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Shadow Lodge

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Sir Armando Ricardo Bernado DeVasko is nursing his swollen face, but the world is not deprived of his beautiful, bountiful flowing hair.

Shadow Lodge

Sorry about being fairly absent from posts, just got caught up with other things and havent logged onto the forums much. I'll be back into it. Going to catch up and make a post tonight or tomorrow, after I get done with work.

Shadow Lodge

They're different because it says so. Think about it.

A spell that has a cast time of "1 round" (example, enlarge person) takes a full round action to use. The cast time is still "1 round", but you would need to declare a full round action to cast that spell. Then, the spell effect happens just before the beginning of your next turn.

Using a metamagic with a spontaneous caster is also a full round action, but isn't a 1 round cast time. Applying intensify spell to shocking grasp as a spontaneous caster would be a full round action, but you still get to immediately use that spell.

Cast time and the type of action one takes are two separate things. Making a full attack is also a full round action, for example. Think of it like one thing being a time increment (1 round cast time) and the other being a use of available actions in a turn (move, standard, or full round).

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I'm here, of course. Just waiting until we have enough players to start.

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So how'd the con go?

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I gave Pallius the book I had today so he can look over it and familiarize himself more with the world and what not. I think I convinced him to be a machinesmith, but I don't know what he'll ultimately be.

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Freedom's Scion looks good to me, and it fits the character.

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Just looked at the Machinesmith class. Wow, I'm impressed, that class is so creative and looks like a ton of fun!

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How's that? I've already got the basic background and story worked out, just haven't written it up yet.

I don't know what the campaign traits are as those are not provided in the book I have, unfortunately.

Shadow Lodge

Timbre
P'Tan Female Cleric of the Kaga 1
N Medium Outsider (native)
Init +2; Senses darkvision 60 ft; Perception +3 (+5 w/Familiar)
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +5; +2 trait bonus vs. charm and compulsion
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Heavy mace +2 (1d8+2/x2) and
. . Spiked gauntlet +2 (1d4+2/x2)
Ranged Sling +2 (1d4+2/x2)
Special Attacks blast rune (6/day), shadowspark (7/day)
Spell-Like Abilities Blast Rune (6/day), Shadowspark (7/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Remove Fear, Command (DC 14), Shield of Faith
0 (at will) Guidance, Stabilize, Detect Magic
--------------------
Statistics
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Str 14, Dex 14, Con 12, Int 10, Wis 17, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Fortified Armor Training, Scribe Scroll, Black Lightning Cone
Traits Birthmark
Skills Acrobatics -2 (-6 jump), Appraise +1, Bluff +1, Climb -2, Diplomacy +5 (+8 w/ Familiar), Disguise +1, Escape Artist -2, Fly -2, Heal +3, Intimidate +1, Knowledge [History +0, Nobility +0, Planes +0, Religion +0], Linguistics +0, Perception +3, Ride -2, Sense Motive +3 (+5 w/Familiar), Spellcraft +4, Stealth -2, Survival +3, Swim -2, Use Magic Device +0
Languages Common, Exodite
SQ aura, arcane bonds (arcane familiar, thrush), domains (liberation, rune), empathic link with familiar, liberation (1 rounds/day), share spells with familiar, spontaneous casting
Combat Gear Caltrops, Oil (2), Smelling salts, Vermin repellent; Other Gear Lamellar (leather) armor, Heavy wooden shield, Dagger, Heavy mace, Sling, Spiked gauntlet, Backpack (23 @ 31.94 lbs), Bedroll, Belt pouch (3 @ 4 lbs), Blanket, Candle (10), Earplugs, Flask, Flint and steel, Hip flask, Holy symbol, wooden (Kaga), Holy text (Cheap, Kaga), Iron spike (2), Marbles, Marbles, Mess kit, Paper, Parchment, Piton (2), Pot, Powder (2), Rope, Sack (empty), Scroll case (empty), Signal whistle, Soap, Spell component pouch, Tindertwig, Torch (5), Trail rations (5), Waterproof bag (2 @ 0 lbs), Waterskin, Whetstone, Wrist sheath, spring loaded [Dagger] (1 @ 1 lbs), 14 GP, 1 SP, 7 CP
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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Aura (Ex) The Cleric has an aura corresponding to her deity's alignment.
Birthmark +2 save vs. charm & compulsion
Blast Rune (6/day) (Sp) Blast Rune trap deals 1d6+0 energy damage.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Rune) Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Darkvision P'Tan can see in the dark up to 60 feet.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar You have an empathic link with your Arcane Familiar.
Fortified Armor Training Break armor or shield to turn critical hit into a normal hit
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Light Sensitivity P'Tan are dazzled in areas of bright sunlight or within the raidus of a daylight spell.
Shadow Bourne (Black Lightning Cone) A P'Tan with this racial trait can choose any Shadowpark feat for which she qualifies as a bonus feat. This racial trait replaces Weapon Familiarity and Shadowborn.
Shadowspark (7 times/day) (Su) As a standard action unleash a lightning bolt at a single target within 30 feet as a ranged touch attack, or as 15 foot cone with a reflex save for half (DC 14). This attack deals 1d6 (+1 per two levels) electric damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spontaneous Casting The Cleric can convert stored spells into Cure spells.
Vengeance A P'Tan gains a +1 bonus to attack rolls against creatures with the First One subtype.

Chatter
Thrush
Diminutive Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +5
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural)
hp 5 (1d8-2)
Fort +0, Ref +4, Will +6
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Offense
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Speed 10 ft., flight (40 feet, average)
Melee Bite (Thrush) -1 (1d2-5/x2)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
Skills Acrobatics +2 (-6 jump), Diplomacy -1, Fly +12, Perception +5, Spellcraft -1, Stealth +14
Languages
SQ improved evasion
Other Gear You have no money!
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Special Abilities
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Shadow Lodge

Do Clerics of the Kaga require holy symbols?

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I was thinking about perhaps looking into Eldritch Knight as a prestige class, provided the game goes on that long. Just throwing it out there. I'm going to be putting together my character tomorrow.

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Ahh, that makes a lot more sense and sounds pretty awesome. So the p'tan are a pretty newish race to Exodus and mankind. I love it.

What's the source book on this?

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I know you don't want to run a crash course on Exodus and I have been reading the book but I still have a few questions. Apologies if I'm just missing it.

I have the A House Divided book.

On page 6 on "The Kaga and the Era of Man"

It says that 2000 years ago the Kaga was created and soon after all of enslaved humankind
rose up to fight against the First Ones.

Were the p'tan included in this? were they made yet? were they made after the First Ones went into exile and hiding? how does that line up with the information you provided above?
i can't find any real history on the P'tan except for that page or so in the race section, and it's vague. I'm assuming that maybe 60 years ago from current date, the kaga was involved in the P'tan overthrowing the First Ones (who have 'fled' Exodus) and p'tan are starting to flood into Exodus?

Shadow Lodge

i'll try to round up the rest of the gang to get on here and post. i told them to send you pms but I dont know if they actually did.

Shadow Lodge

In the book, it describes that after the First Ones were overthrown by their slave races, they created new slaves to replace their old: the P'tan. It mentions that only a handful of P'tan have ever escaped the oppression of their masters. How many is a handful? How rare is this race? I know they don't have a homeland as there aren't enough of them, and they form a disproportionate number of adventurers due to the fact that they are intrinsically nomadic due to their situation.

Also, how long is a typical P'tan lifespan? Do they live long enough to remember the oppression from the beginning?

I picked P'tan Cleric of the Kaga because I thought that hating all things First Ones might be emphasized by also placing worship in one of the very things that symbolized the downfall of the First Ones. And logically if it worked before, what greater weapon could their be?

Shadow Lodge

So our starting alignment has to be NE or you are allowing the addition of having NE aligned races?

By base classes you mean Inquisitor, Oracle, etc?

I just saw this post today, and hadn't really though a ton about what sort of character concept I would have, since I'm still a bit unfamiliar with the world. But the first thing that came to mind is a P'tan Cleric of the Kaga.

Shadow Lodge

Well, the thing is, they arent really taking damage, they just think they are. Theres no actual damage dealt at all, except for the purposes of making the character believe their wounds are real and that they have died (if they are never able to successfully disbelieve).

I'll look it up when I get home and post specifics, but I want to say it was major image.

Shadow Lodge

Surprised no one has mentioned this but in one of the earlier adventure paths for PF in book one Crypt of the Everflame (Jason Bulhman) the party's first fight is a trio of Illusionary Orcs made by a 5th level human wizard testing the party. Each orc has a stat block of an orc wielding a great axe. They make attacks and threaten as appropriate. Each time they succeed in hitting they not only deal damage but force a will save to disbelieve. The same goes for if the PCs score a hit against them, will save for disbelief. If you successfully disbelief, they no longer deal damage. Until you successfully disbelief, however, you believe the damage they deal is real and you actually fall unconscious if they take you less than zero. The damage suffered is all in the head though, and should the party'wipe', they wake up an hour later with no actual wounds. Its treated like nonlethal damage.

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I'll make a few different characters and play what fills in the gaps.

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Well, the way I interpreted it is that in order to not be flat footed, you need to be aware of your surroundings and also the positions and locations of all possible enemies. However, for you guys, while you may have been ready before the word "go" was stated, as soon as it was, you were instantly transported to a different location, and thus, no longer aware of your immediate surroundings, or where the locations of potential foes were, until the start of your turn.

Shadow Lodge

If only you still had that healing syringe...

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From an outsider perspective, these are things that he, as a character, would not know. Also, if he continues combat, it is just as equal a chance that he could be one of the ones to fall. Anyone can crit.

Also, even if combat ends with another person dying, there is no guarantee or rule stating that you would be full healed or anything like that. After the levitate wears off, you'll fall and take damage unless someone catches you, or you could bleed out before then by failing stabilization checks. If you had not levitated away, it is likely he could have attempted to stabilize you, or see if you are alive.

Just my opinion.

Shadow Lodge

Or, you could hit the ground, which is quite hard. Nonlethal damage can potentially knock you out. Falling from 10 feet, depending on how you manage to fall in the jump, can either be something you brush off (1 nonlethal damage) or hurt really bad (6 nonlethal damage), thus the roll of d6. Or, you could use acrobatics to negate the first 10 feet altogether. Regardless, the rules and gravity both disagree.

Shadow Lodge

Well, nonlethal damage is to signify "not getting hurt" for the first 10 ft by deliberately jumping off. However, 10 feet is still a significant distance to fall, especially for an unconscious person. While this is not real life, when people faint from simply standing up, they often can receive concussions, or break bones. And that's only at an average height of 5-6 feet.

Shadow Lodge

Gaza wrote:

7 or 8 rnds, depending on how long between taking places and start of combat.

edit it would be 1d6 since the first 10ft don't count towards falling dmg.

Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.

If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

Shadow Lodge

I think he/she is referring to Lucimar, the champion.

Shadow Lodge

Well, if you hadn't of saved most of the people that you did earlier, or channeled to heal everyone, you may not be in this position, because enough people may have already been down before you went down that combat would be over. After all, everyone here is a murderer or a criminal or the worst of the worst.

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Hilarious final outcome, imo.

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Np, I've learned several things about rules from watching this thread, it's been informative, entertainment aside.

Shadow Lodge

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

Withdraw

Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.

If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

You may not withdraw using a form of movement for which you don't have a listed speed.

Note that despite the name of this action, you don't actually have to leave combat entirely.

Shadow Lodge

Don't forget, if you've been served, unless you make a Will Save DC 20 you HAVE to dance back.

Shadow Lodge

Lucendar is good about that sort of thing, he knows to take into account initiative order and if something that would have happened later (but gets posted first) gets cancelled because of something prior to it.

Shadow Lodge

I didn't see this contest until two days before the deadline. During that time I wracked my brain on anything interesting I could think of, but I essentially had creator's block. I've never made an item before. I've only played Pathfinder for a year (and never any other tabletop game). Despite that, entering this contest got me to think about the dynamics of an item in a different way, which I think is ultimately its goal.

After submitting this item, I felt it was uninspired. A revision of the item would include something more interesting, for instance, when someone in the chair takes hp damage, for every 10 or 15 hit points of damage they take the item gains a charge. Then, much like the cube of force, there is a list of abilities that can be maintained for a certain amount of minutes per charge spent (i.e. Discern Lines). That way, in order to "interrogate" someone and gain increased ability to do so, one must keep it ongoing. Thoughts?

Also, I realize the item is technically undercosted, but it has some unquantifiable limitations. I felt that if it were a 55,000 gold item, who would want it? Perhaps it should have been scrapped altogether, or presented in a different manner completely.

I also realize I left off the weight and didn't italicize properly.

Due to this contest I've already gotten several ideas for items that are at least 100x better than this. I learned a lot.

Vestige of the Unremitting Maiden
Aura moderate conjuration and divination; CL 9th
Slot-; Price 25,000 gp Weight 1 lb.

Description

Once per week, this fist-sized stone statuette depicting the likeness of an iron maiden can be activated with at least a single drop of the owner's blood, growing 10 feet square and 20 feet high over one minute. On a wall facing the owner is a locked, strong wooden door that opens at his command. The interior is furnished with a single stone chair equipped with manacles, a smoldering brazier providing dim light, and a wooden table containing the following devices of persuasion, all of which are bound magically to the room: a branding iron, a whip, a hammer and 5 iron pitons, a spiked club coated with giant wasp poison, 50 feet of rope, a flask of alchemist's fire, a flask of acid, a pint of oil, a 2-pound bag of caltrops, and an hour glass. While inside, the owner can use Discern Lies at will, and may raise or lower the brightness level of the brazier by up to two steps upon command, tripling the bonus received by the stern gaze class feature. Each 2-inch thick, 5-foot square of spiky wall is hardness 8, with 30 hit points, and if a single wall is destroyed, or 24 hours have elapsed, the statuette reverts back to its original size, shunting all within. The statuette can be deactivated upon command, but if any creature has recently perished within its walls, it may be used again in 24 hours.

Construction
Requirements Craft Wondrous Item, Discern Lies, Wall of Stone Cost 12,500