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Cayden Cailean

eakratz's page

Pathfinder Society Member. 841 posts (3,694 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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Ascalaphus wrote:
So I just noticed there aren't any minis for the Smilers. Does anyone have a nice picture of someone like that (so I can make my own)?

I used pics of War Boys from Fury Road in my Roll20 campaign.


How about Red Hand of Doom?


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Name: Tillik
Race: Gnome
Classes/levels: 6th level sylvan sorcerer
Adventure: Lords of Rust
Location: Hellion's Domain
Catalyst: Kulgara

The nasty details:
After cutting off all of her hair in madness after the death her her animal companion, Tillik became a little more reckless. After nearly all of the orcs were killed, she had moved within charging range of Kulgara, who decided to do just that. Somehow, she managed to stay on her feet and tried to get out of the way, provoking an attack of opportunity as she did so. This time, Kulgara's chainsaw tore completely through her body. Kulgara then turned to Meyanda, confirming a critical and tearing her in half too. Vrix, the ratfolk bolt ace then took down Kulgars with his next shot.


Name: Wemba
Race: Cheetah
Classes/levels: Animal Companion 5 for Tillik, the gnome sylvan sorcerer
Adventure: Lords of Rust
Location: Hellion's Domain
Catalyst: The chuul

The grim details:
the party was making their way along the platform in room S1 when the spot the chuul in the murky water. The ratfolk bolt ace took a pot shot, confirming a crit and causing 5 bleed damage and Wemba charged down the stairs to attack. 1st round Wemba was grabbed and constricted. The chuul continued to get pummeled at range, but it kept squeezing the cheetah to unconsciousness. It retreated into the water for its meal, drowning Wemba then succumbing to its wounds. Tillik dived into the water to no avail, giving off a wailing moan.


I can't disagree with any of that.


Silver Surfer wrote:


With the advent of Warpriests and Inquisitors, there really is no need for a cleric to remain a D8 HD....it holds the entire class back IMO

Agreed. I think spell casting could be tied to HIt dice and BAB. 9th level spells is d6 1/2 BAB; 6the level casting is 3/4 BAB and d8; 4th level casting or less is full BAB and d10.


I don't think fighter needs an unchained version so much as an errata. Weapon masters handbook definitely helped, but I think that all fighter really needs is 4 skill points per level, good will save, and for Weapon Training to begin at first level. Pretty much every full bab class has some kind of damage and/or hit boosting feature at 1st level. Fighters need this too.

Okay, maybe a new unchained write up may help. Alternate to good will save could be improving bravery similar as to how trapsense was improved to danger sense.


Oh I'm sure. Mentioning Valley of the Brain Collectors has gotten me thinking maybe that is a better place to bring in the mind flayer. I think the base mind flayer might be a little on the weak side. If I wait, I can advance it and give it dominate person. That is always fun. Maybe instead a voidmind template from Monster Manuel III might be a better foreshadowing brain collecting beasts. Hmmmm.


Glad to be of help. Mine will still be a long ways off, so I haven't done much with it. I am pretty sure I'll be using it as part Nyressa's plan to bring the Stoelen lands to her realm.


I'm going to replace the hill giants in part 3 with a mind flayer and 3 akatas. I haven't fleshed anything out yet, but I figured I'd put it out there in case anyone else thinks this as something they would like to do or has any ideas to add. Basically, I want them to foreshadow the Dominion of the Black somehow.

And I know, I know. Wizards and what not, but I think this AP needs some mind flayers.


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Just hand wave it. It's a unique situation and could be a fun encounter. Not everything has to be 100% by the book ;)


Not a short addition, but what I plan on doing when I get around to running KM is to put Second Darkness #2 on Candlemere.

Second Darkness spoilers:
I'll also run the last section of part 1 in order to drop the meteor on Candlemere. I'll be putting another cypher gate in the area. I am reflavoring all the drow as fey and the non drow factions as coming from Pitax in order to foreshadow KM #4.


It seems to me that allowing the flight without an action would be like a free quicken metamagic feat, that stacks with the actual metamagic feat.

My assumption is exactly as Obbu puts it.


Thread necro:

For my witch, I had been playing under the assumption that it took a standard action to activate the flight hex. But in the game I am running, last night my player had brought in a new character with the flight hex and he tried to immediately fly and cast a spell in the same round. He was under the assumption that the fly spell function of the hex was always on.

I ruled my way but left it open to look into. He searched today and found only two threads that gave conflicting opinions on Reddit and GitP forums. This is the only other thread I can find. He cited the alchemist discover wings as an example of it working as always on, but the way I read that it looks like it would be a standard action as well.

So, could you fine folk help us determine which is the correct interpretation? I do this knowing his interpretation boosts my own witch :)


Ascalaphus wrote:
Pluck off their wings? That sounds really cruel.. at least remember to leave some badly-bandaged wings and give them jet boosters and Powerful Charge then :p

That's it! When my players get to this point, cyborg geargoyles with built in jet packs instead of wings!


Take away their wings. That should make up for the bump in CR construct/clockwork gets.


You could give them a clockwork or constructed template.


I don't know if this will improve gnomes from green, but the attack bonus from small size and the pyromaniac alternate race trait are also things to consider.


This just occurred to me, but you could set up a pretty nasty trap. Move away 150 ft, 5 range increments, and wait for the enemy to be in trap range. Then throw an explosive disarm, it doesn't matter that you are taking a -10 to the attack. You miss, trap goes boom on bad guys.


I introduced "robot-sand mobiles" powered by dog-like robot minds two weeks ago. Basically, I just reskinned dog-sleds from a PFS scenario. I ran it very loosely because I didn't want to get deep into maechanics,

Google "Russian homemade snowmobile" for the images I used on d20pro.


Gnoman the Barbarian
Gnoman the Destroyer
Chrome-gnome
Gnomer Pile


Yeah, it looks like envenomed and seeker conflict with each other.


I played a Seeker archetype Sage bloodline "rogue" that was a lot of fun.


Major_Blackhart wrote:
Very nice. What sort of upgrades will he build himself in later encounters? What sort of body do you have in mind? His spider bot type? Something bigger?

I haven't thought about it yet. After this chapter we're switching back to another campaign so I have about a year planning time to come up with something. First he needs to get away ;)

Regardless, if he does it's going to be nasty.


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+1 on Recklass. I'd rather see an Andoran Anti-piracy campaign.


Name: Moncrief the Unborn
Race: Witchwolf Skinwalker
Classes/levels: Unchained Bloodrager 5
Adventure: Lords of Rust
Location:The Dragon
Catalyst: A remorhaz reskinned as a bantha.

The Gory Details:
The party wanted to make a shopping trip to Chessed, so Dinvaya asked them to test drive her new invention for their travels. She had made some robot-golem sleds (Google homemade snowmobile for images) that had dog-like brains so they needed to be convinced to move rather than driven. They were also tasked with retrieving a technological item from the top of a mountain, which I am going to use as a deus ex machina device if needed.

After fighting a group of sandpeople off the location that contained the device, they awoke the bantha which I had reskinned over a remorhaz. Moncrief heroically ran out to intercept it. Since he uses his claw to attack, he discovered early on that it was very hot. On the bantha' turn, it bit and grabbed Moncrief, inflicting more heat damage. Moncrief chose to full attack instead of attempting to escape, taking more fire damage. The next round, the bantha swallowed Moncrief, chewed him up, and incinerated him in its gut. I rolled very high damage dice.


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When I ran Legacy of Fire, one of my players made a character whose backstory was of a renowned gladiator who had just gotten the crap beat out of him. He started off with broken bones, torn ligaments, etc. basically, because of his injuries, he couldn't use certain class features because it either hurt too bad like wear armor @ 1st level (he was a monk/fighter) or just couldn't physically do it. The party cleric would help administer long term healing. He finally "got better" at around level five.


I took a lesson from Solomani, but instead of a boss fight, I made an escape pod for Hellion. I used a Torturer robot as a skin, and modified it a bit. Basically, it has a weaker processor and RAM than the chassis so only has limited function. Hellion in this form only wants to get away so if he does, I have myself a reoccurring villain.

Hellion Escape Pod:

CR 8 XP 4,800
N Tiny construct (robot)
Init + 9; Senses darkvision 60 ft., low-light vision; Perception +19

DEFENSE
AC 25, touch 19, flat-footed 18 (+ 6 Dex, + 1 dodge, + 6 natural, + 2 size)
hp 105 (10d10+10 plus 40-hp force field)
Fort + 3, Ref + 10, Will + 11
Defensive Abilities all-around vision, hardness 10; Immune construct traits

OFFENSE
Speed fly 40 ft. (perfect)
Melee Slam + 18 (1d8+ 6)
Ranged automatic laser + 18 touch (1d8/19–20 plus fire)
Special Attacks agile
Spell-LIke Abilities (CL 8th, concentration + 11)
1/day – entropic shield, magic circle against good, magic circle against law, protection from good, protection from law (can only be cast if not cast in chassis)

STATISTICS
Str 2, Dex 23, Con —, Int 14, Wis 17, Cha 19
Base Atk + 10; CMB + 7; CMD 24 (can’t be tripped)
Feats Alertness, Combat Expertise, Dodge, Improved Initiative, Iron
Will, Mobility, Skill Focus (Stealth), Technologist, Weapon Finesse
Skills Bluff + 15, Disable Device + 17, Escape Artist + 31, Fly + 18, Intimidate + 12, Knowledge (engineering) + 13, Knowledge (local) + 10, Knowledge (religion) + 10, Perception +19, Sense Motive + 19, Stealth + 30; Racial Modifiers + 15 Escape Artist
Languages Androffan, Common, Orc
Weakness diminished mythic powers
SPECIAL ABILITIES
Agile (Ex)
A torturer robot adds its Dexterity modifier to its damage rolls in place of its Strength modifier when using its rotating blades attack.

Force Field (Ex)
A field of shimmering energy surrounds a torturer robot. Damage dealt to the robot is applied to the force field first. As long as the field is active, the robot is immune to critical hits. The force field has fast healing 8, but once the field’s hit points are reduced to 0, the field collapses and does not reactive for 24 hours.

Surgical Lasers (Ex)
The torturer robot’s lasers have a range of 50 feet with no range increment, and threaten a critical hit on a 19 or 20. Lasers pass through transparent creatures and objects without causing harm (including force fields, force effects, and invisible creatures; it can pass through glass, but the glass takes damage), and can strike targets behind them normally. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Hard drive the escape vehicle contains compressed files of Hellions full capabilities that just needs to be uploaded into a strong enough processer.


I wrote this up really quick last night about the cylex.

Dinvaya tells the PCs that the receiver array should be destroyed because at this point nothing is stopping them from trying the Torch trick again (assuming they can get back the power relay). She suggests blowing it up but they'll have to talk to Redtooth to get explosives.

Redtooth will give the PCs the cylex and detonator in exchange for killing the manticore that likes to hunt ratfolk for food. She'll also tell them that she believes more explosives may be found at a wreck in the misty canyon to the northeast (area P).

Just in case they don't go, and as a result don't find the inhibitor facet, I have a plan b. The characters want to do a shopping trip to Chessed. I coooouuuuld just roll random encounters, or I could send them to a mountain top to dig up a powerful piece of technology that Dinvaya thinks should be kept away from the Technic League. Of course, it will take a while to identify and if the PCs don't find it, voila its an inhibitor facet.


Instead of starting a new thread I am going to ask here.

I recently updated Adobe on my Mac. Previously, I could just click and drag the image I needed to use but now it doesn't work. Does anyone know what happened or is that option just gone. It was so convenient.


I was just driving myself nuts trying to find it. I'm just going to go with the LoR have another plan in the works to get another power relay, and the only way to be sure is to take out receiver array.

Btw,may players are loving the Mad Max/Bartertown theme I'm going with. They aren't loving having a hard time buying stuff.


I would go with the dwarven urgrosh.


Yeah it's too much to read it all. I use the books, actually more often PDFs and the websites, as references. If I know I am going to play in a given region, I might read over those sections of the Inner Sea Guide and maybe a players companion if I have it. If I'm going to make a cleric, I'll go over the spells and domains. If a new book comes out I'll read through the classes and archetypes but no way am I reading through all the spells and feats.

If anything, just get the core,mechanics down and you can look stuff up as it comes up. Hell, I usually have to wing it as a GM or make a quick call and ask a player who just had his turn to look it up really quick.


No I get it. The "mind" half of the character was (will be in the future ;) a 10th level warpriest and has been a blast. I understand that the warpriest's abilities are to help it with hits and damage to make up for the 3/4 BAB. Since the other class is definitely a full BAB (though inquisitor/warpriest does sound like a lot of fun) I am probably better off going full on cleric instead. I do like that with judgement I can pretty much shore up defense or stop bleed on demand with fast healing. I am convinced that inquisitor is the better choice vs warpriest.

Combined with fighter it the number of feats plus teamworks feats will be nice. As far as BAB, we are doing a houserule that at BAB+6 you get two attacks at -2 to hit. At BAB+10 you get two attacks at -1 to hit. I worked out that with a monk/cleric with Crusaders Flurry my attack at 11th level will look something like this Attack +18/+18/+18/+18/+18/+17 damage 1d10+20ish. This includes haste, power attack, flurry, and a ki strike. That doesn't look too shabby to me.


Originally he was going to be an UnMonk/cleric until I came across that picture (it's in Bodhi's inquisitor guide). With Crusaders Flurry combined with Unmonks flurry, two handing that bastard sword with extra attacks seems awesome; especially combined with full casting. For that I would need either warpriest or cleric for the channel. Plus, with martial law being enforced in Kintargo, the GM might interpret that to mean no armor or weapons on the streets. Something I need to think about as well. Like is said earlier, I'm feeling paralysis of too many options .

And thanks for all the inputs so far. They are all really helping :D


My previous character that died in Tsar was a seeker sage sorcerer/sensei monk 2 with the Kunfg fu genius feat, so it would be a bit similar. But, due to a house rule, there is no gauruntee that you will get any specific spell for arcane classes, which is why I I'm steering clear of them.

My stat array is probably going to be S17 D16 C16 I13 W 15 C10. My build currently has the inquisitor part as an infiltrator inquisitor to help with the social stuff, and so he can register as lawful evil if need be. I'm not set on that though. (Obviously I'm here right :p

i do like the idea of the sanctified slayer, but I'd like to keep judgements for the versatility. That build looks good though. I would go with the bastard sword as his primary and unarmed strike as back up.


Lemmy wrote:
Renegadeshepherd wrote:
Lemmy wrote:
Inquisitor/Brawler FTW!
If your willing to go that route then why not inquisitor/monk.
Because Martial Flexibility is cool. And the Inquisitor side compensates for the Brawlers almost complete lack of out-combat usefulness. :)

This sounds very interesting. What about a brawler/warpriest? Maybe I'm just tired, but I can't find anything that says brawler's abilities don't work in medium or heavy armor.

Edit: other than the AC bonus.


As others have said. I think Giantslayer would be a better fit for this kind of theme.


Now that it's mentioned bloodrager does sound like it would fit this character. After all, his god I'll be dead and he may be a bit upset bout that.

Also, forgot to mention we are doing the automatic bonus progression from Unchained.


The character is originally a 10th level warpriest of Aroden from 100 years in the future. He was a two-handing a long sword using a shield when needed. I'm not worried about MAD since my rolls,are so good.

I'll admit in this case I did fall for the barbarian fluff. I have actually played a rage=determination barbarian before, but really I didn't want to deal with rage interfering with spell casting.

Weirdo's mentioning of the swift action interference is exactly what I was looking for with this thread. It's something that I actually overlooked.


I didn't really envision him as a barbarian. I'll look into it though. I made his alignment NG though.


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Inquisitor/war priest might be pretty awesome. I don't think that combo would miss full BAB at all.


I'm not really beholden to any build right now. We were warned skills aren't something we want to skimp on, so I want at least one class to be a 4/level, with six behind ideal. My initial idea was a UnMonk/Cleric with Crusaders Flurry. He is a worshipper of Ragathiel so extra attacks at full BAB two handing a weapon seemed awesome.

Any particular reason to not go slayer/inquisitor?

I wasn't going to sweat losing stalwart too much, but by then I'm probably in mithral full plate. Mostly, I'm just feeling the paralysis of so many options considering gestalt and how so many classes could work together,


We are going to be playing Hell's Rebels soon, and our GM has generously allowed us to use gestalt builds.

Council of Thieves spoiler:
Our PCs from CoT failed that AP, got locked up in Liebdaga's prison for 100 years and ended up in Slumbering Tsar,
but through a disastrous inclusion of a new player no on had much fun. Basically, our PCs minds are going to be time warped into a citizen of Kintargo, melding minds and giving gestalt abilities.

Soon, my rolls are 17 16 16 15 13 10 which is kind of funny because those were the exact same rolls for my Slumbering Tsar PC, and the mind that is joining with the Hell's Rebels PC.

Long story short, I want my PC to be a Hellknight deserter, and was initially going to go Paladin/Inquisitor, but the GM warned me off of it. So my question to you all is, what might be a more fun / better contributed mix, slayer/warpriest or fighter/inquisitor?

Inspiration from this pic.


I completely forgot to give one of the companions focus. It didn't really matter, they dropped fairly quickly. Birdfood's Gravity arrows were pretty devastating and all but one of the party went into the negatives with one death. I also was using the sword to hit bonus, so he was dealing with a pretty hefty penalty. So far, this is the second ranger in the campaign I have rebuilt. What's the point of having favored enemy human if there are no PC humans?


I decided to rebuild Birdfood as a Packmaster Hunter at the 11th hour. My party may encounter him tonight. The build is not finished and I have to go pick up my son in 5 mins. Any chance the community here could fill in the gaps please? I think the only thing I am missing is teamwork feats. Thank you.

Birdfood:

BIRDFOOD
CR 5 XP 1,600
Human hunter (pack master) 6
CE Medium humanoid (human)
Init + 9; Senses Perception + 10
DEFENSE
AC 19, touch 15, flat-footed 14 (+ 4 armor, + 5 Dex)
hp 56 (6d8+ 18+ 6)
Fort + 8, Ref + 8, Will + 3
OFFENSE
Speed 30 ft.
Melee longsword + 7/+ 2 (1d8+ 2/19–20)
Ranged + 1 composite longbow 10/5 (2d6+ 3/×3)
Special Attacks shock arrows + 1d6 electricity
Ranger Spells Prepared (CL 6th; concentration + 9)
2nd(3/day)—animal aspect, barkskin, cat’s grace, summon nature’s ally II, stone call, 1
1st(5/day)—commune with birds, cure light wounds, gravity bow, speak with animals, summon nature’s ally I
0th—create water, detect magic, detect poison, know direction, light, purify food and drink
TACTICS
Before Combat Birdfood casts barkskin, gravity bow and cat’s grace. He uses his animal focus (bear).
During Combat Birdfood favors ranged combat. He sends his pet hawks in to attack his targets unless he’s being attacked in melee, in which case he commands them to support him by attacking anyone who attacks him, while he stays mobile to use his bow.
Morale Birdfood fights to the death.
STATISTICS
Str 14, Dex 16(20), Con 15, Int 10, Wis 12, Cha 8
Base Atk + 4; CMB + 6; CMD 20
Feats Improved Initiative, Point-Blank Shot,
Precise Shot, Rapid Shot
Skills Climb +11, Handle Animal +8, Knowledge (nature) +9,
Perception +10, Sense Motive +7, Stealth +12, Survival +10
Languages Common, Hallit
SQ hunter’s bond (hawks), improved
empathic link, track + 3, wild empathy + 5
Combat Gear + 1 shock arrows (5); Other Gear + 1
studded leather, + 1 composite longbow with 15 arrows,
longsword, 12 silverdisks, 109 gp


Legacy of Fire might work. Katapesh doesn't really discriminate much at all by race. Even gnolls have their place in society, and I think it meets all your other criteria. I've played a modified version of the first book on pbp and it was a blast. Check out Yousef on my alias to see it. I've run it to completion as well. Highly recomend it.


+ 1.

I sometimes try Bing too, but caveat, the results can be...interesting if the settings are not filtered . I looked for images of a female dwarf the other day... Let's just say that D&D/Pathfinded is not the predominant interest in that subject.


Thanks.


Codanous wrote:

My group has had two deaths negated, we use the additional rules from Skulls and Shackles about losing body parts. That way people are encouraged to use cybernetics not to enhance themselves but to replace lost limbs.

At any point they can choose to negate any attack but they are left at -1 HP and bleeding out. This doesn't work against disintegration or death effects.

So, we had a player at 5 hp at one point and they took a 78 damage crit. They invoked our rule and was at -1 hp and had to roll on the lose a limb table.

Could you tell me which adventure its in? I'm playing S&S so don't want to spoil anything by flipping through them. I like the idea of needing to replace body parts.

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