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Okay, giving it the benefit of doubt, I gave the scenario a run through and it was not a disappointment. I took a few liberties in the execution, but the players seemed to like the end result.
The adventure gets off to a rocky start. I tried to give the players an actual interrogation with the border patrol rather than trying to bombard them with guilt of racial heritage (wtf is that?). Dunno how you are supposed to get players to Bluff. After that non-combat and clue hunt, the players were itching for combat and had yet to attract any attention. As such, they maintained the element of surprise against the midboss. He and his cronies were dispatched quickly. The one thing that kept their interest was the unique descriptions of the plane of air. Visual aids helped in the clue hunt. A few printouts of plane touched races that I found on a google search to give the pcs a face to talk to.
In the final battle, the party was severely lacking in range, and seemed to be reluctant to try to utilize the directional gravity. The boss has invisibility, so I changed the tactics a bit and had him sneak up on the fighter with a whirlwind and then drop him over the edge. Forced to fall into the deep end, the players saw how simple it was to swim and the fight evolved into three dimensional combat that lasted quite a while. Much longer than part two where the combat lasted about 2 rounds.
Question regarding chronicle. Trying to keep it spoiler free, but I guess I'll just cover up just to be safe.
Regarding the chronicle I noticed something. Omitting spoilers, the line of the chronicle reads: "You may check the box that precedes this boon when purchasing the (spoiler thing) to reduce the item’s cost by to 16,000 gp (this does not stack with other discounts)."
Obviously, I see the "by to" was a typo. The item is either reduced BY 16,000 gp (making is 4,000 gp which is a steal) or TO 16,000 gp (making it 16,000 gp, which is still a pretty good discount). Just wanted to get confirmation on this.
Corneleus Idaho wrote:
I totally Forgot to site my sources.:
Antagonize- Ultimate Magic
Court Bard ArchetypeAdvanced Player's Guide
Taunt- Advanced Player's Guide
Grim Optimism- Pathfinder Player Companion: Quests & Campaigns
Craven- Advanced Race Guide
Human Shadow- Inner Sea Races
Also, I realize Evil Lem would be much better suited as a Lawful Evil character with the "Good Slip" trait instead of "Erratic Malfactor" based on the backstory. I would have fixed this a couple weeks ago, but it's been a busy month.
There is far to little Lem in this thread!
LEM THE COWARD:
LEM CR 4
Halfling bard (court bard) 4
CE small humanoid (halfling)
Init +6; Senses Perception +5
----- Defense -----
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 31 (4d8+8)
Fort +3, Ref +7, Will +4, +4 vs. bardic performance, language-dependent, and sonic; -2 vs. fear
----- Offense -----
Speed 20 ft.
Melee +1 halfling slingstaff +4 (1d6)
Ranged +1 halfling slingstaff +8 (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate, mockery -2, satire -1)
Bard Spells (CL 4th; concentration +8)
2nd (2/day) — invisibility, reckless infatuation (DC 16)
1st (4/day) — lesser confusion (DC 15), hideous laughter (DC 15), cause fear (DC15), ventriloquism
0 (at will) — dancing lights, detect magic, ghost sound (DC 14), lullaby, mage hand, summon instrument
----- Tactics -----
Before Combat Lem tries to avoid combat whenever possible preferring to subtly manipulate his attackers. If battle is inevidable, Lem casts invisibility and hides behind the nearest human ally. Even if no humans are present in the party, Lem is never far from an Aristocrat or Warrior guard that he has swayed with reckless infatuation 2-4 days before hand.
During Combat Lem begins his bardic performance, using satire to debuff his enemies. He uses ventriloquism to antagonize his enemies, forcing them to attack empty squares, objects, or even other enemies. Afterwards he confounds his foes with hideous laughter and lesser confusion. He will Taunt creatures immune to his language dependant effects and cast cause fear before firing his slingstaff from the cover of his human shield.
Morale If reduced to 10 hp or fewer, or if there are no other human allies present, Lem will flee casting invisibility again and cause fear on himself to boost his speed in his escape.
----- Statistics -----
Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +3; CMB +1; CMD 14
Feats Antagonize, Taunt
Skills Acrobatics +10, Climb +4, Diplomacy +10, Knowledge (history, local, and nobility) +6, Perception +5, Perform (comedy and winds) +10, Sense Motive +7, Stealth +14
Languages Common, Halfling
SQ heraldic expertise +2*, versatile performance (comedy)
Combat Gear wand of cure light wounds (20 charges), scroll of beguiling gift, Other Gear +1 parade armor,+1/+1 halfling slingstaff, 20 bullets, oil of taggit (DC 15; onset 1 minute, effect: unconscious 1d3 hours), bard's kit (backpack, bedroll, belt pouch, common flute, flint and steel, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, torches (10), trail rations (5 days), and waterskin), 24 gp
----- Special Abilities -----
Antagonize Lemcan make Diplomacy and Bluff checks to make creatures respond to him with hostility. No matter which skill he uses, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. Lem cannot make this check against a creature that does not understand him or has an Intelligence score of 3 or lower. Before he makes these checks, he may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to Lem’s Charisma bonus until the end of his next turn. The benefits he gains for this check depend on the skill he uses. This is a mind-affecting effect.
Diplomacy Lem flusters his enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than Lem and has a 10% spell failure chance on all spells that do not target Lem or that have him within their area of effect.
Bluff The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against Lem, make a ranged attack against Lem, target Lem with a spell, or include Lem in the area of a spell. The effect ends if the creature is prevented from attacking Lem or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack Lem on its turn, Lem may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you.
Once Lem has targeted a creature with this ability, he cannot target it again for 1 day.
Bardic Performance Lem can start a performance as a standard action and maintain it each round as a free action. He can perform for a total of 20 rounds in a day, and can have only one performance in effect at a time. This ability is described on page 35 of the Pathfinder RPG Core Rulebook.
Countersong Lem makes a Perform (winds) skill check. Any creature within 30 feet (including Lem) that is affected by a sonic or language-dependent magical attack can use the result in place of his saving throw. If already under the effect of such an attack, he gains a new saving throw against it each round, but must use the Perform check result.
Distraction This works like countersong, but uses a Perform (comedy) check and works against illusion (pattern) or illusion (figment) magical attacks.
Fascinate Each creature within 90 feet that can see, hear, and pay attention to Lem attempts a Will save (DC 16). If it fails, the creature sits quietly and observes the performance as long as it lasts, taking a –4 penalty on skill checks made as reactions, including Perception checks. A potential threat gives the creature a new saving throw, and an obvious threat automatically ends the fascination.
Satire (Su)Lem can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as Lem continues performing. Satire is a language-dependent, mind-affecting ability that uses audible components.
Mockery (Su) Lem can subtly ridicule and defame a specific individual. Lem selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as Lem continues performing. Mockery is a language-dependent, mind-affecting ability that relies on audible components.
Craven Lem gains a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. He takes a –2 penalty on saves against fear effects and gains no benefit from morale bonuses on such saves. When affected by a fear effect, his base speed increases by 10 feet and he gains a +1 dodge bonus to Armor Class.
Erratic Malefactor Lem's unpredictability and volatile temperament gives him an advantage over his foes. He gains a +2 trait bonus on initiative checks. In addition, he is willing to work with others, and has learned to use his allies’ strengths to reinforce his own skills and abilities. Once per day, as long as an ally is within 10 feet of Lem, he can reroll a single attack roll or skill check before success or failure is known. He must take the results of the second roll, even if it is worse.
Grim Optimism As a standard action, Lem can joke about a troublesome situation to lighten the load of dealing with it for himself and others. Lem and all allies within 30 feet who can hear him gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.
Human Shadow Lem can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as Lem is within 30 feet of a human, they gain a +2 racial bonus on Sleight of Hand checks and Stealth checks.
Taunt Lem can demoralize opponents using Bluff rather than Intimidate and takes no skill check penalty for being smaller than his target.
Versatile Performance Lem can use his bonus for Perform (comedy) in place of his normal bonus when making Bluff or Intimidate checks. If the target is from Cheliax, Lem receives a +2 circumstance bonus to the Intimidate check.
Halflings tend to take a positive approach to life. Even in the bleakest parts of the world, a slaveborn halfling may find solace in the fact that at least he had a roof over his head. There are some who would find their relentless optimism downright annoying. In the devil-riddled kingdom of Cheliax, one such sadistic noble looked upon the cheery disposition of a Halfling child named Lem and saw a challenge. He would break Lem's spirit.
And for no reason other than my own creative intrigue of this concept
Notes I made this under the assumption Halfling slingstaff counts as a double weapon. If not, Lem also has a ring of protection +1
The one thing I am hoping to accomplish with this battle is the big reveal. This is the big bad before the big bad. I want as much time for monologue-ing during the course of the combat as possible. Enough time to drop big reveals that have been building since the party left Taldor and I can't pass up the chance to role play the Mad Monk until the PCs wipe the floor with him.
Misroi: Gave him a magic breastplate. Wanted to add some steampunk-esq tech to make him a little more Hellboy Rasputin inspired, but the mechanics would have to be invented for it to work the way I wanted, unless I pulled out some third party rules, which I believe was also against the rulesof the contest.
Funny you would say that. My group will be time hopping inthe hut when the AP is completed in order to tie in the Witchwar Legacy module.
Bryce Kineman wrote:
So what if it's wordy? Post it anyway. That's what Psychometry is for, reading into the history of artifacts that no bards wrote songs about. Everything leaves a psychic impression. You took the time to write it, you might as well show off your stuff.
If you have read the Adventure Path...
Rasputin is guarded by 3 Nosferatu Anti Paladins, a Crucified Ghost, and every window in the building is a stain glass golem. He has plenty of time to see the PCs and start buffing as they enter the abbey. With the tight layout, I'm surprised he doesn't attack while the party is fighting the Nosferatu. He is literally in close range.
Okay, last revision. I promise.
Grigori Rasputin CR 17
Turin the Mad wrote:
Makes sense. I'm having too much trouble fixing the steampunk arm anyway. Going to just scrap that. Still, it would be nice if Greg had a nice occult item to replace the Cassock of the Black Monk.
My calculations were a bit off. Here is the corrected version of Rasputin, Occultist
Grigori Rasputin CR 17
Right... the 10 base. This is what I get for posting at 3 am.
Been working on this for over a week now. Probably riddled with errors as I am exhausted and it's 2:30 in the morning. Oh well, let me know what you think?
Grigori Rasputin CR 17
problems I ran into: I think there was a great deal I was missing as far as the original build’s AC and CMD. I can’t account for +6 bonus. I assume it has something to do with an Oracle class feature that I read wrong, but it would help if I knew how I could replicate that for my build.
I'm surprised no "occultist"(or even partial occultist) builds have appeared yet... I mean he is using rare items that could be used as implements.
I have been thinking the same thing. Still working out the kinks. Occultist is a difficult class to wrap your head around.Also, I'm not sure where the original Rasputin is getting his excess of stat bonuses from.
You know, after I posted that, I thought the same thing about Joker. He's such a complex character that I forget sometimes that he does sometimes put makeup over his bleached skin to publicly discredit batman or puts on a second mask to blend in with his minions.
I think I'm expecting the vigilante's cause to be a requirement in the same way a Paladin code or a Cavalier's edict restricts his actions. It could even be as simple as the edicts of the ronin, choosing 3 rules that he follows.
1. Death is always funny
These are bad examples, I'm just thinking on the fly, here.
What I like:
What it is missing:
The Vigilante Specializations are flavorful and each is unique. But like the Shaman, it would benefit from a few "universal talents". Having a Mount would be universally beneficial. Archetypical characters like the Lone ranger or Ghost Rider always had a trusty mount that provides transport and combat assistance. For that matter, the Vigilate could benefit from gaining a vehicle of some sort. Either a chariot or a magically propelled cart of some kind. The vehicle mechanism is so under used and would give the Skilled Driver and Expert Driver feats some use.
Concept-wise, the class was intriguing. I've always wanted a class that was more general in its abilities than the classic roles. Something that would fit an adventurer like Link from Legend of Zelda or Mario Jumpman Mario. So a single class that fills all four classic rp roles is an interesting turn and I wanted to explore its potential.
I tried to think of an existing hero that would fit the archetype of the vigilante (other than the obvious) and my affinity for Nintendo characters brought me to Captain Falcon of the series F-Zero. So I gave it a shot. Granted, my original concept for him was a monk/rogue so it wasn't too hard to adjust his feats to fit the new class choice. Below is his stat block. Let me know what you think.
*Edit: Falcon Punch is, naturally, Elemental Fist as gained through the Dragon Style feat tree.
*joining in on the spitballing*
Drunken Discipline: Replenishes phrenic points by drinking, powers revolve around confusion and sharing penalties for intoxication with opponents (contact drunk?). Maybe some temporary strength enhancements at the cost of wisdom. Potential to link Cayden Caylene followers in with that.
Discipline of Empty Mind: Protections from mind affecting spells and abilities. Increasing concentration checks. Possibly eliminating the need to make concentration checks.
I have one experience playing with a kineticist. It is probably the most thought out class and most original concept. I've heard varying opinions about how the class is similar to Benders from the Avatar cartoon series and also Warlocks from the new D&D versions (being a primary blaster type), then there is Liz Sherman from Hellboy, as well as a few other logical lines of similarity. From these I can conclude that this is a class that appeals to a wide variety of players. It is capable of filling multiple roles. Even the drawbacks help to enhance the playability of the class. A fire bender facing down a red dragon would certainly have to fall back on his other talents (if any) or rely on his teammates.
The issue of role filling may be the limitation. If the Kinetiscist were similar to a bender, then a hydrokinetic would have an option to learn some healing abilities. When it comes down to it, most living creatures are composed of mostly water. If a hydrokinetic is powerful enough, he should be able to control living creatures in the same way a cleric can control undead. Maybe that's a little too far out of the scope of what the class should be capable of, but it's something to consider.
Just finished participating “The Confirmation” where we were testing out a few of the classes for Occult Adventures. The party consisted of Human Psychic (my character), Human Pyro-Kinetiscist, Human Warpriest , Half-Elf Hunter, and Nagaji Mesmerist
Logan Bonner wrote:
I always compared counter spelling to equivalent transfer of kinetic energy. If two forces of the same power collide, their output is 0. (that's an over simplification, but my Bachelor of Science is in Cartooning, not physics.)Psychic magic seems more like a power transformer. The key spell for the psychic, "detect thoughts" has the built in description of causing damage if the target's intelligence is 10 points higher. So it's like plugging your scanner into the wrong AC adapter. Electrical blowout= psychic feedback.
Something else I'm curious about is how incorporeal undead affect psychics. I understand that is more in the spiritualist and medium's ally, but there are so many stories of psychics who are sensitive to EMP emissions and other ghostly presence indicators.
Don't forget Elfen Leid. Definitely some psychic hudoo goin on there.
Logan Bonner wrote:
Sure, the alchemist fire is all well and good if I want dead bees. But what if I want honey?
How can one use psychic magic and abilities to affect a swarm? There is really very little that can affect a swarm of creatures which by nature is kind of like a psychic network (more literally if it possesses hive mind). Could mesmerist be adapted so her charms can affect swarms? Perhaps a Mesmerist Trick or one of her Bold Stare affects?
The hive mentality seems to be psychic by its nature. I think its only fitting that psychics or mesmerists should have some way to control swarms or even create a hive mentality among allies so they can be treated as a troup. And likewise, a hivemind psychic might have the ability to share teamwork feats.
Yeah, I'm still searching for a creature swarm that has an intelligence of 3 or higher. So far the only creature I can find with hive mind is a Formian. It's funny, I was researching this last week when I was trying to make an occult adventures character whose profession was a bee keeper. Still trying to figure that out. So far the vermin hunter archetype is the only one that has any real affect on swarms that aren't summoned.
The psychic definitely needs all of the detect spells. He at least needs detect lies. I was expecting to see magic jar on the list, but I'd also like to see a spell that acts the same way, but instead of trapping one mind it targets two minds and switches them. Is there a spell like that? Mind Swap? Freaky Friday? Parasitic Soul (Lv9) has some psychic flare to it, too.
One thing I have considered is that the inherent strength of the psychic (the casting through thought and emotion) is also an inherent weakness to emotion spells and effects, which up until now were pretty useless. Do morale affects count as emotion affects? That would mean a psychic couldn't cast if under the effect of a bardic performance. And does demoralizing count as a fear effect? Can I intimidate a psychic to take away its casting for a round?
@Cronge: The spell "Mind Thrust" targets one creature. Swarms can't be targeted as one creature. Even if you can affect creature immune to mind-affecting, there are thousands of creatures in that swarm. That's why you always keep a vial of alchemist fire on you.
Having to focus in two mental stats makes it difficult to fill a wide range of party roles. Starting off character creation, there aren't any core races that would naturally fit as talented psychics. A Peri-Blooded Aasimar gets +2 Int and Cha, which would give them an advantage in Abomination Discipline and Pain disciple, though I would sooner see them as a Pyrokineticist. The very nature of the disciplines is contrary to anything that a good aligned outsider would follow.
Point taken, Dragon78. I guess Bard will always be the king of knowledge.
With this class, I'm picturing a character like Shawn Spencer (except with REAL psychic powers instead of inspired theatrics.)
I'm trying to think of more examples in literature and movies that included occult character concepts. Harry Huddini, Sigmund Freud, even the great Tolkien himself were dabblers in the occult myseries. It was a different age of understanding. Light flowed through the aether at varying speeds. Phrenologist could discern a criminal personality by feeling the bumps on your head.
I find it odd that the Lore Discipline is based around Wis. Building a character for the playtest, this is the class I was most drawn to and the concept I was envisioning was heavy on Knowledge skills. With only 2+int ranks per level, I find myself lacking in capability to do so.
Mnemonic Cache sounds like an invaluable asset for society play. It doesn't seem to require you to spend time reading the documents and you can recall it with perfect clarity. I can name more than a few ways that would come in handy.
Mind Palace: all I can say is someone's got a Benedict Cumberbatch man-crush, so this playtest character will likely be cross-classing into Investigator.
Since this is a general discussion thread, I will also mention that the other three disciplines are amazing and I can't wait to see what else come out of the woodwork.
It would seem to be the over all understanding that this is possible, though I am still not convinced. The Extra Hex feat grants you one additional hex. The Channel Energy class feature of the Hexchanneler is not a hex, it is selected in place of a hex. Rules as written, it does not seem to work the way people are assuming it does.
I built a Half-Orc Swashbuckler to playtest in my group's game. I was most excited about this class because the Princess Bride Wesley type is my favorite kind of hero.
Things I feel could be improved,
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