Sarenrae

Anetra's page

Organized Play Member. 324 posts (425 including aliases). 1 review. No lists. 1 wishlist. 4 Organized Play characters. 1 alias.


RSS

1 to 50 of 324 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Tinalles wrote:
I long for the Rob Lazzaretti poster map. It seems rather unlikely that we'll hit $40K in the next 34 hours ... but here's hoping!

Same


1 person marked this as a favorite.
Craig Bonham 141 wrote:
Seven new races. And I could happily play each of them, which is kind of odd for me. But something about these are just calling to me. So...hmmm, do I start playing suicidal characters so I can get to them faster or invent new days of the week in which to play?

You'll have to start GMing so you can play them all simultaneously :D


1 person marked this as a favorite.
Ssalarn wrote:
I think every designer on this project has had a "Oh my goodness, that's going to be the art for something I wrote?" moment, and it's awesome.

Hell, I feel that way about something I'm writing being in the same book as all these incredible mechanic and flavour sneak peeks, too. I honestly can't tell if I'm more excited for Co7S as a creator or a consumer.


2 people marked this as a favorite.
blahpers wrote:
Argh, too bad my discretionary budget is empty for the time being. The artwork is magical, and the few bits of lore I've had time to peruse really scratch my planar metaverse itch. Maybe I can scrounge up some dough somewhere...!

If you aren't able to pledge to the Kickstarter personally, you can still help the campaign by sharing it with your friends and helping to spread the word! <3


3 people marked this as a favorite.
WormysQueue wrote:
I have to admit that I'm a bit torn on the PLanescape issue. I would like to have this project as unique as anyhow possible, but on the other hand, I would also love ot mesh it with some of the things that made Planescape so great a setting. Quite a stunt for you to pull :D

While I don't know what you might specifically be concerned about, I will say that the City of Seven Seraphs is on the Shadow Plane, which pretty much guarantees a host of things that necessarily need to be unique and different from other planar metropolises you could compare it to, just due to the practical nature of the plane. :)


3 people marked this as a favorite.

If you are someone who likes planar adventure, I'm 11/10 confident you will love this book. I say this to you as that weirdo that keeps showing up to PaizoCon to run Planescape games, and not as a freelancer on this project (though I am both of those things >_>).


Oh, this is a good theme! I'll have to finally come up with something to submit for Wayfinder now.


Why would I start planning now when I can instead put everything off until the last second, name my adventure only when a name is absolutely necessary as a part of event submissions, and then struggleplan my adventure around the name and summary I submitted in the remaining month before the con? 8)

As I mentioned elsewhere, I'm running 3 or 4 games next year. All Planescape. No idea what time slots, I kinda just put my fate in the schedule's hands.

I may or may not skip out on the banquet next year to make more time for running games.


As of this year, I've started submitting my games as 4-hour events rather than 5. This worked out REALLY well for me this year, as my earliest games were 9:00-1:00, and then my afternoon games were 2:00-6:00. I know this won't work for every game and every table, but if you have a really tight adventure, you may want to consider it. The only downside to this was actually caused by a combination of the unexpected late start + one of my games being left off of the posted schedule outside the Cascade rooms; as it wasn't listed, a group of people quite reasonably assumed the table was vacant and open for pickup games, so my players and I all showed up at 2:00 with no table. This was really more a combination of things, though, and not just the weird start time by itself.

I'd try to avoid changing the maximum slot lengths such that they begin to overlap with each other, though. It was a kind of a huge bummer that I couldn't even try to get into Todd Stewart's game this year, especially because on one day our events only overlapped by 2 hours (he had an 11:00-4:00, and I was running a 2:00-6:00).


There were cats at the con??????????


Thanks, guys! <3

My 2018 plan at the moment is to run my Ouroboros Killer adventure again (I ran it last year), run something new that takes place in Torch (play a gang! have a gang war!), and then if people prefer multiple adventure choices in 1 slot each (which you seem to!) bring Celestial Intrigue back from this year and maaaaaaybe write another new one (though I don't have any plans for what that would be yet).

3 adventures over the weekend ended up being well within my manageable DMing load, which means I should probably go ahead and do 4 next year :P


Hello, everyone! You might know me from the con as "weirdo green hair Canadian running Planescape games" :) If you all don't mind, I'd like to do a quick temperature check about the way I've been having my games organised and scheduled.

I've noticed that a lot of other GMs run multiple instances of one adventure, and I haven't been doing this, I've been bringing a bunch of different adventures and doing 1 game of each.

What do you guys like better, though? Do you prefer to have multiple chances to get a single game to work with your schedule, or a bunch of different adventures from one GM (in this case, me!) to choose from?

I plan to bring multiple adventures in 2018 either way, so the difference here is basically, "should I bring 3 or 4 different adventures to PaizoCon 2018, or should I bring 2 adventures and run each one twice?"

Thanks for your help!


1 person marked this as a favorite.

Thank you both so much, and you're very welcome! Getting to run these games is the best part of the convention for me, and definitely what keeps me coming back :)


Hey man! Yeah, I totally can. Click here to read the bios I wrote for them! They're level 11, which can be a bit steep to step into, but they're all relatively uncomplicated character builds :)


Friday, May 27
01:00 PM – 02:00 PM: Writing for RPGs: Getting Your Start
02:00 PM – 03:00 PM: Tabletop on Twitch
03:00 PM – 04:00 PM: GameMastering on the Fly
04:00 PM – 05:00 PM: Designing Monsters for Pathfinder

Saturday, May 28
12:00 PM – 01:00 PM: Adventures in Editing: Tips for RPG Editors and Writers
01:00 PM – 06:00 PM: Ouroboros Killer (DMing)
07:00 PM – 11:00 PM: PaizoCon 2016 Preview Banquet

Sunday, May 29
11:00 AM – 12:00 PM: Dramatic Narrative in RPGs
01:00 PM – 06:00 PM: Sworn to Serve

Monday, May 30
09:00 AM – 01:00 PM: Celestian's Compass (DMing)

So excited! :D


I've done some, yeah. Primarily creatures. Mostly I ransack existing conversions to 3rd edition from ENWorld (and, previously, from the WoTC boards (RIP)), update to PF, and then change whatever I don't personally like.

I did some NPC conversions from Faces of Sigil a couple years ago, those ones should still be up somewhere on the Paizo boards. I believe I also posted a Duke Darkwood conversion along with those. (found them)

For creatures, I did some Modron conversions (IMO the 3rd edition Modrons were really underpowered compared to other Outsiders) but they're kinda only half done, I got too sick of them to pick spells for the ones that prepared cleric spells >_>. I was going to finish them off and publish them in the fanzine Planewalker was working on, as we'd wanted the 2nd issue to be focused on Mechanus, but we kinda dropped the ball on that project <_<.

For Faction benefits, I actually really like the Factions As Bloodlines alternative rule from a set of 3rd edition conversion PDFs Planewalker did, and I use those (with some tweaks here and there) in my games. They have the "drawback" of making characters more powerful across the board for their faction membership, but, ¯\_(ツ)_/¯.

For example, here is the version of Justice Blow the PCs in Ourobros Killer have. The general idea is the same as what Factions As Bloodlines had, but the exact mechanics of it have been tweaked to be something that my friends and I consider more balanced/a better fit within the existing D&D/PF rules.

Quote:
Justice Blow: As a part of an attack or full attack action, you may deliver a Justice Blow to an enemy. This attack must be announced before any roll is made. Add your charisma modifier (if positive) to a single attack roll. If successful, you deal double damage on this attack. If this attack is a critical hit, add 1 to your critical multiplier instead (x2 becomes x3, x3 becomes x4, etc). You take nonlethal damage equal to the extra damage dealt by this ability. Justice Blow is usable once per round. A Justice Blow deals no damage to creatures of Lawful alignment unless you believe beyond a reasonable doubt that the target has broken the law.


Aw! If we have some free spots that line up, we should see if there's anyone else who wants to play in a quick game, rknop. I have a couple of other short adventures I'm not running at the con, because they're only written for 2 players, and they require setting familiarity. I can run one of those for you and someone else, maybe.

basically, tldr: Planescape <3<3<3<3<3

ETA: During the con, I'm free Friday and Sunday after about 6 PM.


Hey everyone!

Please don't be intimidated by the description of this campaign, hahaha, I promise I won't talk funny for the whole game. The characters for this game will all be natives of the prime material plane, and not planar natives, so there's no background information you need to worry about knowing.

I am currently in the process of drawing new artwork for the characters in this game, so I can't show you the finished mini illustrations just yet, but I can show you the older work I'm updating as a little preview :) As you can see, there are both male and female options for each class (ranger, fighter, sorcerer, rogue, cleric).

I'm so excited to meet everyone at the con and play some games. See you all there!


Awesome! I'm so excited :D.

Timitius, feel free to read as much or as little as you like about Planescape before we start. The PCs in the game are planar characters who live in Sigil, but there's no pressure to do any kind of research beforehand, as everything you'd *need* to know about the setting and the characters is built into the game's introduction.

We should talk about Wayfinder at the con! I may be interested but I also work real slow, hahaha.


Hi everyone! Like the description says, this game is for 5 players. There are a total of 10 pre-generated characters available to choose from, two for each role in the party (Cleric/Oracle, Fighter/Paladin, Rogue/Ranger, Inquisitor/Bard, and Wizard/Sorcerer).

If anyone is interested, here's a link to the artwork I've done for each character option!

:D


How do metamagic effects interact with Shadow Evocation and Shadow Conjuration? Does the Metamagic affect only the effect of the Shadow spell, or does it affect the spell being duplicated, as well?

Does a Maximized Shadow Evocation duplicating a Fireball give me a Maximized Fireball?

Does a Persistent Shadow Evocation duplicating a Fireball give me a Persistent Shadow Evocation, a Persistent Fireball, or both?


Eltacolibre wrote:
Average party level would make it easier to give appropriate encounters ideas.

APL is 4. There's 3 PCs, but one of them is a summoner, so there's an eidolon getting a fourth player-controlled turn in each round. There are also two NPCs with them, one of them is a 3rd level urban druid, and the other is a 4th level oracle.

With that said, I'm not too fussed about "appropriate encounters." I'm more concerned with filling up the world with inhabitants, and figuring out what challenges the NPCS spellcasters they'll be meeting with have also been dealing with. For example, the Unfettered Eidolon is probably more than they can handle right now, at CR 8. But, I can scale it back pretty easily, or I can have them find a wounded one, or I can have them find one and be forced to flee as fast as their little legs can carry them.

Same goes for anything else.

Eltacolibre wrote:

Gearghost and all the clockworks creation from Bestiary 4.

Starspawn of Cthulhu from B4.

Chaos beast bestiary 1.

Juggernaut from B4.

All the kytons in general, they have this hellraiser kind of look going for them, very mad max.

Necrocraft stuffs in general.

Thanks so much for your suggestions! The Starspawn is especially interesting to see on your list, since there's actually ~~~ a lot of Far Realm influence going on on this particular prime already, hahaha.


My PCs are exploring a post-apocalyptic prime material plane that was, basically, torn apart by high-level casters and ~dangerous spells~ in "ancient times"; the prime is now divided geographically between the fearful, magic-hating people along the western coast, and those inland, who have been studying the world's history and harnessing its magical energies.

I've converted Planescape's Spellhaunt, and intend to have the plane infested by them inland (drawn to the magic of those who have been harnessing it; explains why they haven't been encountered along the coast), and the Unfettered Eidolon is an attractive option I've found, but I could sure use more ideas for what to fill this dang place with.

Thanks in advance, all! <3


Maybe a lot of these low-magic worlds are also low on shadows.


I'll be playing in the Skull & Shackles adventure path soon, too, and it took me a couple days of brainstorming to come up with a character I was really excited for -- mostly because, even though "a pirate" fits so naturally into my wheelhouse, I wanted to make the pirate; the character that I wouldn't have been able to play in a different game.

I ended up settling on a Sky Druid for reasons that I feel are fairly self-explanatory. What's that everybody, is the wind ruining your day? Not mine 8)


Have you considered taking the Urban Barbarian archetype, going high-DEX with weapon finesse, and either dual-wielding or two-handing an Elven Curved Blade?

Your race is taking a penalty to STR, and receiving a bonus to DEX, so any high ability score you're hypothetically plugging into your STR would be 4 higher as DEX. Pretty significant.

Also, don't forget that you can still Power Attack as a DEX-based character. Power Attack is fantastic for characters that aren't jacking up their STR, actually, as you get some cool flat damage that wouldn't have scaled with STR anyway.

EDIT

Actually, I'm unclear on whether or not this character is being built, or already built. Are you looking for advice on how to build them, or how to advance them? IDK what to tell you advancement wise, but if you're still at the building phase...

Assuming 20 point buy:

STR 14 (from 16)
DEX 18 (from 16)
CON 12
INT 8
WIS 8
CHA 14 (from 12)

Take the Fast Shifter Alternate Racial Trait from Advanced Race's Guide, if it's allowed. A bonus to your Enchantment DCs isn't getting you anywhere as a barbarian.

Start with Exotic Weapon Proficiency in the Elven Curved Blade. At second level, take a dip into Fighter and pick up Weapon Finesse. For your third level, go back into Barbarian and take Power Attack.

From there, do Regular Melee Guy Stuff, to taste. Very probably this will include Toughness.

If Dual-Wielding instead of Two-Handing, replace Exotic Weapon Proficiency with Two-Weapon Fighting. Don't take Double Slice, with a 14 STR the difference is only 1 damage.

Either way, make your fighter levels in the Weapon Master archetype and eventually take 4 of it. This will earn you Weapon Specialization, for a cool +4 to damage, and the first iteration of Weapon Training, which will in turn make it possible for you to wear the Duelist's Gloves (APG) for a total of +3 to hit and +3 to damage.

Aw yiss, flat damage. Get enough flat damage and dual wielding nets you more damage than two-handing.


If the Focused Study alternate racial trait from Advanced Race's Guide is allowed, be a Human. Instead of receiving your human bonus feat at 1st level, you get Skill Focus at 1st, 8th, and 16th levels - if you planned to take skill focus to begin with, this gives you three feats for the price of one.

You could take Skill Focus for three social skills (Bluff, Intimidate, and Sense Motive, for example), or you could spend one of them on Perception (it's always good to have more perception) or Spellcraft if you plan to use any Item Creation Feats (a +6 bonus on your Spellcraft roles will soak up the +5 DC to craft magical items in half the time).


You could try to give your PCs less warning about what they'll be fighting? If the prepared casters in your party don't know the immunities and resistances of the enemies they'll be fighting, the spells they prepare can't be as "optimal."


Or if you are a druid you can Wildshape into something with the scent ability.


You'll probably want a high touch AC? If you're fighting a lot of gunslingers, your physical armour isn't going to be of much help.


Does the player have access to any electronic aides for their gaming, such as a laptop, tablet, etc? These types of things make playing a summoning character MUCH easier, as they allow you to quickly bring up the Summon Monster lists and creature stats on the SRD whenever they're needed.

If your friend doesn't have these things, that's fine too, but you guys will want to print off or copy down the creature stats ahead of time so that you can still have them handy.


You also gain the Human Sorcerer favoured class option, which is an extra spell known. At every level. 20 additional spells known total, if you take it at every level.

:V

Granted, though, this bonus spell can be of any level apart from the highest level you can cast -- so for your first 3 levels you'd be better off with the HP, instead of additional known cantrips.


Bluh bluh. Yes, you're right about that! :>


It's far from perfect, but it's an idea of a thing.


It seems to me that the benefit is even more valuable as a crossblooded sorcerer. You have fewer spells known, so your spells need to do as much as possible each. With a bloodline power that lets you change any elemental spell's damage type into electricity, you get the most out of your spell list by not taking any electricity spell.

The Elemental Bloodline's Bloodline Arcana isn't a type of action to use. It's not limited to a number of uses per day. EVERY elemental spell you take that isn't an electricity spell can do either type of damage, as chosen by you when you cast it.

How does that possibly get worse by knowing less spells? How is that anything other than even more valuable to a crossblooded sorcerer?

*

Changing the element of a spell doesn't make it "better" or "worse," necessarily, but depending on what you are fighting it might be completely necessary. A Fireball that can change into a Lightningball at any time is your complete go-to setup for messing up Outsiders. Use the Lightning on Devils, and the Fire on Demons and Celestials, and you're good as far as their resistances are concerned. And now you've done it with one spell known instead of two.

NPCs get wise to your being an elemental spellcaster, and go into fights against you with Resistances? No problem, you can just cast the spells as whatever non-electricity element they started as.


I don't understand how crossblooding Elemental and Stormborn loses the advantage of the Elemental Bloodline's Arcana. Maybe I'm not reading things right, but I don't see anything in either bloodline that prevents it from being used.

If you are willing to take the hefty drawbacks of the Crossblooded archetype, then you should do so, if that's what you want to play. However, what is it specifically about each bloodline that you are most interested in?

Is the objective to stack your Lightning DCs up as high as they can go? Do you intend on taking Elemental Focus and Greater Elemental Focus in Electricity, and still want more to them? The thing about those Electricity spells is that they're all going to be save for half. Yes, absolutely, a higher DC is always great, but you don't need to full hog max the DCs.

If you think you could do without the Bloodline Arcana of the Stormborn Bloodline, have you considered taking the Elemental Bloodline, and supplementing it with the Eldritch Heritage feats to acquire some of the Stormborn Bloodline Powers? Or are the Bloodline powers not what interests you from it...?


What ability scores did they end up with?


Sebastian Hirsch wrote:
Not really, he rat isn't infused with anything, apparently one of the npcs just thinks that the character in question is some long lost good guy.

Alright, if that's the case then fair enough, but I think it's easy to see how one might get an impression to the contrary given...

CalebTGordan wrote:
There is the fact that Cosimo is infused with Vardishal's essence/spirit/consciousness.


I'm going to start by admitting that I did not read everything. I read most of the content beneath the "Blow Up" and "What Sabbacc Said" spoilers, in addition to your most recent post. I skimmed the post about your party, and did not read the sections that were specific to the LoF AP.

With that said, the understanding I have reached is thus:

Cosimo is infused with the spirit/consciousness of a saint of Sarenrae's church. A Paladin OF Sarenrae was acting against him. When the party turned on Cosimo, this paladin's connection to his god should have piped up to inform the paladin that, hey buddy, Cosimo is doing the Dawnflower's work. If you keep acting against him, you are acting against her. You'll Fall.

Ideally, having it happen as events unfolded might have mitigated or prevented some of what was going on, but, it could just happen now? A servant of Sarenrae could appear to the paladin during his dreams to clear up with him that Cosimo was doing her work and you best not get in the way any more.

Of course, that's up to the DM to do or not do, and not yourself. I honestly don't see how any of this situation is your responsibility though? You can't control what story is being told by the DM. Some of the players are upset by Plot Stuff. As a fellow player, you can't be accountable for that.

For the paladin's part, though, it kind of seems like maybe this was a test of the paladin's faith, and ... he failed?


What feats do you think this character might want to pursue in the future? I don't know that I would take Dodge unless I planned to follow it up with Mobility and Spring Attack.

If you think he might like to do Two-Weapon Fighting with the character, I would take that feat. Otherwise, you could take Toughness, or see about increasing his INT and picking up Combat Expertise - with the intent to then move into Improved Feint and Greater Feint.

You also have the option of taking one of the saving throw feats. Rogues tend to have low will saves, and so Iron Will would be a great boon, especially at low levels when the +2 is likely to make a more significant difference.


Be careful trying to use invisibility to sneak past werewolves. In either their hybrid or wolf form, they'll have the scent ability, and no matter how invisible you might be, they'll know something is amiss.


For various reasons, including story/thematic appropriateness, I am interested in multiclassing a character into Oracle with the Nature Mystery and the Wrecker curse.

However, the Wrecker curse will result in the characters weapon having the broken condition whenever the character is wielding it. Are there feats, spells, traits, class abilities, weapon properties, items, etc etc that could allow a character to mitigate the penalties of, or gain other bonuses for, wielding a weapon with the broken condition?


Arcane Trickster. Rock those rays.


1 person marked this as a favorite.

I have always wanted to run a campaign arc based on Lock, Stock, and Two Smoking Barrels, where the PCs just keep digging themselves further into events that they can't understand and aren't fully aware of. They come into treasure, they lose it, they come into trouble, they lose it, and at the end of the day they're left no worse for ware but just ... surrounded by destruction, and without any real answers as to WTF just happened.


NOOOOOOOO my DC 40 Icy Prison. I loved you while you lasted. Conceptually. In a spreadsheet, alone, by yourself.


Yeah, you'll probably either want to be a Magus or a Bard, or you'll want to move from Sorcerer into a prestige class like Eldritch Knight, Arcane Trickster, or Arcane Archer.

No Sorcerer archetypes will change the BAB on the class.


Yup, just the dagger. Just that regular old dagger. That's the one you want.


Be careful about heavy armour, wearing it will negate your Combat Style feats as well. If you do go for it, make sure it's mithral fullplate - don't switch up to heavy armour until you can get that beauty, because it won't be worth it to lose your dual wielding, and it's not worth your while to pay for any other type of heavy armour to be mithral.

Multiclassing into fighter could be very good. If you took the Weapon Master archetype, would your two dwarven waraxes both count as the same "weapon type" for its purposes? Do you get your Weapon Focus bonus on both of them, or only on your main hand?
If it works for both of them, the Weapon Master archetype will be killer for you. Take four levels in it, to get Weapon Training 1 with your waraxes and Weapon Specialization. Then get Gloves of Duelling, which will bring your Weapon Training up to a +3 bonus. You'll net yourself +3 to hit and +5 damage with both of them. Flat damage boosts are <3 for dual wielding.


If you want to be a Tattooed Sorcerer, I'd recommend doing it with the Fey Bloodline rather than the Arcane Bloodline; the Arcane Bloodline's arcana becomes less useful and much more difficult to use without the 3rd level bloodline power.

If you do Fey bloodline, you'll want to load up on your Enchantment DCs with Spell Focus and Greater Spell Focus. Persistent Spell is a good metamagic for DC casters.

I'd also recommend taking Spell Focus Necromancy and the Threnodic Spell metamagic, to allow you to use your mind-affecting enchantments on undead -- otherwise, your Big Guns will be completely ineffectual against them.

1 - Spell Focus Enchantment
Human Bonus feat - Spell Focus Necromancy
3 - Greater Spell Focus Enchantment
5 - Persistent Spell
7 - Threnodic Spell
9 - Improved Initiative

Wait on Quicken Spell so you can spend your second Bloodline Feat on it at 14th level, and if at 15th level you decide you want to take Spell Perfection, I'd suggest taking it for Hold Monster.

On equipment, fey bloodline sorc -> DC caster -> a +6 Headband of Alluring Charisma is of more benefit than a +4 headband with a Robe of Arcane Heritage.


DM discretion. Typically, yes, these are the circumstances for which the "half" templates exist for, but if your DM says you can be an aasimar with your outsider ancestor directly as your parent, knock yoself out.

1 to 50 of 324 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>