Droogami

Puma D. Murmelman's page

98 posts (215 including aliases). No reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>

Anything that will get your DCs up, like spell focus. As a dwarf, your charisma will be quite low.


Our party of two was ambushed in a cave by darkfolk. What a relief when the magus finally hit with her held shocking grasp and there was light again. Now my character has blind fight and is going to get his first level of shadow dancer soon.


We houseruled the prices for consumables.
Potions and equivalents cost one fifth, wands cost half, and scrolls have full price.

That makes them usable in my book.


Galnörag wrote:

Trees = flora

woodland creatures = fauna

You're right of course, my mistake.


1 person marked this as a favorite.

2d6 damage isn't enough to kill most of the fauna (trees) and you're probably safe under a tree (or behind a tree in case of fireball).

Nevertheless, Golarion must be a place littered with circles of scorched earth and the like. I know I had my fair share.


1 person marked this as a favorite.

If there are no rules for CG "Paladins", how do temples for CG deities even work?

-"What, we have a holiday tomorrow? Screw that, I want to go fishing!"

It's not about not having any rules, it is about bending or even breaking them deliberately for the greater cause. And not just the own rules but rules of governments or organisations as well.

In our gaming world, we call the holy warriors 'Templars' and they can be of any alignment, following the same alignment rules as clerics. You may not want to play with us because of that, or play in any campaign that uses houserules you don't like. And fortunately, you don't have to.


Ask your GM if you can. These archetypes are designed for the specific races, but it would be a waste not to use them if you wouldn't play that race anyway.


Thanks so far, I somehow completely forgot the witch and I like the class. Much moe than the wizard so.

The sorcerer archetypes just don't get anything enchantment-related, but I will look into psionics. Enchanters that just need to look at their targets are quite awesome.


I'm planning to play a enchantment specialist as my next character that does not use charisma as his spellcasting attribute. I'm slightly allergic to the wizard class and the classic enchanter looks even more dull.

Is there any material out there that covers enchantment specialists that fall under that category? All books or 3rd party stuff is welcome.

Thanks for the help.


My character throws punches for 1d6+12. We dropped that rule.


My player's tiefling magus blackblade rhoka sword's name was Tharox. I mean, he was intelligent and all that. I wouldn't want to be named Keyboard-Prodder or Muffin-Devourer.

Give it a cool sounding 'normal' name.


1 person marked this as a favorite.
Quote:
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

That. Extra tricky for sorcerers not using devil's blood or unholy water.

And again we are at the point where evil gives you candies and good a kick in the butt. Thanks for nothing.


1 person marked this as a favorite.

You only take a shield's armor check penalty if it is used (held in hand). If you strap it on your back, it's just a piece of equipment like everything else (counting agaist your weight limit as normal).


2 people marked this as a favorite.

Kaer Maga in Varisia probably supports anything that is remotely playable.
The book to the city is named "City of Strangers".


Adventurer's Armory even lists prices for tobacco. 2 pounds cost 1gp.

-edit-

Just seen, CRB also has prices for tobacco (the same) -_-


Look HERE for a similar thread with an official statement from James Jacobs.


As a DM I'm playing young, old, male, female, gay, straight, weird, normal and everything in between, all first person. So it's no big deal to play a female character for me. I like to play the opposite gender from my last character. Right now I'm playing a changeling (always female) that had to disguise herself as a male last session. It was actually quite hard to play a man as a girl as a man.

My girlfriend likes to play male characters too and she can get amazingly macho.


The Serpentine Bloodline from the APG grants the following

Quote:
Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

that can vastly expand the use of your charm and compulsion spells.


I was about to ask a similar question for my current character.

She's a barbarian/martial artist (3rd party class) changeling with the hulking hag-trait and goes for 1d6+8 damage unarmed with the brawler rage power (only while raging, of course).

I thought about taking 3 fighter(brawler) levels for the decent damage boost and perhaps one more for specialisation.

Also, there are two feats in the same book the martial artist is from (A Fistful of Denarii from Tripod Machine) that grants you the unarmed damage of a monk your level -3 and later your whole level.


In my campaign with a Gunslinger PC i'm going to test an alternate system for firearm attacks:

A gunslinger can substract his wisdom modifier from the enemy's combined natural and armor bonus if the target is within 30ft. (not depending on weapons range increment).

That grants a boost to hit on early levels and is still a viable bonus to attacks versus tougher monsters without treating them like a walking pudding.


Seen it two or three times so far, good movie.


Sounds good and in scale with the power level of other races.

As an idea, you could change

Quote:
Weapon Familiarity: Dryants ar proficient with clubs, quarter staffs, great clubs, and light and heavy shields as long as they are made wood.

to

"Wooden Weapons: A dryant can wield any piece of unmanufactured wood of appropriate size as either a club or a quarterstaff."

But thats just something that came to my mind. A shield or a greatclub can be quite challenging to use efficiently.
Anyway, good job.


As you can choose to take the alternative class bonus every level, you can choose the bonus each time you do, like in your example.


Let's start this with an example:

"Hi. my name is Baku and I'm from the Bestiary 3. I'm a chubby medium-sized furry elephant-emo thing and I am awesome. Why, you ask? Well, take a look at my ability scores!

I have a strength of 14. I'm flying all the time and my muscles are probably degenerated and I don't have any combat abilities worth noting but a 14 is just good enough for me.

I have a dexterity of 21. Did I mention I was kind of chubby on floating around all the time? No reason not to be quicker than the most gifted elf, therefor a 21 is just good enough for me.

I have a constitution of 18. Flying around all the time and sucking dreams up and stuff really makes you a tough son of a beach (hehe). And for CR8 I need loads of HP, so a 18 is just good enough for me.

I have an intelligence of 15. Okay, I might not me that smart compared to other monsters, but feasting on thoughts and ideas is really nourishing for my brain. Therefor a 15 is just good enough for me. Actually, I wonder why this is my second worst score, but, ah well.

I have a wisdom of 16. With my big nose I smell your dreams 10 miles away! And people who think of me, because I don't like that. You see, a 16 is just good enough for me.

I have a charisma of 25. Yes, 25! Thats just two points behind the succubus, but im seriously more good looking. Also, I'm kind of shy, which totally makes sense if you ask me. As you may have noticed by now, I'm quite the charmer, so a 25 is just good enough for me. Damn you, succubus!"

That's one example of many. Why do so much monsters have unexplainably awesome scores? I don't get it.


SO I thought I'd be on the lawful side, but the test reveals me as a Chaotic Neutral Human Wizard1/Sorcerer1 o_O

Stats:
Strength- 11
Dexterity- 11
Constitution- 12
Intelligence- 11
Wisdom- 12
Charisma- 12

Not much more than a commoner, imo.


Mikaze wrote:
I'd try to avoid presenting the pursuing paladin as an Inspector Javert type. Have him be a genuinely good man. Just misled. Or maybe the player paladin is misled. Maybe both.

Problem is, there's nothing like opinionated alignment in Pathfinder. A paladin that thinks he acts LG but does not, is not. For all it's worth, I would favor an inquisitor over a paladin for that role. The line on which two paladins could reasonably battle one another is just too thin for my tastes.


1 person marked this as a favorite.

Give me my handy haversack and I'm happy. After years of playing I came to the conclusion that I don't need much stuff for my characters and most are viable without magic items at all. But handy haversack is a must-have.
Oh, and maybe an item for prestidigitation if my PC can't cast that himself. Almost for free for the convenience it provides.


If the evil wizard is rightfully sentenced to death by the authorities, a lawful paladin probably has to accept that. His opinion may be a different one but he has to bend to the judgement of the local law (provided it's not unlawful in general).
Breaking the wizard out of prison is an unlawful act and threatens the paladin's code of conduct.

That's why I prefer chaotic good "Paladins".


We play gestalt cause we only have two chars to fill the roles. I think for a party of four PCs you could halve the whole table. The level progression would be fast till level 5, medium till about 8 and slow till 10. After that it's even slower than core slow.

Apart from that, the treasure per encounter table should be updated for the custom table, maybe I'll look into that sometimes.


Playing Pathfinder and D&D for quite a while now with only one PC and one GMPC (gestalt characters), we encountered a problem with the core XP-tables. The fast and normal tables are too fast overall and the slow progression is hard for early levels regarding our playstyle. So I created a custom table thats quite fast at early levels and gets very steep at higher levels. The idea behind that is the decreased efficiency of killing stuff. What was quite new and adventurous at first becomes more routined and grants proportionally less experience to advance a level. That leaves more room for quest- and non-combat-XP. In addition, a unique or very special enemy might be worth a lot of bonus XP for being a greater experience.

So here's the custom table:

2nd 1.600 XP
3rd 4.000 XP
4th 8.800 XP
5th 18.400 XP
6th 34.400 XP
7th 63.200 XP
8th 108.000 XP
9th 184.800 XP
10th 300.000 XP
11th 492.000 XP
12th 773.600 XP
13th 1.234.400 XP
14th 1.900.000 XP
15th 2.975.200 XP
16th 4.511.200 XP
17th 6.968.800 XP
18th 10.450.400 XP
19th 15.980.000 XP
20th 23.762.400 XP

The math behind: to advance to the next level you need an amount of XP equal to twice your current level times the XP for one monster of a CR of your level: lvlX to lvlY = 2*X*CR(X). Only exception is level 1 to level 2.
So to advance from level 19 to level 20, you would have to kill 38 ancient red dragons for example. Better to find some more rewarding experiences.

Opinions/critiques welcome.


I'm no fan of point buy. I want my fighter to be viable for combat and survival in the wilds? Bound to be buck ugly and mildly retarded. Depending on your characters role, other players can benefit from your high stats as well, like tank/rogue combos.


For my personal tastes, having a character that trains his art for years and years and starts with these scores is not very appealing. And a possilbe strength of 31 at level 12 is dubious for similar reasons.
I would wish for a smoother scaling of abilities, but thats too much for my tastes. On the other hand, I have a vastly different play style and am used to having twenties with most characters.


Yes, scent bypasses invisibility and mirror image because you don'd need your eyes to sniff someone out.

Second, calm emotions affects creatures in a 20ft radius spread as long as the spell is active, no matter where they move after the spell is cast.

edit: ninja'd


My fault for obviously not reading posts to the end.
Apart from that, I agree that conjuring demons is not something I have in mind when I think of pathfinder witches.


I have a mindchemist NPC who also has a photographic memory. He is in his mid 20's for almost all Knowledge skills, I think he can recall nearly every information he as learned as well as reciting books word by word.


Spirit patron witches get Planar Ally at 16th level and Occult patron grants gate at 18th level.


I think there are some traits/feats/abilities that grant a bonus vs. arcane or divine effect. "History of Heresy" gives a +1 trait bonus vs. divine spells for example.


I don't get the fuss about HP. In my game, if you have AC 18 and the enemy rolled a 17, close call. Roll is a 19, you get hit, as is "you are wounded".

Your 6th level fighter is dumped in acid? He's going to die quickly, even with his high HP if he can't get out. His toughness gives him a few more escape seconds than a 1st level fighter would have. I see no problem here.

Your 10th level barabrian is about get his head chopped of by a guillotine? If he makes his Fort save vs. coup de grace he probably has a nasty cut in the neck. Then he rips the whole thing apart and dices the executioner with the guillotine blade as an improvised weapon. Seriously, a high level character can do more than pooping in the woods and kicking dogs.

PCs are not normal people. If I want to play someone normal, I can just play myself. Lame.


That cleric probably won't survive having his way with a solar for long, though.


wish is definately more powerful, you have more variety and 8th level wizard spells are probably better than 8th level cleric spells.
but my hate for costly material components tells me to pick miracle anyway. just make sure not to displease your deity with badly chosen miracles.


Mislead is an awesome spell for that. Before they know something's wrong, your villain is long gone.


There's a witch hex from a Super Genius Games PDF named Familiar Growth that turns your familiar into an animal companion for one min/lvl.
My witch I'm going to play soon has it.


following situation:

-Alchemist brews mutagen.
-Alchemsit gives mutagen to another PC > Mutagen becomes inert.
-Alchemist brews another mutagen > first mutagen becomes...double inert?
-After using secons mutagen, alchemist gets back the first mutagen. As per RAW, it becomes usable again. It was inert (double inert?), now its not.

Poor choice of wording, I would say.
Better:

Quote:
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used or the alchemist brews another mutagen. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes unusable. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.


As it becomes inert when not in the alchemists posession, just to be used again when picked up.
RAW vs. RAI. As a DM I would say "One Mutagen at a time, thats all you get!".


Quote:
It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used.

That.

Apparently, inert is not the same as "never usable again".


As much as I wanted to storm in and shout "Noo!", reading the description again...you are right. With the exception that the alchemist probably has to give his mutagen to another PC before brewing a new one, he can apparently use it as soon as he takes it back.


And I will never, ever allow you to "precise shot" with a machine gun burst.

There are a lot of things that won't be covered by the mechanics. Sure, hitting something with a gun is easy. So is hitting an elephant with a shuriken, like on a natural 20 for a commoner.

As much as I don't hate the gunslinger and firearms in general in Pathfinder, I'd rather use another system for full gun-shootouts.

edit: Just did some research (and I'm almost sure someone already did this fo one of the gunslinger rage threads, i don't read those) and tadaa: a medieval crossbow has about the same kinetic energy as a snaplock pistol (pirate style pistol). Thats a little more than modern .22LR Rifles. And a lot less than a properly thrown javelin.


charisma could be measured by the ability to work a crowd or to gain attention. let them hold a speech a the marketplace and count the people listening.

do you need fluff ways or crunch ways?


thats class level. witch4/barbarian8 has a save dc of 12 + Int-mod.


Just like Fueldrop said, it's a caster in power-armor, versatile and hardy. You can cast or bash things. OR! Not really more effective than casting from the back and let your true eidolon bash things but a funny option.

Personally, I hate the 'you appear in your translucent eidolon' thing. It looks pathetic if you have a quadruped eidolon, worse for a serpentine one.
And I like the idea of a 'superhero' synthesist who uses his eidolon-suit as a disguise with superhuman powers and stuff.

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>