Bone Devil

Joe Wells's page

RPG Superstar 2010 Top 32. RPG Superstar 6 Season Star Voter. Organized Play Member. 778 posts (834 including aliases). No reviews. 2 lists. 1 wishlist. 3 aliases.



RPG Superstar 2010 Top 32

Hello lovely and talented Paizoians. Would you please cancel my Starfinder Society subscription after #1-37?

Thanks much,
-Joe

RPG Superstar 2010 Top 32

Looks like I'm one of the folks affected by the Starfinder Society subscriber glitch. I'd be most grateful if someone could poke that with a sharp stick.

Thanks, all!

RPG Superstar 2010 Top 32

Please cancel my Paizo subscriptions and any related outstanding orders. I believe Adventure Path and RPG are the only ones I still have.

Thank you.

RPG Superstar 2010 Top 32

So happy that the shiny new ARG errata made it in, since that's the book I'm working on now!

RPG Superstar 2010 Top 32

Did you get in on the massive Reaper Bones Kickstarter? Are you anxiously awaiting your shipment of awesome miniature love? Do you wish you could swap some figures around and get just want you want? Well, bunky, have I got a deal for you.

Here is the trade thread over at the Reaper forums and my post of tradeables and wants.

Here's what I would like to trade (notations per this post):

Dungeon Attack 7, 8, 9: Goblins (x12)
Undead Hoard 2, 3, 4: Skeletons (x6)
Undead Hoard 5: Zombies (x2)
Chronoscope 1: Ape-X, Super Villain
Chronoscope 10: Rex, Dark Future Hero
Bedevilled 4: Sinessa, Hellborn Sorceress
Zombie Hunters 1, 3, 4

Very open to trading these at 2-1 in your favor.

Especially looking for:
New 30 B1: Hell Hound
New 30 D6: Juliette, Wizard
Black Orcs
Swamp Things Lizardfolk
Stone Golem
Reaper Paint

Do Not Need:
Dungeon Attack, Undead Horde, Chronoscope, IMEF, NOVA, Zombie Hunters, Vermin, Dungeon Dressing, Half-Sized Heroes, Familiars.

Willing to consider most anything other than the Do Not Needs. I'll also give up figures not listed for trade for the right exchange.

Send me a message if interested. Send brownies if you aren't. That's the least you could do.

RPG Superstar 2010 Top 32

Oh, hello there Wyrmgear.

RPG Superstar 2010 Top 32

Tre Manor continues to retool his miniature line-up in plastic.

So far, lots of goblins but other figures should be available as the stretch goals fall.

RPG Superstar 2010 Top 32

I don't know anything about the company, so I'm not really endorsing this or anything, but looks interesting.

High end, high quality, kolinsky sable hair dual end brushes for your miniatures. Quality painting, great finish for your miniatures!

A full set is 000, 00, 0, 1, and 2, with a stretch goal adding a No. 3 flat.

RPG Superstar 2010 Top 32

Quote:
Kingdom Death: Monster is a cooperative tabletop miniatures game for 1-6 players. Set in a unique nightmarish world devoid of most natural resources, you control a settlement at the dawn of its existence. Fight monsters, craft weapons and gear, and develop your settlement to ensure your survival from generation to generation

Includes plastic minis for the game and has options for high-quality resin versions. They look gorgeous.

RPG Superstar 2010 Top 32

1 person marked this as a favorite.

A little while back, I posted a gunslinger archetype that allowed him to shoot alchemist bombs. I've tweaked it a bit, so I'm posting the current version.

Primarily, I've pulled way back on the number of enhanced cartridges he gets per day. I've given him back his bonus feats and taken away bleeding wound and gun training. He now gets another enhancement at 3rd, which aligns getting new enhancements where gun training would have been, avoiding dead levels.

Enhancements have moved around a bit, mostly to align with the new progression. I've also dropped dispelling cartridge just because it really didn't feel like something this guy should get.

I've added a feat to allow a gunchemist to burn grit to get more cartridges per day as well.

Anyway, here it is-

Archetype Basics:
Gunchemist (Archetype)
Some gunslingers are fascinated with the chemical and alchemical processes that power their weapons. These gunchemists dabble in the alchemical arts and use that knowledge to enhance their firearm ammunition.

Enhance Cartridge (Su): At 2nd level, a gunchemist becomes adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful firearm ammunition that they can fire at their enemies. A gunchemist can enhance a number of paper alchemical cartridges each day equal to half his class level. In order to create an enhanced cartridge, the gunchemist must use a small quantity of alchemical reagents. The gunchemist can create this substance and infuse the cartridge with small amounts of chemicals from an alchemy lab and tools from a gunsmith's kit. These supplies can be readily refilled in the same manner as a spellcaster’s component pouch.

As a standard action, the gunchemist can infuse a single paper alchemical cartridge with the power of his chosen enhancement, load the ammunition, and shoot the firearm. Enhanced cartridges are unstable, and if not used in the round they are created, they degrade and become standard paper alchemical cartridges once again. On a successful attack the firearm using the enhanced cartridge deals its normal damage as well as the effects of the enhancement, unless noted. If the attack misses, no special effect from the enhanced cartridge occurs.

Gunchemists learn one of the following enhancements at 2nd level, and learn an additional enhancement at 3rd level and every 2 levels thereafter. Some enhancements can only be learned if the gunchemist has met certain prerequisites first, such as learning other enhancements. In addition, gunchemists must have ranks in Craft (alchemy) equal to half the level requirement of the enhancement (minimum one rank for those enhancements without a level requirement).

Only one enhancement can be applied to an individual cartridge. The DC to save against the special effects of an enhanced cartridge is equal to 10 + 1/2 the gunchemist’s level + the gunchemist’s Wisdom modifier. A gunchemist’s enhanced cartridge becomes inert if used or carried by anyone else.

This ability replaces the deadeye, utility shot, targeting, bleeding wound, and menacing shot deeds and gun training.

Enhancements:

Acid cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict acid damage. Creatures hit by an acid cartridge take an additional 1d6 points of acid damage 1 round later.

Frost cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict cold damage. Creatures hit by a frost cartridge are staggered on their next turn unless they succeed on a Fortitude save.

Shock cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict electricity damage. Creatures hit by a shock cartridge are dazzled for 1d4 rounds.

Smoke cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it create a cloud of thick smoke when it hits. The cloud functions as fog cloud, filling the square of the target and all adjacent squares for 1 round per level. This cartridge, and other smoke cartridges, may be fired at a solid object rather than a creature to take effect.

Tanglefoot Cartridge: A creature hit by a tanglefoot cartridge takes no damage, but must save against the cartridge’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook).

Alchemist’s fire cartridge: Creatures hit by an alchemist's fire cartridge catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. A gunchemist must be at least 5th level before selecting this discovery.

Blinding Cartridge: When the gunchemist creates an enhanced cartridge, he can choose for it to detonate very brightly. Creatures hit by a blinding cartridge are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in adjacent squares that fail their saves against the cartridge are dazzled for 1 minute. This is a light effect. A gunchemist must be at least 5th level before selecting this discovery.

Concussive cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict sonic damage. Concussive cartridges deal an additional 1d4 points of sonic damage. Creatures hit by a concussive cartridge are deafened for 1 minute unless they succeed at a Fortitude save. A gunchemist must be at least 5th level before selecting this discovery.

Force cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict force damage. Force cartridges deal an additional 1d4 points of force damage. Creatures hit by a force cartridge are knocked prone unless they succeed on a Reflex save. A gunchemist must be at least 5th level before selecting this discovery.

Stink cartridge: The effects of the smoke created by a gunchemist’s cartridge can duplicate the effects of stinking cloud instead of fog cloud, filling the square of the target and all adjacent squares for 1 round. A gunchemist must be at least 5th level and possess the smoke cartridge discovery before selecting this discovery.

Confusion Cartridge: The gunchemist’s cartridges twist the target’s perception of friend and foe. A creature hit by a confusion cartridge takes damage from the firearm and is under the effect of a confusion spell for 1 round per caster level of the gunchemist. A gunchemist must be at least 9th level before selecting this discovery.

Disease Cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it deliver sickness. On a successful hit, the target must make a Fortitude save or suffer the effects of a contagion spell. A gunchemist must be at least 9th level before selecting this discovery.

Poison cartridge: This gunchemist’s cartridge delivers poison directly into the target. A creature hit by a poison cartridge suffers the effects of a poison spell. The gunchemist is not in danger of poisoning himself when creating this cartridge, but is still subject to possible self-poisoning when otherwise applying poison, as normal. A gunchemist must be at least 11th level before selecting this discovery.

Sunlight Cartridge: The gunchemist can create cartridges that explode with a searing radiance equivalent to that of sunlight and that act as blinding cartridges. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take an additional 1d6 damage from the cartridge. Undead that are harmed by sunlight and that fail a Fortitude save are staggered for 1 round. A gunchemist must be at least 11th level and must have the blinding cartridge discovery before he can select this discovery.

Madness cartridge: This gunchemist’s cartridge sears the mind rather than flesh. A creature hit by a madness cartridge takes 1d3 points of Wisdom damage in addition to the firearm's damage. The amount of Wisdom damage dealt by a madness cartridge is reduced by 1 for each madness cartridge (or alchemist's madness bomb) that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. A gunchemist must be at least 13th level before selecting this discovery.

Inferno cartridge: The effects of the smoke created by a gunchemist’s cartridge duplicate the effects of incendiary cloud instead of fog cloud, filling the square of the target and all adjacent squares for 1 round per level. A gunchemist must be at least 17th level and must possess the smoke cartridge discovery before selecting this discovery.

Feat:
Gritty Gunchemist (Grit)
You can spend grit to create more enhanced cartridges.
Prerequisite: Enhance Cartridge and Grit class features.
Benefit: You can spend 1 grit point to create and fire 1 enhanced cartridge. This enhanced cartridge does not count against your normal daily limit. You can spend a number of grit points per day in this way equal to your Wisdom modifier.
Normal: You are limited to a number of enhanced cartridges equal to half your level each day.

RPG Superstar 2010 Top 32

4 people marked this as a favorite.

My son wanted a gunslinger that could shoot alchemist bombs. So I thought "why not?" and put together this for him. I'm still refining things, we'll give it a bit of a playtest soon.

Gunchemist (Archetype)

Archetype Basics:

Some gunslingers are fascinated with the chemical and alchemical processes that power their weapons. These gunchemists dabble in the alchemical arts and use that knowledge to enhance their firearm ammunition.

Enhance Cartridge (Su): At 2nd level, a gunchemist becomes adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful firearm ammunition that they can fire at their enemies. A gunchemist can enhance a number of paper alchemical cartridges each day equal to his class level + his Wisdom modifier. In order to create an enhanced cartridge, the gunchemist must use a small quantity of alchemical reagents. The gunchemist can create this substance and infuse the cartridge with small amounts of chemicals from an alchemy lab and tools from a gunsmith's kit. These supplies can be readily refilled in the same manner as a spellcaster’s component pouch.

As a standard action, the gunchemist can infuse a single paper alchemical cartridge with the power of his chosen enhancement, load the ammunition, and shoot the firearm. Enhanced cartridges are unstable, and if not used in the round they are created, they degrade and become standard paper alchemical cartridges once again. On a successful attack the firearm using the enhanced cartridge deals its normal damage as well as the effects of the enhancement, unless noted. If the attack misses, no special effect from the enhanced cartridge occurs.

Gunchemists learn one of the following enhancements at 2nd level, and learn an additional enhancement every 2 levels thereafter. Some enhancements can only be learned if the gunchemist has met certain prerequisites first, such as learning other enhancements. In addition, gunchemists must have ranks in Craft (alchemy) equal to half the level requirement of the enhancement (minimum one rank for those enhancements without a level requirement).

Only one enhancement can be applied to an individual cartridge. The DC to save against the special effects of an enhanced cartridge is equal to 10 + 1/2 the gunchemist’s level + the gunchemist’s Wisdom modifier. A gunchemist’s enhanced cartridge becomes inert if used or carried by anyone else.


Enhancements:


Acid cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict acid damage. Creatures hit by an acid cartridge take an additional 1d6 points of acid damage 1 round later.

Alchemist’s fire cartridge: Creatures hit by an alchemist's fire cartridge catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Frost cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict cold damage. Creatures hit by a frost cartridge are staggered on their next turn unless they succeed on a Fortitude save.

Shock cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict electricity damage. Creatures hit by a shock cartridge are dazzled for 1d4 rounds.

Smoke cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it create a cloud of thick smoke when it hits. The cloud functions as fog cloud, filling the square of the target and all adjacent squares for 1 round per level. This cartridge, and other smoke cartridges, may be fired at a solid object rather than a creature to take effect.

Stink cartridge: The effects of the smoke created by a gunchemist’s cartridge can duplicate the effects of stinking cloud instead of fog cloud, filling the square of the target and all adjacent squares for 1 round. A gunchemist must possess the smoke cartridge discovery before selecting this discovery.

Tanglefoot Cartridge: A creature hit by a tanglefoot cartridge takes no damage, but must save against the cartridge’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook).

Blinding Cartridge: When the gunchemist creates an enhanced cartridge, he can choose for it to detonate very brightly. Creatures hit by a blinding cartridge are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in adjacent squares that fail their saves against the cartridge are dazzled for 1 minute. This is a light effect. A gunchemist must be at least 6th level before selecting this discovery.

Concussive cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict sonic damage. Concussive cartridges deal an additional 1d4 points of sonic damage. Creatures hit by a concussive cartridge are deafened for 1 minute unless they succeed at a Fortitude save. A gunchemist must be at least 6th level before selecting this discovery.

Force cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it inflict force damage. Force cartridges deal an additional 1d4 points of force damage. Creatures hit by a force cartridge are knocked prone unless they succeed on a Reflex save. A gunchemist must be at least 6th level before selecting this discovery.

Confusion Cartridge: The gunchemist’s cartridges twist the target’s perception of friend and foe. A creature hit by a confusion cartridge takes damage from the firearm and is under the effect of a confusion spell for 1 round per caster level of the gunchemist. A gunchemist must be at least 8th level before selecting this discovery.

Disease Cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it deliver sickness. On a successful hit, the target must make a Fortitude save or suffer the effects of a contagion spell. A gunchemist must be at least 8th level before selecting this discovery.

Dispelling Cartridge: When the gunchemist creates an enhanced cartridge, he can choose to have it dispel magic effects rather than deal damage. Creatures hit by a dispelling cartridge are subject to a targeted dispel magic spell, using the gunchemist’s level as the caster level. This cannot be used to target a specific spell effect. The gunchemist must be at least 8th level before selecting this discovery.

Poison cartridge: This gunchemist’s cartridge delivers poison directly into the target. A creature hit by a poison cartridge suffers the effects of a poison spell. The gunchemist is not in danger of poisoning himself when creating this cartridge, but is still subject to possible self-poisoning when otherwise applying poison, as normal. A gunchemist must be at least 10th level before selecting this discovery.

Sunlight Cartridge: The gunchemist can create cartridges that explode with a searing radiance equivalent to that of sunlight and that act as blinding cartridges. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take an additional 1d6 damage from the cartridge. Undead that are harmed by sunlight and that fail a Fortitude save are staggered for 1 round. A gunchemist must be at least 10th level and must have the blinding cartridge discovery before he can select this discovery.

Madness cartridge: This gunchemist’s cartridge sears the mind rather than flesh. A creature hit by a madness cartridge takes 1d3 points of Wisdom damage in addition to the firearm's damage. The amount of Wisdom damage dealt by a madness cartridge is reduced by 1 for each madness cartridge (or alchemist's madness bomb) that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. A gunchemist must be at least 12th level before selecting this discovery.

Inferno cartridge: The effects of the smoke created by a gunchemist’s cartridge duplicate the effects of incendiary cloud instead of fog cloud, filling the square of the target and all adjacent squares for 1 round per level. A gunchemist must be at least 16th level and must possess the smoke cartridge discovery before selecting this discovery.

This ability replaces the deadeye, utility shot, targeting, and menacing shot deeds, as well as the bonus feats at 4th and 8th level.

RPG Superstar 2010 Top 32

3 people marked this as FAQ candidate.
Ultimate Combat wrote:
Bullet, Pitted: This ammunition is pitted with a pattern of small pocks into which specially formulated poison compounds can be applied. A poison compound is a derivative of a standard toxin that is alchemically reduced to a solid form. These can be made from any standard injury or contact poison with a Craft (poison) check equal to the poison’s DC + 4...

Craft (poison) here should be Craft (alchemy), shouldn't it? I can't find another reference to Craft (poison) anywhere else in Pathfinder.

RPG Superstar 2010 Top 32

Someone said wrote:
Someone said wrote:
Someone said wrote:
Hooray!
Woooo!
Huzzah!

(Apologies if everyone else has already figured it out)

RPG Superstar 2010 Top 32

I've started fooling around with linking to the PRD. I started looking at the Advanced Races page and found that many of the anchors used are not unique. This means that I can't link to the Alternate Racial Traits of Gnomes, because the same id= anchor was also used for Dwarves, Elves, etc.

I presume that these were auto-generated. Might they be changed in the future?

RPG Superstar 2010 Top 32

2 people marked this as FAQ candidate.

The elementalist spell lists in the APG has many spells listed for "All". Are these are not on the Metal or Wood elementalists lists? Are the lists for them in UM inclusive?

As listed, Metal gets Unbreakable Construct a level early at 5th and Wood gets Sirocco 2 levels early at 4th. Correct or a mistake in the lists?

The issue with Lightning Rod also affects Metal as its exclusion leaves them with only 2 7th level spells.

Do Air, Earth, Fire, Water gain any spells for their lists in UM? Their previous lists were not simply constructed using the appropriate descriptors, so this is unclear.

Thank you.

RPG Superstar 2010 Top 32

Here it is. Could still use some refinement, but it has been handy to me already.

I'll be adding a compiled list of feats as well.

RPG Superstar 2010 Top 32

Just something a little odd that I noticed. The number of the Adventure Path doesn't appear anywhere that I see within the .pdf file. Not on the cover, the ToC, or even the indica.

The number of the current path is prominent, as it should be (1 of 6 and so forth). But not AP #36, etc. I guess the only place this appears is on the spine of the print version. (shrug)

RPG Superstar 2010 Top 32 , Star Voter Season 6

Necrotic Tempest

Description: A sickening heap of dismembered body parts whirls into action at your approach. A necrotic tempest is often composed of the still viable portions of corpses otherwise too damaged for reanimation. Hands, paws, eyes, viscera, heads, and other anatomy are gathered from multiple sources and animated together as a singular horror. When active, the rotting, fetid components rise into the air as though borne by a malodorous wind. The necrotic tempest ultimately forms into a roughly man sized area of whirling limbs, organs, and eyes. This sickening display, along with its charnel stench, can cause lesser opponents to blanch and flee.

Typically used by necromancers to guard their darkest experiments, a necrotic tempest lays inert near its assigned charge. When an intruder draws near, it activates. Though mindless, it will seek to interpose itself between the perceived trespasser and the item or location it defends.

A necrotic tempest cannot speak, although the heads within the tempest can often be seen mouthing silent screams or hushed utterances. The roiling vortex remains eerily silent.

Powers and Abilities: A necrotic tempest is unaffected by even the strongest of charms, diseases, or poisons. It need not breathe, eat, or sleep. It is tireless, but will not pursue beyond its assigned area.

The limbs that flail from the midst of its vortex are used to bludgeon intruders, its powerful blows pushing them away from its guarded item or location. The very sight of its dread revival may instill fear in its foes.

A necrotic tempest can see in all directions, even in complete darkness.

RPG Superstar 2010 Top 32 , Star Voter Season 6

Nightingale's Tongue
Aura faint illusion; CL 3rd
Slot --; Price 300 gp; Weight --
Description

This small, pink confection is shaped like a nightingale's tongue. A nightingale's tongue allows the user to vocalize normally in an area of magical silence. Vocalizing includes typical speech, casting spells with Verbal components, the use of Perform skills that are primarily vocal (such as Perform (sing) or Perform (oratory)), and the use of Extraordinary, Spell-Like, or Supernatural abilities dependent upon vocalization or vocal Perform skills. Each tongue is use activated and is consumed when placed upon the character's own tongue (standard action, as per potion activation).

All characters both inside and out of the area of magical silence can hear the user normally, up to the typical range of the user's vocalization. The effect of a nightingale's tongue does not dispel the magical silence effect, nor grant others within the silence area the means to vocalize. The effect does not extend to musical instruments played by the user (including woodwinds), or to other activities such as clapping, walking, or ringing a chime.

When the user is not in an area of magical silence, a nightingale's tongue doubles the distance range of the user's vocalization. This doubles the range of vocal Bardic Performance and Perform skills as well. Spells cast by the user are unaffected, including those with the [sonic] or [language-dependent] descriptors.

The effect of a nightingale's tongue lasts for 15 minutes.

Construction
Requirements Craft Wondrous Item, ventriloquism; Cost 150 gp