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Decapus

doc the grey's page

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 2,092 posts (2,116 including aliases). 12 reviews. 1 list. 1 wishlist. 6 Pathfinder Society characters. 1 alias.


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Shadow Lodge

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alex verrall wrote:
I've seen the monstrous mount feat on the SRD. Is there more mounts to choose from in the book or is griffin, hippogrith and worg the only options

right now just those 4 but hopefully that will get expanded upon if this feat takes off.

That being said I'm not a fan of how your magical beast is still effectively an animal mechanically but you need 2 feats to get all the abilities it has.

Hopefully that will get patched out and we'll get more creatures soon like hydras and chimeras though ^-^.

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Hobbun wrote:
doc the grey wrote:

Alchemical know how: your abilities with the alchemical arts are second to none and you know how to improve alchemical items on the fly. Whenever you use an alchemical item you can choose to use either the item's DC or the DC of your bombs whichever is higher. In addition, items with duration effects last for either the the listed duration of dice or the number of dice you roll for bomb damage (so a tangle foot bag lasts for 3d4 rounds instead of 2d4 rounds if thrown by a 5th level alchemist). Using this ability consumes a bomb from the alchemists daily allotment.

If you want to make it a discovery make it need like a level 2-4 requirement one.

There hope that helps people.

I agreed with this until the very end, where it consumes a bomb of your daily allotment. I don’t think that this is necessary, especially if it would be a discovery.

If I wanted to use a bomb slot, I would just throw a bomb instead. Yes, there may be that rare instance throwing an alchemical item (instead of a bomb) is better, but usually that’s not the case.

I feel being able to increase the DC of alchemical items should be an ability the Alchemist receives without sacrificing something else. Very much like Use Poison, Poison resistance or Swift Alchemy.

Edit: Ok, I could possibly see some of the effect-based alchemical items maybe being more worthwhile than throwing a bomb, but I still don’t feel you should need to sacrifice using a bomb slot.

If you think it’s too unbalanced without taking something away, then I would rather it takes you longer to craft the alchemical items with the higher DCs (or using your DC as an Alchemist) than to use a bomb slot.

Ehh I don't mine the bomb cost since it does help balance out the aforementioned power that comes with the boost. Having a tangleburn bag with 4d6 burn and the same DC as your bombs for only 150 gp is pretty gnarly. That being said the fact that it's a discovery is something more negotiable and meant to be something for those who want to make it a little more locked.

Now if you are talking about pumping the DC's through crafting in my home games I've always just let that happen if you are willing to pump up the cost and DC to create (since you are essentially concentrating the chemicals into a more potent concoction). Also it makes loot more fun when you give someone a tequila bottle that is essentially a 6d6 napalm ball of with a DC 25 to shake since it's essentially 6 bottles of alchemist fire in a jar.

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christos gurd wrote:
Anti-paladin lich with eldritch heritage orc, and an above average int score is something ive always wanted to try.

That actually sounds pretty cool though antipaladin always makes me think Graveknight rather then Lich. That being said I kind of want to build an orc bloodline lich that could be cool.

Another one I'm mulling around is a female orc warrior of some kind who's part of The Broodless social class. Basically orc women who forgo traditional female roles to participate in martial combat. They also use their war time endeavors to help them select mates, often collecting them from amongst the POW's and slaves they collect as spoils.

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Lazaro wrote:
John Kretzer wrote:
Lazaro wrote:
Back to the F5 mines
You have my sympathy...and I say this without any intentions to rub it in....but I am expecting to actually get my physical copies of the book today or tomorrow. :)
CURSE YOU, Kretzer! :D

Lol my pdf's just came in. If it helps I think it is worth the wait.

Also I love the starter quote for the book about orcs and the Hold of Belkzen. The idea that part of why the Orcs are such a threat to the rest of Avistan has as much to do with their resource poor environment and their prolific birth rate as it does with their own war like disposition.

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Lord Gadigan wrote:

At the top, directly under the name, is the price of a single dose.

Down in the bottom, where it says Doses: # (X GP), it has the number of doses needed to use it as an alchemical power component, and the total GP cost of that many doses.

Sweet!

Now the question is is a vial of efficient medicine 700 gp or 9,000 gp? It's cost line says 700 but it's crafting cost is 4,500.

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So question. In the doses section of alchemical reagents are the prices listed for a single dose or for the number of doses presented in the reagent section?

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So is there no official answer to this?

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When you use raise dead on a 2nd level character do they take the neg levels, take the Con drain, or some combination of both?

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Sneak attack mod: if a rogue manages to attack a target flat footed he doubles the number of sneak attack die he rolls.

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finian wrote:
Forget the last thing I said I found it and it doesn't seem to be what I had in mind this is more like a charm not a badass fire loving badass the blow s$~@ up

Then I think you should go for the fire element bloodline. If you want that fire that's the way to go. That or red dragon.

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Raging swan also has a goblin bloodline in the lonely coast supplement and that is free.

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Shadow bloodline if you want to be stealthy, Infernal if you want to go more classically barghest (which are LE outsiders), pestilence if you want to go with something closer to the barghest hero god with the wicked dander, and Maestro if you want a sing songy goblin who can kill with his poems and goblin songs. Also just straight up fire bloodline really fits the theme.

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Silent Saturn wrote:

Okay, so an Orc warlord who's into crossbreeding. Could be interesting.

His footsoldiers all employ nonlethal tactics to maximize the number or prisoners they take. I'm thinking an order of monks-- nonlethal damage and lots of grappling/pinning/tying up, with plenty of nets, mancatchers, or lassos as sidearms. Maybe a Blue Rose Cavalier to act as the sargeant.

There should also be some illusion/enchantment based spellcasters-- either bards, witches, or sorcerers. This could allow for orc "spies" to seduce the enemy under disguise spells. In combat, it means Hold Person at low levels (to more effectively take prisoners) and Suggestion at higher levels. It also opens up the possibility that various NPCs might actually be orcs in disguise and may try to seduce the PCs. After all, if the PCs are great heroes, surely claiming their offspring as part of the tribe would be a victory, yes?

As for feeding all those extra mouths, raiding the humans' food supplies should also be a high priority on this warlord's list. A good opportunity for an escort mission or a "standing guard" assignment, should you want one.

The warlord himself? I have to think he'd be a half-orc himself. He might be trying to build a horde where half-orcs like him get more respect. If he's the grandmaster of that monk order, he might be following Irori's teachings and seeking "perfection" by combining the human's cunning with the orc's power. (This may lead to discussion of eugenics and the eventual invocation of Godwin's Law-- proceed with caution.) Or he may simply understand the basic truth that war begets casualties, and he wants to keep the population's numbers up.

Actually, I think he'd be great as a Battle Herald. As a bard and a cavalier, he'd have the combo of enchantment and nonlethal tactics, and he'd be a force to be reckoned with on the battlefield when he's got his troops with him.

I have already been fiddling with the use of some bekyar kidnapper rogues as mooks for a few other groups so I'm probably going to use them as a general force for stealing slaves for the various organizations.

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Cr500cricket wrote:
I know you like Magitech Doc so, how about a cyborg who united the tribes using the fear of his alien weapons

Not so much cyborgs but a lot of the lost tech comes from the frontier and with the orcs also figuring out how to craft firearms they are way more tech savvy then most people give them credit for.

One faction is essentially a cargo cult that believes that god powers their power armors and weapons through faith lightning. Basically they yank the power cells out of the armor and replace them with lightning rods and have clerics just drop lightning on them to charge them up.

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Silent Saturn wrote:

Orcs of Golarion mentioned that sometimes Orc tribes keep Half-Orcs around despite their apparent "weakness" not only out of respect for what their cleverness can accomplish, but also because they're a living symbol of the orcs' conquest over humans.

What if there were a warlord whose primary goal was to produce as many half-orcs as possible?

This... might be dark territory you may not want to go into, and I wouldn't blame you. If you do, though, it would certainly require some thinking. This would be a tribe of orcs that doesn't kill its victims if they can avoid it, instead taking them hostage for use as breeding stock. (If the party loses a battle but you don't want to TPK them, you could use this as an excuse.) They might also have spies who use disguise self to pose as human, with the goal of either getting impregnated or doing as much impregnation as possible. They'd probably have enchantment magic in order to induce lust, on themselves and their captives.

Is this line of thinking worth pursuing? If you're uncomfortable, I won't go any further.

Lol you're cool homes, well with me at least. If it helps you better understand the region the orcs have been that problem to everyone in the region since the beginning of its history. It's part of why the frontiersmen (the immigrants from the imperium) out here all have a chance of or have some half-orcs somewhere in their family tree. The orcs and their wars with the people therein have been so prolific that it has effected just about everyone even if they don't realize it. It's like how most Europeans have genes from Ghengis Khan.

Also my game is meant to be more adult otherwise I wouldn't be messing around with orcs and massive wars, refugees, and what it's like trying to survive in a warszone. Hell my thematic sources are AoT, the last of us, and XCOM.

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CalebTGordan wrote:
doc the grey wrote:
mysticbelmont wrote:
You would think they would just give the alchemist to have the DC of his items be the same DC as his bombs.

Alchemical know how: your abilities with the alchemical arts are second to none and you know how to improve alchemical items on the fly. Whenever you use an alchemical item you can choose to use either the item's DC or the DC of your bombs whichever is higher. In addition, items with duration effects last for either the the listed duration of dice or the number of dice you roll for bomb damage (so a tangle foot bag lasts for 3d4 rounds instead of 2d4 rounds if thrown by a 5th level alchemist). Using this ability consumes a bomb from the alchemists daily allotment.

If you want to make it a discovery make it need like a level 2-4 requirement one.

There hope that helps people.

Is that from a book or did you just make that up?

I made it up like 5 minutes after reading the message.

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Can someone start spoiling some of the new alchemical items in this? The wait is killing me and from the looks of it they will not hit my inbox till after Easter.

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lucky7 wrote:
How about a Warlord focused on river/lake combat as such. Make him a werecrocodile, have his units be the Marines.

I like river combat. The map has actually came up with a lot of river ways I didn't plan so having someone who picks up on that would be cool. That being said he probably won't be a werecroc, skinwalkers are one of the native races in the region so if I'm going to have a crocman it will probably be a skinwalker before I make it a werecroc orc. That being said I can see them working together.

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Nathanael Love wrote:

A half orc warlord who was raised in human society and is struggling to fit in with the orcs while struggling against the feeling of being a traiter to humanity-- possibly even a character who has been a friend and ally of the PCs (if you have enough time to seed this kind of storyline)

Since the orcs enemy is rome-like you could have Orc Spartacus who is an escaped slave and leads a band of escaped and rescued slaves?

Actually have someone like this. The aforementioned fighter. Basically a Half-orc from the frontiersmen (they are much more accommodating of half-orcs) who runs a predominately half-orc regiment during the war. She turns after about the half way mark after winning countless battles and but being discredited because her superiors dismiss her because of her orc genes. In this case though she is more like Hannibal then Spartacus.

Honestly I like the idea of a Spartacus happening amongst the enslaved humans on the orc side or Orc spies trying to incite a slave riot to divert attention from the war effort.

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John Kretzer wrote:
Rowe wrote:
I'm really interested in the Rogue and Gunslinger archetypes if anyone is willing to spoil them.

Okay you don't want much do you? ;)

Bekyar Kidnapper(Rogue): Gives up...Trap finding and trap sense(big surprise there) for abilities to take the grapple feats as Rogue talents and gain bonus to grapple checks.

Gun Scavenger(Gunslinger): Mods gunsmithing so their guns are broken no matter what for anybody else also there is always a chance for their guns to misfire on a '1'...Gives up...Quick Clear Deed for being to remove the broken condition due to misfire for specialized components that can increase the guns range by 10', increase the pistol whip deed damage by one die type, or give the gun scatter. Each shot increases the misfire chance by till it misfires.
Replaces Targeting Deed for the ability to spend grit to give your gun a magical property..or 2 grit for better abilities.
Gives up Nimble to reduce the the targets dodge or insight bonus(totaled together) to AC by 1 + 1 for every 4 levels beyond 2.

Kintargo Rebel(Rogue): Gives up Trap Sense for bonus to KS: Nobility and Bluff and sense motive checks in regards to secret messages only.
Gives up Uncanny Dodge for casting Misdirection 1/day.

Okeno Liberator(Rogue) Gives up trap finding, trap sense, and unccany dodge for bonus to Escape Artist, +1 +1/3 levels to Disguise and Stealth Checks to all allies within 30', and the Catch off guard feat.

Siege Gunner(gunslinger): grit is based off Int not wisdom. Nimble is replaced by a 1/2 your level bonus to KS engineering. Looses the Deeds Deadeye and Gunslinger init for larger cone on scatter shots and focusing area effect attacks on one (or more creatures as you gain levels) creature dealing extra damage equal to your level to that creature. Instead of the normal Bonus feats Gunslingers get they are locked in at 4th level( Siege Engineer) and 8th level (Master Siege Engineer).

And that is a very quick summary for you.

As a side note the thing that surprised me...

Whelp, guess this means I'm making an Orc Bekyar kidnapper here in the near future for a bad guy. My party will hate them.

Also can you clean up the gun scavenger part of this a bit? From the looks of it you said you lose the ability to fix your gun in favor of modding it but it's a little garbled.

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Lathiira wrote:

Not worried about the hp restoration. I'm worried about dealing with these:

ability damage/drain
blindness
deafness
fatigue
exhaustion
poison
disease
negative levels
curses (less so; this one's on the sor/wiz list)
death (druids get reincarnate)
etc.

You know, that whole section of conditions in the back of the Core rulebook.

Also, clerics are not in Core all beholden to deities any more than any other divine spellcaster. They too can worship philosophies and ideals. Druids can worship nature deities, eg Gozreh.

Depending on the way your games go, I'd probably expect to see fewer spellcasting clerics and more often oracles, druids, and bards as go-to men (and women) for dealing with healing of stubbed toes, negative levels, etc. Oracles have limited spells known. When it comes time to fix those annoying statuses, they may or may not have the right tool. A cleric is probably more likely to have the right spell.

Ultimately, let's ask this: will your cleric players enjoy having their primary class feature fail on them? Will they then seek out feats, traits, magic items, etc. to boost their caster level checks? In other words, will it be fun for clerics? Considering that an 18th level cleric needs a 3 or better on a d20 to cast a basic protection from evil spell, without adjustments like those I mentioned. At low levels, forget about casting at all. You'll need a 20 to get your spell off. Other people will have class features that are a lot more reliable than that at low levels.

For the sake of argument for my home game clerics and warpriests at least have to follow a god or religion within so the issue of a philosophy cleric hasn't really come up. but say you wanted to apply said idea to a philosophy based cleric rather than a straight up god worshiper I would play it as the cleric petitioning his idea or the concept to give him what he wants since as his clerical philosophy he is deriving his magic from his faith in said belief and the stabilizing effect it brings when channeling that power to him.

Also with you on how much casting sucks at the lower levels. Me and a buddy were batting around the low level problem most of the night so and here's some of the ideas we started throwing around.

You can safely cast your 0's, spontaneous spells, and domains without having to make a check. These are all either the most basic abilities they have as pare of being a cleric or are the iconic powers of your cleric's interpretation of his faith and should be therefore safer and easier to cast. A god of fire and healing wants to make sure that when you show off that aspect of your faith you can at least do it well and those spells usually will be fulfilling it's needs in just about any circumstance you are using them in.

The other alleviation is that you also start with more petitions than a cleric has spells for that day at lower levels.

for example: A cleric gets 4 0 lvl spell slots, 1 1st, and 1 1st level domain slot at first by normal rules and excluding bonus spells

A cleric with petitions gets ALL 0 lvl spells, 4 untyped petition slots (which right now are only 1st levels but need to keep with the theme), and 1 domain slot.

The other idea we were messing with was making the DC 15+spell level (or double spell level) or making it a concentration check.

Another one was the idea that at certain points in leveling (4th and every 4th thereafter) the lowest level petitions would be free casts. So at like 4th you no longer have to roll to throw down a 1st level spell.

if anyone has some thoughts or critiques of these or ways to alleviate the suck of earlier levels (1-10th) I would love to hear them.

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Mortuum wrote:

A Mindchemist Vivisectionist with a racial inferiority complex. He's out to build and seize slaves, farmland, technology and cities in order to civilise the orcs. His science team seek to create uniquely orcish advances with mixed results, while his urban barbarians terrorise towns.

Chaotic neutral druid who believes that civilisation and technology are an affront against nature and that the humans should go back to living in tribes. She's willing to work as part of a large movement and act as a leader only for the chance to permanently reduce the peoples of the world to small anarchic tribes.

I do like the idea of a Mindchemist vivisectionist who f+%#s with human and animal brains to figure out how to make them suit the war effort though maybe not the inferiority complex. Hell he could be a flesh warper who brings oroci to the fold, creates the half-fiend producing orc brood sow, lobotomizes or mind screws human chattel to make them more compliant (or angry, or lustful, or powerful) as his people need them to be to help fuel the orc war machine. Now who the hell would he worship though...

That will be the question.

Holy s~!$! He's freakin' Fabius Bile as a half-orc! I must build him now.

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Shore wrote:
How about a Half-orc leader who's trying to form the tribes into a nation (Like Rome but the orc version) and is a tactical genius as well as a shrewd politician?

Ehh I already kind of have that guy. The big thing to remember if it helps is that for the Orcs this is,

1. Orcs here venerate combat, war, and violence as noble aspirations in in of themselves. Who they are fighting and who's bleed is not as important as the fact that war is occurring and blood is flowing. Think blood for the blood god

2. This whole WAAGGHH! is basically the biggest brawl they've managed in the last 200 years with that last war being the first time in much of their recorded history where they had had an enemy so strong and so prominent that it drew all of their attention and basically united them. It gave them all a target that would give them the bloody warring combat they craved. So in essence they are united by the very fact that they have this one big enemy that they all know they can fight and know will hit back as hard as them.

So basically as long as they are all fighting the same enemy they are basically united.

Now I could play around with a tactical genius but I don't know if I would want to make him...

Actually I have her she would be a fighter.

Also if it helps their enemy (the Imperium) is a lot like Rome already so I wouldn't want to make them too similar. though I will say a whole troop that just uses recovered gear from fallen centurions but uses them in bloody berzerker charges would be very cool.

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Deadmanwalking wrote:

How about an Orc or two with Templates? For example:

An Orc Vampire (personally I'd go Rogue or Bard for class, but any works) who uses his inhuman Strength and Charisma to thoroughly dominate his tribe. Has a body-double who he uses to be seen in daylight so nobody knows his secret. Ideally the PCs shouldn't know what they're up against until things go thoroughly sideways during the fight.

A Half-Red Dragon Orc Barbarian. Rides one of his half siblings (a Red Dragon) into battle and really enjoys fire.

An Orc Magus who's become a Lich. Again, not really publically known to be so, which should result in even more hilarity.

An Orc natural were-tiger (or were-whatever), who, again, is not really 'out' as what he is. Again, hilarious surprises when the PCs find out mid-fight.

Half-Fiend Orcs are also obvious, though I don't have a specific one in mind. Maybe an Antipaladin if you don't have one included yet. Check out Demons Revisited for alternate racial modifiers for those descended from particular demons.

The first, third, and fourth probably shouldn't all be used, though two of them, one real early and the other much later might well work without making it seem repetitive.

I think I'm going to have to do a few of these.

I like the vampire but I'm not sure how I would implement it in a warfront game centered in an American Great Plains style setting without having to make some items to keep him from burning or some GM fiat. On that note though I could make like a Mummy or Graveknight...

On Lycanthropes I've already been playing with the idea of werelions since they are both Nurgals patron animal and pretty just dickish irl which would fit the setting.

Half-fiends have already been mulled around and might come up as specialized offspring from a very specially created Brood Mother orc that has been fleshwarped and demonically consecrated by the Orcish higher ups to produce powerful, combat ready half fiend orcs. Think like the Dhiakia from B4 but with a much lower CR.

And I do totally need an Antipaladin of Nurgal. If this is essentially his party his chosen fighters do need to be their.

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Nathanael Love wrote:

How about--

Orc Warlord Bard who plays his performances on drums made from the skulls of his enemies

Orc Gish Warlord (Magus or Eldritch Knight) who Enlarge persons himself at the start of combat, and leads a group of adepts, wizards, and magi

Pyromanic Orc-- can be wizard for the spells, or just obsessed with using flaming arrows, and flaming catapult shots, and burning oil, and flaming swords, and matches

Orc Oracle Warlod who cut out his own left eye for wisdom, possibly with a raven companion of some variety (ala Odin)

the warlord with his cadre of mysterious orc holy men who do not need weapons or armor to defeat their foes

How the hell did I forget about bards?! I actually had envisioned orc clurtch pipers who rock drums and bagpipes into combat and totally forgot about it!

I'm not really into the idea of holy men with Viking themes here (not really a big part of the narrative in this particular story) but maybe something like that to one of my other gods in game.

Also I do need a pyro, the lack thus far in an orc army is a little criminal.

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The review for Inner sea gods is a spam post

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Has anyone here informed the tech crew that the review here is a spam post?

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Hi I'm Doc said I use the s&#+ out of magitech stuff. I came to the game from Eberron, love Spelljammer, and run a home game that runs pretty heavily into dungeonpunk.

Currently one of my favorite new magitech options is the lost tech system from kobold's Sunken Empires supplement. I've really ran off with that one in my homebrew.

In my homebrew magitech is primarily the purview of the gnomes who have the culture and temperament to build and experiment with the stuff without blowing themselves apart. That being said other races do fiddle with and buy these devices. Goblins and kobolds on the surface use them too but with different goals. Kobolds usually use magitech for traps or sneakier items. Meanwhile goblins make more unstable devices and have a bad habit of getting high huffing chem smoke and runoff so end up pretty nuts.

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lucky7 wrote:
Unarmored Barbarians.

Ohh I could do that but how do you balance the armor lack? Ohh wait alchemical woad they paint themselves with.

Another one I'm working with is lost technology warriors who mod their power armor so that the lightning of God can power them to victory. Like imagine orcs in power armor that have replaced their armor's battery pack with a lightning rod and have druids drop lightning on them to power the suits. Will be the 1st time you'll ever see your players scream in terror at the idea of shooting the bad guys.

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mysticbelmont wrote:
You would think they would just give the alchemist to have the DC of his items be the same DC as his bombs.

Alchemical know how: your abilities with the alchemical arts are second to none and you know how to improve alchemical items on the fly. Whenever you use an alchemical item you can choose to use either the item's DC or the DC of your bombs whichever is higher. In addition, items with duration effects last for either the the listed duration of dice or the number of dice you roll for bomb damage (so a tangle foot bag lasts for 3d4 rounds instead of 2d4 rounds if thrown by a 5th level alchemist). Using this ability consumes a bomb from the alchemists daily allotment.

If you want to make it a discovery make it need like a level 2-4 requirement one.

There hope that helps people.

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Dragon78 wrote:
I like the monstrous mount feat as well, maybe some day we will get a dragon based one.

That sounds cool though I would love to see them expand the roster. This cavalier player wants to have a hydra mount. Or a Chimera.

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lucky7 wrote:

Okay, no horses. Now I'm obligated for 3 more good ones:

A Warlord who specializes in powerful magical beasts as shock troops.

Warlord who focuses exclusively on stealth, sabotage, and assassination.

A Warlord focused on Skirmishing (Troops are lightly armored and focus on speed rather than raw force)

1. Nice! I actually have plans for at least 1 warlord who rocks a Diplodocus battle platform and rhino riders for sieges & cavalry charges so more magical fair isn't too far off.

2. The aforementioned Nocticulan warpriest kind of fills that assassin role but I could see another one just gotta think of how to make it stand out a bit.

3.cool idea but what would set them apart from the normal skirmisher? Like I'm trying to think of what weapons and armor would fit the theme of Orc and guerilla fighter.

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Lathiira wrote:
To answer the OP: I secastingcving better flavor. Now, are you prepared to extend this to all divine spellcasters? Clerics are the go-to for removing annoying statuses. If the party keeps getting hit with statuses, and they can't remove them, then it's going to cause trouble. Also, what are you doing for wizards and sorcerers?

No wizards & sorcs stay the same since they aren't beseeching the gods to cast their spells and are instead relying on their trained understanding of magic and the difficulty inherent in shouldering the burden of channeling that raw magical power without the stabilizing power of a god.

Meanwhile oracle and inquisitor (and likely druids) casting method remains unchanged since their spellcasting is not innately beholden to faith in a specific deity or philosophy.

That being said my current patch for the healing thing is that they don't have to make a CL check when casting cure or inflict spells as determined by their channel power. So if you already get spont cures you now don't have to make the CL check to cast them.

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lucky7 wrote:

Throwing in a few Cavalry ones.

A Cavalier(order of the sword). He's studied the human school of warfare. Throws, quote "Ashigaru" units into the face of the enemy while he and his bodyguard swing around back for a charge.

Mounted Archer Samurai warlord who uses a Comp. Longbow and relies on being faster than everyone else.

Light Cavalry (Horse Lord Ranger). As Samurai, only with shortbows and is more willing to have brief bursts of melee.

Infantry:

Orc who is obsessed with digging. Latrine pits, dug-outs, dug-ins, trenches...his officers have guilded trowels, and the most organized unit is the engineers.

I might have to skip on some of the more horse lordy stuff for them (hobgoblins fill more of that role).

That being said the diggers are freakin' fantastic! I love the idea of orcs that dig under besieged city walls and raise hell. Combine that with the plague druid idea above and I could literally see the platoon digging into the sewage pipes and s and contaminating the whole water table.

Also it really helps that one of my players primary weapons is a shovel so they will have a ball.

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Da'ath wrote:

I tried a mechanic as sort of brain exercise not too long ago, but it was pretty much ignored by the forum community, either due to lack of interest, they thought it was dumb, or some other explanation.

Regardless, no one was interested. However, it might help you with your project: Variant Spellcasting.

Be pretty easy to change it to "your spells fail after you build up enough Enervation" instead of the penalties I have listed.

Edit: I should add, I never got far enough into it to determine if it was in any way, shape, or form balanced.

Replying from my phone now so I apologize for spelling errors.

It seems kind of cool but it feels more like something to use with arcane magic than divine magic since it involves mechanics built around the strain of harnessing and wielding it alone. With divine magic I see the "magical strain" of wielding said magic as something that is largely eliminated as your divine patron's might and your faith in them creating the stabilizing force needed to make it more assured.The tradeoff of course is that you have to keep your god happy and make sure to stay in their favor.

Ohh the other interesting option this brings up is role playing options, like if you brick your rolls for like a whole game day and your cleric takes it as a sign of his God's displeasure.

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Zhayne wrote:
That seems absolutely broken as hell. Clerics are already OP, and you want to give them MORE power and flexibility?

because they still have to hit a DC 29 CL check every time they want to cast a 9th level spell.

Remember to cast they need to make a CL check with a DC of 20+spell level every time they cast.

As for the spontaneous casting Mosaic, I can see that but at the same time we

1. have the Oracle filling that slot (which is awesome and I don't want to overshadow by having the same mechanic)

2. that still leaves the cleric limited which feels really off considering all the mythology and stories surrounding holy men in human history. These are the guys who could ask for and ostensibly get anything they wanted because their god (a supernatural super being had their back) and all they had to do was keep in its favor which was often the more difficult dangerous task then whatever they needed from him lol.

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Cool ideas so far.

Gheddon wrote:

One idea I've thrown around in my head is an Orc who has made a deal with demons for the promise of more power than any Orc warlord before him. In exchange he has promised whatever demon lord he has pledged himself to a ridiculous number of souls, and to do that he required a large number of sacrifices, which means a lot of nasty evil priests.

This Orc is cagy, and more cunning than his kin. He devised a way to turn his army into a roving horde of rampaging demonic priests. Their "right of passage" is an elaborate ritual that completes with a sacrifice, and an oath of fealty in a language that the Warlord calls "true orc" (Abyssal). Their weapons are blessed by the Warlord's high priests (either demons in disguise, or Orc shaman in on the real scope of what's happening.)
To build this army, he either murdered (by his own hand, or through another) all of the various leaders of the surrounding Orc tribes. He then consolidated his power and took them over one-by-one, crushing any opposition.
As far as crunch goes, I imagine a Bloodrager from the Advanced Class Guide with the Abyssal bloodline. He'd be potent on the battlefield, and if you need to give him an extra boost, there are quite a few Demon Lords that hand out some pretty scary boons. With the amount of sacrifices he's making, demons will be begging to court him. He might even be made into a half-fiend.

This is actually the crux of a lot of the Orc invasion with most of the big factions having demonic ties to either Nurgal or Koschetiche (The 2 most popular gods of the orcs). Many of the orcs are motivated by prophecy of Nurgal called "The season of blood and slaughter" a time when the skies will redden and weep with the blood of their enemies, when orcs will dance and fight and kill amidst a literal season of gore which marks the blessing of Nurgal and his approach to lead them on.

So with that in mind at least 1 major leader is a cleric of Nurgal and I can say at least one heavy warchief is a bloodrager of Koschetiche who allies with the WAAGGH quickly and sets about wrecking frozen death on the world.

That being said there is already a nice bit of variety that has started to show up some examples are:

A musket wielding blackpowder barbarian who likes to shoot people from point blank range and bludgeon people to death with his musket but amidst the fog and gunsmoke of his onslaught

A Nocticulan warpriest who is known as one of the greatest diplomats, assassins, and lovers of the entire WAAGGH! He prowess in all of the aforementioned fields have lead to many a warchief seeking her favor so that she (or one of her chosen) might bear their children.

Maddoc the Mad Doc: an artificer supreme who designs insane weapons of war for some of the tribes in the war effort. His inventions have been as amazing as they are deadly and more then once to both sides so he is either loved or loathed depending on what tribe you ask.

A warchief who believes himself the reincarnation of the greatest warchief of all time and thinks that he will lead the WAAGGHH! to victory and achieve his true reincarnated form once he defeats the greatest rival the orc tribes have known in 65 millennia.

At least one dragon disciple who is a figure head for a few of the other leaders to use as a rally since his history and visible dragonic might make him an easy flag to build behind. In reality though he is just an insanely strong fighter who loves the feelings of blood and combat and does so to appease himself.

I do like the idea of a hill giant in here somewhere. Probably as a follower to either an Ogre or Ogrekin tribe who are both very numerous in the region.

Ohh another one I might do is something like a living tank that was bred to be stupid and strong like an Ogrekin orc (can anyone say 20 Str at start without putting any more points in it?) that are bred to just run s#+% over. Hell he could lead a platoon of lesser ones.

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Da'ath wrote:
Indagare wrote:
I was assuming Doc simply left the normal armor cast failure rate in place, but it might not be equal to the rate the clerics fail if your math is right. If anything, it would be a bit of a problem if the folks who claim to be channeling the powers of the deities fail to do so more often than those wielding raw arcane might. I'd wonder why I'd bother worshiping a deity that can't seem to provide when arcanists can.

I'd like to know that, too. I'm not sure of what he intends of envisions for his world and on that note, could you provide us more details, Doc?

Indagare wrote:
Of course, that could have a neat parallel to real life if arcane magic is seen or treated like science. However, I think it would be important for the clerics to succeed in some really spectacular ways when they do succeed.
That would be pretty neat and has the plus side of a very "gothic earth" style.

Good questions and I am happy to see some responses to this ^-^

k on the first question arcane spell failure stays the same (remember it does not effect divine casters). The big reasoning is because of what was mentioned above, basically once a warpriest or a cleric gets to a level where they can cast a certain level of spell (like say hitting 5th and being able to cast 3rd level spells) he can potentially use ALL of his spell slots to cast 3rd level spells.

As for how the world envisions them I feel like the structure in my home game remains largely the same with arcane magic being more like a science that is repeatable and academic (to a point) while this plays up more the power of the religions and the might they can wield. Sure a cleric of 10th level may drop spells more then a wizard of equal level but he has the potential to turn all of his spell slots into his HIGHEST LEVEL SLOTS. So like a 10th level cleric could raise dead 16 times in a day, summon 16 swarms of wasps, Commune with his god 16 times, Summon an army of 56 ghouls and 16 ghasts that explode when they die (ghoul army), or potentially any combination of those spells or lower.

In other words it's dangerous to piss of a wizard, it can be suicidal to annoy a cleric.

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Indagare wrote:


I'm curious as to your rationale for the spell failure rate. Arcane casters have the (bad) excuse of armor getting in the way of their (apparently more intricate than described) gestures. Does it represent a possible lack of faith? That the deities aren't that reliable? At least in the case of trying to cast a spell from a higher range than usual, it makes sense because the cleric would have to try and focus their faith into the spell - which might not be easy.

Sorry I didn't answer this in the last post but it's kind of a twofold answer. Mechanically the check (CL check DC 20+spell level) is to help keep a player from easily turning all of their spell slots into the highest level spell they can cast. Thematically you hit the nail on the head, the cleric is not throwing out spells that he "prepared" that morning so much as pleading with god on the spot to give him the gifts or punish the enemies as he is asking with those who are more experienced (i.e. higher level and therefore having spent more time and energy getting closer to god, gaining their trust, and learning how to ask them) having an easier time asking for what they want.

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Indagare wrote:

How, exactly, is the pool you're describing different than the usual spell progression if it pretty much tracks to their normal spell progression anyway? Do you mean it's akin to the psionic class or the various spell pools wizards end up getting whenever someone rewrites them?

If so, then it would make sense the cleric could burn it up on one high-level spell normally uncastable at their current level. For instance, if the pool at 1st level is, say, 2 (representing 1 point per first level spell, and taking into account the fact that a cleric can cast two first level spells, albeit with one from their chosen domain) but a single 2nd-level spell costs 2 points, then the cleric could cast that instead of their normal allotment.

I'm curious as to your rationale for the spell failure rate. Arcane casters have the (bad) excuse of armor getting in the way of their (apparently more intricate than described) gestures. Does it represent a possible lack of faith? That the deities aren't that reliable? At least in the case of trying to cast a spell from a higher range than usual, it makes sense because the cleric would have to try and focus their faith into the spell - which might not be easy.

No it's that they still have spell slots they are just not locked to a certain level. For example

At 10th level instead of a cleric having 4 1st level spell slots, 4 2nd level spell slots, 3 3rd level spell slots, 3 4th level spell slots, and 2 5th level spell slots (along with 1 domain spell slot at each level) they would have 16 slots that could be ANY SPELL LEVEL they can cast (so up to 5th in this example) and 5 domains slots that function the same.

So basically if your cleric can hit the caster level checks they can have 16 5th level spell slots.

Also remember the check is Caster Level not spellcraft

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The title really says most of it but to elaborate.

My current home campaign will soon revolve around the events of something called The Second Great Orc war, a gigantic conflict between the humanocentric Imperium and a massive Orc WAAGGGHH that hasn't been matched in 200 years with a number so big that it is said "The fires of their camps paint the plains like a brush fire, a million burning stars of energy and violence set to burn the world before them."

In between all this sits the party, the native nomadic tribes, and the human frontiersmen trying to survive this massive war that is happening around them.

Now one of the things I'm really interested in doing is presenting the various leaders and personalities of the Orc WAAAGH as as varied and diverse as my party and other characters and I'm looking to get some interesting ideas for Orc Khans that will stand out to my players both mechanically as well as narratively and help hammer home that though they are different from humanity they are not all (at least their leaders) the same.

So does anyone have any interesting ideas?

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Calex wrote:
GreyWolfLord wrote:
Looks like this guy, shastriji, just hit the general forum with a ton of spam right after midnight Pacific Time. 18 spams and counting
http://paizo.com/people/shastriji

Lol yeah holy crap it's like all of one board is them.

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Evil Midnight Lurker wrote:

I have a problem with Artokus's Fire: it shouldn't be mythic.

That description pretty much matches Greek fire, made in the real world by real people thousands of years before the quasi-medieval-renaissance time period of Golarion. Why should something so grounded in ordinary reality be "mythic"?

Most likely because Greek fire was literally a mythic weapon for its time, a liquid fire that could burn in water and no one was able to duplicate. Sounds pretty mythic to me thematically.

Now what about the herbalism alchemy?

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agnelcow wrote:

** spoiler omitted **

I actually really like the archetype, and not just because Ustalav is my favorite nation.

Holy crapspackle. This needs to get to my inbox now.

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So I was looking into changing the casting system for clerics to the petition system presented in green ronin's Trojan war supplement.

Basically the cleric/warpriest has all their spell slots (save osirions) turned into one big pool of unset spell slots. Whenever the cleric casts the cleric basically petitions god to give him whatever spell he asks for. The catch is that they can only call up to certain level of spell (usually tracking to their normal spell progression) and whenever they cast a spell they have to make a Spellcraft check (DC 20 + spell level) or the spell fails.

Now I'm wondering what people think of this as a solid replacement for the standard casting of the cleric/warpriest, what are any advantages or disadvantages you could see this bringing to the class, finally does it feel like it gives more of a cleric theme then the normal casting setup?

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Someone care to spoil the medium a bit?

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Okay please someone please spoil this, the wait for mine to ship is killing me.

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someone want to spoil the Ustalavic duelist?

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Does this add to or expand upon the vril technology laid out in sunken empires?

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Also want to see the Hunter get a nice overhaul. As he stands he is like a nerfed version of any other class I could reasonably compare him to. His combat prowess is worse then either of his parents martial or spell based, his animal companion is awful compared to any other class that grants one due to how weak the character is on his own and how unamazing the animal companion is without good support.

It really felt like they were trying to shoehorn a 6th level druidic caster into a class that was built around rolling out with an animal companion and made something worse for both of them.

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