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Hey there, we begin the hell`s vengeance adventure path soon. Which evil-only character options (feats, spells, class Features...) do you suggest? They should obviously be reasonably useful. I usually like to play very versatile, generalist-characters like wizards, alchemists and investigators. I don`t like melee much and want to shine in the less violent situations. Thanks for suggestions. ![]()
Hey there - I have a question concerning Touch of the Moon:
Touch of the Moon (Su): The exact effects of this revelation depend on whether you cast inflict or cure spells. If you cast inflict spells, these spells carry with them the taint of madness. Subjects who take damage from your inflict spells are also subject to confusion, as the spell, except the duration of this effect is a number of rounds equal to the level of the inflict spell. The save DC against this effect is 10 + 1/2 your oracle level + your Charisma modifier. Alternatively, if you cast cure spells, these spells are potentially more effective but entirely in the target’s mind. Whenever you cast a cure spell, you can cast it as though it were enhanced with the Empower Spell metamagic feat by expending two spell slots, except these hit points are temporary. This does not increase the level of the spell. Hit points healed this way expire after a number of minutes equal to half your oracle level. You must be at least 7th level to select this revelation. What, if you take both cure and inflict spells? It doesn't read like it depended on your first Level choice of free cure or inflict spells... Can you use both effects? Thanks! ![]()
Hey there - just wanted to make sure if you guys come to the same conclusion as I did: Draconic Bloodline Arcana gives a spell with a certain descriptor an untyped +1 Bonus on damage per die. I assume that this increases the damage of all four elements of an Elemental Assessor spell? That's RAW at least... wouldn't break game balance either, because Elemental Assessor is not that good for a level 6 spell... Right? ![]()
Hey everybody - currently, me and my group are running Rise of the Runelords. I'm quite frustrated with it, because my PCs kill nearly every BBEG in about two rounds, although they are underequipped. So I'm looking for the most challenging AP. Which APs are the most difficult in your experience? Thanks! ![]()
Hey there,
- Which spells do you think are worth taking only once, which twice?
Thx ![]()
Hey there - is there a list of useful feats for animal companions that can only be taken with INT 3? (example big cat) I had a look at the list of the ones you can take with INT 2 Spoiler:
Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus and it seemed already pretty good to me, so that I'm tempted to just put the ability points into the (odd numbered) physical abilities. Thx all :-) ![]()
Hello there, I play a chaotic neutral Oracle with an animal companion. Because I am going to take Animate Dead I wanted to ask if there are any downsides on using the animal an some Skeletons together. Animal panics because of unnatural creatures around? Is there a Thing as an "get along with undead"-trick? THX all ![]()
Hello there - I play an arcanist (School savant) in our current homebrew campaign. What do you guys think are the best Divination-spells at each Level? Because the Divination-School powers are so good, I want to try to make the best out of divinations mediocre spells. We use everything from paizo, but no third party content.
1: Heightened Awareness
Thanks for your opinions! ![]()
Hello there, is the following possible? Wizard awakes downtime-morning. Wizard prepares fabricate. Goes to the market, buys a ton of alchemy supplies. Casts Fabricate and crafts 10 cubic-feet per Level. (which is a lot of... say... Antitoxin...) ...or is it still limited by the craft-check like when you craft items the normal way? (Check result x DC silver pieces) Thanks. ![]()
Hey there, From what I understand, WotR is considered to easy from book 4 on by most people here. I really like mythic and dm it nevertheless. What could be a quick and viable solution to make WotR an adequate challenge? What do you think of this approach? I'd just double each mythic foe's hp and it can spend 1 MP to use Arcane Surge (with its SLAs also) or to make an additional attack like the champions feature (don't know the right now). ![]()
A charge over difficult terrain isn't possible. What if someone charges and an enemy creates difficult terrain right in his path? Would that... a) ...make the charger lose his full-round action?
Example: An Outer Rifts-Oracle uses "Unearthly Terrain" to interrupt a charging Orc Warrior. The Orc has to stop right in front of the now difficult terrain and what then? Thank you all. ![]()
Hey everybody, I need a high level witch spell storage. One of my players plays a witch and quests for a high-level mentor to learn spells from. I intend the spell-storage to go up to level nine, but it shouldn`t be all encompassing, because I want the player to "trade" spells with the going-to-be npc-witch. One fun method for getting such a list would be a real witch one of you plays. Just post your spells here. Thanks a lot. ![]()
![]() Greetings, we want to start a new Eberron Campaign, using DnD 4. If you are interested, please create a character using the following guidelines: * Standard point buy (22 points, one ability starts at 8, others at 10)
We have five places in the party, two of which are already occupied. Group so far: Controller: Human Druid (Primal Guardian)
I will be your DM for the first small adventure that starts in the city of Sharn. After that, sunshadow will take over. ![]()
Hello everybody, I'd like to play some DnD 4 online. I would be willing to DM as well, but at the moment I'm the DM in two online- and various table-games, which already cover a big part of my time. I tried to get connected on the Wizards-site, too, but there seems to be by far less PBPing than here. So: Who is generally interested in a DnD 4 game? Who might be willing to DM? ![]()
![]() Perched at the edge of civilized lands, the small town of Falcon’s Hollow has always had to rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the common folk for every last copper, deaf to their pleas. Now the hacking coughs of the sick are heard throughout town. The plague has come to Falcon’s Hollow and the town’s leaders can’t be bothered to stop it. Here is our gameplay-thread. Let´s assume, that each one of you has a relative or friend in Falcon´s Hollow, that suffers from blacksour, a disease that appeared recently. You traveled there to find a cure for your friend/relative and right now visit a herbalist-store named "Roots and Remedies". Just create your own hook to get things going... Creeping ivy and full window boxes cover the façade of the rugged-looking, two-story shop bearing the faded sign “Roots and Remedies.” A line of twenty-some somber townsfolk—some with pale, wheezing children, others seeming to be precipitously near tears—stretches from the open door. ![]()
Hey there everybody, I wonder if there are enough fellow-gamers out there to start an episodic pbp-campaign with Pathfinder-Modules. Because DMs are a rare resource, I suggest taking turns at DMing. Everyone who wants to play has to DM one Pathfinder Module. This way, everyone can play and everyone provides something to play for the others. The DM´s character can just run along with the other characters during "his" Module. The thing I most like at this idea is the fact, that nobody needs to be "selected". We would just divide all interested players even on as many parties as necessary. I would DM the first adventure for "my group" myself. What do you think? ![]()
![]() Toilday, 13th of Abadius, 4711 AR For a short precious moment, the handful of awakening figures didn´t realize, just how bad their hangover really was. Then, the headache made its way through the drowsiness. And with it came its good friends vertigo and nausea. No game effect, just flavor. The slight rocking motion of the dirty wooden floor beneath them didn´t make it any better, of course. Just the moment after some of those pitiable creatures sat up, the light of a lantern speared their eyes painfully. A loud cry hit their heads like a wave crashes on the shore: “Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!” In the light of a lantern, a gaunt and sneering man appeared. His heavy coat and boots fail to give him the looks of strength or bulk. The black, braided beard around his mouth emphasizes the blinking, golden teeth in his mouth. He is accompanied by six able-bodied brutes wielding saps. ![]()
Hello there - half-orcs get +1/2 point of damage on fire spells as their favored class bonus. With spells like fireball this works pretty simple: Each target taktes the bonus damage. But what about scorching ray? What about snapdragon fireworks? What about wall of fire? ...and what about that Elemental Spell (Fire)-modified Ball Lightning? ...Acid Arrow? Does the bonus apply only once? Otherwise, half-orcs could be the new DPR-champion out there... Thanks for your help! ![]()
Hello everybody, is the lv 1 domain power of the madness domain mind-affecting? On the one hand I guess it should be. On the other hand are there a lot of stories, adventures etc. with mad creatures that are immune to mind-affecting effects. For example the stereotypical mad lich. Maybe it just works on creatures with an intelligence score, so zombies would be immune and vampires not. Thanks for your advice! ![]()
Hey there, I can´t decide which bonus feats I want to take for my destined-sorcerer. I don´t want to take leadership, because running a second "character" seems annoying. What about maximize spell? Is there any possibility to make good use of this feat? I nearly always prefer just a spell of a higher level to maximized variables of a spell three levels lower. Currently I would go for weapon focus (ray) at level 7, lightning reflexes at level 13 and endurance at level 19. But I am not quite happy with that. Thanks. ![]()
Hey there, everyone knows them, not everybody loves them: Systems to distribute XP for good or bad roleplaying. What approaches do you use? - No XP rewards for good roleplaying because everyone at the table should be mature enough to roleplay just for the sake of roleplay? - Reward good players, penalize bad players? How much? How do your players react? - Reward only good players - bad players get only XP for encounters? - Give other rewards for good roleplaying? Let me know! Thank you! ![]()
Hey there, recently, my character died and I decided to try something new. My DM let me built a new character. I really love the witch class and tried making an urban "voodoo"-priest. He gets his powers from the destructice aspect of Gozreh (Elements-Patron). Now, I always tried to make compromises between flavor and usefulness and I like to plan ahead. This is the point were I stand at the moment: Group
Feats: 1 - Spell Focus (Necromancy) - obvious reasons
Hexes: 1 - Misfortune
I took none of the Healing-Hexes, because I serve the "destructive" Side of Gozreh and the Oracle heals more than enough for our party. Ability-Scores (middle-aged): Str 6, Dex 13, Con 12, Int 24 (with item), Wis 15, Cha 8 Thank you for your highly appreciated advice! ![]()
Hello there, since the release of the Corerulebook, item creation costs only 50% of the market price and no xp. Suppose the fighter "orders" a magic item and the wizard creates it (successfully). How do you split the "generated" financial advantage? In our current group we have two points of view: The player who nearly always plays warriors states, that he wants the items for 50%, because item creation is not meant to be a "money-generating-machine" for spellcasters. Also, he says, that his fighter doesn´t take money, when he uses his abilities to defend the spellcaster. The guy who always plays spellcasters wants 75% of market price. He says that he effectively "looses" a feat when he takes an item creation feat. He could use this extra feat for things like Dodge or Toughness, which would improve his chance of survival in combat. So he wants to use the profit to invest in better magic equipment to compensate for the "lost" feat. Which one is "right"? What methods do you use to split the item creation-profits? Thank you for posting your most appreciated opinions! :-) ![]()
Hello everybody, does "Quick Draw" work for rods? For convenience, here is the actual rules-text concerning Quick Draw:
Spoiler:
Quick Draw (Combat)
You can draw weapons faster than most. Prerequisite: Base attack bonus +1. Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action. The entry mentions, that Quick Draw doesn´t work with wands. But Rods are sometimes weapons, too (like the Rod of the Python). I play a witch and I want to take Quick Draw, so I could do the following: - take a "quiver" full of metamagic rods
What do you think? Would that work? Thanx everybody! ![]()
Hello everyone, for the Kingmaker-AP I plan to play an elf transmuter. I have a few questions concerning the change shape school power: (1): What kind of action is it to use change shape? Because it is a SLA, I guess it is a standard action. But the duration is only rounds per day. Because this is quite short, it would make more sense to me if it would be a swift action. (2): Do I have to dismiss it as a standard action, if I don´t want to spend all my rounds per day at once? (3): When exactly does a duration of one round end? At the end of my next turn, like in fourth edition? Thank you for helping. :-) ![]()
Hello everybody, I created a construct-themed bloodline. Maybe you have some advice for me to improve it. At the moment, it is not play-tested. Construct Bloodline One of your ancestors dabbled in construct-magic and infused your body with its essence. Or maybe you were captured by some insane mage who made you into the creature you are today. Class Skill: Knowledge (engineering) Bonus Spells: mage armor (3rd), make whole (5th), slow (7th), stoneskin (9th), major creation (11th), wall of iron (13th), statue (15th), iron body (17th), crushing hand (19th) Bonus Feats: Light Armor Proficiency, Endurance, Improved Unarmed Strike, Craft Magic Arms and Armor, Toughness, Craft Construct, Power Attack, Skill Focus (Knowledge engineering) Bloodline Arcana: You can use daze monster, hold monster, charm monster and dominate monster on constructs as if they were not immune to mind-affecting spells and effects. Bloodline Powers: Fists of Steel (Ex): Starting at 1st level, you can transform your fists into stone or iron as a free action. Your fists are then treated as natural weapons, allowing you to make two slam attacks using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small).
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I´ve made a template to change any humanoid or monstrous humanoid into a chosen of Ghlaunder. It leans on the vampire-template, because in my campaign, Ghlaunder created these wretches from vampires. I´d like to know if you like it.
Spoiler: TEMPLATE: SPAWN OF GHLAUNDER Spawn speak any languages they knew in life. CREATING A SPAWN “Spawn of Ghlaunder” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). A spawn of Ghlaunder uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. Speed: Same as the base creature. Spawn of Ghlaunder gain a fly speed equal to their base land speed with good maneuverability. If the base creature has a swim speed, the spawn of Ghlaunder retains the ability to swim and is not vulnerable to immersion in running water (see below). Armor Class: The base creature’s natural armor bonus improves by +6. Attack: A spawn of Ghlaunder retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the spawn of Ghlaunder retains this ability. A creature with natural weapons retains those natural weapons. A spawn of Ghlaunder fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A spawn of Ghlaunder armed with a weapon uses its slam or a weapon, as it desires. Full Attack: A spawn of Ghlaunder fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack. Damage: Spawn of Ghlaunders have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the spawn of Ghlaunder’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. Size Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Special Attacks: A spawn of Ghlaunder retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 spawn of Ghlaunder’s HD + spawn of Ghlaunder’s Cha modifier unless noted otherwise. Blood Drain (Ex): A spawn of Ghlaunder can suck blood from a living victim with its stinger by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the spawn of Ghlaunder gains 5 temporary hit points. Children of the Mosquito (Su): Spawns of Ghlaunder command the lesser vermin of the world and once per day can call forth 1d4+1 bat swarms or a swarm of 4d6 stirges as a standard action. These creatures arrive in 2d6 rounds and serve the spawn of Ghlaunder for up to 1 hour. Gaze of Malaria (Su): A spawn of Ghlaunder can insomniate a single chosen opponent just by making special sounds with his wings. This is similar to a gaze attack, except that the spawn of Ghlaunder must use a standard action, and deaf creatures are not affected. Anyone the spawn of Ghlaunder targets must succeed on a Will save or fall asleep instantly as though by a sleep spell (caster level 12th), except there is no chance of awakening and the duration is unlimited. The ability has a range of 30 feet. A remove curse-, break enchantment- or heal-spell can awaken the target. Lay Eggs (Su): When a spawn of Ghlaunder drinks 5 points worth of Constitution, it can spend them to produce a single egg within 1d4 days. Within another 1d4 days, 2d6 stirges emerge from the egg. A spawn of Ghlaunder can spend 10 points worth of Constitution to transform any humanoid or monstrous humanoid into a spawn of ghlaunder. In either case, the new spawn of Ghlaunder or the stirges are under the command of the spawn of Ghlaunder that created it and remain enslaved until their master’s destruction. At any given time a spawn of Ghlaunder may have enslaved spawn or stirges totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed spawn of Ghlaunders or stirges. A spawn of Ghlaunder that is enslaved may create and enslave spawn or stirges of its own, so a master spawn of Ghlaunder can control a number of lesser spawn of Ghlaunders or stirges in this fashion. A spawn of Ghlaunder may voluntarily free an enslaved spawn or stirge in order to enslave a new spawn, but once freed, a spawn of Ghlaunder or spawn of Ghlaunder or stirge cannot be enslaved again. Energy Drain (Su): Living creatures hit by a spawn of Ghlaunder’s slam attack (or any other natural weapon the spawn of Ghlaunder might possess) gain one negative level. For each negative level bestowed, the spawn of Ghlaunder gains 5 temporary hit points. A spawn of Ghlaunder can use its energy drain ability once per round. Improved Grab (Ex): If a spawn of Ghlaunder hits a creature with its slam attack, it can start a grapple as a free action. If it gets hold, it can try to drain blood the next round. A spawn of Ghlaunder gets a racial bonus of +2 on grapple-checks. Special Qualities: A spawn of Ghlaunder retains all the special qualities of the base creature and gains those described below. Alternate Form (Su): A spawn of Ghlaunder can assume the shape of a stirge as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the spawn of Ghlaunder does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the spawn of Ghlaunder loses its natural slam attack and gaze of malaria ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. Damage Reduction (Su): A spawn of Ghlaunder has damage reduction 10/good or law. A spawn of Ghlaunder’s natural weapons are treated as chaotic, evil and magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): A spawn of Ghlaunder heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes amorphous form and attempts to escape. It must reach its nest within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a spawn of Ghlaunder forced into gaseous form has no effect. Once at rest in its nest, a spawn of Ghlaunder is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Amorphous Form (Su): As a standard action, a spawn of Ghlaunder can assume amorphous form at will as the spell (caster level 5th), but it can remain amorphous indefinitely and has a swim speed equal to its base land speed. A spawn of Ghlaunder in this form is immune to immersion in running water. Resistances (Ex): A spawn of Ghlaunder has resistance to acid 10 and sonic 10. Spider Climb (Ex): A spawn of Ghlaunder can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A spawn of Ghlaunder has +4 turn resistance. Scent (Ex): A spawn of Ghlaunder gains the scent special quality. It can track by smell. Contagion (Sp): A spawn of Ghlaunder can infect a creature with disease with a touch, just like the contagion-spell (caster level equals HD), except the save-DC is 10 + 1/2 spawn of Ghlaunder’s HD + spawn of Ghlaunder’s Cha modifier. It can use this ability three times per day. Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a spawn of Ghlaunder has no Constitution score. Skills: Spawns of Ghlaunder have a +8 racial bonus on Jump, Hide, Listen, Move Silently, Search, Survival, and Spot checks. Otherwise same as the base creature. Feats: Spawns of Ghlaunder gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Track and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats. Environment: Any, usually same as base creature. Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 5-30 stirges) Challenge Rating: Same as the base creature +2. Treasure: Double standard. Alignment: Always chaotic evil. Advancement: By character class. Level Adjustment: Same as the base creature +8. Spawn of Ghlaunder Weaknesses
Spawn of Ghlaunder Characters
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Hey there helpful Pathfinder-Community, one of my players plays a wizard and I want to let him find Mammy´s spellbook in "The Hook Mountain Massacre". I do not have much experience playing wizards so I would be very glad if somebody could design the spellbook for me and post it here. Maybe you could also use spells, which are not SRD but within books like "spell compendium" or "complete mage". Thanks! ![]()
I will start running my group through "Hook Mountain Massacre" in a few days. Because there are no paper minis for the opponents in this adventure, I plan on using the artwork from the book as proxy. Can I download the pictures from the adventure paths anywhere? I only own the printed issue (which I bought at a local store), therefore I cannot just copy and paste the pics from the pdf. Thanx! |