Half-Elf

Drowblade's page

Organized Play Member. 62 posts (769 including aliases). 1 review. No lists. No wishlists. 22 aliases.



Shadow Lodge

I just saw the announcement today for the new edition of Pathfinder. I'm done. Just go ahead and delete my information and loose my email address what not. Do whatever it is you need to do. I won't be back.

Shadow Lodge

Weaponwand doesn't specify melee or ranged, so I have an idea. I just don't know how to go about it. I want to make it permanent on a ranged weapon but make it so that I can swap out wands, depending on the situation. Possibly even store multiple wands in it and be able to switch which one is in use. Switching between stored wands would have to be an action of some sort obviously, could provoke attacks too. I was thinking either a pistol or hand crossbow. If I have to build this from the ground up what all spells would be involved and what cost? Or is there something already out there I'm missing? Thanks in advance all you way more brilliant than me people for your help.

Shadow Lodge

The title says it. My problem is, I have a player with a Mesmerist and we have a disagreement as to when certain tricks are activated. This is import because he favors the illusionary smoke trick. He says it activates as soon as I decide he is the target, thus a he gains his concealment against my attacks. I say that the first attack, say from a ranged attack does not trigger it, and should therefore be against normal AC. Then the following attacks would be against concealment. I just don't see how he can activate this trick just because someone thought "Hey I'm going to attack that guy." What if he is completely unaware that he about to be attacked. Snipers, invisible enemies, etc.

Shadow Lodge

So we are only 3/4 of the way into Iron Gods book 2, I am GMing. But I know we are playing Hell's vengeance next and I already have an idea for a character, just not sure how to build it though.
This is the muse for my character.
Khaine will be a half elven divine hunter (fire domain) NE with Jericho, a great weasel animal companion. Weapons of choice are longbow and using ancestral arms to get elven curve blade. 25 point buy. Background is that a young Isger noble woman has a tryst with a visiting elven emissary, the unwanted child is dropped of with the Sisters of the Golden Erinyes. This is why he is a divine hunter. I am interested in the exiles path feat tree, or VMC rogue. Thanks way way way in advance as I won't be able to play this guy for a very long time.
P.S.-We only do Paizo products no third party. But all Paizo books are permitted.

Shadow Lodge

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So I am putting this thread here, in home brew, because I am attempting to build a race for a campaign at home. If it needs to be moved...my bad, and thanks.
My questions are as follows;
Has anyone attempted to give a rp value to the psychic energy ability presented in the Occult Bestiary? And if so what was the value and your reasoning behind it?
The duergar tyrant and reborn samsaran both have psychic energy (5 PE/day) to use on the various psychic spells available to their races. DT gets 2 spells and RS gets I think 4 maybe. I like this idea a little better than the standard SA, and was wanting to build my own psychic type race. I know that Paizo probably never will give us a solid answer...but you seem to be a bright group. I thought maybe someone out there would have a workable idea.
That or I'm about to start something ugly. ;P

Shadow Lodge

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Would it hurt to change the psychic vampires drain energy ability into a gaze attack similar to the mesmerist hypnotic stare. I just think it seems weird that a creature is draining your psychic energy by beating on you physically. The idea of a psychic vampire locking eyes with someone and just draining them while no one is the wiser makes more sense to me. I was thinking something like this:
Drain Psychic Energy (Su)
A psychic vampire can focus his gaze on one creature during his turn as a swift action. A creature affected by a psychic vampire's gaze attack takes 1d4 points of ability drain to the highest of its mental ability scores (Intelligence, Wisdom, or Charisma), and the psychic vampire gains a like number of temporary points of psychic energy (PE). These PE points are in addition to the psychic vampire's current PE total, and any PE expended is subtracted from these PE points first. These temporary PE points don't stack with any previously gained temporary PE points. The temporary PE points disappear 1 hour later. The psychic vampire's gaze attack also drains the target's memories, as per mindwipe. If a creature that takes ability damage from this attack has the ability to cast psychic spells, it is treated as though it were under the effects of a negative emotion effect for the purposes of the emotion component to its spellcasting. A successful Will saving throw negates all the effects of drain psychic energy.
So all the same affects, blah blah blah, but it's the flavor of the attack that has changed. Also you only get one chance per round instead of all those crude slam attacks flailing at random foes.

Shadow Lodge

ARG wrote:
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

If you build a race and give it flight does this automatically give them wings? Or can it just be flight similar to Superman? And if it is flight without the use of wings would it be (Su) or (Ex)? I assume it would not be (Sp) because it is not coming from a spell itself, just the ability to fly.

Shadow Lodge

So I felt there was another way to go with that mindblade archtype. I made a few modifications and now I have this. I would like to change out some of the weapon enchantment abilities I just don't know which ones to switch out and which ones to replace them with.
Psychic warrior (magus archtype)
Spells: A psychic warrior casts spells from the magus spell list as psychic spells. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a psychic warrior must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a psychic warrior’s spell is equal to 10 + the spell’s level + the psychic warrior’s Intelligence modifier.
Like other spellcasters, a psychic warrior can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spells slots per day as a bard of his magus level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Core Rulebook).
At 5th level and every 3 levels thereafter, a psychic warrior can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the psychic warrior loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and the new spell must be at least 1 level lower than the highest-level spell the psychic warrior can cast.
A psychic warrior need not prepare her spells in advance. He can cast any magus spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
This ability replaces the magus’s spellcasting.
Psychic Pool (Su): A psychic warrior gains a psychic pool, similar to a normal magus’s arcane pool.
At 1st level, a psychic warrior can expend 1 point from his psychic pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst,s peed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the psychcic pool point is spent and cannot be changed until the next time the psychic warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the psychic warrior.
A psychic warrior can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.
Psychic Access (Su): At 4th level, the psychic warrior gains access to an expanded spell list. He adds two spells from the psychic class spell list to his magus spell list as magus spells of the same spell level. These must be spells of levels the psychic warrior is able to cast. At 7th, 11th, 14th, and 19th levels, he adds two more psychic class spells to his spell list, following the same restrictions. When a psychic warrior takes the spell blending arcana, he gains spells from the psychic class spell list instead of the wizard spell list.
This ability replaces spell recall, knowledge pool, improved spell recall, and greater spell access.
Dual Weapons (Su): At 7th level, a psychic warrior can maintain two enhanced weapons at a time or a both ends of a double weapon, though each weapon (or each end of a double weapon) has an enhancement bonus 1 lower than normal. This requires two separate swift actions, and the points must be payed separately. Starting at 12th level, each of the two psychic weapons (or each end of a double weapon) instead has an enhancement bonus 2 lower than normal. When using two-weapon fighting with two weapons or double weapon, the mindblade can use his spell combat ability as though he had a hand free. This ability replaces medium armor.
Dual Enhancement (Su): At 13th level, a mindblade can enhance two weapons with the same swift action. He must pay the cost for both weapons. Also, when wielding a weapon two-handed, he can use his spell combat ability as though he had a hand free. This ability replaces heavy armor.

Shadow Lodge

Can anyone tell me what the point of this is? I mean seriously, you get access to like a handful of feats. And for the Mindblade where ideally you are going to be using a wide range of weapons the few feats you do gain access to are pointless.

Shadow Lodge

Not even going to lie, everything in this archetype was stolen from other Paizo archetypes. I am making this for Iron Gods, for one of my players to use. I will be GMing. I was hoping for some feedback to see if it is balanced, playable, or just a steaming pile of s#!t. Thanks in advance.

Numerian Gun Mage (Magus Archetype)

Skills: The gun mage adds knowledge (engineering) to his list of class and removes knowledge (planes).

Weapon and Armor Proficiency: A gun mage is proficient with all simple, light and one handed martial weapons, and all firearms. A gun mage is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a gun mage wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass gun mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. This changes the weapon and armor class ability.

Gunsmith: The gun mage gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at first level.Like a gunslinger, a gun mage can use the Gunsmithing feat to restore his battered gun.

Diminished Spellcasting: Gun mage cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Arcane Pool (Su): At 1st level, the gun mage gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his firearm. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the gun mage prepares his spells.
At 1st level, a gun mage can expend 1 point from his arcane pool as a swift action to grant any firearm he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the firearm gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the firearm, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the firearm already has, but duplicates do not stack. If the firearm is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the gun mage uses this ability. These bonuses do not function if the firearm is wielded by anyone other than the gun mage.
A gun mage can enhance more than one firearm in this way at one time, but if they leave his hands they lose all enhancements. Both firearms must be enhanced separately, paying the cost in arcane pool points. This ability changes the arcane pool class ability.

Magus Arcana: The gun mage has access to the following magus arcana

Covet Charge (Ex): A gun mage can spend 1 arcane pool point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once.

Reliable (Ex): A gun mage can spend 1 arcane pool point as a free action to prevent a timeworn firearm from glitching.

Charge Recycling (Ex): By spending 1 arcane pool point, a gun mage can grant 1 temporary charge to a technological firearm, even if the firearm normally can no longer be recharged. This charge must be used within 1 hour or it fades. The gun mage can grant temporary charges to multiple firearms as long as he has enough arcane pool points, but temporary charges do not stack with themselves in the same firearm. At 15th level, the gun mage can grant 2 temporary charges when he uses this magus arcana, and at 19th level, he can grant 3 temporary charges. A gun mage must be at least 11th level to select this arcane.

Ranged Spellstrike (Su): At 4th level, a gun mage can use spellstrike to cast a single-target touch attack ranged spell, and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. A gun mage can cast any ranged touch attack, cone, line, or ray spells through his firearm. When he casts through the firearm, the gun's enhancement bonus (if any) is a bonus to the spell's attack rolls or to the spell's saving throw DCs. Yet there are dangers inherent to this method. If any of the spells' attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the firearm gains the broken condition. If the firearm already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the gun mage’s space (gun mage's choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the gun mage can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed. This ability replaces spell recall.

Bonus Feats: A gun mage can select Technologist as a bonus feat, even though it's neither a combat nor a metamagic feat.

Technic Training (Ex): Starting at 7th level, a gun mage can select one specific type of advanced technology firearm (such as a laser pistol, mindrender, stun gun, or zero rifle). Thereafter, he gains a bonus equal to his Dexterity modifier on damage rolls when using that firearm. Furthermore, he treats all detrimental glitches of timeworn versions of his selected firearm as a result of no glitch. (He can retain the effects of beneficial glitches if he wishes.)
At 10th, and 13th level the gun mage selects another type of advanced technology firearm, gaining these bonuses for those types as well. This ability replaces medium armor, knowledge pool and heavy armor.

Improved Ranged Strike (Su): At 11th level, a gun mage using a multiple-target spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost. This ability replaces improved spell recall.

Shadow Lodge

Simple enough. Do they stack. Both have an affect on arcane pool. But Mindblade says This ability replaces arcane pool, and counts as arcane
pool for the purpose of feats, abilities, and class features. And black blade says Instead of the normal arcane pool amount, the bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
I know archtypes can't stack if they both alter the same class ability but this one is kind of tricky. Mindblade turns the arcane pool into a psychic pool. But black blade only limits the number points in the pool.

Shadow Lodge

Without giving any spoilers would a cyber-soldier be a viable choice for this campaign? Are there actually any chances for cybernetic weapon implants. Could an iron priest perform the implants if the items were found?

Scarab Sages

Come, come my friends enjoy all that my palace has to offer. Tell us your deepest desires, be it buxom wenches, tall dark and mysterious strangers, gnome bondage. Or perhaps you have a taste for exotic dishes, unicorn roast with a marmalade glaze. Ah, I think maybe a game of chance is more to your liking, the game room is this way.

Shadow Lodge

1. Because the wizard failed his/her craft check.

Shadow Lodge

I have an idea for a magic item, it would be a gauntlet that can change into or grow a buckler or shield (light most likely). Also I am thinking maybe a spike gauntlet to spiked shield maybe. I am just curious as to what spells and feats would be necessary to pull this off and what kind of cost. Also I was thinking of going with living steel as it kind of fits the concept. Thanks in advanced one and all. Except that one guy. He knows why.

Shadow Lodge

Favoritest cover ever!!!!

Shadow Lodge

Hello all you awesome Paizo customer service people. How is your day? My day is going well. I have one little question. I placed an order for the plush Cthullu on September 30th. the item doesn't show as out of stock. Yet it has been pending for nearly a month. Now I do have until February, that's when our baby is due, but I would just like to know what is up with the order.

Shadow Lodge

So my printer at home is on the fritz, and I have a PDF I need printed. I tried using Kinko/FedEx online printing, just to have it printed at my local store and go pick it up. But the store clerk called me up and said they could not print it up without Paizo's express written permission. I told him I was not selling it, I just needed it to play the game. I told him that this is what the PDFs are for. He said it was because Kinko/FedEx would make a profit off of it, and thus breaks the copyright codes and all that. I had not thought of that. I was just wondering if I was really about to break some major rules and get in trouble myself or was the clerk being overly cautious. I have gone there and made photocopies of handouts from books for the players, when I have been low on ink or wanted a nicer color copy to give my players. They made a profit on that, should I not have done that either. I don't know if I just opened a can of worms or not, I know people share their watermarked PDFs online and that is a major no no. But I thought the point of having a file to print from was so that I could print it up as often as I want. If I involve a place like Kinko/FedEx does then become a crime?

Shadow Lodge

1. Murder Hobos Assemble!
2. Aim for the casters!
3. After this encounter we should be leveled!
4. For glory! For Honor!
5. For Gold and XP!

Shadow Lodge

Just a quick question to the Devs. Any chance on seeing robot familiars and or "animal" companions? And to anyone else out there... has anyone given this any thought, tried to make anything along these lines?

Shadow Lodge

1 person marked this as FAQ candidate.

Does stone shape have the ability to affect an entire wall/road made of individual stone (within the cubic foot limit)? Or would you only affect as any stones as you could touch at once?

Shadow Lodge

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Did I miss something? Where is our iconic and backstory, I feel lost. *Grandmother is that you?*

Shadow Lodge

So my group just ended our session tonight do to an invasion from a bat. Scary thing is we have a werebat-kin in our group with the bat shape feats. Our GM was like "Marty get the %$#@*! out man". Excitement followed, cats were locked up and dogs sent to the yard. The bat was trapped in a back room and my friend and I went in armed with a sheet and a plastic storage container lid. The room lights were off so we went in with a flash light and saw the bat's shadow flickering in the little bit of light we had brought with us. With the flashlight pointing at the ceiling and lid in both hands my friend nailed the bat in the dark. Poor little fella was knocked silly. I thought it was dead and when I went for it, well it was not dead. I jumped, some might say I screamed a slightly not so manly scream. Then I left to go get some leather gloves, came back bundled the bat up in a sheet and ran outside with it. Son of a *^$#@@!. He made all kinds of noises, the whole way out. Then I tossed the sheet into the yard and a few minutes later he climbed out and took off fine as can be. Did I mention we had just fought our way through the gate house at Cormac's castle. So that was the end for the night. Weird stuff. And with this particular AP, freaky.

Shadow Lodge

Is there a negative energy discovery for the alchemist bomb?

Shadow Lodge

I would like to make a request for a virgin art poster of this cover. It is by far my favorite one to date.

Shadow Lodge

One of our group will be out for at least six weeks and we are in the middle of RotRL. So I am looking for a quick module to run to the rest of us busy for six weeks. They all look good and we have played a few over the years. I am looking maybe for one the newer ones from the last year or two. Level and style don't matter just needs to be able to be accomplished in six weeks, as stated above. Any suggestions would be greatly appreciated as well as extra thoughts on any modules you may suggest. No spoilers please as I don't know if my clan will be watching these forums.

Shadow Lodge

Okay I know the rules state the following:
The magus chooses the blade's type upon gaining the blade, and once chosen, it can't be changed.
But if black blade is destroyed could it's type be changed during the ritual to reforge it?
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
I ask this because I feel I have made a poor choice for my black blade. I would like to change it without killing off my character and bringing in his long lost twin with all the same abilities but a different black blade. I was hoping to do something that fit the rules and also fit within the realm of possibility (for a roleplaying fantasy game that is).
The character is level seven in the Rise of the Runelords. I am sure there has to be someone capable of destroying a black blade if my character saps it of all of its arcane pool. I plan on changing it from a bastard sword to katana. We have a ninja in the group who could help me retrain the exotic weapon feat. I really dont know why I chose the bastard sword at the time. The katana makes more sense for the higher crit range and a descent amount of damage. I wanted and extotic weapon sword for flavor though which is why I did not chose scimitar and go down that path.

Shadow Lodge

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I am not trolling here and don't want to see any negative comments. It is a simple question, are any of you out there just happy with Pathfinder. I know I am, but it seems like all I see is negative thoughts on this game mechanic or that class is over powered or whatever. I just think it would be nice to have one thread out there where people take time to say something nice about Pathfinder, the game, we know the Paizo people are amazing. I see that all over the messageboards and have experienced it myself.
I will start.
I love the class archtypes, I was horrible about multi-classing in 3.5 and never was able to build what I wanted. The archtypes have saved me some serious headaches. Racial substitutions are awesome too, no two (state your race here) need be the same.

Shadow Lodge

My question here is not with the feats but with the description in the Blood Drinker Feat itself.
"Feeding on unwilling intelligent creatures is an evil act."
Why? I know my sister the Vegan could give me a hundred reasons, but really it is not that much different than any predator feeding on a prey creature. Why does being "intelligent" put you on some kind protected species list. Come on a guy has to eat right... some just have special needs. And haven't I seen people on the blogs asking about making a good aligned assassin. How is that any different? Feeding does not always mean killing, yet any adventurer worth his or her salt will kill dozens if not hundreds of "intelligent" creatures in the course of their adventuring career. That is quite a bit of wasted potential in the eyes of a dhampir.
So I say to all you playing a dhampir out there to make your voice heard. If the monk players can get flurry of blows changed by Zura we can get the Blood Drinker Feats changed as well.

Shadow Lodge

I seem to be having trouble finding spells with "curse" discriptor to add to my spell list. Also just to be clear this does not place them in my spellbook, but can be used with
knowledge pool if I don't add them to my spellbook... right?

Shadow Lodge

Simple question... can a Magus using the words of power system use Knowledge pool (paying arcana points) to prepare a magus spell into the appropriate spell slot?

Shadow Lodge

The Kensai recieves the canny defense ability, Int bonus to AC upto class level. Then one of the suggested arcana is prescient defense which grant the magus his/her Int bonus to AC against a particular enemy. Would this stack, does the magus then apply his/her Int bonus to AC twice against this one opponent?

Shadow Lodge

What does it look like? Can any one point me towards a picture of one (other thatn the sword lord pic in the primer) or what they think one might look like. I'm thinking something between a fencing sabre and a katana. I don't know why it's so important to me but it is driving me crazy.

Shadow Lodge

I was wondering while looking at making an inquisitor of Nethys, why not an inquisitor who uses wizard schools (and sub schools) instead of domains. Possibly a variant spell list, something close to the witch's spell list combining arcane with divine. Then maybe replace someother class functions, such as bane and greater bane, with blade thirst or disruptive and spellbreaker. Any other thoughts or possible variant ideas? I see this variant as something of a mage hunter or hunter mage, or however you see it. Judgement could be used to close the distance to a wizard or other major caster through the more protective powers and then shifting to the more attack orrientted powers once in melee range. Access to arcane spells would allow for better counter spell chances.