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Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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Huh interesting. Just discovered your message when scrolling through the forum and like what I see.
I have been doing the same, using the materials published for Requiem. Converting stuff to 2e is incredibly easy. Did a 2e version of the Free RPG adventure from Requiem that basically just needed the creatures and some fitting characters.

Also did a conversion of the Stormsmith (as that's is not even in Requiem by now) as an Inventor Innovation + matching abilities.


An Ioun Torch is a magic item with CL 12, so is the spell effect on the stone considered to be 12th level and would thus overpower any Darkness or Deeper Darkness spell, unless the caster used heighten?


Hi there,

the relatively new archetype "Soul Warden" for the spiritualist (not to be confused with the Prestige Class of the same name) provides the spiritualist with a Nosoi Psychopomp familiar.

I'm now confused about the bolded part in the Nosoi Scribe ability

Quote:
Nosoi Scribe: At 1st level, a soul warden gains a fledgling nosoi familiar. Treat this as a raven familiar until the soul warden reaches 4th level, at which point it is treated as a nosoi (as though the soul warden had taken the Improved Familiar feat). The familiar uses the soul warden’s spiritualist level as its Hit Dice for the purpose of determining the effects and duration of its haunting melody ability and all other effects related to its HD. At 10th level, the nosoi scribe gains the ability to use its touch the spirit world ability three times per day, instead of once per day. At 12th level, it also gains the Repose domain’s ward against death ability.

The problem I see with this is: The Nosoi doesn't have this ability.

"Touch the Spirit World" is an ability of the Souls Subdomain

Quote:
Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

The Nosoi does however have the "Spirit Touch" ability listed under its special qualites in the bestiary entry. Which is from the "Psychopomp(Repose) Subdomain", which by RAW, it can use 0 times per day, as a Nosoi has no cleric levels.

So how exactly is the bolded line in Nosoi Scribe supposed to work? I think it's clear that the familiar is supposed to have the ability 3 times per day at level 10, but does it actually have 1 use per day before that?


Hello there,

Could someone please enlighten me on the following subject, since I remember reading it somewhere, but am unable to find any confirmation.

Warpriests can trade one of their Blessings for their gods Divine Fighting Technique.

Quote:
Special: A cleric, inquisitor, or warpriest who worships a deity can choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to her god’s divine fighting technique without having to meet the technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can give up a major blessing to gain the advanced benefit without meeting its prerequisites.

My question is now: Do you need to already have access to the Major Blessing, so be level 10, to trade it away for the advanced benefit? I vaguely remember reading that you trade away the chance to get the major blessing, but don't actually need to have it. Which would give you the advanced benefit at level 1.

The rules are not very clear on the subject due to using different terminology. The class entry for warpriests writes about minor and major powers of A blessing, not minor and major blessings. While the entry quoted above uses the later terminology.

To sum it up: I'm confused because I remember reading it somewhere but can't find it anymore. Can someone clear this up?


Even though you already discussed the "psychic magic vs mindless" point I feel the need to stress it again. The entire first grave is populated by mindless creatures. Not undead. Mindless.

The rest of the book contains only a small amount of humanoid or living creatures. It's mostly undead, constructs and vermin.

Something you should hint to your group: Swarms are very common in the first book and can be impossible to deal with, when the group is not prepared. Fortunately, the first grave contains that "Summon Swarm"-Trap, that summons a swarm for only two rounds. A group that does not expect swarms will be unable to deal with that swarm, but since it dissapears after two rounds, it serves as a perfect reminder to plan for such things in the future.


Heather 540 wrote:
Well, first you need to decide what kind of dragon you are - chromatic or metallic.

That question has been in my head right from the beginning with no real answer (one of the reasons I'd like to read more on the subject). But I also think it's important to figure that out, as they are all so different in behaviour.

I'm unsure what would fit the illusionism / enchantment concept of the Mesmer best. After all it's just a regular Gnome who merely tells everyone, that he is a dragon.

Blue fits somewhat, but as far as I know they lack the ability to take on humanoid shape, which would be a dead giveaway to anyone with any knowledge of dragons (e.g. the Enlightened Philosopher Oracle).
Or is that something all Dragons can do that's simply not listed in their entries?

Same problem with Umbral, Lunar and Prism Dragons as far as I can see.

On the other hand: Since it's mainly a flavor thing I could just go with him thinking he is blue dragon because they are more or less common knowledge and make everything that does not fit cracks in his facade.


Hi there,

I need some advice on material to read. Since my new character will be a dragon!
....
At least he thinks he is. He might also be a Gnome who is just so convincing with illusions, enchantment and speach that he himself believes what he says. He's also intimidating as hell so that's a point on the "actually a dragon" side.

I already read Legacy of Dragons, since that's where I got the Mindwyrm Mesmer archetype from which gave me the whole idea to the concept.
Now I'm looking for more general material on dragons, so I can make him behave more like one.
Sure the basics are easy, they are one of the, if not the most well known fantasy creatures ever, but I need something to read anyway.

Of course I also appreciate any other advice on the concept.


Name: The whole party I GM
Half Elf Magus
Half Elf Cleric of Sarenrae
Suli Bard
Halfling Sling Master (3pp)
Adventure: Half-Dead City
Location: Sanctum of the Erudite Eye
Catalyst: Graven Guardian and a self closing bronze gate
The Gory Details:
They opened the door, all except for the bard went in, Graven Guardian started to wreck their face (critting 3 times did not help them). Party already half dead before the Bard got the gate open again. Magus and Sling Master were still up and started to flee the same round while the guardian one rounded the bard (full action to disable device)
The two still on their feet felt safe, since they got a round where the guardian destroyed the bard. Then they realized the guardian has a movement speed of 70ft.


ZZTRaider wrote:
Been a while since I've messed around with Pathfinder. Is this guide still up to date for any new stuff that may have come out for Kineticists? Is there even any new stuff for them?

There are a lot of new archetypes and the wood element was kinda reworked with ultimate wilderness.

N'Jolly do you have any plans to at least give the new archetypes a look and a short rating?


That makes a lot more sense!

Thanks for the reply


Can somebody please explain the Table: Natural Armor Conversion to DR for me? Doesn't make a lot of sense to me.

Why are there two different entries for "Natural Armor with"?

What does this entry mean to begin with? Natural Armor with what? The next two specify with what type of DR, the first two don't

Why has the third "Attacker Size to bypass DR" column entries like Huge DR/Magic? DR/Magic is neither a size nor would factoring in your opponents DR type make any sense for this.

Thanks in advance


Wow thanks!
I did not expect that there are actual rules for something similar. Much less in this exact adventure path...


So my group started playing this adventure path. When they found the 5 smaller chests in the first tomb (containing some scrolls, little bit of money / stuff to sell) instead of opening them they had the idea to auction of the closed chests.

I liked the idea and plan to let them go with this when they complete the tomb.
Now I'm looking for ideas on how to handle the auction from a mechanical standpoint as me just shouting increasing numbers in different voices for a couple of minutes to simulate the auction audience would be incredibly boring.

What I already have:
They will need to find a venue. Maybe co-operate with some merchant or simply rent a space at the market. Depending on how "good" their solution is, more people will turn up which should increase the amount of money they get out of this.
They will need to do some advertisement. Hard to sell stuff when nobody knows about the auction.

Both of these things can easily be handled with some RP and normal skill use (the bard will finally have something to do).

But I have no ideas for the auction itself :/


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The moment you summon your swarm of frogs to fight the swarm of mosquitoes the game will slow down, camera zooms in and focus on the epic battle of 300 frogs vs 30.000 mosquitoes.
Frog leads rousing their troops with a motivating croak. Mosquitoes buzzing menacingly in the background. Then lines start to clash mosquitoes start dying in droves but there is simply no end to them. Frogs start dying too (mostly exploding from overfeeding I suppose). An impressive battle playing out with few survivors at the and.

All at the same time your character spends to scratch his but or something like that.