Locksmith

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I only bring up skill points due to the fact that other than the Investigator I might have to cover some of the skill checks in the adventure path


I looked over Evangelist, it looks good and with the good domain I could put out some nice buffs. Only issues is the skill points.


Hello I will running a Cleric in a Strange Aeons campaign in the next few weeks and I am having some issues deciding the finer details on my build.

Group consists of a: Beast Ranger(till Shifter comes out) Swashbuckler going toward Duelist, Phantom Blade Spiritualist, Warpriest,Empiricist Investigator and myself.

Other than the ranger all are using high crit range weapons.

My current idea is a Roaming Exorcist Cleric, I have been allowed to stack Theologian if I want to,

Any Advice or help would be appreciated.


well the origin of the dungeon is that it was the 2nd largest piece that fell during the Rain of Stars that went over Numeria.

The AI in charge of that section was in charge of the terraforming operations. it used its Core to Terraform (as per the spell) a section of land into mud to land its section. the spell wore off and it was now trapped in solid rock.

It ended up in a similar situation to the other AIs but due to its alignment (Neutral) and original task (making new worlds or environments) it started turning the ship and the surrounding area into a multi-level habitat.

Each theme level is a habitat, the sub-levels mostly where it keeps the facilities it needs to support the habitats and other needs. It pulled creatures both living and undead to its domain.

One nasty side-effect of the mythic power, is the need to improve the species under its domain. The lowly goblin is a CR 1/2 with proper equipment, training. Is a lot tougher and stronger compared to normal goblins.

Movement wise the levels are linked by teleporter pads and keycards to lockout access to secure areas.

Teleportation, Divination, and Dimensional travel is blocked within a 10 mile radius of the Core. This covers the entire dungeon and surrounding area.

The extraplanar entities trapped on one of the levels find they can't get out nor can they die and return home.

Which still leaves me with the major issue on PC supplies and gear.

The closest city in the felldales where I have the dungeon initially planned is Kuratown with Aaramoor and Castle Urion both within a 100 miles. Kuratown is about 40 miles.

I have no issues moving the location of the dungeon.

Either I move it to a closer city or have the means of a town being setup at the dungeon entrance.

Which oddly enough compared to the rest of the Felldales is a very verdant area with springs of clean water coming up.


I am currently working a megadungeon for my group, while I have the bulk of it done, 12 theme floors and 20 random sub-levels, spread out to cover a 4-6 person party from 1-20.

The core premise is that is a new dungeon, just appearing after Iron Gods and Wrath of the Righteous adventure paths.

I am thinking of putting it in the Felldales in Numeria but the closest major city is quite far for any shopping or selling of items they find.

While the dungeon itself can generate resources through magic, the problem is how does my party get what they need through normal means.

My first option is that a town will be build at the entrance to the dungeon.

But I would like some help on a possible alternate location.


what about Druid? or Arcanist? any options there for build.


oh for build consideration my rolls for stats are:16,18,10,14,10,14.
and I can put them anywhere I want.


All the bard does is support, spells, song and skill checks. A lazy bard build.
the kineticist is going for melee and some range, really heavy in the damage department.

Oh and the Bard is running I think between 4-5 Archtypes, the paladin is knocking on 3-4.

Wait a minute we might not have finished the first book as were only level 3 and have yet to get our Mythic powers.


I am in a bit of a quandary as my group is a Paladin with a lot of Lay on hands, Support Bard, demon slayer sling staff specialized halfling ranger and kineticsist. We just finished the first book.

I was playing a Life Spirit Shaman, but between the ranger,bard and paladin I was having little to heal as we could handle a lot of damage and not get too badly hurt.

I want to run a Full Caster to help shore us up for the later adventures but I am having difficulties deciding on a class and build, as my Shaman was too spread out in options to really focus on a role.


Kaisoku wrote:


I also like the idea of the Iron Kingdoms magegun, which allowed a caster to cast a spell into the gun and fire a mage-shot, using the shot to deliver a touch or ray spell (or an area effect spell, such as a fireball or cloudkill).

Well since I DM an IK game I will explain, the mage gun is not a gun. it is a ability for the Gunmage to cast certain spells IE rays through his weapon, later on if the gunmage has a Magelock Firearm, this using a mechanic similar to the Familiar or the Arcane Archer, places spells in a special Bullet.

This mechanic requires 2 standard actions.

But outside of a Prestige class, their is one for Gun mage, they can't deliver anything else but touch spells ranged and melee.

In essence the Gun mage is a ranged version of the duskblade AKA Magus.


Iron was more common, but were talking a fantasy world, thus they can use materials better than steel, IE Mithral or Adamantine.


I would also include options for the metal cartridge are they using regular gunpowder or smokeless as there is a major difference in range and stopping power when used.


This is more of a technical point, early firearms ran off gun powder not the smokeless powder we use now. early stuff was unpredictable and dangerous. Mostly due to how it was made and how the powder was ignited.

There is a reason fireworks are kept sealed and dry. But I digress.

Has anyone thought of coming up with a larger powder charge to get more damage per bullet?
The idea is that if you want more range or damage you would up the amount of powder, thus increasing cost but a damage boost.

Any rules on enchanting or using spells on the bullet like arrows and bolts?


Depending on when the book came some of the later classes are very compatible with Pathfinder, major example is the Tome of Battle and Tome of Magic books. Few dead levels, capstone ability, all you really need to do is adjust the HD to BAB and the skills.