male human? delittante
Mr. Bonkers wrote:
can totally bury it. in fact if you wanted to bury it in the pocket of spring, the ground is a lot easier to dig, it doesn't work out to too much of value for you guys anyway. if you want to do that, i'm ok with it. once the pocket of spring expires, it'll freeze up and get covered with snow again , with nearly no sign of your passage / hidden treasure.
male human? delittante
it is that cauldron, indeed. if you wanna use it, go ahead and get it for the discount. i was counting it sold in waldsby, but logistically its no difference if you take it as part of your share and just swap it out some of your gold in hand. +2255, i think that was before selling what you could at Waldsby, so it'd be +2255 + 3052 from what was actually sold in town. if in doubt, you should be able to total your share and be around 8,270gp value. the sled is very full of the mundane gear, the winter witch guard armor, weapons, etc.
Pathfinder Rulebook Subscriber
So, a rather unfriendly ghost posessed my character. A friendly companion cast protetion from evil to try and oust the ghost. I failed my second save. Protection from evil says "This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. " So doesnt that mean that it cannot control my character, and would need to vacate the host in order to do anything other than go for a ride along?
Pathfinder Rulebook Subscriber
I've got an issue with the wear-for-24-hours-items. I'd rather have seen all of the wear-for-24-hour-first items be categorized as "wearable lesser -cursed" items. Give them a game mechanic descriptor, allow them as the only cursed items that are commonly traded in PFS. The benefit: You can put them on and gain their benefit immediately, but you can't remove them for 24hrs without a remove curse. That at least front-loads the utility and wonder, with the caveat that you won't be able to gear-swap without wasting spells. It stops the gear swapping nonsense that creeps in from ( in generations past ) things like 3.5's Belt of Battle. I'm sure there were plenty of items you had to wear 24hrs to get a benefit from before, but now there's a lot that have no benefit whatsoever until you've worn them for 24 hrs. At least with headbands of vast intelligence, you get a benefit within the first day.
Pathfinder Rulebook Subscriber
Imentish proteans have an inflict warpweave ability. The wording seems a little vague. Does it effect any one single target within 100ft? Or every elligible (corporeal) creature within 100ft? inflict warpweave wrote: As a standard action, an imentesh can inflict a warpwave upon any corporeal creature within 100 feet. The target can resist the warpwave's effects with a DC 20 Fortitude save. If the imentesh wishes, it can use this ability as a swift action, but if it does so, it is affected by the warpwave as well unless it resists the effects with its own Fortitude save. See page 213 for a list of possible effects caused by a warpwave. The save DC is Constitution-based.
male human? delittante
oh, and what ability score do you want your boon to go towards? mantle wrote: Mantle of the Black Rider (Assuming the Mantle): You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score. Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
Pathfinder Rulebook Subscriber
remoh wrote:
oh wow, thanks. wish i'd found that sooner. i ended up showing the player's my own take on it, and making the inner grounds more a ring around the figure 8 parts.final thumbnail wasn't too far off in the end i guess. i took the crescent shape a bit too literally.
Pathfinder Rulebook Subscriber
tying them to the squat kennels for now.
I'm keeping Hatch as their escape plan should all else fail, Nadya was taken with them.
Pathfinder Rulebook Subscriber
whelp. running Snows for a fun group online. However I may have GMed myself into a corner. The Pale Tower guards came for them at Nadya's cabin, and they went peacefully to the Weasel, where they confessed that the Black Rider had died in front of them back in Heldren. Great, they know stuff. Interrogation successful. Voltan won't care about details but he's gotta get info and get it back to Radosek, so he takes the PCs capitve, they manage to sneak some daggers, but their hands are bound to prevent spellcasting. ( as a perk they got nice sleigh rides and an escort of ten guards and a sergeant into the pale tower, though Lydil did manage to steal one of the Keys en route, the Sergeant doesn't know its importance, just that pesky witchcrows steal magic stuff. ) so...
there's no holding area / cells or anything. =/
Pathfinder Rulebook Subscriber
Muser wrote: It might be, if given to, say, a barbarian but this is the occultist. They don't do much at first level. How about the alchemist at first level? +2/+4 AC from mutagen and +4 from an extract/wand. Or maybe an oracle of battle in banded armor? Shield of faith, etc. from consumables and charges. this is walking around with a base +13 ac bonus before dex or expendables ( mwk full plate and a tower shield ). i know it doesn't make them immune to damage, but against 1st level encounters, it largely does.
Pathfinder Rulebook Subscriber
and full plate is an always available item.
1700gp free armor at 1st level for +9 armor bonus at 1st is a definite wrench in the power dynamic of the armor class system. its usually something characters in PFS can't afford at all until 2nd level. i've got one in a home game. i've proposed either taking an armor under 300gp, or halving the AC value as if the item had the broken condition (+4 for full plate ), but not doubling the armor check penalty to skills, until 2nd level. its an archetype that a lot of munchkins will jump on, since its clearly built to get full plate at 1st level and not much else.
male human? delittante
Irrisen will be a location eventually. but keep in mind we'll start outside of there. re: witch patron, it could be illusion or something. its called patron, but its not an actual deity. its kind of like a school or mystery. re: theme:
re: grippli: i just don't want any frogs. lol
male human? delittante
depends on the Patron.
its a funny conundrum: its obviously very winter involved. at least from the outset, things that do cold damage are screwed. but who _doesn't_ want to play a winter witch in reign of winter!!
male human? delittante
starting off w/ a level of a divine and all being part of the same clergy always did seem like a fun idea. i've not read through the full AP, i've seen hints that having a strict good moral code may lead to some interesting roleplay situations. and i hear nonstandard races will be quite normal eventually. the players guide says being a resident or recent arrival at the town is a good idea for characters designed for the AP. the town has an Apothecary, so an alchemist could have a mentor in the female elf alchemist proprietor. dwarves might be relatives for the town Barber. the town boasts a temple of Erastil, with shrines within to Abadar, Gozreh, Pharasma, and even Sarenrae (rare in Taldor) there's a gnome in town too, the carpenter.
if that helps spark any ideas.
male human? delittante
oh, and the full excerpt about race from the player's guide is as follows:
Character Advice wrote: During this Adventure Path, the PCs will visit a number of interesting and exotic places, but humans can go unnoticed in most of these locations. Members of more unusual races might have a harder time blending in at first. However, as the PCs progress through the Adventure Path, they will find themselves farther away from home and what is considered normal. Because the PCs will all be foreigners in strange lands, this campaign might be a good chance for players to try uncommon races. _DO_ expect me to play it up if you're an unusual race. it won't just be glossed over if you're a tiefling in a small village that's used to only seeing common races. social modifiers, mistrust, price gouging. =) people can be awful to outsiders.
male human? delittante
Psyblade wrote:
oh, hrm. yeah my stat options do logically limit you. i'll put crb (w/archtype) under option 2. its fine to do. Psyblade wrote: 3. Human Rogue, going Shadowdancer... I am doubting that one at the moment if I want to play him here or within PFS itself as a new char there. you may as well go for something you don't usually play / can't play in pfs. Psyblade wrote: 4. Vigilante is there as well, but not sure if I want to use the playtest stuff at the moment or wait till it is released in a few months. You'd get at least as lenient a rebuild as PFS characters do. on a side note. all occultists / mystics would kind count as a theme. varisian gypsies nearly.
male human? delittante
Quentin Coldwater wrote:
hmmh, not sure. i've not seen the original. the online one from d20pfsrd just lists it as "cold-blooded lizardfolk" and lists it as a curse available to creatures with the (reptilian) subtype. i'd be ok calling it Frostbitten curse and not going with the slow-blood but semi-stasis of being frozen/ hibernating. Quentin Coldwater wrote:
no sense trading away the race benefits, they can be there even if you don't ever intend to use them. you never know when some of it might come up in roleplay flavor. its part of being the race. if there were some alternate race traits for them like non-venomous. you could always play a lizardfolk or something with that flavor. or i'd even allow some weird freak thing like a half-elf / half-lizard or half-vishkanya. as heritage. that might be enough of a cold-blooded heritage for the oracle curse too. inherited from your reptilian bloodlines. maybe claim you're half dragon.
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