Sahuagin

Daniel Moyer's page

Organized Play Member. 1,215 posts (1,334 including aliases). 2 reviews. No lists. 1 wishlist. 2 Organized Play characters. 10 aliases.




I'm also still kinda lost on what characters actually do during these months of "Kingdom Time"(the months spent/lost working on the city/kingdom), even a job is only 8-10 hours a day (excluding farmers, maybe others) and we're not even getting paid to do said job other than the privilege of squatting in a castle and being fed.

BPs from my understanding and from what I've read on the boards here, is really generated "by the kingdom, for the kingdom", it has no relation at all to your character's own monitary needs. Not trying to be greedy, but trying to understand why anyone would work for a job that doesn't provide a paycheck? "3 hots and a cot" is prison. Even the Army pays you, despite being very similar to prison... different uniform and all.


Please Cancel Order #1649685

The clings were not listed as 'special order' until after I placed the order. Only the 'sample pack' was listed as such. Please cancel the ENTIRE order, sorry for the inconvenience, thanks in advance.


Okay, I'm aware the Cavalier specifically says Riding Dog or Pony... or other with GM consent. I'm also fairly certain the GM consent option is "null & void" in PFS. So, to the point...

1. Would it be viable to start as a Druid with a Stegosaurus (insert something other than Riding Dog/Pony HERE) and at 2nd level start taking levels of Cavalier?

2. The Animal Companion & Mount (or even Divine Bond - Paladin) features should stack with any existing Animal Companions, right?


"Escape from Atlantis" (Waddington) is my favorite board game, the US version was called "Survive!" and both have been re-printed a few times. The game never seems to stay around long despite being made of awesome.

Stronghold Games is re-printing it this time, with an expansion (Giant Squid) and it looks amazing. From what I read it is going to include rules for both versions as "Survive!" had slight differences.

I've been trying to modify my old versions to support more than 4 players, but it feels a just a bit too homemade. I'm definitely taking advantage of the discounted pre-order price to grab 2 copies. (Twice the tiles, oh yea!)

Just thought I would share my excitement, our '25-40 something' group loves it. No clue if Paizo will be selling it or not, ships February 2nd, 2011.

EDIT: Oops, forgot to post the BGG link...
Survive:Escape from Atlantis (LINK)


A hundred bucks? They must have Vic Wertz's signature in them. ;)


It kind of reminds me of the board game Dwarven Dig!(LINK)


I thought some folks might be interested to see some miniature modifications and a few of us have been mentioning them, so why not start a thread showcasing some! :)

Before you start clicking... my camera is 10 years old and the pictures are not very good as my camera had difficulty focusing so close, (perhaps a thread on photographing minis is in order? anyone?) nor am I claiming to be the best painter/modder, only that I enjoy doing it and it satisfies my needs for D&D. I have them listed by their make/model if available.

Reaper 03018: Hadrian, Mercenary Sergeant
The black armored one is not modified, but the blue armored one has had 3-4 pieces from a Reaper chain pack added to him.

Unicorn Trainer - Grenadier? (comes with unicorn)
Wand is a piece of a paper clip painted gold.

Reaper 02688: Jaatu
Shield is a penny cut and painted.

Unknown Company(Grenadier?) Barbarian Miniature
Original weapons removed, Kukris added w/ some GW bits(plume), Falchion from another Reaper mini, Leather strap is a smooth twist tie painted brown and Ears are toothpick slivers.

Close-up of Barbarian & Jaatu

Reaper 02528: Kara, Female Archer
Night elf Assassin, Bow string is white thread and Ears are toothpick slivers.

Reaper 03217: Thandir, Elven Scout & Reaper 02155: Liara Silverrain
Bow string is white thread

Kobold & Boar Mounted
(Kobold Warrior, Harbinger #48 & Boar - Grenadier)
Mounted Kobold Druid/Wizard, Plastic Harbinger mini repainted to represent Brass dragon-kin Kobold and glued to Boar mini.

Kobold & Boar character set
(Same as above, plus Reaper 03064: Kobolds)
Various stages of mounted and unmounted for a Kobold Druid/Wizard. He had also used THIS & THIS(for large boar)

Gamesworkshop Goblin (Slinger or Archer)
Removed weapon, added a plume from Gamesworkshop bits to represent flaming fuse on a stick of dynamite.

Reaper 14173: Gargram, Dwarf Sergeant
These are from a set of 6 Dwarven Phalanxers we made for Living Greyhawk. The glaives are toothpicks with blades glued on from other minis/parts and the ranseurs come from (here), they were cut-parts-off-of cheap LOL, the tower shields are cereal box cardboard glued and painted with a portion of the original shield poking through. I also have a Paladin I made using this miniature, but he is on location and unavailable for photographs at this time.

Reaper 14130: Snorri, Dwarf Solo
Crossbow string is white thread, Bayonet is a sword spare part. I have a Wolverine-esq mini made using this mini as well, also on location and unavailable for photographs at this time.


I'm currently in a campaign which I will leave nameless(no spoilers please, folks that know what I'm talking about) that has the enemies wearing magical items which do not detect as evil, BUT they're made of human flesh. For the most part the items are the best loot we've seen as far as sell value is concerned, but I'm think it's unfair to the party to start destroying them. The DM has not made an issue of it, likely for the same reason.

My question is... Is there a way to get the value for these items without selling them back into the general populace, or do you just ignore the vendor who would buy items made of human flesh for resale?


For those unfamiliar with the game/character, here is the wiki description...
Wild Flower is a young girl, who died during the flooding of Tien's Landing. She is then used by the Heavenly Gate Guardian, Chai Ka, as an anchor to the world, so that he may help the Spirit Monk and safeguard a piece of the amulet. He cares greatly for Wild Flower, and protects her from harm. Ya Zhen, an evil demon with goals of world domination, also inhabits her body in order to counterbalance Chai Ka's existence. The two constantly battle for control, and they manifest from Wild Flower's body in order to fight.

That said, she would not be undead, I just would like to play something similar. To the point where I believe I inadvertently made a character themed just like her in City of Heroes as a Peacebringer.

The question is... How would you go about creating this character? (Without House Rules)

My thoughts...
Oracle, possibly multiclassed with Oracle(different mystery/focus to represent each spirit/demon), assuming that's legal. I remember seeing someone else mentioning doing this with Sorcerer and Bloodlines, but I don't remember if I saw the end result.


If you make a character with intent on "being the TANK" through high HPs and a high AC.

Example: Dwarf Fighter(1st), Dwarven Waraxe, Dex 13, Breastplate, Tower Shield, Dodge, Shield Focus, 20 Movement. (The Feats can change, they are in place for a higher AC.)

Monsters start out wanting to beat on you, but...

  • Miss you repetitively and decide someone else is easier to hit.
  • Someone else(typically Rogue) wounds the monster for high(er) damage and it turns on them.
  • Your party runs by you and engages the monster(s) first since you move 20', possibly killing something before you even get into combat.

    ...now you need to get aggro back.

    What is out there to make sure you can grab/maintain aggro from the monsters? High damage is the only thing that I'm aware of and a shield Fighter isn't typically going beat a Caster, Rogue or Barbarian.


  • My character is a Celestial Sorcerer/Aristocrat, I am looking for a new 5th level spell and I'm undecided... 'Arc of Lightning' OR 'Ball Lightning'

    Arc - lets you draw a line anywhere within 60' radius between 2 creatures and zaps everything inbetween for 13d6, Reflex save for HALF.

    Ball - lets you roll 13d6 damage around the battlefield as a move action for 13 rounds(potentially 2 at the same time), but its Reflex save NEGATES.

    Or I suppose Wall of Force, but its application seems relatively limited since anything I would want to wall off would just go around/over/under the wall a round later.

    Current spell list...

    Spoiler:

    1st: Bless, Lesser Orb of Acid, Shield, Ray of Clumsiness, True Strike, Fist of Stone
    2nd: Resist Energy, Whirling Blade, Blast of Force, Rainbow Beam, Slapping Hand, Hurl
    3rd: Magic Circle vs. Evil, Chain Missiles, Rainbow Blast, Spell Vulnerability, Dispel magic
    4th: Remove Curse, Fore Missiles, Orb of Force, Stoneskin, Resilient Sphere
    5th: Flame Strike, Shadow Evocation, Shard Storm, (?????)
    6th: Greater Dispel Magic, Chain Lightning, Disintegrate


    Hey, where's the web clock for days/hours/minutes left until Pathfinder Final releases?

    Go steal Gen-Con's! LOL!


    I have a Celestial Sorcerer{Aristocrat}(CG) approaching 10th level. I plan on getting Monster Summoning V and specifically summoning Hound Archons(LG), maybe Celestial Griffons(CG). I would like to use this in some way to eventually gain a cohort with my 11th level Feat: Leadership.

    The cohorts section says you may not have a cohort against your alignment lawful vs. chaotic, good vs. evil, but then goes on to say IF YOU DO... it's a -1 leadership score. That part confuses me a bit as NO MEANS NO, not maybe kinda sorta I guess ok just take a penalty, but I'm guessing the wording means a non-opposed, different alignment. It's a bit complicated alignment-wise for "buying" a friend. (page 90, Pathfinder Beta)

    That and my DM wishes to RP the situation, but I'm not sure how to go about doing that and I don't want the Bard provided/suggested by the AP. (CotCT) I can't see soaking a feat on a pre-gen NPC that my character would likely have not a lot in common with OTHER than alignment, but I could be wrong.

    Should I start summoning Hound Archons for 1 minute at a time, 4 times a day, until one of them deems me worthy enough to come back and help our cause? Or just go with a Celestial Griffon and watch as it becomes useless indoors, underground, etc. Maybe another CG-aligned suggestion? Anyone?


    I would like to see this spell gain a little bit of power in the "knocked prone" department as the caster gains levels. Being capable of knocking prone Medium creatures with a caster level of 6+ and knocking prone Large creatures with a caster level of 12+. I have no idea if there is something like that that increases in power yet, but I would like to see one. The original spell is as follows...

    Gust of Wind
    Evocation [Air]
    Level: Drd 2, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 ft.
    Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
    Duration: 1 round
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

    A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

    Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.

    Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.

    Large or larger creatures may move normally within a gust of wind effect.

    A gust of wind can’t move a creature beyond the limit of its range.

    Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

    The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

    In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

    Gust of wind can be made permanent with a permanency spell.


    Then there's the other end of this spectrum... Primary Caster

    When my 'Ranged Attack' HUMAN Celestial Sorcerer gets 6th level (+3 BAB), he then has to take THREE OBLIGATORY LEVELS OF FIGHTER(to level 9) simply to meet the current +6 BAB requirements, bleh.

    The requirements should be more balanced, plain and simple.


  • You can only enchance "non-magical" arrows.

  • A magical bow always confirs its magic to the arrows it fires.

    Um... so a level 7+ archer(arcane archer) can never use a magical bow or he will not be able to enhance the arrows it fires as they become magical from the bow which they are fired. I honestly was not the one to notice this, my DM was... another need for wording clarification perhaps?


  • POLL QUESTION(S):
    When calculating the abilities of the Paladin, how many of you out there are counting this against the what the Paladin can/cannot do? And Why?

    I personally see it as worthless and if anything a hinderance. All you do is GLOW GOODNESS... wow, exciting. I'm thinking the Barbarian gets a ton more love for being illiterate, (insert sarcasm here) perhaps Paladins would do better if they were also illiterate. After all what diety does'nt hang a large placard or statue of their holy symbol right out front anyway?


    SHIELD ALLY (formerly Shieldmate)
    Prereq - +1 BAB, Shield Proficiency
    Benefit - You provide a +1 shield bonus to AC to all adjacent allies when you have a shield you are proficient equipped.

    IMPROVED SHIELD ALLY (formerly Improved Shieldmate)
    Prereq - SHIELD ALLY, +4 BAB, Shield Proficiency
    Benefit - The shield bonus to AC you provide all adjacent allies increases by +1. This effect stacks with the bonus provided by 'Shield Ally'.

    INTERCEPT (or Interception?)
    Prereq - +1 BAB, Shield Proficiency, Combat Reflexes
    Benefit - If an ally adjacent to you would be struck by a melee or ranged attack you may throw yourself in front of the attack. The attack is completed as normal, but now acts as if you were the intended target.

    Your selflessness causes your AC to be reduced by -2 for the remainder of the round, this includes the attack you intercept. You must have a shield you are proficient with equipped. This feat may only be performed once per round as an immediate action.


    I looked to see if this had been addressed already or not and I couldn't find it, at least not in the skill & feat board.

    Why is Spellcraft UNTRAINED in Beta? Is this an accident or does it serve some sort of purpose?


    Skill Focus has always been something that has confused me in one aspect. If your character spends all this time learning a skill, to the point where he gets +3 in it, why isn't it a class skill after all that? I know Forgotten Realms had something similar to Skill Focus, I believe it was called EDUCATED. It gave a +1 or +2 and made the skill a class skill.

    I would like to see Skill Focus change to make the choosen skill a class skill. The bonus it gives would drop to a +1 or no bonus at all being as making something a "class skill gives you +3 bonus" now.

    [FEAT] SKILL FOCUS - +1 skill bonus to a chosen skill and the chosen skill becomes a class skill for that character.


    **Paladin** (& Monk): "Remove Alignment Restriction based on Deity."
    (Reference: Unearthed Arcana, page 53)

    Why must all paladins be Lawful Good? Don't Chaotic, Evil, Neutral gods have paladins? Shouldn't a paladin be whatever alignment his deity is?

    MONK NOTE: I would have the same arguements for a Monk. We have many, many Chaotic physical athletes this day and age, biggest example Pro Wrestlers. While Im sure they have a great measure of discipline to get them into condition/shape, that is not how they perform. Kord being my Greyhawk deity example would likely have a few monks, who would most likely call themselves wrestlers or brawlers, not monks or martial artists. Dwarves also fit the bill.

    ------------------------------

    **Druid**: "Shapeshifter"
    (Reference: Player's Handbook II, page 39)

    No animal companion at 1st level, no wildshape at 5th level, and likely in Pathfinder... no domain. You would instead get the listed 5 different forms similar to that of certain MMO druids. Each form comes with various combat stat increases. (Str, AC & Saves) Not game breaking or class replacing, but gives players yet another type/style of druid to play.

    1) Predator Form - Wolf
    5) Aerial Form - Eagle/Vulture
    8) Ferocious Slayer Form - Lion/Bear
    12) Forest Avenger Form - Shambling Mound (Large)
    16) Elemental Form - Elemental (Huge)

    ------------------------------

    Thanks for keeping the D&D we've been playing for 20+ years alive!