Lamashtu Worshipper

CrackedOzy's page

Organized Play Member. 689 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


Dark Archive

1 person marked this as a favorite.

Ancestries
Common (all over the place)
Dwarf, Elf, Geniekin, Gnome, Halfling, Human

Uncommon (known to exist)
Aasimar, Catfolk, Goblin, Hobgoblin, Lizardfolk, Kobold, Orc, Tengu, Tiefling

Rare (don’t seem unreasonable to exist)
Beastkin, Changeling, Dhampir, Duskwalker, Fetchling, Leshy, Kitsune, Ratfolk, Sprite

I don’t have a source for Dragonborn or Goliaths, but I’m looking into it, but if anyone has seen examples so I don’t need to reinvent the wheel, as it were.

Classes
Blood Domain: Cleric + ??
Path of the Juggernaut: Barbarian + Mauler
Way of the Cobalt Soul: Monk + Loremaster
Runechild: Sorcerer + ??

Backgrounds
Clasp Member: Criminal
Lyceum Student: Scholar
Ashari: Nomad
Recovered Cultist: Cultist

Dark Archive

1 person marked this as a favorite.

So I’ve started with a conversion to use the Critical Role setting with Pathfinder and I started with the Prime Deity list and the Devotee Benefits. I’d love to hear what y’all think.

Avandra
Alignment: CG
Divine Font: heal
Divine Skill: Acrobatics
Favored Weapon: rapier
Domains: freedom, luck, travel, wealth
Cleric Spells:
1st - fleet step
2nd - knock
4th - blink

Bahamut
Alignment: LG
Divine Font: heal
Divine Skill: Intimidation
Favored Weapon: longsword
Domains: confidence, might, protection, truth
Cleric Spells:
1st - true strike
4th - fly
6th - dragon form

Corellon
Alignment: CG
Divine Font: heal
Divine Skill: Survival
Favored Weapon: longsword
Domains: magic, passion, protection, zeal
Cleric Spells:
1st - true strike
3rd - wall of thorns
5th - tree stride

Erathis
Alignment: LN
Divine Font: heal or harm
Divine Skill: Society
Favored Weapon: light crossbow
Domains: cities, creation, protection, travel
Cleric Spells:
1st - illusory object
4th - creation
7th - magnificent mansion

Ioun
Alignment: N
Divine Font: heal or harm
Divine Skill: Arcana
Favored Weapon: heavy mace
Domains: fate, knowledge, magic, truth
Cleric Spells:
1st - magic missile
3rd - levitate
6th - wall of force

Kord
Alignment: CN
Divine Font: heal or harm
Divine Skill: Athletics
Favored Weapon: greatsword
Domains: air, might, perfection, zeal
Cleric Spells:
1st - true strike
3rd - lightning bolt
4th - weapon storm

Melora
Alignment: N
Divine Font: heal or harm
Divine Skill: Nature
Favored Weapon: staff
Domains: air, earth, nature, water
Cleric Spells:
1st - gust of wind
2nd - animal form
5th - control water

Moradin
Alignment: LG
Divine Font: heal
Divine Skill: Craft
Favored Weapon: warhammer
Domains: creation, earth, family, fire,
Cleric Spells:
1st - item facade
3rd - earthbind
4th - creation

Pelor
Alignment: NG
Divine Font: heal
Divine Skill: Diplomacy
Favored Weapon: mace / light mace
Domains: healing, might, nature, sun
Cleric Spells:
1st - true strike
2nd - enlarge
4th - fire shield

The Raven Queen
Alignment: N
Divine Font: heal or harm
Divine Skill: Occultism
Favored Weapon: kukri
Domains: darkness, death, fate, knowledge,
Cleric Spells:
1st - grim tendrils
3rd - ghostly weapon
4th - phantasmal killer

Sarenrae
Alignment: NG
Divine Font: heal
Divine Skill: Medicine
Favored Weapon: scimitar
Domains: fire, healing, sun, truth
Cleric Spells:
1st - burning hands
3rd - fireball
4th - wall of fire

Sehanine
Alignment: CG
Divine Font: heal
Divine Skill: Deception
Favored Weapon: shortbow
Domains: air, moon, passion,
trickery
Cleric Spells:
1st - charm
3rd - enthrall
6th - mislead

Dark Archive

1 person marked this as a favorite.

I've never understood people who don't get how an elf ages slower than a human. After all, humans age slower than animals. We take years to learn to walk, where as numerous animals can do so almost right away.

Dark Archive

1 person marked this as a favorite.

I found this pdf that does a pretty good job (imho) at explaining how elves grow up.

Dark Archive

9 people marked this as a favorite.

Absolutely nothing. Say it again, y'all.

Dark Archive

1 person marked this as a favorite.

It's my understanding that the issue with the whole figher/wizard thing is that wizards eventually gain the ability to do amazing badass things a fighter could never hope to accomplish.

So which spells are the offenders and could someone remove most/all of them to alieviate the issue?

Dark Archive

9 people marked this as a favorite.

Any chance of us seeing a second one with the classes from APG and such? I know I'd buy it. I'm loving my NPC Codex, I just wish I had these great builds for the other base classes.

Dark Archive

1 person marked this as a favorite.

You could pull from 4e and make each save based on the better of two ability scores. Fortitude is Str/Con, Reflex is Dex/Int, Will is Wis/Cha. Giving the option for each character would help MAD builds. Might also lead to more dump stating, but that's a risk.

Dark Archive

1 person marked this as a favorite.
joela wrote:
Impression I get is most folks drop their 3.x stuff as soon as their Pathfinder equivalents are available by Paizo or third-party providers with an occasional dip here and there from 3.x.

I'd agree. I think the most use of the backwards compatibility of Pathfinder is in 3.x settings & adventures.

Dark Archive

1 person marked this as a favorite.

Here's the one I use. I believe it's similar to one of the ones in Cheapy's doc.

ARTIFICER: as Alchemist archetype
Remove - Mutagen, (ability to identify potions with Craft: Alchemy), Poison Use, Poison Resistance & Immunity, (ability to apply poisons as a move/immediate action), Swift Poisoning, Persistent Mutagen
- Apprentice Crafter: At 1st level, an Artificer may use Item Creation feats to create any item, without needing access to particular spells. Spell completion items made by an Artificer may not be used by any other class, except by use of a UMD check. Treat Artificer class level as caster level for Item Creation purposes.
- Identify Items: At 1st level, an Artificer may identify any item's magical properties as if using Detect Magic.
- Artificer Knowledge: At 2nd level, an Artificer adds half his artificer level to Appraise, Spellcraft & Use Magic Device skill checks.
- Bonus Feat: At 3rd level and every 3 levels after, an Artificer gains a bonus feat that must be taken from the Item Creation list. He must meet the requirements for these feats.
- Journeyman Crafter: At 7th level, an Artificer may cut the time needed to craft magic items in half. Generally this will mean only needing 4 hours for every 1,000 gp in the item's base price. Scrolls & potions may be finished in 1 hour, if under 250 gp.
- Master Crafter: At 14th level, an Artificer may cut the time needed to craft magic items in half again (reducing it to a quarter of the normal time). Generally this will mean only needing 2 hours for every 1,000 gp in the item's base price. Scrolls & potions may be finished in a half hour, if under 250 gp.

Dark Archive

1 person marked this as a favorite.
blackbloodtroll wrote:
I still say exploding dice is the answer.

Really? Because the 3 previous times in this thread you said so left us unsure how you felt.

=P Sorry just had to razz you for that.

Dark Archive

2 people marked this as a favorite.

Just spitballing some ideas here. To me, a minion should be able to do the following things:

- 4 of these should equal a CR of the PC's level
- hit a PC about 25% of the time
- be hit by a PC about 50% of the time
- make a saving throw about 50% of the time
- be able to do about 10% of the PC's hp in damage
- be able to take 2 hits before dying, or 1 crit hit
- probably 1 or 2 other minor special abilities (resistances, DR, regeneration, sneak attack, etc)

So what if minions had different rules than a standard monster stat block?

Dark Archive

1 person marked this as a favorite.

Neat stuff Cheapy, thanks!

So here's what I think I'm gonna go with. Let me know if you think this seems like a fair trade off of abilities.

LOSE
01 - Mutagen, (ability to identify potions with Craft: Alchemy)
02 - Poison Use, Poison Resistance +2
03 - (ability to apply poisons as a move action)
05 - Poison Resistance +4
06 - Swift Poisoning
08 - Poison Resistance +6
10 - Poison Immunity
14 - Persistent Mutagen
18 - (ability to apply poisons as a immediate action)

GAIN

- Apprentice Crafter: At 1st level, an Artificer may use Item Creation feats to create any item, without needing access to particular spells. Spell completion items made by an Artificer may not be used by any other class, except by use of a UMD check.

- Identify Items: At 1st level, an Artificer may identify any item's magical properties as using Detect Magic.

- Artificer Knowledge: At 2nd level, an Artificer adds half his artificer level to Appraise, Spellcraft & Use Magic Device.

- Bonus Feat: At 3rd level and every 3 levels after, an Artificer gains a bonus feat that must be taken from the Item Creation list. He must meet the requirements for these feats.

- Journeyman Crafter: At 7th level, an Artificer may cut the time needed to craft magic items in half. Generally this will mean only needing 4 hours for every 1,000 gp in the item's base price. Scrolls & potions may be finished in 1 hour, if under 250 gp.

- Master Crafter: At 14th level, an Artificer may cut the time needed to craft magic items in half again (reducing it to a quarter of the normal time). Generally this will mean only needing 2 hours for every 1,000 gp in the item's base price. Scrolls & potions may be finished in a half hour, if under 250 gp.

EDIT: Fixed the crafting times, as per Cheapy's post.

Dark Archive

3 people marked this as a favorite.

PC: I wish to go up a level.
GM: You are now on the roof.

Dark Archive

1 person marked this as a favorite.

Since it has been brought up numerous times that while Eberron has a similar feel to Steampunk, but is technically Magitech, I was wondering if it would be feasible to replace the magitech elements with actual tech.

Here's my thoughts so far:
- lightning rails >> regular trains
- elemental airships >> zeppelin style airships
- artificers >> engineers
- dragonmark houses >> guilds

Any thoughts? Suggestions?

I'd prefer ideas on how to make this work over reasons why it wouldn't.

Dark Archive

1 person marked this as a favorite.
LilithsThrall wrote:
What I said is that the goal of the game is to have friends come together to collaboratively tell stories.

Actually the goal of the game, any game is for everyone to have fun.

Period.

End of story.

Now, if coming together to collaboratively tell stories is what is fun for you and yours, great. But don't tell others why they play the game. If someone plays for "wish fulfillment" than that is their prerogative. Regardless of in what way the person is ruining the OP's fun, he is ruining his fun. It's not your place to tell him otherwise. Saying it's just "imaginary gold" is a bad argument. By that standard, if we were say playing Monopoly, and I just reached into the bank and took and extra $30,000 you would have no grounds to complain, because it's just "imaginary" and thus doesn't matter.

Also, you keep bringing up the rape of your character, and by no means do I want to diminish how completely inappropriate I consider that action, it too was "imaginary". But consider also that the player was using magic to reach inside the heads of his allies and take knowledge without their consent. Many, if not most, would consider that a form of mental rape. I know I certainly would.

Personally I feel your argument unfairly diminishes what is happening to the OP and his friends by throwing out "Well it could be worse, he could be having his character rape yours".

Dark Archive

1 person marked this as a favorite.
Kthulhu wrote:
Thelemic_Noun wrote:
You two are being lazy buzzkills here. For shame.
You asked a question, you got some answers.

First of all, icarr757 is the OP, not Thelemic Noun. Secondly TN's point was that the answers given were not with the spirit of the OP's intention.

Now, for my answer, here's my $0.02 on how I'd handle Epic Pathfinder:

- continue BAB, no modifications, keeping adding iterative attacks too
- continue Base Saves
- do not continue classes past 20, instead require levels 21+ to be multiclassed or prestige classes
- expand spell slots beyond 9, but do not create new spells, simply allow them to be used for higher metamagiced spells (Quickened Wish anyone? LOL)
- new Simple Templates to increase things like DR, etc
- some kind of Epic setting, so as to not populate Golarion with Gandalfs and Eliminsters.

I don't think I left anything out, but if you can point out some aspect I missed, please bring it up.

Dark Archive

1 person marked this as a favorite.
Cheapy wrote:
Can you demoralize a vampire?

Yes, tell him Edward Cullen is scarier.

Dark Archive

1 person marked this as a favorite.

The Phrenic Scourge has had some major changes, but are obviously meant to be stand ins for illithids.

Dark Archive

1 person marked this as a favorite.

Maybe this has been addressed already, but a player of mine asked the other day what weapon it is that Sajan is carrying. Anyone know? I can't seem to match it to any of the list weapons that monks are proficient with.

Dark Archive

1 person marked this as a favorite.

When using these rules, do you roll up Abilities as normal and calculate the adjustments by taking the stat subtracting 10 or 11 and figuring out the bonus or penalties, or are you expected to take the abilities as they are and just apply increases as you level like a normal PC?