Do not be nice about this at all. Don't try to put any game mechanics around how the devil has power over this contract just make it so. 1. He seems to be playing the GM here. You and just about everyone here believes he is going to try to get away with it. Although I have played with MANY players over the years who love the idea of their character getting screwed over by something like this... so who knows.
Kerney wrote:
Yup. Good includes. The key element is the acceptance of the unknown - whether that is called mystical or magical or a mystery doesn't really matter. Our society tends to be very scholastic and we want to know everything about anything and give it a name. Some people (and religions) have the ability to simply accept that they don't know everything... those are the types who will have an easier time with role playing (instead of roll playing) an oracle. FYI.. I liked your examples of possible oracle types, from Tiresias to Francis of Assisi... all good examples.
Vary up your monsters...
Those are just a few guesses. You might want to include some quick stat blocks on the players including the little bit you gave about the barbarian (+4 to hit, 1d10+3 ... or +6 to hit and 1d10+5 when he's raging). It would be good to know things like AC, HP, hit and damage. I would also suggest that you let us know what kinds of encounters you have been throwing against them. Last thought... who is healing this crew, and has there been any problem keeping them alive? After reading the other posts... I would also suggest adding what archetypes if any the players have chosen. Sometimes an archetype gives up a critical feature that unbalances the group. I have seen this happen a number of times.
Kerney wrote: One thing that might be controversial as I say this. When I have talked about what an Oracle is, getting into a few arguments, I've noticed those most involved w/... It depends on the religious background. The more systematic and academic (scholarly) the religious background the harder it is to grasp concepts such as mystery or mystical. Religious backgrounds that openly accept the unknown should be better able to handle such concepts -- specifically Taoism, Eastern Orthodox Christianity, Hasidic Judaism and some branches of Buddhism.
Excellent guide! For Part 3: Multiclass Options - 2nd Level of Paladin is really strong because of Divine Grace. Add your already strong Cha mod to all of your saving throws. Who wouldn't take a second level if they had already grabbed the first with this huge buff? Before posting I searched the threads to see if anyone brought this up.
Another suggestion: After reading Baleful Polymorph and reading the immunities of Undead (What? No, I'm not going to throw a bunch of undead at you tonight... ok... maybe a little bit of undead), I think the save should be Fortitude, not Will. I understand the thematic reason for Will... the Oracle struggling to retain his self control. Mechanically constructs and undead should be immune to the effects of this curse if you use Oracle's Bane on them, but both of those say that they are immune to effects requiring Fortitude saves (unless it specifically affects objects). Just something to think about. : )
Xaratherus wrote:
Oracle's Vessel would also be pretty messed up. The target gains all the advantages of becoming a wolf without becoming a wolf.
Xaratherus wrote:
I think you only need "Beast Shape I" as that gives you access to medium sized animals. Beast Shape II does nothing additional for medium sized animals... it just gives you access to large and tiny.
Lamin Jawara
Gunsmoke Domain
Demolitions Domain
Siege Domain
Credit:
"Devil's Advocate" wrote: I find it kind of odd that Lamin Jawara is, well, both associated with Alkenstar, but also rose to godhood. Alkenstaris noted as being completely dead-magic, so his priests wouldn't actually get any of the Domains if they are from the one place where they could really get guns. It might be better to go from a different angle? Maybe just leave his history an unknown? BIG thank you for all the feedback, I really appreciate it.
"Devil's Advocate" wrote: I find it kind of odd that Lamin Jawara is, well, both associated with Alkenstar, but also rose to godhood. Alkenstaris noted as being completely dead-magic, so his priests wouldn't actually get any of the Domains if they are from the one place where they could really get guns. It might be better to go from a different angle? Maybe just leave his history an unknown? I am happy to edit his history... but I thought the Mana Wastes were just arcane magic void. What I could do is say that he fled Alkenstaris prior to his death to share the wonders of black powder with the world. Which would have necessitated his death.
Possible alternate to Mobile Siege
Large update and hopefully the final draft (yeah right). This one includes all updates to the main domain, two subdomains and a new deity. I am sure that there will be comments on the new material. Feel free to offer balance suggestions or ideas for replacement spells and such. Credit:
Lamin Jawara Alignment: NeutralPortfolio: Gunsmithing, Black Powder, Siege Weapons Domains: Artifice, Fire, Gunsmoke Subdomains: Demolitions, Siege, Smoke, Toil Favored Weapon: Firearms Lamin Jawara was a mortal man from Alkenstar. He was the premier expert on guns, siege weapons, bombs and all things that use black powder. He may not have invented gunpowder or guns, but in his time no one came close to his understanding. His ideas were so far from the norm that the authorities of Alkenstar had him assassinated and his works either burned or captured. Now, decades later, people have reported seeing him in the middle of firefights or after the blast of a cannon. Some few have begun to pray to him for excellence in the loading of gunpowder or crafting of a siege engine... and to onlookers it appears that their prayers are answered. Is it possible that he passed the Test of the Starstone prior to his untimely demise? Perhaps one of the artifice gods, such as Brigh, took interest in him raising him to godhood. Or was it his mad genius alone that made him more than human? Gunsmoke Domain
Demolitions Domain
Siege Domain
Third draft... dropped dieties (for now), removed proficiency from Gun Adapt, modified Divine Aim based on feedback Gunsmoke Domain
Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight
The Golux wrote: Something like that, yeah. There's no reason to have a crappy inquisition and a domain that does almost everything that it does and then a lot more. Inquisitors could use Wisdom to hit or damage too, you know? I like Xara's latest fix for this. It would work for Clerics or Inquisitors. Note, I did drop adding additional damage after the first draft because it began sounding more like a feat and less like a domain power. Once I add the subdomains this will make more sense as those get into bombs and siege engines. Divine Aim (Su): At 6th level, a cleric gains the ability to channel his divine energies to guide his ranged attacks. The cleric can designate a target, and add a divine bonus equal to his WIS mod to ranged attack rolls against that target. This bonus persists until the target dies or until combat ends. The cleric can use this ability 3 + WIS mod times per day. P.S. I really appreciate all the ideas. They have been a big help in getting this domain to be functional and hopefully well balanced.
Xaratherus wrote:
That works for me.
An offline suggestion that I received, and rather like, is to not give this domain to existing Pathfinder deities up front. Create a new god who either ascended of his own sheer will (Irori), passed the test (Cayden) or was elevated by another deity (Kurgess). This deity would be little more than a demigod at first with maybe three domains, but would have firearms as his chosen weapon. This would mean that Exotic Weapon Proficiency (firearms) would not be needed for the domain itself. However, clerics of other deities would have to take Exotic Weapon Proficiency (firearms) in order to gain much of the advantage of the domain. Here is a bit of the idea behind this... guns from a deity perspective are new. Most of the deities wouldn't have a clue about what to do with guns or gunpowder. Even the deities of that have the Artifice domain could and should have a problem with what guns and gunpowder represent. Sure the god of cities would want them to maintain order... and the god of piracy would want them and gunpowder to wreak havoc on her enemies... but neither of them really has the power over guns on their own. So we introduce a mortal man from Alkenstar, who is the premier expert on guns, siege weapons and bombs that use gunpowder. He may not have invented gunpowder or guns, but in his time no one came close to his understanding. His ideas were so far from the norm that the authorities of Alkenstar had him assassinated and his work burned or captured. Now, decades late, people have reported seeing him in the middle of firefights or during the blast from a cannon. Some few have begun to pray to him for excellence in the loading of gunpowder or crafting of a siege engine... at to onlookers it appears that their prayers are answered. Is it possible that he passed the Test of the Starstone prior to his untimely demise? Purhaps one of the artifice gods, such as Brigh, took interest in him raising him to godhood. Or was it his mad genius alone that made him more than human? Does this sound like a good addition to the development of this domain?
"Devil's Advocate" wrote:
OK... two suggestions for fixing this then both similar Able to use this power equal to your class + Wisdom mod in either rounds or minutes per day (depending on how powerful this should be) these rounds/minutes do not need to be consecutive but must be spent in full rounds/minutes. If this sounds do-able, which should it be... rounds or minutes?
The Golux wrote: Seconding that Brigh is also a good fit (though a lot of minor gods just don't get listed) Never thought about her but yes... especially since she is sticking to the middle of the road between Good and Evil that I want to establish for the deities supporting this domain. It is more a personal flavor... kinda like guns don't kill people... people with guns kill people.
+5 Toaster wrote:
Actually the name was completely intentional. hehe Also see the video game
"Devil's Advocate" wrote:
I see what you are saying about class feature, but in this case we aren't going to have any Druids or Inquisitors taking this domain. Druids are very limited to what they can take and technically the Black Powder Inquisition should be better for Inquisitors. Inquisitors do not benefit from Domain Spells and the like when selecting domains. However, I could add a bit there for the player who thinks that this domain would be better for their Inquisitor. Also, I dropped the additional damage out of the secondary power and only kept the additional hit. Removing firearms from the secondary power means that this power can be kept for subdomains that do not involve guns directly... like say...
Spoiler: Demolitions! A domain for clerics to toss around gunpowder bombs!
Second draft... Gunsmoke Domain
Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight Credit:
How about replacing...
with this...
Notes:
"Devil's Advocate" wrote: I'm also a little unclear on if you give up both Domains to get this one, or if you are stilled getting a second Domain and this one? Yeah, the wording on that part was tricky. Bottom line if you chose either Abadar or Gorum you get two domains -- this being one of them. If you worship any other deity you can select the Gunsmoke Domain but it will be your one and only domain. Regarding the later power, I will say that having both powers related to gunslinging does make it difficult to create subdomains that only replace one power. If you have a suggestion for the later domain power please let me know. Side note, I wanted two slightly opposed deities to "own" this domain initially... and I really thought about Besmara as the CN deity. Her piracy theme would be a direct affront to everything Abadar stands for.
First, giving credit where it is due, most of this is the creation of Nemitri (Gun Domain). All I did was revamp it based on what I would like to see in the games I run and play in. Instead of commenting on a three year old thread I thought it would be a better idea to start a new one. Nemitri, thank you very much for putting this together in the first place. I knew I wasn't the only one who wanted to see a domain like this. Gunsmoke Domain
Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight Credit:
Tiny Coffee Golem wrote:
Classes The group needs to be able to put out AoE damage... this is a MUST early on... nothing further without spoilersThe group also needs divine casters for heals and to remove diseases Races
Really, the sky and your GM are the limit here. We are talking nasty, mean pirates who really don't care what you look like are what you have done as long as you follow orders and keep the deck clean. This may be an opportunity to play an evil character -- even an Antipaladin (as long as the code is somewhat geared toward working with a group and biding time). Another suggestion is a negative channeling cleric (could be neutral worshipping neutral deity) as this will allow you to keep heals spells on hand while dishing out AoE damage.
Theodor Snuddletusk wrote:
I had a DM who was running Skulls & Shackles strictly by the book. We had five level three characters toward the end of the first module when we encountered a time crunch. We had extremely limited time to get through a series of tunnels before they became flooded and then we encountered a nasty mini-boss that was large. It was aquatic in a water environment and had reach, cleave, total concealment, and nauseated half our party for 1d4 rounds. Oh... did I mention that it had cleave? Or that it could grapple any one of the remaining party members that wasn't nauseated. Once we did half it's HP in damage it grabbed the bard and dragged her under and into another cave. And guess what that cave was filled with the real boss and her allies... and guess what... right after that we were supposed to start a mutiny. Leason... water encounters against aquatic beings are tough, like double the CR tough. Sure we could have run from the encounter, but then we would have lost an NPC ally (remember that time crunch). Without that ally there was no way the mutiny would have worked. We started that night knowing there was a potential for TPK and we did everything we could to avoid it, but the fact is that encounter was too much for us. Sure the DM could have fudged it, but from the very start he made it clear he was going to run the module as written. We all agreed and in the end it was a fun time.
Danbala wrote:
The Inquisitor is a versatile class with large damage potential. Their use of teamwork feats and counting all allies as if they too had the feats makes for some crazy action during combat. I am not sure what PFS will let you get away with though (see Escape Route). Before you fully give up on Inquisitor take a look at the domains you get with Cayden Cailean, especially Travel. With that domain you can wear Medium or Heavy armor and keep your 30 foot movement. If you take a level of fighter you get all the armors and all the weapons (except exotics). The Inquisitor makes up for lower health (D8) by having immediate access to spells such as Cure Light wounds.
Byrdology wrote:
Only PrC that I am aware of that continues to gain Channel dice is Holy Vindicator. While that fits in with your desire to smash elementals (Elemental Channel as one of the possible requirements) it might not fit in with the rogue aspect of your character. It could be pulled off though.
MrSin wrote: Missed my point. There isn't a magical number of evil spells cast that turns you evil. I think we can all agree that there is no magic number here. It is totally up to the GM how they want to implement this. To the original poster's question... it is up to your GM how casting [Evil] descriptor spells will affect your character. It is up to him/her how casting this spell with noble intentions will affect your character.
Xaratherus wrote:
I agree with Xaratherus's assessment here. An evil act by itself should not immediately turn a character's alignment evil. However, it could impact a paladin pretty negatively.
MrSin wrote:
You either have to corrupt yourself with the taint of Hell or smear the corruption over your comrade in order to heal them. Even using Unholy Water as the component instead isn't any better... you are using raw negative energy to heal their flesh at the expense of corrupting their soul. The details of how the spell is [Evil] are left up to the DM, but whatever it is the DM should be encouraged to be creative and allow this spell to be a corrupting influence in the game.
Matthew Downie wrote: My last character could have supplied you with gallons of the stuff, acquired while saving the world. I think this spell is a great opportunity for story. Whether the spell components are acquired through good means or just unholy water (which yes, I forgot about) a [evil] spell that heals is just an awesome temptation. There was a Vampire storyteller game that I was a part of where the storyteller (GM) provided a character an opportunity to learn infernal spells that weren't infernal... they just did the exact same thing as the infernal versions of the spell. The NPC said so... so it must have been true, right? Yeah... it didn't quite work out that way and before long the character was at odds with the entire city. As a GM I would ensure that any good character who was willing to cast this spell had lots of opportunities to learn other spells that seem helpful but corrupted the soul. I might even have beneficial devils show up and aid the character from time to time. The more the character gave into the benefits of all these additional options... the more they would slip toward evil. It could even be done not so gradually... as long as they were working toward good ends... but as soon as they used all these new-found powers for their personal ends BANG you're evil.
CromoftheBloodhammer wrote: As the title implies, can my good magus cast "evil" spells (infernal healing is the spell in question) without being evil? I mean, its arcane, and according to arcane (well, the way I see it at least) is that good and evil are relative. Advice? The spell is fueled with the blood of devils. From a story perspective there is almost no "good" way to obtain that. Sure you could summon a devil and beat the tar out of it, but don't you think the agents of Hell consider this possibility. No matter what you do you are playing into their hands. This spell is the perfect temptation for arcane spell casters with the "best of intentions". Before you know it you will be raising zombies to prevent a group of orcs from killing innocent villagers. Your trip to the dark side will be done for all the right reasons... just using the wrong means. : )
the Diviner wrote:
Looks like you are right. We have been doing that wrong for a long time now. I will have to let my DM know. : )
If your DM allows dinosaurs go with Deinonychus, it has five separate attacks (two with a -5 penalty). I have a level 9 Druid (Saurian Shaman) / level 1 Fighter who has been using this form for several levels. Even though I can put out more damage in other forms I just love the RP aspect of playing essentially a sentient raptor. Try to get someone in your group to play a bard as each of your attacks will benefit from their performance buff to damage.
The rules only really work for humanoid on humanoid. I spent several weeks working on improving the rules, but when I got to the Bestiaries that is where things break down. Monsters don't wear armor and it is often unfair to judge this between their touch AC and actual AC when performing the conversions. It could be done but it would end up being a heck of a lot of work when what it really needs is a whole new system. Hackmaster (5th Ed) has rules around this that are built around AC and DR to begin with -- downside, their DMG isn't out yet and a lot of the content needed to run a game is in there.
Romaq wrote: I am building a ferret that will do a Sorc/ Rogue multi-class. I'm not quite clear on the best way to go about that, but as a DMPC I plan to have to be carried, and while I may be able to cast I certainly can't be a meat shield. That's Garra's job. Mine as the DMPC will be to handle magic and advise when Garra needs 'int' power. I'm going to see if I can make it work. If it fails, I'll learn through failing. I have a bit of experience with Awakened animals. First you take the base animal then you add everything that the Awaken spell indicates, including 3d6 Intelligence, +1d3 Charisma, and +2 HD. Using a Weasel as the base for your ferret you end up with a 3HD magical beast with a fairly low CHA (don't know who wrote up the Weasel stats but that sounds wrong to me). Personally, I would fudge it a bit and maybe even use the Race Builder out of ARG. If you continue with the Awakened animal concept you would start out as a level 3 monster and then add any new levels with whatever class you choose. There is an alternate set of rules (not RAW) that every three levels gained in a class you can replace one of your monster levels with a class level... and that is what I would recommend for you. Starting out the ferret would actually rival the barbarian, but in a couple levels it will balance out.
cartmanbeck wrote:
Thank you. I forgot about that trait.
Great guide. Constructive feedback:
Xaratherus wrote:
You are correct that when you use Feint without any other feats the target loses DEX against the next melee attack you make. Improved Feint just converts that to a move action instead of a standard. However, with Greater Feint the DEX bonus is lost from the target until the beginning of your next round. If the target has lost his DEX bonus until your next turn then it remains lost for any incoming attacks, until your next round. I did mark this thread for FAQ.
Xaratherus wrote:
"he loses that bonus until the beginning of your next turn" - it is gone until the character's next turn and his dex bonus does not count toward AC for anyone attacking him until your next turn. |