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Plinke's page

Organized Play Member. 22 posts (26 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Daniel Rust wrote:
Hey there London crew.

Wrong London, Rust. This is in Ontario, Canada.


Hmmm. Interested. I will have to wait to see what happens to my other group as we are down to two PCs.


Oops. It's actually the The comic collector . Its on Dundas st, in Centretown, and East of Adelaide. Bad part of town, good service.


Try looking at "the Comic Book Guy", its a good spot to start.


"What's good" is so relative...
Check out Bunko's Bargain Basement.
Here.


After reading several threads about what to do with "evil" magic items or finding unwanted magic items (+2 battleaxe and no one wants to use it) I decided that there should be a feat or something to either:
1) Deconstruct a magic item into gp equivalent material components, or;
2) transfer specific weapon qualities to another weapon (at a cost of +1. A +1 blinding heavy shield could be transfered to another +1 bashing heavy shield to obtain a +1 blinding bashing heavy shield).

I was wondering if there is a feat that would accomplish this or is it covered under creation rules?
Should I just house rule it?


I am running my 8 year old son through Rise of the Runelords solo. The way I get around it is similar to Final Fantasy 3. He always controls himself and can give the GMPCs orders to attack, defend, buff or debuff. I used Shalelu, Ameiko and Brodent Quink as characters that would accompany him. I made up a rogue and a cleric that would accompany him if he wanted them too but could only take two people with him at a time.
Assaulting Thistletop was creative since the rogue had an idea to use a boat to approach and climb the cliffs. While Shalelu wanted to attack from the forest. He had to decide who went where and how to best split the groups. He (a Paladin) decided that Shalelu, the cleric and him would attack from the forest. Both groups met up in the lower levels to battle Nualia and friends. Bruthazmus vs Shalelu. Orik vs the Paladin. Cleric vs Nualia. Yeth dog vs rogue. And finally Brodent vs Lyrie.
He found it tough until he started switching targets then the rogue backstabbed Lyrie while Brodent casted sleep on Orik. After that, it was good.
The next adventure, everyone went their own ways (but will be available later) and I am introducing an inquisitor who is tracking down the "Skinsaw man" in order to help him with the investigation of the murders and what to do next.
Cool thing is, he shares the treasure with the GMPC's.


frictionmachine wrote:

Whip Wrap of Ydersius

Aura Moderate Transmutation; CL 10th
Slot -; Price 5,000 gp; Weight -
Description
This snakeskin wrap covers the handle of a standard whip, starting with the tail and ending up with the head on the butt of the handle. This whip accessory was believed to be commonplace amongst followers of Ydersius.

Upon a successful attack followed by a successful grapple check, the whip will begin to constrict on its opponent, doing 1d4 points of damage per round the subject is grappled. Additionally, three times per day, the whip will inject poison (Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save) into the enemy, when a command word is spoken while the subject is grappled and constricted.
ConstructionRequirements Craft Wondrous Item, poison, animate rope ; Cost 2,500 gp

Thanks for taking the time to comment!

I like this as a weapon, not a wonderous item.

Does it grapple after a successful attack or do you attack one round then grapple? I am confused by the wording. Is it a "free" grapple like a wolf's "free" trip attack?
It's pretty inexpensive, too.


First time entry for this. Negative feedback appreciated too! Just tell me why it is unworthy.

Light's Last Hope
Aura strong evocation [good]; CL 10th
Slot -; Price 23,600 gp; Weight 2 lbs.
Description
This elegant bronze lantern sheds light as a normal lantern for anyone who commands it to. In the hands of an individual with access to the Sun domain, it sheds bright light as per light spell at will. When wielded by a follower of Sarenrae, it can save the individual from certain death by calling out to Sarenrae for aid. Her servant Bryla answers the call and smites the area around the user with holy power, burning evil aligned creatures with holy fire for 5d8+10 within 60 ft and blinding them for 1d4+3 rounds (DC 20 will save for half damage and negate blindness). This causes the lantern to melt, leaving behind a useless molten bronze lump of metal and the land affected by Bryla is hallowed (as per hallow).
Construction
Requirements craft wonderous item, hallow, holy smite, light, creator must worship Sarenrae; Cost 11,800 gp


If Chatham was closer to St. Thomas, I would go for that. Damn.


So.... the whole thing is coated like playing cards except that one area that you write on?
You can just use a pencil and eraser on it?


1 person marked this as a favorite.

Stick to your guns.
We game every other Tuesday at 1900hrs until 2300hrs and I can arrange for my wife to stay at home with the kids. It's not a problem. Once they had to drive 30 minutes to my house for one occasion and I told the kids to either be quiet or go to their rooms.
All it takes is a bit of scheduling.
If your friend is insisting on taking their child, take a playpen and give the kid a "Gravol sandwich" to help it sleep. Ground up 50mg Gravol in applesauce is my favorite.


lenankamp wrote:

...hold person is the only one in my mind that doesn't seem to fit for negative energy. Unfortunately the only real spells that stand out as negative energy are undead related...

I was trying to find the opposite of the spells for the channel negative energy side of the coin. remove paralysis and hold person seem to oppose each other somewhat.

Bestow curse was one that I thought fit the list as well.


Improved Spontaneous Casting
You can cast spells that remove or inflict status ailments spontaneously; doing so expends one channel energy attempt.
Prerequisite: channel energy class feature, spontaneous casting class feature.
Benefit: Your spontaneous casting is expanded to include remove fear, remove blindness/deafness, remove paralysis, remove curse, remove disease and neutralize poison spells if can channel positive energy. Doing so expends one channel energy attempt per spell as well as the appropriate spell level slot. If you are able to channel negative energy, your spontaneous casting is expanded to include: cause fear, blindness/deafness, hold person, contagion, and poison. Doing so expends one use of channel negative energy and the corresponding spell slot.
Normal: You can only spontaneously cast "cure" or "inflict" spells.

I'd figure it would scale with levels as the normal version does; you have to be 7th level to cast neutralize poison. This feat could also be easily avoided with carrying around scrolls of the individual spells, but I wanted to add some flavor and enchance some core abilities.


Dear JJ:
Pathfinder clerics are awesome. I love the channel energy and all the new improvements you and your team put into them. However, I find that the channel feats are lackluster, exception being extra channel and selective channel. I find them lackluster because they are situational and I'd rather spend my feats on something that will develop my character (I chose item creation feats and Leadership). I know that Divine Metamagic was overpowered and abused greatly but had a good basis for powering things.

Ever thought of having a feat that allows clerics to spontaneously cast remove or restoration at the expense of a channel positive energy? The evil side could be bestow curse, cause fear, cognition, cause blindness/deafness and enervation if you channel negative energy.

I think this would add to the clerics role of a supporter in and out of combat.


Disenchanter wrote:
Plinke wrote:
Darvon: I believe the OP asked for cleric strategies and help, not how much clerics suck. I feel your comments are unwarranted and unhelpful for this topic.

And yet, no chastisement of the posters that question, prod, or poke Darvon about his/her initial attempt at advice - thus encouraging, if not creating, the unhelpful and unwarranted comments (as determined by you)?

How kind of you to give the majority a pass...

Acknowledged.

If you have access to the splat books from 3.5 Divine Metamagic is a really good feat. Powering your metamagic with channel positive/negative energy instead of increase in spell level.


With my cleric of Sarenrae I chose to grab Sun and Healing domains. She doesn't melee anymore because the fighter and paladin kill things too well. She mostly casts shield other, protection from evil, magic weapon and bless while the others hack down the bad guys. I've never casted defensively, I usually take a 5' step and then cast which eliminates the need to spend a feat on Combat Casting. Most of the cleric spells don't need materials to cast so taking Eschew Materials is worthless to me. I choose to grab Extra Channel and Selective Channel instead.
I like shield other because when you and your ally take damage, it is split between you and then when you Channel Positive Energy you BOTH get Xd6 for healing. Effectively: half the damage and twice the healing.
Since you want to wade into combat, consider Heavy Armor Profiency.

I mostly jack up my AC and provide Flank bonuses for my allies. If I want to do damage I just cast flame blade as a cleric of Sarenrae (Gods and Magic) and go for touch attacks.

Darvon: I believe the OP asked for cleric strategies and help, not how much clerics suck. I feel your comments are unwarranted and unhelpful for this topic.


I'm sure if change the formulae for the save DC from:
10+(1/2 CL)+Cha MOD
to
10+CL+Cha MOD
you could have the damage increase that would scale with level in the form of harder DC's.
Just a thought.


An ammendment to my last, Palp is not in Sandpoint, as he is a home body and rarely leaves the Archives in Solku. Brax is on the mission for him.


Name: Brax Hickson
AL: LN
Class: Wizard or Bard

Brax grew up near Augustana, a son of a lumber merchant. He negotiated several contracts of lumber in the busy city of Katapesh before a rival merchant hired pirates to run his ship. The plot was successful and Brax and his remaining crew was soon captured by Gnolls. Brax was sold in the Katapesh slave market to an apothecary in need of servants and test subjects. He befriended several other servants in the household and together they managed to overpower their master and free themselves. Brax still keeps in touch with the other servants but has relocated to Solku to help fight the Gnoll raiders and learn from the Archive of Eminent Tomes' curator, Menthis Palp. Palp was impressed with his thirst for knowledge and decided to keep him around as a apprentice's assistant, until a position opened up for apprentice.
Palp is in Sandpoint on a fact finding mission for the Archives on Thassilon lore, for which he is not at liberty to discuss more detail.

Brax had a quick wit and always keeps a hidden dagger or two, "Just in case." He despises Gnolls for what they did to him and prefers to not engage in combat unless he is convinced he can win or innocents are in danger.


Chris Ballard wrote:
On table 15-3, the base price for +1 armor is 1000 gp. Is this added to the cost of the masterwork version?

Yes. This amount is added to the cost of a MWK weapon. The 1000gp is for the +1 enchantment only.