Maghara

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360 posts (997 including aliases). No reviews. No lists. 1 wishlist. 5 aliases.




As far as I know the utility wild talent Ride the Blast doesn't give you the ability of sustained flight, though I could be wrong so please correct me if that is the case. In light of this fact, I was wondering how it interacts with Mobile Blast, as it simply doesn't "end" within the action you use it.

Ride the Blast states that: "You appear at the end of the blast’s path...," though for Mobile Blast I'm not sure if this would mean when the blast "ends" (when its "lasts until" conditions are met) or after the end of its initial manifestation ("You send... within 30ft").

If it is indeed the latter, that's the only question I have. If it is the former, how would this work out exactly? Ride the Blast states that "you transform yourself into your element or energy and send yourself along with your kinetic blast." The effect is also more akin to teleportation as it says you "appear" at the end of the blast, not that you "move" along its path (though it does say that you send yourself along with the blast).

With this in mind, I believe the wild talent assumes that, 1.) The blast is instantaneous, 2.) it is treated as if you don't travel the intervening space 3.) because of that you aren't subject to AoO while in transit, and 4.) you only stay "your element" for a negligible amount of time, so it doesn't rule out what that actually means besides where you end up.

It's more than a little bit confusing if you try to apply it to Mobile Blast...

Links:
Ride the Blast
Mobile Blast


So I thought I had this on lock down, but now I'm kinda confused after going through it a few times. The Kineticist class references burn cost and accepting burn a few times, but doesn't give them a strict definition in relation to each other.

I thought:

1.) "Burn Cost" = base cost of composite blast, infusions and other wild talents.

- Can be increased for added effect sometimes (Like Foe Throw)

-Can be decreased through special abilities (like infusion specialization)

2.) "Accepting Burn" = burn you took... period

- Accepted for added effect (like Pulling Infusion)

-Activated other effects (Like elemental overflow)

-Had to be "accepted" in order for it to have any benefit (ie. cannot be reduced)

However... Things I have been reading recently have me kinda confused. For one, "Gather Power" has an editor's note where it said it can be used for metakinesis and omnikinesis where both say that you have to accept burn in order to use them (and gather power says it's used to reduce burn cost). "Metakinetic Master" also states that it reduces the burn cost of one metakinesis. There is even confusing text belonging to Pushing Infusion where it says and I quote "You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted."

What the heck!? How does this work?

Does accepting burn only count for indirect abilities like elemental overlflow? Is everything else "burn cost" or "increasing burn cost" in disguise or something? Can you please explain this to me?


Like it says on the tin. I was wondering if there was a good choice for a +Con +Dex (- or + anything else) race that wasn't just Hobgoblin (though I'm not against it if I have to, just wanted something a little more fresh). The more interesting, lore heavy, and/or roleplay opportunity centric the better. 3rd party extremely welcome (considering the forum)! ^_^

Please post the name of the race, a little description, and the source.

If it matters, my character is going to be a Nihilicist archetype Kineticist (Legendary Kineticists 2 or Ultimate Kineticist from Legendary Games). Kinda gimmicky kineticist archetype that get's rid of it's element to focus on its own special damage type and inflicting status effects. A little limited in terms of choices I come to find out, but very good at destroying things in its way (especially objects apparently) and found me coming up with ways to use the blast it has as a utility power (go figure).

Any help would be appreciated and thank you for anything you can send my way.


In the second printing of Ultimate Magic (March 2012), Vow of Silence gave you 1 ki per level instead of what the PRD said being 1 ki per 6 levels. At the time there was some confusion as their was no errata for this explaining the change and the PRD remained unchanged (Some Details in reference posts below). I have no clue if this was changed in the 2018 softcover printing of the book, but the PRD remains unchanged from that time (and Archives of Nethys, its replacement after it stopped being updated, still has the 1 ki per 6).

Of course, since there was no update or mention of it, its highly likely that the change was just a missed misprint and a further missed clarification as they never appeared in the only 3 posts talking about to make the change/mistake right. However, since there is no official clarification, the possibility that the second printing is correct can't be ruled out (and maybe if this gets enough attention, we can finally have the answer).

Personally I do think that this could be correct as it can be highly detrimental (though I don't think it truly matches Vow of Poverty as you are essentially restricted to one magic item and not many other items). It does limit your ability to communicate significantly (including related checks) and it makes it impossible to activate magic items that require you to be able to speak, such as command word items (as I don't think you can even use magic device to bypass this as it describes you having to do an equivalent action in order to try and activate it, ie. you have to speak if you want to activate a command word item).

What do you think about this? Also, was this actually answered anywhere else?

Reference Posts:

Monk Vow of Silence Discrepency

HELP!!! Monk Vow of Silence Problem

Easy "FAQ Friday" candidate - Vow of Silence


Falling Objects wrote:

Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.

Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.

Dropping an object on a creature requires a ranged touch attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead of these general guidelines.

Let's say a large object is dropped on you. As an example, let's say this object is a large sandstone boulder. On average a sandstone boulder weighs about 150 lbs. per cubic foot. That's 18,750 lbs. for a medium size boulder (5x5x5) and 150,000 lbs. for a large size boulder (10x10x10).

Disregarding the ludicrously small amount of damage a large one would deal to you (4d6, half for less than 30ft, double for more than 150ft) what happens to your character if one were to fall on you while you were standing smack dab in the middle of one?

Assuming that your character passes the reflex saving throw initially for half damage do they:

A.) Get tagged and pushed/jump out of the way?
B.) Get "tagged" but get a limb caught/pinned underneath for crushing time?
C.) Get paradoxically "tagged" but are then crushed underneath the boulder?
D.) Other?

(Same questions for a failed initial saving throw except you know what that generally implies)

How does this work exactly?

If this appears like an easy question for you, what do you say when the object in question becomes larger (Huge, Gargantuan, colossal, and further)? I think it becomes harder to answer as the object becomes larger because the distance to the "escape" point around the outer edge of the object becomes farther away from your dodging character.

There isn't any hard rules I can find for this and crushing is also obscure (only thing I can find is cave collapse and monster attacks). I assume after some point a large enough falling object is impossible to escape and survive except through magical means.

The reason I present this question is both for players and gms because of some thoughts I've had lately and some games that I've had some experience with in the past. If there isn't any hard rules on this, how would you do it?


Astral Construct

Advanced Constructs wrote:
Utility (Ex): Your construct can perform tasks for you. This can include such tasks as cleaning, cooking, or setting up camp, or any other activity that requires a DC 10 or lower skill check. An astral construct with this option does not need to stay close to the manifester and will continue following any given order until given other instructions. You can select this menu option multiple times. Each time, the DC of skill checks the construct can attempt increases by 2. An astral construct with this option that is not used in combat has a duration of 1 hr./lvl.. If it later enters combat, its duration resets to 1 round/lvl., but suffers a -2 penalty to its attack rolls.

The wording of this is screwing with my brain, so I thought to ask the community.

An Astral Construct is a "Mindless Construct," the definition of mindless being debated as to its exact effect within the community and usually subject to DM interpretation, but usually goes along the lines of not being able to make INT skill/ability checks and not having the initiative or understanding with actions that require choice (basically, they have to be babysat and told what to do constantly unless you only want them to do one thing). I have seen games where the INT restriction was lifted for crafting as long as it was surpervised, but generally speaking the community majority goes for the prior.

Now I ask, what does the bolded text mean exactly? I was under the assumption that as long as the construct didn't have to be trained in the skill or it wasn't intelligence based, it could perform the skill in question (albeit usually poorly because of lack of ranks and class skills).

I have come up with a few ideas as to the meaning but I'm not sure with any of them:

1.) It allows them to make certain checks untrained as long as the dc is within the limit (thereby increasing the bounds of the limit by taking it multiple times).

2.) They automatically succeed at any check within the limit.... (kinda farfetched because of its op nature at higher levels and the wording in the second bolded text about "attempts").

3.) I was wrong about mindless constructs being able to make most untrained skill checks, and this allows it to within the limit (especially dumb sounding when certain skills seems so intrinsic like climb, acrobatics, swim, and sometimes fly).

Of course I may be missing something and this is my brain being dumb.... but anything you guys have to say about this would be much appreciated. Thanks in advance! ^_^


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Currently playing a Shadow Caller (Spiritualist) and using Eclipsed Spell (Metamagic) and the Light cantrip to infuriate my DM.... not on purpose mind you.

Anyway, I was wondering if there were more Shadow/Darkness descriptor spells I could have options with. I think I found them all, but Shadow Endurance came out of the wood-work last second (not being listed in the spiritualist list on the pfsrd) and now I'm not so sure. (also shadow body isn't one... which is confusing)

Also... I would really appreciate it if someone could tell me why certain spells like Shadow Conjuration are listed, but spiritualist isn't listed within the spell itself... I'm hoping its an organization error on the part of the spell and not on the part of the spell list...

Thank you if you have any info that I can use, I really do appreciate it. ^_^

Shadow/Darkness Spells (Wall of Text Alert):
Dancing Darkness (1st) - http://www.d20pfsrd.com/magic/all-spells/d/dancing-darkness
Darkness (2nd) - http://www.d20pfsrd.com/magic/all-spells/d/darkness
Protective Penumbra (2nd) - http://www.d20pfsrd.com/magic/all-spells/p/protective-penumbra
Twilight Haze (2nd) - http://www.d20pfsrd.com/magic/all-spells/t/twilight-haze
Deeper Darkness (3rd) - http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness
Shield of Darkness (3rd) - http://www.d20pfsrd.com/magic/all-spells/s/shield-of-darkness
Ghost Brand (4th) - http://www.d20pfsrd.com/magic/all-spells/g/ghost-brand
Shadow Conjuration (4th) - http://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration
Shadowform (4th) - http://www.d20pfsrd.com/magic/all-spells/s/shadowform
Shadow Step (4th) - http://www.d20pfsrd.com/magic/all-spells/s/shadow-step
Shadow Evocation (5th) - http://www.d20pfsrd.com/magic/all-spells/s/shadow-evocation
Shadow Endurance* (5th) - https://www.d20pfsrd.com/magic/all-spells/s/shadow-endurance/
Baleful Shadow Transmutation (6th) - http://www.d20pfsrd.com/magic/all-spells/b/baleful-shadow-transmutation
Shadow Transmutation (6th) - http://www.d20pfsrd.com/magic/all-spells/s/shadow-transmutation
Shadow Walk (6th) - http://www.d20pfsrd.com/magic/all-spells/s/shadow-walk
Umbral Strike (6th) - http://www.d20pfsrd.com/magic/all-spells/u/umbral-strike


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Main topic of discussion: Why use the spell Darkness instead of a Light spell altered by the Eclipsed Spell metamagic? (With the intention to make a build that deals with light levels)

Also, here is the Light/Darkness FAQ.

I guess I will start with my own thoughts on the matter. (With impute from you, the community, as to either why my interpretation is wrong or what ideas I may have missed or disregarded)

Light (Modified by Eclipsed Spell):

Pros- 10 minutes/lvl, cantrip = never run out of uses, as per Eclipsed Spell acts like Darkness in terms of darkess/light effects.

Cons- lower level, only one may be active at a time, uses a feat, interpretation may be wrong and only light level is changed in spell effect.

Pro/Con- Still has light descriptor.

Darkness:

Pros- higher spell level, interpretation may be wrong as in cons for light.

Cons- 1 minute/lvl, limited number of uses for a normal spell caster.

Pro/Con- Has darkness descriptor.

-----------------

From what I have determined, it seems that the general use of the modified light spell is better than the darkness spell on most levels. The only major thing that makes darkness able to combat this spell metamagic combination is the abiity to have more than one active, for wider area coverage, and its higher level makes it harder to dispell, but doesnt matter much in the long run.

If my interpretation of things is wrong, please explain it to me, or if I am missing something that you have found, please enlighten me as to what that is.

Also as a bonus, what are cool things to do with eclipsed spell and the light/darkness descriptor spells out there? (Light, darkness, daylight, deeper darkness, dancing darkness, dancing lights, etc.)


Lamentable Belaborment (Ex):

At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.
This ability replaces suggestion.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

1.) Does the the chosen effect end if fascinate ends?

2.) If facinate is still in effect, do targets affected by the confusion effect get up and move if they roll for attacking the closest creature and the closest target necessitates movement in order to attack?

3.) Does using this ability consume rounds of bardic performance alongside fascinate?

(Extra) Whats the point in dazing the target while fascinate is still in effect, especially if #1 was answered yes?


Shadow Caller and Spiritualist

Was wondering if anyone had any experience playing with this class, archetype, or campaign (without story spoilers) and if I could have a few pointers?

Yes, I am perfectly aware of the limitations for both the class and the archetype, but wanted to try it anyway and try to roleplay around these limitations. I think this will be interesting.

What I have come up with so far is a stealthy character who is a very capable spy. We rolled for stats, getting an 18, 17, 16, 15, 14, and 13 (now that I think about it, thats kinda strange). He is human. I have decided that dex is imperative, wis as a close second, and int should be a close third for ranks.

Stealth and perception can be made class skills through two traits I'm allowed (I know the shade is capable in these fields, but its better having and being capable than not having when the shade is occupied or otherwise unavailable). I also think one of my feats should be eclipsed spell for an early on minor darkness effect when paired with light and further utility with later levels.

Shade tactics may be incorporeal ground travel for long distances and spying, but I dont know how much combat viability the shade can have in either of its two forms due to its normal range restriction... I suppose It can be used as a small living wall/leashed attack dog...

Anyway... enough with my rambling. Do you guys have any advice, things that would be good to take, or changes in direction I should take (nothing, but the class, archetype, and race are set in stone due to character background reasons and gm story development).


Hello all! ^_^

Please excuse me if you believe this should be somewhere else and I will change it's location if asked.

Also, please excuse any questions you feel that have been repeated in other threads as I have only found a few talking about this particular archetype and not very many have been forthcoming.

Rule Questions:

Link to Shadow Caller and to Spiritualist.

1.) (my main question)

Shadow Bound states that it replaces Etheric Tether. If that is indeed the case, a) Etheric Tether states that it is responsible for the ability to take hits for your phantom so it doesn't leave the prime material plane and there is no replacing text for that in Shadow Bound and b) the same goes for no replacement text for rounds until it is sent back in case of being exposed to light or being away for too long (seems kinda harsh to be sent back immediately for random torch light and not even a single round to do anything about it).

Of course this can be by design... but it seems really harsh... Do you think that Shadow Bound is meant to be read as "This ability alters etheric tether" instead of its current text.

Quote:

Shadow Bound (Su)

A shadow caller’s shade remains stable while adjacent to the shadow caller, or while up to 5 feet away from the shadow caller for every 5 levels the shadow caller possesses. If the shade moves beyond this distance, it is automatically dismissed back to the Shadow Plane (preventing the shade from being summoned back for 24 hours) unless the shadow caller concentrates as per the etheric tether ability. However, if both the shadow caller and shade are in areas of total darkness, the shade can move any distance from the shadow caller. If the shade is beyond its maximum distance and enters an area of dim or brighter illumination, it immediately returns to the Shadow Plane and cannot be summoned for 24 hours.

This ability replaces etheric tether.

Quote:

Etheric Tether (Su)

At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form.

When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

2.) (I admit that the next two are me just being nit-picky.)

Does Shade, the archetype ability "that alters phantom," actually do anything or is it just flavor?

Quote:

Shade

A shadow caller gains a special kind of phantom known as a shade. A shade functions as a phantom, except as noted below. A shade is from the Shadow Plane instead of the Ethereal Plane. A shade is not confined to the shadow caller’s consciousness, but instead inhabits her shadow.

This ability alters phantom.

3.) All other abilities having to do with stealth bonuses seem to be (almost) useless against any creature with darkvision or see in darkness ability (except for skill focus stealth). By the wording of Umbral Shroud, it seems that this stealth bonus is exempt. I get that the reasoning for the special cancellation on every other ability as it is shadow/darkness based, but it seems that even though this seems to be along the same lines, it is unaffected. Am I reading this right? (not complaining, just checking my understanding)

Quote:

Umbral Shroud

When the shadow caller reaches 7th level, her shade can emit a 10-foot aura of swirling shadows that grants all allies 20% concealment against creatures without darkvision or the see in darkness ability, and a +4 bonus on Stealth checks.

4.) In addition, does just having darkvision or see in darkness negate the other stealth bonuses or does the darkvision have to be in range?

ie, within the usual 60ft for most races or the special 90 - 120 ft for the special few.

---------

X.) (Finally not rules questions per-say, but simply thematic... Ignore if you find this outside the scope of this type of thread)

a.) Why does darkvision/see in darkness wholly negate the most of the stealth mechanics of this archetype when the creature in question is primarily made to look like shadows/a shadow? It make more sense for it to be less effective, but whole negation seems a little to strong.

b.) If it was intended, why do you think from question 1 that the shade is more prone to disappearing, either through damage or by light?

c.) Is there any use for the shade going incorporeal, especially since the spiritualist can't concentrate to maintain its material plane existence if a random passerby "hits" it with torch light?

d.) Did anyone else notice that Emotionless (Su) never directly states that it replaces Emontional Focus for the phantom/shade?

Thank you to all who answer my questions and put up with my silliness.


A player in a game my brother was running wrote up a wizard that created a glove that had stacking magic missle spells enchanted into it (about 25) that can be cast at will with a command word that is shared among them. He speaks a command word (standard action) and 25 magic missle spells are cast at the same time.

Disregarding price or level at the moment, is stacking the same spell legal? Is applying the same command word to all the spells on a single item legal?

If it is legal, how would it be done? (Level limits, pricing, etc)

(Would the rule of similar magic items/spells be applied? What would they be applied to and how?)

Also if it is legal, what are your opinions on balancing for or against the item (and other items that can abuse this ruling).

Please use quotes and page numbers to support your understanding if available.

Thanks in advance. ^_^


Kickstarter Link!

Hi! Arcanic Drake here!

I'm here to try and spread awareness about a kickstarter for a new open-world rpg for those dragon lovers out there.

As I am not very good at hype, I will list a few features that you could help the dev team develop if they are supported with Kickstarter donations:

>Fully customizable dragon player characters

>Dragon Action (hoard treasure, develop your lair, attack towns... or protect and save them, hunt fantastical beasts, and thwart would be dragon players or wizards after your hide)

>World physics (fire spreading in fields and on buildings, destructible environments, flight, rag doll, the works)

>Myariad of creatures, quests, magic, lore, and the freedom of open-world exploration

>Freedom of choice. (Be good and help the lesser races around you, be bad and destroy all the towns you want, or ignore them and go exploring on your own)

>Single player and Multiplayer action... maybe even PvP!

And what I said doesn't even do what they are trying to accomplish justice... I'm horrible at explaining things....

Please go to the kickstarter page and check it out!

Kickstarter Link!... Again!


Alright guys! Sorry for the wait. This is the official Recruitment for a new arcane caster for the game. Requirements can be found here.

Oh, you can also start with plain winter gear, i.e. winter clothes and snow shoes.

Good luck.


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It seems that two of my adventurers mysteriously vanished from my pbp thread and I am looking for replacements. I am looking for a skill monkey (preferably with some disable device skill) and an any.

Previous characters include an investigator (empiricist) and a magus (kensai/blackblade).

You can look here at my previous recruitment thread.

And here is the character build requirements for your convenience:

Darrian Masters Dungeon Maestro wrote:

Here are the character creation requirements and Guidelines:

-Lv1 of course

-25 point build... (something tells me your going to need it.... and I tend to like tougher characters anyway)

-All Paizo is welcome with some guidelines: All non-core races will be run by me before implementation and playtest classes will also have to be run by me before hand (it would also help if its in something that isn't part of the ultimate/advanced/core books that it appears on d20).

-Any third party content will be run by me and will have to appear in its entirety on http://www.d20pfsrd.com/ (Please don't be ridiculous with this).

-2 Normal traits and 1 Reign of Winer Campaign trait (From the Players Guide)

-non-evil alignments

-average starting wealth: The Adventure path assumes you don't start with any winter equipment at all (though some you can get from town by buying it)

-Please include a short background that either includes your time living in the village of Heldren or how you got there recently (preferably live there)

-Lastly please include your Character Crunch (in a spoiler as to not make a wall of text please)

*-Not a guideline per sey, but I tend to like a complete party: A front lines fighter (doesn't have to be the class), a skill monkey, a healer, and a Magic user.

**-Also not a guideline and no one has to follow this, but the players guide recommends certain archetypes for the theme of the adventure path: The winter witch archetype, winter witch prestige class (later on), the oracle winter mystery, arctic druid archetype, the sorcerer boreal bloodline, witch hunter archetype (inquisitor), and hexcrafter (magus).

Please ask questions if you have them.

Please get the players guide for the campaign and as of previous adventuring happening in the campaign you may buy winters clothes and get free quickly constructed snowshoes.

P.S. We are as of yet not done with the majority of the first book and have only completed some encounters in the beginning. Also, as this is an already started campaign, the picking and choosing will not be exclusively up to me. My players will also have a choice in the choosing process. Good luck! ^_^


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Before-hand, I just want to say sorry if posting this is inappropriate and/or in the wrong place.

My brother and I are thinking about making a small 3rd-Party company based on Pathfinder compatible products. We have a few ideas we've been bouncing around and maybe want to implement. I was wondering if anyone out there had any advice for us and that they might answer a few questions:

1. What do you personally think is required to start such a company?

2. What is required to start such a company?

3. What can I legally use from paizo products within our own products as per pathfinder compatible licensing agreement (I have read the licensing agreement, just asking to clarify and make sure I got it right)?

4. How much reasonably can we expect from expenses (We are thinking about making/running a site, selling on the pfsrd/rpg drive thru/etc. and making only pdfs for the time being)?

5. Is there any other questions I should be asking you guys or myself about this?

Thanks for your time! ^_^


Found years after the exodus of mankind from earth, the planet known as the Ridden is a place of great wealth and of great conflict. Many have laid claim to this dangerous and priceless world and war would have broken out over it if not for the fear of destroying it. So the factions established a fragile peace over this treasure of the stars and thus started a race for its riches...

However... 5 years prior to the present day, that fragile peace was unsettled when a new power came to rise. A mysterious woman with an unknown background and immense influence seemingly sprouted up on the planet and overtook it within three days’ time. None of the factions had enough time to stop her takeover and when the dust settled, The "Ruler" of Ridden had laid claim to the planet and set up almost impregnable defenses. Currently, she rules with a fair but unbendable will against the tide of humanity that would take the Ridden for their own.

The Setting: Ridden:
All information of this planet can be found in the back of the Necropunk Campaign guide except for what can be currently found here -

A. The Ridden is currently under what can be seen as a fair but uncompromising dictatorship. All outside faction presence currently on the planet is regulated and two new "factions" have come about from the Ruler of Ridden's takeover five years ago: The "People of Ridden," which is made up of the remnants of the other factions' peoples who sided with the "Ruler" in the conflict and the rest of the "Ruler's" forces, and the "Separatists of Ridden," a rebel organization (and the only known one) that is currently residing on the Ridden that have resisted the Ruler of Ridden through guerrilla tactics and secrecy.

B. There are many townships that are established on the Ridden and all can create their own laws, but each one has to be authorized beforehand. The Ruler herself wrote three adamant laws that, if not followed, would extract the highest punishments possible: 1. "Murder begets in kind" (Those who murder others will be punished with death, the only exceptions being self-defense and those who are killed under the Ruler's own orders), 2. "Those who steal from the Ridden, steal from it's people" (This law actually means two things: Don't steal from other residents of the Ridden and don't take things from the planet itself without permission. Those who don't follow this law are usually sentenced to many years in prison with only a few getting away with lesser sentencing), and 3. "I rule with Iron, but pay in my leniency. Don't abuse this kindness." (This is the only law that is most open to interpretation, but has one strict meaning: Don't screw with the Ruler of Ridden).

C. The "impenetrable" defenses mentioned include the following: Progenitor tech surface to space cannons and a surface wide force field (both of which were seemingly dotting the planet's surface, hidden underground until they were revealed by the Ruler 5 years ago), The Ruler's fleet and the Ruler's own forces.

The Ruler of Ridden:
Balaleica, or the "Ruler of Ridden," is a woman of unknown origins. No prior records of her exist before her appearance 5 years ago. Even in the present day not much is known about her: Her race is unknown, but she has the appearance of an albino (pale skin, snow white hair, but instead of pink eyes, her iris color is crimson), she appears very young for her accomplishments, looking no older than her early twenties, and there are rumors circulating that she is a powerful psychic (some of which state that she took over Ridden by controlling hundreds of ghouls at once), though it is confirmed that no psychic abilities seem to work on her.

She is kind and courteous to all she meets, even her enemies, but is also very ruthless and has brought out executions herself in public. Make no mistake... She the dictator and Ruler of Ridden.

The Ridden has many dealings with the Factions of the universe's current humanity. All that come and go, to and from the Ridden have to be authorized, scanned and searched thoroughly before going anywhere. All research, all business, everything has to go through the current "government" in some fashion.

You select few are the "Peace" offering to the Ridden. The promising select from from your individual factions that was given to the Ridden so that each might gain further and better dealings with the planet... However... you are also agents of your individual factions, given missions to complete while you stay on the planet's surface...

Here are your orders...

Character Creation Requirements and Guidelines:

- Level 1

- 25 Point Build

- Only Necropunk Classes (Please ask about archetypes as they come up)

- Any Alignment/Faction (As this is Necropunk, Alignment is more your own personal view on the world itself than your own personal tendencies... though your view might influence this. Your faction is your starting true Allegiance! Betray it at your own peril.)

- Average Starting Wealth (Any Requisitions will either have to be approved by the current Government or bought illegally... starting equipment must be presented up front for viewing)

- Please include a short backstory about your character (All characters must have three Missions that they are to accomplish: Your Overt mission (the one you present yourself for the ruler of Ridden (Researcher, Soldier, etc), Your Personal mission (Why are you specifically here? Whats in it for you? (nothing too ludicrous like obtaining unimaginable wealth, unless you obtain it yourself K?)), and Your Covert mission (Why did your superiors really send you here for?(Please note that you will not come up with this yourself and we will work together to come up with something once chosen... just a heads up for the future though.))

- Please also include an organized crunch like so (just as an example):

Crunch:
Dwight Davenport - Gestalt Occultist / Bard (Archaeologist) Lvl 1
True Neutral Medium Human
Init +3; Perception +1
------------------------------------------
DEFENSE
------------------------------------------
AC 16, touch 13, flatfooted 13
HP 8 (1d8 + 0 Con)
Fort +2, Ref +5, Will +3
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OFFENSE
------------------------------------------
Speed 30 ft.
Melee
+1 Light Mace +5 (1d6 + 2)
Dagger +4 (1d4 + 1)
Range
Light Crossbow +6 (1d8)
Spells Known
1st (2/day) DC 15: Cure Light Wounds, Charm Person
0th (infinite) DC 14: Light, Spark, Detect Magic, Sift
Spirits Known
Aza'Zati, The Green Wyrmling
Cave Mother, Sorceress of Secrets
Forash, Prince of Spirits
Marat, Guardian of Shields
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 12 , Dex 16, Con 10, Int 14, Wis 12, Cha 19 (17 + 2)
Base Attack +3 (+3 Extra Die); CMB 4; CMD 17
Feats: Capstone Binder, Rapid Recovery
Traits: Spirit Combat, Son/Daughter of the Occult
Favoured Class: Occultist
Skills: (+3 Extra Die) Appraise 6 (1 Rank + 3 Class + 2 INT), Bluff 8 (1 Rank + 3 Class + 4 CHA), Diplomacy 8 (1 Rank + 3 Class + 4 CHA), Disguise 8 (1 Rank + 3 Class + 4 CHA), Knowledge (Arcana) 7 (1 Rank + 3 Class + 2 INT + 1 Bard), Knowledge (Dungeoneering) 7 (1 Rank + 3 Class + 2 INT + 1 Bard), Knowledge (History) 7 (1 Rank + 3 Class + 2 INT + 1 Bard), Knowledge (Planes) 7 (1 Rank + 3 Class + 2 INT + 1 Bard), Knowledge (Religion) 7 (1 Rank + 3 Class + 2 INT + 1 Bard), Linguistics 6 (1 Rank + 3 Class + 2 INT), Sense Motive 5 (1 Rank + 3 Class + 1 WIS), Spellcraft 6 (1 Rank + 3 Class + 2 INT), Use Magic Device 8 (1 Rank + 3 Class + 4 CHA).
Languages: Common, Draconic, Infernal, Terran
Equipment: Wizard's kit, Explorer's Outfit, +1 Light Mace, Dagger, Light Crossbow (50) Leather Armor, Buckler
Current encumbrance:
Money: 102 GP
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Bind Spirits
Constellation Aspects
Bardic Knowledge
Archaeologist's Luck

- Lastly, Please put everything in a spoiler format in a post on the thread please. You can make an alias for it to get ready for the campaign, but I would like all relevant information in a post ready for viewing.

Any questions, Comments, or Concerns?


Just checking to see if there are some Necropunk fans out there wanting to get into a game.

A few Clarifications if you do:

A. I have all of the current books (I believe anyway) and would be willing to use all of their content.

B. We will have to work out some discrepancies/errors I found in relation to social combat... especially when it comes to how to handle lying...

C. I would only be running it on one planet... currently... That means no space travel or cross planet campaigning. I might however do some of this in the future just not currently.

E. Lastly, I will try to make custom aliens for the campaign and will use those found in the bestiary, but since I don't have a lot of practice doing the former, it will mostly be the latter and some reskinned pathfinder creatures (more clarification/discussion if this turns into a Recruitment).

P.S. I think the campaign will take place on the Ridden with my own take on how the planet could be run.


Just a thought... A summoner that is chess themed (less magic (ie less spellcasting available to summoner), more martial (ie martial based summons)): King (Summoner him/herself), Queen (Eidolon with special evolutions/template or custom summon) and the rest of the pieces - Pawn, Knight, Bishop, and Rook (Represented by monster summoning and possibly custom summons).

Just throwing around ideas though... I'm not really good at making balanced custom monsters or archetypes... not to mention summoner hate/balance issues.

What are your guys thoughts on this? Did someone already make something similar? If not, is there a way to make something like this "balanced"/feasible?

(Also, ways to emulate via non-3rd party pathfinder.)


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Hi, Arcanic Drake here. I was wondering if there was someone out there willing to take on an Occultist Character from Radiance House's Pact Magic Unbound Vol. 1 (Maybe Vol. 2 also). The Class can be found here, Pact Magic basics can be found here, Vol. 1 Spirits can be found here (Vol. 2 Spirits can't be found on the site...).

The reason for listing them here is because they are actually very hard to find on the site...

Things to know:
1. I am in two games online at the moment, one as a DM, and another as a Player. I can post everyday, but not necessarily every time because of College and my current work search, though I can usually post frequently in one day. I also live in Alaska, so my time is off a few hours compared to those in the lower 48.

2. I wanted to play this ever since it came out, but since I live in Alaska with a very spread-out, small community, its hard to find people that will play Pathfinder with me and those that do are either in the middle of a game or don't want anything to do with 3rd party.

3. I Have both Pact Magic Unbound Vol. 1 and 2 (and two supplementary works). The D20 site primarily lists Vol. 1 Material and doesn't list Vol. 2 Spirits. I am willing to work with DM's that don't have either volume and only use site content. I will also work with any DM as to what they allow and will approve any 3rd party feat or Pact magic secret with them first before use.

4. I don't have a character in mind yet and will create character backstory when I know what the setting for the campaign is. I am also willing to work with the DM in that regard if they see fit.

Questions, Concerns, and DM Applications.


Hi guys and welcome to the Campaign!

Just a few quick things:

@ Grandma Mable: Cook should be a profession skill and not craft (you would get more out of it anyway).

@ Everyone: So how are we going to do combat? Like I said before on the recruitment thread we can go about it one of two ways: Theater of the mind or Roll 20. I can try to help and teach you how to work Roll 20, though for what I have in mind, the only things you guys are going to do is pick your token picture and move your characters around. I can handle every thing else.

Also... as an after thought, it would be helpful to you guys if at least one of you is trained in Knowledge (geography) (though you don't have to right now, more like when you level up). If one of you does, forget what I said....

Anyway, please add a spoiler in your class/levels part of your alias that displays some of your stats in this format: (example) HP 16/16 | AC 16, T 13, FF 13 | CMD 15 | Fort +2, Ref +3, Will +6 | Init +4 | Perception +4 (DV 60)

(HP, AC, Touch AC, Flatfooted AC, CMD, Saves, Initiative, Perception modifier and perception based abilities.)


The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town's soothsayer, Old Mother Theodora, claims dark times lie ahead.

As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman's escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.

Many villagers walk out in the open today, some talking in hushed whispers amongst themselves and others talking more openly with each other their concerns about the Border Wood and the strange creatures therein. You five are the town's heroes. Many of you call the town of Heldren home and some of you are new arrivals to the small distant village, but all of you have helped the village in some manner befitting the title.

Today is a day of fright and sorrow for the village and many speak of leaving the the small settlement to get away from the creatures and the spreading frost and snow, while other more stubborn personas of the village talk of gathering arms in defense of their remote home. Ionna Teppen, head of the village council, has asked you 5 to find out what has become of Lady Argentea Malassene and to get to the bottom of whats causing the strange weather phenomenon (For your trouble, the council has agreed to compensate you on behalf of the village). Councilor Teppen also suggests that if you Heroes accept this responsibility, that you should go talk with Yuln Oerstag, the wounded mercenary, as to what has befallen the Lady Argentea and to get an idea of what you are up against.

What say you Heroes of Heldren? Will you help your village home in it's time of need?

Hi guys and welcome to the Reign of Winter AP. To start things off, if you guys would like to gather information about the weird happenstances and current events, you can either talk with the villagers using a Diplomacy check or Use Knowledge (Local) to find out some information about whats happening around the village nowadays. Besides that, you can move around town and do what ever suits you at the moment, but it would help if you guys stay relatively together for now at least, please and thank you.


Reign of Winter
Mysterious pockets of winter-touched land have been opening up all over the Inner Sea Region. Strange Fae and other creatures have been seen roaming these wintery landscapes and any who enter are attacked or captured by them. It is your job as adventurers to explore this strange phenomenon and get to the bottom of whats causing it before the world can be covered in winter.

Hi guys, Darrian Masters here. I will be running the Reign of Winter adventure path for 4 lucky adventurers ready to take on the challenge.

(Previous voting thread for reference: Newbie GM - Carrion Crown, Reign of Winter.... and Maybe Rise of the Runelords)

Please get the Reign of Winter Player's Guide and familiarize yourself with it.

Here are the character creation requirements and Guidelines:

-Lv1 of course

-25 point build... (something tells me your going to need it.... and I tend to like tougher characters anyway)

-All Paizo is welcome with some guidelines: All non-core races will be run by me before implementation and playtest classes will also have to be run by me before hand (it would also help if its in something that isn't part of the ultimate/advanced/core books that it appears on d20).

-Any third party content will be run by me and will have to appear in its entirety on http://www.d20pfsrd.com/ (Please don't be ridiculous with this).

-2 Normal traits and 1 Reign of Winer Campaign trait (From the Players Guide)

-non-evil alignments

-average starting wealth: The Adventure path assumes you don't start with any winter equipment at all (though some you can get from town by buying it)

-Please include a short background that either includes your time living in the village of Heldren or how you got there recently (preferably live there)

-Lastly please include your Character Crunch (in a spoiler as to not make a wall of text please)

*-Not a guideline per sey, but I tend to like a complete party: A front lines fighter (doesn't have to be the class), a skill monkey, a healer, and a Magic user.

**-Also not a guideline and no one has to follow this, but the players guide recommends certain archetypes for the theme of the adventure path: The winter witch archetype, winter witch prestige class (later on), the oracle winter mystery, arctic druid archetype, the sorcerer boreal bloodline, witch hunter archetype (inquisitor), and hexcrafter (magus).

Please ask questions if you have them.


Hi, Darrian Masters here! Though definitely not the Dungeon Maestro yet.

I am looking for players that will suffer (Not really... I hope) a newbie DM, but first I will need a vote to surmise what Campaign I put into motion before the character selection. I am most interested in running Carrion Crown or Reign of winter, but am willing to run Rise of the Runelords if that's what the people want (though I will need slightly more convincing to do so).

I also have a homemade campaign in the making, running around a band of lost (and slightly amnesiac) Azlanti, magical anomalies, and the ever looming threat of the Tarrasque in the North..... but as I have said before I am a newbie GM and I will not make you suffer my idle fantasies... unless you really want to.

With that said, please Vote! The voting will conclude in 1-2 weeks time, or until it is such a time that I have surmised what has the most overwhelming support.

If you have any questions, please ask them.


I'm just wondering how certain abilities work for the Taskshaper:

1. Imprint Skill- Do you substitute the rank of any STR or DEX based skill for another STR or DEX based skill or for any skill?

Example: Ranks in climb for ranks in swim or ranks in climb for ranks in perception. (I'm sorry if this question seems stupid, but its worded weird)

2. Imprint Class Ability- Can a Taskshaper use this ability to get Minor or Major Magic rogue ability for the round? Can it be used to get a Summoner's summon monster ability (takes one round to cast as a "single" action... but I guess last's for more than one round)?

(or do these things count as spell casting?)

3. Shaped Attack and Shaped Resistance- All other Shaped capacities have the cost of using a moment of change and a duration. Technically you still have to use a moment of change (or do you?) to activate these abilities, but they have no duration... Does that mean they are infinite in duration? If so, does this mean you can spend moments of change to change what you get or they do they stay the same from when you select the ability?

Example: I have a claw attack and have resistance 5 acid. I spend two moments of changed (one per turn) and change the claw attack to a gore attack and the resistance 5 to fire or they can't be changed from claw and acid.

4. Change Shape- Not a question... But I am assuming that Change Shape duration is based on the spell being used and your "Spell" level.

5. Become the Mask- So it becomes harder to control the more powerful you are? Can you force the "mask" to do something or can you only prevent it from doing things? If you can only prevent it from doing things, how is this ability useful (unless the mask want's to help you)?

(I guess you can try to convince it to tell you things... but what big baddy in their right mind tell you their master plan?)


Player looking for a Play-by-Post campaign that will have me and am I willing to play any class to fill a niche.

I would preferably play a more campaign style game than a one shot, but will still go for it.

P.S. I am not experienced with play-by-post games, but I know the basics of how they are run. I can post everyday, but not necessarily any time (I live in Alaska and am a college student).


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Just for fun, but to also help along those DMs (or tricky Players) out there that want amazing puzzles and elusive riddles in their campaign.

I need your guys' help to compile a list of Puzzles and Riddles that would be appropriate to the campaign setting and that peeks the interest of Players and DMs alike.

Here's what I'm looking for in the Puzzles and Riddles!

I'll start:

"A thing there is whose voice is one;
Whose feet are four and two and three.
So mutable a thing is none
That moves in earth or sky or sea.
When on most feet this thing doth go,
Its strength is weakest and its pace most slow."
The Riddle of the Sphinx

or simply:

"Which creature walks on four legs in the morning, two legs in the afternoon, and three legs in the evening?"

Answer:
Man

P.S. If you decide to design Mazes or Physical Puzzles (or want to share them from a site), please be very descriptive, show pictures, and/or provide a link. Have Fun!


I had this idea back when I was just a lowly player in 2nd Edition DnD (though many probably had the same thought). I was reminded of it when Mice and Mystics came out.

(Warning: I have no idea when I would be doing this as I am apart of Two campaigns at the moment. I am trying to get advice for a future campaign and have opened this thread to help myself design one and to help those that had the same idea)

The players would be shrunk down or changed into very small (slightly anthropomorphic) critters by a powerful wizard or an ancient curse. They would have to survive in a world where an accidental footfall from a passerby would crush them flat and the goblins of the world would be like ogres or giants to them. Their whole quest would be to break their curse and maybe help those that they find in their same predicament along the way.

The problem I'm having is that even though I don't lack reference material for the flavor of how the campaign might express itself, I can find almost zilch for how the mechanics might work....

1. Should I expand the world (apply templates to everything else besides the players), should I shrink the players (apply templates or the "magic" to them), or should I do something different and house rule everything (like make custom races for them that they can choose from, etc.).

-The reason for me asking this is that different things happen when you do any of them. Would doing the normal thing (the first two) be very balanced (damage happens differently and so does attack roles)? Is there a better way to do it?

2. Magic.... How to handle this?... Magic doesn't change when a character's size changes. It still does the same damage, has the same range and area of effect. I don't know how to balance this..

3. Difficulty.... with rules as is, if the characters were shrunk down they would most likely deal non-lethal damage most of the time. I don't have a problem with this except for the fact that this is with everything. Dealing non-lethal damage to something so much bigger than you (like a human) is fine, its very reasonable that they can't take them down very easily. But what about something smaller but still larger (like a cat)? What about other creatures just as big as them?

-How should it be handled? Leave it alone or change it?

4. Other concerns: hit points, ac, etc. Other things you guys might come up with.

Thank you for your advice.


Do double weapon crossbows exist?

I understand that there are bayonets that can be attached to them (that also make them useless at range until removed), but are there crossbows with under-mounted blades that you can hack, slash and possibly stab people and creatures with? I've seen official double weapon firearms, so why not crossbows? I have seen a lot of Paizo Pathfinder art with crossbows such as these, but I haven't been able to find anything official stat-wise about them.

I guess I could home-brew them, but I would rather have the official material if it exists.

On another note, if they don't exist, how do you guys think I should go about creating them? Should I make something similar to the double weapon firearms or are they too powerful (minus the firearm part but keep range).


I showed this Rite Publishing Race and Class to my DM and he fell in love with it immediately. I also love the idea of playing a dragon, but now have the problem of optimizing it so that it might be functional in dungeons later, due to its size increase (every 4 levels) and all that implies (fitting in dungeons, attribute changes, npc interaction, etc.). This can be remedied with either of its later two shape shifting abilities and some defensive abilities), but takes away space for other things that I might want at certain levels.

My question is how I should optimize my dragon so that it will be as dungeon ready as possible at higher levels, but be as close to my "idea" for my dragon as possible. My idea is being that of a Copper Dragon look-alike that tries to function as such (ability wise and the fact that most copper dragons are joke cracking, high charisma reptiles), while still being as powerful as possible.

Requirements: Draconic Essence- Witty, Draconic Weapon- Breath Weapon

Suggested Wants: Copper Dragon Esque abilites and maybe some Natural Sorcery

Please place suggestions and arguments for suggestions.

Thank you for your suggestions and time.

P.S. Extra Draconic Defense and Extra Draconic Ability add one from the list of options while Extra Draconic Attack adds extra uses only.


First off... I am sorry if I posted this in the wrong thread. If I did, can someone please direct me to where this would be appropriate?

I am making a new character for an up and coming, home made campaign. This character will be a Gnome Illusionist that is aspiring to be a full blown shadowmage later on, but will start off with the basic trickery that is an illusionist.

Here is my question: Is it possible for this illusionist to be a Mage of the Veil (School specialization (though looks like an archetype) from Inner Sea Primer), a Shadow Caster (Archetype from Inner Sea Magic), and a Sin Magic Specialist (?mod? of some sort, from I think Inner Sea Magic) all at the same time?

If it can't be accomplished, which combinations can be?

Thank you for your time.