Zadim

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Organized Play Member. 713 posts (900 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 6 aliases.




We're a group of pathfinder players who have just finished a campaign and are looking for a few new players to fill out chairs by people who have left. Please contact me for more information. It would probably be better to contact me via the email address in my profile as opposed to private messages here on Paizo, but I'll try to remember to check.


We are a group of 4 who play Friday evenings and we are looking for an extra player or two. Please contact me if you are interested or need more information. We will be going through Rise of the Runelords with a new to Gming member of our group.


I'm working on a horror campaignin which fear and terror will be huge elements and, knowing my player's, as soon as I mention this I just know that they'll all decide to play paladins. So I was thinking of chaanging the Aura of Courage ability to something similar to the Aura of Purity ability that the Oath Against Corruption Oathbound Paladin archetype, which is as follows.

At 3rd level, you gain a +4 sacred bonus on saves against spells and effects from creatures of the aberration type. Allies within 10 feet gain a +1 sacred bonus on these saves. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

This ability replaces aura of courage.

One additional change I would make to that ability is instead of just aberrations, I would allow each paladin to select from either outsiders with the evil subtype, evil-aligned dragons, or an undead creatures, and allow the +4 bonus to apply to their choice.


So I've been working on a homebrew setting, and while I'm not interested in a low magic setting, I am interested in a less flashy magic setting. So my question is, how much would I bork the game if I were to take out the arcane casting classes and just use divine and psychic classes?


I originally put this in the homebrew section, but it was suggested to me that this is a better home for it.

So my weekly group met last night and I brought a new little craft I made to help with the fact, that while I'm the DM, I really don't have many miniatures. So I took a piece of 1/2" plywood, I was originally going to go with 1/4" but decided that it might be a bit too flimsy during transit, then cut it into squares matching this diagram.

Size guide.

I then sanded the surface, gave it a primer coat of white paint and then used Rust-Oleum 241140 Dry Erase Brush-On Kit to give it a nice customizable finish.
Out of a 24"x10" scrap of plywood I had laying about in my garage, I was able to cut out a total of: 8 large sized templates, 8 huge sized templates, 4 gargantuan sized, and 2 colossal sized squares.

After trying it out tonight at the game, in which they actually worked pretty well, allowing for combat situations to be set up fairly quickly, and since all my players seemed to think they were a good idea, I figured you'd like to see them as well.

Dry-erase squares


So my weekly group met last night and I brought a new little craft I made to help with the fact, that while I'm the DM, I really don't have many miniatures. So I took a piece of 1/2" plywood, I was originally going to go with 1/4" but decided that it might be a bit too flimsy during transit, then cut it into squares matching this diagram.

Size guide.

I then sanded the surface, gave it a primer coat of white paint and then used Rust-Oleum 241140 Dry Erase Brush-On Kit to give it a nice customizable finish.

Out of a 24"x10" scrap of plywood I had laying about in my garage, I was able to cut out a total of: 8 large sized templates, 8 huge sized templates, 4 gargantuan sized, and 2 colossal sized squares.

After trying it out tonight at the game, in which they actually worked pretty well, allowing for combat situations to be set up fairly quickly, and since all my players seemed to think they were a good idea, I figured you'd like to see them as well.

Dry-erase squares.

Not sure if this is the right sub-forum, but if it isn't feel free to move it to where it belongs.


Well my time as a DM is almost up with my group, which means that soon I get to play again!! And one class that caught my eye in the ACG was the brawler, anyone have any suggestions on a good build? Or how viable the assorted archetypes are? Assume core races and 20 point buy.


Any idea on when this will be released?


Anyone have an idea on what languages would be spoken among the Jadwiga of Irrisen? I plan on playing a brawler who's parents are exiled Jadwiga and was just wondering.


I have been running a group of 3 players through WotR and they have gotten to the end of book 3. The thing is after losing a few players through the course of the campaign, we'd like to add a new player or two for when we resume gaming in the new year. If anyone is interested just leave me a private message or reply here and I will get back to you.


So I'm going to be starting Wrath in about a week and a half, but I've run into a slight snafu, nothing to major just looking to avoid retreading some things that happened in our last campaign. Here's the story, in our last AP (not run by me) one of the characters was revealed as the child of a god, now the problem is this player is the one in the group who chose the "Touched by Divinity" for wrath, so fellow board users here's my question, what can I change the trait's backstory to to avoid having the same player wind up with the same exact reveal two campaigns in a row.


That Dullahan on the nightmare looks amazing, but you still have to work pretty hard to top the white dragon from last week


Please cancel all my subscriptions


I have a ranger in an upcoming Wrath campaign and he asked me what types of terrain are common in the Worldwound. Anyone know?


I have received an e-mail telling me about the next shipment in my Adventure Path subscription, but I have yet to receive this order in the mail.


I received a shipping e-mail on January 13th for this order and have yet to receive it.


I was wondering what happened to my package, I ordere it on October 30th, recieved a shipping e-mail on November 11th, but after talking to the Post Office the seem to know nothing about this package.


I have always liked the cavalier class, but rarely see my players choose it on account of the mount, so I took the marshal class from 3.5 which i enjoyed thoroughly and mashed them together. Forgive me if this has been done before, but as I am thinking about allowing this in the Wrath campaign I will be running soon and was looking for a little feedback.

The Commandant:
Some cavaliers care not for personal glory, they understand that the true road to victory lies with the help of a group of stalwart companions. These soldiers, dubbed commandants use all their skill and knowledge to push their compatriots to the pinnacle of performance in combat. To be a commandant is to know that you are a small, yet extremely vital part of something greater.

Aura of Command (Ex): The commandant exerts an effect on allies in his vicinity. He can produce different effects, or auras, over the course of his career. The commandant may project one minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the commandant uses a free action to dismiss it or activates another aura of the same kind (major or minor).
Activating and aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A commandant sizes up the enemy, allies, and the terrain, then gives allies the direction that they use to do their best.
Unless otherwise noted, a commandant's aura affects all allies within 60 feet (including himself) who can hear the commandant. An Ally must have have an intelligence score of 3 or higher and be able to understand the commandant's language to gain the bonus. A commandant's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
All bonuses granted by a commandant's aura are circumstance bonuses that do not stack with each other.
This ability replaces the Cavalier's mount
Minor Aura: A minor aura lets allies add the commandant's Charisma bonus (if any) to certain rolls.
Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on combat maneuver checks.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Fleet of Foot: Bonus to Armor Class against attacks of opportunity.
Force of Will: Bonus on Will saves.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: Bonus on damage rolls when charging.
Watchful Eye: Bonus on Reflex saves.
Major Aura: Beginning at 2nd level, a commandant can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.
Hardy Soldiers: The commandant's allies gain damage reduction equal to the amount of bonus the aura provides. For example if the commandant is 10th level, everyone affected gains DR 2/-.
Motivate Ardor: Bonus on damage rolls.
Motivate Attack: Bonus on melee attack rolls.
Motivate Care: Bonus to Armor Class.
Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5X the amount of bonus the aura provides. For example, the allies of a 10th -level commandant (+2 major aura) add 10 feet to their base land speed.
Resilient Troops: Bonus on saves.
Steady Hand: Bonus on ranged attack rolls.

Hold the Line (Ex): At 3rd level, a commandant has mastered the ability to use his force of will to help his allies defend against anything the enemy can throw at them. He gains Coordinated Defense (Advanced Player's Guide page 156) as a bonus feat. In addition three times per day he may extend this feat as an immediate action to all allies affected by his aura for one round. This ability replaces cavalier's charge

Press the Advantage (Ex): Starting at 4th level, a commandant can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the commandant's turn is over (this may mean, for example, that an ally whose initiative count immediately follows the commandant's may get an extra move action from the commandant, followed directly by a full round worth of actions on the ally's turn.)
At 8th level, a commandant gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th, and five times per day at 20th level.
A character can take only one extra move action per round. (In other words, two commandants can't use this ability on the same round.) If an ally chooses not to take the extra move action, it is lost. This ability replaces expert trainer.

Battle Insight (Ex): At 11th level, as a swift action, a commandant can grant his Charisma modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the commandant. That ally gains the bonus until the end of the commandant’s next turn. The commandant can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces mighty charge.

Flash of Brilliance (Ex): At 20th level the commandant can, in a moment of clarity, push his companions farther than they could ever imagine. As standard action, for a single round, all allies (But not the commandant himself.) within 60 feet gain the benefits of all the commandant's major auras. This ability can be used once a day + the commandant's Charisma modifiers. This ability replaces supreme charge.

On a side-note if anyone can come up with a better name feel free to let me know. Oh, and if this belongs in the conversion sub-forum feel free to move it there.


Please go ahead and cancel order #2118322


Hello, please cancel my Pathfinder Roleplaying Game subscription. Thank you in advance


13 people marked this as FAQ candidate. Answered in the errata. 3 people marked this as a favorite.

I have a question about this archetype. It says that they start with no armor proficiency, which I understand, but it doesn't say whether or not it changes the magus earning armor proficiencies as they level which happens, IIRC at 7th level, anyone have an idea on how to handle this?


Please Cancel my pathfinder comics subscription


Please cancel my subscription, and if it is not to late Order #2172720

The Exchange

trying to come up with a new monster to toss at my players, but the main problem is I absolutely suck at monster creation, so I'll post it's numbers here and maybe someone better at this than me can tell me if I did anything wrong. Thanks in advance.

Veturheim Drake:

Veturheim Drake

Neutral Huge Dragon
Init +2; Senses Darkvision(60ft), low-light, scent; Perception +11

Defenses

AC 21, touch 10, flat-footed 19
HP 38
Fort +9, Ref +6, Will +2
Immune cold, paralysis, sleep

Offense

Spd 50ft, flight(100ft average)
Melee Bite +7(3D6+5), 2 claws(2D6+5)
Space 15ft, Reach 15ft
Special Attacks Breath Weapon(30ft cone, DC 17, 4D6 cold)

Statistics

STR 20, DEX 14, CON 20, INT 4, WIS 12, CHA 8
Base Atk +3; CMB +10; CMD 22
Feats Skill Focus: Perception, Weapon Focus: Bite
Skills Fly +5, Perception +11, Stealth +1


Does the redirection ability of a Flowing Monk interrupt the attack in which causes it? I'd say it doesn't, but I just want to make sure.

Redirection:
Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.


Yes I'd like to cancel my Order # 2004317


Ok I'm making a new character for a campaign and ran into something weird. Due to me having a negative dex modifier is it possible for my flat-footed CMD to be higher than my normal CMD? I want to say no but some clarification would be nice


Well I finally gave in an attempted to stat out my favorite comic character for a 1st level one shot me and my group are doing, so let me know what you guys think...

Nightwing:

GRAYSON
Male Human Fighter(Unarmed Fighter) 1
NG Medium Humanoid (Human)
Init +5; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13
Fort +4, Ref +3, Will -1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dan Bong +1 (1d3+2/19-20/x2) and
Dan Bong +1 (1d3+1/19-20/x2)
Ranged Shuriken +4 (1d2+2/20/x2)
--------------------
STATISTICS
--------------------
Str 15, Dex 16, Con 14, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +3 (+5 Grappling); CMD 16 (18 vs. Grapple)
Feats Improved Grapple, Improved Unarmed Strike, Panther Style, Two-weapon Fighting
Traits Reactionary, Silent Watcher
Skills Acrobatics +2, Climb +0, Escape Artist +1, Fly +1, Perception +0, Ride +1, Stealth +2, Swim +0

I was trying to get as close as I could to the feel of the character, I know I'd never be able to stat him out perfectly, but I did my best.


Is there an Archetype for the Bard that doesn't have spellcasting?


Hey I've been playing around with the idea of a gunslinger/cleric, but I just can't seem to get it to work well, anyone have any ideas that can help me? Assume 20 point build and Core, APG, UM, and UC. I'd also like to be predominantly cleric.


I have a question about adding the Young Template to a Frost Drake from Bestiary 2, when I add it does it also decrease the damage die of the breath weapon by one step? Or is it only for physical attacks?


I've been working on my homebrew world and came across some of my notes I wrote over a decade ago back in high school, where I based the beings that chased the Dwarves to the surface was based on the Ancient Enemy from Phantoms by Dean Koontz. Now my questions is, as I am horribad at creating creatures, I decided to ask for some help from the messageboards here. One idea I had was just basing it off the PF Shoggoth just with a shapechanging ability and telepathy, but if any of you guys have a better idea, feel free to toss it at me.


I'm preparing a homebrew campaign and I have almost everything prepared except the class of the main villian, I know she going to be the cult leader of a great old one, and I am pretty locked on her being a Worm That Walks, and that requires a spellcaster I just don't know what class to give her. I'm almost certain she should be a divine caster but can a Druid make an interesting villian? Especially if I don't give her an animal companion?


Hey I'm looking to pick up the Beginner Box for my niece and her friends, but due to space and girlfriend problems, anyone able to give me the size dimensions on the actual box?


I'm going to try and build my NPC only Elf race with this playtest, let's see if everything adds up right. Now some of it may not add up with the requisites in the document, but I'm going for the closest I can get so bear with me.

After their disastrous uprising against the very Gods who created them over the introduction of the Human Race, the Elves of Talora retreated to the Sundered lands with their Thanatonic Titan allies to plot their revenge.

Elf, Taloran
Type: Fey - 1 Race Point
Size: Medium - 0 Race Points
Speed: Normal - 0 Race Points
Abilities: Advanced Modifiers(+2 Physical, +4 CHA, -2 INT) - 4 Race Points
Languages: Linguist Array(Elven and Sylvan) - 2 Race Points
Racial Abilities:
Ancient Foe(Human) - 3 Race Points
Fey Damage Resistance - 3 Race Points
Spell-Like Ability(Vanish 1/day) - 1 Race Point
Fast - 1 Race Point
Weapon Familiarity(Bows and Elven Curved Blade) - 1 Race Point
Quick Reactions - 2 Race Points
Weaknesses: Vulnerable to Sunlight - Minus 1 Race Point

Total Race Points: 16

Far as I can tell there was no modifiers for alignment and does anyone know what the exact cut off is between Medium and Large Size? These Elves are anywhere between 7 and 8 feet tall so if they should be Large let me know

*Edit - mixed up which abilities get the penalties*


Please cancel my Pathfinder Campaign Setting subscription.


I remember reading something about the Chelaxian Empire's answer to the Pathfinder Society, what books have information on this group?


Hey my brain is kind of blanking at the moment and I'm posting this from my phone, but is there an enchant for bludgeoning weapons that is basically keen?


I would like my AP subscription to be cancelled, I'm not going to be running Jade Regent and thought that maybe I'd save some money.


Hello, I received an e-mail that order #1752560 would ship on the 29th and be 4-8 business days in transit. I'm posting this because I have yet to receive the order and would just like a little clarification on when I should expect it.


My group has just recently finished running Rise of the Runelords and for our next AP (which is still undecided) I decided to break my usual motif and play a cleric, this is the first time I ever played something besides a fighter since 2nd edition so I was just wondering on some ways to go about this, here's what I have so far.

He, or she will have a 25 point buy and for RP purposes I've decided to become a follower of the Lost Prince and am leaning pretty heavily towards taking the Madness and Martyr domains, everything else I kind of need a little help with such as feat selection and stats. I don't care whether I wind up as a battle cleric or a healer.


recently I've been converting my homebrew 3.5 edition to pathfinder, and was wondering if anyone has any ideas for the granted powers for a Winter Domain? I am so dead on my feet from this project and work and moving to a new apartment I just can't think of anything good and was hoping for a few suggestions.


Hello

If it is possible could you cancel order: 1578801?

I realized I ordered the wrong items

Thank you.