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Keldan Marr's page
Goblin Squad Member. RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter, 9 Season Star Voter. Organized Play Member. 58 posts (63 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.
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lemeres wrote: Claxon wrote: Technically there is nothing to stop you, but as it is already a demon I think it's bad to do so. It could be interesting as some kind of dramatic supercharge thing. Basically, its function would be a boss that fills his minions with his fiendish energy to make them more of a threat. Kind of like something that would make animals into dire animals.
Anyway, to the main point- what is the smite good being used for in this situation? If you are just looking to give a quick bonus to attack (+5 for the noted demon), then just adding a level of antipaladin is enough. If the purpose if making HD to damage....then yeah, that is harder. I am basically trying to take existing demons and make them more of a threat to good aligned PCs who have an AC of at least 47 vs. demons.
Is it within the rules to apply the Fiendish template to a demon? For example could I make a Nalfeshnee Fiendish in order to grant it the Smite Good ability?
Not sure if this has been addressed before, but what is the corruption ability listed on the Deskari Golem's attack?
Anyone else having issues with the document loading?
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Good luck to you Sean. If you need a gaming group in Indy, let me know :P.
My favorite so far. Nicely done.
Thanks for the kind words on my ashen ka shabti. I hope I can impress more people to this level of appreciation next year :)
GM, thanks for the excellent feedback on my ashen ka shabti.
I agree the name is foreign sounding. Ka is the ancient Egyptian word for the shadow of one's soul, and a shabti is the small satues Egyptians buried in their tombs for when the interred reached the afterlife. The statues had prayers form the Book of the Dead inscribed on them in order to summon forth slaves and other workers the entombed had in life in order to carry out their duties in the afterlife. I had other names, but this one fit the best for me and those who I had read it over. Also, PM sent, I am definitely interested in what you have to say.
Thanks again.

Any feedback is much appreciated
Ashen Ka Shabti
Aura strong necromancy and abjuration; CL 15th
Slot -; Price 24,800 gp; Weight 2 lbs.
Description
This hollow, glazed clay statuette of a humanoid is inscribed with prayers and incantations. The interior of the figurine is filled with ash, natron, and spices. The figurine can be broken open and its contents poured out while speaking the command word as a full-round action. The ashes coalesce into a swirling cloud with a vaguely humanoid shape under the control of whoever uttered the command word. If no command word is spoken when the ashen ka shabti is broken, the ash cloud attacks the nearest living creature. The ash cloud has the same statistics as a greater shadow (Bestiary, pg. 245) but does not gain the create spawn ability. In addition, instead of a Strength damage special attack, the ash cloud’s touch inflicts 3d6 damage as it saps the moisture from its victim, desiccating flesh into crumbling ash. The creature lasts for one minute, after which it collapses into a pile of useless dust. An unbroken ashen ka shabti grants the bearer a +2 sacred bonus to saving throws against curses. This bonus increases to +4 against mummy rot.
Construction
Requirements Craft Wondrous Item, remove curse, shadow projection, horrid wilting; Cost 12,400 gp
Wow, every year I keep getting better. My ashen ka shabti fell flat with my players, but thanks to this community I know that I am getting closer. Thanks for the votes and I look forward to posting in some feedback threads.
And CONGRATS to the Top 32.
Thanks very much for this invaluable advice. Even if I never see the light of a Top 32 this is good stuff, for any campaign
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That video was both unsettling and strangely sexy to me...
Starting to see more of the ones you guys have been talking about I think. Not sure if this is good or bad news
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I gotta say I am proud to be a part of all this friendly banter...
People sure like hanging out in dream worlds in a fantasy world...
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Man, I have two really cool ideas. I can't decide which to submit. I know! I will make each one a part of an item worn in pairs. Winning!
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Weird how voting raises my confidence in my submission, then ALT-Tabbing back here makes it come crashing back down...
Lots of bags of seeds or nuts or leaves.
Thanks guys! Now on to voting...
Derp, thanks for pointing that out.
Just submitted as well. Good luck to all! Is there any confirmation sent that your submission was "received" ?
So by this logic, a shadows touch attack which is listed as a negative energy affect would still drain the appropriate amount of strength from a dhampir character, since the ability does not list an alternative affect on undead creatures?
Before I converted to using Formula P3, I used basic artist acrylics you can get in a set at WalMart even. Then I used a thinner for these paints called "gunk" that involves a mixture of 5 parts water, 4 parts flow improver ( I use Liquitex ) and 1 part drying retardant ( again Liquitex ). Using gunk to thin my acrylics to a workable milk-like texture, they worked wonders, and even won me a painting contest on a miniature website for their "natural" tones. With acrylics and a good color wheel you can mix just about any color you want. The drawback to this, while way cheaper than mini paints, is the time it takes to mix, thin, and if you run out, mix again to match your paints. I would take me a week to pain a mini that takes me a couple days now. But if budget is your chief concern and not throughput, then this is a good way to go
If a banshee wails while in range of a dhampir, will the target take damage given that the ability itself does not heal undead ONLY harm living? Or will there simply be no effect. I have a dhampir PC in my CC campaign and this is causing some debate. Help is appreciated.
He worships Serenrae, Torag and Iomedae in a weird holy trinity religion I allowed him to create.
I have run into a situation in my CC campaign where the group Paladin's actions have been questionable.
I am currently running a campaign in which our rogue player has vanished. In lieu of running an NPC and skewing CRs and XP, etc., I am considering creating a magic item that in effect grants the wearer the ability to use Disable Device as a class skill with a +10 competency bonus, no additional ranks gain be gained using this item. If the wearer has Disable Device as a class skill, the competency bonus is reduced to +5. Thoughts and feedback on how this can be created and how it would effect balance would be greatly appreciated....
Adding a new player is not an available option at this time unfortunately.
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Billzabub wrote: A Man In Black wrote: I'm indifferent to the OP's goals and all.
But I'm gonna be honest. I have never, ever seen a published adventure with an octopus before. How about a decapus? Anyone? A no-prize to the first poster who can place the monster. An episode of Squidbillies?
I was thinking of putting the fuzz on the mini base and the hooks on the transport case. Right now its only a few painted metal minis (Reaper) that I have recently painted and plan to use in my Sunday Pathfinder game for PCs. I am considering going foam as well, for when I have to transport lots of painted metal minis. For now its only maybe 2. I think I am going to go the magnet / washer route so they disengage without yanking on the mini itself, while staying stable enough for the hour long drive back and forth to the game. Thanks for the input BB, and I love your Dr. Frankenstein style minis btw.
I am trying to find ways to safely store and carry my painted minis and see a lot of folks use magnets. Has anyone tried using adhesive velcro tabs for this purpose, and if so how did it work?
Thanks! That is actually very helpful, and shows that the flanges are indeed supposed to represent the backpack's straps.
I started putting this mini together tonight, and the backpack has two triangular projections coming off the sides. They look like the could be sprues or molding artifacts, but when I put the backpack on the mini body, it looks like they might be meant to be straps. Does anyone who has put this mini together have any input on how they treated these things?
One bit of clarification, we are rolling new PCs for this phase and know going in that the world has been without magic for centuries, and it is only now sneaking back into the world. Wizards spend their lives studying ancient ruins, trying to find out if the old Bard's tales of magic are true, and if so, how can it be brought back. I intend to play an Alchemist, trying to prove that science is superior to magic and that people should stop searching for the past and look to the future. (Albeit my own magic "aura" gets used in my extracts etc.) Not sure how that is actually going to work seeing as how I get no abilities at first level..
Also, magical companions like familiars and eidolons are non existent, yet. I honestly do not know the mecahnics for how magic is supposed to come back. It is supposed to be a mystery to the players as well as the characters, it seems
Wow, thanks for all of the responses. Bear in mind that magic IS returning to the world, albeit slowly. First level casters do not get any of their spells, but are more skill based, so encounters will be largely non-combat type encounters, while combat encounters will be thrown in to let martial classes shine. Healing will be a problem. I am still in the dark as to HOW or WHEN casting class abilities will "unlock" their features. I am kind of hesitant to play this, being that I played a Rogue in phase 1 and I am itching to play a caster class ( which, by the way over 70 % of PF classes rely on magic, SU or SP abilities )
My gaming group is entering the second phase of our homebrew campaign, a setting in which after a cataclysmic battle brought on by an attempted freeing of Rovagug, magic has been lost in the world.
Essentially, there are no spells, older wizards are only just now figuring out how to cast Cantrips, there are no magical items, item creation, or creatures, and even (Su) and (Sp) abilities do not currently work until they are somehow mysteriously unlocked.
I am not trying to bash the concept, I am just wondering what the consensus would be among other PF players as far as interest in this type of game.
(NOTE: I am not the GM for this...)
I saw this at my local game store today and I would love to get a PDF version of this if there is one out there
Time constraints are going to have to force me to withdraw from this, but good luck, sounds like you have some good party dynamic potential here
Tagging this thread for interest in applying. I am at work now, but I should be able to work up a character between tonight and tomorrow. Also this will be my first PbP if accepted, so any tips/info will be greatly appreciated. My character will likely be a sword and board style Fighter.
If a monster stat block says the following:
1/day- acid fog, dimension door
does this mean that once per day the creature can use acid fog AND dimension door, or that it has to choose one of those abilities and use it to the exclusion of the other for that day?
I agree that the two saves are a lot of chances, but the spell description for phantasal killer does NOT indicate it is a death effect. It is an illusion
I tried searching the archives and I cannot find where this has been addressed. In this weekends game I had a BBEG cast phantasmal killer on the party Barbarian, who was tactically in position to be the best target for the spell, and in a meta-game sense, the target I wanted to cast it on since he had a decent chance to live through it. ( I dont like to outright kill PCs, but I understand it happens.) According to the spell description, the character is flat out dead, no HP damage is actually taken if the target fails both the Will save to disbelieve and the Fortitude save to take the damage. The party Cleric happened to have breath of life prayed for, and I ruled to allow the Cleric to cast it, saying that the Barbarian had the dead condition and was at exactly negative CON HP. Was this ruling correct, or should I have let the Barbarian remain dead?
Congratulations, everyone!
I think this character is my favorite for the round. Lots of hooks can be created around her, and she can evolve into a recurring villain. Well done, and good luck on Monday. I will be one of the many who are voting for this one.
I do like the basic concept of this one, but right away I caught hints of Trinity ( Dexter S4 ) in his background, and it looks like I am not the only one who saw this. Still, I like the idea behind this one, and I think it is going into my YES pile. Nicely done and good luck on Monday.
I kind of get an "eco-terrorist" feel from this archetype, which fits well with the Ranger and not necessarily a Rogue. I can envision the Saboteur using his sabotage to defend nature itself, affecing not only seige engines but other "machines" and trappings of technology like constructs that deforest swaths of land in a single pass etc. I kind of like this one, although it is very specific.
The_Minstrel_Wyrm wrote: [Hi Keldan,
I am by no means a professional, but I really liked the name of your item and...
Thanks for the feedback. The CL of items had me scratching my head a bit, since many items caster requirements didnt seem to match the overall CL of the item in the Core Rules. Items that had a third level spell effect had CL of 7. The description of item CL in the Core Rules seems to say its an overall level of the item for adjudication of Saving Throws and dispelling effects against it. I will have to go back and really study those rules to determine the mechanics and be sure to do it right next time. Im glad you liked the basic flavor of the item. I too was a dinophile as a kid, I still am, and now I volunteer in a fossil preparation lab at a major children's museum. I guess I had fossils on the brain when I came up with the item .

Saurian Choker
Aura moderate transmutation CL 11th
Slot neck Price 5375 gp (type I), 14,300 gp (type II), 28,125 gp (type III) Weight –
Description
This choker is made from three fossils, usually claws or teeth, bound to a leather cord. The fossil remains are from creatures long extinct in Golarion, although it is said the beasts still thrive in valleys hidden deep within the Tusk Mountains. The choker functions as an amulet of natural armor according to the table below. Once per day, the wearer can remove one of the fossils and crush it, brewing the powdered bone into a tea or other beverage in a ritual that takes five minutes. For the remainder of that day whoever drinks the emulsion can assume the form of a specific dinosaur, as though affected by beast shape, according to the table below. This effect’s duration is measured in minute increments, and need not be consecutive minutes. The natural armor bonus from the choker does not stack with the natural armor bonus granted while in dinosaur form. When the third and final fossil is consumed in the ritual, the saurian choker loses all magical attributes and becomes a mundane item.
Type I Natural armor bonus +1; deinonychus; 5 minute duration
Type II Natural armor bonus +2; megaraptor; 7 minute duration
Type III Natural armor bonus +3; allosaurus; 9 minute duration
Construction
Requirements Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the choker’s natural armor bonus, beast shape I (type I), beast shape II (type II), beast shape III (type III) Cost 2,688 gp (type I), 7,150 gp (type II), 14063 gp (type III).
The table is a bit wonky, I didnt save the post with all of the BBCode tags that actually made it look presentable for submission.

Thanks for taking the time to offer constructive criticism and feedback, I look forward to learning from the experience and submitting to next year's competition.
Saurian Choker
Aura moderate transmutation CL 11th
Slot neck Price 5375 gp (type I), 14,300 gp (type II), 28,125 gp (type III) Weight –
Description
This choker is made from three fossils, usually claws or teeth, bound to a leather cord. The fossil remains are from creatures long extinct in Golarion, although it is said the beasts still thrive in valleys hidden deep within the Tusk Mountains. The choker functions as an amulet of natural armor according to the table below. Once per day, the wearer can remove one of the fossils and crush it, brewing the powdered bone into a tea or other beverage in a ritual that takes five minutes. For the remainder of that day whoever drinks the emulsion can assume the form of a specific dinosaur, as though affected by beast shape, according to the table below. This effect’s duration is measured in minute increments, and need not be consecutive minutes. The natural armor bonus from the choker does not stack with the natural armor bonus granted while in dinosaur form. When the third and final fossil is consumed in the ritual, the saurian choker loses all magical attributes and becomes a mundane item.
Type I Natural armor bonus +1; deinonychus; 5 minute duration
Type II Natural armor bonus +2; megaraptor; 7 minute duration
Type III Natural armor bonus +3; allosaurus; 9 minute duration
Construction
Requirements Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the choker’s natural armor bonus, beast shape I (type I), beast shape II (type II), beast shape III (type III) Cost 2,688 gp (type I), 7,150 gp (type II), 14063 gp (type III).
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