Slurk

Derwalt's page

Goblin Squad Member. Organized Play Member. 521 posts. 1 review. No lists. No wishlists. 10 Organized Play characters.



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Hi!

I think the Swashbuckler's Derring-do ability is quite underwhelming, and something I very rarely use, as panache is so valuable and I'd much rather use it to survive dangerous attacks.

But! Maybe we could hcange that? For example by introducing new magical items, that trigger off the Derring-do ability?

If any of you have suggestions to make the ability more worthwhile - or suggestions for magical items of you own, feel free to post them here :)

These are my suggestions for magical items (they are not fully fledged out, as I don't really know the rules for magic item creation - they may very well be priced wrongly as well):

Swashbuckler’s Amazing Hat
Price 2,000 gp; Slot head; CL ?; Weight 0,5 lbs.; Aura ?

This hat is large and gaudy with a wide brim.
Whenever the wearer uses the Derring-Do special ability, any dice rolled as a result of the ability, gains a +2 bonus.
Special: The user is able to fasten a “Circlet of Persuasion” to the hat, and both items will function at once. The gaudiness of the hat does overshadow the circlet somewhat, resulting in the circlet only conferring a +2 bonus.

Swashbuckler’s Brooch of Social Dares
Price 3,000 gp; Slot none; CL ?; Weight 0 lbs.; Aura ?

This brooch is made of gold and formed as a stylish man or woman holding a glass.
Whenever the wearer uses the Derring-Do special ability, he or she may add the d6 roll to one of the following skills instead: Bluff, Diplomacy, Intimidate, Knowledge (any), Perform or Sleight of Hand.

Swashbuckler’s Bombastic Breeches
Price 4,000 gp; Slot none; CL ?; Weight 1 lbs.; Aura ?

These are some flashy breeches indeed!
Whenever the wearer uses the Derring-Do special ability, any roll of the dice of a 1 or 2, results in the wearer regaining 1 panache point. A maximum of 1 panache can be regained this way, per use of the ability. Additionally the wearer gains a +10 feet movement untyped bonus for the same round that he or she uses Derring-Do.

Swashbuckler’s Charming Daring and Life-Saving Cufflinks
Price 4,000 gp; Slot none; CL ?; Weight 0 lbs.; Aura ?

These cufflinks are made of silver and can take any form the wearer wants them to.
Whenever the wearer uses Charmed Life, as part of a Reflex saving throw, he or she can spend 1 panache point to activate the Derring-Do special ability, adding the result of the roll to his or her Reflex saving throw in addition to the bonus from Charmed Life.

Swashbuckler’s Amazing Boots
Price 4,000 gp; Slot feet; CL ?; Weight 2 lbs.; Aura ?

These boots are tall and good looking.
The wearer can, as part of a move action, activate the Derring-Do special ability, and gain an increase to his or her movement speed equaling the result of the Derring-Do roll x 5 feet. While using the boots this way the wearer also gains the use of the Mobility Feat, but with a bonus to AC equal to the Derring-Do roll.

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I kinda spread it to the scandinavian and international (larp) forums in my network as well. I would be surprised if you don't see some sort of influx of funding from there, the larp community is quite big on aiding and helping with humanitarian projects.

I hope you reach your goal soon :)

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What else indeed :)

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Something seems to be off with my pledge, and there's an error with my early enrollment. When I get it fixed, I'll join Thod's Friends :) It'll be nice to have some sort of common base to start from - and a good way to get to know other posters on these boards better.

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I don't agree that it's reskinning. It can just as well be (organic or not) character development. Maybe you started out as a Razmiran Priest - but had a spiritual awakening or just found out Rasmir's a fraud. You then turned to another religion, continuing your inner spiritual journey with a new faith as your focus (therefore continuing leveling as a sorcerer, and not as a cleric, and later as an evangelist, f.ex.).

I see nothing in the rules against this - and it seems a valid (and flavorful) choice for a character.


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I remembered this thread, and just thought I would recommend the new armor from 'Inner Sea Gods'; 'Calamitous Mail'; It's a +1 chain shirt, and "The wearer gains +1 luck bonus on all saving throws", for only 3750 gp.

And 'Lucky Drunk's Mail', which is a +1 chainmail, that does the same, and also gives the user the ability to use 'Moment of Greatness' once per day, for 4840 gp.


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Thank you - nice work!

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If it's an experienced player, I'll expect them to change the prepared spells as they see fit. And I'll do the same myself.


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And very small rocks!

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Mosaic; It sounds awesome what you're doing.

Somewhat off topic:

If you want feedback or ideas, we have an afterschool / efterskole (http://en.wikipedia.org/wiki/Efterskole) in Denmark, dedicated entirely to roleplaying: http://osterskov.dk/ (the webpage is in danish, but if you want to contact them, just write them in english). I know they'll be happy to tell about their experiences. There are other initiatives a bit like it in the other nordic countries.

If you don't mind the larp-centric view, there is also ELIN; Educational-Larp'ers International Network: http://www.edu-larp.org/

There even was an american kickstarter for educational larping recently: https://www.kickstarter.com/projects/160286787/creating-educational-live-ac tion-role-playing-game

Anyways - I hope your class and the games you play are a huge success! :)

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Majuba wrote:
Rei wrote:
Page 41: wrote:

If you use the subdomains presented in the

Pathfinder RPG Advanced Player’s Guide, clerics of empyreal
lords gain access to all subdomain options available to them
from their empyreal lord’s domains, with the exception
of the following subdomains (which are never granted by
empyreal lords): Daemon, Decay, Deception, Demon, Devil,
Inevitable, Murder, Nightmare, Protean, and Undead.
All sub-domain options? Isn't that a bit much? I thought most of the actual gods only have one of the two options per domain.

...am I right in assuming, that this does not make the "arson" subdomain from "Goblins of Golarion" legal? (It's a "Fire" subdomain).

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Disk Elemental wrote:
Rorg brings the crushing reminder of the poor choices that everyone at the table made by not being a Birdbarian.

"I am intrigued by your Rorg and wishes to know more about crushing reminders and birdbarians, is there a newsletter I can subscribe to?" :)

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Living in Denmark, this thread has taken me completely by surprise. After the initial disbelief, I now think of this as a very interesting window into aspects of a culture / society so radically different from my own, that it's sometimes really hard to fathom, but quite nice to be reminded of.

I'm VERY glad, that this will never ever be an issue in Denmark or any other Nordic country I might by chance play Pathfinder in.

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I Think your idea is awesome! And every GM I know would let you do it with no problems involved. There's no special benefit and no loop hole to exploit. You've just Got a good concept and you're using the rules to back up your concept. Awesome.

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This was just the thing that made me revisit the Kickstarter again. After reading through the list and considering pledging 5 $, I settled on 35$ instead (because of the pdf and the free digital copy of the game). So this worked to get me as a customer :)

And everybody's happy! I get cool stuff - Paizo gets my money - and get to make more cool stuff in the future! Huzzah! :)

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Matthew Downie wrote:
Anyone tried combining Mistmail with Slippers of Cloudwalking? The slippers allow you to air walk in, and on, fog for up to ten minutes a day. Mistmail gives you fog wherever you go. So does that give you full air-walking?

I think the above would work - and be awesome :)

I also think that most high level arcane casters should get this item - don the armor, turn it into mist - now you got 20 % concealment and you're not wearing armor, so no arcane spell failure.

I would really like to make a character with this item now. But I don't know when I'll get the chance. If I do make one, or see someone else, I'll ping you Nosig.

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Hurra! A 2D Gazebo story! Excellent! :D

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Beckett wrote:
Also, breaking it down to "we had a secret meeting and you where not invited but we can't talk about it because we signed an NDA" really doesn't foster trust, in my opinion, but rather a very elitist and arrogant "do what I say, not do what I do" sort of attitude [...]

I don't agree at all. Not in what you're saying, nor the way you're saying it.

People have gone out of their way to provide as much of a reason as they can - and told us that they can't really tell us much. It fosters trust in me, that bot M & M and the VC's and VL's have discussed this at length. This is M & M's JOB! They are allowed to say "do what I say, not do what I do" (even though I don't think that's what has happened here).

Paizo is doing a very very good job of listening to their fans and trying to keep us in the know. I'm personally very grateful for this. I think M & M is doing a very fine job indeed, and I'm thankful for the way they are handling things.

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LazarX wrote:
The limit I enforce on tables is ONE...ONE free action per round. So no matter how you slice it, you can't reload 8 times in one round.

So... No archers at your table either LazarX?

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Yay! Now I can rebuild my character in such a way that it keeps being fun for me and my friends to play with it!

I'm now no longer saddened by this change :) The only thing I feel bad about now is Cheapy's post further back. You're usually so well spoken and base your replies on facts and a great rules understanding. It saddens me to see you make such a blanket statement.

@a lot of posters / haters: your arguments might be true in some cases, but they are not true in all. The rule has been posted. The way you want things are now the way it is (and I want it that way as well). Why do you have to add insult to injury by being a jerk to some of us, who has done nothing wrong? Please refrain from doing so in the future. Thank you.

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@Casiel: Drop the blanket statements. I am -sometimes- a munchkin. Especially if the rest of the group is too. I'm 99% certain that you would enjoy playing with me at the table.

The Synthesist was overpowered and very very hard to understand. It was incredibly easy to misinterpret the (many) rules about it. I'm glad to see it go. But should I be punished for playing by the rules, being a team player and having fun with my friends? I feel this is happening and it annoys and saddens me. Let me rebuild my char, so that I can play on with my friends and keep having fun into the retirement/modules and not feel like I get ledt behind after 6 months of play.

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Frankthedm wrote:
Good Call on the no changing ability scores! Folks rigged their scores to take advantage of the system with a obviously OP class. They got caught and now they get to keep their scores :D

True - but not to take fun away from anyone or ruin the game in any way (and I don't feel I have) - but much more to actually showcase the crazyness of the way the synthesist works, as the (hobbyist) game designer in me screamed "bad rules design!" Ok, and also "fun hole to exploit, let's see where I can take this". And I totally understand why the synthesist has to go - I hope my play experience might have helhed that decision along (our main GM was a VC after all). But I don't see why I have to be punished?

The fact remains that I have broken no rules, I've been a team player, I've had fun with my friends for 6 months and I've really been looking forward to playing the really high level games (my second highest level character is lvl 5...). This is now pretty much impossible, as I'll go from being a valuable addition to the team to a liability that just takes up space at the table.

I'll try to think about my options and look at it as an interesting obstacle to work around, but I'm not sure it's doable with 8, 8 and 10 as my physical stats...


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After reading it a few times I have a guess at what's being said. Not sure at all though...

But it could be that yuki_sc is the GM or a fellow player. But another player knows that the GM likes turtles. He knows they have 3 sessions to play, and this is third session. He looks up the turtle in "XXX YYYp"(?!). Therefor he now knows the "boss" monsters stats.

So - I'll try to answer going with the above assumptions: The player might know the monsters stats, but the character does not. That's what the "Knowledge" skills are for. Therefore it doesn't matter if it's metagaming or not. The important thing to remember is, that he cannot use his knowledge in-game, or else it is metagaming, and should be stopped by the GM and the other players. If he continues to metagame, talk to him about it, restrict his actions or remove him from play.

...what I really wanted to reply:

Quote:
(1) GM likes turtle. So Next boss enemy should be "turtle".

Turtles are the baws!

Quote:
(2) This item's data is printed in XXX YYYp. It is very useful! (Without knowing it by check)

I find my XXX YYYp to be most useful when checked. If left unchecked it can result in bad digestion.

Quote:
(3) This is 3lv session. Based on this, final boss will be XXX.

But the turtle is baws? It's an xxx-turtle? Is that a nude turtle or an ex-turtle? Ah! An undead turtle! Awesome! (Bawsome?)

Quote:
(4) Enemy X's stat is... (Without checking monster)

Yup - the enemy is exstatic that it's a bawsome undead ex-turtle! I would be too!

I hope this helps, very thanks for reading my reply.


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I've been looking at the Treesinger druid (from the Advanced Race Guide) and tried to go through the different Bestiaries for some plants that are actually worthwhile to change into right of the bat (at 4th level), for one reason or other.

I've made a short list of the creatures I found (these should all be FPS legal):

Violet Fungus (Bestiary I, p. 275)
Medium; Low-light vision; Speed 10 ft.; Reach 10 ft.; 4 natural attacks: Tentacles (1d4+str dmg)

Mandragora (Bestiary II, p. 185)
Small; Low-light vision; Speed 40 ft., burrow 10 ft., climb 40 ft.; Reach 5 ft. / 10 ft. with slam; 3 natural attacks: 1 Bite (1d6+str+grab) and 2 Slams (1d4+str)
Weaknesses: Vulnerable to supernatural darkness

Phycomid (Bestiary II, p. 201)
Small; Speed 10 ft.; Ranged Touch Attack (2d6 acid [+1½ x str?, maximum 6 attacks per minute)

Cerebric Fungus (Bestiary III, p. 52)
Medium; Darkvision (60 ft.), Low-light vision; Speed 30 ft.; Reach 5 ft. / 15 ft. with tendrils; 3 natural attacks: 1 bite (1d6+str), 2 tendrils (1d4+str)
Weaknesses: Vulnerable to sonic

Fungus Leshy (Bestiary III, p. 177)
Small; Darkvision 60 ft., Low-light vision; Speed 20 ft.; Reach 5 ft.; 3 natural attacks: 1 bite (1d6+str), 2 claws (1d3+str); 1 ranged attack: puffball (1+str)

Leaf Leshy (Bestiary III, p. 179)
Small; Darkvision 60 ft., Low-light vision; Speed 20 ft., climb 10 ft., fly 10 ft. (clumsy); glide; No natural attacks; 1 ranged attack: seedpods (touch) (1[+str?])

Seaweed Leshy (Bestiary III, p. 180)
Small; Darkvision 60 ft., Low-light vision; Speed 20 ft., swim 20 ft.; 1 natural attack: slam (1d6+str) ; 1 ranged attack: water jet (1)

Myceloid (Bestiary III, p. 196)
Small; Darkvision 60 ft., Low-light vision, [Scent?]; Speed 20 ft.; 2 natural attacks 2 claws (1d6+Str)
Weaknesses: Vulnerable to electricity

Phantom Fungus (Bestiary III, p. 219)
Medium; Low-light vision; Speed 20 ft., climb 20 ft.; 1 natural attack bite (2d6+1½ x Str)

What stands out is possible the Mandragora, because of it's speed, it's number of attacks, it's reach and that it has grab (without reach though). Also the Leaf Leshy - as it has a fly speed (glide only though); the Violet Fungus because of its reach and 4 attacks, and the Cerebric Fungus because of its superior reach (15 ft).

Is there something I've missed? Is the Mandragora the basic go-to form for a Treesinger druid?


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I never played 3.0 or 3.5 - but in every statblock I've seen, it's been apparent that you could use one weapon for all attacks, if you so chose. So that's how we've always played it - and the same goes for everyone else I've been in contact with.

But since I play PFS, I'll go by whatever the FAQ will say.


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...I were just using the search tool to see if I could find a map of Absalom and up popped this little gem of a blog entry, back from 2008. I thought I would start a thread to share the fun for those who has not seen it before :)

Thank you Sean for the blog - and I sure hope that Jason is (still?) a good sport about it!


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There's an Ioun stone that gives you a Luck bonus I believe (not the Dusty Rose Prism one - that one gives Insight bonus as Kolokotroni said). Try and look at the ioun stones in the PRD...


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I've reviewed my options and rebuild the character. The new stats are below - the build shines immensely because of the two traits. They basically mean that the moment the character gets fireball he can also empower it - for free! And that's a huge spike in damage. All of his feats are now used on blasting - but he's still a cleric, even though he's a mediocre one.

I'm not using Diabolist - as the thing about the soul and ressurection seems very dangerous in PFS play - and because I think the cleric gives more to the build. As Egoish pointed out, getting intensify twice for free (in both feat cost and appliance) is really great.

Oh - and at lvl 11 he changes spell specialisation back to Burning Hands - not to get more damage out of it (since it's maxed out) - but to be able to use Greater Spell Specialisation with Burning Hands and Fireball - which are the builds' bread and butter.

Human Sorcerer / Cleric
Str 12, Dex 14, Con 12, Int 13, Wis 16, Cha 13

1st lvl Character Tattooed Crossblooded Red Dragon / Orc Sorcerer (1st lvl)
Traits: Wayang Spellhunter (Fireball), Magical Lineage (Fireball)
Feats: Spell Focus (Evocation), Spell Specialisation (Burning Hands), Bonus: Varisian Tattoo (Evocation)
Powers: Tattoo familiar (Compsognathus; +4 Initiative)
Sorcerer spells (1st: 4/day): Burning Hands (causing 4d4+8 dmg) OR Vanish?

2nd lvl Character Theologian Cleric of Sarenrae (1st lvl)
Powers: Fire Bolt (6/day; ranged touch attack causing 1d6+1 dmg)
Domain spell: Burning Hands (causing 4d4+8 dmg)
Channeling: 1d6 healing
Cleric spells (1st: 2+1 domain)

3rd lvl Character Cleric (2nd lvl)
Feats: Spell Specialisation (Admonishing Ray)
Burning Hands now causes 5d4+10 dmg
Cleric spells (1st: 3+1 domain)

4th lvl Character Cleric (3rd lvl) (Stat increase: +1 Cha)
Domain Spell: Produce Flame (causing 1d6+5 dmg, usable 4 times, but the slot will be filled with Burning Hands)
Spells: Admonishing Ray (1 ray causing 4d6+4 dmg)
Channeling: 2d6 healing
Cleric spells (1st: 3+1 domain; 2nd: 2+1 domain)

5th lvl Character Cleric (4th lvl)
Feats: Empower Spell + change Spell Specialisation from Burning Hands to Fireball
Spells: Admonishing Ray (2 rays causing 4d6+4 dmg), Burning Hands (still causing 5d4+10 dmg)
Cleric spells (1st: 4+1 domain; 2nd: 3+1 domain)

6th lvl Character Cleric (5th lvl)
Power: Domain Secret (Free Intensify Spell for Burning Hands)
Domain Spell: Fireball (which is empowered for no extra cost, causing 12d6+24 dmg)
Channeling: 3d6 healing
Spells: Burning Hands is now intensified and causes 6d4+12 dmg
Cleric spells (1st: 4+1 domain; 2nd: 3+1 domain; 3rd: 2+1 domain)

7th lvl Character Cleric (6th lvl)
Feats: Dazing Spell + change Spell Specialisation from Admonishing Ray to Burning Hands
Powers: Fire Resistance (10)
Spells: Admonishing Ray is still two rays, and he can cast a 1st level Intensified Burning Hands (causing 9d4+18 dmg), Empowered Fireball (remember it’s still a 3rd lvl spell) now causes 13d6+26 dmg
Cleric spells (1st: 4+1 domain; 2nd: 4+1 domain; 3rd: 3+1 domain)

8th lvl Character Cleric (7th lvl) (Stat increase: +1 Int)
Domain Spell: Wall of Fire (but the slot will be filled with a Dazing Fireball)
Channeling: 4d6 healing
Spells: Intensified Burning Hands (causing 10d4+20 dmg), Empowered Fireball (now causing 15d6+30 dmg), Dazing Fireball (causing 10d6+20 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 3+1 domain; 4th: 1+1 domain)

9th lvl Character Cleric (8th lvl)
Feats: Quicken Spell + change Spell Specialisation from Burning Hands to Admonishing Ray
Spells: Intensified Burning Hands (1st level spell; causing 9d4+18 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Empowered Fireball (3rd level spell; causing 15d6+30 dmg), Dazing Fireball (4th level spell; causing 10d6+20 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain)

10th lvl Character Cleric (9th lvl)
Spells: Intensified Burning Hands (1st level spell; causing 10d4+20 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Empowered Fireball (3rd level spell; causing 15d6+30 dmg), Dazing Fireball (4th level spell; causing 10d6+20 dmg), Quickened Fireball (5th level spell; causing 10d6+20 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain; 5th: 1+1 domain)

11th lvl Character Cleric (10th lvl)
Feats: Greater Spell Specialisation + change Spell Specialisation from Admonishing Ray back to Burning Hands
Power: Domain Secret (Free Intensify Spell for Fireball)
Spells: Intensified Burning Hands (1st level spell; causing 10d4+20 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Intensified Empowered Fireball (3rd level spell; causing 19d6+38 dmg), Intensified Dazing Fireball (4th level spell; causing 13d6+26 dmg) ), Intensified Quickened Fireball (5th level spell; causing 13d6+26 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain; 5th: 2+1 domain))

At character level 11, in one round he can cast both an Intensified Quickened Fireball and en Intensified Empowered Fireball for 32d6+64 dmg – that’s an average of 176 damage. And if things are immune to fire – he’s still a cleric.


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It's also about the intent and "anti-heroic-feel" of the villain. If you want heroic fantasy, then I think the villain pretty much has to be a megalomaniac larger-than-life insane doom-focused being, who wants to take over the world and/or destroy it. And if the villain is like that, then it kinda automatically becomes ok for the heroes to work together against all odds to SAVE THE WORLD! ...or something like that :)

...we had a game last night (in PFS) where we just barely managed to down the evil cleric BBEG - had he gotten just one more channel in, it would have been a TPK. He died while being pinned and shot from close range by a gunslinger. It wasn't until after he was dead that we realised how completely unheroic we had been; "Hey quick - shoot him in the face while I hold his arms!" But we got him and walked away alive - and the victor tells the heroic tales! Hehehe :)


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Ehm, it's a 7th level spell (unless you are a paladin) that lasts rounds per level... It's a nice spell, but I really don't think it's overpowered.


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Irori worshipping monk/synthesist called Waltder (Walt to his friends) - his Eidolon(-suit) looks like a giant mouse... you know, kinda like this - and is called Mickey.

...I'm thinking of getting a dog as well.


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The GNS model is best used as an analytical tool. And then used as a basis for designing games by a game master/designer, based on said analysis.

As TheLoneCleric said, we as players don't usually like to be pigeonholed. And I think that most of us, like TOZ and Umbral Reaver said, can't agree to belong to only one "type", as we will change our style of play according to the game being played and the interactions with our fellow players.

That being said, I always think theory is a good thing, and using tools to analyse and structure the way we think about games, can only be helpful. As Kurt Lewin said; 'There is nothing so practical as a good theory'.

If anyone wants to have a further look at roleplaying theory, check out this Wikipedia article on the nordic conference "Knudepunkt" (Nodal point); Knudepunkt wiki article - scroll down to the list of publications, the books on theory (and more) are all on-line (at least since the one from 2003). Lots and lots of good stuff there.

And here's a link to "The Big Model"; The Big Model wiki article - which is the model Ron Edwards developed after the GNS model.