Stag Lord

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Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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The Exchange

My players will be heading off to Vyre as part of the third book in the series. At the same time due to other (non-canon to the AP) events one of my characters will be getting married and having their wedding in Vyre. (Because having the wedding in Kintargo would suck)

With those thoughts in mind, aside from the generic "Shoping for magic items" what are some sites and attractions they could do in Vyre?

-And or-

Suggestions for what to do with a wedding taking place in Vyre

The Exchange

Hello there, my group is just about to do Armag's Tomb today and it has the spell Guards and Wards up in it. For anyone who has run this adventure before, do you have any suggestions for it?

The Exchange

So, I'm not sure hot to get a hotline to the Paizo game developers for Pathfinder, but I have a simple question.

How much of Pathfinder (and to an extent other similar games) do you intend to have a roleplaying aspect in the gameplay? I believe the intention is that it's to be played 50/50, roleplaying/mechanics.

Of course, each person (or groups that play) might prefer to play with more or less roleplaying, but I'm curios to hear strait from a developer of Pathfinder, how much roleplaying you intend to take place when the game is played.

The Exchange 1/5

Ok so, I've found what I was looking for and they are Called "Vanities" and they include things like "Buy a coastal island" for 30pp, or "Buy a rural manor" for 20pp.

The Exchange 1/5

So, I remember there used to be more "fun" and permanent things you could spend your Prestige on, things like "Buying your own private island" or owning a castle, things like that. I've been trying to find a table that lists these sort of things but can't find it in the most recent Society guide. So, where do I find this sort of stuff?

The Exchange

You'll have to forgive me if there is another place to post this sort of thing, but I'm looking to join an online PBP game with any of the following characters. (in order of most to least desired characters)

-Templar homebrew-
I recreated the Templar from Dragon Age by modifying the paladin class to apply his bonuses (and some others) to spellcasters instead of evil. Class details in the following link.
http://www.myth-weavers.com/showthread.php?p=8914760#post8914760

-Brawler-
Brawler from the new Advanced Class Book. I'm essentially trying to recreate Gene from the game Godhand.

-Gunslinger-
I love to play gunslingers because I love to Roleplay Cowboys. If I'm playing this one then expect some High Highfaluting action!

This will be my first time Doing PBP on this forum, but certainly not my first time doing it. So if there is anything I need to know about PBP games on here, please tell me.

The Exchange

Hi there folks, I've tried to recreate the Dragon Age Templar using the Paladin as a base (and simply changing some of his mechanics around) and I just want an opinion on it. I haven't got a chance to playtest it yet so it's still a little rough, but give your opinion on it.

Alignment: Any Lawful
-Lawful because of their strict devotion to the Chantry and the containment of Mages and the magic they use.
-Good to represent the Templars within the chantry who do believe that mages should be contained, but still treat them like people. Understanding that just because they were born with magic, doesn't mean they are monsters, they are just people who need to be contained for everyone else's safety. The good Templars.
-Neutral to represent the Templars who simply understand that mages are a danger to the world. They are simply doing their duty to protect people, no different than a guard who keeps prisoners away from others. There may be slight prejudice towards casters, but it's based more of fear than hatred.
-Evil to represent the Templars who not only feel like mages should be put in chains, but often feel like the world would be better off with them dead. The type of Templars who will kill any mage on sight if given the opportunity, and often do vicious and horrendous things to mages due to their hatred of them.

Hit Die: D10 (unchanged)
Class Skills: Craft, Diplomacy, Heal, Intimidate, Knowledge: Arcana, local, Religion, Ride, Sense Motive, Spellcraft, Survival
4+Int per level

-Adding Intimidate to represent the powerful and daunting nature of the Templar and what they do.
-Swapping Knowledge nobility with Arcana for the Templars needing to understand Magic in order to know how to counter it, and this being more important than knowing the kings and Generals of the land, as to Templars, all mages should be contained, no matter their station.
-Survival and Knowledge Local to tie in with tracking down mages via their phylactery, and general ability to find people, and learn of local disturbances.

Proficiencies: Unchanged
Aura of Good: Removed (or possibly changed to a new Aura of the Daunting, giving them a bonus to Intimidate, and Sense Motive checks to people within 30ft of the templar)
Detect Evil: Changed to Detect Magic with the unique addition of being able to sense a casters Bloodline when concentrating, as well as being able to match a castor to his phylactery.

-Smite Evil-
Changed to "Templar Dominion"
-Once per day, a Templar, can call out to the power of The Maker to aid her in her struggle against Spellcasters. As a swift action, the paladin chooses one target within sight to gain Dominion over. If this target is a spellcaster, Demon or Devil the paladin adds her charisma bonus (if any) to her attack rolls and adds her Templar level to all damage rolls against the target of her dominion. If the target of Dominion gains spell casting from the Abyssal, Daemon, Infernal or Oni Bloodlines, the bonus to damage increases to 2 points of damage per level the Templar possesses. Regardless of the target, Dominion attack automatically bypasses any DR the creature might possess.
In addition, while smite evil is in effect, the Paladin gains SR equal to 12 + Templar level + CHA bonus, against spells cast by the Target of Templar Dominion. If the Templar targets a creature that is not a spellcaster, the smite is wasted with no effect.
The effects of Templar Dominion remains until the target of the Dominion is dead, or the next time the Templar rests and regains her use of this ability. At 4th level, and every three levels thereafter, the Templar may place Dominion one additional time per day, to a maximum of seven times per day at 19th level.
Special Note: For the purpose of this ability a"Spellcaster" is a creature who can draw spells from the Sorcerer or Wizard Spell list. Creatures who gain no spells but have spell like abilities are NOT effected by Templar Dominion.

Divine Grace: Unchanged but renamed to "Grace of the Maker"

Lay on Hands: Changed to "Templar's Touch"

-Templar's Touch-
Each day she can use this ability a number of times equal to 1/2 her templar level plus her Charisma Modifier. A Templar can us the power of the Maker to deal damage to a spellcaster, dealing 1D6 points of damage for every 2 levels of Templar she possesses. A Spellcaster effected by Templars Touch must succeed a Fortitude save equal to 10 + the Templars CHA + 1/2 the Templars level. If the spellcaster fails this save they lose the use of one first level spell for every die rolled for this ability.
The Templar may use this ability to remove any number of spells based on the amount of die they roll. For example a 10th level (5D6) Templar may use this ability to remove a single 5th level spell, or 5 first level spells, or a single 3rd level spell and 2 first level spells.

Using Templar's touch requires a successful melee touch attack and doesn't provoke an attack of opportunity.

Aura of Courage: Unchanged
Divine Health: Unchanged

Mercy: Changed to Wrath

Wrath: At 3rd level, and every three levels thereafter, a Templar can select one wrath. Each wrath adds an effect to the Templar's Touch ability. Whenever a Templar uses Templars Touch on a spellcaster who fails the fortitude save, they also gain one of the following conditions for one round.
-Fatigued
-Shaken
-Sickened
At 6th level a Templar adds the following wrath's to the list of those can be selected.
-Dazed
-Staggered
at 9th Level a Templar adds the following Wrath's to the list of those can be selected.
-Exhausted
-Frightened
-Nauseated
at 12th level a Templar Adds the following Wrath's to the list of those can be selected.
-Blinded
-Deafened
-Paralyzed
-Stunned

Channel Positive Energy: This ability is removed entirely.

Spells: Templars do not cast spells and instead gain craft phylactery.

-Craft Blood Phylactery-
Starting at 4th level Templars gain the ability to make magical blood phylactery's from the blood of spellcasters. A blood phylactery is a glass vial (or other similar see-through container) containing the blood of a spellcaster, and is used by Templars to track down rogue or runaway spellcasters. Templars create a holy bond between themselves, The maker, and spellcasters so that they may be tracked across great distances.

Crafting a phylactery is a process that requires one Cup of clean blood (no dirt, grime, slime, or other foreign substance in it) an alchemists kit and with vial to hold the blood, as well as an hour of uninterpreted prayer and crafting.

Starting at 4th level, Templars gain the ability to use any Blood phylactery as a focus item to gain the ability to scry the spellcaster who's blood it is made from. This is a spell-like ability that functions the same as the spell with the exception that the spellcaster does NOT receive a will save against this.

At 4th level the Templar gains ability to know which direction the spellcaster is in while focusing on the phylactery. (North, East, South, West) Every 3 levels past 4th up to level 13 this ability gets stronger, at level 7 allowing a Templar to know the nation the spellcaster resides in, at 10th level knowing the city the spellcaster resides in, and at 13th level know the exact location he is. A Blood phylactery is unable to find spellcasters that are on other planes of existence than it's self.

Divine Bond: Unchanged but the bond is made with The Maker.
Aura of Resolve, Aura of Justice: Unchanged

Aura of Faith: Changed to "Makers Might"

-Makers Might-
Starting at 14th level all attacks made by the Templar function as if casting a Targeted Dispel Magic upon the person being attacked. The Templar makes his dispel check using his Templar level instead of caster level. At 17th level this improves to Greater Dispel.

Holy Champion: Changed to Champion of the Maker

-Champion of the Maker-
At 20th level, a Templar becomes a conduit for the power of The Maker. When a spellcaster fails the save for Templars Touch they are denied access to any of their spells for the next 24 hours. Their spells per day still refresh as they normally do, but they cannot access them until the time has elapsed. In addition, even on a successful save they still lose the appropriate spells that they normally would from the Templars Touch. Templars Touch also does max Damage.

The Exchange

Dragonchess Player wrote:
Champion definitely has some nice things for a gunslinger: Distant Barrage, Blowback, Limitless Range (pure gold for a gunslinger), Mythic Weapon Training (Rapid Reload with all firearms), Punishing Blow, Precision, and Unstoppable Shot; not much in the way of 6th-Tier abilities, though.

Maybe I'm not reading it right... but for limitless Range, does it add 5ft to the guns range, or make it 5X longer?

The Exchange

I've started playing in a game and we have our first mythic level and we were told to pick our mythic type (Archmage, champion, marshal, etc). I'm playing a pistolero gunslinger, and while looking through all of the different mythic classes and I don't really see anything that's fantastic for a gunslinger to take. The closest thing I could find was the champion class, but even that seems like it's mainly for melee with just a few gunslinger things.

Is there any mythic class that's particularly good for a gunslinger? And what sort of abilities should I be taking with it?

The Exchange

See now, I too want to have a Dual shield build, but when I envision using a shield as a weapon I see it from apparently a completely different view than everyone else. Everyone else is talking spiked shields and just ramming spikes into people, which is fine, but when I imagine it it's like a heather shield. http://fc01.deviantart.net/fs46/f/2009/204/8/0/80d3cb28a077cd6a45dcacec34a9 c753.jpg But with the boarder around the shield being sharpened like a blade and then using it to slash people, much like how in WW2 soldiers carried around shovels that were sharpened so that they could be used like an improvised knife. That's how I envision a dual shield build. But then again... people say I'm just an imaginary cartoon dog... so what do I know. :p

The Exchange

I don't suppose anyone knows where I can find a PDF of this right now do they?
I have the actual module and I'm going to be running it for Free RPG day, but I was gonna download the PDF so that I could print off the characters in the book to give to the players.

The Exchange

I tried telling em that wasn't right... I don't suppose you know of anywhere in a book that shows this so that I could show it to em?

The Exchange

Looking at the Rapid reload feat that is listed with the gunslinger PDF, it says that if you have Rapid reload, and you use a full round attack with hand or light cross bow, you may take all your attacks.

Now what I'm wondering is if this also applies to one handed pistols? Is it crossbows only? Or just a simple oversight of not mentioning pistols?

I'm playing with a gunslinger/ranger in a game now, so I do kinda need to know this, as my group keeps telling me that I can only get one attack with my gun because when I have to reload, I can no longer attack.
(Even though loading is reduced to a free action for me)

The Exchange

I love the idea of having a Gun Slinger, and I've always been interested in using guns in fantasy. Ranging from Pirates to Gun mages. This is probably why The Iron Kingdoms Gunmage is one of my favorite classes. But the problem I have isn't that players don't want to play with guns in their game (though that's true to in some part). But that it seems to just generally be Taboo to have guns in a fantasy world (Steam Punk being the acception).

I know I'm having this problem now with this class, is that I want to play it, (And also my Ranger/horse lord/skirmisher cowboy concept) but no one likes the idea of having guns in their world. And the one response I've heard more than anything else is "If you want that, then go play steam punk."

Has anyone else who have wanted to playtest the gunslinger had this problem? Come across this Taboo of firearms?

The Exchange

I'm curios, this is my first time buying from this site So I'm not quite sure. I know that often when you buy books from here Paizo sends you the book and gives you the PDF for free. For this one, is this just the PDF, or the Book with the PDF?