InfinityKage's page

38 posts. No reviews. No lists. No wishlists.


RSS


I want to run a campaign were the whole objective is just to not die. Victory is impossible. The enemy is just so numerous that winning the fight just can't be done. The only thing you can do is keep moving and fight only in small pockets. I know it's cliche but I'm thinking zombies. Giant bugs might work too. Or demons.

"Not only is it a fight they cannot win, it's a fight they have no hope of even surviving. They have two options: run away, or be butchered. This enemy is always notorious. Its very presence may inspire panic. The Swarm or The Corruption. In any case, anyone who fights it is screwed, and anyone who could possibly end up fighting it knows it."

Anyway. I was wondering if anyone already knew of a campaign like that or had any advice or a good starting point.

"I don't know about angels, but it's fear that gives men wings."
—Max Payne


Slim Jim wrote:
Sandal Fury wrote:
Pretty sure that's not what he's going for.

The title of the thread is "NEED HELP MAKING GLUTTONY AND LUST" (the characters in "Fullmetal Alchemist"), and that is exactly what I did: help, within the context of replying to avr (not the OP), by clarifying what Lust can and cannot or does not do in the series.

If the intent is to make builds that are simply named Gluttony and Lust who aren't faithful reproductions of the show's characters (within the bounds of what the GM permits, of course), then I stipulate that what I submitted may not have been what others were hoping for.

I am thinking that you think the characters from FMA are the only people who have ever been named after those sins. Those characters aren't the only Gluttony and Lust in fiction.

Also it says in the post that I am trying to MAKE characters based off of the sins. As in create something new.

All that being said I do appreciate the attempt to help.


Thunderlord wrote:
A mystery cultist of Arshea seems fitting enough for Lust.

I'll add that to the list of study material.


Sandal Fury wrote:
Pretty sure that's not what he's going for.

You are correct. That is not what I was going for.


Slim Jim wrote:

A list of abilities possessed by Lust:

* Can survive being repeatedly reduced to ash up to, say, Con-bonus times per day (and figure a Con in the 30s or 40s)
* Superfast Regeneration (one minute from total disintegration to full health)
* Powered by a Philosopher's Stone impervious to non-epic damage
* Extendable claws that cut through metal and can fire as a ray attack with unlimited range.

Despite her name and femme fatale appearance, Lust is neither lecherous nor seductive (although she will permit human males to make fools of themselves and drop their guard while ogling her). She does not cast spells and is not psionic or telepathic; all her abilities are supernatural and activate as swift or immediate actions.

While they are called homunculi in the show, in Pathfinder it is hard to envision them as anything save neigh-indestructible humanoid constructs with an impressive suite of Polymorph powers.

I was referring to a personification of the sins not the characters from FMA.


avr wrote:
For messing with people's minds lustfully you could do worse than a mesmerist. Their spell list includes many messing-with-mind type spells including unnatural lust as a 1st level spell, hypnotic stare and various bold stares seem to fit, psychic magic seems more appropriate than arcane or divine to me.

Cool. I'll look into that.


Ferious Thune wrote:

Are you wanting to stay away from Thassilonian Specialist?

Looks like you’re going melee with the glutton. I’m think the other direction with a Thassilonian Specialist going into Bloatmage.

Never heard of it. I'll check it out when I get home.

Sorry for the late reply guys. Last few days have been hectic.


Slim Jim wrote:
They approve.

I'm glad they do.

Sorry for the late reply guys. Last few days have been hectic.


Asmodeus' Advocate wrote:
For whatever reason, I can’t access the documents. Couldja break out ye olde copy pasta and transcribe for us?

Can't edit original post it seems. Here is ye olde copy and paste

Lust: Symbol of Debauchery - d20pfsrd.com/magic
Lust - cleric/domains
Unnatural Lust - magic/all-spells
Deity: Calistria, Socothbenoth
Traits >Magic Traits - Overwhelming Beauty
Magic >Spells (Paizo, Inc.) - Seducer’s Eyes
Overwhelming Beauty (Talent)

Gluttony: Blood Feast (Combat, Monster)
Raging Cannibal
primalist bloodrager instead. You can swap out bloodline powers for rage powers, and cast enlarge person on yourself.
bloodrager, give it the abyssal bloodline and at level 4 you can use demonic bulk
permanency on Enlarge Person
Greater Tyrant Totem is 12th
Synthesist
Hamatula Strike (Combat)
Harpoon
Raging Grappler (Ex)
Improved Grapple (Combat)
Greater Grapple (Combat)
Pauldrons, Juggernaut’s
Bloody Bite (Ex)
LOCKJAW
Tyrant Totem, Greater (Su)
Tyrant Totem, Lesser (Ex)
Animal Fury (Ex)
Greater Animal Fury (Ex)
ravenous oracle
Bloodrager
Urgathoa
Circiatto
Goblin (10 RP)
Feral Gnasher (Barbarian; Goblin)


I'm making 2 characters based of 2 of the 7 deadly sins (I know, super original). The characters I would like to make are Gluttony and Lust.

In a fever dream I came up with this:

Lust: https://docs.google.com/document/d/10JvFjVa1NmXMkPYdw4UF0vk3k6GCG45DDxSLPUt CsGg/edit?usp=sharing

Gluttony: https://docs.google.com/document/d/1bWwUX4MTgF-9MvrBW6jtrVwpPt-zHmuUuw3ybMH rKxo/edit?usp=sharing

To be honest I'm not even sure what my train of thought was with a lot of that.

Anyway. Anyone think they can help me make a complete idea out of this mess?


Cyrad wrote:
It's basically a monk/barbarian hybrid. It looks okay, but your BAB and saving throw progressions are incorrect. These statistics follow a set formula. It's not a good idea to deviate from it.

Formula smormula. Unless it's OP I don't really care much about it not being normal.


Changelog updates.
*Removed CON to AC
*Removed Maneuver training
*Changed Rage powers to every 4 levels with one more at 20


1 person marked this as a favorite.

Working on a campaign based on Mass Effect. I plan to only allow characters to play as Mass Effect races for immersion purposes. Checking online I found some premade races made by a person who actually works for Paizo so I will be using them. But there is a few for races I would like represented. I'm looking for input on what I have so far as well as suggestions on the races I have not finished yet.

Mass Effect Races


Made some changes. Here is the change log.
*Lowered and rebalanced BAB
*Removed damage reduction passive
*Changed 6 arm to supernatural ability rather than extraordinary
*Clarified some wording on several moves.
*Allowed Too Mad to start as immediate action
*Changed 6 arms to start at level 2
*Changed stunning fist to level 3 and tweaked the levels of the upgrades


Created a new class based of the concept of Asura from Asura's Wrath. I would like some input trying to balance it.

Wrath Mantra Monk


I'm trying to build a campaign with the story of Diablo 3. The story and combat is pretty easy to figure out. The problem I'm having is adding intrigue. The story is pretty lineir. It has some twist and turns and that's good but player decisions don't change anything. I want to find a way to add someway to make my players feel like their decision effect the story. Any ideas?


WRoy wrote:

"I am here to ask you one question, and one question only: EXPLOSIONS?!"

Mister Torgue High-Five Flexington, PFS-legal Half-Orc Gunslinger (firebrand)
20 Pt. Buy: Str-14, Dex-14, Con-14, Int-7, Wis-7, Cha-19
Favored Class: gunslinger(+1/3 to pistol whip attack rolls per gunslinger level)

I feel you dawg. I do. But this build seems to be more focused on firing his gun than blowing stuff up. Plus his bombs are -4 level of an alchemist so aren't they much weaker?


Potato disciple wrote:
Make him worship Haagenti. Mad scientist and things.

Haagenti is a good idea as he does govern alchemy but even though my toon will be an alchemist he cares more about the bombs aspect and does not really care too much about any other form of alchemy. Plus Haagenti governs inventions and Ziggs is gonna be all about destroying things. The only thing he might invent is bigger bombs.


Lanathar wrote:

Regarding more general help do you have any parameters?

What is the point buy and what level (or if level 1 do you know what level you plan to go to).

For stats:
- As a bomber intelligence will need to be the highest stat

- You don't need a particularly high strength score other than for carrying (not sure what you GM ruling on encumbrance are). Some hand waive but they shouldn't as it encourages too much strength dumping

- As mentioned your first discovery at level 2 should be Explosive bombs

- Perhaps look to find an archetype that swaps out poison use but archetypes are thematic and some might not make sense (e.g. one is for a healer another for a researcher)

- Mutagen : You can increase your dex for AC and ranged attacks or Con for extra HP. Don't bother with the strength one. (There is an archetype that changes mutagen into a mental stat booster)

For feats there are few:

- Point blank shot is the qualifier for most ranged feats
- Far shot increases your range
- Precise shot remove -4 penalty for shooting into combat. This is less of a concern as you target touch and deal splash damage but still could be annoying

- Extra bombs is what it says

- Iron will because that save will be rubbish for you

Those are immediate thoughts. There might be some more alchemist specific ones

What else do you want from your character?
Anything beyond damage with bombs? Anything on the social skill side of things?
What type of campaign/game is this for?

The GM has not gone into specifics yet but if it's anything like last game we will start at 3-4 and play until 12-15. As for other things. He is not gonna be very charismatic. He is smart but his solution to most problems is blow it up. Campaign is a rather grand one. Save the world from a planet destroying dragon. Again, thanks for the info.


Lanathar wrote:

Without trying to be dismissive have you seen this site before:

http://zenithgames.blogspot.co.uk/2012/11/the-comprehensive-pathfinder-guid es.html

It gives detailed guides of good alchemist choices. It even splits it by the two main alhemist builds of which yours is one

Alchemist is indeed the only way apart from this one:

http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo-wizard -archetypes/arcane-bomber/

But that one isn't as good at bombing as an alchemist

As for parts of your specific ideas:

- Mad can be considered to be low Wisdom (I am pretty sure that is what they use for Derros who gain negative wisdom and key of charisma to represent madness)

- No regard for collateral damage - take discoveries that increase splash zones (Explosive Bomb) and don't take precise bombs. But don't expect to be popular with your party

Perhaps refocus your question because asking for step by step advise is not really needed when at least 3 guides to the alchemist exist

I tried to visit that site you posted and it said it does not exist. Thanks for the info though.


In my next pathfinder campaign I want to make a Man named Captain Dean Ziggs A.K.A. Captain Collateral. His whole thing is to create the biggest most destructive explosions possible with little to no regard for collateral damage. Now I know the best (if not only) way to do this is with an alchemist, but I've always found them kinda confusing. Your mission if you choose to accept is to walk me through making this mad bomber. I want him to look like Ziggs from League of Legends so i'm probably gonna go with a halfling or something like that. What feat, traits, alchemist discoveries, etc to I need? Help a brother out?


blahpers wrote:

Well, the ring just keeps the charm going, so that's not super-helpful unless you do something horribly wrong. What it doesn't do is domesticate the animal. As far as I know, the only way to domesticate a wild animal is to rear it from birth using the Handle Animal skill, which is probably beyond an acceptable time frame for your adventurer. Fortunately, nothing explicitly states that you must domesticate an animal to train it.

As for the circlet of speaking, it's similar to having access to speak with animals--you may be able to communicate better, but that doesn't make the animal more cooperative. You still have to take the same amount of time and make the Handle Animal check per usual. See the Monkey See, Monkey Do? FAQ for more on this.

If you want it to be as close to tame as possible without raising it in the first place, I'd suggest casting awaken (CRB) on it or, barring that, acquiring a collar of the true companion (Ultimate Equipment) to give the spiderbear sentience. It won't be your absolute slave, but it will be friendly toward you and do things for you so long as you've only elevated the one creature. With the GM's permission, you might even be able to take it as a cohort at that point using the Leadership feat.

I see. Thanks for the info. Should come in handy.


Eltacolibre wrote:

It depends...if it is a vermin type, you technically can't train it unless you take some specific archetypes or feats or at least hire some specialist for it.

But well guessing it's either an aberration or magical beast...either way generally means, they aren't exactly trained the normal way like animals.

Ok. Let's assume for the sake of the argument that it's an animal.


So, I've run into a spiderbear (don't ask). I've decided that I'd like to keep this animal as a pet/companion. Does having items related to handling animals help me train it? So far I have it charmed. I have a beast whistle in my possession. I'm thinking about grabbing a Ring of Animal Friendship and Circlet of Speaking. Would these things make training it easier? Is there a better way?


darkerthought7 wrote:
I prefer We Be Goblins. It's fun and the imagery can be made to be fantastic, if you're into a bit of squick.

I did a bit of research on my own and that title comes up a lot. I'm leaning towards it.


Louise Bishop wrote:
Fangwood Keep was fun when I played it and could easily run between 4-6 hours depending on the group and how fast they plow through material or stop and RP.

Thanks. Looks like a good option.


One of the main players of our group is leaving town for a bit and will miss our next session. We don't want to advance the story without him so we are putting the main game on hold. At the same time we don't want to waste a good RP night doing nothing. What I'm looking for is a small adventure for a group of about 3 players to play for a night. Any ideas?


Dastis wrote:

I like this so far, just a few suggestions. First give the players a few moments in the bar to establish their characters. In all probability somebody will start the barfight without you asking them to. If not just throw the plothook in as soon as they are done which should be pretty early. Also I might add an encounter or 2 to the lunar caves after the ghost. It seems a bit short even for a mini dungeon. Assuming a group of 4 people that know the rules reasonably, as written it will probably take about 2 hours

Make sure to leave some room for player innovation. A general story arch like you have is a really good reference for playing. PCs will make decisions you don't expect. What if they don't trust Desmond? What if they try ejecting the ghost without killing Bernie? You can't plan for everything just remember to go with the flow

2 general tips for improving
Pay attention to the player's body language in session
Ask for feedback after the session

I feel ya. Maybe let them get situated and talk amongst themselves before Bernie comes over.

As for the caves. I was thinking about adding some more fighting but I'm kinda known for liking to fight often. I don't want to be that GM that throws a fight at you every 2 secs especially since there is nothing to really find in the cave.

And good point. I'll try to have some alternate outcomes available.


Kaladin_Stormblessed wrote:
InfinityKage wrote:


GM Note: Have the PC’s decide at the start of every fight if they are fighting to kill or not.
I am curious about this. I mean, attacking for nonlethal damage at a -4 attack roll penalty is an option in the rules, and is generally decided on an attack-by-attack basis or at least round by round, as far as I can tell and have seen. Is there any particular reason for it being a one-time decision, and does it work any differently?

The reason for this is I have prepared several encounters where the ending is different if they killed the person or left them alive. So I wanted the thought that it's possible to take them alive to be in their minds. I know there are rules for nonlethal damage but I didn't want to make it any more complicated or harder so I figured just fight normal and decide if you want them to live or die.


The Lunar Caves

The group heads to The Lunar Caves. Written in (I have not decided yet) it says “Here lies Noctisa. The Moon Priestess.” After heading into the cave and exploring for a bit they find Bridgett surrounded by skeletons. After defeating the skeletons Bridgett will show you a locked door. Touching the door will summon a ghost that ask a riddle. Answer the riddle correctly and the door will open. Inside the room is a tomb. Bridgett will begin to act strangely before revealing herself to be controlled by Noctisa.
If left alive you find the demon hunter Desmond at the mouth of the cave and he helps you rid Bridgett of Noctisa.
If killed Noctisa flees. You find Desmond at the mouth of the cave who explains that Noctisa will have taken the body of a relative. You have to kill Bernie.
Either way: End of ACT 1.


Bard of Ages wrote:
Sure, go for it. Most people around here are pretty helpful. Though you may want to warn your players away lol.

Yea. I told them no to ruin the fun.


Hello there folks. I'm about to GM a game in the next coming weeks. I've only ever GM'ed one other time and I'm not sure the players liked it much. I think I'm a little too combat heavy maybe. Anyway. I was wondering if I post my campaign here if you guys would be willing to help me out with any pointers? Or is there somewhere else I should ask? The main thing I would like to do is add a little intrigue to my game.

ACT 1
Manul Town

A group of adventurers arrive in Manul Town. Fresh of a job nearby they have come here to rest and find their next score. They arrive in the town tavern. The Drowning Whelp. It’s pretty empty at the moment. Just your group and another group sitting in the back looking kinda menacing. The owner and barkeep comes over to your table. “How’s it going? The name is Bernie. You guys wouldn’t be looking for a job would ya?” You reply in the affirmative. “Well look. My daughter Bridgett fancies herself a bit of an adventurer. She wants to check out the nearby cave system, but I’m afraid for her to go alone. You never know when some unsavory types (he eyes the rough looking guys at the far table) might try to pray on a girl out by herself. So I’d like to hire you guys to escort her. But before I entrust you with my daughter’s life. I need to know if you can handle yourself. You see those guys over in the corner? They have been running off all my other customers and really just causing the town trouble. Maybe you can run them off? I’ll pay you and free beer for your stay. What do you think?” The adventurers answer in the affirmative and go over to talk to the hoodlums. They quickly make it clear they aren’t leaving without a fight.

GM Note: Have the PC’s decide at the start of every fight if they are fighting to kill or not.

Fight The Latron Brothers (Jack, Jeremy, Chis, and Paul)
The fight starts with Jack Latron launching the table at the closest person who must act.(Block, catch, dodge etc.)

After The Latron Brothers are beaten things go one of two ways.
If they are left alive they beat a hasty retreat promising to get revenge. Pay is higher.
If killed Bernie complains about the mess and how it’s going to effect business. Pay is less.
Either way Bernie warns you to look out for The Latrons because they have a big family. After seeing that you can handle yourself he hires you to escort his daughter. He goes in the other room to fetch her only to find she has already left. He tells you to go after her and bring her back.


Tim Emrick wrote:

Being able to destroy multiple, weaker undead in order to create a stronger undead should require a spell level and caster level at least as high as what it would require to create that new undead using existing spells. (In other words, you can't use this spell as a shortcut to get more powerful undead than you can create already.) Therefore, the only possible benefits that I can see for this spell would be:

1. Reducing casting time or material component costs* over creating the new undead from scratch. This could easily raise the minimum spell level or caster level even further.

2. Gaining the ability to create undead which existing spells do not cover (such as ghosts and bodaks). These rarer undead should not be easy to create, most likely requiring researching a unique new spell for each type rather than the kind of quick-fix spell you're proposing.

* BTW, another argument for basing your spell on HD instead of CR is the fact that the cost of the material component used to create a undead is always based on its HD. But even if you could somehow reclaim the onyx gems used to create the lesser undead consumed to fuel this spell, you would still need a single, larger gem to create your new, more powerful undead. So looking at it from that angle, your proposed spell shortcuts the magical economy in ways that most GMs would see as a red flag against approving the spell.

Alright. A few things. First I was thinking it would carry the same stipulations that Animate Dead carries. So at the end of the day you can still only control a certain amount of undead. Therefore I think the spell level would be the same as animate dead. Spell level 3.

The "cost" for this spell would be fact that you are losing 2 undead as well as a little bit of power. That's why a CR4 and CR5 would summon a CR6 and not say a CR9. Think of the undead as the "regents" for the spell.

As for what undead are you allowing to be summoned? Well I would say that's the GM's final say. One of the reasons I went with CR is that way no matter what undead you allow in your game, the relative strength will be the same. Don't want a Bodak in your game? That's fine, make him summon a Rawbones.

Lastly I think the economy of the spell is fine. You still had to use up the Onyx that you used to summon the two undead you just sacrificed. In a way your new undead was actually more expensive since it costed the combined Onyx that you used as well as that spell slot.


Halek wrote:

I think this is a terrible needlessly complex spell that doesnt really add anything to the game. Why not just raise the undead you would create with this spell instead?

The point is to lower the total number of undead you control without losing power in the process. Let's say you have 10 CR4 undead under your control. You have to roll out the attacks for all 10 of them. That's going to take some time. 5 CR5's would be easier to manage.


Pizza Lord wrote:

Cyrad's right, base it off HD and then calculate the CR based on the abilities and powers of new creature.

Do they also have to be the same type of undead? Like two skeletons or two zombies? Do they have to be the same creature two or can I fuse an ogre skeleton with a T-Rex skeleton?
Can I fuse a skeleton to a zombie and get a weapon resistant but slow undead with Toughness and Improved Initiative?
Can I fuse a Bloody Skeleton to a Fast Zombie?

They don't have to be the same type and what you fuse does not matter. Nothing is going to carry over. Remember, the original two are destroyed in the process. Think of this more like a summoning spell. You are using the two undead as regents to summon a more powerful undead. Maybe there is a better word to use then "Fuse". I'm not sure what word to use though.


Cyrad wrote:
InfinityKage wrote:
Cyrad wrote:
It might be feasible but you can't use CR for the math of the spell. You would have to use HD, which is what determines a creature's power. And this spell would need a clause that you can't use it on intelligent undead.
The reason I went with CR is becuase Hit Dice is a poor way to determine the power of a creature. Here is an example: Giant Adult Ant Lion = CR 6 with 10 Hitdie. An Aboleth = CR 7 with only 8 Hitdie. The Aboleth is stronger but has less Hit Dice. Let's keep going. Dire (or Cave) Bear = CR 7 still 10 Hitdie. Baku = CR 8 still 10 Hitdie. Hit Dice is a just a bad way to track power.
All of those are different because they're totally different creature types, which doesn't matter because you're dealing with a single creature type (undead). You have to use HD for determining undead because that's how the game works. It's used for monster creation. It's used for determining quality and quantity of undead you can control.

O.K. I did a larger sample this time so we have a lot of information to pull from. All undead.

Ghoul CR 1 Hitdie 2
Draugr CR 2 Hitdie 3
Poltergeist CR 2 Hitdie 3
Wight CR 3 Hitdie 4
Drekavac CR 3 Hitdie 4
Shadow CR 3 Hitdie 3
Attic Whisperer CR 4 Hitdie 6
Wraith CR 5 Hitdie 5
Mummy CR 5 Hitdie 8
Revenant CR 6 Hitdie 9
Duppy CR 7 Hitdie 9
Dullahan CR 7 Hitdie 10
Ghost CR 7 Hitdie 7
Rajput Ambari CR 7 Hitdie 16
Bodak CR 8 Hitdie 10
Mohrg CR 8 Hitdie 14
Witchfire CR 9 Hitdie 10
Gholdako CR 10 Hitdie 15
Lich CR 12 Hitdie 11
Banshee CR 13 Hitdie 19
Winterwight CR 17 Hidie 20

Multiple examples in there of Hitdie not corresponding with CR. Look at Ghost and Mummy for instance. Or Ghost and Rajput Ambari. I understand that Hitdie is used to determine the maximum undead that you can control (I think that CR should be used here as well but that's another argument) but for the sake of this specific spell, using Hitdie just would not make any sense for the sake of balance.


Cyrad wrote:
It might be feasible but you can't use CR for the math of the spell. You would have to use HD, which is what determines a creature's power. And this spell would need a clause that you can't use it on intelligent undead.

The reason I went with CR is becuase Hit Dice is a poor way to determine the power of a creature. Here is an example: Giant Adult Ant Lion = CR 6 with 10 Hitdie. An Aboleth = CR 7 with only 8 Hitdie. The Aboleth is stronger but has less Hit Dice. Let's keep going. Dire (or Cave) Bear = CR 7 still 10 Hitdie. Baku = CR 8 still 10 Hitdie. Hit Dice is a just a bad way to track power.


Fuse Undead: Take any two undead that you control and fuse them. Combine their CR and divide it by 1.5 (rounded down). Destroying the two undead in the process and summoning an undead of the new CR.

So lets take my own undead for example. I currently have two CR5 and two CR6. So I take a CR5 and a CR6 and I use Fuse Undead. 5+6=11/1.5=7.333 rounded down =7. So I lose my CR5 and CR6 undead and gain a CR7 undead.

In a game this would be a good spell to keep the number of undead lower (and thus turns faster) without losing much power I think.

What do you guys think?