Judge Trabe

Corneleus Idaho's page

Goblin Squad Member. ****** Venture-Agent, Pennsylvania—Pittsburgh 105 posts (110 including aliases). 3 reviews. No lists. 2 wishlists. 34 Organized Play characters.


Lantern Lodge

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I wanted to bring this up again since in the last playtest I brought up the notion of making an Ooze summoner that received alchemy extracts instead of a spell discipline. Now that the inventor has the option of a new pet class with a completely tech based minion that he has partial control over. I propose a version of the inventor that focuses on animating chemical compounds that gets a small ooze as a companion. It would work much in the same way as the Construct companion having its own form of overdrive that causes the ooze to destabilize and explode, likely dealing acid damage instead of fire. It would gain its own unique breakthroughs such as splitting, id intellect, morphic transformation into animals or objects. At higher levels it could even get transparency, paralysis, and engulf. Imagine coming into town riding into the alchemy exhibition astride gelatinous cube? You'd be the belle of the ball.

Lantern Lodge

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I don't see the need to make roll two attack rolls. If the weapon attack hits, the spell should hit. The spell is in the weapon when it hits. How would the spell miss when its point of origin is inside the target?

Lantern Lodge

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I find myself extremely underwhelmed by the Magus's Striking Spell. It fails to be anywhere near as amazing as 1e Spell Strike and Spell Combat combined. Meanwhile, where Flurry of blows decreases two attacks to a single action and Double Slice negates the multi attack penalty fighting with two weapons, Striking spell doesn't feel any different than a normal wizard casting a spell and striking in the same round. Where 1e sacrificed a touch attack for the chance to get 15-20 crit range or x3 crit multiplier on a spell combined with the appropriate weapon damage in addition to strength, 2e requires you to attempt to attack twice. You need to have enough strength or dex to be able to hit the target and you need enough intelligence so you can also hit the target with the spell. Even if you do score a crit, there is a chance of not critting with the spell. Ultimately it makes spell casting less effective. I swear, if a player ever tries to cast magic missile into their sword they are dead to me.

Lantern Lodge

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In PF1e, the Prehensile Hair hex accomplished this pretty effectively, at least for touch spells at 10 ft. For my witch, that was just far enough so the fighter could be between me and the target.

Living Hair is severely underpowered in that regard. I would have hoped they would at least used Spell Attack and DC for the hair in place of normal attack.

But my point is, Living Hair should have some upgrades at higher levels to allow it to creep further out to attack, grapple, and deliver touch spells.

Lantern Lodge

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This one sparked a rather heated OOC argument at our local gaming shop. You would think everyone would relate to crippling student dept. Enter devotee of Abadar (otherwise known as Business Major)

Lantern Lodge

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Iconic Zaged wrote:
Lamontius wrote:
Iconic Zaged forgives you
Don't put words in my mouth.

God, I love this community!

Lantern Lodge

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Loving this! I'm quite excited to stretch my writing muscles for character backstory. Is there a word limit? I'll try to keep it brief.

Lantern Lodge

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That was well worth the wait. Very well done, Iammers. I will definitely be using these two when my players reach this encounter. (Just have to study up on the mesmerist.)

Lantern Lodge

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Okay, last revision. I promise.

Spoiler:

Grigori Rasputin CR 17
XP 102,400
LE Medium Middle-Age Humanoid (Human) Occultist 18
Init +0; Senses true seeing, aura sight, low-light vision, darkvision 60 ft, Perception +25
Aura unholy aura (DC 22)
----- Defense -----
AC 32, touch 18, flat-footed 32 (10 base, +10 armor, +4 deflection, +4 insight, +4 natural armor)
hp 201 (18d8+108);
Fort +20, Ref +11, Will +17; +4 vs death effects, domination, min-affecting effects, and possession
Defensive Abilities stitched soul; danger sight Immune electricity SR 25 vs good spells
----- Offense -----
Speed 20 ft., fly 60ft. (perfect maneuverability)
Melee masterwork dagger +13/8/3 (1d4-1), touch attack +12
Ranged mwk Nagant M1895 +14/9/4 (1d8 / x4), ranged touch attack +13
Space 5 ft.; Reach 5 ft.
Special Attacks energy ray (30 ft line, 9d6+5 element, DC 27), energy blast (20 ft radius, 11d6+5 element DC 27), mind fear, psychic curse, glorious presence, cloud mind, forced alliance,
Occultist Spells Known (CL 18th; concentration +30)
6th (4/day)—contingency, charm monster (mass) (DC 23), disintegrate (DC 23), forbiddance (DC 23), heal, scrying (greater) (DC 23), temporary resurrection
5th (5/day)— dispel magic (greater) (DC 22), suffocate, suggestion (mass) (DC 22), telekinesis, teleport, true seeing, wall of force
4th (7/day)— cure critical wounds, death ward, freedom of movement, ice storm (DC 21), mind probe (DC 21), mind wipe (DC 21), planar adaption
3rd (7/day)— arcane sight, bestow curse (DC 20), lightning bolt (DC 20), cure serious wounds, magic vestment, protection from energy, suggestion (DC 20)
2nd (7/day)—aversion (DC 20), apport object, bullet shield, chill metal (DC 20), locate object, spectral hand, sound burst (DC 20)
1st (7/day)—charm person (DC 19), cure light wounds, murderous command (DC 19), hex ward, negate aroma, sculpt corpse, shocking grasp
Cantrips (at will)—bleed (DC 18) , dancing lights, daze (DC 18), detect magic, purify food and drink, resistance, stabilize
----- Tactics -----
Before Combat Once every two weeks, Rasputin casts a contingency (temporary resurrection on himself. In the event that his body is dead for more than an hour, temporary resurrection is cast upon his body. Inside the Twice Tenth Presbytery Rasputin (Area H6) enjoys the benefits of the World Engine’s unholy aura and insight bonus to AC. A magic circle against law is drawn on the floor as an added precaution. Rasputin then activates Mind Over Gravity, and casts freedom of movement, death ward, and true seeing
During Combat When his enemies are advancing on him, Rasputin casts spectral hand and wall of force in order to cast touch spells from behind the safety of his barrier. Rasputin stalls for time by taunting the party. Rasputin attempts to hinder opponents with suggestion (mass) urging the party to give up this pointless search for his mother and return to Golarion and turn foes against each other with murderous command. While continuing to mock the party with details of his nefarious plans, he casts arcane sight to identify any powerful buffs ahead of time. Through his spectral hand, Raspuin casts dispel magic (greater) targeting creatures with buffs and magic items. He casts bestow curse againsts foes he finds most threatening followed by icestorm. If Rasputin's initial defenses are circumvented he activates his Globe of Negation. He then unleashes energy blast focus ability (favoring electricity, but switching up the element if the party appears resistant) while using his Danger Sense ability to avoid damage as much as possible. If forced to focus on the most dangerous party member, he casts targeting spells like suffocate or mind wipe for casters. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently. Once a week he casts Contingency: Temporary Resurrection which activates when Rasputin has remained dead for one hour, leaving him one day to obtain a proper resurrection from his followers before dying. Afterwards he goes into hiding to plot his revenge. Do I smell a Mythic Adventures sequel?
----- Statistics -----
Str 9, Dex 11, Con 19, Int 26, Wis 14, Cha 17
Base Atk +13; CMB +12; CMD 23
Feats Combat Casting, Craft Magical Arms and Armor, Diehard, Extra Mental Focus [3], Great Fortitude, Implement Focus (Necromancy), Iron Will, Lightning Reflexes, Quicken Spell
Skills Appraise +27, Bluff +21*, Diplomacy +24, Disable Device +22, Fly +22, Knowledge (arcana) 29, Knowledge (engineering) +29, Knowledge (history) +29, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +16, Perception +25, Sense Motive +23, Spellcraft +29, Survival +20*, and Use Magic Device +24.
Languages Russian, Church Slavic, Latin, English, German, French, Ioborian, Common, Infernal, Celestial, Draconic
SQ necromantic focus, stitched soul, sudden insight, third eye, legacy weapon, mind over gravity
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, +4 breastplate, amulet of natural armor +4, belt of mental prowess +4 (Int, Wis), ring of protection +4, belt of physical perfection +2, hand mirror, prayer ropes, rosary, crucifix, bible, masterwork dagger
----- Special Abilities -----
Stitched Soul(Su) Rasputin’s Soul is stitched to his body with the threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hitpoints equal to or greater than his constitution score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk agains comes back to life 1d6 rounds later, as if the target of raise dead spell (upon returning, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain a third timedo his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.
Implements (Su) Each of Rasputin’s implements has a special historical or personal significance.
Abjuration Implement- “Crucifix”: Focus- 5: This simple wooden cross was formerly the property of a paladin who carried it as his holy symbol during the crusades. After returning, the man founded a church in France before falling ill and bequeathing it to his successor. The crucifix was later gifted to the royale family. After some time collecting dust, Rasputin convinced the Tsar to give him the artifact.
Conjuration Implement- “Hand Mirror” Focus- 1: After his apparent final death, Rasputin arose from the grave to the witness of only the grave keeper who had been performing his nightly rounds. After quickly dispatching the oaf, Rasputin used the sculpt corpse spell to alter his appearance and left the decoy in his grave. It was this corpse that was later exhumed and set ablaze on a funeral pyre leaving none the wiser, save for Rasputin’s half-sister, Elvanna. The Queen of Irrisen thought her dear half-brother would be the perfect lure for her trap. This mirror was specially crafted with the Irriseni Mirror Sight Spell. Enhanced with the queen’s magic, it is capable of sending visual and auditory messages both ways to the sister mirror (possessed by Elvanna) and works regardless of distance or plane. The mirror can be used to contact Queen Elvanna by holding the mirror and invoking her name.
Divination Implement- “Bible” Focus- 7: Like many members of the faith, Rasputin turns to the holy scripture for guidance and comfort. The text is written in the Latin language. Rasputin reads to his children every night. See? He’s not a total ass hat.
Enchantment Implement- Rosary Focus-1: This rosary was recovered from a convent that burned to the ground in St Petersburg. Though there are none alive who witnessed the event and the cause of the fire was never truly determined, the history of this item can be determined through Prognostication. Succeeding at an Appraise check DC 25 or more paints the gruesome tale of a nun swayed by dark forces. A strong demonic influence was wrought upon this woman that slowly drove her insane. Her final act of desperation was to seal the evil within as she burned everyone alive including herself.
Evocation Implement- “Right Hand of the Mad Monk” Focus- 10: Rasputin experimented with new emerging technologies and was fascinated by the potential destructive properties of Tesla’s inventions. Rasputin theorized the possibility of miniaturizing the destructive forces of the World Engine for military use. Though the gauntlet appears daunting, the technology was never fully developed. It is just as effective as a focus for evocation.
Necromancy Implement- “Rasputin's Favorite Toy” Focus-5: One of Rasputin’s most noted artifacts was an item exhumed from his own flesh during a particularly intimate assembly which left the mad monk dead once again. The assailant absconded with the implement into the underground where it was kept as a center piece for her cult and revered as a fertility charm. The implement was recovered not long after the monk was resurrected. It took some time before the cult realized that had been worshipping a sea cucumber. Rasputin’s implement is charged with a necromantic focus, which is particularly potent being that it is a piece of his own flesh. He is very protective of his toy and keeps it on him at all times. He cries when they take it away.
Transmutation Implement- “Prayer Ropes” Focus- 3: This cord is a common accessory of the clergy that is worn over the shoulders. Several of these ropes were made in the same fashion for other monks in Rasputin’s order. Though they appear identical, close examination reveals the material of Rasputin’s is clearly superior.

Lantern Lodge

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And thanks for pointing that out. I didn't realize it was focused on two mental stats. I guess that makes sense. Still could use some more skill ranks to get a decent loremaster out of the class.

Lantern Lodge

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Ooh! Archetype idea! Psychic Investigator that is able to use inspiration points to further enhance his phrenic abilities.

Lantern Lodge

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Desnos wrote:
AVAILABLE TODAY WHAT DOES THAT MEAN? ARGH! MY GUT FLORA IS FEEDING ON MY FLESH.

Paizo is west coast, my friend. Sleep it off. It'll be there in the morning.

Lantern Lodge

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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 loved
1. Climbing up the chains, swinging across the room, and nailing the kyton with a critical hit (on a natural 15 of all things). Yes, the Derring-do dice exploded on the skill check. Yes, I felt awesome!
2. I just need one weapon at all times. I don't have to mess with four or five. In general I had no problem as a front liner, but on those occasions when I couldn't make it to the front I had a side arm prepped to fire. I know this class wasn't meant for firearms, but a single shot does give some style.
3. I am recharging pinache faster then I thought I would. Which means I'm using the class feature more to make double damage on precise strike.

Things I feel could be improved,
1. Charmed life has to be declared before the save is made. It's a limited ability that's easy to forget and it's something the paladin gets all the time. It might work better as one free re-roll or add cha to all saves.
2. The class forces you to take Combat Reflexes to make Parry useful. It's practically required for this class, so why isn't it a built in feature?
3. Kip-up was an awesome addition to the deeds the swashbuckler can do. What about when the hero clicks the sword into his hand that is sitting at his feet. "As long as the Swashbuckler has 1 point of pinache, if there is an unattended object of tiny or diminutive size (such as a light weapon) in her square, she can kipp it up into her hand without provoking an attack of opportunity. If she spends one 1 of panache, she may do this as part of her movement or as an swift action to kip the weapon to one target within 10 feet. The target must be able to see and hear the swashbuckler to catch the object." I don't know, the wording needs work. That's just something I wanted to do as a swashbuckler.

Lantern Lodge

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The Pathfinders were investigating the recent destruction of Sheila Heidmarch's green house by a recent shipment of Angelic Guardians from Golemworks in Magnamar. After tracking down the creator of the golems, an artificer by the name of Chrysalis Black, they confront the alleged saboteur and a battle ensues. The quick use of deep slumber took Chrysalis Black out of commission early in the battle. This drew the wrath of his pet earth elemental (that he saved many year ago from being bound to a golem) that was hiding beneath the floor boards and burst through attacking the party. It took quite some effort, but he was eventually dispatched moments before Reemis returned with a contingent of guards to investigate the commotion. He appologizes for the trouble and informs the Pathfinders that Black has another place of business that he operates out of his Mother's old house. It is in the Naos district and it is known as the Doll House. He warns the PCs to be wary if they wish to confront Black. "If Black sent his simulacrum to confront you, it is likely that he already knows you have been here. There is something treacherous afoot and I fear you may have little time to waste!"

This is a continuation of Sunday's scenerio since it was cut short. I'm a little new to this format of forum, but message board rp was my first rp game back in 96, so we should get the hang of it. (just doing a search for the codes for text format, embedding, and rolling dice, etc) So, let's get started with a Pathfinders in Pittsburgh Role call!