Contract Devil

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Organized Play Member. 110 posts (116 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 4 aliases.




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As written on page 545 of the CRB, tanglefoot bags will, on a critical hit, act like an parachute when you catch a winged creature with it, making them take a safe plummet to the ground, where they are freed the next round.

I propose to remove this paragraph in my home games, there is no way in heaven that a 850 kilo young dragon wont be hurt from falling 300ft in pretty much an instant after being hit by an exploding super-glue bomb.

Have any of you found that some of youre favorite anti-air moves don´t work as they should no more?
Let´s see if we can find a solution!


I think that someone forgot to put in some text about Adamantine armors, so far, it just seems like they are made of a dark metal and cost a lot more.
Maybe I am looking the wrong place, if so, can someone please tell me where in the book it is?


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Is my group and I missing something, or does most buff-spells only last 1 minute? Is there some action, item or feat that I missed that can increase the life-span of my magical effects?
I´m asking, since we just finished the 4th playtest scenario (Moonmirror?) and just before the last combat we were told that there was a lull in the battle and we could prepare ourselves, but it would shave 1 minute off of any spell-effects we had up.
Suffice to say, we were somewhat surprised, since the only buff we could cast that lasted longer than that was Telepathic Bond, which has an duration of 8 hours.
This made me wonder, have we have missed something?


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So, I just fell in love with an item, and I wanted to hear what all you fine people found in the gear list and thought "Damn, that sounds good/fun/crazy/downright sexy!"

For my part, I played through Sombrefell today, and I had gotten myself the Ring of the Ram as one of my item-picks, and Oh my sweet Pharasma am I in love!
For the un-initiated, the Ring of the Ram makes you able to charge up an force attack of increasing power, the level 5 version that I used can go up to 6d6 force damage on a ranged touch, and then shove the opponent.
Not only did I severly damage a

Spoiler:
Shadow
with it, I manged to get the killing blow on
Spoiler:
Ilvoresh
with it, up close and personal, so it looked like I punched him in the face and his face just folded inwards.

I just adore the ring, and I can´t see myself not using it more in the future!
So, do any of you guys have some kind of item that you found interesting?


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Just to re-post my initial post.

Okay, I know that the playtest has not even been out for a day yet, but I need to get this off my chest; I dislike the new way they have done races.
Races are now exceedingly bland, all racial abilities, besides Low-light and Dark-Vision (and that dwarven encumberance ability), are more or less bought with "Ancestry Feats", of which you gain one at first level an then 1 more every four levels (5,9,13,17).
This means, that every person in Golarion is now slowly evolving into their race, instead of starting out as one.
Now, I get that weapon familiarity and other things like that might be more connected to cultural background could be taken as feats, that seems more than fine to me, but having to choose between being trained with dwarven weaponry OR being resistant to poisons just seems a bit off to me.
I get that they have tried to make races less powerful and all that, but it just seems wrong to me, that dwarfs aren´t poison resistent unless they use "Speicies Points" to get it over all the other racial traits that they usually had.
Or that Elves aren´t naturally immune to sleep spells, they have to evolve that ability through adventuring.

Thing is, if you want a character to have the starting racial abilities from 1st Edition, you need to be level 17 to do it. And some races would still not be fully fleshed out.

Now, what I do like about the system; race means something for starting HP and some of the Ancestry Feats are cool and flavorful, I can see quite a potential in the way it is made, I just disagree with the choice to make the races bare-boned and then having to choose between illusion-sense or obsessive for my gnome characters. I´d rather have to choose between starting with a familiar or weapon-training or an expanded spell list based on my race, for example.

Anywho, I´m going back to reading.


11 people marked this as a favorite.

Okay, I know that the playtest has not even been out for an hour, but I need to get this off my chest; I dislike the new way they have done races.
Races are now exceedingly bland, all racial abilities, besides Low-light and Dark-Vision (and that dwarven encumberance ability), are more or less bought with "Ancestry Feats", of which you gain one at first level an then 1 more every four levels (5,9,13,17).
This means, that every person in Golarion is now slowly evolving into their race, instead of starting out as one.
Now, I get that weapon familiarity and other things like that might be more connected to cultural background could be taken as feats, that seems more than fine to me, but having to choose between being trained with dwarven weaponry OR being resistant to poisons just seems a bit off to me.
I get that they have tried to make races less powerful and all that, but it just seems wrong to me, that dwarfs aren´t poison resistent unless they use "Speicies Points" to get it over all the other racial traits that they usually had.
Or that Elves aren´t naturally immune to sleep spells, they have to evolve that ability through adventuring.

Thing is, if you want a character to have the starting racial abilities from 1st Edition, you need to be level 17 to do it. And some races would still not be fully fleshed out.

Now, what I do like about the system; race means something for starting HP and some of the Ancestry Feats are cool and flavorful, I can see quite a potential in the way it is made, I just disagree with the choice to make the races bare-boned and then having to choose between illusion-sense or obsessive for my gnome characters. I´d rather have to choose between starting with a familiar or weapon-training or an expanded spell list based on my race, for example.

Anywho, I´m going back to reading.


Hey there, i have been fiddeling with some new items, made a new economy that i think reflects how common magic items are in the setting. These are mainly meant for the Ebberon setting, but they could easily be used in any other high-magic setting.

Here is the new economy:
There are now 5 types of coin: Platinum, Gold, Silver, Copper piece and Copper bit. Gold takes the place that Platinum had before, Silver takes the place of Gold, Copper pieces takes over for Silver and bits takes over for the old Copper Piece. One can still earn ones Profession skill a day in Silver, and rare stones, such as rubies, maintain their old values in Gold.

And some of the stuff i have cooked up:

Cheap Healing:

1. Zil Powder: Zil powder was made halfway into the Last War by Zilargo Alchemists that was tasked by House Jorasco to make a cheaper and more effective method of healing wounded troops. What they ended up with was zil powder.
While this purple and yellow powder is a potent healing agent, there are some unfortunate side effects; when it is used, until the wound closes it feels like it is on fire, just after it has been salted, filled with iodine and washed off with half a gallon of Karnathian vodka. Suffice to say, most pass out from the pain, others simply can’t do anything but scream or puke their guts out, or both. Also, the powder leaves a nasty looking purple scar tissue where applied. The color fades after a month or two, but the scar stays.

Zil Powder can also be applied to any healing potion, making it more potent, as if cast with the Empower metamagic feat, if one does not mind the horrible taste (DC 20 will save to swallow, DC 20 fortitude to keep down). The fact that the powder is cheaply made and can, if needed patch even the most grievous wound together means that it is commonly used by most physicians that deal with common folk

Effect: When applied to an open wound, zil powder starts acting 1 round later, giving the recipient fast healing 1 for 1 minute per dose used. While under the effects of zil powder, the recipient must take a DC 18 fortitude save every round +1 to the DC per round to a maximum of 28, not to fall unconscious for 1d10 minutes and a DC 20 will save each round he´s not unconscious to keep from becoming nauseated but merely sickened. If the recipient reaches maximum wounds, the effects end immediately. After the effects of zil powder wears off, the recipient is exhausted until he has had 8 hours of rest.
Cost: 150 silver for 1 barrel of 50 doses (10 pounds)
Craft: Craft (alchemy) DC 16, 50 silver worth of ingredients, an alchemists table and 2 days work for a batch of 10 pounds

My Ebberon pistol:

2. Elemental Gauntlet: During the Last War, many new weapons were made, but none were as popular with spell-casters and officers as the Elemental Gauntlets.
This bulky, finger-less gauntlet, normally decorated with expensive metals, cover the lower forearm down to the back of the hand and while it is a bit heavy, allow for easy finger movement, and does not hinder arcane spell-casting or other delicate hand/finger movement.
On the back of the hand, a tiny khyber shard is imbedded with an elemental bound to it. When activated (move action) a small sphere representing the elemental bound in the gauntlet (Lightning for air, rock/crystal/metal for earth etc.) manifests four inches in front of the hand, and floats there (Air and fire gauntlets gives off light as a torch).

All gauntlets have 2 settings: Ranged, a ranged touch attack enables the user to fire off projectiles made from the element at his enemies. For purpose of using ranged weapon feats that does not work with a ranged touch attack, the attack count as a normal ranged weapon attack. The range increments are indicated below. The Close setting forces the elemental to form the small sphere into the shape of a melee weapon, making the gauntlet into a close combat weapon with the reach quality. Air and fire gauntlets differs to earth and water gauntlets, as air and fire elements are with melee touch attacks and earth and water uses normal melee attacks. What also makes an air and fire gauntlets different from other weapons is that they substitute the damage bonuses from strength with charisma when used for close combat. The ranged setting also uses the user´s charisma modifier for damage increase on all gauntlet types.

When activated, the user chooses one of these settings, should he wish to change it, he can do so as a standard action.
An elemental gauntlet is always masterwork and can never be enchanted with a magical effect that utilizes an opposite elemental effect (Earth – Air and Fire – Water).

Elemental Gauntlet: Type: Binder Light. Price: 1600 silver Weight: 2 lbs
Air: Ranged: 30ft Close: Reach dmg: 1d6 Crit 18-20x2 type: Electrical

Earth: Ranged: 15ft Close: Reach dmg: 1d12 (2d6 Close) Crit 20x4 type: S/P/B

Fire: Ranged: 25ft Close: Reach dmg: 1d8 Crit 19-20x3 type: Fire

Water: Ranged: 20ft Close Reach dmg: 1d10 (1d12 Close) Crit 20x3 type: Cold/S/P/B

Craft: Requires Craft Arms and Armor + Bind Elements (or buying an already bound elemental for 500 silver making the full price 1100 silver) and 800 silver

Please tell me what you think, is it too much? Too little?

PS: I apologize for any strange sentences and grammatical no-nos.


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Hello there.
I have been toying around with some homebrew ideas, mainly for the eberron setting, but they can be used for any setting, and i´d like to hear what you gents (and gentettes) think of what i came up with
(I apologize for any strange formulations or grammatical no-no´s)

Vigor and Wounds:

1. As written in Ultimate Combat p. 206-207 with exceptions as written here.
2. Player Characters gain 1 extra wound point for every 2 HD
3. For every size modifier above medium, creatures gain 5 wound points to their wound point total
4. For every size modifier below small, creatures lose 2 wound points from their wound point total
5. Falling Damage target wounds in after the following number chain starting at a 10ft fall: 1 – 2 – 3 – 5 – 10 – 20 – 40 – 80 – 160.
6. Constructs have no vigor points, only wounds, they start with 20 wounds and gain 2 wounds for every HD they have. They also gain bonus wounds from size as indicated on p.307 in the Bestiary. These extra wounds are on top of those they gain from size from addendum 3. Constructs have no wound threshold.
7. Outsiders and Dragons gain 3 wounds per HD.
8. Creatures of the Elemental type do not have a wound threshold.
9. All undead creatures calculate their wound points from their Charisma + 2 per HD. Unintelligent undead have no vigor points. Undead have no wound threshold.

Heres what i suggest to change the vigor/wound system, making larger enemies and creature types that need to be tough, tougher.

Economics:

1. There are now 5 types of coin: Platinum Dragon, Gold Drake, Silver Fang, Copper Claw and Copper Scale. Gold takes the place that Platinum had before, Silver takes the place of Gold, Copper Claws takes over for Silver and Scales takes over for the old Copper Piece. One can still earn ones Profession skill a day in Silver, and rare stones, such as Rubies and Sapphires, keep their old values.

For a high magic system, so it would seem plausible to find low tier magical items used by the common folk.

New Items:

1. Zil Powder: Zil powder was made halfway into the Last War by Zilargo Alchemists that was tasked by House Jorasco to make a cheaper and more effective method of healing wounded troops. What they ended up with was zil powder. While this purple and yellow powder is a potent healing agent, there are some unfortunate side effects; when it is used, until the wound closes it feels like it is on fire, just after it has been salted, filled with iodine and washed off with half a gallon of Karnathian vodka. Suffice to say, most pass out from the pain, others simply can’t do anything but scream or puke their guts out, or both. Also, the powder leaves a purple scar tissue. The color fades after a month or two, but the scar stays. Zil Powder can also be applied to any healing potion, making it more potent, as if cast with the Empower metamagic feat, if one does not mind the horrible taste (DC 20 will save to swallow, DC 20 fortitude to keep down). The fact that the powder is cheaply made and can, if needed patch even the most grievous wound together means that it is commonly used by most physicians that deal with common folk
Effect: When applied to an open wound, zil powder starts acting 1 round later, giving the recipient fast healing 1 for 1 minute per dose used. While under the effects of zil powder, the recipient must take a DC 18 fortitude save every round +1 to the DC per round to a maximum of 28, not to fall unconscious for 1d10 minutes and a DC 20 will save each round he´s not unconscious to keep from becoming nauseated but merely sickened. If the recipient reaches maximum wounds, the effects end immediately. After the effects of zil powder wears off, the recipient is exhausted until he has had of 8 hours rest.
Cost: 150 silver for 1 barrel of 50 doses (10 pounds)
Craft: Craft (alchemy) DC 16, 10 gold in ingredients, an alchemists table and 2 days work for a batch of 10 pounds

2. Elemental Gauntlet: During the Last War, many new weapons were made, but none were as popular with spell-casters and officers as the Elemental Gauntlets. This bulky, finger-less gauntlet, normally decorated with expensive metals, cover the lower forearm down to the back of the hand and while it is a bit heavy, allow for easy finger movement, and does not hinder arcane spell-casting or other delicate hand/finger movement. On the back of the hand, a tiny khyber shard is imbedded with an elemental bound to it. When activated (move action) a small sphere representing the elemental bound in the gauntlet (Lightning for air, rock/crystal/metal for earth etc.) manifests four inches in front of the hand, and floats there (Air and fire gauntlets gives off light as a torch). All gauntlets have 2 settings: Ranged, which is a ranged touch attack on account of the projectiles having enough force to penetrate most types of armor, enables the user to fire off projectiles made from the element at his enemies. For purpose of using ranged weapon feats that does not work with a ranged touch attack, the attack counts as normal ranged attack. The attacks have the ranges indicated below. The Close setting forces the elemental to form the small sphere into the shape of a melee weapon, making the gauntlet into a close combat weapon with the reach quality. Air and fire differs to earth and water gauntlets, as air and fire attacks with melee touch attacks and earth and water uses normal melee attacks at an increased damage die. When activated, the user chooses one of these settings, should he wish to change it, he can do so as a standard action.
What also makes an Elemental Gauntlet differ from other weapons is that they gain their charisma modifier as an addition to their damage (all three settings) this also means, that the close combat setting does not gain any bonuses from the strength modifier. This is because one needs a strong personality to exercise proper control over the elemental within the gauntlet. An elemental gauntlet is always masterwork and can never be enchanted with an elemental effect that opposes its base element (Earth – Air and Fire – Water).

Elemental Gauntlet: Type: Exotic One handed. Price: 1600 silver Weight: 1 lbs
Air: Ranged: 25ft Close: Reach dmg: 1d6 Crit 18-20x2 type: Electrical

Earth: Ranged: 10ft Close: Reach dmg: 1d10 (1d12 Close) Crit 20x4 type: S/P/B

Fire: Ranged: 20ft Close: Reach dmg: 1d8 Crit 19-20x3 type: Fire

Water: Ranged: 15ft Close Reach dmg: 1d8 (1d10 Close) Crit 20x3 type: Cold/S/P/B

Craft: Requires Craft Arms and Armor + Bind Elements (or buying an already bound elemental for 500 silver making the full price 1100 silver) and 800 silver


The gauntlets are my shot at making gun-like items in Eberron.
I have the ideas for a class, taking inspiration from the gunslinger, and some feat-trees for them, but nothing that is ready or even on paper yet.

So, tell me what you think.


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Hello everyone.
Me, and a another player have had a bit of an argument about the rules regarding the feat Deadly Aim and using it with firearms.

Now the rules are saying that:

PRD wrote:
Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

I have bolded what stated the argument.

He reads the rules as this: When using Deadly Aim, guns target full AC, not Touch AC, not even within the first range increment.

I read it: You can use Deadly Aim and target Touch AC within the first range increment with guns.

Who is right? Is there an official ruling or clarification anywhere i can point to?

Thank you for your time.


I just had a flash of inspiration, and i wanted to see what you thought of this, please give critique.

Binder (Summoner Arch-Type)
The Binders are a group of mages that practice the weird and somewhat strange art of Wyrdbinding.
They force strange energies into their own bodies, warping them into weird, gruesome and otherworldly forms to defeat their foes, from simple things like claws and another set of limps, to twisted flying maws surrounded by tentacles.

Wyrdbinding(Su): As a full-round action, the Binder can force weird energies into his body, changing it into a weird monstrous wonder. The Binder chooses a number of evolutions from the Summoners eidolon evolution list equal to or less than his evolution pool. The Binder then gains these evolutions and can change them again as a full-round action. The Binders evolution points are equal to those of an eidolon of same level. The Binder also counts as an Outsider (Native) while under the effect of Wyrdbinding. Wyrdbinding lasts for one hour per use, but can be suppressed by the binder as a full-round action, removing the evolutions, but keeping the Outsider (Native) Template and the evolutions can be recalled again as full-round action.
A Binder can use Wyrdbinding once at first level and gains another use at second level and then at every other level after (4th, 6th, 8th etc.)
This ability replaces Eidolon, lifelink, Bond senses, Shield Ally, Makers Call, Transposition, Aspect, Greater Shield Ally, Life Bond, Merge Forms, Greater Aspect and Twin Eidolon.

So, what do you think? Balanced? OP? Weak?


Nothing? i could use some advise, please dont be shy!