Goblin

Haskul's page

166 posts. Alias of Priamon.




Okay, so I'm working on a new game for my group. Homebrew world, mountain/cold weather area. Jumping forward in time to about 17000-1800, zepplins and such. (I figure with magic involved, technology might advance faster.)

There are 6 baronys (baronies?), lots of mining villages; coal, iron, gems and such. A crystal substance that is about 3x more efficient at lifting capabilities than Helium - not sure how I'm going to explain that one.

This particuliar kingdom is very small, and extremely cutoff from other intelligent races ever since they won the war against the orcs 40 years prior to the start, so it's 99% human.

Magic is almost non-existent in the area, with the exception of the divine. The area is going to controlled by baron's, empty kings throne, with the church really in control behind the scenes. I'm using abilities from the kinitcist class in Occult Adventures to make my PC's like the X-men.

Basically, I was going to run this on the theory that magic is energy, and wizards, mages, sorcerers, etal, ground out excess energy, and without casters regularly siphoning off magic, it's starting to just 'strike' randomly.

So, that's the basic premise of the area. A few things that I was thinking -
- I'm planning on having the PC's get captured by Orcs and enslaved in underground mines.
- I want to make the "super powers" relevant to the overall plot line.
- I'm planning on having a Prince that the PC's will interact with at somepoint, ala Anastasia style- he's been hidden from those that would kill him for his birth right etc. and they can either convince him to take the throne or not.
- I'm also considering an epic 6 style campaign, but leaning more towards E8.

Just need some more ideas, flush out a better outline for the game. Any thoughts or ideas would be appreciated!


Recently I've been thinking about changing the way my gaming table handles this, to try and cut down on some of the extraneous rolls that happen at the table and make things a little smoother.
My thought is to have Perception and Sense Motive have static DC's, like 10+1/2 Ch. Lvl. + whatever your bonus from putting skill points in to these skills is. Then make the Sleight of Hand, Stealth, Bluff skills the active rolls that try to beat these DC's.
Just wanted to get some feed back from the boards and see what folks thought of this and if they had any better ways to approach it.

Thanks!

~Haskul


So I have this character idea for a campaign that I'm going to be joining soon. The characters are around 8th or 9th level so I'm considering a level 9 character.
The party currently consists of:
Fighter/Paladin/Dualist
Wolf Shaman Druid
Pistolero Gunslinger.

I want to play the lead singer of the band "The Metatrons." He also happens to be the only living member of the band. He's an Aasimar Oracle of Life with the Haunted curse. I'd like to find a way to get the Bard's Inspire Courage ability- I've got a whole list of songs I plan on using for my bardic music, like Depeche Mode's "Personal Jesus," Philip Philip's "Home" etc etc. I was hoping to find a Revelation that allowed me to Inspire Courage as per the Bard ability (The DM is pretty lenient towards allowing things for themed characters) Failing that I was thinking of taking 1 level in bard just to pick it up. I want the Positive Elemental revelation to use for his "concert" signature move, where at the end he bursts into a white burning positive elemental. I plan on using a Greataxe (and playing the guitar for my instrument) for my weapon and wearing full plate, or the best medium armor if I don't have the feats for the armor proficiency.

So here's what I've got so far in a nutshell:
Aasimar
Oracle of Life
Bard dip, possibly something else, I was considering Cavalier with the banner archtype to get the heavy armor proficiency and reskinning or just singing along while using the ability.
Greataxe weapon.
15 point buy.
I'd like to take the Aasamir feats Angel Blood, Angel Skin (steel) and Angel Wings at 10th level.

I'm open to suggestions for character portraits, songs, ideas on making the build better/achieving what I want in a more optimized fasion or any other thoughts people have on the build.

Thanks!


So I'm working on an adventure/campaign set in Land of the Linorm Kings, for my first adventure arc I wanted to have some raiders from another village raid the PC's hamlet and kidnap some of the people. I'm drawing a blank on how to make the raiders able to pick up folk and get away from the PC's. I'm sorta think some 1st or 2nd level warriors, maybe 6 or so that do subdual damage? or grapple? Not sure what I should do, do they use a wagon or horses? What do you guys think? I need like 2-3 people to get kidnapped, I want the PC's to have to negotiate for the return of thier people, or plan their own raid or maybe even go to another village and recruit help. Thanks!


Hey all. Returning to the threads for some more brain storming. My turn at DMing will be coming in about 8-12 weeks and I thought I'd start working on my newest idea.

So the party will be level 10ish when they start this adventure. My current idea is that there is a noblewoman that gets kidnapped by a dragon, currently I've chosen cloud dragon, that may change. This particular dragon has been masquerading as a noble in Daggermark for a few months prior to kidnapping the damsel. He keeps a unique treasure horde. For instance he prides himself on his griffin kennel that he's been breeding for 50-100 years, flying all over the world and taking the eggs of the best specimens he can find and then breeding them with the rest of his stock. He's decided to add a "princess" to be his consort and new addition to his treasure trove.

I'm thinking that he will keep the damsel in a Mage's Magnificent Mansion that he's made permanent, I recently purchased a couple of boxes of "Buildings of Malifaux" from world works games and I want to stretch the limits of my new toys into creating one big mansion the PC's can wander through in the search for the Damsel. My initial thought is that there will be a mansion in Daggermark that has an entrance to this extra dimensional mansion, with another entrance in the actual cloud dragon's lair.

So some things that I need to iron out. What exactly does he take aside from the damsel. I'm thinking he might also either hire or kidnap the damsel's seamstress, maybe some ladies to attend to her. He doesn't want to be cruel, he just wants his own princess. I also think he might steal the "crown jewels" or something to accessorize his princess.

Additionally, I'm not sure what kind of minions he's going to have. His tastes are going to run to the exotic, he prides talent and quality over quantity, so a tribe of kobolds aren't exactly his schtick. I was thinking maybe a Genie butler/assistant. And that he might actually just hire out well known thieves for other things like stealing the jewelry etc. But I want to have more things in his "employ." and currently I've only got ideas for the griffins and genie. What else might he have?

Any thoughts?


Hey all. Returning to the threads for some more brain storming. My turn at DMing will be coming in about 8-12 weeks and I thought I'd start working on my newest idea.

So the party will be level 10ish when they start this adventure. My current idea is that there is a noblewoman that gets kidnapped by a dragon, currently I've chosen cloud dragon, that may change. This particular dragon has been masquerading as a noble in Daggermark for a few months prior to kidnapping the damsel. He keeps a unique treasure horde. For instance he prides himself on his griffin kennel that he's been breeding for 50-100 years, flying all over the world and taking the eggs of the best specimens he can find and then breeding them with the rest of his stock. He's decided to add a "princess" to be his consort and new addition to his treasure trove.

I'm thinking that he will keep the damsel in a Mage's Magnificent Mansion that he's made permanent, I recently purchased a couple of boxes of "Buildings of Malifaux" from world works games and I want to stretch the limits of my new toys into creating one big mansion the PC's can wander through in the search for the Damsel. My initial thought is that there will be a mansion in Daggermark that has an entrance to this extra dimensional mansion, with another entrance in the actual cloud dragon's lair.

So some things that I need to iron out. What exactly does he take aside from the damsel. I'm thinking he might also either hire or kidnap the damsel's seamstress, maybe some ladies to attend to her. He doesn't want to be cruel, he just wants his own princess. I also think he might steal the "crown jewels" or something to accessorize his princess.

Additionally, I'm not sure what kind of minions he's going to have. His tastes are going to run to the exotic, he prides talent and quality over quantity, so a tribe of kobolds aren't exactly his schtick. I was thinking maybe a Genie butler/assistant. And that he might actually just hire out well known thieves for other things like stealing the jewelry etc. But I want to have more things in his "employ." and currently I've only got ideas for the griffins and genie. What else might he have?

Any thoughts?


Anyone know of any good town/city maps that would work well for the city of Daggermark in the River Kingdoms?


So I was looking at the Half Orc Skulking Slayer and immediately thought of the Scout archtype. I've got a buddy that wanted to play a rangery type character in an upcoming campaign. His concept was a total paranoid survivalist that thinks the end of the world is right around the corner and so he's been stashing bunkers around the region, filled with whatever his paranoia thinks is going to be valuable at the end of the world.
Neither of us were really impressed with Ranger or any archtype for ranger, but we did think this could work. So I'm just curious- how would you guys fill this out.
I think 1 level of Fighter is pretty much a must have to bring the abilities on line as fast as possible since Power Attack requires a +1, Cleave needs Power Attack and Surprise Follow Through works off of those two.
Thinking:
1. F1: Power Attack, Cleave
2. R1: Sneak and some other stuff.
3. R2: Surprise Follow Through
4. R3: Sneak 2D6, Bold Strike- D8sneaks w/ Charging with 2H Weapon
5. R4: Charging Sneaks

This seems like the pretty basic building blocks, but I'm curious where we could take it next. Thoghts? What kind of weapon? We were thinking some kind of Spear maybe, with reach, maybe a falchion or greatsword.


Hey all,
I've got a campaign coming up that I will be playing in and running. There's 3 DM's and we've all agreed to rotate every 3 levels, keeping the same characters and utilizing our own characters as NPC's during our turn DMing. It's taking place close to Daggermark in the River Kingdoms and will be a mix of Homebrew adventures and Paizo adventures, possibly utilizing some of the PFS adventurers. Slow XP track.
Jist of it is, we're all going to be in the "military." We're kind of that unit that keeps getting transferred, or being part of something where the rest of the squad gets killed and we have no commanding officer, and sometimes the papers for transfers get lost and we just end up wandering the area until some higher up officer recognizes us and puts us to work ;)
Anyhow- I'm making my character at the moment and wanted some advice. I saw the spell Battering Blast and decided this is what I'd like to build my character around. It might not be the most optimal choice for spells, but I really like the theme behind it. I'm planning on filling my spell list with lots of force effects.
Here's the build:
Human, Arcane Sorcerer, Arcane Bond: Item- Longsword
Stats are a 15 point buy, no dumping.
Str: 10
Dex: 10
Con: 12
Int:13
Wis:10
Cha: 16+2 for being Human- 18
Traits:
Magical Lineage
Reactionary

1. Combat Casting, Improved Inititave
2.
3. Toughness
4
5 Empower Spell
6
7 Spell Focus (Evocation), Spell Specialization-Battering Blast
8
9 Intensify Spell
10
11 Quicken Spell
12
13 **

So this is my proposed feat lay out. I'd like to have Proficiency in Longsword if I could swing it without multi-classing. I've also considered Eldrich Heritage line, picking up abilites from Imperious Bloodline from the ARG.

As far as spells go I'm looking at:
1st: Magic Missile, Mage Armor,
2nd: Warding Weapon, Bestow Weapon Proficency (thinking of using this for my Arcane Bond spell.), Pilfering Hand, Admonishing Ray,
3rd: Battering Blast, Twilight Knife,
4th: Telekinetic Charge,
5th: Wreath of Blades, Wall of Force, Interposing Hand, Telekinesis
6th: Forcefull Hand,
7th: Grasping Hand, Mage's Sword

I'd like to find a way to get Spiritual Weapon on my list somehow, just not sure that's possible. Any advice for additional force spells or spells that seem in theme would be great. I like spells that seem to emulate or animate weapons, spells that move things around the battlefield. I'm also considering the fog line of spells, Obscuring Mist and Haunting mist namely.

What do you guys think?


Hey guys,

Looking to see what people can come up with for an Aasimar channeler using the new Aasimar channel fears from the ARG. First thing i think is cleric obviously. Extra channel with the 3 feats for single target, cone and AoE, what else do you guys reccomend?


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This is a character I'm building for an upcoming campaign. I'm trying to play a werewolf without actually being a werewolf. To simulate this I've utilized the barbarian class. I'd like to optimize it within book rules and constraints as follows:
Human or Half-elf
15 point buy, i arrayed stats as follows:
Str: 14
Dex: 16 (14 +2 for human or half-elf)
Con: 14
Int: 10
Wis:10
Cha: 10

Our group typically limits 16 as a cap for top end stat and only one 16, post racial modifiers.
Barbarian "Invulnerable Rager" archtype,1-10, not planning past 10 because it seems pointless.
Anything with an * is something previously OKd by the DM for the character's concept.
Feats/Rage Powers
1. Power attack
Human bonus: Extra Rage Power* Beast Totem, lesser.
2. Rage Power: Animal Fury
3. Multi-attack
4. Rage Power: Strength Surge
5. (not sure)
6. Rage Power: Beast Totem
7. Rending Claws
8. Rage Power: (not sure)
9. Rending Fury
10. Rage Power: Beast Totem, Greater

Thinking improved natural attack, either claws or bite not sure which for level 5 feat. Not sure about the level 8 rage power, maybe knockback? Roused Anger? Scent?
Need to figure out 2 traits to take as well. Any thoughts or suggestions?


I'm looking to drop a short aside into my Kingmaker campaign (pc's are just starting it) somewhere in book two after the kingdom is started. I want to have a "mad bomber/24" sort of event where the pc's towns are being targeted by a baddie that is blowing up inns and restraunts and such. So the question is- how would you design said bad guy? thoughts are a wizard that is using remote triggered necklace of fireballs, an alchemist that is setting off delayed bombs, rogue that is using use magic device? Figure 8th levelish. I don't really want the pc's to fight him so much as figure out the puzzle.

Thanks!


If I take the Archaeologist Bard arch type and I'm a Half-elf could I get an extra round per level of Archaeologist Luck?


If I take the Archaeologist Bard arch type and I'm a Half-elf could I get an extra round per level of Archaeologist Luck?


2 people marked this as FAQ candidate.

When taking amateur gunslinger do you have to choose from the gunslinger deeds or could you grab a deed from one of the archtypes? Iwas thinking of taking Amateur Gunslinger and using Up Close and Deadly from the Pistolero archtype.


I've got a new campaign that is starting tomorrow night and I'm looking to build a Spellslinger/Archaeologist thought I'd get some advice from the boards.
I really want the character to be cinematic in his ability to move, part of what sparked this idea was the thought of a guy that voluntarily leaping off a cliff while running away from some flying beastie and started shooting it on the way to the ground- finishing off with a Feather Fall spell. Along those lines I'm looking at feats and spells, that while not necessarily great for DPR, are pretty good at looking cool. Which is what I'm going for.
I'm not horribly interested in using the Spellslinger ability to increase my spell DC's, not adverse to it, I just want the ability to make my guns shoot flaming, freezing and electrically charged bullets etc.
Open to suggestions, critiques, campaign is projected to start at level 1 and go to level 9-11, 15 point buy, and while we like rules we do tend to house rule some things that allow characters to have a little more coolness aspect. None of us generally try to optimize.
So far I have
Name: Mumford Augustine IV

1. Spellslinger- F: Gunsmithing, Dodge, Mobility
2. Archaeologist
3. Archaeologist -F: Rapid Reload
4. Archaeologist
5. Archaeologist- Rouge Talent- Grit- Amateur Gunslinger, Deadeye deed
Leaping Shot
F: Deft Shootist
6. Archaeologist
7. Archaeologist F: Landing Roll
8. Archaeologist
9. Archaeologist F:

*Note- The DM and I are aware that I shouldn't be able to take the "Grit" rogue talent without taking the "Firearms" rogue talent, but since the talent just gives Firearms EWP and I already have that from Spellslinger that I could skip it and just take "Grit."

Big spells that I'm after:
1st level: Feather Fall, Liberating Command, Timely Inspiration.
1st level from wiz: Vanish, Mage Armor, Truestrike
2nd level: Allegro, Gallant Inspiration, Pilfering Hands. I would love to find a way to legally take Reloading Hands and Ricochet Shot.
3rd Level: Haste, Reviving Finale, Heroism,
4th: Discordant Blast, Sonic Thrust.

Thanks all for reading this and any advice tips you might have!

Haskul


... a Cosmo/Sara Marie and the rest of the customer service staff at Paizo appreciation day. You guys rock. Thank you for being as awesome as you guys are.

Sincerely,
Me


Just out of curiosity- could a summoner use a quadruped with the Bite evolution 2 extra times and have a creature like a chimera or Cerberus? Same with tail and bite?


Don't take this the wrong way guys, I love you still- I need my Pathfinder Roleplaying Subscription cancelled. I'm choosing to go Pathfinder Adventure path Subscription instead. Thanks guys!


2 people marked this as FAQ candidate. Staff response: no reply required.

If a target gets dropped to a Str of 1 via Ray of Enfeeblement and then is affected by something like a shadow's attack or Chill Touch- do they drop to a 0 str? or stay at 1 str?

Ray of Enfeeblement
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.


2 people marked this as FAQ candidate.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Okay, so reading this I get the impression that they can't be caught flat-footed but that they can be made flat-footed. It doesn't seem like they are immune to the flat=footed condition. Any official ruling on this?


So I was looking at Creature types in on the PFRPG SRD and it states that Monstrous Humanoids have D10 Hit Die. Why does she have D8's?


Hey all,
So a player in my group had his character killed last week and he recently asked me if it would be possible to multi-class as a Sorcerer/Sorcerer so he could play with 2 blood lines.

General thoughts?