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I think they should be a medium creature. They would at most stand 4-8 feet tall from the ground right? I think that would qualify for medium size.

Make them monstrous, they aren't humans covered in snake skin, they are true abominations.

For natural attack give it a bite for 1d6 with a poison, can be used Con modifier/day min 1. For an alternate Trait allow their tail to slam as a secondary and at a higher BAB give it reach. Furthermore they can get a bonus to trip using their tail.

Stats wise I would think +2 Dex, +2 Wis, -2 Cha

The 30 Swim 20 Climb 20 natural seems a bit much to me. How about a climb of 20 and natural speed of 20, never slowed by armor or encumberance. As an alternate trait drop climb to 10, or just a climb bonus, and allow for no reduction in speed for moving over rough terrain or squeezing.

Then give it a Swim Bonus and make it a class skill. Alternate trait to give a bonus to stealth.

And finally a bonus to perception and allow for a feat to use scent.

Those are my ideas....


I kept my players (currently on book 3) as scions and just had a player join. So far this PC is not a scion and will most likely become one if/when they need it such as a death, complete with near death experience/vision.

If you get a replacement before the box is opened no problem. They could be a captive similar to the she-warrior(forget her name). Depending on the timing maybe they join upon opening the seal?


Shaman would be a great choice. A witch could be good too, despite not being a divine caster, could also fit the theme of eastern and the team need.


You could get the birthmark trait to have a holy symbol that appears to be a pale hand holding a black sword on your pale hand that is holding a black sword...

Divine Focus-ception.


Wow, that came out of left field. I enjoyed the shannara books I read *note the rose colored glasses I am wearing* but this could be fun.


I would say a skald and unchained rogue or something to that effect. that would help balance out the party to cover your bases. But its only a possible suggestion. Many classes could and could not work depending on build and style.


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Can I offer some advice?

I recommend that the player who minmax's continue to minmax all they want.

The person who wants to only focus on character development focus on that.

For everyone else, continue playing as obviously you are having fun and should not stop. I might encourage you to try to step out of your comfortzone and try something else atleast once or twice. But hell if you want to win, then win g$*~%@n it.

Headfirst, have you ever tried authentically to optimize a character and play it?


I was of the opinion that guns did change the game entirely when introduced en masse to the western world. (The game being the state of affairs IRL)

Is there a reason why you want to not use the current rules, sticking with early firearms only ( I have a strong opinion regarding advanced firearms personally that I don't want to get into)

While I agree they are a bit much there are alot of good things. You spoke about making guns really expensive. I have a group that had to pull their funds together as their gunslinger lost his, exploded and almost took him with it at early levels.

You also spoke about how firearms should be treated more as they were, so why simple weapons and not exotic as they kinda were for a while if you weren't an infantryman at one point.


I love me some Ill-Omen. One of my favorite 1st lvl spells for so many reasons.


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It seems to me that the wizard/sorcerer spell list is the standard. However through whatever means a GM can give the sorcerer a spell not normally found on this list. It allows for GM influence.


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I would really love a book all about a city that is really in depth. I loved me some Sharn: city of Towers...My best GM'ed Campaign.


Lord Humongous standing by.


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When your ally goes to rid you of the curse, have nothing happen. This leads to the realization that there never was a curse....

You could also from your characters perspective realize that finishing this campaign with them would be payment for releasing you from your curse that could have imprisoned you for the rest of your life. You are lawful, them freeing you of this curse should not go unrewarded. Evil does not mean being an a@@@%+! necessarily.


Go with witch, lots of options for swarm flavor and specific swarm spells. Maybe go with Veneficus witch?


The best fight I DM'ed in the past several sessions was one where an enemy had too high of a DR, had blur, and had a decent escape artist check. The only option ended up being a wrestling match between the monk and baddie with the other players assisting in magical or non magical ways. Eventually they tied it up and CDG the bastard. That was alot more fun to me and the players compared to hitting it over and over. This was a lower level fight btw.'

Usually not having a flat piece of land makes the fight more fun.


I may not be a big city rules lawyer. But I say it would seem to make sense that the levels would stack. Furthermore I think it would be silly to consider someone to have 2 different fighter levels at the same time.


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I don't think locking someone into a choice is the best plan of attack and agree that kestral that the best option may be to give every class an unlock at 5th level.


Have you considered making the Witcher a class on its own, then change the 3 prestige classes into archetypes?

This screams to me a mix between a ranger and inquisitor.
Looking at your 5 characteristics...
--> Signs. The Witcher has access to one handed mute arcane spell like abilities.
--> Potions. He has the ability to produce a number of boosting potion that are exclusive to witchers.
--> Weapon. Witchers usually use only one hand to handle the weapon. The school of the Serpent from Witcher 2 shows that it isn't exclusive to swords.
--> Mutation. He is part-monster and have abilities like quick healing and dark vision.
--> Deep knowledge. Because he hunts "monsters", he has an intimate knowledge on how to track and kill them.

So lets look at these characteristics.. A few ideas...

Weapon-Give him proficiencies to all martial and simple weapons that are one handed or smaller, its neat and unique. While a bit of a nerf fits with the fluff and has other areas to make up for it

Deep Knowledge - Monster Lore from inquisitor would be good here. Also Give Ranger's Focus and Track but only usable on specific types of creatures, Monsterous Humanoids, Dragons, etc... This fits with the fluff of being great against terrible things but soso against common enemies

I might come back when I can.


Here is my take.

Assume the Shield is speaking the truth. Then the Lance is lying by saying the shield is lying. If the lance is lying then the sword is telling the truth in saying the lance is lying. We cannot have 2 people telling the truth.

Assume the Sword is speaking the truth. Then the lance is lying in saying the shield's path is something to forsake. From ho is lying vs telling the truth this checks out. Lets look at the results...
Sword is speaking truth = Path is safe.
Lance is speaking lies = he is not guarding a path. Note that this is a bit difficult because he seems to be guarding a path however by saying he is but only lies he is not guarding the path. Furthermore this path is neither safe nor unsafe.
Shield is speaking lies = His path is not a path to forsake.

From the above looking at who is lying and who is telling the truth it checks out. Now the swords path is safe, the shields path is one that should not be forsaken. and the lance doesn't specify which his path is and thus is the doom path...

I am out of time but will come back to check option three that the lance is speaking truth....


My warpriest I play is tanky with antagonize, this feat is alot of fun, and the dazzling display feat chain. If your GM is willing to allow Dazzling Display to be used with the major Glory blessing then that can be alot of fun. Plus as a tank and dropping 1 min long sanctuaries on allies can really help.


It looks like it would work to me as long as you had combat reflexes...


If you want to address this mechanically take away his paladin mechanics piece by piece that only benefit him directly. Let him keep his lay on hands until the very end. Take away his Divine Health, Divine Grace, Aura of Courage all through the end until he loses smite evil and lay on hands....


IT seems to me that it is 1 attack, not many, just 1. But it is not an attack action, it is a full-round action.

I do not think it can work with vital strike however thatcheriliff. The reasoning is that pummeling style says as a full-round action. So this is a full-round action that does some neat stuff with attacking and damage. However Vital strike is applied when you use the attack action.


I am not 100% on who will be carrying this label. Are you talking about specifically those who live with some sort of civilization such as those living in towns/villages/cities/thorps? Does this extend to hermits. Are we only talking about bipedal creatures? what about those who shape change?

How about civilians or civils? Whose who have or show some sort of civility? While civility encompasses respect which people or animals do alike, it also encompasses politeness, which I might argue is not normally seen beyond intelligence.

Or how about people?


I could see one argue that you need to possess the material component.
"A spell's components explain what you must do or possess to cast the spell."

These Giant Spiders, do you possess them? Do you own or have them?


What if you replaced Clerical Training with Fervor equal to that of a warpriest? I feel Fervor is worth versatile performance and then some, and makes up for the restriction to bardic Knowledge.


I have had groups where like battlehammer we used a stop watch to a good effect.


Lets get creative, a small shield for the hearth mistress? Or maybe Scythe.

For the Lord of the gods...I see warhammer.


What about Ranger? get the skirmisher archetype and if no animal companion no problem.


Yes and Yes.

the x4 was from the 3.0 rules which has since been modified for pathfinder. I would recommend you avoid guides from the 3.0 as much has changed and stick with guides using Pathfinder only.


Gisher wrote:

A bit of an aside.

kestral287 wrote:
Last time I built a Hex Strike Magus I had Hex Strike twice; once for Slumber and once for Ice Tomb. Evil Eye, to me, just raises the question of why I'm not knocking the target on his back instead of making him easier to deal with (for, generally, attacks that aren't being used until next round).

I always assumed that Hexcrafters couldn't qualify for Hex Strike because they don't have a feature called Hex. Reading through the Hex Magus class ability just now I noticed this:

Ultimate Magic wrote:

Hex Magus (Su)

At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.
So do you think they count as having the Hex Class Feature because of the bolded part above, or are you using the "abilities that do the same thing count as each other" principle that some of the devs have mentioned?

I would say from RAW no as far as I see it. The class feature is not THE "HEX" class feature but is the "HEX MAGUS" class feature which does not say it is the HEX feature with modifications.

However in a home game I would allow without much thought.


Don't get discouraged and ask at the end of the day how the players enjoyed it. Make changes as you need to throughout the game. I find GMing can be alot more fun than playing a PC, but I'm weird.


I think your idea could be fantastic as a GM for NPCs you have to make up. However for PC's I think it is less of a problem.

IMO the current skill system gives players a way to really customize their character and put thought into who they are. Choosing your skills at the first level and calling that good seems to set you on a specific path that might need to change down the road. Furthermore having to reallocate a resource such as feats or traits into improving/changing skills takes away overall.

To restate though, I think for quick NPC generation its not a bad way to go at all and might use something like it for my NPCs myself.


With this...
"The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."

I would say you can ready an action to aid as it is a standard action. However I would say I aid ally before they make the second attack.

I don't think it is cheesy.

EDIT: DM Blake is right, its a full round action and secondary attacks happen within that single action


Yes and then some. Armor bonus does not stack regardless of class. Mage armor provides +4 armor bonus which would not be added if fighter is wearing say studded leather for instance. However if a fighter is using a shield only then marge armor would stack as that provides a shield bonus and not an armor bonus. Remember look at the type.


Through a series of unfortunate accidents adventurers who show up to kill the "menacing" dragon die. Slipping off a cliff, stalactite falling through the skull, influenza, the usual stuff. All their junk is then kept by the surprisingly kind dragon for them when they come back. But they never do.....


Well for the other PC, I am assuming they are playing a diabolist, not diabolith, they aren't necessarily evil. They could be Lawful Neutral....

If they are evil, well its up to you. If your group is really into heavy RP then RP it really hard if you want. Constantly try to show him the error of his ways. I once played a paladin and did some interrogation of a fellow player for nearly 30 minutes in real time using zone of truth scrolls. The whole group had a blast listening to us. I knew someone spoiled the holy water ;)

If your group is not that into heavy RP, especially to alignment, then make a few comments here and there.

In the end, play how you want to the first few sessions and see how it turns out. If your bugging him then change. Just make sure he knows you are making these in game/as character calls for RP reasons.


Exguardi wrote:
Able to succeed at the role that they chose to play within the party, and at least as effective as other choices for that role? A role in which the Warpriest has myriad competitors.

While I understand your point about warpriests I disagree. I feel like they are effective as long as you don't overspecialize. After all...

"Overspecialize, and you breed in weakness. It's slow death."


This sounds like it should be an archetype based off of bard instead…

Then switch out things things such as bardic knowledge for things from slayer such as studied target, give ranged Legerdemain at 2nd level and dump trap findingas a static. Switchout spider talents for slayer talents. Bardic performance is dropped for sneak attack.

Maybe give it some more specific talents? Also change the spell list a little. I would get rid of direct damage spells.

How about instead of "Spider" call it a "Dart"?


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If that is what your DM said than in that campaign it is not possible. DM's call is always final call.


I am a father of a 2 year old, and work over 8 hours a day, 5 days a week mon-thurs and saturday. I try to play every other weekend on sunday morning to afternoon, from 10-2ish, at least. This time is great as usually most people I game with can do the time, its late enough for those who are up late the night before to get up and out(although I do give 2 of my players wake up calls/texts to make sure they are coming and on time). Also most people don't work that day and really other then church-goers who else plans things for sunday late morning anyway?

Eitherway good luck.


So a new gf is out of the picture…fair enough.
That leaves you in a poor predicament. How bad do you want good players and playing pathfinder? If you need this, PF is my addiction of choice for instance, you need to speak with your gf and reason with her explaining this. If she is unwilling to be an adult and let them( the two that were banned) play then that is something you need to live.

My next point is more helpful most likely. Don't go over the rules with them anymore unless they ask for it. As a GM tell them they can't do something if it violates the rules. By knowing the rules and them not and not asking, it will work out fine as is or they will figure out how to learn the rules in a way that works for them.

Also when I GM I may provide a recommendation such as "Make sure you know your grapple rules". When a player helps to speed up game play and can assist another player I award due diligence with a small amount of xp or let them pull off awesome rp things depending on what they enjoy. Its not ideal or perfect but it works for my group.

Eitherway good luck.


I guess I didn't make the 10PM CST? Oh well, guess I will have to purchase soon, still sounds like a fun and worthwhile product.


Sweet tats.


Id love a chance to review it! The titles alone sound like fun.


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.

Creatures that take lethal damage from a fall land in a prone position.

From the PRD.


From the spell I read that it deals the damage to each creature in the square. The effect is a 5ft diameter square. Sweet. That means from one side to one side it occupies the space, albeit at a different amount per "step"( lets avoid calculus ).

"If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage."

Like Jiggy said, which one is that specifically? It also does not call out that it only effects 1 single creature. It effects the creature who is in its space.

From the swarm trait I would say that this spell is a type of AOE whose area is the 5 foot square it occupies. So it would take the damage plus 50% if it failed the throw.


I'd say give it to him for free. The downsides seem to balance any positives of making it a skelly. One thought, does it gain the intelligence or cuz its undead has none.....


I hear its because the Windows 9 they have been working on has been not just amazing but overly amazing. Too good to put onto the market for now so instead they shelved until a later date when they need it and instead went to another iteration they had also been working on...


I would say...

Make the second floor mundane locked with the 3rd floor have a few cells with arcane locks.
Have the keys to the second floor all on 1 ring being held by the captains second in command(maybe have the second in command a mage as well for the arcane locks?)
You could have a permanent alarm on the 3rd floor as well while the second floor and first floor mundane protected.

Just some thoughts. Can't think of much in the way of why there would be folks in the prison, it kind of depends on the town and its laws/values I think.

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