20 modern makes it so you attack a 10x10 area when using autofire and everyone in it has to make a dc15 ref save or take damage, but doesn't impose any penalties. However, I think it might be interesting to combine all three. Maybe something like: When using auto fire, you attack a 10x10 area with an ac of 10. If you hit, every one in that area must make a will save with a dc=your attack roll or take 1/2 weapons damage and either suffer the shaken condition or move at 1/2 speed for the duration of the round, at their choice. If they choose the movement penalty, they must move.

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D&D 3.5 and Pathfinder / Re: Help with robust modern firearms rules.
« on: September 17, 2013, 12:54:02 AM »
That is a rather useful video. Thank you.
Now I just need to figure out how to translate that into rules.

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D&D 3.5 and Pathfinder / Re: Help with robust modern firearms rules.
« on: September 16, 2013, 11:20:53 PM »
Have you looked into D20 Modern?  It has fairly robust firearms rules, with a wide selection of guns.

I have. I even mentioned a few problems I had with it, though Amechra's suggestions do help with them.

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D&D 3.5 and Pathfinder / Re: Help with robust modern firearms rules.
« on: September 16, 2013, 10:37:41 PM »
On these forums, you don't wrap urls in links with quotes. So all your links are broken.
Oh, whoops. I just copied this from my post on giant. When I saw the links looked right, I assumed they worked. I have corrected my error.

But anyway... as long as you are fiddling around, here are some suggestions:

Quote
1. Shotguns: I've seen a version of shotgun rules where they only have 5 range increments but deals something like 5 dice of damage. You deal 1 die less for each range increment and check for scatter if you miss.
That could be very interesting, depending on how guns work in general. Do you know where on here you saw it?

Quote
2. Automatic weapons should rules-wise work kind of like a splash weapon; you attack a square, and a little bit extra shrapnel hits the next square over. Add in a "Shaped Burst" feat and an option to "walk" your weapon (get a small benefit for attacking whatever square you "splashed" into on your last attack.) and it should work rather well.
Also an interesting idea.

Quote
3. Ammo capacity and reload time are biggies; a sniper rifle, for example, could be represented by giving it a long range increment, high damage, and stating that it takes a full round to fire. A pistol and a revolver (to give a bad example) could have an equal amount of ammo, but the pistol takes a magazine, and so can be loaded faster.
I'm not so sure about the pistol/revolver split. Many pistols have much higher ammo capacities than revolvers and most revolvers can be used with a speed loader or ring clip (which still might take longer to use).

Quote
4. How fantastic do you want your auxiliary ammo to be? Are we talking realistic ammo here, or armor piercing spookity rounds that do evil voodoo to a guy's insides?
I'm thinking the ammo should be mostly realistic. The two worlds haven't had much interaction for a very long time, so no "spooky" rounds would have been developed yet. That said, it's definitely something to consider for later in the campaign.

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D&D 3.5 and Pathfinder / Help with robust modern firearms rules.
« on: September 16, 2013, 10:04:36 PM »
Hello all. First things first. This post concerns a campaign I am currently running. So, if you're playing in my current incarnation of Escaping Reality: Please exit this thread post haste.





Everyone who should be gone? Good. Let's get on with it.

I'm currently running/starting a fairly heavily homebrewed PF campaign that takes place in the modern world, but also has access to a more fantastical, less modern, world. As the PCs, and no small number of NPCs, will be natives of our world, firearms of the modern variety will be playing a roll.

Right now, I'm trying to find a robust set of rules for said guns (because PFs flintlocks just aren't going to cut it). There are a number of rather difficult criteria I want to hit, which has me leaning towards wanting to find or adapt an already existing system, rather than simply trying to build my own. Still, I would appreciate any advice on either front or simply on interesting ways of integrating modern technology into the campaign.

The main things I want to accomplish are as follows:

  • Variety
    I'd like there to be some variety in firearms. More than the token weak handgun/strong handgun/weak long-arm/strong long-arm divide. I'd also like the guns to feel different; i.e. not like swords in 3.5. This is probably one of the biggest things keeping me from simply jumping for the d20 modern firearms rules. As one of my players pointed out: there's really not all that much difference between using an anti-material rife and a hunting rifle in d20 modern. He was talking about the skill required to use them, but I'd extend the sentiment to their mechanics as well. Without special feats, semi-automatic and fully automatic weapons are pretty similar. At the very least, I'd like the different types of guns (pistol, revolver, shotgun, submachine gun, assault rifle, sniper rifle, you should really be bolting that down rifle) to have some positive distinguishing features. Basically, I'd like to have the choice be more involved than "this option always gives you the best numbers" or "they're all interchangeable".
    On a slightly lesser note, it would also be nice if there were options for different types of ammo, both in terms of different calibers and specialty rounds. Eventually, I think I'd like to introduce smart guns and airburst rounds (either as shiny new toys or loathsome new enemies depending on who the PCs are working for at the time), but other near future or exotic variants would also be fun (Gyrojets any one?).
  • Options
    I'd like there to be a variety of options for using different kinds of guns in different ways. For example, it would be nice if you could lay down suppressive fire with an automatic weapon. I imagine this sort of thing will either already be a part of most rule systems governing modern weapons or easily added, but I felt it was important to mention, especially because I don't know what types of tactics need explicit rules, nor what those rules should look like.
  • Logistics
    It would be nice if the rules took certain logistics considerations into account. I'm mostly thinking about ammo (Is it being stored in magazines, are those magazines stored in your pack or in some more readily accessible manner [particularly relevant for spells that heat up metals]? How much of a given type of ammo can you reasonably carry in magazines at one time [beyond just weight considerations]?). Again, I doubt that sort of thing is difficult and I also doubt I'll be putting much emphasis on it while they're in the modern world, but it would be nice to have some extra pressures I can heap on them while they're in the fantastic one.
  • Balance
    My desire for balanced rules should be fairly self explanatory, but I'm actually less worried about it than I'd normally be. I don't think I really need too worry to much about balancing guns against melee or bows in the modern world because in our world guns are assumed to be better and most (relevant) people use them anyways. In the fantastic world, most people are going to have magic to bolster their more archaic weapons. I'd probably be willing to go so far as to give my mooks levels in ToB or Spell Shaping classes and I'm toying with making low level enchanted gear common.





You can find the rules I'm using here, but the most important points are probably: I'm using an HP/VP mechanic, defense bonuses from Unearthed Arcana, a High point buy, and gestalt.

If you have any questions about the game, I'd be happy to answer them and, if you have any ideas, I'd be happy to hear them (even if you just want to tell me to use the d20 modern rules).

P.S. I apologize for any typos I might have missed. My spell checker was acting a bit funny, blinking certain things on and off.

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: September 05, 2013, 03:04:24 AM »
Living spellshape is going to be replaced with some manner of fairy ripoff. Probably Small, rather than Tiny, since it'll be an Int-boosting race.

Aww. Is there any chance I could convince you to leave them in? I had quite some fun using them to create a pc god of potential/time a while back and it's not often you get to play as an ooze.

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: September 02, 2013, 06:15:29 AM »
Which I think will be just dropping those metashaping feats down to 1st-degree, but still requiring Sculpt.

Currently:
  • Sculpt + Expand = 1 + 2 = 3
  • Sculpt + Explosive = 1 + 2 = 3
  • Sculpt + Stride = 1 + 2 = 3

If Sculpt went to 2nd-degree, those could easily just be dropped to 1st-degree. If Sculpt goes to 3rd-degree, I could actually drop them to not having a degree, but still requiring that it be Sculpted.

Decisions...

While I'm not necessarily against the idea of stride and co being free, I think there might be a few unintended consequences. Namely Sculpt+expand+explosive+stride=3+0+0+0=3. There's also the issue of the few instant aoe formulas that work with stride explosive and expand without needing sculpt.

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The Akashic Records / Re: Discussion and Suggestion Thread
« on: May 16, 2013, 01:27:00 AM »
I agree with basically everything that Garryl said in both his previous post and the one he has on spellshaping. I might put slightly less emphasis on color, in favor of other types of flavor, than he would, but that's mostly a personal taste sort of thing. Rather than simply rehashing what's already been said, I'm going to try and look at things from a slightly different angle.

Making the classes so generic and similar makes it significantly harder for a new player to figure out where to start. Worse still, it also makes it harder for a DM to tell what a potential player is planning or how they'll fare, without really delving into the techniques (which an arbitrary DM would be unlikely to do, even if they had really good flavor). The biggest factor in this, is that all of the classes are built off of the same chassis. They all have the same number of tama,  techniques, fundamentals, and dead levels. They get their abilities and techniques at the exact same rate, progress fundamental use at the same rate and recover tama in the same way. The only slight variation to this is the mamono who has slightly different dead levels. The upshot to all of this sameness is that when a player tells a DM they're playing X class the DM still has no idea how their character is meant to work.

Since all of the classes have access to all of the techniques, you can't tell what roll they'll be playing  (for example, if a class didn't have access to the star icon, you'd know right off the bat that they're probably not planning a blaster). Since all of the classes gain the same number of techniques and can use them at the same rate, you can't tell if a particular class is meant to focus on mundane/class abilities or techniques, nor can you tell if they are meant to be a specialist or a jack  of all trades (even the nominally specialist majo doesn't get much of a benefit from their chosen icon or any detriment from the other icons) What's worse, you can't tell what range they're supposed to play at. The majo and the miko suggest that they're meant for mid ranges, but with con as a semi-key stat and edicts they could probably handle close range fairly easily. The channeling classes are even worse, since they can switch between melee and ranged weapons freely. The mamono goes the farthest in suggesting it's prefered range (melee) with it's emphasis on natural weapons, but this is a pernicious lie. The big draw for natural weapons is that you get lots of attacks at a relatively high bab, but there's no way to synergise this with techniques; conversely, since natural attacks are considered finesseable and are relatively hard to enchant, the mamono can easily trick-out a bow for ranged techniques while losing almost nothing in close range.

Compare this to spellshaping (both because it's fairly well done and close at hand). If I were to tell you that I was making a spellshape champion you would know instantly that I'm be planning a melee power house; conversely, if I told you I was making a spellsage you would know I was making a midrange utility blaster. Furthermore, the extremely limited number of circles a champion learns suggests he will be focussing on a few core things while a sage's, honestly, excessive selection tells you that they'll be able to do more varied things but unable to hammer any specific things. Their recovery methods only serve to further reinforce their roles. Of course, you'd have to check what circles they're taking to tell how they intend to go about those roles, but you can usually tell that with a quick glance (if you saw a champion with crushing stone, searing flame and devouring shadow it's a safe bet that they're going to focus on using formula to smash your face in, while a champion with astral essence, natural balance and brilliant dawn is likely to be more focused on buffing themselves).

Making these things easy to figure out isn't just a matter of elegance. The shear volume of content this sort of project contains means it's already hard to convince a random DM to look at it. Anything that makes it harder to judge just compounds that problem and makes it easier for a DM to either ban the homebrew or dismiss a player's app.




More nitpicky stuff:

Icon Lists:
In the individual formula lists, you should probably mark what kind of formula each formula is (buff, burst or counter) and if it has an associated ritual in the summary section. This will make it much easier to choose formula or eyeball the capabilities of an icon. You should also explain what the superscript A means in each of the icon threads. It's fairly easy to figure out by looking at the techniques, but making it explicit would still be better, especially for people looking at the system for the first time.

Also, given the differences between fundamentals and normal techniques, it might be worth separating their descriptions and giving fundamentals their own section in the rules thread.

Channeling vs Casting:
I would recommend moving channeling from the technique ability to it's own ability. As things stand, it's a bit confusing and making new people read the minutiae of another thread to figure out how a basic ability works is not particularly nice (especially for DMs). Additionally, the wording for channeling's explanation is a bit wordy and hard to understand. You might want to look to the Spellshape Champoin's, Spellshot Marksman's or Anchorite's channling (or strike in the case of the anchorite) abilities for ideas on how to word it better.

If you do decide to change this, you might want to also take the opportunity to better differentiate casting and channeling and  mamono and meister channeling. As things stand, they're all too similar, though the similarities between channeling and casting are probably the bigger issue.


On a Slightly Different Note:
I felt it was also worth mentioning that the ala cart style of the classes tends to make their fixed abilities seem like they come out of nowhere, especially their capstones (a number of which seem like they would be better suited as lower level abilities).



A fundamental tangent:

This is a bit off topic from what I was saying earlier, but as I was writing this post I noticed that the name 'fundamental' doesn't really describe what fundamentals are and that rectifying this might be a way to add some flavor or new mechanics for class abilities to hook into. Given what's generally being discussed, I figured it would be worth it to add my thoughts on the matter to this post.

For starters, merriam-webster defines fundamental as:
  • serving as a basis supporting existence or determining essential structure or function
  • of or relating to essential structure, function, or facts : radical <fundamental change>; also : of or dealing with general principles rather than practical application
  • belonging to one's innate or ingrained characteristics

Your fundamentals don't really do any of those things. Instead, they tend to be harder to use, more complex and more limited than the other techniques in an icon; they also tend to be fairly standalone. In and of itself this isn't really a problem, most people probably won't even notice it, but there are ways we could use this discrepancy to make things more interesting.

One way of doing this would be to completely separate them from techniques and instead make them based on the number of techniques you have in a given icon. There are A LOT of ways you could tweak that, depending on where you wanted to go with it. Off the top of my head: you could make acquiring fundamentals automatic based on how many techniques you have in an icon or you could make the number of fundamentals you have a function of level with the number of techniques determining which you can choose from; you could have the player choose their fundamentals from a large pool (like you do now) or you could have the order be strictly determined with the player only having one or two options at any given stage.

One of the big things this does is let you have a general idea of what a character is focused on and (depending on what route you take) a more fine grained minimum level. This lets you better fine tune what each fundamental does and what a player is liable to want out of it. The other big thing it does is give you an excuse to make them less universal. You could make some that are passive buffs for an icon, others that introduce and work off of charge mechanics based on how many times a certain type of technique has been used and still others that are standard abilities. Regardless of what they do, there would be no reason to specify that they all be used x number of times per day at level y. This is important because, right now, it can lead to somewhat silly results. For example, being able to use a fundamental 3 times a day vs at will means very different things for Storage Crystal, Technician's Flare and Hop Through Amala. The first one will probably only be used once period, using the second one at will becomes perfectly reasonable very quickly (if not immediately) and the third is very good and worth limiting even at mid to upper levels.

This isn't the only way to change things up, it's just a suggestion to help get you thinking.


There's a number of other issues I could point out, but it's probably a better idea to fix the main things first and see if any of the smaller problems work themselves out in the process.

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: May 14, 2013, 07:32:10 PM »
Edit: If people still have twitchy Same Game Test trigger fingers, I'd say to give the Akashic Records a good sweep.  In addition to this being an excuse to promote the system, knowing how Akasha scores would actually give me a decent amount of information about how to approach the results.

You know, that's the second time I've seen you mention Akashic Magic, and each time I look at it I can't help but feel I'm missing something. The flavor seems really cool (I wish more people did stuff with the akashic records), but the classes seem rather bare bones and generic or formulaic.

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: May 09, 2013, 01:25:15 AM »
While this may seem like a pretty significant damage nerf, note that the spellshape attacks are continuing to scale up to 5d6. That means that you'll be doing 13d6 damage at level 17, without any feats or other damage increases. With the spellshape focus feats and the relevant lamen, a spellshaper would be able to get up to 16d6 damage, plus the effects of whatever formula was actually being shaped. Which, you know, seems like where we actually should be.

If you're considering nerfing base damage, it might be worth noting that lamens are relatively* expensive.


* Relative to magic weapons, to which lamens seem analogous.

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: May 07, 2013, 01:05:33 PM »
Question: Did you remove the healing formulas from Natural Balance? The main formula list shows a few, but a quick search of the Natural Balance page only turns up 'heal' in the numen's description.

If you did remove them, does that mean the only healing formulas are the fast healing ones from Astral Essence?

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The Spellshaping Codices / Re: Discussion and Suggestion Thread
« on: April 08, 2013, 11:03:21 PM »
Is the apparent omission of a Combat Shaping feat that eliminates the need to make or grants a bonus on checks made to shape defensively a deliberate choice?

EDIT: I've posted a new base class based on mounted combat. Fucker's 19 pages long, counting the basic mount options, so I don't expect reviews any time soon. Seriously, me, what the hell. It's got options for 5 different mount types, each of which gives you a progression of 4 class features, as well as a section on mount advancement and... just, what the hell.

Anyway, I doubt I've balanced it properly yet, but I wanted it for a campaign in the far future, so it's here now. It's a much revised version of the shitty Magitek Knight I posted elsewhere on the boards, which I'll now proceed to pretend never existed.

Hey, I might be playing a Advaitan in a game that's coming up. I've been trying to figure out how I might play it and I think I've noticed some things. That said, I've never played a mount based character before, so I could be wildly mistake, and corrections or suggestions would be greatly appreciated.

It seems to me that, for a class based on being a rider, the Advaitan has very little to do with mounted combat. The only things they seem to get are slightly improved maneuverability and the one soul as two abilities. Normally I would think "one soul as two" would be enough, considering how powerful an extra major formula per round is, but it's reliance on spell strike blade and the fact that it costs the same as a quicken seems to cause something of a problem. Spell strike blade's (and the construct mount's spelltriger's) lack of an immunity clause limits the selection of formula you can safely use and the fact that you're using weapon damage instead of a spellshaper attack means you probably doing less damage by mid-to-late levels at closer ranges. One soul as two's second tier abilities costing as much as a quicken also means your not getting much over simply taking the quicken metashaping feat and casting two major formulas in a round (this is especially true of the construct mount's version which basically just casts the formula normally).

Again, I've never made a mounted character before, nor am I the most familiar with melee characters in general, so if I'm missing anything please tell me.

Thank you for your time and sorry for the trouble.

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Hey, this is a really cool system! If you don't mind, I have some questions about using it.
  • Could you make a cheaper two-part engine by combining a gravity flux oriented to a rotatable object and an orthogonal engine positioned inside it's bubble?
  • What's a good way to power stuff (especially engines) without specializing alchemistry, particularly at low to mid levels?
  • Actually, I'm not entirely sure what this class can do at low levels. With the exception of Imachination everything seems really limited, and even that can't do too much. Do you have any tips on playing a low level gramarist?

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