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So I'm prepping an old character to re emerge in a new game, I'm rather excited for this as it was one of my favorites but I have a few things written down in a modified form and I'm trying to track down the sources just to make sure i did the conversion right
Important note, this was done when my group converted from 3.5 to pathfinder and so some things are carry overs from 3.5
Feats
Initiate of winters breath
I believe this is a conversion from a feat that let you rebuke plant creatures
Ritual of winters heart
Converted Feat that had your character needing to survive alone from sundown to sunup on the winter solstice after being tossed out naked in the snow, I can not for the life of me find this
Items
Pipes of Necromancy
I believe this was out of a module but I can't find any Google listings for them
Greetings all,
So our GM just decided to add the downtime rules into our current game and I feel like I must be missing something
Form my calculations if I build a magic repository, forge, and storefront to create and sell magic items, let's say a +1 longsword for this example, I first generate the capital, pay the creation cost for said capital in this case aprox 560gp, so far so good, then move it to my store front to sell, wait 3d6 weeks for it to actually sell and I get aprox 250gp for all that time. That's a net profit of -110gp... what?
Somebody please tell me I'm missing something important here
So in discussions for a new game my table has been laughing at some very odd party composition ideas. However some of them have a very good chance of being frighteningly usable.
What's the oddest workable party everyone can think of? To make this more interesting let's say no classic iconics (fighter wizard cleric Rogue) 4 member parties
My first thought was a double double trouble party two Summoners one original one master and two Gravewalker witches
The master summoner uses a skill eidolon the normal a standard murder stick and the Gravewalkers have necrostich minions at the ready and support with hexes.
That's my entry what you all got?
Hello all,
So I'm currently running an Artifacer (Ebberon) in ES. Thanks to us squeezing every copper till they scream our party is somewhat reasonably equipped and I've got a pair of humunculi even. As we go into 5th level and I pick up craft construct I'm looking at my options for adding SLAs to them and wanted to get some thoughts other than my own. Haste seems a top tier choice as does lesser restoration, or possibly some healing spells, but more minds are better for going over such things so here we are.
For reference party is a tower shield fighter, a blossoming light cleric, a swashbuckler, a winter witch and me a hordifacer
Thanks in advance the ideas
So I'm building a cleric cohort for my Wrath of the righteous character and I've been looking over several guides but want to ensure I'm not overlooking something new that these guides aren't covering. First a few basics of the what and how
•I'm not going to be bringing her into combat; being non mythic and 2 levels short, she's going to stay back in our stronghold
•Her main combat contribution will be pre buffing NPC combatants before they fast strike in using teleportation magic
•Her primary role will be organising and directing our NPCs while we're out doing things, also some item creation would be nice to fit in but is secondary to the above roles.
Thanks in advance all :)
So with the hundreds of RPG PC games and all their different character creation screens, plus thousands of mods for said hundreds of games I would think a character picture generator would be a quick easy find, but not so it seems. Can anyone recommend a good picture creator for a no artistic talent person like me?

So we've currently just finished book two of Wrath of the Righteous and my DM offered my PC a very interesting mythic path option that he home brewed based on my powers and backstory.
Short background summery tiefling Occultist Arcanist with the Rift Warden orphan trait is fighting fire with fire by summoning demons to fight other demons as he believes the only way to hold them back is to "Fold the shadow against itself."
The path option he's given me is called Dark Pact:
Consult the leadership chart and calculate the number of followers you would have, convert this into follower hit dice and divide by two you gain the service of that many hit dice worth of demons. You may not have any demon in your service whos hit dice exceed the highest level follower you could attract plus your mythic tier. Selecting this again at 6th tier gives me a demonic cohort and again at ninth removes the 1/2 hd limiter.
Now the logic behind all this being that as my PC is gaining power the way he is fighting is making waves and attracting the attention of some very powerful parties, most notably at the moment Nocticula; who have begone to drop his name around as a potential new demon lord around those demons dissatisfied with their current station. This is happening partly for the lulz and partly because Nocticula is hoping to use him for her own gain eventually.
Naturally as this is clearly an incredible option both power and flavor wise I'm taking it, however figuring out exactly how to make use of this is proving to be quite the research exercise and I was hoping for some spread suggestions, currently thinking some quasits as fetch boys, a few succubi for handling "delicate" matters, and maybe some guards and research assistants, but not sure what to use
Current Limits are 9HD max and 110 total HD templates may be added at the cost of 2hd per CR advance 3rd party stuff is reviewed case by case ex Demonic Knights were already ruled a no
cheese-its and thanks everyone
The set up:
I've just gained my second mythic tier and decided to go with mythic Eldritch Heritage this boosted the powers up to my option of picking a spell off the Sorc/Wiz list up to 7th level. The choice was obvious, new disposable bodies of anything I want up to the HD limit (currently 30). The only question is what to make; my Witch is currently in the body of an erinyes and my DM approved the Assume Supernatural Ability 3.5 feat so Su and Ex abilities are part of the equation but Sp and casting are not. I would like something with a good dex score and would like to not lose physical points but if I take a hit on Str or Con for a good enough trade I'll take it.
So suggestions...?
So what I'm trying to put together is a summoning arcanist for wrath of the righteous
What I'm trying to pull off is finding a way to incorporate the occultist archetype alongside some method of getting the Abyssal bloodline. I thought I had it with mythic Eldritch Heritage and combo Bloodline Development Arcane Exploit till a friend pointed out that even mythic Eldritch Heritage doesn't *actually* give you the bloodline, just the powers so Bloodline Development can't trigger and boost it. Is there something out there I've missed or is this as close as it gets to this potentially awesome combination

So I started up a game where I advanced the Tech level a bit, to around US Civil War starting base, now I fully expected the PCs to take full advantage of this new setting, however one thing I did not take not of was a little feat I hadn't read before I started this
Clustered Shots...
See while I fully expected to have the PCs putting out enough lead to re sink the Titanic the downside was always going to be that DR was applied to each bullet individually and not as a big lump sum of damage this would help balance out the inevitable advance to full auto capacity that I knew they would make over the course of the game.
However this one feat completely negates that and in this particular setting has swelled in power to the point where I have to nerf it.
I'm tossing around several ideas right now such as making it into a feat chain similar to the Vital Strike chain or some other method, however I thought I would take this here to the boards to see if any one could perhaps come up with something I hadn't, fresh eyes on the problem if you will. So with that, anyone have some good ideas?

So I have a player in my game that I'm trying to help, I'm running a Pathfinder based homebrew world and I allow a large amount of 3.5 to be brought in with this.
The problem I'm having is the player is falling way behind the power curve of the game, he's playing a 12th level Kensai and he just can't keep up with the DPS output of the other players and he gets extremely mopey and moody and makes a big show of playing other games on his ipad because of this. Now we have tried to help him out I have given him a lot of suggestions and pointed out a lot of combos he could use to ramp up to a competitive level, and one of my other players has put so much effort into trying to help him I think he's worked more on the Kensai then his own character.
The problem is he won't take the the paths that will make him competitive. For example when I informed him of the feat Arcane Thesis and explained how it worked and how it would help him his response was and I quote "That's silly, I'm not going to use that" and that has been his general response to all the suggestions given to him.
Now I'm not trying to tell him how to play his character but his "Hey look at me I'm useless" (another quote) attitude is getting disruptive; and everyone at the table is so focused on trying to help him it's becoming a drag on the game. I'd really rather not kick him out as he's not a bad person but I'm really starting to be at a loss for what to do here. I've even tried putting the high power game on hold for a bit and swapping out to a lower level and power game but he didn't want to play in a "boring" low level game.
Thoughts and suggestions please I'm out of ideas

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So I've been running my own setting for a while now; it started out as 3.5 and morphed over to Pathfinder when our group made the switch.
The big difference in my little world is the technology level, the base game started at American Civil War level industry while keeping the traditional high level of magic, this has brought about some interesting applications as having steam engines without the need to haul tons of fuel and water (just use a magic item enchanted with create water and heat metal) makes them far more practical for all kinds of things.
Now as to my actual question one of my players in this campaign is playing a crazy smart inventor (almost mad) scientist device builder, I don't recall the exact name of what he has but it's an alternate Alchemist class; he has been doing a lot of experiments with magnetism and has the skill checks to back up his ideas(he has on occasion and with help broken 100). Already he has been able to develop magnetic rail runs and is well on his way to several other developments including a line of developments that that could bring his character to discovering plasma. Now all of this is fine by me, I run a living world and welcome (and in fact expect)the characters to change it in some way by the end of a campaign. This however is a drastic advancement far beyond what I have implemented before. If things go where I see them heading, I see the logical path being to bring this world into a setting that holds a very "Blade Runner" feel to it, but I'm looking for ideas on how to present the transition, so it feels real as this new advancement transforms the society.
Also worth noting that all this development is taking place in the middle of a cataclysmic war touched off by a planer invasion of mechanical creatures.
Bl1m has not participated in any online campaigns.
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