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Dan E's page

319 posts (4,641 including aliases). No reviews. No lists. No wishlists. 38 aliases.

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DM Alexander Kilcoyne wrote:

Just realised Kirilarien's detect evil ability is constant, but i'm not comfortable retconning the narrative at this point. I'll remember it in future. Also partly as a realisation and partly as compensation...

** spoiler omitted **

OK maybe her concentration was overt or maybe he's just really suspicious.

DM:

OK had to doublecheck detect evil to confirm what that means but now I'm scared...

To be honest I simply completely forgot to declare a detect on the usurer and was actually going to bring that up IC later. I figure that while Kiri has detect evil and magic constant she still needs to actively concentrate spending actions where necessary (which is how I played out the ability during the giant fight).

But Ok assuming now I/she didn't forget.

I don't want to be too annoying with their uses (and to be honest I don't really like detects as spell likes) but I'd rather not play dumb and not use them when I should. I should think your trap houserule tones down constant detect magic and personally tend to think that illusions require interaction saves. Happy with any other house rules you want to put in place. I liked the lyraken more for theme and her mighty umd than being a detect bot.


Sorry for my absence guys I'm back on board now.


Sorry for my absence guys. Some work and personal issues after I finished holidays. Trying to work back into things now.

I'm happy with the four although OK if you want to add another.


Well if we consider ourselves in danger mode I propose we're sleeping inside an extended rope trick from Marcus. Happy to be at the end of any watch as Okoya suggests.

Guys I'm off on holidays today for a week to the Maldives. Get the impression net access is spotty if at all so please bot me in the interval.


OK done already :)


You could just give it a dog stats or have a bear companion.

Better yet make the druid part of a cabal of all female fire users that have bears. In a few levels they can go with fireball and flameshield. Hilarity ensues.


For what its worth you may wish to lose the forest references. Katapesh the city is in a fertile valley but think Afghanistan for everything north, aside from stretches of savannah. Sandy deserts in the west and south.

More (possibly) helpful geography facts on pathfinderwiki if your not fortunate enough to have Dark Markets.


Lord oKOyA wrote:

I get the distinct impression that if we use detect evil a lot here... we are going to find a lot of evil here. ;)

This is why Alex warned that playing a paladin would be difficult in this campaign. We are going to have to let a lot of evil slide... and just concentrate on the Evil. :)

To be honest my post was intended more as "So exactly what are we doing?".


4d6 ⇒ (5, 4, 6, 5) = 20 16
4d6 ⇒ (5, 2, 1, 5) = 13 12
4d6 ⇒ (3, 5, 5, 5) = 18 15
4d6 ⇒ (1, 6, 3, 5) = 15 14
4d6 ⇒ (6, 6, 6, 2) = 20 18
4d6 ⇒ (5, 6, 4, 4) = 19 15
4d6 ⇒ (4, 5, 6, 4) = 19 15

Dotted for thinking about. Edit: and wow.


If Marcus sounds a bit neutral its because I'm not really sure what the night plan is apart from walking around scanning for evil. Are we setting up at the Pounders camp and patrolling every few hours?


Fine by me like the same approach.


Shipmaster Dave wrote:
(Xantrius hasn't been skipped... I haven't started round 3 yet. Give us a chance :-) You can keep that post though... :-)

OK was just confused as you have him higher on initative order than the sailors.


Checked and I'm fine looking through the brower at home only a problem at work. So don't worry about it.


Durin wrote:

I am sorry... I can't help myself... link :)

Well I'd glady take Hannibal. You are clearly BA. Vincent can be Face (with optional references to him being a lord). The others can duke it out for Murdoch.


Something with an acid attack presumably. I had vaguely hoped we could take Gurg alive but even without his club he was doing too much damage for that.

As for treasure, were presumably going to end up spending hundreds of thousands of gp worth of loot to acquire items to acquire more loot in order to complete our quest and then incidentally get money sometime around what? Level 20 :) Hopefully Vincent is Ok with this.


Scratch the last sorry was looking in the wrong place.


"Nobleman's discount"?

Oh dear.


Smite evil!


Knowledge nobility is about Marcus's one weakpoint. So I suppose we know theres some shameful event but not what it is? I am thinking that Marcus will be a bit questioning of Vincent's reasons and they are quite different in alignment. Maybe thats come out in the past and they've covered over it. Just wanted to cover OOC before it comes up IC.


Aron are the rest of our characters aware of Vincent's motives? Just tryting to get a handle for interactions with him.


Lord oKOyA wrote:

It isn't a matter of trust. It was/is never a matter of trust. Of course we trust Alex, or we wouldn't be playing in his games! :)

Just to play devil's advocate for a moment though, I do have an explanation as to why keeping the mechanics out in the open isn't a bad thing.

Us as players seeing the rolls and modifiers can be seen as the equivalent to the training and abilities of the characters at sizing up their opponent. Whether it be a save roll or and attack roll, the characters would have some indication as to the likelihood of success or failure apart from the binary result of fail/pass or hit/miss. How badly did I miss? How fast and agile does the creature creature seem? How durable? etc etc.

As a player, seeing a high reflex modifier is similar to the character seeing how fast and agile the creature is. The character should also be able to roughly gauge the likelihood of success or failure of a tactic or strategy.

I am not suggesting that a creature's stat block be viewable from the moment it is encountered, although there is an in game mechanic for that already as well via knowledge checks. If a caster is looking to cast a spell, and makes a knowledge check, it should be possible for him to know what kinds of magic the creature is likely to resist and those that it might be weaker against.

And even if the caster fails, and takes a chance on a spell that say targets a Will save, it is not entirely unreasonable to say that the caster learns of the targets strength or weakness of said will when the save is rolled. The in game explanation for knowing that creature X had a high modifier to its will save is that the caster felt the strong resistance when he tried to control its mind. He would then be able to decide as to whether he thought another chance may prove fruitful or perhaps he should change tactics.

The same case can be made for most of the rolls regarding combat.

Of course, the DM can verbally describe things in detail, but that entails a lot of work, that perhaps he doesn't...

About this and DM's reply below I'm pretty easy. Some parts of system knowledge are basically impossible to switch off (ie we run into a giant and I'm more inclined to target its reflex rather than fort save). But that ends up mostly being OK I tend to think. A wizard should generally know what his spells are good against.

Where it gets sticky of course is where everything is not what it seems. Maybe its just an illusionary giant or a giant with a bucket load of rogue levels. I tend to roll things in the open unless theres a point to hiding it (which is mostly skills) but then again your giving the fact away that you do need to hide it. So thats certainly not always perfect.

But ultimately players with time on their hands are going to desconstruct things. Particularly when lives are on the line :) Might as well fight the tide as that.

Overall, generally happy to just leave the resolution to DM's discretion particularly with him dropping (as he is wont to do) nuggets of info in descriptions.


Nah.

Note think we have an xp counter and mapper (Durin) and lorekeeper (me). Any volunteers for lootkeeper now we have some?


Prayer is a luck bonus so it all stacks deliciously.


At least it will need a 20... OK I'll stop that.

Our tengu gets two full attack sneak attacks on it. Hopefully that will be enough.


Thats not so bad Aron. Some time I'll tell you about how my elven fighter got killed by a cockatrice in a solid cage.


Yeah bladethirst not really the selling point of the arcane duelist for me unless you want something really specific like ghost touch or DR piercing. + 1/+1 to the bard or +2/+2 to everyone. Hm let me guess...


Looked at this is in detail at one point during my game. Bit of work to find it but believe Sean clarifies they are all primary here. Its only when you combine with a weapon they go secondary and get the -5.

LINK.


I can lore keep.


My bad but init should be +10 with ioun stone (which I swapped in when persistent rod went out). Equally though I probably wasn't wandering into town with the strange rock circling my head so good for combat.

Familiar perception should be + 13: base is +9, + 4 for my extra ranks). (sorry didn't carry from skills up to top of stat block).


I am really enthused about this game.

OK so given we are old school its got to be the tavern. If it really is run by a vampire that we have to convience Talomyr not to smite I'm going to be so pleased.


Got it. Going to try and work it in to the IC chat when we start rather than just deem to info dump prior.


Thats OK, we will all help you out...

"Remember that time Zanzu drank all that mead right before the battle with the orcs.... good times...."


So reprints good then? Its a great spell. Sorry. Trying to be helpful rather than annoying.


No problem.


Durin Stonehammer wrote:
Dan E wrote:
But hey its not that expensive so give it a go if you feel like it.
8600 gp (or over 1/3 of his starting wealth) isn't expensive? :)

Well in the grand scheme of things... hey i was being encouraging.


You havent looked at my equipment then I started with a lesser rod. I can hardly complain i ban it myself but thought you were ok with it. Assuming its out ill need to rethink things.


Deevor wrote:

Might try my luck with a ring of the ram ... seems an interesting little item. Any comments welcome.

Its an interesting one and provides some flexibility. I should be providing pits and tentacles and things for you to knock someone into. On the downside it doesn't scale and targets cmd which on monsters at least scales up severely after CR 8 or so. Thus its best on humanoid enemies without good bab and will eventually be not useful. But hey its not that expensive so give it a go if you feel like it.

Second offensive defence if you feel you can squeeze it in. Its just so good and a +4 dodge bonus to boot.

I'm liking the final group a lot. 4 characters at 18+ strength says badass soldiers to me :)

From my side I'm really struggling with my last feat, the bonus 5th level one (thus crafting, metamagic or discoveries only). I would have taken craft woundrous item or wand but crafting is out and most of the metamagics I'd rather have a rod for (Im going to end up buying a lot of rods). I went Dazing Spell but dazing fireball is a 6th level slot and that will be a very long time away. Vaguely thinking about taking the trait magic lineage acid arrow and using dazing with that for a 4th level slot. Any other suggestions?


Yep for me clearly but can we hear from Aron, Deevor and Max on that? The former two look neutral and may not be so good for them.


Ah Ok I see now you said archetypes and feats not necessarily spells. Less of a headache really and I was staying away from the new gimicky ones anyway. Think that just drops 1 or 2 low level spells from my book.

... Although it kills the dream of dwarf punting....


I suppose I can just beat your initiative and buff although flys an unlikely first round spell and after that your raged. I really badly wanted to work telekinetic charge into a 4th level slot but couldn't decide if it was good or just silly. But the urge to fling party members (particularly demi-humans) at the BBEG remains.

Looks nice Aron. I'm going to greatly enjoy inspire courage and possibly good hope on augmented summons.


OK good to know. It seems a fairly sad world given the ratio of evil vs good gods.

Talomyr if your still deciding on the anti-undead thing you might like to look at the oath against undead archtype vs undead slayer. Some nice stuff without having to make the full commitment for your smite (although you lose a mercy and get detect undead vs evil). My familiar can pick up the last though.

I think I'm going to end up casting fly on you a lot given the angry dwarven barbarian resists friendly magic.


From a look at a view forums last night yeah there doesn't seem like there is a world setting to draw from. Which is fine. Carte blanche to make stuff up!

One thing I guess is that the church of Muir is probably not on its last legs as per the Golarian port. So presumably we have allies and support in the background at least as soon as we can teleport.

Keen to get started. Any more ideas for the group genesis?


Managed to find a bit of info via google.

There is this on Bards Gate LINK

A map! LINK

Brief history of Orcus LINK. All we knew in the old days was that he had a wand we wanted.

Property prices! LINK

Wealth calculations! LINK

Some more gods stuff although looks like its the same as what you posted. LINK


Okey dokey just looking to flesh out the background but I'll leave it generic.


OK heres the bulk of my crunch. Name to follow although it will probably be something in memory of Marcus.

Struggling a bit getting a versatile enough spell book and haven't got the cash to fit wands in as yet. Will probably tweak the spell list after seeing what Aron and Max end up with. Assuming in particular that Aron's bard will grab haste although I'll pick it up shortly.

Had a look at the deity list. Is there a wiki somewhere I could get a basic idea of the setting from?

Nearly swapped the whole thing into a white necromancer but not sure how much undead in the game and then thinking maybe a cleric better for that. Maybe that idea can be the backup.

Crunch:

Male Human Wizard (Conjurer [Teleportation]) 7

CG Medium humanoid

Init + 9 ; Senses Perception + 10

Languages Common, Celestial, Ignan, Auran, Terran

DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex + 1 natural armour); mage armor
hp 51
Fort +5, Ref +6, Will + 8 (+1 saves vs spells and effects from evil outsiders)

OFFENSE
Speed 30 ft.
Melee
Ranged

Wizard Spells Prepared (CL 7th; Concentration + 12)
4th (3/day) - summon monster IV (2), black tentacles
3rd (4/day) - fireball, slow, aqueous orb, fly
2nd (5/day) – glitterdust, mirror image, invisibility, false life, create pit
1st (7/day + 1) – mage armor, shield, magic missile (2), grease, enlarge person, 2 free
0 (at will) – detect magic, light, mage hand, message

Prohibited Schools enchantment, divination

STATISTICS

Abilities Str 9 (–1), Dex 14 / 16 (+3), Con 14 (+2), Int 19 / 21 (+5), Wis 12 (+1), Cha 8 (–1)

Base Atk +3; CMB +2; CMD 15

Feats Alertness (w familiar) (B), Improved Initiative (B), Scribe Scroll (B), Acadamy Graduate, Spell Focus Conjuration, Augment Summoning, Improved Familiar, Dazing Spell (?) (B)

Skills (7 + 1) Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (planes) +15, Knowledge (religion) +15, Spellcraft +15, Perception + 8, Knowledge (history) + 9, Knowledge (engineering) + 9, Knowledge (nature) + 13, Appraise + 9, Fly + 8, Use Magic Device (B) + 6

SQ arcane school (conjuration [teleportation]), shift (15 feet) 8/day, summoner’s charm, traits (reactionary, purity of faith)

Gear

Headband of Vast Intelligence + 2 4k, Belt of Incredible Dexterity + 2 4k, Lesser Metamagic Rod, Persistent 9k, Cloak of Resistance + 1 1k, Amulet of Natural Armour + 1 2k, Pearl of Power 1st 1k

Arcane spell scrolls: see invisibility 2 (150), detect secret doors 2 (25) , enlarge person 2 (25), protection from evil 2 (25), expeditious retreat 2 (25), mage armour (12.5)

spellbook, spell component pouch, misc gear ()
178.50gp

Spellbook

1st 25 gp 2nd 150 gp 3rd 375 gp 4th 700 gp

4th level (starting 2) summon monster IV, black tentacles, enervation (700)

3rd level (starting 4) fireball, slow, aqueous orb, fly, halt undead (375)

2nd-level (starting 4) invisibility, mirror image, glitterdust, see invisibility, protection from arrows (150), resist energy (150), create pit (150), falselife (150), knock (150)

1st-level (starting 7) expeditious retreat, enlarge person, grease, identify, mage armor, magic missile, shield, summon monster I (25), alarm (25), mount (25), floating disc (25) illusion of calm (25), silent image (25), vanish (25), detect secret doors (25), protection from evil (25)

[extra spells 2,050gp, scrolls 262.50]

0-level—all core spells

SPECIAL ABILITIES

Shift (Su) You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to ½ your wizard level (minimum 1).

Familiar - Lyrakien

CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9

DEFENSE

AC 20, touch 16, flat-footed 16 (+4 Dex, +2 size, +4 natural)
hp 25; 3HD
Fort +2, Ref +7, Will +8
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10

OFFENSE
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

STATISTICS
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12

Feats Agile Maneuvers, Improved Initiative

Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) + 12, Perception + 13, Perform (any one) +11, Spellcraft + 9, Stealth +18, Use Magic Device + 12

Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend

SPECIAL ABILITIES

Starlight Blast (Su)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler’s Friend (Su)
The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells
Speak with Master


Oh and I'm just trying to be the best giant shark I can be (even though presumably we'll be out of the water at least 50% of the time).


Sorry guys very limited time to post. Will finish my update when I can.


DM Alexander Kilcoyne wrote:

Beyond high ranks in Knowledge (Religion) you won't need to worry about the Prq much.

Looks about right Okoya. Remember you might still want to discuss past exploits, party nature (are you mercenaries for hire, strongly affiliated with the church, part of a decent sized adventuring company...) etc.

Bit slow with my crunch sorry really busy til at least the weekend.

I am going a specialist conjurer, teleportation sub-school. For background I am thinking an Andoran battlemage and crusader. While still committed to the struggle I have him as having slowly come to the realisation that the worldwound is a lost cause unless the forces of light can find a way to stem the demonic influence on the material plane as opposed to merely killing demons. In that context I see him as having close links with the church of Thyr (and quite possibly Tal's characters and Okoya's if he's maintaining a religious link) and a natural desire to investigate Orcus' lost stronghold.

In terms of the group background one approach would be to tie everyone in to the crusaders/church of Myr maybe as a professional para-military group. We could even be the equivalent of the churches special forces or troubleshooters, perhaps theyre only real remaining one if the church is that much in decline. That would presumably have us all knowing each other and I kind of like the idea of us being able to say "Hey remember the time that..." and mutually develop backstory in IC chat.

Alternatively if that doesn't work for some due to differing background or alignments (I'm thinking the existing crusaders/church group is going to be fairly strongly good aligned), we could have an existing core (perhaps again me, Okoya and Tal's character) simply recruit the others. That maybe gives some nice new vs old tension to work with.

Just some possibilities.

For the DM can I use the dimensional agility feat with the shift school power? Text says it functions like dimension door but RAI not clear to me.


OK looking at improved familiars assuming I will be good and best options seem to be:

Lyrakien

Harbinger

Liking the first one in particular with its constant detect evil, detect magic, spell-likes and fatigue/exhaustion remover (see thinking about the barb).

As I read the rules my familiar gets my skills ranks if they are higher adding its own ability score.

So even though my charisma can (and probably will) be mediocre my lyrakien can say diplome at a + 15 which is going to be as good as any PC. Use magic device seems another possibility with the familiar flying around say with a CLW wand stablising people at the least.

Now I like to get value out of a feat as much as the next person and all seems perfectly RAW (and if you stick to the bad improved familiars then the feat basically becomes worse than useless given you lose the usual familiar ability) and maybe response is that if I start using my familar like a PC then its as likely to get whomped on as a PC.

Just seems like a possible headache for the DM (and possibly other players) so I thought I'd raise. I started off wanting something I wouldn't just leave in my backpack and forget about but possibilities have come to mind.


I'm coming across wrong so sorry about that.

He seems like a perfectly well optimised murder machine to me. And as far as I'm concerned those who post their characters later can conform to those who do so earlier rather than the other way around.

I meant only that (i) my inclination to pick something other than the stonelord seemed justified (don't need two characters with versatility in sundering) (ii) as a wizard if something did manage to get through his busty will save I'd pretty much start running immediately.

In terms of suggestions as I said mechanically he looks pretty funky to me. The barb in my LOF game gets a huge amount out of reckless abandon so maybe have a look at that. Steel soul is another +2 to saves on top of hardy if you want to really get those saves into orbit.

Edit: Oh the other thing that occured to me was "Mental note, take the make whole spell."

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