Genie

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Organized Play Member. 67 posts (68 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




"My drums can shake down mountains!"

In Short: An adventurer that specializes in blunt weapons, drums and sonic energy attacks.

The battlefield has a music all its own and the Percussionist is all to happy to be in the mix. With his custom drum sticks, his enchanted drums and magic he thunders along. The most obvious class to look at is the Bard, and it is what I had in mind originally. Being able to control the "Rhythm" with Debuffs/buffs is a cool idea, however the feel of shattering the enemy with the raw sound of his beats appeals to me more.

Is there a way to make a Bard be a sonic based nuker? Or at the very least, turn his Bardic Performance more offensively?


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Shantae.

For those of you who haven't played any of the Shantae Games, Shantae is a magic user who uses dancing to transform into animals to gain for utility or combat. She also uses her long hair as a weapon.

Build requirements.
*Any part Genie race. (Sylph or Ifrits seem most correct.)
*Performance (Dance) Maxed out.
*Some ability to wildshape/polymorph
*Hair as a weapon/improved unarmed strike
*Use Magic Device is a plus.

I was thinking some sort of Bard/Druid multiclass, but i don't know how that would hold up while stating her out. are there any classes that have wildshape that use Charisma as a casting stat?

Barring that, A bard/Sorcerer seems apt, focusing on Transmutation/polymorph spells.


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Fog Sight Lenses

Allows normal sight in non-magical fog/mist/smoke. In addition, reduces concealment miss chance by one level to targets in smoke/mist/fog/similar. (50% - 20%, 20%- 0%). Concelament granted by darkness, or spells like blur still function normally.

Now how much does this thing cost? I made it on a whim, mid session to avoid having to roll for a sneak attacking enemy rogue, but now they've mugged the guy for the lenses and wonder how much it costs.


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Long story short, I'm going to kill my players in such a way that they can't pass on but aren't necessarily ghosts. They're stuck in-between Life and Death.

So I'm currently debating on how to work with this. At the moment i'm figuring i'll treat them as Outsiders, with The Boneyard as their plane of origin. They can go to other planes even the Material Plane, but the laws of reality will eventually thrust them back to The Boneyard.

So In a plane, other than the boneyard, If one of my characters is reduced to less than 0HP they're thrown back into the Boneyard for However many days their negitive HP was.

Or something.

Any help Hammering out some crunch? I've got the fluff down pat i think.


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The Leper

"This man understands that adversity and existence, are one in the same"

For those of you who have not played Darkest Dungeon, The Leper is a front-line warrior who's strengths are Tanking everything, Hitting hard and self buffs and heals. Effectively becoming self sufficient.

Before we start throwing out CoDzilla. Is there anyway to achieve this concept without the use of spells? Even if its not exactly optimal. There are feats and class features that heal/buff without needing to be a caster.

So key points
*Human
*Heavy Hitter
*Huge Health/Defense
*Self Buffs/Heals
*Charisma Dumpstat.


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Is there any Combat Maneuver/Weapon/Feat that allows a character to pull a target closer to them with a reach weapon, Such as a whip or spiked chain?

I know there is a Monster special attack that achieves this, but that's regulated to things with tentacles.


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I'm Going to be throwing my PCs into the Worldwound here in a few sessions and i needs me some ambiance and battle music.

I need music that exemplifies both Chaos and Evil at the same time.

Most of my Evil music is Lawful and that just won't do. no sir. The only real restriction I'd place on finding music is, no songs with lyrics.

So if you could help a fellow out, please point me in the right direction.


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Every now and again you get a thread that proposes to convert the various Monster Hunter series concepts to Pathfinder. Unfortunately, most of them peter out and die before too many discoveries/conversions are found.

So in an effort to supplement My games and the games of of those whom may be interested, I've taken it upon myself to collect and invent Monster Hunter Conversions and place them in this here thread.

Feel free to comment or suggest additions/changes to what is suggested. I'll have Doc available soon.

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Weapons
Below I'll be detailing what I've gathered for some of the less obvious weapon types. Below are edited versions of stuff I've found online or made up on the spot.

Hunting Horn:
Martial Two-handed |30 gp | 1d8 | 1d10 | x2 | - | 8 lbs. | B |
Any character proficient in using a hunting horn treats it like a wind instrument. Bards can initiate Bardic Performance as part of a Standard attack action. A hunting horn can be made masterwork, but both its weapon and instrument components have to be made masterwork at the same time.

Gunlance:
Exotic One-handed| 25gp |1d6 |1d8 |x2 |-|12 Lbs. |P| Reach, Special|
A Gunlance, Typically sold in pairs with a shield, Can be loaded with Specialized Shells that do specific effects
Normal: add 2d6 fire damage to melee attack, or in a 5ft square in front of the Gunlance's reach. 2gp
Wide: as above, except range mode is 10ft cone. 5gp
Long: as above, except 10ft line 8gp

Switch axe v1:
Exotic two-handed| 50gp |1d8 |1d10 |x4 |-|12 Lbs. |P| Deadly ,Special|
This mechanical Oddity can be used two ways, As an axe Functioning as the stat block describes, or in sword mode which is counted as once size category smaller with a crit table of 18-20/x2. You can switch between modes as a standard action.
In addition, A phial can be loaded into the handle as a move action (Rapid Reload may apply.) This phial can contain weapon coatings That grant temporary enchantments. The act of switching from Axe mode to Sword mode automatically coats the blade with the Phial. The coating will stay on the blade for five successful strikes in sword mode, before needing to be reloaded.

Switch axe v2:

As above but with |1d10 |1d12 |x3

Insect Glaive:
Exotic two-handed|15gp/35gp*|1d4/1d4 | 1d6/1d6 | x2| 8 lbs. |P or B| Vaulting%, Special|
This staff like weapon is used in the charming and handling of Kinsects. Tiny Insectoid creatures that are integral to the fighting style of these weapons. Using a ranged touch attack, the wielder can send the Kinsect out and draw "Essence" from a target and inject it into the wielder. Essence will give the wielder a random effect from the below table(1d4) for 1d3+(enhancement bonus) rounds if applicable.
1: +1 to attack and damage rolls
2: +5ft base movement speed
3: +1 enhancement bonus to AC
4: heals 1d6 HP
*The second price includes the Kinsect with the weapon.
%When used as an aid to a running jump (or equivalant) Gain a +2 equipment bonus to acrobatics.

Thats the weapons so far, i've found a few monsters and will share them after i've gauged a response. Let me know what you think!


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After a second going through of Ultimate Campaign. I discovered some potential gold.

It is possible to pit entire armies against singular targets. Why do i think this is important?

Now we have a frame of reference on what it takes to take down some of the larger and more deadly creatures in the Bestiaries. And possibly have actual rules for rallying an army to slay the dragon.

For example.

A Mature Adult Red Dragon is CR 15. But if we convert her over to mass combat, She comes out at ACR 7.

This is almost the equivalent of a huge army (201-500 units) comprised of level 3 fighters. (ACR 6)


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So I want to create a Campaign where the party dies. And they stay dead. D-E-D, no lichdom for you, dead. But their adventure doesn't stop.

The afterlife seems like an untapped store of adventure material. Sure, some adventures may boast a trip to the hells, or the celestial planes, but how many have taken place exclusively in the afterlife. With the ultimate goal of passing on, (or another crack at life), i think i'd be cool. Plus i think the Psychopomps from Beast4 would be underused elsewhere.

Course my knowledge of the Golarion afterlife system is limited to the stat blocks of Petitioners. So any help in this regard would be most helpful.

Ground rules: Normal Resurrection/Reincarnation wont be accessible. I plan on killing the party around level 3-5 so cool ways to do that are welcome. The Party WONT be given the Petitioner template(EDIT: I mean stats for Petitioner).


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Its a bit dismaying that the only stated, to my research, method to give your opponent a good toss is via the Ki Throw chain of feats.

While this is fine and dandy for monks, How's a honest working fighter going to chuck the evil priest out the stained glass window for dramatic effect?

Now i found a page of house rules that helped clarify throwing nonstandard objects and offered possibilities of throwing grappled opponents. I modified them a bit to make it a little more reasonable.

This is what i offer for your consumption.

The Check:
An opponent can be thrown so long as they are grappled. The act of throwing an opponent is a move action. An opponent can be grappled and thrown in the same round. A thrown opponent receives a free escape check at +4. Upon success, grapple is broken and the opponent is prone and adjacent to the attacker.

Distance:
Max distance thrown is the difference between Current STR's Lift over head weight and minimum required STR's lift over head weight divided in half in feet.

Example Str 10 req vs str 16 actual
100 lbs - 230=
130/2= 65ft Max distance

The Target:
Throwing your opponent into a square within the range is a ranged attack roll at 5AC. use scatter roll to determine new location but re-roll rolls that exceed max distance.

Throwing the Opponent at specific target, such as another opponent is a Ranged attack roll against the target's AC.

The Opponent is considered having a Range Increment of 5. Include range penalties and thrown weapon perks as necessary.

The Damage:
If the opponent hits an object or another opponent. Both receive fall damage equivalent to distance thrown with a minimum of the unarmed strike damage of thrower.

Other wise the opponent takes half fall damage. This is includes skipping across the ground. The opponent only receives full damage from striking the ground if they are thrown straight into it.

Other variables:
Thrower size for Max Distance
Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16.
Small ×3/4, Tiny ×1/2, Diminutive ×1/4, Fine ×1/8.

Variant throwing(Optional):
Using one arm: Half Max distance.
Giant Swing/Hammer throw: Must have target pinned, Full round action. X2 Range/ 10ft range increment.

Please tell me what you think! Feel free to make suggestions.

Unmodified throwing houserules..


For those of you unfamiliar with The Monster Hunter series of games, you play a hunter who tracks down and kills exotic, dangerous, and often times massive monsters.

Then the hunter harvest the hides and body parts of their prey to craft stronger weapons and armor; allowing them to hunt larger and more dangerous monsters.

The monster hunters use a wide variety of weapon types and tools to get an edge in battle. Any magical effects they have access to is due to the gear crafted from the body parts of the monsters they hunt.
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TLDR

A warrior who specializes in killing strange and/or big beasts and uses crafting skills to make new gear.

A Ranger seems like a no brainer for the flavor. Probably using the Trapper Archetype. Slightly higher intelligence to handle the crafting skills.

What do you guys think would work?


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Long ago, the world was once free of blight and full of sweet air. However, for reasons lost to time, The world became blanketed by a life draining miasma. Some creatures adapted, turning into savage monsters.

Others found shelter in the glow of the Crystals. Giant gems that held the miasma at bay. The Crystals held fast for centuries until their glow began to fade. Alchemists and Scholars deduced that dew from the rare Myrrh trees could revitalize the Great Crystals, but only for a single year.

So began the practice of sending adventurers from each town, city, and province protected by the crystals, to collect enough dew from the Myrrh trees to sustain the Great Crystals for another year. They became known as the Crystal Caravans.

You are one of the brave souls charged to keep your town's crystal, and subsequently the town, alive.

--- --- ---

That's the pitch! Still working on the mechanics and such. Let me know your thoughts on the setting, and please share your ideas if any.


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There are a ton of things in the world of Dishonored that would make for good Pathfinder material. The Bone Charms, Walls of Light, The Outsider, Tallboys, Whale Oil power, and The Rat Plague. There are a lot of things to use.

So this thread is to throw around ideas to convert some of the concepts from Dishonored to Pathfinder rules.


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For those of you have played the game from Supergiant Games, then you know the potential for fan made content that you can insert into a regular pathfinder game. If you don't, then i courage you to buy the game and play it yourself.

Creatures like the Anklegator or Squirts. Equipment like the Fang Repeater or the Ceal Hammer. Potions like Were-Whiskey and Fetching Fizz. There is a lot to work with here.

So i made this thread with the intention to keep all the converted materials. I'm mainly going to do some of the items and creatures from the game. But if this picks up speed and support, maybe we can get the some of the setting and even the characters converted.

Here's a link to the Wiki: if you see anything you'd like to convert or have ideas about go ahead and post! I know I will.


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Your reasoning could be mechanical, thematic, or it looks cool. It can be anything simple martial or exotic. Ranged, melee, or both.

So far, one of my favorites is The Double Chained Kama. It like having a kama in each hand but you can whip one out and attack a guy at range. I also like the mental image of a fighter whipping the kama over his head and sending it out, slashing out a guy's throat.


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The paladin

He doesn't give anyone that, "Oh, well if you truly sorry, then there is nothing i can do" shpeel. He coup de graces the evil, and enough times to make sure, because he is a freaking paladin! That's his job. To destroy evil.

It's not his job to be the shoulder to cry on for every CN, LE, NE, and CE punk out there saying "I'm only doing it because the world is unfair to me."

The paladin's rebuttal?

You know what's unfair? Knowing what kind of a person everyone is before you even talk to them. Just walking up to a person and smelling evil so vile and potent that you just want to start ripping it from his chest until the screaming stops. To have the psychotic urge to murder a complete stranger, because the divine powers of goodness decided to make you their right hand. THAT's unfair.

But instead of going on a killing spree, he just puts on his helmet and sharpens his sword. Walking through the crowds, sensing injustice, but holding back. Seeing good men and women being hanged while evil pulls the lever. Bottling it all up. Because he knows that he is a scalpel. He saves that anger and disgust for the needed battle. The battle that will remove the most important and specific evil.

Their code of honor doesn't bind them from using certain tactics in a fight. Once the fight starts, the Paladin goes hog wild using every trick in the book. The code is about avoiding the fight. Until that fated meeting the great and important evil keystone. This is also why he refrains from working with evil unless absolutely necessary. They'll just waste their power killing their "Ally".

Finally, The paladin does not avoid the fall. He looks forward to it. They don't spend all day trying to avoid evil. They seek out the evil the need to take down. Each time they face evil, The paladin always asks himself "Is this the evil I give up everything to take down? The one i forsake my power and my god to rid the world of?" And when the day comes and yes, it will come, when the paladin falls he will fall hard. He will fall so hard it would shatter the earth if it meant to rid the evil he sought out.

The paladin is a Powder keg full of his hatred and disgust for the world and he will explode. He just prays he is near evil when he does.


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I looked around on the message boards and found some talk about pounce and flurry of blows. but that was mostly Natural attacks.

So my question is this.

level 17 Four Winds Monk.
Tiger aspect: "1/hour can charge 10 times his land speed and is treated to have the Pounce ability."

Can pounce use the flurry of blows number of attacks? Or is it strictly a full attack only. What would you rule?


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The Sorcerer has died of Dysentery!

What started out as an idea for when we didn't have all our players show up evolved into something bigger.

One PC is the prince of a small kingdom. Wanting to strike out on his own, he lays claim to a currently unsettled patch of land on the border of the kingdom. Eager to get started he ropes his three closest friends and two of his servants to go with him and build his own castle.

Now they just has to get there.

I got them through the first session just fine. (Boss fight with an ogre at lvl 1. Found a baby in an abandoned cart and took it to a halfling village.)

But i fear i may run out of ideas fast. What would you do, If you were running such a campaign?

P.S.: PCs are a Cavalier (Prince), a Druid, a Magus, and a Ranger. they are now all level 2. The prince is the only human. The rest are half elves. One of which was raised by dwarves.


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I'm DMing for my group and want to create a Demi-god like character to be a recurring opponent. The Character in question is a Monk with four arms.
In Pathfinder Core Flurry of Blows is stated to replace Two Weapon Fighting for unarmed strikes and monk weapons. However in the Beastiary, Multi Weapon Fighting is stated to replace two weapon fighting for Creatures with more than three arms.

So the question is, Does Flurry of Blows override Additonal attacks provided by Multi-Weapon Fighting? Or do the number of attacks stack?