Dr Davaulus

Samuel Grundy's page

158 posts. Organized Play character for Novakolbra.



Shadow Lodge

Hi guys I'm looking for one final member to join me and and a few bloggers, writers and forum contributors at an online recorded Pathfinder game.

We'll be running the game round robin style with each player/dm taking turns after 2 modules. (don't worry the first two dms have already been allocated).

Must have a webcam + Microphone and be willing to DM (while not immediately it's a round robin system and your turn will come)

System : Pathfinder
Location : Online via roll20.
Time : Wednesday EST 5:00pm - 8:00pm

Its a lively and active crew from around the world, with some great role-players and DMs. Characters have yet to be determined so you won't be required to play a particular role/class etc.

Please follow link to get in contact with us ASAP. We are hoping to have a solid 5th player/dm by next week. Messages left on this thread may be slower to get to than comments on the page.

Recruitment

Shadow Lodge

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Hey guys my name is Michael and I have taken to starting an Advice page of my own on Facebook at the below address.

https://www.facebook.com/Perthfinder/

I'm just starting my own Pathfinder Advice page, giving help with advice including but not exclusive to Game Mastering tricks and tips, Character design and construction, Advice on being the best player you can be, Theatrical Role-playing techniques, handling scenarios during your own adventures, dealing with with social situations as well as sourcing out, expanding on and elaborating rules from the Pathfinder Role-playing game. I also share a variety of house and homebrew rules to streamline my games.

I'm pretty active and try to get to questions within a day or two, and open an active dialogue regarding any queries.

I try my best at a bunch of fun miniature dioramas which are kinda cute if not very amateur. But if you feel like lend us some support, asking questions personally from me or laughing at my crappy photography skills then chuck us a like.

That address again in case you can't arc your pupils 10 degrees upward is

https://www.facebook.com/Perthfinder/

You were all fairly warned...shameless plug!

Shadow Lodge

Hey guys please give some feedback on my Crafting house rules, these are in place for PC crafters. I have replaced the concept of using the Feats for magic item creation with skills. This thought came about from people at my tables asking why crafting is dominated by spellcasters and cant be done by anyone who is skilled at crafting. This system has that at it's center.

Firstly these are the craft skills;
Craft Enchantment : May be used to add enchantments to weapons and armor
Craft Wonderous Items Craft wonderous items
Craft Wands & Scrolls: May be used to craft wands and scrolls
Craft Staves : May be used to craft magical staves
Craft Rods : May be used to craft Rods
Craft Rings : May be used to craft Rings
Craft Alchemy : Same as current but may be used to brew potions
Craft Poisons : Same as current craft poison
Craft Arms and Armor : Same as current
Craft Art : Choose a artistic craft (pottery painting etc) upon craft completion the value of the object is the craft check DC x 10 in gold pieces.
Craft Mundane items: Craft any non magical item that is not in another craft category. All mundane items take 4 hours to craft.

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In order to use any crafts skills you must have a rank in the skills with the exception of Mundane items and Art.

You must have the spell component of any magical item you create in order to make it. For example if you were making slippers of spiderclimb, you will still require "Spiderclimb" the spell. This may be wand, scroll, potion or a secondary spellcaster. This does not apply for crafting potions.

Material cost is 1/3 of the market value of the object being created
it takes 1 day per 1000gp of the material cost to complete the item. A single craft check is made at the beginning of the crafting process the DCs are below.

Mundane------DC10----Simple items (Non magical)
Masterwork---DC15----Masterwork Non-magical items, non magic alchemy
Lesser-------DC20----Lesser Wondrous item, +1 Enhancements, CL5 items
Moderate-----DC25----Moderate Wondrous item, +2 Enhancements, CL10 item
Major--------DC30----Major Wondrous item, +3/+4 Enhancements, CL15 item
Superior-----DC35----+5 Enhancements, CL20 item
Artifacts----DC40----Create an artifact or legendary item. (DM)

Meeting the DC will have the item made successfully on schedule
Exceeding the DC by 5 means it takes 1/2 the time to craft
Exceeding the DC by 10+ means it takes 1/3 the time to craft
Failing the DC by 5 means it takes x2 the time for crafting
Failing the DC by 10 or more means the item is failure and material components are destroyed.

While crafting potions and poisons, failure to meet the DC means the potion/poison was unsuccessfully brewed and all material components are consumed. The DCs of alchemy and poison remain unchanged. Magic potions have a DC equal to 10 + double the spell level. The Caster level is set but can not be greater than the ranks in craft alchemy -3, or lower than 1. You may only brew a potion of up to spell third level.

Once crafting is started it may be paused for up to 1 week and then resumed. This will allow a different craft to begin while another is paused. A craftsman can be working on one crafting project at any given time this includes the Aid Other ability.

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Some materials change the DC of the craft check.

Steel-----DC +5
Leather-----DC +0
Adamantine-----DC +20
Alchemical Silver-----DC +10
Angel Skin-----DC +15
Blood Crystal-----DC +10
Cold Iron-----DC +10
Darkleaf Cloth-----DC +10
Darkwood-----DC +5
Dragonhide-----DC +20
Eel Hide-----DC +10
Elysian Bronze-----DC +10
Frost/Fire Forge Steel-----DC +15
Greenwood-----DC +10
Griffon Mane-----DC +15
Living Steel-----DC +10
Mithral-----DC +15
Viridium-----DC +20
Whip Wood-----DC +10
Wyroot-----DC +15

Bone-----DC -15
Bronze-----DC -5
Gold-----DC -5
Glass-----DC -5
Obsidian-----DC -10
Stone-----DC -15
Wood-----DC -10

If an object/weapon/armor has multiple materials take the most prominent worked material. For example a wooden spear with an adamantine spear head would gain the +20 penalty.

Repairing Items Material costs of 1/10th item if the item has the broken condition. The DC for repairing a broken item is the item's DC -5
-------------------------------------------------
Trait

Artistic eye : Use Charisma in place of Intelligence for Craft Art

Craft feats

Skill Focus (Craft)- As usual, but any class that provides feats such as "Brew Potion" "Craft Magical Arms and Armor" are replaced with Skill focus Craft in whatever craft skill is most appropriate.

Thrifty Crafter - Prerequisite Craft skill rank 5 - You are able to take plausable shortcuts while crafting. Material costs are now 1/4 of market price. This reduction does not effect crafting time which is still based on 1/3 material cost.

Fast Crafter - Prerequisite Craft skill rank 10, Thrifty Crafter - Crafting time is now based on the material cost being 1/4 of the market value.

Quick Thinker - Prerequisite Craft rank 5 - 1/day reroll a natural 1 made on a craft check.

Improved Quick Thinker - Prerequisite Craft rank 10, Quick thinker - You may roll a second time on any craft check but must take the second result.

Master Craftsman - Prerequisite Craft rank 10 - Select one craft skill, when making that check you count your class levels as caster levels for magic item creation.

Magical Tinkerer - Prerequisite Craft rank 5 Master Craftsman - Select 1 arcane class, when creating a magic item you may replicate any 2nd level or lower spell for meeting the spell component prerequisite.

Improved Magical Tinkerer - Prerequisite Craft rank 10, Magical Tinkerer - when creating a magic item you may replicate any 4th level or lower spell from the class selected from Magical Tinkerer for meeting the spell component prerequisite.

Greater Magical Tinkerer - Prerequisite Craft rank 15, Improved Magical Tinkerer - when creating a magic item you may replicate any 6th level or lower spell from the class selected from Magical Tinkerer for meeting the spell component prerequisite.

Dragoncraft - Prerequisite Craft rank 10 - Do not take penalty for crafting with draconic materials.

Multi-task master - Prerequisite Mobility - You are able to draw small palm sized objects such as tools or potions as a swift action. While crafting an item, you may also use the Aid Other ability with an ally's craft skill. This can aid up your INT modifier in crafts at any given time. You may not aid the same check more than once.

Advanced Alchemy - Prerequisite Craft 5 - when crafting potions your max Caster level becomes your ranks in craft alchemy instead of ranks -3.

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Note these skills work in tandem, so if you want to make a +1 Studded leather armor. One craft needs to be made to make Masterwork Studded Leather Armor and once it is made an Enchantment skill needs to give it the +1 enhancement.

Thanks again for the feedback guys, anything and everything helps. But please don't say it doesn't need to be changed. That doesn't help me, while I respect that opinion this is simply an alternative I wish to put to the forum's merit. Also props to some of the forum members that helped inspire this Evil Lincoln among them, if you recognize it you know who you are are thank you profusely.

Shadow Lodge

Hey all,

When confronting my table with the concept of Mythic challenges I found a great deal of them lent towards Insanity, Hubris and Furious Rage as the Mythic Flaw.

I think in comparison to the other flaws available, they are the least worrying to players and I reckon for how much you gain as the tiers go by they need a bit of a boost. My recommended replacements are below;

Instead of Furious Rage have
Unreasonable : The hero may no longer use Diplomacy or Bluff to influence others.

Instead of Hubris have
Craven : Gain a permanent +4 morale bonus on all Cha checks and grants allies within 30ft a +4 vs Fear (Bravado). However when under the affect of any fear based ability, treat it as one step higher. Shaken becomes Fear becomes Panicked. This also removes the morale boost.

Instead of Insanity have
Bedlam : If struck by a critical hit or fail against a mind effecting special ability the hero and all allies within 30ft are confused for 1d4 rounds no save.

I figure if the players have a choice it should be an even spread and not come down to which is the least detrimental affect. I have 1 min maxing player at my game, which helps for play testing.... on occasion.

Shadow Lodge

Hey sports fans,

I just wanted to suggest the following, in light of delays to the Pathfinder product lines, this months August 2012 releases.

Separate the PDF availability from the shipping process, have a date/time when the PDFs become available to subscribers, and have a fixed release date for PDFs to become available a week or so later to non subscribers. This way at least during times where shipping is difficult because of weather, hike in orders or even the holidays, your fan base will at least have something to have and feel good about.

I can see the reason behind delaying releases for another week until preorders and subscriptions are sent out, but to delay the profits from the PDF sales is unnecessary. Having a hardcopy is great, but I feel a great deal of people, myself included are just as psyched for the PDFs mostly cause you don't have to wait for them to ship to you, they are available then and there. A benefit kinda diminished when delayed.

Thanks

Shadow Lodge

Hey guys, so I am invited to a ninja based campaign using the Pathfinder system and setting. I have considered playing a Puppeteer similar to Kankurou from the Naruto series and the DM has allowed me some time to try out some home-brew ninja tricks. I am keen to find what people think about my ninja tricks.

Puppeteer : Ninja Tricks

-Ki Strings : With Ki strings, a ninja is able to use ki to connect invisible strings to inanimate objects to be able to manipulate them at will as the Mage Hand spell. Cost 1 Ki.

In addition a ninja with this ninja trick can grant a Puppet (equipment) a temporary ki pool, animating it and allowing it to be used as an ally. The ki given to the puppet can’t be restored or regenerated while stored in the puppet and must be lower than the character’s ninja levels. The puppet can be controlled as long as the ninja is within a close range to the puppet (25ft + 5ft/lvl). While animated either the ninja or the puppet remain staggered for the duration of the round. The trick lasts as long as both the puppet and the ninja have at least 1 ki in their ki pools. Cost X ki, where X is however much ki you place into the puppet’s ki pool.

-Equipped Puppet : As a puppeteer any equipment or weapons you are proficient with, your puppet is also proficient.

-Puppet Precise Strike : A puppet you control can deliver precise strikes using the same value as the sneak attack of the ninja controlling it. Puppet Cost 1 Ki declared before the attack is delivered.

-Puppet Substitution : A ninja can swap position with a puppet they control within 30ft. Cost 1 ki to perform as a swift action, Cost 2 ki to perform as an immediate action.

-Evasion (Puppet) : As an immediate action, a single puppet the ninja controls gains Evasion. Puppet Cost 1 ki, must be declared prior to rolling the reflex save.

Disguise Self(Puppet): As a standard action a puppet may disguise themselves as the Disguise Self spell. Puppet Cost X ki, where X is the caster level of the
spell.

Ventriloquism (Puppet): A ninja can throw their voice to make it appear as though the voice originates from the puppet they control.

Hidden Kunai (Puppet) – As a standard action a puppet opens up several hidden compartments and fires throwing knives at a single target. Each kunai deals 1d4 damage, crit range 19-20 and has a range of 20ft. Puppet Cost 1 ki per kunai

Ninja Trick (Puppet) – The ninja can select a ninja trick, but rather than them being able to perform the trick, a puppet the ninja controls can use them. Puppet Cost is the same as the trick.

Puppeteer : Master Ninja Tricks

Self Destruct (Puppet) – As a full round action, a puppet can expend the rest of it’s ki pool to detonate itself. This destroys the puppet and deals 2d6 fire damage per ki point used on creatures within a range based on the puppet’s size (Large 30ft radius, Medium 20ft radius, Small 10ft radius, any puppet smaller will only deal 1d6 points of damage per ki in the square it occupies). Puppet Cost all remaining Ki

Puppet Mind Trap – As Magic Jar Spell, the magic jar in the spell’s descriptor is the puppet itself. The caster level is equal to ½ the ninja’s level, Will save DC 10 + ½ ninja level + CHA. Cost 3 ki

Ki transference – As a swift action a ninja can transfer ki to and from a puppet they control. This ability must be used before or after any other abilities used by the ninja or his puppet in the round.

Multiple Puppets – A ninja can control any number of puppets it places ki into, while controlling multiple puppet the ninja must use a full round action to control more than one puppet in the same round.

Puppeteering Feats

-Agile Puppetteering – Puppets you control gain +4 Dexterity
-Offensive Puppet – Puppets you control gain +4 Strength
-Defensive Puppet – Puppets you control gain +2 Natural Armor

-Improved Agile Puppetteering – Puppets you control gain +8 Dexterity
-Improved Offensive Puppet – Puppets you control gain +8 Strength
-Improved Defensive Puppet – Puppets you control gain +4 Natural Armor

Equipment : Puppet

The puppet is a ninja tool, by attaching ki strings to the puppet is can become animate and be used for various purposes. The puppet gains construct traits with Hit Die equal to the amount of Ki stored in it. They can use STR and DEX based skills as though they had a score equal to ½ of the ninja’s. While controlled the user of the puppet can sense the surroundings of the puppet from the puppet’s perspective.

Base Puppet : Cost 110gp
A wooden bipedal humanoid puppet.

Puppet Ki pool = X.
Ninja tricks with Puppet cost, pay the ki from the puppet's ki pool.

HP 10 + 5X (HD d10) Speed: 30ft, size : medium AC: 12 (10 + 2 natural AC)

STR: 10 DEX: 10 CON: -- INT: -- WIS: -- CHA: --
BAB : X Saves: As controller
Attacks : Slam 1d6

*Obviously there will be different types of Puppets with varying stats armor and attacks, but this will be the cheap base puppet available for a player to purchase at level 1 or 2.

I am keen to hear your thoughts and suggestions, if you play test this it'd be even better to hear any balancing issues with a puppeteer.

Shadow Lodge

So a Shark Shaman, has a shark for a companion. Any ideas on how to bring it onto land and or make it function in a fight?

Shadow Lodge

Ok, so my player wants to know the mechanical way to "hang" from a ceiling bound structure in any of the following ways. This question is asked with and without the use of Spider climb and climb speed abilities.

1. Both hands, using feet for unarmed strikes
2. Both feet, using weapons in either or both hands
3. One arm , using spare arm to attack with a weapon
4. One available prehensile limb such as with the White haired witch and using other free limbs as normal.

Here are some rules regarding climb in the direction we're looking at.

Quote:

DC30 climb check - An overhang or ceiling with handholds but no footholds, or a typical city wall.

Climb Speed Ability A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Spider climb The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Shadow Lodge

Ha...HO...get down y'all

What is it good for?

Shadow Lodge

Ok so we're playing an oriental game soon and I wanted to use the White haired witch in a more...unique way.

So my idea is a Vanara Kabuki dancer (Simian Monster Race from Bestiary 3)
So he has the following ability from the White Haired Witch

White Hair (Su): At 1st level, a white-haired witch gains
the ability to use her hair as a weapon. This functions as
a primary natural attack with a reach of 5 feet. The hair
deals 1d4 points of damage (1d3 for a Small witch) plus the
witch’s Intelligence modifier. In addition, whenever the
hair strikes a foe, the witch can attempt to grapple that foe
with her hair as a free action without provoking an attack
of opportunity, using her Intelligence modifier in place of
her Strength modifier when making the combat maneuver
check. When a white-haired witch grapples a foe in this
way, she does not gain the grappled condition....

(More in Dragon Empires Primer)

There is not state on whether or not the hair control from this is prehensile or not. There is a 3rd party hex and a paizo spell, which grants the Witch "prehensile hair" allowing it to grapple and function as a secondary limb and I was wondering if this was needed or if it is assumed that you automatically have it?

-----------

My next question is about the Vanara, now they have the following ability

Prehensile Tail (Ex) All vanaras have long, flexible tails that they
can use to carry objects. They cannot wield weapons with
their tails, but the tails do allow them to retrieve small stowed
objects carried on their persons as a swift action.

I read this as cannot "wield weapons" but can hold them right? How does this work if I say had a shield carried by my tail? I'd find it very hard to hold a shield without allowing it to provide some form of AC benefit?

-----

Thanks guys looking forward to the feedback

Shadow Lodge

Hey guys so as with a hell of a lot of you I did not make it into round 2 this year. No sweat there is always next year however, being the over prepared person that I am, I rounded out my ideas for the Round 2 submission.

I thought I'd create this thread to purge my contest ideas for 2012 and thought maybe there might be others who would like to share their ideas intended for round 2 in order to cleanse the old ideas to make room for the new ones. I do find it helps cauterize the sting of not making into round two. If this thread is against contest regulations please remove it, no harm no foul, my idea's fate is for the universe now and I can start work on next year...mwahahaha

<Organization will be reposted after round 2, sorry Liz>

Shadow Lodge

So I was thinking how cool would it be to suggest some wicked new Oracle curses. I am a glutton for punishment so here is the first curse I thought up, the others are on the bread board (I will be editing this post with the best ideas for these suggestion if they should arise)

Curse of Gluttony - You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance, everlasting rations, etc. Begin to have the magic devoured by the curse in 3 days making it a simple item)

Bonus 1st level : +2 Fort saves + 1 CMD
Bonus 5th level : +3 Fort saves + 2 CMD + Bite attack 1d6
Bonus 10th level: +4 Fort saves + 3 CMD + You can consume inedible objects as food
Bonus 15th level: +5 Fort saves + 4 CMD + Bite attack 1d8 that ignores 10 hardness.

Curse of Sloth - Those afflicted by this curse are unable to act normally for long periods of time, they will always have the staggered condition. They can may act normally for a number of rounds per day equal to their Oracle level +3. They may attempt an extra round, however at the end of the turn the target is fatigued, they may try once more after this but then gain the exhausted condition. They may not take any other normal rounds until the day has passed and they have removed any Fatigue or Exhausted condition.

Bonus 1st level : Reflex aura 5ft, allies, +1 dodge AC and Reflex. cast Unseen servant and Mage hand at will.
Bonus 5th level : Sloth aura 10ft, hostiles + Self, -2 Dex and can't act on a surprise round.
Bonus 10th level: Imp Reflex Aura 15 ft, +2 dodge AC, +2 Reflex
Bonus 15th level: Imp Sloth Aura 30ft, -4 Dex, can't act in a surprise round or perform attacks of opportunity (Negated by Combat Reflexes).

*note you may only have Reflex or Sloth aura active not both. Swift action to activate free action to dismiss. Does not provoke attack of opportunity.

Curse of Envy -

Curse of Pride -

Curse of Wrath -

Curse of Greed -

Curse of Lust -

----

Curse of (Deity)

Curse of (Monster)

Shadow Lodge

Are we going to see the aforementioned races in miniature form? Honestly I have scoured the internet and have found ibis people, Eagle bird folk, even skeksis but no crow people.

The Kenku are great as a sub, but the lack the distinct oriental feel for the upcoming Dragon Empire rage that inevitably will hit the Pathfinder games around the world.

Shadow Lodge

Ok so I know the obvious answer, I am looking for thoughts

Say a character has a full attack 35/30/25/20 as well as Quick Draw, and Two weapon fighting.

He uses a two handed hammer to belt his foe 4 times, then at the end of his attack he drops his hammer as a free non provoking action. He then quickdraws two knives as a free action then makes a follow up attack with his offhand.

In theory his first 4 attacks ignore the penalty for two weapon usage because at the time he never had two weapons. On the last attack with an offhand weapon he would take the penalty.

To set the record straight I'd not allow this at all but it's an interesting strategy and something I'd love to hear opinions on.

Shadow Lodge

So looking at some of the gear from Adventurer's Armory, are the Black Market items available for use in PFS?

Also just throwing this out there, say I safely kept some contaminated carrion with me. For example a dead rat with Filth Fever, then threw it at someone with the intent to infect them (I am over simplifying) would that be allowed?

ROCK AND ROLL

Shadow Lodge

So I am making my first PFS character, who happens to be a doctor by profession, aside from the items below is there any other items people can recommend?

Healer's Kit - 50gp (Core Rulebook) - +2 Heal check (10 charges)

Doctor's Mask - 50gp (Adventurer's Armory) - +1 Fort vs inhaled disease and poisons.

Doctor's Outfit = 150gp (Adventurer's Armory) - +2 Fort vs contact disease

Surgeon's Tools - 20gp (Adventurer's Armory) - +3 on Heal Checks

Chirurgeon’s Bag - 400gp (PFS Field Guide) - a leather pouch, a healer’s kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts*, and 2 doses each of alchemist’s kindness*, antiplague*, antitoxin, bloodblock*, and soothe syrup*.

Shadow Lodge

Ok so it is my understanding that the Shadow Lodge was not part of the original Lodges that were available in the earlier seasons. The reason for this is that until recently the Shadow Lodge operated outside the knowledge/orders of the Grand Lodge.

However in recent times due to some resistance group broken off from the Shadow Lodge attacking Pathfinders, the Decemvirate negotiated with Grandmaster Torch to re-assimilating the Shadow Lodge into the Pathfinders.

SO here are my points for discussion both in game and out.

1. Does this mean that the earlier scenarios like "Murder on the Silken Caravan." Which have no handouts for the Shadow Lodge faction are simply retired or will there be a supplement handout?

2.What constitutes suspicious Pathfinder behavior to the rest of you? and what is the appropriate response? The Decemvirate is pretty vague on the level Pathfinders can bend to accomplish their given tasks. For example dealing with Elder gods, generally not a good idea but if it gets the job done, so if a Pathfinder travels down the road of the dark tapestry what exactly is our duty in those matters? Weed out the corrupted Pathfinders then return and go "by the way so and so was summoning Chuthulu" or do we ignore them and go beat down the Grand Lodge's front door and cry shenanigans?

3.Finally as a new member of the Shadow Lodge, I would love to hear stories of your experiences following the tenants of the Shadow Lodge.