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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Draken
Vestigial Wings answered by Necrotic.
Natural weapons can't be used to improve unarmed strike, however there is a mutation in the plant list that does that.
Also, unarmed strikes explicitly count as natural weapons for the evolutionist. This is clarified in the Improved Unarmed Strike bonus feat.
<Points his shaking finger at Draken>
You lied to me, Man! In the past I asked if one can use the natural weapons mutation to improve damage of unarmed strike, since it counts as natural weapon, and you were like "Yeah."
I will be judging you silently...
<Puts on his judging hat>
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Yasahiro
<Points his shaking finger at Draken>
You lied to me, Man! In the past I asked if one can use the natural weapons mutation to improve damage of unarmed strike, since it counts as natural weapon, and you were like "Yeah."
I will be judging you silently...
<Puts on his judging hat>
Hmm. Did I say that?
It's been so long since I looked at the text of that mutation that it might be true. I suppose.
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Re: The better man? There is no such thing [base class]
I also have to say, after all this time, that the Ancient Mutant Ascendancy seems kind of like weaksauce. There are not many vile feats and those that are, are situational or impractical. Weak advantage and a strong disadvantage with registering as evil...
Can't it be buffed in any way?
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Yasahiro
I also have to say, after all this time, that the Ancient Mutant Ascendancy seems kind of like weaksauce. There are not many vile feats and those that are, are situational or impractical. Weak advantage and a strong disadvantage with registering as evil...
The Willing Deformity line has some pretty good ones, including immunity to mind effecting, improved reach, more natural weapons, and scent.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Necroticplague
The Willing Deformity line has some pretty good ones, including immunity to mind effecting, improved reach, more natural weapons, and scent.
True, but more often than not they carry large penalties to stuff. I mean, don't get me wrong but it feels like ascending into ancient horror should give you something more...
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Yasahiro
True, but more often than not they carry large penalties to stuff. I mean, don't get me wrong but it feels like ascending into ancient horror should give you something more...
A change I am thinking about implementing in my game is, that the Ancient Mutant Ascendancy removes the penalties from the feats.
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Re: The better man? There is no such thing [base class]
Thanks for the answers, guys! I'll talk with my dm and see if natural weapons can improve the damage die of my fists. And shoot lightning out of them while I'm at it. :smallbiggrin:
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Re: The better man? There is no such thing [base class]
I am 100% certain the answer is no, but I feel I should check anyway. You don't mind me incorporating the Fossen race into the mythos you're building with your Kyorl'Zuraj, do you?
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Omnicrat
I am 100% certain the answer is no, but I feel I should check anyway. You don't mind me incorporating the Fossen race into the mythos you're building with your Kyorl'Zuraj, do you?
I would need to learn more about the Fossen to give any insight.
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Re: The better man? There is no such thing [base class]
http://www.giantitp.com/forums/showt...3-5-race-PEACH
These are the Fossen. I haven't worked on them in a while but the race you just made has inspired me to make some new content for them. Also, I just meant you wouldn't have a problem with me doing that stuff on my end. I mean, it would be great if you linked to it or something like that after the fact, but that's not what I was asking about.
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Re: The better man? There is no such thing [base class]
If a character has sonic resistance, and thus gets elemental attack and can use elemental lances of sonic variety, or bomb if he wants to... Can he have Force and Verve apply to them, as they could count as sonic effects due to sonic damage?
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Yasahiro
If a character has sonic resistance, and thus gets elemental attack and can use elemental lances of sonic variety, or bomb if he wants to... Can he have Force and Verve apply to them, as they could count as sonic effects due to sonic damage?
Doing sonic damage doesn't automatically make it a sonic effect. Sonic effects are things like a Harpy's shriek or a mutator's Howl, things that you have to hear to have effect you. Most are also mind-effecting.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Necroticplague
Doing sonic damage doesn't automatically make it a sonic effect. Sonic effects are things like a Harpy's shriek or a mutator's Howl, things that you have to hear to have effect you. Most are also mind-effecting.
Rats. I was hoping it would work.
Edit: Also my main gripe about Ancient Mutant Ascendancy is... Well, Ancient Perfection gives you traits of Elder Horror or Abomination, as if you are becoming one. Most Vile Feats are related to serving a devil or elder evil... You understand me not being okay with it due to that?
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Re: The better man? There is no such thing [base class]
Sorry for doublepost.
What are the rules for rocks of various weights thrown using the rock throwing ability? I mean, how much damage do I deal if I throw a 40 pound rock? What if I throw a 200 pound rock?
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Yasahiro
Sorry for doublepost.
What are the rules for rocks of various weights thrown using the rock throwing ability? I mean, how much damage do I deal if I throw a 40 pound rock? What if I throw a 200 pound rock?
By default, damage is unrelated to rock weight thrown. This is for the better, because scaling damage to weight is a horrible, horrible idea (as shown by Hulking Hurler builds which needed new forms of mathmatic notation to show how much damage they did), because your slam attack increases linearly with strength, while carrying capacity increases quadratically. If you wanted throwing rocks to do damage by weight, use Rock Throwing to qualify for Hulking Hurler.
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Re: The better man? There is no such thing [base class]
Draken, would you mind me making use of the Mutation mechanics for a homebrew I am working on? It's called the Vessel and is essentially the harrowed as a mutator class. I figured I'd ask before I try posting it since you're the creator of the mutator system as it stands
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Re: The better man? There is no such thing [base class]
Draken, I was thinking about Expanded Creation...
Quote:
Expanded Creation [Mutator]
You have more freedom in what you can create through your seeds.
Prerequisite: Budding Creation, Mutator level 9.
Benefit: Whenever you use the Budding Creation mutation, you may create animal matter (flesh, bone, hairs, etc) as if it were vegetable matter.
Special: If you have access to the Construct mutator list, you also gain the ability to create metals through budding creation. If you have access to the Elemental mutator list, you also gain the ability to create objects made of raw elements with Budding creation, these objects lose consistency and break down into the elements themselves, unless the character creating them has the matching elemental subtype, in which case the object functions normally, despite being made of pure air, water or fire.
I think the bold part is a bit too strong if left unclarified. What sort of metals can the Evolutionist make? We have to look at it properly. Can they just make a lot of seeds for adamantine 1 foot by 1 foot cubes that will last 24 hours? Or possibly stack them on top of each other? If the Budding creation was taken more than once, they can make more... And I just remembered that the amount of stuff produced by budding creation increases with mutator level...
When combined with Grove to make it remain... basically forever, what stops Evolutionist from having his grove contain an adamantine castle made out of nothing other than budding creation? There is no need to renew it and it can be shaped when using budding creation...
Can you clarify some limits?
I also have to say, the Integrated Arsenal mutation doesn't specify what the weapon has to be made out of. Can it be made out of Evolutionist's resin?
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
EdroGrimshell
Draken, would you mind me making use of the Mutation mechanics for a homebrew I am working on? It's called the Vessel and is essentially the harrowed as a mutator class. I figured I'd ask before I try posting it since you're the creator of the mutator system as it stands
Go for it.
Quote:
Originally Posted by
Yasahiro
Draken, I was thinking about Expanded Creation...
I think the bold part is a bit too strong if left unclarified. What sort of metals can the Evolutionist make? We have to look at it properly. Can they just make a lot of seeds for adamantine 1 foot by 1 foot cubes that will last 24 hours? Or possibly stack them on top of each other? If the Budding creation was taken more than once, they can make more... And I just remembered that the amount of stuff produced by budding creation increases with mutator level...
When combined with Grove to make it remain... basically forever, what stops Evolutionist from having his grove contain an adamantine castle made out of nothing other than budding creation? There is no need to renew it and it can be shaped when using budding creation...
Can you clarify some limits?
I also have to say, the Integrated Arsenal mutation doesn't specify what the weapon has to be made out of. Can it be made out of Evolutionist's resin?
Grove is an incredibly potent tool in the hands of anyone. It is also stationary and gives warning to everyone in the area when you start setting it up.
So the PCs have an adamantine castle covering an area with a radius of one mile. Just a one mile radius building of night-indestructible metal. Took the evolutionist quite awhile to build it. But it is damn cool.
Now what.
Is he going to retire to it and laugh at the orcs that try to invade? Is he going to get a huge smug grin in his face whenever a dwarf pops in the border?
I ask again.
Now what?
It is a hard-to-destroy castle. It's not going to break anything.
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Re: The better man? There is no such thing [base class]
What happens to grown materials when taken outside of the area?
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Re: The better man? There is no such thing [base class]
I assume that the Budding Creation infinite duration would end as soon as it left the Grove, and would revert back to having a normal duration before it just up and disappears.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Rizban
What happens to grown materials when taken outside of the area?
Quote:
Originally Posted by
Kapskaen
I assume that the Budding Creation infinite duration would end as soon as it left the Grove, and would revert back to having a normal duration before it just up and disappears.
The infinite duration clause does indeed end, but the item is supposed to stay for the duration of a newly made budding creation.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Draken
The infinite duration clause does indeed end, but the item is supposed to stay for the duration of a newly made budding creation.
So, you can grow Adamant armor and weapons, and keep them permanent by storing them in your grove at the end of the day?
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Omnicrat
So, you can grow Adamant armor and weapons, and keep them permanent by storing them in your grove at the end of the day?
"Structures".
I know it is not technically a system term, but I believe there are certain words that I don't need to apply system terms to because they have meaning given to them by the language.
In that same vein, technically you can't really remove permanent things from the grove and the last explanation was bad. In my defense, I wrote this thing three-four years ago.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Draken
Go for it.
Grove is an incredibly potent tool in the hands of anyone. It is also stationary and gives warning to everyone in the area when you start setting it up.
So the PCs have an adamantine castle covering an area with a radius of one mile. Just a one mile radius building of night-indestructible metal. Took the evolutionist quite awhile to build it. But it is damn cool.
Now what.
Is he going to retire to it and laugh at the orcs that try to invade? Is he going to get a huge smug grin in his face whenever a dwarf pops in the border?
I ask again.
Now what?
It is a hard-to-destroy castle. It's not going to break anything.
Here is what you do.
You take levels in Malshaper or anything really.
You start making creatures with the Spawning Pod feature, or making as many Animated Objects out of Living creation as you can.
Then you either tell those aberration you made or have as many Animated Objects as you can have outside your grove go and terrorize surrounding villages or places, pillaging them or adding them to your empire.
And if they try to stop you... your castle is adamantine! True, they can scry on you and teleport... but that's what anathemic secrecy and nondetection are for.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Yasahiro
Here is what you do.
You take levels in Malshaper or anything really.
You start making creatures with the Spawning Pod feature, or making as many Animated Objects out of Living creation as you can.
Then you either tell those aberration you made or have as many Animated Objects as you can have outside your grove go and terrorize surrounding villages or places, pillaging them or adding them to your empire.
And if they try to stop you... your castle is adamantine! True, they can scry on you and teleport... but that's what anathemic secrecy and nondetection are for.
And out of the blue, the tables are turned. The Player has become the DM. Next session, the player has to setup a whole dungeon and the DM builds a party to invade it.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Draken
And out of the blue, the tables are turned. The Player has become the DM. Next session, the player has to setup a whole dungeon and the DM builds a party to invade it.
I love this idea.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Draken
And out of the blue, the tables are turned. The Player has become the DM. Next session, the player has to setup a whole dungeon and the DM builds a party to invade it.
What about the other players? Not talking about adamantine castles - I'm not familiar with grove but stationary fortresses typically aren't an issue IMO - but rather the Malshaper monster creation. A lot of the suggestions for controlling that without tweaking the mechanics still result in the game revolving around a single player.
Would it be fine in some campaigns? Of course. I've been in a campaign where the players decided that finding a high-op hulking hurler to be a cohort's pscicrystal's cohort wouldn't be that useful. As a game's DM you could surely make a less balanced version of the ability work as well. But playing the class does not cause your DM to metamorphose into Draken, or transform the campaign into one where the ability is a non-issue. I don't think relying so heavily on the DM to limit the ability via plot and such is the best way to go about it.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Magikeeper
What about the other players? Not talking about adamantine castles - I'm not familiar with grove but stationary fortresses typically aren't an issue IMO - but rather the Malshaper monster creation. A lot of the suggestions for controlling that without tweaking the mechanics still result in the game revolving around a single player.
Would it be fine in some campaigns? Of course. I've been in a campaign where the players decided that finding a high-op hulking hurler to be a cohort's pscicrystal's cohort wouldn't be that useful. As a game's DM you could surely make a less balanced version of the ability work as well. But playing the class does not cause your DM to metamorphose into Draken, or transform the campaign into one where the ability is a non-issue. I don't think relying so heavily on the DM to limit the ability via plot and such is the best way to go about it.
Then said DM should not allow the class. I personally think that evolutionist is best in an all-evolutionist party.
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Re: The better man? There is no such thing [base class]
Quote:
Originally Posted by
Magikeeper
What about the other players? Not talking about adamantine castles - I'm not familiar with grove but stationary fortresses typically aren't an issue IMO - but rather the Malshaper monster creation. A lot of the suggestions for controlling that without tweaking the mechanics still result in the game revolving around a single player.
Would it be fine in some campaigns? Of course. I've been in a campaign where the players decided that finding a high-op hulking hurler to be a cohort's pscicrystal's cohort wouldn't be that useful. As a game's DM you could surely make a less balanced version of the ability work as well. But playing the class does not cause your DM to metamorphose into Draken, or transform the campaign into one where the ability is a non-issue. I don't think relying so heavily on the DM to limit the ability via plot and such is the best way to go about it.
I will be honest and forthcoming here.
The Malshaper was one of my earliest homebrews and while it is very faithful to its concept, some of its abilities (read: Spawning Pod) are broken as hell if the DM doesn't take the proper reins.
Really, Spawning Pod is supposed to be balanced around the simple fact that while you are now birthing aberrations left and right, your new 'kids' are still essentially monstrous beings with inhuman thought patterns that should not act in a reliable fashion.
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Re: The better man? There is no such thing [base class]
I am bringing another question to this topic-table.
The question is: We have Spellshaper. Now, I am trying to make its Psionic Equivalent. However... due to the way Psionics work, it is rather quite difficult. Do you people have any advice, ideas or suggestion how to do it?
Also, this is just an idea of mine but... Worldshaker. Be the biggest... How about some PrC that goes the other way, towards becoming smaller and having special options due to it? ...Actually, what would it even be called...