Dexinis

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As referenced in Book of the Damned-Volume 3, Horsemen of the Apocalypse;

There is a spell called Charon's Dispensation, short and sweet makes you immune to the poison, memory-stealing, and soul leaching powers of touching/drinking the water. But I cannot find statistics on the river or its qualities anywhere. Can anyone help me out?


My players are on the final stretch of RoTRL, and prismatic wall...man is that mean. But how to best effectively use it?
The spell says it is a vertical wall, but may it be placed at a vertical diagonal with a corner? it doesn't have the same restrictions as the wall of force needing solid, unbroken ground. so if you placed it in a corner would it work coming up at say... a 45o angle? My plans are to reverse gravity on a player or two if placement works, and have them fly up racing into a prismatic wall.

anyone have feedback?


OK, to put a long story short...I have been running RoTRL for almost a year. the campaign is finally comming to an end and it is my turn to take a step back and let someone else in my group GM for a while. We have a funny way of rolling stats for this particular GM. He has himself a D30 and he adds 78 to the total and has us use a 1for1 pointbuy system(10 points for a 10 stat) capping at 18. This allows for moderate to high powered players(1+78=79 roughly 13s in all stats and 1(14). the other players rolled between 4<our rogue> and 17<the mystic theurge> I was fortunate enough to hit that 3% roll...and landed myself 30. straight 18s.
now, the UNfortunate part....what to play????
I've been running for soo long it is a tad difficult to determine what to play.
we are level 6, and the classes for others is as follows.
Rogue(skill junkie)
Monk(tripping professional)
Cleric/wizard/mystic theurge(casting genious and magic item crafter)

so...what to play? the setting is 3.5 Forgotten realms and we are going through the year of blue fire, and the end will end up in the Pathfinder world. any help would be amazing.


I understand the rules and regulations behind how diseases function. but other than specific monster entries, how is a player to acquire a disease? For example, say I want to play a character that is paid to kill an entire town. Easiest way to accomplish this? disease the food supply.
There are rules for creating poisons through alchemy(craft) but nothing other than a specific monster has this disease, or DM puts the disease in the box. Does anyone know more on the subject?


I apologize if this is the incorrect forum to be asking this question, but I was wondering if anyone or paizo has even set the statistics for all 7 of the swords. The sword of greed can be found with full statistics in Pathfinder #6, and I saw the sword of lust somewhere but cannot remember where. Is anyone able to help me track down some information?


Hoping to catch the eye of one of the developers with this one, i have looked everywhere and haven't found a clear answer. If a ghost(or other creature with a possession-like ability) inhabits another creature, what does that do to the CR of that ghost? say for instance: a Human Ghost, Fighter 8(CR 10) manages to grab hold of a Halfling Rogue 10. would that be a CR 20? looking at it you gain the HP, physical stats, and You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.
while you keep your mental stats, base saves, level, ext.as with magic jar. any help would be greatly appreciated.


Ok, so my buddy is leaving for texas soon(we live in california) and for his going away bash he wants to play a one shot 20th level game. We are restricted to pathfinder only books(including such materials as inner sea world guide, goblins of golarion ext.) 2 people in the party have allready decided on what they are going to be, one is a quickling ninja with a scimitar, using the dervish dance feat to give him his incredible dex to damage, the new version of superior finesse from AEG. The second is a Very Young 1/2 fiend Umbral Dragon rogue 2/fighter 4/antipaladin 4. scary combinations to say the least. The DM is ok with monsters and broken class combinations ext. My question to you all is....what to play? im used to dealing massive damage by using 3.5 materials and the like, but with pathfinder capstone abilities from classes being awesome and prestige classes, im having a hard time figuring out what to be(especially with all the monster availability) any help?


A few friends and I were looking to start a new pathfinder game here in the next week or so. I myself have been playtesting gunslinger and have liked the results so far, but i might want to branch out and use another class. The magus came to mind. Ultimate magic comes out tomorrow, reminiscent of the duskblade from D&D 3.0, great concept then, bad ruling and way to create the class. I believe Paizo fixed the issues...but I have a question for the masses to see who might have an answer for me. I remember a long while ago(i play mostly dex based rogues/fighters/monks) and don't usually play casters. In reference to the D&D supplement "Spell Compendium" I remember there was a spell somewhere that allowed a person to hold a touch spell for longer than one round. This is not to be confused with "holding a charge" that every character can do with a touch spell. Again, from what i remember you were able to, with this buffing spell, use the same casting of say....shocking grasp to affect multiple targets in subsequent rounds. I.E. the next touch spell you cast lasts 1 round/lvl or lasts for 1 touch/level something along those lines, does anyone remember or can anyone point me in the right direction for sourced information regarding this subject? If i do end up playing the magus, i want to base it more on the 2 weapon fighting aspect with touch spell as his OH weapon rather than ...3 attacks main hand and 1 spell a round. cool...but i think i can get more out of it.


I have a few bits of information that I would like to share with you gunslinger aficionados. Firstly, keep in mind that these rulings are using the Open Gaming License from Pathfinder RPG and using abilities from 3.5 Dungeons and Dragons to make the gunslinger a little more proficient until further test material comes out or a finished product has been worked.

For those wanting more gun choices than the two listed in the beta testing there are a few sources you can look up. In the Pathfinder Chronicles Campaign Setting, on page 212 there are 6 types of firearms with variant rules for 'exploding dice' that, depending on your GM, can be used with the misfire ruling from the Alpha testing of the gunslinger.
Not quite so common is a Monte Cook product entitled Ptolus, City by the Spire. This huge city/campaign module/setting is 3.5 compatible and created from the famous Monte Cook himself! Detailed under the technology chapter( page 559, chapter 29) there are 13 more firearms with rulings for double and triple barreled guns, repeaters, cannons, and many more. There are a few magical enhancements to guns as well in this book, one of which, in particular, is SUPREMELY useful for all us gunslinger players thusfar. Let me introduce you to, the Demon gun.

Demon Gun: Rather than a dragon's head(the standard pistol depicts a dragons head for the end of the barrel and are thusly named dragon pistols), this +1 dragon pistol sports a demon's head at the end of its barrel. The gun itself is a demon bound magically into the form of a gun. It produces its own ammunition internally, so the wielder can fire as many times per round as he has attacks, and it never needs reloading. Twice per day, upon the wielder's mental command, it can produce an unholy bullet.
Moderate Conjuration. CL 10th; Craft Magical Arms and Armor, Summon Monster III, Unholy Blight; Price 24,550 gp.

This opens up gateways for alot of players to have that high BAB and use it to its full potential. If this item is out of your price range i have an even cheaper solution for you.

Located in the 3.5 Dungeons and Dragons product entitled Magic Item Compendium, for 8,000gp you can buy yourself a pistol or musket with a weapon enhancement named Quick Loading.

Quick Loading: +1 Bonus, CL 9th; Moderate(DC 19) Conjuration.
(Please note this is designed for crossbows, but with the beta testing they look to be improving feats related to crossbows and including firearms in them, myself as a GM and fellow GMs i play with allow this use of the weapon enhancement)
A quick loading crossbow accesses an extradimensional space that can hold up to 100 bolts(or bullets), allowing you to reload the crossbow more rapidly than normal. Reloading a hand or light crossbow is a free action, and a heavy crossbow as a move. Different types of bolts can be held in the extradimensional space, and you can select freely from these when reloading the crossbow. Adding or removing a bolt by hand from the extradimensional space is a move action. Prereqs: Craft magic arms and armor, Leomund's secret chest, shrink item.

This works especially well if you have the rapid reload feat making pistols a free and a musket a move action.

Last note, if you are looking along the same lines as wanting to keep everything Pathfinder RPG specific and do not want to use these tools[and keep your pockets full >:) ] Keeping in mind i am allowing my players to use crossbow feats for firearms as well(mechanically i think this makes sense and apparently so does Paizo dev team) there is a feat in the Advanced Player's Guide Entitled Crossbow Mastery.

Crossbow Mastery (Combat)
You can load crossbows with blinding speed and even fire
them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload,
Rapid Shot.
Benefit: The time required for you to reload any type
of crossbow is reduced to a free action, regardless of the
type of crossbow used. You can f ire a crossbow as many
times in a full attack action as you could attack if you
were using a bow. Reloading a crossbow for the type
of crossbow you chose when you took Rapid Reload no
longer provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery
combat style may select Crossbow Mastery as a combat
style feat.

Thank you for your time and please don't hesitate to give me your point of view on the subject or anything you find to help while it is still under development :)


The gunslinger has been introduced as an alternative class for the fighter core class. I have read the forums here regarding them as lame or needing severe reworking. The fighter, as is, is better in most, if not all, regards to firearms in combat. They have tons of bonus feats to be able to throw onto firearms, weapon specialization ext. not to mention weapon training(firearms) that you could easily incorporate. The gunslinger is supposed to be a fighter alternative, keeping the fighter aspect but switching from swords and axes ext. to firearms. I have two major issues with the gunslinger and i would like to make them heard. Most people are upset at the touch AC ruling, that doesn't bother me at all, mechanically it makes sense. My two concerns with the class are as follows in regards to a base fighter.

First off, reloading times.
Reloading times for in example the pistol is a standard action. With the use of the new Rapid Reload adaptation for firearms is reduced to a move action. Unless you are using the 3.5 Wizards D&D incorporated into your Pathfinder game, there is no way to reduce this further. With 3.5 there is a weapon enhancement in the Magic Item Compendium named Quick Loading.
For +1 enhancement bonus(crossbow would translate over to firearms easily)
holds 100 rounds and is a free action to put ammunition into the item. after the rounds are over, you spend a move action to restock. The gunslinger, the class specifically designed around using guns better than any other, has these same limitations as everyone else. This aspect i believe could use some reworking. Either have them be able to reload faster by one step(free for pistols and move for rifle) or have a feat specifically for gunslinger level 1+ to do the same thing like Crossbow mastery from advanced player's guide but for firearms. This full BAB class has no use for it because they would never be able to make iterative attacks in a round due to reloading times.

Secondly Gun Training.
In the printed play test document, You receive gun training a total of 4 times with only 2 guns listed. Granted, when the finished product comes out i would expect more guns like that in the Pathfinder chronicles campaign setting where there are 6 different types of firearms, if not more.
The ability states you gain a +1 bonus to attack rolls and a bonus to damage rolls equal to your dexterity modifier. nice ability in all, but not up to par with a fighter at all for lack of progression. you gain it four times but no benefit to the previous ones. After the first i would add a +1 bonus to hit and damage for each previous to make them on par with the fighter. if a fighter picked up a firearm at 20th level as opposed to a gunslinger 20th level. say you had a 24-25 dex at 20th level gunslinger including wishes or belt of dex. at 20th level you would be doing(without magical enh on the gun itself) on a pistol 1d8 plus 7 before feats and such. crit range 20(x4). A 20th level fighter with the same gun, and no dex to speak of will be doing 1d8+4 before ALL the bonus feats that the fighters get more than the gunslinger. In addition to Auto-confirming crits with the weapon, can never be disarmed with the pistol and its 20(x5). The 20th level of the gunslinger giving you a feat you can get at 11th level twice...not the most amazing to speak of. Anyone else have any remarks to add/comment, i would love to hear from a dev team on this one if they have the time to spend. Thank you all for your time.