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Red Dragon

Dragonborn3's page

Pathfinder Society Member. 5,467 posts (17,646 including aliases). 3 reviews. 2 lists. 2 wishlists. 1 Pathfinder Society character. 89 aliases.

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One of my groups, the one playing tonight actually, has started the World's Largest Dungeon. This is last week's game play, through the eyes of my character, the gnome barbarian known as Farail. I may have gotten some things wrong.

Session One:
Prologue and Day 1 of the Dungeon.

Ships, pirates, and a really big body.

Tracking this guy and his group was becoming a damn big hassle. Weeks on a boat stuck with (Abe's Character), a catfolk that liked to tell everyone he had a spade; (Alex's Character), a holy warrior of Abadar who hated being around the foul-mouthed sailors(and that cat); (Sarah's Character), a halfling who looked like she was one of those magicky types. And then that pirate lass joined up with us, wearing the symbol of the Pirate Queen like some prized bauble she'd got at a festival or something. I think the kitty's got a thing for her too. Or did.

I'm getting ahead of myself though. Name's Farail. Nice to meet you and no you don't get my family name. I'm a simple gnome that way. You know what you need to know, and that's it. Now shut up and listen, cause I'm not one for repeating myself.

Okay, so we all were at the table looking to join the Pathfinders. Stuff was showing up on the shores closest to the Eye of Abendigo, powerful stuff, and the local government said the 'Finders could keep whatever they found after some of their own navy got destroyed or something. I was here to see how much of that magicky stuff actually got locked away. I don't quite like magic, if you couldn't tell. Sure, I'm smart enough to be one of those book toting, no upper-body strength, pot bellied wizards or one of those sovereign glue sniffing, sissy cauldron carrying alchemists, but I never liked how they got stuff done. I know I'm rambling, so shut your pie hole already! Thought I told you to listen?

So we're at this inn when some guy with a changing face comes over and sits down. Depending on your angle, he either looked like a weasel or a lemon. Weird guy says his brother and his exploration group stopped sending messages about two weeks ago, and he's worried. Told us his brother thought the Pathfinders were looking in the wrong place and had gone to look somewhere else. Offers us a hundred gold up front and to buy us passage on a ship. I try not to be blunt and ask what we should do if his brother can't come back, but the halfling just pipes right up and says “What if we find him and he's dead?” like the guy wasn't sitting right next to us! He told us to just bury him where we found him if his brother was dead.

I was thinking that cat's spade was going to be real handy soon.

So we get passage on this ship and after a brief run in with the Andoran Navy because our ship was flying a Shackles flag, we were on our way to some city called Bloodcove. The cat said he knew someone there that would probably be traveling with us. Turns out it was the pirate priestess he said was “all woman, just don't tell her father.” I'm smart, I'm blunt, but I know there are some things you damn well better not say to a woman's father. Experience tells me that's a quick way to get a hammer slammed upside your skull. Never tried wooing a dwarven lady after that.

So we get to Bloodcove and start traveling up the river. Yet more weeks on the water with nothing to do but learn some more sailor songs to annoy the knight with. Fun times. Made me go toss my idea to shave the catfolk in his sleep. Weird he may be, but he knows how to make that paladin's face hide behind his hands!

Now remember how I said that catfolk's spade was gonna come in handy soon? Well, when we found the little brother's ship run aground and ransacked by what was probably the crew of the much bigger ship next to it, I figured I was right. But I wasn't very lucky that day. Both ships were empty, and there was a trail on the shore leading inland. I think we were all pretty happy to be getting back on solid ground for a change. Trail wasn't hard to follow anyway, though I couldn't figure out how many people had made it. We found the little brother's camp next, all seven tents torn up and the bedrolls filled with bloody holes. Whoever ransacked the ship had followed them here and apparently took them with them as they continued on the trail. Life was not treating this man nicely.

Still, we had to find this man's brother. Course, the others were probably just looking to get a share of the magic items the guy had been looking for now. I wouldn't turn down a nice sword myself, but I can make do with my spears. Haven't met anything yet that my spears or axe couldn't handle.

You ever hear of titans? Like giants, only bigger and stronger, right? Well we found a dead one up on the mountain the trail led too. Looked like he had been there a while, but time had barely touched him. He was dead alright, a few spear jabs proved that, but he didn't smell like he was rotting. We found some big notes in his shirt pocket, bigger than a table actually. Too bad it was all in gibberish. We kept them anyway, and the Abadarian knight said some holy last rights or something over the body. Bit late for that in my opinion, but it made him feel better and there wasn't any harm in it.

Next to the dead titan we found a door going into the mountain. Still looking for the brother, we went in and found two more doors that opened up to an unforgiving blackness. The kitty cat made some floating lights and sent on in, but nothing pushed the darkness back and the light didn't return. I got fed up with the way the others were trying to figure out why the light wasn't working past the doors, and told them I was going to go through. Got some string tied to my belt so the others could know if I got attacked, and stepped into the darkness.

It wasn't nearly as bad as I thought it would. Just more worked stone and someone in the area past my torchlight coughing. I tugged on the string and the others joined me. Forgetting about the coughs I had heard for a moment, we heading into the door straight across from the one we just came through.

Gods above, the sound the cat made had me thinking he was coughing up a hairball! The smell in this room was to much for his poor little nose, and he had to leave. Soon it was just me and the halfling lass searching the room and finding nothing more than some dried blood. I remember wondering where all this blood was coming from when there weren't any bodies...

Outside the priestess had found the ones responsible for the coughing I heard earlier, and was talking to them. Just a bunch of orcs huddled in a corner. Strange, right? Never thought I see'd orcs cowering. They told us there was no escape from this place, and that death darker than the surrounding darkness could descend on us at any moment.

Apparently, we were all trapped and going to die.


Okay, I came up with an idea for a cleric I was going to play in a play-by-post, and since my IRL group is taking a break from our current game and starting a new one, I need a bit of help to get this concept to work, even if I don't end up playing a cleric.

What I'm looking for is a deity(or something else that grants domains, like an Empyreal Lord) that grants the Air(Wind subdomain) and Travel Domains.

The idea was to use Fighting Fans(Ultimate Combat) and Feint if things got too close for comfort. The domains I picked were purely for thematic reasons, since the original idea was to worship/venerate/whatever something called "The Whispering Sky and the Wandering Wind."

So does anything offer both of those domains, or am I stuck with the cleric archetype in Ultimate Magic?


Okay, as the title says, I need help showing that the Magus isn't "broken". I have a DM who has said that we can use anything from Ultimate Magic except the Magus because a Magus can cast True Strike before he attacks.

So, other than the Concentration Check needed to cast a spell defensively using Spell Strike and the -2 to all attacks rolls, is there anything else that makes sure the Magus isn't "broke"?


Ok, so we can tell the Synthesist isn't restricted in which Base Form his Eidolon has. That's cool.

But what happens when the Fusing Ritual is over? Does the Summoner take on the Base Form or does the Eidolon act like a set of clothes?

If it acts like a set of clothes, how do you explain the mount or pounce evolution? It just makes more sense to me to say the Summoner is inside the Eidolon like this.

Thoughts?


I just took a look and noticed my aliases are not listed in my profile in the order I created them. Has this happened to anyone else?

The only thing I can think that might have done this was the maintenance the site underwent yesterday...


I'm in a game on Friday/Saturday and we were told that we would level up to 9 fairly quickly. I expected two or three games for this to happen, but we leveled up after the first game.

Caught me completely off guard.

We're playing a little one-shot that is going to take us into Expedition to the Demonweb Pits and I'd like some help picking my paladin's 9th level feat.

Currently, I have:

Exotic Weapon Proficiency(Elven Curved Blade)
Power Attack
Weapon Finesse
Dodge

Str 14
Dex 16
Con 14
Int 10
Wis 12
Cha 18

I've been considering Improved Critical, Mobility, Critical Focus, and Extra Lay on Hands. I want to know if there are other feats I might be overlooking though, just in case.

Suggestions?


Recently I suggested to some of my friends here on Paizo that we should resurrect(or reincarnate) our old "Realms of Agartha" play-by-post. Rather than go into detail right away and cast wall of text, I'll just quote Lynora, one of our players. She posted this in the Deep 6 FAWTL thread.

Lynora wrote:

Should anyone be interested a play-by-post possibility for those really wacky characters that you might not get a chance to play in the normal run of things. We're trying to decide if there's enough interest to get this rolling now. Only need one or two players though there's room for as many as want to play.

Spoiler:

It's a rules super light game based in the same world as Realms of Agartha (check the pbp board, possibly the archives, I can look up the link if anyone cares), though it's not necessary to have read or even be remotely familiar with that thread. I'll gladly fill you in on the basics. Basically the action would be taking place in a school for magical youngsters. Think a mashup of Hogwarts and the Xavier School for Gifted Youngsters. Existing characters include weredragon triplets and a good-aligned demon. Power level starts in the mid to upper teens. This is really the beauty of rules almost free, it actually supports that without making you want to tear out hair trying to keep track of all the details. Cause sometimes its fun to play superheroes. :)
We do use dice rolls, but sparingly, and if you have a concept that isn't easily supported by existing rules we can help you cobble together something that works since really all you need is a basic idea that lets you know what to roll for attacks, saves, damage, etc. The focus is more on the shared storytelling aspect of the game. Anyhoo, if anyone is interested just let me know and we can get a discussion thread going. If not then we may just hold off until some of the previous regulars acquire more free time. Thanks for reading this excessively long description anyways. :)


Two kingdoms at war. One the righteous Drostardy, the other the tyrannical Karakia. It almost sounds like the start of a minstrel's tale. Nothing can get a young soldier's blood pumping like the thought of battle, nothing can change their way of thinking quicker that feeling a sword cut into their flesh...

But this war is not fought by man alone. No, Karakia found allies in the most unusual of places: the forest. An unfair advantage to be sure, had not the good forest-folk gotten word of this alliance. How they got the news is unclear, but now they are mobilizing to make the war fair again, and protect the good people of Drostardy from their evil kin.

For if their existence is made common knowledge, they shall not know peace. Legends tell many tales of their kind helping heros survive or making them heroes in the first place, but each time they are written off as shapechanged fey or even gods.

Now they must ask themselves a question. Do they follow the Law of Challenge or Serve to the word and protect Drostardy, possibly revealing themselves, or do they let the kingdom fall and live under Karakia's rule? Each must make their own decision.

I'm going to let Eric take over from here, as this little intro was suprisingly hard for me to right... :(


Where you can talk about the game without growling or hissing!


Link to the Noble Wild.

I was wondering if anyone would be interested in this type of game. I really have very little idea how to run such a game, but I enjoyed reading the book and was thinking about starting a freeform/rules-light game.

If someone who would like to DM shows up though..

The style of freeform/rules-light I've had the best experience with is a sort of "sandbox" style where everyone playing takes turns being the DM. Realms of Agartha is a game I played in that does this, and the game was really fun to be a part of.

EDIT: I think I should mention that you don't need the Noble Wild book/pdf to play in the freeform/rules-light version of the game.


Well, considering the coolness of the previous 30 Feats books, I have to say I am sorely tempted.

Anyone have it yet?


So I had some timeto do whatever and I decided to make a prestige class for the Witch and another class. Originally, that class was going to be the Oracle, but Bard seemed like a better choice after some thought. So with out further ado...

The Occult Minstrel

Fluff:
The Occult Minstrel is a person who has made a deal with an unknown power, and by doing so has gained dark inspiration for song and verse. Gifted with this inspiration, Occult Minstrels are often masters of sad music or songs that seem cheerful until they are thought about. It is said that their songs can even carry curses and jinxes to those that hear them.

Prerequisites
Bardic Performance Class Feature
Hex Class Feature
Perform 5 Ranks
Knowledge(Arcana) 5 Ranks
Alignment: Any non-good.

Skills: 4+Intelligence Modifier
Class Skills
Spellcraft, Knowledge(Arcana), Knowledge(History) Perform, Fly, Perception

Fortitude: Bad
Reflex: Bad
Will: Good

Base Attack Bonus: Poor

Spells Per Day/Spells Known: When a new occult minstrel level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of occult minstrel to the level of whatever other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. Since a character will have more than one arcane spellcasting class before he becomes an occult minstrel, he must decide to which class he adds each level of occult minstrel for the purpose of determining spells per day.

Dark Musician: This ability functions as Bardic Performance, and levels in this class stack with any other classes that grants Bardic Performance.

Hitting the Hex Note: Starting at 1st level, an occult minstrel can end his performance after three rounds to have any Hex he knows effect a number of targets equal to 1+ his Charisa modifier. The Hex otherwise acts normally. At 7t level, he can use this abiltiy with any Grand Hex after six rounds of performance. He can use this ability once per day at 1st, plus one more time a day at 3rd, 5th, and 7th level.

Hex: This ability functions as the Witch class feature of the same name.

Familiar's Song: Once per day as a swift action, an occult minstrel of 5th or higher can have her familiar continue a performance for up to three rounds after the occult minstrel has stopped the performance. This ability does not stack with the Lingering Performance feat and can't be used for Hitting the Hex Note. He may use this ability three times a day at 7th level.

Grand Hex: This ability functions as the Witch class feature of the same name.

Dark Symphony: Once per day, a 8th level occult minstrel can alter his performance to affect all targets within range. Beneficial performances used in this way effect allies normally, but enemies treat all the bonuses as penalties. For example, a Bard 3/Witch 2/Occult Minstrel 7 can use Inspire Confidence to grant her allies a +2 moral bonus to saving throws against charm and fear effects, while his enemies would take a -2 penalty to saving throws against charm and fear effects

Lv1: Dark Musician, Hitting the Hex Note 1/day
Lv2: Hex
Lv3: Hitting the Hex Note 2/day
Lv4: Hex
Lv5: Familiar's Song 1/day, Hitting the Hex Note 3/day
Lv6: Grand Hex
Lv7: Familiar's Song 3/day, Hitting the Hex Note 4/day
Lv8: Dark Symphony


Recently, a player in my "For the Children!" pbp(Pathfinder) seems to have left. Now, if this is not the case, he is welcome back.

But that does not mean this recruitment is moot! Indeed, we are looking for 2 new players!

Lv2 characters, 1000 starting gold, and 15 point buy. In addition to the core classes, I'm allowing: Oracle, Witch, Cavalier, and Alchemist. Standard races are allowed, as well as aasimars and tieflings.

Original Recruitment Thread(with the background for the story)

So far, they have discovered that the killer is a summons of some sort, and that there may be a connection to one of the orphans...

Anyway, because of how far the story has progressed, Ive decided to allow different ways to be worked into the game. Instead of being an orphan all grown up, you could be one of the people that believes Keiyanna(the lady running the orphanage) is innocent or someone who has adopted a child(or wishes too).

I'll let the players chime in now if they wish to.

Oh, and HERE is the actual game thread.


Under the Magic Item Creation rules, items can be made with multiple abilities. Unfortunately for me, I can't firgure out whether I should use the "Multiple Similar Abilities" pricing or the "Multiple Different Abilities" pricing because of the way they are written is confusing to me...

So what are the prices of the following items?

Golembane Scarab/Amulet of the Mighty Fists +2 Wounding.
Ring of Telkinesis, Freedom of Movement, and Forcefangs(APG).
Ring of Protection +5 and Evasion.
Caludron of Plenty and Brewing(APG).


It appears the story most of us know is going to be on the big screen soon!

LINK

My issue with it so far? You don't get to see the wolf in the trailer!


Bwahaha, first post!

I'll reveiw this as soon as I can today!


I was wondering if there would be racial favored class bonuses for the Magus like those seen in the Advanced Player's Guide?

Somewhat related:
More magical favored class bonuses for the other, more mundane classes would be nice to see too.


I'm wondering if anyone would be willing to run a game where the players are all Awakened animals?

I've had the idea for an owl telling people to give it mice, and when/if they don't he uses Dragon Shape 2 before asking again...


How are the spell-like abilities of a Half-Fiendish/Half-Celestial determined? It says they get them based of of their HD, but there is no mention of using racial or class HD for this.


Here's the proof!

I was looking through the HeroMachine contest winners, and noticed a striking resemblence between the lady of the left and Seelah. Of course, I realized this meant she is one of those rare few drow who are Lawful Good(let alone paladins)!

Looks like I'm not the only Paizo fan who uses HeroMachine!


Since the Summoner can get his nice little spell-like ability out as a standard action, is there anything stopping him from taking the feat Quicken Spell-Like Ability to make it a swift action?

Other than the DM of course! ;)


Few who know Keiyanna would think her a bad woman, and none of the orphans she cared for and raised would speak a word against her. Which is why the city's sheriff didn't arrest her immediately when common sense said she had all the reasons to kill the people she had. Closing down the orphanage was something the five had wanted, but now only three remained. They had been the ones to spread the accusations in the first place, but as it spread, so did the number of people who believed them. Thankfully still a minority, they have yet to try and take the law in their own hands, but the time is fast approaching when they will....

Quickly, Keiyanna sent letters to the all the orphans that had left the orphanage, hoping some of them will be able to come help clear her name. She can do so little while she has children to look after, and they had started getting into fight with the city's other youth. Each one said he or she did it to defend her. She puts the children to bed and hopes help arrives soon.

Perhaps it's just your feelings about the whole things, but as you journey to your childhood home, you can't help but shake the strange sense of wrongness in the air. The strange events you each experiance on your way are not helping matters, and suggest some outside force is at work.

Eadric
During a particularly windy part of your trip, you hear a voice. "Beware treachery.. young knight of the taverns..." The strange voice fades away even as the wind does, and not a single person is in sight...

Azharten
Ah, the wonderful sounds of birds chirping in the morning as the winds rustles the leaves on the tree. What a reassuring sound.. but as you wake, you hear nothing but the sound of your own breathing and your heart beat, which grows louder as the silence deepens. Then, without warning.. the day seems to come alive with the sounds of morning.

Lydinia
How long has it been since the last nightmares? Months, maybe years? If that where true, why did you wake up clutching your holy symbol, hard enough the silver sunbeams of your goddess have bit deep into your hand?

Basha
Your lord haven giving you permission, you begin to pack. As you go to pack the last of your possesions, you see someone else in a mirror. You stop and look again, but only see yourself staring intently back. You turn back to your pack and freeze as you see a small wooden dagger resting on top. It looks just like the one you stole back at the orphanage, every detail the same. Right down to the thin crack running down the hilt...

At this point, I turn the game to you. Now is the time to either react and continue on your way to the orphanage, or ignore the happennings(a possibility. Perhaps it was only a coincedence?) and continue on your way.


Just like all the OOC and Discussion threads in the play-by-post section, post what you can't post in-character here!


I thought I'd finally get around to showing handiwork to the Boards as a whole. I made these to show who much I love the games, and I'm not done yet!

Link to the Cards!


Since some of the play-by-posts game I've been in have gone the way of the dodo, I thought I'd start the one that's been bouncing around inside my head for awhile.

Looking for 3-4 players. Now the little backstory you get for the game itself is simple: You're orphans all grown up, and have recieved letters(how you get them is up to you) saying that the lady who raised you(Keiyanna, a half-elf not quite middle-aged) has been accused of murder. The orphange has come down on hard times lately, and 2 of the 5 people trying to close it down has been brutally killed, and in their own beds! No one has seen the killer yet, but all eyes are on Keiyanna...

I't your job to clear her name and find the real killer!

Lv2 characters, 1000 starting gold, and 15 point buy. In addition to the core classes, I'm allowing: Oracle, Witch, Cavalier, and Alchemist.


Because one physicist says doesn't exist!


The Revelation Bonded Mount says the animal has an Int score of at least 6.

Does this mean it can speak/understand a language, take player feats, and know more tricks than normal? Does it even need to know tricks?


How useful would a Bard be if he focused on Knowledge Skills from 1st level? I did a quick right up using the 20 point buy, but I'm not sure if the character could be truly helpful to a party.

Human Bard Lv1

Str 8
Dex 14
Con 9
Int 20(18+2)
Wis 8
Cha 13

Skills:
Knowledge(Arcana): 10=5+1+3+1
Knowledge(Dungeoneering): 10=5+1+3+1
Knowledge(Engineering): 10=5+1+3+1
Knowledge(Geography): 10=5+1+3+1
Knowledge(History): 10=5+1+3+1
Knowledge(Local): 10=5+1+3+1
Knowledge(Nature): 10=5+1+3+1
Knowledge(Nobility): 10=5+1+3+1
Knowledge(Planes): 10=5+1+3+1
Knowledge(Religion): 10=5+1+3+1
Perception: 3= -1+1+3
Perform(Oratory): 5=1+1+3

Point Blank Shot
Combat Expertise

Spells:

Lv0: Dancing Lights, Prestidigitation, Detect Magic, Read Magic

Lv1 Grease, Sleep

Thoughts, opinions, criticism?


The Bloodline Arcana of the Draconinc Sorcerer says that for each damage die of a spell that deals damage of your type(we'll use Red and Fire for this) the spells deals a +1 point of extra damage.

My question is this. Does this apply to spells from other classes, like the druid?

Does a Red Dragon Sorcerer 1/Druid 7 casting Flame Strike deal 7d6+7 point of damage?


A couple weeks ago, I was reading monk build thread and someone made the comment fighters would probably be better and unarmed combat. This thread is not a discussion about whether or not that statement is true, but how a fighter could be effective fighting without steel(or in some cases wooden) weapons.

Here is what I came up with for a 4th level fighter using the 25 point buy. If the fighter is human, he gets one more feat, and I was thinking either Dodge, Toughness or Improved Initiative.

****************
Str 16
Dex 18(15+2+1)
Con 14
Int 13
Wis 10
Cha 10

Feats
Level 1: Improved Unarmed Strike
Fighter Bonus 1: Weapon Focus(Unarmed Strike)
Fighter Bonus 2: Two-Weapon Fighting
Level 3: Double Slice
Fighter Bonus 4: Weapon Specialization(Unarmed Strike)
*****************

At 4th level, that makes his Unarmed Strikes look like this:
Unarmed Strike(1d3+3+2, x2, B)+8

or

TWF Unarmed Strike
Unarmed Strike(1d3+3+2, x2, B)+6
Unarmed Strike(1d3+3+2, x2, B)+6

If we take this all the way to 20th level, what feats would you pick, what woundrous items(other than the Amulet of Mighty Fists), armor, and ranged weapons? What Weapon Groups?

Thanks in advance for participating in this thought exercise!


I'm wanting help building an Arcane Archer that likes fire magic. I know the racial requirments were supposed to dissappear, but I find that I still like elf and half-elf the best for the PrC.

Other than the possible races, I've got sample stats for all the point buys.

Half-Elf

10 points:
Str10 Dex15(13+2) Con12
Int10 Wis12 Cha13

15 points:
Str13 Dex16(14+2) Con12
Int10 Wis12 Cha

20 points:
Str14 Dex16(14+2) Con12
Int10 Wis12 Cha14

25 points:
Str14 Dex17(15+2) Con12
Int13 Wis13 Cha14

Elf

10 points:
Str10 Dex15(13+2) Con10
Int12(10) Wis12 Cha

15 points:
Str13 Dex16(14+2) Con10
Int12(10) Wis12 Cha

20 points:
Str14 Dex16(14+2) Con10
Int13(11) Wis12 Cha

25 points:
Str14 Dex17(15+2) Con10
Int13(11) Wis13 Cha

Given the distance arrow special ability Arcane Archers get, and the possiblity of obtaining Far Shot, I think I may need to make high DC Perception checks to hit enemies really far off, hence the choice of races and the Wisdom being no lower than 12.

I'm thinking Sorcerer/Barbarian if Half-Elf, and Ranger/Sorcerer if Elf.

Any suggestions for feats, which levels to take when, and feats? Thanks in advance.


Since Monday, I haven't been able to change the Avatars for my aliases. I was wondering if anyone else was having this problem too, and if there is anything I can do about it(other than making this thread)?


I need help with this template(Found in the Book of Exalted Deeds). Specifically, what a creature loses when the template is applied. It says the creature loses all supernatural and spell-like abilities, but does this include class features and racial abilities?


Why!? They were just fine with the druid list of animal companions.

"Okay, you just finished Mounted Combat 101, and are able to ride just about anything into battle. Now please choose between this horse or this camel."

Just doesn't seem right. If the loss of any mount save camels and horses(or riding dogs and ponies for Small Cavaliers) was to bring them to the same power level as a Paladin, wouldn't it make more sense to have left the mount options alone? A paladin can cast spell on his mount, channel energy for everybody, and not have to worry about feeding it, etc etc.

Why can't I have a pteranodon?


Has anyone else been inspired to create monster after reading the 32 entries? I'm going to put some thought into it and make a "non-entry" based on the rules given. Anyone else going to do the same?


Can you craft a wand at caster level one, even if the spell is 3rd level? How much would such a wand cost?


I would just like to say I found this by accident. Enjoy!

LINKY!!!

Here is one of my favorite lines from the web page.

Uncyclopedia wrote:
It is impossible to 'win' at D&D. Your character will die eventually no matter what you do.

Ah, but there is a hint of truth in the article!

Uncyclopedia wrote:
4th edition killed Gary Gygax, not the other way around.

May the greatest man the world has ever seen rest in peace on which ever plane the percentage dice sent him...


A few weeks ago, three nobles of the city of Akkhan plunged the city into chaos, looking for something valuable. Rewards for the three missing magical items were posted, servants were accuses of theft and hanged, and even the Thieves Guild was raided in a desperate attempt to find the missing weapons.

Whether you are new to the city and drawn by the promise of rewards, or living in Akkhan and wanting the chaos to stop, you have answered the call. The three nobles are holding a meeting for all who wish to retrieve the weapons and return them. Other groups were sent out, but no one has heard from them since they left, even though they were given the means to do so.

Picked out by representatives of the nobles, you have entered a room so heavily guarded you doubt a dragon could break in without trouble. Now assembled with your soon-to-be traveling companions, you are finally adressed by the three outraged nobles.

The dwarven noble speaks first.

"I'll get right to the point. Whelm, a family heirloom, was stolen from one of my most protected vaults. Some fool, parading as a long dead wizard known as Keraptis, has taken it, and I want it back!"

"Barrack, do you think you are the only not wanting their weapon back?" It's the elf that speaks up this time, leaving only the gnome in the center of the trio silent. "You didn't even think to tell them Whelm is a hammer!" She turns to you, her eyes cold. "I need your to retrieve my trident, Wave, from this upstart. Do you believe you can do that?"

"Aananda, you are too quick to berate Barrack! Neither of you thought to tell them how we know the name of the culprit or the supposed location of our weapons!" Who would have thought the little gnome had such a deep voice? "Just a few days past, each of us received a note, which you will be given copies of before you leave. Basically, it was a challenge by 'Keraptis' to retrieve are items. After a brief though detailed discussion, we believe the items are being kept in White Plume Mountain. Along with Barrack's hammer and Aananda's trident, I wish you to return my sword to me. You will be given basic provisions and transportation to the village nearest the mountain. Any questions?"


A discussion thread for the White Plume Mountain pbp.


In another thread, it was brought to my attention by LordGriffin that catching a Web on fire may not deal the damage I originally thought. Here is my original post and LordGriffin's response:

LordGriffin wrote:
Dragonborn3 wrote:
It may not sound like a good idea, but you can get damage if you mix web with fireball. Each square of web deals 2d4 points of fire damage when burning(no save), which means the larger creatures are, the more damage they'll take.
I don't think this is accurate. The spell says "All creatures within flaming webs take 2d4 points of fire damage". It does not say "2d4 damage per 5' square the creature is in." If you wish to discuss this further, than please open a thread in the rules forum.

Now, reading this section of the Web spell..

”The Prd” wrote:
The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

..it seems to me that each burning square deals 2d4 points of fire damage.. So a medium creature(one square) only take 2d4 points of damage, while a large creature(four suares) would take 8d4 points of damage.


Does an alchemist need to purchase vials for his bombs/mutegens/extracts? If he does, that seems like a bid penalty disguised as a little penalty. No other class needs to purchase items to use their class features(except for spell components, which seem to be ignored/forgotten sometimes).


Disclaimer:
First things first. The Title was just to grab people's attention. I am not comparing the Summoner&Eidolon to the Alchemist.

Looking at the alchemist, I was excited. Finally, a class based on true(non-FMA) alchemy! But then I read the class feature Bomb. The splash damage is always the minimum amount of damage that can be dealt, meaning any Bomb thrown is already doing better than a wizard's fireball.

Lets use a level 5 wizard and a level 5 alchemist(both with 18 INT) as examples.

The Wizard's fireball deals 5d6 points of fire damage(half on a successful save or none if the target has Improved Evasion) to anyone caught in the blast.

The Alchemist's Bomb deal 3d6+4 points of fire damage on a successful ranged touch attack, and automatically deals 7 points of fire damage to anyone within 5ft of the original target.

Both are subject to fire resistance and immunity to fire, but only the fireball is affected by Spell Resistance. But a (Core) wizard can't change the damage type of his fireball.

Now, the wizard's fireball has better range and a better area. But the Alchemist's Bomb has a bit more going for it. A wizard can modify his fireball with metamagic feats(which he can spend his bonus feats on), but an Alchemist need not spend any feats to enhance his Bombs, and a few Discoveries stood out as too good, despite dealing less damage.

1) Concussive bomb (requires one previous discovery) : When the
alchemist creates a bomb, he can choose to have it inflict
sonic damage. Concussive bombs deal 1d4 points of sonic
damage, plus 1d4 points of sonic damage for every odd-
numbered level, instead of 1d6.

How many monster have Resistance or Immunity to sounds?

2) Explosive bomb: The alchemist’s bombs now have a
splash radius of 10 feet rather than 5 feet. Creatures
that take a direct hit from an explosive bomb catch fire,
taking 1d6 points of f ire damage each round until the
f ire is extinguished. Extinguishing the f lames is a full-
round action that requires a Reflex save. Rolling on the
ground provides the target with a +2 to the save. Dousing
the target with at least 2 gallons of water automatically
extinguishes the f lames.

Extra fire damage and an increased area? Granted, Reflex saves get a bit easier at higher levels.

3) Force bomb (requires one previous discovery) : When the
alchemist creates a bomb, he can choose to have it inflict
force damage. Force bombs deal 1d4 points of force
damage, plus 1d4 points of force damage for every odd-
numbered level, instead of 1d6. Creatures that take a
direct hit from a force bomb are knocked prone unless
they succeed on a Reflex save.

Good old' force damage. I don't know if anything has Resistance or Immunity to force damage. The target is knocked prone if he fails a Reflex save, meaning his AC goes down by -4 against melee attack. Hey Mr. Barbarian, want to Rage and Vital Strike something?

And here is my personal favorite, #4!

4) Madness bomb (requires two previous discoveries) : The
alchemist’s bombs do more than sear flesh—they
sear the mind. A creature that takes a direct hit from a
madness bomb takes damage from the bomb plus 1d4
points of Wisdom damage. Reduce the amount of normal
damage dealt by the bomb by 2d6 (so a bomb that would
normally deal 6d6+4 points of damage deals 4d6+4 points
of damage instead). The amount of Wisdom damage dealt
by a madness bomb is reduced by 1 for each madness bomb
that hit the target in the past 24 hours, to a minimum of
1 point of Wisdom damage.

Original Sentences:
Wow. Wisdom damage that caps out at 8d6+the Alchemist's Int modifier! On a ranged touch attack! With no save at all.

EDIT:Okay, so the madness bomb isn't as strong as I thought. It still does Wis damage on a ranged touch attack with no save, but the damamge isn't nearly as much as I originally thought.


Okay, who else would be shocked if THIS happened to them?


Seriously, who didn't expect people to create maonsters from shows, games, and books when they saw how fun it was to make an Eidolon?

Just last night, I made three Pokemon!

(f) means the evolution did not cost any evolution points.

Dratini

Spoiler:
lv1 Summoner's Eidolon
Small Serpentine Eidolon
HD: 2d10+0( 20hp)
Speed: 20ft, Climb 20ft, Swim 20ft
Fort:0=0+0 Reflex:7=3+4 Will:3=3+0 Bab:+2 CMB:+1 CMD: 13
Ac:17=10+4(dex)+2(natural)+1(size) Tch:15 Ff:15

Str8 Dex18 Con11
Int7 Wis10 Cha11

Bite(1d4-1, x2, BPS)+6
Tail Whip
Tail Slap(1d4-1, x2, B)+6 10ft reach

Evolutions: Bite(f), Climb(f), Tail(f), Tail Slam(f), Reach(Tail Slap, 1 point), Gills(1 point), Swim(1 point)

Special: Darkvision, Link, Share Spells

Feats: Weapon Finesse

Skills
Acrobatics: 9=4+2+3
Swim: 9=4+2+3
Perception: 5=0+2+3
Stealth: 13=4+2+3+4

Machop

Spoiler:
lv1 Summoner's Eidolon
Medium Biped Eidolon
HD: 2d10+2( 22hp)
Speed: 30ft,
Fort: 4=3+1 Reflex: 1=0+1 Will: 3=3+0 Bab:+2 CMB:+5 CMD: 16
Ac: 14=10+2(dex)+2(natural) Tch:12 Ff:12

Str16 Dex12 Con13
Int7 Wis10 Cha11

2 Slams(2d6+4, x2, B)+5
2 Power Attack Slams(2d6+7, x2, B)+4

Evolutions: Claws(f), Limbs(arms, f), Limbs(legs, f), Slam(1 point, replaces claws), Imp. Natural Armor(+2, 1 point), Improved Damage(Slam, 1 point)

Special: Darkvision, Link, Share Spells

Feats: Power Attack

Skills
Perception: 5=0+2+3
Stealth: 6=1+2+3
Sense Motive: 5=0+2+3
Craft(weapons): 3=-2+2+3

Charizard

Spoiler:
20th level Summoner's Eidolon
Medium Biped Eidolon
HD: 17d10+68+17( 195hp) max first 2, half+1 every level after 2nd
Speed: 30ft, Fly 40ft(average maneuverability)
Fort: 14=10+4 Reflex: 9=5+4 Will: 10=10+0 Bab:+17 CMB:+30 CMD: 44
Ac: 35=10+4(dex)+26(natural)-1(size) Tch:13 Ff:35

Str34 Dex18 Con18(17+1)
Int7 Wis10 Cha12(11+1)

2 Claws(1d6+12+1d6 fire, x2, SP)+30
Bite(1d8+6+1d6 fire, x2, BPS)+29
Tail Slap(1d8+6+1d6 fire, x2, B)+29
Wing Buffet(1d6+6+1d6 fire, x2, B)+29
Breath Weapon(17d6, Fire, 30ft-cone or 60ft-line, DC:22 ) 3/day

Evolutions: Claws(f), Limbs(arms, f), Limbs(legs, f), Imp. Natural Armor(+4, 2 points), Improved Damage(Claws, 1 point), Flight(x2, 4 points, wings), Immunity(Fire, 2 points), Tail(1 point), Tail Slap(1 point), Bite(1 point), Magic Attacks(1 point), Wing Buffet(1 point), Energy Attacks(Fire, 2 points), Breath Weapon(Fire, 7 points)

Special: Darkvision, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Feats: Power Attack, Light Armor Proficiency,Endurance, Diehard, Improved Critical(Claws), Critical Focus, Bleeding Critical, Toughness, Weapon Focus(Claw)

Skills
Flight: 22=4+17+3-2
Perception: 20=0+17+3
Survival: 20=0+17+3
Swim: 24=4+17+3


Can you use the young creature template to play an under-age PC?

Sorcerer: In 3.5, the book said a sorcerer's magic starts to manifest once they hit puberty.

Barbarian: In the D&D cartoon, the barbarian was still a kid.

Rogues: Pick pockets and guttersnipes are usually children.

Wizard: One rather famous wizard was 11 when he first started his training.

Cleric: A child believes strongly in almost anything.

Bard: The voice of a child fits well with this class.

Monks and Fighters: Formal weapons training starts early. Who expects the little girl to drop a grown man with her fist?

Rangers and Druids:Who knows the forest better than a child with time on his/her hands?

Paladin: Anyone can hear the call of a deity at any time.


Wonder how many people will get the title of this thread...

LOL.


Why does there seem to be so many people against this VoP? I can understand the VoP monk hate, but are people reluctant to let PCs without monk levels(or levels in any class that has a similar AC bonus)? My Vow of Poverty/Peace Paladin of Erastil was shot down quicker than a white dragon at a Fire Mage's convention.

So I ask, why?

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