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A little more information.
They met Jolgan?(Aphasia dude that says Zandelus sees) and they were smart enough to let the guy write down his thoughts with the writing supplies they got in the other room. He was only able to write down single words and point to them to give information out.
ZANDELUS. Dreams. Tatterman. Death. Sleep. Awake. Ghoul. Doppelganger. Where the words he wrote down and the players where able to deduct a lot from those few words.

They beat the doppelganger in the laundry room and encountered the mirror. Gave the summoner a dream of a silohette holding something in its hand crying and saying who have I become and throw the object causing it to break. They encountered the wall already but they struggled to make the connection when they saw the mirror.

The survivors are in good standing with the group and so is winters.

I'm having the followers if Hastur and Rhan roll will saves in the chapel if they sleep. Sorta as if Desna knows Andis watching them. But if they sleep outside they are fine. They haven't failed the saves yet.

I've also been slowly introducing their backgrounds as they sleep. That or hints for the haunts. They seem to enjoy the dreams

But the Cleric knows of the cultist camp and wants to go there ASAP. and he was told to not sleep in the chapel. He took that as never sleep.

So how could I allow them to take side with the cultist not even the tatterman? Or would the cultist want to survive the mass sacrifice?


So I'm recently on session 3 on this Module. And my characters ar wanting to be evil or side with the elder mythos. I need help with ideas on how to present that side of the campaign.

Dhampir mesmerist, follower of Hastur. Currently doesn't know but has been getting dreams of a man in yellow talking to her. She has the blood of the yellow king causing degenerate insanity as she ages

Dhampir cleric, followed of rhan tegoth. Doesn't know anything about his faith. But he does know he is a researcher. Currently working on a potion or spell kin to the elder gods immortality. Turning into a statue etc

Centaur Barbarian. Exiled from her tribe she went to be a guard to the noblemen if thrushmoor to attempt a cou and conquer the lands

Oread summoner. He's sorta the extra

I'm going to allow them to side with the cultist when they get there. Currently there are three survivors in the chapel who are not getting decent sleep on the chapel due to being cultist as are th two Dhampirs. Two are Hastur followers and the other is that of rhan. They've met them but they don't know what the holy symbols mean.

What else can I do?


Alright so I have started to make my own little version to integrate Dark souls into Pathfinder. And I am trying to stay as close to the mechanics as possible.

So there will be their regular Level and then Soul Level. Souls replace all currency. I will give out benchmark level ups. And soul level, they can buy attribute points. Our app goes to 90 for any of them. so Soul Level 492 is max and I am going to base it of the dark souls level progression. so 383 million to reach max. I dont expect them to reach that. But 100 to 200 i can see. so 2 million to reach 100. 18 million to reach 200

So what is the best formula for creatures to give souls?

Base creatures= Soul level*40 (Will always be 2 Levels higher and 20 soul levels higher than party.)
Elite creatures= Soul Level*200 (Will always be 4 levels Higher and 40 soul levels higher than party)
Boss Creatures= Soul Level*400 (Will usually be 6 Levels Higher and 60 Soul levels higher than party)

Spells cost 1000 Souls/spell level. Upgrades for weapon and armor double the price before. So 1000,2000,4000,8000,16000.

So with combat, I am going to give out action points, max 10. This is to mimic endurance. So a person can still move 30 feet and attack 3 times if they have 3 actions. If they want to move an additional 30 feet, it will take an action.
So Lets start with stat changes. I may allow feats or items that grant an extra action.

At 25 and 50 points on any stat grants an action point.

Strength: Covers weapons that are d8 or above and equip weight.
Equip Weight= 35+ STR mod*10. 75%+ over -8 to Reflex/CMB/CMD/Acrobatics/Fly/Ride/Stealth/Swim checks. Movement speed goes down to 20. 25% or below adds +4 to"---" an increases movement speed to 40

Constitution: For every 5 points, grants an action.

Dexterity: Covers weapons that are d6 or below. Every 5 levels +1 to dodge.

Intelligence: Governs Evocation, Transmutation, Conjuration. In order to use a spell of one of these schools, one must have INT mod equal to or above the spell level.

Wisdom: Governs Divination, Necromancy, Abjuration. In order to use...above the spell level.

Charisma: Governs Enchantment and Illusion. "--"

Spell Attunement Slots= WIS mod + INT mod + CHA mod. Max 15(Can be increased through items feats etc. 0-3 takes 1 SAS. 4-6 2 SAS 7-9 3 SAS

Spell Slots= 3*Will. Spell Level 1-3 takes 1 SS. 4-6 takes 2 SS. 7-9 takes 3 SS
Cantrips can be cast unlimited.

Health: Base class gets max d12 per level. An additional (CON + fort)*10

I added more combat maneuvers.
Dodge: Uses an action. Move 5ft to a spot not occupied adjacent to you. Opponents CMB vs CMD. Provokes AoO if moved in a square next to another enemy.

Parry: Uses an action. Needs a buckler or small shield/dagger. CMB vs CMD. -2 to opponents AC. Provokes AoO if an enemy is adjacent to player.

Riposte: Uses an action. Must have successful parry. Attack vs AC. An additional attack roll for critical. Causes Prone.

Backstab: Attack vs AC. Roll again for Critical. Causes Prone.

Block: Uses an action. Each shield has damage reduction for magic/physical. Calculate damage then reduce damage.

If a weapon has poison damage or if they stand in a swamp: DC 10 Fort save. Each additional hit or per 6 seconds increases DC by 2. Lasts 60 rounds. 2 damage/round.(Even outside combat.) Resets DC after poison is exhausted.

Toxic is DC 16 Fort Save with +2/hit or +2/6 seconds. Lasts 60 rounds 5 damage/round. Resets DC after Toxic is exhausted.

Bleed: Only d4 slashing weapons can have bleed. DC 5. +3 per hit. Deals Max weapon damage*5. Resets after successful bleed.

Possible Feats?
-Heavy Attack: Uses 2 actions. Must wield weapon with two hands. 3x damage
-Flurry of Blades: Attack action uses 1/2 an action.(so one action can do two attacks.) Non two handed. Deals minimum damage and -5 to hit.
-Long Reach: +5 to CMB vs dodges.

Upgrading:
-Weapons. Can upgrade base weapon to +5. Can upgrade base Die amount by 5(1d4 dagger turns into 5d4). Has to be +5 before one can get to this path. Next path is raising critical threat range to 19/20, 18/20...to max of 15/20. Then finally reduce weapon weight.

-Armor: Upgrade to +5. Increase Dex Bonus to max +5. Reduce armor weight. Increase AC to max +5

-Wands(Spellcasters need a focus): Increase spell level cap up to +5. DC up to +5. Increase Attunement to +5.

Healing Flask: 0 to +7 150 Hp gained +50/flask level. Increase number of flasks available

Poison Weapons: Up to +5 DC/hit
Bleed Weapons: Lowers die to d4. up to +5 DC

They are going to have to join covenants of at least three out of nine. They are going to help the party beat Orcus and close the portal to the Abyss. Sorta doing it off Alignment and the realms of the outer sphere. Some covenants will allow you to join others some will not.

I need help on what they should have to offer and how many. and The rewards for each rank . Goes from +1 to +3

Chaotic Evil: Covenant of the Devourer.
-An intellect devourer will give out any level spell per rank. Must offer x amount of brains of creatures with intellect 20+. intellect of 20-29 counts as one 30-39 counts as 5 and 40+ counts as 7. They can consume x amount of brains and gain a spell. Spell level equals the amount needed. rank one 0-3. Rank two 4-6. Rank 3 7-9. The caster they eat must of been able to cast the spell.

Neutral Evil: Covenant of Urgathoa
-Must offer cannabilistic offering to her. Rewards are???

Lawful Evil: Covenant of Asmodeus
-Must offer Soul coins. Rewards are????

Chaotic Neutral: ???

True Neutral: Covenant of Sheoldred
-Must put to rest x amount of souls(overlays with two other covenants) Rewards???

Lawful Neutral: Covenant of the Fae.
-Must offer????
-Rewards are consumable items for 500 souls each. Shrouding Mist(Grants Invisibility for 3 minutes) Orb of fascination( Fascinates opponents within 20 feet of orb.) and Wings of the Moth(grants ability to fly for 3 minutes.)

Chaotic Good: Covenant of Desna
-Must slay a total of 21 Balors. Rewards are Reroll any dice up to 3 times a day.(not bonfire rest) At rank three offers once per day, can take you and your party anywhere youve been.

Neutral Good: Covenant of Sarenrae
-Gives out the ability to restore humanity to others. Must restore humanity to 120 people. Rewards???

Lawful good: Covenant of the Lady in White.
-Gives out the spell eternal rest.(able to stop the respawn of foes). Must eternally rest 120 foes.(overlays with Sheoldred.) Rewards?????