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Nothing special here just your standard organization. Cohort: Usually either a regent/manager or my familiar with class levels. Followers: The people running the day to day hassles of managing my vast wealth and possesions. In DnD era style play they're usually members of my household (old school style where the gardener of your country house in a foreign land is still considered a member of your household albeit not a member of your family). They manage property, sell the loot I don't want, grow crops, etc. The lower level members are the peasants, general labourers while the higher level ones oversee household interests in various courts, major cities etc. In more modern times their members of a multi-national corporation with the level one's are the fresh out of school new recruits while the higher level ones are regional or higher managers. The cohort typically serves as CEO overseeing the day to day affairs of my empire coming to me for special decisions. Either way as my characters power and ability grow so do their resources. I have adapated rules for noble households from another game which leadership is a pre-requisite feat for. Its not in all games but in those with wild untamed areas the players can become adventurers, leaders of a large "guild" and then ruler of their own noble household with estates, properties and other perks and pitfalls.
Cel'Daren wrote:
Hmmmm so we're shipping goblins to the criminal colonies then.
So basically unless I boost or otherwise enhance my familiar there's no point in rolling I just have it do round 1 hit = 1 point non-lethal, round 2 miss, round 3 hit = 1 point non lethal. Thanks.
Subject say's what I would appreciate help on. I can't see how say a cat with 2claws can hurt anything on d2-4 damage?
Tiny Coffee Golem wrote: Base stats modified by the Familiar chart. Basically that mens int buff. Thanks.
I was just wondering does my wizards cat familiar use the base stats for a creature of its type or do I use point buy on them as well?
Personally I'm less of a fan of dimensional lock than I am one of directional teleport. Which appeals to you more? 1) Guy grabs bracers of armour +6 and tries to teleport with no success leaving him trapped in the shop with the storekeep. 2) Guy grabs bracers of armour +6 and tries to teleport away with the result he appears naked in a cell at the local guards house while all his gear appears on the shopkeeps desk for appraisal and resale.
It could be that it has a specific magical key e.g. the bubble will only open to the sound of green. @Golden Esque I rather like one story where a characters abilities were described as not only violating the laws of reality but making them sit up and beg afterwards.
HappyDaze wrote:
Guess that depends on what you define as its proper name, to me Fluffy Butt is a nickname. I'd also like to point out . . . 1) The spell specifies it calls a creature on another plane so you could only use it if you and the familiar were on different planes. As a DM I'd probably allow it if you cast it on one of the inner/outer planes to call a creature from the material though. 2) Even greater binding only works up to 18HD and since a familiar works off the casters once the witch hits level 19 the lines useless.
Stormfriend wrote: Merisiel: I think the kobold at the back just cast a spell. Did anyone identify it? Tengu: "I'm pretty sure it was summon monster IX . . . I think we're out of our depth."
TriOmegaZero wrote:
I'm one of the things that goes bump in the night nice to meet you.
Thanks for all the help, I've ordered a couple of minatures from auggies that will give me one I can use (avenger, human wizard, elf wizard, werewolf etc).
Preferably painted, human/female/wizard/quarterstaff although I am willing to pick up others along with it as part of deal in order to plan for the future as I said. The Paizo site had a druid/paladin/ranger minature in humans but no wizard I could see, I'll try those other ones you suggested. EDIT
Mark Moreland wrote: You may put ranks in the Craft skill as a means of increasing your bonus on Day Job checks, but you can't make a Craft check using the base rules as outlined in the Skills chapter of the Core Rulebook. Such rules involve extensive amounts of time and result in you actually creating something with a set value, which have all been rolled into the more abstract Day Job mechanic used in the organized play campaign. Thanks for the replies although it has left me unsure if I want to put ranks into it or not now.
I need to get a minature to represent my character but I'd like to get one that actually looks at least a little approriate. However everything I've seen is a rather expensive random pack. Does anyone know where I could purchase a specific minature? I don't mind buying several e.g. a you select X minatures for X dollars deal but I don't want to spend money and then find out I've got nothing appropriate.
Which is why I thought it would be acceptable and its a representation on the character sheet my character knows how to draw well. However it does say "except for specific examples cited in this guide or the Pathfinder Society FAQ, the Craft skill is not legal for play" and this is the craft skill. So although I don't see why I couldn't use it to craft a much better drawing than I could do in my wizards journal I'm not sure if it'd be legal to take.
As has been evident from other posts I'm making my first pathfinder society character and I have another question, this time about the craft feat. Specifically I was going to take Craft Drawing to represent my wizards habit of sketching drawings of various things they've seen in their journals, or even just drawing a picture in general. Now the pathfinder character creation guide say's . . . "Neither the craft feats nor the item creation section of
but I can't find any actual other examples given. I can't see why it would be a problem to take this as while I am producing something its not an item mundane or otherwise its just a picture. However I'm inexperienced in this kind of play and I'd like to get a verdict from an experienced viewpoint please. Would Craft: Drawing be accpetable or is this something I just need to roleplay and maybe put the skillpoint in swimming or something?
Dave the Barbarian wrote:
Well that's a creative approach but I'll just go human this time.
The drawback being if like me you live in a reasonably out of the way area and work 5+ days a week with few breaks its hard to get to conventions.
Shivok wrote:
When I'll be staying temporarily in another city for work, hence why I'm hoping I'll find out about it and be able to do soemthing if it becomes an option since I wont know the area/have the same access to things I do at home.
Thanks so human it is and hopefully if the Kitsune ever become avaiable I'll find out about and be able to take advantage of it.
I'm starting a new character on the 1st of April at a local pathfinder society and I just wanted to confirm that by that date the Kitsune from Tian races would still not be a legal choice for me. Can someone confirm or deny this sad knowledge please?
Talon3585 wrote:
Feel free to create it, I have no luck with my threads, one I opened by specificaly to ignore a specific rule for the purposes of the thread and the first couple of posts immediatlely pointed out that same rule as to why it wouldn't work out. When I explained I'd asked for that rule to be ignored as it was houseruled differently the thread got completely derailed into how my houseruling meant that my wanting opinions on the other issue was completely invalid as I could houserule it away (as I knew it would which was I'd left that out of my original post).
Mark Hoover wrote:
By RAW I believe it becomes a very confused cat, by common sense I'd say it should retain them (in my game a familiar retains all the magical changes permanently) but its up to the DM. Personally one of my favorite familiars was a grimalkin that due to a kind DM and the use of the improved familiar/leadership feats was able to gain its own class levels as a wizard.
I don't see the problem with just giving everyone +2 skills. It lets the skill monkey's retain their advantage but it allows just a little more flexibility in the classes that currently only get 2.
Talon3585 wrote:
It's not so much the combat potential but the versatility and high level mage options that appeal to me. Things like creating your own pocket paradise or becoming immortal for instance which is why I normally play a straight mage. However that's a topic for another thread.
Well tossing aside time I'm a fan of the Kitsune fighter/mage/rogue while getting to level 20 in all those classes will not happen in 90% of games its a dream I hold dear. Best I can probably get is a wizard/rogue gestalt since will magus/rogue gives better fighting ability it costs too much in the spell, no pocket plane and a restricted spell list
Finn Kveldulfr wrote:
Not in my game (I use the same trick for more experienced casters) afterall if you see that frog on a log is still a frog on a log with no magical aura you have no reason for a will save. On the other hand I tend to count seeing/hearing/smelling/etc the illusion as interracting with it so I ask my players to make their will saves as soon as they legitimately would have noticed the illusion in the first place. That is . . . Your walking through the forest seeking the lost treasure of Urkuk around you stretch tall tree's echoing with the haunting calls of stranger birds . . . make a will save. Fail, nothing mentioned. Succeed, as you look around a strange shimmer attracts your attention to a broken fountain lying partially covered by overgrown shrubbery. I avoid the metagaming problem by occasionally asking for Random spot checks and saves. A fact I always inform my players I'll be doing before I start a campaign so they know that just because I ask for a perception check or a will save it doesn't mean there's actually something to perceive or resist. Of course it doesn't mean it there isn't either although it might just be a really nice bird for that wizard with a hobby in ornithology.
You know that could be the focus of an entire campaign. The time loop is really long maybe even a couple of millenia BUT its reaching the end and in a month/year/time period of choice it'll loop back to the begining. The only one who know's is a poor old half mad person who is inextricably linked with it. They've been trying to stop it for the past 60 loops but because of their tie to the cause they literaly can't do it so they enlist help. Enter the PC's who must stop the loop before it resets again, wiping their memories and causing the bad ending for the campaign.
CommandoDude wrote:
A few things to bear in mind . . . 1) This isn't 40k.
So effectively they did maliciously target the kids against orders while intending to do minimum damage against the villain they already knew they could beat when they were tasked with rescuing them.
Dekalinder wrote:
Except that its a knowledge check to identify a particular spell/spell effect AFTER other things tell you its not real, not a get out if illusions free card. If other checks/events tell you its an illusion a knwledge check will tell you what kind. If you don't know its an illusion a knowledge check will tell you that it's a fox sunning itself on a rock.
Dekalinder wrote:
There's a difference between identifying something you know us magical e.g a floating light, magic mouth or invisible wall and instantly knowing that man fishing isn't real though. Personally I'd only allow the arcana skill if they already knew it wasn't real e.g all the troops are moving the same way, a woman's hair not moving in the wind or the like. That is there's a gate in front of me however my perception check notices a tree branch sticking through it and using arcana/spellcraft I determine its a low level illusion. If I fail my perception or its a better illusion having spellcraft/arcana of 20+ does me no good as I'm not aware there's an existing spell effect to identify
Richard Leonhart wrote:
I like the idea that each time the PCs relive the day it gets creepier and more nightmarish as they rush to stop it relying on a garbled message from an outsude source. Succeed and you break the loop, fail and some ancient horror is unleashes. I may have to use this.
vikingson wrote:
Does that assesment allow for gnomish unventishness and dwarven engineering skills?
Well assuming you could get a hand inside in the first place it'd probably be a death sentence without magical protection. If the bubble effectively stops bloodflow you'd have the equivilent of a major clot. So while your body keeps trying to drive blood around there's nowhere for it to go until arteries/veins/organs rupture preventing oxygen flow and other vital things in the meantime. During which time you would be unable to move said hand unless you were willing/able to sever it outside the bubble creating its own set of problems.
Personally I've always been partial to the grimalkin but due to limited opportunities I usually just take a standard cat. I recently started pathfinder society and my first characters familiar is a cat. Well technically its a childhood friend (rogue) who picked the lock on the characters masters booze supply with the result all four involved found out something they shouldn't and wound up transformed in various ways but that's another story.
Sakagamihime wrote:
The problem is from what we've been told that they didn't attack Paegin and his Gnolls with the kids as collateral damage, they attacked the kids using a spell that would almost certainly kill them while doing minimal damage to Paegin and the Gnoll's as collateral damage.
gnomersy wrote: Were the children violated before they were killed? Because if it was just a straight kill, nobody should complain. I mean, killing children, what's wrong with that? You walk up, snap the neck and walk away. Hardly anything evil or morally questionable here. Hey, why is everybody looking at me that way? Well the spell chosen WAS black tentacles so I'd say yes they were violated. Gorbacz wrote: Question, if the kids can see the party why exactly can't the party see the kids? For that matter why can't the party hear their whimpering and muffled cries? Seeing as you arbitrarily added them to the surroundings and now want to punish them for their heinous "crimes" you may as well give them all a perception check to have noticed the falsity of the situation by noticing the true kids and therefore be off the hook scott free. The kids were on the bridge and seen by the party till they did things with tentacles and the DM retconned them into the safety of the woods.
Alienfreak wrote:
A few things to bear in mind 1) The average forces in the blood war are going to have DR 5 which isn't that hard to overcome particularly since most warrior demons/devils are able to do more than that in damage. 2) From what I recall most demons/devils are DR/X vs good OR silver/cold iron (depending on which one you have) so your average quasit with a silver dagger could hurt a horned or beared devil. It'd be stomped into the ground immediately afterwards but it could hurt them. 3) You also have various spells and spell like abilities that could bypass the DR that different demons and devils have access too. 4) Similarly you have siege weaponary and who know's what else being deployed onto the battlefield. I figure your armies of hell/abyss (and can I just say none of the given demons/devils seem suitable for run of the mill troops their either non-combat, generals, elite troops, spies or some other specialized role) in the blood war are generally issued weapons treated either with cold iron or silver so they can harm their foes. A quasit does d3-1 with its claws or d4-1 with its bite. Not that threatening to a bearded devil but 20-30 quasits who've had their claws and fangs silvered either with actual/alchemical silver or spells? Now that's a different matter. If they are working for a Vrock that attacks with its claws 2d6 +5 they make a nice distraction while it hammers the bearded devil for 2d6 damage per attack. At which point a huge boulder slams down on the lot fired from a Trebuchet and dealing 6d6 damage to them all. Consider the following scenario . . . A demon patrol of 4 Vrocks runs into a devil squad of 10 horned devils.
Whatever the Vrocks do they can injure the devils but the devils using their halberd will do damage reasonably often as well 2d6 vs 1d10-4. If the numbers are even the Vrocks win but if the horned devils have more numbers It could go either way and these are the closest I can find for the standard troops fighting in the bloodwar. If you've got the big guns Balors, Pit fiends etc involved the lower ranked creatures are going to get hammered big time.
Joyd wrote:
For me I use the Cthulu D20 tables as their idea of child equates fairly well to the mechanical stats for a child in D20 modern, DnD and presumably Pathfinder. There's a lot of usage of various monsters e.g. a 1 is a Shan (althoght they're also in dex with a 22/23) and a 44/45 is a Shoggoth but most stats have a benchmark for humanity . . . Strength
Dex
Con
Int
Wis
Cha
Read to kill a mocking bird (read so many books in high school I think this was the right one) for a good example, and for that matter an example of one somone might travel with such a person. Or for that matter the bad guy's in Dhampir by Barb and JC Hendee are also a good example of people who might have low scores in one stat and high in another. EDIT
Seriously Homer might do well for an int/wis 7 character.
Joyd wrote: Nobody's saying "my 7 INT is just as good as your 15 INT". People - or at least one person, me - are saying that 7 int or cha is, while not the exact same as average, very close to average mechanically. Pretty much the same, like I said I consider an int 7-9 being teenage level of intelligence. Talk to your average 13/14 year old and their quite capable of carrying on a conversation, planning out tactics etc. However your average (note I've known exceptions who went to uni at 14) teenager of that age IS going to have difficulty with advanced calculus or organizing an army and even training is only going to go so far to offset that. This is not to say they can't do it just that they'd find it difficult. For small unit tactics or discussions at a dark/medeval level they could probably do it. An int 4 or 5 is a different matter, watch kids playing they are using basic concepts but they wouldn't be able to handle the more complex concepts no matter how hard they try. Similarly a kid couldn't win a fight with an adult except through strategy, straight up they'd lose every time. Of course they are dealing with a 4/5 in EVERY stat not just one. Ashiel wrote: Do you consider females and males to be different creatures? No I was just using that as a random example that in Pathfinder the stats are no variable dependant on species. A mosquito with str 16 is going to be stronge than man with str 10. As I'm out of time I'll conclude by saying whoever corrected me on animals being an int of 3 you were right. I don't know where I remember that from but in pathfinder it has indeed been dropped to 1 or 2.
Ashiel wrote:
So a str 16 woman is weaker that a str 16 man? @Christopher Rowe that situation happens a lot in tv shows where a person with major issues is deeply trusted by someone who's average or better. Personally I've always felt children are in the 4 to 6 range and teenagers are 7 to 9. So that int 7 fighter would be comparabel to a 13 to 15 year old. Not bright for an adult but a long way from drooling, 3 is animal intelligence afterall and most of them don't droll on themselves.
Malfus wrote: Wax golem. Because I would make it look like myself, and depending on the GM that could mean I have an immortal spell immune version of myself walking around the world messing with people's stuff. Now if it ever found me, there would be problems. So you'd be going with the sentient variant then?
Personally I've always thought it was part of the reason that the hells are so violent. Since a huge number of the denizens are evil and depending on location chaotic they enjoy fighting. Since they can usually hit equivilent CR critters with all their might and not hurt them it means they spend their time playing with actions most would consider homicidal. In wars they usually relly on the powerhouses to do enough damage to overcome the resistances of various enemies.
A CR20 Seagull wrote:
Well I took the test and I too have my suspicions on the results . . . Neutral Good Human Ranger/Sorcerer (2nd/3rd level)
Personally given that this is an old DnD test I'd change the following. Ranger/Sorcerer 2/3 to Magus 5 (mix of sword and magic as I travel seeking ancient knowledge, new lands, immortality and the spells to create my own plane). It not that different really it just didn't exist as a class for the test back then. I'd proabably also drop the Neutral Good to Neutral since I suspect my alignment was misread due to the fact most of those morality questions involved friends/family. I'm not particularly good but I am loyal as in would I drop a lucrative job to help family? Yes in a heartbeat. Would I drop a lucrative job to help a friend? Probably, it'd depend how much they needed it and what the circumstance with the job were. Would I drop a lucrative job to help my home town? No and so on. Finally with regards to ability scores I'd up int from 16 to 18 (+2 for pathfinder humans) and I need that for those high level spells. I'd probably also drop Str and Cha. I'm reasonably strong but not professional athlete strong and will I am disturbingly good at manipulating people when I want to I have huge problems in day to day social interactions for various reasons. Oh and I'd switch human to Kitsune if possible but well that's again what those high level spells are for.
Morain wrote:
What kind of foolishness is this? The only role of players is to dance to my tune as the useless meat puppets they are.
Ashiel wrote:
I think I'm a 15 point buy, most people seem to think I'm stronger and smarter than normal, Dex is probably also quite good as without meaning to I keep scaring people by coming up behind them without them noticing me till I speak or they turn around, con and wis are average I think and charisma is probably lower than normal as I have average looks but major difficulty interacting socially. Hmmm maybe a 13/14, 10/11, 12/13, 13/14, 10/11, 8/9 on a str, con, Dex, int, wis, cha scale.
I'm just curious as to what those who'd want to craft a golem would choose out of the options available. I'm not talking about raw power here (if I were it'd obviously be the Adamantine or Paizo variants) but which of the many types out there appeals most to you on a flavour/appearance basis. For me its the stained glass, ice and mithril variants. I just love the image of those I have in my mind. Glimmering silver, shimmering nearly transparent ice or a shifting kaleidascope of colours. The ice and mithril are largely equal in terms of appeal to me with the stained glass one being the clear leader. I'm a fan of the prismatic light series of spells as well I just love the way a rainbow of light/glass looks. If I picked the create golem feature for a wizrad (something I'm going to look into whether its pathfinder society legal) it'd be the stained glass variant. How about you, which golem is your favorite and why?
OldManAlexi wrote:
Make it clear that isn't going to be a lich or similar ritual to them if you go that route. Personally I have nothing new to offer but immortality wise my favorites are the fountain of youth and wizard/alchemist discoveries (I'll have to look them up). If you have one of them have them discover the secret recipe of the sun orchid elixer or equivilent that they can share with their group, and potentially get assasins after them from the original discoverer. If you don't have a set campaign planned out achieving immortality could be a fun series of adventures . . . 1) Rumours have arisen that someone stole the secret recipe for the Sun Orchid Elixer several groups are moving to aquire it, you are one of them. At low levels the reason there's no high level enemies is that they know the rumours are false, at high levels any low levels are mooks for the party to plow through to face the big foe. From the sewers of the city they finally retrieve not the recipe for Sun Orchid Elixer but a journal describing a fountain of eternal youth. 2) Venturing into the unexplored jungles of the south they travel to the destination fighting off various tribes, creatures and if possible a recurring enemy who wants immortality for himself. 3a) If your in a mood for commedy the fountain of youth turns the drinker into a young girl. 3b) If your not in a mood for commedy, or after a few PC's have been transformed they discover that there wasn't really a fountain of youth (a proper fountain of youth) HERE. However this is where the remains of an ancient expedition finally ran aground. However there is information that reveals the journal the party was following is just intended to bring you here as a test. The real threat is that the real fountain of youth was created by on of the ancient rune lords and lies on that continent (can't remember the name) where all those ships are wrecked. 4) Battling their way through the dangerous reefs and landmass the party eventually arrives at their destination the tower of a Rune Lord of Lust/Greed/Pride. They then have to fight their way through a number of themed dungeons where they find the fountain of youth, the real one. A drink from this stops their aging entirely rendering them immortal and servents of the Rune Lord. Of course since he's "dead" their just immortal. EDIT
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