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King Ezelgar

Bobson's page

Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Society Member. 2,876 posts (3,837 including aliases). No reviews. 6 lists. 1 wishlist. 2 Pathfinder Society characters. 15 aliases.


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BigDTBone wrote:
Scribbling Rambler wrote:

Kickstarter really only helps if money is the issue, and every indication is that the issue is just workload.

And before anyone says "hire more people", realize that there are open job postings.
Not to suggest that I know about Paizo's specific hiring strategies, but there is a big difference between hanging the proverbial "now hiring" sign and aggressively recruiting targeted candidates to fill a particular role in your company.

I'd have considered applying if it was 3-5 years C#, with Java as a plus, instead of the other way around.


venysnizel wrote:
Also, I know there is something going on in the camp where there is no teleportation or spells of that nature near the World Engine. Is this only in the direct area of the World Engine? I have a PC who I know will be using Planar Binding and I want to make sure the spell won't be affected in a weird way. Thanks!

I was wondering what you meant, and I just read far enough ahead to find it. I think this is just applicable to the area inside the monastery once it's been called down by the world anchors. The H group of rooms. That has a forbiddance effect, which (among other effects) "seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically."

So they can't teleport into H, they can't shift dimensions to get to H, and once they've entered it, they can't dimension door, summon monsters (unclear about calling spells like gate, but flavorwise they should be blocked too), or use other similar effects. An already summoned creature is not affected other than by the alignment-based damage on entering the area (same as the PCs).

If there's another spot that affects teleportation, I don't remember seeing it.


Zhangar wrote:

I think the answer is yes, the PCs should be eating shots whenever they're not behind cover. That'll make them nice and paranoid until they finally pass the check to notice where the shots are coming from (the snipers get stealth checks at -20 + distance bonuses (so net -7 + 1 per 10 ft) to remain hidden), at which point the PCs may be storming the cathedral.

I think the snipers are sort of supposed to force the party to go into that building before they bring the the "real" cathedral out of the First World.

Good point on the stealth checks and the reason. I'm probably going to assume that the snipers don't take notice until the PCs get inside the inner fence and that their shots don't alert the whole camp, though. There are a lot of things that are around to spot and kill intruders and would keep piling on. Has anyone compiled a list? I need to make listing out what forces are where and what they respond to a priority.

I kindof like the idea of making it a stealth mission until something goes wrong and it turns into a Charlie Foxtrot. Now, how to convey that...


venysnizel wrote:
Any tips on the types of answers he would give/conversation he would have before leaving?

My group just encountered him there - I just spread out his dialog a bit, and didn't have him really answer any questions.

-------

A question of my own: How far can the snipers in G1 see? Can they take potshots at the PCs anywhere in camp? Rifles have an 80' range increment, and can shoot up to 10 range increments away, so they can shoot 800'. Given that it's only 450' from their tower to the edge of the map, and given their elevation, it seems like they can attack anywhere that isn't directly behind a building.

How did you all handle this? Do the PCs have to keep dodging 1d10+6d6+6 potshots the whole time they're running around camp?


I'm disappointed in myself for not getting together a full submission.

Enjoy the game!


This is strange... I really am intrigued by this game, but I keep failing to come up with a concept that I'd actually want to finish fleshing out. Maybe I'm going in the wrong direction? I have a partial Arcanist//Magister who wants to know how magic works and maybe learn the secrets of the Great Crystal some day. I have a Bard (Archivist)//Investigator who is about more general knowledge and skills - the "I can provide information on anything" type. Maybe I should come up with something that's more beatstick-y or faith-based. Not that there's much time left.

How do you feel about in-game Harrowing, Rednal?


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Kchaka wrote:

For the record, a well build Monk, with at least one base unarmed damage improvement while still at medium size, be it from something like Powerfullbuild, Improved Natural Attack or wtv, with an easy increase to Huge size, would have:

Lv.8 (Normal) 1d10 = 5.5 Dmg* --> Huge -> 3d8 = +13 Dmg* -> Gargant -> 6d8 = +27 Dmg*
Lv.8 (Improv) 2d8 == 9 Dmg* ----> Huge -> 4d8 = +18 Dmg* -> Gangant -> 8d8 = +36 Dmg*

Lv.12 (Normal) 2d6 = 7 Dmg* ----> Huge -> 4d6 = +14 Dmg* -> Gargant -> 8d6 = +28 Dmg*
Lv.12 (Improv) 3d6 = 10.5 Dmg* -> Huge -> 6d6 = +21 Dmg* -> Gargant -> 12d8 = +51 Dmg*

Lv.20 (Normal) 2d10 = 11 Dmg* --> Huge -> 6d8 = +27 Dmg* -> Gargant -> 12d8 = +51 Dmg*
Lv.20 (Improv) 4d8 = 18 Dmg* ----> Huge -> 8d8 = +36 Dmg* -> Gargant -> 16d8 = +69 Dmg*

*For comparison, a Longsword (1d8) does, on average, 4.5 damage (4 or 5).

This chart of yours is all wrong. First of all, you're missing the Large size category. Secondly, doubling of dice isn't ever part of the progression. A Medium monk would do 2d10. A Large one 4d8. There are no explicit rules for sizing up 4d8, but you can look at the Improved Natural Attack progression and decide it's just a doubling of the 1d10 track, so a Huge monk would go to 6d8, and a Gargantuan monk to 8d8.

The other things you're not factoring in here are the flat damage to hit and the value of attack bonus. At a minimum, the fighter (for example) at level 20 will have a +5 weapon (with +5 of other useful properties), +5 from weapon training, and +2 to hit and +4 to damage from the Weapon Specialization feats (assuming they don't take better ones). He'll also have +1 to the crit mod of their weapon and automatically confirm crits. By contrast, the monk will just have +5 from an AoMF. And that assumes both characters max out their Strength scores, which is much easier for the fighter than the monk (due to less competition for resources).

Ignoring strength and size bonuses to keep the math simple, a gargantuan fighter with a longsword would have a +32/+27/+22/+17 to hit and do 3d6+14 (19-20/x3) damage. An equivalent monk would have a +23/+23/+18/+18/+13/+13/+8 to hit and do 8d8+5 (20/x2).

The damage formula per round is:

The damage formula is h(d+s)+tchd.

h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

Assuming an AC of 36 (which is average for a CR 20 monster), h is (32-36 = -4 -> -20% -> 80% to hit for the fighter's first attack, and (23-36 = -13 -> -65% -> 35% to hit for the monk's first attack. s is irrelevant here.

Fighter: .80*(24.5)+.1*2*1.00*24.5 = 24.5 average damage
Monk: .35*(41)+.05*1*.35*41 = 15.0675 average damage

But wait - doesn't the monk get more attacks?

Fighter progression: 80%/75%/70%/65%
Monk progression: 35%/35%/30%/30%/25%/25%/20%

Plugging those in produces 24.5 + 23.275 + 22.05 + 20.825 = 90.65 for the fighter and 15.0675*2 + 12.915*2 + 10.7625*2 + 8.61 = 86.1 for the monk, who misses a lot.

If you're fighting a AC 30 monster (-6 AC), the monk does better. The per-attack damage is about even (28.175 vs 27.9825), but the monk gets more hits in (even their worst has a 50% chance of hitting).
Plugging these in, the fighter does 112.7 damage in the round. The monk does 176.505. On the other hand, if you're fighting an AC 42 monster (+6 AC), the monk may as well go home. (61.25 for the fighter, 19.3725 for the monk)

Also, keep in mind that this is without any useful optimization. The Fighter is only using his longsword one-handed. That means he's not two-handing it for 50% more strength on his four attacks compared to the monk. If they're both using Power Attack, the Fighter's not benefiting more from wielding it 2H, but benefits from the damage more because he has more attack bonus to burn. Neither one took any useful feats, and the Fighter gets many more feats than the monk.

In other words, a suboptimal fighter is at least as strong as a monk. If you think otherwise, you're welcome to enter the DPR olympics I linked.


Hmm. I'm tempted to grab hold of all the rules on magic and twist them, with an Arcanist//Magister from SGG. One half mixes sorcerer and wizard, the other half mixes everything else. His eventual goal would be to discover new laws of magic or something like that.


Seranov wrote:
Advanced template, probably.

Yeah, looks like it. The advanced template is probably the most powerful single "level" to gestalt with, and it just gets stronger the more stats you need.


anthonydido wrote:
He's not trying to take Crane Wing as the free style feat. He's wondering what the prereqs for Crane Wing are aside from Crane Style since he will have that already as the free feat. He is wanting to take Crane Wing as a regular feat choice.

Whoops, my bad. Sorry, Ssyvan.

In that case, anthonydido's right. The text (of the feat, spell, class ability) always takes precedence over the summary on the table, simply because it's more detailed.


Just don't forget that you can't take an AoO with an unarmed strike unless you have Improved Unarmed Strike. Sometimes that matters to prevent such a chain.


Crane Wing is not a style feat itself. It's only a combat feat that enhances the Crane Style style feat. You can see this by comparing the two:

Crane Style (Combat, Style)
Crane Wing wrote:
Crane Wing (Combat)

Thus it doesn't matter what the prerequisites are, you can't take it as your 1st level bonus feat.


This definitely is hitting a lot of my interest buttons. What are you looking for in terms of posting frequency? Once a day? A few times a week? Multiple times a day?

I'm thinking of some kind of knowledge-based character. Maybe an Arcanist//Bard, but I'll need to look through some of the third party stuff to see if anything clicks. I rarely play with non-Paizo books, although I've been wanting to...


Hassar's Divination #1: 1d100 ⇒ 84
Hassar's Divination #2: 1d100 ⇒ 77


There was also just a big rush of them for the online event, followed by the con-season lull. I'd blame that more than any particular other changes, at least for the moment.


I guess the question is - would you let this ioun stone allow someone whose tongue has been cut out to speak? Someone under a silence spell? Someone simply gagged?

Effectively, the knowledge of how to speak a language is different from the physical capability to produce the correct sounds to form speech.

Also, while awaken does grant the target the ability to speak, many magical beasts, such as griffons are intelligent but have a Language block of "Languages Common (cannot speak)"


It's worth pointing out that the archetype does say you can replace, not must, so if the power you wanted is the default monk ability there, you can keep it.

But there's no way to choose a 6th level power until you're level 7, as Gauss said. And no, there's never been an explanation, to the best of my knowledge.


I would say no. The stone gives you the ability to speak a language, but it doesn't give you the ability to speak. If you're polymorphed into a creature that can make speech-type sounds (like a parrot), you can benefit from it. But if you can't make the right type of sounds, it's not helpful to know how to make them.


The only other alternative would be that the third creature has to be TN, which would fit better with the theme of Balanced Summoning.


Dang it! Just slightly too late. Work ate all my time last night.

I was going to submit an adapted version of this halfling witch, designed as a healer for another WotW game. He does fun things with Halfling Jinx that I've been wanting to try out.

Ah well. Good luck, everyone!


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Ithnaar wrote:
questions wrote:
Ya I could see that as a fair assessment, but what about spells meant to hamper your enemies abilities to pursue you, wouldn't that also be in line with that thought. if the big scary monster was caught in a web wouldn't that hurt his ability to come after you.
Webbing a foe, or collapsing a tunnel with a spell or slamming the door shut and Arcane Locking it are all great ideas, but the character is in a state of panic. You see it in horror movies all the time; the victims hardly ever do the 'smart thing'. All they can think about is "How do I get further away from this terrifying thing?" And all of those other actions, though they are all smart moves and great long-term solutions, do not get the character further away from the source of their terror *that action*.

This.

It's not about "How can I slow them down?", it's about "How can I move faster?" Taken as a whole (so you can stop to cast a spell), a turn you're panicked is valid if you can say "I got as far away from the thing as I could". Slowing them doesn't move you any further away, so is invalid. Casting haste on yourself gives you (usually) the same movement as a double move, so is valid.

There's nothing official backing that policy, but it's a good rule of thumb for on-the-spot GMing that fits the intent.


Quote:

Roll 4d6 drop lowest six times for stats.

-Reroll if you have less than a 20 point buy
-Reroll if more than one stat is below 8.
  • 4d6 ⇒ (4, 5, 5, 2) = 16 -> 14
  • 4d6 ⇒ (4, 1, 2, 2) = 9 -> 8
  • 4d6 ⇒ (6, 3, 2, 4) = 15 -> 13
  • 4d6 ⇒ (5, 3, 5, 1) = 14 -> 13
  • 4d6 ⇒ (3, 4, 6, 5) = 18 -> 15
  • 4d6 ⇒ (6, 6, 2, 4) = 18 -> 16

    That's, surprisingly, a 26 point buy. Looks pretty good for a MAD class... maybe I'll be a monk?


  • Dotting, to submit an idea tonight.


    Well, every area is different. Just because it's the best selling in general doesn't mean it's going to be the best in a given location. Kindof sounds like a chicken-and-egg problem, though.


    snickersimba wrote:
    What I need is a store that actually runs pathfinder stuff. The closest store literally has a table run by an anti pathfinder. They sell no pathfinder stuff, but sell plenty of D&D stuff. I have been playing D&D 4e there but I can't get as excited for it as pathfinder. Just due to the fact its so streamlined... Thats a big reason why I don't buy the books, not just cause the prices, no. The prices are reasonable. Just theres no use for them.

    Kindof OT for this thread, but can you run Pathfinder there on a different night? Or are the store owners personally opposed? Any logically-run gaming store should have at least a small quantity of Pathfinder products (given how well they reportedly sell), but not all gaming stores are logically run.

    Goblin Squad Member

    Lifedragn wrote:
    I like the notion of "If you have been logged out for X time, you will log back in at the nearest shrine. Or nearest bind point." I think nearest shrine is less abusable for trade purposes.

    I like this idea. I'd also suggest some form of limited immunity after logging in. If for no other reason than sometimes the server thinks you're logged in before your graphics card has caught up. Something like "You're immune to damage for one minute after logging in or after moving more than X (short) distance from the shrine."


    ShadowcatX wrote:
    The paizo staff on the boards have stated that you cannot gain the same attribute to damage more than once. (Ie. Trying to take trench fighter and gunslinger.) I don't believe that it is ever, explicitly, stated in the books though.

    Do you have a link to a source who isn't James Jacobs (who insists that we not take his rulings as other than good-advice-house-rules)?


    MechE_ wrote:
    I would not, however, allow someone to add dexterity twice to their CMB through Fury's Fall and Agile Maneuvers, as there is no precedent for this ability on an attack roll.

    Then you ought to be banning Fury's Fall, not the combination. There's no precedent for adding a second stat into your CMB, but there is precedent for using a different stat in the first place (Weapon Finesse).

    As Jiggy said:

    Quote:
    "add this on top of your normal bonus" and "add this instead of your normal bonus" are two very different things, not different ways of doing the same thing.

    That said, you are free to do whatever you want in your home game, whether or not your reasoning makes sense to the rest of us.


    The simplest interpretation is that the source of the bonus can only be applied once, but the value of the bonus can be the same from multiple sources. If it just so happens that the value of two different bonuses are both equal to your Dex score, then that's fine. Just as it would be if you were adding Wis and Dex and had the same score in both.


    I'm rather confused by when the message boards uses a secure HTTP connection and when it doesn't. For example, the top level page of the messageboards (https://secure.paizo.com/paizo/messageboards) is secured, but the level one down from it (http://paizo.com/paizo/messageboards/paizo) isn't. Making new posts is, and quick-reply posts to a secure URL, but viewing threads is still regular HTTP.

    Can we get an all-https version? Are there technical reasons we can't?


    Movin wrote:

    @bobson, you are likely going to need to chat with Remnant on the extent of your characters magic immunity. As it is currently written any spell, beneficial or not is negated by you immunity if it can be stopped by SR.

    Thing is magic immunity isn't spell resistance so as written there is no way for you turn it off.

    Ooh, good point. I'd thought about it, but not really thought about it. The first part I knew, but the second I'd completely missed.

    Could be an interesting challenge, though.


    Sanriel wrote:
    Level 7 with 2la freebies. You count your monster as a class equal to its Cr. So effectively 9th. I think. Still get gold of a L7 character though.

    Hmm... I think I may have underbuilt myself. Wisps are CR 6 with 9 HD, but I replaced two HD with two class levels.


    Sanriel wrote:

    I would imagine that in the employ of this mysterious benefactor that we would have a high chance of encountering all sorts of unique and interesting creatures. Then we kill/eat* them and take their stuff.

    Hopefully without getting a militarized nations worth of weapons trained on us.
    *depending on the party members involved, make into brain slave/vampire thrall is also applicable.

    Xizor doesn't eat anyone... He just feeds off of all the fear the rest of you generate from your victims. You're handy to have around.

    As far as finishing him goes, I'm wrapping him up now.


    Have fun!


    Remnant wrote:

    At this time please post your character ideas so I can start getting my intro post on the game thread (to be made later) all ready. Looks like right now we have (essentially)

    Ckkxxchtki
    Clik

    With a Mindflayer, Drow Noble Weretiger Ninja/Monk also about to be recruited. Anyone else close to posting an idea that I missed?

    You missed me, with Xizor. I haven't made an alias for him yet. I also haven't bought any items yet either - I'll probably get a chance to do that tomorrow night.

    Another thing I have yet to do is really go into his personality or backstory much. Very much a flat statblock at the moment, but that's something else I hope to take care of tomorrow.


    divineshadow wrote:

    Okay I can wait.

    As for closing. When Vel submits his we will be closed. The game has already started and you will be delivered to branderscar on the second day.

    Sounds good.

    If I'm chosen late enough on Friday night, I won't be at a computer to see it until some point in the afternoon or evening on Saturday. Just a heads up that I'm not MIA. If I'm not chosen, then I still won't know, but no one will be expecting me to post. ;)


    I am amused that everyone chose a different class to build a healer off of. (At least within submitted characters, anyway).

  • Nash the druid.
  • Arthan the witch.
  • Nemenia the bard.
  • Manny the oracle.

    There's another witch and another oracle who haven't posted builds.


  • Zain Ashvale wrote:
    Movin wrote:


    @Zain, so why don't you just use the Unfettered eidolon creature as a base? I mean if you plan on rocking the zerg idea it would leave you open for future evolution.
    Something akin to the Unfettered Eidolon would be what I would like, I was hoping to purchase RP abilities mostly because there are a few things that cannot be replicated without it. I could likely make the overwhelming majority of what I want to do work with EP though so perhaps EP progesssion as a Unfettered Eidolon could work(Maybe I need to spend feats in order to get RP? that seems pretty sensible)

    I'd suggest either an "Extra Race Point" feat, equivalent to (and restricted like) the Extra Evolution Point feat, or just a flat EP-to-RP conversion ratio.

    But what race options would you want that aren't available to eidolons? It might just be easier to package them up, and say "This costs X EP" than trying to price each one individually.


    Well, here's the rough draft of Xizor - the Will-o-wisp synthesist who always wanted to have a body. I'm picturing the eidolon as a glowing humanoid shape that forms around the glowing sphere which is Xizor - effectively an extension of a will-o-wisp's natural glow and ability to create patterns (they don't always look like a skull).

    Stat block:
    Xizor
    Lesser Will-o'-Wisp Summoner (Synthesist) 2
    CE Medium aberration (air)
    Init +1; Senses darkvision 60 ft., scent; Perception +15
    --------------------
    Defense
    --------------------
    AC 20, touch 16, flat-footed 19 (+1 Dex, +4 natural, +5 deflection)
    hp 81 (9d8+9)
    Fort +3, Ref +3, Will +11
    Defensive Abilities natural invisibility; Immune immunity to magic
    --------------------
    Offense
    --------------------
    Speed 10 ft., fly 50 ft. (perfect)
    Melee 2 claws +11 (1d6+4)
    Special Attacks shock 2d8
    Spell-Like Abilities (CL 7th; concentration +13)
    . . 9/day—summon monster
    Summoner (Synthesist) Spells Known (CL 2nd; concentration +8):
    . . 1st (4/day)—mage armor, magic fang, unseen servant
    . . 0 (at will)—detect magic, light, mage hand, message, read magic
    --------------------
    Statistics
    --------------------
    Str 1 (19), Dex 28 (13), Con 10 (13), Int 20, Wis 17, Cha 22
    Base Atk +7; CMB +11; CMD 27 (can't be tripped)
    Feats Cornugon Smash, Flyby Attack, Power Attack, Weapon Finesse
    Skills Acrobatics +5 (-3 jump), Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nature) +9, Knowledge (planes) +9, Perception +15, Spellcraft +17, Stealth +13 (+33 while moving or +40 while still vs. foes who can't see invisible), Use Magic Device +18
    Languages Abyssal, Aklo, Common, Giant, Goblin, Undercommon
    SQ eidolon link, feed on fear, fused eidolon, fused link, share spells with eidolon
    Other Gear 25,000 gp
    --------------------
    TRACKED RESOURCES
    --------------------
    Fused Eidolon - 0/22
    Summon Monster I (9/day) (Sp) - 0/9
    --------------------
    Special Abilities
    --------------------
    Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
    Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
    Flight (50 feet, Perfect) You can fly!
    Flyby Attack You can take a standard action during your move action while flying.
    Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
    Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
    Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
    Natural Invisibility (Ex) +20/+40 stealth and +2 attack vs foes who can't see invisibility.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
    Shock 2d8 The Will-o'-Wisp deals 2d8 electricity damage with a melee touch attack.
    Summon Monster I (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

    A questions for Remnant:
    Since the w-o-w's normal attack is a melee touch (for electric damage), do my claw attacks deliver that as well? Or is it an either/or?


    Remnant wrote:
    Bobson wrote:
    Remnant wrote:
    Bobson wrote:
    Remnant - what level would a Will-o-wisp summoner synthesist start at? The idea is basically that his eidolon a humanoid shell around the wisp.
    I like that idea as I am initially envisioning it so make it easy, drop a HD or 2 fm the Will o Wisp and make those your Summoner Levels. Weaker as a Will o Wisp but it should balance out long term wise.

    Ok, I'm making a Lesser Will-o-Wisp by dropping two HD, which includes losing one feat (Improved Initiative) and one stat point from Dex. Then I'll add two Synthesist levels and call it a day.

    Edit: What do monster races do for stats? Treat their racial stats as modifiers to the standard 11/11/11/10/10/10 array and spend 25 points? Or go with them as written?

    Reviewing the original thread (thanks for the hard lifting) "if you play a monster with racial hit dice, you still get to use its stats as mods on top of a 25-pt buy, but in that case you don't get the two bonus levels of templates (it's a balance hack)"

    So in your case use the monster stats as written since you are maxing out at the 9 total Levels/HD/RHD

    Cool. I won't lower my strength and end up with a negative score after my racial -9, though. :) "Help, I can't move!"


    Remnant wrote:
    Bobson wrote:
    Remnant - what level would a Will-o-wisp summoner synthesist start at? The idea is basically that his eidolon a humanoid shell around the wisp.
    I like that idea as I am initially envisioning it so make it easy, drop a HD or 2 fm the Will o Wisp and make those your Summoner Levels. Weaker as a Will o Wisp but it should balance out long term wise.

    Ok, I'm making a Lesser Will-o-Wisp by dropping two HD, which includes losing one feat (Improved Initiative) and one stat point from Dex. Then I'll add two Synthesist levels and call it a day.

    Edit: What do monster races do for stats? Treat their racial stats as modifiers to the standard 11/11/11/10/10/10 array and spend 25 points? Or go with them as written?


    Just for reference HERE is the recruitment post that this is based on (as opposed to the idea post in the top of this thread), including the Lesser Lich option.

    And Remnant beats me to it by 2 minutes.
    ---------

    Remnant - what level would a Will-o-wisp summoner synthesist start at? The idea is basically that his eidolon a humanoid shell around the wisp.


    Well, here's a very interesting halfling witch who can heal. I love the results you can get from the background generator tables.

    Born the child of Mitran clergy, he fell in with a bad crowd as a kid. He was apprenticed to a witch well known for her healing magic, but then his crowd convinced him to steal some of the offerings from his parent's church just to have the cash, and it was a short road from there to stealing and melting down some of the implements for their metal value. He was caught and turned in by his older brother Jeryl and sentenced to burning to death for Desecration. When his family hears that he's escaped, his brother is sure to set out to bring this discrace on the family back to justice.

    Arthan Deepstrider
    Male Halfling Witch (Hedge Witch) 1
    NE Small humanoid (halfling)
    Init +1; Senses Perception +3
    --------------------

    Stats:
    Defense
    --------------------
    AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
    hp 8 (1d6+2)
    Fort +1, Ref +3, Will +3; +1 trait vs. divine spells, +2 vs. fear
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks halfling jinx, hexes (evil eye, healing)
    Witch (Hedge Witch) Spells Prepared (CL 1st; concentration +5):
    . . 1st—cure light wounds, forced quiet (DC 15)
    . . 0 (at will)—dancing lights, detect magic, resistance
    --------------------
    Statistics
    --------------------
    Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 14
    Base Atk +0; CMB -1; CMD 10
    Feats Extra Hex, Nemesis
    Traits child of the streets, desecration, hatred of mitra
    Skills Heal +5, Intimidate +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +10, Perception +3, Sense Motive +3, Sleight of Hand +6, Spellcraft +8; Racial Modifiers +2 Linguistics
    Languages Abyssal, Common, Daemonic, Dwarven, Elven, Goblin, Halfling, Infernal
    SQ avarice, patron spells (healing)
    Other Gear 150 gp
    --------------------
    Special Abilities
    --------------------
    Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
    Desecration +1 trait bonus on all saving throws against divine spells.
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Evil Eye -2 (7 round(s, DC 14), DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
    Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
    Fearless +2 racial bonus vs Fear saves.
    Halfling Jinx (30 ft, At will, DC 12) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will neg).
    Hatred of Mitra +1 damage to celestials and followers of Mitra.
    Healing (1d8+1) (Su) Use cure light wounds once per day/person.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

    He's got the Halfling Jinx, and will be taking feats for enhancing that and adding it to witch hexes. His familiar is a weasel, and he's got the Avarice drawback. "Ok, pay me for the healing or you don't get any more." Healing is limited to one CLW per person per day, with 0-2 extra castings (starting with 1), but that's about the same as most other first level healers could do. (Other than a Healing domain cleric, anyway)

    One note: Most days, I can post at least once a day, sometimes twice. However, there are days I can't post in some or all of my campaigns. On average, I think it works out, but I am not the most prolific poster.


    The hazard of not choosing to exactly duplicate a spell is that you leave the door open for the GM to twist the wish. "Teleport us all out of here" implies nothing about where you'll end up. You could, theoretically, each end up standing on your birthplace, which could be hundreds of miles from everyone else. Or, it might end up exactly doing what you want. The key is that you won't know ahead of time.

    Choosing a specific spell to duplicate is a way to "safely" channel the magic of a wish, since it then follows all the rules of that spell (except for increased spell level and DC).


    I'd certainly be interested in another recruitment like this.


    Sacred Summons only works with "creatures whose alignment subtype or subtypes exactly match your aura". So a silvanshee (with the good subtype) would qualify, but a Pseudodragon (which doesn't) would not.

    The more specific question is whether the Celestial template adds alignment subtypes to the creatures it affects. Since there's nothing in the description of the template that says it does, it doesn't. So they aren't affected by Sacred Summons.


    Well, I'm glad I could contribute that idea! I'll definitely be following these game threads to see how this develops. Good luck, all!


    I really wish I could think of something to bring my character in. I can just see how a story involving a god of integrity could try to break him...


    markofbane wrote:
    No problem here with that. I expect to still be interested in it at that point. :) Small favor to ask, though. Sometimes threads that don't have any activity on them for a couple of weeks drop off of focused lists. If you reach a point where you are ready for more input or ready to start a game and I'm not responding, could I ask you to shoot over a PM to prompt me to get back on the thread?

    Sure.

    When I'm ready to post a real recruitment thread, I'll PM everyone who expressed interest in this thread. But I can certainly send you a PM when there's a new question, too.


    I love campaign ideas like this, although I rarely think of a character with enough backstory to be worth applying. However, Tenro's comment about bringing back a 3.5 character idea inspired me.

    My very first D&D character ever was a LN Kensai/dervish dedicated to truth and his own code of honor. Here, he'd be Arnon, god of Truth and Integrity - something like a paladin dedicated more to the law than to the nebulous concept of "right".

    Translated directly for this, he would probably be a Bard (Dervish)/Magus (Kensai)/Oracle of Battle [Mythic Guardian], but there's nothing particularly truth-y about that combination. I'm considering substituting in Inquisitor (Exarch) for the Bard (Dervish), since the latter was a fun part of his character, but not core to the RP aspect of the concept, although I'm still not sure that's a great fit.

    ---------

    However, as I've been thinking about it (while writing this post), I don't think I could write a backstory which I would pick over some of the others here, and I occasionally have a hard time keeping up on the games that I'm in currently, so I'm going to reluctantly pass after all.

    So consider this an expression of interest, which I'd be willing to develop if asked, but not a full application.

    ----------

    @Rednal - I'm not sure if you've considered it, but if you're up for it you could pick more than one forgotten god and run them through separate worlds in parallel threads, rather than adapting the story. Of course, that's twice the potential work.

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