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fnord72's page

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 480 posts (3,496 including aliases). No reviews. 2 lists. 1 wishlist. 41 aliases.


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List of gear for us...

For Shaeyl:

Combo rogue/wizard kit:
Backpack, bedroll, belt pouch, caltrops (5), chalk (10), flint and steel, grappling hook, iron pot, mess kit, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), waterskin ink, inkpen. 62.1 gp 45 lbs
Artisan tools (leatherworking, weapons) 10 gp 10 lbs
light crossbow w 30 bolts 38 gp 7 lbs

Based on what we'll be dealing with:
caltrops
rope
more rope
soap
on a rope
ok, just kidding on the last one.
but lots of caltrops
and a couple of bear traps


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I personally think there are some GM's out there just looking for BBG's. And what better way then to have players build them for you?


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I'm withdrawing, have fun!


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Pretty simple, so many racial builds seem to always favor wisdom or charisma, which favors certain classes. I like playing the typical wizard. And while I certainly could play a Maetaur wizard, the build has pressure to play a Maetaur sorcerer, cleric, oracle, well pretty much any other spell casting class.


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Any chance you'd be willing to allow an adjustment to a Maetaur to swap the INT and WIS modifiers?


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Put me on the interested working on character list


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@Oyzar, looks like you would still have to pay any associated costs for crafting, you just don't need to have the feat.


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Was there any question/decision regarding favored class bonus?


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That works for me with the improved arcane armor training.

Does that carry through on arcane armor mastery? (adds medium armor)


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@rorek55 Thanks for allowing twilight armor, could you also consider simply removing the swift action requirement of arcane armor training?


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Has anyone asked about getting class abilities with FP?


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Sounds like a lot of fun for a rebellious mage from Razeria.


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@Rynjin I agree with thunderbeard, it seems like too much. Isn't that what happens at any stage of character development? Especially in this game, where you are selecting RP, EP, classes, templates, and FP.

At each point you make decisions and not everything you pick is off your best stat. Sometimes you have to decide if a mediocre ability is sitll worth it.

I don't see "Evangelize" on the spread sheet. I did find this ability on a Deimavigga.

Evangelize:

The words of deimaviggas are poison to the mind. Every round a deimavigga speaks (a free action), all non-devils with an Intelligence score of 3 or higher within 30 feet must make a DC 28 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by +1 for each consecutive round a creature has listened to the same deimavigga speak.

Creatures must be listening to a deimavigga to be affected by its oration. Deafened creatures and those in combat—either with the deimavigga or other creatures—are not considered to be listening. Victims cannot simply declare they are not listening without taking steps to impede their hearing. Upon failing this save, a victim can be affected by the heretical power of a deimavigga’s words.

The devil may use its speech to affect a listener in ways that mimic any of the following spells:

calm emotions (DC 21), charm monster (DC 23), command (DC 20), confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22), or suggestion (DC 22).

Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the devil is working its power upon them. A deimavigga can affect multiple victims with different spell effects in the same round. A creature that makes its save against this ability is immune to that particular devil’s evangelization for the next 24 hours.

This is a sonic mind-affecting effect. The base save DC is Charisma-based.

18 HD creature with a 28 charisma. That gives a base ability of 10+9+9=DC 28. It gives the ability to emulate several spells. Calm emotions is a 2nd level spell, so it should be 10+2+9 for DC 21.

This effectively allows you to ignore the 24 cap on abilities related to FP.

If we were allowed to keep the creature stats, I think there might be a move to dump charisma and load up on SLA/SU's that give bonuses.

To me it seems like it is in line with strength casting.

By the way, how much did the GM say it was going to cost you in FP?


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You and I are in agreement in that Mordred, how many others considered that?

I think you and I can also agree that there would be a group of individuals that were looking at this based on what they could get from a higher CR creature.


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It may be a good idea to go back through the feindish powers and calculate the base saves. These are generally something like either 10+ 1/2 HD + stat, or 10 + spell level (and spell-like's) + stat.

It does not make sense that someone that buys a feindish power taken from a CR 5 creature would have a low DC, while someone buying a feindish power (of the same cost) from a high CR creature would have a high DC. (This should possibly also apply to damage)

For example:

The CR 7 nymph ability Blinding Beauty has a DC of 21. The basic nymph has a Cha bonus of +7. That makes Blinding Beauty a base of 14 (equal to a 4th level spell). Add your own Cha.

The CR 16 Annihilator Robot ability Plasma Lance has a DC of 22 and does 20d6 points of damage. The AR has 20 HD. That gives the Plasma Lance a base of 1d6 damage per HD and a base DC of 10 +1/2 HD +Int modifier. A 13th level character should then have 13d6 damage and a DC of 16 + int modifier.


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My stealth is "You don't see me." Or smell, blindsense, tremorsense, psionic sense, mental sense, common sense...

Did any abilities to grant wishes get costed?


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no cost reduction doesn't mean no crafting. It just means you pay full price for anything you do craft.


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Probably because there are no templates giving SR 12+...


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I have max ranks in barrister...


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Another doc for fallen traits that have been priced by the GM?


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I happen to like the google doc idea.


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@rorek55 You need to recost your templates. They are -1 CR minimum 1. I haven't seen anything that would indicate you can take half a CR.

*****
I must be blind, I'm not seeing a limitation on SLA's at will other than what is in the race builder.


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I saw someone mention that fast healing was 6 RP per +1.

That's not quite correct. The first point of fast healing is +1, the second point is another 7 RP, the third is another 8 RP.

"This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP."

The cost is 6 RP, ergo the cost (6) increases by one each time it is taken.

*****

Where is the rule on limits to at-will SLAs?


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Someone said they were using the eldritch template.

This is why I think that is a bad idea:

"Skills: The base creature loses all skill ranks except those gained as racial bonuses. Recalculate the creature's total skill points as a creature of its new type, reassigning ranks as appropriate. Treat those skills that the base creature had ranks in before as class skills."

Since we effectively have no racial skill ranks, this would pretty much cripple anyone needing to use a skill?

*****

I agree with banning mighty.

Also, the GM told me that going gargantuan was not a good idea as too much of the campaign would be in spaces too small to operate in.


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I'm working on my character as well The Fallen


Shaeyl was at camp, which is at the shore, when Grub went fishing. Not unreasonable for Shaeyl to have seen a blast of steam erupt, nor a bunch of dead cooked fish floating to the surface.


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@The Fallen Herald: Does this mean that at level 16 when we get our next HD boost for an attribute, we can't put it in our primary, which is likely already at 24? We must put it into a dump stat because we cant exceed 24?


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@bigrig107 You should really go back and review the character creation rules.

"You also gain the equivalent of 10 Evolution Points from the Eidolon list to add to your character. These points may be spent on anything but ability score bonuses and AC/SR/DR."

I think that answers your question about stacking AC.

You mentioned your AC earlier "Don't feel bad, my actual body is just bones and a set of Celestial Plate. Plus, I have a lot of stackable bonus, from templates and stuff."

The GM stated: "templates DO NOT grant any ability score bonuses and any DR, SR, AC, or similar bonuses from templates DO NOT STACK, with you only receiving the highest of any particular one that you possess."

You may need to go back and review your stacking.


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I'm curious what others are looking at for their fallen powers.

From perusing some of the different bestiary entries, it seems that a lot of what I would be looking for is SLA's, constant or at-will.


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Asking about Arcane Armor Training. Would you consider house-ruling the removal of the swift action?


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Did we get a ruling on 3pp and official srd or d20pfsrd?


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Are you allowing fractional BAB?

To confirm, any 3pp on d20pfsrd is available, within the other restrictions noted?

With triple gestalt, have you considered relaxing the restriction of only one PRC at a time?


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My understanding was that the 24 cap on attributes was a cap. Start at 12 (which is your racial), add 30 pts 1-1. Your 4,8,12th level ability boosts could put you over 24.


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I was surprised about the speed of interest and was searching through it looking for where all the "Fallen of X's" were coming from.


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Where is the "fallen of" coming from?


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If templates have ability boosts stripped, shouldn't the CR be adjusted? Much of the CR is based on the ability boosts.


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Philo Pharynx wrote:
Well, then reducing to diminutive would work. But since he's not okay with the initial change then I'm looking at other options.

I thought it would go without saying that reduce person, being of a similar vein as enlrage person, has the same terminology. multiple magic effects don't stack for changing size.

There are only a couple of ways to get close.

Take Tiny, then spell-like ability, at will for alter self for 4 RP.
It won't get you to large, but does get you from tiny to medium.

I think you may need to pick one end of the spectrum and work on that.


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@Philo, it won't work. Enlarge person says "Multiple magical effects that increase size do not stack."

Change shape is (su).

*****

Will you be modifying skills and abilities, or should the assumption remain that any races collected by the ARK builders are from fantasy worlds?


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Looks like more than enough interest to get this bandwagon rolling.


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Sounds like plenty of interest!

Is this a "revel in your new fallen status" game OR a "redeem yourself" game?


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Sorry, i didn't think he was a magic user...

:)


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Looks like the game could use an aquatic based wizard.


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lol, nice explanation, and thanks!


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When does twin mind start?

Let's say it kicks in at level 5, and that you have d8's for your other classes. Each level of the twin psionic barb archetype has a d12.

At 5th level you have 5d8 = 40 hp

Every 2 twin levels of barbie is equal to 3 levels of your base classes.

That means that you would have to focus on the psionic archetyped barbie for 13 levels to exceed d8 HD, and at 13th level you would get an extra 4 HP.


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I like to think of myself as more of an optimizer than a min-maxer.

What I was trying to get at is that those dips, are looking to only benefit utilization of a couple of classes. You gave four examples, two using monks, and 2 for barbarian.

Psychic warrior kineticist? I don't see how that would help a wizard.


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weapon versatility:

When I hold my crossbow gangsta style I get slash damage!

It's all in the wrist, that's how I got blunt damage with a whip.

This wooden club, carved from a tree stump, can do piercing damage when twisted a half turn clockwise. Great against vampires.


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I'd like to throw my own $.o2 on the 'cheese' dip issue.

What benefit is the cheese dip providing?

Some cantrips and a couple of first level spells if you select a caster. Which at the level we get that cheese dip, and considering action economy, provides a very small benefit.

No BAB, HD, skill points, or saves, kinda makes sense. I'll revisit this in a moment.

Few melee/ranged classes have something that is going to provide a solid benefit from one level, or five over all 20 levels.

The original rule did state that the cheese dip is tied to the primary class. I think many people forgot this part.

So stacking initiator levels may not always work if an initiator class isn't their primary.

What I saw the cheese dip for was meeting a prereq of a prc without sacrificing the primary class. I.e. I want to play an arcane archer, but don't want to loose three caster levels for the second class, I can cheese dip it, and at level 12, I'll meet the requirement and be able to get in 8 levels of arcane archer.

I could see allowing the cheese dip to be attached to any of the three primary classes. I would like to see it be able to provide sympathetic bonuses to which ever class it is tied to.

Otherwise, it's really like saying "you can play gestalt, but your second class line only progresses by one level every 4 levels."

This really limits what classes can effectively be used in the cheesedip position. The benefits will be very low level compared to the overall character level.

Back to the restriction on HD, saves, etc. Why not allow the cheese dip to potentially replace those values from the class it is attached to?

You should maintain that HD, base saves, BAB, and any class progression can't exceed the fastest progression available to any class.

(I.e. at 10th level it doesn't matter what a player did, their base saves can't exceed +7. Their BAB can't exceed 10, HD can't exceed 10, sneak attack dice can't exceed 5d6, etc.)


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4d6 ⇒ (6, 5, 1, 6) = 18
4d6 ⇒ (1, 1, 5, 1) = 8
4d6 ⇒ (6, 3, 1, 6) = 16
4d6 ⇒ (4, 2, 4, 6) = 16
4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (5, 5, 4, 2) = 16
4d6 ⇒ (3, 5, 4, 5) = 17

Not bad set.


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Your posting history really doesn't exist. What's your background with running games?

I certainly enjoy a good gestalt. But, I've seen more games end before they start than I'd like to mention.

Any chance you'd be willing to start higher than 1st? Soo many builds are really just not there until later levels.


I've added to my list of GM jokes to have a plug in the bottom of a lake, with a long chain leading to shore. Magic makes comic action wonderful.

I'll probably use it on my BBG that takes many of his antics from The Joker.

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