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Marrowgarth

Ice Titan's page

2,089 posts. Alias of SecSeibzehn.

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Belltrap wrote:

@Proioxis By all means! The more the merrier!

At the moment, I'm leaning towards level 7, standard wealth, Epic Fantasy Point Buy (25).

Neato. That's where my vote laid.

The hard part about making a character for a game where you can be from anywhere and do anything is that I don't know where to start. Any lingering ideas or advice you can toss out to help us get started? Areas you want to take the group to or themes you want to hit in the game.

"Sandbox" is a good way to say "choose your own adventure" more than "you can do anything!" in my experience. Sandbox games, like real sandboxes, are full of hooks-- and most of them are put there on purpose*. Any hooks you are interested in throwing?

*(Or maybe I had a traumatic childhood...)


I have an 18th level CR 18 samurai build I have laying around from Jade Regent. It might be helpful to you.

I had his iaijutsu inflict "hopelessness" that turned off the bard's inspire courage instead of deafened, so I could still monologue villainously at them.

Spoiler:

Hoshimaru no Kensei
Male oni spawn tiefling samurai 18
LE Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +10
-Defense---------------------------------
AC 30, touch 15, flat-footed 28 (+12 armor, +3 deflection, +2 Dex, +3 natural)
hp 330 (18d10+126+100)
Fort +21, Ref +14, Will +12
Defensive Abilities evasion, greater resolve, honorable stand 1/day, resolve 8/day; DR 3/—; Resist cold 5, electricity 5, fire 5
-Offense---------------------------------
Speed 20 ft.
Melee Karusetsu +27/+22/+17/+12 (1d8+10/15-20) or with power attack +22/+15/+12/+7 (1d8+25/15-20) or with challenge/power attack +26/+19/+16/+11 (1d8+38/15-20)
Special Attacks challenge (+18, +4, 5/day), demanding challenge
Spell-Like Abilities (CL 18th; concentration +18)
1/day – alter self
-Statistics------------------------------
Str 20, Dex 18, Con 22, Int 10, Wis 14, Cha 10
Base Atk +18; CMB +23; CMD 40
Feats Blind-Fight, Blinding Critical, Combat Reflexes, Critical Focus, Fiendish Façade (human), Improved Critical (katana), Improved Initiative, Iron Will, Toughness, Weapon Focus (katana), Step Up, Power Attack
Skills Bluff +13, Disguise +20 (+23 to appear human), Intimidate +15, Knowledge (local) +8, Knowledge (nobility) +5, Perception +10, Ride +6
Languages Giant, Minkaian, Tien
Combat Gear potions of cure serious wounds (3); Other Gear o-yoroi of imperial rule (+4 adamantine glamered o-yoroi), Karusetsu (+3 katana), +1 composite longbow (+5 str) with 20 arrows, amulet of natural armor +3, belt of physical perfection +4, cloak of resistance +4, lavender and green ioun stone (27 spell levels remaining), ring of evasion, ring of protection +3, gold bracelet
-Special Abilities------------------------------
Fiendish Façade Unlike most tieflings, Hoshimaru appears
Mostly human. As a result, he gains a +5 racial bonus on disguise
Checks to appear as a normal human.
Iaijutsu Strike (Ex): As a full round action after challenging, the sword saint may use his iaijutsu strike as a standard action to deal +9d6 damage. This is not multipled on a critical. The samurai gains -2 to AC as a result.
Brutal Slash (Ex): If the sword saint threatens a critical with his iaijutsu strike, he adds a +9 to critical confirm.
Terrifying Iaijutsu (Ex): When the sword saint successfully hits with iaijutsu strike, all foes within 30 feet must succeed at a DC19 Will save or become shaken for 1d4+1 rounds.
Roaring Iaijutsu (Ex): When a sword saint successfully hits with iaijutsu strike all foes within 30 feet must succeed at a DC24 Fortitude save or be afflicted with hopelessness for 1d4 minutes.


Toddlers are tiny sized, so they can only grapple medium sized creatures. That's in the rulebook.

So no, they don't. Cats can't grapple storm giants and storm giants can't grapple the world.


I had the Arkona palace flood with Gray Maidens as the PCs left, explaining why there were so little in the water.

But then again, my PCs were openly antagonistic to the Queen.


Grimmy wrote:
@Ice Titan: Ouch! I haven't heard of a DM that would make you keep all those ones in a while! We've been just using average HP for a whole now and before that we had tried roll and keep whichever s better, the average or the roll. And before that we had tried roll but reroll all ones.

There's a reason why my group does roll and take half+1 if your roll is under half+1.

The reason: Because it's my group, I'm the DM and I played that swordsage. :P


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It's 3 days to train 1 hit point so I'm pretty sure it isn't a huge deal unless the PCs have a massive amount of downtime to train their hit points.

Have you ever played a character with low hp? Because it's just sad. I had a frontline melee brute Swordsage in a Pathfinder game once. D8 hit die class. I had 14 Con and at level 8 I had 31 hp. My HD rolls were 8, maxed from first level, then 1, 1, 1, 1, 1, 1, and 1. The backline Cleric/Sorcerer Mystic Theurge with 12 Con and toughness had 65, and the Fighter had close to 100. I'm actually glad they gave an option to retrain hit points-- it gives people like my Swordsage the ability to actually function instead of how I ended up playing, which was ultra-defensive powers instead of any of the cool flashy offensive abilities I had, only because if I got hit once or failed a reflex save I could go from full to dead.

Retraining hit points is fine because, as the DM, you can limit their downtime if someone is trying to retrain the 270 days it might take a level 12 barbarian to take all of his HD and max them.


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I had an old player who would rename my NPCs to really derogatory things. Sometimes that just crushes your desire to play.

Years later, we remember Ashley Gainsworth, daughter of Thor and integral part of the plot, far better by her name as "*female genatalia*-waffle" than any other title.


Working on a half-orc ranger, but a few questions first: In the Holds of Belkzen, is it safe to assume that we're going to be seeing a lot of orcs? Also, the wiki blurb mentions live human tributes given to the orc clans to placate them. Is this a thing in your game? Will we be taking a more or less antagonistic approach to the orc clans?


I think it would be very interesting to play a Skyseer druid.

Will need to look into it more, but the character as he stands right now... the closest spy character is Frank Martin, the Transporter.


1. Take all of the mechanics for the insanity dust

2. Trash them

3. Replace with the GM just flavoring the characters slowly getting a bit crazier depending on failed/passed saves.

As much as I love Paizo, their insanity rules are just absurd. There's some telling when I can say I read about dragons who breathe lava and don't blink but their definition of the effects of schizophrenia makes me agitated.


Magical flight isn't a mental ability. If it was, Fly would be an Int check, or you wouldn't get bonuses to Fly by casting Fly or Overland Flight.


I'm working out a stat block for a kitsune bard from Windigo Sanctuary in the Chilling Pass of Argosal, so any info on them is mighty appreciated!

(hi duboris)


4d6 ⇒ (1, 2, 1, 3) = 7 -1, - 6, dropped
4d6 ⇒ (3, 4, 2, 2) = 11 -2, - 9
4d6 ⇒ (6, 4, 1, 2) = 13 -1, - 12
4d6 ⇒ (5, 4, 4, 3) = 16 -3, - 13
4d6 ⇒ (6, 4, 6, 2) = 18 -2, - 16
4d6 ⇒ (1, 4, 4, 2) = 11 -1, - 10
4d6 ⇒ (1, 2, 4, 3) = 10 -1, - 9

We'll see what my dice give me.

Ugh. Just low enough to suck but not high enough to match anyone else in the game. Total modifier of +3, versus +8-+12.

Interesting concept but all I can play with this is wizard. I'll see if I can think of something.

10 str 12 dex 13 con 16+2 int 9 wis 9 cha. human wizard?

10-2 str 12+2 dex 13 con 9 int 9 wis 16+2 cha. kitsune sorcerer?

9-2 str 9 dex 13+2 con 10 int 12 wis 16+2 cha. gnome oracle?

I could probably do human battle oracle with 16 str 9 dex 12 con 9 int 10 wis 13+2 cha... hrm.

Would probably be best to just play a bard with 16 in charisma be the party face character. 9 str 10 dex 12 con 13 int 9 wis 16 cha could work out.

Rough to get constrained by die rolls.


Jerry the Farmer wrote:
ATTENTION!! I'm going to take this thread over and run an old AD&D campaign I have - modified for Pathfinder - for this group. Previous posters have first right of refusal... I plan on choosing the party and starting Sunday nite. Let me know if you are still interested in this =)

Should probably make a new post altogether; this thread is already linked to Ordinary GM's campaign, so you won't be able to link it to a discussion or gameplay or campaign info tab.


I'm literally just the worst PC ever. Years and years of running games has cemented in me a disability to play a character for the sake of playing a character. I can easily make jokes and conversation, but when it comes time to pushing my character's agenda, I just don't know how. If the answer isn't right in front of me I can't deduce it out or take it. I'm extremely, extremely reactionary.

I also can't make PCs who have character growth potential. I make fantastic characters for single-interaction potential who have a limited story, but I can never pursue it as a goal because I'm crippled by my indecision.

Trying to get over it by playing a lot of PBP games though.

To put it in perspective for how much I GM, I've run close to 800-850 hours of games in the last year and played for 40-50.


ZanThrax wrote:
Does a Barbarians Fast Movement and a Metal Oracle's Dance of the Blades mystery stack? They both appear to be untyped.

Yep.

To be a little more helpful, all untyped bonuses stack.


Working up a barbarian for this game. Should be done shortly and I'll post up the alias...


A simpler suggestion than "go twice every turn" is to give them Hero Points from the APG-- or, give them to yourself so you can use them on whoever you want. Use them to interrupt the PC actions with a standard action, give yourself a spell back, take +8 to a roll, re-roll failed checks, all that kind of thing, and it will work better than taking two full turns every round.

Will also make summoning-focused BBEGs far less powerful!


Since Brother Silas went with making a rogue who's a priest, I'm considering making a priestess who's a rogue.

A tavern wench who worships the God of Luck. Considered to be a 'good luck charm' for the farmers and other types in the area, especially for their card games. They'd never know that she can skew the outcome of a game by praying for it. She's the oldest, wisest and close to the prettiest of the wenches at the tavern and they look up to her like a sister. Of course, she's not always been a tavern girl-- years ago, in a larger town, she was a thief. Moving here and changing her name to get the guards off of her tail did well-- so well, in fact, that she's just decided to live this life instead.

Profession (innkeeper) and +2 to Diplomacy and Bluff. Trait for disable device. Luck and Trickery domains.

Hopefully I start with a holy symbol of some kind. Don't really want to be stuck without one. Yeah, domains!

I'm looking like... Str 8 Dex 12 Con 10 Int 13 Wis 14 Cha 14.

I'll work out an alias for funzies.


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I'll quote a post I did on this topic in another thread:

Quote:

That's what I was thinking too. The map of the world is based off of old European maps of America that are like "Yeah it's about ten miles wide :)" and it's actually a very large landmass. That's Arcadia.

The paragraph on Arcadia opens up with talk of "insidious whirlpools" and "ravenous sea monsters."

To get to Arcadia, they'd have to pass through Azlant, which is described has prominently featuring "moldering wreckage[s] of countless ships dashed upon sheer cliffs".

Then sailors would have to sail back after they dropped them off.

I do not think they will want to travel for something like 6 months to turn around and just go back.

The PCs would also want 3 boats in case one is damaged permanently. No one in their right mind would rent a boat to someone who is going to take it to somewhere extremely dangerous that people are famous for not coming back from. The PCs could steal one, I guess.

So, 3 longships is 30,000gp.

Right now, let's just assume the journey will take, at minimum, 8 months. There and back.

Next, they're traveling through some of the most dangerous territory on earth. They're going to want crewmen and guards, clerics, spellcasters. For the crew, that's easy. 450sp a day, or 45gp a day. 8 months of journey means it'll cost around 11,000gp to just hire these people. But each of them want it in advance because they might not make it home. They all also want insurance for their family, so they demand 100gp up front. That's another 15,000gp just to pay off the mundane crew.

For guards, you need people trained to fight horrible beasts. So some real guards. Going by caravan prices, it'd be around 100gp to hire a hireling trained to fight (guard). So, 100gp a month is only 800gp. Score. But you need around 40 of them. 32,000gp.

You probably want 4 things: a guide, a cleric, a navigator, an arcane spellcaster. A guide is impossible-- this journey has never been made before. A cleric? Impossible-- you'd have to hire your own, so I hope your group has 3 clerics that are at least 5th level for Remove Disease. Arcane spellcasters are the same. I assume something like 3,000gp per caster is enough, so you are paying 18,000gp there. (If your PCs object, ask them how much they would ask for if they were asked to go on an adventure by a wealthy person where they will spend over a year sailing and likely die. If it's above 3,000gp, say they're getting a deal!) A navigator likely has an even more specialized skill set than an arcanist, so we'll assume each one is 3333gp.

So, you are paying:
15,000gp for insurance to hirelings
11,000gp for hiring hirelings
30,000gp for the ships
32,000gp for armed and trained guards
18,000gp for arcane and divine casters
10,000gp for navigator
= 116,000gp

So, that's 150 hirelings, 40 guards, 9 specialists, and 4 PCS for 203 people.

1sp per day for poor food makes it 20.3gp a day. 8 months is 240 days. 4872gp to buy food for these people for the entire trip.

And after outlining all of this, turn to the PCs and ask if they have between them a single rank in swim.

I did this math before Skulls and Shackles came out and declared a minimum crew requirement, but it's still over 100,000gp if the PCs plan on making it there and back.


150 feet tall, and 100 around... I don't think that's a spire. That sounds a lot like a rectangle.


King Markadian V wrote:

List of Thorn Traits.

If you need the link, Alaric.

Danke-- and thank you for letting me take the bonus options. I took Stealth Synergy and I'm on the fence between Quiet as Death and Deception is a Tool. I put Quiet as Death down for now, though.

Finally: HP Rolls: 18 + 3d5 + 15 ⇒ 18 + (5, 4, 5) + 15 = 47 is my hp total.


Any news on the last person?


That archetype is so beyond amazing. I'm extremely tempted to take that and go dazzling display just for the Zod factor.

So, cornugon smash at 7th level, seems like...

As far as shadow dancer, wow, that's tempting... I'm thinking of taking the fiendish boon for a non-combat character, though. I'm thinking an advanced succubus so that I can have a) a person who finally understands me and b) dominate person for everyone else.

Thanks for the suggestions. The archetype I think I'm taking-- everything else, I'm considering heavily. The shadow dancer might even play into my conceptual backstory I'm putting down.


I see some overlap but I'm not sure how to not do that with an arcanist, a divine caster, two divine/arcane melee hybrids and a melee/ranged switch hitter. If I'm a caster, you have two. If I'm a meleeist, you have two. If I'm ranged, well...

Archery is the least interesting form of combat in the game with the highest benefit, which is the exact opposite of what I'd like to spend time writing long posts about. "I shoot him. I walk forward and shoot him. I spend time gloating then shoot him. I shoot him twice." I don't know-- that doesn't exactly say "a character who I could only play in this campaign" and doubly so I'd just play a ranger instead of an antipaladin. I don't need the AC bonus or saves when no one can target me; I get a stealth bonus from favored terrain, I get half-perma smite with +4-6 to good outsiders and +4-+6 to humans.

I was suggested a bard-- but we have two charisma casters in the party. A cleric-- two divine casters. I don't really want to play a sorcerer-- two arcanists.

I considered a ninja but that's another front-line character. And a ranged ninja/rogue would be really... I can think of a concept for a ninja that isn't Tian Xia/Asian themed-- a patron of Norgorber who was blessed by the Blackfingers with the ability to turn his body to wind-- but if I went that route, I'd be hucking shuriken from ten feet away while invisible.

As is, I can't pick a class without access to stealth as a class ability because I've been told I have to and also it seems I don't get access to free Stealth Synergy or the extra traits.

If it comes down to that, what do you think I should play? I was looking forward to the antipaladin but if I can't play it I don't know what I could play that you don't already have two of.


Cain... wrote:

Hey, Ice Titan, glad to hear you're interested in our little band of misfits.

Ice Titan wrote:
(We'd have to find out what constitutes a good action though, and whether or not I can even function in society without running around kicking people who say hello and unprovoked throwing cats out of windows.)
We still talking about the character? :P

I sometimes mix reality with fantasy. In this case, the fantasy that I could ever do something good is mixed with the reality that I can't stop assaulting friendly people on the street.


Price wrote:
We tend to do Silent as the Grave because the nights get pretty loud with the towers falling and the lamentations of the still living as they see our handiwork.

No monologues though-- just cross your arms and face away from the explosion(s) quietly.


Greetings!

Posting to say hi and to answer some questions about stealth and concept.

I'm considering playing an anti-paladin of the Prince of Law Asmodeus; I know I want a character who is beautiful and intelligent but also brutish and terrifying-- A physical manifestation of the doctrine of control that Asmodeus personifies.

(We'd have to find out what constitutes a good action though, and whether or not I can even function in society without running around kicking people who say hello and unprovoked throwing cats out of windows.)

As far as Stealth, considering taking the human alternate for multiple skill focuses, for Stealth, Intimidate and Diplomacy. So that puts me at 4+3+~(0 to 2)+3-~(3 to 6) Stealth out the gate. So between 7 and 6. And considering armor expert to make that 8 to 7. And then considering not wearing a cloak of resistance if I can get away with it, using a cloak of the elvenkind instead to make that a 13 to 10. And then a noncombat feat for first level might just be stealthy to make that 15 to 12. So, yeah-- guy in full plate is silent as the night.


1d8 for monk punch at 5?

16 or so strength? maybe 18 for +4

6d6 sneak attack because he runs in invisible and they're always flat-footed for sap master

+6 from knockout artist

+12 from sap adept

so 1d8+22+6d6.

1d8 + 22 + 6d6 ⇒ (4) + 22 + (4, 5, 6, 5, 1, 1) = 48

Sounds about right to me...

How does it go on undead and constructs?


8 people marked this as a favorite.

They do. All the time. Constantly.

You just never notice.

Futurama! wrote:

God Entity: Bender, being God isn't easy. If you do too much, people get dependent on you. And if you do nothing, they lose hope. You have to use a light touch, like a safecracker or a pickpocket.

Bender: Or a guy who burns down a bar for the insurance money.

God Entity: Yes, if you make it look like an electrical thing. When you do things right, people won't be sure you've done anything at all.


I'll write up a martial artist monk, since I've been thinking of playing one for a bit.


4d6 ⇒ (4, 1, 1, 6) = 12 = 11
4d6 ⇒ (1, 4, 6, 5) = 16 = 15
4d6 ⇒ (2, 5, 6, 4) = 17 = 15
4d6 ⇒ (2, 1, 5, 3) = 11 = 10
4d6 ⇒ (4, 5, 1, 3) = 13 = 12
4d6 ⇒ (1, 1, 2, 2) = 6 = 5

This is what I'm sticking with.

Quote:


-Background: Where is he/she/it from? How has that place influenced them?
-Personality: Don't be a zombie! From the lowly thief to zealous activist, I'm looking for what kind of person your character'll be in the party.
-Alignment: To better put it, ethics and morals. Again, anything but EVIL is accepted.

Nicola Vlasko Grey

Nicola is a young Varisian man who carries himself with dignity despite his heavy reliance on a thick darkwood crutch. Covered over with tattoos and markings, his body looks like an errant wall on a city street, overlapping words and images forming a patchwork strangeness across his body-- the only clear image is a tatoo of a seven-pointed star on the back of his neck. A white-and-black ferret lays across his shoulders, tangled in his scarf; It's almost mistakable for an accessory until it yawns, bearing long fangs.

Class: Witch, Patron: Stars.
Str 11
Dex 5
Con 15
Int 18
Wis 10
Cha 12
Background: Nicola is from the Immortal Principality of Ustalav, the home of Tar Baphon the Whispering Tyrant. He came south to Nidal in a caravan and stayed to help the Whispered Song, a group of Desna worshippers who sought an end to oppression in Nidal.
When on a raid to free slaves from a lumber colony, he and several freed slaves were separated from the main group and escaped into a forest. There, the stars became overcast and they found themselves lost. Just before the sun rose, turned and confused about, they came upon a crossroads. One way would lead back to the camp, and the other would lead away-- but with the stars hidden, they had no way to know which was which. Nicola prayed to Desna for guidance at the crossroads and was offered a choice: freedom for the slaves and eternal binding for himself, or freedom for himself and eternal slavery for the slaves. He chose the former, and was struck by inspiration-- the clouds parted, sundering the darkness, revealing a single guiding star.
Following it, he led the slaves to the Whispered Song's hidden bolthole and to safety, but when the sun rose, his left leg stiffened, heavy. Sometimes he can feel a heavy manacle resting upon it, and his wrists are burdened by the weight of chains. Disabled by strange illness, could no longer help the freedom network, and left to set out on his own.
Nicola knows that he has sold his spirit to something strange and otherworldly. A minor talent with arcane magic, he find that it flows liberally from him now, unburdened by his lack of formal training. When the passed the crossroads a second time, he met his companion: a ferret, who he named Austus. He knows that it speaks to him. When the stars are out, the noble creature stares into his eyes, and he cannot help to think that it has been sent to guide him.
Personality: Nicola is a person who does what he says, honors his word and hates dishonesty. Helping people is second nature to him, and leaving someone behind is impossible. He views himself as a very experienced person and tries to give advice whenever he feels it's needed, which is more often than not. Nicola would rather die than compromise his morals, and his ordeal at the hands of some greater power has not changed this, but only cemented his stubborn viewpoint. Nicola humors, but does not respect everyone: he saves his loyalty for those who prove it first. As a Varisian, he is a storyteller, and loves overexaggerating anything he can twist into a parable or anecdote.
Alignment: LG. Nicola is lawful because he always keeps his word, respects order and the law and keeps to his own moral code. Nicola is good because he refuses to abide by cruelty and puts others above himself.


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Cranefist wrote:


I don't ever play 20 point buy. 13 points is just fine. And two of the characters he is traveling with are fighters - the lowest of the low on class tiers, so I don't feel bad for the guy with the strongest class having lower stats. The fact that he crammed his stats into INT for no good reason is his fault.

facepalm


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Spoiler:
I do enjoy the irony that pissedoffplayer is annoyed that their GM is following them around in real life, and that their GM followed them to the forums right after.


I'll consider writing up an oracle of some kind, maybe a life oracle? I've always wanted to try something like that.

As far as curses go, how do you feel about the Mute curse (from Pathfinder Adventure Path #49, Brinewall Legacy) and houseruling its advancements? I'll repost it here:

Quote:

Mute (Ex)

[The oracle's] curse renders her mute—she can’t
speak, use verbal spell components, or use her captivating
song as a result. This same curse, though, grants her the
ability to cast all spells as if using the Silent Spell metamagic
feat without modifying that spell’s actual level. In addition,
[The oracle] can communicate telepathically with any creature she
is in physical contact with. She can also maintain a telepathic
bond with one specific creature at a time by taking a full-round
action to link her mind to that creature during telepathic
communication. [The oracle] can change the target of her telepathic link once per day.

I'm certain that character could diplomacize people using the touch-telepathy; the question is, do you think that I could diplomacize them into letting me touch them without it?

I think I'd flavor it like gestures and sign language-- I make them and people don't really understand, except for one person I'd just choose at the outset. The 'telepathy' I give him would just be them perfectly understanding what I'm trying to say all the time. For touch-telepathy, I'd just write in people's hands and on their backs and they'd just 'get' me.

Anyways, that's what I jumped to first as far as character ideas. I'll dot this and come back to think more later!


Loren Peterson wrote:


In my current game the PCs are making their way to Blackraven Hall so that they can join them. The PCs have already successfully thwarted a witch and saved a Blackraven patrol. When they arrive I figure that they will be put through a series of trials and tests to determine if they are fit to defend their land. According to the sourcebook on the land of the linorm kings the Blackravens will accept nearly anyone but I am still attempting to create challenges for the PCs to partake in...

Combine them all. The blackraven initiates, including some NPCs, all go in on a "patrol" down the border of Irrisen as their test. To be a Blackraven, the PCs must survive and impress the Blackravens travelling with them. Now it's more of a real trial by fire test with tension.

On the first day, it's survival-- they need to, with a vague map, get the patrol from point A to point B to point C to point D in the allotted time, which requires survival checks and stuff, if they get lost, minus points, that kind of thing. When they reach like point B, then a test. Each PC must shoot an arrow at an illusory target that one of the Blackravens uses magic to move or something, and during this, they tick off one of the NPCs with them. After, the Blackraven superior matches them up with an NPC each and they spar one-on-one in like a tournament bout with nonlethal damage or something, iron man style, no healing inbetween, that kind of thing. The NPC violates something about the Blackravens by cheating or being a jerk and this lets you teach the PCs a little more about the organization as a whole and maybe characterize some npcs. After, they rest, and you can characterize them more or even have the PCs deal with some cool stuff like maybe some non-evil fey that the Blackravens deal with in an even-handed and fair manner, showing that they're good guys. Maybe a Blackraven you want to be a bad guy is there, and he doesn't like that, so that shows he might be a bad guy, that kind of thing.

The next day they go to fight trolls at point C. They know where a troll warren is, where some troll interlopers from Irrisen have taken a rocky ice cave for themselves, and require that the PCs and NPCs (or just the PCs) clear out the warren. Inside is something that makes the plot move forward. What is it? Why is it valuable to the PCs, but why is it also valuable to the Black Ravens? Were the trolls guarding it, or did they have it nearby without realizing its worth? They head back to Blackraven Hall at point D to be inducted or dismissed after.

And on top of that, you now have the Blackraven superiors as established higher-level mentor characters, perhaps a Blackraven bad-guy to add in later, and a handful of NPCs the PCs might take a liking to or a rivalry with. Now the Blackravens have a bit more depth, too.


In Pathfinder, where money is credit towards improving your character, where there is a chart telling you how much money you will get per battle and where you feel you must gain gold to hardline meet a standard that is given as a very loose example or fall behind, of course you're loathe to give anything away to anyone for any reason-- give away that 1 gp and you're behind 1 gp from wealth by level for the rest of your career. Make sure to loot everything that's got a gp value. Tear down the draperie; sell it, it's worth 15gp. Let's take the couches, too, they're worth 4. Gotta meet our quota.

In every game I've ever played in, the person who runs the cohort gives him cash from his own funds. I don't see how that works in real life, but remember that Pathfinder is real life as much as a carousel is a horse race.


You use your bonus to perform instead of the bonus to Acrobatics in all cases. You can choose to roll Acrobatics instead if you like.

Anything that gives you a bonus to perform adds to your versatile perform. Anything that gives you a bonus to acrobatics adds to your acrobatics. This means that you use perform to jump, tumble, balance, etc. and can get +5 from the bracers of the entertainer, can get +3 from a circlet of persuasion, can take skill focus (perform) or prodigy to up your checks.

This also means that if you gain bonuses to acrobatics they do not apply to your check if you use perform. Vice versa with perform and acrobatics. If you get +20 to Perform (dance) and roll acrobatics, you don't get the +20; same with acrobatics and perform. So, if your movement speed goes up 30ft by, say, haste, you don't get +12 to jump checks if you use perform instead. That's the only complicated bit about it.

Dividing 'skill check' and 'skill bonus' into two categories is silly enough that you might as well divide 'hp' and 'hit points' into two columns.


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Just arcane bond with your unarmed strike and be done with it.


That's a solid 3rd party feat right there. Sorc that casts off of wis or int without having to take those bloodlines? Sounds great.


Kevin Mack wrote:
kyrt-ryder wrote:
Can you elaborate on how a defected Serpentfolk Alchemist would be a thematic issue that could derail the AP Kevin? (In spoilers for those who haven't played that campaign and don't want to be spoiled of course.)

Certainly

** spoiler omitted **

Your point is pretty moot because...

Spoiler:
Serpentfolk can disguise self themselves at-will, so those points are more moot if the party just takes that into consideration and doesn't shout that their new ally is a 'folk off the rooftops. None of the groups except for the "bad guy" groups have people with true-seeing either, so it's highly unlikely anyone will see through it.


GreenMandar wrote:
Is there a feat like Weapon Finesse, but for thrown weapons, that lets a character use their dex instead?

For damage? No.

To hit? You already use Dex for thrown weapons to hit.


This is why I dislike Hero Lab. The sneakability and unreliability of it.

I had a player whose character was a wizard in my Jade Regent game. During one of the first encounters he cast Ill Omen-- and I immediately noticed and said, "Isn't that a witch spell?" and we looked it up, confirmed. He told us that he just took it because it looked cool, guess he didn't see it, etcetera, picked by accident in HeroLab, he'd choose something else.

After the game, the players told me I was kind of gullible. In HeroLab, he has sorc/wiz spells available to him only. To see ill omen, he has to actually go to the witch spell list, click on it, agree that he's not a witch, find ill omen, agree that it's not a sorc/wiz spell and that he's houseruling... and then it adds it to his sheet.

The worst part is you just can't prove it wasn't HeroLab because, who knows? It could have been. It's an excellent scapegoat for rules f$@!ery.


Seranov wrote:
Yeah. Still ain't a Wizard.

1d4 DC 14 burning hands has threat potential beyond all means, beyond all thought, beyond even existence

Beware 1d4+1 magic missile; it is the great harbinger of the end times

Can you not hear the voice of DC 14 grease? It speaks that the universe and human subconscious are willing their own end

Level 1 wizard: threat level infinite


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Remember that Laughing Touch is a spell-like ability and provokes an attack of opportunity when used.

Not really seeing them wanting to provoke attacks on the 2d6 x3 crit ogre hooks later in the adventure.


If he readied an action to take a five foot step and attack when you made your trip attempt, he'd five foot, the trip would fail and then he'd bop you, but he wouldn't get an AoO because the trip fails without a check.


Azaelas Fayth wrote:
Umm... Where does it say they have to be summonable with a Spell?
Quote:

Celestial creatures dwell in the higher planes, but can

be summoned using spells such as summon monster and planar ally. A celestial creature’s CR increases by +1
only if the base creature has 5 or more HD. A celestial
creature’s quick and rebuild rules are the same.

In the Bestiary, under templates.

Quote:
even if the dragon was the mother and the human was the father, how would you explan away the human side.

You can't be half-dragon and half-celestial with also being something else. You either end up a half-dragon celestial or a half-celestial dragon. This is like if an orc and an elf had children and had a half-orc elf child-- no, it's more like the half-orc elf had a child with a human and it was a half-elf half-orc human.

My mother is a mule and my dad is a tiger, so I'm a half-horse half-donkey tiger.


wintersrage wrote:
but there are dragons from the celestial planes, there are extraplanar dragons from the draconomicon, look at the radiant dragon.

Then they're dragons. The dragon you pointed to is a dragon. It's not an outsider. Being from the good-aligned planes doesn't make you celestial-- it makes you extraplanar. You have to be a good-aligned outsider to give the half-celestial template. The fringe case for the "celestial" bestiary quick template is being either summonable by summon monster or planar ally. Dragons can be summoned by neither.

Quote:
What about a god dragon, they have dragon HD and outside HD. What if my characters mother was the God Aasterinian.

Then you would probably be a mythic half-celestial brass dragon, not a double-half celestial gold dragon human.


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Piccolo wrote:
Second, I should point out that as DM, you need to have the Imp ACTING like an imp, that is, according to its alignment and motivations. It probably wants to corrupt the Oracle. If so, it should have taken steps toward doing so. This would tip off the Oracle as to what the Imp is really about.

Piccolo brings up a good point-- A major, major part of DMing in a constructive way is to always be transparent about your world. I've had PCs react REALLY poorly to their own metagame constructs before, despite all evidence, and at one point you legitimately need to sit down and tell the PC what's going on.

If you want the imp to be good, it can be good and you just have to hint at that. If it's going to be neutral, it can be neutral, hint at it. If it's going to be evil, it can pretend to be good, just hint at it. Make it obvious. That kind of thing, so that the PCs know that the imp is evil or good or neutral and can go from there, or that they understand that their actions may be making it head towards another alignment. Be frank and open if you need to be.

Transparency helps a lot. It makes the game less hidden and helps the PCs understand the true nature of their actions.


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Helping nazis even though they're nazis would probably be a good-aligned action.

Extending the hand of redemption and all that.

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