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Kyremi's page
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So my DM has blessed my character (a 3rd-level Skald Halfling with the Resourceful trait) with a magical instrument case that allows me to randomly pull out one of eight magical instruments. I can't pull out more than one at a time, and they each last until their 'goals' are complete (they're flavoured as at least semi-intelligent, kind of like a Bladebound's Black Blade). We're looking for some advice, since we don't want supremely OP weapons (they'll be used more as actual instruments anyway, but there's a reason I got a halfling with the Resourceful trait), but don't want them to be useless at higher levels either. I considered having them be an XP sink and their own levels, wherein I can siphon some XP and level them up to increase their power, but I want to explore other options.
The current list of instruments I can summon from the magical case are: Grand Piano, Violin, Accordion, Guitar, Saxophone, Flute, Bass Drum, Trumpet. Each instrument has disadvantages, advantages, and its own goal. For example, for the bass drum:
- Advantage: Increases bonuses dealt by inspired rage by 1 per item level.
- Disadvantage: -4 to Stealth, Acrobatics, Climb and Swim checks.
- Goal: This is a war drum. The wielder of the drum must defeat at least one enemy in battle while wielding the drum (does not require opponent's death, simply unequivocal victory) before it can be banished.
That's by no means final, but it gets the idea across. There are other stereotypes I want to play up; I'd like the guitar to deal bonus electric damage if used in combat so it's an 'electric' guitar; the flute could give bonuses to Handle Animal checks (a la Pied Piper), and the grand piano is too big to move without a DC25 strength check.
So to be clear on the question; is there any existing framework I can use for creating items that can level along with the character using them? I'm also looking for any fun/flavourful suggestions for goals/advantages/disadvantages for the individual instruments.
So this is a great little game I played... must've been 5 years ago on another forum. Simply, there's a starting sentence, and each subsequent poster changes one word in it, e.g....
Paizo are trying to get more monkeys into small cages
could change to...
The government is trying to get more monkeys into small cages
(little things like are -> is don't count)
So to start the game, use the sentence below...
***The lethargic priest was pre-occupied, while meaningfully decyphering his slippers.***
GO!

So I've got a level 8 fighter of the archer archetype, half-elf. He's meant to function primarily as a spotter and sniper (he has +20 to Perception checks...) with stat line:
Str 16
Dex 17
Con 13
Int 12
Wis 12
Cha 8
He's taken the classic feats (weapon focus, greater weapon focus, weapon spec, point blank, deadly aim, plus others not related to attack/damage), has Bracers of Archery (+2 att/+1 dam), and Expert Archer from the archetype bumps it up another +1/+1. Obviously he has a strength 3 composite longbow of +1... so running through the numbers, without any situational/optional feats a full round attack does +17 => 1d8+8, +12 => 1d8+8.
In an 'ideal' scenario, within 30ft and using deadly aim, rapid shot and manyshot, this becomes... +14 => 1d8+13 and 1d8+13, +14 => 1d8+13, +9 => 1d8+13. Taking 4.5 as a dice average this is 70 damage...
So my question is; does this seem 'good' enough? I've seen some examples of an archer doing +26 to hit at level 10, which I don't see happening for this char anytime soon. Basically, am I missing something obvious to help improve either my attack bonus or damage? Also, changing class (e.g. to zen archer) is not an option for me in my current game...

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Hello to all...
I've seen a lot of threads around here about various solutions for spell cards, but most of them tend to be either flat out boring, or they're too small to fit even most spells on them. Seeing as I recently started a wizard character, I wanted a better way to keep track of spells than 12 pages of print-outs.
My solution is the PF Spell Card Template, designed to be used with Magic Set Editor 2, a program originally meant to create fan-design MTG cards. However, it's capable of making any sort of card, as long as someone's made a template. So, I designed and created a template specifically for PF spells... I posted a few links (one from each school of magic) below.
Elemental Body
Foresight
Ghost Wolf
Hideous Laughter
Interposing Hand
Mind Blank
Permanency
Scintillating Pattern
Temporary Resurrection
A few points... the jagged edges one may notice in the pictures are gone in the template; that was a compression issue. Also, no card would be big enough to carry all the information contained in spells like Detect Magic or Permanency, so in these, it's probably best to just add a bit of the text and then a page reference. Lastly, it's important to note what I'm providing here isn't a finished set of cards; it's a means for anyone to create their own set.
So... to use this, one simply has to download the template file from this link here, while Magic Set Editor 2 can be found at this link here. Once downloaded, simply install MSE2 first, and then unzip the folder containing the template files. In there reside a few fonts which will be necessary, so install those. Then, simply double-clicking the file pfspells.mse-installer should open up a Package Manager (part of MSE2), and you click on each of the three components (opening each drop-down box) and select 'install'... and it should be done.
To use it, start MSE2, select 'New set' and in the new window, under 'Game type', find PFSpells. There's only one style choice for now, so select it and click OK, and it's time to make cards. The process for making a spell card is pretty easy, and I can elaborate in another post if need be, but the one important thing is to click on a bit of the card which isn't in a box to choose the spell school (and therefore the border colours).
Apologies for the massive post... Feel free to critique my design; it's definitely not perfect, I only came up with it a few days ago :P Suggestions for improvement are most welcome and encouraged, since I'd like this to be something anyone would be happy to use. I hope this resource is useful :)
Yo guys.
For ages I've been looking around the site and the interwebs as a whole trying to find a better-looking set of cards for the entirety of PF spells, but unfortunately there's nothing out there. So, I took a program I've used before; Magic Set Editor 2, and decided to make a PF spellcard template for it. For those who don't know of MSE2, it's literally a 'make-your-own-card' bit of software, usually used to make Magic: The Gathering cards. It's extremely easy to use with the right templates.
Elemental Body
Hideous Laughter
Interposing Hand
Mind Blank
I only started learning the code for this yesterday, so I've not yet got an installer package for this template, but that should be sorted shortly. I'm also entirely open to any suggestions to improve this, since I want it to be as useful as possible to as many people.
Take a look, leave feedback, enjoy :)
edit: I wasn't sure if this was the right sub-forum for this, if it isn't, please point me to the right one :)
Simple enough question... the spell Terrible Remorse has this description:
"You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is instead frozen with sorrow for 1 round, during which time it can take no actions and takes a -2 penalty to Armor Class, after which the spell ends."
It's clear what happens when a creature fails the save; they freeze. However, if they don't save and they have to do the 1d8 + Str damage to themselves, do they then have the rest of the round to do their normal move/standard/swift actions, and the Terrible Remorse thing is just an extra? Or does it replace their standard action?
So I know there's people out there with bagfuls of hundreds of dice, but I'd guess that most gamers have a favourite set. It may be because they tend to roll well, or they were the first dice you ever used in a game, or they just look bloody awesome or they're really unique... I'm curious to see if anyone has favourites, and for what reasons.
On my part, my most-loved dice are a poly set of transparent dice which shift between green and blue hues as you rotate them... it's a wonderful effect. The d20 of this set has served me well in the past too, rolling crits when I've most needed them on occasion.
So I've been looking all through the books and the interwebs to try to find a prestige class which would work well for a Wordspell Sorcerer, but there's nothing (as far as I can tell) out there specifically designed for them...
Does anyone know of any such wordspell prestige class? Or, lacking that, a prestige class which would be suited to someone using wordspells (maybe extra sorcerer spells/words per level or something, since the real power in wordcasting is versatility)... Or is there simply nothing out there?

Hi guys,
I'm using the Words of Power system for my human Sorcerer, but a few of the feats and words are a tad confusing...
First off, the 'Experimental Spellcaster' feat. I started my character as a wordcaster right off the bat, so at 3rd level would I be able to take this feat (even though I'm already a wordcaster), and if yes, would I add the boost meta word (which I already have though, since I got it as a starting wordcaster) plus one effect word, or add two effect/meta words as per the Special description?
Secondly, a query about the Selected word... is it possible to use a Selected-only effect word, for example Fade (Concealing), on myself? It doesn't allow the Personal word, but does the Selected word exclude the Personal range?
Thirdly, are there some words which when boosted, don't increase in level? For example, the Barrier target word has no level increase described in its Boost description, so can one assume the only downside of boosting it would be using one of my meta word uses per day?
Fourthly, in the APG, it describes a very nice favoured class option where I can choose to get an extra spell per level. However, on my previous level-up, I was unaware of it and instead chose to gain one extra skill point. Does that mean I'm now permanently stuck with that choice, or when I level up to 3 can I choose to sacrifice that extra SP to gain a spell instead?
I may think of other questions but those are the ones on my mind now...

Hi guys,
I'm a relatively new PFRPG player (making the transition from 4E which was...meh), just having started a game with a wordcasting Sorcerer. Having always wanted a 'truly custom' magic system, I really really like the idea of wordspells and being able to say 'this patch of earth here shall now be engulfed in flames, lightning and ice' (and the extremely limited Vancian system has kept me from ever playing a 3.5/PF wizard...) Unfortunately I'm still only level 2, so multi-effectword spells are still 2 levels away...
My main question is, will there ever be more words of power released, or any addition/clarification of the rules (e.g. it's not clear if I can combine more than 3 effect words per spell as far as I can tell)? Also I don't really like the limited uses of the Boost meta word... for example, one could potentially wish to have something like a Burst Shock Arc (which for me currently gives 2d4 damage in a 16-square area) boosted in a certain way... I can do Boost Burst Shock Arc which lets me fry a lot more squares, but what if I want a Burst Boost Shock Arc, to increase damage from 2d4 to something like 2d6? There's no option for that, since Shock Arc doesn't have a Boost category.
Anyway, just saying hi, a few questions, and generally really liking Pathfinder much better than anything I've played before :)
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