Ice_Deep's page

Organized Play Member. 225 posts. 1 review. 1 list. 1 wishlist. 2 Organized Play characters.




I am going to be starting a Ptolus game, 2 of my long time friends will probably be joining but that hasn't been decided so I might end up needing 5 players. I will had a max of 6, but prefer 4-5 with 5 being ideal for the occasional person being unable to attend.

I will be running this as a open ended/sandbox campaign, there will not by any railroading it will be up to the players to decide what to do. Some things are determined to happen, but the group won't be forced to follow any certain story.

I run things pretty RAW, with almost no changes to the rules. It will be Pathfinder only, Core+APG+Ultimate+Campaign/Equipment/Magic/Combat.

Ptolus races will be allowed, but you will have to pick another PF race to get your stats from. For example you can be a Litorians (Lion people) for flavor but will have to pick another race to get your stats/rules from. So in my example you could use Human or Elf whatever, as far as game mechanics but flavor wise you could be Litorian. This is to keep things even and reduce the need for EL +1 type characters.

I don't fudge dice, or encounters. If it's a random encounter and you decide to not run from a APL+5 that's your choice and what happens, happens. If you get critted and die, that's what happens. I am a firm believer in the dice has a say in the story just like you do and I do. So don't join if you can't except character death.

Basically Ptolus has about 2 campaign plots/adventures with of material, those will be options as well as doing your own thing. I will also be throwing in some PFS modules if I can to give the players plenty of choices on what to do. Politics is also another route the campaign can go, I want to let this be a sandbox the players determine what happens in not me forcing a story down everyone's throats.

I will most likely be running this game on D20Pro (thought Roll20 is a option but I had subscription services), so you will need to be able to run the software, and might have to purchase a license. I might be willing to purchase 3 additional licenses if thats whats needed as people can't afford to, or don't want to purchase the software (10 bucks) just to play.

I expect anyone who joins to be able to make most games, if someone regularly misses the games I will find someone else to fill your spot. Occasionally missing a guy with prior information that you won't be showing up is ok though, we all have lives.

I am flexible on the time Saturday we will play, but I want to run a 4-5 hour block so we can move things along. I will also be open to running 1 hour earlier and later than our set session for people who have more time to do things as a individual like join a society, guild or similar.

If you want to know more about Ptolus the players guide is free online, it's about 30 pages. Any questions hit me up I will be glad to answer.


I just wanted to confirm that order Order #1667134 will be reprocessed on the same card. I did click it to do some, but haven't gotten a email, or charge notice. I guess your just waiting until you ship to charge :)


Greetings,

Thanks for taking the time to read this, I know there is a lot of posts on here. I also know there is a lot of very smart, and talented people (just like @ Paizo) and I think someone can help me rather easily.

Before you read any further here is the question(s).

1. What island if any, would be good to use in Golarian to from a small new nation?
2. Is the island between Osirion and Qadira inhabited, or claimed?
3. I would prefer the Island have a "lost city" nearby that is why I am trying to use the one indicated in #2.
4. Any ideas for what Creature/Demon would be the best to use for one inhabiting a island/cavern, and can charm/dominate/take-possession-of someone to turn them from good, into evil.
5. Any recommendations based off of a city/lost city area? I have all the City/Lost City/City of Stranger books, Inner Sea Primer, Guide to the River Kingdoms, and others. I was thinking Kael Mar but I doesn't "feel right" for this story.

The basics:

1. I am next up for GMing
2. I previously ran RotRL
3. Someone else is currently running Second Darkness (just ran session1, so I have a while).
4. I don't wish to run a AP, though I am considering running Harrowing as I will be buying it(I just signed up to be a AP subscriber)
5. I have a certain "overall story" that will be going on, though I want it to be "sandboxy" so the players are not hindered by any railroads, and can completely ignore the main plot, and make their own.
6. Though knowing my "players" they will follow any interesting, and intriguing plot. I mean they followed RotRL which was hard to follow in some ways.

a whole bunch of notes/stuff on my background for my campaign:

Ok now that you have a little info here is the story I have.

In 4081 during the creation of Imperial Cheliax a lesser Lord (Turis Rakir) or Andoran unhappy with the change leaves, stocking several vessels on setting sail for places unknown.

After many months at sea as well as many false hopes they come to a island with several large statues showing various monsters, and with no signs of towns, or villages on the coast they set anchor and send in a party along with Turis (who is interested to find out who made these statues) head inland.

During the parties time island, only Turis and one other member of the party make it back. While the many sailors take this island as possessed, Turis refuses to listen and starts his township and produces diamonds found on the island as proof of the Gods wish for them to stay, and the start of a new nation is born.

(Turis was possessed by a Demon/Ghost/Monster when he went inside, the other crew member hide and since he failed to see the possession/domination/charm, murder of his fellow sailors he was left alive)

Fast forward about 700 years later..

Though much of the island is still unexplored a vast network of caves are built into the mountain in the middle of the island due to the vast search for precious diamonds. The Rakir family has managed to keep control over the nation now named Diamant.

City of Racor
CN small city
Corruption +5; Crime +5; Economy +4; Law -1; Lore +3;
Society +1
Racially intolerant Human (Chelaxian), unholy site, properous (Nobles),
Danger +15, superstitious
DEMOGRAPHiCS
Government secret god
Population 10,420 (6,220 humans; 1,518 halflings; 1,033 half-
orcs; 850 dwarves; 850 other)
Notable NPCs
Queen Ersula Rakir (NE female Half Elf Oracle 12)
Headmistress of the Mage Guild Detasa (NE female human wizard 13)
Puppet Sheriff Honer Felabor (LE male human aristocrat 2)
MARKETPLACE
Base Value 6,000 gp; Purchase Limit 37,500 gp; Spellcasting 7th
Minor items 4d4; Medium items 3d4; Major items 1d6

Magic:
In the region of Diamant, and the city of Racor all magic is controlled. Any person who is capable of casting spells must by law register with the guild and serve a period of 2-5 years in service to the city. To own a magic item you must first get a permit, pay a tax, and then it also must be registered indicating the use and reason for the item. A group of "Mage Hunters" go around tracking down anyone using a non-registered magic item, or casting spells when they have yet to offer their service to the nation.

Religion:
Norgorber is the formal God/religion of the city, and it's temples, though he goes under a new name of Wargris. Though small private shrines to other gods have been found they are considered blasphemy.

Any ideas?


Anetra wrote:
Quote:

Undo Artifice (Sp)

At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item’s value. You may use undo artifice a number of times per day equal to your Charisma modifier.

Hello!

Regulars of these boards may remember a thread I made when the APG classes were in playtest about this ability. Unfortunately, that thread (here) raised more questions than it answered, and the wording of the ability didn't change in the final version. I am hoping that someone official-like can answer a few questions about this ability. Namely,

Anetra wrote:
If my Oracle had Craft Magic Arms and Armor, could they use Undo Artifice on a +1 Longsword, and then use the "raw natural materials" from this +1 Longsword to make a masterwork dagger into a +1 magic weapon?

and

bittergeek wrote:
All of that is largely moot because you're missing a critical point: the power duplicates a spell that is permanent not instantaneous. No matter what the pile of stuff you end up with looks like, it's still the original item - true seeing would still see it that way.
I really like the flavour of this ability, but I don't want to take it if all it's good for is finding out what the ingredients of a cake are, and then dispelling it back into the full cake. If that is the case, I'll stick with the similarly flavoured...

Since this didn't get replied to, I wanted to find out what this was for, as it doesn't really have a use unless it breaks up items for item creation feats.

Please, can I get a official rules clarification on this before the end of the week if possible (Will be doing character creation on Friday)?

Here is the Revelation

"Undo Artif ice (Sp): At 11th-level, you gain the ability to
reduce a nonliving item to its component parts, essentially
erasing the hand of artif ice and rendering the item into
a pile of raw natural materials. This effect acts as the
spell polymorph any object, working on both magical and
nonmagical nonliving objects. The duration is always
permanent. Unlike polymorph any object, it cannot be used
to mimic the effects of other spells. Items subject to this
effect receive a Fortitude saving throw to negate the effect.
Magic items receive a circumstance bonus on this save
equal to +1 for every 5,000 gp in the item’s value. You may
use undo artif ice a number of times per day equal to your
Charisma modifier."

It refereed to Polymorph any object which is long, but from reading it I would guess it works as the following..

1. Turn a +2 Holy Dagger into a +2 Holy Longsword?

2. Turn Bracer of Armor +4 into Ring of Armor +4 (or something like this)?

3. Can it turn a 35,000 gp worth of "value" into any other item of that value changing the spells? (I would say no but might as well ask)

Basically (it seems to me) it allows you to change the form of a weapon/item (including magical) into some similar item thereby making the item usable because it's changed? For example weapon proficiency or item slot used.

Hopefully I worded this correctly so this can be answered.. Thanks!


I am going to be playing second darkness in a few weeks (4-5) and I am going over the type of character I want to play. I really want to play a Sorcerer for some reason (I always played wizards, rogues, fighters, warlocks, etc) but never a Sorcerer. Mainly because I liked being really versatile and having a huge spell book which I could use to fix any situation. But really I think a break and playing this would be nice.

So I looked at the Ranger in Treantmonks build and wanted to see if I could make my guy do more damage than his range attacks by level 6, and just as consistently, and over great number (though of course not unlimited as a Melee is).

This guy is a "Melee Touch" attack from 30ft+ guy. He doesn't want to get into melee, but he will get say 60 ft away (at level 6) and hit you with a shocking grasp (level 1, 5d6, no save/yes resistance 7/day), then he can use Ghoul Touch or Touch of Idiocry up to 4/day at 60 ft

Of course he still has Grease, Color Spray, Silent Image and party buffers/help like Invisibility/Haste.

Also with +10 Initiative I should be going first, or close to it most of the time for awhile. This is a zero gear build because I don't know how much GP I would have to spend on items, and how much items will be given to me.

But any items I should pick up would be REALLY appreciated.

So real quickly, I will be starting at level 1, but I want to know my build up to 5/6 or so, because it will help me know if he is workable. And I don't know what the rest of the party will be, but most likely it will have a odd character or 2, and a NPC run by the DM to fill any holes.

GEO KELOFF CR 5
Male Human Sorcerer 6
CG Medium Humanoid (Human)
Init +10; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 44 (6d6+12)
Fort +4, Ref +2, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +4 (1d3+1/20/x2)
Sorcerer Spells Known (CL 6, +4 melee touch, +3 ranged touch):
3 (4/day) Haste (DC 17)
2 (6/day) Ghoul Touch (DC 16), Touch of Idiocy, Invisibility
1 (7/day) Identify, Silent Image (DC 15), Shocking Grasp, Color Spray (DC 15), Grease (DC 15)
0 (at will) Touch of Fatigue (DC 14), Mage Hand, Read Magic, Message, Light, Prestidigitation (DC 14), Detect Magic
--------------------
STATISTICS
--------------------
Str 12, Dex 10, Con 14, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +4; CMD 14
Feats Elemental Spell: Acid, Eschew Materials, Improved Initiative, Intensified Spell, Reach Spell
Traits Magical Lineage: Shocking Grasp, Reactionary
Skills Bluff +11, Diplomacy +9, Knowledge: History +9, Perception +7, Sense Motive +2, Spellcraft +11, Use Magic Device +13
Languages Celestial, Common, Varisian
SQ +4 to Initiative checks, Arcane, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Metamagic Adept (1/day) (Ex), Share Spells with Familiar, Speak With Familiar (Ex)

--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/8
Metamagic Adept (1/day) (Ex) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell: Acid You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak With Familiar (Ex) You can communicate verbally with your familiar.

ARCANE FAMILIAR CR 6
Male Dinosaur, Compsognathus
NN Tiny Magical Beast
Init +6; Senses Low-Light Vision, Scent; Perception +10
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 22 (1d10+18)
Fort +7, Ref +7, Will +5
--------------------
OFFENSE
--------------------
Spd 40 ft., Swimming (20 feet)
Melee Bite (Dinosaur, Compsognathus) +7 (1d3-1/20/x2) and
Unarmed Strike +7/+2 (1-1/20/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Poison: Bite - injury (DC 15)
--------------------
STATISTICS
--------------------
Str 8, Dex 15, Con 14, Int 9, Wis 11, Cha 5
Base Atk +6; CMB +6; CMD 15
Feats Alertness, Improved Initiative, Toughness +6
Skills Bluff +1, Diplomacy +2, Fly +6, Perception +10, Sense Motive +2, Spellcraft +5, Stealth +18, Swim +7, Use Magic Device +3
Languages
SQ Improved Evasion (Ex)

--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite - injury (DC 15) (Ex) Poison deals 1d2 STR damage, 1/round for 4rounds, cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

Ok... last little comments..

Seems to me the good things are the following:
7/day level 1 (best spell 5d6, 60 foot touch attack) Great damage, and no save with almost guarantee to hit, especially if they have metal armor/weapon (gives +3 to hit)

Cast invisibility 5/day (leaving 1 spell for my free +1 metamagic ghoul touch/touch of idiocry). I will be using this to overcome my low AC, and help my party, since I will be using battle field control unless I can stop the battle with a quick ranged melee touch attack.

Cast Ghoul Touch 5/day at 60 foot melee touch attack(1 from Arcane specialty being a level 2 spell at reach).

The Ghoul Touch is the key to me in humanoid combats, as this will take care of the majority of any CL appropriate encounters rather quickly. Anything non-humanoid means I will be using Haste and Invisibility and Scorching Rays possibly Touch of Idiocry. I would like a better spell for it's place but it fits the theme of the character, and can put a big hurt on some enemy's (like spell casters, or dumb monsters).

Any better spells that fit the build would be great, as well as possible items. Thanks!