Jigeke the Exile

Odytoboman's page

27 posts. Alias of Erik Herrin.


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Ruloc wrote:

omg don't jinx it! O.O

...Crepe. I think I did...


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And he's back and on a roll, folks!


Ruloc wrote:
IZAM! What the...?!

I believe the exact noise I made when I saw this was "SQUEEEEEE!"

Just amazing work Ruloc. I've always had a hard time figuring out what goblin art style would look good on him(he was originality from 3rd edition Fearun), but I think the Pathfinder treatment looks excellent! Keep up the awesome art!


Yay! Izam's next! Woot!


Just wonderful artwork! I have a couple I'd like to see your interpretation of, if it's not to much to ask?

Izam:
Full Name: Izam Mobius Nathan Ferno (aka I.M.N.Ferno)
Gender: Male
Race: Goblin
Eyes: Orange
Hair: none (burned off)
Classes: Rogue/Pyrokinetic
Description: Unlike your average goblin, Izam is kind and caring; he's just socially inept and likes to burn things...A lot. He's constantly fighting the urge to light something on fire, because his friends would be mad at him. He's covered in scars from either fires or simply misunderstandings (he is a goblin living in human settlements after all) and his hands are always covered in slightly charred bandages. He wears a big floppy red legend-of-zelda-style hat and cloak with a flame motif (it makes him go faster) over his leather armor. He's a pyrokinetic and can produce flames with his mind. I'd love it if the pic looked like you just walked in and caught him trying to light something important on fire (Like the core rulebook, Lol)

Odytobo:
Full Name: Odytobo Kerebon
Gender: Male
Race: Half-elf
Eyes: Green
Hair: Black W/ a shock of white at the front
Classes: Druid/Master of many forms (shapeshifter)
Description: Odytobo was my first character ever. I've always described him of having the facial features of an Aztec Jackie Chan. Wide, flat nose, Tanned skin, hair cut wild and short. He keeps a quill behind his ear for writing in his beasteary. He wears simple tanned leather clothing with a green hooded cloak. His weapons of choice are a pair of very bestial clawed bracers that enhance the claws of his wildshapes. He's very pleasant and always smiling. If possible, I'd like his animal companion, Rommel, to be there. He's a Cooshee, or elven hound (looks like an overly-large, forest-green, German shepherd with spots insted of normal coloring and a tail that curls back over him , like a Japanese atika).


The thing that first comes to mind to me is "wouldn't they see the spell effect?". I've played in many games where the GM didn't say until after the bad guy was defeated that "buy the way, he was surrounded by an armor shaped field of force". I would think someone might question why you suddenly have a glowing halo about you. (as I imagine a blessing or shield of faith}


On a related note, Final Embrace gives you grab and constrict. In your opinion, would having these abilities be better for a flurry/multiple-natural-attack character or a vital strike/single-primary-natural-attack character?


Matthias_DM wrote:

1)Potion of Cure Light Wounds - it helps get the healer off the ground.

2)Spare Gold - Gold can solve many many problems.

3)Waterskin of Flamible Substance

4)Waterskin of Water - for when you need to wash the dead ooze off.

5)Wartrained Riding Mount - great for an extra attack at low levels if you make your ride check.

6)Bag of Flour..... for those paranoid about the invisible.

That's my list

Reverse #3 and #4 for hilarious results!


I'm bumping this as I'm currently working on a Svnthesist build utilizing the Final Embrace feat tree and would like more input as well.


Buy all your gear customized to your alignment/class/skill ranks or anything else you can imagine (as per the rules on pg. 549 of the CR). Applying just the three listed above will net you a 55.9% discount on the abusive magical items your looking for but can't afford. If your going to buy broken, why pay full price?

BTW the aforementioned Goggles of True Seeing would cost 79,380gp; a little easier to swing


As I see it, There is nothing anyone is going to be able to tell Mr. Loyalist to change his mind as long as his fingers are in his ears (or in this case eyes) about how the mechanics of a game make a game.

Mr. Loyalist, several people on this very board have offered you advice from the get-go as to the BALANCE issue such a revision to a class will cause. Sneak attack will have no effect on non-combat situations, but this game is very much a dual purpose system. When people come out and tell you to "read x forum", they are telling you that the experts are there discussing matters such as these. In this case you have been directed to the DPR Olympics to show you that the advancement and application of sneak attack is inferior to the other vast majority of combat bonuses, not that all your characters need to be power-gamed into the stratosphere.

As a power gamer, a rules lawyer, and a spotlight hog (I understand and embrace my flaws) I will stand here now and say multiple sneak attacks will not inhibit a pathfinder or 3.x game. It will however fluctuate in power in a heavily houseruled scenario.

Thank you, and happy gaming, everyone.


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Eschew Materials

The only component that doesn't cost anything that I can even remember is bat guano for a fireball.

All anyone does is:

1. check spell for material components
2. Check character sheet for spell component pouch
3. ???
4. Loot dead bodies (profit)


Stynkk wrote:


Two Weapon Fighting is actually a full round action, so you'd need to "declare" your intent to TWF (at take the penalty at that time of declaring the full round action). If you don't declare TWF at the begining of your Full Attack, then you won't be TWF. This penalty stays even if you decide not to attack with the offhanded weapon. Why? Because of the problems that arise when you do as you suggest :).

...But an attack action can "become" a full attack action after the first attack if you choose. A full attack need not be declared at the start of your turn.

Stynkk wrote:
By the letter of the rule you have to make an Attack Roll with the weapon that has the Defending property. Why not just swing with the Defending weapon first and make sure you get the bonus to activate? Seems like you're trying to "game the system" by attacking with your higher DPR weapon (longsword) then crying foul when you can't use your offhanded weapon (shortsword). You could have attacked with that one first if you wanted - so I have little sympathy for you in this situation.

You mean: by the "as yet to be revised" letter of the rule. There is no rule or statement that requires him to attack with a defending weapon as primary, which means this circumstance can still occur. To do it the way you suggest does avoid the problem, but your doing just that: avoiding it. It's still a problem and can still occur in game, therefor it needs to be discussed. (this is just a question out to the universe, but I thought the penalties reduce if you fight with a "light weapon in your off hand" not primary?)


Bill Dunn wrote:

It also leads to unnecessary complications in play. Suppose Defender Player decides to shift +2 of his +3 defending short sword's bonus to AC. He's got a long sword in his primary hand and the short sword in his off hand. Now suppose he attacks with his long sword first in the round for which he intends to make a full attack and provokes either an AoO or a triggered action in which he is the target. He gets the bonus to his AC and the guy attacking him misses by 1. Now suppose that his long sword attack takes out his melee opponent, preventing him from getting an attack in with the short sword. By the FAQ, he shouldn't have gotten the AC bonus because he didn't attack with the short sword, however, since the bonus was togged first, he should have. It was just the circumstances and how they played out that prevented him from attacking with the short sword.

If you just go with the assumption that all the PC needs to do is wield the short sword properly (i.e. not holding it in some foolish way in which it cannot be effectively used), then none of this is a problem.

You're scenario brings quandaries to my head. Does my primary attack while two-weapon fighting take no penalties on the first attack since I'm not "wielding" my off hand weapon until I attack with it? should I then retroactively apply a penalty causing the history of my actions to change, possibly changing the outcome of the attack roll? If wielding is defined by action and not declaration of intended action, how can I declare actions without certainty of conformation?

Suggested alterations to the form of the defending property will open a much larger can of worms than expected.


Around December this question came up and I don't believe it was ever answered: does a human sorcerer under the words of power rules who takes the favored class bonus from the APG get a bonus spell or a bonus word?


James Jacobs wrote:
Well... dependency on 3 stats is hardly new, nor a big problem, in my opinion. I would say, though, that those three stats are Dex, Con, and Cha. Strength is handy... but only when the Red Mantis isn't able to do her thing the way she should be able to. Allowing the sawtooth sabre to work as it used to helps to alleviate that a little, of course... but at the same point, a Red Mantis assassin should NOT just stand toe-to-toe with a foe and fight. She needs to be looking for flanking, stealth attacks, and the like. She should be fighting dirty... and in that case, she doesn't need Strength as much.

At this point I'm not disagreeing with you. 3 stats is basic and I would have said the same 3 (dex, cha, con) as well. The point I was trying to make was if you leave the sawtooth sabre as currently is , strength becomes your fallback " to hit" stat, meaning 4 stats. I agree rogue type characters could easily dump str in favor of other stats, but those characters almost always take weapon finesse or go ranged ( heck, it's so popular among those types that there is a rogue trick for it). Just because this type of character can attack a smaller AC doesn't mean the opportunity will always arise, and in these instances that extra oomph helps.

Frankly, I'm just glad to see prayer attack works just fine, as that's my favorite part of the class.


Thank you Mr. Jacobs. I'll be sure to edit the component (...maybe a stuffed salmon dish with a honeyed raspberry glaze?)

That said, thank you for the quick response as well. I thought that the armor thing was a fluke but didn't know. As for the weapon, I'm glad to see you thought it may have been depowered as well. Prayer attack didn't say anything about a changing coup-de-gras action, so I'm glad I asked. And as for M.A.D., the alteration to the sword pulls the whole thing back to 3 stats. But I do disagree that con is " just as useful to the R.M.A. as any other class" as 3 of it's class features use con (red mist, negative level bite, and fading). While mearly supplementary abilities, that's like saying a monk doesn't necessarily need wisdom, since it just affects his AC and stunning fist. While playable, your ignoring part of it's abilities.

... And don't worry, James,I don't mind a little fun derailing ( hell, I derailed my own post) and I'm also a "girl drink drunk"( damn apple pucker).


Hello everyone and thanks for reading in advance!

I just got my copy of The Inner Sea World Guide and was blown away at the amazing amount of time, devotion and talent put into this book. I love the excessive amount of information available in this book. Now I'm willing to say that Golarion has beat out Eberron as my favorite setting, and one of the many reasons why is the Red Mantis Assassins.

From the interesting and unorthodox fighting style to the ninja-like castle/temple headquarters and standardized uniform, everything about them makes me love those evil bastards more. I couldn't wait to play one in the next game my friend is running (he already o.k.ed it because he knows I've been wanting to prove that evil can be played at the gaming table if it's done properly, cooperatively, and with maturity). So naturally I threw around some ideas and put some builds together and was shocked . There were so many...problems. It started with one then led to more and more. Let me bullet point:

#1 The Sawtooth Saber- Casually reading through the weapons section, I spied The RMA's favored weapon and noticed that it weapon finesse no longer worked with it (which explained its removal as a prerequisite). In fact, the only time it was treated as light was for Two-weapon fighting. At first, I thought “Alright. Now people won't be power attack & piranha striking, but dex is still very much an assassin staple: stealth, light armor, mobility-style feats like... TWO-WEAPON FIGHTING! Wait, I need a minimum 15 dexterity (provided I don't want to continue the tree), but need strength for hit and damage, charisma for spells and prayer attack, AND constitution for three other class features. But thats...

#2 M.A.D.- Yes folks, my favorite class has become “Multiple Attribute Dependant”, just like the 3.5 paladin. I would love to know the reasoning behind this choice in particular. Never being one to fret when a challenge is set, I continued my build. Looks like two levels of ranger are necessary to free up some of the point buy, but that just doesn't feel right. Was my assassin going to be running around in medium armor? Even the Mantis form reinforced the dex dumping decision with +4 Str,-2 dex, and large size with a 1d6 natural attack (I would bullet point this but it's a minor adjustment... I just wouldn't use it until ninth level, maybe not then either) Crap, I was going to be the slowest assassin in the world. I would have such a hard time making a quick escape with the impedance placed on acrobatics , limited move speed, and penalties (both armor and lack of dex) to stealth, escape artist, ride, and disable device. And I didn't even know if the RMA could cast spells in medium armor. Let me check...

#3 Spell Failure- Turns out the RMA can't cast spells in any armor. The bard-like spellcasting was stripped, and with it the arcane spell failure avoidance. But at least I could still optimize my prayer attack.

#4 Prayer Attack- This is my favorite part about the RMA, their death attack. But from what I can gather is it doesn't work. Maybe it's just me, but how do I maintain concentration (Standard Action) to keep them fascinated on my turn and coup-de-grace (Full Round Action). I hope that at the very least that when concentration lapses, they're still fascinated until the end of your turn. But from what I've seen, that isn't the case. (at this point, I cried a little.)

So here I am, on the boards looking for answers. I would love to hear from what anyone has to say, but especially the reasons behind the decisions from the creators. So I cast my spell:

SUMMON STAFF IX
School Conjuration (Summoning) Level cleric/oracle 9,
sorcerer/wizard 9, summoner 6, witch 9
Casting Time 30 minutes...or less!
Components V, S, M ( a family size pizza and a six-pack
of an alcoholic beverage, worth at least $15.99 American)
Range close (25 ft. + 5 ft./ 2 levels)
Effect one summoned paizo staff member
Duration permanent, until material component is gone (discharged)
Saving Throw None or Will Negates (see text); Spell Resistance No
Calling on the mightiest powers know to be, you summon “The
Grand Designer” himself, James Jacobs. This spell functions as
summon staff I, except it's James Jacobs. The summoned staff
member appears wherever he wants (within range) and questions
why you didn't just post your problem on the boards. Regardless
of your answer, he proclaims “Well. I'm here now. What's the
problem?” and begins to ingest the material component.

Paizo staff members will not interfere with the encounter
in which the are summoned. They make no attacks, cast no spells,
and will likely refuse to “at least hold your weapon while you
use the little adventurers room”. You're the PC, that's your job.

However, when summoned in this manner, James Jacobs
has the power to errata one aspect of the Pathfinder(tm) rules
for a “provisional” 24 hours. This errata is a simple adjustment,
such as the number of hit points a creatures stat block says it
has or that wizards cast off of Intelligence. If this change
affects a creature, that creature gets a will save, but only in
the presence of any PC aware of their presence and only once.
This power does not function on house rules or against big bad
evil guys (bbegs), because where's the fun in that? As is, the
overwhelming power of James' errata pen affects all instances of
the altered rule in the campaign, which may cause some background
events to change (subject to the GM and whether or not the errata
is game destroying or just plain funny). After granting the
errata, James thanks the caster for the grub and returns to the
office, taking the leftovers with him.

After 24 hours, James returns and informs the PC's of the
necessity of the errataed rule, and reinstates the current
campaign ruleset. At this time, James may ask the caster for a
gold or two for the vending machine on his way back. Just give
it to him, he deserves it.

The casting time of this spell is entirely dependant on the
pizza delivery time.

… And hope I get my answer soon! Thank you all for reading my long winded post!


This last session we found our way (on the back of a gargantuan dire crocodile skeleton) to the nest of the tribe of lizardfolk that have been attacking Blackwall. We decided on a more diplomatic approach rather than simply lighting the place on fire, which brought us face to face with their shaman. We made a deal to help his/her people by dethroning the current king, since he has aligned himself with a black dragon.
Only one battle with some measly draconic kobalds guarding the egg chamber. Much loots were had, and the session ended with a worm-filled egg drop outside the nest.


As I thought, the area is full of barbaric grimlocks, but that isn't what is worrying me. As is known, Vitali and I have no good blood between us due to history. Up till this point I had seen him as a means to an ends, but now I'm questioning his motives and the truth of his story. I fear he may have voluntarily disobeyed Izenfen's orders to fulfill his own bellicosity, or worse, his sanity may be slipping from her imposed tyranny. If that is the case, I may need to warn the others to be on there gaurd. However, until we may part ways, I'll have to pretend everything is fine.


At last! I have finally come to understand the elusive temptress of divine magic. I knew that all magic stemmed from a root source and with enough exposure I've figured it out! I feel as if all of Oerth's power is in my hands, I just need to learn to hold on and train it to do my bidding.

I've noticed as my power grows, so to do my companions'. It must be no mere coincidence that such fonts of puissance have established a congruous coarse.

As for the current events, I fail to conceive how or why one would endeavor to synthesize three deities. Never the less, after witnessing the constitution of the first two shrines, I can only conclude that the third will be filled with viscious savages and monstosities. With a good night's rest and some time for study, I believe they shall present no challange.


The hibernating earth elemental may be our only way back in. I'm hoping that the creature's dislike for its opposing element is stronger than its dislike for the people who will wake it. With our replenished spells and a possible ally, maybe this will go a different direction.


I'm feeling a little out of practice right now. 5 critical roles and 4 of them I roll 1's. Let's take this point-by-point.

Point One-Lurking Srangler: Why do things like this exist? If I ever see one of these foul creatures again, I will obliterate it from a distance. These creatures are too powerful in close combat, especially for their size. (Mechanically, this thing is way to powerful for its CR)

Point Two-Gas Trap: Despite being horribly handicapped by the toxic event, I can at least understand the concept of gas pockets building up underground unlike the creature in its vicinity (point one)

Point Three-Earth Elemental:I'm intrigued as to what we may learn from such a creature, but that is for another time. Let the creature rest until we can communicate with it, otherwise I fear it may turn violent.

Point Four-corpses: I thank these lost souls for it seems every one has been a warning or a hint to help us out.

Point Five-Treasure: The goggles of minute seeing have ended in better hands, in spite of its owner. I hope the wands in my possesion prove helpful.

Point Six-Brown Mold: See point seven

Point Seven-Beetle Swarm: This seems to be the biggest problem in our near future, as we have no way of dealing with it directly. As it stands, I have two plans. The easy and most likely not to work, lure the swarm to the room that tires and hope they pass out. The second and most elaborate consists of luring the swarm to the brown mold. By cutting a tight path through the mold with rays of frost and acid splashes, leaving an open area in the middle, we set the trap. Vitali, being the best at spelunking, will be our bait leading the swarm through the brown mold. By the time the swarm makes it to the center of the trap, vitali should be through, allowing hazard to light the opening on fire, which causes the brown mold to close the exit. At the same time, Amathana will fire an arrow or bolt or some flaming projectile at the entrance, sealing the swarm in an area of brown mold.

Point Eight-Crushing trap: Until I can cast gaseous form, no one goes in.

Point Nine and Ten-Mad Slasher and Bombardier Beetle: This place seems to be crawling with insectile creatures. I'll have to remember to prepare less color sprays

Point Eleven-Lanturn Puzzle room: We may need to go back to town for a portable crane or scroll of something or other to reset the slab arrow.

Point Twelve-Vitali: I am vastly irritated and bewildered at the situation he has put me in. irritated that Izenfen couldn't leave me to my own devices, and bewildered at him for revealing himself after nine years of observation. How am I expected to trust him. My only solace is if Izenfen hasn't ordered him to reveal himself, He's a dead man anyway.


I hate you, Paizo message board. This is the millionth time you have eaten a post I had taken hours to type.


Swivl wrote:
Hazard "Highhead" Stormwalker, Half-Giant Duskblade//Fighter

He could always get a job at the Spinning Giant, at least part(half)-time :)

THANK YOU, I'll be here all week!


Swivl wrote:
I encourage my players to post here as well after each session while the game is fresh in their minds.

...If we don't have work right after the session :) Looks like I'm up first.

Nexus Exodus, NG Wizard//Monk 1

26 years ago, An amazing astrological event occurred, though most people never noticed. With a careful eye and the aid of magic or technology, the southern sky gave birth to a conjoining of two far-off galaxies. The monks of the Twilight Monastery saw this fortuitous event as signs of some major clash occurring in there own world. But the investigations into the matter were interrupted by another event; a child.
It was only by luck he was found as the gate was being closed for the evening. Orphaned on the steps of the monastery, the baby could be no more than a few weeks old. Warily, the monks inspected the bundle left to them. He seemed healthy, yet peculiar. He did not cry, even left alone in the cold: nor did he even seem to notice the people around him. He simply stared at the darkening sky with odd eyes: one green, one blue.
The monks took the child to Izenfen an asked what should be done. Izenfen simply stated, "We will watch him". As the monks attended to the child, Izenfen sat quietly in thought. What were the chances of a child with eyes the same colors as the mating galaxies above?

The child grew with a fanatic hunger for knowledge, whether it be the martial arts of the warrior monks or the speculative documents of the scholars. He saw them as the same. In fact, he often saw the whole world through connections, which is why he was named Nexus. Nexus loved his surrogate family and took to his duties at the monastery with great pride; yet he new he could not stay after the clash between the monastery and the Diamond lake miners that took the life of his friend, Imonoth, and 22 miners.
Nexus continued to live with the monks until he was Twelve, watching the home he new change due to Izenfen's depression and isolation imposed by his daughters death. Nexus felt it as well, but tried to shut out the pain of loss and force himself to continue. He new eventually he would have to bid his home farewell, so moved down to Diamond Lake in hopes of obtaining enough money to get far away; to try and break his connection.

Life in diamond lake was hard and Nexus did what he could to survive. Most often he would run errands and deliveries to pay for his room at the tap house. He never kept his property with him for fear someone may take everything he worked for and prolong his escape from his pain. Instead, he kept his wealth well hidden in a small, nameless, and abandoned cairn a few miles outside of town. These qualities protected his investments but endangered his life.
Once, after dropping of his weeks earnings, Nexus stumbled on an instance of banditry. A man stood over another not twenty yards from his cairn. The bandit noticed him and attacked. Without a thought, Nexus' training welled up and the bandit was on ground. Nexus had not noticed the bandit's previous injuries, and feared he may have killed him outright. That thought was quashed after Nexus looked to the other man. The victim was most certainly dead.
Nexus decided the bandit deserved his fate, left him, and proceeded to check the other man for identification or signet. The victim was a student out of a college in greyhawk; his pack containing several books on different subjects of magic, inks and quills, parchment, and a spellbook. Nexus could not turn in the items, as his own character may be called into question. He couldn't return them to Greyhawk either as he didn't have the funds to send himself let alone the victims accouterments. His final decision was to keep them until he could return them himself. Until then, he found his curiosity overwhelming.

Nexus' ability to see connections gave him a natural affinity for magic, as it further strengthened his concept of all things being born from similar origin, hence them being connected. Over the years, he began to forget his need to be away from this area as he lost himself more and more in his magic conceptualizations. He spent more and more of his money on anything even remotely related to magic, from macabre figurines to spell charred weapons. After another nine years he had obtained quite the hoard. His study, however, had made him careless.
Late in the fall, he found his cairn hideaway ransacked. Everything was either destroyed or stolen. His first thought was bandits, but he knew it could have just as easily been the youth from town. He spent a cold winter with nothing that year, thinking of how he abandoned his life in the monastery. He decided he would return, and forget his magical passion.

As he returned up the road to Elmshire in early spring, he encountered a robed middle-aged man with a long flowing beard next to a broken cart. The man introduced himself as the wizard Allustan, mayor Lanod's brother. He asked Nexus if he would help him lift the cart so he may fix it. Nexus did so, and with a few words and gestures, the cart was fixed. As was Nexus' ennui. Surly this must be a sign, just as the monks taught. A connection.
Nexus returned to Diamond lake with Allustan, explaining his predicament the whole way. Allustan thanked him for the help and told him to come back by when he had settled in. After an anxious few days, Nexus returned to Allustan's house to find and offer of a surrogate apprenticeship.
Nexus still doesn't know what Allustan saw to accept him, but he has proudly served him for the last five years.

...Wow. That went on longer than I thought. Hope that fits the campaign. If i need to change anything, Swiv, just let me know.


Wolf Munroe wrote:
I would guess that whether the save is successful or not, the character cannot be affected by the same terror creature's aura of fear for 24 hours, based on how similar always-active and at-will abilities work on other creatures. (For example, a mummy's Despair ability.)

The only thing about that is all the other abilities specifically say they grant immunity for 24 hours where as this one does not. Was it left out on purpose or do we need errata?