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RPG Superstar 8 Season Star Voter. 13 posts. No reviews. No lists. 1 wishlist.


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I have wanted a pirate AP for along time and with the addition of the firearms rules in Ultimate Combat, we can get some awesome, cannon blasting ship to ship combat!

Just do us all one favor:

Make sure that the ships are more than just a way to get from adventure to adventure. I was so disappointed in the Savage Tide AP when there wasn't more cool stuff to do on the ships.

My rogue/swashbuckler/dread pirate, Jake Raven, was so much cooler on a ship than on dry land!


Name: Talex
Race: Human
Classes/levels: Fighter/6
Adventure: What Lies in Dust
Location: The Ossuary in Massacre House
Catalyst: Took the bait, paid the price!

The Gory Details:

spoiler:
It should be noted that I re-worked the Sisters of Eiseth a bit: I rearranged their stats with in the 15 point buy, Swapped out their crossbows and poisoned bolts with poisoned shuriken (well, they had them in the pictures!)and keyed their feats a little differently. I kept their bladed scarf and the flavor of the sisters with a little more punch.

Anyway... The party tipped their hand when they used a rusting grasp to get in the door to Massacre House. The sister in the crematorium raised the alarm, but was quickly dispatched along with the fire elemental from the furnace. The 2 sisters in the central room joined the other 3 in the ossuary and set up an ambush for the party.

As Talex lead the party down the stairs to the ossuary, he spotted a flash of motion from the shelving to his right. He rushed after it and was surprised by a sister hiding in an alcove that grappled him and held him while another sister used flurry of blows to pound him to a pulp.

The other 3 sisters attacked with poisoned shuriken from the opposite direction. The halfing bard, Bobbin, went down and was losing con fast; he managed to tie up one sister with hideous laughter before being struck with 2 poisoned shuriken and was having trouble making his DC 13 save. The rogue tried to sneak around to flank the sisters but ended up face to face with one. She punched and kicked him within an inch of his life and he was heading for the door, throwing the halfing over his shoulder for good measure. The cleric was healing like crazy, but the con damage was taking its toll on the party.

Name: Shila
Race: Screech owl
Classes/levels: Familiar
Adventure: What Lies in Dust
Location: The Ossuary in Massacre House
Catalyst: Never send a familiar to a man's job...

The Gory Details:

spoiler:
The wizard sent his familiar to finish off the laughing monk. She did, but left herself open for a flurry of shuriken. Two in the bird and the poison did its job. The party was forced to retreat, leaving Talex in the hands of the sister to be beaten and cremated.


Charender wrote:
Abraham spalding wrote:
Actually my confusion was specifically from Death ward which gives a bonus on the save and allows a save even when you don't normally get one.
Cool, I was just making sure I didn't miss another one of those little changes from 3.5 to PF that I seem to trip over every now and then.

Actually death ward makes you immune to energy drain and negative levels:

DEATH WARD
School necromancy; Level cleric 4, druid 5, paladin 4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.


Charender is correct: There is no initial save vs. the energy drain ability. I think the confusion here is on the “temporary” and “permanent” aspect of the negative level gained.

The Bestiary is pretty clear and makes no mention of an initial save. If you get hit, you take negative levels. They are “temporary” unless you fail to remove them before 24 hours, then you get a save: Make the save and they go away. Fail the save and they become “permanent”.
So, if you cast a restoration before the 24 hour deadline, the spell would remove all of the “temporary” negative levels. If you wait, and fail the save on one or more negative levels, they become “permanent” and a restoration will only remove one “permanent” negative level per casting.

I have yet to find a spell or ability (other than enervation) that the negative levels bestowed don’t become permanent after 24 hours. The ones from enervation only last 1 hour per caster level and never become permanent.

It is a little odd that they mention the “save every 24 hours until they are gone” if there aren’t any “temporary” that don’t become “permanent” after 24 hours.

Star Voter Season 8

I created several items and showed them to my friends. They voted on them and I submitted the winner. Five minutes later... I found the thread with the critiques of last years items: My heart dropped with every reference to "spell in a can" until I couldn't tell if the throbbing in my back-side was from the beating of my heart or from kicking myself for submitting this item:

Bracelet of Charms
Aura Faint Conjuration; CL 3rd
Slot Arm; Price 2160 gp; Weight - lbs.
Description
This platinum bracelet can accommodate up to 6 charms and can heal the wearer for 2d8 hp once per day. Each charm has a unique magical property that is usable once per day. The charms may be changed, but a charm must be worn for 24 hours before its magic can be accessed. If a charm is taken off the bracelet, it must be worn for an additional 24 before the magic can be accessed.
Requirements Craft Wondrous Item, Cure Moderate wounds; Cost 1080 gp
Crystal Skull Charm:
Aura Faint Illusion; CL 3rd
Slot -; Price 2160 gp; Weight - lbs.
Description
When this charm is activated, it grants the wearer Invisibility for 3 min.
Construction
Requirements Craft Wondrous Item, invisibility; Cost 1080 gp
Jade Feather Charm:
Aura Faint Transmutation; CL 3rd
Slot - ; Price 1080 gp; Weight - lbs.
Description
When this charm is activated, it grants the wearer Feather Fall once per day.
Construction
Requirements Craft Wondrous Item, Feather Fall; Cost 540 gp
Gold Key Charm:
Aura Faint Transmutation; CL 11th
Slot - ; Price 7920 gp; Weight - lbs.
Description
When this charm is activated, it triggers a Knock spell with a caster level of 11 once per day
Construction
Requirements Craft Wondrous Item, Knock; Cost 3960 gp
Silver Winged Boot Charm:
Aura Faint Transmutation; CL 3rd
Slot - ; Price 2160 gp; Weight - lbs.
Description
When this charm is activated, it triggers a Levitate spell once per day.
Construction
Requirements Craft Wondrous Item, Levitate; Cost 1080 gp
Similar charms can be made with an appropriate bauble to represent each spell. When a bracelet is found, it must be worn for 24 hours before any of the charms can be activated.

Not only was it a spell in a can; It was a six-pack! Not a very "catchy" name, maxed out the word limit and didn't even have enough charms to fill all the slots on the item and it was sure to be pummled for trying to do too much.

But, you live and learn and I'm alredy planning for next year.


Quote:

Interesting questions. I came up with a mechanic of sorts some time ago, as my players have an habit of cutting and chopping choice bits from fallen creatures. ;-P

Survival is the skill used to harvest poison (or to skin an animal, clean the carcass, etc.); DC is related to the original poison DC and the type of creature: animals DC +1, vermin DC +2, magical beasts DC +3, dragons DC +4, aberrations DC +5.
The base line is the more difference there is between the creature and a reptilian/mammalian "normal" creature, the more it's difficult to harvest any useful part from its corpse.

If the check is succesful, a single dose is collected. If the check beats the DC by 5 or more points, two doses; if the check beats the DC by 10 or more points, three doses. No more than three doses.
If the check fails, nothing could be harvested. In case of a natural 1, the harvester accidentally exposed himself to the poison, usual saving thow, etc.

An harvested poison is immediately usuable on a weapon (or else) with its original DC, and holds for 10...

A very good home brew solution! It would make sense that Survival would be the skill used for this, as I could see no other reason it would be a class skill for an Alchemist.

I had a similar notion of setting the DC and relating it to the poison's DC. I hadn't thought of the bonus for creature type, but it was an excellent idea, so I hope you don't mind that I am going to shamelessly steal it.


From the days of 2nd Edition, we GM’s have faced the same dilemma: As soon as the party finishes killing that wyvern, monstrous spider or giant scorpion some player is going to ask. “Can I cut out the poison gland and get some of the monster’s poison?”

If there were ever a class that was suited to that job, the Alchemist would be it! So how about some rules to help us poor GM’s satisfy those player’s desires. I think this would make an awesome sidebar to include with the Alchemist’s description.

What skill would one use to harvest poison from a fallen monster?

What would the DC be to successfully do it?

If you are successful, how much poison do you get?

If you fail, what are the consequences?

Is the poison usable directly from the monster or must it be refined before it can be applied to a weapon?

With all the poisoning abilities this character has, I was surprised to find it had no means of making its own poison.


I don't see why you couldn't put armor on them, even if your eidolon was say a great, white ape with fangs and a unicorn horn. It would still be able to wear a chain shirt.

Shoot, you could even buy barding and modify it to fit your inky black,tentecled puma-like quadaped eidolon! ^_^


Wow! This alone would make the book worth it!

*Tips for creating memorable Non-Player Characters, guidelines for followers, cohorts, sages, and hirelings, and more than 100 stat blocks for common NPCs such as guardsmen, knights, bandits, pirates, villagers, and nobles


Wow! You all make this so complicated! Let me just mention a few key feats for the scout:

MELEE:

Dodge
Mobility
Spring Attack
Two Weapon Pounce

Along with the needed Two Weapon Fighting feats

RANGED

Dodge
Mobility
Shot on the Run

Along with the usually needed Ranged feats.

I don't think the scout needs any modification for Pathfinder. The scout is not a "fighter" or "ranger": The scout is a "country rogue" and has the skills to match. If you update the skills list, you're good to go!

Remember guys: The core classes were revised so that they could compete with classes like the scout. Pathfinder is ment to be compatible with the 3.5 stuff: That's what makes it better than 4e! You don't have to do a bunch of unneeded conversion.

One last note on the skirmish:
The only reason skirmish didn't affect undead or constructs was that those creatures were immune to critical hits. This is no longer the case, so scouts no longer need to avoid these encounters.


I have seen in adventures where some one has cast a perminent invisiblity and continual flame on an object to create light with no visible source. (kind of a cool effect)

The invisibility spell specificly states that objects set down become visible and objects picked up become invisible so flour, darts or arrows don't work. Covering the floor with flour, water or sand helps to pin-point location and movement, though.

There are plenty of spells to expose invisible foes, and I had never thought of it, but a grease spell is outstanding! Yet another use for one of the most under-rated spells!


First off, weapons and armor are made of steel, not iron. Iron is brittle and heavy and is not a good material for making these things. Take 10 or 20 all you want: It's still going to to be made of a sub-standard materials and not a good substitute for the real thing.

Secondly, making dozens of suits of "iron full plate" will still take a very long time. Each piece of the armor still has to to be fitted to it's intended user. This means measuring, shaping and fitting all the pieces together using rivits and pins, forming that flat, iron wall into rings and plates not to mention cutting it into the propper shapes to begin with.

If a cleric wants to waste his time trying to fill a sandy hole in the dessert with water that will just be sucked up by the sand and evaporated by the sun, who cares? He's just tilting at windmills, and it will have no real impact on your campaign.

If the heros want to build a keep using wall of stone and wall of iron for the roof, that's great! It's not like they can carry it around with them.

Remember: All of these things can be detroyed by very mundane means. And if they upset the economy of you world with these spells, it could make them some very powerful enemies... (Heh,heh,heh)


I like bmcdanials idea. I can hear Vanthis now:

"Why would I trust the likes of you? A coward who would sell out his own friends, I would have to be a fool"

Then, after the fight with the rats, Lavinia could but them out of slavery. And, to pay her back, they would have to help her with a few things...

It gets the campaign back on track and gives the party a good reason to hate Vanthis.