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*If this is in the wrong forum, please move it*

For something that requires a 20th level feat just to make, what you get out of the Philosopher Stone is kind of meh. It's not bad, just not all that exciting I think.

I mean, you get either a bunch of gold or silver or a elixir of rejuvenation once a month. Nothing to sneeze at to be sure but still a bit bland.

So my thoughts are that these two uses are just the commonly known uses of a Philosophers Stone. That there are many other things that can be done with one should you discover how.

And these other uses just aren't known to the world yet. After all, just how many 20th level Alchemists are there? I can only think of one at the moment, Artorkus Kirran. In fact I think that's the secret of the sun orchid elixir. It's a mixture of the stones quicksilver and sun orchid essence.

So, let's think of what other level appropriate substances the stones quicksilver
can be combined with and what effects it might have.

I'll start :

1. Treating common crystals turns them into diamonds or other precious stones, similar to turning lead into gold.

2. Combining it with sufficient rarefied clays creates a clay golem with greater than normal intelligence.


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Or another kind of spell caster.

Magic gives such a significant advantage over (non adventuring) non spellcasters. I don't mean in combat but in every day life.

Divination especially. Want to find out what's the best thing to invest in for the next year? Divination. Want to know how best to organize your troops? Divination. Want to learn what other nations are doing that might affect yours? Divination.

Then there's Enchantment/Charm magic. Want to improve your negotiations? Either charm them directly or boost your own speechcraft with Enchantment.

And of course, there's the protective aspect. Want to defend against anothers Divinations or Charms or whatever? Abjuration.

Since magic in Golarion has been around since literally the beginning of time, magic use should be well established in the societal/cultural structure of every intelligent nation.

And why Wizards you ask? Because anyone can become a Wizard with training. You need the right bloodline to be a Sorcerer. You need true faith and the acceptance of a god to be a Cleric or Druid.

But a Wizard only needs training. Who can afford that training? The upper classes. Every single noble family, merchant clan or similar group with sense would shell out whatever's needed to train their kids with at least the basics of magic use. Even if it's only to enable them to defend themselves against others.

Thoughts?


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Now there aren't any stat boosting spells in the game, how are you going to explain where they went in world?

And why noone is researching how to cast them again.

I ask because I need ideas.


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I mean, you can't choose anything other than animals, plants/fungi, dragons or beasts.
So no aberrations, undead, outsiders, constructs ,elementals or humanoids.

And you can't choose it more than once, so unless retraining is going to be a regular part of your adventures, you better hope your DM gives you enough of your chosen enemies to it worth taking.

Even then, all it does is let you Hunt Prey as a free action against the chosen enemy.

It really doesn't seem worth a feat slot to me.

Am i wrong? Did I miss something important about it?


At least for those of less than 11th level.
From what I can find, the only way to have a wizard to do the iconic 'Summoned Fiend' thing is to use the Planar Binding ritual which limits it to level 11 or higher.

Is there another way that I've missed somewhere??


According to the crafting rules it takes a minimum of 4 days to craft anything, after which you can spend money/resources to finish it quickly.

Are there any rules I might have missed that would enable someone to create something faster than that?
Maybe by rolling higher than the required DC?

Side note : I find the minimum 4 days rule a bit odd. I know for a fact that, for example, I can make a serviceable wooden chair with a few hours work. With 4 days work I could make a pretty fancy one with inbuilt padding/cushions.


I have a npc Spiritualist whose Phantom is a long dead swordsman.
I'd like to change the phantoms slam damage to slashing to reflect it's focus in life but I don't know if there's a way within the rules to do so.

I can of course just change it as GM, but I'd prefer to use whats already available if possible.

thanks

Nat


There doesn't seem to be an option for a Aether kineticist to be able to do this.

It's a fairly bog standard ability for telekinetic characters in fiction, so why isn't it in PF?

Or is there a way for them to do it and I just missed it?

thanks,
Nat


The Planar Harmonizer gives up access all magic schools other than Conjuration, which means they cannot cast Magic Circles.
Planar Binding requires an inward facing Magic Circle to be drawn before it can be used.

Can a Planar Harmonizer instead use the magic circle class ability they get to replace the spell?
Because it seems funny that a class that specializes in conjuration magic would be unable to use an iconic spell from the school...


Other than Baba Yaga that is.

Has anyone stumbled through a portal and found themselves in a land of magic and almost no modern tech.

If there are, have they done anything noticeable in the world?

Thanks,
N


A common trope I've been seeing in the manga I've read lately is 'evolving monsters'. That is to say, monsters that grow into greater more powerful forms after meeting some prerequisite condition.
Monsters in this case often includes humanoids like goblins becoming hobgoblins then ogres for example.

I'd like to incorporate that idea more fully into a home game. So I thought I'd see if there are any creatures that already do this in PF.

The closest I've found is the Nabassu with it's growth point mechanic.

Are there other creatures I'm unaware of that have a built in 'evolve' mechanic?


Do they follow the culture of those areas? Are they considered separate from the humans?

For example, the vishkanya are supposed to be from that area but there seems very little information on whether they have their own kingdoms/lands or whether they are part of the larger nations.

Is a vishkanya from Vudra considered Vudrani by the natives there? Are they part of the caste system or are they thought to be outside it?
If not part of the castes, does that limit them socially? ie never able to hold important office or be a merchant.

Would they have access to Vudrani region traits?

thanks


A female friend of mine asked me "What do ladies of (insert setting here) do when it's that time of month? Are there pads/etc? Is there magic for it?"

Now my first thought is "Yes, there should be magic for it, given that civilizations been around for thousands of years with access to magic". Then I thought "Would there be? I mean, magic is pretty expensive".

I eyeballed the cost of a magic belt that used the Clean function of Prestidigitation as a magic 'pad' to around 200gp at the cheapest even with limitations like "Only works for one specific purpose". Doable for the affluent but not so much for everyone else.

Then I wondered, what about other things we take for granted that improve our quality of life? Like flushable toilets? Heck, even toilet paper? Air fresheners? Clean water access? Food cooling/storing? Household cleaning? When the first vacuum cleaner became available it was a revolution...

So how about you? How accessible are quality of life type magics in your games? Are they subsidized by enlightened governments? Strictly for the affluent? Do any of the Good religions supply them or are they mostly secular made?

Thoughts?


I was thinking of writing a one shot , with the potential to be a campaign, for my group where the players are people from this world(Earth), brought to the Pathfinder world. Either Golarion or a homebrew of my own.

Based on the numerous comics/anime of similar stories.

So I was wondering if anyone has already done this, and if so, what specific things did you change to make it work?

Like, did you give them npc levels to start with or did they get 'transformed' into their pc classes (ala the D&D cartoon)? Were they heroic in power like in so many manga? Did they have 'cheat' abilities? Or were they still ordinary people with modern knowledge?

That kind of thing.

Ideas?


I don't know much about 3rd party or variant magic systems so I'm asking here.

I want a style of magic based on 'exchanges'. Especially short or long term 'contract' type magic.

In essence, the caster must make 'deals' in order to cast spells. Either with the target; for example 'In exchange for this buff to your AC, you pay 5 hitpoints at the end of the duration'; or with powers/beings providing the magic, eg "In exchange for this piece of special incense, you fire spirit throw flame over there".

Maybe at higher levels being able to create magical contracts for things like part of one's life span. "In exchange for giving me 5 years of your lifespan, I'll give you 10k gold/a magic sword/etc"

Any ideas?


Since, along with gods, outsiders like daemons still exist in the Starfinder verse, have they started dumping the swords and arrows for guns and nukes?


Are there any classes that have archtypes that give them the Oracles Curse ?

I haven't found any but I don't have all the books and thought I might have missed one.


What are psychopomps views on phantoms and the Spiritualists that summon them?

Since psychopomps are all about ushering souls on to their final reward/punishment, are they at odds with Spiritualists who keep a soul tethered to the mortal realm?

Or are phantoms a special case under their rules?

How does Pharasma feel about spiritualists?


So the capstone for the Sin Monk , I think that's the name, is that if they die and are brought back, they come back as a sinspawn and become an NPC.
(Kind of a crap capstone but anyway.)

Does that include coming back from things like reincarnate, which create a specific body for you?
Does the specific details of the capstone ability trump the specific details of the spell?

And what if someone wished them back or used miracle? Would the class ability trump those two uber spells?


It occurs to me that, for an archtype based around being influenced by tricky fey, they don't get many spells that fit the theme.

Specifically illusion and enchantment spells, the two main types of magic that come to mind with wily, playful fey.

Going through the bestiary I noticed things like Hideous Laughter, Dancing Lights, Charm Person, etc tend to pop up often.

So, would it be unbalanced if I added Illusion and Enchantment spells from the Sor/Wizard list to the Tricksters?

Or maybe just Illusion(glamer) and Enchantment(charm) spells?

What do you think?


Fey Veil
"At 6th level, she can change the ally’s form so thoroughly that the ally gains a +10 bonus on Disguise checks until the next sunrise (similar to the bonus from disguise self, but it also disguises touch and sound, and it doesn’t allow a saving throw to disbelieve)."

I have a male NPC that uses this ability to seduce impressionable young noblemen while disguised as a woman(part of the set up for adventure shenanigans).

So my question is , just how far does the disguise to touch go? Will the befuddled noblemen get a surprise in the bedroom, or does the illusion compensate for "extraneous appendages" (ahem)?

Since they don't get a save to disbelieve, will they only find out when the trickster shows them or will the disguise just break if they try to do something that's not physically possible?


I'm trying to build a character based on Araragi Koyomi from Bakemonogatari.

If you don't know the series, he's a part vampire (about a 10th I think they say in the series) who is bonded to a severely depowered true vampire.

He fights with his fists. Badly. In fact I'd go so far as to say he fights with his face more often than not and just out lasts his opponents thanks to some serious healing abilities.

When things get really tough he can summon his bonded vampire from her resting place in his shadow to fight for him.

Anyway, I could just make him a dhampir summoner or spiritualist, with the 'vampire' being the eidolon/phantom but I'd prefer to keep him more of a martial type than caster.

Are there any archtypes to martial classes that grant an eidolon or phantom? 3rd party is fine.

thanks


As the title, what kinds of knick knacks, tools or stuff do your chars carry? I mean, even the special forces don't carry only mission specific stuff all the time.

Mine tends to vary by char but I usually have at least a couple of things unrelated to my chars adventuring.

Like my wizard who liked fancy tea so would always have a tea kettle and a few bags of different teas.

Or my ,somewhat idealistic, warrior who carried well read and well loved storybooks.

My artificer who had a chess set and would play games of chess against his helper homonculi.

So what's your knick knack?


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What's in it for them? Most are super intelligent and would know it just makes them a target for thieves and adventurers. And other dragons.

And what did they do before the advent of humanoid civilization? There weren't any coins back then, what did they hoard?


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I really like the Fiend Keeper archtype for Mediums.

I know technically it's meant only for grippli but I found it fit some character(& NPC) concepts that I've been playing around with for a while, trying to find ways to build them.

So I thought I'd share 'em and see what other people have come up with!

Feel free to share yours! And use mine in your game if you like!

1: The Fallen Knight.
This is an npc concept I had waaaaay back in AD&D times. The story behind it was a paladin battled a legendary evil dragon and in a last desperate move used a [magical mcguffin] to obliterate the dragon and himself. Some magical weirdness happened and instead the dragons spirit is bound to the paladin. The sheer evilness of the dragon prevents the paladin from drawing on holy might any more and instead he has learned to use the power of the monster within him to fight the good fight.
*In the original version he gained his special abilities from a magic item set spontaneously created from the dragons remains.*

2: The Bad Deal.
This concept was based on a series of short stories I read ages ago. Can't remember the name of the series though. In it a warrior makes a deal with a 'goddess' (who seems to be equal parts snake, cat and seductive psycho) wherein he houses her within him and 'feeds' her other spirits in return for her granting him power. He once allowed her too much control and wiped out his own village so now he rarely draws on her power, though she tempts him constantly.

3: The Guardian of Shushu.
Based on Percedal from Wakfu. This is basically the same idea as the 'standard' Fiend Keeper except the evil spirit is kept in a bonded weapon. Only the character can access the spirits powers but he must be wielding the weapon to do so.

4: Future Not Self.
This was inspired by Young Loki/Old Loki comics run. The characters future self is immensely powerful but fantastically evil. Something happens in the future to prompt the Evilself to go back in time and possess his younger self. Things don't go exactly to plan and the young self retains control. And he never quite knows if he's playing into his future selfs plans or not.

5: Sins of the Soul.
This one is a multiclass with 1 or 2 levels of rogue to start with. The char is/was an explorer/archaeologist/nosey parker who gets cursed while poking around some Thassilonian ruins. Each spirit is actually an alternate version of his own soul embodying a sin. Only 6 of the 7 Sins seem to have manifested. So now he's constantly searching for a way to un curse himself while worrying about whether the 7th sin is biding its time to take control.

So, what cool concepts have you come up with?


If you have, how did it go?

If not, what hurdles would you foresee in doing so?


Did they evolve? Created from clay? Do the races all have their own creation stories?

I know the dwarves claim to have been created accidentally by Torag and goblins by the barghest demon lords. What about humans? elves?

Or the more unusual races like vishkanya or kitsune?

Sourcebook references are appreciated and your own theories even more so.

:)


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I'm making an in game organization based on the Ghostdom Requiem Generals from the chinese anime Rakshasa Street.

If you haven't watched it, Requiem Generals are people with high levels of 'spiritual power' who have a guardian spirit. They protect 'requiem streets' which are essentially waiting zones for the spirits of the dead, between the living world and the next.

So, I'm trying to work out the best way to make the Requiem Generals.

As a starting point, I think either the spiritualist or summoner (unchained version) as most of the framework is there.

I'd prefer the spiritualist because the concept fits better. ie the spirit of an ancient hero bonds to someone with great spiritual/psychic strength.

My main problem, and what I need advice on, is how to customize the guardian spirits. If I use summoner, I can just use evolution points. A spiritualists phantoms are all pretty much identical within an emotion focus.

How unbalanced would it be to allow spiritualists to use evolutions to customize their spirits?

What would you suggest i remove/change to balance them?

Any help is appreciated and thanks in advance


The spell targets "you and one creature touched" however that doesn't mean the "one creature" must be someone else. i.e. it doesn't say "one OTHER creature touched".

Could this spell be used to, for example, remember something that you've momentarily forgotten?

Would this have an effect on Knowledge checks or Int checks to remember facts?

Going with the forgotten memory example, let's say your char spends a day reading up on frost giants. Then at a later point, you need to make a knowledge check to discern if the ritual you're watching some frost giants do is a marriage ceremony or a sacrifice but fail the check.
Could you use Share Memory on yourself and pull up the memory of when you read about Frost Giant marriage ceremonies?


Inspired by the Book of Friends (Yuujinchou) from the anime Natsume Yuujinchou

I'm trying to decide if it should be a major magic item, in which case I need to price it and work out creation requirements, or if it should be a minor artifact, which means players can't make it but I also don't need to do the math.

In either case, what do you guys think?

Description:
This book is a long, slim book with unlined pages. It has an unassuming appearance, and looks like a simple drawing/note book.

Each page has the truename of a yokai. For this purpose a yokai is a being connected to the spirit world and nature, Kami, Oni, Ghosts (and similar incorporeal undead), Dragons, Fey, Outsiders(native). Other beings may count at the DMs discretion.

History:
The book was created inadvertently by a young girl, long ago. Being lonely and having great natural spiritual and psychic power, this girl would challenge yokai she met to competitions, with the yokai writing their name in her book if they lost. There is no known instance of this girl ever having lost any of these competitions. Over time and with constant exposure to such powerful spiritual energy the book became a powerful magical item. While the girl, who became a powerful exorcist, was not known to have used the book for anything other than calling for the company of the yokai, the reputation of the books power drives many to seek it out.

Powers:

Possession of the book gives it’s wielder tremendous influence over beings of the spirit world.
This allows the wielder to function as though they were a Wizard 20 with the Wizard True Name discovery, using the truenames written in the book. In addition, the book allows the wielder to use the name as a substitute for any spell or ritual that requires a piece of the target, or would be enhanced by such, such as Scrying.

Names written in the book are more than simply written records. Such names cannot be used by anyone other than the owner of the Book and are forgotten by any other being who may also know them, even the original being whose name it is. Even other written records are erased or otherwise obscured. A name cannot be returned without the cooperation of the books wielder, who may return the name to a being within 20 feet as a full round action. If this occurs, the memory of the name as well as any other written record of such, returns to normal.

A true name can only be written into the book by it’s original owner who must do so knowingly and willingly. Forcing a being to write it’s name in the book, even through magical compulsion, causes the written name to blur and become useless. The same occurs if a creature tricked into writing their name in the book unknowingly. Threats or bargains do work however.

A creature that does not know it’s own True Name, and simply writes it’s common name, will have it’s written name transform into the True Name by the Book.


The way the ability is worded implies that only spells with an emotion component but no thought component can be cast while in a Rapture.

While I haven't done a complete check of all the spells available to the Spiritualist, even a cursory read shows the vast majority have both Thought and Emotion components.

So, unlike the Bloodrager, the Exciter seems to be limited to a mere handful of spells they can use while in Rapture.

Is that right? Or am I reading the Perfect Passion ability wrong?


Does anyone know if there are any official products or 3rd party ones around?


Anyone got ideas on what it can be replaced with to make it useful to the Occultist?

My first idea was that it increased the duration of Conjuration spells the Occultist casts by 1 time increment per point of mental focus.


Alright, fess up. How many of us started designing/building a sentai team as soon as they got Ultimate Intrigue?

Edit: I started working on ideas for one before I even opened the book.

Biggest problem was working out how to do mecha.


So the Spiritualists phantom description says they can't use weapons but can use magic items.
Does that mean that even if I give one a weapon proficiency it can't use one?


For example if, through the course of the adventure, his social identity becomes widely known to be the same person as his vigilante identity, can he then abandon his old social identity and take a new one?

How much would it cost to establish the new identity? How long?

I couldn't find any rules regarding this so if I've missed it, pointing out which page it's on works too!

thanks all


Personally I really like the flavour and the fact that the Code of Conduct is loosened a bit from "Must be a raging loon" to "Ultimate Selfcentred Sod". Gives me a bit more wiggle room for motivations.

And the ability to, usually, change which patron it uses each day is great for confusing players expectations.

Switching out the spells for fighter feats is a bit of a painful pinch.

So what do you all think about it?


Question 1: Is the Insinuator banned from being in groups with Good characters unless he's trying to screw them over, like the base Anti Pali?

Question 2: Is the Insinuator only allowed to have Chaotic Evil followers?

I'm hoping that, like the alignment requirements and Code of Conduct, these are relaxed for the Insinuator.

The reason being, I have an idea for a character who views the other group members as essentially voluntary help, who enable him to achieve his goals of power, wealth and glory. Also they make useful moral shields if he comes under too much scrutiny.
I don't want to actively screw the other players over though.


I never understood this rule.
They must aim using a free hand and can only Gather Power if their hands are free.
Technically I can really screw a Kineticist over if I put their hands in boxing gloves.

Is it really game breaking if a Kineticist used something other than his hands to blast or gather power?
Would having one use his mouth or eyes break the class?


Why should Cult Masters limit themselves to pretending to be conduits of divine power? Why not cults of a particular philosophy or worldview?

So here, let's see what we can come up with!

#1 Believe in ME who believes in YOU!
This Cult Master believes that limitations are made to be broken. Exhorting his followers to be the best they can be, and then pushing past those limits, this cult leader drives his followers forward with his own dynamic, death defying actions as an example to them.

#2 I shall rule
The followers of this CM believe that she is the only one with the foresight and skill to rule the land properly. Very much a cult of personality, they ascribe exaggerated qualities to the leader (sometimes without her knowing about it), proof they say of her right to rule.

#3 All belongs to all
This cult follows a belief that all material goods should be shared in ownership, so that no one person goes without. While usually non militant, some cults of this nature seek to spread their beliefs by the sword. If the Cult Master believes in this philosophy, then he usually shares what he possesses with his followers. If he doesn't then he usually uses it as an excuse to gain access to things he would not otherwise have.


The text for Mesmerist Trick says " The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn."

Bolding for emphasis.

Does this mean the Mesmerist can only trigger a trick when a triggering condition happens or that they can trigger it at any point but can do it as an immediate action if the triggering condition happens.

If the second interpretation is the correct one, what is the action type for triggering it without meeting the conditions? A standard action?


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The Promethean loses mutagens and bombs and cannot take mutagen or cognotagen discoveries.

The Visionary loses Poison Use and Swift Alchemy but gets Experimental Mutagen.

Technically the archtypes can be combined because they don't lose the same things.

However, does the Experimental Mutagen from VR count towards the Prometheans special rule "cannot gain mutagen"?


IF you haven't read Girl Genius, I recommend you do so immediately.

Brief recap, the Jaegers (or Jaegermunsters) are mutated humans (and at least one bear that I know of) created by a family of genius mad scientists, the Heterodynes.

The alchemical process gives them a vastly extended lifespan, superhuman strength and stamina, the ability to survive and recover from tremendous physical damage and physical alterations such as unusual skin colour, fangs, claws and odd horns. Some seem to have enhanced senses such as better eyesight or sense of smell.

Their fearlessness and bloodthirst seems to be an underlying trait of the people who undergo the process rather than a result of the process.
As is, apparently, their tendency to think with their fists and a fascination with fancy hats (the taller and fancier the hat, the more important they think the wearer...)

So, what do I give them in the template?
A bonus to Str and Con obviously. I'm not sure how much though.
They don't regenerate but I'm not sure how to model their recovery abilities. Diehard feat for free maybe? Automatic stabilization when under 0 hp?
As for the random physical stuff I was thinking of rolling on the tiefling table and ignoring any spell like ability result.

Anyone got any ideas to add?

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