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Salama's page
512 posts. No reviews. No lists. No wishlists.
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Caineach wrote:
** spoiler omitted **
I'm very tempted to click that spoiler button, but I'll try my best to restrain myself. I'm enjoying that campaign too much as a player to spoil myself now =).
I still don't get why get so worked up about that 14th-level thing. I see it's powerful yes, but to say it doesn't fit in the area is quite confusing. River Kingdoms has many npc's around 9th or 10th-level (at least one is a 10th level spell caster), and I'm pretty sure that the leader of Green faith is nearby, who's a 15th level druid...
Anyway, I think it's a small concern in a otherwise well-written entry. I really loved Vexing Spirit Lamp, and this is one of my favourites (Right there with Foulgrip Rangers and Riders of the Black Steppe =).
Here's my votes (no order)
Sam Polak - Riders of the Black Steppe
Mikko Kallio - Verdant Dawn
Russel Vaneekhoven - The Foulgrip Rangers
Bob Drouin - Fear, Fist and Flame
Tom Philips - Sisters of Chana-Zhol
Adam Donald - Red Bastards
Daniel Rust - Anointed Choir of the Rapture
David Ross - Dreamstitchers
I think this was a lot harder assignment than designing an archetype or monster or what have you. I tried to see the person behind the organization and also checked the Wondrous items before voting. I hope everyone from my list advances, and good luck to all!
Well, Neil's advice is to sit this one out and comment nothing =). Good advice since then you can't say anything wrong.
This seems like a backstory for one encounter at first, but after good reading it fills the requirements for being an organization. And it's a good, traditional group to pit your player's against! I like that it's small in scope, it's easy to throw in a campaign. Nice small twists brings this one in my favourites pile!
Wow. Hm. I'm one of the people who don't like crazy things in their campaign settings. There's always few submissions that tries to win votes with just going over the top and bringing something crazy into the game. When taking the extraplanar whale out of the submission, this is a group of pirates which Golarion already has (Shackles pirates faction). I think many will appreciate the craziness and give you their vote, but I'm rooting for the more normal ones =). Good luck!
Ah, I really liked your Dustings, and really looked forward for your submission this round. I do like the idea, it's not stretching the boundaries of imagination, but it's a solid ground for a working organization. I think your biggest mistep was in the structure and leadership section. You use a whole section describing a leader that may not even exist, and if he does, he doesn't actually lead at all. You have a cool Spartacus vibe going on in here, but seems that you didn't think this through. It's still possible that you have my vote for Dustings alone =). Good luck!
You have some good ideas going on in here. And some bad ones. I like the basic idea behind this organization, but I can't wrap my mind around the fact that they are Succubi. Why? You abandoned the lust angle, so why not go with something else? And the fact that there are a LOT of them. Very powerful. I also have no idea why they'd be in River Kingdoms. There are a lot of small things that don't work with this organization, but the basic idea behind an army of demon geishas driven from their homeland and seeking revenge is cool enough to consider voting for this one.
I'm not familiar with Tian Xia-content, so I'm a bit lost on some points here. The concept is clear though, and I like it a lot! This has some basic horse lord feel to it, but you totally got me with the pact with Leng twist! Awesome flavor without wandering too much in the weird-zone.
Not sure about the name changing thing, but it's just a small part of an awesome organization.
Well done and good luck!

I'm mostly with Neil on this one. I like the base idea of the group, and I would certainly find use for it in my home campaign. It's a solid, well written, believable organization as those that I expect to find in campaign settings. I liked your Wondrous Item, and this shows that your writing is good and that you can deliver working additions to the setting.
I don't quite understand Sean's comments as we have higher level spellcaster minions in most of the adventure paths, The FIRST named NPC in Faction guide is a 14th level wizard, there is a 15th level druid in Faction guide, etc. I've heard this before from Paizo employees, Golarion doesn't have many higher level NPC's. Yet many books have them. And I'm all in for them, I'd love to kick some 14th-level oracle butt at the end of the campaign. Also when the scope of the organization is regional, it's bound to have a higher level leader.
Dryad is an interesting choice for a leader, because she has a large disadvantage - she's bound to one tree and cannot move freely across Avistan. You've thought of this clearly for she leaves the local planning for other leaders, and this plays well to organize the flow of a campaign featuring these guys - let players fight some local branches first and slowly level up for the big boss.
I also first thought that this should be an evil organization, but maybe your right with the chaotic neutral aspect because the way you could see this, they work within the cycle of nature only bringing down those who they see invading what is rightfully theirs. I'm not sure that two organizations in war should both be considered automatically evil.
Love the structure part. Paints a nice image of the different branches!
Haven't finished reading all the organizations yet, but this one is in my keep pile =). Good job, and good luck!
At the moment Vexing Spirit Lamp, Clockwork Conscience, Charlatan Gloves, Dustings of Darkness and Basilisk's Eye Sight. Going to delve deeper though, so this list may change.
Hm. First I thought this as a simple spell-in-a-can darkness, but with little innovative work this came through as a mighty fine wondrous item. I'm not sure why everyone says that 600 gp is a cheap consumable, but maybe my characters are just always too poor in low levels =).

I like this one. The use of ki certainly limits it, but I do see this in use for my monk character.
To address some of the concerns above:
Save DCs are low, but the opponents I'd be using this against probably won't have very high will saves. After standard action I still have my move action (and greater speed because I'm a monk) to get away/get to flank my opponents. Of course I can always try my luck with acrobatics, but it doesn't help my allies and the combat maneuver defense of my opponents are often high, and tumbling reduces my speed (or increases the DC drastically).
As for the Panther style example, I think this has an entirely different effect. With Panther style I can make one attack as a swift action against opponent, but with this lamp I'll potentially draw away AoO's from multiple opponents. And the daze effect certainly is a nice bonus =).
I can't think of any other item dealing with attack of opportunities, and this one has tight mechanics and great flavor. I'd have to use this in my games to see if this is good for, say a 6th level monk, but I can surely see why this one is in top 32. Good luck for second round!
Sweet, mail brought it for me a day early! Now off to resist the urge to power up my PS3 before working hours are over...
Yup, Ropecon was great. Thanks to Erik for coming, it was a pleasure to attend all the informative shows. Too bad Kings of Absalom filled so quickly, but it was great just to observe it too!
Erik said in Ropecon that there is going to be a Planets book in campaign setting line, I just don't remember when he said that it's going to be out =).
My first character in third edition of D&D was a ranger. It still remains one of my favorite characters. And now reading this thread I realized I haven't played a ranger since! Now there's a flaw that needs to be corrected.
jocundthejolly wrote: Looks like Frank Mentzer is also going to be there. Lotta wattage. Yup. It's just full of win.
Erik Mona wrote: YES! I am definitely coming to Rope Con this year, and I am thrilled to get the chance!
(I just bought my tickets today, so this thing is definitely going down FOR SURE!)
I will keep an eye out for the mobile libraries and will try to stop by to say hi!
Awesome.
Lisa Stevens wrote: Yep, Erik is heading over to the land of ice and snow. The con is right before GenCon, so treat him well. We need our Publisher in good enough shape so he can attend to his GenCon duties. I know Erik is really looking forward to the trip!
-Lisa
What happens in Finland stays in Finland. But I quess we'll release him mostly unharmed so he'll be able to attend to some Gencon duties.
I just visited the site of my country's largest RPG convention and the site told me that mr. Mona is going to attend this happening. So are you really coming here to share your wisdom? 'cause you know, the winter IS coming, and this is the frozen north.
Oh, That is one beautiful piece of art. Winter witch is also nice.
Unread threads are now so light blue that the text is painful to read. It's possible that it's more because of my monitor settings or something crazy going on with osX Firefox...
Oh, Fort Rannick would also be cool. Haven't seen Harrowstone, but knowing Paizo, I bet it is too.
CNichols wrote: Has anyone tried making to-scale versions of Pathfinder Dungeons in Minecraft? (I tried building a version of Castle Ravenloft, but a game crash ate the world I was building in). >:(
Recreations of Sandpoint and other Pathfinder locales would be fun community projects on a Paizoite Minecraft server.
Sandpoint in Minecraft... I'm pretty sure that would re-define the meaning of awesome.
MisterSlanky wrote: So who wants to get a friendly Paizonian Minecraft server up and running? Oh, oh! That would be awesome.
Yup, been changing my netherrack lightning back to torches due to an huge fire accident involving my enormous wooden mansion...
Freesword wrote: Nether survival tip: Cobblestone is ghast proof.
Gast fireballs don't destroy cobblestone. Use it to build a shelter around (including floor under) your portal.
As for the zombie pigmen, be very careful not to hit them and they should leave you alone.
Thanks for the tips mate! I'll try them when I've recovered for the loss of my awesome stuff, which I was stupid enough to carry with me to Nether. =)
Thanks for the tip for how to create a portal. So, I visited Nether today. NEVER again.
I just flooded a whole lava pool with water, now I have lots of obsidian. Hm. Portal to nether you say? Haven't found any flamable rock or glowstone though.
Mikaze wrote:
In all seriousness though: Anyone with addictive personalities should avoid this game.
Agreed. Didn't know I have one, but it seems that I do. Spent last night making obsidian with lava and water and mining it with my brand new diamond pick. Why? I don't know, obsidian looks good? That's dangerous business by the way, lava just keeps on coming from everywhere.
My advice: When you are building your masterpiece, for example this huge wooden manor with different wood panels and an enormous glass window, keep the sounds ON. That way you can hear the creepers behind you who are going to blow your huge glass window to pieces.
Ross Byers wrote: Salama wrote: Oh man, Was reading this thread and decided to give it a try. I haven't slept much, work is pain this tired. And all I can think of is "Why on earth did you mine a block just beneath you so deep in the cavern". Lava ate my brand new iron mail, about 40 blocks of iron ore and 10 blocks of gold. Oh the sorrow. But my just finished above the cloudline-lighthouse cheers me up, 'cause now I can find my home from the middle of nowhere after sudden deaths. If you build a bed in your home and sleep in it at least once, it becomes your spawn point. (Until a creeper blows up that whole side of your house, like happened to me.) Full of awesome, thanks! Man the world is big in this. Just wandered out to get some needed ores, and got totally lost. I had to spend many nights in the wild until I got the needed parts for compass... Don't remember when I was last as scared as when the night fell and the sounds started... Creepy.
Oh man, Was reading this thread and decided to give it a try. I haven't slept much, work is pain this tired. And all I can think of is "Why on earth did you mine a block just beneath you so deep in the cavern". Lava ate my brand new iron mail, about 40 blocks of iron ore and 10 blocks of gold. Oh the sorrow. But my just finished above the cloudline-lighthouse cheers me up, 'cause now I can find my home from the middle of nowhere after sudden deaths.

LazarX wrote: Eric Clingenpeel wrote:
Why would he be limited to 20 minutes per day? All he needs to do is spend an hour after every fight to make another dose of mutagen. Sure... take an hour after every fight to prepare your mutagen.. No problem at all. *DM starts reaching for his dice and starts rolling for random encounters* I think it's not very good gamemastering if the gamemasters rolls random encounters just because a character has an ability that needs an hour to prepare. It's kind of a same thing when someone casts resist energy fire and the GM uses that information to decide that monsters have attacks that deal acid damage... Kingmaker is a great campaign for Alchemist. It's a lot of exploration that takes a lot of time. If someone makes a good character for a certain type of campaign, I don't think there is a need to punish him for that by trying to stop him to prepare his resources. Of course the lands in Kingmaker are a dangerous place, there is a strong possibility that random encounters happen when alchemist is preparing his mutagen, someone is sleeping to regain his hitpoints and what ever, but a good GM should roll those encounters fairly and realistically, not when it's just a good time to punish the alchemist for playing his character.

0gre wrote: I think the remedy for your damage falling behind is high level extracts like dragon form, and giant form. Also, Brutality adds a bunch of damage at those levels. I'm not sure if it's enough to make up for the missing extra attacks though.
A master Chymst with a strength mutagen and dragon form might be pretty killer with 5 primary attacks per round and brutality adding +6 to each attack plus an amulet of might fists adding holy damage.
You are right, it will be hard to keep up with the group, but I'm optimistic. I've already multiclassed to barbarian, which gives little extra damage but also sets me more back with high level extracts. We are playing Kingmaker, and I'm contributing a LOT at level 5. If I can manage to be the party's high-hitter for at least 5 levels more, my character has served well I think. And the best part is that no one thought that an Alchemist could pull that off =). Our campaign will not go so far for me to get Dragon form, so I hope Master Chymist will help me to keep up. I also think that three attacks with full BAB is quite good, what ever the level is...
Alchemist can take an Infusion discovery, which can be used to give Alchemical Allocation to others too. But you need to use the Alchemical allocation every time you use the magic fang potion. So you either need an Alchemist buffer, or need to be an Alchemist yoursef...
Dragonsong wrote: Salama wrote: Yes, the big +5 bonus is what I'm after. We have a Summoner who provides haste, so I could get two big bites and two not-so-big but still very effective claw attacks. But it still wouldn't be a complete waste of a feat if I had a decent bite attack at those times I'm not under the mutagens effect. To end a super long tangent: are you planning on master chymist prestige class the bonuses to natural attacks would be demented with that set up? My grand plan exactly. At the end I think you can literally call him a monster.
Dragonsong wrote:
Yea if you were targeting the bite only and already had the mutagen seems like a waste to grab the bite feat for half orc. I assume you would want the big bonus option of greater magic fang rather than the blanket +1 to all natural attacks/unarmed strikes option it can provide.
Yes, the big +5 bonus is what I'm after. We have a Summoner who provides haste, so I could get two big bites and two not-so-big but still very effective claw attacks. But it still wouldn't be a complete waste of a feat if I had a decent bite attack at those times I'm not under the mutagens effect.

KaeYoss wrote: Salama wrote: KaeYoss wrote: Even a rune giant's strength might not be beyond the dedicated alchemist!
Yup, if I calculated it right, my Alchemist will achieve this at level 17. Which is kind of a bummer since Rune Giant is only CR 14. Hm... Rune giants were CR 14 in 3.5. The PFRPG version (from Bestiary 2) is CR 17.
Their AC is now 30 (instead of 29), they get 270 instead of 230 HP, saves are 15/6/20 instead of 19/7/7, they get immunity to fire instead of res 30 (but lose their immunity to mind-affecting). Their attacks actually make 2 points less damage, but their spell-like abilities are more fun now: They lose endure elements but gain demand and true seeing 1/day each, charm person at will, and their charms and compulsions now work against everything (they still get the +4 DC against giants, but no +10 bonus to skill checks). They no longer get to throw rocks at all, but use spears.
Their attributes were changed from Str 42, Dex 13, Con 24, Int 14, Wis 12 Cha 24 to Str 41, Dex 11, Con 28, Int 14, Wis 23 Cha 18.
Oh, and their space/reach reach has been corrected to 20/20.
In the feat department , they now get (Improved) Vital Strike and Staggering Critical. Oh, that's cool. I've been thinking I should get myself a copy of Bestiary 2. Those are great changes and now I definitely have to go and find one to wrestle with when I reach level 17 =).
Dragonsong wrote:
The book says magic fang and greater magic fang work on unarmed strikes so I would assume you could have it in effect even before you used a mutagen that gacve natural attacks. Or you know be a half orc and get the bite attack feat/racial feature. or multi with the shapeshifter ranger type and get natural attacks from that.
Hm, true. My character is already a Half-orc, but I didn't take the racial feature, I get the bite from Feral mutagen. So I need to drink the potion and decide that it affects my bite attack, but I don't have the bite attack when I'm using the potion. Of course I can always take the potion after using mutagen, but Alchemical allocation has a casting time of one round, and drinking the potion is standard action, so I'm using effectively two rounds just for that one potion. That's why I would like to use it in the morning before venturing off to find some bad guys.
KaeYoss wrote: Even a rune giant's strength might not be beyond the dedicated alchemist!
Yup, if I calculated it right, my Alchemist will achieve this at level 17. Which is kind of a bummer since Rune Giant is only CR 14. Hm...
Good points. Still, I was thinking that I have too many options for my alchemist... I'm playing one as a hulking monster, I'm dealing a lot more damage than any other in my group (okay, summoner's eidolon comes close =). My fire bombs are kind of weak so I use bombs for battlefield control. I have explosive bombs which sets things on fire, I have fog cloud, dispelling bombs etc. I haven't taken the infusion discovery, so I don't share my extracts, but I do buff my friends with potions. I am kind of a secondary healer and the nice guy who buffs your strenght up. In other words, I love the Alchemist =).
Not so related to character in question, but I was thinking that an Alchemist can buy a potion of greater magic fang +5, take extend potion discovery, and then cast Alchemical allocation to use the potion without consuming it and have the spell in effect for 10+ hours per day. Only problem is that can one have greater magic fang in effect when he doesn't have natural weapons? Or is it still in effect for 10 hours, and when Alchemist takes his mutagen with feral mutagen discovery which gives him natural attacks, the effect is granted?
Troubleshooter wrote: Salama wrote: I bought Amulet of Mighty Fists for my Alchemist who has three natural attacks, but I made the Amulet corrosive (+1d6 acid) instead of just +1. For having +1d6 acid damage for all of my three attacks is worth the money in my opinion. I would also think they're treated as magic for the purpose of overcoming damage reduction, since it's a magic weapon special ability. I find it important to mention that you can't give a weapon or armor an enchantment without first giving it at least a +1 enhancement bonus. I assume that the Amulet follows (most of) the normal weapon enchantment rules in this manner. Not the case with Amulet of mighty fists, rules especially state that you don't need to have the +1 enchantment bonus before adding special abilities. And that's why I think Mighty fists is a sweet amulet in Pathfinder =).
bittergeek wrote: I'm pretty sure that's not true - a weapon needs a +1 enhancement bonus to overcome damage reduction, not just a weapon that is in some way magical or has a +1 equivalent magic on it instead of the enhancement bonus. Yes, that seems to be the case after reading damage reduction rules more carefully.
DrDew wrote:
Yes this to. This is what my characters eventually end up doing. Just cast permanency with greater magic fang. It doesn't grant special things like flaming but you can still get +5 natural attacks with it. I thought of that too, but was too afraid that an ill-placed dispel magic would rob me of my hard earned bonuses.
I bought Amulet of Mighty Fists for my Alchemist who has three natural attacks, but I made the Amulet corrosive (+1d6 acid) instead of just +1. For having +1d6 acid damage for all of my three attacks is worth the money in my opinion. I would also think they're treated as magic for the purpose of overcoming damage reduction, since it's a magic weapon special ability.
Just did. Also check out the two short movies.
Do enemies scale up with levels in this one? I kinda run through repcon basement killing every Nightkin with 9mm semi-automatic. Wasn't hard and I'm level 4. Well okay, the boss with the Bumper sword almost got me. That is a big sword.
Zoddy wrote:
Carbon, it got to do with patience and concentration part. I am not saying that it got to do with concentration part, but patience he surely do. Move action to pull out a potion, standard action to gulp it down, full round action devoted to something as simple as drinking, i would say you need patience and clear head for that.
Drunken Brute barbarian variant from APG drinks alcohol during rage to save rage points. It's a move action to retrieve the alcohol, and move action to drink it. He can also drink potions with move action. So if the core rules don't exactly say what you can do in rage, I think APG clears this one out. You surely can drink potions during rage.
I'm a player in a Kingmaker campaign and I'm also doing our mapping with Photoshop. I've been thinking about some icons too, so I'd also be glad to see what you come up with!
Here's a map of the area we have explored so far (contains spoilers of Stolen Lands locations)
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