Plague Steed

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Deadmanwalking wrote:
UnArcaneElection wrote:

What if you're a player not a GM? And, say, a rape survivor?

Now, that's not to say they should remove any references to anything that might be traumatic for anyone (and indeed I wouldn't remotely advocate removing all references to rape), but it's also not quite as simple as you're making it out to be.

Player : hey i am a rape survivor do you mind not including rape?

DM : oh sorry I didn't know I will remove it is

Unless the DM is a dick but in that case you have another problem.


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If you find the rape stuff unacceptable can't you just use your DM powers to remove it? Instead of trying to dillute the official version of orcs ?


I am a level 14 asmodeus cleric with rank 20 in leadership with a ring of ecclesiarch and I wish to start a cult to increase my influence and power. But I need ideas on how to :
-manage this cult
-how to keep it secretive,
-how to recruit members
-Can I base it around me as a God or would asmodeus punish me ?

Basically how would you go about creating a cult ?


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Then again a zombie horde is made of 50 zombies so if you have a bunch of onyx gems and a bunch of corpses maybe make this :
http://www.d20pfsrd.com/bestiary/monster-listings/undead/zombie/zombie-hord e-fgg/


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The way I did it when having to use low Hd bodies for an army was to have a defensive line made of burning skeletons with tower shields and armor. With the second line composed of archer skeletons (extra feat Point-Blank Shot, Precise Shot is always good for an archer)

Then cast desecrate and other various buffs like the others have pointed out.


After reading all your advice and master marshmallow excellent guide here is what I have come up with for the moment.

At level 12
feats :
lv1 power attack
lv3 cornedgon smash
lv5 intimidating prowess
lv7 furious focus
lv9 hurtful
lv11 ???

Attributes without equipment
For 17
Dex 15
Con 15
int 14
wis 14
Cha 17

I am thinking a conductive falchion would be my best bet as my weapon since as a half orcs I already have profecient with it and apparently is very good for crit. (using Bodhi's Guide to the Optimal Paladin and Antipaladin)

What do you think so far ?


I have got to build a level 12 antipaladin half orc for our homebrew game, the problem is that have I no knowledge on how to build a class which doesn't involve throwing spells from the other side of the room.
So here are the guidelines :it has to be a half orc and be the standard antipaladin archetype.
After rolling the dice here our his initial attributes
Force 15
Dex 15
Cons 15
Wis 14
Int 14
Cha 17

After reading the wonderful bohdi guide to paladin and antipaladin I wish to make a build based on dishing out dmg and intimidating the enemy. Any advice would be appreciated especially when it comes to feats and which fiendish boon to pick.


Ravingdork wrote:

I got a 60 HD limit for animate dead, as well as a desecrate spell ready to go. I want to create the biggest, baddest thing possible that could conceivably be killed by a 15th-level wizard.

What creature should I gun for?

I am noob so take my advice with A grain of salt but necrocraft might be a fun beast to fight since it can be as a big or as specialised as you want it to be (you can customise it with construction points)

You can have it fly or emerge from the ground , grab , have multiple heads or simply be more durable.

Source bestiary 4 p 200
http://www.d20pfsrd.com/bestiary/monster-listings/undead/necrocraft/


Since this forum was so helpful last time in my necromantic endeavours I have returned with a plan to make the greatest necrocraft in the world.
But first I have some questions :
1 do different corpses affect the stats or attack in any way ?
Example should I use 100 human corpse or find more exotic bodies
2 do the corpse have to be animated before creating the necrocraft
3 what should I invest my construction points in ?

Ps this is to be the greatest necrocraft so it will be colossal size
Also apologies if I have missed something obvious or if my questions seem dumb.


I do already have control undead feat so create undead won't be an issue.
I do like the idea of combining leadership with create undead and since undead like ghouls can reproduce that could give me an undead army. (Somehow I doubt my GM will let me get away with that XD)


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I do have currently two bloody pirate skeletons...Who are underwhelming to say the least.

Will definitely try fast zombies next time we kill a tiger or dire bear.
However they can be somewhat suspicious to have in a city.

Is there a way to make a efficient humanoid skeleton ?
Any corpse in particular I should look out for ? (That is humanoid)

Btw thanks for the current suggestions


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I would like to preface this by saying that I am pretty new to pathfinder so apologies if I sound somewhat dumb or if I miss something obvious.
So I am currently playing a neutral evil asmodean priest who is lv 8 , he has evil and death domain.

My GM has made onyx gems hard to come by so I do not wish to waste them on disposable undead horde. My plan is to create a single undead minion that can take a punch and hopefully return a half decent. Also it needs to be able to blend in and go into buildings. Any advice would be appreciated.

Full Name

Thomas Locke

Race

Storm Trooper

About Thomas Locke

Stats:

WS: 34
BS: 44
Int: 26
St: 29
Tgh: 45
Per: 33
WP: 30
FW: 27
Ag: 43

Wounds: 17
Fate: 4

History and Aptitudes:

Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness.

Demeanour: Nihilist
This character embraces the emptiness that the Imperial Guard has worn in his soul. He cares little for whether he or others outside his squad live or die, overwhelmed by their insignificance in the face of an uncaring universe. An exception are some Tech-Priest, whom he has sworn to protect as Children of the Ommnissiah, for they can commune with machine spirits and are far more significant than himself or other humans.

Orphaned at an early age, no idea who is parents were, he learned to take care of himself. He saw the worst in humanity and craved order over chaos. The military offered that chance. Relishing the chain of command, he focused his mind on his body and skills, forged himself into a weapon and never backs down from a challenge. Fearless to a point of stupidity, there is not a bet he won't take or a risk that could stop him. His fascination with machines and Tech-Priest is child like to a near obsession. Not smart enough to have been chosen as a Tech-priest, he excels at weapons and physical conditioning with finesse. Toughened by his superior training and forged as a weapon by the finest teachers, he is relentless in pursuit of any objective and lives to follow orders and please his commanders like an obedient dog. His appearance is above average, though he often thinks higher of himself, always a five'o clock shadow he barely keeps to grooming standards, seeing little point in it. He bathes regularly, but only when it serves a purpose. A seasoned veteran, he speaks his mind and cares little for the consequence or friends he makes or loses.

Skills:

Awareness
Acrobatics
Common Lore [War, Imperium, Imp. Guard, Law, Gothic, Tech]
Dodge
Intimidate
Linguistics (Low Gothic)
Scholastic Lore (Tactica Imperialis)
Stealth
Tech-Use

Talents::

Quick Draw
Takedown
Weapon Training (Las).
Hatred [Heretics, Rivaling Regiment]
Enemy [Rivaling Enemy]
Iron Jaw (Test Toughness to not get stunned)
Die Hard (Roll twice to not die from blood loss)
Tank Hunter (BS-Bonus to Pen vs. vehicles)
Nerves of Steel (Re-Rolled failed Pinning tests, +10 vs Intimidate)
Sprint (Full Move Action + Ag-B meters, double run distance for one round, gain fatigue if used sequentially)

Equipment:

Standard Issue:
- Main Weapon: M36 Lasgun (Base, 100, S,3,-, 1d10+3 E, Pen 0, 60, Full, Reliable, 4kg)
... Melee Attachment: Bayonet (Melee, 1d10 R, Pen 0, Primitive(8))
... Exterminator (10m; S,-,-; 1d10 + 4 E, Pen 2, Flame, Spray, one-shot)
... 8 charge packs

- Side Arm: Laspistol (Pistol, )
... 4 Charge Packs

- Grenades:
... 3*Fragment (Thrown SBx3, 2d10 X, Pen 0, Blast (3), 0,5 kg)
... 3*Photon Flash (Thrown SBx3, Blast(10), Agi(+10 test or get blinded for DoF-rounds)
... 2*Smoke Grenade

- Good Craftsmanship Imperial Guard Flak Armor (4AP all, 5vs Blast Damage, +1AP against first damage each round)

- Gear:
.. Micro-Bead
.. Respirator
.. Entrenching Tool
.. 4 Empty Sandbags
.. 1 set of Uniform, 1 set of poor weather gear
.. knife
.. Rucksack
.. basic tool set
.. mess kit + water canteen
.. blanket + sleeping bag
.. rechargeable lamp pack
.. grooming kit
.. id tags
.. instructor handbook
.. two week ration packs + 2 additional week rations

Specialist Equipment: Good Craftsmanship hot-shot lasgun
Hot-shot Lasgun Basic 60m S/3/– 1d10+4 E 7 30 2 Full — 6kg Rare
Backpack Ammo.

Storm trooper carapace armour.

XP Spent:
AG Simple 100, BS Simple 100, 100 Acrobatics Skill

Battle Rolls:

Bracing a Heavy Weapon:
..Half Action to brace the weapon. Remains braced until moved. Shoot without bracing is @-30BS.

Aim:
..Half/Full action. Next action must be an attack or lost. Dodge/parry also removes the noni.
..Half action aim: +10BS
..Full Action Aim: +20BS

Called Shot:
..Declare Hit location. Make BS test @-20. No +10 for standard attack.

Attack types:
..Single Attack: Half Action, BS @+10
..Semi-Auto: Half-Action, BS @+-0, every 2DoS additional hit until semi-auto rate
..Full-Auto: Half-Action, BS @-10, every DoS additional hit until full-auto fire rate

Suppressive Fire:
..Full Action
..Weapon with Semi-/Full-auto fire only
..Declare kill zone within the 45 degree angle of view
..BS@-20 if anything was hit, every 2 DoS an additional hit
....GM decides randomly which enemy was hit
..Targets in the kill zone must make a pinning test
...@Semi-Auto Fire: Pinning test @-10
...@Full-Auto Fire: Pinning test @-20

Overwatch:
..Declare kill zone within the 45 degree angle of view
..Specify attack type (single, semi, full)
..Specify a trigger for the attack to happen
..Targets in the kill zone must make a pinning test
..Any other action before the activation ends the overwatch (like dodge)

Ready Item:
..Half Action to ready the item (draw a weapon/grenade, apply stim, ...)

Weapon Jam:
..Auto-Miss
..Single Shot: 96-100 roll
..Semi-Auto: 94-100 roll
..Full-Auto: 94-100 roll
..Suppression Fire: 94-100 roll

Clear Jammed Weapon:
..Full Action, must reload weapon, loosing all loaded ammo
..BS test +-0, may repeated next round if failed

Tactical Advance:
..Full Action
..Start and End point must provide cover
..Up to full move distance
..Considered in the cover left for the entire movement

Battle Circumstances:
..Shooting into Melee: -20BS
..Point-Blank Range: <=2m, BS+30
..Short Range: <1/2 Weapon Range, BS+10
..Long Range: >2xWeapon Range BS-10
..Extreme Range: >3xWeapon Range BS-30
..Fatigued: ALL tests -10
..Fog/Smoke/Shadow/Mist: -20BS, Concealment +10
..Darkness: -20WS, -30BS, Concealment +20
..Prone Target: +10WS, -10BS (unless @point-blank)
....Being Prone: -10WS, -20 Dodge/Parry
..Stunned Target: +20BS/WS
..Unaware Target: (e.g. Surprise round) +30BS/WS
..Helpless Target: (sleeping, unconscious) WS auto succeed, roll damage twice
..Harsh Weather/Unnatural Conditions: All WS/BS -20

Being Pinned:
..only half action per turn
..engaged in melee escapes pinning automatically
..BS tests @-20
..if in cover towards the attacker: May not leave it
..if not: Must head towards cover in the next round
..if no cover in reach: Must move away from the attacker
..at the end of the turn: Retest Pinning +-0
....if in cover not shot since the last round: Pinning +30

Injuries&Healing:
..Lightly Damaged: Dmg < 2xT-Bonus
....Heal 1/day
....Heal T-Bonus on full day of bed rest
..Heavily Damaged: Wound Cap > Dmg > 2xT-Bonus
....Heal 1/day of complete rest until lightly damaged again
..Critically Wounded: > 1 critical damage
....T-Test +-0 per full day of rest to heal 1 critical dmg