Eviljames's page

Goblin Squad Member. Organized Play Member. 130 posts (131 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.




Any Sufficiently Advanced Science
Level 4 theorem
You may use Life science or Physical science instead of Mysticism for crafting Spell Ampoules as if they were serums. Like your serums, these Ampoules are not magic items, can be identified using Life Science or Physical Science rather than Mysticism, and do not require a detect magic spell to attempt such a check to identify. Any abilities you have that affect serums also affect Spell Ampoules as if they were serums.

I'm debating prereqing it with Ampoule Expertise Theorem, but I'm not sure.

Any critiques or advice would be appreciated. (Even on the name. I'm debating whether or not it needs the 'Any' at the beginning.) I don't do a lot of homebrew, I just really liked the idea of a biohacker making spell ampoules similarly to serums.


So my character found a beast gun. What does he need to craft ammo for it? Can it be made free with munitions crafter? Do I need magical crafting? I can't seem to find any answers on that.


I'm running a mythic game semi regularly and one of the characters (a ranger) contracted Lycanthropy, well actually Entothropy and is now an infected werespider. I found myself wondering, since true Lycanthropes/Entothropes are generally too powerful to be in a regular party, but what about a Mythic party?

So I'm looking for advice on that. I'm pretty sure the player would go for it if it was presented as an option. Could Lycanthropy be used in place of a path ability perhaps requiring mythic power to shift. Or is too much for that? I'm not really good at judging power levels on paper.

Any advice would be appreciated.


If anybody is interested in some Aztec warriors and unusual monsters, then they should check this out. They've run several kickstarters before and haven't had any issues. Check it out.


I'm running a campaign that has entered into the first world and will be there for a level or two. One of the next villains the players are going to face is a tribe of chaneque, lead by a vampire chaneque monk that has been kidnapping lots of other fey, as chaneque do.

On the first world, fey are effectively immortal their bodies reforming the next day after they are killed under most circumstances.

My question then, is: how does that interact with undeath? Their are no rules for it that I have seen so I'm collecting opinions on what will happen when the PC's eventually defeat and slay the monster. My players have already encountered and experienced this aspect of the First World and are definitely the types to be curious about the outcome.

A couple of possibilities come to mind.

a. The simplest solution is undeath bypasses the immortality just like being killed off the First World. and the villain is now dead forever.

b. Another simple solution is that the fey immortality comes back online once the vampire form is slain and the chaneque reforms as normal

c. An interesting possibility is that upon becoming undead the body still reforms the next day and their are now two versions of the villain. One a vampire and one alive.

d. Other possibilities might be results of whether or not the vampirism came as a result of a journey to the Material plane or not. Perhaps if he became a vampire on the Material it means (a.) but if he had been turned in the first world then (b.) or (c.)

e. Or something else entirely that I haven't thought of

Thoughts?


I didn't see this on the boards here yet.
link

Adult swim

Clay Martin Croker voice of Zorak and Moltar as well as Dr Weird and Steve on Space ghost Coast to Coast, the Brak Show, and Aqua Teen Hunger Force, passed away suddenly on Sunday Sep 18th. He was 54


I want to make a Chosen One Oradin for PFS. I have looked at the guide for it and found that very helpful, but I feel I need a little more help since I want to make an unarmored reach weapon user, and It seems a little more feat intensive than what I usually do.

What I have so far:
Human
12 17 15 9 8 15 Traits: Divine touch, Reckless
Level 1 CO Paladin1 :Aura of good, Familiar Emmisary,Detect good, Fey foundling, Weapon focus (glaive)
Level2 Warsighted Oracle 1: Curse: Tongues, martial Flexibility
Level 3 CO Paladin 2: Lay on hands, smite evil, Extra revelation (Life link)
Level 4 Ws Oracle 2:
Level 5 CO paladin 3: Aura of courage, divine health, mercy, Two weapon fighting
Level 6 Oracle 3: Revelation
Level 7 Paladin4 : Divine grace, Channel Positive energy: Spear dance style
Level 8 Paladin 5:
Level 9Paladin 6: Mercy, Weapon Finesse

It will be level 9 before I am able to have the character fight how I picture when using martial flexibility. Initially it wasn't going to be warsighted so I wouldn't need extra revelation but then TWF and Weapon Finesse are just wasted feats until the next time I am able to take the feat that they are pre reqs for. Which is hardly ideal. Unfortunately this leaves no room for things like extra lay on hands or combat reflexes or even Power Attack.

I thought about perhaps a dip into Swashbuckler since the first level deeds are nice but I have no way to regain panache and I'm not sure Swashbucklers finesse will work right with Spear dance spiral. Kata monk gives me a way to get some back as well as a bonus feat for Combat reflexes but no parry and riposte (Ac bonus deed is still nice though) Brawler only give me unarmed strike and another martial flexibility so may be not that.

Any suggestions or advice would be much appreciated.

Edit: edited title for clarity