Tongue of Rebuke

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Organized Play Member. 316 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.



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a quartet of adolescent kappa trained as in ninjutsu by a wererat.


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Every once in a while, I line up all my dice. Take one and smash it with a sledge hammer. Then the other dice learn their place. I usually use a d12 or d4, but i can;t let the others get to comfortable. If a die crosses me to many times it's on the chopping block.

Sometimes i get creative, blowtorch, fireworks, mix it into cement and drop it to the bottom of a lake. Make sure to set an example.


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My players are going to be fighting a 7th level old monk soon and they are only about 3rd level.

I want the monk to throw out his back after the first round.
I was thinking -2 Str and Dex, Loses evasion and Staggered for 1 round.

Being a strapping young lad, I have never experienced this so I am looking for input.


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N. Jolly wrote:

So my player is running a Paladin, he's a pretty nice guy. Does a lot of good for the community, but I know he could be doing more. And this makes me angry since he's not living up to the perfect standards of what I believe for the class, so I've got a bit of an axe to grind.

So he's scouting for the party in the woods, and ahead of him is a pretty well hidden pit trap. He doesn't spot it, so he can't avoid it. The reflex save is DC 25, and he in total gets a 25.

So I came here to ask you people of the boards: Did this paladin fall...into a pit and take 2d6 falling damage?

*slow clap*


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Kaiju are AWESOME! I just wish there was a good way to have them fight.

They are WAY to massive to fight in the traditional way. The map would need to be several tables wide, you ARE in it's reach (50+ feet) and on top of all that, I don't thing that even my colossal red dragon figure could do them justice.

(Although players gaining control of a Kaiju to fend off another would be epic...maybe another time.)

SO HERE IS MY NEW PLAN!

You don't fight the Kaiju, you fight the guy CONTROLLING the Kaiju. In the mean time the Kaiju is destroying the city you're fighting in.

Mechanics
Each turn on the Kaiju's initiative roll a d8 and it does a predetermined attack, many (but not all) will have some effect on the battle such as collapsing buildings creating hindering terrain or needing a save vs part of it's breath weapon.

The controller can spend a full round action to add or subtract 1 from the Kaiju's next die roll (He can direct it but not really control it).

Because of the nature of HOW the enemy is controlling the Kaiju, there would be a way to disrupt it (The one I am specifically thinking of is using music to direct the Kaiju, so a bard's countersong would be one way.)

The Kaiju I plan on using is Dragon Caesar.

What do you guys thing.


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Now you need to add Pterodactyl, Mastadon, Saber-toothed Tiger and Dragonzord styles.

Was my reference to subtle?


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Here's a strange concept (not build...just idea) from my best friend. This idea got my friend back into the game when he was on the verge of giving it up permanently. He's played it on multiple occasions with...mixed...success, but is always good for a laugh.

His name is Halon-Ten (because at one pint my friend became SO BORED of the game he started naming his characters with number).
He is the (was) the Lesser Deity of Poor Planning and Misfortune, who, through no fault of his own (according to him), has lost his godhood. Every time he falls (and it happens A LOT), mortals loose all memory of him. He is CONSTANTLY on a quest to restore his previous divinity.

The beautiful thing is, it doesn't matter if it's true or not. Some DMs go with it, others out right oppose it but no matter what you say, you won't convince him. What really makes him is the flair my friend would play him with. You get hilarious situations like:

Being HOPELESSLY outnumbered and he shouts "I shall make this offer once, surrender now or THEY kill you!"

or

"Death isn't so bad, I'll put in a good word with the Nerull for you."
"Who?"
"You wouldn't know him."


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The Morphling wrote:
Dhjika wrote:
- "I don't have a magic weapon" says all of the melee characters - this was for a 7-8 tier game

Oh, this one reminded me of one I see all of the damned time.

...when you're in a 7-11 and only one character can fly.

Flutter wrote:
Black Moria wrote:

Your DM announces the new campaign is based on Ponyfinder, the My Little Pony RPG for Pathfinder.

Seriously... be afraid ... be very afraid - because Ponyfinder actually really exists....

One step ahead of you...
My game is called My Little Pathfinder: Adventure is Magic, and it is awesome.

My friend and I played in on at a con last summer. It was fun.


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So we're on our boat in the middle of a forest (No water, a sailing ship, forest...it's a long story.) and are surrounded by dozens of what we call tom-goblins (Hobgoblins with an 18 str, 20 dex, and magic composite longbows with a 4 strength rating) The Cheif shouts "Let us discuss surrender."

Without missing a beat I step forward "Well, we'll take your bow's, armor, money and any other magic you have. Then you can leave, and be glad that i showed you such mercy."

edit: oops...home game not society play


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Mikaze wrote:

Wait, do you have a witch?

Get hit by the Misfortune hex, and pray you get a natural 1 to hit the earth's AC.

Flying is learning how to throw yourself at the ground and miss.

-Douglas Adams


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Current Party Lv 4: I'll go from most normal to strangest.

Ciel: Paladin (Hospitaler, Oath of Charity)
Torrent: Teifling Paladin (Oath of Vengeance)

Now we start getting odd.

Zig Zeon: Aasimar Sorcerer (Updated 3.5 Battle Sorcerer)
Smasho Blugermen: Human Barbarian of Shelyn (Invulnerable Rager) "The Warrior Painter, and the battlefield is his canvas."

And NOW, for the crowning moment of strange characters.

Halon Ten, the Lesser Deity of Poor Planning and Misfortune...:
Former God (Aasimar) Bard.

He is my friends favorite character, a deity who CONSTANTLY looses and regains his godhood. Every time he falls, mortals forget him.

His quote upon waking up in the underground "Oh no, not again."


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OgreBattle wrote:
Rapthorn2ndform wrote:


They released a Hydra and what followed was one the most nerve-wracking, down to the wire fights I've ever been in. Good times.
How many rounds did it take and what kind of tactics did you and the hydra use? Was terrain involved?

It started with either 8 or nine heads and took about 20ish rounds but the hydra was chained down for the first 5 rounds giving me time to scramble for gear. The arena had a few traps that was able to cut the hydra's mobility. First few rounds were spring attack, cut off a head followed by spring attack & hope for enough fire damage. I only had an ac of 15, a torch, and a rusted long sword (-2 to hit, -2 to damage. I hoped that +4 ac from mobility and avoiding full attacks would keep me up for a while. eventually I got caught in a bear trap when it had 4 heads left and had to duke it out with 2wf full attacks. I cut off the head while at -4 hp (die hard) and won.


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I had to kill a Hydra the old fashioned way (Duel-wielding a longsword and torch.) . My 8th fighter was stripped of gear and thrown into an arena with stuff scattered around.

They released a Hydra and what followed was one the most nerve-wracking, down to the wire fights I've ever been in. Good times.

I also one-shot a 15th level vampire wizard at 10th level. Vampire gives opening speech and was probably going to let us escape, MY ranger shouts "You talk too much!" called shot to the heart. Nat 20, x3 damage, 3d8+39 put it just above critical damage, staking him mid sentence. That was a +2 keen bow but i suppose it would count because I didn't even get to use the keen ability.


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Lochar wrote:

Part 4? As in Midnight Isles?

With a total of no more than 30 hours of gameplay? that's insane.

oops...my miss communication...part 4 of book 1...hehehe


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This is where Pathfinder (and D&D in gerneral) needs a freaking Thesaurus.

"Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race."

A Race Trait NOT a RACIAL Trait.

Race Traits are given in the back of the APG and in the Player Companions, I don't think there are any from the Advanced Race Guide.

And DON'T EVEN GET ME STARTED ON LEVEL, CASTER LEVEL, SPELL LEVEL AND EFFECTIVE CHARACTER LEVEL.


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Claxon wrote:
Watch them drive themselves crazy with all the false positives.

On the note of false positives, the orc witch doctor in the tribe my PCs were fighting liked casting magic aura on stones and throwing them into the latrine.

"You come across what looks like an outhouse, the raw stench is nearly over-powering."
Bard- I cast detect magic, if I don't detect any thing I say we skip it.
Party: Agreed
Bard: Concentration check? Smells that bad, huh? I succeed...crap. Sorry guys, nothing (Rolls Bluff).


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Advanced Race Guide.


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Worf-nerd term-origin, Star Trek: The Next Generation- Having a previously established, powerful character be horribly defeated by a new one to show how powerful a new one is.

The campaign name is "Defenders of the Realms". Here is the set up, all the player characters are Asgardians or other higher beings. I've told the players that they will far more powerful than normal 5th level characters but they don't seem to understand just HOW much.

SOOO...My plan is to have the fight 3 adult white dragons right out of the gate. The kicker, the players are going to walk through it with minimal difficulty. I'm custom making all the monsters they are going to fight so they will all be different and unexpected, unlike the standard Midgard Dragons. Also, normal humans will be considered small compared to them.

The execution. Me-"You enter the chamber, it filled to the brim with shining jewels and coin. On the far side of the room are three large white dragons that have corned 5 small warriors, 2 of which are grievously injured.
Player: "Well, what are they? The warriors?"
Me:"Do you have knowledge: the planes?"
Different Player: "Oh, I do" *rolls* "Oh, not so good. Only a 13"
Me: "Don't worry it was an easy check. They are the dominant race on This world. They are Humans"
*Players go nuts*

What are your thoughts?


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The Rot Grub wrote:

I second Valandil. It doesn't hurt to have some out-of-character metagame discussion with your young players when that is their expectation.

Another factor is they don't know how "hardcore" a GM you are. Sounds like your tendency is to play things realistically, enemies as smart, and that you won't forgive stupid mistakes. I teach a Pathfinder class with middle schoolers and I've found that the strong tendency with kids that age is to either be oblivious or to consciously try to "get away" with something and, once you lay down the law, claim they "didn't know!" :D

So a good rule is to be very, very explicit! "Out-of-character" objections be damned... Some of them are metagaming ALREADY thinking you'll take off the gloves, so it's not like you're introducing it! :D

Ya know, i never really considered myself a hardcore DM, I let way more things go then the DM I learned from (Who says he let way more things go from the DM he learned from) I'm 22 and I learned 3.5 when I was 14ish. But what baffled me was what i stated in the earlier post. There is a young, 6 year-old girl playing and she said "Uh...sleeping here is probably a bad idea, ya know there is that big locked door that Mr. Dm wen into a lot of detail about. Maybe we should sleep outside?"

It reminded me of "The Evil Overlord's List"
One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.


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I don't hate the monk for it's flavor. I don't particularly care for it's flavor either, but it never bugged me that much.
No, the reason i hate the monk is because of it's mechanics.
Director: okay guys wee need this guy to be fast, and agile. give him a mystic feel and some other martial arts abilities.
Dev 1: makes flurry of blows, combat maneuver stuff, monk weapons, gives full bab, evasion and bonus feats.
Dev 2: Fast movement, ki Pool, slow fall, all good saves, magic wisdom armor, average bab, and scaling unarmed damage.
Director: Both of these could work but...slap them together, nobody'll notice.

I just feels like the monk is a class that had WAY to many ideas and none of them were executed properly.
E.G.: My best abilities allow me to move really far and do stuff when not moving.
E.G.:I'm a front line fighter who can't do anything at a range. I need to be away from the enemy because of my lower hp and ac.

Als i don't get the scaling unarmed damage. No other weapons scale, why should fists. I'd rather be a fighter and deal a d8+8+str+magic at mid level than a monk dealing 2d10+str+(really expensive)magic at 20th. I just don't think big damage dice are worth it.
(Actually i think that's the biggest problem i have with it, the stupid unarmed damage, if it just stayed a d6 and was cheaper to enhance, maybe let them take weapon spec. I don't know i think it may be that one ability that bugs me the most)


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JiCi wrote:
Ishmell wrote:
I believe you just answered your own question.
No, I didn't... because if it's okay to heal your team by up to 250 points and deal that same amount to undead creatures, I can't find a reason why the opposite wouldn't be acceptable as an opposite spell.

Mechanically there is a HUGE difference between healing 250 points to 17-20 targets and dealing 250 DAMAGE to 17-20 (total damage 3250-5000 damage in ONE ROUND) targets, will negates. Yeah, I realize it's INSANELY overpowered against undead. But that is one relatively small group of enemies. Now imagine that reversed, extreme damage vs. all EXCEPT an relatively small group of group. Suddenly clerics prepare no other 9th lv spells.

Storm of Vengeance dealing 1d6 acid (no save), 10d6 lightning to 10 targets (save 1/2), and 5d6 Bludgeoning. Capping at 96, just above a THIRD of what mass harm would deal to about HALF as many targets.

Implosion deals 200 damage around to one target per round maxing at 10, fortitude negates. That's less than 1/10th the damage off the bat, and less then half after the full duration, IF you can keep the concentration all 10 rounds.
NOW A WIZARD SPELL! Divine spells, by the rules, deal less damage than Arcane.
Meteor Swarm, 4 touch attacks dealing 2d6 bludgeoning, no save(assume all targeting one)and -4 to all saves against 4 6d6 fire damage, save for half. A Max of 216 to one target, and i can't imagine how many enemies you could catch in a 40' radius. I doubt it would be too many more than what your harm could catch.
Now the highest damage combo I know. One 9th level spell AND five 7th.
Time Stop and 5 delayed fireball. 100d6 fire. Twice the damage (About the same damage on average), with 6 times as many spells.

To answer why there is no mass harm,Balance Reasons.


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I saw in the Paizo Blog about all the racial stuff and wanted a reason to play something other than a Human. So i decided on an alternate class called the Elven Knight. Requires you to be an elf or half-elf. This felt to big to be an archetype because it replaces almost everything. And it's sorta made to be a switch hitter. Able to go from bow to two-weapon, to larger weapon.
HD: D10
BAB: Good
Skills: 4+Int per Level (Figured that was worth Med. Armor Prof.)
Fort: Bad
Ref: Good
Will: Bad
Weapons: Simple, Martial, and Elven Curve Blade.
Armor: Light, Bucklers

Bonus Combat Feats: 1st, 2nd and every even level.
Style Feat: Must be one of three. Weapon Finesse, Two-Weapon Fighting, or Point Blank Shot. Replaces Heavy Armor Proficiency, Shield Proficiency, and Tower Shield Proficiency. (I just like feats and this puts is on the same track as a human fighter. I don't THINK this is overpowered)
Elven Swiftness: +5 foot move speed, +1 Acrobatics. Levels 2,6,10,14,18. Replaces Bravery. (This is the Ability I'm most shaky on, it is exactly the flavor I WANT, but...)
Evasion: Lv. 3, becomes Improved Evasion at Lv. 11,replaces armor training 1 and 3. (Gets the abilities later than almost any class but I've considered moving them back to replace trainings 2 and 4)
Elven Arts: As Weapon training but may only select Light Blades (including Elven Curve blade) or Bows, Replacing Weapon Training 1 and 2. (Fixed this from Bows AND Light Blades AND Elven Curve Blades AND Longswords, but replaced EVERY weapon training.)

Still need replacements for Armor Training 2 and 4 (or 1 and 3), possibly Weapon Training 3 and 4, Armor Mastery, and Weapon Mastery.
ANY FEEDBACK IS BENEFICIAL!


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I am the middle ground
I love the role-playing aspect, but why does that mean i can't pick feats and abilities that make sense.
I was called out as a "power-player" when i went to my group who had just started a new game, with a Human Barbarian with 20 Str, Power Attack and Furious Focus.
Some players think that in order to be a true "role-player", everything you pick MUST be utter cr*P.

The goblin monk in that group
str 12, dex 14, con 16, wis 16, int 14, cha 9

she says the stats don't matter as much, as long as she role-plays them, and yes she is an above average role-player.
BUT IN COMBAT, SHE IS DEAD WEIGHT.
I mean, there's a difference between playing a character you'd more enjoy role-playing then combat, and i'm gonna focus COMPLETELY on role-pay and FORGET combat.
And the glaring issue is SHE DOESN'T HAVE ANY USEFUL ROLE-PLAY SKILLS. She has acrobatics, linguistics, perception, stealth, and religion. Not bad choices but she has yet to use one.

And in This game, combat and role-pay are about 60-40.
I'm just sick of this idea that if i enjoy playing a semi-optimized character, i'm a "bad player"

I was being told this (by dm and a few players) when i played a 20 str druid who was spect for magic crafting, i was told this when i played a Paladin built for defense and in-combat healing, and now with my lv 1 barbarian.

That dm is going to regret kicking my lv 10 pali because he was "overpowered".
Now i've got a lv 10 fighter focused on damage. I've never built a character like that before...BECAUSE I WAS BEING NICE.


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Doorhandle wrote:
...If your optimisation was a bit higher, you could harvest the lions for pelts. :P

Alas, they were summoned lions, so they blinked out of existence once dead.

But jokingly,we said we should just exp farm for a session.
the Dm was not amused.


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Mabven the OP healer wrote:
In this case, it absolutely is broken. Shield Slam is a PF feat, and has entirely different rules. If you are replacing a feat which was intentionally changed with the version from 3.5, you are ignoring the developers' attempt to re-balance it for the new system.

I'm not sure that they "changed the feat" as much as "made a feat that happens to have the same name"

and the pathfinder version is much better in my eyes, because i can do a full attack, 2 attacks with my main and 2 attacks with my shield making 2 bull rush attempts, as opposed to one attack with my shield with one CHANCE to daze.


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Irnk, Dead-Eye's Prodigal wrote:

If you click on the button marked show after 'How to format your text' below your text box, one of the formatting options it shows is how to put spoilers on something.

The answer for your GM is both.

Yeah we're not the brightest knives in the crayon box.


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Jade regent spoilers below
I don't know how to do spoiler tags so have a fish
I>( , *)

My party is in the second book going to the fortified farm house.
We see a party within.

Our (pathetically built) goblin monk scouts on side while the ranger scouts the other. Our cleric hangs back, and I, the social character (high cha magus) along with the other magus (dressed as a servant) decide we'll walk up and i'd pretend to belong there.

While we're still together i walk up and set off the trap, a circle of posts that, when crossed, summons 2 lions. We tell our 2 scouts to continue with the plan. After a lack-luster fight w/ the 2 lions. we leave the circle and get healed up, i blunder right back across, thinking that the trap expended...NOPE. 2 more lions. kill them. me being tough and the other magus being an archer. the the other magus needs to cross. so we ready to fight another 2 lions. IN THE MEAN TIME. Our ranger sets off the trap and kills his 2 lions after a fairly brutal fight and the monk nearly dies in one round due to bad luck (and horrible creation). Actually that happens so much, that leaving some one with one hit point is called a modified carol (missing by one is called a carol)

We find out later that we needed the armbands we found earlier.
The dm wasn't sure weather to reward our combat skills or penalize our stupidity.


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Tell him
"Dude, how about you just take rapid reload so you can reload as a free action"
or
"Dude, why don't you just take the Weapon Proficiency feat"
or
"Dude, your a moron"

i have done all of the above at some point


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"whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack."

Uh the problem is that when you cast the spell you make an attack with a weapon you are WIELDING, because you are carrying the 2-handed weapon not wielding it when you cast the spell you can't spell combat


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I find the this as an awesome archetype
UNLIMITED potential
With it i was finally able to finish my hero team
A Master Chemist
A Monk who throws his mighty SHEILD
A Magus who specializes in sonic and lightning while throwing his war-hammer
And a Synthesist summoner who built his eidolon in a cave WITH A BOX OF SCRAPS


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3.5 Loyalist wrote:
Rapthorn2ndform wrote:

The tower shield (feat) and light pick swashbuckler and the shield and sword fighter with 10 strength are still alive (her dex and con are nice though).

I can tell you why that swashbuckler survived

Because he never hits so hes not a threat
He either has +0 to hit and damage from Str or took weapon finesse and is taking -10 to hit
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
also i wonder how his AC could be THAT high considering that the tower shield has a max dex bonus of +2

-

Quote stuffed up, lol.
-

Naa, he certainly gets attacked, he is a beefy hobgoblin. I've thrown a lot at this one, and he has survived quite a few different types of opponents.
The monsters don't know the capacities of their opponents going in, that wouldn't be cricket.

Not on +0 to hit. Fair bit higher.
Has high strength and int. Doesn't use his finesse (so is a funny sort of swashbuckler, defensive, but with str and int mod to damage (not a great to hit though).
Or alternates to his masterwork greataxe (Isgerian Berdiche) for zombies, a lot of those in the area of late, and has power attack.

Tower shields grant an AC bonus of +4 (or cover), but impose a -2 to hit. Players p. 123.

Good gaming to you man!

my apologizes

for SOME STRANGE reason i thought he had 10 str
again open mouth insert foot


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22. A small force of goblins have gotten their hands on advanced firearms and have been raiding caravans. You must stop them (perhaps non-lethally) as they are almost a greater danger to themselves than others.

23. You must travel the world looking for 7 magical spheres that when gathered will summon an immortal dragon god to grant wishes