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Library of the Lion is the only scenario I've played that is kind of like what I'm looking for. Sneak in, find the hidden thing, grab it and get out, no one else knows. The Disappeared also has that sort of feel, sneaking in and all that, but are there any others that would work well for this sort of thing?
So I was reviewing one of my lesser used PFS characters and noticed that it has 3 traits (one combat, one social, one faction). So I thought, why does it have 3? Then I remembered that there are some chronicles that exist that let you give another character (usually new ones) free traits. I started digging through my chronicle sheets and couldn't find anything that did that. The trait in question is Whistleblower, a Liberty's Edge faction trait. So I'm hoping the collective knowledge of the Pathfinder world can help me out and point me in the right direction. Thanks.
I used to be really good at this stuff, but nothing compares to the gold that can be dug out of the hive mind... So here is the synopsis of the class: Luck
The feeling I'm going for here is an always prepared sort of character; has the ability to fill in skills, has minor spell-casting, survives things that they shouldn't. (Might make it an archetype, haven't decided) So, after the rambling, any ideas on a name?
So I was reviewing one of my lesser used PFS characters and noticed that it has 3 traits (one combat, one social, one faction). So I thought, why does it have 3? Then I remembered that there are some chronicles that exist that let you give another character (usually new ones) free traits. I started digging through my chronicle sheets and couldn't find anything that did that. The trait in question is Whistleblower, a Liberty's Edge faction trait. So I'm hoping the collective knowledge of the Pathfinder world can help me out and point me in the right direction. Thanks.
I know these exist elsewhere (see bottom of post), but I figured instead of every single actual play posting their own thread, we could try and condense them to make them easier to find. And I'll start with ours..... SHIELD BASH on PodBean
When do we post?
Where can the episodes be found?
Other details
Also, for those of you interested in such a thing, this was linked to our Twitter a while back, but I can't remember who made it. But it is not us, so no credit claimed.
Farmageddon
No posting here yet. Need to get the characters squared away first. So go back to the discussion thread and chat. Now. Go away.
Farmageddon
Here is where you should all congregate to discuss your characters. Some of you reached out to me through PM, some of you are from the recruitment thread, and some of you I contacted directly. Either way, you're all here now. Please take the time to chat and figure out what you'd like to play.
1)So here is the deal. I started a RotRL game, and people stopped posting. So I shut the game down. As such, let me be very clear on one thing about my DM style. I post to tell you how the world (and its inhabitants) respond to what you and yours are doing. I WILL NOT push you along. Not my thing.
2) Also, as the title says, I am looking for PLAYERS, not characters. If you post in here and say, "Oh, here's my character, please consider it", I'm going to ignore you. I firmly believe that the group of players should build a party together in chat (I usually give about 2 weeks for this) to fill the roles. I have 1 players lined up, and I'm looking for 4 or 5 more to fill the rest of the "table". Again, please do not post here about your character. Only post here if you can commit to the game.
3)All that being said, if you've made it this far and haven't given up on me for being an overly pompous @hole, then we can continue to character building. 1) Paizo only with a few exceptions to follow. I prefer Core stuff, but I’m down for anything…. anything that fits the theme of the campaign. If you make a gunslinger, that’s cool. If you make a gunslinger that is modeled after Al Pacino, I’m going to take my proverbial DM finger and proverbially flick your character off the proverbial map and tell you to make something else. Anything not from the Core Rulebook has to be from a book I own, which is most of them. I have pretty much everything except the player companions and gazetteers. Just ask.
2) You will discuss your party amongst yourself. I don’t pull punches and I won’t change the AP to compensate for the party make up. Don’t have a rogue? There will still be locked doors and traps. Don’t have a controller? There will still be mobs. Keep this in mind while you’re discussing your party make up. 3) The technical side.
4) Once you have your character nailed down, I want you to tell us about them. The info I'm looking for is: Why are they adventuring/willing to adventure? Why are they adventuring here? What do they want? (Short term and long term) And this last one is both proverbial and literal. Do they want safety for the village? Great. Do they want a Rod of the Sunlords? I'll work it into the game eventually. So give me a break down of both the characterization and the mechanical progression you hope to make. 5) Background skills are allowed, but only for Craft, Perform, Profession. And only if it's not related directly to your class. I think that works against what this option is going for. So, if you're a Bard, you can't use your background skill in Perform. If you're an Alchemist, you can't use your background skill for Craft (Alchemy). 6) Standard multi-classing.
So here is the rundown of the item. It's a short, brown leather cloak with a dark circle on the back that sits between the shoulder blades. It grants the following: 1) Allows the wearer to effectively store hours of their wild shape in the cloak at the beginning of the day (like recharging a staff). Can't hold more than the wearer could normally use (ie 1 hour per level). Holds those hours until used or gains a new wearer. 2) If the wearer also has a Figurine of Wondrous Power, they can expended additional daily uses of their Wild Shape ability to gain new abilities in their form. For instance, if they have the griffon statue, they can use their wild shape ability to turn into a dog, and a second use to give it wings (aka a fly speed). The dolphin gives a swim speed. The frog a climb speed. Etc. The small circle gains the silhouette of the last Figurine used. Mantle of the Shapshifter just seems lame and doesn't really give the feel I want for this item. I've also ruled out Cloak of the Wild and Polymorpheist's Cloak. Anyone have any good ideas?
This hasn't become an issue yet, but I wanted to get some feedback before it did. I've recently taken misdirection tactics as a feat (as evidence by the subject) and want to know what people think of the situation of using it to negate a critical hit. Natiral 20's are supposed to be an automatic hit. But the wording of the feat states that by rolling a Bluff over the attack roll, the attack misses. Personally, I'm in the frame of mind that misdirection tactics wins over a crit in the situation (with a high enough die roll, of course). But I'm obviously biased towards this cool feat that I took. I can't find any errata on it, and a search of the rules boards came up empty. Does anyone know if there is an official ruling? Has anyone used it in their game before? Or seen it used at a con (or other such thing)?
Thinking about how fighting with a pole arm works. Great for the reach, but so many people don't let them get used when an enemy is adjacent. But how often does a spear get depicted as being used essentially as a quarterstaff with a pointy tip? So, I had this thought as someone who thinks that the quarterstaff is so under-powered. Un-named Combat Feat
Obviously needs some work on the formatting, but my mind isn't on it fully and just want to make sure that I'm not wasting my time on this if it is already done.
Farmageddon
Sandpoint is a large town, but not big enough to be called a city. It has a theater, a few taverns, a well known glass works, and a few other points of interest. All in all, just large and popular enough that their annual Swallow Tail Festival is known through the area, attracting locals from Magnimar to see them release the butterflies at the start of the festivies. This year, the Swallow Tail Festival also marks the dedication of the town's new temple. After the previous one burned down early last year, this new one is largely dedicated to Desna, but most good aligned deities have a shrine inside (Erastil's being the biggest of those). The six of you find yourself in the town square amongst all of the locals, everyone gathered to hear the opening speeches. Mayor Deverin goes first; as always, her speech is a little stuffy but short. Next is Sheriff Hemlock, his words about safety and responsibly enjoying the party bringing the mood down some. Last is Father Zantus; somewhat nervous at his first festival in Sandpoint, he still comes off as affable and gets the crowd back in the partying mood after the Sheriff's warnings. As as the sun reaches it's crest, he declares the festival begun, pulling the rope and releasing the tarp over the wagon. Hundreds of blue Swallow Tail butterflies burst into the open, filling the sky and the on lookers with their gossamer wings. The children in the crowd begin to chase after them as the games begin all around the square and through out town. Musicians begin to play lively tunes as the crowd begins to disperse towards the various attractions, the sound of their conversations soon filling the square. There are a variety of festival games to be had, and a ton of food. All of the vendors in town have stalls set up, so feel free to peruse them. Most notably is the glass blowers stall, displaying a wide variety of decorations and goods. As for the games and contests,
Farmageddon
Alright folks, those of you invited into the game, start posting and discussing concepts here. General rules so far are as follows. Character creation stuff
2) Discuss your party amongst yourself. I don’t pull punches and I won’t change the AP to compensate for the party make up. Don’t have a rogue? There will still be locked doors and traps. Don’t have a controller? There will still be mobs. Keep this in mind while you’re discussing your party make up. 3) The technical side.
4) Once you have your character nailed down, tell us about them. The info I'm looking for is: Why are they adventuring/willing to adventure? Why are they adventuring here? What do they want? (Short term and long term) And this last one is both proverbial and literal. Do they want safety for the village? Great. Do they want a Rod of the Sunlords? I'll work it into the game eventually. So give me a break down of both the characterization and the mechanical progression you hope to make. 5) Don't hesitate to ask questions. I have one of my home games tomorrow after a full work day, so I won't be checking in much until the day after. But I will try.
Greetings to all interested players. RotRL is the first AP I ever ran, the first pre-written adventure period, back in 3.5 setting. It failed hard. Started it again a few years back with the anniversary edition, ended after a TPK under Jorgenfist. I want to try it again. So here is the deal for anyone interested in playing. 1) I don't want a fully made character presented to me. I want to choose some players and then have everyone discuss in the discussion thread what they want to play. This doesn't mean you can't have a character in mind, I just don't want to have someone spend the time to stat up a concept and then not get to play.
2) I want a post every week day, and once on the weekends. Seriously for this. It takes all of 15 minutes to check it and post, even if the website is being slow. You can do it. If you're going to be unavailable, just let everyone know. If you want to play in the game, I need you to WANT to play in the game. I promise to commit to the same myself. 3) Character creation: will be kept pretty close to PFS rules, but we will get more into that when I get enough players. 4) Recruitment will end at the end of the month.
Does this spell exist already? For a magic item, I want to have a spell that is essentially Summon Equipment. Not arms and armor, but tools. Crowbar, fishing pool, that sort of thing. I seem to recall such a spell, but I can't seem to find anything. Anyone know of such a spell? Probably be first level conjuration
I have a character that uses improvised weapons in place of the traditional ones. He mostly uses a crowbar for melee and whatever is handy for ranged. That being said, I want to know if it is legal to get a masterwork crowbar and then enchant it. I would have no problem paying normal costs for this, I just want to be able to run his theme all the way through to level 12. I won't be able to do that without being able to get some +1 or better weaponry. So, is this legal? And would it be legal in Pathfinder Society? I asked around at the convention I was at this weekend. I got a general "I don't see why not, but I don't know for sure."
I have a character that uses improvised weapons in place of the traditional ones. He mostly uses a crowbar for melee and whatever is handy for ranged. That being said, I want to know if it is legal to get a masterwork crowbar and then enchant it. I would have no problem paying normal costs for this, I just want to be able to run his theme all the way through to level 12. I won't be able to do that without being able to get some +1 or better weaponary. So, is this legal? And would it be legal in Pathfinder Society? I asked around at the convention I was at this weekend. I got a general "I don't see why not, but I don't know for sure."
So I came up with this concept of an escape artist, Harry Houdini style. But I need some ideas. I thought of the easy ones like static bonuses to the skill used for an escape artist (like escape artist for example), but I wanted something more creative than just that. The only actual ability I came up with was the ability to magically create a key a small number of times per day. What I am looking for in prereq's is:
This should give a wide enough range of mixable classes (when you include archetypes in the mix), that it shouldn't be to difficult to attain this class. As such, I don't want it to have any amazing abilities to it that will have people dipping, just enough to make people interested in a character designed along this path. Thoughts? Suggestions?
I stress about this contest every year. As soon as it is over, I start on next year's stress fest. And I've never even made it into the top 32. I want to wish you all good luck with the contest. I think the worst thing is also the best, Sean's advice threads. Especially the part that says that a good enough item can completely disregard all of the other pieces of advice. It just makes me wonder is my item good enough? Well, that is my vent. And good luck again to everybody.
So I sat and stewed on a design for a weapon that does all three types of damage (piercing, bludgeoning and slashing). The design I came up with was a two handed exotic weapon that does slashing on one side with a slim axe head, bludgeoning on the opposite with a hammer head and piercing on the end with a spear. Then I thought to myself, what kind of damage should it do? I thought of 1d6 for the the slashing and bludgeoning and 1d4 for the piercing. But I'm not sure if it should be 1d8 and 1d6. Opinions?
So here he is. Started out as the Golem Master, but became kind of a hybrid with the old Artificer class. Give me your feed back, but be constructive. Enchanter:
I won't even attempt to transfer over the table, never works, so I'll just break it down for you BAB: 1/2 SAVES: Fort (bad), Reflex (bad), Will (good) SPELLS: Prepared caster, used Wizard's progression but maxed out on 3 per level (you'll probably see why in the spells section) Enchanters are masters of item creation. They master the ability to channel magic into the natural world and derive their power from the study of the very essence of magic. As such, they are not limited to arcane or divine, but instead are focused only on what their study and intellect can bring them. Role: Enchanter’s work best in a larger group acting as supplemental casters and offering bonuses to other group members. They are also well suited to any adventure that contains a large number of constructs, due to their Construct Training and Spirit Transfer abilities.
CLASS SKILLS
CLASS FEATURES
Spells: Enchanters cast spells drawn from any list. Their extensive training does not limit their ability to cast only arcane or divine. An Enchanter must choose and prepare his spells in advance. To learn, prepare or cast a spell, the Enchanter must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Enchanter’s spell is 10 + the spell level + the Enchanter’s Intelligence modifier. An Enchanter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence soccer (see Table 1-3 Core Rule Book). An Enchanter may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour of meditation. While meditating, the Enchanter chooses which spells to prepare. In addition, any cure spells cast by an Enchanter heal full damage on any construct, but only half on non-constructs, due to their specialized training. Cantrips/Orisons: An Enchanter gets a limited number of zero level spells that he does not need to prepare in advance. These spells can be cast as many times per day as needed. He gets detect magic and read magic for free in addition to the ones he selects. Animated Companion: Starting at 1st level, an Enchanter gets an animated companion that can take one of two forms. The first is very similar to a Summoner’s Eidolon, with the following exceptions. In this section, “customizations” refers to the Eidolon’s “evolutions”. An Enchanter creates his companion and it is a construct and gains all construct traits; as such, it does not need to be summoned and cannot be banished as it is native to this plane. He creates this construct for free and scavenges additional materials and learning as he studies and adventures. He can add customizations to his construct to alter its base form and give it new abilities as he sees fit whenever he grows a level. However, to remove or replace an existing customization has a cost of 200 gp per point of the said customization. Ie, you decided to take away an additional pair of legs and give an additional pair of arms instead. Adding the arms cost only the normal amount of points from the pool, but removing the legs cost 400 gp (limbs being a 2-point customization).
Alternately, your animated companion can take a different approach. You may start play with a Clockwork Spy (Bestiary 3 p.58). After this, each customization point you would otherwise gain counts as 500gp in training and materials that can be directly applied towards the creation of a new construct (such as an Iron Golem). Any difference in price can be made up out of pocket, and you must still meet all other prerequisites required in the construction of a new companion. While this ability allows for the creation of multiple constructs, you can only have one as your animated companion at any given time. Construct Training: Due to the Enchanter’s training with constructs, he has developed a better understanding of how they move. He receives a +1 dodge bonus to Armor Class vs. constructs, as well as a +1 bonus to Reflex saves, attacks and Perception checks against constructs. This bonus increase to +2 at 5th level, +3 at 9th, +4 at 13th and +5 at 17th level. In addition, at level 5 an Enchanter can by-pass any constructs immunity to magic. He instead treats the creature as having spell resistance equal to 10 + the CR of the creature. Enchanter: At 2nd level, an Enchanter learns a weapon or armor enchantment with a bonus of no more than half his Enchanter level. He may apply this bonus to any item that would normally be able to be enhanced with this enchantment for one hour per Enchanter level. At every even level, he gains another enchantment to learn and may use that new enchantment on the same item or may split them up. For example, at 2nd level, you learn the +1 bonus. You may place that bonus onto your sword or an ally’s sword for 2 hours per day, and may even place it upon a suit of armor or a shield. At 4th level, you learn the flaming weapon ability. You must place the flaming on a weapon that is already +1, or it will not function. You may use these both in conjunction to make a weapon +1 flaming. An item must be masterwork before this ability can be used on it. This ability takes 1 minute to function and you must hold the item you are attempting to enchant. This will not work on items that are already enchanted beyond your ability to duplicate. Bonus Feat: Starting at 2nd level, you gain a series of bonus feats despite the normal prerequisites. At 2nd level, you gain Craft Wondrous Item. At 4th level, you gain Craft Arms and Armor. At 6th level, you gain Craft Construct. Use Magic Device: At 3rd level, your familiarity with enchantments grow. You may substitute your Int modifier for your CHA modifier when making a Use Magic Device check. In addition, you gain the ability to spot and disable magical traps like a Rogue. This ability does not give you any other Rogue features and doesn’t give you the ability to disable mundane traps, only magical. At 9th level, you may take 10 on any Use Magic Device check and half the penalties (minimum one) you take for being of a different race, gender or other. At 15th level, you can automatically pass any Use Magic Device check with any object that is not an artifact. Spirit Transfer: At 7th level, you develop the ability to transfer your essence into your bonded companion. This begins as a standard action and lasts for as long as you desire. During this time, you see what it sees, and can control its actions. Your body, however, is defenseless while using this ability. If your bonded companion is destroyed during the use of spirit transfer, you are automatically returned to your body and take 5d6 subdual damage. Disenchant: Starting at 8th level, Enchanter’s get the ability to disenchant items. By sacrificing a spell of equal or greater level to the one that was used to enchant the item, he can attempt to permanently remove the enchantment from an item. Objects, whether attended or not, get a Will save (DC equal to 10 + spell level + Enchanter’s Intelligence modifier) to resisit this ability. Unless otherwise noted, an item’s Will save modifier is equal to the item’s caster level. If multiple spells are used on an item, but there is only one enchantment, then an Enchanter must sacrifice one spell per spell used for the construction of the item, but only makes a single check for the disenchant. If there are multiple enchantments on a single item, then the Enchanter must sacrifice spells and make the disenchant check for each enchantment; this must also be done in the order if there are any prerequisite enchantments. For example, an Enchanter attempts to disenchant a +1 flaming longs word. He must first remove the flaming before he can target the +1 as the weapon must be +1 before it can be flaming. Treat a +1 (or +2, +3, etc) as magic weapon with a spell level equal to the bonus. Improved Spirit Transfer: At 13th level, you gain the ability to transfer your spirit into other constructs beyond your bonded companion. You may, as a full round action, send your consciousness into a construct that is within 60 feet. You may use this ability a number of times per day equal to ½ your Enchanter level, a failed attempt still counts toward this total. An unwilling construct gets a Will save DC equal to (10+your INT modifier+1/2 your Enchanter level). Every round that a construct is possessed by you, it gets another Will save until it passes and you are ejected (an immediate action), you relinquish control and return to your own body (a free action), or it fumbles and you gain complete control until you leave of your own free will. If your body is killed while you are using this ability, you can attempt to remain in control of the construct until your body has been revived somehow. If you are ejected before while your body is dead, your spirit immediately passes over. Once a construct makes it save against this ability, it cannot be affected by it again for 24 hours. Craft Master: At 17th level, you are treated as having all of the Item Creation feats even if you haven’t taken them. These include those bonus feats you received at earlier levels as well as Brew Potion, Craft Rod, Craft Staff, Forge Ring and Scribe Scroll. Greater Spirit Transfer: Starting at 19th level, you get the ability to transfer your spirit into any level creature that is native to your plane. This works like Improved Spirit Transfer, but the target need not be a construct. Any creature with an Intelligence of at least 6 also cannot be controlled for more than 24 hours.
I know that there is a fair amount in here that has to have examples, and that such a thing is usually frowned on. But it is the first class I have ever made that needed so many examples, and I enjoyed the originality and the chance to streatch my creative legs. As I mentioned above, feed back is wellcome. Especially on the name, I'm not to thrilled with it.
What is your favorite spell? Any funny stories to go with it? Any good homebrew spells to share? It doesn't have any funny stories, but this is one of my favorite spells I've ever brewed: STICK:
School: Transmutation Level: all casters 0 Casting Time: One standard action Components: V, S Range: One object/surface touched Target: One item weighing ½ lb/level and a surface to stick it on. Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (object) A caster places this spell upon a small object and a solid surface, usually a wall. This allows the caster to place the object on the wall and leave it unattended for one hour per level. Primarily developed by adventuring mages to hang lanterns during sleep periods, many other applications have been developed from hanging pictures to practical jokes. This spell has no effect on non-solid or magical surfaces such as water or wall of force. It will not hold up to pressure exerted that exceeds the maximum weight capacity of the caster. It is a DC10 STR check to remove an item that has been stuck to a surface. And then there is this one:
TROLL SKINNED:
School: abjuration Level: Alchemist, Cleric, Druid, Hedge Doctor, Inquisitor, Magus, Ranger, Sor/Wiz, Witch 5 Casting Time: 1 standard action Components: S, M (scrap of troll skin) Range: touch Target: one creature touched Duration: one round per caster level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless) Any creature affected by this spell gains fast healing 5 per round. This effect begins immediately at the end of the caster’s turn, and continues to heal damage dealt to the target of the spell each round at the beginning of the targets round. This spell will not heal acid or fire damage. An undead creature targeted with this spell would instead take damage from its effects. And this one from Morrowind
BURDEN:
School: Transmutation Level: All casters 4 Casting Time: Full round action Components: S, M (1 lb of lead) Range: short (25 ft +5ft/level) Target: one creature/object Duration: 1 min/level Saving Throw: Fort negates Spell Resistance: yes (harmless) An invisible force pushes down on the target of this spell, increasing their carried weight beyond their normal limits. Causing 500 lbs of force for every 2 caster levels, this spell often immobilizes its target with this extra weight. While the spell causes no harm directly, it can still be used to do damage indirectly (such as causing a flying creature to no longer be able to support itself and thus fall). And one of my favorite visuals:
FORCE PUSH: School: evocation (force) Level: Cleric, Magus, Summoner, Sor/Wiz, Witch 1 bard, druid, hedge doctor, inquisitor, ranger, paladin 2 Casting Time: 1 standard action Components: somatic Range: touch Targets: one creature touched Duration: instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: yes Creating a pulse of energy, this spell forces a target 5 feet back from the caster and knocked prone. A Fortitude save prevents the target falling prone, beating the save by +10 or more instead forces the caster back 5 feet. The target gets any bonus they would normally get against trip attempts as bonuses to this save; creatures 2 size categories or larger than the caster gets a +2 bonus to their save for each size category they are bigger than the caster. The inverse is true for smaller creatures. If the target is flying and fails its save, it drops 60 feet per round (or until it fits a solid surface). Each round it is still air-borne it can make a fly check (DC equal to the Fortitude save) to right itself or it drops another 60 feet.
I know that this has probably been done by every homebrewer out there, much like everyone has a ninja class. But I've been tossing around this idea for awhile now, and even though it completely doesn't fit any of my settings, I am finally breaking down and starting work on it. So what I need is ideas. Namely, I'm looking for force powers. I've got the force push/pull/lift, sprint, jump, choke, lighting, precognition and mind trick. And the base concept is basically going to be akin to a monk for AC bonuses, flurry with a "lightsaber", etc. Thanks for the time and remember that its always a trap.
This is the first bloodline I've ever done. I tried to model the bonus scaling after what is in the book, but I'm not to sure how good of a job I did. But anyhow, what do you think? CHAOS BLOODLINE: The forces of chaos twist and swirl through you. Those with a strong history of mental illness in their family, over exposure to the plane of chaos or cross breeding all cause this to appear amongst the populace. Appropriately enough, even those with no connection to chaos are just as likely to have this bloodline. Class Skill: Acrobatics Bonus Spell: You gain a bonus spell at every level beyond first, and two at every odd level beyond first. These spells are chosen at random from the spell list of another arcane caster, and are always of the highest level of spell that you can cast. A Chaos Sorcerer does not chose his spells, they are picked randomly from the Sor/Wiz spell list. Bonus Feat: Any combat, meta-magic, or teamwork feat may be selected. Bloodline Arcana: any spell cast from the compulsion sub-school is cast at +1 caster level Bloodline Powers:
Touch of Insanity (Su): At 1st level, you gain a melee touch attack that affects any creature with an INT score as though under the effects of a confusion spell. A Will save DC 10 + ½ Sorcerer level + Charisma modifier negates this affect. The range for this increases by 5 feet for every 5 Sorcerer levels you have (5 feet at 5th level, 10 feet at 10th level, etc.). At 11th level, it instead uses an insanity spell. You may use this ability a number of times per day equal to 3 + your Charisma modifier. Forces of Change (Su): At 3rd level, you may alter the energy type of any spell that deals damage to one that you desire. Half of the damage die are of that type and the other half are of type chosen randomly from the table below. In case of odd number of die, the extra goes to the desired type of energy. For example, a fireball spell dealing 3d6 damage is turned into a sonic ball. It would deal 2d6 sonic damage and 1d6 of a type chosen from the table (also possibly sonic).
Alien Mind (Su): At 9th level, you become immune to compulsions of all kinds and gain a +4 to saves vs. the enchantment school.
Chaotic Defense (Su): At 20th level, you gain immunity to one type of energy and resistance 10 to the others. You also gain one of the following: SR 10 + your caster level + your Charisma modifier or DR 20/-
I have never been good with CR's and need to know if this is approbriate for the level and abilities of this creature. It has some pretty strong abilities, but realitivly low attack and defense. So let me know what you think would bring it into balance, or about the creature in general. Faceless: CR: 12 N Medium outsider (extraplanar) Init +4; Senses: blindsight 120 feet; Perception +15 DEFENSE
OFFENSE
STATISTICS
ECOLOGY
SPECIAL ABILITIES
This human shaped figured pushes back its hood to revel a blank skull without even hair and ears, looking like an uncompleted statue. Its white skin does not even have wrinkles marring its surface. Its long grey robe covers all the rest of its body, making it impossible to see any other part of its form. The Faceless can be seen wherever great events are taking place, be they good or evil. The Faceless feed off of emotion and care not whether those emotions come from suffering or from hope. Where they come from is unknown even to those that have spent a lifetime studying them, mostly because they refuse any actual communication with those around them. Most people cannot see the Faceless, and those that do are often those who are in the grips of emotion. This causes most to fear them and consider them bad omens, but the Faceless do not actually cause these events, they simply travel to where they are happening to feed off of the emotions being released, and can be seen at births as often as executions. They use their emotion drain abilities only as a last resort if they cannot escape from combat or in defense of one of their brethren.
Where do you guys get your inspiratioin? I get a ton off of this board, but also from a lot of the great authors of our time (ie Terry Brooks, Robert Jordan, Brandon Sanderson to name just a few). But I am always interested in new ideas and concepts for weapons, armor and items. As such, I'm trying to broaden my horizons and wondering where others get their mojo from.
So I've been compiling some of these and haven't posted any for awhile, so I figured I'd get them all up at once for people to see. Not all of them are original ideas (and I'll mark those, don't worry), but I'd like to hear feed back on them anyway. Especially if the original poster(s) of the idea has a comment. Force Push: This one came about from a mix of things. There is the obvious Jedi influence, but the Mass Force Push is original spell and it comes from the first Fable game and the similiar spell there (it was my favorite).
School: evocation (force) Level: cleric, magus, summoner, sor/wiz, witch 1 bard, druid, hedge doctor, inquisitor, ranger, paladin 2 Casting Time: 1 standard action Components: somatic Range: touch Targets: one creature touched Duration: instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: yes Creating a pulse of energy, this spell forces a target 5 feet back from the caster and knocked prone. A Fortitude save prevents the target falling prone, beating the save by +10 or more instead forces the caster back 5 feet. The target gets any bonus they would normally get against trip attempts as bonuses to this save; creatures 2 size categories or larger than the caster gets a +2 bonus to their save for each size category they are bigger than the caster. The inverse is true for smaller creatures. If the target is flying and fails its save, it drops 60 feet per round (or until it fits a solid surface). Each round it is still air-borne it can make a fly check (DC equal to the Fortitude save) to right itself or it drops another 60 feet. Force Push, Mass:
School: evocation (force) Level: all casters 3 Casting Time: 1 full round action Components: somatic Range: 10 feet Target: one creature/level in a 10 foot radius centered on the caster Duration: instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: yes This spell acts like force push, except that affects all creatures within a 10 foot radius. These next two came from another thread on the boards, Favorit Item (That Your GM Approved). I liked them so much, I copy+pasted and brewed up stats for them.
Force Hook: Note on this one, the spell stick is a homebrewed spell not lisited in this post. But it is a 0 level spell for a Wizard. Also, I'm not to happy on the price of this one; it follows the formulae, but it still seems to expensive to be affordable when it'll actually be of use to a party. Opinions on that?
Aura: moderate Transmutation CL: 9th Slot: none Weight: 4 lbs Price: 300,100 gp A long metal chain shoots forth from its fist sized casing, the barbed hook catching on the target area. The chain can reach a distance of 50 feet and will stick to any surface at least 1 square foot in size. It will support up to 500 lbs, although more expensive models have longer chains and/or heavier weight limits. Small objects can be pulled towards the user; if the object weighs more than the wielder, it requires a strength check or else be pulled towards the object. It can also be used as a swing or a grappling hook to climb. When desired, the command word (release) will disengage the hook from where it is attached. CONSTRUCTION: Craft Wondrous Item, stick, telekinesis; Cost: 150,050 gp Primal: This one has some of the best imagery that I'd ever seen, but it is kind of a logistics nightmare. If anyone can find a better, smoother way to word this, I'd be much appreciative.
This enchantment is placed on a suite of armor, the armor absorbs a weapon or shield into it and changes form accordingly, always adopting the appearance of an animal. The animals head drapes over the wearer’s like a helmet, the front legs come down their arms and the animals paws cover their hands, making it appear as though they are attacking with a creature’s claws. When worn, the character still counts as being armed and all feats related to a specific weapon still affect the one absorbed into the armor and all special weapon properties still apply, ie attacks made are still considered to be made by the weapon that was absorbed. This enchantment will not work on weapons with reach, ranged weapons, tower shields, weapons that the bearer is not proficient in, or anything too large for the wearer of the armor to wield proficiently. Armor Animal Skin: Slashing Weapon: Bear, Cheetah or Wolf Slashing Weapon and Shield: Lion, Dire Bear or Leopard Piercing Weapon: Snake, Elk, or Scorpion Piercing Weapon and Shield: Rhinoceros, Elephant or Crocodile Bludgeoning Weapon: Ram, Hippopotamus or Pachycephalosaurus Bludgeoning Weapon and Shield: Gorilla, Kangaroo or Ankylosaurus Slashing and Piercing Weapon: Wolverine, Raptor or Badger Slashing and Bludgeoning Weapon: Horse, Owlbear or Tiger Piercing and Bludgeoning Weapon: Caribou, Boar or Bison Slashing, Piercing and Bludgeoning Weapon: Crocalganger, Were-Bear or Drake Slashing, Piercing and Bludgeoning Weapon and Shield: Two-Headed Dog Bear, Were-Tiger or Dragon The character still has use of their hands, but still gains the benefits of the equipment absorbed into the armor (as well as the armor itself), but cannot be forced to drop them. Any sunder attempts targeting a specific hand still affect the weapon or shield as normal. If a creature doesn’t have claws at the “hands”, whatever form of attack it uses it replace them (horns will come out of backs of the “hands” or teeth will line them) when the character wearing the armor makes an attack. Aura: strong Transmutation CL: 10th Price: +3 bonus Adventurer's Bag: This idea sprung up from the deep pockets ability, and I thought "Hey, this would be so much easier for higher level characters than just dumping everything into a portable hole".
Aura: Transmutation CL: 9th Slot: none Price: see below Weight: see below Popular amongst professional adventurers who value always being prepared, but don’t want to lug around every potentially useful piece of equipment. These bags are the size and shape of a normal bag, are an observer could easily mistake it for a bag of holding. But instead of storing items an adventurer has placed within, they instead create the requested item when it is needed. These bags can be used to create any non-magical item from that is considered “adventuring gear”, up to a certain amount of gp value (listed below), and can only create an item up to a specified weight limit. Pulling an item from the back is a move equivalent action that provokes an attack of opportunity. Bag Total Item Market
When the gp limit for a bag has been exhausted, or if the owner simply wishes to refresh it, he must put the amount in gp that will bring it back up to its maximum value in the bag and have a spell caster capable of creating an adventurer’s bag cast fabricate on it. This restores the bag back to full usefulness. If an item is placed within, the bag will act as a normal sack and its magic will not work until all items are removed from it.
Bag of Duplication: Biggest challenge on this one was making sure it wasn't easy to abuse for wealth.
Aura: Transmutation CL: 9th Slot: none Price: 2000 gp Weight: 5 lbs This sack will clone an item placed within it. In one minute, an item placed within the bag will be duplicated exactly, down to the finest detail. The bag works only on non-magical items that weigh less than 10 lbs, and has no effect on precious or rare materials. Placing or retrieving an item from the bag is considered a swift action and does not provoke an attack of opportunity. CONSTRUCTION: Craft Wondrous Item, fabricate; Cost: 1000 gp Smoking Pipe: This one I'm proud of for its simplicity. Easy to use, easy to understand.
Aura: faint Conjuration (creation) CL: 3rd Slot: none Price: 9720 gp Weight: 1 lb This item is used to create a cloud around the smoker. Three times per day, a person using the pipe while it is lit can use it to create the effect of obscuring mist. This effect is centered on the smoker and is treated as though cast by a 3rd level caster. In addition, the user may instead expend all three charges at once to create the effects of fog cloud. CONSTRUCTION: Craft Wondrous Item, obscuring mist, fog cloud Cost: 4860 gp All right folks, that's all I've got for you today. Some of the things I've made I'm keeping (RPG Superstar hopes for some of them; just have to pick one), and some really need to be play tested before they're "finished". But what do you think of these? Also, I know I've made some spelling errors. Never been my strong point.
EARTHWORM ROPE
This 50 foot segment of rope is enchanted with regeneration and will grow back any section cut from it. Whenever this rope is cut in two, the longer of the two pieces will re-grow back to the original 50 feet of length over the next hour. The rope retains the original hardness, hit points, weight and other properties of its base form. If the rope is cut in half exactly, or if it is cut into more than two pieces before it has a chance to reform, then both (or all) of the pieces will grow back to the original 50 feet but loose the magic within and become as normal hemp rope. CONSTRUCTION: Craft Wondrous Item, mending, Cost: hemp 200 gp, silk 250 gp, spider’s silk 300 Now, I'm not satisfied with either the name nor the prices. However, I didn't want something like this to cost an arm and a leg. So any suggestions in those fields are as welcome as general opinions. Also, if this item, or something just like it, is already out there, please let me know. It wouldn't be the first time one of "my" ideas has been pointed out to me as already being published by Paizo and I just never noticed it. Thanks to all.
So here is the first draft of a new class I brewed. The thought was for a character that was naturalistic and could just as easily be a NPC as a PC. The only thing I'm really on the fence about is the mix of the familiar and the animal companion. I like the concept, a lot, but I'm just not sure it is a good idea. Or if it just needs some fine tuning. But anything you guys see, let me know. I didn't include the table as they always reformat all funky, but I will give you the break down on such things. They have one good save, Will. They have a 1/2 BAB and spell progression and lists of a Druid. Hedge Doctor: Hedge Doctors are local healers and wise men. By building an attachment with the spiritual world beyond our own, Hedge Doctors gain power in this one. Hedge Doctors usually only travel when sent on quests by their spirit guides, whether this be for new insights or to gather sacred relics. Role: Hedge Doctors fit best in a support role. With their spell casting ability, they work best in the background of the group helping to guide a group on their travels and with local customs. Alignment: Any Hit Die: d8 CLASS SKILLS
CLASS FEATURES
I'm going to be running a campaign where-in the players are monster cathcers. They'll start out small with animals and work up from there. The hard part I'm having is that I don't know what kind of mechanic to use for the capture of the beasts. A Perception check against the Craft (trap) or survival skill used to set up the trap seems the best way; and then the monster of course can attempt to break loose. But it seems to me that there should be an easier way. Does anyone know of anything that is already made or can think of a simple way to do this. Thanks in advance.
So here is the contest. I'm going to tell you about this new item, and you get to name it. If I pick your name, then you win a suprise reward (hint, it is a thank you). So here is the item concept:
I have the item created in everything but name. So help me out here, if you please.
Had a thought some weeks ago about a spell that forces flying creatures to land. Haven't been able to come back to it until now. But since I hate flipping through every spell section of the Core Rulebook, APG and Ultimate Magic to see if such a spell already is written in them, I figured I'd ask the people who already know. That would be you guys. So, does this spell already exisis within Paizo Publishing, and if so what is it called?
It is an enchantment for armor and shields that lets the possesor put them into the form of a piece of jewelry. As a standard action, the armor or shield can spread out back into normal form. I used shrink item and disguise self as the spell requirment and it is CL 13. While normally I would look at this and say +3, when I think about it as a player, I would never sink that much money into something like this. Since it is more flavor than anything else, I am leaning towards a +2. So what do you think? Also, it really needs a better name than shrink-a-dink.
I've recently gotten into the creation of spells. I've had some really good feedback from some of my low-level spells. But there are a few to many spells for me to want to sit down and flip through all the books to see if some of my ideas overlap with existing spells. As such, I am coming to the experts of the boards. So here are my ideas, any other feedback is appreciated as well. Walls of Shadow and Light Bard, Cleric, Sor/Wiz, Witch level 3
Song of Battle Bard level 6
Armor of Shadow Cleric, Druid level 0
I had a though for a new magic item. It would be a foldable picture frame that you can pull out and use a command word to have it capture the image of whatever you see through it. Then, as long as you didn't replace the image, whenever you unfold it, it will display the same image. It will be Illlusion only, and not interactive in any way. If you pass through the frame when it is displaying the image, nothing happens. I see this being used by spies to copy letters, PC's to remember what the villian looks like, or by nobles to have life-like pictures of far away, pleasent settings. As to the name, all I could come up with were cheezy puns off of polaroid. So, I need some help with it, if you would.
Stick
A caster places this spell upone a small object and a solid surface, usually a wall. This allows the caster to place the object on the wall and leave it unattended for one hour per level. Primarily developed by adventuring mages to hang lanterns during sleep periods, many other applications have been developed from hanging pictures to practical jokes.
So, I've been off the boards for a while now, but with the release of Ultimate Combat, I've been back into the homebrewing mood. So here are a few more ideas for everyone to look at, and hopefully use. Archer’s Clutch: Simple in appearance, but complex in design, this drawing device hooks onto a bow string and allows an archer to shoot with more accuracy. A character proficient with a bow using an Archer’s Clutch can take a standard action to take careful aim at a target, granting them a bonus equal to the INT mod to their next attack.
Weapon Morph: The Weapon Morph enchantment subtlety changes a weapon to alter its damage type. Any weapon with this enchantment is able to change from bludgeoning, slashing, piercing or subdual as the wielder wishes as a standard action. A ranged weapon with this ability transfers it to its ammunition.
Wrist Weights: Formerly used only in training, some fighters began to see a use for them on the battlefield. Redesigned for use in combat, these weights can still be used with all forms of armour. Sacrificing speed for power, these weights are useful to those who want a little more damage when they strike. These weights are a standard action to remove.
Pathfinder has their annual RPG Superstar. Kobold Quarterly just ran a Relics of Power competition. I have homebrewed weapons, enchantments, races, artifacts, wonderous itmes, even whole worlds. But none of those I game with ever have. My players even range from those who started gaming last year to those who've been gaming almost as long as I've been able to talk. So here is my question. Is Homebrewing a common thing in your group? I know Paizo gets thousands of entries every year, but I honestly wonder if most groups are like mine or if mine is the oddity.
A friend of mine is moving to Eugene OR here very shortly (buy the time you read this, he may already be there). I am trying to find him a group to play with. Having never been there, I do not know any of the surrounding towns or how alive the gaming community for Pathfinder is in Eugene. Please post here if you are interested, espically if you happen to be a DM. Pre-existing groups should also not be a problem. Thank you.
I have long wanted to write for the gaming idustry. Two things have held me back. 1)Time to write regularly. 2)Knowing who to write to. The advice I have been given is too send in submissions to various gaming magazines. But which one(s)? I do not have the money to check them all out and know which are the best. So here I pose the question. Which do you recommend?
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