Kaigon the Miscreant

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I really love the first ability of the lyre for Skulls and Shackles. You negate all damage against your ship for 30 minutes. So everybody into the hold, sail right through the firepower of all enemy ships, creatures, magic.

My group is playing with firearms and cannons so this will be amazing to just sail through the cannonade of these cheliax navy singing the whole way. Really want to do this just for the ledgendary nature of it.

Quite honestly it's a very poorly defined item. Should be an artifact or something. On one hand a GM can rule you need all the supplies for a building, nails, wood planks, stone bricks for foundation, shingles, etc. Requiring a lot more prep and supplies than are expressed. Making it much less awesome.
On the other hand it makes no mention of even needing supplies! It says 'magically created' which could be interpreted as the supplies are magically created from nothing.

As a GM I would rule that ships are fine as they are inanimate constructions. I would require enough raw wood, tar, hemp for rope, cloth for sails etc but the magic would take care of processing them into a useable form. As far as how long you can use it, use the rules for a forced march. After the normal amount of hours you have to make fort saves or start taking non-lethal damage and fatigue. If you pass out from non-lethal damage or going past exhausted then the effect ends, but with a friendly cleric you might be able to play for a few days straight! Make them fingers bleed!

For complex constructions (anything above DC 15) I would also require crafting checks for it to form properly. I would allow for other characters to assist you in this check as a professionals advice would be able to guide.

Nothing magical could be created, nor could anything that wasn't a structure. So no siege weapons, traps (except for thinks like pits).

It would get tricky in some of the details. Like if I build a sawmill, do I get a saw blade or a geared waterwheel to power it? If I build a cabin, do I get hinged doors, windows and a fireplace? If I build a ship, is all the rigging and rudder properly working? If I build a road can I make it stone using rocks in the ground?

These sort of things are a bit of a nightmare scenario in the wrong hands. Still, ask your GM before purchasing.


While I have enjoyed the debate on helpless vs unconscious, I think the main question got lost. The spell sleep is a compulsion, you are overriding the targets normal thought process and telling them what to do, in this case it's go to sleep.

To me that means they complete the action as they can within their actions, they don't go to the bathroom, wash their face and put on their PJs, but they still have some bodily control as they go down. I always envisioned it like the classic fantasy where they give a big yawn, then curl up where they are. They don't disarm, they don't put themselves in immediate danger such as face first in a puddle, but unless they specifically sleep standing up they go prone. Only other reason might be if they are already in a sleep-able condition, such as sitting or ensnared in a web etc. This also prevents creatures from falling from trees or ship rigging as they find a secure way to sleep.

This also makes sleep effects more stealthy. Targets may make some noise as they lay down or get comfortable, but they don't crash to the floor or let their weapon simply smash into the ground. All other targets might hear would be a yawn and some shuffling, nothing extremely suspicious.

Now ducks require failing two sleep spells to actually go to sleep, but that's just a known fact.


Mythic fireball deals more damage (2d6) and uses its own DC for the reflex save rather than the default DC 15.


Don`t think of it as dropping a boulder on someone, so much as rapidly and forcefully increasing their carried load. Then their shins rapidly and forcefully attempting to enter their rib-cage :)

I would say that both dropping a boulder and using a siege weapon would actually not bypass damage reduction. Both require attack rolls and there is the root of the rule I believe. The ground doesn`t attack you, therefore it is not subject to damage reduction. Unless someone throws a planet at you it seems pretty clear (I would totally give you your DR against thrown planets BTW, like it would matter).


I actually like this (either in Monte's version or Wound/Vitality) for games with little or no magical healing. Means your players can actually be whatever class they wish and not have to worry about who has the healing nearly as much.

This would work really well with the new Pure Steam setting. While it doesn`t specifically say low/no magic the setting speaks that magic users are not trusted and rare. But firearms are much more prevenlent. Going to be a short game if you cannot have your trusty cleric heal the party between encounters. With this system you can recover much faster, atleast for vitality/grace. Depending on your play style you could it recover as much as level+con/hour or as the book has, recovering it all after 8 hours rest.

It also means that 1st level fights are going to last alot longer however. If your going to apply it to every creature and NPC you`ll be adding a good 10+ hp to most creatures. Good news is it doesn`t change high levels much, 10 more HP past 6th level isn`t going to be game changing.

I did like Saga rules that if you get into you wounds you were fatigued, means that bad guy gets to try to crawl away once he's in his wounds but will have a very hard time truely escaping. But it isn`t inherently a death sentance for a player. Also gives them the chance to surrender. I did like the NPC's didn`t have vitality but it broke at higher levels when you were slaughtering same level NPC's because they had no more HP then low level NPCs.

My thoughts anyways is that this wound/vitality isn`t great for the standard D&D game but excellent for one with low or no healing magic.

Maybe I read the crit rules wrong for wounds/vitality but don`t you just do normal damage to vitality and then the crit multiplier as damage to the wounds? Means that at high level even when you`re critically hit you won`t die instantly, repeated crit hits get deadly though.


Has anyone checked out the Advanced Race Guide? It completely covers this in a balanced way. According to it's lizard folk example race they would have these traits:

Medium Humanioid (Reptile - Lizardfolk)(More like croc-people)
Base Speed: 30ft, Swim 15ft
Ability Modifiers: +2 Str, +2 Con
Languages: Draconic(or native tounge)
Racial traits: +1 Natural Armor
Bite attack (1d3)
Claw attack 2 (1d4)
Swim skill +8 (due to natural swim speed)
Hold Breath (4x con in rounds)

Now this only encompasses 8 of a possible 10 racial points that could be assigned to a playable race. Hypothetically you could add another one and increase the bite damage or a list of other appropriate small modifiers.

Thoughts on natural attacks: While the two claw attacks are nice the bite attack is a secondary attack and theirfore generates a -5 penalty without the multi-attack feat. This ability is good for the first few levels then you realise that a dagger does the same damage and has a better crit (plus you can throw em).

Using these you could make some different breeds of lizardfolk:

'Turtlefolk'(Roughly based upon snapping turtle/box turtle)
Reduce base speed to 20ft
Remove claw attack
Increase bite attack to 1d6 + 1 1/2 strength (counts as primary natural attack)
You could either then go with a con +2, wis +2, dex -2 or str +2, Con +2, dex -2.
Lastly you could either forgo the natural armor in favor of damage reduction 5/magic or have a +4 natural armor (can't have both).

This includes keeping the swim ability and hold breath

And yes I realise the dream of making a ninja turtle.

'Snakefolk'
Medium Humaniod (Reptile)(Based upon viper, adder ect.)
Base speed 30ft
Remove swim speed
Remove Claw attack
Increase bite attack to 1d4 + str
Gain Toxic: Saliva can do either 1 con, 1d2 str or 1d2 Dex damage. Fort save negates Cure 1 save. DC 10+1/2 HD + Con mod. Frequency 1/round for 6 rounds. Can be used per day equal to con mod (min 1). Can be applied to weapons with no risk of poisoning self.
Natural armor +1
Dex +2, Con +2
Silent Hunter: Reduce penalty for moving while sneaking by 5, can make sneak attempt while running at -20 (already includes reduction).
Stalker: Preception and Stealth are always class skills
Low light vision

And lastly the Skinkfolk

'Skink-folk'
Medium Humanoid(Reptile)
Speed 40ft, Climb 20ft
Bite attack 1d3 +str
Natural Armor +1
Sprinter: +10 to run, charge, or withdraw speed
Desert Runner: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
+4 Dex, -2 Str, -2 Int

Or feel free to make your own! Link below:

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder.html