Madpianist's page

Organized Play Member. 1 post (326 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.



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I come back from time to time, to get some greatness from the best at this character building stuff, good that you guys are still here, i love y'all.


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Akatsuki ninja would not work, because she would need levels in assasin prestige class, Slayer already gives that. Still i think she's more of a Ninja, she should be Ninja/Assasin.

Sasuke and Kakashi would be something like Ninja/Witch/Arcane Trickster, with permanency spell with some cool abilities on their eyes. Maybe some wondrous items that fill the eye slot.


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At the end i used what @laraqua suggested yesterday, it went very well--the PCs were surprized by the treachery, but they convinced Joran to let the children go and they are helping to redeem him now.


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Well actually i introduced these Tiefling kids before in the campaign, they were starving in ruined drezen streets, they were orphans of war. They got to drezen looking for food, Staunton decided to use them as shields since the PCs beat half the place defenses and then decided to leave the keep and rest, just to come back the next day. He is afraid and will use anything to beat them. If the party don't do anything i will just end the campaign, we are playing Carrion crown and our schedule is crowded anyways, i'm not doing this to conclude negatively the adventure, i would love to continue playing it, but if they don't take good decisions that's what happens. That being said i know my players will not take a bad decision, they are smart and have easily taken down all obstacles like this before.

The paladin worships Iomedae, and thank you @nobodyshome for commenting i really appreciate it, i am reading your thread right now. I think the answer is definitely yes, and now that you mention it, i'm pretty sure the player will do what you said. I've also given the paladin this wondrous item that tells him if he could fall if he makes an action, so he's properly equipped for this ethical dilemmas.


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how about an Exploiter/Brawler/Eldritch knight?


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People really have issues with interpreting stuff.


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I do like the Rogue and i don't feel he is really that overshadowed by other classes, the min/maxing is what starts overshadowing stuff, but sometimes the min/maxing is justified by the GMs that also Min/Max their encounters, which makes un-min/maxed characters obsolete.

I do feel happy about pathfinder, i don't like some stuff but i don't complain about them, i just don't use them. For example i hate the druid, i hate the shaman, i hate the alchemist, i hate the witch, i hate the oracle and i hate the investigator. If i GM i will not allow those classes, but i really don't have a problem with them mechanically, i just don't like them because the concept annoys me xD specially the druid.


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I like your idea, maybe i'll use it to stats my own Deities. How would you rule Avatars?


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i recommend you one thing, ultimate battle by legendary games. is the answer to all your questions. period.


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So in 3.5e there were certain tiers for classes, i wonder if there is a current objective tier list, just for balancing purposes.

the 3.5e list was something like this:

Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party.

Examples: Wizard, Cleric, Druid, Archivist, Artificer, Erudite (Spell to Power Variant)

Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potentially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and easily world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.

Examples: Sorcerer, Favored Soul, Psion, Binder (with access to online vestiges), Erudite (No Spell to Power)

Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Can be game breaking only with specific intent to do so. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.

Examples: Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder (without access to the summon monster vestige), Wildshape Varient Ranger, Duskblade, Factotum, Warblade, Psychic Warrior

Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competence without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribute to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.

Examples: Rogue, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Adept, Spellthief, Marshal, Fighter (Zhentarium Variant)

Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.

Examples: Fighter, Monk, CA Ninja, Healer, Swashbuckler, Rokugan Ninja, Soulknife, Expert, OA Samurai, Paladin, Knight, CW Samurai (with Imperious Command available)

Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously powergamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely unsynergized or with almost no abilities of merit. Avoid allowing PCs to play these characters.

Examples: CW Samurai (without Imperious Command available), Aristocrat, Warrior, Commoner


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I like it, even though it's really like the Odyssey.

So maybe you can reduce it, making the king, the king of Apollo. So they princess herself is Possesed by Hera.

Now to shorten you can also make them travel 2 places by sea, perhaps the cyclops island and the witch island, in the process they will be encountered by a rival party that is also collecting these, if they beat them, they get the rest of they keys. (this will be a hard encounter)

You can put a gold dragon, or bronze dragon, they feel they are guiding humanity towards enlightment, but really they are just enslaving them, without meaning any ill.

and yeah they could discover the dragon is not evil and at the end receive the prophecy from him, by the love it has for the people, he asks the PCs to guide them, because they understand humanity more, and gives them a powerful artifact.

Ok and finally you reach the final encounter.

It is a nice story :D are you planning to use mythic rules btw?


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Whats the problem of having skills with the sword, if it is used for righteousness, then may it be.


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this class is so unnecessary.


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A sword saint that don't sucks...


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So i am making a magic academy for my campaign. And i am still unsure in what to put, i want the place to be somekind like Hogwarts from Harry Potter, i giant castle with lots of history and cool places.

As this task is too big for one mind to brainstorm, i would like some help. mostly i need ideas for cool places, rooms and encounters.

so far i have:

1. Secret library (ofc)
2. Homunculi room
3. Simulacrum room
4. Time travelling room.
5. temple for Nethys.
6. an infinite stairway, like the plane of stairs.
7. fake principal room.

any help would be deeply appreciated. let's have fun.


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Gary Teter wrote:

What part of Pathfinder do you want to know more about?

And should this be a multiple-choice poll?

Gods (but not their religion, the gods and their home plane!)

Planes
Their domains
History of Creation
Celestial ranks (like book of the damned for celestials)
Alkenstar
Detailed MAIN planes gazeteers. (not new planes, honestly don't care about other worlds in the material plane)

Alsooo...More mass combat :}


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originalazrael wrote:
Serisan wrote:
originalazrael wrote:
Jadeite wrote:
DGRM44 wrote:
Haven't some of the Gods been killed? How did that happen?
I'm pretty sure not by the hands of a level 20 party.
Even if a party tried to take on a god, with a being that could write an entire planet, I'm sure unwriting a group of four or five level 20s wouldn't be too difficult.
To be fair, consider Cayden Cailean, who sorta drunk-stumbled into divinity. If a drunkard can stumble through the Test of the Starstone while on a bet, I'd wager that a level 20 party probably could, as well. Moreover, I'd bet a set of juiced up 20s could then proceed to do a whole heck of a lot, assuming they don't splinter.
Fair point. And the GM, er, I mean Gods, could always roll a 1. :P

if you stat a god with Deities and demigods, a 1 is not an instant failure for a god.


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Good sir can you please help me with ballads, it is told that there is one ballad, popularily sung in kenabres, of a Mendevian Prince that found a "wound in the world" while exploring the fate of Sarkoris.

It is named the Ballad of Prince Zhakar. and is actually legitimate, but i lack the skills to write it :(


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So basically i have taken the time to create the stats using 3.0 Deities and demigods excellent ruleset, with the help of mythic adventures, have proved to be quite nice. i would like some feedback or help, since i don't even know if this is 100% correct, there is a lot of stuff going on and i am not aware of all, as i am not the best spotting errors.

Caiden Cailean
Fighter 20/Duelist 10/Champion 10
CN Medium Outsider (Deity)
Divine Rank 14
Initiative: +34 (Dex +12 Improved Initiative+4 Improved Reaction+4 Duelist Weapon +4 Mythic Initiative +10); Senses True Seeing 120ft, Perception +41
Languages: understand, speak, and read all languages and speak directly to all beings within 14 miles
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AC 69 (+9 armor, +12 Dexterity, +5 dodge, +14 Divine +9 Deflection+20 Natural)
Touch: 40
Flat Footed: 52
DR 49/Epic
Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Fighter) plus 10d10+200 (Duelist) +50 Mythic (1,050 hp)
Saves: Fort +25, Ref +23, Will +17
Resist, fire resistance 34, sonic resistance 34
Immune Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Fast healing 34
Spell Resistance 46
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Speed: 70 ft. (14 squares)
Melee: Cleverpoint +46/+46/+46/+41/+36 melee (1d6+33 /15–20/x4)
Ranged by weapon +52
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: remote communication, godly realm, teleport without error at will, plane shift at will, fast movement, uncanny dodge (cannot be flanked) divine aura (1,400 ft., DC 33).
Spell-like Abilities (CL 16th)
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Base Attack/CMB: +30/+42; Combat Maneuver Defense: 62
Abilities: Str 30, Dex 34, Con 30, Int 28, Wis 24, Cha 36
Feats: Agile Maneuvers, Combat Expertise, Improved Trip, Greater Trip, Improved disarm, Greater Disarm, Power Attack, Vital Strike, Weapon Focus, Weapon Specialization, Weapon Finesse, Greater Weapon Specialization, Devastating Strike, Improved Critical, Point Blank Shot, Improved Vital Strike, Greater Vital Strike, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved Feint, Furious Focus, Critical Focus, Bleeding Critical, Stunning Critical, Critical Mastery, Quick Draw, Greater Weapon Focus. Combat Reflexes. Deflect Arrows,
Mythic Feats: Mythic Agile Maneuvers, Mythic Combat Reflexes, Mythic Critical Focus, Mythic Power Attack, Mythic Improved critical.
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Skills: (350 Skill Points) Acrobatics +45(30), Bluff +46 (30) Craft+27(15), Climb +23(10), Diplomacy +28(15) Escape Artist +45(30), Fly +32(20), Intimidate +31(15), Knowledge (dungeoneering) +27(15), Knowledge (History) +25(15) Knowledge (Arcana) +19(10) Knowledge (Dungeoneering) +27 (15), Knowledge (Religion) +27(15), Perception +41(30), Perform+31(15) Ride +20(5), Sense Motive +41(30), Sleight of hand+27(15) Survival +26(15), Swim +33(20)
Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar Divine Blast, Divine Blessing (Strength), Divine Fast Healing, Divine Inspiration (Courage) Divine Shield, Divine Weapon Focus (Rapier) Extra Energy Resistance (sonics), Gift of Life. Water to Beer.
Domain Powers: Cast chaos spells at +1 caster level; cast good
Spells at +1 caster level; 14/day reroll a die roll once after it is made
Spell-Like Abilities: Caiden Cailean uses these abilities as a 24th-level caster, except for chaos spells and good spells, which he uses as a 25th level caster. The save DCs are 33 + spell level. Aid, animate objects, blade barrier, break enchantment, Cat’s grace, chaos hammer, cloak of chaos, dispel evil, dispel law, endure elements, entropic shield, holy aura, holy smite, holy word, magic circle against evil, magic circle against law, magic vestment, miracle, mislead, protection from elements, protection from evil, protection from law, righteous might, shatter, spell immunity, spell turning, stoneskin, summon monster IX (as chaos or good spell only), word of chaos.
A Pint of cold one: Caiden can summon anytime, one pint of any size he wants, with beer of the best quality.
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Fighter (free hand) and Duelist Features: Deceptive Strike, Weapon Mastery, Reversal, Interference, Timely Tip, Singleton +3, Elusive +5
Canny defense, Improved Reaction +4, Parry, Enhanced Mobility, Riposte, Grace, Acrobatic Charge, Elaborate Defense, No Retreat, Crippling Critical.
Standard Mythic Features: Hard to Kill (Ex) Amazing initiative, surge +1d12, legendary hero, Unstoppable, Force of will, Mythic saves, Recuperation, Mythic Power (20/day)
Champion Features: Fleet Charge, Mythic Weapon training, punishing blow, imprinting hand, Maximized Critical, Incredible Parry, Elemental Fury, Fleet Warrior, Precision, Shatter Spells, impossible speed, Legendary Champion.
--------------------------------------------------------------------------- ---------------------------------------------------------------
Possessions: Caiden’s Rapier Cleverpoint, is an adamantine +5 Duelist Rapier. Cleverpoint is intelligent, with Intelligence, Wisdom, and Charisma scores of 24. It can speak and communicate telepathically. It has a chaotic Neutral alignment and has the following special powers, usable at will: detect lawful evil alignment, find traps, detect magic, locate object (120-foot radius), and true seeing. It also can use detect thoughts three times per day. Cleverpoint has a special purpose to slay lawful evil aberrations. When the sword strikes such a
Creature, it must make a Will save (DC 23) or die.
Caster Level: 20th; Weight: 6 lb.
Caiden’s Armor is +5 Mitral Heavy Fortification Chainshirt and casts overland flight. Freedom of movement and haste at will.
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Other Abilities
As an intermediate deity, Caiden automatically receives a die result of
20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Caiden can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours.

Portfolio Sense: Caiden senses any act of courage the instant it happens and retains the sensation for fourteen weeks after the event occurs. He is likewise aware of any Beverage Festival and any outstanding achievement of Drinking. Automatic Actions: Caiden can use any Strength- or Dexterity related skill as free action if the DC for the task is 25 or lower. To use a skill as a free action, Caiden must have ranks in the skill, or the skill must be usable untrained.


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Psionics are not so balanced, Elan Brutal disruptor TWF is OP.