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19 posts. Alias of Pad Er Ack.


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Just as an FYI:

Memory of Function
states: "When the spell's duration expires, " but it is listed as having an instantaneous duration, effectively making the spell permanent or non-functioning depending on interpretation.

Other than that seems shiny.


Create Sanguine Elixir is the closest I've found to storing blood for later use. Hope this helps.


Blood Drinker:

Quote:

Consuming blood reinvigorates you.

Prerequisite: Dhampir.

Benefit: Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.

Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon.

The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.

I could see basically using this same idea, but just tuned to infernals or what not.

Sanguine bloodline power wrote:
The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.

So I'd say just replace either the constitution gain, or the hitpoint gain with your blood points. Seems like these both kinda follow the same guide lines and require fresh bodies. Haven't seen how to store it yet.


I have always populated my worlds with a half goblin, half kobold that is my low level mooks. They are so much fun, all the danger of a goblin with all the traps of a kobold. We call them Grobolds around the table.


Over here I posted my write up for converting Fochlucan Lyrist to an archetype for Bard.

I'd love feedback.


Personally I'd make the ranged melee thingy more like a blink to the target within your aura and deliver an attack then blink back w/o attacks of opportunity. And I'd allow it to be 1 blink per attack as a full round action. Or just 1 blink and attack as a standard action.

But that's just my way of envisioning it.


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I have a player that is in-love with this PrC from 3.0-3.5 so I gave it a shot at updating it for Pathfinder.

The following is an archetype for the Bard. Would love feed back.

Quote:


Lyricist
Quote:
Warrior, thief, spy, poet, woodland champion—the Lyricist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the keeper of lore long forgotten.

Requirements:

Quote:
Alignment: Any neutral

Spells

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A lyricist casts arcane spells drawn from the druid spell list, presented in Chapter 10 of the Core Rulebook. A lyricist must prepare her spells ahead of time, but unlike a druid, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared, assuming she hasn’t yet used up her spells per day for that level.

To learn, prepare, or cast a spell, the lyricist must have a Charisma score equal to at least 10 + the spell level. The saving throw DC against a lyricist’s spell is 10 + the spell level + the lyricist’s Charisma modifier. A lyricist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table The: Bard. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 in the Core Rulebook).
A lyricist’s may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new lyricist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Spells Prepared. Unlike the number of spells she can cast per day, the number of spells a lyricist can prepare each day is not affected by her Charisma score. Feats and other effects that modify the number of spells known by a spellcaster affect the number of spells the lyricist can prepare.
A lyricist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her Journal. While meditating, the lyricist decides what spells to prepare.
Like a bard, a lyricist can choose to apply a metamagic feat to a prepared spell as she casts it, increasing the casting time as normal. Like a druid, she may prepare a spell with a metamagic feat, casting it using the normal casting time. She cannot combine these options. A spell prepared with a metamagic feat cannot be further modified with another metamagic feat.

This ability replaces spells.

Limericks

Quote:

Lyricist can prepare a number of Limericks, or 0-level spells, each day, as noted on Table: Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

This ability replaces cantrips.

Adagio

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A lyricist gains uses of bardic music more slowly, at each level after 1st a lyricist can use bardic performance for 1 additional round per day.

Bonus Languages

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A lyricist's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A lyricist also knows Druidic, a secret language normally known only to druids, which she learns upon becoming a 1st-level lyricist. Druidic is a free language for a her; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids and lyricists are forbidden to teach this language to outsiders (nondruids and nonlyricists).
Druidic has its own alphabet.

Talented and Clever

Quote:

As a lyricist gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a lyricist gains one rogue talent. She gains an additional rogue talent for every 5 levels of lyricist attained after 2nd level. A lyricist cannot select an individual talent more than once, and treats her lyricist's level as rogue levels to qualify for talents.

This ability replaces well-versed.

Nature Bond (Ex)

Quote:

At 4th level, a lyricist forms a bond with nature. This bond takes the form of a close bond with an animal companion. A lyricist may select any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the lyricist on her adventures.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the lyricist's effective druid level is equal to her level –3.

This ability replaces versatile performance.

Sneak attack (Ex)

Quote:

At 4th level the lyricist gains a sneak attack this is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every three levels beyond 4th (7th, 10th, 13th, 16th, and 19th). If a lyricist gets a sneak attack bonus from another source, the bonuses on damage stack.

This ability replaces lore master.

Natural Wonder

Quote:

At 10th level, the lyricist adds half her class level to all non-knowledge skill checks and may make all non-knowledge skill checks untrained. At 15th level, the lyricist may roll twice for any skill check and take the better dice. At 19th level, the lyricist may take a 10 on any skill check even if in immediate danger or distracted.

This ability replaces Jack-of-all-trades.

Journal

Quote:

A lyricist must study her journal each day to prepare her spells. She can’t prepare any spell not recorded in her journal, except for read magic, which all lyricists can prepare from memory. Her journal is a collection of memories and information recorded in druidic shorthand and only readable by the lyricist that wrote it without aide.

A lyricist begins play with a journal containing all 0-level druid spells plus three 1st-level spells of her choice. The lyricist also selects a number of additional 1st-level spells equal to her Charisma modifier to add to the journal. At each new lyricist level, she gains two new spells of any spell level or levels that she can cast (based on her new lyricist level) for her journal. At any time, a lyricist can also add spells found in other lyricists’ journals to her own or from scrolls containing druid spells. (see Chapter 9 of the Core Rulebook).
When a lyricist reaches 4th level, and at every third level after that (7th, 10th, and so on) she can select one spell from the bard spell list that is of a druid spell level she can cast. She adds this spell to her journal and list of druid spells known as a druid spell of its bard spell level. She can instead select two spells to add in this way, but both must be at least one level lower than the highest-level druid spell she can cast.
Pages in Photobucket wrote:

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  • Table: Spells Prepared.

  • Male Llama Herd Animal, CR 1/2

    hate to ask but:

    Adventuring Gear wrote:

    everburning torch

    Price 110 gp; Weight 1 lb.

    This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.

    That reads to me that a normal torch would deal fire damage?

    Adventuring Gear wrote:

    torch

    Price 1 cp; Weight 1 lb.

    A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

    Kinda spells out that it does, but only 1 point of fire damage and 1d2/1d3 bludgeoning.

    Swarms are immune to weapon damage if the are tiny or diminutive creatures, but that 1 point of fire damage isn't weapon damage (b/s/p) also effects like Flaming, Acid, etc should work as they aren't weapon damage (b/s/p) either just my 2cp.


    Artoo wrote:
    Belafon wrote:
    Quote:
    This shield is designed for throwing and has specially designed straps that allow you to unclasp and throw it as a free action. Tower shields cannot be throwing shields. Neither a shield’s enhancement bonus to AC nor its shield spikes apply on your attack or damage rolls. A throwing shield can’t be disarmed.
    People are reading that as "throwing the shield is a free action."

    What other way is there to read that?

    I read that as: unclasp and prepare to throw something that is strapped to your arm, as a free action. When normally unstrapping a shield is a move action. All the text leading up to that point talk about the straps and buckles.

    There is no reason I can think of, to assume that changing the buckles/straps would allow the throwing of said item to be any faster, merely the preparation to throw said item.


    Male Llama Herd Animal, CR 1/2

    Date: Sunday the 29th of Sarenith, 4714 (Sunday the 29th of June, 4714)
    Time: 11:10 am
    Location: Wati, Grand Mausoleum
    Map: n/a
    Treasure: n/a
    Quests: Register your party and get token for lottery

    "With the necropolis opened by royal decree, the priests of the local temple of Pharasma, the Grand Mausoleum, have been tasked with assigning sites ready for exploration to adventuring companies in a lottery. An adventuring party wanting to register for the lottery should approach the priesthood of the Grand Mausoleum. Registering is not difficult; there are no background checks or special fees or requirements. Simply tell the priest the name of the group and the names of its members, they will give the group leader a token that they should present when the group receives its first assignment at the lottery's opening ceremony" a kindly bystander informs you all.

    The Grand Mausoleum:

    Knowledge(Local) DC12:
    Rivaled in size and importance only by the High Temple of Pharasma in Sothis, Wati's temple of Pharasma dominates the cityscape and handles the business of the city's births and deaths, as well as the details that occur in between.

    Knowledge(Local) DC17:
    Since the Lady of Graves eclipsed Nethys and Abadar as Wati's patron deity, her followers have assumed control over much of the city's infrastructure, and have combined the Grand Mausoleum into a cross between a house of worship and city hall. All final decisions are still made by the city council and overseen by the Haty-a -the pharaoh's personal representative- but council meetings and the day-to-day affairs of state are held within the sprawling complex.

    Knowledge(Local) DC22:
    The temple's high priestess, Sebti the Crocodile, rose to power from the common rabble. Daughter of the previous keeper of Pharasma's sacred crocodiles and largely self-educated, Sebti has been a constant thorn in the side of Wati's nobles since assuming control of the church a decade ago.

    Sunburst Market:
    This enormous open-air market forms the bustling heart of Wati. Decorated pillars mark out a regular grid, and various merchants hang attention-grabbing banners and samples of their wares from the painted sandstone columns. On busy days, the open plaza transforms into a maze of tents and tables that display goods ranging from artwork, cosmetics, and food to weapons, poisons, and magical tomes.

    Knowledge(Local) DC12:
    Traveling merchants from neighboring cities often come to the sunburst market to ply their wares. In theory, all merchants must register with and pay a fee to Abadar's Sanctum of Silver and Gold at the north end of the market, but in practice, as much as a quarter of Sunburst Market's retailers are squatters who move in and out of the city with all the oversight of the desert wind.

    Knowledge(Local) DC17:
    Most of the fees the temple collects pay for the services of the so- called “Marketwives,” Rekitre and Khipa Yannanza, who patrol the market in daylight hours, watching for pickpockets and delivering swift justice to thieves. Anyone foolish enough to violate Abadar's law under their gaze soon finds one of their hands added to the dozens already dangling from the plaza's grisly Pillar of Second Thoughts.


    Male Llama Herd Animal, CR 1/2

    Thanks :)

    Sorry to ask so many questions, but again thank you guys for being so nice to me.


    Male Llama Herd Animal, CR 1/2
    DM oKOyA wrote:


    No LoE from current position. Can ready action for when beetle ascends further if he wishes. Go ahead and roll your attack if that is what you want to do. The beetles aren't employing sophisticated tactics. :)

    One of my players ask if any of the back characters could have say readied a crossbow or spell like acid blorb then used acrobatics to jump, and release bolt, or throw blorb at apex of jump with a penalty?

    I thought this sounds okay but just wanted a second opinion?

    Again thank you guys for being so nice to an outsider. :)


    Male Llama Herd Animal, CR 1/2

    quick question:

    could Myron Drumbarrel have used Acrobatics to move 5' without AoO even while prone? Or are the stairs/sand combo too difficult?

    Hope you don't mind me poking my nose in and asking. :)


    Male Llama Herd Animal, CR 1/2

    Been admiring for a few days, hope you don't mind :)


    Male Llama Herd Animal, CR 1/2
    Aerathiel Moonsilver wrote:

    Slowly but surely Aerathiel's projectiles of magically conjured acid eat away at the sand creature's body as another one of them connects with a soft hissing sound and a brief acrid smell.

    Round 3, Initiative 9

    Hit Points 7/7
    AC 12/FF 10/T 12, CMD 12
    Fort +1/Ref +2/Will +3; +2 vs. enchantment and death effects, +1 vs. fear
    Effects: Inspire Courage (+1 on attack and damage rolls)

    Standard Action: Cast acid splash at the sandling.
    Ranged touch attack (acid splash): 1d20 + 2 + 1 - 4 ⇒ (2) + 2 + 1 - 4 = 1
    Damage (acid): 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

    Is the -4 due to ranged attack into melee or due to soft cover, just curious. Or does the -4 ranged attack into melee, assume soft cover? I guess I am asking do you ever take a -8 for ranged touch attack through soft cover against a foe engaged in melee?


    Male Llama Herd Animal, CR 1/2

    Osirion has watched its shifting desert sands cover 8,ooo years of history. Much of the magic, might, and mystery that propelled Ancient Osirion to become the greatest human civilization on Garund lies lost to time: purposefully obscured by jealous and paranoid pharaohs, by Keleshites suppressing the heritage of their Garundi subjects, and by the changeable desert and the whims of the region's harsh storms.

    Seven years ago, Pharaoh Khemet III, the Ruby Prince , formally opened Osirion's ancient tombs and burial sites to foreign explorers. Khemet III understood that adventurers who've traveled great distances in search of treasure typically do not return from whence they came to sell their discoveries. Instead, they typically sell or trade what they do not keep as quickly as possible at the closest civilized community with an economy strong enough to absorb an influx of valuable antiquities. The Ruby Prince's policy has attracted not only explorers to the desert nation of Osirion, but also countless scholars, private collectors, special interest groups such as the Pathfinder Society, and financial interests from all across the Inner Sea. A minor industry has sprung up just to support visiting explorers, and an even larger infrastructure has come into being to serve foreign investors and traders. Every opening of a major site has heralded an economic boom, for the local area and Osirion as a whole.

    The lottery's opening ceremony takes place in the Sunburst Market in the center of the living city of Wati, between the Grand Mausoleum and Abadar's Sanctum of Silver and Gold. An array of other adventuring groups have assembled, and the ceremony has attracted throngs of local people as well as street vendors.

    Feel free to post an intro or back story here, if you need more room use the OoC discussion section of the campaign.


    Mostly closed, if interested we have a Facebook group, PM me for the details.


    Male Llama Herd Animal, CR 1/2

    This is the appropriate space to discuss all those little out of character asides that we all love so much. This will be more of an official record of the OoC chatter than the Facebook group, which is more for questions about how to play etc.

    I hope we will have lots of fun, and I'm looking forward to running this.


    Male Llama Herd Animal, CR 1/2

    One of the first civilizations to rise in the wake of Earthfall, Osirion is also one of the greatest human empires in the history of Golarion, a nation of great knowledge, wealth, and power. This ancient land harbors pyramids, mummies, terrible curses, and endless sand, as well as a culture steeped in proud traditions: devout respect for the gods, dedication to communal service, and unswerving devotion to its rulers. Osirion today is just emerging from millennia of Keleshite rule and regaining the legacy of the pharaohs supplanted by these foreign oppressors. Its people seek to reestablish their own identity in a modern world by reaching back thousands of years and proudly proclaiming-and often rediscovering-their forebears' accomplishments.

    The adventure begins in the city of Wati, where the Asp and Crook Rivers converge to form the River Sphinx in south-eastern Osirion. With the necropolis opened by royal decree, the priests of the local temple of Pharasma, the Grand Mausoleum, have been tasked with assigning sites ready for exploration to adventuring companies in a lottery.