Cale the Calistrian

7crown's page

Organized Play Member. 31 posts (68 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 1 alias.


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I guess my hopes of Hell's Vengeance ever getting sanctioned for campaign mode are all for naught.

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My witch loving player's response to this book "CAN I COOK CHILDREN NOW!?!?!?" Evil campaigns are interesting lol.

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Greetings! I'm not looking for any boons, but more a list of the races that CAN be played with a boon ever. I'm planning to run a Campaign Mode Moonscar for Extra Life with a charity buy in at our yearly event with all the money going toward Extra Life.

Base price gets you a seat at the table with PFS legal races/classes and then I'm going to have an expanded races donation above that which will open up either all or most of the boon races to play. (Not sure if I'll include goblins, might have them be their own even more expensive tier)

I'm also working on an a la cart menu of things that can be purchased during the game by the players (stuff like add a d6 to a roll, treat one skill check as if you rolled a 20) for donations from $1 to $10 for something really powerful. If the party ends up being OP that's fine as long as everyone has fun and we raise some money for kids

So far the Races I've seen from browsing the boards are as follows, please let me know if I'm missing any and thank you for all your help!

Aasimar
Android
Catfolk
Dhampir
Fetchling
Ganzi
Grippli
Ratfolk
Samsaran
Skinwalker
Suli
Tiefling
Vanara
Vishkanya

(Goblin)

Again if you know of any that I've missed please let me know!

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There are a couple of things from this that my Life Oracle in Hell's Vengeance is going to enjoy using. *rubs hands in malicious glee*

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I removed all the magic item progression and AC bonuses from the list and just use the Resistance and Mental/Physical stat progression for my players at the levels given on the chart from the book. It's really freed up their options to buy/use items in the belt, headband and back slots. It's worked out really well so far.

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My half elf companion bond Infiltrator Ranger 6/Brawler 1 is wrecking things in our Giantslayer campaign. Orcs +2, Giants +4 and I built him to use Greater Feint so our 2 rogues can SA for days with bonus damage from my favored enemy. Martial Flexibility from the brawler comes in ridiculously useful to grab a combat feat as needed in the various situations.

The Adaptations from the Ranger archetype can give you a good amount of flexibility as well that I personally prefer over Favored Terrain.

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Reach spell, bump your touch healing spells up to close ranged touch (25' + 5'/2Lvls) for +1 Spell level. It's great for those emergency situations where you are just a bit too far away.

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AnimatedPaper wrote:

I have a question regarding the Hellfire Halo on page 36

** spoiler omitted **

Maybe? Or it could be correct since it's an angel's halo protesting the death of its previous owner. It does make it marginally less desirable though if it's on purpose.

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I kind of expected the Gold Dragon to be older

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If you want hp and are worried you may not be able to hit early on I'd take a level of unchained barbarian. More hp, the temporary hp keep going with your level whenever you do rage and the extra movement is always nice. the +2 to hit won't count since I don't think your blast is considered a thrown weapon, but it would if you do any of the blade infusions to make a melee attack with it.

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yea, if you're the infernal bloodline (i think that's the one) you auto enlarge when you rage and Lead Blades stacks.

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nosig wrote:

I have a PC who has Profession: Courtasuan. (I don't think I need go into detail on the board about what this is?). Yes, I have played for Judges who find this Profession mildly offensive. I don't play it up at thier table. Some Judges even consider my PC to be evil (one called my PC a "Home wrecker", and several other things I will not repeat here) or to have an evil profession.

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But you know what? She plays great, and I have a lot of fun playing her - even with her "evil" ways.

I have a similar character. He used perform (escort) for his day job rolls. (was more advantageous for a sorcerer) Nowadays he purchased a caravan and uses his +22 to bluff to convince guards/magistrates etc that he is operating a "totally legitimate transportation" business that just happens to only have young, attractive people on board, who may or may not have signed a legally binding contract in return for money, training and safe transportation to a reputable bordello or harem. The looks I get when I explain his business is priceless at times. I got accused of being an evil slaver, but it's not slavery it's a legal agreement and being LN they couldn't argue. Still some fantastic RP has happened between me and my friends Liberty Edge Paladin lol.

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Bag of Holding, Handy Haversack, Pathfinders Pouch, there is a modification you can make to a Wayfinder that turns the compass into a small extra dimensional space if needed (stuff just has to be able to fit through the face of the compass) Secret Chest spell, and Portable Holes. Since the only extra dimensional bags you CAN'T put in eachother is the Bag of Holding and Portable Hole you could totally put a bag of holding in your Handy Haversack and no one would ever find it since you have to know what you are retrieving to have the bag give it to you.

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177cheese wrote:
7crown wrote:
Calcific Touch all day. Especially if u have a good familiar with something like flyby attack. Touch attack spell that allows 1 touch/round/CL that drains 1d4 Dex and they have to save or be slowed for 1 round. (Dex damage happens even on a save) if their dex hit 0 they suffer permanent petrification. My Sorcerer casts it and dssignates his Arbiter familiar as the `toucher` so for 9 rounds he's flyby attacking someone until they are a statue while thevsorc is free to cast other spells

That sounds like it'd be perfect for a Spirit Binder Wizard.

Sure it's touch AC, but getting a familiar with full BAB is pretty awesome. Let it actually attack while carrying the charge to cause some pain too.

Not sure what that archtype is, but I know that finesse works with touch attacks and the arbiter is +10 to hit with finesse. So full BAB while making that super close to auto hit would be cool I don't consider it necessary.

Sadly the spell doesn't let you hold the charge. It specifically gives you 1 free touch attempt/round for the duration of the spell, if you miss then you lose that touch unless you get an AoO before your next turn I suppose. You could probably argue that your 1 touch attack is part of an unarmed strike or spell combat if you had those options. You still would only get the single instance of dex drain per round however. It's a fun spell, makes your familiar a target real fast so something sturdy is recommended (hence why my sorc has an Arbiter with Regen 2/chaos lol)

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Calcific Touch all day. Especially if u have a good familiar with something like flyby attack. Touch attack spell that allows 1 touch/round/CL that drains 1d4 Dex and they have to save or be slowed for 1 round. (Dex damage happens even on a save) if their dex hit 0 they suffer permanent petrification. My Sorcerer casts it and dssignates his Arbiter familiar as the `toucher` so for 9 rounds he's flyby attacking someone until they are a statue while thevsorc is free to cast other spells

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I meant Int, not Wis. Lol

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CL 5 if casting as a sorcerer. So 3 missiles if I'm remembering correctly. Not sure if spell bond ups the CL, but that's for a wizard I think and wouldn't have an effect on sorcerer spells. He's honestly getting less return by casting as a sorcerer than as a wizard with the spell at this point. It'd be CL 6 if he prepared it.

I think Damanta meant 3 +bonus spells per day based off charisma for 1st level spells. Wisdom in this case because of the sage bloodline. So at most 2. So either 4 or 5 1st level sorcer spell slots per day.

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They need to do a special edition Yellow/Gold Chocobo...I mean Terror Bird...

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I've used acid splash and a wand of Magic missile to wake up the meat shield on several occasions in PFS. If you think it's a,major problem is just speak to you VC, explain the situation and your concern and have him clarify with the VLs so that the distinction gets out to the GMs. In learning to GM you are taught that pvp is forbidden, but your situation is far from pvp. (If your fighter was mind controlled would he allow the rest of the party to fight back?)

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Has anyone seen if unchained rage will be allowed or effect bloodrage or raging song? I like the mechanics better than the stat increases, but for society play I don't think I'd be allowed without some kind of official ruling.

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For the love of all that is right and good with the world hurry up and let it be 'Tomorrow' in whatever time zone Paizo servers are located in. I'm tired of waiting on the east coast for this pdf!

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Man, this sounds so cool. I wish I could make it to one of the Cons that had the tables to run this!

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Human for race hands down. The 1 extra spell known per level as a favored race bonus is fantastic. More spells = better for a sorc.

The Pit spells will be your BFF for control. Even if your enemies make the reflex save and don't fall in, they still have to avoid it. And if they DO fall in, they are probably out of the combat for a few rounds if not the entire thing. If you get a caster in it they are mostly useless if they don't have a spell to get out since they won't have a line of sight on anything to cast spells on it. A lot of tank type characters would need to take off all their armor to have a prayer of climbing out. Silent image is a wonderfully overlooked control spell. Make a wall and it LOOKS like a wall, as far as your enemies are concerned it is a real wall and they don't get to make a save until they interact with it. (touch it, throw something at it etc) If they fail the save then it's a real wall and they have to go around or attempt to climb nothing. The actual wall spells are useful as well at higher levels for splitting bad guys and you don't have to concentrate on it after casting like Image. Mad Monkeys is a good action economy spell since it hangs around and annoys the hell out of bad guys while you can keep casting spells on following rounds while yelling out orders to the monkeys.

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Would depend on what kind of experience you want to give your players and what kind of experience they are expecting. I've been playing through Giantslayer and it's a lot of fun, but it's thrown several curveballs into what i was expecting to happen so far. You may be better off running a module vs and AP as an intro and then move into an AP after they've gotten a feel for the character and decided if they like what they are playing.

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Honestly I'd like to see the fame/purchase limit revisted, or perhaps have items given on a chronicle sheet offered at a discounted (perhaps craft cost?) price. With the exception of reduced charge wands at higher CL, boons or unique named magic items I have yet to receive access to a magical item that I would not be able to but outright by having a high enough fame score by the time I save up enough to but it from the chronicle sheet.
Also it has always bothered me that I risked injury and death to retrieve said items and then turned them over to my faction to then turn around to have them say "pay us full retail if you'd like to keep it"
Just my 2 cents on that topic. I think having the regular magic items at craft cost would make all scenarios more rewarding.

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This is my favorite of the submissions! I like the setting of an epic underground assault and then a defensive action. I also actually kind of like the timer on it since it gives a sense of urgency that lends a bit of realism to the entire thing. The bad guys aren't going to lounge about and give you all the time in the world to secure your freshly stolen fortress. They are going to come in fast and hard as soon as they know what's going on. I like that you can increase your clock time by recruiting various factions to slow down the duergar army as well.
The NPC's are nice as well, especially the crystal dragon, you wouldn't think of a phobia ridden dragon as something that could exist since...well who wants to mess with a dragon? I like the Dimmix as well, it seems perfectly natural that something like that would evolve in the Darklands and while it may not pose a large threat to a party, I've been in several where everyone either had or could get darkvision and so traditional light sources weren't even carried. (and I imagine if you're doing something like this adventure proposes you'd invest in some darkvision potions/scrolls so you don't have to walk around lit up like a christmas tree for any hostile creatures to pounce upon.)
It's something I'd very much like to see the entire adventure since the outline doesn't really satisfy on how the encounters are set up. This gets my vote. I'd love to play it someday and (hopefully) get a subterranean fortress (batcave) to further pursue Darklands shenanigans!

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Adam Daigle wrote:
7crown wrote:
...I don't know if it's my place or not to comment on the Judges rulings, but Adam mentioned that there was no DC for non magical lights, in the Consume Lights description he does say that normal and alchemical lights has a DC of 12. ...
Thanks for that catch. I guess my eyes slid right over that. Now that that's pointed out to me, I redact that part of my comments. (Even though it still seems weird to use a dispel check against something that's not magical.) Thanks, 7crown!

Man, if I had a nickel for every time my eyes missed something the world would be out of nickels! LOL. I actually like that they have a very low default DC since he gets a +7 on the dispel checks so there is a very slight chance that for whatever reason it won't work. Of course I never seem to roll low when I'm a GM...my dice love to torment me that way.

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I liked this one a lot, made me think of an Angler Fish luring in lost prey in the darkness. (I mean what group of lightless, lost adventures wouldn't sprint toward a moving dim lantern-ish light?) I don't know if it's my place or not to comment on the Judges rulings, but Adam mentioned that there was no DC for non magical lights, in the Consume Lights description he does say that normal and alchemical lights has a DC of 12. Also am I wrong when it comes to levels of light, but if the creature is always at dim light and it absorbs levels over that wouldn't the max amount of damage from it's regurgitating light attack be only 2d6? (Is there something beyond bright light level? I'm being lazy and not looking it up) I wouldn't even of thought it could do more than 2d6 if Mikko hadn't mentioned the possibility and now it's one of those scratchless itches.
I'd honestly love to see this as something you could animate someone into. It's a walking torch you can send out ahead that would have a chance of hamstringing other light sources it walks into! How much fun would that be! I'd like to know what happens in daylight though, if they become immobile like wraiths or are just destroyed like vampires (I could see a light explosion after a round of two of trying to eat the sun as a way to screw with a party *insert evil laugh here*)
Anyway, those are just my two cents so thanks for taking the time to read this!

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Kind of an old thread but a Travelers Any tool from ultimate equipment will give you any masterwork tool you want for 250g. I'd assume you could get an adamantine version if necessary.

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Birthday Magician. Kids from commoners to nobles LOVE a birthday magician.

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you can release your familiar and pay the new familiar cost of 200g per level and any associated cost of gaining the improved familiar (it would be stated in the familiars description, beyond clockwork and homunculus I'm not sure if there is any though)

"If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete"