Aravashnial

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Organized Play Member. 35 posts (79 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Grand Lodge

Bruunwald wrote:
Glad somebody mentioned SAGA.

Agreed.

Grand Lodge

GregH wrote:
Slashcard wrote:
Haha, there is a lot of love for Marillion here (and in the Prog Community). Admittedly, the only song I can recall of the top of my head is "Lavender". Perhaps I should remedy that.

Well, if Lavender is the only song you know, my suggestion is start with the "Fish-era" (I.e. 80s) Marillion and work forward from there. The Marillion of today is not the same as the Marillion of the 80s (musically speaking - the line up hasn't changed since '89).

Greg

I'll certainly have to check it out then. Any specific album you would suggest to start with?

Ganryu wrote:

SlashCard: Cirrus Winery is aiming for a bandcamp and spotify release and hopefully itunes too.

Until then I guess I can advertise that my OTHER band has just released our stuff digitally. Killed by Koopa, a funk & prog inspired band that plays video game music covers in our own style:

http://killed-by-koopa.bandcamp.com/

Ok, that was some really fun stuff. :)

Not only was your Metroid cover pretty sweet, but your Lounge Jazz-esque version of Marble Zone was awesome.

Bravo!

Grand Lodge

1 person marked this as a favorite.

If you end up getting a bandcamp page going, let me know. I really enjoyed the song you posted. It has a very classic feel to it; all the way from the instrumental choices, to the filtering/programming.

I'll have to check out Samla Mammas Manna, but I do enjoy Beardfish. I first was introduced to Beardfish through their album "Sleeping In Traffic: Part Two". I was listening to Morow a while back, and "The Hunter" came on, and I was quite intrigued. It is quite awesome that you were able to play together with them. :)

As well, Thinking Plague is very interesting, but definitely the acquired taste you mentioned it to be.

GregH wrote:

MARILLION!

(And Rush, and Yes, and King Crimson, and a little Dream Theatre, and Flower Kings, and Transatlantic, and SAGA...)

Greg

Haha, there is a lot of love for Marillion here (and in the Prog Community). Admittedly, the only song I can recall of the top of my head is "Lavender". Perhaps I should remedy that.

Grand Lodge

Ganryu wrote:
Andrew Betts wrote:
I'm a long time YES fan. King Crimson is also in there. DT. Spock's Beard, camel, Transatlantic. Flower Kings. Robert Fripp. I feel like I'm forgetting something ...
Gentle Giant, Van Der Graaf, Genesis :D

I was a little scared that no one had mentioned Genesis yet. :)

I'd personally like to throw Cynic and Frost* on there.

I'll have to check out Trettioåriga Kriget. I thoroughly enjoy some of Swedish Prog bands, namely Kaipa.

By the way, do you have a band page? Or some Youtube videos? I'm always interested in finding new stuff.

Pan wrote:
I have a friend who is Prog fan #1. Uh I am not a fan. With that said the one band he can put on that doesn't make me want to leave shortly after is Spock's Beard.

It sounds like your friend and myself would get along on a musical level. Spock's Beard is fun business. Neal Morse tends to be part of really good stuff.

limeylongears wrote:

I thought Anglagard had split up! Good news that they've not. As far as contemporary prog goes, William D. Drake (ex Cardiacs, who are also amazing) is my favourite - as far as the classic stuff goes, +1 for King Crimson and Camel, but Van der Graaf Generator are some way out in front...

Also, honourable mentions for all of Robert Wyatt's output, Magma, Henry Cow, Le Orme, PFM...

(I used to play in a prog band, too :) )

Yeah, I was a bit surprised to see the new album, which is very good by the way.

ANGLAGARD - VILJANS ÖGA

Grand Lodge

Just thought I would ask.

On top of that though, who are some of your favorites?

As well, What's your favorite album of the year so far?

Many people cited 2011 as the year of Prog, and I would admit that there were a cavalcade of releases that were/are pretty good. The new Anglagard and Big Big Train albums seem to be getting a lot of recognition (rightfully so).

Personally, my favorite so far seems to be "Map of the Past" by It Bites ("Fog Electric" by North Atlantic Oscillation is in a close 2nd though).

Grand Lodge

Legendarius wrote:
Great news. One of the best bands out there for 30+ years. Awesome in concert. They deserve to be nominated and inducted.

I certainly agree.

Grand Lodge

I am commenting here not so much for advice, but for empathy.

I think this is a topic that deserves a healthy dose of advice. I've witnessed it in other GMs and experienced it myself. It befalls us all at sometime I think. Whether it's just the mid-session state of doldrums, player choice influenced , or the want to be doing something else, though you've already put so much work into your current game.

GM/DM guides cover this topic a bit, and have good suggestions. However, I'd personally like to see more. There are some really good options already here.

Personally, I think a bit of self assessment helps a great deal. Looking at your expectations, and deciding what changes would be most necessary to help you get out of the rut.

Grand Lodge

It's somewhat funny, that you post this, and I immediately thought of Lysa Arryn(Tully) from game of thrones.

blackbloodtroll wrote:

Constantly uses prestidigitation to soil and unsoil everything.

Keeps a Soul Bound Doll that he refers to as his "Tickleberry".

Wears a spiked codpiece made of Unicorn Horn(stat as an Armored Kilt with Armor Spikes).

^ This is fantastic.

By the way, are you going for strings of various madness, or are you going for the truly twisted and demented?

Grand Lodge

asthyril wrote:
Slashcard wrote:
Kayerloth wrote:
Might just be me but a Paladin using Infernal Healing which carries the 'Evil' descriptor might be setting themselves up for issues (using ... errrm ... devil's blood or unholy water as components etc.).Kayerloth

Though I believe this should be a separate thread, (does anyone have a link to one?) I completely agree with Kayerloth. A Paladin taking on Infernal healing creates class issues. This would be especially so if using Greater Infernal Healing, as then the Paladin detects as an "Evil Cleric". I believe something like this would fall under the "etc." in the Paladins Code.

Though, for more dictation on this matter, I would suggest making a thread in the Rules Questions forum. If such a post does not exist, that is. That way, this thread could stick to advice.

In PFS it does not matter, casting infernal healing no more makes you evil than casting protection from evil makes you good.

This post from Michael Brock

That is a very interesting thread indeed. That will take a bit of getting used to if I ever try to get in on running a PFS game.

I admit, I would probably rule otherwise in a personal game, being that Pathfinder factions play in quite a bit less, generally. Very good to have the solid source though.

Thanks for the link!

Grand Lodge

Kayerloth wrote:
Might just be me but a Paladin using Infernal Healing which carries the 'Evil' descriptor might be setting themselves up for issues (using ... errrm ... devil's blood or unholy water as components etc.).Kayerloth

Though I believe this should be a separate thread, (does anyone have a link to one?) I completely agree with Kayerloth. A Paladin taking on Infernal healing creates class issues. This would be especially so if using Greater Infernal Healing, as then the Paladin detects as an "Evil Cleric". I believe something like this would fall under the "etc." in the Paladins Code.

Though, for more dictation on this matter, I would suggest making a thread in the Rules Questions forum. If such a post does not exist, that is. That way, this thread could stick to advice.

Grand Lodge

Normally for newer players, I don't recommend class archetypes. However, there is always the Hospitaler option for the Paladin.

Paladin "Hospitaler" Archetype

There are only three changes, all of which are pretty straight forward, and in a party with no healer I like to believe that aura of healing is a fair trade off for aura of justice (even if aura of justice is rather nice).

So really, you could go with whichever player you feel more comfortable with. Of course though, as others stated before: Wand of Cure Light Wounds, Cure Potions, etc...

Personally, I would pick whichever player you feel would mesh well with the group. Especially in a group of that size, it gets a little more difficult to keep things straight forward (especially if one player ends up being a disturbance for the others).

Grand Lodge

2 people marked this as a favorite.

As people have been saying, the witch has an amazing spell list. In fact, in my personal opinion, they have just about the best spell list.

Not only do they get quite a bit of the best of all worlds (and then some once adding their Patron into the mix), but they also get an excellent combination that isn't restricted by alignment or class function issues. On top of all that spell feats start to play in a whole new manner of effectiveness with the witch, because not only are you receiving the bonuses of your feats, but you're most probably intermittently taking bonuses away from those you're casting your spells on.

Top notch class, I say.

Grand Lodge

I would have advice, but other posters seem to be saying what I am thinking right now (especially about Spell Penetration).

I have to admit though, it's a shame you're missing out on all the fun which I personally feel is Scintillating Pattern, from high level Illusionists.

Grand Lodge

mike h 846 wrote:
Hi, This is my first attempt at playing Pathfinder and I would really like to build a spellcaster type. However the schools and archtypes confuse me. Not quite sure where to go after determining ability scores honestly.

A big thing, since it is probably your first character: don't choose an archetype. Just pick a standard class (the aforementioned Sorcerer would be an excellent choice for a beginner). Archetypes themselves first appeared in the Advanced Player's Guide, so just cut that portion out until you get a feel for the game.

Hawktitan wrote:
Arcane Bloodline is arguably the best/easiest

I know I could catch a lot of flack for this, but I'm more on the "arguably" side on this, especially for a beginner. You probably won't want to even worry about metamagic feats until you're much more comfortable with the game.

Pick a bloodline you have a good understanding of, and that doesn't cause you any stress when putting your character together. Peronally, as a first bloodline, I would recommend something like Destined or Starsoul.

Also, I stress this part to players who are new and want to play spell casters in my games: Read the Magic chapter in the Core Rulebook. You may not want to read all of it, but it is there to help you out.

All in all though, don't stress, do your studying, don't feel uncomfortable asking questions, and most of all: Have Fun!

Grand Lodge

Just to throw in a little suggestion for merchants sticking with a little more classic macabre with the Castlevania theme

Merchant Possibility

Agreeing with you folks though. I as well have considered constructing a Castlevania themed campaign.

blackbloodtroll wrote:
The Carrion Crown AP.

This is a very good adventure path for this theme if you want to go with something solidly marked out. Very fantastic actually; I had a lot of fun playing in this AP mostly due to the Catlevania feel it brought about (though I may have accidentally caught a few villagers on fire with a web spell...accidentally of course).

RuyanVe wrote:
Start with (Castle) Ravenloft and expand on it.

Count Strahd Von Zarovich... so prolific that his name is enough.

With all of this stated though, I always personally thought the toughest detail would be role-play to battle balance once you have actually entered the castle (due to the lack of NPCs mostly). Though I suppose there are ways to flesh it out.

Grand Lodge

ButterKnife wrote:

I like it, very nice and contains a lot of detail that the basic sheet just falls flat on.

Really great for classes that don't get so many spells, but use the frequently (looking at you, sorcerer).

Thank you kindly.

As well, you're very right, and maybe I should do a little give and a little take. I could probably make some adjustments to maintain some of the detailed spell slots, while at the same time, providing generic slots for less frequently used spells. It might make it a more viable option for wizards; especially for those who only play in short term campaigns.

Any recommendations?

Grand Lodge

Derfmancher wrote:
Not too bad, but I would say there are far too few spells per sheet. I have found another spellsheet that has 34 per sheet and I use quite a number of them for my Wizard in Rappan Athuk.

I've seen a few different spell sheets, and noticed that they do have higher numbers, but they lack sufficient area for spell details. This spell sheet is suppose to be a counterpart to those sheets, by attempting to provide more information and variables into each spell. Unfortunately, spell numbers was a sacrificed area.

r-Kelleg wrote:
you should go and see spellgen instead.

I'll have to check it out. I really don't prefer generators personally, but I like to keep an open mind about things. :)

Grand Lodge

11 people marked this as a favorite.

So, I created a static, printable spell sheet for Pathfinder. I did this mostly because of the lack of a decent "Do-It-Yourself" option. Personally, I do not favor pregenerated spell cards, and wanted the option to add specific class abilities and such (granted through Bloodlines, Mysteries, Etc.).

I won't consume your time with too much talk though, I'll provide a link through Google docs. If you go to print, it displays the document fine. I noticed that in Google docs, I saw some lines that were not in the originally formatting. (Saving the document prevents this issue as well.)

Let me know what you think, if you think there should be anything added in subsequent versions.

I've also submitted this for consideration to PathfinderDB.

Slashcard's Spell Sheet

Grand Lodge

Point Buy Calculator

This webpage is a quick little tool to help you finalize things, if you would like. :)

Grand Lodge

Just as a final note, I would like to state that I have written a background story, and developed a character in my aliases. If you would like to view more info about the character I have developed, it can be found there.

Thank you.

Grand Lodge

That is an incredible shame about Bewildering Koan. Thank you, and I can say the same for what you're trying to do here.

Sorry about that on the Vow of Fasting.

All in all though, you have done just about everything I would do personally.

Oh, but one thing I would definitely make some investment in would be Sense Motive. Although, you have the Focused Study alternate racial trait, so I suppose the emphasis on that would already be taken care of. :)

I have to say though, it seems a shame that there isn't a style feat-tree that isn't more condoning of such a build.

Grand Lodge

I really like this idea, just to let you know. It is a great concept, and I am currently trying to mull over your options, and think of anything that would fit the scenario.

I must admit though, that I think the Vow of Fasting might be a little bit of a stretch. Personally, I think it seems more along the lines of his ascetic times. I know that it states you may eat a small bland meal every so often for nutrition. However, after his fall into the river, it is told he concluded that depriving himself of health could not be the right way.

Also, on a side note, I seem to remember reading a discussion about a feat, or archetype which stated something to the effect of "You ask a foe foe one of the many impossible questions you ask yourself when you meditate"... It's something along those lines, but causes the creature to lose it's next attack. I can't remember the source, but it may be a choice worth looking into (especially with the concept of Zen koans being derived from the Buddha's teachings).

Grand Lodge

Very well then. Here is a summary of the Druid I was considering.

Eider Da'mok:

The stats would be - STR: 14 DEX: 15 CON: 12 INT: 10 WIS: 18 CHA: 10
The 2, +2 bonuses going into Dex. and Wis.
Domain:Earth

Alignment: Neutral Good

AC:15 HP:9 For.+3 Ref.+2 Wil.+6

Concentration:+9 Base Attack:+0 CMB:+2 CMD:14
Sickle:1d6+2

Feat/s: Combat Casting

Equipment:Leather Armor, Light Wooden Shield, Sickle, Backpack, Spell Component Pouch, Belt Pouch, flint and steel, holly, mistletoe, iron pot, mess jkit, soap, Torches x10, trail rations (5 days), waterskin, 37 gold
Skills:Climb: +5 Knowledge Nature: +4 Perception: +8 Spellcraft: +4 Survival: +8

*edit* The additional skill point is from favored class, of course.

Grand Lodge

Hello there,

I'm a long time player, but new to the online campaign style of play (just to give you the heads up). If it is alright with you, would you consider a Human Druid with the Dual Talent alternate racial trait? Everything else would be standard, and I am leaning towards the earth domain Nature Bond.

Grand Lodge

That thread is extremely helpful.

Many thanks for your assistance!!

Grand Lodge

Hello everyone,

I am making this thread, because I am curious about the tips and tricks of the trade for online campaigns.

I have many years of experience in pen and paper RPGs, and have been in love with the Pathfinder system for about 2 years. However, I have no experience in running, or playing in an online campaign.

The reason for an online campaign arises from the fact I am currently on an island located in The Great Lakes, and will be here till the beginning of November. Unfortunately enough to say, the number of people I have to play with on this island is relatively zilch. So I figured this would be a good opportunity for something new, and might open up a door I hadn't thought of until now.

I've reviewed some of the campaigns currently running for a basic idea of what is going on. I've viewed the Messageboard formatting. So I am kind of curious of where to go from here?

Any suggestions? Any tips that are not explicitly expressed, but are implied?

Any help would be greatly appreciated.

Thank you!

Grand Lodge

GeraintElberion wrote:

In my experience, Ranger is the best teaching class.

** spoiler omitted **

I would avoid the Advanced Player's Guide and leave the Ultimate books for later. There is enough complexity in the Core Rulebook.

Generally, I would start off without any rulebooks in hand, just talk to your new player about the game setting and the types of adventures that go on and ask them what kind of character they would like to play... let them come up with a concept in response to the world.

Then you can say stuff like: "Well, you could play that kind of character as a X, or a Y, or maybe a Z if you wanted to make it a bit more..."

For example, I'm running an adventure on the Nirmathas/Molthune border and after describing the situation my new player says, "I want to play one of those forest-defending, freedom-loving people, but kinda magical and mystical."
So, I respond, "Well, you could play a druid, someone who casts spells by drawing on the power of the forest and has a special animal ally. Or perhaps a sorcerer linked to the...

You know, I was thinking along the basics of Fighter, Sorcerer, Paladin even. However, I really like the point you display here. From a level 1 perspective, it is almost perfect for introducing players to the game.

Well done!

Grand Lodge

Marthian wrote:

There is something to be said about piling up constitution up as high as humanly possible. And I did some theory-crafting: Scarred Witch can be a SCARY SCARY thought. Especially considering she's a full-caster (casting defensively doesn't really even matter much...)

She can become the ultimate Tank Caster. There could even be shallow tears from the barbarian at her insanity (See Transformation spell.)

If you want to see how I did it, feel free to message me. From my understanding, it is truly insane and makes my regular witch cry.

I came across this thread, and thought the exact same thing about the Tank Caster possibilities.

Using combinations like Eruptive Postules, Inflict spells, and Twilight Knife. All the meanwhile, being able to take the hits that would make these spells more effective.

I think it's brilliant!

Grand Lodge

Grick wrote:
Slashcard wrote:
Page 198, under Armor Pieces and Armor Suits.

Under Variant Rules, along with Called Shots and Wounds and Vigor.

The same rules you would use to let someone buy, say, an Adamantine chain arm armor piece for 2,525 gold, which would, by your ruling, include two adamantine gauntlets, which are worth 6,004 gp. Resulting in a 477 gp profit by selling the gauntlets and throwing away the chain armor.

In the beginning of this section on pg. 198 it also states:

Quote:

All armor in the Pathfinder Roleplaying Game is

constructed of pieces and parts that are carefully (or
hastily) donned each time the armor is used.

The Plate arm armor piece being on of these. I'm not trying to get into the problems of cost, or the weaponizing or de-weaponizing of the piece. Only it's material construction. I understand that there are issues, however.

As well, the adamantium construction for all pieces should very well apply. Otherwise, a set of Dragonhide Full Plate would bear a generic steel set of gauntlets; thus rendering it unusable by druids, which isn't the case.

Haha, after all the back and forth on the thread here though, I'd be surprised if Paizo didn't release some errata on the subject.

Grand Lodge

I understand people have moved on in the conversation. From this point, I was just attempting to solidify the point of armor parts being made out of one material, collectively.

Grand Lodge

wraithstrike wrote:
Slashcard wrote:

As well, as Ultimate Combat states.

Quote:

A plate arm armor

piece typically consists of pairs of pauldrons, gardbraces,
rerebraces, vambraces, and gauntlets...
If a plate arm armor piece consists of a gauntlet, why would the Full Plate be less consistent in a more complete form?
I don't understand your point here, and I could not find this quote. Do you have a page number?

Page 198, under Armor Pieces and Armor Suits.

My point is that this is a piece of plate armor, and is inclusive of the gauntlet. That paragraph explains it in more detail.

The gauntlet is part of the arm: the arm is part of the armor: and the armor is made of one specific material, unless specifically stated that separate pieces are composed of different materials.

Grand Lodge

As well, as Ultimate Combat states.

Quote:

A plate arm armor

piece typically consists of pairs of pauldrons, gardbraces,
rerebraces, vambraces, and gauntlets...

If a plate arm armor piece consists of a gauntlet, why would the Full Plate be less consistent in a more complete form?

Grand Lodge

Not to post it yet one more time,but:

Quote:

This metal suit comprises multiple

pieces of interconnected and overlaying
metal plates, incorporating the benefits
of numerous types of lesser armor. A
complete suit of full plate (or platemail,
as it is often called) includes gauntlets,
heavy leather boots, a visored helmet,
and a thick layer of padding that is worn
underneath the armor. Each suit of full
plate must be individually fitted to its
owner by a master armorsmith, although a captured suit can be
resized to fit a new owner at a cost of 200 to 800 (2d4  100)
gold pieces.

If the armor purchased specifically is "Adamantine Full Plate", then the armor's material is adamantine. The only other material specifically listed in the description is leather boots.

As well, to quote one last time:

Quote:

A

complete suit of full plate (or platemail,
as it is often called) includes...

One might seem to imply that the suit is incomplete without all of it's components.

As for the matter of weaponizing or de-weaponizing the gauntlets that are included with the suit is a completely separate matter. The description however indicates that the suit is complete with it's specific pieces. From that point, if you purchase "Adamantine Full Plate", you get gauntlets that are made of adamantine, unless specifically stated otherwise.

Grand Lodge

As a suggestion, do you think Mephits would be appropriate?

Grand Lodge

I would like to say the Advanced Player's Guide. I loved a lot of the options that became available. Everything from class archetypes, to brilliant new classes (Summoner, Witch, you all know though), to a wealth of new items and options for player purposes (Muleback Chords, I'm looking at you!).

However, every time I open that book, or any other for that matter, I almost always open the Core Rulebook. Core is where it really took off and became something grand, and proved it's worth amongst the cavalcade of books out there. It really is an amazing foundation to stand on, from both the perspective of a GM or player.