I want the Crafty Crafter's Guide to Crafting and Special Materials. I have always wanted to have rules that did things like base the quality of armor crafted from skins and scales to be based on the natural armor of the creature you used to craft. That way the plated of an ancient red dragon could be used to craft epic armor, while the plates of a juvenile would be less impressive. Way back in first edition, as I recall anyway, the module "the Village of Hommlet", there was a mage building a tower that had figured out putting succubus blood in the mortar made it impossible to teleport through the walls. I think there could be all kinds of cool little things to do with monster bits, as well as special metals and woods. Does drinking the blood of a grig make you jump farther? Do sails made from phase spider silk allow you to sail into a fabled kingdom? There could be new classes that use these components, like blacksmiths and hedge wizards. They don't cast magic, they create it like the dwarves in Nordic myths.
Thanks for the thoughts! Natural fang is an interesting choice as giving up a move action is less painful for a mounted character. In my case though, I think giving up wildshape is to much for the trade off. Wild shape gives SO many options as you go up in level. A small earth elemental lance is going to have a heck of an armor class. Plus being able to turn into fire, water, or air offers a heck of a lot of options.
My idea is pretty strait forward. I know it will not be as powerful as some dedicated fighter or paladin builds, but I think it will be very versatile and fun. It is a wayang dragoon 1 / druid 19. Any advice from someone who has used a lot of mounted characters, especially flying mounted characters, would be very welcome. This sort of character build is way outside my wheel house. At first level I will take a druid with a roc companion. I will take the fighter dip at either 2nd or 3rd level, and then go druid all the way after that. I will use ant haul on the roc so that I can ride it at 1st level. My character feats are something like this:
My animal companion feats will be something like this:
The main idea of this guy is to stay small and maneuverable. He will be using wild shape to get strength bonuses so he lances well. I expect him to be an armored chimp for a great deal of his low to mid level career. But he will also be a full caster so that he can buff, summon, and control the battlefield. This campaign will be a big dungeon crawl, so I think I will let my mount grow to large size, but then use reduce animal to keep him maneuverable. I will admit I am hazy on the charging mount rules, but I think I will be able to use trample to power though mooks and lance the BBEG. What I would really like to figure out how to do is get the right feats so that my mount can shoot past 2 or 3 enemies and let me lance each one with my iterative attacks. I have not found a way to do that.
RumpinRufus wrote: You can take the Magaambyan Arcanist prestige class to add druid spells to your wizard spell list, but they have to be 2 spell levels below your highest level spell. Thanks for bringing that up. I had initially ruled it out as I didn't like the two feats it required, but looking again, I like it better than the build I posted above. Since I won't have to burn a feat to get a familiar, I'm not giving that much up. Plus it makes diplomacy a class skill for a nice little bump.
Fey speaker and fey spell lore are beautiful flavor wise. Is there anything similar to add druid spells to a wizard? I looked at the pact wizard, but will look again to see if the Fey Gifts or Green Whispers patron would help that build. (PS - am I missing something on the pact wizard class? If you half your wizard level for the oracle curse benefits you only get the 2nd effect at level 20?)
I was trying to make a player character for king maker that would adventure well but form a faerie court between adventures. I went back and forth between wizard and druid a few times, but ultimately found neither to be very satisfying. Just to fill everyone in as to where I am coming from, I have played D&D/Pathfinder for DECADES and have never once cast a 9th level spell as a player. I understand that King Maker will tap out at a max of 17th level, so that means witch, cleric, druid, or wizard if I want to finally hit that milestone (wands and scrolls don't count.) I see the fey queen as having power of plants, animals, and magic beasts (like a druid) but with a strong strain of trickery magic built in via charms and illusions. I looked at the wood school for wizard, and it was not bad, but not as druidic as I would like. I also saw the alternate wizard class spell sage and it looks very interesting, but I am afraid my character will be to weak to survive the first few levels. race: Gathlain
class: wizard / spell sage
skills:
Feats:
What I don't like about it is that not having a school robs me of my use 3+int abilities plus my bonus spell. Adding that starting with an 18 int instead of 20 due to race means I will only have 2 1st level spells to start with as opposed to 4 + my school powers if I don't go spell sage. I've looked at all sorts of alternate wizard classes that use shaman / adept / sorcerer traits thinking something would give me a good druid or nature based spell cross over, but I can't find anything. Anyone have better ideas?
I am hoping somebody can help me come up with something cool for a character that is about to be raised. The party is LE and 11th level. The game is pretty deadly and low treasure so I have used this to increase the PC power a bit to compensate. Once character has been by far the weakest in party, so when he died while the group was opening a gate to Abaddon, he used hero (villain) points to escape death. I had him come back as a deamon host, but allowed his daily hit point drain to be healed along with other damage when he witnessed a death caused by disease he spread. The party cleric died and had no villain points left. The party stoll a scroll of raise dead, but mishapped on the use magic device roll so I had him come back as a ghoul (sans the ability to spawn more ghouls.) Now the wizard died, used villain points to come back (in a cool but non altering fashion) got plane shifted to the negative energy plane, and was killed in 1 round there (by the same creature that killed him on the material plane 1 day earlier.) The party is ...acquiring... the material components for the cleric to raise him, but I am trying to think of some little quirk to add as a memento of where he died. This is the most effective party member, so I am not trying to give them anymore ammo, but they are a glass cannon so some survivability would not be a bad thing. I'm more looking for cool and fun than power increase for this guy.
Rennaivx wrote: These ought to see you through! They're maps Paizo has produced to cover all kinds of possible scenarios, and they're even used in several of Paizo's own printed adventures if you're into those. Thanks for the tip, that is pretty much what I was looking for, but at $9 per destination it looks like a pretty serious investment. I also found some premade maps by www.gamingpaper.com however they don't give you a very good idea of what is going to come in their packs. Has anybody used them before?
Running a module, an adversary cast magic missiles that did fire damage and had scorching ray. Her target has fire resistance 5. I believe that the magic missile spell was considered a single attack and therefor all missile damage was added up and resistance applied once. The scorching ray consisted of multiple attacks, each ray had damage rolled separately and resistance was applied separately. I'm not sure if that is correct; should each missile have had resistance applied separately effectively giving the target immunity to her magic missile spell?
My villians are at the Horn of Abbadon and have filled out a number of guards and sentries. In came the moon dogs. 1st night, the tried to slip past two outdoor bugbear sentries but were spotted. One of the bugbears made it to the base of the stairs to level 2 screaming for help, but the moon dogs dropped both bugbears then plane shifted away. Players thought it was a random encounter and did nothing but put 1 bugbear back as sentry. 2nd night, moon dogs got inside to level 2, snooped around, took out 2 minions. PCs found those bodies, realized they were being snooped and assinated, and took up guard duty themselves. 3rd night, moon dogs came up the same path, got spotted by pcs. There was a big battle, 1 villain was killed (saved by hero points), two PCs were feared away, 1 moon dog was at 1 hp, the other couldnot stand up to the remaining pc. Discovering they could not plane shift out of the horn, both dogs fled. What will the moon dogs do next? I'm thinking they will take a few days to heal, then try exploring on the first floor. Here they will encounter a LOT more minions, and possible some prisoners. They could also go down to the caves where the boggards are. One of the PCs stays down there and has dropped and alarm spell. Should they start trying to kill everything they find? Or should they try to take out the PCs one at a time as they sleep?
So I'm running an evil campaign, so naturally the PC's often elect to steal rather than purchase. What I could use are some quick ideas that I can throw out to make the larceny fun and interesting with out taking up hours of time or derailing the story line. Especially when only one party member is doing the thievery and everyone else is waiting. I've used magic mouth and alarm spell traps. Money or small items might be in puzzle boxes / safes. Guard dog, animals, homunculous, or small pet monsters I have not used yet but can. A surprise chance encounter of another burglar robbing the same joint at the same time might be entertaining once (actually thats how I met my wife.) Any other ideas? Small interesting obstacles that add risk but can be resolved quickly would be appreciated. If there was a trap that cast a wizard mark on the infiltrator, would it be hidden by a hat of disguise?
Tarlane wrote:
Interesting, I was thinking of having the brute (forget his name) checking out their weapons and dismissing them as to small. I may play up the rivalry by having them asking how long it took to complete the dungeon down stairs. Trik might act really friendly, only to have Trak sneer and point out that their team has never had to escape from prison because they would never get captured. Do you think Trik trying to sacrifice a PC is going to far? Maybe sacrificing one of their assigned slaves would be better, or a PC getting drugged by the wine he meant for their slave.
Has anybody who ran or played in a Way of the Wicked campaign any suggestions on making the 7th knot come alive? I have just run the first session, so my group will be meeting them next session. For the most part, none of them really get into character and interact with NPC though several of them would like to try. To that end, I would really like the group to come alive quickly, but not in a way that will be inconsistent with what is coming in book 2 (or later.)
I am starting a way of the wicked game in about 3 weeks. The cleric is going to be an unhholy barrister which means that he can use his channels to heal, but if anyone who accepted that healing dies with in the next few minutes, their soul is bound to Asmodeus. If that happens, I thought it would be cool for Asmodeus to send them back as an undead. I'm looking for suggestions that won't be overpowering at low levels, but will still give a neato factor at higher levels. Any thoughts?
CBDunkerson wrote:
To the best of my knowledge, this has never been settled with even the developers disagreeing on the rule. Has anyone seen a definitive answer? Otherwise it comes down to a GM call.
If a familiar fails both the fort and will save vs baleful polymorph, is it still a familiar and what is its intelligence? In our group my arcane archer went through a trap which cast baleful polymorph on every creature in the area. My character made the save, but his familiar did not. None of us knew what should have happened in regards to its intelligence score nor the familiar bond. Baleful Polymorph
Familiar
I think the central point is that the intelligence of the target is to be changed to an animal intelligence, but the familiar's intelligence is a special ability which does not seem to be affected by the spell. Lets say a raven familiar was turned into a hamster. A hamster could very well be a familiar, in which case its intelligence would be set by the master's caster level. So yea... thats kind of where we were stuck. DM made a call and the game moved on, but it left that lingering curiosity.
My poor little imaginary dude had his +3 bow sundered by a surprise attack weapon chomping demon. We are a 14th level party and have found there are no 20th level casters in the world to cast a make whole for us. So, what is the cheapest way to replace the weapon (we are quite poor you see.) Thoughts I had:
I am finally prepping to run a much anticipated Way of the Wicked campaign. One of my players wants to play a kobold arcane trickster. Generally I am all for this, but as I have only read the first 1 1/2 books, I'm curious if there will be any trouble getting him involved in the story line or finding good campaign hooks? He wanted to take the public dueling trait which I thought might be a bit of a stretch, but slavery or some other back ground crimes could set him up for wanting some say in how the kingdom is run.
Perhaps an invisible stalker?
The sounds of doors shutting, but nothing to be seen by the time they get there. A slight blur of motion just at the range of visibility. Get the PC's imagination engaged and hopefully their brains will fill in the horror. Horror can be vey hard to pull off because if one person keeps cracking jokes, the mood will be ruined. If you bring a laptop to the game, playing sounds instead of telling people what they hear can be great. It keeps everyone quiet as they don't want to miss a clue. Dimming the lights and very faint (non disruptive) mood music can also help. (Bram Stocker's Dracula sound track is pretty good if you can keep 1 or 2 tracks from playing.)
The first levels of zen archer is pretty rough, you probably can't afford a decent bow, and most of what makes your build uber doesn't kick in until 2nd or 3rd level. From level 3 - 8 its pretty uber. I can't comment after that as I multiclassed to sorc 1 and arcane archer. (Which has also been really fun for an all wisdom based build.)
I mostly need help with traits and gear, never played a pally before and don't have time to figure out the last bits, especially gear. Nagaji Paladin, sacred servant / oath of vengeance str 20
Worships Ithreia - The Order of the Gyrfalcon is dedicated to the Queen of the Blinding Wind and is composed of paladins and mounted warriors who serve as agents of her tests as well as her displeasure. They monitor proper use of birds and animals, and also serve as advisors to chieftains, or guardians of revered oracles or pilgrims of Ithreia. Her temples and monasteries are built of native rock painted white. detect evil
Nagaji
spells, 3+1, 2+1, 1+1
feats:
skills: ride (11 ranks) perception (11 ranks) roc (as 9th level druid companion)
HD 8, bab 6, fort +8, refl +11, will 3 (+4 vs enchantment)
I'm fairly certain Miracle would not be considered a low level spell in any campaign.
I'm actually 802 gp over budget with this plan, so I'm hoping to borrow from the party. But this is what I have: Expeditious Pavilion (6400 gp)
Rolled on dice:
My plan right now is to jolt the little critters away (or to dead) and use alarm as a silent trigger, then the tent wakes up the occupants if he thinks what triggered the alarm is a real threat. I LOVE the idea of swift girding, and it should only be needed once a day, so I'm thinking it could be as low as 400gp to add that ability. I can see my dwarf and the tent arguing about whether the entrance should open up to the most logical attack point, or that lovely vista of the valley where the morning sun will come up and look just so lovely. But if its special purpose is to keep someone safe, it may agree with the dwarf.
Orfamay Quest wrote: For personality, I would go for "mother." "Now make sure to dress warmly, because it's raining out there." You can make it as Joan Crawford creepy as you like.... Way back in the 90's there was an April Fool's edition of Dragon Magazine with new cursed items that included the rug of mothering, it was a knock off of a rug of smothering and was always my favorite cursed item. If you ditched it, it would reappaer and make you feel guilty by saying how awfully you would treat your own mother, leaving her all alone in the cold dark woods while you were up to who knows what....
So I thought I'd like to get an Expedition Pavilion and make it intelligent so that it can act as guard all night. At first I thought I would give it the ability to cast the Alarm spell, but if you think about it, once the people are in the tent, any manner of raccoons, squirrels, and possums will come creeping around making that spell useless. Is there another low level spell that would be better for keeping guard? Any personality traits that would be good for a tent? So far I can only think of a butler.
We've always ruled the coup de grace kills it, sort of like a system shock. But every DM has room to make the decision. I can't help but be reminded of this.
I am playing a seeker sorcerer with a blood line familiar. So is it fair for my familiar to take 10 to aid me on skills like perception and disable device? for example at 4th level I would roll:
Remembering that it is tiny, you may have to check strength and weight to use a staff. It can definitely use your UMD ranks and ts Cha to use a wand. An imp familiar makes a great buffer. Assuming you have a consular imp, it can use telepathy to be a fantastic translator. I don't think there is any rules support to learn different languages than you. It is using your skill ranks, not gaining its own ranks as you level.
As I understand it, you need to do things like massacre a surrendered army, sacrifice sentient beings (cutting out their heart), and other things that are pretty much up there with putting kittens in microwaves. I personally laugh at stuff like that (largely because it is so extremely unrealistic) but I wanted to see if anyone has played the AP and had players balk/chicken out (and that was supposed to be a pun - you know you are funny when you have to explain something you said was a joke) at some of the gruesome evilness their characters are expected to do.
Has anyone found that WotW goes a little to far for any players enjoyment? I asked my group if they would enjoy playing it, and I got the idea one person said okay just to go along with the group. They asked a few questions like were you supposed to just kill people for the heck of it. Since I have not purchased the AP yet, I really didn't know but I said you might have to kill innocents on orders and they all seemed okay with that.
These seem like a great idea. Shoot some evasive little ne'r do well with a hooked arrow attached to a rope, then reel them back to the fight. They are really affordable, at 20 for 2 gp. But is their use actually possible in game? There are no rules I am aware of for how long it takes to attach a rope to one. I think it is safe to say no DM would allow it to happen in less than a move action. That is not to big of a problem for a single arrow, you can attach it ahead of time. But how many barbed arrows can you have prepped? Certainly you can't have 20 coils of rope neatly attached to arrows and ready to let fly. But this is important because, if I am reading correctly, the grapple is only allowed after a critical hit. For arrows that is a natural 20 followed by a confirmation. So VERY rarely. If you only have 1 arrow ready to go, the odds of it grappling are almost non existent. I actually used one to impale an imp that was giving our 2nd level party fits. I fired and missed, then the dm let me pull the arrow back as a move action (a questionable ruling, truthfully) and the next round I actually confirmed a crit. BUT... I had forgotten to roll a chance that the arrow broke. So am I missing something huge? Or if my understanding of the use is correct, has anybody found a way to actually make these practical?
An often overlooked bonus to the efficient quiver is that is stores arrows in extra-dimensional space. Throw some large size arrows in there and when your mage hits you with enlarge person, you can actually do more damage. Add in a gravity bow, and you have just become a walking ballista with the fastest reload time in history.
I'd say I fight a dragon roughly every other campaign I play in, going all the way back to AD&D. 1st edition dragons were actually kind of lame. Either they toasted the party, or they went down like a lead zeppelin. 2nd ed they got pretty interesting. By 3.5 and pathfinder they are really interesting encounters. Personally I have always wanted to play a martial character that rides a dragon. Perhaps that is the DragonLance books coming through.
About Jokbur 'The Thorn' OakenshieldMale Half-Elven Ranger (Trapper/Infiltrator) 1 Monk(Zen Archer) 3
ministats:
Round 1 hp=38/38(AC18/ff15/t17) {F=+7/R=+8/W=+9} CMD 21 Perfect Strike 3/3 HP rolls=10,5,8,7 In hands=Composite longbow; Conditions=none ================================================= DESCRIPTION/BACKGROUND ================================================= Description:
background:
Jokbur was born of young human woman and never knew his father. He was told his father was a famous scimitar wielding dark elf (no not that famous) that quickly left Jokbur's mother Marta alone. Jokbur grew up and developed into a loner. He is very close to his mother, but has always suspected there was more to her than meets the eye. She never seemed to have a job besides working as a part time seamstress, but she always had money. Often she had to sell items that appeared to be not hers. Jokbur found he had partial albinism, and could not be in the open sun without extreme pain. He turned into a nocturnal creature and found he had the ability to see in the dark perfectly. After developing a friendship with a human druid, Jokbur learned how to track, stalk, hide, detect snares, and remove snares. His preferred weapon is the bow, and he is determined to become the best bowman he can. Jokbur's mentor, the druid Guralt, also holds a special place in Jokbur's heart. As Jokbur spent much time with Guralt during his adolescence, his mother often commented on the time Jokbur spent away. Guralt used his wolf to teach Jokbur many of the survival skills he has today. Guralt called Jokbur 'The Thorn' because he always asked questions and the bur in his name reminded him of a thorn. He earned the nickname when he proved he could leave snares that even the his mentor couldn't find, and a few times Guralt found himself the victim of a clever snare trap. Unfortunately Jokbur's mentor disappeared under mysterious circumstances, and Jokbur has felt his mother knew something about it. As he matured, his mother revealed a secret. She had been infected by a vampire after Jokbur was born. Although tempted to make Jokbur undead to prevent much of the suffering and pain she sees human endure, she told him she regretted losing her humanity and wanted to make that her special gift to her only son. She had done many things she was not proud of and the price of her continued life is the loss of the life of others. When Jokbur learned his mother was a vampire, it shook him to the core. He felt helpless as he could not protect the one he cared about most, and he has vowed to find the vampire that originally bit her. Unfortunately, he is not even close in ability to doing this. But Jokbur is a patient person, he will content himself with ridding the world of undead one at a time. If he can't protect his mother, he will protect others from becoming prey of the undead. Some day he will find a way to free his mother, one way or another. Jokbur has picked Irori as his patron. Jokbur lives for the dedication and perfection to do a job well. This seems to be exemplified by Irori. Why is Jokbur at the ferry? To put as many arrows into undead as he can. Each one he puts down he will be picturing a vampire that seduced and bit his mom. =================================================
•Morningstar B+P +7 (1d8+2) •Cold iron Dagger +7 S (1d4+2/19-20) Ranged:
•Composite Longbow [+3 ST] +10 P (1d8+3/x3), 100' increment Flurry of Blows (Longbow[+3ST]) +9 P (1d8+3/x3), 100' increment Special: +2/+2 vs Favoured Enemy (Undead)
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Normal Speed: Half-elves have a base speed of 30 feet. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Skill focus (Perception) Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Range/Monk chosen. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Drow-Blooded: Some elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait. Light Blindness (Ex) Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light. Traits
Seeker of Brightness (Elf Racial Trait)
Racial: Skill Focus (Perception)
Combat Style Feats: Archery
Skill Name [Total] = Rnk + Stat + Misc (Description)
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A trapper has the following class features: Class Skills
Trapfinding
Adaptation (Ex)
Track (Ex)
Wild Empathy (Ex)
Ranger Combat Style (Archery)
Flurry of Blows (Ex): Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow. Bonus Feats: A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats. Perfect Strike (Ex): At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist. Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion. Zen Archery (Ex): At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training. Point Blank Master (Ex): At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind. =================================================
In Backpack
In Belt Pouch #1:
Wealth 141gp 51sp 40cp Priority Purchases: Mwork Thieves' Tools, +2 STR mwork composite bow |