|RainyDayNinja RPG Superstar 2013 Top 16|
I'm currently brainstorming for a writing project, and I need to know what was the first set of gods for the original Dungeons & Dragons. I tried to research it on Wikipedia, but the information was kind of muddled. Note that I'm not interested in what were the most iconic, or popular, etc., but which were published first chronologically. Can anyone point me in the right direction? Thanks.
I've got a cleric who is about to hit level 7, and one of the 4th-level spells I'm looking at is divination. It seems like it could be incredibly useful, but I'm wondering how well it would really work out in an Organized Play environment. Does anyone have any experience with using spells like this?
Is anyone familiar with this system? It's a rules-light system (the entire rulebook is only about 100 pages) based on the science fiction from the 1800s. If there's interest, I might try to run a group through one of their pre-made adventures. You can check out the system HERE; it's shareware, so the whole thing is free.
I'm putting the finishing touches on my Cavalier 1/Oracle X for PFS (she's at level 5 from GM credit, and I haven't played her yet), and just discovered this line I'd previously overlooked:
The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
This puts a huge dent in my build, since I was planning on making extensive use of Divine Favor and Inheritor's Smite (which are both personal), while my mount did all the fighting. But then I had a thought: Could I circumvent this by taking a level of oracle first (with the bonded mount reveleation) to get Share Spells, then take my level of cavalier later? Would I retroactively lose the Share Spells ability? Would the levels simply not stack because they are incompatible?
You do not take penalties on your attack rolls
or to your AC for squeezing through a narrow space that
is at least half as wide as your normal space, though each
move into or through a narrow space still counts as if it
were 2 squares.
While browsing the Animal Archive, I saw this feat. I'm working on a character who will eventually become a Mammoth Rider, with a Huge-sized mount (15 feet wide). Does that mean the feat would apply when squeezing through a space at least 7 feet wide (half of 15, rounded down), or 5 feet wide (half of 3 map squares, rounded down to one 5-foot square)?
This tree sways silently in the wind, its scraggly branches swinging from side to side as if searching for prey to seize in its clutches.
Iceroot devourers were once normal trees that became the final resting place of a traveler lost in the frozen wilderness. As the tree continued to grow around the corpse, it internalized the deathly cold and silence of the falling snow, and began to hunger for the warmth and life the traveler once possessed. When killed and broken open, the unfortunate traveler’s gear can usually be found intact within. The trunk is typically at least 3 feet in diameter, and the iceroot devourer can grow as tall as 40 feet. Most are formed from coniferous trees, but some deciduous versions exist, although they remain dormant during the warmer spring and summer months.
Iceroot devourers usually stay in one location, standing still while they wait for adventurers or animals to wander nearby. They can sense warm-blooded prey and other heat sources, and when that prey comes within reach, the iceroot devourer grabs it with claw-like branches to keep it from escaping, while the aura of silence keeps it from crying out to its companions.
Iceroot devourers are found mostly in the perpetual winter of Irrisen, but also in the more northerly taigas of the Lands of the Linnorm Kings and Mendev. There are even rumors that some of them were created on purpose through experiments with necromantic magic, by the servants of Baba Yaga.
So I'm using a Crypt Breaker alchemist in PFS, and I'm wondering how his bomb damage will interact with discoveries that would change it. The Crypt Breaker has special "Alkahest Bombs" like so:
Alkahest Bombs wrote:
A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of acid damage for every odd-numbered level.
Unlike other archetypes, which specify that the damage die goes down by a step (d6 becomes d4, d4 becomes d3, and so on), the Crypt Breaker just says they are d4s or d8s. So if I take a discovery such as Concussive Bombs ("Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6"), do I use d4s for all targets?
Gralton Infiltrator (Alchemist)
This ability otherwise functions as and replaces the mutagen and persistent mutagen class abilities (a Gralton infiltrator cannot create mutagens unless he selects the mutagen discovery).
Shattered Mirror of the Insect Queen
The affected creature becomes a swarm with a hive mind, gaining all swarm traits, the distraction special attack, and a swarm attack dealing damage equal to 1d6 plus 1d6 per 5 Hit Dice, plus the creature’s Strength bonus, if any. The affected creature gains a –4 size penalty to Strength, a +4 size bonus to Dexterity, and loses any natural armor bonus. Its speed is reduced by 10 feet (minimum 5 feet), and it is treated as a Tiny creature (for the purpose of size and armor bonuses to AC, etc.). It can still use spells or other abilities as normal.
The affected creature coalesces into its normal form after five minutes, or when it would be dispersed, such as from damage. It can be reduced to negative hit points as normal. If reduced to 0 hit points or dispersed by other means, the affected creature returns to its normal form, prone, unconscious, and stable at 0 hit points.
So I'm leveling up my Qinggong/Monk of the Four Winds, and I'm trying to decide on my feat for level 9. Here's what I have so far:
He just hit level 8, and I'm trying to decide where to put my stat bump. The further Shaitan Style feats require 15 CON, so I need to decide now if I want to take them. Here's what I'm considering:
-Shaitan Skin/Earthblast at 11 (Shaitan Earthblast sounds like tons of fun, but Shaitan Skin seems like a pretty weak feat tax to get there.)
What do you think? Are there any other good options I'm missing?
Due to poor planning on my part, I'm soon going to have a table with an APL of 5 (level range of 3-5, weighted more toward the high end, with 7 players), but the character I'm building with GM credit is at level 3. So I'm looking for a scenario I can run at the 1-7 or 3-7 tier, which will still be challenging for a mob of characters, as high as level 5. The highest-level characters are a sword-and-board fighter and a summoner, so they don't even break a sweat in slug-fests.
Right now I'm thinking "Storming the Diamond Gate." I only played it at the 6-7 subtier, but due to the nature of the final fight
Spoiler:I think it could really give them a run for their money. Any other ideas?
a high-level wizard and archers, with difficult terrain and a long path between them and the PCs
I'm trying to put the finishing touches on my planned Mammoth Rider for Pathfinder Society, and I wanted to check if anyone had any tips for squeezing any more goodness out of it.
Traits: Gifted Adept (Divine Favor)
1-Cavalier: Mounted Combat, Power Attack
So the idea here is to ride into battle, casting buffs on my mount, my allies, and myself, then attacking like crazy. The +1 CL to Divine Favor from my trait gets me up to CL 9 for +3 to attack and damage rolls. I'm still a bit iffy on my level 11 feat, so any suggestions are welcome.
An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Natural Attacks wrote:
If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 times the creature's Strength bonus on damage rolls... If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.
Does this mean that when my animal companion (who has only one natural attack) gains the multiattack ability, his Strength bonus to damage loses the 1.5 multiplier?
If I have gain a mount from the Cavalier class, it specifies that I can get a new one after a mourning period if the first one dies. But can I simply choose to release it, as a druid's animal companion? I have access to the Axe Beak boon for PFS, but because of size, I can't use it until level 7. Can I just switch out mounts at the new level?
Also, if I get a new mount, does it have all the same feats and skills as the first? Specifically, I'm interested in Weapon Focus for one of its natural attacks, which will change when I become a Mammoth Rider. Can I retrain that to use different feats when I get a different animal?
I'm currently planning a mounted character, eventually going into Mammoth Rider, and I'm looking for help. I've never played a mounted character, so I have no experience. What kind of feats are useful or necessary for mounted fighting? I had originally planned on taking Ride-by Attack and Spirited Charge, but I'm questioning the utility of investing so heavily in charging on my mount, especially in Society play. Are there any other feats for using a mount that I should be aware of?
For reference, I'm planning on going Cavalier 1/Nature Oracle 8/Mammoth Rider X, and using a lot of my actions to buff my mount.
This weekend I played a scenario
The Devil We Know: Part I
in which, through clever planning and cunning strategy, we managed to completely bypass an encounter (and the faction missions associated with it. *sigh...*).
So now I'm curious. Do you have any crazy stories of scenarios going totally off the rails? What did you do? How did the GM cope?
Alright, here's an idea I had for my PFS GM credit dump character with a race boon. I wouldn't be playing him until a high-ish level.
Nagaji (+2 STR/CHA, -2 INT)
17 STR (+1 at 4)
Barb1: Power Attack
I haven't worked out the details of my mount, but the general idea is to run around attacking for huge damage with a greatsword, while my mount does the same. I'd have up to 3rd level spells for buffing, although that means I'm losing some great 4th level buff spells by taking the barb/rage prophet levels. Any ideas or suggestions?
I got into a discussion with my brother yesterday about the best feats for a planned archer alchemist. I had planned on going for Focused Shot and Deadly Aim, since I'd have about +5 from INT, to get big damage on a single arrow. He suggested dropping Deadly Aim in favor of Rapid Shot, so I could choose between a single big arrow (for keeping my move action, or readying to disrupt spellcasters), or a full-attack for slightly higher DPR. But I figure if I go the full-attack route, I should go all out. What do you think?
Focused Shot only:
Rapid Shot only:
In my (apparently) never-ending quest to figure out how to use my race boon, I'm now considering a brutish nagaji Dragon Disciple. This would be a dumping ground for GM credit, so I won't play it at all until level 5-7. Here's the build I've sketched out:
STR 17 (+1 at 4th)
Fighter1: Power Attack, Weapon Focus (Greatsword)
I'm still in the air about whether I want to go with electricity or fire as my dragon element. With low save DCs, electricity might be better with things like Shocking Grasp and Defensive Shock, but fire would be better for groups.
I'm looking at building a Magus for Pathfinder Society, using a Wayang race boon. My plan is to use the Kensai archetype, with Dervish Dance, to focus on weapon damage, rather than metamagic'd Shocking Grasp. Here's my plan so far:
I plan on using him as my dumping ground for GM credit, so I don't plan on playing him until at least level 5. By then, he should be attacking at +10 for 1d4+10. At level 7, I'd be up to +11 for 1d4+14, and should have my scimitar Keen'd. That's before buffing with Cat's Grace, Reduce Person, etc. Any thoughts? I'm still kind of iffy on the choice of Magus Arcana.
I got a racial boon from DragonCon, which allows me to play either a Nagaji, Kitsune, or Wayang. I'd like to try a self-buffing melee caster character, but to that end I'm caught between 3 different builds:
Nagaji Battle Oracle
I'm leaning toward the Nagaji so I can go STR-based instead of DEX, because I'd really like to run around Power Attack-ing with a greatsword. But on the other hand, the Magus has a better spell list. The fighter/bard would have the best mundane damage output, but the weakest spell list. Any suggestions?
I had a player death at my PFS table this weekend, when an evil cleric channeled negative energy. However he was prone at the time, and some of my players believe that he can't properly present his (un)holy symbol from the ground, especially since the killed player was on a lower level. Is there any rules citation anywhere that specifies how a cleric can "present" their symbol?
I've been trying to figure out what PFS character to build with my racial boon I got at DragonCon, and right now I'm interested in making a Nagaji Dragon Disciple. For the first 5 levels, Sorcerer seems like the natural choice because the dragon bloodline powers keep getting improved. But now I'm leaning more toward bard levels for the increased skills, HP, armor, and +2 Inspire Courage. The rough draft for my build is something like this:
Could a build like this work well at all? Any ideas?
I'll likely be taking my PFS Monk (Monk of the Four Winds/Qinggong) to level 7 at DragonCon this weekend, and I get to choose a new ki power. But I'm torn between Gaseous Form and Hydraulic Torrent. Theme-wise, I'm going for kind of an elementalist (Elemental Fist + Shaitan Style, Scorching Ray, Shocking Amulet of Mighty Fists), but I'm not sure which will end up being more useful. Any suggestions?
In my PFS game today, one of my players (and another player's badger companion) got hit with a Vargouille's kiss while playing "Mists of Mwangi." They lost their hair after only an hour, so they didn't have time to get their disease removed before that. I marked "bald" as a condition gained, but is that permanent, or will the hair grow back?
I'm building an Aasimar cleric of Torag for PFS, and I'm hung up on picking my second trait. The character concept is that he was adopted by a clan of dwarves at a young age, but left to satisfy his wanderlust. He'll have the Caves and Exploration subdomains (he's a Separatist), and ranks in Profession (Miner) and Knowledge (Engineering). His primary focus is on casting, and secondary focus on channeling to heal.
I've already decided on Guardian of the Forge for my first trait, to get Knowledge (Engineering) as a class skill. I'm considering Exalted of the Society to get an extra channel per day, or Glory of Old to shore up my saves. Although that one is from "Dwarves of Golarion," so I'm not sure if an Aasimar can take it (and I don't want to buy the book just to find out). Any other suggestions? I'd like to get Perception as a class skill, or get a bonus to Reflex saves, but I can't find any that fit my build and backstory.
I recently hosted my first PFS game in my area, and had 6 people show up. I was only expecting 3, so this was a pleasant surprise. I'm getting ready to have my second game this Saturday, and I've had another potential player get in touch with me, who mentioned possibly getting his wife to play. If you're counting, that makes potentially 8 players.
It won't be an issue this weekend because one guy and his two kids are out of town, but if I ever have 8 people show up, I'm not sure what I'll do. Out of all of these players, only one has played Pathfinder at all before, and he's never played PFS, so I don't think he'll be ready to GM any time soon (I don't think he's GM'd anything before, because he didn't have his own mini for the first game, but I could be wrong).
So what should I do if I have 8 players show up for a game? I'd hate to turn people away, or require them to sign up beforehand on Warhorn, because I don't want to scare off such new players. And I certainly don't want to run more than 7 players, both because of the rules and because I don't want to bore any of the kids that are playing.
I expect to start accruing some GM credit for PFS soon, and I'm planning out the character I'm going to apply it to. I like the Caves subdomain, because I want the Pit spells, so I'm building my concept around that, having him fight with a shovel. I'm envisioning him as being adopted by dwarves, sort of like Carrot Ironfoundersson, mixed with The Shoveler from "Mystery Men." Any advice is welcome, and I have some questions to make sure I understand everything:
1. Does the 2-level lag for my separatist domain apply to domain spells? (e.g., do I get my level 1 domain spell at level 1, or level 3?)
2. Can I take a subdomain as a separatist domain?
3. Can I have my holy symbol inscribed on just anything?
4. Do I still need a material focus component for the Pit spells, since I'm a divine caster? If so, would a masterwork shovel (a tool for Profession (Miner)) qualify?
5. Are Domain spells considered to be on my spell list, e.g. for the purpose of the Missionary trait?
6. What feats are good for a casting-focused cleric?
Domains: Caves, Exploration (Separatist)
Traits: Adopted by Dwarves (Tunnel Fighter), Faction trait?
While dealing with some rough characters of the Ulfen persuation, I may have stumbled into an untapped market. What I thought was just a handy ruse actually piqued considerable interest among the simple barbarian folks. Unfortunately, they all had to be dispatched before I could do even the most rudimentary market research, and my duties as a Pathfinder are too numerous at the moment to allow me to take advantage.
So to my more enterprising countrymen, I suggest that a guild be established for promoting the trade of the confections known as "lollipops." The cold weather of the Ulfen homelands would allow them to be easily preserved, and the high concentration of sugar is ideal for providing energy while raiding, pillaging, etc. Please consider it.
Sincerely, your partner,
I'm planning out a new character for Pathfinder Society, and I plan on making an alchemist that specializes in bombs, with archery as a back-up. But I'm a bit on the fence about what archery feats to pick up. DEX will be his second-highest stat, and he'll only have 3/4 BAB, so I'm worried about stacking penalties from Rapid Shot and Deadly Aim. My current plan is to take Focused Shot to synergize with the Alchemical Weapon ability, which takes a move action.
Here's what I have so far:
Human Alchemist (Grenadier)
1: Point Blank Shot, Precise Shot, Proficiency: Longbow
So my monk has accumulated quite a bit of prestige (31), and I'm looking for something to spend it on. None of the mechanical benefits of the vanities look that appealing, but I was considering hiring a porter for 5 PP, and having him just lug around a 100 pound boulder. I'd consider him my monastic trainee, and perhaps throw out bits of wisdom to him along the way. Also, who knows when you'll need a giant rock?
The only problem is, I don't know how much that boulder should cost. Any ideas?
I'm getting ready to head to my (not-so) local game store for Free RPG Day, but the ones running it are saying that my level 6 Society character is not legal for play in the new "Dawn of the Scarlet Sun" module tomorrow, but will be afterward. They say that for the Free RPG Day itself, only the included pregens are allowed. I can't find any such rule anywhere on the boards or anywhere, and I'd hate to miss a chance to play my highest-level character. Are any of the Devs awake to give an official answer for this?
I've had a couple of players drop out of my homebrew PbP, so I'm looking for replacements. You'd be members of the band "Squealy Nord," who is just coming off of a narrow win at their regional qualifying contest. The gameplay thread is here (http://paizo.com/campaigns/v5748p75hoh3f/gameplay&page=1). The rules are as follows:
-Starting at level 5. At least 4 levels must be as a Bard (every 3rd level can be in a different class).
-Starting wealth of 8150 gp.
-Keep in mind that Perform checks will be a big deal. We lost the guitarist and the keyboardist, so those are the instruments we're looking for (or something along those lines, at least).
I'm starting a brand new weekly PFS game in Kingsport, Tennessee on July 14, and I wanted to put this notice out so people can find it if they're looking. We'll be at Dewayne's World of Comics & Games downtown, and anyone is welcome to join.
I'll be working with the store owner to promote the event as best as I can, but if anyone knows gamers in the area, I'd appreciate you helping to get the word out. Thanks, and I hope to see you (or at least someone) there!
I recently moved to Kingsport, Tennessee for work, and I can't seem to find anyone in the area who plays tabletop RPGs. I'd be interested in either Pathfinder or Shadowrun 4e, and possibly other systems. With gas the way it is, I'd like to stay in the tri-cities area, so anything in Knoxville is out. Anybody out there?
I recently started a Ninja for PFS, who uses the Dervish Dance feat. That means that I have to use a scimitar in one hand, while not holding a weapon or shield in the other hand. So I'm looking for something else to put in that hand besides a readied potion or something like that. I'm also going for Improved Feint, so my bread-and-butter combat strategy will be: 5-foot step, feint, sneak attack.
I was hoping that I could use something in my off-hand to give a bonus to my feints, sort of like a weapon with the "Distracting" quality, but not actually a weapon. I know there's an open-ended "Masterwork Tool" in the core rulebook, and I already have one for bluffing outside of combat (which I've reskinned as psychic paper), but could I get some kind of combat scarf, or some such thing, to get the +2 bonus to my bluff check while feinting in combat?
(Keep in mind this is for PFS, so I can't rely on 3rd-party material or GM latitude.)
I just started a Halfling Ninja for PFS, and I want to eventually take the Master Spy prestige class. But with all the focus on DEX and CHA, my STR is only at 10. So even if I get my sneak attack bonus, I'm still only doing 1d4+1d6 damage on a hit (and my first two sessions didn't have a lot of sneak attacking going on).
I'm trying to figure out how to squeeze more damage out of him, especially when I can't get flanking. I thought about taking Dervish Dance, but I would need to wait until level 5 to get enough feats. Any other suggestions?
After a half-day's journey on the back of a farmer's horse cart, the crowd for the harvest festival comes into view as the sun sets behind the thatch-roofed buildings. Tents cover the town square, filled with teeming masses of people laughing, eating, and drinking. Mirella, the plump barmaid at the Glutonous Gorgon, scurries back and forth between the crowd and the pavilion set up in front of the tavern building, carrying a tray full of clay pitchers of mead. The largest tent is set up over a
As soon as you climb out of the cart and thank the farmer, a voice calls out for your attention from the ground. In front of you, barely coming up to the waist of a normal human, is a harried-looking halfling woman with a clipboard.
"Are you here for the competition?" she asks. Without waiting for an answer, she exclaims "Thank Abadar! We had some no-shows, so in half an hour we were going to run out of acts. Let me get you registered, then you can prepare. It's ten gold pieces to enter, and I need your group's name and your set list."
She looks up at you expectantly. "So what do I call you?"
You trudge through the old worn-out streets of your home town late at night, heading back to your parents' house after a jam session with your friends, when a flyer posted to the town message board catches your eye. You tear it from the nail and read the announcement:
It's always been your dream to get signed with Pan-Throm Recordings, the biggest enchanted music stone producer in the whole world. A measly 100 gp isn't much, but it could be enough for you to finally go to Barger City and try to catch your big break. Clutching the flyer to your chest, you run back to tell the rest of your bandmates...
I'm recruiting for a campaign centered around the PCs' band, and their quest for fame and glory. This would be kind of a practice campaign for me, since I've never run one before, so I anticipate it will be relatively short. If you hadn't noticed already, it's going to be rather tongue-in-cheek, so some level of goofiness is expected and encouraged.
I'm looking for 4-6 players, and expect an activity of about one post per day. If you're interested, post your character details, including name, background (keep in mind that all the PCs live in the same small town, and are already a band), instrument, and multiclass/role you plan to play. I don't need to see stats right away, so you can wait until after the roster is finalized.
Character creation notes:
-20 point buy.
-150 gp starting wealth. (You're a garage band. What did you expect?)
-In order to make them a viable choice, Dwarves can take their -2 penalty to DEX instead of CHA.
-Anything in the PRD is fair game. Core races only.
-2 Traits allowed, as long as you can make them square with you currently living as a nobody in a small farming village.
-Since you are in a band, Perform checks will be crucial. Plan accordingly.