Glowing Gourd

Java Man's page

Organized Play Member. 3,736 posts (3,742 including aliases). No reviews. No lists. No wishlists. 1 alias.



1 to 50 of 56 << first < prev | 1 | 2 | next > last >>

This is a first draft of a replacement system for racial fcbs, it would offer all members of a certain class 2 or 3 options for fcb other than the standard hp or skill. Astute readers may notice some classes missing from this list, that's because they aren't (currently) used by my gaming group, so I didn't write anything for them. So with that, wall of poorly formatted text incoming, if you have comments about the content, please share!

Notes: companion bonuses are kept if a new companion is called, critical confirmation bonuses don't stack with critical focus (or anything that wouldn't stack with it) and are +5 max, new spells known must be 1 level below max known.

The following are in addition to the standard hp or sp options.

Alchemist: 1/6 of a discovery, or 1/2 a daily bomb
Arcanist: 1/6 exploit, 1 max reservoir, or 1/4th starting reservoir
Barbarian: 1 rage round, or 1/6 rage power
Bard: 1 performance round, 1 spell known, 1/5 masterpiece
Bloodrager: 1 rage round, +1/6th level for 1 rage power
Brawler: 1/4 daily flex, +1 cmd vs 2 maneuvers
Cavalier: 1 hp for mount, 1/6 mounted feat
Cleric: 1 spell pen vs outsiders, 1/3 hp on channel, 1/2 daily use of 1st level domain
Druid: 1 hp or sp on companion, 1/2 daily use of 1st level domain
Fighter: 1 cmd vs 2 maneuvers, 1/6 combat feat
Gunslinger: 1/4 grit, 1/6 grit or ranged combat feat
Hunter: hp or sp for companion, 1/6 TW feat, spell known
Inquisitor: spell known, 1/6 TW feat
Investigator: 1/6 talent, 1/3 inspiration point
Magus: 1/4 arcane pool point, 1/6 arcana
Monk: 1/4 ki point, 1/4 cmb for 2 maneuvers
Oracle: spell known, 1/6 revelation, +1/6 level for 1 revelation
Paladin: 1/2 hp to LoH, 1 hp to mount, 1/6 to aura save bonus
Ranger: 1/4 dodge vs FE, 1 hp/sp to companion, 1/2 round hunter's bond
Rogue: 1/6 talent, 1/3 confirm on SA
Shaman: 1/6 hex, spell known from cleric or druid (pick class when first taken, stuck)
Skald: 1 perform round, 1 spell known
Slayer: 1/6 talent, 1/4 dodge vs SE, 1/3 confirm on SA
Sorceror: 1 spell known, 1/2 use of 1st bloodline power
Summoner: 1 hp/sp for eidolon, 1/6 of a feat w eidolon for pq, 1 spell known
Swashbuckler: 1/4 panache, 1/6 feat: melee combat or panache
Warpriest: 1/6 combat feat, 1/2 daily blessing use
Witch: 1/6 hex, +5 range to a ranged hex
Wizard: 1/6 of a metamagic, crafting feat or arcane discovery, 1/2 use of a 1st level school power


link

Simple question, the duration is one hour or one shot, but it does not say "whichever comes first." At 26 or 52 gp per application it sounds either too cheap, or too expensive, depending on how you read that duration. Which should it be?


Anybody know if there's a specific rule covering climbing when unable to see? (Darkness, blinded, whatnot). Or have a suggestion on how they'd handle it? I'm thinking +10 dc and half speed, off the cuff.


1 person marked this as a favorite.

Just want to make sure that the folks in charge notice sooner than later the wave of slimey spam in the 1st edition forums.


I'm in the early stages of setting up a table top Elder Scrolls campaign. Setting and plot are non-issues, but I'm a little stuck on a system to use. Considering 3rd ed Gurps, but it's a bit dry. Also looked at Runequest (again probably 3rd ed), but would need to mangle the magic system quite a bit, particularly enchanting and alchemy.

Any thoughts or other suggestions for a system? I specifically do not want a level based, d20 style, system. Something classless and skill based ideally.


A few spells (such as Major Image) have a duration of "concentration +3 rounds" (or whatever added value). Are spells like this valid targets for extend metamagic? Ifnit was just concentration the answer would be no, if it was 3 rounds it would be yes.

And if so, would the effect of the metamagic be to double the second paet and not interact with the concentration part?


A serious question, there are blatant spam posts over a week old, and levels of venom spewed between posters that would have never been tolerated in the past. Is this a change in allocation of reaources, new policies, am I just imagining it, what gives?


Curious, which 1e AP would folks say is the shortest (hours of play time) to run to the end?


I am pondering having brace also double damage on attacks of opportunity triggered by charging enemies. Anyone have thoughts or experience with something like this?


With a spell that allows or requires ongoing saves, like entangle or hold person, what happens if the caster has a temporary buff (say owl's wisdom) that ends midway through the spell's duration? Does the save DC stay at the higher value, or does it drop?


Having the darnedest time finding this, can anyone point me to a rule source for it?


1 person marked this as a favorite.

Seeing news about private servers running this, still trying to track down the legitimacy of it, so not linking anything at this time. I am tentatively stoked.


I am considering removing racial FCBs and instead picking out 2 or 3 of the middle value ones for each class and making them options for that class across the board. While this would remove some unique character to the races it would also nullify particular races being 'the best' or 'trap' options for a class based on those bonuses.

Wondering what folks think of this idea?


Other than Hell's Vengeance and Skull and Shackles what AP works best for an evil party, with or without minor rewriting?


My search fu is failing me, help me oh glorious ones!

If a character wants to climb up a cliff of X height and end up standing on the top of the cliff (which would be adjacent to his starting position when viewed from above on a 2D map) does it require X or X+5 feet of movement?


Anyone know of existing rules for animated/golem limbs grafted onto a character? Or a good inspiration to build rules for this from?


Just noticed in the Aboleth history section on the patherfinderwiki the statement that one of Golarion's moons was destroyed when it was used to block the Starstone. Can't seem to find this referenced anywhere else, so is it an error or did Golarion have two moons prior to that?


As it says on the tin, can a wizard copy one of the new spells from this artifact into his spellbook?


1 person marked this as a favorite.

Some ideas, explanations and stuff about runewells, sihedron amulets, scrying and mystic geometry that occurred to me. Much of this is pulled from a dark recess of my brain, only the starting points are from the book.

The central secret of 'rune magic' is taking advantage of the inherent power that certain shapes create, much like a star metal smith takes advantage of the inherent power of star metals. The Sihedron rune is a potent enough geometry that when charged with magic (when it is part of a magic item) or with a surge of spirit energy (like when a person marked with it dies) it creates a ripple in space.

This ripple effectively reduces the distance between the rune and another magic effect that utilizes spacial rune magic. Say a scrying effect or a soul lense over a runewell. If not for this effect the well of Greed would have a similiar distance limit to the lesser wells of Wrath, and Karzoug's tricks with Sihedron amulets would not work.

This explaims why the 'curse' on the Sihedron amulets does not show up to identification magic. It does require the rings to have a defensive enchantment to block this.

One of the characters in my campaign is a conjuration specialst wizard turned loremaster, with a skill focus in knowledge planes who has recently become aware of the strange space warp around the amulets, but the implications have not been realized yet (they are just about to travel to Jorgenfist.).

I'm still pondering all of the implications/effects of this in game.

Any thoughts or comments?


Let's say I have stone skin and protection from arrows. I am hit with a non magic arrow. I know only 10 points of damage are prevented, but which spell subtracts the prevented damage from its total? Or do both?


My group is going to roll initiative for Stones Over Sandpoint tomorrow, and looking ahead in Book 4 and beyond I am considering switching the Lamias from following Lammashtu to Lysalla. Thinking this will increase the feeling of old mysteries returning, and remove the confusion that maybe Lammashtu is behind all this.

Anyone else considered this switch or want to tell me why it's a bad idea?


Trying to find the translation from size category to typical height and weight ranges. All I have come up with is on d20pfsrd, but it appears to not have a citation for source. Can anyone point me to where this information has been printed?


Considering a couple of written clues involving the lamia sisters I'm a bit stumped as to what language they would logically be written in. Anyone have a good suggestion?


I have a vague memory of text discussing weapons, maybe with the trip quality, to perform these manuevers. Now I can't seem to locate it, anyone know where to find this, or am I imagining it?


Looking for a good, classic scifi system, aliens, strange worlds, etc. Somewhere between GURPS and Starftontiers for level of crunch. Any advice?


3 people marked this as a favorite.

In light of this recent scheduling shift I propose we all need to go eat tacos today.

All in favor?


Working on a construct building wizard archetype that a player isnpushing for, and am curious as to folks opinions on power balance for it.

The short working version is drop arcane school and bond, and reduce sp3lls per day by one at each level. In exchange get a pet modeled after the construct rider alchemist.

Scribe scroll.and the 5th level bonus feat are dropped, and craft construct added at 5th level.

Thoughts?


I've been almost exclusively running homebrew sandbox since the days when I first colored in my dice with a wax pencil, but have a hankering to try out an AP.

So I come seeming reccomendations, preferably one that will not require too much knkwledge of Golarion for players to appreciate, or that I can port to my setting without having to completely rewrite it.

So, what have you got for me?


4 people marked this as FAQ candidate.

As it says in the title, can a non-arcane spell be loaded into the ring and cast by the wearer?


I'm considering allowing the hand(s) holding a wizard's bonded object to count as empty for spells with somatic components. Mostly I think this will allow bonded staves or weapons to be a bit more viable, since meta rods can be held in the other hand.

What exploits am I missing that make this a bad idea?


Looking at the foo creature template, the critter can have DR and hardness. No specific stacking rule is mentioned in the template. Is there a general rule for this circumstance I am missing?


A houserule I have decided to use is that bullrush, pushing assault and the like can put the victim in dangerous places. Afterall, if someone is dumb enough to stand on the edge of a sheer cliff, you should be able to shove them off. This concept and ramifications is just fine with my group.

The hang up that has occurred to me, and I'm working on the answer before it comes up in session, is what the roll should be for the victim to catch the edge of cliff, or grab a bush, o something, before falling. My first idea is a reflex save dc of 10+ 1/2 attacker's bab + attacker's str mod. This would scale with level at about the same rate as spell save dcs.

Does this sound decent? Any other ideas?


Looking for an interesting boss type, cr 6ish, for a nest of mildly fiendish wererats. Hand waving it as the source of the indection is fine, just stunped for identity. Ideas? Could very well be a left over weapon from an evil spell caster's war efforts.


Considering templates such as ogrekin, half X, lich, and the like. Do the listed attribute modifiers replace or stack with the base creature's modifiers? Logic tells me they stack, but I'm not finding specific rules to that effect. Is there a concrete statement?


I recently came into possesion of a pile of material for this game. While I simply adore the setting and concept, the mechanics are something else. Has anyone actually played this game? How did the system work for you? Any advice or rule mods you suggest?


So I'm mostly done with my project to build a pantheon from scratch, but my selection of evil deities looks light to me. So I have come to solicit aid. My basic premise is was to list all of the primary archetypes that a fantasy pantheon needs/ has openings for, and then brew up something to fill each one. There are no race or region specific deities, there are just variations in name and superficial trappings to each deity in different places, specific symbols, exact favored weapon, that sort of thing can vary.

So, for evil deities I have:
The Night King, the Usurper. Ruler who takes by force and guile, rather than ruling by right. LE
Master of Murder, patron of assasins, revenge and hate. NE
The Beast Lord. God of the aspects of nature that are feared, rabid starving wolves eating your babies and such. NE
The Mad One, insane destruction and revelation. CE
The Jealous Whisperer. Giver of secrets that are not yours, temptress of stuff you shouldn't have. CE

Looking for a few others, any ideas?


Anyone know a way to achieve this? I have a player who's always trying to emulate 'old school' aspects of various classes.


I have never really,liked the racial weapon proficiencies, kinda bugs me that every elven shopkeeper knose how to use a longsword, for example, but most englishmen do not know how to use a longbow. So the idea is this, each culture in the campaign has about three cultural weapon familiarities, and about the same number of neglected weapons. Familiar weapons are treated as one category 'easier' and neglected as one category 'harder.' The scale being automatic proficiency, simple, martial, exotic.

So typical elven might be familiar: long and short bow, curve blade, rapier. Neglected: lance, flails, battle axe, great axe.

Viking type human familiar: bastard sword, battle axe, hand axe, neglected rapier, crossbows.

Half elf and half orc would take the set for,one parent or the other.

Still sketching out the sets, trying to hit balance and flavor.

What do you think about this, fun variety for character creation, or meh extra work for what?


Anyone know of a resource that lists fcb bonuses by class, instead of sorting by race?


So I'm running an odd ball, all "monster" campaign, currently second level and a new player is likely to join. He has a littlle 3.5 experience, no PF, and usually plays quiet fighter types.

Current groups is Dhampir antipaladin, gnoll dirge bard, hobgoblin slayer (twf), hobgoblin undead lord cleric, and a peri blood aasimar unchained summoner.

What would you recommend for the new player?


2 people marked this as FAQ candidate.

As the title says, in the description of this archetype on the PRD it doesn't list any replacement for this ability. The usual pattern would be for this ability to replace the 2nd level slayer talent, but there is no language to that effect. So is this ability just a free upgrade?


Are there any rules or guidelines for in game creation of these? Not stat blocks, but a spell, class ability, etc. for a character to produce them?


Looking for a template or maybe odd race for a gnarly evil wizard type, around CR 15, is presumed to be human by his hobgoblin neighbors who have not met him.
Any suggestions?


So, I am considering stsrting a Shadowrun campaign with a group of first time players, group has middling to high amounts of experience with other games, lots of DnD and older WoD, and I have played shadowrun a little, and run alot of different games for too many years.

The question is which edition of the game do I want to use? Mostly I am lokking at the core mechanics, how well are they explained and how smoothly do they flow?


1 person marked this as a favorite.

Thinking about the army in the movie Hero that used bows while sitting, bow braced by the feet and drew the string back with hands. How would you do this in pf? I'm thinking of making it effectively one size larger, 1 1/2 str bonus comp bow. Requires a move action to load and must be prone or sitting to load and fire? Obviously not ideal for adventurers, but for massed goons, maybe interesting.


This is for my homebrew sandbox campaign.

I don't want to ban PCs enchanting gear, but I do want to limit/ control it. (I also do not have 'magic marts' in my game). The standard tools of controlling pc wealth and available time to craft don't work for my style and philosophy as a gm, so I am kicking around two alternate systems/ rules for this and am intersted in opinions on how these two would play out.

Idea 1: Caster level is a hard requorement, and prereqs may not be ignored.

Idea 2: Each magic item needs a "recipe" known. These could be firgured out by examining an item, or researched from scratch. Spellcraft DCs would be based on complexity of the item, CL of the item, and if the item particularly matches, or doesn't, the crafter's domains/ arcane school/ bloodline, whatever.

Obviously the first would be simpler, though the second is not too much work. So ideas?


If a fearmonger trades touch of corruption for feast on fear, what do they use their cruelties for? They are even required to choose specific ones, so they seem meant to be able to activate them.


I'm currently building a homebrew pantheon by starting with a list of archetypical roles for the deities and filling in crunchy details. But for two of them, the motherly Mistress of the Hearth, and the majestic King of the Heavens, I am drawing a blank for favored weapons.

Overall I am trying yo make deities favored weapons martial or exotic, to make free proficiency meaningful when classes get it.

Thanks in advance for the flood of great ideas I anticipate.


So checking out the event calendar I only see Tempe listed, nothing in the north or west valley. Is this really the case?