Lamashtu Worshipper

CrackedOzy's page

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


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Dark Archive

Can you confirm if this multi-pack will include the same maps as the Forbidden Jungle flip map or not? I don’t want to end up with duplicates.

Dark Archive

That's great news, thanks!

Dark Archive

My order (Secrets of Magic pocket edition) says the delivery is 4 to 8 days in transit, but then lists a "Transit Estimate" of it shipping in 11 to 20 days. Is that in addition to the 4 to 8? So I'm really looking at 15 to 28 days?

Dark Archive

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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

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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

The Handwraps are irrelevant as the Gloomblade can only apply the benefits of the two Focus spells on the shadow weapons, not their unarmed attacks like a Magus. I didn’t have that explicitly mentioned, but I’ll add it into future versions for clarity.

Dark Archive

EDIT: Reposted from my original thread in Rules Discussion because I’m a doofus and didn’t see Homebrew was a option.

So I just talked my players into switching over to 2e, but one of them was playing a Gloomblade Fighter and I wanted to preserve his character idea. I’ve done a little work so far and cribbed a bit from the Magus, but I’d love input as we’re new to this edition. I also have plans to cover the rest of the Gloomblade abilities and even add some new stuff, but let’s see what y’all think of what I have now.

Gloomblade Archetype

Gloomblade Dedication - FEAT 2
A gloomblade can create a shadowy weapon in a free hand as a single action. This can take the form of any common simple or martial melee weapon with which he is trained. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.

Potent Shadows - FEAT 4
You can boost the accuracy and deadliness of your shadow weapons. You learn the “magus potency” battle spell. You gain a focus pool of 1 Focus Point.

Dual Shadows - FEAT 8
You can now summon two one handed shadow weapons. Each can be affected by your battle spells, but they are treated as being 1 step lower for purposes of being Heightened.

Runic Shadows - FEAT 8
Prerequisite: Potent Shadows
You can temporarily replicate the effects of a property rune for your shadow weapons. You learn the “runic impression” battle spell. Increase the number of Focus Points in your focus pool by 1.

It was pointed out that there is a Fetchling feat that does a similar affect, but that’s at 9th level and has more versatility than just some weapons, so hopefully this isn’t unbalanced. Gloomblade was an official 1e archetype, so I think it should be good? Idk. Also I don’t want to make this limited to a single ancestry.

Dark Archive

I have recently returned to Pathfinder again and I love the pocket editions. I’ve picked up the CRB, Bestiary 1, Monster Codex, NPC Codex, and Ultimate Equipment so far, but I have the rest on my want list. I was amazed how legible the text still is at the smaller size. They’re so nice!

Dark Archive

So I had this idea to set up my cork board with a bunch of posts as if it was a job board in a tavern (The Rusty Dragon) so my players could gather around it and pick their next job. I’d love both serious quests and little stuff like lost dogs. They are starting at 1st level, so keep that in mind. Bonus points for anything that directly ties into the Sandpoint book.

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Legio_MCMLXXXVII wrote:

Use Myth-weavers.com

Sheets work great, and they're easily sharable.

Seconded!

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Ultimate Intrigue wrote:
Rules for social combat and verbal duels, allowing characters to use words as weapons to sway hearts and humiliate foes.

Sounds like you'll have what you need once UI comes out.

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Well I was just going by the example of the official Alternate Racial Trait. I guess that (and the couple others that trade both racial features for a feat) is a poor option.

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Deadmanwalking wrote:
As a House Rule, I've strongly considered replacing either the aforementioned Weapon Familiarity or Elven Magic (player's choice) with the Breadth of Experience Feat, to represent this undirected but extensive education.

There is an Alternate Racial Trait that trades both of those for Skill Focus, so trading both for BoE is probably a fairer option.

Dark Archive

CampinCarl9127 wrote:
CrackedOzy wrote:
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.

Because biology is messy and unpredictable. How does your "everything ages at the same rate" stack up against tortoises? Red sea urchins, whales, mussels? The list of organisms that don't age anything like humans goes on and on.

Plus...magic. It's a fantasy world. It doesn't have to follow our rules of biology.

I think you're confused on what I was saying. I was agreeing that elves should age slower and referenced the walking example of how different species age at different rates.

Dark Archive

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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

And here I thought he was trying a summon spell for a player aid.

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ryric wrote:
I kind of wish the current hydra had regeneration, negating by severing a head, instead of having fast healing. So you'd be able to beat it down with body damage, but it's coming back unless you sever heads and burn stumps.

I like this!

Dark Archive

I'd be using this rule in combination with the Mirror Image idea that makes it hard to hit the body, but I see your point.

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What do you think about giving them an effective Hardness versus Sundering equal to their Natural Armor bonus? Makes chopping a head off not as easy as it would otherwise be.

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DM_Blake wrote:
I also made it harder to just shoot the body because the heads act like a Mirror Image spell. If it has 5 heads, you would roll a d6 and only hit the body on a 6, otherwise you hit a head (and damage it, possibly severing it - look out, it's growing two new ones).

I like this portion of your change, that is a much better way of handling it. What adjustment to the CR do you think that would be on it's own? +1? None?

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SwnyNerdgasm wrote:
Mark Hoover wrote:
The barbarian and the monk/rogue both got thrown for a loop and had to improvise; respectively their turns took nearly 20 minutes each.
That!!! That right there is one of the reasons I have thrown my Mythic Rulebook into an incinerator and never looked back.

I've seen low level non-mythic games take easily 5-10 minutes, so a 20th level, mythic 10 game doesn't surprise me in the least to have 20 minute turns. Especially if what they had planned got derailed.

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Peter Stewart wrote:
Math pleasee.

Seconded.

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Has anyone done this or have advice on how to do it?

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Also real world life expectancies make no accounting for healing magic or fantasy beasts, so YMMV.

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Was the idea to have an unarmed fighting barbarian? Wouldn't it be easier to make a Barbarian/Brawler?

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I'm with alexd1976 and JamZilla, I think the fallen Silver would make a great pirate captain. You said that he's the pirate king (or w/e you want to call him), so maybe he took on that role to curtail the worst of the pirates and weed out the really horrible behaviors. Slowly he's allowed so much bad to happen in the name of the greater good that he's on the edge of becoming a true villain. It's up to the PCs to determine if they push him over the edge or redeem him. Sounds like a game I'd love to play/run.

Dark Archive

Personally, I find a little reflavoring of the Alchemist works very nicely. Instead of formulas, you have blueprints. Instead of potions, you have devices. Take the Mindchemist archetype to replace Mutagen.

Makes for a nice little magic engineer class.

Dark Archive

You could just take some traits to simulate a two headed race. Such as..

Dual-Minded (1 RP)
Stubborn (2 RP)
All-Around Vision (4 RP)

Is there some benefit in particular you want the race to gain from having two heads? Maybe we can determine a good RP cost for it.

Dark Archive

fel_horfrost wrote:
Play a npc class and add 2 vmc classes to it. The normal 3,7,11,15,19 one and a second one that trades out your 1,5,9,13,& 17th level feats.

If they are giving up their feats for the VMC, why do they need to be an NPC class?

Dark Archive

There's a simple solution here, make the DC to hit with the spell attack roll (12 + Save) instead.

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I meant solve (or at least help) the specific issues of longer durations and increased spell effects.

Dark Archive

At least a sheet with the skills section all blanks so you can use which ever version you wanted.

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TheTheos wrote:
I'm not sure if it is legal.

Probably not.

TheTheos wrote:
If not is there any work around to it?

As long as your GM is ok with it, I don't see any reason why the feats an Animal Companion gives up are lesser than a PC's are, so the exchange should still be balanced. I'd certainly limit which ones, so they made sense for an animal.

Dark Archive

Matthew Downie wrote:
The 'Quadratic' issue relates to most casters and most spells. For example, Invisibility and Fly and Haste. As the wizard levels up, he can cast Haste more times a day, it lasts longer and it affects more targets. This requires no investment by the wizard - it's just something they get for free while also gaining whole new levels of spells.

But assuming he's casting these on allies as well, is it really an issue?

Wouldn't Unchained's "Limited Magic" option solve some of those issues?

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Onyxlion wrote:
What books? Extended core or the entirety of 1st party pazio? I'll work from core upwards it'll probably be in pieces though.

Core is primary, and I only have the hardcover books, not all the various soft cover companions. Thanks.

Anzyr wrote:
I'm not going to do a full list (oh man that would take forever), but that should be a decent start.

Is it really so many spells? Maybe categories would be the better way to go. Hmm. Or categories with lists of the spells that fall under each issue.

Dark Archive

Onyxlion wrote:

1. Spells that imitate other classes such as knock, detect traps, etc.

2. Spells that break in game quotas like blood money, fabricate, simulacrum, etc.
4. Spells that just rewrite reality or too open ended like suggestion, wish, etc.
5. Spells that outclass others of the same ilk like snowball being the best damage spell while also ignoring spell resistance.

Rather than categories that may require judgement calls, I was hoping for SPECIFIC lists, as said in the title.

Dark Archive

I'd buy an expanded Strategy Guide for the rest of the classes.

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I'm not looking to start yet another thread arguing what (if anything) is the problem. I just want to find a semi-comprehensive list of the spells that (some) people feel are the issue. If you feel there is another issue or that it's not an issue, please find another thread to discuss it.

Dark Archive

I tried searching for this, but does anyone have a full specific list of the spells that are the issue for those who feel the wizard is unbalanced? Preferably including the issue with each spell?

A lot to ask I know, but I'm hoping someone has done this already and I just need to be pointed in the right direction.

Dark Archive

Just cherry pick the racial features you think make sense for your half & half race from the parent races and build it with the ARG rules.

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I have to know, does the first adventure include any references to custard?

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BigNorseWolf wrote:
[flight of dragons]Because gold is a soft metal to sleep on, and is less flammable than a straw mattress if you happen to snore. [/flight of dragons]

Thank you! I was looking for that quote and couldn't find it. I love that they detail how dragon's fire breath & flight works too. Love that movie!

Dark Archive

Aw come on, a year and a half later and no replies?

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As long as the hybrid class has all the features that get replaced, I see no reason not to allow it.

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RainyDayNinja wrote:
If you want to go all-out, get a wand of Knock.

LMAO, perfect!!!

Maybe a multi-spell wand or small staff so you can include other sonic screwdriver effect spells, such as Detect Magic / Identify for scanning, etc.

Oh and a blue box that allows you to use Mage's Magnificent Mansion and Plane Shift (sadly there isn't a time travel spell).

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Derrack wrote:
... to be able to use me (in dragon form) as her mount.

I thought I read something once about not being able to use sentient creatures and/or PCs as mounts. Specifically about class feature mounts, mind you, not just riding them.

I'm fairly sure it'd not be PFS legal at least.

Dark Archive

Kill Bill: Vol. 1 CLIP - Your Mother Had it Coming

Specifically around the 1 min mark.

Kill the evil parent. Leave the kid. It's not your responsibility to raise the kid or anything, but certainly there's no reason to kill it for it's parents misdeeds or what it MIGHT do in the future. Hell, even if you assume all orcs (or w/e) are evil, you can't punish them for evil deeds they haven't committed yet.

Dark Archive

I like the idea, but idk if Ability Point Buy and Racial Points are 1:1 equivalents.

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Not a full 20 list, but just the one's I'm hoping to see in MC2;

Centaurs
Dark Folk
Ettercaps
Formians
Gargoyles
Hill Giants
Merfolk
Liches
Lycanthropes
Pixies
Tengu
Treants

Dark Archive

I swear I remember there being a sheet for planning encounters that had a place to note what monsters would be involved, treasure gained, xp earned, a little grid to make a map, notes and stuff. Might have been a fan-made sheet.

Anyone know what I'm talking about or have something similar?