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Kyuss Spawnling

Goth Guru's page

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Goth Guru wrote:

21: Weaponizer

A mutation that lets a character turn into a weapon. They would start with one form, retrainable, and get additional forms as they rise in level.

1st level, self is masterwork. Max ammo is 4 plus con bonus.
3rd level +1 to self or ammo. Also gets one tool form.
5th, can make self or ammo alchemical silver. One additional weapon form.
7th +2. Add 4 to max ammo.
9th cold iron. One additional tool form.
11th +3. 13th Adamantium. 3rd weapon form.
15th +4. 3rd tool form.
17th Increased crit range. Add 4 to max ammo.
19 +5.

The arcana can be aligned(Law, Chaos, Good, or Evil. Smite on crit.) or Elemental damage(Fire, Cold, Acid, Lightning, or Sonic. Burst on crit.)

Aligned would have to be the same as the character(Excaliber is a lawful weapon). Bonus to hit and damage is doubled against opposed alignment.
Elemental damage is 1D6 normally and the mutant has resistance equal to the bonus.

They can take special abilities as feats. These include bleed, envenoming(possibly with holy water), exploding ammo, ghost touch, ect.

Ammo vanishes when it comes to rest neither in a target, or proping something open. Thus Joe composite could stake a vampire indefinitely. Ammo regenerates 1 +Con bonus a night while sleeping, meditation, or during power down cycle. Consumable tools such as a bullseye lantern regenerate full capacity overnight.


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Silent Saturn wrote:
rainzax wrote:
Silent Saturn wrote:

I ban d10's. Only the five platonic solids are suitable for my games.

D3's are currently under review.

D3's cannot be made "solid" and are really just an interpretation of a D6 anyway.

Or a d12. I've actually see those for sale.

"The Dodecalisious is mine!"


I choose B. Having that qualifies as having the feat or class ability of two weapon fighting when gaining a feat that requires it.


21: Weaponizer
A mutation that lets a character turn into a weapon. They would start with one form, retrainable, and get additional forms as they rise in level. Maybe 3rd level +1 to self or ammo. 5th, can make self or ammo alchemical silver. 7th +2. 9th cold iron. 11th +3. 13th Adamantium. 15th +4. 17th Increased crit range. 19 +5.

The arcana can be aligned(Law, Chaos, Good, or Evil. Smite on crit.) or Elemental damage(Fire, Cold, Acid, Lightning, or Sonic. Burst on crit.)

Aligned would have to be the same as the character(Excaliber is a lawful weapon). Bonus to hit and damage is doubled against opposed alignment.
Elemental damage is 1D6 normally and the mutant has resistance equal to the bonus.

They can take special abilities as feats. These include bleed, envenoming(possibly with holy water), exploding ammo, ghost touch, ect.


Draft C is pretty good.


I like the one where an NPC Private Eye managed to grab an Amulet of the Planes from a bunch of munchkin PCs. He met the players and DM, then cut a deal concerning NPC rights.

You don't want to be an NPC when munchkin players of any age are having a kill race. A kill race is when the winner has the most kills before being killed.


5th edition D&D still has no chaotic good or lawful evil. I ban any posting of favorable comparisons or attempts to convert part of Pathfinder to use in 5th edition. If I felt I could report such posts I would.


A)This would require small weapons store able in the limb, such as ninja stars. On the other hand, some Imps can store a glave in their back pocket.
B)Reload speeds might be halved for integrated weapons. You could alternately allow a clip, so they could load 6 crossbow bolts ahead of time, then fire 2 a round at first level.
C)They are a fighter like class, so they should get extra attacks at the same rate. They should get weapon focus and weapon specialization automatically for attached weapons.

B is most appropriate for a cyborg.


Ok, the reduced arcane spell failure chance wouldn't come into play unless they dual class. I stand by the no encumbrance for installed armor.

I'm just giving suggestions. You can add in the by level features to your chart however you please.


It was also written to be compatible with 4th edition. I don't know if it's at all compatible with 5th.

I am paranoid schizophrenic, so I am naturally suspicious of your accusation of insensitivity. Psychiatrists were called Alienists in those days. It would take a heal check DC 25, or a heal spell, to cure an acquired madness. An actual defect must be cured with a wish or miracle. A heal spell will work for about a week. Anti psychotic medicine must be taken daily for most patients.


As I said with a Meister, being One With a Weapon means an initiative bonus(+1 first level, +2 third, +3 sixth, ect) undisarmable, and +50 percent strength and dex. bonuses only for the use of that weapon.
Like Mega Man, their main weapon can take one power from each foe they destroy. They can rip the frost gland from a white dragon and fire a cone of cold 3 times a day. They can retain one such power at 2nd level, 2 at 4th, 3 at 7th, ect.)

Second Skin negates encumbrance because the muscles are attached, like with an insect. It's undisarmable, and -10 percent the spell failure chance.

The Power Source Pool can be used to repair their attached gear, but must be purged to regenerate one extreme ability, such as one wish in a luck blade. You would also need to replace the gem itself so that's where the GPV comes in. This also allows for adventuring, such as exploring an abandoned jewel mine full of the worm riddled undead. The pool should have a maximum based on 5+Con bonus per level. Mending one attached item is one point while make whole takes 4 points. They regenerate 3+Con bonus per day to the pool.


Table Ten: Rift. Permanent till magically closed. Once set where it leads to it stays.
01: Astral Plane or Astral Sea.
02: Shadow or Shadowfell.
03: Ethereal or Elemental Chaos(Roll on elemental subtable to get specific location)
04: Outland or Feywild
05: Far Realm
06: Alternate Prime Material or other game setting

Astral Subtable
01: Deep Astral.
02: Land of the dead.
03: Heaven(Lawful Good)
04: Valhalla(Chaotic Good)
05: Nirvana(Neutral Good)
06: Limbo(Chaotic Neutral)
07: Hell(Lawful Evil)
08: Grey Wastes(Neutral Evil)
09: Abyss(Chaotic Evil)
10: Mechanus(Lawful Neutral)


Animated Teacup wrote:
Actually, there's an in-lore mention to a nuclear explosion occurring on Golarion in Numeria (you know, that wacky place of super-science and barbarianism... kinda like Mad Max. But with magic and lasers) some hundred-odd years ago. It's in the Numeria: Land of Fallen Stars book if I'm not mistaken. Some barbarian chief accidentally detonated one while trying to find weapons in some ruin and it wiped out his whole tribe, leaving nothing but a glowing green glass crater, massive levels of radiation, and some unknowable radiation monster thing that lives there (possible anomalous interaction between radioactivity and magic?). The Technology Guide also mentions technological artifacts such as an extinction wave device (insta-kills everything with an intelligence score in a 1-mile radius) and a nuclear fission reactor (with damage dice for when it asplodes). So there are some possible starting points for trying to figure out how to build Fat Man, though you'd probably only find it in Numeria. Course, there's nothing stopping you from coming up with a magical version. Like an artifact made from a large refined abysium crystal infused with overwhelming evocation magic. Or a mythic ritual spell with a comparable power level somewhere between Storm of Vengeance and the "Call Meteor" spell that caused Earthfall.

If you want to play a winged Elf, they come from Numeria.


Some of these are traps or worthless, but you can always substitute coins, gems, or magic items.
In medieval times they thought the copper would cure people, and it only worked with parasites.


87: The silver key.
Yes that silver key. It can be used on any door with a lock, making it instead open onto the ethereal plane.
Hook: Unless you consult 65, you will end up landing in a random plane, as a native. If you end up home accidentally, it will be in the far past or future. 65 and 87 together are the exit cards.


The meister is a fighter archtype, like a weaponmaster. Becoming one with the weapon might increase initiative, half again the strength and dex. bonuses as they apply to weapon use only.


I ban anything and everything I am not allowed to ban.
Hail Eris!


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Torches are open flames so in the interest of safety I ban poo gas. Throw in a flaming sphere before you allow anyone down there.


Raving Dork is the OP and his example infers a homebrew version of the spell that allows for endless growth. As someone pointed out, a demi plane big enough will pull in lost matter via gravity.

Also, my idea of world trees which have the natural power of casting create demiplane in their roots. They attract matter in the way some trees create land in Louisiana. They otherwise look like bigger than normal oak trees and can talk to elves, druids, rangers, and savage mages telepathically.


I'm thinking of adding a mutation that lets a character turn into a weapon. They would start with one form, retrainable, and get additional forms as they rise in level. Maybe 3rd level +1 to self or ammo. 5th, can make self or ammo alchemical silver. 7th +2. 9th cold iron. 11th +3. 13th Adamantium. 15th +4. 17th Increased crit range. 19 +5.

The arcana can be aligned(Law, Chaos, Good, or Evil. Smite on crit.) or Elemental damage(Fire, Cold, Acid, Lightning, or Sonic. Burst on crit.)

Aligned would have to be the same as the character(Excaliber is a lawful weapon). Bonus to hit and damage is doubled against opposed alignment.
Elemental damage is 1D6 normally and the mutant has resistance equal to the bonus.

They can take special abilities as feats. These include bleed, envenoming(possibly with holy water), exploding ammo, ghost touch, ect.


The problem with summon item is that the GM is going to be asking characters to stop fighting and clean the weapon.
1: The characters can't track rounds like the players.
2: It kills believability if all action stops to tidy up borrowed weapons.

Quick Casting has shown me why metamagic should be a feat, not a spell.
Look at my topics Savage Mage and Magic Flash.

Quick and dirty Casting.(Metamagic)
You cast a spell quickly, but you set off a random magic flash.
Prerequisite: Non-lawful caster, non book memorized spell.
Benefit: Sorcerers and Savage Mages can cast a spell as a swift action. The Random Magic Flash, which could be good or bad, happens 100%. Wild surge or Rod of Wonder charts can be used.
Normal: Sorcerers could not cast quickened spells who's casting time is more than a full round action. Quicken spell adds 4 levels to the spell.
Special: This is a major benefit, so either make it cost a spell level or allow even the most disastrous magic flashes. You should also include the restriction that a caster can use one metamagic feat from their mind, and one from an item, on a spell. This feat is necessary to make a Rod of Wonder, and some more costly rods of wonder grant this feat 3 times a day.


The thin grey line. For people to survive(Humans, elves, dwarves, ect.) monsters have to be taken down) vampires, werewolves, demons, aberrations, people allied with them). If you have to use poison to stop the ripper's latest host, you do it.
Inspirations: Grim, MIB, Constantine, Supernatural, ect.

I plan on starting a topic about roles for characters. The Thin Grey Line will be on that list.


robert best 549 wrote:
Goth Guru wrote:

I ban inescapable game worlds like Ravenloft.

I ban reality in gaming, which is kinda the same thing.
I ban no magic settings, once again, kinda the same thing.
I thought there was at least one spelljammer there and that it can leave the setting.

Someone already banned spelljammers that require human sacrifice. :)


I ban inescapable game worlds like Ravenloft.
I ban reality in gaming, which is kinda the same thing.
I ban no magic settings, once again, kinda the same thing.


I just saw the new Spongebob movie so you had better ban spoilers.


Sure you say the nervous system is still alive, but it's getting no blood supply so science has looked the other way. If you put a bullet's head on it, the entire creature's AC goes up by one. The nervous system still has the soul or spirit in it, making it a partial living construct like Gearforged.


Undead are immune to poison.
Taxidermist is more a craftsman, but they could be an Alchemist with the discovery Formaldehyde. If a taxidermist was a Stitched, how creepy would that be!


In a car in a car crusher. No one, especially The Penguin, want's to be there.


http://en.wikipedia.org/wiki/Formaldehyde
Basically you are dissolving part of natural gas into water. You could instead make a variant gentle repose oil.


Perform Whistling. Change direction, 15. Hover 20.
There's a small, hand spear and also arrows. They require a 20 crafting.
Either telekinesis or spiritual weapon when enchanting.


sowhereaminow wrote:

I banned the following feats:

Sunder Underpants
Improved Sunder Underpants
Flower Attack
Combat Malpractice
Extra Character
Hamatulu on Strike
Dudley Aim
Sh!# on the Run
Improved Complaining
Greater Complaining
Combat Gardening
Razor Sharp Turkey Leg
Furry-ous Focus
Weapon Misplacement

Will post more when I find my list...

So you ban Giraffe charge?

Some of the funniest lines are when someone takes everything literally.
Also, Wonderlanders are from limbo so they use gag items, powers, and spells.
Rather than starting a new topic and crowding out everyone's favorite topics, I will tell you I seriously ban fumbles and fumble decks. A one is an automatic miss. A one on a crit confermation roll is a normal hit.


FatR wrote:
doc the grey wrote:
This came about as a thought experiment as I was working on some things for my weekly game but I have to ask "How many and what kinds of die would you use to calculate the damage of a nuclear/atomic bomb blast"?

To avoid boring calculations about how exactly you might benefit from having some cover?

About 40d6 fire damage persisting for 1-3 rounds for those caught directly in the nuclear fireball. 5d6 fire damage to everything outside of it but within the major fires zone. No save. The latter might be a bit too harsh, given that you totally can Reflex save when entire rooms are completely blanketed with magic fire, but let it be just to avoid extra discussion about how your reflexes can help you against the thermal radiation.

Then about 20d10 sonic damage from shockwave within the everything-but-hardened-facilities destruction zone, progressively less as you go further from the ground zero. Reflex DC 20 for half.

Fort DC 40 within the fireball, 30 within the total destruction zone, and progressively less beyond it vs. radiation sickness. Not that it matter for all but lowest-level characters.

A nuclear bomb is not a Sphere of Annihilation. It is just a strong explosive.

But it is like a disintegrate spell, leaving only a shadow and no bones.

Probably in or near the fireball.


If a rogue makes their evasion(Nat 20) I guess that means they hid in a fridge.
PCs and important NPCs far enough away get a mutation. Peasants and laborers get radiation poisoning and Cancer if they survive that.


chaoseffect wrote:
Goth Guru wrote:

I think The Page of Spell Knowledge is badly broken. A sorcerer could have 100 of them in their backpack and doesn't have to actively use them. They are not even spinning around their head within easy reach of enemies.

You want to play a broken game, go ahead. As long as you're having fun.
Pages of Spell Knowledge are absurdly expensive, especially in bulk, so I really have no idea how you think they are over powered at all.

In theory. In practice, some PCs have figured out how to sell a dungeon to the walls, and then sell every other stone block from the walls. Maybe you managed to enforce WBL. I would rather ban The Page of Spell Knowledge then try to enforce auto robbing characters.


86. amulet of defensive spells
This stores 3 spell levels (Such as 3 shield spells) that activate defensively(Spells must come from the wearer). Construction costs will be posted when I get them.

Hook: The emblem of a family of magic users is engraved on the back as well as a password that a secret society of do gooders will respond to.


Early on, have them take a warehouse from an evil gang. They can fix it up, live in it, and use it to move holy water and stuff.
Any gifts should be agenda oriented. A silvered sword that also acts as an amulet of inescapable location for the faction's crystal ball only. A 'Devil fruit" that hasn't been named yet. Maybe an amulet of defensive spells that stores 3 shield spells that activate defensively(Spells must come from the wearer).


Cyrad wrote:
Don't you have to read the page of spell knowledge to use it? I know that's been hotly debated. Even so, it's not as good as simply learning the spell because you have to have the page on your person and it can get destroyed

Well, yeah, allowing sorcerers to buy unlimited spells known is worse.


My concept was that adventurers will only get a fruit because someone rich and powerful has the tree and want someone to test the goods. Monkey D. Luffy, got the GumGum fruit from another pirate so stolen goods is another source.
They are probably like a potion, so one bite makes the rest of the fruit inert, but still delicious.


Thanks. This works. The first ones were made by The Wormlord, so plague-born is perfect.
Is it OK if I link to here over on World of Creation?

http://paizo.com/threads/rzs2rre0&page=last?WORLD-OF-CREATION

Go to WOC..


I think The Page of Spell Knowledge is badly broken. A sorcerer could have 100 of them in their backpack and doesn't have to actively use them. They are not even spinning around their head within easy reach of enemies.
You want to play a broken game, go ahead. As long as you're having fun.


You could skew mutations and defects to evil. The fiendish bloodline but no celestial bloodline. Black batlike wings. The deafness applies only common, not fiendish dialects.


Someone was working on a half Golem bloodline, but I can't find it now.


To the OP: I would not allow it. If the player kept on arguing after I said no, their character would get hit by a 6D6 bolt of lightning from out of thin air. I didn't use to be that way, but one poor sport spoils it for everyone. :(


StabbittyDoom wrote:

You finally kill the last of the BBEG group and find a note on them: "We are you, you will be we. You must fix <problem> before sun forsakes moon. If you fail, try to ensure the next we is as prepared as possible. Good luck. PS: Spider, angel, death, truth, ?. You'll know what that means when you need to know."

On the back it says: "When you find this note, add one mark to the tally below." There are 237 tally marks.

That place you don't want to be? Standing under a lunar eclipse.

Sounds like the perfect place for Ebon Dark to appear.

Someone was describing a goddess of the moon who had 3 personalities, new, half and full. I suggested a fourth personality for eclipses that she removed from herself and banished. Ebon Dark absorbed demonic essence from the abyss and returned, in the underdark, where she champions the Drow and tries to bring about a permanent eclipse. She's known for turning her foes into Driders, Were spiders, or other spider based monsters.


BigNorseWolf wrote:
Fighting a dragon that's training for class levels

I think that one knight was some kind of warforged.


KenderKin wrote:

Wow just wow.

The "logic" in this thread seems to be that the game designers must restate all core rules that are to be kept in place for clarity in the current/future products, otherwise someone will think that that table listing number of spells known was a suggestion......

They need to say once, that any restrictions not removed by these rules are still in force. They can add that to the errata.

If you have been on these boards long enough, you have heard me whine about a player wasting an entire night because the rules don't state,"You can't fumble the crit confirmation roll." A one only means you don't crit. You still hit normally. It has to be said.


Special discoveries is still taking items. Note that unforseen consequences can be used as story effects.


New Jersey has great conventions. A real adventurer trying to figure out who the real monsters are is not that fun.

http://paizo.com/threads/rzs2lxeb?The-CleavesCDM-Backup-again#2

Go to Here's The Cleaves..


First level characters in The Cleaves.
They account for most of the dead bodies.
Some parts are lethal.
It's more for characters who finished an adventure path at 15th level.


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Cyrad wrote:

I played a magus that used spell research and had big discussions about the research rules with a friend about them.

Do not use the rules in Ultimate Campaign. As I explained in this thread, the rules were not well thought out and the math completely falls apart beyond the first spell level. A 4th level spell requires over 11k, 28 days, and 56 skill checks that you cannot take 10 on. Whoever wrote these rules obviously did not playtest them at all.

Clipped to highlight.

If I could, I would carve into a stone tablet,"Number one, thou shall not make any rule that requires 5 or more checks to succeed."
Then I would bring it to conventions and try to get game designers to have their pictures taken with it.

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