Judge Trabe

Corneleus Idaho's page

Goblin Squad Member. ****** Venture-Agent, Pennsylvania—Pittsburgh 105 posts (110 including aliases). 3 reviews. No lists. 2 wishlists. 33 Organized Play characters.



Lantern Lodge

1 person marked this as a favorite.

I wanted to bring this up again since in the last playtest I brought up the notion of making an Ooze summoner that received alchemy extracts instead of a spell discipline. Now that the inventor has the option of a new pet class with a completely tech based minion that he has partial control over. I propose a version of the inventor that focuses on animating chemical compounds that gets a small ooze as a companion. It would work much in the same way as the Construct companion having its own form of overdrive that causes the ooze to destabilize and explode, likely dealing acid damage instead of fire. It would gain its own unique breakthroughs such as splitting, id intellect, morphic transformation into animals or objects. At higher levels it could even get transparency, paralysis, and engulf. Imagine coming into town riding into the alchemy exhibition astride gelatinous cube? You'd be the belle of the ball.

Lantern Lodge

After reviewing the summoner a bit I had an idea. Actually, this was an idea I've had since 1e summoner, but I have a feeling it might work better with 2e.
Since the Summoner's spell list is dependent on which Eidelon they choose, I was thinking it would be neat to have a Summoner that was specialized in Alchemy that could summon oozes. The ooze eidelon produces a limited supply of goop every day that can be used to spontaneously mix regents into alchemical items. The Alchemist would still be able to prepare more ahead of time. Both classes would have access to the Summon Ooze I-IX formulas. Maybe they can get level 10 Summon ooze as a grand discovery (if the summoner can even get it at all since they don't have level 10 spells).

I also considered the Humuculus as another option for the Alchemy Summoner, but the play test seems to consider constructs more appropriate for arcane magic. They would have to add Summon Construct on their formula list.

Let me know what you think? Could this idea work? What changes would you make? Most importantly, would it be fun to play A Boy and His Blob?

Lantern Lodge

1 person marked this as a favorite.

I find myself extremely underwhelmed by the Magus's Striking Spell. It fails to be anywhere near as amazing as 1e Spell Strike and Spell Combat combined. Meanwhile, where Flurry of blows decreases two attacks to a single action and Double Slice negates the multi attack penalty fighting with two weapons, Striking spell doesn't feel any different than a normal wizard casting a spell and striking in the same round. Where 1e sacrificed a touch attack for the chance to get 15-20 crit range or x3 crit multiplier on a spell combined with the appropriate weapon damage in addition to strength, 2e requires you to attempt to attack twice. You need to have enough strength or dex to be able to hit the target and you need enough intelligence so you can also hit the target with the spell. Even if you do score a crit, there is a chance of not critting with the spell. Ultimately it makes spell casting less effective. I swear, if a player ever tries to cast magic missile into their sword they are dead to me.

Lantern Lodge

For Striking Spell, it says "If your next action is to Cast a Spell that can target one creature or object, instead of casting as normal, you place its magic into one melee weapon you’re wielding or into your body to use with an unarmed attack."

Does that mean you choose to cast magic missile through your strike since it also targets 1 creature?

If so does that mean if the strike crits than the magic missile auto-crits since you don't roll attack or saving throw for that spell.

Also, do you just cast the 1 missile or can you charge it with both with the 2 action missile (or 3 if hasted)?

Lantern Lodge

There is a slight problem with the Spirit Sheath ability. It says the spirit sheath may only hold one weapon at a time and the weapon must be 1 Bulk or less.

What good is Hammer Space if she can't store her Maul in her purse? And don't try to say that wasn't what what you were going for because I KNOW you are lying!

Increase the storage to 2 Bulk or less. That's all we are asking.

Lantern Lodge

I really could use some help clarifying the wording of a particular supplement. The Magic Tactics Toolbox included a new archetype for the witch called the Havocker, which at face value seems to be the heel to the hex healer (pun intended) trading hexes for kinetic blasting power. Upon first glance it seemed pretty balanced. Take away hexes, get kinetic blast, and every few levels get a new form blast. Not as powerful as kineticist, but with the proper application of feats and spells, could be more diverse.
Going through the wording, however, it seems you not only lose your hexes, but your familiar is altered. Yet, it doesn't say how it is altered within the text.

Quote:

Patron Element: A havocker’s patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element, which represents the shadowy forces from which she gains her familiar and class powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the havocker can change her former elemental focus to make them conform.

This ability alters the witch’s familiar and replaces the witch’s 1st-level hex.

The format for archetypes always includes a very clear description of what is being replaced at the bottom of the class ability's description. The name of the class ability would seem to imply that the witch's patron was being replaced by the element, but the line (bold-ed) above in the text impies the familiar is trading out abilities in this archetype. So what is different about the Havocker's familiar? Is it like the Winter Witch who may only choose a familiar that is comfortable with her chosen element? Does the witch, in choosing an element as her patron, not get a familiar? If so, where does she keep the spells she knows and how does she learn new ones? Did the author mean to write "This ability replaces the witch's patron" or "This ability replaces the witch's familiar" and clerical errors occurred before print?

These are all theories, of course. I would really like to attempt this archetype, but before I put an emotional investment into this character I want to make sure I have covered all my bases so I can play without fear of rule-lawyering.
Infernal is a precise and deliberate language and hell hath no fury like a pathfinder scorn'd.

Lantern Lodge

Please cancel Order 4416892, Arcane Library Flipmat. It will not arrive in time for me to use it. Thank you

Lantern Lodge

Order #4265714 was a mistake. Please cancel this order.

Lantern Lodge

What I like:
I'm loving that the social identity has been expanded upon in the update. It has potential for some more elements. The social identity should be more than just the guy that spreads rumors. Gaining companions through this that give minor boons. Say, a butler that runs your house or a junior sidekick that is there in a pinch to provide just the right clues, but provides little in the way of combat assistance. Even having Leadership after 7th level would make sense, though I never allow the feat in any of my games due to the tendency for players to abuse it.
The familiar has a secret identity. You can't imagine how much awesome this is. I want to make 50 warlock characters, each with a different animal, just so I can repaint all of my miniatures with tiny little Robin masks.

What it is missing:
The dual identity is a little too obvious. Sure, the vigilante has ways of hiding his identity, but to what end? Would he be incarcerated? Would his loved ones be put at risk? Does anyone even care that he is a normal socialite under that mask? He doesn't even risk losing his abilities if he runs down the street screaming his secret identity.
As a whole, I look at this class and I just see the Batman type. I don't see the Joker. For every character class in the game, it is easy to imagine the polar opposite.

The Vigilante Specializations are flavorful and each is unique. But like the Shaman, it would benefit from a few "universal talents". Having a Mount would be universally beneficial. Archetypical characters like the Lone ranger or Ghost Rider always had a trusty mount that provides transport and combat assistance. For that matter, the Vigilate could benefit from gaining a vehicle of some sort. Either a chariot or a magically propelled cart of some kind. The vehicle mechanism is so under used and would give the Skilled Driver and Expert Driver feats some use.

Lantern Lodge

Concept-wise, the class was intriguing. I've always wanted a class that was more general in its abilities than the classic roles. Something that would fit an adventurer like Link from Legend of Zelda or Mario Jumpman Mario. So a single class that fills all four classic rp roles is an interesting turn and I wanted to explore its potential.

I tried to think of an existing hero that would fit the archetype of the vigilante (other than the obvious) and my affinity for Nintendo characters brought me to Captain Falcon of the series F-Zero. So I gave it a shot. Granted, my original concept for him was a monk/rogue so it wasn't too hard to adjust his feats to fit the new class choice. Below is his stat block. Let me know what you think.

Captain Falcon
Vigilante 8
CG/NG Medium humanoid (human)
Init +3; Senses Perception +2
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 armor)
hp 67 (8d8+24)
Fort +4, Ref +9, Will +8; ¬
OFFENSE
Speed 40 ft.
Melee Unarmed +11/6 (1d4 +7)
Ranged Revolver +12/7 (1d8/ x4)
Ammo= 24, Cap= 6, Miss=1
Special Attacks Falcon Punch (2/day) +1d6 fire damage
Stunning Fist (2/day) DC 16
STATISTICS
Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +11 (+13 grapple) CMD 24 (26 vs grapple)
Feats Exotic Weapon Proficiency (Firearms), Gunsmithing, Dragon Style, Improved Grapple, Improved Unarmed Strike, Weapon Focus: Unarmed, Weapon Specialization: Unarmed, Dragon Ferocity, Falcon Punch, Stunning Fist
Skills Acrobatics +15 (+20 Jump), Climb +14, Bluff +14, Intimidate +14, Know (Engeneering) +8, Ride +14, Sense Motive +13, Stealth +14
Traits Reckless, Dirty Fighter
SQ Dual Identity, Social Graces, Vigilante Specialization, Loyal Aid, Startling Appearance
Combat Gear Belt of Physical Might +2 (Str, Dex), Boots of Striding and Sprinting, Stalking Armor, mwk revolver

*Edit: Falcon Punch is, naturally, Elemental Fist as gained through the Dragon Style feat tree.

Lantern Lodge

We should begin by explaining how this forum will work.
First off, IN CHARACTER speech should be written in BOLD text like this
"GLORIOUS! MUSTACHE!"
You can do this using the standard HTML code. If you don't know it, you put a [ b ] at the beginning and a [ /b ] at the end of your text (minus the spaces.) Some of the other codes are not standard HTML in this forum and I am looking for a list of them.

I don't know how much of the actual game we will finish this week, but this will allow us to continue on even if we run out of time again.

Lantern Lodge

1 person marked this as a favorite.

The Pathfinders were investigating the recent destruction of Sheila Heidmarch's green house by a recent shipment of Angelic Guardians from Golemworks in Magnamar. After tracking down the creator of the golems, an artificer by the name of Chrysalis Black, they confront the alleged saboteur and a battle ensues. The quick use of deep slumber took Chrysalis Black out of commission early in the battle. This drew the wrath of his pet earth elemental (that he saved many year ago from being bound to a golem) that was hiding beneath the floor boards and burst through attacking the party. It took quite some effort, but he was eventually dispatched moments before Reemis returned with a contingent of guards to investigate the commotion. He appologizes for the trouble and informs the Pathfinders that Black has another place of business that he operates out of his Mother's old house. It is in the Naos district and it is known as the Doll House. He warns the PCs to be wary if they wish to confront Black. "If Black sent his simulacrum to confront you, it is likely that he already knows you have been here. There is something treacherous afoot and I fear you may have little time to waste!"

This is a continuation of Sunday's scenerio since it was cut short. I'm a little new to this format of forum, but message board rp was my first rp game back in 96, so we should get the hang of it. (just doing a search for the codes for text format, embedding, and rolling dice, etc) So, let's get started with a Pathfinders in Pittsburgh Role call!

Grand Lodge 4/5 5/5 **

I was interested in starting up a home game in Pittsburgh, PA and was looking for potential players. Probably running Pathfinder Society, though I may consider World's Largest Dungeon or some other module, or even home brew adventures. Monday nights in the Pittsburgh/Oakland area.

-Idaho