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Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


Dawn of the Scarlet Sun. Not sure it was a PFS adventure. More Free RPG Day adventure if I recall

O.O ....After two issues, I know this plot. And I'm not stating that as an insult or that it's predictable. Rather, I know the adventure this is based on. Having played said adventure, it's kind of cool to see it narrated in this style.

Good work guys!

So, in an attempt to convert my old campaign from 4e to Pathfinder, one of the players asked me about trying to convert their Invoker and the problems they were having finding something that felt like it worked.

So, I decided to try and make a sorcerer bloodline that tries for the same feel as the old Invoker class for the player since they remind me of divine sorcerers. It's not perfect, but I'd like some opinions on it if folks are willing.

I borrowed a few ideas from a few other bloodlines and selected spells in the manor all bloodlines seem to follow.

Invoker Bloodline
Your bloodline is a conduit for the arcane power of your god, either because of a divine ancestor or through divine intervention.

Class Skill: Knowledge (Religeon)

Bonus Spells: Protection from Chaos/Evil/Good/Law (3rd), Scorching Ray* (5th), Magic Circle Against Chaos/Evil/Good/Law (7th), Shout* (9th), Lesser Planar Binding (11th), Chain Lightning* (13th),
Banishment (15th), Greater Shout* (17th), Summon Monster IX (Your chosen bloodline alignment only) (19th)
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

Bonus Feats: Arcane Armor Training, Combat Casting, Iron Will, Light Armor Proficiency, Maximize Spell, Power Attack, Skill Focus (Knowledge [Religion]), Spell Focus

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your god; Lawful, Good, Evil, or Chaotic. If you worship a god of Neutrality (such as Pharasma or Nethys), choose an alignment that fits the nature of your character.

Bloodline Powers: Your divine heritage grants you a great many powers. But be wary as your patron god watches over your actions closely.

Divine Flame (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Divine Resistances (Ex): At 3rd level, you gain Resist (5) due to your divine connection. Select 2 of the following damage types: Acid, Cold, Electricity, Fire. At 9th level, your resistances increase to 10.

Divine Flight (Su): At 9th level, you can sprout wings (Demonic or Angelic looking) and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Divine Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Divine Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to your Divine Resistances, as well as petrification. You also gain resist (10) to the remaining two types and a +4 racial bonus on saves against poison. You gain unlimited use of the Divine Flight ability and the ability to speak with any creature that has a language (as per the tongues spell). You are also considered an Outsider (Instead of your normal creature type) for purposes of spells and spell-like affects. However, you may still be returned from the dead like you could have as your previous creature type.

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*ahem* Um....sorry....

As for the stats, I like what you listed Azaelas. I tried to get an idea of what to start with by looking at the base Troll stats. Hence the enhanced physical stats. And I like the idea of elemental Weakness. Didn't think about that one.

And yeah Tacticslion. FH doesn't really fit a troll per se. But, Fast Healing was about the best I could get since Regen is not on the list. Just seemed appropriate.

So, taking into account the suggestions made here:

Troll (or Troll-kin) Player Race v 2.0
Power Level: Advanced
Type: Monstrous Humanoid (3 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Ability Mod: Advanced (4 RP)
Language: Standard (0 RP)

Defensive Racial Traits: Natural Armor (2 RP), Fast Healing (6 RP)
Offensive Racial Traits: Bite (1 RP), Claws (2 RP)
Sense Racial Traits: Scent (4 RP)
Weakness Racial Traits: Elemental Weakness: Fire (-2 RP), Elemental Weakness: Acid (-2 RP)

Total RP Cost: 16 (23 if one adds Large instead of Medium for the Size)

Definitely an improvement over v1. Thoughts?

And thanks Tacticslion. I love the idea of playing things that make people go 'Wha?'. My last character(s) in the campaign I'm in was Tinker and Clunk; Tinker, a Goblin Summoner/Cleric of Torag whose summoned minion greatly resembled a War Forged (Clunk). I played him as a bit of an intellectual Pathfinder Society wanna-be, chalking his ability to speak clearly up to a chance encounter before PC-hood with a magical tome.

Well, I like playing odd combinations rather than min/max my abilities and such. My thoughts were of a Troll Cleric of Sarenrae (or Shelyn) given that 1) the Players are currently in Kaer Maga 2) the group needs a dedicated healer (Of which I have no troubles playing) and 3) It seemed like an odd combination of Race/Class/Religion

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So, in my attempts to play with the new Advanced Races Guide's Race Maker rules, I decided to try to make a tough one and make a template for Trolls. Of course, looking at it, it seems like it could be a little potent for a player race, but I wanted to get people's opinions before I move on with it.

Troll Player Race v 1.0 (As made in the Advanced Races Guide)
Power Level: Monstrous
Type: Monstrous Humanoid
Size: Large
Base Speed: Normal
Ability Mod: Specialized
Language: Standard
Defensive Racial Traits: Natural Armor
Special Abilities: Advanced Constitution/Strength, Fast Healing (Sans Fire/Acid), Claws, Scent
Total RP: 30 (or 32)

(I left the point values off to avoid any possible forum posting violations. I don't post here often enough to remember them, so better safe than sorry.)

I based this template off looking at the basic Troll monster. There was nothing regarding applying weaknesses like the troll Regen has, so I made up a 2 point flaw to tack onto it.

This is v 1.0, so I expect I'll need to rewrite/mod this soon.

Opinions? Suggestions? Trolling? :D

As with everyone else, I too thank you guys for the time and hard work you guys have put into this.

Derek Becker wrote:
jraynack wrote:
Ah - success!
Oh, good going jerkface. Your meddling in time just got Archduke Franz Ferdinand assassinated in 1914. How are we going to clean that one up?

Um...Mop and Bucket?

I look at it this way, even if I did not make the cut, I no longer have to hear one of my players asking about a magic item for his druid that he cannot find in any books, but thought existed.

It does now so quit yer yapping. ^_^

I too have the jitters.

This wait is gonna make this day just dddrrraaaggggg

Eyebite wrote:

Hah! Welcome to the boards.

As an ongoing, semi-inside joke, any time the word smurf is used, a random smurf avatar appears in place of your regular avatar.

Even if you quote someone, if the word smurf appears in the quote, your avatar will change.


No smurfin' way! That's just so smurfin cool. So if someone puts up a really smurfy avatar or is just to smurfin lazy to do so and uses the word 'smurf' a random smurf will appear as the avatar?

So smurfer smurfin cool.

David Jacobs wrote:
It'd be so much easier if the site would just pop up an avatar sighing and shaking its head. This next fortnight's tension is gonna kill me.

I'm right there with ya. I just finished my item and submitted it, hoping I got every little detail (grammer and spelling mainly) correct.

Now comes the tension....

My idea was easy to think of (a simple item a player in my game wanted but could never find in any suppliment), but a pain to try and price. I think I got it though. Took a bit trying to break down prices of a few other items and wondering how my original calculations priced it over 1 mil.

First off, I want to say thanks for this contest Paizo & Friends. Contests for my hobbies usually involve artwork and rarely (if ever) writing. So something like this gets the ol' brain juices flowing (ew).

Now, I do have a question in regards to the contest. Since the rules are limited to 3.5 OGL, can I assume all entries must be written from a generic setting standpoint?

Hail and Well Met!

I'm currently searching for one particular issue of Dungeon Magazine in hopes of completing the Greyhawk Map.

Issue 118

Unfortunately, Paizo does not have print ones available so I'm hoping someone else might be able to direct me to a site or such to order this issue.

Any help is most appreciated.