Heiracosphinx

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YuriP wrote:

Plaguestone, looking that up soon.

Keep in mind I'm only a player but Gunslingers and inventor are common. The current party consists of:
A human gunslinger (she's avoiding an arraigned marriage)
An orc barbarian inventor (he searching for bigger/better bladed-boomsticks i.e. more dakka)
And my troublesome beastkin elf druid (trying to save the world from technologic decadence, follower of the old ways)

All alchemy item have had their rarity reduced by one category, while magic item have had their rarity increased by one. Unfortunately the GM's views on clockwork technology is grim so that really doesn't exist.

I didn't even think of looking at starfinder, great idea.


First: For the record, I am the insane player. One that is looking for ways to drive my DM up the wall in a good way.

Second: I am currently playing in a Home-Brew 'Late Medieval/Early Renaissance' Low Magic campaign. i.e. wizards, elves, and gnomes are burned at the stake type cultures. However Alchemy has risen to replace most spell casters. For clarity non-spontaneous classes have become uncommon or rare, nothing has been banned. Some firearms are common enough, gear based tech not so much. i.e. pre-wheel-lock firearms.

I am aware of the Alchemical Golem that's not what I'm looking for. My thoughts are trying to come up with Alchemically crafted or adjusted creatures. Think Frankenstein's monster vs flesh golem or the owlcat from the movie "Patchwork" (drink nothing that might stain your carpet while watching it) Weird stitched together beasties restored to "life" by way of alchemy and natural phenomenon.

Any thoughts, ideas, or humor (especially humor) on the feasibility of this idea is welcome.

Thanks fellow fans.


As an alternate idea, don't make items permanent. Not sure if anyone here has played Elder Scroll V: Skyrim, but every time you hit with a weapon it looses a charge. Weapons have a number of charges based on how high they have been enchanted. i.e. a weapon that adds 5 points to damage gives, lets say, 200 uses. While a bonus of 15 gives 75 uses. I know my math is off, but this is only an example.

So you could still have your +1 sword, but only for 100 swings. After that it reverts back to being a masterwork sword, ready for possible future enchantment.

Anyway, as I said; its just an alternate idea.


The whole debate on caster vs. martial... You know what, each class is designed to deal with encounters differently. If your characters only see one fight in a day yes the caster wins hands down, now if you play a running battle over the course of a day the casters are done before second breakfast leaving the martial builds on their own. If stealth is the priority you average martial and average caster are both screwed to the rogue types.

Not every game needs to be about damage per round, if that's what you want find an xbox or something. Sit down, enjoy the company of friends, and socialize.

Sorry for the angry rant.


Thank you PossibleCabbage, or is it just Cabbage.

I might tweak those numbers a bit, expand the 71-80 and the 81-90 ranges, the aurora always seem to be visible at night in the computer game (I know limited graphic rendering). We're planning on a one-step reduction in racial vision abilities across to board (only Khajiit seem have any enhanced vision and that seem to be low-light at best), so adding more dim light might be beneficial.

As far as latitudes go, all in the far north, cold and starvation rules in full effect.


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Slap the GM. He has issues.


2 squares aren't wasted, just don't lean on the wall for support it too has been greased. So many people fail to see the 3rd dimension in table top games. :)


Going to try and keep this simple:

Any ideas on how the Northern Lights would affect vision.

Trying to help my teenager work on his first gaming group (mirroring Skyrim for easy group understanding). I have never been far enough north (or south) to witness the phenomenon personally so I really have no idea what to expect or how to put into game mechanics.

Thanks.


The key here is the wording, the second word to be precise. Spell LIKE Ability, it's not Spell Ability. Spells are tied to a stat because they are learned, most (if not all) spell like abilities are part of a creature's make up kind of like human's ability to walk up-right or having thumbs.


Non-core rules are fine, I'm just trying to come up with a way for my low level wizard aasmiar to get some spells (Brimstone and Amber Globes namely) and swarm killing splash weapons a little greater range other then thrown.

So what I'm seeing is I'm going to need to spend a feat, rules as written.


I have no doubt this has been covered before, I just cannot find it.

The question is: Can you as a Core Class load and fire mundane alchemical item (Acid, Alchemist's Fire, Holy Water, Oil, & Thunderstone) from a standard sling. I am not finding a ruling one way or the other in the core book or here on the forums.

FYI: Not PFS so rules are a little flexible.

Thank You for any help.


Summon instrument as a messaging system to your ship and crew. (meet me at the north docks NOW!)
Dancing lights to distract giant frogs (so they wouldn't eat the ranger).


Watching this thread progress now.


There are great rule in the Mummy's Mask for an undead up-rising from a how it affects the community point of view. I'm playing it not running so I cannot offer more.


We been watching Dexter's Laboratory?


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Does Grandmother count as a retirement goal?


Not knowing the scenario its hard to judge.

Are you talking a tough man's precursor to a bar fight (go ahead, I'll give you the first shot, right here on the chin.) or are we talking about jumping in front of the party in the middle of some grand melee (TAKE ME NOW!), or are we talking interposing your character between an attacker and his intended target. Ruling for each is different. In either case the attacker may not want to attack your character in the first place. In the first example I'd call it a role-playing free-be, in the last your providing cover to the intended target (+4 to AC). If during the grand melee example you could, in my opinion, reduce yourself to a flatfooted condition.


Rhad, just Google Vecna. Hand of or Eye of for all your necromantic quasi-deity needs.


Does it have to be Extra-planer? Or even magical? Would a simple gypsy wagon concept work? A wagon with a Tardis-effect could be entertaining.


Back in 2nd Ed, there were arrows of cure wounds. Never seemed right to shot an ally in the bum for the feel good.


Wow, you guys like to argue.

zainale, Rule Zero
If you want to have a holy symbol that casts CLW 50 times and have it be called a wand do so. The Healer will still need to pull it out and use it under the same rules as a wand. If its a non-slotted ring, well you are then altering the RAW and RAI. Now if you have to put the ring on the injured parties finger as part of the casting process I feel you are meeting the 'pulling out a wand and using it' requirement. Its somatic flavor and more importantly its YOUR game, said alterations will not be PFS compatible but if your not playing PFS who cares.


Not sure of hydraulic push, but other spell I've used mention you sub your Int/wis/cha in place of str. So yes you do use your bab as well.


So, trying to figure out a way for a level 2 ranger Ifrit to get some type of a fire/heat based animal companion when he reaches the appropriate level. So far I've found the Evolve Animal Feat, but the character has a 9 CHA (Prereq. 13 CHA) and the Air elemental companion for a Druid archetype. Anyone know of something I'm missing?

Would like to stick to Pathfinder books, but 3rd party is available if needed.

PS, Not playing in a PFS game so the rules are flexible.


"Iroran Mummies"?!?
Oh where are these mentioned, please?


That sounds a little like "Army of Darkness".

As for the Bolt Ace archetype, I missed that one. Treat it as the base of the class and it shouldn't be any kind of problem for the 'no guns in fantasy' group. Assuming, you as the player are alright with the no guns.


Pulling book out now, thank you Splendor.


Way back in the second edition days, I had put forth a theory that ALL trolls were the same troll infinitely regenerating into a species.

It all started with a wizard making a regenerating flesh golem. Adventurers hacked it up, the proto-troll regenerated into 4 new trolls. Thrilled with the side effect the wizard continued using his proto-trolls to conquer new lands. Finally the wizard died, the trolls now leaderless tried to continue alone, knowing only violence. Centuries passed, the trolls continued altering themselves through their regeneration. Trolls that were damaged in the sea regenerated with gills, those damaged in the far north became icy. When two trolls choose to BREED, it is a violent event, they tear into each other with a passion. The viable portions torn off grow into the new offspring.

Yeah, have fun with that.

Anyway, Using my model:
1- You now have 4 trolls, gender is meaningless.
2- You have siblings
3- What the F--- is wrong with you?


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The problem with the wish as worded: AND, AND, AND, AND.
In my games the word 'and' ends the wish. I got that idea from the really OLD D&D cartoon (80's), the character Eric had a wish, the wording went something like this:

Eric: "I wish my friends were safe and at home."
*Friends safely appear*
Eric: "I said safe at home!"
Wish Granter: "No you said "Safe AND at home" that would have been two wishes"
Eric: ---
Wish Granter: I'll see you later.


Paladins can by ruthless as well, keep that in mind.

Paladin to raging mob: "You rebels will all lay you're arms down and surrender to the lawful authority."
Raging Mob: "DIE!!!"
Paladin: "I warned you."
(actual session from 2ED, it didn't go well for the mob)


Wow this took off like a wildfire...
I had no idea bookrat and el cuervo would go after each other like that, please take a deep breath guys or gals, I'm sorry.

OK, details;
* We just started the Mummy's Mask Adv. Path
* This was purely for flavor, nothing else
* My group is not playing PFS
* Character is currently Summoner 1, Universal Wizard 1
* This will be the only wizard level taken
* The Staff is the Bonded Item (i.e. masterwork)
* Only 10 pages of space is required
* The writings are Ancient Osiriani (hieroglyphs)

Now, I have talked to my DM about the idea, he instantly fell in love with the concept and gave me the go ahead. There is the possibility of damage to the spells if the staff is used to strike someone or something. I'm willing to risk that - I HAVE AN EIGHT STRENGTH AND A ZERO BASE ATTACK, I am not attacking with the staff unless I'm going to die anyways.

Um, if I missed addressing any other issues, I'm sorry.


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Owly; I too remember the "at one point in the past" stuff (2ed Ed maybe), but Pathfinder is silent on the subject.

DMCal; I've seen that with other players, normally in places like Dark Sun. They are really cool and the look on the DM's face the first time these show up. Priceless.

bookrat; Thank you, I found those rules too, but they are all just different types of books/scrolls. Or that's what it looks like to me, large flat object for writing on.


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I'm not finding any rulings one way or the other.

Does a spellbook need to actually be a book, or can it be say written along a quarterstaff, sword blade or other object? If so, how much room would be available do you think?

I'm trying to build an Osirion wizard for the Mummy's Mask adventure path and was thinking having her staff covered with hieroglyphics that functioned as a spellbook would be a unique idea.

Damage to the staff aside, is this even an idea I should bring up to the GM?


Anybody...

Please...

Help...


I'm not in Golarion Claxon, I'm still running in Forgotten Realms, steam power is limited but available from Lantan Island. As for the alchemical engine (AKA Steam Engine); SOOO much potential, So little information. Its like a teaser, leaving us wanting more. Sigh.

With Skull & Shackles, Instead of the one size fits all Sailing Ship = Catamaran through Carrack, it would have been nice to see ships designed more along the lines of how monsters or characters are built (type + hit dice + size + template + equipment).

And to tonyz, fuel limits... Bwa ha ha ha, oh sorry went Evil GM for a moment.


I should clarify that gnome-powered part; side-wheel paddles connected to a primitive steam engine.

Grrr... You'll need to Google "USS James Adger" to see the concept.

Is there a secret way of adding links?


There are two reasons I ask;
The first one is, like tonyz mentioned, sweeps a la Curse of the Black Pearl. Getting just that little extra speed to catch someone.
The second is converting normal oars to gnome-powered oars is something one of my players wants to accomplish with their recently acquired sailing ship. I have 3.5 rules for that concept.


Are there any rules on how to add oars to a ship that never had them? Either Pirates of the Inner Sea OR Skull & Shackles rules will work.


So I have a third level brawler (unarmed strike does 1d6+str) in my group, that has now picked up a cleric level with the metal sub-domain. The domain grants 'Metal Fist' this allows a normal unarmed strike to deal 1d6+str damage, plus other benefits (i.e. ignore hardness).

The question is, do the dice given alter one another (stack, increase die size, etc.), or does the ignore hardness simply add to the existing 1d6?


The people.


Nope the Bard (Buccaneer archetype) is chaotic neutral with a chaotic good party. He's more of a freelance privateer then any kind of a pirate.

The ship based adventure is more of a "lets get away from the normal dungeon delver model of play". The party invested in a ship instead of horses, one character invested more (later bought the other players out) so he is the Captain, big hat and all.


So trying to figure out how to use the follower modifiers for a naval based leader.

So the PC in question has his own ship, Ok its a large boat, and is wanting to get leadership and maybe a larger ship. Now the issues is does the ship count as a "stronghold, base of operations, guildhouse, etc" for the bonus, and will the "moves around a lot" penalty apply?

Thanks for any advice.