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Mass Daze "functions as daze, except as noted above." In the target line for normal daze, it says "one humanoid creature of 4 HD or less", but in the target line for the mass version it says "one or more humanoid creatures, no two of which may be more than 30 ft. apart". My question is, can mass daze affect humanoids regardless of HD?
"To the companions of Mr. Yeardleigh Martell, Conjurer, of Hoss & Beck's Magical Equipment Acquisition and Resale Co.: our employee has selected you for the express purpose of acquiring magical equipment. If you are reading this, then that means you have found his offer appealing and would like to participate in his endeavors to acquire merchandise." "First off: none of you (excepting Mr. Martell) are, technically, employees of Hoss & Beck and need not concern yourselves with how your actions or potential crimes may reflect on us. Mr. Martell will supply you with a small stipend to cover any extra expenses before you leave for the town of Creekside, not far north of our fair city on Valewatch." "Contact the local authorities once you reach Creekside. They have been having goblin troubles, and our sources inform us that said goblins have a stash of potions. Mr. Martell has more details, if you need them. We will also provide travel papers to each of you." You all received that letter through your elderly acquaintance, Mr. Martell, about a week ago - and, for one reason or another, found the proposition agreeable, either due to boredom, lack of money, or wanderlust. Yesterday, you left Valewatch - mostly on foot - and are now roughly a day's journey from Creekside. OOC Stuff - Please Read:
- Everyone add 10 GP and Travel Papers to your inventory. - Yeardleigh, add an addition 10 GP. - Officially, Yeardleigh is the party leader. He works for Hoss & Beck, a influential company dedicated to the magical item trade. All of you are working as part of a traveling company assigned to find magical equipment - though later, you can change jobs if you desire. - You all live in the kingdom of Otto O'Hanse. Think medieval Europe geographically and climate-wise, with magitech. Politically, it is divided into kingdoms and city states. So yeah, talk amongst yourselves and get introduced. IMPORTANT
Hey-o. Before Formatting tips: Put your character's thoughts in italics like [.i]this[./i] minus the extra periods.
---------------- Rolling dice: Type [.dice=A]XdY+Z[./dice] without the excess periods. "A" is what the roll is (perception, initiative, attack). A can be left blank.
Examples:
If there are potential conditional modifiers, write them next to it.
Bluff: 1d20 + 14 ⇒ (18) + 14 = 32 +5 more if drunk. ------------------ If you have any questions, post them. Post on post under your account alias, and one post under your character alias.
Animate Dead, Lesser Animate Dead, and Skeleton Crew all come in a (spell) level later for wizards than they do for clerics. Is this just a holdover from early editions of DnD? Or is there an actual balance reason? It also seems to conflict with the Create Undead and the Create Greater Undead being the same levels.
Ok, first of all: this is just an idea that came to me. The basics are this: Non-casters or four-level casters have full (fighter) BAB and lots of "sweets": This primarily just means monks and rogues have full BAB. Example sweets are rogue talents, which need reworking; rage powers, which are radical; and paladin/rangers being able to cast. Six-level casters have 3/4 (cleric) BAB and some "sweets": I believe all six-level casters have that anyways, but yeah. Example sweets are the bardic performance, bombs/mutagens, and the eidolon. Nine-level casters have 1/2 (wizard) BAB and few "sweets": The major change is that druids and clerics now have 1/2 BAB. Example sweets would be domains, bloodlines, and schools. -------- Apparent issues:
-------- So yeah, no idea if this would be balanced in actual play, just something that sprang to mind.
From a letter you received today: And thus, we have elected to hire Professionals of the Highest Quality in order to Preserve and Protect our interests in Trade with the northern City-States of the Freelands. Gentlemen, you are these Professionals. Master Talwyn, Wizard of the Third Order; and Master Aethon, Summoner of the Second Order and Seer of the of the Second Order; we most Humbly request that you track down the Bandits by the Names of Samuel O'Finn (Wizard, suspected of the Fourth Order), Stonealf Spearedge (a Dwarven Warrior, suspected to be a previous member of the Monolith Guard), and their Goblin Companion who is known to be a Foul and Brutal Knave. Upon successfully Slaying or Capturing all of these Cruel Hooligans, a sum of 2000 Scepters will be paid to Master Talwyn and Master Aethon. Please contact Mosker ul Daniel an Macarana for further Information. His Address is enclosed. Sincerely, Marco ul Sebastian an Viscross, Merchant, speaking on behalf of a coalition of merchant, tradesmen, and travelers. You have been contacted by a group of merchants including the exceedingly rich Marco Viscross due to their problem with the aforementioned bandits, who recently began attacking traveling merchants and robbing them of all their wealth - and they have shown no compunctions against killing. The reason they contacted you is because you two are professional adventurers, of a sort. Despite the booming economy in Atahl, neither of you managed to find a job - perhaps due to living in Taloen, also known as the Magekeep, which is one of the fastest-growing cities in the world, rendering jobs few and far between. You met at a New Year's Fair last year, after simultaneously tripping a thief who had been about to escape with the wallet of a merchant, who ended up hiring both of you as escorts to his carriage for three months. Since then, you have worked on various jobs, such as escorts, resource-gatherers, and detectives. This is the first job offer you have received in three weeks. What do you do? Go to the resources folder I linked in the first post. You can see a map there and there is also a "Terms" document which will help you speak like a native. More will be added later.
Hey-o! Let's get right into this: make a post saying "Hi" with your normal account and then follow it with a post under the alias you'll be using. If you can't figure out how to make an alias, go here and scroll down. ---------------- Formatting tips: Put your character's thoughts in italics like [.i]this[./i] minus the extra periods.
---------------- Rolling dice: Type [.dice=A]XdY+Z[./dice] without the excess periods. "A" is what the roll is (perception, initiative, attack). A can be left blank.
Examples:
If there are potential conditional modifiers, write them next to it.
If you have any questions, post them. ---------------- Campaign resources can be found here. ---------------- By the way, I've decided to call the setting Sojourner.
1) Would a tattooed holy symbol on your palm make this feat into a straight upgrade to eschew materials? Are there any downsides (ignoring losing your hand and the 100 GP entry cost)? 2) Would you be able to hold something else in the tattoed hand? Or is there something about focus components that would mean you had to have that hand free even if it only had somatic components for the spell? 3) Has someone thought of this before or am I a unique and beautiful snowflake?
Go here. Now click "X". Notice the problem? That's right, no X spells. Srsly, Paizo? That's offensive. We've got to take up the slack - create your very own spells that start with X. The Rules:
I'll start us off. "X-Ray Vision"
When under the effects of this spell, the caster is treated as having line of sight on any creature whose location the caster knows within a 100'+10'/level. For example, if the caster knows a being is hiding behind cover or waiting on the other side of the door, the caster can target that creature with a spell that normally requires line of sight.
About Odessa TullemoonStatistics
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Feats
Traits: Subject of Study (+1 against aberrations), Convincing liar, Spirit sense Skills ( ranks): (4 per level+1 for favored class)
Languages: Common, Celestial, Aklo
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Level 1 - Save DC14 (2+1)
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Carrying Capacity Light: 86 lbs. Medium: 87-173 lbs. Heavy: 174-260 lbs. Currency: 33 gp Total Weight: 69 lbs.
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Description:
Dessa’s roots come from a long line of those who follow in the moon’s shadow and her appearance shows it. Long, wavy peach hair is streaked with bright white and pale yellow strands. Because if it’s unruly nature she keeps it braided, but her hair is constantly pulling itself free from its heavy braid, so it creates a halo effect. Large glowing yellow irises peek from under heavy lashes, and a bright red mouth maintains a small, serene smile. A large, intricate tattoo depicting Ashava’s symbol is visible and spans her upper chest and shoulders, disappearing beneath her clothes.
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Personality:
Odessa is...well...what her mother liked to call her moon-touched (her cousins prefered the term loony). Statements like that however, mean nothing to Dessa. She appears slightly out of touch with reality and her speech has a floaty, dreamy cadence that takes on a mystical quality the longer she talks. Kindness and quietness hides a mischievous nature. Odessa will, if pressed, will address questions succinctly but its still and formal and not at all pleasant for her.She bites her lip if holding back laughter at another’s expense, and her body language is full of open, non threatening movements (even if her overly long fingers make others nervous).
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About:
Odessa belongs to a large pack that resides in the forest near the base of the Hungry Mountains. The group consisted primarily of family and extended family. She was a third cousin once removed from her clan’s alpha.
She remembers running at night under the light of a waxing moon. She remembers the dirt under her feet and the quick cold air that stole her breath and made her feel like laughing. Once a month for one week the kithkern (friends and family members who were part of the pack but not afflected with lycanthropy) would travel to the lone temple of Ashava for shelter and remain there for the three days surrounding the full moon. They had taken pride in the lack of attacks on the town and nearby settlements (they didn’t talk about the lost travelers of course...or the new additions and the hastily covered blood on the ground). But-none of that is relevant to our story-what is, occured at the temple, on the first day of the Cold Moon. The temple was filled to the brim with sleeping bodies. Ashava’s temples were normally not very large and this one was no different, so the monthly influx of company always left many of the young on the floors in “puppy piles.” A nine-year old Dessa was just wandering back from the kitchen, a glass of water in her hand, still sleep befuddled when a half glance to the entrance stopped her cold. Standing over the body of one of her cousins (Beth? Darius? All of Karrisin’s children looked the same to her) was some creature. Its body was grotesque- hunched and reptilian without eyes and many many teeth. She froze and it turned its head towards her, an ugly grin splitting its face. Another movement revealed a second of these horrors. They leapt and she scrambled, her voice piercing the air and woke the adults. A brief tussle had the monsters fleeing, with three dead children in their wake. Of course, Professor Lorrimir arrived at the temple 2 days later. He questioned all about the attack, taking special interest in the little girl who somehow managed to survive the attack long enough for adults to arrive. They mantained contact through letters passed by the temple right up until last year. Now Odessa must travel to Ravengro and stand with his body as he takes his final rest.
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