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Nekomimi^w^'s page

101 posts (106 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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GM argues Final Embrace only takes base damage (dice + str) :/


Issue is with bloodrager ^^'


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"An undead creature with the ability to enter a rage gains the morale bonuses from rage despite being immune to morale effects. The bonus to Constitution from the rage applies to an undead creature’s Charisma instead."

This is quote from "Undead Barbarian" special ability. Question is if its just ruling listed as ability (as in to remind how things work) or despite its wording it only applies to creature with that ability?


Because sometimes Protective Penumbra isn't available...


Extra stats, extra feats, extra capabilities... anything? ^^

Only one I know of is Charnel Soldiers.


(Posting this, tho with hidden name of item, since it's unfinished playtest, so probably no full version anywhere... at least noone managed to find it so far)

"may be enchanted as if they were masterwork weapons to gain enhancement bonuses to attack and damage or weapon special abilities. See Table: Melee Weapon Special Abilities (see Paizo: Pathfinder Core Rulebook ) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An [[NAME]] cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5."

Question is, would that +5 restriction apply all the time, or only to pernament enchantments?


Hmm.

What about this:

>Brawler levels count as monk levels for feats/items
>Brawler 3 counts as lvl 3 monk. It have "Unarmed Strike" ability that iirc works exactly like monks.

Would it work then since there is "Unarmed Strike" ability on "monk" levels?


What happens if monk loses entire ability (due to archetype)?

Few people said it would mean no progression at all. Is it true?

Also, in case of monk (who loses it) / brawler, brawler levels count as monk levels for feats/equipment, and brawler also gets Unarmed Strike ability. Would it then count?


Anyone else making Harbinger?


Warner Brothers and their sister Dot for interest.


What would necromancer need to do in order to not lose his good aligment?


James Jacobs wrote:
Nekomimi^w^ wrote:
Will there be any archetype, to any class, that would let players easily create Magical Girl kind of character? I mean, Magical Child Vigillante missed the point quite nicely, so...
And if you think something "missed the point" then tell us HOW we missed the point. If you don't tell us what you think we did wrong, we won't know what to look for to check for improvements. And it's always possible that what you consider us missing the point is in fact not us missing the point, but simply our plans for the game going in a direction other than your desires.

Let's see, magical girl:

Transformation?
Check.
Magical powers of some sort, often used without anyones support?
Nope. Supportive set.
Weapon, often unusual or oversized?
Nope.
In some cases an mascot of some sort, usually independent from group and linked just by common cause, or not even that, if magical, it's source of girl's powers?
Nope. We get archetype focused on boosting familiar, as if it was most, not least important part of Magical Girls.
Often set of fun powers, magic or not, different from girl to girl?
"This ability replaces vigilante specialization."
"This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents."
Nope.


>//////<
Waiting is hard... heh...


Will there be any archetype, to any class, that would let players easily create Magical Girl kind of character? I mean, Magical Child Vigillante missed the point quite nicely, so...


Will there be any archetype, to any class, that would let players easily create Magical Girl kind of character? I mean, Magical Child Vigillante missed the point quite nicely, so...


Same here, looking out, nya~~


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What race did you pictured most?

What race you *enjoyed* drawing?


Well. Will apply soon then. Will witcher build be fine? (In long term)

(* feats are from class levels)
Combat Expertise*
Dodge*, Mobility, Spring Attack, Circling Mongoose
Weapon Finesse* (and Dex to DMG from Rogue 3)
Elven weapon profinence (alternate trait of half-elf)

Order of classes:
Spire Defender Magus 1 (basic magic abilities, martial profinency, let us use Curve Blade from first level), Vivisectionist 1 (if it appear after rogue, sneak attack is worse - it stacks with classes picked before vivisectionist, as written...),Unchained Rogue 3, Vivisectionist 2/3, more into magus.


I am atm unable to get on skype, so dotting for interest...

Game that starts at 11 AM on (prefferably) Saturdays, just perfect...

Question, any existing characters? Any roles players should fill?

I have design that would be just perfect for this game (as it require modified race on higher levels) ^^ Starting from spire defender magus, going into vivisectionist and unchained rogue... pretty silly attempt to create something close to Witchers (recently known from Witcher 3 video game)


Vixa Jarvis - Kitsune Devil Impostor Unchained Summoner.
With Eidolon Aima, Azata (Erinye) archer.


James Jacobs wrote:
Nekomimi^w^ wrote:

Any thoughts on Words of Power?

Going bit deeper:
- How are they spoken? (Considering that single word can take as much as nine pages to write)
- What language is similar to wordspells?

Not a fan of Words of Power. I've put zero thought into them, how they're spoken, and what language they're in.

What is your favourite system of magic then? In all D&D games, not just PF.

Also, on Words of Power, do you maybe know who (among devs who have Question threads) is interested in them? Its great thing and I want to know what people there think ^^


1 person marked this as a favorite.
captain yesterday wrote:

Jesus Christ, get some unholy water. Unless, of course you have a devil you can drain...

At least, that would be my answer. Which is also why they put the OR in there would be my guess. :-)

Go tiefling. Cast from own body.


Any thoughts on Words of Power?

Going bit deeper:
- How are they spoken? (Considering that single word can take as much as nine pages to write)
- What language is similar to wordspells?


What do you think on Words of Power?

Any hint on when will they be expanded?


I agree on this one, tho I must say that, ironically, character creation, while bit stressful, helps me to relieve my stress ^^

Last big post could be an pm tho >/////< sorry.

small Offtop, got net again yay!


If you had to pick up to two classes to make offensive-focused build with unusual weapon (shield, or improvised weapon, or armor spikes ect) what would you choose?


Monkeygod wrote:
Perhaps you guys should chill just a bit on character creation till an actual recruitment is created?

That's why its chassic to be filled, not full character ^^

Same for making buildings. I wait for details on them to be up in order to plan them, rather than adjusting buildings to new charts.


There is Cavalier Order (seal, I think) that give extra maneuver (trip and bull rush, pick one, I think) on full attacks.


This post was written at 8/05/2016, 23:41 of GMT +1, but temporary, limited net crashed. Hope its not down for good, tho... I think I should have normal one in 2 to 7 days, nya~~

Gavmania wrote:
Just remember that you will not get arcanist exploits as a mystic theurge, which are a good source of power. If you are willing to accept the loss, (or get some with Feats), then yes Arcanists are awesome. You can even take the school savant archetype to get the wizard school power you wanted plus some extra spells, though you do lose even more exploits.

Exploits are awesome, sure, but why Nyay go for Mystic Theurge (aside of fluff) is extra amount of spells from levels 1 to 5.

This is only reason of me using Mystic Theurge (and losing one level of cleric casting) mechanic-wise, to be honest ^^ If we start at level higher than 13, I will have to decide if I should pick prestige class or more cleric levels. There are some fun prestiges, heh. It's worth noting that first level after Mystic Theurge will give me 7th level spells.

Carthian is interested in magic itself, as I said. And he is really attuned to earth - that's why he is in Earth Wizard School (with Arcanist... because way Arcanists cast their spells is more primal, I think), Earth Domain and so on. This give him motive to try something bigger (because research of arcane AND divine lore cost... a lot). This give him way to be both good builder (Soften Earth and Stone, Stone Shape, Wall of Stone? All 3 he can cast at level 10) and party member (because he is free to pick metamagic feats and so on, aside of landlord at lvl 9). He advance all 3 mental stats (tho charisma only by magic items when he find some)... In fact, if Aeroden would agree, I'd make him middle-aged (because researching all these spells, not to mention words of power (via feat) take time!)

Also, any thoughts on Evangelist class? I think that it would be interesting to delay spellcasting by

one more level...:
Arc1/Cler2/Mystic Theurge 7/Evangelist 2/MT 10/Evangelist 7 for lvl 10 start
Arc1/Cler2/MT3/Ev2/MT10/EV7 for lvl 11+ start

in order to ensure spells of higher than 5th level on arcanist (8th level at lvl 20, but doubt we gonna reach lvl 20 in big-scale game) at cost of one more spell level from Cleric.

*edit* could finally check it now...
Abadar's deific obedience matches Carthian's ways. Its not strong one, and I think it's good, because we shouldn't overdo...

*edit*

spell list...:
Cleric spells + Earth Domain spells

Arcane:
0: All cantrips
1: Grease, Shield, Mage Armor, Mount, Expeditious Construction, Stone Shield, Detect Metal, Detect Magic, Keep Watch, Tenser's Floating Disc, Enlarge Person
2: Create Pit, Shatter, Elemental Speech, Arcane Lock, Stone Call, Stone Discus, Blood Transcription, Detect Magic (greater), Blur, Invisibility, Mirror Image...


All right, I suck at picking up spells. Someone will have to help me. Heh.
*Edit*
Also, with how into research he is, I think I will use Sacred Geometry feat...


Ignore part with words of power. Seems like I will just go standard spellcaster...

Also, strongly considering change from Wizard to Arcanist due to how they cast their spells - it matches my target fluff nicely, I think... And fluff > power.
(Might take that Words of Power feat, tho... one that give limited abilities in that matter ^^)


I have issues with internet. Please, lemme still try to get in (will use libraries to write submission). This game is worth it.

And because writing from libraries require way more planning, I'll just ask if Mystic Theurge will be allowed (would make Cleric/Wizard with one of races that have SLA) - I never was really in mood to make one, and it's just *perfect* for character made step-by-step few hours per day.

*edit*
And once game start, few-hours-per-day is just perfect format for nice, long post writing.

*another edit*
Also, big chance that nex will get fixed within 10 days. But... better to know all situation, I think...

*one more*
Saved data on aasimars, fetchlings and tieflings as its not in books I own... ^^


Net broken at home. Can't finish submission. Get me off list. Sorry :/


Net broken at home. Can't finish submission. Get me off list. Sorry :/


Draconic/Ghoul Sorcerer/Abyssal - claws

Serpentine - Bite

Harrow - Not full match, but fluff-wise perfectly match Dreamer one. Divinations and commune with animals.

Imperious (no sense in it being human-only), Rakshasa - Wildhunt (both are skill-based)

...I'd swear there were more of these. But... it's good. It SHOULD be limited.

Oh, right.

Bloodrager Undead - Gorebrute (Gore attack is associated with charge) or Longstride (speed-charge)

These are only ones that really match together.

As for Animal Focus: We might always add alternate "Instead of normal duration, shifting happens while under effect of Animal Focus. Shifter feats add +2 rounds of animal focus (unless total of 10 rounds is added, these must be attached to normal use of animal focus)."

...Or we COULD make the benefit animal focus (but we would have to decide on duration, like with Hunter prob..). Would shift to Druid.


4d6 ⇒ (6, 2, 5, 1) = 14
4d6 ⇒ (5, 3, 5, 1) = 14
4d6 ⇒ (3, 1, 5, 3) = 12
4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (4, 1, 6, 5) = 16

Like how each of these have 1 just to ensure it's easy to check stats.

11/12/13/13/15/15. Heh.


...Just noticed part where you mentioned feats. There is conversion here.
https://sites.google.com/site/eberronpathfinder/conversion-info/feats/shift er-feats


long one:
Wolfscarred curse is *intentionally* unbalanced in favor of player's enemies. It's because it's, well, curse. Oracle is cursed in way that give big con and some kind of boon that outgrows con over time.

For comparison:
- Ghoul, Dragon bloodline sorcerers: Claw attack. No somatic penalty.
- Serpent bloodline sorcerer: One of coolest bite attacks EVER. No verbal penalty.
- Toothy (alternate half-orc racial trait): 1d4 bite attack. No penalty. Replaces Orc Ferocity.

Now, take look at bloodrager's dragon bloodline. Its claws are stronger because it's temporary. Like with shifting.

It's unfortunate I've told you about wolfscarred oracle, heh.

One shift... holy hell it's true they changed it lol. Well, seems like it's burst kind of ability then.

This race is, without shifting, 5 RP race. IIRC goblins have more. Goblins. Yep, they are cool, but that doesnt mean they are strong right? XD

On AC bonus:
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Example of something stronger than AC that doesn't apply against touch attacks. :P
Don't get me started on gnomes who are able to get infinite spell-like abilities when they are in favoured terrain.

What I'd suggest:
- Indeed, remove Dex bonus. It doesn't make sense to be for all kinds. Cmon, agile were-boar? However, move shifting ability bonus to all-the-time category. Why?

Because with these nerfs, this race would be:
Humanoid (0), Medium (0), Normal Speed (0)
Stats: While not shifting it's +2/-2.... prob. an (-1 RP)
Standard Language
Low-light Vision (1)
3 skill bonuses (3x2)
Shifting is limited (can be used in one combat per day unless using certain feat) so it would probably halve cost of stuff that's in it...
Changing stats to normal array (+1/2 RP)
Adding abilities worth 1-3 rp (+1/2-3/2 RP)
Adding abilities worth 1-2 rp (+1/2-1 RP) - only one ability is worth more.

Soo.... resulting race is... on par of human. Why? Because they think that stat bonuses are worth more than natural attacks.

...g&&*@*n. This is silly. IF they were priced at +1, or even +1.5 (some +2 bonuses are good), it would be clear how inferior this race is XD


Proposition:
Spoiler:
(compared to one that's online)
Move shifting ability bonus to replace dex.

Stuck: You are stuck between two forms.
It let you have shifting bonus permanently, but it's nerfed. Like all natural weapons you gain without limit, damage die go down by one size. All bonuses are halved (including movement speeds). Exceptions:
- Wildhunt doesn't work with this alternate racial trait
- Dreamsight gain only Speak with Animals. (in case you think its too strong, I'd like to remind you gnomes can get it for free - bleaching)

That alternate trait also give you -2 penalty to diplomacy (because your nature is easily visible), -10 penalty to disguising as human. It replace shifting. (this way we have clear 8-10 rp race that's on power level of other races... just kidding. 6 of rp points come from 3 skill bonuses)

I am NOT using this alternate trait. It's not what I want. It's just so you can see what power level of shifters is. *snicker*

Bloodshifter: Bloodlines are strong in you, even when not tapping in their power.
Pick sorcerer bloodline. You get first level power of that bloodline (note: comparable to one feat) at power of your character level -2 (min 1). It's power must be similar to your shifter trait.
This replace all your skill bonuses. In addition, your low-light vision works only while shifting.
While shifting, you tap into your blood heritage. Your sorcerer level for purpose of bloodline is equal to your character level. Natural weapons grow by one dice (to match shifter traits).
Special: If you become sorcerer, bloodrager, your bloodline power acts as if it was at combined level of these, if it's benificial for you. While shifting, it's power increases by 1 level (doesn't stack with other abilities increasing bloodline power above character level, such as traits)

Here we have interesting tradeoff. 3 skill bonuses (6 rp) for static bonus feat (Eldritch heritage) (2 rp) and it getting expanded to act in more rational way (2 rp?). Additionally, low-light vision get nerfed. Would probably pick this one. Resulting RP cost: ~~7.5 points.


*snicker* this one took long to write lol.

*edit* Oh, right. Shifters took another hit in PF conversion. They no longer treat some of monster feats as shifter feats (still get rounds off it, but no prerequisite benefit)


Hunter is fine tho, I hope?

It would be perfect if Shifter was allowed. Two-animal pack, basically ^////^

If not... prob. will make an warpriest.

Another question, can we refluff traits? Some of these are really potent if we just use different fluff (for example, Adopted -> Tusked as an genetical defect. Or pair of fake fangs made out of metal.)

Also, variant multiclassing? (Also for bite attack or something. Wolf-scarred curse on half-werewolf? How isn't it awesome)


GM BC4Realz wrote:
@Neko then run the point buy. You won't have as elite of a stat matrix, but you will have more control over where you put them. :D

Well, that will be "giant" lose of *one* point. Its 21 point buy what I rolled lol

Now, unusual question... would you allow something that rarely get play (at least when its game I want to get in), alias Eberron Pathfinder's Shifters?
https://sites.google.com/site/eberronpathfinder/conversion-info/races/shift ers
If not, will pick something more traditional ^^


2d6 + 6 ⇒ (5, 1) + 6 = 12 STR
2d6 + 6 ⇒ (3, 3) + 6 = 12 DEX
2d6 + 6 ⇒ (4, 1) + 6 = 11 CON
2d6 + 6 ⇒ (5, 6) + 6 = 17 INT
2d6 + 6 ⇒ (2, 2) + 6 = 10 WIS
2d6 + 6 ⇒ (3, 4) + 6 = 13 CHA

NOPE. I don't want another int char now.


Two variants going on...

Would you allow Tieflings (so, half-human, or half-orc ect) use other half-human favoured class bonuses? Both half-elf and half-orc bonus is +1 inspire rage, and with few modifications tiefling (of orc heritage) would be even better for what nyay want to do.

(Will probably use Pitborn Tiefling anyway, just losing 3 rounds of performance.)

(Also, could Nyay use feat to get table bonus no 16?
[You have over-sized limbs, allowing you to use Large weapons without penalty.]
It replace SLA, and... well... Imagine charging with large shield. (or, in this case, large, bladed skull), almost as big as character's body. No charge-bonus feats, but still. Its awesome to just think about it.

(story for half-orc is almost fully ready, but tiefling seems more fun, so...)


Char should appear soon. Got problem with paizo sites on firefox and chrome, and using IE is bit painful.


Ok, quick note. On hex with all sides having 3 ft, you have ~~22.3 square feet. So, you lose some area, but it's way easier to draw, I guess >.< Because one of its lengths is 5 ft. As seen on this example.
http://prntscr.com/awsmep

For example, for stronghold space, lose is... bit over 27 square ft. So, bit over one hex.


GM Æroden wrote:

There seems to be some discrepancy in understanding as to how this will begin.

Everyone will not have their own stronghold from the very start. In fact, you will be a party, and have nothing. I expect a (semi)cooperative group working together towards some common goal.

I mentioned that it would be possible to break off into your own kingdoms. I do believe I also mentioned this might come later. I have no intention of running six individual kingdoms for each person right off the bat; if it gets to that point later, sure.

Nekomimi, and anyone else with knowledge of/access to the SBG; none of the Wondrous Architecture is going to be used. The rooms will not follow the same format as they do in the book, and while new rooms have been added, many of the old ones do not exist any more, or at least not in the same form. You also don't have the option to pick the discounts in price, from Monster Lair or Income Source; those are assigned by me based on what is in the area of availability.

Also Nekomimi, I appreciate the Sketchup entries! That's a very cool mapping tool, and certainly useful for what we're doing. I will keep it in mind, but it honestly seems a bit too complex for what is really necessary; the 3D feature is nice, but the scale of what we're looking at would lend itself much better to a 2D image. On a hex grid, which we will be using instead of squares. I'm sure what you're using can function just as well for what we'd need too, though!

All right...

Let's start with the removal of old rooms and new ones appearing - all in. Some are underpaid or overpaid. Other make no sense.

Hex grid - OUCH. For this I will have to create 25 square feet hex. And boy, hex grids are terrible-looking even when filling hexagonal buildings XD

3d Feature is for stuff like this.
http://prntscr.com/awqujv
This is gatehouse. Almost ideally copied from Stronghold Builders Guide - Gate on bottom (2 stories, because cmon, its unrealistic for it to fit in one story if it have door lifted up) and Barbican on top.

Try to draw it *well* in 2d, showing easily what goes where.

No Wondrous Architecture - bit shame. I mean, I would only use two - mentioned endless food source and walls of spider climb for extra mobility within stronghold.

Can you post how big will one stronghold unit be? I will try creating rooms under new rules.


All right. I think I mentioned Sketchup earlier...

I will make some templates for everyone to use ^^

Example:
Stronghold builder guidebook inspiration pic:
http://prntscr.com/awmdij
My pic: (door will be changed)
http://prntscr.com/awmd5c

Why benches and altar, but no other furniture? Because amount of details should be kept to minimum. Altar and benches are enough to see what this place is (a fancy chapel).

Walls are about 1'2.5" thick, which give about 2'5" thick structural walls when attaching modules to each other. For super-thin materials just remove borders before attaching components - but we try to make cities and strongholds, not metal bawkses.

Dark areas are walls. Direction where door open is not marked - you can guess it easily in most cases.


Ash.. wrote:
Now I want to build our very own undermountain.

So, we have at least two mountain strongholds incoming, assuming everyone get in? Interesting.

Also, we really should start small and then expand. I did quick calculations, and with nice mods (that cancel out penalty) I got...

Spoiler:
44.1k gp, minimum of 72 gp per month
+4x167 gp for guards.
That's just 4 guards, 3 cooks, appertience, smith and acolyte. Place would have 30 soldier/servant beds (3 barracks), 10 better beds (basic bedroom and bedrooms components). Two dining halls, 3 basic kitchens, big storage and training areas, few small offices for studies or something, smithy, alchemist lab, magic lab, chapel, bath, guarded gate and so on.

So, assuming we have 4 pcs that work together, there is place for 36 more soldiers/guards (lets give 30, alchemist and 5 servants)
2 Military Officers - 36 gp/month, 237 gp for equipment.
13 Guards - 78 gp/month, 1703 gp (Skirmisher, swap shortbow for longbow)
10 Guards - 120 gp/month, 720 gp (Infantry, light)
5 Guards - 60 gp/month, 1110 gp (Infantry, heavy)
Alchemist - 30 gp/month
5 Servants - 15 gp/month

48775 gp total, + 411 gp/month, + meals.
If we trade kitchens and cooks for everfood larder and servants, we pay 57775 gp, + 411 gp/month - but no meal cost. And even if castle grow bigger, still no meal cost. One servant open and close larder, others bring food to food hall.

Now, nearby income source. It's... really good! It pays itself back over ten years (and in fantasy world its less than you'd think). But what's more important is that it *is* income. 110% of bigger price is still less than landlord allowance + cash that activate it (for one player) for our minimum level (10), so what's wrong with paying additional cash for it? It ensure that we need to leave less money in stronghold every year (4296.475 vs 4932 gp) just for people to live. (also, later, we can do taxes.)


Yeah, I understand this.

Inner Sea have LOT of mountains. And lot of them are adjacent to forests. I'd prefer this pick.

62-240k gold at start, with 50-240k bonus from Landlord... that's nice amount of cash, I'd say.


Will it be possible for players to pick up Stronghold feat? :D

Really. There is such feat. It's not good, I admit, but...

Also, what level we are most likely to start at? (Or what will be min level, so we can adjust levels later if we make characters now)


...I got wrong in calculations. One book, journal less. Also, realized that as Leya have basically pernament illusion, she doesnt need outfit.

so, +20 gp, -5 (spell component pouch). That leave me 7 gp, 8 sp.
Cantrips: Arcane Mark, Detect Magic, Light, Read Magic.
1st-Level Spells: Mage Armor, Rejunevate Eidolon, Lesser

Also, I added two evolutions by accident. Leya have 16 Dex. Evolution was Improved Natural Armor and Skilled (Sense Motive).


Well, build was... *sigh* you managed to find better option than I did, damnit XD this is bit silly. Sorry ^^ I really don't feel well recently >.< Will be fine in game tho ^^ Just number crunching suffers.