Vulnudaemon

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I'm running a campaign where the main focus is around kyton-type and kython-type creatures. One of the pcs plans to start harvesting fallen enemies and some not-so-fallen things.
What kind of creations could you guys think up involving grafts and/or taxidermy related things?
The first one we were able to work out was a punching weapon formed mostly out of a kython broodling's skull and poison sacks. The broodling has a poisoned bite so we reasoned that the teeth held the poison. If enough force (the impact of a punch) was applied to the bladder the toxins would exit through the teeth and into the soft squishy parts of the opponent.
Granted it was a one use item but injecting a 4-8 con damage toxin into a pirate's face was quite useful for removing him from the fight and enabling interrogation.


I was playing System shock 2 last night and my wife sat down to watch because she wanted to know what had me so interested. One hour later she wants me to run a one shot set in the pathfinder universe. Pathfinder already has psionics,guns, and crashed spaceships so I figured this might not be as impossible as some may say.

I'm not quite sure on how to get this project started and was hoping somebody could give me a few tips or some suggestions to help.

I tried on another forum while I couldn't access piazo and was told many times not to waste my time trying to run a pathfinder based system shock game. I know it's not optimal but it's what my wife wants to play so I'm doing my best to make it work.


Next time we play my wife wants to set herself on fire and grapple an opponent cooking it alive.
How much damage a round does fire do to a burning person?
Can you even be set on fire if you have fire resistance?


One of my players want's to find a sword that has the mind of a wizard in it. I plan to make the wizard follow a mostly neutral evil mindset. The wizard was the doctor Frankenstein kind. I figure the wizard put his mind into the sword because angry villagers decided to go torch and pitchfork on his tower many years prior. I'm going to have the sword try and influence the pc into creating a new body for him.
My question is what spells would allow a person to put their mind into an object? I'm thinking along the lines of Magic jar perhaps.


I'm going to run a summoner/witch dmpc in today's game. I wanted to know if using a level one spell from either class list counts as one of the spells per day for both classes.
Do they share spell totals or do both classes have separate spell allotments?


I have a game on Monday where I'll be DMing for a friend and my wife.
The inspiration for this is the game Path of exile that my wife introduced me to.
The current planed progression is for the pcs to be aboard a prison ship (for whatever reason the pcs choose) that is boarded by pirates and through some manner or another is wrecked.
The pcs and several other survivors swim to and/or wash up on an island with a destroyed and abandoned fortress on it.
The island has a curse upon it(for a as of yet undecided reason) that causes people (but not animals) to rise from the dead shortly after they die.
I'm thinking of the island being the site of an old slave plantation, a ransacked trading post, or the remains of a long forgotten war that nobody cared about (think red vs blue style).

I plan to have the adventure start out with the pcs making their way to the abandoned fort and setting up camp. On the way they would have to clear out some zombies and a few carrion eaters.
Eventually the party would create some form of semi-permanent base in the ruins and try to eek out a survival.

I'm thinking of a pirate lair on the far side of the island, zombie pirates infesting a shipwreck on the coast, a hermit living in the jungle raising an undead army, or maybe some ancient ruins in the center of the island.

what can I add to the adventure to make it interesting? I want it to be more then just "Grog smash smelly seaweed man. Grog smash tree. Grog smash bigger seaweed man with tree."


I was doing some shopping in Staples yesterday afternoon and I decided to splurge on a nice black magnetic journal. I plan to turn it into a game prop mimicking my character's in game journal.
What I could use some help with is what kind of character class should they be? I want the main motivation to be going out into the world and learning as much as he(?) can to write guides to help others with various things.
I want him/her/it to have access in all the knowledge skills, handle animal, spellcraft, and survival. If it helps any, they are not intended to be a combat pc. There are three other pcs in the group for that. I know it isn't the most viable build but our group prefers fluff over crunch.
I was thinking of starting in summoner (All knowledge, spellcraft, and handle animal) and taking the Militia Veteran trait to make survival a class skill.

Militia veteran:
Militia Veteran (any town or village): Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Then possibly taking a few levels in rogue or alchemist. The discoveries and the rogue talents seem like they could represent hands on learning. Plus if I take rogue I gain access to a high boost in skill points and the skills of disguise self and disable device. Both of which could have a chapter in any survival guide.

Then again we also have the bard who has access to all knowledge skills and can use them untrained. He even gains a boost on knowledge skills. Then comes along the druid and ranger who could represent a more hands-on naturey survival guide.

I seem to be suffering from Over-Analysis-Paralysis (OAP for short). Help.


I've been playing P&P games since around the time of AD&D.
Around maybe four years ago I decided to take a break from DMing to relax and work on more pressing real world matters.Close to a month ago my wife asked me when do I the next time I think we could play some pathfinder might be. I told her that I would start working on something right away because she highly enjoyed playing when we did manage to find time to play.
For the past month I've been putting together adventures and then scrapping them because I feel that they aren't good enough or I don't like the direction they've taken. Years ago I used to be able to pull adventures and campaign out of thin air over night. Now I can't even finish mapping out a dungeon. I'm only twenty five so I know it's not my age creeping up on me. I think I'm just in a dead moment.
What can I do to get some of my old drive back?

Short version: I'm burnt out after taking a break from gaming. Help.


For those who don't want to read a wall of text: Kobold disease cultists are infected by a divine jade virus. What should the disease do them? Helpful or harmful.

Having brought one horror campaign to a nice messy end I'm starting another one based off of a religious war between Urgathoa and Ghlaunder. For those who don't know who they are they're both deities that deal with disease.
The setting for the first adventure is in a mining town known as Greenstone. This town got its name from the heavy jade deposits mined nearby.
Having done a little research online I discovered that jade is often formed where two earthen plates rub together and minerals are shifted around.

Going with this I decided that where the mine is now once stood a monastery dedicated to the Evening glory(A 3.5 goddess of love and eternal life through undeath. She was from the book Libris mortis).
Finding the concept of the living trying to become undead abhorrent a group of druids caused a earthquake that swallowed the monastery and caused the jade to form in the first place. Shortly after news of the earthquake reached a nearby village several people explored the site and found a mysterious and beautiful green stone. Thus the mining town of Greenstone was formed.

Now the people of Greenstone have been facing a problem as of late. They can't get to their mines to dig for more jade because a group of kobolds have decided to take up residence in their mine. As if a sudden infestation of kobolds wasn't bad enough the people of Greenstone are worried that there is something hidden in their mine. At all hours of the night tremors can be felt and explosions can be heard coming from the mine. It seems the kobolds are looking for something. But what?

When the adventure starts the blast digging has stopped. The town mayor believes that the kobolds have either found what they were looking for and left or brought the mine down on their heads. one morning a mining group is sent to begin reopening the mine. They don't come back. The next day the mayor organizes a search party to see what happened to the miners. Only one member of the party makes it back to the town.
He claims to have encountered the missing miners. when a person tried to call out to a miner he lunged at the townsperson and began eating him. The other search party members tried to pull the miner off but the other miners stumbled out of the tunnels and attack the search party.
The townsperson didn't escape unharmed however. He was bitten by a miner and has developed a blistering rash with several tiny jade-like growths at the site of the injury.
The mayor gathers one final group of people to explore the mine and wipe out the sick miners. Thus the pcs are introduced.

Here is the behind the scenes part. The kobolds are led by a cleric/alchemist of Ghlaunder. He unearthed the monastery to search for the secrets of the evening glory on how to become undead. Having found the scrolls he created a bacteria that alters the body and destroys higher brain functions rendering the infected little more then beasts(Cough...Cough...Zombies...Cough). Introducing the bacteria to powdered jade caused it to enter a gas-like state.
The gas hangs like a fog along the floor seeping into cracks. This gas has revived the monks laying dormant since the earthquake. The monks are not happy about being buried under the earth, awoken by blast digging, or infected with some sort of divine powered disease. As such they are attacking he kobolds and everything else that is alive. The monks are treated as fast zombies each with one to three levels of monk. The lower ranked monks would just be a regular zombie with one level of monk.

Now to the topic at hand. The kobolds are infected by that jade gas and are mutating. What kinds of mutations should be applied to the kobolds? I'm picturing a few kobolds growing into medium size and gaining a increased natural armor bonus as well as gaining the barbarian rage class ability. I plan to fluff it so that clusters of jade are growing through their skin causing extreme amounts of pain and heightened aggression.


I like making various things so I decided why not put them all in one spot?
Here's the creature I just finished working on. It's little more than a modified version of a dire rat but I felt that it fit. The diggle is an iconic enemy from a game I've recently found called Dungeons of Dredmor.

Diggle.
This yellow creature is the size of a small dog. It has a short, fine fur, a strange spiral drill for a beak, and two glittering black eyes.
DIGGLE CR 1/3
XP 135
N Small animal
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
OFFENSE
Speed 40 ft., climb 20 ft., burrow 20 ft.
Melee peck +1 (1d4 plus disease)
Special Attacks disease
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim
SPECIAL ABILITIES
Disease (Ex)
Diggle plague: Peck—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.


From what I can understand summoning the Eidolon doesn't have a ASF%.
Aside from the check penalty and the massive spell failure chance what are the drawbacks to giving my summoner Full plate and a Tower shield?
I was thinking of having her turtle and possibly take a few levels in cleric for burst healing while using her Eidolon as her sword.


I want to create a group of 'healers' that are actually the reason behind the horrors plaguing the surrounding lands. Something like a non-profit organization consisting of a few alchemists and other such individuals. Now most of these 'doctors' are decent people who are trying to help the people who come to them. However about ten to twelve of the members (who happen to be the higher ranking people) are the evil ones.

One idea I have is that a clinic (for lack of better term) could be set up in a kingdom's capital and offer free check ups and cures for ailments. While doing said examinations the 'doctor' samples the patients blood to see if it is habitable for a type of parasite. Something similar to the Las plagas from the resident evil games. Perhaps the doctors could be told to look for a certain blood quality that is said to increase the immune system or the such.

Another idea is that a clinic could be paying people for signing wavers to donate their corpses to the clinic upon their time of death. perhaps the corpses could be reanimated and used to dig a system of tunnels running below key locations in the kingdom.

Perhaps the highest ranking healer is possessed by a demon/devil and is trying to modify people bodies to make them easier to possess or control.
Or maybe the head healer is experimenting on people trying to find a way to create the perfect person. Immune to disease, sickness, and even the effects of time. However the way s/he is doing the experiments could be considered inhumane and evil.

What other ideas can you contribute? I would like for the campaign to eventually take a horror/silent hill/resident evil twist.


I was wondering what kinds of things you and your groups do before you sit down to play.
My group usually gets some fast food or chinese food and a bottle or two of soda. Except for one guy, he likes to roll the dice against his face. We don't know what to think of that really.


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First a bit of back story: My fiance loves to play PnP games but we can never get a group to stay together long for various reasons. As you can imagine that would bum her out a bit.
Her birthday is a week away and I want to surprise her with an campaign for just me and her. She already has a character created from the last group that never got off the ground so that isn't a worry.
She is using a whip wielding cleric of Calistria and wants to get animal hybrid followers later on (hello vivisectionist).
I plan on using three DMPC characters to fill out the group:
The first is a vivisectionist who will be played like Dr. Frankenstein.
The second is a kobold (yet to be named) that she refers to as the Librarian. (A barbarian who has skills in comedy, oratory, and scribe. I plan to play him as a person who collects stories but has a bad temper. May take levels in bard later)
And for the third character I want to create a traveling chef who is on a personal quest to create the ultimate dish. Now taking into consideration that she likes to have her characters eat the flesh of her fallen foes I want this chef to be something similar to Yoshi if possible.
Here is where I have my problem. I have access to the advanced races guide and thought the lizard man race might be suitable (having a bite attack and all) but I want to find a way for the chef to momentarily grow large enough to swallow some enemies whole or at the least take a really nasty chunk out of them.
I looked at the magic item creation rules and was pretty confused as a result. I was thinking about a command word activated object that creates the effects of an enlarge person spell.

In short: I want to give my lizard chef some way to effectively turn into a T-rex long enough to make a swallow whole or a bite action then go back to normal sized. Any Idea how I could do this?


I like the vivisectionist archetype and wanted to go the route of doctor Frankenstein with the anthropomorphic creatures and constructs.
However when I looked at the magic item creation feats the prerequisite was a caster level. The alchemist uses infusions created from spells ut doesn't actually cast spells.
Does the alchemist have a caster level?


I beat the Darkness two the other night and my fiance wanted to know if it would be possible to have Jackie make an appearance in our campaign (we run a mix of 3.5 and pathfinder). Now myself always being up for a challenge told her I would see what I could do.

The darkling was finished easily enough but actually doing Jackie is where I fall short.
Here is what I came up with for Monkey (which is what we named the darkling).
He's a level 1 goblin rogue with improved unarmed strike. I just tacked on light sensitivity and sunlight damage to make it fit the darkling)
I was thinking about having him classed as a monk for the free unarmed feat but I decided that his habit of breaking things apart and slinking through the shadows was more suitable to a rogue.
Unless I'm misreading something, improved unarmed strike should allow monkey to deal lethal damage while using sneak attack.
Is it possible to grapple something to the ground and then give it a coup de grace? (I'm trying to figure out a way to do the executions in a way that they follow the game mechanics.)

Jackie was immediately thought of as a gunslinger but I started to have second thoughts. I was trying to think of some ay to reproduce the darkness powers from in game and all I could come up with was black tentacles and a temporarily created sphere of annihilation that explodes the round after it is summoned.
To explain the reason why Monkey was with Jackie I was toying with the idea of making Jackie a cleric and have monkey be a servant given to Jackie by his god. Turned out that was no good because black tentacles was a wizard only spell.
Eventually I settled on having Jackie take levels in wizard and have Monkey be his familiar. This way he could still summon armor and swarms of insects, have an explanation for Monkey, and be able to enchant his guns (channeling darkness) However I still have no clue on what to do with the darkness arms. I was thinking of having them be grafts but I can't find anything on slashing and grabbing tendrils.

Sorry if this seems a bit garbled, can anyone help me figure out how to do this? I didn't want to create my own class because I'm worried that I would get the balance way off.