Lamashtu Worshipper

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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?

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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

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.

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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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Has anyone done this or have advice on how to do 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

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?

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Either 1 for 1 up through 10th level, or 1 for 2 up to 20.

Dark Archive

I can't find any specific written rule about this. Is there something I'm missing or what do people do in their own games?

Dark Archive

Supposing that the ability to mimic other classes and bypass encounters is the main issue of the disparity, could you ban certain spells and help the problem?

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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

Sounds a little 4e I know, but it would majorly aid in the 15 min adventuring day issue. Has anyone tried such a rule in Pathfinder? I did some searching but didn't find what I was looking for.

A major bump in such an idea is how to handle spells outside of combat.

Dark Archive

I'm looking to make up a mega-dungeon for the Cult of Razimir going from around 9 to about 15 or so. My real concern is how to keep it interesting so it isn't just "room, monster, room, monster, hallway, random" etc.

Backstory & Future Plans:
I ran the party first through the Price of Immortality trilogy and I'm starting the Realm of the Fellnight Queen tomorrow as a break, but want to get back to dealing with the Cult after that.

The idea is for them to briefly encounter Razmir himself at the end of the mega-dungeon, discover he isn't from this world and take off after him on a world hopping chase using the Distant Worlds book.

Any suggestions?

Dark Archive

I'm thinking of running a campaign where magic items are nigh unheard of and was wondering if anyone had any thoughts on how much to adjust the encounter levels by. I plan on starting at 1st level and going as high as I can.

I'm going to avoid incorporeal creatures where magic weapons would be a necessity. DR will stay and the party will have to rely on high damaage, spells & class features to bypass it. Is there anything else I need to consider that removing magic items will cause a problem with?

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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

I'm planning on using JR to test out the Mythic rules, starting with the 4th book, which calls for 10th level characters. My group only consists of three PCs, so I'm thinking of doing 9th level with 3 Mythic tiers. Any thoughts?

Also if you're familiar with JR, any suggestions of events that would work for Greater Trials, I'd greatly appreciate it.

Dark Archive

So I have books 4-6 and wanted to run JR with native Tian Xi heroes. Two things come to mind; do I need to know anything about the previous books in the AP that will affect the second half? And does anyone have any suggestions on how to start the story off? I was thinking of having the PCs serve some kind of noble lord and be tasked to defeating the Five Storms and freeing Minkai.

Thoughts? Suggestions?

Dark Archive

So I had this idea to run a Pathfinder game with a "Science Hero" spin on it. The big thing will be to figure out how to make the magic using classes still viable. Magic items will still be available, just with a "gadgety" re-flavoring.

NO CHANGE
- Alchemist, Barbarian, Cavalier, Fighter, Gunslinger, Monk, Rogue

CHANGE or RE-FLAVOR
Bard - Archeologist
Magus - Bladebound (the power all comes from the blade)
Paladin - Warrior of the Holy Light
Ranger - Skirmisher or Trapper
Summoner - "dimensional science"

Cleric -
Druid -
Inquisitor -
Oracle -
Sorcerer -
Witch -
Wizard -

Dark Archive

Is it possible? Is there a spell or feat or anything that lets you have your familiar take damage for you?

Dark Archive

Does anyone have any ideas of which (if any) official Pathfinder adventures would work well in a DL game? I've got a game this afternoon and don't really have time to plan for it, so being able to grab one of the many fantastically written PF modules would be a godsend.

If anyone is willing to give me a hand with this, but isn't familiar with DL, let me cover the basics. The big changes I'd look out for are no orcs, drow, lycanthropes, or spontaneous casters.

Dark Archive

Using the ARG for the races and cribing a fair bit from other conversions and the 3.5 books, I've made up a conversion for use in my DL game(s).

Mind you I only did these with the WotL era (and pre/post) in mind. I also plan on using the Wounds & Vigor rules (though I have PCs regain all Vigor from sleeping) to make the lack of divine healing not be so bad.

Pathfinder DragonLance.

Dark Archive

Doesn't that make more sense, since moving your shield in the way of an incoming attack is an active defense, not a passive one?

Dark Archive

Lets say for example that I (the GM) build an Advanced race that comes out to only 12 pts. By my understanding, even though its an Advanced race, it rounds down to the 10 range of the basic races and thus no increase to the APL is needed. Does being an Advanced race make them unbalanced compared to say a dwarf which is 11 pts? Or are the Adv/Mon categories only there for GM-guided player race creation?

Dark Archive

How long does the fatigue from a dragonne's roar attack last? It makes mention the deafness only lasts 2d4 rounds, but lists no duration for the fatigue.

Dark Archive

So we have flip-mats and tiles for all the boat stuff, but is there any that work for the island portion of the adventure?

Dark Archive

When splitting up loot from their first adventure, my group got into a little argument over how to divide up the treasure. Basically the issue was whether or not to treat items kept (not sold) should count as their full price or the sell value. IE. if someone kept a masterworked sword out of the loot, does that count as ~150gp or ~300gp worth of their share?

As small aside, how much do you normally put aside for a party fund to use for healings, bribes, and other group expenses?

Dark Archive

So I've recently got back to work on my conversions and I've decided rather than convert the Artificer class (which feels a little clumsy to me), I am going to make it an Archetype for the Alchemist class. Part of what I like is that the Alchemist's Extracts could fairly easily be re-fluffed to be miniature devices.

Here's what I'm thinking and I could use some suggestions:

- drop all poison related abilities
- lose Mutagen
- gain Craft feats
- gain ... ?

Not sure what else to give them.

Dark Archive

Would it be balanced to allow a kitsune character who instead of anthro & human form, instead had a human and fox form at start? The fox form doesn't grant much in the way of mechanical benefits, mostly RP ones.

I am the GM and it seems fine, so I'm ask you all just to make sure.

Dark Archive

I tried searching for previous discussions to find an answer to my concern, but all I could find was stuff from the playtests that didn't seem to really answer my problem.

In a nut shell, my concern is that action economy is a big thing in this game. After all, that's why they toned down the Haste spell so it no longer gives an extra action. Yet, the Magus seems to break this situation by being able to cast a standard action spell as well as take a full round action attack sequence, all for the measly cost of a -2 on his attacks and possibly having to make a Cast Defensive roll.

I get that they aren't as good of a warrior as Fighters or as good of casters as Wizards, but they are vastly better warriors than Wizards, and obviously 100% better casters than Fighters.

I love the idea of a gish type class, but this ability seems to make them overpowered.

I'm not basing this on pure theory either, I recently ran a game around 10th level and the Magus dominated almost all the fights. Normally, you'd have a Wizard drop an area effect spell and then the rest would mop up those with some remaining HPs, but with the Magus, he's mopping up his own leftovers and the rest of the party seemed superfluous. I grant that particular builds and good rolls, etc may have played a part, but I keep coming back to the action economy and it just seems like the Magus gets to do more than everyone else.

Opinions for either side are welcome, but lets avoid turning this into a flame war. Also, I'd be happy to hear if anyone has tried making changes to the Magus to correct this problem.

Dark Archive

Does the Blur effect apply to the images, or does it only effect the caster himself? Thus negating the benefits of Mirror Image?

Just a random thought and was curious what people thought or if anyone has ever gotten an official ruling on this.

Dark Archive

Our party is doing ok for the most part, but the Magus is breezing through each fight with barely a scratch on him. Everyone else seems reasonably challenged, so I'm not sure what to do.

Here's what we have:

Orc Barbarian 10 (Titan Mauler)
Human Ranger 10 (Urban Ranger)
Human Oracle 10 (Life)
Sylph Magus 10 (Kensai)

Part of the problem is that he has the one of the two best AC's in the party, stacked with Blur & Mirror Image, making it nigh impossible for the monsters I throw at them to hit him. I need some suggestions.

Dark Archive

Just as it says. What do you think?

Dark Archive

Just a random thought I had that I was wondering if anyone else had tried implementing. Would bringing down the damage output of spells help bridge the gap between being a Wizard* versus a Fighter* ? It'd be better if there was some overall ruling that could be applied rather than have to apply adjustments on a 1 for 1 basis.

Maybe something like halving the rate of damage accrual? So spells like Fireball would only do 1d6 per 2 levels? Magic Missile would gain an extra missile at 4,9,13,&17? Etc. You could apply this to non-damage spells too, if needed.

Or if that's too much, what about downgrading the die one type? D4's for Fireballs, d3+1 for Magic Missile, etc.

Idk, just a thought.

*(or whatever)

Dark Archive

So which classes/archetypes/bloodlines/etc work well as psuedo-psionic options?

Here is what I have to start:

  • Sorcerer (Aberrant, Arcane, Destined, Dreamspun, Elemental, Starsoul)
  • Summoner (Broodmaster, Evolutionist, Master Summoner, Synthesist)
  • Magus (Bladebound, Kensai, Spellblade, Soul Forger)

    What about:

  • Bard
  • Witch
  • Alchemist
  • divine casters?

    Any others? Sticking to official Paizo made classes, etc.

    Also, beside making sure they have the Eschew Materials feat, is there any other feats or traits, etc that would help give them more of a psionic feel?

  • Dark Archive

    Because you know, there aren't already 1,001 threads about this, but still I wanted to throw this out and see what people thought.

    To be clear, I realize these may not be the RAW or even RAI views of alignment, just my own way of looking at it that helps quash a multitude of arguments that seem to arise from this hot button issue.

    Quote:
  • Good is caring about the welfare and well being of others before your own. It's about wanting to put a stop to the actions of Evil.

  • Evil is about selfishness and hatred. Enjoyment in, or at least indifference to, the suffering of others.

  • Law is having a code of conduct you follow and belief that rules exist for a reason. Not everyone's code of conduct will be the same, so just because the nation you are in considers something to be unlawful doesn't mean you have to too.

  • Chaos is about thinking rules are for the weak willed and simple minded who need to be told what to do. It can be about anarchy, but doesn't have to be. It can be as simple as believing that no one's opinion but your own matters.
  • My feeling is that the fluff of most settings reflect that the law/chaos axis is very subjective, but then the rules assume that if you are lawful you must always follow the rules, regardless of who's rules they are.

    Dark Archive

    Would this work to balance the characters? The only issue I'm really seeing is that occasionally a monster's AC might be too high and healing might lag. Oh and I might need to tweak how DR works.

    Thoughts?

    Dark Archive

    Does anyone else feel constrained by all the options?

    Confused? Let me explain. When a player wants to do something cool and creative with their character that already has a rule/feat/class feature that covers it, I feel like I have to say know because what if someone else took the time to pick that option that allows them to do it?

    The other day, one of my players wanted to grab a zombie and throw him into another one. At first I was inclined to just have him make a grapple roll or a modified bull rush, but then I remembered there was a Barbarian rage power that allowed just that kind of maneuver (Body Bludgeon). Since he had an open rage power slot, I let him pick it and we went from there, but it brought up an issue that I didn't even realize was an issue.

    So what do you do when this happens? I guess I could have just allow PCs to do the things without the feat/class ability/whatever but at a penalty, but it feels like an unsatisfying solution. Though, so does just saying no, tough luck.

    Dark Archive

    Is there any way for an Inquisitor to qualify for the Point Blank Master feat without multi-classing? Feats, prestige classes, archetypes, magic items, races, traits, anything?

    Dark Archive

    So I picked up Book of the Damned 3: The Four Horsemen the other day and I love it and now I want to run a campaign where instead of the Horsemen having locked away the BBEG (I forget the name), it was locked away by some ancient heroes/gods or some such. Now they are trying to free him by spreading each of their unique brands of destruction on Golarion.

    The bare bones thoughts I have so far are:

    - Pestilence (9th): the PCs are going to stumble upon a group of Daughters of Urgathoa getting ready to set loose an unstoppable plague.

    - War (12th): was thinking about stealing the "Blood War" premise from previous D&D incarnations and have the devils & demons waging war on each other, with Golarion as their battlefield

    - Famine (15th): the White witches of Irrisen spread their eternal winter to neighboring countries and farther

    - Death (18th): maybe a zombie rising? sky goes dark, undead supercharged, etc

    Looking for better or different suggestions for each horsemen and/or for the main reason behind the activities of them as a group. Maybe they are competing with each other over something, idk.

    Dark Archive

    I was thinking for my next game I wanted to essentially advance Golarion to be more Renaissance or Victorian styled.

    I'm thinking trains! Zeppelins! High society functions! Smoke billowing factories! Newsboys touting the exploits of renown adventurers! Dueling pistols at dawn!

    These kinds of things. What (if any) problems or factors about the setting would need addressing to make this change?

    Dark Archive

    Which archetypes (if any) would fit specifically well for Tian Xi heroes? Obviously the Samurai & Ninja alternate classes are already thematic, but what about the other 19 classes? (I'll be back with my own thoughts on this once I sift through my APG, UM & UC)

    Dark Archive

    I really like the looks of the Jade Regent AP and I've been itching to run an OA style game for a while now, but I was disappointed to find that you start in Varisia and THEN travel to Tian Xi.

    Has anyone revamped the opening to the AP so that you start in Tian Xi? My other thought would be to have the whole party be originally from Tian Xi but traveling abroad.

    Anyone know of any pitfalls or potential problems I might run into with the assumed course of the adventure with either of these routes?

    Dark Archive

    So I got talked into running a 14th level game, but I'm at a loss to come up with a story. The plan was to use Golarion, but I'm not married to the setting if someone has another idea.

    Here are the PCs:

    - Sorcerer 14
    - Barbarian 14
    - TBD (suggestions welcome)

    Dark Archive

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    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

    What major presence do halflings have in Golarion? In other words, do they have any nations? Any organizations? Would it affect the world in any great way to remove them from the setting?

    I don't have my Inner Sea World Guide on me, so I can't check it.

    Dark Archive

    First of all, this came up the other night and I wasn't 100% sure I was handling it right, but if a Cavalier and his mount are using Ride-By Attack, do both the mount and the PC get an attack? I was assuming so, but as I said, I wasn't entirely sure.

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