Redeemer

Litchfield's page

Organized Play Member. 28 posts (30 including aliases). No reviews. 1 list. 1 wishlist. 1 Organized Play character. 1 alias.




Posted this over at r/pathfinder_rpg already, but wanted to put it up here as well for those who don't frequent Reddit.

I've been working on making some new feats and would like to get some feedback on the first 20 I've completed. While some are very specific (Javelin Master) others are pretty generic (Adaptable Fortitude and Resilient Will). I wanted to spread the love around to a few different feat categories as well, so there at least one feat for combat, performance, teamwork, racial, and story.

Based on some feedback from my reddit thread, I've already noticed some issues with Reusable Components that I'll be adjusting so it doesn't scale with Int mod, so these aren't perfect by any means but that's what feedback is for!

I'm wanting to do more story, achievement, and damnation feats in my next batch because I like those but they don't always get much love.
Anyways, here is the link and please let me know what you think or of any ideas for feats you'd like to see.

Here is the link


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I've been working on building up some hybrid classes which represent mechanically some "flavor" builds that I have wanted to try but aren't really practical for one reason or another.

The first hybrid class I developed was the Templar, a blend of the Barbarian and Paladin. The flavor reason for this was to represent a warrior who's divine power comes from an internal fury (rage) that they harness. In essence, the Templar is the Chaotic Paladin and provides those Chaotic Good gods (or others on that spectrum) holy warriors outside of Warpriests or Clerics.

The second hybrid class is the Wildkin, a melding of the Druid and the Alchemist. I really liked the idea of an Alchemist or other "scientific" character who takes an intense interest in the study of nature and through this develops powers similar to a Druid. They aren't divinely connected to nature but have still learned how to shift their forms into beasts.

I've got both of these classes posted over on my blog and would love to get some feedback on them. I have also posted up an Iconic Story for the Templar as well if anyone wants to check that out.

And now for the links

The Templar
The Wildkin
Koranna, The Iconic Templar of Milani


I have a group which has become attached to the PCs which they are using in a small home brew campaign which is coming to a close soon. While I've already determined that they won't be able to move on with these characters due to reaching to high a level to start anything non-home brew, it brings up a question that I can't find an answer for here.

Is it possible to run an adventure path (or modify it in some manner) so that the PCs from that campaign could resonabily move on to another adventure path? Or should I be looking at other products like modules mixed with home-brew plots to achieve such a thing? Are there any particular adventure paths which might lend themselves to such a thing easier than others?


While I seriously doubt my group will ever get to a point where fighting a Demon Lord would be possible, one of them brought up an interesting point to me. They are an evil group and while fighting other evil is always possible fighting the forces of good is much more fun. I was curious in looking for a good equivalent to Demon Lords and couldn't really come across anything other than basic templates for angels (like the solar which only comes it at at CR in the low 20s).

Does anyone know of rules or already presented Archangels which would rival in power a demon lord? Something with a CR possibly above 30? Just a curiosity.


I am designing a small dungeon for my group to adventure through. It begins with two "puzzles" which are also trapped before finally coming into some Two moderate encounters and one big one. I'm not as worried about the combat as I am about the puzzles.

The first one requires the group to rotate four stone rings into the proper order before the door will unlock with the provided key. Each ring has five symbols or words on it and these are what need to be matched up. They key to solving the puzzle is directly tied to the symbols written along the walls as your approach the door. For the final 50 feet the walls on either side have one of the symbols (for a total of each symbol repeated twice on each wall). The solution is hidden among the symbols on the wall.

Solution:
Over the course of the two walls they only show the same symbol on both sides four times. The order in which the walls match is the order (from outermost ring to innermost ring) that the symbols go.

Incorrectly solving the puzzle causes a trap to trigger when inserting the key. This trap is a set of spikes which exit the floor impaling the person standing in the square. The spikes deal 4d4 damage then reset into the floor, the door also automatically resets. I was going to make the check to see the holes in the floor a 15-20 (they are obvious if you look at the floor) but disabling the trap is close to impossible. I was going to set it at DC 30 or more because you can't rig the puzzle and picking the lock basically requires knowing the puzzle to hit the correct pins. Does this seem too difficult? I have it set to be a CR 4 based on the trap but think it should be higher due to the puzzle.

I have a second puzzle/trap that follows this which I'll post later.


I am running my first evil campaign and have recently realized a possible issue that we may run into with one of my players. He is playing a Cleric with the Undead Lord archetype. His corpse companion is the issue I am now having as the players need to venture into the capital of the kingdom which is Neutral (both the vast majority of its citizens and its laws are based on the true neutral alignment), although there are good factions inside the city.

My problem is how should the citizens, and specifically the guards, view the skeleton? It is obviously an evil creature, but it is attached to a PC and essentially under his control. I lean towards saying that the citizenry and by some extension the guards would view this as some kind of abomination, but until it does something evil it would be allowed inside the city (much like my evil players).

Or should I approach this from the aspect that while the guards and citizens may not know the evil alignment of my players, they would surely know the evil alignment of the skeleton and be inclined to attack it?