Andre Roy's page

Organized Play Member. 864 posts. 3 reviews. 1 list. 2 wishlists. 1 Organized Play character.


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As written, the lineage of the half-orc is irrelevant in the determination of their age category.

Obviously a GM can create their our alternate age category based on the lineage though.


Another option is here: Umber Hulk and Mind Flayer.

Many other D&D era monster can be found there converted to Pathfinder.


Yakman wrote:
SOLDIER-1st wrote:

[...]

Based on the Thrushmoor Terror, that would have been just before he acquired the PCs (which was 5 years before the AP starts). So probably that would have been when Lowls got tired of being ridiculed in Ustalav's academic circles and started becoming obsessed with his occult research and the Star Stelae.
that would be fun. especially if the PCs can be the ones who push him to get more 'help'

That would be quite hilarious when the players realise their CC are, partially, responsible for their SA character's woe.

But even without that, that could he a great way to foreshadow Lowe's descent into madness, for example: witness book delivery, Strange people showing up at strange time, the count studying the Stelae, a passing comment, etc. Nothing too overt, but something that should click in SA in the player's brain.


Carrion Crown ran from February to July 2011, Strange Aeons August 2016 to February 2017. That a 5.5 years gap that we could transpose in universe and go from there. So what was Count Lowls up to, 5.5 years before Strange Aeons?


Timitius wrote:
Andre Roy wrote:

So out of curiosity:

Will a printed copy be sent to the contributors like in previous issues?

Super late reply to this...but no. We spent out all our funds printing this issue, and hence, this is why Wayfinder will now be PDF only from here on out.

Waning interest in ads, dependency on generous supporters, and a growing attendance of PaizoCons all contributed to no longer being able to support printing.

It's kind of sad, but also kind of a relief for us. Getting the zine print-ready was a lot of extra work, and stressful to many of us. Wayfinder #19 was much less stressful, and that's good!

Thank you for the answer and no problem for the delay.

Yeah, under these sets of condition, I can understand the decision, it does make more sense.


I would also see Irori as a possibility as History and Knowledge are two 2 aspects of him. His cartographers would likely be those exploring new area or area lost in history and (re)discover what is there.


Anguish wrote:

The big down-side to this is that if someone rolls well, or if someone rolls poorly, they're (probably) stuck that way for a couple years of play.

It's one thing to play a module for a few sessions where you got really unlucky with dice, and entirely another to watch your best friend's "I rolled all 18s" character stomp things while your "I rolled all 10s" character suck every week without fail.

Random distribution of ability is fine for random games, in my opinion. Mathematically fair distribution is best for over long-term.

One option to counter this is to set a minimum value that must be reach before adding any modifier (from race, age, etc.).

Let's say the minimum the GM decides is 72 (which would be equal to someone rolling all 12s). Anyone that roll under this value could elect to keep or reroll his stats, anything equal or above is kept.

Still offers a lot of range (as the max you can possibly roll is 108 (all 18s)) but help mitigate the risk of a below average character.


alaiziadarkstar wrote:
I would love to see more of these, are there anymore wayfinders for starfinder yet ?

If I were to put money on it I would say it is likely.

Short term, I'm expection more Starfinder and some 1st Ed. Pathfinder issues. Mid to long term, I'm expecting, Starfinder, 2nd Ed. Pathfinder and the occasional 1st Ed. Pathfinder issues.

But that's just my 2 coppers.


Well the Void Domain spell for the 1st, 3rd, 4th 5th 6th and 8th remain unchanged when you take the Star Subdomain (and therefor are part of it), so they would be legal options for the spontaneous exchange.


Thieves Guild, Religious Sect and other fringe (and potentially illegal or semi-legal) organization could also work as interesting encounters.

Aside from the, previously mentioned, skum, Otyugh, Sewer Troll and Wererat; Deep One Hybrid could potentially work, devil/Demon (Imp or Succubus in particular) as well as vampires could also make inter4sting shadowy encounters.


As a general rule, Template only applies to monster not players and are meant to increase the CR of the creature, not it's RP.

To quote the Relevant section

Quote:
A template is a set of rules that you apply to a monster to transform it into a different monster. All templates give precise directions on how to change a monster’s statistics to transform it into the new monster.

To try to figure out the RP, you'd have to see every thing gained/lost, compare it and the see the net gain/lost.either way a half-dragon would definitely bring it over the RP17 cap just with the stat increase, let alone the natural armor, attacks and movement improvement.

Edit: A quick look at the increase gained by the template against the Character creation guide, the half-dragon template is about 85RP in and by itself.


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AAA Games has the Holiday Mini-Dungeon Bundle which includes an Easter themed adventure.


A few ideas.

- A deep and wide chasm they need to cross
- Chimneys: more or less tight vertical passage they need to navigate
- Uncomfortably tight and narrow passage where thry need to go one by one, crawling on their belly, pussginh their gear and armor in front of them (or dragging a tied bundle behind them.
- partially flooded passage, essentially a swift narrow river that they must navigate on foot
- fully flooded passageway...same a above, but need to find/reach air pocket
- Toll bridge. Pay the toll or go down a few miles to the left/right and deal with the local dangerous wildlife.
- Unstable cavern, if they are too noisy, or to close to each other, it collapse.
- Shrieker(sp) cave: navigate a cave so thought causing those fungi to shriek and attack something much more dangerous.
- Labyrinth passages. Navigate your way to safety and stay clear of the gelatinous cube or pudding or whatever else lives here.


It could work, and since you are converting anyway, that's not a big issue (and DMGuild does have nice OA stuff too).

I my case, I would probably have her still in exile/hiding in a different nation in Tian-Xia planning her coup. You might be able to salvage some stuff from later books as she makes her way from her place of hiding to Minkai.


No they can not, they both alter the Bond and Wild Shape.

See the rules

Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature

And the FAQ

Quote:

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?

In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

posted June 2015 | back to top


From a historicsl POV, I eould say Profession (Butcher), Profession (Surgeon), Profession (Executioner) or Profession (Barber).

Surgeon (or Bonesaw, in the battlefield surgery of the old day era) goes without explanation. Executioner were often also responsible to torture the prisoner for information. Even if they are not animal, a butcher knows enough about anatomy to be able to remove limb. Barbers may seem odd, until you remember that thry used to also fu surgery and dentistry, so they eould also be able to remove limbs,


Well have you seen the movie the Ninth Gate?

Without spoiling this (old) movie too much, the key to open the Gate to Hell is detailed 9 images that shows a step-by-step and the 9 images are hidden in 3 books, allegedly written by the Devil himself, in which 3 real images are hidden with 6 "stock" images.

So by comparing the images of all 3 books, you can identify the 9 real images (which differ in a subtle manner) and thus have the right tools to open the Gate.


Yes. Here you will find all modules and PFS scenario set in Absalom (go back once and you'll get every Region listed, go back twice and you'll see an option to search by level).

I'm not sure when lat it was updated, but it should get you started.


Well Hinder Natural Attack and Greater Hinder Natural Attack are in Rite Publishing's Feat 101.

Not sure about the others.


Covert proxy war.

Like you said, they both have time on their side so there is no need to rush thing out, the can both plan and manipulate people to conflict against each other.

For example the Succubus could try to infiltrate the Merchant circles to gain more money, influence and a network of spies. Obviously be vampire already controls this sphere for similar reason. Now as the Succubus is manipulating and charming her way in, she eventually start encroaching on the vampires turf and "steal" business from him. He'll figure out they are beeing charmed or manipulated eventually, so he's having these "stolen" business dpied on and monitors who it is now associated to, then accidents starts to happen, "new foreign" investir or merchant start buying them out or establishing the same business next door at a cheaper price.

From the outside it's a simple merchant war, but for the Succubus, she's smart enough to realize, she messed with someone's turf and they are retaliating.

It's a rough draft and it can be refined for more subtility, but that could be a way to go in several spheres of power in the city.


roguerouge wrote:
Matthew Downie wrote:

Got any more details about the kind of thing you're looking for? Does it need to be set in an established tavern / city, or can it just be a random location they stumble across? If the party has to leave the inn for half the adventure, does that spoil the intended purpose?

It's during a cross-country trip through rural areas--hills, river, plains. It's more of an encounter.

Difficult Circumstances might be a place to look.

It's 1st level do you'll need to adjust, but it take place is a roadside in on a rainy night and the inn ends up in a sinkhole. It's the Prologue to a full AP some some minor rewrite would be needed but as an encounter that could work easy enough.


Cool.

However, it only allows 3 answers though


Yes you can decid to take up to 7 Burn Point and each giving you a +1 (+2 VS Grapple) Points of Fire Damage for every 4 kineticist levels you possess.

So essentional the formula is:
Kineticist Level x 1/4* + [Burn Point(s)** x (Level x 1/4*)]

* 1 point of Fire Damage Per kineticist levels possessed
** Choose between 0 and 7 Burn Point(s) Inclusively

So my 8 level character from above who decides to spend 4 Burn point gets:
8 x 1/4 + [4 x (8 x 1/4)]
2 + [4 x 2]
10 Points of Fire Damage or 20 VS Grapple


It a flat cost:
1 burn point = +1 (+2 vs grappled) point of fire damage for every 4 level you have.

So if you are level 8, you gain +2 (+4 vs grapple) points of damage for the cost of 1 Burn point. for a grand total of 4 (8 vs grapple) Points of fire Damage.

Edit: Forgot that your base also increase for every 4 level


Shouldn't the Garage be #45?

46. Science Lab This room is protects by a secure lock that only grants access to those who has a right to be there. It is a fairly large room with several tables and shelves. There are computer terminals as well as several scientific instruments.

46a. (Xeno)biology: this room has several organic material on the tables or the shelves and several medical instruments can be found here.one wall has a huge window that looks into a second section accessible by a decontamination airlock. A dissection/vivisection table sits in the middle of this room.

46b. (Xeno)engineer: various gear and plans can be found on the table here.

46c. Earth sciences: an eclectic lab where one could find scientist of various fields working side by sides. These labs often have seperate bay for experiments in controlled environment.

46d. Astrophysics and astronomy: Starcharts and projection often lies about these rooms, a seoerate bay under controlled conditions contains various samples collected from celestial bodies.


2 and 1 respectively, they do not stack.

PF COREBOOK p.208 wrote:


Caster Level
A spell’s power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she’s using to cast the spell.

You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.

In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target’s spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).


Are you starting 1st level or higher? A set level character would have close to no legends about him, a higher one, yes.

A few other questions, I can think to help the creative juice:
Where does he come from?
How are half-elves treated?
What nation (government type, general view) did he grow up in?
Who is the "national" main enemy? (other bation or monster (horde))
Who is his family? (parents, matrimonial status was he a wanted child or not, what is their social standing, are they rich, etc.),
How did he come to be in a monastery?
Was the lifestyle easy to adapt?
As a monk, what challenge/temptation did he face and how did he face them?


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I basically got 4 sources:
1 Paizo webstore
2 the Publisher's own webstore
3 DrivethruRPG
4 and Kickstarter (I look daily the games section and there at a few publishers I keep an eye out for)


According to the rules

Archives of Nethys wrote:


Multiplying Damage:Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.

Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.

So for a x2 critical multiplier:

1d4-2? Anything between 2 nonlethal and 4
2d4-4? Anything between 2 nonlethal and 8
2d4-2? Anything between 2 nonlethal and 12


Once they cross the Moat/Pit, Run them through the old AD&D S1 Tomb of Horror Module.

If they survive this, they deserve the reward of Godhood.


Shifty wrote:
I'm completely lost as to what is being argued here, is there a quicker tldr than watching an hour long clip and casting an Augury spell?

Short version of the story. The OP, who indicated bing autistic, has made several posts (In fact the majority of his threads) about a High Charisma 1st level Oracle with Imbue Other with Spell Ability.

The bigger issue is that the OP us apply all of the Bonus Spell granted from him 20 Charisma to the character (even the 2nd, 3rd, 4th and 5th level Bonus Spell) to make that build.

We have cited the Relevant part if the corebook, the FAQ, the Oracle Iconic and the explanation from Sean K. Reynolds himself, but the OP insist that this are not valid proof and that by RAW we are all wrong and the the OP is right. In another post here the OP claims that the RVC checked the litigious character and, by the OP own words:

Altaica wrote:


[...]
the RVC checked my char sheet and oked except to having Ra as my deity.
[...]

So that's in essence the TL;DR


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So basically, you ask for advice here and in the Organized play Forum.

Everyone, in both subforum, agrees that your reading the rule is inaccurate. In support we cite:
- the Core rulebook - you refuse to accept this;
- the relevant FAQ - you refuse to accept this;
- the PF Oracle Iconic - you refuse to accept this
- Sean K. Reynolds' explanation - you refuse to accept this.

You asked for our advice, we gave it. And you refuse to accept it.

At this point nothing more can be said, you will persist in insisting that you are reading this correctly an unless we say that you are correct, you will refuse to listen to our advice.

Might as well just drop it as you will not get the rule validation that you are seeking.


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In one game I was in, we were 1st level fresh out of toen going to another nearby town. The random encounter rolled was Red Dragon.

So the DM made us roll to see if we spotted it, most did so we hide in the nearby forest. DM was a bit of a bastard and had the juvenile Dragon land near where we were in the open, sniff about as he approached the woods then left.

So yeah, random encounters doesn't have to mean a fight (unless players are being radh), could be an opportunity for a social encounter and a bit of role play or a chance to foreshadow what is to come.


Little FYI

We've been trying to explay to him these same thing since Saturday using the same argument and proof including the Spell list of the 18 Charisma Iconic here: https://paizo.com/threads/rzs42het?Oracle-and-Imbue-with-Spell-ability

And there as here, he keeps insisting they are not valid arguments.


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We have demonstrated that you are incorrect. We have quoted the core book and the FAQ which are both PFS legal. more to he point, unless something in the PFS Roleplaying Guild Guide, the Additional Ressource or the Csmpaign Clarification explicitely contradict the source book, then what is indicated in the book is valid in a PFS Organized Game.

But, despite this, you insist that you are right. So be it. When the Organize play GM will refuse you at his or her table because your character is illegal and when the Venture-officer (be it Agent, Lieutenant or Captain) will support the GM and tell you your character is not legal and therefore cannot be accepted on any tables. And when the Regional Venture-Coordinator will tell you the same thing...maybe you will accept that you are incorrect in this instance.


461. A race of highly advanced anthropomorphic (Canadian) Goose.


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Ferious Thune wrote:

I think there’s a misreading of “highest level the oracle can cast.” A 1st level Oracle can only cast 1st level spells. Having a 20 charisma doesn’t mean that you can cast 5th level spells. You only get the bonus spells when you reach a high enough level to cast that level spell normally. Imbue With Spell Ability is a 4th level spell. You need to be 8th level before you can cast it.

Otherwise, for a 10th level Oracle heightening it to 5th, Magda’s pretty much covered it.

You've just hit the nail on the head.

If you look at Altaica's Organized Play character he or she has completely misunderstood how spell level and Bonus Spells works.

So at the moment, this character built is Not Legal since Bonus Spells gained from high Primary Stats, is still bound by the Spell Level allowed by your class level.

Meaning: A 1st level Oracle can only cast 0-Level and 1st Level spells augmented only by 1st level Bonus Spells from High Charisma.

2nd, 3rd, 4th and 5th level Bonus Spells from High Charisma will only become available when your level as an Oracle will allow you to cast these Spell Levels.


All Spellcasting Classes has the ability to cast spells. All Non-Spellcasting Classes does not have the ability to cast spell.

For non-Spontaneous Spellcaster, Spells needs to be prepared in order to be able to cast. Your maximum limits (how many and how powerful) are determined by your level in that class. Preparing less spells that your maximum limit is just crippling yourself for no good reason.

So yes Ability to Cast Spell and Preparing Spells are 2 distinct, albeit connected, things. And no you cannot prepare spells thay you are unable to cast.

I think you misunderstand the sentence for IMBUE WITH SPELL ABILITY. Let see if this example will help illustrate its meaning: You get ready for a fight an decide to IMBUE the spell Cure light wound that you prepared to the fighter (A class that DOES NOT have spellcasting ability as a norm). If you just IMBUE him with the spell he can't use it as he doesn't have the ability to cast spell, you must IMBUE him with both the spell and the ability to cast it For him to be able to cast it.


So I'm looking at the Remarkable submerged Races compendium and notice that VIRIDIAN VEIL is slated to come out this year.

Any chance of a little sneak peak?


458. Arachnid people.

These as several possible approach
A) A spider-like creature
B) A scorpion-like creature
C) A generic arachnid creature
D) A base generic chassis with "specialised package" (in the same vein as Alluria Publishing Entobian)
E) Distinct and seperate subspecies (one per arachnid type).

List of all (most) arachnid type:
-Mite people;
-Opiliones People (Harvestman/harvester/Daddy longlegs);
-Hooded tickspider people;
-Solifuge people;
-Tick people (both hard and soft);
-Pseudoscorpion people;
-Scorpion people;
-Spider people (both web and trapdoor);
-Whip spider people;
-Whip scorpion people.


You could go the Dragonlance approch.

The bulk of dragons left the continent and went north (Ansalon is in the Southern Hemisphere) on a series of Islands, hidden and removed from humans. Some went To the Moons or other planes.


Or if we look at it differently.

Let's take a class that doesn't have spellcasting ability. A fighter or a Rogue.

If a Fighter/Rogue was to take a level in the Prophet of Kalistrade or Red Mantis Assasin prestige Class, he would gain the Ability to Cast Spells as these prestige classes has their own Spellcasting Ability.

Now let's say we have a Fighter/Rogue able to Cast Animate Dead (either as a Spell-like Ability, Racial Trait, Trait, Feat or DM Fiat), who has the Skills required and the proper membership time he could become an Agent of the Grave, but as he gain level in his Prestige Class he would gain no new Spellcasting ability as his base classe has none and Agent of the Grave only improves the base class' Spellcasting


A coupler options:
1) Change the money into jewelry and gems, get a bag of holding to stash them around more easily;
2) If you are going to stay in/around that area, buy a home for a place to stay once you decid to retire, or;
3) Buy/invest in a business to have a steady flow of money (even if not a huge amount).


438) A race of naturally occuring "living" wight*. Will not quite undead, they are not as alive as a Dhampir would be.

*Or any corporeal undead really.


426) A quadruped race with a rich history and culture whose front paws can hold things but clumsily as they lack opposable thumbs.


Bill Nye 924 wrote:


1. Not sharing a common language with the party. This makes communication extremely difficult and brings up the question of why the party would let this creepy demony sounding kid tag along with no clue of motivations. His response to this was "if that happens I'll just ghost them". I'm sure the party will be fine with being stalked through ustalav by said creepy demon sounding kid (abyssal). I suggested knowing common and just not speaking it well, but that doesn't fit with his backstory. Apparently.

So what race is he playing to not start with Common?

Drow, Goblin, Grindylow, Kobold, Kuru, Lashunta, Monkey Goblin, Munavris, Syrinx, Triaxian and Trox are the only* 1st-party race that doesn't have Common as a starting language. Most of which are either aliens or monster races.

The player is being a real pain who'll kill everyone's enjoyment of the game, even the GM's. I would talk to the GM and present to him your concern and mention which one are shared by other players. Hopefully the GM will be able to deal wupith this in a satisfactory fashion.

*Based on the Archive of Nethys website.


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Let them follow their homemade red herring...heck add a barrel of herrings to it, by introducing suspicious behaviour from multiple henchmen. In parallel the skeleton can do his/her own thing.

Like in RL, sometimes we're right, often we're wrong, and No one is the to lead us by the hand.


Second Darkness would work well as the first book is quite distinct from the rest.


396 Moleman. Anthropomorphic moles.

397 a race of lycanthrope-like badgers that can assume a Dwarven form as well as a hybrid form.


Lazaryus wrote:
382. A race whose traits and racial ability scores change according to the cycle of the seasons.

It was a template for Faes, but I kind of have something in this vein in Wayfinder 18.

386 an race, likely Outsider, from the "Land of Dream", are aligned along the line of Dreams and/or Nightmares,

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