Vimanda

Randall Newnham's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 299 posts. No reviews. 1 list. No wishlists.


Star Voter Season 6

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I saw the flask a couple times, too. Pretty sure I saw it post-cull, as well.

Star Voter Season 6

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Would that be this map:

Map of Imminent Danger
Aura moderate abjuration, enchantment; CL 11th

Slot none; Price 12,000 gp

This rolled-up piece of parchment is actually the prison of a devil. When the command word is spoken (typically, Map!), a cheerful face appears on it and it appears to be friendly and helpful. If you ask it how to get you to a destination, it will dutifully tell you a correct route to get there... but it will be a very circuitous route with at least three life-threatening encounters (CR/EL equal the level of the user), which it will identify. The user of the map finds himself incapable of taking a different route unless he succeeds at a Will save (DC 21).

Craft Wondrous Item, Knowledge (Geography) 5 ranks , lesser planar ally, misdirection; Cost 6,000 gp

;) Just kidding! Not an actual entry.


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The stats are a bit high; no doubt about that. Additionally, I ws using a template with some lighter ability adjustments, as well. But yes, they are a bit high. Also note that the mental ability scores of the 45+ year old adult have some inherent bonuses for age. And that they combine with the physical stats of the new body.

The reason they are unlikely to fight her outright is because they aren't just going to run into her out in the wilderness, and she isn't going to directly engage them where she can be seen. While it's true that the standard and expected D&D/Pathfinder way is "if it's hostile, we kill it", the consequences of trying to kill a child should not be overlooked.

Consider: She attacks, and realizes the party is not going to be the easy mark she thought. She bolts, screaming. She swings around a corner to a more populated area. All of a sudden, you have a smallish child screaming about a bunch of people trying to kill her. It would seem to me the default reaction of nearby folks would NOT be to asssume that the armed, thuggish out-of-towners are acting on the common good. They would assume that they are murderers of the worst sort. All too often, players just assume that because they are the protagonists the need for the story to advance gives them a bit of a shield from certain types of consequences. It's good to make them sweat sometimes.

Edit: Spelling.


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I've read the archetype and don't quite like it. I'm specifically avoiding that archetype, actually. True, there are good perks, but the four oppositionb schools and the loss of Cantrips is a little much. BTW, the EK class requires proficiency with all martial weapons and a straight Spellslinger fails to qualify. So, while the build does seem like that a bit, sacrificing one level of spellcasting and getting the base powers of the Wizard class (and the Prescience of the Foresight school) seems better.


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I'd like to see some more Equipment Tricks (for the feat Equipment Trick, from Pathfinder Companion: Adventurer’s Armory).

Also, another vote for premade adventuring kits, real estate, and flavorful stuff.


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A creature with the size of a bear and the jumping abilities of a frog? All I got to say is... squish.


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In our new post, Angie of Growing Up Gamers talks about pursuing her doctorate degree in hopes of bring games into education as core curriculum!

Worlds Collide: How I'm Turning My Love of Games into a Career!

Enjoy!

Randy
Growing Up Gamers


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Hello, all!

I retooled the Arcane Archer prestige class as a Divine-based archer. I modified some of the abilities to make them more thematic for a divine character. So... thoughts? Please pardon the formatting of the table. Pasted from Word. The main change on table, beyond the changing of ability names, is that Good saves are Ref and Will instead or Fort and Ref.

SACRED ARROW

Elves or half-elves who seek to perfect the use of the bow in service to their deity sometimes pursue the path of the Sacred Arrow. Sacred Arrows are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by Sacred Arrows smite the enemies of their faiths. At the height of their power, Sacred Arrows can also deliver the blessings of their deities via their arrows, as well.

Those who have trained as both rangers and clerics excel as Sacred Arrows, although other multiclass combinations are not unheard of. Sacred Arrows may be found wherever elves travel, but not all are allies of the elves. Many, particularly half-elven Sacred Arrows, use elven traditions solely for their own gain, or worse, against the elves whose very traditions they adhere to.

Role: Sacred Arrows deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat.

Alignment: Sacred Arrows can be of any alignment, though as elves and half-elves tend to be free-spirited, they are rarely lawful.
Similarly, it is uncommon to find evil elves and half-elves, and the path of the Sacred Arrow is therefore more often pursued by good or neutral characters.

Hit Die: d10.

REQUIREMENTS

To qualify to become an Sacred Arrow, a character must fulfill all the following criteria.

Race: Elf or half-elf.
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level divine spells.

CLASS SKILLS
The Sacred Arrow's class skills (and the key ability for each skill) are Knowledge (Religion), Knowledge (The Planes), Perception (Wis), Stealth (Dex), and Survival (Wis).
Skill Ranks at Each Level: 4 + Int modifier.

TABLE: SACRED ARROW
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +1 +1 Enhance arrows (magic)

2nd +2 +0 +1 +1 Align arrow +1 level of existing class
3rd +3 +1 +2 +2 Enhance arrows (righteousness and retribution) +1 level of existing class
4th +4 +1 +2 +2 Seeker arrow
+1 level of existing class
5th +5 +2 +3 +3 Enhance arrows (distance)

6th +6 +2 +3 +3 Disruption arrow
+1 level of existing class
7th +7 +2 +4 +4 Enhance arrows (elemental burst)
+1 level of existing class
8th +8 +3 +4 +4 Hail of arrows
+1 level of existing class
9th +9 +3 +5 +5 Enhance arrows (aligned)

10th +10 +3 +5 +5 Arrow of life
+1 level of existing class

CLASS FEATURES
All of the following are class features of the Sacred Arrow prestige class.

Weapon and Armor Proficiency: An Sacred Arrow is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Spells per Day: At the indicated levels, an Sacred Arrow gains new spells per day as if he had also gained a level in an divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an Sacred Arrow, he must decide to which class he adds the new level for purposes of determining spells per day.

Enhance Arrows (Su): At 1st level, every nonmagical arrow an Sacred Arrow nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.

In addition, the Sacred Arrow's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the Sacred Arrow prays for spells or, in the case of spontaneous spellcasters, after 8 hours of rest.

At 3rd level, every nonmagical arrow fired by an Sacred Arrow gains one of the following weapon qualities: Merciful, Ghost Touch, Undead Bane, (Aligned) Outsider Bane (chosen alignment must not be either component of patron deity’s alignment)

At 5th level, every nonmagical arrow fired by an Sacred Arrow gains the distance weapon quality.

At 7th level, every nonmagical arrow fired by an Sacred Arrow may gain one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst instead of one of the qualities in the Enhance Arrows (Righteousness and Retribution).

At 9th level, every nonmagical arrow fired by an Sacred Arrow gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The Sacred Arrow cannot choose an ability that is the opposite of his alignment, or the alignment of his patron deity (for example, a lawful good Sacred Arrow could not choose anarchic or unholy as his weapon quality).

The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.

Align Arrow (Sp): Every nonmagical arrow fired by a Sacred Arrow is aligned, as per the spell Align Weapon. For the purpose of overcoming damage reduction, the arrow is treated as Good/Evil/Lawful/Chaotic (only one). The Sacred Arrow may not choose an alignment opposite his own, or of his patron deity. Therefore, a Lawful Neutral Sacred Arrow of a Lawful Good deity could not choose Evil, for instance.

Seeker Arrow (Sp): At 4th level, an Sacred Arrow can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An Sacred Arrow can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.

Disruption Arrow (Sp): At 6th level, a Sacred Arrow can launch an arrow once per day at an undead target, granting it the disruption quality, except that the Save DC is 10 + half the Sacred Arrow’s class level + the Sacred Arrows Wisdom modifier. Using this ability is a standard action (and shooting the arrow is part of the action). An Sacred Arrow can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.

Hail of Arrows (Sp): In lieu of his regular attacks, once per day an Sacred Arrow of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every Sacred Arrow level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow.

Arrow of Life (Sp): At 10th level, once per day the Sacred Arrow may fire an arrow at a target as a touch attack. If it hits, the arrow does no damage but instead acts as a Heal spell cast at the Sacred Arrow’s effective caster level.

Feedback?

Randy
Growing Up Gamers