Raistlin

Mirrel the Marvelous's page

Goblin Squad Member. Organized Play Member. 770 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Torbyne wrote:
Theliah Strongarm wrote:
Torbyne wrote:

I would think if the Numerians built the station they wouldnt have named it after Absalom.

My theory is that the station is a "gift" from the gods, when they pulled Golarion out they replaced it with the station and puts all displaced peoples there. Originally everything was laid out in an efficient and manageable way but when these displaced peoples and monsters were unable to form a unifying government or control their own growth slap-dash add-ons and environmental decay began to set in. After a period of violent conflict and intrigue things have mostly stabilized in the upper echelons of the station with a ruling coalition of factions. There still exist both designated wild zones for more dangerous creatures to live in as well as regions of self government that are either small scale rivals to the ruling council or decaying messes the council eyes to reclaim.

There are other, far smaller space stations and colonies but by positioning and divinely gifted resources Absalom is the shining jewel of the system.

EDIT: Oh, and uh, Absalom Station is our last, best, hope for peace.

Wait, how big IS Absalom Station?
Small Moon/Big Pluto.

That's no moon. It's a space station!


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Bagpipes! The only instrument to ever have been classed as a weapon of war!


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Rarednaw. I've played two Blockbuster Wizards since this Guide came out. They were both Gnomes, and I had a literal blast with them both. It's both powerful and fun to play. The sheer "blastiness" of the class fits in well with the sheer manic nature that I associate with Gnomes.

Although I have been persuaded to play something else by my group (particularly the GM!) as encounters typically went like this:

GM: Ok, intents....
Me: Fireball!
GM: (sighs) Of course.
-A lot of *insert elemental damage* later-
GM: Ok the minions are all fried, and the BBEG is in a very bad way.
Other Players: Ok, Full Attack!
GM: He goes down on your first hit.
-Everybody glares at me!-


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Would a Gnome with the Pyromaniac alternate trait gain an increase to their effective level with fire based blasts and Wild Talents? If so, that would dovetail quite nicely with their bonus to Constitution too.

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Kobold Cleaver wrote:
Personally, I like that we're using the NPC classes. :)

I like that we're making the NPC classes relevant.

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At last we shall reveal ourselves to the Paladins. At last we shall have revenge!

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Ooh! Evil Animated Strawmen! Great idea KC!

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"The Goodfellow" wrote:
Keovar wrote:
Mirrel the Marvelous wrote:
But isn't loosing the extra's upon the world all part of the fun? *Grins, rubs hands together, and chuckles madly*
How is a Chaotic individual going to retain citizenship in a Lawful settlement?

The UNC has a few Necromancers within our ranks. If you favor the Chaotic side of the dark arts, perhaps the Exalted Bastards are for you?

Vote for Aragon here.
Join UNC here.

I'm more NE than CE. Loosing the Undead may seem like an act of Chaos, but it does create some distractions for the Crusader types, who might otherwise decide to practice their "ganking" skills on our fine citizens.

Plus, random encounters.....

Goblin Squad Member

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Andius wrote:

Plague escalation cycles would be AWESOME. Those would be fun to see spread over the top of other escalation cycles too though. You could have people running around curing victims, providing needed supplies, or on the evil side just killing the infected and burning the bodies.

One thing though, as awesome as it would be to let's the paladins/clerics/druids magic away all the disease some plagues should require physical medicine. Just imagine the fun when people start trying to rob incoming medical supplies.

Perhaps that would not be necessary. The Curse of the Crimson Throne AP, had a plague running rampant through a city with access to Clerical healing. This is because healing magic only has a set amount of uses per day, which can easily be outpaced by an aggressive contagious disease.


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Does the Dog Ranger have a Human Companion?


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Prophecy has been vague and inaccurate since the death of Aroden. Play on this.


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Master of the Dark Triad wrote:
Shendalyn Shawn wrote:
lucky7 wrote:
I must also give the quote: "Any idiot can burn a man's house down, but a smart one can sell him the torch, convince him to burn it, and make him jump in."

I'd rather bed the man's wife, buy his house and turn it into a fertilizer factory, light him on fire and bed his sister and daughter over top of his grave.

But perhaps that's just me.

Me too! :D

What kind of modifiers to Bluff are you guys packing!?


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The Doomsday Shenanigans with Gates and Planar Portals is the sole reason why certain Inevitables (Lhaksharuts) exist in the first place.


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Matt Thomason wrote:
James Jacobs wrote:
The Starstone was ALWAYS intended to be something that can give multiple awards (and punishments).

Ooo.

Multiple Punishments

Oh dear. If and when my players get there, I can see some fun times approaching!

I can see it being similar to the scene in Thor, when he sneaks past a few S.H.I.E.L.D. Agents, beats up a load more, reaches for the Hammer, ready to re-ascend......and then nothing!

Ascension is only for the worthy!


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Tarquin DID in fact pause before agreeing to the unspecified favour. He would never otherwise agree to such a thing, but he is desperate to assure his "Legacy" as he keeps on stating!


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I was amazed and rather pleased to see a write up of Mechitar. Given that around half my characters have come from there, it's good to see a write up, and hope to see more details on the rest of Geb (maybe even of Geb himself at some point!)


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Third party, Dreamscarred Press. It's an update from the 3.5 rules and rather well done.


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Joe M. wrote:
I will be gazing fondly at this picture for the rest of the day.

That picture always makes me want to start cheering for the HMS Thunderchild!


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I played my first Blockbuster Wizard yesterday, he was a replacement for my Undead Lord Cleric who got death-by-pitchforked!

Despite your reservations about the Gnome's lack of Int bonus, I went with my Pyromaniac Gnome idea. It was a home game but I used the PFS rules to swap out Scribe Scroll for Spell Focus: Evocation. Took Varisian Tatto, Spell Specialization: Fireball, Intensify Spell and Additional Traits (to get both the Lore Seeker and Arcane Lineage traits) and watched jaws drop around the table as my 6th level Evoker pumped out 11d6+3 Fireballs and 9d4+3 Burning Hands. Though on one occasion I did make it a "mere" 8d4+3 Electrical Hands spell just so I could screech in a high-pitched voice: "POWER! UNLIMITED POWER!"


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Good always wins? Asmodeus just p*ssed himself laughing!


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I like my Death Domain (or Undead Subdomain) based Clerics. Being the mortal representative of a dark Goddess (I prefer Urgathoa) and leading an army of the Undead (which you can start creating at a ridiculously low level) is such an evocative image to my mind. And blasting, via Channelling, your enemies while shouting "UNLIMITED POWER" is just fun!

Yes, in the Star Wars films, I rooted for Palpatine!


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I always think of the Inquisitor more like Judge Dredd than Batman!


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Umbral Reaver wrote:
There needs to be a temporal bloodline that is granted its power by a future self.

Or conceived while travelling in their friends time machine!


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I use the Soul Gems that my Summoned Cacodaemon creates to bypass the associated costs.

Question (above) also suggested the False Focus Feat and the Blood Money Spell as ways of negating the cost.


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21. (As 20 but also) Cast a carefully worded Wish to remove all Knowledge of the Gods from peoples minds. Even if people get a will save, the vast majority of people should fail, more than enough to enact the previous plan!

Goblin Squad Member

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It seems to be that, yes, your actions will get you slapped with a Heinous Flag pretty much constantly. But fear not, for there will be forward thinking settlements out there where you can use such Diabolic magic without being ganked 24/7, as the laws of said places will protect you.


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A commoner could gain xp merely by surviving the trials of being a coommoner! Taking the rural farmer as an example, even the most "routine" of profession checks could mean life or death for his family, a natural one could mean his entire crop fails! No, he may not need 10 ranks plus skill focus in Profession: Farmer to bring in an average crop, but consider negative modifiers: E.g. There is a drought, he gets -2 (or more) to his rolls. A plague could mean a series of fortitude saves to survive. Even a scratch could kill him (no antibiotics in this world!) So not all challenges involve bashing a monster over the head with a skillet!


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Malachi Silverclaw wrote:

I'm absolutely okay with different people liking different things!

As to the whole 'A lot of posters say the very best normal people are around 6th level' thing, I've never been in a high level campaign yet where the BBEG was only 6th level max, no matter how high level the PCs were.

Quote:
But sometimes I like going through building a character's life from nothing to finally something

...and then stop playing as soon as you get interesting?

This reminds me of all those stories and adventures that are about exploring the wonders of a now dead civilisation; wondering at the marvels that are lost. In every case I find myself wishing that the story had been set at the height of these civilisations, not picking through it's corpse!

An archaeologist can try to reconstruct what life may have been like for pre-historic people, based on the scant evidence left behind. I bet he'd much rather have the ability to travel to the past and find out for himself, then come back and tell the tale!

It's not wrong to fancy trying your idea, but for me it'd just leave me wishing I could do cool stuff now.

I get enough of the mundane in real life; I want to be heroic in my hobby!

Reminds me of the Doctor Who Episode: Silence in the Library.

River Song: Do you have a problem with Archaeologists?
The Doctor: I'm a time traveller. I point and laugh at Archaeologists!


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87.) The Overseer says that the rest of the world is a deadly wasteland, and the Overseer always knows best. He said so!


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86.) You live in a town where everbody has a number instead of a name and #2 has strict views about people leaving.


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DungeonmasterCal wrote:
235. You shot a man just to watch him die.

237. You shot a man to qualify for your prestige class.


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The 3.5 feats were part of the "broken" aspects which never which never made the transition to Pathfinder. Given how powerfull the domains are, this is probably for the best.


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The first time I brought my new cleric to a PFS game they were all "Yes! A Healer!" untill the DM informed them that I worshipped Urgathoa and therefore could only channel negative. From that, they assumed I would be practically useless, and not able to do anything usefull (by usefull, I mean be their bandaid!) However, by taking the Death (Undeath subdomain) I could safely use channeling or inflict spells to heal the party, my Undead minion (I was an Undead Lord in the days when this was legal!) was a dire rat skeleton (later Bloody - yay for immortal minions!) that I used to flank and assist action. My channeling was usually my main form of attack (covered most of the battle area in PFS, does a moderate amount of damage to most creatures, unlike spells it does not provoke, and later on took a feat that let me add a Shaken effect to the damage) which my group laughingly refered to as my "Fart of Darkness". Against Undead, I was able to bend the weaker ones to my will, making the party stronger and the enemy weaker simultaneously. After the rules-change making UL's illegal I supplemented my lack of minion with short lived summons (just as effective) and gained the Magic (Divine Subdomain) and the ability to give my group a floating "buff" as a swift action.

So what was I? Healer? Damager? Buffer? Debuffer? Battlefield control? I was any one of those things at any given time, though oddly many people prefered to ask either the Pally or bard for healing. Odd that.


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Use the Plane Shift on yourself.


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I got a bunch of truly evil spells out of Horsemen of the Apocalypse. Stealing the souls of your slain enemies to power up your costly spells. Honestly, it truly is adding insult to injury when you cast Animate Dead on your slain foes using the power of their souls to save yourself the cost of Onyx.


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Assuming you could do it without anybody noticing, you could direct at the speach-makers groin, and make it look like they wet themself! Childish? Absolutely, but it would explain where a mysterious stain suddenly sprang from.


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Story Archer wrote:
Aioran wrote:

I don't know why you're worried about a Paladin when you can be not evil and use stuff like this: Emergency Force Sphere and Summon Monster I-IX with Augment Summons and Superior Summoning. Or be a druid and spam trip wolves or something at him.

I mean sure, you can try to go toe to toe with him but winning action economy is so much easier and safer.

And Maze like Fergie said.

Yeah, a Master Summoner swarming him with neutral creatures could really make life hard for him.

I had a Master Summoner spam Lantern Archons at the party Paladin. DR that could not be easily overcome and touch attacks that made his full plate useless. Insult to injury too. Nobody ever forgot it.


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There is a 3rd party product out there called Legendary Levels which deals with this, not a perfect system, but the best attempt so far.


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+1 to Tarkxt's comment that there is little more that can persuade you. I've just placed an Alchemist (Mindchemist)into my group to help out our rather small party, and I must say he's working out rather well. The party (being small) are taking things slow, always scouting and planning ahead if possible.

At the moment my guy can:
- Take the place of a rogue by scouting, finding/disabling traps (No Trapfinding, but we have a plan for Magic Traps in the future), and any other rogue skill as needed.
- Blast/Debuff with his Bombs, even when his Melee-Focused Companion have entered the fray (Go Precise Bombs!)
- Be the Knowledge monkey! By taking a rank in each of the Knowledge skills his Mindchemist ability to add twice his intelligence bonus to those checks is awesome at low levels. By using his combined knowledge of Alchemy, Engineering and Disable Device he has become a veritable Demolitions expert, raizing entire enemy structures to the ground.
- Alchemical Allocation! The class is worth playing for that extract alone! By handing one of those plus a potion of Glibness to my Charisma focused party member we can convince anyone of practically anything no matter how absurd! This can work with any potion or Elixer. As our potion collections grow, so shall our range of tactics.
- Buffing. If there is an Alchemist out there that doesn't take Infusion then I want to know about it. As we like to prepare in advance, the Buffs he can give out can turn our encounters into cakewalks.

We have only just made it to 5th level and I have scarcely begun to scratch the surface of this class.

Alchemists are, in my opinion, best used with well meshed parties that work together and plan ahead, rather than a collection of DPR soloists whose opion of tactics is "Kick in the door! CHARGE!"

Overall opinions of the class? Nifty! A LOT of fun toys! While lacking the power of a full caster, the Alchemist can do many things that they cannot, while having different restrictions. All in all, a good compromise between a Caster and Rogue, an excellent alternative to the Arcane Trickster, and far more rounded.


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266: POWER! UNLIMITED POWER!
(said after blasting a Paladin from the top of a high building)


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I've had PC's who did worse things than this, so no.

Though in hindsight, that probably says more about me than your idea!


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The Way of the Wicked Campaign has a rather good idea in Book Two: Call Forth Darkness. Essentially instead of having a vast ream of statted NPC's you instead have an organisation with stats based on your Leadership score and can perform a number of actions on your behalf.


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Two words: Solomon Kane!


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From a firearms perspective. Firing from a prone (or even kneeling) position should give more stability and therefore a bonus to hit as a matter of course. Anybody with experience with firearms would know this.


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Not a Wizard strategy (or even "Wizzard" strategy for you Rincewind fans!). But this is something I always wanted to try for a high level Cleric.

Ok, first off, this is for a negative channeler. Secondly get the Undead Master Feat early on, also Quick Channel feat. Get three metamagic feats, one of which should be Quicken Spell. Final feat is spell perfection: animate dead (doubles the bonus from Undead Master by the way). For best results, add a Phylactery of Negative energy channeling, which at 17th level gives you 11d6 damage.

Ok, next do the one thing which no character, let alone a caster, should ever let happen to them. Get surrounded.

One round of actions.

Standard action: Channel Energy
Move Action: Channel Energy
That should be enough to kill most lower level living mooks even at this level, so follow it up with:
Swift action: Quickened Animate Dead.

So you've just blasted a brigade of enemy soldiers and turned their bodies into your own unliving bodyguards before they have even hit the floor!

I know there are about a thousand other things at this level that you can do which are far more powerful and even gamebreaking, but I just think it's cool.


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Fyb wrote:

You did VERY well. Good for him. Might teach both the player and the character a lesson. With great power comes great responsibility and all that jazz.

Reminds me of the campaing were playing right now. One of the paladins (there are 2) is a Holy Hunter, cocky, impulsive, agressive, headstrong and narcissitic to a fault. Shoot first, ask questions later. Repeatedly he shot while the others were trying to negotiate, because he did'nt like the idea of bargaining with evil aligned people or creatures. Or would draw attention to himself because "stealth is dishonorable" and endanger the whole group.

His latest antic? While negotiating with a Sahuagin priestess for repossession and eventual destruction of an evil artifact her order is tasked with guarding, she mentioned the fact that we slaughtered a bunch of her guards, and she would require a life in return. The rogue proposes to sacrifice part of our crew left on the surface (we all gasp in horror), the priestess refuses, saying they are innocent, and the paladin yells "THEN TAKE ME YOU HEATHENS" and goes to shoot. We manage to stop him, but the GM calls the dreaded "Ok, roll for initiative". We called it off at that point, on account of it being too late for a big fight.

Did I mention that we are underwater, surrounded by about 20 sahuagin guards, 1 captain and 3 priestesses? Oh, and 3 of us are ranged, me playing a gunslinger. The GM strongly proposed we roll up new characters, "just in case".

Seriously, I can't stand paladins and their damn codes, that and "impulsive" characters, this kind of character trait is always only an excuse to stir trouble. Could'nt the damn code be more "You seek to avoid confrontation whenever possible and must always act sensibly and calmly?"

That is the kind of Lawfull Stupid attitude that all too many players adopt when playing Paladins. I'm not saying all players do this or even the majority, but in my book any amount is too many. This has tarnished my view of the class. It is just my bad luck that whenever I try to play a morally ambiguous character, somebody else brings a smite-makes-right PC to the table, and I spend the entire game being gimped from using my full range of slightly grey abilities because "Duddley-do-Right" doesn't like it.

Want to make the Paladin paranoid? Cast Bestow Curse on him to remove his paladin abilities one by one, and he'll think he's falling.


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The Black Blade is not classed as either a magic or mundane item, it is a class feature (and is described in it's description as such), more like a familiar than anything else, and thus cannot be further enchanted. When it is being described as being found as part of treasure that is merely to give an RP reason to how and why they have it, background purposes only.

It was supposed to be augmented by a Magus via their Arcane Pool ability. There is one other way it can be enhanced, it is called "Gaining more Magus levels" that is the only way.


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The British Isles are packed with tales of terror. Sleepy rural villagers with suspicious locals, mist-shrouded moors and howls in the night. Ancient architecture, and an underground system that has been around for thousands of years and is so extensive it would put the underdark to shame, and who knows what has been living down there, waiting...


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They would only benefit if they are summoned by the Summon Eidolon spell, not the ritual.


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Try Treankmonks Guide to Wizards, thats got the best build advice I have ever seen for how to play a wizard effectively.

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