Giseil Voslil

Opuk0's page

Organized Play Member. 777 posts (803 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Anyone know of adventure paths or modules that have nice big castles like Fort Drezden from Wrath? I wanna run a short game that just involves infiltrating/sabotating a castle before your army/the enemy's reinforcements arrive.


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Recently I was in a conversation where someone described cultists sacrificing innocents as being 'boring and lazy writing' because there was no personal attachment for them.

To me that seemed overly analytical, as if the act of having to rescue people from being killed was trite and overdone unless it's someone you specifically care for. I could not wrap my head around that line of thinking.

The more they elaborated, the more fantasy tropes they decried as being overdone until eventually I asked "Then what does a fantasy hero do?" To which they had no response other than "I don't know, I just don't want to fight against someone that that has a sign that says 'bad guy' hanging from their neck."

This threw me for a loop. All I could think of was a quote from Lemony Snickett - "I'm at a loss for how to write a villain who doesn't do villainous things"

How do you go about writing your villains in a way that isn't boring or overdone?


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Why not try doing a small 'split the party' adventure where the players have to go against the grain for their characters.

Have the warrior do something where has to talk his way out or through a situation, while the story players have to fight their way out. Hopefully this would give them all a better appreciation for what the others do.


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Sysryke wrote:
We do rolled stats: 4d6, reroll 1's, take best 3 total, generate 6 complete sets, make grid, take best number from each row (I still couldn't get an 18 :p)

Good lord just do 20 point buy and call it a day!

Edit: I see this so often where groups will try to make rolling for stats fair and balanced by adding so many steps to it that it feels like the Point Buy system insulted their mother.


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Melkiador wrote:

I'm wondering how survivable it is.

Quote:
Positive Energy Plane Infusing the Material Plane with the overwhelming essence of the Positive Energy Plane may seem like the least destructive use of the Synchrony Device, but it comes with dire consequences many users may not consider. All undead in the area of effect take 20d6 points of positive energy damage per round for 1 day. All living creatures in the area of effect gain fast healing 5 as a special ability and gain 5 additional temporary hit points each round. These temporary hit points fade 1d20 rounds after a creature leaves the area of effect or the effects of the detonation expire. Each round during which a creature has temporary hit points above its total hit points, it must succeed at a DC 20 Fortitude saving throw or explode in a riot of radiant energy, which kills it.

Anyone with knowledge of what's happening to them could damage the temp hit points off themselves before going toxic positive. Perception checks in the right places will tell you that things are healing and exploding. So there's a hint of what you should do. Still super deadly, but there would be some survivors.

I'm kind of imagining groups of commoners sitting around beating each other with sticks to keep from dying.

Still traumatizing, it'd start with bugs getting wiped nigh instantly, going up to small animals, including family pets.

Potentially vegetation as well? Depends on if regular non-creature plants would be able to be healed by the positive energy.

After that it'd be farm animals, but at that point it'd be affecting your average commoner as well.


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Dragon78 wrote:
"Elephant in the Room System"?

You can look it up on google but essentially it's freeing up a lot of feats that are considered necessary or expanding and consolidating feats.

Off the top of my head this includes:
Power Attack/Deadly Aim/Combat Expertise are just combat options for anyone with at least +1 BAB
Improved Maneuver feats are consolidated into just two feats
Feats like Weapon Focus apply to weapon groups instead of just singular weapons


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Been looking around for a first level sheet for the Iconic Shifter Zova but can't seem to find it, only her backstory.


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I've been on both ends of GM Favoritism and both were for the same reason, the other players can't keep track of rules.

When I was on the receiving end, the other players would receive freebies ranging from free gear to stat boosts while I had to meticulously plan every bit of equipment I could bring with me on every adventure. This was mostly because the other players tended to be more 'beer and pretzels' type players, making choices because they sounded flavorful or just didn't care that most of their choices were less than suboptimal(let me tell you the tale of the paladin that couldn't smite!).

When I'm the one doling it out, it's because the player in question has a very hard time remembering rules even despite playing Pathfinder for many years. Trying to get them to remember the rules between campaigns, or even between sessions is nigh on impossible, so for the sake of moving things a long I, and pretty much the rest of the party, just accept it as part of the game.


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I've thoroughly given up on using any enchantment magic on players that's along the lines of charm person or suggestion, or even dominate.

As soon as a save against these spells gets failed, some flip gets switched in a players brain that activates every latent brain cell for the express purpose of qualifying for the Olympic Mental Gymnastics team.

Even the most innocuous of requests, such as prioritizing the wizards bodyguard instead of the wizard will be met with some variant of 'Oh, well actually the wizard looks just like my deadbeat father who I hate with every fiber of my soul. Yes I know my father was a celestial orc and this is a gnome, what's your point?' or 'I know he just said to attack my allies, but really these are just work acquaintances that I've known for 20 years, they're not REALLY allies!'

It's aggravating to the extreme, but I never try to push the issue past poking a couple of holes in their arguments, so I just treat it as a turn wasted for the bad guy and make a mental note never to bother with such spells again.

What've your experiences been with this situation?


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So after reading over everything, it's starting to sound like spellcasters just don't exist on the high seas at all. Maybe I'll make that into a rule, no casters since anyone with 14 int or higher would know piracy is a dead end job.

Should that include alchemist's as they're technically casters?


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DungeonmasterCal wrote:
Opuk0 wrote:

This is my attempt at completely stopping somebody from getting away via nonmagical means during a capture mission, knocking out the target first then putting the following on them:

Broken Splint Mail, +3 AC, -14 ACP
Two (or more as needed) locked gauntlets with broken handles in them
Manacles and Fetters, barbed for his displeasure
A gag for those that are into that sort of thing

Anyone got anything to add to this?

I played a character in D&D 1e who would just break one of their legs to prevent them from going their own way.

Pretty sure if you sneezed on someone in 1e they'd die, let alone breaking their leg. That'd probably require true resurrection to bring them back.


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Just the pure massive amount of idea fodder

Spells, history, countries, races, there is just so much stuff to pick and choose from that you can easily craft your own story by throwing everything in a slow cooker and let it simmer.

There are a LOT of diamonds in the rough in pathfinder.


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I don't just mean in terms of amazing effects with little to no drawbacks -coughspellscough- but also in terms of the rules that govern them.

How easy is it to become addicted to something? Does it take only one hit and a bad save and you're hooked for life? Can you be a drug fiend using every day for a year and stay squeaky clean?

I've tried giving the drugs page on the pfsrd a read through but I'm having a hard time wrapping my head around it and would prefer to hear others experience with drugs or even just theorycrafting.


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We could definitely use a little more context here in terms of the party composition and also how experienced the players are.

If the rogue is an experienced player who knows how to build a character and has a good handle on the rules, then it's not that surprising for them to be soloing beginner zombies/skeletons. High initiative+sneak attack vs rigor mortis can make for an easy rogue challenge.

Meanwhile, if the rest of the group doesn't really know how to handle themselves or their characters and are prone to poor strategic choices (firing into melee without precise shot, casting in melee, etc) then yes, the rest of the party is going to feel useless.


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1. You grab the door to open it, the door grabs back. (Mimic)


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I was kinda interested in expanding and fleshing out Linguistics a little, so I wanted to find out what kind of documents would've existed in medieval times for the purposes of forgery, etc

Off the top of my head, I can imagine merchant ledgers and proof of pedigree/nobility being two such documents

Anything else?


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I want to design a castle for a dungeon idea to do one on one with a friend of mine to get them into Pathfinder.

I have no clue how to start out, all I know so far is that it's gonna have a moat, four turrets at the corners, and is gonna be like a noble's castle with a ballroom/banquet hall, huge kitchen, servants quarters, living quarters on the second floor, and a large wine cellar.

Once I design all that, I'll work on filling it with monsters/traps.

Does any know any modules or adventure paths that feature castles like this to get some ideas from?


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Cosmo wrote:
Moved thread from Rules Questions to Advice forum.

Thank you kindly!


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The 'here' is a hyperlink to another thread I made originally in the Path of War forum on here with all relevant information, I just posted on here cuz it wasn't getting much traction.


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Welcome to The Caster-Martial Disparity Bingo where every Wizard is Schrodinger and the Fighters don't matter.


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Glad to help! Hope you and your players are enjoying Pathfinder so far!


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To add on what Deighton said

You don't necessarily need to give numbers.

Just because a player asks if a monster has resistance to something, you don't have to say 'Yeah, it has Cold Resistance 20', you can make it a bit more wondrous if you'd like, for example 'The creature is naturally resistant against the cold, even the most biting blizzard does little to even slow them, let alone cause any sort of harm.'


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There's very few things that one usually needs to know about a monster

How can you kill it?
How can it kill you?

What this devolves to is basically asking what defenses it has and what attacks it has.

This can be very broad in both catagories. With defenses, you could say what it has DR against, if it's immune to anything, if it has spell resistance, etc. For attacks, this can be anything from natural attacks, to special abilities, to even spellcasting for certain creatures such as dragons.

The Knowledge rules that that for every 5 by which you beat the creatures DC (10+CR), you gain an additional piece of information regarding the creature, ontop of the piece of information for just beating the DC.

You can be incredibly pendantic about this, and say that each little thing is a bit of information, such as saying that it has DR 5 or that it's bypassed by silver, rather than saying DR 5/silver, or that it has a breath attack, but not what that breath attack does.

If your player invested into these knowledge ranks to be able to tell how to fight these creatures, then that's their reward. No need to cheapen it just because you don't like it.

Keep in mind there are certain creatures that have higher base DCs (15+CR) or just flat-out can't be knowledge checked due to obscurity or rarity.


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knightnday wrote:
Secret Wizard wrote:
ok i didnt sleep in all night but i read the thread title as Magic Jar Jar
I definitely will ban that spell.

Darth Darth Binks confirmed.


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Raving has clearly been hackedpossessed and the perpetratorwitch has foolishly forgotten to log off the accountrelease her hold on them before posting this.

BURN THE WITCH!


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I was actually looking up more about it and found an official answer from James Jacobs here.


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If only there were some way to physically quantify the qualities of a Paladin. To show us without shadow of a doubt if someone is or is not a Paladin.

Maybe some sort of count in their bloodstream...


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Hellfire can't melt adamantine beams.


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Just gonna go ahead and drop this here for people unhappy with diplomacy.

Edit: @Kalindlara+Pixie: Thank you kindly!


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Oh, another thing is the potion size debacle since someone just posted a thread about it.

Picture if you will, a pixie drinking a potion made for a giant.


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Chemlak wrote:
Ravingdork wrote:
Partizanski wrote:
Opuk0 wrote:
Neongelion wrote:
Ghosts can be damaged by mundane shields.
wait wut
Care to elaborate, because I dont see it.

I don't see how this is possible either and I'm curious to know this as well.

Can't wait to see how this gets past the following:

Incorporeal wrote:
It is immune to all nonmagical attack forms.

I just realized how sad it kind of is that we're so accustomed to such oversights in rules that we're more than willing to wait with baited breath for an explanation without even thinking of the possibility that someone's just trolling.


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Off topic, but I actually remember watching a video about how humming birds fly in the most crap conditions.

Amazing what an unmitigated urge for sugar can push you to accomplish!

I can relate oh tiny feathered mosquitos


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Nah, he's right, you should be giving out negative exp

To him

Seriously though, from what I know, Sarenraes whole deal is redemption for those that can be redeemable isn't it? Kinda hard for someone to take you up on that offer if you're being 200% hard-ass


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I would say start on the surface and make Swim checks


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I present to you

Exhibit A


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I was actually expecting something much different when I first heard the thread title:

"You have successfully used skills other than Climb and Swim more than once, therefore you lose all your bonus combat feats, weapon training, and armor training."


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Gotta love adversarial DMs getting a slap in the face like that


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Bandw2 wrote:
lemeres wrote:
Nathanael Love wrote:
I could almost buy this line of reasoning except that Dwarves, Gnomes, and Drow all have no problem smelting underground.
Well, I think this might have to do with underdark politics- ie- dwarves and drow are powerful enough to hold onto the huge caverns since they can fight in direct army on army warfare, and they can steam roll the other underdark denizens. Kobolds are more guerrilla fighters at best, and they need to stick to the small, often self created tunnel systems.
I think i read somewhere about kobolds actually causing "accidental" cave ins to link dwarven tunnels with their enemies'.

Kobolds of Golarion, they link sniverblin (I have no idea how to spell it) cities to dwarf cities and then let 'em have at it.


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Or just give all your kobolds the half-dragon template, thematic AND deadly!


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I would totally love to fight these optimized kobolds by the wave at level 1

Who doesn't love getting TPK'ed on their first session?

/sarcasm


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. . . That could lead to some interesting applications

Lends a whole new meaning to talking out your butt as well XD


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I was imagining something more complex to be honest, I was also trying to look up medieval coffee pots and the like since that's likely what people on golarion would use.


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Sadly speak with dead requires the dead to physically speak.

In my experience that is pretty hard to do when one lacks a head.


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So a lot of items throughout the pathfinder books sadly lack a picture to go with them, and some could really use it (see thread title for example.)

So why not try and find an appropriate picture for all the wizmos and gizmos we look over to try and breathe some life into these odd tools that are so often skipped over for swords and axes and other shiny things.

For starters, what do you guys think the picture for a coffee pot should be? Here's the description:

"This tall, teapotlike device contains a small chamber for coffee grounds and a large chamber for water, connected by a small tube. Heating the pot forces boiling water through the tube and into the grounds. A glass knob at the top of the tube allows you to see the color of the brew and stop when it is sufficiently strong. It can brew up to 4 cups of coffee at a time. It can also be used to make tea, steep medicinal herbs, or just boil water."


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What was at stake between letting them kill the npc or give into the devils commands? If you give the PCs impossible choices, they're gonna respond in kind.


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Ross Byers wrote:
Stone to flesh can be used to get rid of stone doors or walls.

And maybe also emergency rations?


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So I wanted to try and build a clockwork assistant for a wizard character I have. While I consider myself well-enough read on most rules, golems and other such constructs are something I've never tackled before. What I would like help with is pricing this construct based on the stats and abilities I'll give in a moment, as well as what spells to use in terms of requirements. So first, a list of what I'm looking at in terms of abilities and stats

Medium size
Half bab
non-combat focused
Possibly pass for human, if not at least very humanoid looking
On that note, human personality and intelligence
Ability to help with crafting magic items
Possibly able to read scrolls and such

I'm on the fence as to whether or not I should use the bioconstruct modifications


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Okay, let me see if I get this straight

Initial DC is 5+Caster level

Caster level for handy haversack is 9, while I do not have to meet this caster level, it's also not a prerequisite to bypass by taking +5 to the DC instead

So current DC on spellcraft is 14

I do not have secret chest, but being a spell prerequisite, I can bypass it via taking a +5 to the DC

Current DC is now 19

The handy haversack costs 2000 gold, but I need only pay 1000 gold to pay for the materials to make it.

This takes one day per 1000 gold in the haversacks BASE price, not CRAFT price

Am I missing anything?


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Hi, meet AM BARBARIAN and his trusty friend Adamantine Earthbreaker, with co-star Power Attack


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Wait, so is the summoner still a 6 level caster?

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