Ironicdisaster's page

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After 5 years of running my own campaigns, I am finally playing in one. And yeah, to throw myself to the proverbial wolves, I have placed my powers at the mercy of my GM and made... *dum dum DUMMMMM* A Paladin!

Now, my take on the paladin is simple. He's LAWFUL Good. Emphasis on Law. Good is pretty subjective.

He started out a rebelious youth who stood to inherit nothing on account of being thr middle child of a merchant family, and also for generally being a douchebag. He has anger management problems and an inferiority complex that make him act superior to everyone he meets.

Not all Paladins have to be paragons of virtue.


Is this weapon balanced?

I know exotic weapon proficiencies are generally crappy, but this one is awesome for purely flavor purposes, so says I.

Chain Flail
1d10 19-20 x2 range: 10ft

Special: Trip, disarm

The chain flail is essentially a heavy flail on a longer chain, allowing it to be thrown up to fifteen feet. The chain can be retracted as a move action

Yup, it's a throwing flail, but it has a maximum range of 15 feet. So instead of being a reach weapon that can be used on adjacent enemies, it's a melee weapon that can be thrown at enemies without needing to run after it!

Not as cool as a rat flail, but I'm only human.


Premise of the game? Make your favorite character from movies, books, tv, etc. using no more than 5 levels. Give a list of feats and class features, as well as a few.relevant skills. No need for a full statblock, but it wouldn't hurt. And you can't argue someone else's build without posting one of your own!

Here goes!

James Bond Ftr 1, Rog 2
First level feat: Deceptive
Human bonus feat: Improved unarmed strike
Fighter bonus feat: Combat expertise
Rogue 1: Sneak attack +1dg, trap finding
Rogue 2: Evasion , Combat trick (Dodge)
3rd level feat: Mobility

Bluff: 3 +2
Disable device:3
Perception: 3
Intimidate: 3
Stealth: 1
Sense motive: 3
Acrobatics: 1
Sleight of Hand: 3


In a homebrew campaign, I plan on replacing dwarves with medium sized minotaur for thematic reasons. My original thought was to take dwarves and just reskin them as minotaur-kin, but the movement speed didn't seem right. So I changed it to 30 feet, nothing special. That got me thinking, though. What else could/should I change to make these minotaur their own race and not, infact, basically the same as dwarves?


"... Is you do not talk about Edition Wars"

Those were the opening words of the original thread of the same name, and they continue to be poignant, even 26 hours later, when we've all grown to love this thread so much.
Now, the call for an updated edition has been answered. There are plenty of features you're sure to recognize (flames and Nazis) as well as some brand new features we're sure will get you excited! (Flaming Nazis and Strawman creation feats.)


Actually, that's not true. The names, however, could use some serious work! +3 Flaming burst long sword? Nah. How about "Emberthorn"? Or A +1 Frost scimitar? No thanks. Frostclaw, however? Sign me up!

What names have you given otherwise generic magic arms and armor to make them exciting, and what flavor abilities did you give them to make them unique? A +1 longsword named Shimmer is identical to any other +1 longsword, unless every time you swing it, it trails fairy dust. And dusk thorn is just a +2 shortsword, unless it looks as if it's trying to drink all the light that touches it.


Need some help, my fine people.

I am running a campaign in which the PCs need to find a way of removing parasites from a host's brain, and while I think I have a pretty good idea of how I want to do it (Heal checks, naturally), I have no idea about the DCs! Anyone who has ever seen my threads (like three) knows that I am terrible with DCs, so here is what I do have.

Surgery takes at least an hour and deals one point of damage if the heal check is successful. Failure means that the surgery deals a point of Con damage instead.

Depending on where the surgery takes place, it could also affect Str or Dex, or maybe even Wis, Int, or Cha if it affects the face or brain.

And that's really it. I need DCs and more rules, as I don't feel this set is nearly robust enough to cover what we might encounter.

Thanks in advance!


I want to introduce free running to a Pathfinder homebrew. The problem I am running into? Acrobatic steps and nimble moves only handle lateral motion. Duelists can charge over obstacles, but I want someone to be able to vault over a table, dive through a window, and run up the side of a building to grasp the window ledge and pull themselves through, provided they pass the required acrobatics checks, of course. I need help with a good baseline to work from. DCs for moves like that. I understand that "difficult terrain" doesn't quite cover it. Vaulting over a window sil is more than a little harder than stepping over a puddle, and doing it at a full run would be harder still. Can someone crunch some numbers and help me out?


I mean, they aren't USING it anymore, right?


Every day, it seems, there is a new thread questioning the mechanics of the game. And what's worse? It seems that the authors of these threads want Paizo to fix what THEY perceive as broken. Every time I read one of these threads, it first makes me mad, but it gives me even more faith in the products themselves. This happen to anyone else?


I had an idea for a new caster feat.
Deadly Caster
Prerequisites: Ability to cast 2nd level spells
Benefit: When you cast a spell that deals hit point damage, you can add the ability score modifier of the stat used to cast the spellto each die of damage.
Special: Cure and Inflict spells that are used to heal gain no benefit from this feat. This feat may be taken multiple times. Its effects do not stack. Each time it applies to a different casting stat.

Is it balanced?
Will it work as is or should it be a metamagic feat instead.
Will it break my game?


Finally realize you were going too easy on your players? Mine happened last night, when I hit my Templar (homebrew base class) with a scorching ray and he almost crapped his pants. They're all level 4 characters, and apparently I've just never used enough spells in combat, I think because I've secretly wanted them to succede. But last night, ONE spell made him fear for his character. I would have laughed if it hadn't meant I never challenged him.
I just want to know when other GMs realized they were making bonehead mistakes like that.


All right, good people, I find myself in a pickle. I am running a game set in a world of my creation, using the 3.x rules, and lo and behold, the magic system (Vancian?) doesn't fit the world! I've been kicking around the idea of a system much like Dark Heresy, with the psipotency and such, but I'd really like a system that meshes better with the 3e rules, as I plan on getting the Pathfinder books as soon as possible. Can anyone help me out with a home brew(or someone else-brew)? Here's some background on the magic system and how it works in the stories I've written.
1. Magic is free form, magic energy exists in the world for people to use whenever they need to. Every human has the potential to use magic, but not all do, because:
2. Magic can only be cast with the help of a demon. It's called demonic magic because arcane magic was taken away from people because, as we all know, people are irresponsible.
3. Demons WILL try to take over a wizard's body. The first time is the worst. When a person touches a wizard staff containing a demon, a battle of wills ensues. There's no try again. Either the person becomes a wizard, or they become irreversibly mad and lose all capacity for rational thought. It's pretty intense.
4. Divine magic functions a lot like it does in 3e, except that it's freeform, too.
5. I really have a problem with the spells per day, I think. When I think powerful wizard, I think flinging bolts of power without regard, turning cities to ash, and such. Powerful stuff that can't be accomplished in the 36 total spells that a wizard gets every day.
6. Psionics exist and function the same, mechanically, though the capabilities are different. I basically want to make a magic system that doesn't give spells per day, meaning you cast when you need to, but is still balanced. I still want them to have those ''Oh, Crap!'' Moments, without the possibility to recover. Not to mention, no one EVER prepares the spell they're going to need the most, and sometimes they don't even take it. Any suggestions?