paizo.com Recent Posts by Samuel Grundypaizo.com Recent Posts by Samuel Grundy2012-08-16T22:22:33Z2012-08-16T22:22:33ZRe: Forums: Advice: Behold a shameless plug!Samuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2trgg?Behold-a-shameless-plug#32016-07-02T10:13:47Z2016-07-02T10:13:47Z<p>Thank you Mage Hunter. You are a gentleman and a scholar.</p>Thank you Mage Hunter. You are a gentleman and a scholar.Samuel Grundy (alias of Novakolbra)2016-07-02T10:13:47ZForums: Advice: Behold a shameless plug!Samuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2trgg?Behold-a-shameless-plug#12016-07-02T09:47:57Z2016-07-02T08:03:57Z<p>Hey guys my name is Michael and I have taken to starting an Advice page of my own on Facebook at the below address.</p>
<p>https://www.facebook.com/Perthfinder/</p>
<p>I'm just starting my own Pathfinder Advice page, giving help with advice including but not exclusive to Game Mastering tricks and tips, Character design and construction, Advice on being the best player you can be, Theatrical Role-playing techniques, handling scenarios during your own adventures, dealing with with social situations as well as sourcing out, expanding on and elaborating rules from the Pathfinder Role-playing game. I also share a variety of house and homebrew rules to streamline my games. </p>
<p>I'm pretty active and try to get to questions within a day or two, and open an active dialogue regarding any queries.</p>
<p>I try my best at a bunch of fun miniature dioramas which are kinda cute if not very amateur. But if you feel like lend us some support, asking questions personally from me or laughing at my crappy photography skills then chuck us a like.</p>
<p>That address again in case you can't arc your pupils 10 degrees upward is</p>
<p>https://www.facebook.com/Perthfinder/</p>
<p>You were all fairly warned...shameless plug!</p>Hey guys my name is Michael and I have taken to starting an Advice page of my own on Facebook at the below address.
https://www.facebook.com/Perthfinder/
I'm just starting my own Pathfinder Advice page, giving help with advice including but not exclusive to Game Mastering tricks and tips, Character design and construction, Advice on being the best player you can be, Theatrical Role-playing techniques, handling scenarios during your own adventures, dealing with with social situations as well...Samuel Grundy (alias of Novakolbra)2016-07-02T08:03:57ZRe: Forums: Class Discussion: Hybrid vs OriginalSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qdka?Hybrid-vs-Original#432013-12-02T06:58:25Z2013-12-02T06:58:25Z<p>Consider it a remodeling, Look at the Advanced Players Guide.</p>
<p>Witches inspired by Hexblades
<br />
Alchemist inspired by Alchemists
<br />
Oracles inpired by Favored Souls
<br />
Cavaliers the Knights</p>
<p>So on and so on,</p>
<p>I am suggesting the same not mearly a copy and paste.</p>Consider it a remodeling, Look at the Advanced Players Guide.
Witches inspired by Hexblades
Alchemist inspired by Alchemists
Oracles inpired by Favored Souls
Cavaliers the Knights
So on and so on,
I am suggesting the same not mearly a copy and paste.Samuel Grundy (alias of Novakolbra)2013-12-02T06:58:25ZRe: Forums: Class Discussion: Bloodrager DiscussionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qdj6&page=17?Bloodrager-Discussion#8242013-12-02T02:39:48Z2013-12-02T02:39:48Z<p>Being a Hybrid class, my test was to compare the power level and abilities of the Hybrid against another combat gish class (I chose the magus because a Paladin and Inquisitor are both divine casters and as mentioned above they are both very different to the more offensive magus spell-list). As well as the base classes that create the hybrid, built to fulfill the same role in the party as the hybrid.</p>
<p>In combat is a barbarian built like a barbarian for combat as good as a Blood rager in combat? The only comparison is Rage Powers vs Bloodline Powers and Spells. BR and barbarians have the same bonuses from raging, and the same number of feats so both classes are on par with those. There are arguments on both sides of the fence, my playtest just came with the results that even with rage powers, the fact they only activated while raging and some needed to actually take an action to activate, the Abysall BR was able to out perform the barbarian from 1-15. </p>
<p>No not by an enormous margin all you salivating barbarian loving maniacs, but without as much effort in it's feats/power selection and item collection. I am testing out the worse possible build for a BR and pitting it up against the forum's supposed "best" barbarian. •Might even film it, who knows• in order to ascertain the difference.</p>
<p>The sorcerer was yes a test, it's not wise to build a combat class out of a sorcerer, but this is Table-top RP if you want to make it you can. It was well out performed, unsurprisingly despite having as high level spells as it did. Yes the sorcerer had higher level spells faster than the BR. But the BR's physical combat abilities outstripped the spell damage output long enough to gain spells/buffs to maintain that difference in power.</p>
<p>The Magus was compared because it is the current Gish class, designed for balanced combat and spellcasting alongside the existing base classes. I feel this is the best forum to test out any new gish classes, the magus fell remarkably short. With only slightly faster spell gain, the barbarians rage and bloodlines dwarf the Magus' arcane pool powers and before anyone says "but they can use heavy armor without spell failure" Mithril Fullplate is medium armor and the barbarian would still get fast movement and ignore spell failure.</p>Being a Hybrid class, my test was to compare the power level and abilities of the Hybrid against another combat gish class (I chose the magus because a Paladin and Inquisitor are both divine casters and as mentioned above they are both very different to the more offensive magus spell-list). As well as the base classes that create the hybrid, built to fulfill the same role in the party as the hybrid.
In combat is a barbarian built like a barbarian for combat as good as a Blood rager in...Samuel Grundy (alias of Novakolbra)2013-12-02T02:39:48ZRe: Forums: Class Discussion: Bloodrager DiscussionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qdj6&page=17?Bloodrager-Discussion#8172013-12-01T10:11:44Z2013-12-01T10:11:44Z<p>Fair enough,</p>
<p>I stand by the results of the playtests and the feedback I gave. I also as a side note, believe in the people and suggestions of the following thread.</p>
<p>http://paizo.com/threads/rzs2qdka?Hybrid-vs-Original.</p>
<p>Onward Playtesting HO!</p>Fair enough,
I stand by the results of the playtests and the feedback I gave. I also as a side note, believe in the people and suggestions of the following thread.
http://paizo.com/threads/rzs2qdka?Hybrid-vs-Original.
Onward Playtesting HO!Samuel Grundy (alias of Novakolbra)2013-12-01T10:11:44ZRe: Forums: Class Discussion: Bloodrager DiscussionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qdj6&page=17?Bloodrager-Discussion#8142013-12-01T07:05:05Z2013-12-01T07:05:05Z<p>Hypothetically couldn't you take 1 level of Bloodrager and X levels of Magus and get the full benefit of your magus spells not suffering Spell Failure?</p>
<p>Thanks for the link Ssalarn, and since when was a d10 squishy?</p>
<p>Also most of those rage powers will go into pre-requisites for the good rage powers wont they?</p>Hypothetically couldn't you take 1 level of Bloodrager and X levels of Magus and get the full benefit of your magus spells not suffering Spell Failure?
Thanks for the link Ssalarn, and since when was a d10 squishy?
Also most of those rage powers will go into pre-requisites for the good rage powers wont they?Samuel Grundy (alias of Novakolbra)2013-12-01T07:05:05ZRe: Forums: Class Discussion: Bloodrager DiscussionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qdj6&page=17?Bloodrager-Discussion#8092013-12-01T06:15:26Z2013-12-01T06:15:26Z<p>True enough on the spells,</p>
<p>the only real OP section I thought was the no arcane spell failure on medium armor from the get go. Everything else is as you say, just very powerful.</p>True enough on the spells,
the only real OP section I thought was the no arcane spell failure on medium armor from the get go. Everything else is as you say, just very powerful.Samuel Grundy (alias of Novakolbra)2013-12-01T06:15:26ZRe: Forums: Class Discussion: Bloodrager DiscussionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qdj6&page=17?Bloodrager-Discussion#8062013-12-01T05:43:34Z2013-12-01T05:43:34Z<p>@Ssalarn,</p>
<p>I can't find a designer or publisher who has said it on this thread could you link the post? As it stands something speaks ill of having a barbarian's fireball dishing the same damage of a dedicated spellcaster of the same level. It would be the first gish class with that ability AND a full BaB progression</p>
<p>@ Scav,</p>
<p>Rage Powers are great, among the best abilities in the game. Thats not being contested, just BR powers are universally better both in function and in regards to how many of the powers can be utilized well.</p>@Ssalarn,
I can't find a designer or publisher who has said it on this thread could you link the post? As it stands something speaks ill of having a barbarian's fireball dishing the same damage of a dedicated spellcaster of the same level. It would be the first gish class with that ability AND a full BaB progression
@ Scav,
Rage Powers are great, among the best abilities in the game. Thats not being contested, just BR powers are universally better both in function and in regards to how...Samuel Grundy (alias of Novakolbra)2013-12-01T05:43:34ZRe: Forums: Class Discussion: Hybrid vs OriginalSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qdka?Hybrid-vs-Original#372013-12-01T05:21:14Z2013-12-01T05:21:14Z<p>I think we should petition Paizo to do what they did with all their other base classes.</p>
<p>Dig around in the 3.5 vault pick something, sprinkle some Paizo magic and create a variation of a class that has been playtested for 8 years. With new content to the Pathfinder stable of classes powers and spells</p>
<p>Is anyone with me when I say the following?</p>
<p>Arcanist - remake the warlock (Primal Arcanist)
<br />
Bloodrager - remake Dragon shaman (Barbaric class who uses (SP) and (SU))
<br />
Brawler - remake the knight (Better choice than another unarmed fighter)
<br />
Hunter - remake the scout with an animal companion option (Skrimish hunter)
<br />
Investigator - Remake the Factotum (Jack of all trades more so than rogues)
<br />
Shaman - remake the Spirit Shaman or Totemist (Spiritual and empathic druid/oracles)
<br />
Skald - remake Marshal (Combat bard)
<br />
Slayer - Create a Bloodhound as a base class. (Bounty Hunters)
<br />
Swashbuckler - Remake the 3.5 Swashbuckler
<br />
Warpriest - Remake Shugenja (An oriental themed cleric)</p>
<p>——
<br />
Personal note to all writers and publishers, the hardest step is killing your ideas, and starting fresh. It may never be the easiest course of action, but sometimes it's the right one.</p>I think we should petition Paizo to do what they did with all their other base classes.
Dig around in the 3.5 vault pick something, sprinkle some Paizo magic and create a variation of a class that has been playtested for 8 years. With new content to the Pathfinder stable of classes powers and spells
Is anyone with me when I say the following?
Arcanist - remake the warlock (Primal Arcanist)
Bloodrager - remake Dragon shaman (Barbaric class who uses (SP) and (SU))
Brawler - remake the knight...Samuel Grundy (alias of Novakolbra)2013-12-01T05:21:14ZRe: Forums: Class Discussion: Bloodrager DiscussionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qdj6&page=17?Bloodrager-Discussion#8022013-12-01T08:43:56Z2013-12-01T04:40:13Z<p>Hey guys, </p>
<p>So in order to perform my playtest I had a group comprised of a Barbarian, a Sorcerer (Abyssal Bloodline), a Magus and Bloodrager (Abyssal Bloodline). Each were built as a melee gish combatant (sorcerer spells taken to that effect) with identical equipment and feats (or at least as close as possible).</p>
<p><b>General Notes </b>:</p>
<p>-Reword the Bloodline Power : too much uncertainty with the current reading, Read as Written (Not read as intended) there is no reason a Bloodrager wouldn't be able to use a Sorcerer Bloodline. Call them Bloodrager Bloodlines. There is only a minimal difference between the two and the flavor text is copy and pasted from the sorcerer so there is very little defense for a DM against a power-gamer trying to OP his Bloodrager.</p>
<p>-You missed a line in the spellcasting rules, that a Bloodrager's caster level should be it's current level -3 akin to the Paladin who is also a 4th level caster. At present the BR's caster level is the same as it's current level.</p>
<p>-The Bloodrager is the only class in the game with two capstones, before I even picked up the class I knew it was going to be broken. Mighty rage and a 20th level Bloodline capstone power are not balanced, even eldritch heritage stops at level 15.</p>
<p><b>Vs Barbarian </b>: Spells and Buffs that function outside of rages for the bloodrager, and Bloodline Powers that outstrip a great deal of rage powers in comparison make the BR a natural powerhouse. This is for the following reason;</p>
<p>1. A great deal of Rage powers are a once per rage abilities, the same ratio of Bloodrager Bloodline powers are simply active when they enter a rage and last it's duration. Without the need for an action for activation or a penalty for it's use.</p>
<p>2. The BR goes toe to toe with STR buffs from rage, but overtakes it when spells and Bloodline Powers come into affect. I hear some people talk of M.A.D but there is no need for a higher DC when you are working with buffs.</p>
<p>3. Overall the BR gains roughly the same number of powers but once you select your bloodline you lose the customization available to the barbarian. But with the need for trees of power to gain the strength needed by the barbarian to compete with the output available from the BR, the extra number of powers can be a very minimal benefit.</p>
<p><b>Vs Magus</b></p>
<p>I feel sad for the Magus, a Barbarian already smashes through power-wise against a Magus, but this was a very one sided comparison. I feel bad not because the BR is stronger, but because the Magus is clearly not strong enough. The Magus IS the current Gish class and should set the standard for others in terms of balancing.</p>
<p>1. The BR gains the ability to ignore arcane spell failure in medium armor right from the get go, where a Magus can only do that at level 7. </p>
<p>2. Naturally the Magus has a faster and wider progression of spells but comparatively the bloodrager's rage and Full BAB progression outstrip run and damage the Magus.</p>
<p>3. Magus points are a really nice utility ability, which is it's strength on the barbarian. But combat wise the victory is the Bloodrager.</p>
<p><b>Vs Sorcerer</b></p>
<p>The Sorcerer is no real contest, but it was still an exercise.</p>
<p>1. The Bloodrager powers are almost identical to the majority of the Sorcerer powers, not just abyssal but the others as well. There are a few different ones like Destiny but they share one base thing in common. The BR equivalent to any Sorcerer Bloodline has been buffed to be stronger. I have not found any Sorcerer bloodline that out strips the BR equivalent.</p>
<p>2. The utility of the sorcerer is what differentiated it, having access to a wide and powerful array of spells. The BR has a limited number of spells but with a full CL progression and a Full BAB, it dwarfs the benefit of the higher level spells against single opponents.</p>
<p>3. To gain the benefit of medium armor the Sorcerer requires armor proficiencies, arcane armor training at level 3 and arcane armor mastery at level 7 and even then it only reduces the spell failure on armor not entirely gets rid of it. Granting the BR the lot at level 1 without it even being a class feature, seems to be quite OP compared to Magus and other Spellcasters trying to do the same. </p>
<p><b>Conclusion:</b></p>
<p>As it stands I feel BR are the strongest class in the game without the use of any specific power-build, which IMO makes them unbalanced and unsuitable for play along-side those base-classes. With a bit of power building you are looking at a mithril fullplate, full BAB, Full raging, Full Bloodline powered character with automatic rage buffs and spells if necessary.</p>
<p>Also for some context I play level 1 to 20 games and linger at level 20 for a long time, another thread I recently read stated that gameplay only runs from 1 to 12 in PFS and 1 to 17 and thus the end game shouldn't matter. I would beg to differ, and those people that don't play that high level all the power to you but I enjoy my capstones and like playing them for a while before I retire a character.</p>
<p><b>Ammendment</b></p>
<p>Amen to Argus! </p>
<p>Correct me if I'm wrong though, did anyone else get the feeling when 4e died, Paizo took Mythic from 4e (tiers, point systems, entirely self sustaining characters)and brought those 4e gamers into the fold along-side the existing 3.5 migrants? I mean who else but the 4e generation validate having epic/mythic/legendary powers from level 1? or even a class that combines the best elements of two classes and remove the sacrifices made during multiclassing as a good idea? These classes if anything seriously jeopardize the balance of the base/core classes. </p>
<p>As a 3.5 migrant, these classes give the impression of pandering to those 4e guys while the older 3.5 tolerate it. I would much rather see another Advanced Player Guide come out with the 3.5 adaptions than these advanced classes.</p>
<p>If they want an opinion on the whole idea;</p>
<p>Make these all archetypes</p>Hey guys,
So in order to perform my playtest I had a group comprised of a Barbarian, a Sorcerer (Abyssal Bloodline), a Magus and Bloodrager (Abyssal Bloodline). Each were built as a melee gish combatant (sorcerer spells taken to that effect) with identical equipment and feats (or at least as close as possible).
General Notes :
-Reword the Bloodline Power : too much uncertainty with the current reading, Read as Written (Not read as intended) there is no reason a Bloodrager wouldn't be able...Samuel Grundy (alias of Novakolbra)2013-12-01T04:40:13ZRe: Forums/Advanced Class Guide Playtest: General Discussion: GestaltSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2qehv?Gestalt#462013-12-01T03:51:43Z2013-12-01T03:51:43Z<p>Hola @ Everyone,</p>
<p>I am kinda inclined to agree with Suz on the strength of the new classes. Not just with the bloodrager though, lets be honest comparing a Bloodrager to a Barbarian? Is like comparing Godzilla to Gamura, it's not hard to see the Barbarian is the favored child of Pathfinder it has been said on more than one occasion. </p>
<p>But compare it to a sorcerer or the magus, the bloodline powers for the Bloodrager's bloodline abilities is, in a just a carbon copy of the sorcerer one except with MORE to it. The output on a full BAB spellcaster with rage and bloodline powers dwarfs the Magus entirely. While there might be a reason to continue playing a barbarian there isn't a reason to play the magus anymore.</p>
<p>I am probably going to get crucified for this, but I do have a problem with the Paizo writers, they are getting really lazy. All of their new content was taken almost directly from 3.5, Magus is a Warmage, Witch is a Hexblade, Oracle is a Favored Soul, etc. Which I never had an issue with because that added a flavor to it. But these new classes seem like a clumsy attempt at reinventing the wheel. I'd much rather a book with more modified 3.5 classes than these amalgamations, I like multiclassing as well and I don't want to fork out $40-50 for a book whose purpose seems to further simplify the game for people not willing to explore the versatility of the existing content.</p>
<p>Correct me if I'm wrong though, did anyone else get the feeling when 4e died, Paizo took Mythic from 4e (tiers, point systems, entirely self sustaining characters)and brought those 4e gamers into the fold along-side the existing 3.5 migrants? I mean who else but the 4e generation validate having epic/mythic/legendary powers from level 1? or even a class that combines the best elements of two classes and remove the sacrifices made during multiclassing as a good idea?</p>
<p>As a 3.5 migrant, these classes give the impression of pandering to those 4e guys while the older 3.5 tolerate it. I would much rather see another Advanced Player Guide come out with the 3.5 adaptions than these advanced classes.</p>
<p>LET THE CRUCIFIXION BEGIN! careful I'm a biter though</p>Hola @ Everyone,
I am kinda inclined to agree with Suz on the strength of the new classes. Not just with the bloodrager though, lets be honest comparing a Bloodrager to a Barbarian? Is like comparing Godzilla to Gamura, it's not hard to see the Barbarian is the favored child of Pathfinder it has been said on more than one occasion.
But compare it to a sorcerer or the magus, the bloodline powers for the Bloodrager's bloodline abilities is, in a just a carbon copy of the sorcerer one except...Samuel Grundy (alias of Novakolbra)2013-12-01T03:51:43ZRe: Forums: Homebrew and House Rules: Please give feedback on Crafting House rulesSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2q4d6?Please-give-feedback-on-Crafting-House-rules#52013-09-04T12:14:14Z2013-09-04T12:14:14Z<p>A couple of clarifications</p>
<p>1. Existing Item creation feats are not replaced as mentioned above under "Skill Focus (Craft)". Instead they function as normal. This means those that possess the appropriate feat bypass the skill checks entirely. </p>
<p>2. Selling items as part of the economy rules only applies to items crafted by the PC. Not loot found while adventuring</p>
<p>3. A failed appraise check to sell at market value DC lower than 10 results in selling the item at 35% market value</p>
<p>4. A failed appraise check to sell at market value DC lower than 5 results in selling the item at 25% market value.</p>A couple of clarifications
1. Existing Item creation feats are not replaced as mentioned above under "Skill Focus (Craft)". Instead they function as normal. This means those that possess the appropriate feat bypass the skill checks entirely.
2. Selling items as part of the economy rules only applies to items crafted by the PC. Not loot found while adventuring
3. A failed appraise check to sell at market value DC lower than 10 results in selling the item at 35% market value
4. A failed...Samuel Grundy (alias of Novakolbra)2013-09-04T12:14:14ZRe: Forums: Homebrew and House Rules: Please give feedback on Crafting House rulesSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2q4d6?Please-give-feedback-on-Crafting-House-rules#42013-09-03T14:26:01Z2013-09-03T14:26:01Z<p>In order to overcome abuse of the economy in the world I also suggest the following rules for PCs and the market world.</p>
<p>Any crafted item is sold to retailers using the appraise skill check to sell it. You can use bartering rules or use a DC to determine it's selling value.</p>
<p>DC 10 - sell item at 50% Market Value
<br />
DC 15 - sell item at 55% Market Value
<br />
DC 20 - sell item at 65% Market Value
<br />
DC 25 - sell item at 70% Market Value
<br />
DC 30+ - Sell item at 75% Market value</p>
<p>This is also subject to RP penalties, for example a Barbarian selling his wears in an otherwise high market area would probably not sell their wares well (Increase to Appraise DC to sell item). Another situation, a suit of Golden Platemail might have no buyers at all in a small farming community.</p>
<p>If an item is over 1000gp in value it can only be sold after 1 day per 1000gp in the objects market value. This should ensure that adventurers don't settle down and boost money readily. These days only count down if the item is being actively sold in a reasonable market for the wares. </p>
<p>If someone does settle down and start crafting as a career then retire the character and bring on the next wayward Pathfinder ^_^</p>In order to overcome abuse of the economy in the world I also suggest the following rules for PCs and the market world.
Any crafted item is sold to retailers using the appraise skill check to sell it. You can use bartering rules or use a DC to determine it's selling value.
DC 10 - sell item at 50% Market Value
DC 15 - sell item at 55% Market Value
DC 20 - sell item at 65% Market Value
DC 25 - sell item at 70% Market Value
DC 30+ - Sell item at 75% Market value
This is also subject to RP...Samuel Grundy (alias of Novakolbra)2013-09-03T14:26:01ZRe: Forums: Homebrew and House Rules: Please give feedback on Crafting House rulesSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2q4d6?Please-give-feedback-on-Crafting-House-rules#22013-09-03T06:42:05Z2013-09-03T06:42:05Z<p>Actually upon recollection, ignore the part on Special materials for the moment, not entirely sold on it. Just take it as a Work In Progress.</p>Actually upon recollection, ignore the part on Special materials for the moment, not entirely sold on it. Just take it as a Work In Progress.Samuel Grundy (alias of Novakolbra)2013-09-03T06:42:05ZForums: Homebrew and House Rules: Please give feedback on Crafting House rulesSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2q4d6?Please-give-feedback-on-Crafting-House-rules#12013-09-03T05:32:13Z2013-09-03T05:32:13Z<p>Hey guys please give some feedback on my Crafting house rules, these are in place for PC crafters. I have replaced the concept of using the Feats for magic item creation with skills. This thought came about from people at my tables asking why crafting is dominated by spellcasters and cant be done by anyone who is skilled at crafting. This system has that at it's center.</p>
<p>Firstly these are the craft skills;
<br />
<b>Craft Enchantment </b>: May be used to add enchantments to weapons and armor
<br />
<b>Craft Wonderous Items</b> Craft wonderous items
<br />
<b>Craft Wands & Scrolls:</b> May be used to craft wands and scrolls
<br />
<b>Craft Staves :</b> May be used to craft magical staves
<br />
<b>Craft Rods :</b> May be used to craft Rods
<br />
<b>Craft Rings :</b> May be used to craft Rings
<br />
<b>Craft Alchemy :</b> Same as current but may be used to brew potions
<br />
<b>Craft Poisons : </b>Same as current craft poison
<br />
<b>Craft Arms and Armor :</b> Same as current
<br />
<b>Craft Art :</b> Choose a artistic craft (pottery painting etc) upon craft completion the value of the object is the craft check DC x 10 in gold pieces.
<br />
<b>Craft Mundane items:</b> Craft any non magical item that is not in another craft category. All mundane items take 4 hours to craft.</p>
<p>———————————</p>
<p>In order to use any crafts skills you must have a rank in the skills with the exception of Mundane items and Art. </p>
<p>You must have the spell component of any magical item you create in order to make it. For example if you were making slippers of spiderclimb, you will still require "Spiderclimb" the spell. This may be wand, scroll, potion or a secondary spellcaster. This does not apply for crafting potions.</p>
<p>Material cost is 1/3 of the market value of the object being created
<br />
it takes 1 day per 1000gp of the material cost to complete the item. A single craft check is made at the beginning of the crafting process the DCs are below. </p>
<p>Mundane———DC10——Simple items (Non magical)
<br />
Masterwork—-DC15——Masterwork Non-magical items, non magic alchemy
<br />
Lesser———-DC20——Lesser Wondrous item, +1 Enhancements, CL5 items
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Moderate——-DC25——Moderate Wondrous item, +2 Enhancements, CL10 item
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Major————DC30——Major Wondrous item, +3/+4 Enhancements, CL15 item
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Superior——-DC35——+5 Enhancements, CL20 item
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Artifacts——DC40——Create an artifact or legendary item. (DM)</p>
<p><i>Meeting the DC will have the item made successfully on schedule
<br />
Exceeding the DC by 5 means it takes 1/2 the time to craft
<br />
Exceeding the DC by 10+ means it takes 1/3 the time to craft
<br />
Failing the DC by 5 means it takes x2 the time for crafting
<br />
Failing the DC by 10 or more means the item is failure and material components are destroyed.</i></p>
<p>While crafting potions and poisons, failure to meet the DC means the potion/poison was unsuccessfully brewed and all material components are consumed. The DCs of alchemy and poison remain unchanged. Magic potions have a DC equal to 10 + double the spell level. The Caster level is set but can not be greater than the ranks in craft alchemy -3, or lower than 1. You may only brew a potion of up to spell third level.</p>
<p>Once crafting is started it may be paused for up to 1 week and then resumed. This will allow a different craft to begin while another is paused. A craftsman can be working on one crafting project at any given time this includes the Aid Other ability.</p>
<p>———————————————————</p>
<p>Some materials change the DC of the craft check.</p>
<p>Steel——-DC +5
<br />
Leather——-DC +0
<br />
Adamantine——-DC +20
<br />
Alchemical Silver——-DC +10
<br />
Angel Skin——-DC +15
<br />
Blood Crystal——-DC +10
<br />
Cold Iron——-DC +10
<br />
Darkleaf Cloth——-DC +10
<br />
Darkwood——-DC +5
<br />
Dragonhide——-DC +20
<br />
Eel Hide——-DC +10
<br />
Elysian Bronze——-DC +10
<br />
Frost/Fire Forge Steel——-DC +15
<br />
Greenwood——-DC +10
<br />
Griffon Mane——-DC +15
<br />
Living Steel——-DC +10
<br />
Mithral——-DC +15
<br />
Viridium——-DC +20
<br />
Whip Wood——-DC +10
<br />
Wyroot——-DC +15</p>
<p>Bone——-DC -15
<br />
Bronze——-DC -5
<br />
Gold——-DC -5
<br />
Glass——-DC -5
<br />
Obsidian——-DC -10
<br />
Stone——-DC -15
<br />
Wood——-DC -10</p>
<p>If an object/weapon/armor has multiple materials take the most prominent worked material. For example a wooden spear with an adamantine spear head would gain the +20 penalty.</p>
<p><b>Repairing Items</b> Material costs of 1/10th item if the item has the broken condition. The DC for repairing a broken item is the item's DC -5
<br />
————————————————————————-
<br />
<b>Trait</b> </p>
<p>Artistic eye : Use Charisma in place of Intelligence for Craft Art</p>
<p><b>Craft feats</b></p>
<p><b>Skill Focus (Craft)</b>- As usual, but any class that provides feats such as "Brew Potion" "Craft Magical Arms and Armor" are replaced with Skill focus Craft in whatever craft skill is most appropriate.</p>
<p><b>Thrifty Crafter </b>- Prerequisite Craft skill rank 5 - You are able to take plausable shortcuts while crafting. Material costs are now 1/4 of market price. This reduction does not effect crafting time which is still based on 1/3 material cost.</p>
<p><b>Fast Crafter </b>- Prerequisite Craft skill rank 10, Thrifty Crafter - Crafting time is now based on the material cost being 1/4 of the market value. </p>
<p><b>Quick Thinker </b>- Prerequisite Craft rank 5 - 1/day reroll a natural 1 made on a craft check.</p>
<p><b>Improved Quick Thinker </b>- Prerequisite Craft rank 10, Quick thinker - You may roll a second time on any craft check but must take the second result.</p>
<p><b>Master Craftsman </b>- Prerequisite Craft rank 10 - Select one craft skill, when making that check you count your class levels as caster levels for magic item creation.</p>
<p><b>Magical Tinkerer </b>- Prerequisite Craft rank 5 Master Craftsman - Select 1 arcane class, when creating a magic item you may replicate any 2nd level or lower spell for meeting the spell component prerequisite. </p>
<p><b>Improved Magical Tinkerer </b>- Prerequisite Craft rank 10, Magical Tinkerer - when creating a magic item you may replicate any 4th level or lower spell from the class selected from Magical Tinkerer for meeting the spell component prerequisite. </p>
<p><b>Greater Magical Tinkerer</b> - Prerequisite Craft rank 15, Improved Magical Tinkerer - when creating a magic item you may replicate any 6th level or lower spell from the class selected from Magical Tinkerer for meeting the spell component prerequisite. </p>
<p><b>Dragoncraft</b> - Prerequisite Craft rank 10 - Do not take penalty for crafting with draconic materials.</p>
<p><b>Multi-task master</b> - Prerequisite Mobility - You are able to draw small palm sized objects such as tools or potions as a swift action. While crafting an item, you may also use the Aid Other ability with an ally's craft skill. This can aid up your INT modifier in crafts at any given time. You may not aid the same check more than once.</p>
<p><b>Advanced Alchemy</b> - Prerequisite Craft 5 - when crafting potions your max Caster level becomes your ranks in craft alchemy instead of ranks -3.</p>
<p>———————————————————</p>
<p>Note these skills work in tandem, so if you want to make a +1 Studded leather armor. One craft needs to be made to make Masterwork Studded Leather Armor and once it is made an Enchantment skill needs to give it the +1 enhancement.</p>
<p>Thanks again for the feedback guys, anything and everything helps. But please don't say it doesn't need to be changed. That doesn't help me, while I respect that opinion this is simply an alternative I wish to put to the forum's merit. Also props to some of the forum members that helped inspire this Evil Lincoln among them, if you recognize it you know who you are are thank you profusely.</p>Hey guys please give some feedback on my Crafting house rules, these are in place for PC crafters. I have replaced the concept of using the Feats for magic item creation with skills. This thought came about from people at my tables asking why crafting is dominated by spellcasters and cant be done by anyone who is skilled at crafting. This system has that at it's center.
Firstly these are the craft skills;
Craft Enchantment : May be used to add enchantments to weapons and armor
Craft...Samuel Grundy (alias of Novakolbra)2013-09-03T05:32:13ZForums: GM Feedback: Grundy's Playtest : Mythic FlawsSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2p8ef?Grundys-Playtest-Mythic-Flaws#12012-12-06T16:07:00Z2012-12-06T16:07:00Z<p>Hey all,</p>
<p>When confronting my table with the concept of Mythic challenges I found a great deal of them lent towards Insanity, Hubris and Furious Rage as the Mythic Flaw.</p>
<p>I think in comparison to the other flaws available, they are the least worrying to players and I reckon for how much you gain as the tiers go by they need a bit of a boost. My recommended replacements are below;</p>
<p>Instead of Furious Rage have
<br />
Unreasonable : The hero may no longer use Diplomacy or Bluff to influence others.</p>
<p>Instead of Hubris have
<br />
Craven : Gain a permanent +4 morale bonus on all Cha checks and grants allies within 30ft a +4 vs Fear (Bravado). However when under the affect of any fear based ability, treat it as one step higher. Shaken becomes Fear becomes Panicked. This also removes the morale boost.</p>
<p>Instead of Insanity have
<br />
Bedlam : If struck by a critical hit or fail against a mind effecting special ability the hero and all allies within 30ft are confused for 1d4 rounds no save.</p>
<p>I figure if the players have a choice it should be an even spread and not come down to which is the least detrimental affect. I have 1 min maxing player at my game, which helps for play testing.... on occasion.</p>Hey all,
When confronting my table with the concept of Mythic challenges I found a great deal of them lent towards Insanity, Hubris and Furious Rage as the Mythic Flaw.
I think in comparison to the other flaws available, they are the least worrying to players and I reckon for how much you gain as the tiers go by they need a bit of a boost. My recommended replacements are below;
Instead of Furious Rage have
Unreasonable : The hero may no longer use Diplomacy or Bluff to influence others.
...Samuel Grundy (alias of Novakolbra)2012-12-06T16:07:00ZRe: Forums: Pathfinder Online: Goblinsquad icon for Kickstarter video contributors!Samuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2p3aw&page=3?Goblinsquad-icon-for-Kickstarter-video#1122012-10-25T23:19:13Z2012-10-25T23:19:13Z<p>Say hello to my little friend</p>Say hello to my little friendSamuel Grundy (alias of Novakolbra)2012-10-25T23:19:13ZRe: Forums: Customer Service: [Goblinworks] Claiming Kickstarter RewardsSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2p3bi?Goblinworks-Claiming-Kickstarter-Rewards#32012-10-25T23:14:28Z2012-10-25T23:14:28Z<p>I would like to know where exactly to send my shirt size and all that stuff</p>I would like to know where exactly to send my shirt size and all that stuffSamuel Grundy (alias of Novakolbra)2012-10-25T23:14:28ZRe: Forums: Website Feedback: Suggestion for DelaysSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2ood8?Suggestion-for-Delays#152012-08-17T08:54:12Z2012-08-17T08:54:12Z<p>I can see how that works. Also perhaps it's my misaprehension but don't the credit cards get charged around the beginning of the month? or is that when the funds "should" be in the charged account?.</p>I can see how that works. Also perhaps it's my misaprehension but don't the credit cards get charged around the beginning of the month? or is that when the funds "should" be in the charged account?.Samuel Grundy (alias of Novakolbra)2012-08-17T08:54:12ZRe: Forums: Website Feedback: Suggestion for DelaysSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2ood8?Suggestion-for-Delays#122012-08-16T22:22:33Z2012-08-16T22:11:30Z<div class="messageboard-quotee">Quote:</div><blockquote><p>Ross Byers</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p>Samuel Grundy wrote:</p>
<p>But the date should be fixed, that way even if the shipping is delayed Paizo's taking care of their direct subscribers. </blockquote>Since a subscriber's PDF is linked to the date their package ships, and not the PDF release date, this is not true. </blockquote><p>Sorry a slight miscommunication on my part, in this instant where the shipping has been delayed (so the subscribers PDF is delayed) the release date of the public PDF has also been pushed back. I might be jumping the gun by assuming both delays are related to one another, but if they are because of the delayed shipping I feel the delay is kind of unnecessary.
<p>My question is whether there is a reason the PDFs for subscribers needing to be linked to the shipping? I know it's been said that it is connected, but no one has really explained why it's the case beyond process.</p>
<p>Also I apologise if I appear frustrated, I am more curious that frustrated at the situation. Received my personal copy a few days ago but I through the issue might be brought up none the less.</p>
<p>@Crillitor</p>
<p>Yeah being in Australia's harsh too, standard postage means I usually get my books around the time the following month's available.</p>Quote:Ross Byers
Quote:Samuel Grundy wrote:
But the date should be fixed, that way even if the shipping is delayed Paizo's taking care of their direct subscribers.
Since a subscriber's PDF is linked to the date their package ships, and not the PDF release date, this is not true. Sorry a slight miscommunication on my part, in this instant where the shipping has been delayed (so the subscribers PDF is delayed) the release date of the public PDF has also been pushed back. I might be jumping...Samuel Grundy (alias of Novakolbra)2012-08-16T22:11:30ZRe: Forums: Website Feedback: Suggestion for DelaysSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2ood8?Suggestion-for-Delays#62012-08-16T13:31:31Z2012-08-16T13:31:31Z<p>But the date should be fixed, that way even if the shipping is delayed Paizo's taking care of their direct subscribers.</p>But the date should be fixed, that way even if the shipping is delayed Paizo's taking care of their direct subscribers.Samuel Grundy (alias of Novakolbra)2012-08-16T13:31:31ZRe: Forums: Website Feedback: Suggestion for DelaysSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2ood8?Suggestion-for-Delays#42012-08-16T12:06:12Z2012-08-16T12:06:12Z<p>I agree with Gorbacz reasoning, only subscribers should have access to the PDFs prior to store having their stock.</p>I agree with Gorbacz reasoning, only subscribers should have access to the PDFs prior to store having their stock.Samuel Grundy (alias of Novakolbra)2012-08-16T12:06:12ZForums: Website Feedback: Suggestion for DelaysSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2ood8?Suggestion-for-Delays#12012-08-16T10:14:55Z2012-08-16T10:14:55Z<p>Hey sports fans, </p>
<p>I just wanted to suggest the following, in light of delays to the Pathfinder product lines, this months August 2012 releases. </p>
<p>Separate the PDF availability from the shipping process, have a date/time when the PDFs become available to subscribers, and have a fixed release date for PDFs to become available a week or so later to non subscribers. This way at least during times where shipping is difficult because of weather, hike in orders or even the holidays, your fan base will at least have something to have and feel good about. </p>
<p>I can see the reason behind delaying releases for another week until preorders and subscriptions are sent out, but to delay the profits from the PDF sales is unnecessary. Having a hardcopy is great, but I feel a great deal of people, myself included are just as psyched for the PDFs mostly cause you don't have to wait for them to ship to you, they are available then and there. A benefit kinda diminished when delayed.</p>
<p>Thanks</p>Hey sports fans,
I just wanted to suggest the following, in light of delays to the Pathfinder product lines, this months August 2012 releases.
Separate the PDF availability from the shipping process, have a date/time when the PDFs become available to subscribers, and have a fixed release date for PDFs to become available a week or so later to non subscribers. This way at least during times where shipping is difficult because of weather, hike in orders or even the holidays, your fan base...Samuel Grundy (alias of Novakolbra)2012-08-16T10:14:55ZRe: Forums: Homebrew and House Rules: Ninja Tricks: PuppeteeringSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2o3zf?Ninja-Tricks-Puppeteering#62012-05-15T09:49:58Z2012-05-15T09:49:58Z<p>I had a look at the Naruto system. Seems pretty interesting, though using d20 modern as a base there appeared to be little cost to puppeteer as it were. That said it did give me a few interesting ideas</p>
<p>———-</p>
<p><b>Puppet Ninja Trick </b> : Flying Puppet : Puppet gains a perfect fly speed equal to half it's land speed, when required to the puppeteer makes the fly check on behalf of the puppet. Cost 1 ki per minute of flight.</p>
<p><b>Puppet Ninja Trick </b> : Ki shield : Puppet gains a +1 force shield for 1 round, activating this ability is a swift action and only stacks with itself. Puppet Cost 1 ki.</p>
<p><b>Errata</b></p>
<p>-Balancing-
<br />
If the puppeteer is struck while controlling a puppet, they must make a concentration check DC 10 + Damage taken. If the puppeteer fails the concentration check both he and the puppet are staggered for 1 round. (Does not stack)</p>
<p>-Feat : Master Puppeteer
<br />
Gain +4 to concentration checks made to continue using puppet as normal, when attacked.</p>I had a look at the Naruto system. Seems pretty interesting, though using d20 modern as a base there appeared to be little cost to puppeteer as it were. That said it did give me a few interesting ideas
-------
Puppet Ninja Trick : Flying Puppet : Puppet gains a perfect fly speed equal to half it's land speed, when required to the puppeteer makes the fly check on behalf of the puppet. Cost 1 ki per minute of flight.
Puppet Ninja Trick : Ki shield : Puppet gains a +1 force shield for 1...Samuel Grundy (alias of Novakolbra)2012-05-15T09:49:58ZRe: Forums: Homebrew and House Rules: Ninja Tricks: PuppeteeringSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2o3zf?Ninja-Tricks-Puppeteering#42012-05-15T08:14:52Z2012-05-15T08:14:52Z<p>- I managed a bit of a play test and I have the following changes, thus far. </p>
<p>Errata : PUPPETEER</p>
<p>•<b>Puppet Equipment</b> : Whenever a puppet expends any amount from it's ki pool it also loses 5hp per ki point used (equivalent to losing a hit die).</p>
<p>When a puppet takes damage it loses 1 ki point for ever 5hp lost until it is drained of ki and becomes inanimate. If the puppet loses in excess of 10hp beyond 0 it is considered destroyed.</p>
<p>•Disguise Self Puppet ninja trick will be removed entirely </p>
<p>•Ventriloquism [puppet] will function as the ninja trick but will only be produced from the puppet. There will still be no cost mostly because the spell itself can create sound from various sources where as this would only have 1 source. To use it effectively one must be creative with the puppet</p>
<p>——</p>
<p>Also there was a mention of the tricks being overpowered, care to elaborate perhaps further balancing can be done. That is of course if my aforementioned changes don't balance it out.</p>
<p>Any thoughts on the base puppet stat block? or even ideas for other puppet equipment?</p>- I managed a bit of a play test and I have the following changes, thus far.
Errata : PUPPETEER
*Puppet Equipment : Whenever a puppet expends any amount from it's ki pool it also loses 5hp per ki point used (equivalent to losing a hit die).
When a puppet takes damage it loses 1 ki point for ever 5hp lost until it is drained of ki and becomes inanimate. If the puppet loses in excess of 10hp beyond 0 it is considered destroyed.
*Disguise Self Puppet ninja trick will be removed entirely
...Samuel Grundy (alias of Novakolbra)2012-05-15T08:14:52ZForums: Homebrew and House Rules: Ninja Tricks: PuppeteeringSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2o3zf?Ninja-Tricks-Puppeteering#12012-05-14T08:47:33Z2012-05-14T08:47:33Z<p>Hey guys, so I am invited to a ninja based campaign using the Pathfinder system and setting. I have considered playing a Puppeteer similar to Kankurou from the Naruto series and the DM has allowed me some time to try out some home-brew ninja tricks. I am keen to find what people think about my ninja tricks.</p>
<p><b>Puppeteer : Ninja Tricks</b></p>
<p>-Ki Strings : With Ki strings, a ninja is able to use ki to connect invisible strings to inanimate objects to be able to manipulate them at will as the Mage Hand spell. Cost 1 Ki. </p>
<p>In addition a ninja with this ninja trick can grant a Puppet (equipment) a temporary ki pool, animating it and allowing it to be used as an ally. The ki given to the puppet can’t be restored or regenerated while stored in the puppet and must be lower than the character’s ninja levels. The puppet can be controlled as long as the ninja is within a close range to the puppet (25ft + 5ft/lvl). While animated either the ninja or the puppet remain staggered for the duration of the round. The trick lasts as long as both the puppet and the ninja have at least 1 ki in their ki pools. Cost X ki, where X is however much ki you place into the puppet’s ki pool.</p>
<p>-Equipped Puppet : As a puppeteer any equipment or weapons you are proficient with, your puppet is also proficient.</p>
<p>-Puppet Precise Strike : A puppet you control can deliver precise strikes using the same value as the sneak attack of the ninja controlling it. Puppet Cost 1 Ki declared before the attack is delivered.</p>
<p>-Puppet Substitution : A ninja can swap position with a puppet they control within 30ft. Cost 1 ki to perform as a swift action, Cost 2 ki to perform as an immediate action.</p>
<p>-Evasion (Puppet) : As an immediate action, a single puppet the ninja controls gains Evasion. Puppet Cost 1 ki, must be declared prior to rolling the reflex save.</p>
<p>Disguise Self(Puppet): As a standard action a puppet may disguise themselves as the Disguise Self spell. Puppet Cost X ki, where X is the caster level of the
<br />
spell.</p>
<p>Ventriloquism (Puppet): A ninja can throw their voice to make it appear as though the voice originates from the puppet they control.</p>
<p>Hidden Kunai (Puppet) – As a standard action a puppet opens up several hidden compartments and fires throwing knives at a single target. Each kunai deals 1d4 damage, crit range 19-20 and has a range of 20ft. Puppet Cost 1 ki per kunai</p>
<p>Ninja Trick (Puppet) – The ninja can select a ninja trick, but rather than them being able to perform the trick, a puppet the ninja controls can use them. Puppet Cost is the same as the trick.</p>
<p><b>Puppeteer : Master Ninja Tricks</b></p>
<p>Self Destruct (Puppet) – As a full round action, a puppet can expend the rest of it’s ki pool to detonate itself. This destroys the puppet and deals 2d6 fire damage per ki point used on creatures within a range based on the puppet’s size (Large 30ft radius, Medium 20ft radius, Small 10ft radius, any puppet smaller will only deal 1d6 points of damage per ki in the square it occupies). Puppet Cost all remaining Ki</p>
<p>Puppet Mind Trap – As Magic Jar Spell, the magic jar in the spell’s descriptor is the puppet itself. The caster level is equal to ½ the ninja’s level, Will save DC 10 + ½ ninja level + CHA. Cost 3 ki</p>
<p>Ki transference – As a swift action a ninja can transfer ki to and from a puppet they control. This ability must be used before or after any other abilities used by the ninja or his puppet in the round.</p>
<p>Multiple Puppets – A ninja can control any number of puppets it places ki into, while controlling multiple puppet the ninja must use a full round action to control more than one puppet in the same round.</p>
<p><b>Puppeteering Feats</b></p>
<p>-Agile Puppetteering – Puppets you control gain +4 Dexterity
<br />
-Offensive Puppet – Puppets you control gain +4 Strength
<br />
-Defensive Puppet – Puppets you control gain +2 Natural Armor</p>
<p>-Improved Agile Puppetteering – Puppets you control gain +8 Dexterity
<br />
-Improved Offensive Puppet – Puppets you control gain +8 Strength
<br />
-Improved Defensive Puppet – Puppets you control gain +4 Natural Armor</p>
<p><b>Equipment : Puppet</b></p>
<p>The puppet is a ninja tool, by attaching ki strings to the puppet is can become animate and be used for various purposes. The puppet gains construct traits with Hit Die equal to the amount of Ki stored in it. They can use STR and DEX based skills as though they had a score equal to ½ of the ninja’s. While controlled the user of the puppet can sense the surroundings of the puppet from the puppet’s perspective. </p>
<p>Base Puppet : Cost 110gp
<br />
<i>A wooden bipedal humanoid puppet.</i></p>
<p>Puppet Ki pool = X.
<br />
Ninja tricks with Puppet cost, pay the ki from the puppet's ki pool.</p>
<p>HP 10 + 5X (HD d10) Speed: 30ft, size : medium AC: 12 (10 + 2 natural AC)</p>
<p>STR: 10 DEX: 10 CON: — INT: — WIS: — CHA: —
<br />
BAB : X Saves: As controller
<br />
Attacks : Slam 1d6</p>
<p>•Obviously there will be different types of Puppets with varying stats armor and attacks, but this will be the cheap base puppet available for a player to purchase at level 1 or 2.</p>
<p>I am keen to hear your thoughts and suggestions, if you play test this it'd be even better to hear any balancing issues with a puppeteer.</p>Hey guys, so I am invited to a ninja based campaign using the Pathfinder system and setting. I have considered playing a Puppeteer similar to Kankurou from the Naruto series and the DM has allowed me some time to try out some home-brew ninja tricks. I am keen to find what people think about my ninja tricks.
Puppeteer : Ninja Tricks
-Ki Strings : With Ki strings, a ninja is able to use ki to connect invisible strings to inanimate objects to be able to manipulate them at will as the Mage Hand...Samuel Grundy (alias of Novakolbra)2012-05-14T08:47:33ZRe: Forums: Forum Games: Give the person above you a nickname.Samuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2n80q?Give-the-person-above-you-a-nickname#362012-02-21T16:35:16Z2012-02-21T16:35:16Z<p>Kabuto</p>KabutoSamuel Grundy (alias of Novakolbra)2012-02-21T16:35:16ZRe: Forums: Advice: What do people think of the sword saint?Samuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nmc0&page=2?What-do-people-think-of-the-sword-saint#802012-02-21T00:54:03Z2012-02-21T00:54:03Z<p>Also don't forget Sheathing your weapon is a move action that provokes and Quick Draw doesn't allow you to quick sheath a weapon.</p>
<p>However there is a feat in Advanced Feats: Secrets of the Alchemist called <a href="http://www.d20pfsrd.com/feats/3rd-party-feats/open-design/c/weapon-juggle-combat" target="_blank" rel="nofollow">Weapon Juggle </a></p>Also don't forget Sheathing your weapon is a move action that provokes and Quick Draw doesn't allow you to quick sheath a weapon.
However there is a feat in Advanced Feats: Secrets of the Alchemist called Weapon JuggleSamuel Grundy (alias of Novakolbra)2012-02-21T00:54:03ZRe: Forums/Lost Omens Campaign Setting: General Discussion: How could I release Rovagug, or even a spawn of Rovagug?Samuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nnn7?How-could-I-release-Rovagug-or-even-a-spawn#292015-01-17T07:30:51Z2012-02-21T00:45:52Z<p>Also don't forget Asmodeus being the cunning devil he is, wouldn't have Rovugug just rampage and kill all those fat souls that haven't been corrupted by his touch.</p>
<p>The stem of peoples issues with your take on Asmodeus (correct me if I am wrong)</p>
<p>1. Devils corrupt and taint souls to give them power to fuel a war against the good god/extraplanar creatures/the realms. A quest for both power and conquest</p>
<p>2. Demons are by nature, chaotic and destructive and would be more likely to release Rovugug, though probably not organized enough to bother.</p>
<p>3. Asmodeus is a soft touch, he does not come down to personally interact with the affairs of mortals. That's what makes him cool, nit's a well known fact if he could come down and start swinging at the people he didn't like, he would be joined and possibly out matched by the sheer volume of good/good inclined deities. It is his cunning use of contracts and fine print that keep him in a position of power over the other gods, not superior power. </p>
<p>4. There is nothing cunning or clever about being a linchpin in the sealing of Rovugug to "fool" the other gods. There is no end game for him, they couldn't have done it without all of their help.</p>
<p>——</p>
<p>That all said, here are my recommendations;</p>
<p>a) If you are a player with it as an objective. Worship Demons not devils and get it done for the sake of chaos. WOOT CHAOS!</p>
<p>b) If you are the DM. Create a cult of demonologists, or clerics of Rovugug, or intelligent Rovugug spawn attempt to break their master/father free.</p>
<p>c) If you want to beef us Rovugug or Aesmodeus in your story, unless your character is a god or godling, start looking at demigods as major NPCs. Rather than interacting directly with the Gods, you can deal with fanatics that support their gods.</p>Also don't forget Asmodeus being the cunning devil he is, wouldn't have Rovugug just rampage and kill all those fat souls that haven't been corrupted by his touch.
The stem of peoples issues with your take on Asmodeus (correct me if I am wrong)
1. Devils corrupt and taint souls to give them power to fuel a war against the good god/extraplanar creatures/the realms. A quest for both power and conquest
2. Demons are by nature, chaotic and destructive and would be more likely to release...Samuel Grundy (alias of Novakolbra)2012-02-21T00:45:52ZRe: Forums: Advice: Aquatic pets on landSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm5l?Aquatic-pets-on-land#272012-02-15T04:33:59Z2012-02-15T04:33:59Z<p>Sorry PF16 and PRD?</p>Sorry PF16 and PRD?Samuel Grundy (alias of Novakolbra)2012-02-15T04:33:59ZRe: Forums: Advice: Aquatic pets on landSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm5l?Aquatic-pets-on-land#242012-02-14T15:31:48Z2012-02-14T15:31:48Z<p>Thanks for the Suggestion lots of great ideas</p>
<p>In answer to why an aquatic sharp tooth creature. The Shark Shaman doesn't only function in water, the only that must is obviously the companion. There are penalties for using land based animals but it can be done. My aim with the shark shaman was making a river dwelling, vicious looking goblin with a heart of gold. Also I'm Australian and I love sharks.</p>
<p>The shark in Pathfinder is generic and is smaller than most salt water sharks. I believe going into too much detail might be pedantic.</p>
<p>I like the idea of the pack filled with water, perhaps even instead of the Endless Decanter, perhaps something which allows a larger quantity of water? </p>
<p>Does Expeditious Excavation have an upgraded version moving 15ft a day might be a bit of a stretch for movement but I like the concept.</p>
<p>Fleshcrafting is also a cool idea, not one I'd go for but where would you find it in Pathfinder? I haven't come across it yet.</p>Thanks for the Suggestion lots of great ideas
In answer to why an aquatic sharp tooth creature. The Shark Shaman doesn't only function in water, the only that must is obviously the companion. There are penalties for using land based animals but it can be done. My aim with the shark shaman was making a river dwelling, vicious looking goblin with a heart of gold. Also I'm Australian and I love sharks.
The shark in Pathfinder is generic and is smaller than most salt water sharks. I believe...Samuel Grundy (alias of Novakolbra)2012-02-14T15:31:48ZRe: Forums: Advice: Aquatic pets on landSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm5l?Aquatic-pets-on-land#192012-02-14T02:45:15Z2012-02-14T02:45:15Z<p>@ Fake Healer</p>
<p>You make a valid point, though at lower levels you are restricted by the minutes.</p>
<p>Drowning rules are you don't start rolling fort until after double your con score in rounds. with a 10 that's 20 round or two minutes before even having to worry about that. Meaning level 1 & 2 you wouldn't drown a peasant NPC in order to drown them you'd have to have CL 3 or 4 and they'd have to fail their fort save as soon as they begin drowning. After that you do have a point.</p>
<p>Maybe having the duration 1 minute per 2 levels? that way you really couldn't drown anyone until 5 or 6, which hopefully by that point, they'd have enough kick to get themselves out of the room, unless by some stroke of luck you've trapped them in The Cube.</p>@ Fake Healer
You make a valid point, though at lower levels you are restricted by the minutes.
Drowning rules are you don't start rolling fort until after double your con score in rounds. with a 10 that's 20 round or two minutes before even having to worry about that. Meaning level 1 & 2 you wouldn't drown a peasant NPC in order to drown them you'd have to have CL 3 or 4 and they'd have to fail their fort save as soon as they begin drowning. After that you do have a point.
Maybe having...Samuel Grundy (alias of Novakolbra)2012-02-14T02:45:15ZRe: Forums: Rules Questions: WildshapeSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2jyst?Wildshape#42012-02-13T14:58:05Z2012-02-13T14:58:05Z<p>Question in regards to wildshape</p>
<p>Read as written, </p>
<p>Wild shape functions as Beast Shape I (with minor difference for wild shape)</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p>When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.</p>
<p>Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p>
<p>Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</blockquote><p>It is my understanding that you gain these bonuses despite any creature you choose to shape into. You do not gain Natural Armor or Natural attacks of the new form. (Special qualities are granted with higher levels) Is this so?
<p>Also another added question, using wild shape I can only shape up to Beast Shape III. Where as a sorcerer/wizard can eventually gain access to Beast Shape IV. Again my understanding that because Beast Shape/Elemental Body and Plant shape are not druid spells, that a sorcerer has the potential to wild shape better than a druid?</p>Question in regards to wildshape
Read as written,
Wild shape functions as Beast Shape I (with minor difference for wild shape)
Quote:When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small...Samuel Grundy (alias of Novakolbra)2012-02-13T14:58:05ZRe: Forums: Advice: Tiefling PFSSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm97?Tiefling-PFS#62012-02-13T04:02:02Z2012-02-13T04:02:02Z<p>Ah right I stand corrected. How does one get a boon?</p>Ah right I stand corrected. How does one get a boon?Samuel Grundy (alias of Novakolbra)2012-02-13T04:02:02ZRe: Forums: Advice: Tiefling PFSSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm97?Tiefling-PFS#42012-02-13T03:41:36Z2012-02-13T03:41:36Z<p>Hey dude, sorry might have to point out. PFS on Races</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p>Select your character’s class and race from the choices
</p>
offered in the <b><i>Core Rulebook </b></i>. Additional class and race
<br />
options from resources like the <b><i>Pathfinder RPG Advanced
<br />
Player’s Guide </b></i>, <b><i>Pathfinder RPG Ultimate Magic </b></i>, <b><i>Pathfinder RPG Ultimate Combat </b></i>, and <b><i>Pathfinder Campaign Setting: The Inner Sea World Guide </b></i> are generally available with few or no alterations, as well.</blockquote><p>I believe tieflings and aasimars are only found in the bestiary and possibly isn't allowed for PFS.Hey dude, sorry might have to point out. PFS on Races
Quote:Select your character’s class and race from the choices
offered in the Core Rulebook . Additional class and race
options from resources like the Pathfinder RPG Advanced
Player’s Guide , Pathfinder RPG Ultimate Magic , Pathfinder RPG Ultimate Combat , and Pathfinder Campaign Setting: The Inner Sea World Guide are generally available with few or no alterations, as well.
I believe tieflings and aasimars are only found in the...Samuel Grundy (alias of Novakolbra)2012-02-13T03:41:36ZRe: Forums: Advice: Aquatic pets on landSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm5l?Aquatic-pets-on-land#112012-02-13T05:17:58Z2012-02-13T03:33:59Z<p>Ok so I stayed up and came up with some spells that might allow for a shark to be used on land. Constructive feedback please</p>
<p><b>Water ball</b>
<br />
<b>School</b> Conjuration [cold, water] <b>Level</b> Druid 1
<br />
<b>Casting time</b> Standard action
<br />
<b>Components</b> VS
<br />
<b>Range</b> Medium 100ft +10ft/lvl
<br />
<b>Target</b>10ft area +5ft/2 lvls
<br />
<b>Duration</b> 1min/lvl [D]
<br />
<b>Save</b> None <b>Spell Resist</b> None
<br />
<b>Description</b>: Create a large sphere of water that douses non magical fires and makes objects within the area soaked in water. The sphere is stationary and the water is calm.</p>
<p><b>Aqua ball</b>
<br />
<b>School</b> Conjuration [cold, water] <b>Level</b> Druid 3
<br />
<b>Casting time</b> Standard action
<br />
<b>Components</b> VS
<br />
<b>Range</b> Medium 100ft +10ft/lvl
<br />
<b>Target</b>20ft area +5ft/2 lvls
<br />
<b>Duration</b> 1min/lvl [D]
<br />
<b>Save</b> Reflex •see text <b>Spell Resist</b> None
<br />
<b>Description</b>: Create a large sphere of water that douses non magical fires and makes objects within the area soaked in water. The sphere is stationary and the water is calm. Creatures caught inside the sphere can swim around as normal, but if attempting to leave the area of the sphere must make a Reflex save as part of a move action in order to escape.</p>
<p><b>Hydro ball</b>
<br />
<b>School</b> Conjuration [cold, water] <b>Level</b> Druid 5
<br />
<b>Casting time</b> Standard action
<br />
<b>Components</b> VS
<br />
<b>Range</b> Medium 100ft +10ft/lvl
<br />
<b>Target</b>30ft area +5ft/2 lvls
<br />
<b>Duration</b> 1min/lvl [D]
<br />
<b>Save</b> Reflex •see text <b>Spell Resist</b> None
<br />
<b>Description</b>: Create a large sphere of water that douses non magical fires and makes objects within the area soaked in water. The sphere is stationary and the water is calm. Creatures caught inside the sphere can swim around as normal, but if attempting to leave the area of the sphere must make a Reflex save as a standard action that provokes an attack of opportunity in order to escape.</p>
<p><b>Overland Current</b>
<br />
<b>School</b> Conjuration [cold, water] <b>Level</b> Druid 5, Range 3, Wizard 5, Witch 5
<br />
<b>Casting time</b> Standard action
<br />
<b>Components</b> VS
<br />
<b>Range</b> Touch
<br />
<b>Target</b>Creature with a swim speed touched
<br />
<b>Duration</b> 10 min/lvl
<br />
<b>Save</b> Fort save harmless <b>Spell Resist</b> Yes Harmless
<br />
<b>Description</b>: An aquatic creature touched by this spell is sheathed in a thin current of water that moves with the target. Creature gains a fly speed equal to it's natural swim speed, and uses it's swim checks in place of a fly check.</p>
<p>——</p>
<p>Applications obviously apply to any and all aquatic companions and familiars.</p>Ok so I stayed up and came up with some spells that might allow for a shark to be used on land. Constructive feedback please
Water ball
School Conjuration [cold, water] Level Druid 1
Casting time Standard action
Components VS
Range Medium 100ft +10ft/lvl
Target10ft area +5ft/2 lvls
Duration 1min/lvl [D]
Save None Spell Resist None
Description: Create a large sphere of water that douses non magical fires and makes objects within the area soaked in water. The sphere is stationary and the water...Samuel Grundy (alias of Novakolbra)2012-02-13T03:33:59ZRe: Forums: Advice: Aquatic pets on landSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm5l?Aquatic-pets-on-land#82021-04-06T16:58:33Z2012-02-12T16:49:22Z<p>Because I want to make a goblin shark shaman and not speak common and chase rabbits with a giant shark in tow. Do I need a better reason?</p>Because I want to make a goblin shark shaman and not speak common and chase rabbits with a giant shark in tow. Do I need a better reason?Samuel Grundy (alias of Novakolbra)2012-02-12T16:49:22ZRe: Forums: Advice: Aquatic pets on landSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm5l?Aquatic-pets-on-land#62012-02-12T16:09:36Z2012-02-12T16:09:36Z<p>At the moment I am contemplating the following</p>
<p>1- Bag of holding filled with water and shark. However there are no real defined rules on if a bag of holding can be stretched to encompass a small creature.</p>
<p>2- Cast Life Bubble (or create a permanent magical item with Life bubble attached)</p>
<p>3- Pour water onto an area and cast control water to increase the level of the water to create a magical area complete with shark.</p>
<p>4- Create my own druid spell to create a bubble of water sustained in a location.</p>At the moment I am contemplating the following
1- Bag of holding filled with water and shark. However there are no real defined rules on if a bag of holding can be stretched to encompass a small creature.
2- Cast Life Bubble (or create a permanent magical item with Life bubble attached)
3- Pour water onto an area and cast control water to increase the level of the water to create a magical area complete with shark.
4- Create my own druid spell to create a bubble of water sustained in a...Samuel Grundy (alias of Novakolbra)2012-02-12T16:09:36ZForums: Advice: Aquatic pets on landSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nm5l?Aquatic-pets-on-land#12012-02-12T12:25:00Z2012-02-12T12:25:00Z<p>So a Shark Shaman, has a shark for a companion. Any ideas on how to bring it onto land and or make it function in a fight?</p>So a Shark Shaman, has a shark for a companion. Any ideas on how to bring it onto land and or make it function in a fight?Samuel Grundy (alias of Novakolbra)2012-02-12T12:25:00ZRe: Forums/RPG SuperstarTM 2012: General Discussion: Round 2: The Home EditionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nj21&page=2?Round-2-The-Home-Edition#732012-02-11T02:16:40Z2012-02-11T02:16:40Z<p>@PhineasGage</p>
<p>Nah you're right on the money there mate. I did kinda stop work on it as soon as the top 32 were announced. Thanks for the feedback. I agree with the PCS joining SC, but only once they have done some digging around. They were very private and on the surface, just hunt spell casters. The word count is a killer, when layering conspiracies and plots.</p>@PhineasGage
Nah you're right on the money there mate. I did kinda stop work on it as soon as the top 32 were announced. Thanks for the feedback. I agree with the PCS joining SC, but only once they have done some digging around. They were very private and on the surface, just hunt spell casters. The word count is a killer, when layering conspiracies and plots.Samuel Grundy (alias of Novakolbra)2012-02-11T02:16:40ZRe: Forums: Homebrew and House Rules: Homebrew Oracle Curse - critiques/suggestions wantedSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nlio?Homebrew-Oracle-Curse-critiquessuggestions#42012-02-09T19:19:36Z2012-02-09T19:19:36Z<p>Practice makes perfect. I contemplated using Rage myself, and I think I wound up using it as part of my Wrath curse. But it had a massive Will penalty so turning that strength against the party became a really plausible risk.</p>
<p>Getting your ideas out there is really important, I'm glad the feedback helped. As I said before if you want to temper it more, join the oracle curse thread I have going.</p>Practice makes perfect. I contemplated using Rage myself, and I think I wound up using it as part of my Wrath curse. But it had a massive Will penalty so turning that strength against the party became a really plausible risk.
Getting your ideas out there is really important, I'm glad the feedback helped. As I said before if you want to temper it more, join the oracle curse thread I have going.Samuel Grundy (alias of Novakolbra)2012-02-09T19:19:36ZRe: Forums/Pathfinder First Edition: General Discussion: New Oracle CursesSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nh3r?New-Oracle-Curses#312013-12-24T22:16:32Z2012-02-09T05:01:01Z<p>Hey guys sorry been busy lately. Here is a compiled list of all the oracle curses discussed so far. Also Curse of Addiction comes inspired from Adam Christman's Oracle curse (Curse of Obsession)</p>
<p><span class=messageboard-bigger><b>Curse of Gluttony</b></span> - You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance, everlasting rations, etc. Begin to have the magic devoured by the curse in 3 days making it a simple item) </p>
<p><b>Bonus 1st level</b> : +2 Fort saves + 1 CMD
<br />
<b>Bonus 5th level </b>: +3 Fort saves + 2 CMD + Bite attack 1d6
<br />
<b>Bonus 10th level</b>: +4 Fort saves + 3 CMD + You can consume inedible objects as food
<br />
<b>Bonus 15th level</b>: +5 Fort saves + 4 CMD + Bite attack 1d8 that ignores 10 hardness.</p>
<p><span class=messageboard-bigger><b>Curse of Sloth</b></span> - Those afflicted by this curse are unable to act normally for long periods of time, they will always have the staggered condition. They can may act normally for a number of rounds per day equal to their Oracle level +3. They may attempt an extra round, however at the end of the turn the target is fatigued, they may try once more after this but then gain the exhausted condition. They may not take any other normal rounds until the day has passed and they have removed any Fatigue or Exhausted condition.</p>
<p><b>Bonus 1st level</b> : Reflex aura 5ft, allies, +1 dodge AC and Reflex. cast Unseen servant and Mage hand at will.
<br />
<b>Bonus 5th level</b> : Sloth aura 10ft, hostiles + Self, -2 Dex and can't act on a surprise round.
<br />
<b>Bonus 10th level</b>: Imp Reflex Aura 15 ft, +2 dodge AC, +2 Reflex
<br />
<b>Bonus 15th level</b>: Imp Sloth Aura 30ft, -4 Dex, can't act in a surprise round or perform attacks of opportunity (Negated by Combat Reflexes).
<br />
•note you may only have Reflex or Sloth aura active not both. Swift action to activate free action to dismiss. Does not provoke attack of opportunity. </p>
<p><span class=messageboard-bigger><b>Curse of Envy </b></span>- Your face is terribly scarred leaving your natural form almost featureless. You are considered to have no ranks in charisma based skills with the exception of Bluff, and Disguise. While wearing a disguise or appearing in a form other than your own, you will have access to Charisma based skills except for handle animal and use magical devices.</p>
<p><b>Bonus 1st level</b> : Disguise self at will, +2 bluff checks.
<br />
<b>Bonus 5th level</b> : Voice Alteration at will +4 bluff checks
<br />
<b>Bonus 10th level</b> : Alter self at will +6 bluff checks
<br />
<b>Bonus 15th level </b>: Polymorph 3/day +8 bluff checks</p>
<p><span class=messageboard-bigger><b>Curse of Wrath </b></span>- Your temper makes you difficult to approach and can cloud your judgment. -4 on all Charisma based checks excluding intimidate, -4 on all Will saves excluding fear. At level 10 penalties become -6 to CHA check and -6 Will.</p>
<p><b>Bonus 1st level</b> : You have use of Barbarian rage 2 rounds/day
<br />
<b>Bonus 5th level</b> : You automatically confirm break DCs below 20. Barbarian rage 4 rounds day, Gain Strength Surge Rage Power (Oracle Levels -3),
<br />
<b>Bonus 10th level</b>: Gain Ground Breaker Rage Power (Oracle Levels -3),Barbarian rage 6 rounds/day
<br />
<b>Bonus 15th level</b>: You have use of Greater Barbarian Rage 8 rounds/day</p>
<p><span class=messageboard-bigger><b>Curse of Lust</b></span> - Subject of this curse first designates either male or female as a preferred sex. The oracle automatically fails any and all diplomacy and bluff checks that involve complimenting or doted on by the chosen sex. </p>
<p><b>Bonus 1st Level</b> : +1 atk bonus, +4 Cha checks against creatures not members of the designated sex.
<br />
<b>Bonus 5th Level</b> : +2 Dodge AC, +2 atk bonus against creatures not members of the designated sex. Any weapon held by the oracle gains the distract property. Charm person at will DC 12 + CHA
<br />
<b>Bonus 10th Level</b> : +3 atk bonus against creatures not members of the designated sex. Cast Charm Monster at will DC 13 + CHA
<br />
<b>Bonus 15th Level</b> : +4 atk bonus against creatures not members of the designated sex. Dominate person 1 + CHA per day. DC 14 +CHA</p>
<p><span class=messageboard-bigger><b>Curse of Greed</b></span> – Oracles with this curse must always be carrying a medium load, and possess the most valuable known item of his travel companions. If they do not they must endeavour to possess the more valuable object or must purchase something of greater value •This does not include armour or weapons• </p>
<p><b>Bonus 1st Level</b>: Detect Magic at will, +4 Appraise, find extra gold, you find an amount of gold equal to your current HD x 100 (Useable once in an oracle’s career)
<br />
<b>Bonus 5st Level </b>: Medium load no longer slows your character’s movespeed, other penalties still apply.
<br />
<b>Bonus 10st Level</b> : +8 Appraise, find extra gold, you find an amount of gold equal to your current HD x 500 (Useable once in an oracle’s career). Cast Identify at will.
<br />
<b>Bonus 15st Level </b>: Heavy load no longer slows your character’s movespeed, other penalties apply. </p>
<p><span class=messageboard-bigger><b>Curse of Pride</b></span> - Oracle with this curse suffers from extreme vanity and will automatically fails any and all opposed checks and saves against skills that involve the oracle being complimented, doted upon or in any way treated or spoken highly of.</p>
<p><b>Bonus 1st Level</b> - Use an intimidate check DC 10 + Creature's HD + WIS to challenge a single target within 30ft. Gain +1 Atk, Damage, and Dodge AC against the designated target. Only one target may be selected at any one time. +2 to Intimidate checks and intimidate is always a class skill. Targets under the affect of a Challenge will see the oracle as the greatest immediate threat.
<br />
<b>Bonus 5st Level</b> - Challenge targets within a 30ft area to a max equal to Charisma modifier. Bonuses increase to +2.
<br />
<b>Bonus 10st Level</b> - Challenge targets within 60ft area. +4 to Intimidate checks and intimidate is always a class skill. Bonuses increase to +3.
<br />
<b>Bonus 15st Level </b>- Challenge affect all designated targets within 60ft. Bonuses increase to +4.</p>
<p><span class=messageboard-bigger><b>Curse of Medusa</b></span> - Creature is effectively blind, -2 AC, all targets are considered to be in
<br />
total concealment, oracle is always flatfooted and always fails visual based perception checks.</p>
<p><b>Bonus 1st level </b>: Gaze of Misfortune = 1/day as a swift action the oracle may open her eyes, doing this grants her regular vision and light blindness. However all creatures within 30ft line of sight to the oracle must make a Fort save DC 10 + Oracle lvl + CHA or become slowed as per the spell. The Gaze of Misfortune lasts 3+CHA rounds after activation as is dismissed as a free action. The ability persists 1d3 rounds after a target has left line of sight.
<br />
<b>Bonus 5th level</b> : Gain Blindsense 10ft, Gaze of Misfortune 2/day
<br />
<b>Bonus 10th level</b>: Blindsense 30ft, Gaze of Misfortune 3/day, As a swift action, that must be declared at the start of the oracle's turn that Gaze of Misfortune is active, the oracle may focus her ability on a single target rather than the 30ft area.
<br />
<b>Bonus 15th level</b> : Gaze of the Medusa 4/day, as Gaze of Misfortune but instead of Slow it gains the Flesh to Stone ability. Creatures that fail their fort save are turned to stone for 1d4 hours. The Oracle also gains the spell like ability Stone to Flesh to use at will</p>
<p><span class=messageboard-bigger><b>Curse of the Deep</b></span> - The subject is heavily discomforted when away from water. -2 atk, -2AC when not immersed in water, if removed from water, they begin suffering from extreme environment affects. 1d6 hour after being removed they must begin making saves vs non lethal environmental damage. •Note they still breath air normally.</p>
<p><b>Bonus 1st level </b>: Able to breathe underwater, swim speed equal to land speed.
<br />
<b>Bonus 5th level </b>: Swim speed +10ft, can survive 1 hour per CON modifier outside of water,
<br />
<b>Bonus 10th level</b> : Swim speed +10ft, take no penalty for underwater combat •with the exception of fire. +2 DC to all water based spells and spell like abilities and treated as two caster levels higher.
<br />
<b>Bonus 15th level</b> : Swim speed +10ft, Summon Large Water Elemental for 1hour per 3 caster levels, usable 3/day. 1/day can transform the large water elemental into a huge water elemental for 1round/caster level. You are able to swim, attack and move freely from within the elemental without harming it.</p>
<p><span class=messageboard-bigger><b>Parasites Curse</b></span> - Oracle afflicted with this curse takes a -2 to CON and every level after first will lose 1 hit point to feed the parasites. The parasites are living symbiotic organisms and can't be removed with remove disease or poison. </p>
<p><b>Bonus 1st Level</b> : 3/day On a failed fort save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +2 Resist Poison & Disease.
<br />
<b>Bonus 5st Level </b>: May make a touch attack to attach a parasite offshoot to a target. If attached it deals 1d4 bleed damage per round. A heal check will negate the bleed.
<br />
<b>Bonus 10st Level</b> : 3/day on a failed will save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +4 Resist Poison & Disease.
<br />
<b>Bonus 15st Level</b> : Bleeding Touch attack deals 2d4 bleed damage.</p>
<p><span class=messageboard-bigger><b>Curse of Transmutation</b></span> - An oracle with this curse has a weird variety of alchemical reagents tainting their body. As such their bodies are prone to various alchemical effects. they are always treated as having a -4 Armor check penalty. </p>
<p><b>Bonus 1st level</b>: +2 Natural AC the oracle's skin appears silver and their natural attacks or unarmed strikes are considered silver when calculating damage reduction. 1/2 your oracle levels count as Alchemist levels.
<br />
<b>Bonus 5th level</b>: DR 2/Silver, +2 resist vs spell or spell like effects
<br />
<b>Bonus 10th level</b>: +4 Natural AC. increase alchemical bonuses by 50%. The oracle's body becomes golden in color and their armor check penalty becomes -2.
<br />
<b>Bonus 15th level</b>: DR 5/Silver, Immune to Poison, increase alchemical bonuses on the oracle by 75% +4 resist vs spells or spell like effects.</p>
<p><span class=messageboard-bigger><b>Curse of Bedlam </b></span>- Oracles with the curse of Bedlam have a tenancy to slip into madness, eventually others are drawn into the illusionary world of the oracle's mind. Every morning the Oracle must roll a D6, based on the roll they will gain the following negative effect.
<br />
<i>1-Confusion</i> - In stressful situations the oracle is confused for 1d3 rounds
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<i>2-Craven/Paranoia</i> - -5 on save vs fear, and a +2 on Perception checks
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<i>3-Scytsophrenia</i> - During stressful situations the oracle begins to act with a single exaggerated emotion, sadness, anger, happiness.
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<i>4-Hallucinations </i>- Every now and then the oracle will see something not there. DM creates hallucinatory images only the oracle can perceive with a will save DC 10 + Oracle HD
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<i>5-Phobia</i> - Oracle is panicked in the presence of the subject of the phobia. Phobia of the day is left to DM's preference.
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<i>6-Fidgets </i>- They have performing fine tasks with their hands, such as writing or using fitfulness weapons. -2 on Dex based attack rolls.</p>
<p><b>Bonus 1st level</b> : +2 to the DC of Illusion and Enchantment based spells. Ghost sounds at will.
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<b>Bonus 5th level </b>: Mad Hallucinations at will DC 12 + CHA, Gain +2 resist against Illusion and Mind affecting abilities
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<b>Bonus 10th level </b>: 1/day confusion DC 15 + CHA, +4 resist against Illusion and Mind affecting abilities
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<b>Bonus 15th level </b>: 1/day Insanity DC 17 + CHA, 1/day can automatically success a will save vs Mind affecting or Illusionary ability</p>
<p><span class=messageboard-bigger><b>The Black Spot</b></span> - Oracles has a black mark on their body, it is a symbol of misfortune. Oracle receives a -2 luck penalty on all saves and skill checks. Any member of an organization of ill repute their either sees the black mark or identifies it with Detect Magic are immediately hostile towards the oracle, either forcing them to make as much distance from them as possible or they themselves fleeing.</p>
<p><b>Bonus 1st level </b>: +4 intimidate checks, intimidate checks made on evil creatures cause fear instead of shaken as an effect. Having the curse means you are paranoid of attacks +1 luck bonus to attacks of opportunity.
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<b>Bonus 5th level</b> : +2 luck bonus on attacks of opportunity, +4 Perception
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<b>Bonus 10th level </b>:+3 luck bonus on attacks of opportunity +4 save vs fear. Cast Ill Omen at will.
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<b>Bonus 15th level</b> :+4 luck bonus on attacks of opportunity, 3/day Bestow Curse DC 14 + CHA</p>
<p><span class=messageboard-bigger><b>Curse of Addiction:</b></span>
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The oracle is heavily addicted to one of the following;
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a)A consumable substance (Drug, specific food/drink)
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b)A token or item (personal, target of obsession)
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c)Self harm or prolonged harm (sadism, masochism)- oracle will be evil
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d)A ritual or series of 12 small activity (Along the lines of OCD)
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Every 1d6 hours the oracle must fuel their addiction. Failing to do so results in withdrawal symptoms -2 Dexterity -4 Will, -4 Charisma based checks except intimidate. In addition anyone who threatens to take, remove or otherwise separate the oracle from their addiction is immediately considered hostile.</p>
<p><b>Bonus 1st level </b>: 1d8 hours before addiction sets in. +2 morale bonus to attack and damage when under the belief that the target will deny you, your addiction. +4 perception checks involving oracles addiction.
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<b>Bonus 5th level </b>: 2d6 hours before addiction sets in. +4 morale bonus to fears and mind effecting abilities and spells. The oracle may also temporarily grant others insight into their addiction Mind effecting enchantment Will DC 13+CHA, subjects that fail this save gain the Oracle's curse for 24 hours, but not the benefits. •Note a roll must be made every 1d6 hours to instigate the penalty of the curse
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<b>Bonus 10th level</b> : 3d6 hours before addiction sets in. +4 morale bonus to attack and damage when under the belief that the target will deny you, your addiction. The oracle can force a single target into having "the thirst" target immediately suffers the affects of withdrawal. Will save DC 15+CHA
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<b>Bonus 15th level</b> : 4d6 hours before addiction sets in. The oracle can have any and all fear and mind effecting abilities dispelled from them if presented with (or if the time is right) the source of their addiction. In addition withdrawal can be alleviated for 1 hour by a Diplomacy or Buff check DC 15 + oracle's WIS. "The Thirst" can be used on one target per charisma modifier, all targets must be within 30 ft of one another. Will save DC 17 + CHA</p>Hey guys sorry been busy lately. Here is a compiled list of all the oracle curses discussed so far. Also Curse of Addiction comes inspired from Adam Christman's Oracle curse (Curse of Obsession)
Curse of Gluttony - You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance,...Samuel Grundy (alias of Novakolbra)2012-02-09T05:01:01ZRe: Forums/Gamer Life: General Discussion: That's NO WAY for a PC to die.Samuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nkst&page=2?Thats-NO-WAY-for-a-PC-to-die#832012-02-09T04:31:06Z2012-02-09T04:31:06Z<p>My best death, was my first and so far only death.</p>
<p>So we were playing City of the Spider Queen in the Forgotten realms setting as an evil party.
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1. Human Mephistopheles Black Guard
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2. Earth Genassi Sorcerer
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3. Changeling Psion
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4. Shadowelf Rogue/Assassin (me)</p>
<p>We were about level 12, and naturally everyone besides me hated running around in the underdark, very little light, monsters around every corner. The usual dungeon crawl, except we were there for like 2 years. Now at an undisclosed location we bumped into a Huge Nightwalker. (Big scary undead summoning undead).</p>
<p>My character, having been an assassin found a way around the old system so that he could sneak attack and critical hit undead. To boot when in shadows I was always in total concealment. So I move first stealthing over in the usual rogue fashion rolling a 32 on my stealth. Not behind cover because hey I am in total concealment right?</p>
<p>The Earth Genassi is next, who recalls reading the Forgotten Realms Novels and to his knowledge a daylight spell dispels these creatures. So he casts Daylight....</p>
<p>little known fact, shadow elves come from the shadow plane and all our abilities are turned off in daylight. The creature unlike it's like-named cousin from the novels was completely unaffected.</p>
<p>So there I am standing about 10ft away from this creature with 15 ft reach. I argue for a while technically I am stealthed and he needs to notice me, not necessarily look for me. I had confidence that I wouldn't be found, sure enough it got a good glimpse of my 32 stealth with a 41 spot and proceeded to full round, hasted slam me into oblivion.</p>
<p>The Earth Genassi being evil played the "accident" card but to this day I am fairly sure he knew what he was doing. We would try to kill each other on occasion (lots of fun) but he was the only one that succeeded.</p>My best death, was my first and so far only death.
So we were playing City of the Spider Queen in the Forgotten realms setting as an evil party.
1. Human Mephistopheles Black Guard
2. Earth Genassi Sorcerer
3. Changeling Psion
4. Shadowelf Rogue/Assassin (me)
We were about level 12, and naturally everyone besides me hated running around in the underdark, very little light, monsters around every corner. The usual dungeon crawl, except we were there for like 2 years. Now at an undisclosed...Samuel Grundy (alias of Novakolbra)2012-02-09T04:31:06ZRe: Forums: Homebrew and House Rules: Homebrew Oracle Curse - critiques/suggestions wantedSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nlio?Homebrew-Oracle-Curse-critiquessuggestions#22012-02-09T03:57:57Z2012-02-09T03:57:57Z<p>Hey Adam,</p>
<p>First of all great concept, I love the idea of having someone getting really into this curse at a role play level. That said, it seems to me that the curse has little detriment to the player if he simply takes his rest breaks to nullify the curses' effects.</p>
<p>With the curses as they are, they provide a severe detriment that throughout the career of the oracle, the curse begins to shape into a benefit. I think granting any class a rage ability at level 1 with an oracle might be a bit excessive. </p>
<p>Rage bonuses stack with Enhancement bonuses, morale bonuses and sacred bonuses. all of which the oracle is able to cast upon themselves. Early game it might seem good but later on he/she will start out damaging the straight fighters which might rub some other players the wrong way, given they also have full 9 level spellcasting with healing.</p>
<p>This idea for a curse has a lot of potential though but I'd see perhaps instead of obsession, try swinging it towards an addiction.</p>
<p>That said I do love the idea, now on <a href="http://paizo.com/forums/dmtz53kn?New-Oracle-Curses#30" target="_blank" rel="nofollow">this thread</a> me and a friend were working on a variety of homebrew oracle curses and mysteries including ones for the 7 deadly sins. You might find something in there you will like, maybe even join our discussing on the subject ^_^</p>Hey Adam,
First of all great concept, I love the idea of having someone getting really into this curse at a role play level. That said, it seems to me that the curse has little detriment to the player if he simply takes his rest breaks to nullify the curses' effects.
With the curses as they are, they provide a severe detriment that throughout the career of the oracle, the curse begins to shape into a benefit. I think granting any class a rage ability at level 1 with an oracle might be a bit...Samuel Grundy (alias of Novakolbra)2012-02-09T03:57:57ZRe: Forums: Homebrew and House Rules: Paladin overpoweredSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2k431&page=4?Paladin-overpowered#1772012-02-09T03:45:03Z2012-02-09T03:45:03Z<p>I know this might sound crazy, but Pathfinder rules are technically a guideline for game play. While I don't advocate abusing bending/corrupting or downright cheating on the DM's behalf. If it furthers the game or balances it I believe it can be a useful tool.</p>
<p>If it is overpowered and you feel a little stifled from it's use, try;</p>
<p>1. Approach the player and say I am nerfing your smite to do either;
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a) work only on a single strike
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b) You must confirm the subject is evil prior to it's use (Through detect evil etc. (buy yourself a round)</p>
<p>2.Give some bad guys who have divine powers the ability to sacrifice something (spell/smite/class ability) to negate smite.</p>
<p>3.Give your NPCs stats you feel is high enough to challenge without decimating the party and don't give away how or why their AC is there.</p>
<p>——</p>
<p>I know a few people will disagree with me because my aforementioned suggestion is sooo easily corruptible and build a terrible game in the hands of the wrong DM. But I have found that having players follow the strict rule but as a DM taking moderate liberties the game becomes manageable despite anyone's attempt to break or unbalance the game. You just have to be discrete about it and discourage any backwards engineering of NPCs.</p>I know this might sound crazy, but Pathfinder rules are technically a guideline for game play. While I don't advocate abusing bending/corrupting or downright cheating on the DM's behalf. If it furthers the game or balances it I believe it can be a useful tool.
If it is overpowered and you feel a little stifled from it's use, try;
1. Approach the player and say I am nerfing your smite to do either;
a) work only on a single strike
b) You must confirm the subject is evil prior to it's use...Samuel Grundy (alias of Novakolbra)2012-02-09T03:45:03ZRe: Forums/RPG SuperstarTM 2012: General Discussion: Round 2: The Home EditionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nj21&page=2?Round-2-The-Home-Edition#622012-02-09T03:31:08Z2012-02-09T03:31:08Z<p><b>The Severing Circle</b></p>
<p>I hope you guys like it.</p>
<p>[Spoiler omitted]</p>The Severing Circle
I hope you guys like it.
[Spoiler omitted]Samuel Grundy (alias of Novakolbra)2012-02-09T03:31:08ZRe: Forums: Rules Questions: Fixing UnconsciousnessSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nl0j?Fixing-Unconsciousness#32012-02-06T16:53:34Z2012-02-06T16:53:34Z<p>I'd let a smack in the face (Non lethal) allow another save for an unconcious (not dying or on 0) subject.</p>I'd let a smack in the face (Non lethal) allow another save for an unconcious (not dying or on 0) subject.Samuel Grundy (alias of Novakolbra)2012-02-06T16:53:34ZRe: Forums: Advice: Obtaining ImmortalitySamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nkth?Obtaining-Immortality#162012-02-06T07:54:08Z2012-02-06T07:54:08Z<p>Use your DM powers and give him the Unkillable feature. He can be reduced to 0 at which point he is either teleported to a safe haven or transforms into something weak but immune to attacks.</p>
<p>Just don't share details of the villain, such as class/powers/preprepared abilities and hit points with your table.</p>
<p>DMs are the only people in this game allowed to cheat, as long as it's constructive and furthers enjoyment of gameplay.</p>Use your DM powers and give him the Unkillable feature. He can be reduced to 0 at which point he is either teleported to a safe haven or transforms into something weak but immune to attacks.
Just don't share details of the villain, such as class/powers/preprepared abilities and hit points with your table.
DMs are the only people in this game allowed to cheat, as long as it's constructive and furthers enjoyment of gameplay.Samuel Grundy (alias of Novakolbra)2012-02-06T07:54:08ZRe: Forums/RPG SuperstarTM 2012: General Discussion: Round 2: The Home EditionSamuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2nj21?Round-2-The-Home-Edition#122012-02-04T03:46:21Z2012-02-04T03:46:21Z<p>I'll participate ^_^</p>I'll participate ^_^Samuel Grundy (alias of Novakolbra)2012-02-04T03:46:21ZRe: Forums: Advice: "I'm going to break the game"Samuel Grundy (alias of Novakolbra)https://paizo.com/threads/rzs2njqx&page=3?Im-going-to-break-the-game#1472012-02-02T22:52:26Z2012-02-02T22:50:09Z<p>1. Route his "breaking" of the game by creating an anti version, most games allow the capacity for that to occur. As an example in 3.5 I had a shadow elf, rogue/assassin who was always hidden unless in daylight. Our campaign set in the underdark I was murdering everything, so the DM through a custom made light monster with a 100ft daylight aura +20 perception and blindsense. I enjoyed doing 1d4 damage to it for the entire game. <b>He can break the game all he/she wants but this is the GM's world what he may break you may unbreak with a bit of imagination.</b></p>
<p>2. Gently remind this character if he/she begins to get out of hand, that the character may be retired for slowing/disrupting or just making the game not enjoyable for the other players and disallow recreation of the same character. This way he can play and get props on the build that he/she cornered themselves into retiring early. <b>Break the game with a character, challenge accepted but can you do it again? </b></p>
<p>3. If the rogue areas are where the "breakage" is occurring. Then use the expanse of Pathfinders challenges to really show him/her what it means to adventure. <b>Hauntings, chases, traps and environmental hazards have no qualms with whether or not you can be seen.</b></p>
<p>4. There was a similiar question about a Magus being too powerful for his group <a href="http://paizo.com/forums/dmtz52i0&page=2?Need-Help-Challanging-a-Magus-wo-Killing#63" target="_blank" rel="nofollow">Link</a> There are some gold ideas here as well.</p>1. Route his "breaking" of the game by creating an anti version, most games allow the capacity for that to occur. As an example in 3.5 I had a shadow elf, rogue/assassin who was always hidden unless in daylight. Our campaign set in the underdark I was murdering everything, so the DM through a custom made light monster with a 100ft daylight aura +20 perception and blindsense. I enjoyed doing 1d4 damage to it for the entire game. He can break the game all he/she wants but this is the GM's world...Samuel Grundy (alias of Novakolbra)2012-02-02T22:50:09Z