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kyrt-ryder wrote:
Where's the +16 coming from? My understanding is that strength mods are never multiplied when factoring criticals. Ok, after combing through the archives and coming up with a lot of confusion, I thought I'd just ask. Quote:
What, in plain English for a person who's not full awake and has been pounding her head against the desk for a while trying to figure this out, does this MEAN? My interpretation and complications are as follows: 1) A single attack using a standard attack can, as often as possible just because *I say so* doubles the damage output. Example: 7th level human fighter, STR of 20 (+5 mod) swings a greatsword which he has weapon focus for and hits. This is his first iterative attack at full bonus (7+5+1). He decides to go Vital Strike, generating 4d6+5 damage. Now let's say he crits and confirms: That generates 6d6+5 damage, not 8d6+5 or 8d6+anything else as it doesn't multiply strength mod or vital strike damage. 2) Can the same fighter uses Vital Strike on second iterative? 3) Can the same fighter use Vital strike on the next round's first iterative? 4) If the fighter in question does NOT use Vital strike on his first iterative, can he instead use it on his second AT FULL BAB? These are the big questions I have right now, and I'm sorry if this has been answered elsethread. Cheers!
Dilvish the Danged wrote:
So, kinda 'traditional fairies'. The fair folk were called such by people hoping to avoid their wrath. They weren't very GOOD at all, just capricious, whimsical and dangerous. Especially the unseelie. I like your ideas and would definitely like to subscribe to your newsletter. TriOmegaZero wrote: Maybe psionics doesn't work the same way as the previous realm, cutting out all the psion abilities? And a crash-landing in the new world leaves Moz injured and has to heal over time, explaining why he isn't as badass as he used to be? Definitely possible. I've established that psionics here isn't widely known, but that there are some people on the world that use them. *ponders* Thanks for the idea! Your wording is a bit confusing to me, though that might just mean I'm not sufficiently awake. Are you wanting to create a campaign, a campaign WORLD or something else entirely? A world is an ambitious undertaking indeed, though I have written up two in the past and am just about to hit go on the one that's been my work in process for about 4 months now. Things that you need to consider when worldbuilding: 1) Races. Are the standard core races there? If so, are they exactly as they appear in the book? How did they get there? How do they interact with each other? What kind of history and racial identity do they have? 2) Geography. What continents are there? Mountain ranges, oceans, habitable zones. 3) Weather. 4) History of the world. In my experience, you don't need to nail it ALL down up front, just nail down the big brush strokes of major events. Wars, migrations, founding of major cities, that sort of thing. This can include major personalities, both historic and contemporary. 5) Adventuring areas. Dungeons, wilderness areas, ruins, major settlements also falls into this category, etc. 6) Technology. 7) Magic. These are the big points for world building, though I'm sure there's more that can be included. So, I'm finally about to hit the "Go" button on my campaign world. Which means inserting a character. My wife has offered up one of her long-standing favorite PC's in sort of a sacrifical lamb fashion. The character is a Dwarven Fighter/Rogue/Psion of fairly high level (Epic by any other name still kicks butt) So we've already wrangled a point of insertion involving a spelljamming vessel and some space travel mayhem. When Moz and company (Moz the Dwarf, Go the Modron and a Human Psion) reach Tinris I'd like to have Moz at a more reasonable power level. Suggestions to this point have involved: 1) Gamma world de-evolution powers. *slurp* Thank you for the levels!
We're very in negotiations over this, but I'm curious what otehr people might do in this situation. Things that are off the table. 1) Full memory wipe. We'd like to have continuity of the character's personality.
I know that saying "Keep it reasonable" is silly in this situation, so fire away! M Examples: 1) Use of idiom. Subexample: British people use a different set of slang terms than Americans do despite the fact that they both speak the same language. 2) Use of gestures. Subexample: Ask a British person to show you a profane gesture involving two fingers sometime. The same meaning in America is accomplished with one. 3) Tea time. The list could go on and on, but I hope this helps. And that my love of British culture hasn't gone too far. Urizen wrote:
It happens, and understandably so. I guess I've gotten used to using the word "Spiff" in an office context. Spiffs here at my job are things like: HD TV's, laptops, recognition certificates, parking spaces, etc. I would happily donate $100 to $150 or probably more if I could go modular to get my name/likeness as an iconic or even a minor NPC. I'm vain that way, what can I say? And my latest strange character. Who, at first glance, wouldn't really raise any eyebrows. Leonora Skyfallen. 1st level Halfling Sorcerer. Aberrant Bloodline. ... Yes, a Mythos critter got its strange on with a Halfling. This gave the family their surname, and she gets the squiggly freaky from the bloodline. At first, it's really just her eyes. Specifically, her ovine, yellow eyes. She's the very unnatural offspring of a Young of Shub-Niggurath, the Black Goat of the Woods with a Thousand Young... Yeah baby, it's all about the Mythos horrors, and my Beloved Spouse (Kobold chorus: "We love you!") is already contemplating taking this character and an appropriate party to Carrion Hill. Time for a fifth attempt at this post. I've been interrupted every time I've tried to post this. I just introduced two new monster PC's that I'm already rather fond of. Ylva - A 5th level Troll. RAW from Savage Species. Her backstory has her as a Basement Troll for the local Wizard's Guild. Her entire life, to the point of game start, has been spent serving as both material components for the Guild, and also an apprentice scribe. She's got an INT of 12, making her much smarter than the average Troll. Smart enough to be patient. When the Troll class development plays out, I have plans to take her into Sorcerer with the Fire Elemental bloodline. Because a fireproof troll who can throw arcane spells amuses me far too much to pass up. Add in a STR of 26, a DEX of 16, CON 20, WIS 10 (no world experience) and CHA of 11 (strictly average) she's going to be a bit of a powerhouse. I'm going to enjoy this a LOT. White Oliphant - A 1st level Half-Ogre (Racial RAW from Savage Species, everything else PFRPG standard) Monk. Lawful Good with STR 20, DEX 14, CON 20, INT 14, WIS 16 and CHA 6, she's a wonderful exercise in RP just from the stats. I'm playing up her low Charisma not based on her appearance, she's 'average for a half-ogre' in that department. It's the strength of her personality, or lack thereof, that takes that dump-stat and makes it shine. Simply put, she's the wishy-washiest type of Lawful Good. She does good, and follows order, because it's all she's ever known. Abandoned at the gates of the Monastery of the Standing Stone, raised by the Monks thereof, White is an innocent with no true world experience. Also, the idea of a Half-Ogre that speaks Celestial and makes with the unarmed combat just amuses me greatly. Dark_Mistress wrote:
Going for the highest 'bang for the buck' is never a bad idea. When you can afford the highest AC for the class of armor (ie Light, Medium, Heavy) just go for it. Now I will obviously countermand myself by saying that sometimes there are a good number of reasons in RP for a character to wear a mid-grade of a tier of armor. And magical gear trumps logic. joela wrote:
They can serve that purpose, but they do not have to. Clerics, in my estimation, will be more mobile and visible to more people than Paladins in an average setting. The other thing that truly distinguishes Paladins from combatant Clerics is that Paladins will ALWAYS be Lawful Good. Clerics can be from any alignment, and can even be within one step of their deity rather than lockstepped to LG. I guess I can summarize to the following: "A Cleric CAN fight, a Paladin is EXPECTED to fight." Charlie Dunn wrote:
I REALLY dig this. Like a lot. Gold star! Shadowborn wrote:
Mikhaila's First Law Of Air Travel: During any flight, there will be at least one screaming baby. Now I know why that happens, it's because babies can't do the 'ear pop maneuver' that we grownups can. But it still SUCKS. joela wrote:
Another job well done. One of the most incredibly awesome moments in my history of gaming was when, at the end of Madness in Freeport, my Fighter/Cleric made it to the top of the lighthouse just in time for the cultists to start chanting "Hastur, Hastur, Hastur" It sent a chill down my spine, even though I kinda saw it coming. That character will never be the same. Andrew Turner wrote:
Inded it would. If you're ever in Northern California, ping me. Starglim wrote:
If there's one thing I've learned about gamers, it's that they will almost always do the unexpected. And if you give them a long pointy thing that specifically has an adamantine tip, it will almost definitely get used as a spear. Lyingbastard wrote: I recall a recent show called "Weapon Masters" I was going to quote this, but couldn't remember the name of the show. Thank you for backing my play. *grins* I thought that show was demonstrative, especially when they fired a .357 Magnum at both blades and the traditional sword sliced the bullet without a scratch. Can't remember how the modern blade fared on that one. Hey Danke! I spent about... 3 hours drafting up a heavy writeup for the Map, and I kinda ... overthought it. While I'm pretty much scrapping the class specific stuff for my home game, I thought you might get a kick out of what I came up with. It's NOT balanced, and some of it's a bit out there, but I believe it might inspire some further thought on the subject. Major Artifact?:
Major artifact: Created centuries ago, its history lost, this oversized and elaborately drawn map is an incredibly useful tool to nearly any adventurer or explorer. Printed on an unknown material which, to all perceptions resembles heavy parchment, is nigh indestructible the Map is drawn with incredible attention to detail. The area shown on the map is determined by the owner’s environment. In underground areas with no sky view, the area depicted will be 400 square feet, centered on the owner’s position. In outdoor areas with a clear view of the sky, the area depicted will be 50 square miles, also centered on the owner’s position. The Map’s owner will always automatically know which way is north, as though under the influence of a know direction spell at all times. Those taking a full-round action to review the Map, however, will notice details on the Map that are not actually present in the world around them. Doors in hallways before them may be missing, hallways themselves longer, buildings not present in their environs will be shown in loving detail on the Map. This is not a mere illusion, nor is it an error in the Map, but it is the presence of alternate realities in conjuction with the world in which the Map’s owner resides. By exerting willpower and his or her own life force – voluntarily taking 1d4 temporary Wisdom and 1d2 temporary Charisma damage – the Map calls these alternatives into their own world. Such damage can be restored by rest or restoration as normal, but if magically restored the alterations will vanish as though they had never manifested at all. Otherwise, all alterations are permanent unless the Map’s owner undergoes the process again to return the original status quo. In addition to these abilities, this artifact manifests additional abilities based on the favored class of its owner. For a Bard, the Map of Unseen Ways will automatically generate a musical score of any performance made by the owner. If the performance is spoken words, a verbatim script will be generated. If it is a dance performace, the steps and choreography will be rendered into textual form. Only one performance can be recorded and stored in this manner. Any non-Bard can use this text to perform an identical routine to the one which generated the script, with the performance check result matching that of the original performance, plus or minus the performer’s actual Charisma modifier instead of that for the original Bard. This function is stored on the reverse side of the Map itself, and does not hinder or impede the primary function of the Map. A Barbarian who owns the Map receives the unique benefit of a full rendering on the Map of all Any Cleric owning the Map can use its primary function once per month to call into existence an incredibly well constructed and artfully designed cathedral appropriate to the deity they serve. This cathedral behaves in most ways as masterwork stonework, not to exceed 3000 square feet of floor space. The interior will be furnished in a spartan manner, but will have an altar appropriate to the deity or power served and seating for a congregation of 50 creatures of the same size category as the owner. Furthermore, an area of one square mile, including the cathedral, is protected as though hallowed or unhallowed as determined by that Cleric’s channel energy class ability. The hallow/unhallow effect otherwise functions – for purposes of dispel magic, etc - as though cast by a 20th level Cleric. Each cathedral must be at least 50 miles distant from any other such cathedral, and any attempt to use this power inside that radius will fail and expend that month’s use of the Map. A Druid who owns the Map can also use a full-round action to view weather and atmospheric information for the area shown. By concentrating for ten full minutes and expending one spell slot of at least 1st level the Druid can predict, in detail, weather patterns for the viewed area for the next 7 days. This display will not include any unnatural changes, but will otherwise accurately predict all meteorological information. By spending one full minute in concentration, during which time the owner is considered flat footed, the owner can influence the weather as though using a maximized version of the following spells: Gust of Wind, Fog Cloud, Call Lightning Storm, Sleet Storm, Ice Storm, and Control Weather. If other variables are required, the caster level is assumed to be twice the Druid’s actual caster level. Each spell can only be invoked once per week, and use of the Control Weather function will cause the owner to become fatigued for 1 hour. A Fighter who owns the Map can also see any creatures – including those using magical concealment such as invisibility, etherealness, etc. - within the region shown, along with their path of movement. By studying this information for one full minute, a Fighter can direct any allies or military units under their command to greater effect. All allies or units so affected will gain a +2 bonus on to hit and damage rolls. Any ally affected who is already able to use a Favored Enemy class ability on an affected enemy gains an additional +2 on all checks that would benefit from their Favored Enemy ability. A Monk owning the Map will A Paladin gains the following benefits from owning the Map. Any evil outsiders within the displayed area are displayed on the Map if the Paladin spends one full-round action concentrating. Once per 10 minutes, a Paladin using the Map may use Banishment, with the effective caster level being double the Paladin’s class level for the following variables: HD of creatures affected and caster level check to overcome spell resistance. The Will save to resist is based upon the Paladin’s Charisma instead of Wisdom. Rangers owning the Map will have the immediate benefit of doubling the area shown on the Map, and can use all functions as normal within the increased range. Furthermore, upon spending 1 full minute in concentration, a Ranger will gain access to the Favored Terrain class ability for any and all terrain types within the displayed area for one full day. Should the Ranger leave the area shown during the use of this function during the duration, another full round will need to be spent to reattune. Finally, as a full round action, a Ranger may use the Map to invoke a the spell Pass Without Trace at a caster level equal to twice their Ranger level. Any creature affected by this Pass Without Trace ability also gains the ability Woodland Stride, as per the Ranger class ability. A Rogue owning the Map is able to, as a full-round action, make use of the spell Shadow Walk with a caster level equal to twice their Rogue class level for purposes of creatures that can travel with them. A one round pause is required at the edge of the Map’s visible area to reacquire the path that the spell will take when travel is resumed. Additionally, a Rogue who spends a full-round concentrating can see any secret doors and traps within the area displayed and can bypass them as though having succeeded on a disable device check by 10 or more and needs not actually touch the trap to disable it in this manner. A Sorcerer owning the Map is able, upon concentrating for one full round, to see all lingering magical effects as though having spent a full three rounds studying them, and will automatically gain full knowledge of all schools of magic and aura intensities without a spellcraft check. By expending at least one spell slot at a minimum of first level, a Sorcerer can also suspend any such magical effect for as long as they concentrate and take no actions other than moving at half their normal move speed. An effect which would normally require a caster level check still requires one, but the owner has a +15 circumstance bonus. Once concentration ends, the suspended magical effect immediately resumes and will affect any target normally, though any variables will be considered maximized and widened for one hour after their suspension is lifted. A Wizard who owns the Map may at any time as a full-round action call into existence an Instant Fortress, exactly as rendered by the wondrous item of the same name. In addition to the standard functionality of such an item, this Fortress may be summoned within spaces in which it would not normally fit, occupying all space available without damaging its environs or itself. The Fortress so created will also allow any items stored inside by its owner or their designees to remain stored even when dismissed, thus returning when the Fortress is called forth anew. This will happen whether or not the Fortress is dismissed normally, or dismissed by damage which would otherwise destroy it. Finally, a Wizard who spends one hour resting within this structure may regain spells as though having rested for a full 8 hours and may memorize spells from their spellbook immediately thereafter.
Hope you enjoy! David Fryer wrote: Flying kobolds are funny. If by "funny" you mean "terror inspiring, horrific fiends of death and destruction capable of wiping out an entire party of 4th through 6th level PC's before they make it 30 feet into their lair" then yes, flying Kobolds are very funny. Hilarious even. DankeSean wrote:
When I pitched my Beloved Spouse (Kobold chorus: "We love you!") with the Map of Unseen Ways, she ate it up. She agrees it's definitely an artifact, and if she doesn't use it in one of our ensemble cast games I'm going to snap it up for my own homebrew. Thank you for the permission, I hope I'll do it the justice that it deserves. David Fryer wrote: Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha! Granted, the fact that we were willingly entering an area we KNEW had Kobolds in it... that was a mistake. And by failing that mission, the Kobolds now have gunpowder and an alchemist to make it for them. When Kobolds Fly indeed! CuttinCurt wrote:
Ah! I hadn't dug too deep before commenting, as I was just zipping through initial impressions. Thanks for clarifying! Kenneth.T.Cole wrote:
Well, I like what I've seen from your rejects. A lot of them are a bit verbose, but I like the ideas that drive them. I think you've got a lot of potential, and the sheer NUMBER of things that have come out of your slush pile speaks highly of your creativity. Opinions: Entangling Embrace of the Earth Mother
Idol of the Apostate
Reliquary Coffin
Magma Seed
Magefoam
Elder's Rainstick
Drink of Many Draughts
Flowers of the False Funeral
Token of Knightly Prowess
Spoon of Dungeon Eating
Bottled Lightning
Advancing Standard
Xorn Claw Gauntlet
Ever-Flaring Torch
Last Breath of the Venerated Dead
Glimpse of the Sun
The Map of Unseen Ways
The Summoner's Tales
Ferryman's Coins
Torc of Transformations
Masters Umbrella
Cobblestone of the First Road
Joss Sticks of the Ninefold Way
The Turned Coat
Clockwork Chamberlain
SHRUNKEN HEAD OF THE MAGI
Symbiotic Sharkskin of the Dark Fathoms
The Jar of Al'ak'tal
OBDURATE OIL
BOOTS OF THE DWARVEN CHARGER
Mine was probably an unconcious/subconcious repeat of an item in the Dragonlance universe. It was, essentially, a self-replicating holy symbol that I'd tentatively called the Theurge's Symbol of Manifest Faith. Basically it could make other copies of itself, which would adapt to the faith of the recipient. The one in DL could do it better though, and when I found it in my newly purchased copy of the 3x DL material, I cursed up a storm and started over. Which is ok, as I like my new item better anyway. Orthos wrote:
And it's not just toys, but that would be off topic. Modern packaging is the least friendly, least ecological and least fun of any ever. Ah, and that was all of the data I wanted on the subject in one place but didn't have the time to find myself. I wish everyone who thinks katana are supernatural read this. And I wish I could afford one myself, just to say I had one. The training, in my opinion, is the biggest thing. Thanks for all the linking! My favorites: Every generalization is false, including this one. Never try to teach a pig to sing. It wastes time and annoys the pig. I am an old man and have known a great many troubles, but most of them never happened. I've never killed a man, but I've read many an obituary with a great deal of satisfaction. The man who does not read good books has no advantage over the man who can't read them. In religion and politics, people's beliefs and convictions are in almost every case gotten at second hand, and without examination.
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