Giseil Voslil

Opuk0's page

Organized Play Member. 719 posts (745 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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If quadrupeds can carry more than bipeds of the same strength and size, then does a sleipnir with 6 legs carry even more than a horse with the same size and strength? What about giant centipedes? WHAT ABOUT GIANT MILLIPEDES?!


What I was trying to get at was whether it was more realistic/feasible for a pirate ship to have cannons or mages.

With what everyone's said, the answer is mages don't exist in high seas settings.


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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?


I'm thinking of running Skulls and Shackles, and as I'm reading through the books it occurs to me that any ship-to-ship combat scenario is entirely made moot by a singular fireball to the sails.

The cheapest cannon available costs 6k gold, not including the price of cannonballs and blackpowder, ontop of requiring 3 mooks to fire the thing. After that, it requires an attack roll with a 5% chance to jam, and no guarantee of damage (6d6, which is quite laughable honestly). Oh, and a range increment of 100ft, which at that point you may as well start getting ready for boarding action.

You could get three cannons and have them fire one after the other, but that's 18k down the drain, 9 mooks, and that much more gold for ammunition.

For 18k a year, or even 6 months if you wanna be generous, you could easily get a cadre of 6 mages to fart out a single fireball each per day, two casts of scorching ray, and three casts of obscuring mist for ship stealth purposes.

So other than flavor, is there any good reason to have cannons rather than wizards?


The group isn't immature, they're just incredibly short term planners.

The relic in question is a weapon that's of utmost importance to the church of Iomedae, not Iomedae herself. During a duel of honor that the two players fabricated in order to have a legitimate reason to disarm the paladin player, I had to remind the second player that the duel was being watched by 100 paladins. The reason I reminded him? The second the paladin got disarm, the player ran out into the middle of the field to take the sword and shove it into his bag of holding (nevermind the repercussions of shoving an unsheathed sword into a bag of holding).

Also, I don't appreciate being told that I'm angry and pissed for wanting my players/characters to suffer the consequences of really bad decisions. If you walk into a bonfire, you take fire damage. If you jump off a cliff, you take falling damage. If you attempt to steal a holy relic of a church in the presence of 100 paladins of said church, you suffer the full extent of the law.


Players mess up bad, super bad, like, besmirching the entire religion of Iomedae bad.

Should they be punished for their actions by the church who has 100 witness of their crime of attempted theft of one of the churches greatest relics to date?

Or, should I start excluding certain items out of loot hordes, making them less and less useful for the players in question (not the whole party), as well as throwing more enemies at said players that are more apt to counter them?

The overt punishment is clear and defined, there is a reaction to the action that can be obviously understood. Unfortunately, this punishment would lead to either excommunication or forced service, things the players in question wouldn't really care about, or indefinite imprisonment or death, things the players would shrug off by making new characters.

The covert punishment is not direct or obvious, but it the effects can be felt almost immediately as the players become less and less effective. I'd eventually send them a vision or sign that they've earned Iomedae's displeasure, but in the interim, the players would start to become a burden on the party, rather than being solely punished.

What should I do? There's no way I can't punish the players for such a blatant act of heresy, but it seems like they've goofed up so hard that punishing them isn't feasible.


Well the paladin player certainly didn't enjoy getting a holy relic of their god taken away from them because of a blatant lie.

Or is attempting to steal a holy relic just not that big a deal and totally forgivable?


So, two players committed some serious crimes after having been fooled (not mind controlled) by a succubus.

They were led to believe that Radiance is actually a demonic artifact, and they decided to trick the paladin wielding it in order to steal it away.

This plan bombed spectacularly, and the paladin army, along with Irabeth all witnessed the two players attempting to make off with Radiance. Along with this, the paladin army saw one of the players convulse upon touching Radiance as they had the succubuses profane gift and took 2d6 cha drain on the spot.

So now I want to plan out a court martial for these two, and see what crimes can be levied against them, and what an appropriate punishment would be.

So far I'm thinking treason, heresy, cowardice, possibly desertion, consorting with the enemy, and espionage.


Does Mobility apply to the AoO from standing from prone?


Why don't you just make an evocation wizard at that point? It sounds like you're trying to do more damage with spells than with your weapon.


Would a Dagger Pistol count as a melee weapon for the exotic proficiency given by Magus?


Two feats and a swift to bypass DR, deal full damage to incorporeals, and no need to reload ever? Yeah I'd say that's pretty worth it.

If you're going for a gun-wielding magus, you're probably not all that worried about in-combat spellcasting, and even then you can just stick to one gun, buff yourself up for 2-3 rounds with spell combat, then pull out the second gun and go to town.

Ontop of all that, there is the massive amount of gold you save on not having to buy or make bullets. Oh what's that. DR/Adamantine? Ignored. Epic? Ignored.


Is there anything you can do with Grit that you can't with magus spells?


Now that we have Spell Cartridges, is the Gunslinger class still useful at all?

To me, it seems like Magus is gonna be the new sheriff in these parts, especially with the ability to fully bypass all DR.

Even if the issue of proficiency is brought up, you're going to be hitting touch anyways, and Arcane Strike applies to all your weapons so two-weapon fighting is now incredibly viable.


My thought process is that, even a LG Deity like Iomedae doesn't expect or want their paladins to be judge jury and executioner.

As far as the tieflings go, they're here for the paycheck and safety in numbers. The party has some prisoners from the first bout with one such group, and I've had them say similar stuff to what you'd hear most non-serious soldiers say "I'm just following orders, I'm just here for the pay, etcetcetc."

Obviously this is no point of contempt when it comes to actual demons. My concern is letting the Paladin just be Lawful Stupid with no repercussions, they themselves even going as far as to say that Iomedae is Lawful Stupid herself, which just doesn't sit right with me no matter what I read about her.

Paladins, in my eyes, should be very roleplay heavy, and not be except from the consequences of their actions (ie become ex-paladins) by giving the tired old excuse of 'It's for the greater good', because anyone can throw that line out with no backing.

At the end of the day though, I do recognize the rule of fun, and it's much more enjoyable to hack and slash than to worry about should/could/would type stuff. This is just my own nitpick that I want to iron out for my own sake at this point, I'm not going to bother with anymore moral quandaries for paladins.


Context: Running Wrath of the Righteous wherein there is a (shocker) paladin of Iomedae.

No spoilers here aside from mentioning mass combat.

At the end of the battle, the paladin wanted to 'run down the tieflings like the dogs they are', my words. I thought this was a little bit overkill and told them that Iomedae was raising an eyebrow at them for wanting to cut down a fleeing opponent who'd clearly given up the fight.

Everything else they've done so far I've been fine with, aside from splitting off from the group during the same combat to fight more enemies on their own, which also earned a slight raise of the brow.


On that note, anything that prevents smaller stuff from grappling me is also nice, don't want to get hoisted by my own petard


So I'm joining a game that's a bit of gladiatorial combat crossed with professional wrestling, which means that we're as likely to fight humanoids as we are aberrations, monstrous humanoids, and animals

I want to make a lucha libre inspired character that focuses on beating a gentleman with another gentleman.

As far as I've found, most stuff that would allow me to grapple above my weight class doesn't stack with itself and I'm sadly stuck at only being able to grapple huge creatures as a medium luchadore.

What I'm trying to ask is, what can I get so that I may swing a whale at my fellow man?


Compare a Slurk to a Riding Dog in terms of attack power and see for yourself if you really need to balance it.


My favorite strat as a life oracle is focusing on channel energy, life link, life spirit form, and quick channeling so you can just burst heal on demand.


What's all this world-building poppycock? Back in my day we made 20 character sheets of nameless bland-faced adventurers and we liked it that way!

In all seriousness however, I find these sorts of 200 question long character interviews are better for people who actually make rather well fleshed out characters as it helps fill in crack and gaps to solidify the character as a person and not just some deity's chewtoy of tragedy.


I've consistently run campaigns with 6 players and I've found that I haven't actually had to do anything different

If anything, s*@~ty rolls and dumb strategies are excellent equalizers for any AP.

If you're determined to change something, just add an extra mook as you see fit.


So I've got a paladin of Iomedae who's come across a legendary longsword that's yet to be awakened, and I was thinking it'd be fun to make it a progressive thing rather than all at once.

To that end, an achievement list based on the tenants of Iomedae sounds like the best way to go. Some of these will be done as a matter of course, others will have hints in the form of suggestions based on context.

So far, this is what I have:

I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.

I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.

I am the first into battle, and the last to leave it: Be the first to deal damage in combat five times across separate battles and remain standing after at least half of your allies are unconscious in one battle.

I will not be taken prisoner by my free will. I will not surrender those under my command.

I will never abandon a companion, though I will honor sacrifice freely given: Suffer four attacks of opportunity within 1 round and have an ally who is at 0 or less hit points healed within that round, whether through your own actions or an ally you coordinate with.

I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.

When in doubt, I may force my enemies to surrender, but I am responsible for their lives: Knock unconscious 10 enemies of equal CR or higher through nonlethal damage, or restrain an enemy of a CR that is 4 higher than yours for 24 hours.

I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest: Face a creature of equal or higher CR in one on one combat with no outside assistance.

I will suffer death before dishonor: As an immediate action when affected by a mind-affecting effect that would cause you to act against the tenants of Iomedae, you may reduce yourself to -1 hit points and stabilize. You can only do this while wielding a longsword.

I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection: Attempt and succeed at a diplomacy check with at least 10 enemies of evil alignment whose CR is equal to or greater than yours.

I am not a scholar of Iomedae myself, so if any of these seem off base then please do tell me and feel free to suggest alternative achievements for these.


Where is the line drawn between steroid-dispenser and building your own magical army, with blackjack, and succubi? Actually, forget the succubi, and the black jack.

I've been in parties where my sole job has been making the Fighter OSHA compliant and making sure the Barbarian doesn't confuse his teammates limbs for that of his enemies in his limb-tearing rampage. While I always feel helpful in this regard, I'm starting to think there comes a time where maybe a singular helmet is enough for each teammate and I should cancel all the teams bubble-fitting appointments.


So the Empyrean Angel gains some additional abilities depending on which god it serves, such as Paragon of the Sword or Paragon of the Rose.

I'm trying to create a Paragon of Humanity for Aroden, does anyone have any suggestions for what sort of additional abilities such an Empyrean might have?


Character Gen Rules:

20 Point Buy

2 Traits, one must be from the AP

All paizo pathfinder content is allowed but please refer to the players handbook for the AP for suggestions on what types of characters to make.

Myth-Weavers

PM me with a character and I'll send you a discord link for the group


Please message me in private and I'll send you a discord link for the group.

Homebrew rules are listed here


I've recently had a bit of a crisis of faith as I found myself scrapping further and further down the barrel in seeking players as folks seem to migrate en masse from Pathfinder to 5e.

I greatly enjoy DMing for Pathfinder but I can't DM for a game that has no players, but at the same time I just can't bring myself to switch over to 5e, it's just far too streamlined for my liking.

So, I want to ask folks what it is that brings you to the table so that I can get some perspective as to why folks might be migrating from one system to the other, whether it be the simplified mechanics, better world feel, just a bigger pool of players to play with, or what have you.

Personally, I greatly enjoy tabletop games that have a lot of switches and knobs to play around with, customization is my bread and butter and I love being able to finagle all sorts of characters within a games mechanics.


Would a Kirrix be immune to magical diseases and have their special abilities apply against them, or only mundane diseases?


Would you also know which specific artist is responsible for the clockwork spy? I've run through all the artists accredited in the book but can't seem to pull up the right one.


Thanks Luis!


I found this image floating around google. The label style looked incredibly familiar to me, does anyone know which book this is from?


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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.


After only a bit of help, this is what I have


I believe the broken condition on shields also doubles their ACP, correct?


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?


For anyone mentioning the Alchemist class.

If the alchemist class were allowed, the entire party would be alchemists.


Scott Wilhelm wrote:
What about Divine Magic? Magic Items? What about magic items that can be made by Alchemists?

No magic means no magic, no ifs not buts no coconuts


So I've got a game next week that I need some help choosing equipment for.

As the title says, there is no magic in this setting but alchemy is kosher.

We are starting level 4, with appropriate wealth. I am a half-orc slayer, vanguard archetype, that will be dipping into Barbarian starting level 8. This is a demon/devil heavy campaign, and special materials are allowed.

Anyone got suggestions for my shopping list?


I'm trying to find the name of the artist for the style of artwork in the pathfinder serpent's skull AP, book 2, page 33, Cheiton


What's the myth or figure that the Cold Rider is based off of? My google-fu hasn't turned up much


Well, given all the glut of content that Pathfinder has become synonymous with, I'm sure there's at least a top 10 by now.


There's plenty of threads singing the praises of the fauchard and falcata and wakizashi and so on and so forth, but what about those of us who don't have the feat to spend on EWP or go out of our way for weapon familiarity at first level?

From what little I've found, the Falchion seems like a pretty good contender as far as non-reach weapons go.


Click here for information and to submit your application


I mean that's like saying that hobgoblins and trolls could have regular dogs if they wanted them, doesn't really answer the question


Goblins have goblin dogs, hobs have hobbe hounds, and trolls have trollhounds, what do orcs get as their canine companions?

I did think about Worgs thanks to Lotr, but it seems like they're more associated with goblins than orcs


Mmkay, just wanted confirmation before using it against players


Does the Prohibition ability from the Legislation Subdomain include a save with it?

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