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![]() I am working on a Swarm race that has the following traits: 1) Dissemble into a swarm of 'snakes'.
I need any thoughts and solutions for the base critter, the swarm form and any other feats and features that would make the race 'pop'. While I'm asking, a player wants a spell that allows her to burst into a flock of birds (swarm) for strategic moves (movie Prophecy). I realize that it is but a variation of a fly or a teleport spell, but I'm coming up dry on details. ![]()
![]() Glue Seal-a Rogue/Wizard uses this as a Sneak Attack spell to prevent victims from drawing their weapons and archers from shooting. Valid use detailed in the spell. The quibble is as to whether or not the target stays 'sticky'. The player is insisting that the check is foe each arrow. No blood from me, but a for used the same stunt on the party and now folks are drawing sides. Not a game I play in, but multiple players sit at the tables I play. Help me play the wise old man with a good solution. ![]()
![]() I cannot find specific rules for setting up or repairing 'Gates' or similar fixed/safe devices for transportation. I currently have Portals and Planes and the Manual of the Planes at hand, but am either inept or unable to find specifics about the construction and repair of gates, etc. Have I found a new unicorn or am I just looking in the jungle for a forest creature? If anyone has a gritty and mechanical write up, I'd love to get a copy. All 'travel' portals in the game world are artifacts and 'black box', but we'd really like to repair on that sits near a dungeon to save time. Yes, I know that some are two way (this one is) and yugley things can use it, but travel can be a pain ![]()
![]() Does anyone have a thought or four on Paladin Codes? One size does not fit all anywhere else, and friends run differing codes that better fit the deities of their games, including some LE types. Lawful good, losing class features for evil acts, and punish those who harm or threaten innocents, etc. are stock, but do you add or subtract? A friend has assigned an Archetype to each paladin using deity and is hammering 'better' Codes that are closer to the deity in question. The only one I've seen was a justice oriented Code that emphasized LAW over good. The Paladins are LN for the most part, seriously Law focused with a 'mercy' list bereft of the Good ones, Lawful ones being added. While the Order is not 'good, there are no Benefits for Evil types. Another player called the Code 'Lawful good Hardass' and it fits. ![]()
![]() This past game, an ancient Sorcerer was found Stoned. Major league discussion on how long he had been there and could he be brought back to life, in the future. Easy, I'm a Wizard and I just need another 2 levels. Questions posed included: How long till a stoned person dies? This dude wears early version uniform of a militant Sorcerer group that died out about 800 years ago. Can a stoned person be scryed? What if parts are missing? Can the stoned be aware of what is going on? (We think he was stoned as a punishment.) What happens if the stone is reshaped? One of the statues seems to have been crudely cut down to dwarf proportions. No, we have no idea what to was originally. Do things added become new parts of the stoned? A small trunk is in question. On the nasty side, and I don't plan to harm him, but the spell calls for a Fort save to survive. What if someone jiggered the spell to make sure he died, and How? Also, the spell doesn't specifically 'say' his gear returns even if he dies. Purely academic interest, I would never seek to off an innocent for all his nifty toys! Then again, that looks like an old style Staff of Wizardry... ![]()
![]() Since a Simulacrum is a illusionary spell, 'technically', of a creature, does it suffer from mental attacks as the creature or not? Further, how does it react to sneak attacks? Finally, the big one, do they count under WBL? What happens to the S when the owner dies? Better put as: how long will the S continue its assigned task? Are they or can they become sentient? This is not a problem yet, but our loot last night included a scroll with this on it and I already have the lesser form and having oodles of fun with it. With a summer to boost levels, etc., I might be eligible to take it by fall and really would like to add it to the arsenal, but want a bit more feel for what mischief I can get out of it. BTW, the GM has the following additions to the spell: 1) 3.5 requirement for a sample of the subject 2) sculpture can be of a range of 'lesser; materials. No steel or such. 3) sculpture must be MW, but you can have it made by a craftsman. 4) not that they have lasted long enough after the party encounters them, but the BBEG making the ones we fight hasn't seen fit to really use them as more than a mail service to his minions. Until last night. Imagine our surprise when the puny L4 mail-bot starts dropping spells of L3! My idjit self nearly died by blowing 3 straight saves! Fortunately 'he' was porcelain and my sonic spells were amped by our Bard. Other than monetary cost, is there a limit on how many one might have? 5) As we have been cheerfully removing S from the BBEG inventory, should we have been salvaging the 'dead'? I am still wasted from a 9 hour backed up by another 5 today gaming session and am to tired to be sure I covered it all. If you see something I missed, volunteer! ![]()
![]() Avoiding the ends of the spectrum (include everything vs CORE only), what criteria do you use for what gets in your game? There are 44+ Paizo classes, not to mention 3pp, and lots of archetypes for each. My 'Big Book of Races' has over 400 (though most are terrible, ill thought out or worse!) and every month the Golem dumps more neat stuff on us. When is enough enough, or better said, how do you, as GM, filter and what standards do you use? 1) I'll start with: No Gunslingers! If I want to run Boot Hill, I will run Boot Hill! In every game where guns and gunpowder were introduced, the players went wild, using personal knowledge, etc., to browbeat the poor DM into bad RP situations. The combat in D&D is extremely unrealistic to start with without injecting Gatling Guns and pump shotguns. 2) Elves and the umpteen dozen Elf sub-races. Campaign history gave me the basis of there only being a single, core Elf race. Players created sub-races as ethnicities of Elves, not separate 'sub-races'. "Those aren't really another sub-race of Elves!, No, they're you cousins on your Grandma Petunia's side, twice removed, I think..." Yeah, I'm from the South, my relatives really talk that way! Same basic stats and such, but if you want to be from the Albuquerque branch of the family, it costs a feat. The feat changes all manner of things or duplicates another feat at best. It works, but I stole it shamelessly a dozen years ago from another. But as I said, it works! ![]()
![]() We're building a replacement character (her story arc ended and player wants to play a caster) and it was noted that there is no 'Elf' Bloodline. She wants to play a half-Elf Sorcerer but was disappointed by the lack of a Bloodline. Anyone have one or interested in making a go of it? Here's what has been BSed so far: Class Skill: Knowledge (nature). Bonus Spells: Entangle (3rd), Commune with Birds or Jitterbugs (5th), Shield Companion, Arcane Sight and Countless Eyes (7th), so far Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]), Weapon Focus (elven weaponry only). Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Bloodline Powers: ![]()
![]() RotRL is giant oriented and themed, but running it with undead. My players had a sit down and hashed out some background to flesh out the nibble-y bits. One recommendation was a better variety of roles for Undead. I pidgeon-holed Vampires as 'Gluttony' personified and took a seat as a 'co-GM' ran a pride episode using Vampires! She was incredible and is due to run a second bit in a few sessions to cap the first one. What I come here for are ideas for sin-Undead Combos and Ideas. She has already dropped hints of Sloth oriented undead for summer and my brain is still hammered by her take on Pride with vampiric knights! ![]()
![]() In readying may campaign for total shift to PF from the hybrid it has been, I realized that a lot of the old PrCs are effectively replaced by archetypes. Someone posted that I should go that road bringing old elements of the world forward and it has solved numerous gritty bits. Thanks to whoever it was. Now for the loose thought: 3.0/3.5 had a number of 'complete' books and such that offered partially fleshed out ideas for use. The Acolyte of the Skin, for example, offered a Cthulu-esque nightmare, but also an option for a non-horror switch to demonic fluff. My question is has anyone else brought such elements forward to Pf? I just spent 5 hours trying to convert some from Scoundrel and am too wasted to properly proof them, but wanted to get this out to everyone for thoughts. ![]()
![]() There have been a number of snide and not so snide remarks about the Advanced Race Guide. What in particular chaffs you butt and what thoights do you have to fix that problem. Feel free to comment on mine and others' posts. I start with my half finished fix of racial 'valuation' of races after the official point costs are calculated. Stealing from an old Umbral Reaver post, a race that costs more than the Core pays a point or more based on just how much it costs in points to build, plus a penalty point or so to clear out the min-max crowd and instill a sense of rarity in the race. Please note that all my races have tweaks to bring them in line with the ongoing campaign. As an example, my Elves are a significantly more powerful race, with PCs being the 'runts', leaving the fold to prove themselves by gaining experiences and opening themselves to new ideas. Elf Racial Traits Ability Score Racial Traits: Elves are nimble, but frail. Their life-long disciplines grant them strong advantages. -2 Str, +2 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha.
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![]() Does anyone else use either archetypes or PrCs as social, military, economic, or other groups? Several of them seem to cry out for a background beyond what is given, even provoking a local game to restrict them to membership in certain 'in-game' organizations. While I think this might be a tad extreme, the players are all for it. So, I'm interested in any experience in this or ideas on how to integrate such into a game. I've spent an hour of 'lunch' surveying possibles and getting weird inspirations jotted down. Might post a few tomorrow if life cooperates. ![]()
![]() Has anyone translated this to Pathfinder? They were the mechanical basis to a few rival groups of campaign mages for the past dozen years. I would like an updated version or even a few more to use in the next incarnation of my world. In my game, there was a LG rip-off of the Green Lantern Corps, a research oriented N group, a necromantic cabal of BBEGs and an elven preservation society. The researchers were a crappy 20 level 'Class', the others being PrCs with slightly altered mechanics (the elves could use theirs as a radio). The necromancers were the sinister foes in the past game and I would like to use them in the RotRL reskin I am running for some old players. One of the players used the PrC as the basis for an ithylid based bunch of nasties in his drow game. Anyone with ideas is welcome to weigh in, especially if you have Complete Arcane or even just access. ![]()
![]() i am currently unable to access my books and got stumped on the Divine Hunter's weapons. The online resources I rely on do not mention any variance to the core Paladin, so I'm good with it. One of my players-to-be is insisting that she has seen something altering the core class. Personally, her arguments make sense, the plate and shield Pally just doesn't fit with the sneaking through the woods concept. Is she right and my search skills stink or not. The thoughts of others will be helpful. ![]()
![]() i may be running RotRL this summer for some new players (plus two old guard) that played it years ago. They are all built for Undead hunting and I have no problem switching out settings, but really need some thoughts on what undead to swap in for the first few modules. If they get past 3/6 I will be delighted. Maybe next Summer... ![]()
![]() A group of friends are considering the change over to PF from a series of 3.0/3.5 games. Beyond straight stat conversions, are there any actual collections of the REAL changes they need to know. I've already pointed out the up-powering of the races and they adopted a crude form of the grapple rules last year. What I guess I need is a check lst of rules they need to know and look up. ![]()
![]() Without getting into HD sizes and Darkvision, I believe the primary difference between H and MH is the way magic and other things affect them. Humanoids may have 'monstrous features' (Dwarves with Darkvision, ...), just as Monstrous Humanoids might only have one (giant size, ...). Both types have multiple exceptions, so the real difference is in the mechanics, or where am I wrong headed? ![]()
![]() One of my players is creating some 'special' gear, rogue-y type sneaky stuff. She wanted to know the hardness and such for mundane materials such as leather, wood and a few metals like lead (last has to do with how fast a efreet can deal with a sealed door, how much lead takes how long). She has some grat ideas (garrote as piping on her armor, quick cut straps to shed armor, etc) and I try to reward inventiveness. My brain is offline from a mild infection fever and my search-fu is not responding. Where are such things listed so that I might flag in which book. On a second note, does anyone have a good system for flagging or tabbing the rule books. A GRAND INDEX would be nice, but it would require constant updating. ![]()
![]() The 'new and improved' Format for PF races is roughly as follows: PF wrote:
Where do other 'Traits' like 'Movement Racial Traits' and racial disadvantages fit? Is there an established sequence order? What about within each sub-set? The various editions and publishers apparently had a simple guideline in 3.0, but heresy started almost immediately. PF came out with the new format, which is immensely helpful, but I can't find a definitive 'layout' to crib for 'campaign races'. ![]()
![]() As I'm retooling to shift my game to PF, a couple of players have asked for a less 'combat proficient' Ranger. The feature they are dissatisfied with is the full Base Attack Bonus, both thinking that a 3/4 Ranger would be more appropriate. The challenge then switches to 'How to fill out the Ranger as a more skill/less wack Class'. The brainstorming yielded the following:
I am agreeable to the possibility of an Archetype, but want to run this past some other GMs. ![]()
![]() I'm about to write up Orcs for my game and am requesting some input for alternate traits to set differing tribes apart. Two real changes are that I have no half-orcs and Orcs have no souls. I was told that treating them as native outsiders would simulate this within game play. Any thoughts or ideas out there? ![]()
![]() In my campaign, the Elves used to be the 'dominant' culture, but passed their role as 'rulers' off on their part human offspring. The Half-Elven population aren't all 'Nobles' (Chinese Mandarin style nobility without the eunuchs), but none of the alternate traits really allow a noble. What I'd like is an alternate trait to be of 'noble blood', possibly with a feat to represent actual job status. As the heat is sapping my brain power, I thought I'd toss this out as a challenge to the horde of toe-weasels here. (A 'no-prize' to the first to nail the reference) ![]()
![]() Mage of the Arcane Order
Arcane Order
Requirements for Level 2:
Requirements for Level 3:
Requirements for Level 4:
Requirements for Level 5:
Requirements for Level 6:
Requirements for Level 7:
Requirements for Level 8:
Requirements for Level 9:
Requirements for Level 10:
The Benefits
The Spell Matrix
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![]() Local PFS starting up and I have been asked what Classes work best within and why. I have not played in it or Living Greyhawk (Long past bad exp with RPGA fools) and have nothing to go on other than hoary rep and the willingness to beg some input from these boards. So, the Q is: any exp. folks got opinions and reasoning. My 'play the character YOU want to play' met with frustration and I hope to give better advice tomorrow. ![]()
![]() My campaign has a number of relatively rare races of humanoids. A Ranger player has been thinking again and asked why X race is even on the list. She pointed out that one 'race' has barely 10,000 members, worldwide. They haven't the numbers or militancy to rate FE status, in her opinion. I also have some 'non-player races' that are not up to the strength of the standard races, not included on the list due to their background status. What exactly makes a race of humanoids rate FE status? Should a relatively rare race be 'immune' to FE? And should those who may take a particular FE be limited? ![]()
![]() The Arcane Archer is getting mauled in another thread, so I'll drag the Arcane Trickster out for abuse. Other than Invisible Thief and much realaxed entry requirements, what do you think of the AT? What can be done to fix any problems you see. My real question after all that is: How can I make this the Favored Class for a certain 'sub-race culture'? Think in terms of a culture that worships the Trickster aspect of Baccob. Their 'magical ninja' seek to gather arcane secrets from those who would 'hoard' such knowlege. |