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Organized Play Member. 232 posts (561 including aliases). No reviews. No lists. No wishlists. 11 aliases.




I always hate when a player can roll a Knowledge, Perception, Sense Motive, etc. check and know (or assume) they failed by rolling low. It can definitely influence character actions, and most of the time it is just metagaming.

I made a little excel table numbered 1-20 with random values, also 1-20, in the next column. The randomized column would represent the actualy roll values for certain checks. They can easily be regenerated, so a player can't catch on to what a good roll is.

I don't want to implement it for combat. I feel like a player might roll a 20, and be upset if the corresponding value is a 1 or something.
I could see it being useful as a DM to "fudge the rolls" if the players are just having a terrible string of luck though. Overall, I think it would hurt the game more than help it to use for attacking in combat.

Also, I most likely wouldn't use this for skills that your character would know succeeded or not (climb or disable device checks for instance). A character would know if he climbed a wall or not, and would be able to gauge the difficulty.

However, I could see using it for saves made against effects that don't onset immediately, or for saves vs illusions. Especially the latter. Also, as mentioned above, skill checks that a character wouldn't necessarily know failed.

Now, I have not brought up the idea or implemented it yet, but how would you feel about this as a player? Does it hurt the game in a way I am not aware? I of course can make secret rolls for some checks that are passive (like a perception check to hear something that the player isn't actively listening for), but if the player is actively making a check (for instance, a bluff), do you think this is a good or bad solution?


I always hate when a player can roll a Knowledge, Perception, Sense Motive, etc. check and know (or assume) they failed by rolling low.

I made a little excel table numbered 1-20 with random values, also 1-20, in the next column. The randomized column would represent the actualy roll values for certain checks. They can easily be regenerated, so a player can't catch on to what a good roll is.

I don't want to implement it for combat. I feel like a player might roll a 20, and be upset if the corresponding value is a 1 or something.
I could see it being useful as a DM to "fudge the rolls" if the players are just having a terrible string of luck though. Overall, I think it would hurt the game more than help it to use for attacking in combat.

Also, I most likely wouldn't use this for skills that your character would know succeeded or not (climb or disable device checks for instance). A character would know if he climbed a wall or not, and would be able to gauge the difficulty.

However, I could see using it for saves made against effects that don't onset immediately, or for saves vs illusions. Especially the latter. Also, as mentioned above, skill checks that a character wouldn't necessarily know failed.

Now, I have not brought up the idea or implemented it yet, but how would you feel about this as a player? Does it hurt the game in a way I am not aware? I of course can make secret rolls for some checks that are passive (like a perception check to hear something that the player isn't actively listening for), but if the player is actively making a check (for instance, a bluff), do you think this is a good or bad solution?


My wife is close to giving birth to our second child, but we cannot agree on a name.

Please vote, and help fuel our arguments for our picks! lol
My names are the good ones.

Baby Name Poll


I am building a character that will be utilizing Color Spray, and Murderous Command, or depending on what direction I go, blasting or buffing/healing. I am allowed 2 flaws, and went with Aasimar (Bumped Charisma to 22 with the +2 Charisma replacing the Daylight SLA.)

Either way I will be taking the following.
Trait 1: Magical Lineage (Hold Person)
Trait 2: Wayang Spellhunter (Murderous Command) (Bouncing, Extended Murderous Command for a level 2 spell slot)
Feat 1: Skill Focus (Knowledge Nature or Local)
Flaw Feat 1: Bouncing Spell
Flaw Feat 2: Extend Spell
Feat 3: Eldritch Heritage (Sylvan or Arcane)
Feat 5: Boon Companion

Option 1. Fey/Arcane Bloodline Sorcerer with a 2 level dip in Oracle (for Awesome Display. more color sprays, and Murderous Command) w/ Arcane Eldritch Heritage for the +2 DC to Compulsion spells. Arcane helps with the Metamagic, and the Pet will eventually be a decent combat buddy. Going Roc or Allosaurus.

Option 2. Heaven Mystery Oracle with a level 1 Sorc dip (for Fey Bloodline's +2 DC, the Sylvan Animal Companion, a few cantrips and more Color Sprays.). I would get the Arcane Bloodline Powers (albeit at a slower pace) through the Eldritch Heritage feats.

Option 3. Straight Oracle w/ the Arcane Bloodline through Eldrtich Heritage. Since Fey wouldn't give the +2 DC to Compulsion through the Heritage feat.

I realize slowing down the casting progession isn't ideal, especially if I go Crossblooded Sorc, but I like Option 1 and 2 the most.

I am leaning towards option 1. I could not go Crossblooded and skip the Animal companion, gaining the Arcane Bloodline powers for Metamagic through Eldritch heritage too, to stop from slowing down my new spell levels too much.

So, is there anything I am not considering? Would would be the most effective build? Our world is mostly Human, Elf, and Orc. Some Gnomes, and Halflings, but our GM hates small races and usually uses them as annoying NPCs. We rarely fight anything other than these races with class levels, but the 2nd most fought enemy type would be Undead.

Also we usually play until level 7-8. By then we usually start a new game.


I thought I saw an ability or tactic that allowed an Alchemist to be unaffected by his "Cloud" bombs. Like Stink Bomb and Poison Bomb etc.

Am I crazy or is there an ability that allows this?


I am trying to develop a Tinkerer of sorts, and kind of like the idea of a melee focused Summoner, or an anti-druid of sorts.

I am thinking Medium BAB, Good Fort and Will saves, 4 or 6 skill points, and a d8 hit die. Firearm Proficiency seems appropriate as well.

Class skills would probably be: Appraise, Knowledge Arcana, Knowledge Engineering, Knowledge , All Profession, All Craft, Climb, Disable Device, Fly, Linguistics, Use Magic Device

The only class feature I am certain on is that they will get a "clockwork companion". I am still unsure if I want to base it on a druid's Animal companion, just adding the clockwork template to a construct version of the pet (which would make the pet have a ton of HP starting out..) or a Summoner's Eidolon. If the latter, it could be seen as upgrading his "Eidolon" when he adds abilities.

I am thinking that maybe they pick a gadget every so often. For instance, at a certain level, you could have steam powered wings, or rocket boots for increased movement and charge dmg or something. Or even Firearm mods. Additional limbs might be a bit too good, but it could be a possibility.

I want it to be a little different than alchemist discoveries though. So I am thinking once you choose a gadget, you can either choose a new one next time or improve one of your current ones somehow. Maybe better fly speed or maneuverability for instance for steam powered wings.

Anyway here is a list of possible gadgets.

Wings - Fly speed, maneuverability can be upgraded.
Goggles - Lowlight, see in dark, through mist and fog, see invisible eventually.
Rocket Boots - Speed, Charge Damage, Move through threatened squares
Extra Arms - Extra Attacks, or can use them to draw things as a free action, or grapple, block etc. (thinking if you build arms to block, they wouldn't be able to hold weapons to balance it.)
Gun Mods Distance, damage, Stun effect, Stagger effect, blinding effect (like a strobing tactical light), Deafen effect, web effect, better targeting.
power gauntlets + str skill checks, bull rushes, power attack like effect, move or lift heavy objects, unarmed attacks.
Overdrive Companion Maybe more fitting as an upgrade if I choose to build the companion as an eidolon, but I was thinking of making it a rage like ability activated with a move action by the engineer. + speed would be a mod, + str, maybe a haste like effect.

I am thinking of making tiers, like you take rocket boots and can up your speed, then you can take a new one or take the next tier and up your charge damage etc.

Maybe give them some sort of pool to represent a finite amount of power used to power these things each day as well.

Anyway, It is still in a raw stage of design. I'd like some input and ideas if possible! :D


What is the point of making it 1d4+x rounds if it takes a std to remove regardless of how well you roll? I know some conditions might not be worth giving up the std action to remove in all scenarios, but being able to wipe out every condition with the same std action seems so wrong to me.

What would be wrong with making it so their std action only reduces the condition by 1d4 rounds? Or maybe even only reduces it a round? If I get 2 rounds of blindness then on their turn they could be back to normal, if 3 rounds they reduce it to 1 (since on their turn it would reduce the rounds by 1 anyway.).

Or maybe make them roll a check to remove it? DC = 10 + Dirty Tricksters CMB + rounds of the condition left, or some variation that works out okay. Something of that nature anyway. Flat out being able to negate a 5 round blindness (which suggests they got you good) with the same effort that it takes to pull up your pants is silly.


Besides Synthesist,Is there a way to get a slam attack, or a playable race that has one?


It is a quiet evening in the Silver Stoat. The patrons are drinking spirits, and a fire is roaring. Normally it would not be necessary for a fire to be burning, as it is the summer months. However, it has been colder than normal as of late. It only seems to be getting colder as the days pass by as well. As a way to drum up business, Ales are half off tonight. Menander is serving up his famous stew, and Kale is pouring ales for the patrons, trying to keep up with the orders.


OOC for RoW Group 2!


It is a quiet evening in the Silver Stoat. The patrons are drinking spirits, and a fire is roaring. Normally it would not be necessary for a fire to be burning, as it is the summer months. However, it has been colder than normal as of late. It only seems to be getting colder as the days pass by as well. As a way to drum up business, Ales are half off tonight. Menander is serving up his famous stew, and Kale is pouring ales for the patrons, trying to keep up with the orders.


This is the OOC thread for RoW!


Arcane
RainyDayNinja – Aksum (Human Spellslinger Wizard)
dunebugg - Winter Witch

Divine
W1d0w – Volker Valhalson (Human Cleric)
D-Kal – Larma (Boulderman Druid)
Jamie Noone - Anniksson Oracle (Maybe Oracle/Barbarian)
Big OM - Oracle

Frontline
Aak – Gilthanis Silverbrow (Half-Elf Ranger)
Merkatz – Markus Burke (Human Huntmaster Cavalier)
Camris – Thorfinn Aelfson (Human Barbarian)
Azten - (Catfolk Barbarian or Psychic Warrior)
Reshar - Fighter
Calinthas Aldimay - Human Ranger
Big OM - Fighter
lordzack - Skivven the Bold (Ratfolk Paladin)
Pocsalypse - Gunslinger

Utility
Manzcar - Magnauk Hailstraum (Half-Orc Inquisitor)
Pocsalypse - Inquisitor


I have applied for some games (usually late, after tons of other applicants) and have not been lucky enough to get picked. Iam itching to role play though, so I figure I will just DM one!

I have been wanting to play Reign of Winter, but I would gladly DM that or another adventure path, chosen by consensus. I have ran kingmaker before, and a little bit of Carrion Crown. I also have Jade Reagent. I can do almost any, as long as I don't have to convert anything. :D

I do make changes though. So do expect some side quests, and story/npc changes.

I am in EST Standard time. GMT-5.

Point Buy: 20
# of Players: Max 5-6 in case a player disappears or dies.
Starting Gold: 500
Traits: 3 including one campaign trait. I will re-flavor campaign traits if an Adventure Path has one you like and we are playing another one. Actually I have no problem re-flavoring any trait as long as it makes sense.
Races: Anything that isn't ridiculous. For instance, Drow Noble obviously isn't going to happen. :D
Alignment: Any non evil. Former evil characters on the path of redemption are fine though.
Entry Deadline: 3/11. I may push it back if needed.

Anything else just ask. If you are interested in flaws, I will leave that to the consensus. I personally do 2 in my home games, but my players like them. I use UA and Dragon Flaws.

3PP are fine with me too, as long as it's ran by me.


Journal for Greed of the Runelords.


I made these a while back, but now figured I'd use the Advanced Race Guide Playtest to compare them to other races for balance.

The first is what I call a:

Trolfe (working name)

(0) Medium Size

(0) Humanoid (counts as both an Elf and Giant(Troll) for any effect relating to race.

(0) 30 Speed

(0) +2 Intelligence, +2 Constitution, -2 Charisma

(2) Natural armor + 1

(2) Bite attack that does 1d4

(2) Fast healing 2: A Trolfe can gain fast healing 2 once per day for one minute. This allows for the reattachment of limbs, but does not prevent death. Any time you are hit with acid or fire the regeneration stops functioning for that day.

(1) Low Light Vision

(2) Elven immunities: + 2 save bonus vs. enchantment spell and effects.

(2) Intimidating Presence: + 2 racial bonus to inimidate checks.

(2) Keen Senses: + 2 racial bonus to perception checks.

13 points (I am guessing on the point value of the fast healing ability... I added the fire/acid restriction. Not sure if it should turn it off completely for that day or just stop the healing for one round though.)

Comparable to Aasimar (13 Points)

Half Elf/Half Troll. Descended from Trolls and elves that were their slaves. Trolfe was the slang term, but it has pretty much been adopted as the official name of the species. A lot of the troll blood line has weakened due to Trolfe's prefering not to mate with Trolls, and with each other and other creatures, especially Elves due to their natural grace and beauty. They still retain some regeneration, and are hardy due to their lineage. Their skin is naturally tough (+1 Natural Armor), and they have Tusks, although they are much smaller than Trolls.

The second has no name as of yet, but is basically a humanoid fey/unicorn hybrid.

(0) Medium Size

(1) Fey

(1) 40 Speed

(0) +2 Dexterity, +2 Wisdom, -2 Intelligence

(0) Low Light Vision (Fey)

(1) Gore attack that does 1d6

(2) Keen Senses: + 2 racial bonus to perception checks

(2) Damage Reduction 2/Cold Iron

(2) Poison Immunity

(1) Weapon Familiarity: Proficient with Shortbows and Longbows.

(2) Spell Like Abilities: Cure Light Wounds 1/day, Light 3/day

These creatures are beautiful fey resembling that of a unicorn humanoid. They have tails, hooves, and a horn like that of a unicorn. Their ears are long and pointy, but more animal like than an elves ears. They have thicker hair on the end of their tails, and the males have thicker hair around their hooves. The rest of their body is a pale white skin. Their faces appear elven like, but tend to be more round then long. Their bodies are slender and muscular, and they average about 5 foot tall for Females, and around 5'6" for Males. Although not stupid, they rely more on their intuition and feelings than their logic and thinking.

12 Points. I had Damage Reduction 2/cold iron cost 2 (book says 5/cold iron is 3) but I also gave em 1/day CLW and 3/day Light for 2 points. Also I only gave them Bow Proficiency on the Weapon Familiarity. They could have 1 more.


Has this came up at all? It says her DC for Blinding Beauty and Stunning Glance is 29 with ability Focus and 36 Charisma. However she is a 24 HD creature, so should it actually be 37 with ability focus?
10 + 1/2 HD + 13 + 2 = 37.
I've did searches but haven't come up with anything other than it is a tough DC to make.

A regular Nymph has a DC of 21 with 8 HD and a 25 (+7) Charisma.


I am one of those gamers who feel the Monk is subpar as is. I've put a lot of thought into this and it seems like the monk wants to do a lot, but it doesn't do anything exceptionally.

One ability of interest to me is the fast movement of the monk. While this is decent, it really never helps if you want to flurry (As a monk you want to do this!).

I propose this: Either let the monk have a ki ability to move and flurry in the same turn (maybe even give up one of the attacks if you feel it balances it better), or let them take 10 foot steps if they have ki points in their pool. While this is not a total fix, it would at least help the monk position itself better (flanks, etc.) and would give the monk unique options in combat. I also feel it fits flavor-wise.

The Monk is still MAD, but I personally let the players in my campaign have the option of a feat that lets the monk add Dex to damage instead of Str. Instead of using brute force a monk utilizes precision based pressure point attacks. Weapon finesse is a Prereq.