Guy getting beaten by undead

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Bookrat's recommendation for contingent teleport effects on his items isn't bad. As a blighter, the Ghostlord doesn't have access to either of the necessary spells, but he could long have had someone else cast them or simply have purchased scrolls.

And yes Seppuku, with more than 300 years with nothing to do, the creation of "backup" items is practical and crafty.

Personally, I think I like the contingency idea. It fits with the Ghostlord's arrogance and "flashy; just too powerful for you" tactics. The creation of back up items would be a current tactic (now that he has been shaken out of his complacency) and not a former one (as he believed that his sanctum and defenses were all but impenetrable before his phylactery was stolen).


Rynjin wrote:
Rejuvenation wrote:
After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body).

Now how did I overlook that line?

Yes, that spells it out precisely and unquestionably.

Thank you, sir!

(Edit: corrected typo.)


I'm pretty sure I know the answer to this one already, but the rules seem to be silent on the issue so I figured I'd ask around a little...

My players will be taking on a lich soon (actually, the Ghostlord from Red Hand of Doom; they want to "mop up" now that the story is over). This particular lich has had bad luck with keeping his phylactery near by as of late, so he has recently hid it deep within a barren, parched earth desert known as the Thornwaste.

The rules say that when a lich is destroyed his body crumbles to dust and is rebuilt at or near his phylactery.

What of his mundane and magic items? Do they also crumble to dust and reappear with him at the phylactery, or are they left behind?

Any opinions? Which is better in terms of fairness and which is better thematically?

Thanks in advance to any who contribute opinions!


It was an honor to vote!


2 people marked this as a favorite.

1)Dragon issue 358, Aug 2007 had a fantastic article called Master's Forge that detailed non-magical (but hardly mundane!) qualities that could be added to your arms and armor. Our group still use these rules to this day, our masterwork weapons having blood grooves and basket hilts... What kind of self respecting bard doesn't have an Ornate rapier?

Equivalent rules for Pathfinder are long overdue!

2)In a similar vain, the Dungeon Master's Guide II (3.5) had great rules for items crafted by certain races or on certain planes. Called Weapon and Armor Templates (on pages 273 - 279), these rules were more about flavor than beneficial mechanics.

Also, though they focused on weapons and armor, they were not restricted to such. The Dwarvencraft template (Races of Stone, p.159)applied to tools and clothing as well as arms.

I for one would love to see item templates in Ultimate Equipment!

3)New materials! These don't all have to be better than existing materials, either. Sometimes the best new materials are the ones that represent primitive or poor cultures. Hard woods and soft rock for armor and weapons add great flavor to different cultures and areas.

And weapons aren't the only candidates here. Cheap cloth and expensive silks for clothing... Lustrous, expensive jewelry as well as dull, sacred jewelry... Rare gems and precious metals... any game benefits from a plethora of materials.

4)Alchemical items are always great, but the games really needs some harder to create items that use rare ingredients. Many current alchemical items are easily produced and have very minor game effects. While no item created in the lab should be earth shattering or deal 20d6 damage, some more powerful items that are harder to create would be appreciated.

Have to it! :)


I told you they would be upset if we didn't put them in the book!


Besides a ring of protection and an amulet of natural armor, a belt of - 'ahem' - a collar of incredible dexterity can help both his AC and his touch attacks.

Also, if your DM is still allowing 3.5 feats, then Combat Familiar from Players Handbook II (pg. 76) is great. All it requires is that you have a familiar (of course) and an arcane caster level of 1. As long as your familiar is holding a touch spell, he doesn't provoke attacks of opportunity when entering an opponent's space.


The skull ripper and the smoke haunt from PF3!

GRANFALOON! When are we going to see this wonderfully horrible sphere of corpses surrounding an aberrant core? Granfaloon!

Thanks for including the celestial dragons in Bestiary 3! Any chances of seeing the abomination dragons in Bestiary 4? Or for that matter, the mineral dragons?

Last, some animals would be great. Not magical beasts. Just simple (but flavorable) animals.


Will the Bestiary 3 feature an updated half-dragon template to include the Imperial dragons? (...Please?)


gran rey de los mono wrote:
I wish my XBOX hadn't given me the Red Ring of Death the other day.

Granted! Instead your XBOX gave you ring-wyrm.

I wish I had a bowl of chocolate-chip mint ice-cream.


You deserve every, single one, Paizo!

Congratulations!!!


Wow. Great review, Endzeitgeist.

I couldn't have asked for better than that.

Thank-You!


1. Ultimate Combat
2. Bestiary 3
3. Advanced Race Guide
4. Gamemastery Guide 2
5. Mythic Heroes
6. Ultimate Psionics
7. Ultimate Adventure
8. Advanced Companion Guide (Improved Familiars, Mounts, Animal Companions, Cohorts ect.)
9. Pathfinder Alternative Rules
10. Rise of the Runelords (PF/Hardcover)


I hereby pledge my support for such a product with the purchasing power of the cash in my wallet.

Thank-you.


There's an Arcane Hierophant in our game now.

The class works great as is. Once upon a time it was overpowered... but PF's updated core classes changed that.

Let it in your game? Yes!

Tweak it? No!


The Forgotten wrote:
Can an Arcane Bonded Wand be enchanted to function as multiple wands or can it only have one enchantment at any given time?

Only one enhancement at a time.

Although, it can be made into a different wand when its charges run out.


gigglestick wrote:
Ok, so if you have a Pseudo Dragon (that can speak) as an Improved Familiar, and it gets your skill ranks, does it gain extra languages (probably the ones your caster speaks) if the caster has ranks in Linguistics?

Yes. It treats the ranks as it's own for all purposes, including learning languages.

Two points. First, the GM is well within his rights to require that the familiar gain the same languages known as the master (its using the master's ranks after all). Generous GMs's can allow it to learn a different language here or there if there is a really good reason... but don't expect this.

Second, remember that just because your familiar knows several languages, that doesn't give it the ability to speak them. Understand them? Yes. Read them? Yes. Speak them? No.

Of course, in the case of a familiar capable of vocalization (such as a raven or imp) it would gain the ability to speak them...


Short answer, yes, I want high level content.

Long answer, only if it has a good theme(s). Theme? What in the world do I mean by that?

Other attempts in the past to publish high level content and epic rules have been "flavor neutral". You epic characters are pretty much just more powerful versions of your already powerful heroes. Nobody ever really attempts to give epic rules flavor and weight.

Why are your characters becoming so powerful? Are they simply fated to become more than everyone else is capable? Are they blessed by the gods? Are they becoming demi-gods? Perhaps they have different types of souls... or even a new type of soul.

And epic rules would not have to be limited to only one of these options. There's certainly room for all of the above.

But there really needs to be drive behind the characters' evolution from the most powerful people on the face of Golarion (or whatever setting suits you) to being more great than great.

This is especially true when you consider "normal" heroes. Wizards, sorcerers and clerics I can see becoming epic with little problem. But how does a Fighter or a Rogue evolve to such a higher state?

Some people tend to like the term "mythic", and I like that too, but how about "legendary"?

As for practical matters, I hereby vow to purchase such a product if Paizo takes the risk and publishes it. They should be rewarded for catering to fan requests, to be sure.

But for the love of God, Paizo, please support it! An adventure path once every year or two would be good. A sequel to Rise of the Runelords or a new path facing down Tar-Baphon would be awesome.


I actually don't want to win, I just want to put in my two cents on the winner should be.

The winner, obviously, shoul-

Awwwwww, man! I'm the winner again!


Zylphryx is banned for having an icon that makes me sad, as it represents a monster that couldn't be updated in the Pathfinder Bestiary.


LazarX wrote:
Or their proper names, Arcane Cheese and Greater Arcane Cheese. :) For a game where spellcasters apparently did not dominate enough.

I only laid claim to knowing the way to the lake.

I never said whether it was drinkable or not. ;)


Bump.

Opinions, people, opinions!

Please?

(Why don't I give one? Because I'm in Vee'Cou's gaming group and we want outside opinions.)


Check out this book: here

The Velocerix spells are for sorcerers only.

Also, Complete Mage from WotC had some spells that were sorcerer only. Arcane Fusion and Greater Arcane Fusion, I think they were called.


Spanky is banned for making me the winner in the "last post" thread.

(Just had to make me appreciative, didn't you?)


Spanky the Leprechaun wrote:
huzzah!!!

Thank-you, sir.

...

Dang-it!


Gruumash is banned for having such a fat, bottom lip.


Now that I'm no longer the winner, I'd just like to say that...

Awww, man! I'm the winner again! Arrrggghhh!


The winner should be Tr-

...

Dang it! I just won!


Vic Wertz wrote:
I've updated the image and description to match the finished product.

Sweeeeeeeeeeeet.


Vic Wertz wrote:
I've updated the description and cover image to reflect the finished product.

Sweeeeeeeeeeeeeeet.


Morgen wrote:
Awww, I had Jolt pegged as an evocation spell.

That's got to be a mistake...

I mean, common... transmutation?


Souphin wrote:
Does this mean we can expect a Bonus Ultimate Magic like the Bonus Bestiary PDF with 0-level spells, prestige classes & magical items?

Actually, that's not a bad idea. The Bonus Bestiary is one my favorite little things that Paizo has done. A Bonus Ultimate Magic would be great!

Regardless, thanks for posting the cantrips! We really wanted these! :)


xXxTheBeastxXx wrote:

I would ADORE a blog post of some sort that contained these spells. I'm a big fan of low-level play, and cantrips are a BIG part of low-level play. They're fun, interesting, and infinite!

Please let us see them. It could, potentially, be the best blog post ever.

-The Beast

+1!


mdt wrote:
I was making a point to the players that I'm ok with whatever cheese they want to bring to the game, but if they bring limburger, they better like eating and smelling it.

LOL!!

You are my new god.


Dragon78 wrote:
They are crossblooded and wild blooded archtypes for the Sorcerer.

Thank-ye, thank-ye.


Dark_Mistress wrote:
Awww so sweet, I may not skin you alive in the future now. Instead you can be my pet or foot stole... either or much the same.

I'm having my back beaten so that you shall have a softer surface to place your eloquent feet, my Dark_Mistress.

And what the heck, I DO have a question. You said that there are two sorcerer archetypes that both allow for "combo-bloodlines". What are the two archetypes actually called? (I'm sure this info was released about a month ago... but I just don't feel like looking for it.)


Dark_Mistress, even though I don't have any questions for you (I'd rather have "discovery fun" with my own copy when I finally get it), I just have to send out a thanks to you for spending so much of your personal time answering everyone's questions!

You really are something else! ...just downright awesome!

Round of applause for Dark_Mistress!


James Jacobs wrote:

Starts juggling severed clowns' heads in tiny little forearms, taking a bite out of each one as they pass the mouth—the clowns' heads are giggling like babies as they get eat eaten away, and what drips from the heads isn't blood but ants that spell out the names of dead serial killers on the ground as they land

Also, more Mwa ha has.

Well... Saw it... Can die now...


Bump.


Xexyz wrote:
So I decided to take Acid Pit, Fly, and swap out a 1st level spell (Expeditious Retreat) for Hydraulic Push. I thought about Charm Monster but felt I would've had to take Tongues as well to make sure I'd always be able to use it. Next level I'll probably take Tongues and Charm Monster, although that may change depending on what I get for a bloodline spell. Since Poison is a Necromancy spell and I can't cast Necromancy spells my GM said that I would get a different spell instead, but didn't tell me what it would be. Thanks for all the suggestions.

Acid pit! Fly! Great choices!

I still think dimension door is a good choice that stays useful throughout a sorcerer's career, but fly is the next best thing.

Given your spell focuses, I'm glad to hear you'll be coming back to charm monster.

Knipernackle is right. Emergency force sphere is a great spell. It last for a round per level and it has a five foot radius, allowing you to protect at least three allies besides yourself. I highly recommend its consideration for the future.

Have fun! :)


Jason Beardsley wrote:
Really? How do you figure that? Honestly asking.

Sorry, I don't know what I was thinking of when I typed that.

Brain fart, I guess.

True strike affects the next single attack roll you make, even if it is in the same turn. You can cast it as a quickened action and then attack, even with a spell.

(I'm going to go crazy trying to figure out what spell I was thinking of. Certainly not true strike. I've personally used it as such with a lesser rod of quicken metamagic and some of my favorite spells.)

Sorry, again.


Dimension door is just downright awesome.

Black tentacles, charm monster, shadow conjuration and greater invisibility are all also great spells.

If you have the money to spend, stoneskin is really good.

If you have the APG, and you're ready to use some prep and tactics, acid pit and detonate can be devastating.

If your group still uses the 3.5 Spell Compendium (I love that book), then these are all highly recommended: ray deflection, mass resist energy, orb of acid, orb of force (any orb spell, really), defenestraing sphere, energy spheres, vortex of teeth and ruin delver's fortune.


Oh, BTW.

Even if true strike is cast quickened it still won't take effect until the next round.


This a trap alot of new players fall into (including me!), so be careful.

Nearly every game in existence is competitive. The other players at the table are rivals to be overcome. But RPGs are different. In a RPG the point is to create a character that cooperates with the other characters (and players) so that the group can achieve epic and heroic goals. If your character has reasons to turn against the party then you should probably start work on another character... one who's goals are compatible with the groups'. Character motivations aside, in the end it the player's responsibility to make sure his character cooperates with the group as a whole. (The "I was only following my character concept" is an old defense... and a good storyteller won't let you get away with it.)

Now, if you are in a group where these kind of actions are accepted (or even encouraged) then so be it. Games where the other player characters can turn on you can be fun! (Ahhh... the old Vampire: Masquerade days...) But in a lot of ways you won't be playing Pathfinder.

Before you do this consult with the storyteller. Is he OK with your plan? How about the other players? Are they OK with a game where a fellow player can become an adversary... and possibly kill the entire group? If the answer to either questions is no then you have no business going forth with your plan, as everyone's enjoyment is the most important thing in a RPG.

Last, ask yourself if you are OK losing the character... on purpose. Your character falling to the group as a defeated, unexpected villain can also be fun... and a memorable end to the character! (This doesn't mean you should throw the fight... just that you shouldn't go too far with your planning... or rather, that you make your plans like a storyteller, with the defeat of "the villain" as the ideal result.) But in the end, you should be OK with the idea of losing your character.

Once all that is out of the way, and you're sure you're in a group where such interactions and scheming are accepted, and you're sure you're in a group where there will be no bad blood among other players (or the GM) with your character possibly winning... only then are you ready to "possibly, maybe, one day have to fight your compatriots".

And, as a fellow devious player, I would love to help you with your plans! What level is your character now? At what level would this conflict possibly happen?

With two melee combatants in the group your best bet is to fight at range. Learn fly asap. Then you need to have a way neutralize the ranger's bow. I highly suggest the Deflect Arrows feat and a buckler with arrow deflection.

How about the druid... is he/she primarily melee or ranged?

You concerns over AC are legitimate... whether you go Eldritch Knight or not. I'm still working on the problem.


Brekkil wrote:

Hi guys,

just wanted to let you all know that Eldritch Secrets can now be gotten in softcover from RPGNow's Print on Demand!

I hope you enjoy!

- Axel

WOOO-HOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!

Spreading the word, spreading the word!

(Congrats, sir!)

-Chris


I love playing arcane casters more than any other classes, but I've got to say, I think I'm more excited about this book than Ultimate Magic.

There's always new material coming out for casters. New spells, new items, etc. But combat systems are woefully under-supported.

New rules for vehicle combat... martial arts... alternate class abilities focused on combat; all overdue.

Bravo!

(I still think that the samurai, unlike the ninja, deserves his own base class due to his unique code of ethics and fighting styles... but that's just me.)


Xanthum wrote:
On the earlier point of it becoming junk, I've thought of a revision. Instead of being keyed to one coin, perhaps it can be attuned. For example, a coin placed in the lid of the compass for one hour becomes attuned and works as written otherwise. It would stay attuned until another coin was placed in the lid. This solves the forgery issue and the becoming junk issue.

Good change. It's in my games now whether you like it or not. It's just to cool.

It also better justifies the price.

Good work, sir! :)

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