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Jason Wedel's page
816 posts. No reviews. No lists. No wishlists.
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I really like Inner sea gods...just a must have for anyone looking to play a divine...
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PFRPGrognard wrote: Agenor, you are free to start a thread here to do just that. All the trolls are busy arguing about PF2. It's OK. ;) (Dumb sounding brute voice)
What you got against trolls, we be humanoids too...(smash with club)
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They all need more love, why because we all need love :)
I'll see my way out...

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So planning out some stuff, want to make sure I understand how Fabricate works from a scroll
Character has a Craft weapons at +13 (Valet Familiar, Int, Skill, masterwork tools)
Wants to make a quarterstaff out of Mitheral and Darkwood (I know this is not allowed, but cool idea, in play will be darkwood but cost more gold for Rule of cool)
Level 4 caster with a fabricate scroll. Needs 440 gold worth of darkwood and Mitheral (1/3 the cost of the staff normaly), the scroll, some time
After gathering everything together he goes to his workshop/forge/whatever and casts the scroll
This is where I start to get myself confused. The scroll would be DC 10, so as a CL 4 I would need a 6 to succeed, but can take 10 to auto pass.
I now need to make crafting rolls
One for the staff (DC 12)
two for Masterwork, as it is a duel headed weapon (DC 20)
All 3 can be done as "Take 10's)
I accept that as a role play aspect my character spent 1565 gp for a 640 gp weapon mechanically...

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Sandslice wrote: Jason Wedel wrote: For what it is worth, the plan is Sage as bloodline... You can't use Sage with Bloodline Development:
Quote: The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline’s 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. Faq on crossblooded wildblooded wrote: Sorcerer, Crossblooded and Wildblooded: Can I take both of these archetypes for the same character?
No, because the archetype rules say none of the alternate class features can replace or alter the same class feature from the class as another alternate class feature. Because the crossblooded and wildblooded sorcerer archetypes both alter the bloodline arcana and bloodline powers, they aren't compatible archetypes.
Note that it is certainly within the GM's purview to allow this combination. However, the character should not be able to use the crossblooded archetype's ability to select a lower-level bloodline power that was replaced by the wildblooded archetype. For example, a wildblooded brutal (abyssal) sorcerer replaces "strength of the abyss" with "wings of the abyss" at 9th level; the character has "paid" for the wildblooded archetype by giving up "strength of the abyss," and can't use the crossblooded bloodline to select "strength of the abyss" as her 15th-level or 20th-level bloodline power.
The last part of the exploit is what we are talking about here, which basically says, if you already have a bloodline ignore what we said and do this instead, allowing for the sage bloodline.
Quote: If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.
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Glad my GM didn't know about that FAQ (Neither did I)...
Yup, remember the "Light"=Blind days....

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So last night we were fighting an ogre mage who cast mirror image (The visuals of a basically nude ogress might haunt me for a while...especialy when there were 4 of them...)
Knowing that she was going to be a challenge (and was probably "The boss") I cast my Magic Missile spell and split the darts to one on each of her...
Okay, my damage sucked (I only rolled one d4 and got a 1), because we knew only one of the images was "Real"
It got me thinking, the spell is not designed to get rid of images (Basically a dispel) but it worked, what I call the butterknife screwdriver principle...What other stories do players have that they used something in an unintentional way that worked?
Another story comes from 2.5 era (Players options days), where my wizard cast cantrip (I was out of other spells) at the top of a tower where 3 ogres were chasing us. The party was out of resources, low on hit points, and basically screwed...
Cast cantrip (3 glowing balls) "This is the cantrip of DEATH!!!, when the arcane ball strikes you your flesh will dissolve, every inch of you will be as if you were on fire, and you will die. slowly. painfully. while you will not care, you will also stink up the room worse than you do already...leave NOW!
One (Terrible) moral roll later and we are safe...
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Male, Good, Jack of all trade types who specialize in being support/back ups
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She left an abusive relationship, but because of the old-boy network could not get any work so has left to make her fortune on her own?
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Wei Ji the Learner wrote:
Sorry, conflated Create Ale/Create Water (Ale is food, right?).
I know a few people who would say yes...but no beer is not food
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In my Champions Game (a home brewed superhero setting using the HERO system, not to be mistaken with the Champions universe) The premiere team is called the Centurians (yes 100 members). When they show up one of three things is happening
1) They are warning the community about something big is about to/has hit the fan. The Players are there as support: The story is about them helping to defend the planet/country/etc...The Centurions are not "part of the action". For example when the world is invaded there is some flavor about the Centurions are beginning an assault on the mothership, but the heroes need to save THERE city from the squads of aliens attacking
2) The centurions are an information source...The heroes call them to find out about something, get help deciphering the magic, etc...
3)The Centurions need help (The heroes have to rescue them)
Note the story ALWAYS focuses on the Heroes, with the Centurions being there as background/Assistance

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Gryffe wrote: Jason Wedel wrote: I think that is overly simplistic. Especially the description of the grey. In a real grey campaign you DON'T know what the goblins will or will not do. Maybe they will keep their word, maybe they will not. If the goblins ALWAYS keep there word, then it will shift to a white, if they always attack it will shift to black. Not only that, but there's options other than "kill or not kill".
Take the goblins prisonners, send them back to the village, put them on trial for their actions.
Make them sign a magical pact that'll kill them if they break their oath.
Actually take actions to make sure they don't fall back to the dark side, for example by having them strike a bargain with the villagers (the goblins protect the village from outer threats and the village feed them in exchange).
"Grey" doesn't mean "a$*%%#+s VS goody two shoes". It means people are complex and can change, for better or worse. Exactly, My game of choice is actualy the HERO system. In it they talk about 4 color games v. Gritty...I have always said I do 32 Color games...It is not a simplistic "Good guys ware white" but you are rewarded in minor ways for doing Good...In my game a Paladin WOULD fall for not defending the little guys, not because they claim to be good but because HE is good

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Darklone wrote: Oh, the good old "Good dragons eat humans too" debate. Funny. That's what we play the game for in shades of white, black AND grey.
White campaign: Good is good. PCs don't kill non combatants. And it works (e.g. goblins don't come back later to eat the humans).
Grey campaign: Good PCs don't kill goblins, goblins eat children from the village a day later.
Black campaign: Good PCs kill bad goblins. End of story. And it works.
What's your preferred style of game? That's what the question is all about. VERY simplified here.
Black or white campaigns are easy, grey are difficult. That's why fantasy used to be about black and white. Not realism.
I think that is overly simplistic. Especially the description of the grey. In a real grey campaign you DON'T know what the goblins will or will not do. Maybe they will keep their word, maybe they will not. If the goblins ALWAYS keep there word, then it will shift to a white, if they always attack it will shift to black.
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I like figuring out options for various builds...it's weird, but well...
Anyways, so I am trying to figure out all the ways to get dex to damage by level 1, Obviously we are looking closely at Slashing Grace, Fencing Grace, and Starry Grace (Did I miss any?). Dervish Dance is out because prereqs of dance 2 is outside of most builds (I think)
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Any race
* Inspired Blade (rapier only)
* dawnflower dervish bard (scimitar)
Human (Martial finesse weapons)
* Warpriest
* Swashbuckler
* Fighter
* Unchained Rogue
* daring champion cavaliers
* virtuoso bravo paladins
* id rager bloodragers with the hatred spirit
* flowing monks (restricted weapons)
Exotic weapon human
* Bravado Swashbuckler (dueling sword)
* Kensei Magus (any one light finesse weapon)
Temperary
* Occultist (transmutation/magic weapon spell/legacy weapon agile)
* Human Brawler

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Furdinand wrote: Build a bank around it. Then use some of the gold to make unique coins, creating commodity money. Use it to provide loans.
As the circulation spreads create paper currency based on the value of the circulating coins backed by some of the remaining gold sphere.
When any of the coins circulate back to bank, take them out of circulation.
Start to establish the bank as a regional authority. Have a militia, police force, and legal system. Provide preferential interest rates to entrepreneurs that plan to build around the bank as long as it fits the development guidelines the bank creates. Eventually the land around the orb becomes a city-state. Tax anything in your sphere of influence.
Offer fractional shares of the bank and associated enterprises in exchange for the gold-back paper currency. Issue new paper currency that is basically stocks. Make sure you still have majority ownership.
As needed, issue new currency evenly split between yourself and what is put into circulation. Eventually the currency is not backed by gold, only the promise of the bank with the value set by the bank.
Expand until you control Golarian and beyond.
Praise Abadar!
LOL
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me and homophones have never got along, and I am a processional educator...
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I defiantly agree that "optimizing" has been affected by MMORPG. However having been at this for 30+ years I can say that Min/Maxers, Power Gamers, and Munchkins, have always been a factor...
I would also agree that everyone has a certain tolerance for, and appreciation of, optimizing. We all do it to some degree, but it is a lot like driving...anyone who does not do it as much as we do "Should learn to play" and everyone who does it more is a "min/maxer"
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I would say than instead of atheism would be a form of apathy towards the gods more than true atheism...
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My character tried to use a bow, it was a disaster...
He's a level 6 arcanist, with on feats...Why couldn't I hit anything...
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From the Swashbuckler description of Panache
Quote:
Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.
For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.
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Greylurker wrote: As long as you understand that if it has Stats your players will look for a way to kill it, it's fine.
Avatars are a great way to get around the issue. Lets you make up a reprisentative of the god at any CR you want and say this is a Lesser/Greater/Ultimate Avatar of Zon-Kuthon.
Maybe even toss on a few Mythic ranks for good measure.
Even if they kill the Avatar, the god is fine. Maybe a scary image floats in the air over the corpse and vows to make them suffer, drops a curse on them that forces them on a new adventure to remove it.
The part I would be REALY interested in is a section on how each god viewed their Avatar...I could see some not caring, just a tool...others looking at it as being rude or disrespectful...and at least one getting a chuckle about it...
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I personally would not have minded seeing "Avatars" in Inner sea Gods...BUT EMPHASISING THAT this is basically a solid illusion that they can use, and that their "Death" is pretty irrelevant. Then describe how the various gods feel about their avatars (I could see Caydence not caring, or even rewarding anyone who beat his, while Calysta would of course want revenge)
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Back before some of you only knew Red Box as a DVD dispenser there was a box set for D&D called the Red Box.
In it there were 7 Character classes, but only 4 really (It was 3 Fighters, a fighter/Mage, Thief, Magic-User, Cleric).
Got to thinking what feats or skills would you recommend for someone trying to recreate these old characters? What were the iconic abilities you feel they should have? I know the rules have changed, but it is an interesting thought experiment (at least to me)
Fighter (level 1, Human, Dwarf, Halfling)
*Toughness
*Weapon Master (human Only)
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My swash would love a outfit that self cleans itself...
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I'm going to say it, and many will disagree BUT: Swashbuckler
Here me out, admiringly he "avoids" instead of "Takes" the damage but +AC, buckler, special abilities to avoid damage, etc... makes him a tough hombre to take down
Precise damage ups his damage profile to extremely high levels. I will take a no cheese swash over a no cheese other martial any day of the week...
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I will admit I feel that most classes should really be archetypes (Sorcerers are wizards, etc...)So to some extend agree that Swashbucklers should have been an AT on Fighters more than their own class.
I think their is a major middle ground between Disney's Peter Pan and Game of Thrones...For instance the Three Musketeers (avoid any version done after 1980)
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Playing an Arcanist now, the decision was made at our table that they were spontaneous casters, who had to "prepare" the spells they know each day (Similar to how a Sorcerer changes spells every few levels...just a lot more often)
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wraithstrike wrote: If the two-handed weapon is finessable it should work, but the Elven Curve Blade is the only two-handed weapon I know of that is finessable. Aldori Dueling Sword is also usable 2 handed

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I did not have one data pack I needed, so had to make some adjustments. He is a Human Raised Half Orc
Johnathan Aldori
Male half-orc swashbuckler (rostland bravo) 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Adventurer's Guide 23)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +2, Ref +5, Will -1
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . dagger +4 (1d4+1/19-20) or
. . aldori dueling sword +4 (1d8+1/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
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Statistics
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Str 13, Dex 17, Con 14, Int 10, Wis 8, Cha 15
Base Atk +1; CMB +2; CMD 15
Feats Exotic Weapon Proficiency (aldori dueling sword), Weapon Focus (aldori dueling sword)
Traits reactionary, sword scion
Skills Acrobatics +6, Bluff +6, Intimidate +8, Knowledge (nobility) +4, Sense Motive +3; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, swashbuckler finesse
Other Gear studded leather, aldori dueling sword[ISWG], dagger (8), dagger (2), ale (per mug), bandolier[UE], bedroll, belt pouch, belt pouch, cutting board, wooden (2 lb), flint and steel, holy symbol with flask of Caiden Calhein[UE], knife, cutting (0.5 lb), ladle (0.5 lb), masterwork backpack[APG], mess kit[UE], pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], tinder packet (0.5 lb), trail rations (3), tripod, iron (3 lb), waterskin, whetstone, 25 gp, 6 sp, 4 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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The story of John Aldori begins with his father.
Sixteen years ago a nobleman by the name of Richard was traveling with his wife and a small party of retainers near the woods of Brevoy when they were attacked by a group of Orcs. The battle was fierce, and Richard was knocked out.
When he awoke he was a prisoner of the orcs, and he could hear his wife screaming in the dark. The details of what came next were never talked about, but to say that Richard managed to escape and no orc survived that night in the camp.
However, after returning home, it was discovered that the Lady Isabella was with child. Richard hoped that it was his, but feared that it was not. So they decided to spend time in a estate far from their keep. Richard's greatest fears were answered when his son was born a half-orc.
A story was spread that they had lost the child in child birth, and John was left in the care of a retainer. When the child was four years old the retainer returned with the child and a story of "adopting" the child. The child was loved by all three of his parents (Richard, Isabella, & the old swordmaster Kay), however propriety had to be honored.
John grew strong, and good with the sword, and one day he swore the Aldori Swordlord oath. Now he is on his own, trying to prove his own way.
Personality wise John is a bit of a party animal, likes to drink, likes to fight, and likes to wench. However he is also keenly aware of his origins, and knows the pain that his presence gave to his mother and "father", he would save anyone that pain, and tries to be a good "monster"...
Not happy with the names, if anyone has more "Brevoy" names let me know
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Let's think about this for a minute
Joe the townsman is going to be stats 8-13
So
Str: 12, Con 13, Dex 10, Int 9, Wis 11, Charisma 10 (or some variant, but I am assuming a villager here). Two Skill Point (probably PROF: Farmer and KS: Local)
Commoner (1) Probably 2 feats IIRC: Probably A occupation based and some kind of health (Endurance/Stamina/Alertness...etc...).
HP 7, BAB +0, AC 10 :Weapon: Short Sword? Quarterstaff?
Now the PC is going to have
Str 17, Con 14, Dex 13, Int 10, Wis 12, Chr 8
Fighter (1), 3 feats: Maybe Weapon Focus, Power Attack, Cleave and 3 skill points
Armor: Chain mail Shirt & Lt Shield, Longsword
HP 12, AC 16 BAB +1
Your Lvl 1 character may be green, but he is still a HERO, capable and better off than the commoners.
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Nethys...The god of Bi-polarisim who does not GaS
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If you’re wondering how it works
And other logical things
Then repeat to yourself ‘It’s just a game,
I should really just relax.’”
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avr wrote: Confusion, fear, paralysis etc. tends to make a caster unable to act normally.
Planar binding to get something with silence as an SLA.
UMD a scroll or something.
Buy and fire a hushing arrow since you're an elf and have proficiency with bows.
Funny thing, mommy and daddy sent me off to university, never really learned how to use those pointy things...But I sure am good at concentrating on my studies...
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Quote: Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. Emphasis mine, but here is the million dollar question: Could it be another prestige class?
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I would go with the cure anything, but after use it disappears, probably giving it a few minor uses as well that don't cause it to disappear (A constant bless or something)
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What would be the names of the magic items from the old D&D Cartoon...If they are not to OP I want a group to find the remains of a group of adventures who have them (The DM will be the BBG)
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no, but seriously thinking of running a campaign where only npc classes are available at level 1 (characters will be expected to multi at 2)
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rules are clear, they can do either
basically they can either memorize the meta version and cast it normaly or they can add the meta in the field with the normal extra time
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SmiloDan wrote: Ranger is the best intro class.
It is a pretty standard warrior. Good BAB, light and martial weapons, light and medium armor, shields, 1d10 HD.
It has lots of skills and 2 good saves. And a lot of its skills are fun to use, like Climb and Stealth and Survival and Swim. Perception is always being used. It has a few Knowledge skills too.
Wild Empathy is a "crunchy" method of non-combat conflict resolution that can be used as a tool to teach players they don't have to kill EVERYTHING.
It introduces bonus feats via Combat Styles, so their lists of choices are small and manageable and focused.
It also introduces the rules for pets, aiding allies, and spells.
It also teaches players to pay attention to some of the minutia of Pathfinder, like monster types and terrain types.
That is a very good post and excellent reasoning. I think yyou may have changed my mind
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and ANNOYING (I teach 7th graders and 9th graders...maybe that is why I want to spend my weekends killing small humanoids...)
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nicholas storm wrote: Jason Wedel wrote: nicholas storm wrote: You might also look at diverse obedience from divine anthology. It won't get you boons quicker, but will allow you to pick boons from any of the 3 options (evangelist, exalted or sentinel). Don't have that book yet, looking for the text on that one Actually, after re-reading the feat, it may not be of any use to you:
Additionally, whenever you would gain a boon as a result
of your Deif ic Obedience feat (and not through a prestige
class), you can choose among the options available for
evangelist, exalted, or sentinel boons. Once you make
the selection, it is permanent, but you can choose from a
different category each time you gain a new boon as you
increase your Hit Dice. Even so, it is tempting for me to not take the perestige class. Maybe going fighter/eldrick knight
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I know I am going to sound like a jerk, please understand there is no judgment here.
She sounds like a very new player, if so I HIGHLY recommend a class with few abilities, strong but simple combat skills that add to basic mechanics. One that gets more complicated as you level.
Basically I am saying have you had her play a fighter or Rogue? Neither are mechanically complicated at low levels
A level 1 Human Fighter with Increased Initiative, Toughness (or Exotic Weapon) and Weapon Focus is a really good training wheel's character
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Topic says it all, basically planning to go in that order
At 20 will be
Cost: One feat, 6 skill points, one exploit
---KS religion 3, KS Arcane 3, Deific Obedience, Divine Magic
BAB 10 (Suckage; 1/2 BAB standard; 3+3+0+4)
Exploits: 4 (5-1)
Revelations: 1
Arcane Casting: Spells per level 18, CL 20 (Arcane Knack)
Divine Casting: 10th level
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This might work. It is not early entry, but it keeps your wizard levels at -1 total level...if it works
Get to casting level 4 spells, take feat "Faith Magic" http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arca ne-discoveries-paizo/faith-magic
You can now cast a divine spell at level 2 (Costs a lvl 3 slot, but it is DIVINE). Taka a cleric level
Go into Mystic Thurge
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