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I was looking at equipment lists and I noticed that signal horns had perform (wind instrument) connected to them. This makes sense only the devs got confused by the English Horn which is larger Oboe or by the fact that the French Horn, which is a brass instrument, is played in a wind quintet.

I then look up perform skills a while later and I see that wind instruments includes the trumpet in the examples list. Wind and brass instruments are about as different to play wind and string instruments!

Is there any reason why the they should be combined?

Daid


HI all

Thanks for the time and sorry if this should be in another forum, it seems to fit in various categories.

The scenario is I, while having played little, have read a lot on the pathfinder database but my players are close enough brand new to D&D so I chose to start with beginner box rules and see how it works out.

The catch is I feel that the monsters list in the Beginner's Box is very limited and there are ideas I have that need things not in it so I'm considering using monsters from the full game in addition to the ones in the beginner box. The problem with that being I've noticed a couple of things that suggest the beginners box characters are weaker than they're full game counter parts and possibly the monsters are the same. I suspect that a few monsters would be particularly affected by the lack of opportunity attacks and so forth but I don't see that as to much of a problem as I can either not use them or change them on a individual basis.

The upshot of that is I have a twofold question, would it work to use some of the full game monsters under Beginner Box rules and would they need to be scaled at all?

Thanks
Daid


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Hi People

I'm going to be starting a beginner box campaign soon( just need to prioritize exams and exam prep right now.) and the pantheon in the box didn't appeal to me and I'm a big fan of mythology so I decided to use a pantheon based on the Norse pantheon. I've written up, or mostly copied across from PRD, a bit for 6 gods so far based on requests from players and resembling in detail the beginner box info though no flavour text the following:

Odin NG

Holy Weapon: Spear

Knowledge
Lore Keeper
 You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
You also get all knowledge skills as class skills.

Rune
Blast Rune
As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Thor NG

Holy Weapon: Light Hammer

Protection
Resistant Touch (Sp)
As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
In addition, you receive a +1 resistance bonus on saving throws.

Strength
Strength Surge (Sp)
As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Tyr LG

Holy Weapon: Spear

Law
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

War
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdommodifier.

Freya CG

Holy Weapon: Starknife (Note this choice was arbitrary so any better suggestions welcome.)

Repose
Gentle Rest (Sp)
Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of round equal to your Wisdom modifier.

Community
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Loki CE

Holy Weapon: Dagger ( Again arbitrary)

Trickery
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Also Bluff, Disguise, and Stealth are class skills

Darkness
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
In addition, you receive Blind-Fight as a bonus feat.

Hel NE

Holy Weapon: Dart ( Once again arbitrary and suggestions will be welcomed.)

Death
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Evil
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Feedback would be welcome on any and all aspect of this post. Also I wasn't sure where this should go so apologies if it is in the wrong forum.