Sennje's page

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In spite of having the iconic druid on the front page, this book doesn't seem to contain a lot of options for druid beyond a few spells and general caster feats. Please correct me if I'm wrong, I have only looked through a friends copy before a play session.


More or less what I expected but it is nice to have some confirmation. I can still try to pass a squirrel or failing that a monkey off as being able to wield it.

As Rysky says the archetype is from Monster Hunter's Handbook.


With the new green scourge archetype I have a few weird ideas to make the archetype more viable, but I have a hard time finding out if they are strictly legal so here are some questions.

1. What makes you able to use flameblade?
1.1 It does not scale with size so could you use it while smaller than small?
1.2 Since the "weapon" is immaterial do you need hands to wield it or will front paws or a mouth do?

2. What do you need to add dex to hit, is weapon finesse sufficient as it is a tough attack and part of a spell or do you need something like dervish dancer?


alkatrazshock wrote:
Sennje wrote:
You get all three attacks, but the claw attacks are secondary and gets a penalty of -5 (or -2 with the multiattack feat).
I get that, that much is clear, I just want to know what the difference between the 3 attack examples, what does the comma, or, and the and change? or does it not change anything and they just decided to be weird and write attacks different for no reason?

Can you give an example, I took a quick look in the bestiary and didn't find any "and", and I only saw "or" in creatures with a different attacks occupying the same limbs.


You get all three attacks, but the claw attacks are secondary and gets a penalty of -5 (or -2 with the multiattack feat).


The pantheons made by Paizo in faiths & philosophies should enable you to worship several deities at once, and it even says "Most people on Golarion are pantheists to some minor degree", unless I'm playing a religious class or a particularly monotheistic character I normally worship all deities that makes sense for my character, the character I'm currently playing is worshiping Pharasma and Desna mainly, but will also pray to Erastil, Alseta, Calistria and Gozreh. A deity is much more than an alignment pray to Desna for a good trip, to Erastil for a good hunt, Alseta for a safe return and Pharasma for a good death.

I would personally change the wording to your patron deity or something like that if they want to keep you to one, I haven't run into trouble with it as of yet but I would probably house rule that you can only get feats and other benefits from a single deity.


Originally I would have said no, but the wording in this PRC has me doubting myself.


Before you complete the feat you get "You temporarily gain the Craft Construct feat for the purposes of building one golem to satisfy the goal of this story feat. You do not need to meet Craft Construct’s prerequisites, and it can’t be used as a prerequisite for any other crafting endeavor." and once you complete the feat you can use it for anything (I can't think of anything other than crafting constructs and using it as a prerequisite), but nowhere does it say you can ignore other prerequisites for making the constructs.


Waldham wrote:

My question is about :

Completion Benefit(s): You gain Craft Construct as a bonus feat without meeting its prerequisites and can use it for any purpose. The cost to build any construct that normally costs less than the cost of your donated golem is permanently reduced by 10%; the cost of the base materials is not reduced, however.

My answer is the same, you get the feat but you can't make any constructs without caster levels or a work around. You have the crafting feat but not the caster level to use it for anything.


Perhaps if it was a supernatural ability, but vestigial arm (which I assume you used) is extrodinary if I remember correctly.


He can't make a construct alone without some kind og work around, like the feat you mention yourself.


The Amateur Swashbuckler feat lets you pick one 1st level swashbuckler deed, but what about 1st level deeds from swashbuckler archetypes. Could a character taking this feat take the mouser swashbucklers Underfoot Assault?


Can you use a single natural weapon for all attacks during a flurry of blows with feral combat training or can you just use the natural attack in place of one unarmed/monk weapon attack?


Unless otherwise noted a SLA has a cast time of a standard action.


Zagig wrote:
Fuzzy-Wuzzy wrote:
Zagig wrote:
Rub-Eta wrote:

I haven't really used templates for players myself. I just know that many of the templates I've used as a DM isn't really anything I'm willing to give out to players too easily.

Anyway, if you haven't already, you and your player should take a look at the Skinwalker race (a playable race, not unbalanced) from the 'Blood of the Moon' player companion and the Lycanthrope corruption from 'Horror Adventure'. I'm pretty sure they're should be up at the PRD.
I did check out Blood of the Moon but, unfortunately, it does not include variant humanoid races and the player is dead-set on an aasimar, mostly for the roleplaying.

An aasimar is not type humanoid, being an outsider(native) instead, and therefore is not eligible for the lycanthrope template, which is why they weren't covered.

EDIT: Unless they took the racial trait that makes them both outsider(native) and humanoid(human), in which case presumably their lycanthropy is exactly like any other humanoid(human)'s.

What is that trait and where can I find it?

Well here, here or "Blood of Angles"


Zagig wrote:
Sennje wrote:
Zagig wrote:
Rub-Eta wrote:

I haven't really used templates for players myself. I just know that many of the templates I've used as a DM isn't really anything I'm willing to give out to players too easily.

Anyway, if you haven't already, you and your player should take a look at the Skinwalker race (a playable race, not unbalanced) from the 'Blood of the Moon' player companion and the Lycanthrope corruption from 'Horror Adventure'. I'm pretty sure they're should be up at the PRD.
I did check out Blood of the Moon but, unfortunately, it does not include variant humanoid races and the player is dead-set on an aasimar, mostly for the roleplaying.
There is a box titled "NON-HUMAN SKINWALKERS" in "Blood of the Moon" it basically says non-human skinwalkers changes in size (and effects dependent on size) but other than that they are statistically identical to those of human decent.
She wants all the angelic appearance that comes with being an aasimar, so that's partly why she didn't like it.

She seems to have very specific ideas for her character, but there is agatheon-blooded aasimars, which would mix the appearance of the celestial and bestial but is not related to actual lycanthropes.


Jculbreath wrote:

So I know that strong jaw, wild shape, and vital strike do 16d6 damage.

What happens if I'm hasted, can I do it twice in a round?

If so *boom mic drop*

Bachusa

You cannot use vital strike twice because of haste.


Ventnor wrote:
Sennje wrote:

In the end of the Gorum section of the inner sea gods. It doesn't mention warpriests but since they use the same spell list I would allow it.

EDIT: 4 seconds too late.
There's a note at the beginning of the latest player companion, Divine Anthology, that Warpriests are allowed to use variant spells that clerics get.

Good to know. I don't have Divine Anthology yet.


Zagig wrote:
Rub-Eta wrote:

I haven't really used templates for players myself. I just know that many of the templates I've used as a DM isn't really anything I'm willing to give out to players too easily.

Anyway, if you haven't already, you and your player should take a look at the Skinwalker race (a playable race, not unbalanced) from the 'Blood of the Moon' player companion and the Lycanthrope corruption from 'Horror Adventure'. I'm pretty sure they're should be up at the PRD.
I did check out Blood of the Moon but, unfortunately, it does not include variant humanoid races and the player is dead-set on an aasimar, mostly for the roleplaying.

There is a box titled "NON-HUMAN SKINWALKERS" in "Blood of the Moon" it basically says non-human skinwalkers changes in size (and effects dependent on size) but other than that they are statistically identical to those of human decent.


In the end of the Gorum section of the inner sea gods. It doesn't mention warpriests but since they use the same spell list I would allow it.
EDIT: 4 seconds too late.


Normally classes with access to domains can pick subdomains, but this is a bit of a special case so I'm a bit unsure.

As for the second part I would say no, but RAW is unclear, if you look at the Icon of Aspects (http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Icon%20of% 20Aspects) Which mentioned feats and other effects which both familiars and the resistance bonus would most likely fall under, which would mean they are not counted as granted powers, in spite of being under the granted powers section of the domain, like feats.

I would make a ruling that you can use the protection domain ability as if you had the resistance without giving it to you outside of using the ability on yourself.


I would allow it with a mundane spiked chain, but RAW the answer would be no.


Xavier319 wrote:
Sennje wrote:
vhok wrote:
bags are not clothing so I would say its fine. but up to your dm
I would disagree it even sets belt on the list of things it will not wear, so a bag would be as if not even more intrusive. but as you say in the end it is up to the DM.
I talked to the player about it, and phrased it like this: They like to keep collections of valuables, and are not dumb. Do they trust others to hold onto their valuables found during trips? Or would they want something that they can keep track of? I couldnt give him a good answer. I think the restriction on belts and clothing was more to keep them from wearing the magical versions of these things, not to prevent them from having a bag to put stuff in, dont you think?

I agree that was probably RAI and I would let a player do it, but it would refuse to carry stuff for other people (as an extension of not letting people ride it).


vhok wrote:
bags are not clothing so I would say its fine. but up to your dm

I would disagree it even sets belt on the list of things it will not wear, so a bag would be as if not even more intrusive. but as you say in the end it is up to the DM.


You can lower your initiative during combat so I don't see why you shouldn't be able to raise it.


An Oracle would have to ad the spells to spells known seperatly. A cleric should be able to cast them with a wand if he worships Folgrit.

I don't deal too much with society play so I know if it is PFS legal but thoese are the rules.


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The close weapon is the fighters weapon group. Why it doesn't include daggers is probably because they wanted the dagger in light blades. You could go with a punch dagger cestus.


I found them really interesting too, but it seems like they are only good for druids starting at a reasonably high level or another class granting enough polymorph abilities to stay in another shape most of the time.


You could take conversion since it says any deity and black powder and spellkiller says any that your GM will approve of, but as far as I know only the main inner sea deities have been given inquisitions, but outside PFS you can always talk to your GM about it.


1) It does seem to be a problem, you might work with your GM to make a custom feat or trait.

2) It is kinda contradicting but the way I read it RAW it does not gain the negatives but I would probably rule that it is raging with all negatives and positives.

3)Any animal needs to be combat trained.

4)I don't know

5) the feral combat training feat i guess but it only counts for one type of natural weapons.

6)I'm not sure about RAW but I would rule that the AoMF no longer affect the Gore attack.


Unless otherwise stated I would assume they have normal sight.
The moon beast is blind as you can read in its fluff text and can therefor not perceive beyond 90 ft possibly with an exception of creatures with a mind due to its telepathy 300 ft, but that is a whole other discussion, but I would assume the skeleton can see just like a dwarf or something similar, if you say that doesn't make sense I say it is like how it moves without muscles "a wizard did it".


It is kinda contradicting since an ape is a narrow category while wolves is a specific species. I would personally say this translates to cat, big since it would correspond to ape and that would be the limit of the trait.


A human racial feat from the ARG, possibly something else too, can you give us some context?


Prethen wrote:
What exactly is allowed by the spell storing in this armor? I'm guessing it's like the weapon property, any spell of up to 3rd level? If that's the case, then the armor already is of +2 enhancement? It seems cheap for 6950 GP. And, I take it that it cannot be enhanced any more since it's a named item?

With nothing else stated I would assume it was like the weapon and armor enchantment of the same name meaning up to 3rd level (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-spe cial-abilities/spell-storing) and that it is effectively a +2 as you state, but that would normally cost only 4000 gp, it does however give you two "free" orisons on top of that. To be honest this is most suited for non-casters or perhaps a ranger or paladin (choosing not to wear heavy armor for reasons unknown) since they don't have 0-level spells.


Just found this:
Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.
I'm not sure about the take up space part though.

on top of that since a rune is stuck to your skin you could add a class or alignment restriction without a problem and get an additional 30% cut off the price.

I would also reconsider the x2 for it being a non standard slot since that modifier is used for slot less items not which you can have more than one of I would probably go with the 1.5 you suggested yourself.

Paizo might also have broken their own rules, it happens now and then. (this would be the third time I have noticed happen even if I might just be overlooking a rule here).


The gaseous form only lasts 5 rounds and even if you could hypothetical cast it at level 1 it would last 2 minutes, on top of that it is not freely usable but it is arguable that getting to use it when you hit 0 hp is better than using it normally so lets set that aside, but it is the most expensive part of the spell since you have taken it as always usable and cast at level 7.


Entryhazard wrote:
Interestingly it might also work with theologian cleric, I have to look into it tho

I doubt it would work with focused domain since domain abilities of the exalted only uses exalted levels, you might be able to modify a spell or two from the exalted domain but it wouldn't be until character level 15 and 20.


Can you show your work? I tried to do it myself but the abilities don't match the abilities of standard item creation.


I was looking through prestige classes when I came across the Exalted from Inner Sea Gods a prestige class offering full divine casting progression and a domain at level 5.

Now for the question could a Storm Druid with Exalted levels use the Exalted domain with its Spontaneous Domain Casting? at first I didn't think so, but the wording of the two abilities makes me think otherwise.

Spontaneous Domain Casting:
A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Expanded Portfolio:
At 5th level, the exalted further increases her already impressive knowledge of her chosen deity's faith and is rewarded with increased powers in one of the spheres over which her deity holds sway. The exalted chooses a domain of her chosen deity to which she gains access, using her exalted level as her effective cleric level.

The exalted can also can use each of the chosen domain's spells once per day as a spell-like ability, with a caster level equal to her exalted level. The exalted can use each spell-like ability only if she is able to cast divine spells of that level. If the exalted has any domain spell slots, she is also able to cast the chosen domain's spells in those slots as normal.


Grand Lodge

Pretty straightforward question?

https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/h azards/environmental-hazards/radiation/
https://www.d20pfsrd.com/magic/all-spells/l/life-bubble/

Would a character with life bubble need to worry about the dangers of being within an area of radiation?

Grand Lodge

Recently played through an AP with Hero Points, wherein we were also able to sacrifice Experience earned (based on level) to gain more as well. I will now be hosting another AP and wanted to implement this type of idea, but i also abhor using EXP and prefer using an AP's recommended levels / base levels on where i feel the group need to be before an area.

My immediate thought is to use Con Damage or Drain as a feature of this, or temporary negative levels they might be able to save against at the end of the day in lieu of EXP, wherein they could take a negative level for the opportunity. Not sure about how this might scale, or level 1 implementation. Maybe at level 1 it should be con damage anyway, since it should be less penalizing early on as they might need it then?
Otherwise a type of penalty that is slowly returned to normal over time that isn't something that can recovered through traditional magic such as via restorations. Maybe a permanent penalty to an attribute most related to the thing they're using hero points for that must be removed through some other means..

Kind of all over the place and not really sure what i really want here... A hero point system that isn't actually a pool drawn from but rather a costly endeavor that the players always have as an option if they feel they have no other choice but to draw upon.


You are a character in this undefined world... unlike other, the world truly unfurls before you. You don't know where to go, because you don't know the options yet. Every question you ask, the universe's shape becomes more certain, threads of interest are outlined, and you join others as you follow these strings of fate to see what they hold.

System
The game is Pathfinder, a homebrew world. In this game, though, there is no "true" GM. We're using a system called "Mythic, GM Emulator" which functions by asking the world a question, posing a probably answer, and examining the result. For instance, "Are we accosted in the night?" to which, the answer might be yes, no, or something more interesting such as "Exceptional No" which might indicate a surprising but friendly encounter. Myself and another have gone a good deal of posts in, and we'll be ending an arc soon and are seeking another two to join us.
If you're interested and make a character, I'll provide access to my copy of the Mythic GM-Emu system to let you decide more fully to join or not. Otherwise, google might turn up a PDF.
While there is no true GM, i am somewhat in control of the reigns, and if i see the need to pull them in, i do so. This applies mostly in the case of when a power seems a bit too great, or a question is far too cutting in its nature.

The World
While the world is mostly undefined, we're using deities of Golarion despite the world being separate. While outright bigotry between races isn't too common, there is distrust and a tendency to play up stereotypes-- especially away from nation borders. Races form kingdoms in a mostly divided fashion partly because of this. The following is loosely built up, with very little real detail about them. Three human kingdoms (halflings and half-breeds often add to these populations), Huinia (other two unnamed) exist on a massive continent known as Etland, upon the world of Areiin. Also on Etland is the mountainous Dwarven territory to the southwest and a region of held by constantly warring populations of tribes of goblinoids and orcs. To the west, and also hold a series of smaller islands, Elves reside. To the south, a highly sylvan island exists, where gnomes know true home. A few other islands exist, and another smaller continent, though they are a holdin for now. Once will most likely hold more exotic, animal races such as catfolk, tengu, and ratfolk.

Short Story
The story so far traveled, is within a smaller border village named Rence (near the dwarven and elven border) and part of the kingdom of Huinia. A bandit has become a "bandit lord" taking control of small swathes in the region. After over a decade, the town is fighting-back, though only so far against the direct camp of bandits overseeing their town. A large base of bandits that watches over the region is another possible task, though honestly it feels like we'll be leaving Rence after protecting (or failing to do so, if that comes to pass) to try a story elsewhere in the world. If there's something you would like to take such a story, we're open-minded so long as it holds true to his desire to study history and relics, and Bolton's to explore the world at large.

Characters
My character, Bolton Reid, is a Hunter of Erastil, long lived in Rence but also sought to see the world before he loses his chance to age.
The other is an Archeologist (Bard) who happened to be in Rence for the past couple of months, when the tensions between the villagers and bandits reached a peak, and got caught up in the conflict.

.

For characters, we're not really binding races or classes so much but just know we're playing this relatively low power.
15 point-buy
2 traits
Automatic Bonus Progression
Background Skills
Max gold start


For general discussion.


The small town of Rence stands near the border of the Human kingdom of Huinia, nearby the loose beginnings of the heavily forested Elven and mountainous Dwarven lands. As a result, the population has a few of these bordering races mixed in the general populous, as well as Halflings as they are found all throughout Human lands. As a result of the mixed population and relative peace Huinia has had with the Elves and Dwarves in recent times, Rence stands mostly unguarded by the kingdom at large.

Unfortunately, this holds true even fifteen years after a bandit group decided to take advantage of this situation. Offering a "protection" to the town, a scam obvious to everyone, they have drained the livelihood of the once peaceful and prosperous small village of Rence. Over the past five years, the bandit lord has expanded his reach into other neighboring towns and grown his influence in the region. Enough so that Huinia has taken a notice, but too troublesome a task, apparently, for them to decide to deal with at the current level of threat.

Village of Rence, within the Kingdom of Huinia, on the Landmass Etiland, upon the World of Areiin.

Current Chaos rank: 5

Grand Lodge

I was wondering if anyone here has experience with the Mythic system for GM emulation? I heard some people offer it's a decent tool to use in PbP games but i never saw many posts about in on Google-- a bit old and the CRGE is newer (another system for gm emulation).

I'm somewhat interested in joining three others in seeing how it works. The idea is that the story develops as you go about, asking questions, getting answers, and following threads of story to see how it develops. For the most part, there's no real GM though i hear some players tend to take active roles in building context.
Here is a link to the PDF version i found on google, after trying it, I'll probably buy the full Mythic pdf (apparently has its own system, if you don't want to just use the adaptation for other games as well)... though i don't know how it is now.
Mythic GM Emulator

Basic idea, is you ask a yes/no question, and based on the likelihood, you gain an answer that informs you further to the game world-- eventually enough so that you can use logic to understand what happens next.

Grand Lodge 4/5

I decided that I'd always been so disorganized with my paper sheets i found online and printed off that i wanted something more long term. Decided to make my own. Basically, made it so i can copy and paste in my sessions directly from Paizo Sessions to get a head start on marking it off. Problem is i don't know what the names of all scenarios are in the actually reporting session (such as "#2-15: Shades of Ice—Part I: Written in Blood (RPG)" or "The Emerald Spire Superdungeon - Level 1: The Tower Ruins (PFC)" for example.

Still, it gives me an instant start to my list of played scenarios, and i can just add Xs to scenarios I've played. Plus, i can potentially add more functionality to it, down the line, given the data on another tab. I'll post the links below to the sheet, feel free to make comments if you see a typo or error somewhere.

Anyone else have something similar, a good session tracking sheet, that doesn't require very much time to fill in?

Blank Checklist
https://docs.google.com/spreadsheets/d/1i5pTSg7FzywP5SN1xBi46qhxgV7Zb4K1jnv HZVkeWTg/edit#gid=1830039801
Example Checklist (My own scenarios played)
https://docs.google.com/spreadsheets/d/14f2vu4nLWOOPvfHDbhmXKm5FMWZ8B945TJc A70I2qlE/edit#gid=1830039801

Grand Lodge

My name is Dobbins, I'm a 4-star and relatively easy-going GM who got his starts really heavily in the Palouse area. I'm eager to bring a group through the Eyes of the Ten as while it's been a while since I've played it, I have since moved to a place where my group is less consistent and those that are have already exhausted their play of it. I would prefer to take people that haven't played it, but will look at people that want to burn stars afterward.

If you're interested in joining, the times and days will be determined by when people are available based on their applications. Tuesdays, Thursdays, and Fridays, and to a lesser extent Saturdays, are the days i am available. We will play once, potentially twice, a week until we're done. I will not rush anything though (limiting session length to no longer than 8 hours) as this series of scenarios should really not be rushed.

If you're interested, fill out the form below. After being considered, we'll talk for a bit before being confirmed.
https://docs.google.com/forms/d/e/1FAIpQLSdOBKcNndYedApa9xbypY2MdCb_TWOO1cu BDzj1ti2dByKJrA/viewform

Grand Lodge

I am interested in GMing this pair of scenarios over my break. You will need an account on Roll20, Skype, and ideally a character within the level range that can get credit for both games. I would prefer running them both iteratively in a 6-10 time block (depending on how long the group takes).
If you're interested, post here (or pm me) your Skype name and what times you're available for play. Keep in mind, I'm free to GM in the morning to afternoon of Wednesday and Sunday, but practically all day from Thursday to Saturday.

#3-20: The Rats of Round Mountain—Part I: The Sundered Path
In an effort to prevent an alliance between the Aspis Consortium and a contingent of ratfolk with incredible regional influence, the Pathfinder Society sends its best agents deep into a Darklands passage to the heart of Round Mountain, where the ratfolk hold court. But as is often the case for Pathfinders, the journey is an adventure unto itself, potentially deadly enough to prevent the PCs from reaching their destination at all.

#3-22: The Rats of Round Mountain—Part II: Pagoda of the Rat
In the hollow center of Round Mountain, the Pathfinder Society's crack team of special agents must navigate the so-called Pagoda of the Rat, where the influential ratfolk of the region hold court. Can they break up negotiations between the ratfolk and the sinister Aspis Consortium, or will the risks taken to reach this point have been in vain? The future of the Pathfinder Society's viability in the region lies in the PCs' hands.