The Mad Priest (Ghost)

Nathaniel Powell AKA Xaphan's page

9 posts. Alias of AlanM.



The Exchange

Warsorr, DunDjinnMasta, John Frink, LastNameOnEarth, Omega9, Hawx74, Fredrick, Tilnar, Arknight, James Martin, Sir Jolt, Jack Barb, Jacinta T, and Harakini: It is now time to start on the city! Wooo!
Because of how many people may be inputting, it may get a bit chaotic, so the first thing is everyone that has an idea for a Theme or Threat, post it. Once sufficient time/posts/ideas have been given we'll have hopefully come to consensus/agreement on what themes and threats we'll use and if not, we'll figure it out!

So: Thoughts? Ideas? Suggestions?

The Exchange

So, I have reached the point where my in person group is just not cutting it for me anymore, RPG-wise. And while I've tried to do Play-by-Posts on other forums, the best that I've had have always been here, so I'd figure I'd give back.

So, as the thread title says, is anyone up for a Dresden Files game (I would set it shortly after the events of Dead Beat, in an American city of the group's choosing) or a Kerberos Club game (think Victorian-era superheroes in a world gone Strange). I'd also be willing to do a modern supers FATE game, using the Kerberos Club rules system and a roughly designed world of the group's making (quite possibly with Dresden's City Creation rules).

So, any takers?

The Exchange

So, one of my PCs kinda made a bit of a... stupid mistake which resulted in her subsequent arrest, and once they get out of their current bind (Carnival of Tears is fun to run in Kingmaker) she is going to be put on trial for 1 count of 1st-degree murder, 2 counts of 3rd-degree murder and 3 counts of attempted murder. So I was wondering if there were any rules out there involving courtroom trials and the like for either Pathfinder or 3.5?

The Exchange

So, first I gotta say I love the Gunslinger and am planning on playing as one ASAP, but I have a couple of questions that I want to make sure I asked first.

1) Deadly Aim does not work with firearms when they are in range of a touch attack, correct? But it does work when the target is greater than one range increment away?

2) What other types of firearms are there, other than pistol and musket? I ask because the Gunslinger gets the Gun Training four times, and we currently only have two guns for it...

3) I take it that each weapon in Gun Training only gets the +1 to hit once, and that's it?

The Exchange

So recently I have had a neat idea for a new campaign that the main goal of the PCs is to prevent an apocalypse of sorts from happening after it has already happened, through a sort of plot-driven time travel. After much consideration, I decided to place it in Golarion, but while I am reasonably familiar with the setting, I am far from a master of the Golarion mythos.

So, my question to you fellow Paizo message board goers is this: What are the best ways to destroy Golarion? Either locations or "current" events that have something potentially destructive going on or powerful individuals and organisations that might have destructive motives on mind.
Any other ideas would be greatly welcomed too.

Now, I am already thinking about doing something with the Worldwound as well as doing something with the whole Geb/Nex/Alkenstar/Mana Wastes situation, and if anyone has any ideas as to those as well, that'd be greatly appreciated.

The Exchange

One of my players asked the following question: "What would be the price of a ranged weapon enchantment that acted like Bouncing Spell?" and I was trying to find some sort of guideline to price it, but I came up with squat. So I was curious if anyone has any clue as to how to price this. The closest thing to a precedent that I could think up of was the Ricochet class ability of Dreamscarred Press's Marksmen class (you can see it here under Throw Weapon Style: http://dsp-d20-srd.wikidot.com/marksman#SignatureStyle ) but I have no clue as to how price a class feature as a magic weapon enhancement bonus.

Does anyone else have any ideas?

The Exchange

Pretty much as the topic states; is the feat Augment Summoning supposed to work with the Servitor words which tend to emulate the appropriate summon monster spells?

The Exchange

Recently, I have gotten my hands on a copy of Dark Heresy and Rogue Trader, and plan on eventually getting Deathwatch, and I'm definitely thinking about coming up with a game to run. However, I don't play the tabletop game (I don't have the money for all those minis), and so I figured that I will pick up some of the 40K novels and get some knowledge of the universe that way. Well, I have finished reading the Eisenhorn Omnibus and am currently reading the Ravenor Omnibus, and I was wondering if there were any other 40K novels that others can recommend to get into the history, feel, and mythos of the 40K universe.

Also, does anyone who has experience running any/some/all of the 40K RPGs have any advice for running one of these games?

The Exchange

Kinda of a silly question, but I just want to make sure that I got it right as I may end up running Kingmaker with two mounted, lance-wielding players, but is ALL of the damage (die plus static modifiers) for a lance doubled, or just the die?

And if ALL of the damage is doubled, when critting with this behemoth of a weapon, you would add the crit modifier, not multiply it, so it would end up being x5 (2+3) damage (x6 with Spirited Charge), not x6 (2*3) damage, right?

The Exchange

I know that when you are increasing the CR of a hydra, you can add heads for a +1 to CR per additional head (and gain an additional HD and all that entails), but what about if you wanted to lower the CR of one? Would it be fair to say that for each head lost, I should lower the CR by one? And I should also remove 1 HD and all related statistics?

The Exchange

5 people marked this as FAQ candidate. Answered in the FAQ.

Um, was it intentional that a 20th level monk, who has infinite Slow Fall, he can take a move action and move half of infinite (which is still infinite) distance as an air walk?

The Exchange

Four days and no response? Awwww...

The Exchange

Right, for an upcoming campaign, I'm allowing a homebrewed/converted Gun Mage, and I was wondering if anyone on these forums would mind taking a glance and give me advice or criticism. Thanks.

Gun Mage
d8 Hit Die, 3/4 BAB, Good Reflex and Will, Bad Fortitude
Skill Ranks per Level: 4+ Int modifier
The gun mage’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana), Perception (Wis), Profession (Wis), Spellcraft (Cha), Stealth (Dex), and Swim (Str)

1. Arcane Focus, Bonded Firearm, Cantrips, Quick Draw
2. Enchant Ammunition (+1), Force Bullets, Gunfighter
3. Enchant Bonded Firearm (+1), Rune Bullets, Trick Shot
4. Bonus Feat, Uncanny Dodge
5. Enchant Ammunition (+2)
6. Enchant Bonded Firearm (+2)
7. Trick Shot
8. Bonus Feat, Enchant Ammunition (+3), Improved Uncanny Dodge
9. Enchant Bonded Firearm (+3)
10. Improved Firearm Handling
11. Enchant Ammunition (+4), Trick Shot
12. Bonus Feat, Enchant Bonded Firearm (+4)
13. Combo Trick
14. Enchant Ammunition (+5), Seeker Bullet
15. Enchant Bonded Firearm (+5), Trick Shot
16. Bonus Feat
17. Enchant Ammunition (+6), Phase Bullet
18. Enchant Bonded Firearm (+6)
19. Trick Shot
20. Bonus Feat, Bullet of Death

Weapon and Armor Proficiency: A gun mage is proficient with all simple weapons and all firearms. Gun mages are also proficient with light armor, but not shields. A gun mage can cast gun mage spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a gun mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass gun mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Focus: A gun mage is capable of channeling arcane magic through his bonded firearm. As long he is wielding a bonded firearm, he always has the arcane focus necessary to cast his spells. He can also make due without inexpensive material components, though any component worth 100 gp or more must be provided by the gun mage.
Additionally, any ray spells cast by the gun mage can be focused through the barrel of his bonded firearm, allowing him to use his ranged attack bonus (and any ensuing bonuses from Weapon Focus and other feats, or an enhancement bonus from the weapon) to determine the ranged touch attack bonus for resolving the ray spell. However, the gun mage cannot cast a spell and fire a firearm at the same time.

Bonded Firearm: A gun mage is a master of melding firearms with magic, and this ability is best demonstrated by his ability to bond with his firearms. By performing a ritual that takes 8 hours to complete, and costs 150 gp, he is able to make this weapon an extension of himself. This bond is taxing though, and as a result, a gun mage can only bond to a maximum number of firearms equal to his Charisma modifier. Also, due to the precise nature of magic, a gun mage can only bond to pistols, revolvers, muskets, and rifles.
A gun mage begins play with a masterwork firearm of his choice that is already bonded to him.

Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on the table Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells: A gun mage casts arcane spells drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a gun mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a gun mage's spell is 10 + the spell level + the gun mage's Charisma modifier.
Like other spellcasters, a gun mage can cast only a certain number of spells of each spell level per day. Their progression is identical to that of a bard’s spells per day.
A gun mage's selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new gun mage level, she gains one or more new spells, at the same rate as a bard. (Unlike spells per day, the number of spells a gun mage knows is not affected by her Charisma score; the number of spells known is fixed.) Upon reaching 5th level, and at every third gun mage level after that (8th, 11th, and so on), a gun mage can choose to learn a new spell in place of one she already knows. In effect, the gun mage loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A gun mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A gun mage need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell’s level.

Quick Draw: At first level, a gun mage gains Quick Draw as a bonus feat, even if he doesn’t meet the prerequisites.

Enchant Ammunition: A gun mage is a master at combining magic with firearms and as such is able to craft his own magical ammunition, even when she does not have the Craft Magical Arms and Armor feat. A gun mage can use their Craft (firearms) skill or their Spellcraft skill, whichever is greater, when crafting this ammunition. A gun mage using this ability must still follow all other guidelines regarding magic item creation.

Force Bullet: As a free action, a gun mage is able to channel a spell into his bonded firearm, and create a temporary bullet made out of pure force. This bullet deals an amount of damage equal to the spell level in d6’s (Channeling a cantrip creates a force bullet that does 1d3 force damage and does not explode). For every six levels of gun mage, one additional die can explode for additional damage, to a maximum of three additional dice (four total) at 18th level. (For example, a 2nd level spell channeled by a 7th level gun mage deals 2d6 force damage and both of the dice will explode).

Gunfighter: At second level, a gun mage gains Gunfighter as a bonus feat, even if he doesn’t meet the prerequisites.

Enchant Bonded Firearm: A gun mage’s skill at combining magic with firearms increases, and as such he is now able to enchant his bonded firearms, even when she does not have the Craft Magical Arms and Armor feat. A gun mage can use their Craft (firearms) skill or their Spellcraft skill, whichever is greater, when enchanting their bonded firearms. A gun mage using this ability must still follow all other guidelines regarding magic item creation.

Rune Bullets: At level 3, a gun mage learns how to craft special bullets that are capable of delivering his spells at range. A gun mage is capable of creating 5 rune bullets per hour with a successful DC 12 Craft (firearms) check; failure results in the loss of the raw materials and the gun mage is incapable of making any more rune bullets until he has rested for eight hours. This costs 1 gp per bullet made, above and beyond the normal cost of creating ammunition.
It takes a move action to channel his spell into his bullet, and a gun mage cannot cast or channel any additional spells without harmlessly discharging the original spell channeled. This attack is resolved as a ranged touch attack, and if successful the spell discharges; if the attack also succeeds as a normal ranged attack, it also deals the normal firearm’s damage.
At level three, the gun mage is capable of delivering ranged touch attacks using his rune bullets. At level five, this ability improves and the gun mage is capable of delivering melee touch spells at range.
A rune bullet cannot be fired from a gun being wielded by anyone but the gun mage that created it. When a rune bullet is fired from a non-bonded firearm, the arcane power channeled through the gun and bullet deals damage to the firearm being used. For every two spell levels cast through the rune bullet, the firearm being used loses one point of hardness, rounding up for odd level spells. When a firearm’s hardness reaches 0 it is destroyed, consumed by the arcane forces channeled through it.

Trick Shot (Ex): At level 3, and every four levels thereafter, the gun mage chooses one of the following combat maneuvers and can apply any of the selected maneuvers he knows to a ranged attack he makes by spending a swift action, using his Caster Level as his BAB and adding his Dexterity modifier instead of his Strength modifier to determine the CMB of the check. Making the combat maneuver check does not provoke an attack of opportunity.
Disarm (the gun mage cannot be disarmed on a failed attempt), Sunder, and Trip (the gun mage cannot be tripped on a failed attempt).
At level 11, the gun mage can now choose to gain the appropriate improved (or greater if he already has the improved version) combat maneuver feat, as a bonus feat instead of learning another trick shot combat maneuvers, for one of the trick shot combat maneuvers that he can perform.

Bonus Feat: At level 4, and every four levels thereafter, the gun mage is able to choose a bonus feat from the following list. He can choose these feats, even if he does not have the normal prerequisites.
Any Metamagic feat, Combat Casting, Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Two Weapon Fighting, Spell Focus, Spell Penetration, Weapon Focus (choose a firearm).
At 8th level, he adds the following feats to the list: Elite Marksman, Greater Spell Focus, Greater Spell Penetration, Improved Precise Shot, and Improved Two Weapon Fighting.
At 12th level, he adds the following feats to the list: Shot on the Run and Pinpoint Targeting.

Uncanny Dodge: Starting at 5th level, a gun mage can react to danger before her senses would normally allow them to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A gun mage with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a gun mage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A gun mage of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the gun mage does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Firearm Handling (Ex): When using his bonded firearm, a gun mage no longer suffers a misfire chance when he rolls a 2 on his attack roll. In addition, when he rolls a natural 1, he rolls on the misfire chart as if he rolled a 2.

Combo Tricks (Ex): The gun mage can apply a number of different combat maneuvers to her ranged attacks with his gun equal to 1/2 his Dexterity bonus (minimum 2) as a swift action.

Seeker Bullet (Sp): At 14th level, a gun mage can fire a bullet at a target known to him within range, and the bullet travels to the target, even around corners. Only an unavoidable obstacle or the limit of the bullet’s range prevents the bullet’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action). A gun mage can use this ability a number of times per day equal to the gun mage’s Charisma modifier.

Phase Bullet (Sp): At 17th level, a gun mage can launch a bullet once per day at a target known to him within range, and the bullet travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the bullet.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and firing the bullet is part of the action). A gun mage can use this ability a number of times per day equal to the gun mage’s Charisma modifier.

Bullet of Death (Sp): At 20th level, a gun mage can create a special type of bullet that forces the target, if damaged by the bullet's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 10 + one-half the gun mage’s level + the gun mage's Charisma modifier. It takes 1 day to make a bullet of death, and the bullet only functions for the gun mage who created it. The bullet of death lasts no longer than 1 year, and the gun mage can only have one such bullet in existence at a time.

Bonded Firearm

Gun Mage Level Hardness Hit Points Special
1 – 2 +1 +2 Alertness, Spell Link
3 – 4 +2 +4
5 – 6 +3 +6 Sighting Link
7 – 8 +4 +8
9 – 10 +5 +10 Call Firearm
11 – 12 +6 +12
13 – 14 +7 +14 Gun Scry
15 – 16 +8 +16
17 – 18 +9 +18
19 – 20 +10 +20

Hardness: As a gun mage increases in level, his bonded firearms become more durable. A standard firearm has a hardness of 10; this increases by +1 for every two levels of the gun mage.

Hit Points: A standard pistol has 5 hit points, and a rifle has 10 hit points. As a gun mage increases in level, the firearm gains +2 hit points for every two levels of the gun mage.

Alertness: While holding his bonded firearm, a gun mage’s senses sharpen and he gains the benefit of the Alertness feat.

Spell Link: Due to the unique nature of the bonded firearm, any personal range spell cast by the master will also affect the firearm; the firearm must be within 5 feet at the time of the casting. If the spell has a duration other than instantaneous, the spell stops affecting the pistol if it is moved more than five feet from the gun mage. The spell’s effect will not be restored even if the gun mage retrieves the firearm before the spell’s duration would have ended. The gun mage and the bonded firearm can share spells even if the spells do not normally affect items.

Sighting Link: Due to the unique nature of the bonded firearm and the gun mage, a gun mage of 5th level or higher can see as if looking out from his firearm’s sights, (or end of the barrel if there are no sights) by taking a free action. This enables the gun mage to aim the firearm without looking, allowing for some spectacular trick shots.

Call Firearm: At 9th level, the master gains the ability to summon his bonded firearm to his hand. When separated from his bonded firearm, the master can cause his firearm to fly into his hand so long as it is not gripped by another and can be seen by its master. This ability is a free action.

Gun Scry: If the gun mage is 13th level or higher, the gun mage can scry on his bonded firearm (as if casting the spell scrying) once per day.

Also, since it is relavant, here are my firearm rules:
Firearm Rules

Firearm Damage (Med) Critical Range
Blunderbuss 3d6 x2 15 ft
Musket 1d12 x2 80 ft
Pistol 1d8 x2 60 ft
Revolver 1d6 19-20/x2 80 ft
Rifle 1d10 19-20/x2 150 ft
Scattergun 4d6 x2 25 ft

All damage dice explode; on a critical, those additional dice also explode. When using feats like Vital Strike, a maximum of the original amount of dice can explode.
Blunderbusses and Scatterguns deal one die less damage per range increment; however they have a +1 to hit per range increment away. In addition, precision based damage (such as rogue’s sneak attack) only applies for the first range increment.
Blunderbusses deal 1 point of damage in the fourth range increment, and no damage beyond that.
Scatterguns deal 1 point of damage in the fifth range increment, and on damage beyond that.
Muskets and Pistols suffer an additional -1 to hit penalty per range increment.

Firearm Feats

Gunfighter
Prerequisites: Quick Draw
A master of firing so quickly enemies can’t stop you, this feat allows you to fire a firearm while being threatened without provoking an attack of opportunity.

Elite Marksman
Prerequisties: Vital Strike, Weapon Focus (any firearm)
This feat allows the additional dice provided by Vital Strike to also explode.

Expert Marksman
Prerequisties: Improved Vital Strike, Vital Strike, Weapon Focus (any firearm), Weapon Specialization (any firearm)
This feat allows the additional dice provided by Improved Vital Strike to also explode.

Master Marksman
Prerequisties: Greater Vital Strike, Greater Weapon Focus (any firearm), Improved Vital Strike, Vital Strike, Weapon Focus (any firearm), Weapon Specialization (any firearm)
This feat allows the additional dice provided by Greater Vital Strike to also explode.

The Exchange

Right, so I'm in the planning stages for a Spelljammer-esque campaign and I was definitely thinking of creating a crystal sphere that contains Golarion's solar system, and I was wondering if there has been anything published that gives an overview of the entirety of Golarion and its sister planets. Thanks for any help.

The Exchange

Do clerics really not get the ability to cast Cat's Grace or Fox's Cunning? Even though they can cast Bull's Strength, Bear's Endurance, Eagle's Splendor, and Owl's Wisdom? Is there a reason why that I don't know about?
I ask because it seems a bit odd that they would get four of the six enhancement spells, seemingly without a reason.

The Exchange

I was just thinking about it, and what type of AC are you trying to hit when you fire off a spell at a flatfooted enemy?
If it normally targets touch AC, which is primarily 10 + DEX, but the enemy is flat-footed, and as such are denied their DEX bonus to AC, are you just targeting an AC +/- Size modifiers?

The Exchange

Can Druids take Animal Companions from the Bestiary and still be legal for PFS play?

The Exchange

Is it automatically assumed that animal companions have certain tricks, or do we have to teach them specific tricks first?
I ask because I want to be able to ride my animal companion into battle, but I want to be sure for PFS.

Also does Wild Empathy for ranger and druid stack?

The Exchange

I was making a Conjurer wizard, and I just noticed this, and I was wondering if this was a mistake in the Core Rulebook:

Summon Monster II is capable of summoning Giant Ant Drones, and Summon Monster III is capable of summoning Giant Ant Soldiers, but according to the Bestiary, a drone is the Soldier with the Advanced template applied and a fly speed. This means that the Drone is CR 3 and the Soldier is CR 2. So Summon Monster II is capable of summoning a more powerful version of something that Summon Monster III can?

And this goes for Summon Nature's Ally II and III as well.

The Exchange

I am planning on starting a new campaign for my group, using Pathfinder, and I was wondering if there are any good steampunk supplements either for Pathfinder or for 3.x that people have liked in their experience?

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