Hey there. hoping this is the right spot for this thread. I'm in a game that my buddy runs and I'm playing an Arcanist. It's a pretty power crunchy group, and while I'm not typically that into super-crunching my characters, I've gotten a little tired of falling behind in efficiency. So I've determined that the perfect thing for my character to do is create a magic item to increase the DC of one of his Exploits. Flame Arc. The idea is to make a Spark Glove, like Colonel Roy Mustang in Fullmetal Alchemist that would provide a +1 to the DC of his Flame Arc exploit. I just don't know how to cost this item or what requirements it would have beyond Craft Wondrous Item. Any help would be very much appreciated.
Cool. Here's the spoiler and I'll make the alias when I return from work. Eugeni Csillagos:: Daylight was quickly fading over the crowded streets of Old Korvosa. The wheel of a handcart splashed through a puddle of wastewater accumulated in the cobblestones of the street. After it passed, a man looked up to the now cleared path, his longcoat flailing in the rush of air from the brewing storm. He pulled the collar of his coat up higher around the back his fire-maned head to ease the chill of the impending night. Steeling himself, he began forward towards the alley that was home to the old pawner and his dilapidated shop. The bell rang as the door it hung above creaked open. Hodran looked up to see who might be looking for a quick deal at this hour. Likely one of the many spice addicts that filled the Old District. He hurriedly shuffled himself through the doorway from the backroom to peer out from behind the counter. As he looked up, he saw a familiar face. “You should be running for your life, young man,” said the old gnome. “You’re lucky to still be alive after what those thugs did to you. Count your blessings and be off.” “Oh, I’ll leave soon enough. I’m not dumb enough to stay around until they finish me off.” “Gene, I reall-“ “I need some things first, Hod. And you owe me for that portrait of your lady friend that time. Believe me, it wasn’t so easy to get her likeness so fair and still be believable. Now, are you going to help me, or should I let word spread that Hodran Bidgel skimps on his debts?” The diminutive shopkeeper grumbled under his breath and looked down at his feet. Taking a moment, his gaze came back up to lock with the younger man’s. “That one didn’t turn out so well for me after all, you know. Two weeks in she said I didn’t have enough stamina for her. You believe that, Gene? Me! Not enough stamina? Well, she was annoying anyway.” He sighed, “All right, all right. I’ll help you. But after this, we’re even. Don’t come back here, ever. I mean it, kid.” “We’ll see. I’m not sure I can agree to that last part though.” “What do you need?” said Hod, putting on his spectacles and grabbing a writing board and a quill. “Some travelling supplies. I can’t stay in Korvasa. Not for a while, anyway.” “Going back to your family? To recover maybe?” Gene nodded, “If I can find the caravan, yes. But that may be difficult. I haven’t had a letter from them in a while.” He started looking around the shop, in the cases and stacks of personal items no one ever came back to reclaim. “You have any weapons?” “For what? I hope you’re not concocting any idiot plans for revenge.” Gene turned his face away from Hod, lest his eyes betray him. “Of course not, Hod. But I need to be able to protect myself now that I’m on the run. And I’m no good with blades.” “Not that I know of. But I can help with the travelling supplies easy enough. Let me go look in the back for a pack,” said the gnome while heading back through the door. Eugeni started looking around. He was never good at sitting and waiting. The young Varisian lifted a stack of books and inspected their titles. All titles he had skimmed through while spending time here at Hod’s one day. There seemed to be countless chests and boxes out here in the main room of Hod’s pawnery. And one never knew what could be in them. He started looking through them, Hod didn’t know the contents of everything in here. And even if he did, Hod might lie to try and stop him from going after the men that ruined his life. As he was going through a pile and finding nothing worthwhile, he randomly looked over at a dusty box on a high shelf. That one looked like it hadn’t been moved for years. He hurried over to it and pulled it down. Inside, there was something bulky wrapped in a scarf. The scarf itself was nicely made, Gene had an eye for that sort of thing after all. If nothing else, it would be cold on the road and his scarf had been lost in the fire. Gene lifted the bundle. It had some heft to it. Being careful not to drop it, he started to unwrap the scarf. When he finished, he was looking at something he’d only heard of. The stories had called it a ‘gun’. They were extremely rare and supposedly of great power. The problem was, he didn’t know how to use it. A sound came from the back room as Eugeni looked up to see Hod coming back into the shop proper. “What’s that in your hands, kid?” “I found this in a box up on that shelf over there,” said Eugeni, pointing to the place he’d taken it down from. “That’s very old, very expensive, and very broken. Put it away and let’s get you ready to leave,” Hod instructed as he started to put things into the pack he’d brought out front. “Tell me about it, Hod. What is it and where’d you get it?” Hod stopped a moment and looked at the young man with bruises and cuts decorating his face. “All right, I suppose it can’t hurt. That is a ‘pistol’. I bought it from a sailor who said he traded for it with some shark people. Of course that’s utter nonsense. Most likely, he was diving for scallops or oysters and found it in a wrecked ship. I paid him just enough gold for a night full of food, drink, and company. Probably overpaid, too. Damn thing’s rusted over. One day I’ll get to scraping the barnicles off and cleaning that rust. Maybe I’ll make a few coins on it.” He took a breath and shook his head. “Now put it back and we’ll get back to getting you ready.” Eugeni spent a few extra seconds looking at the pistol. Then he returned his eyes to his friend. “What about clothes? I can’t wear these. They’ll recognize me,” he said as he put the gun back in the box. “Good point, stay here. I’m sure I have something in your size in the back. Give me a moment…” Hod’s voice trailed off as he went to the back again. As soon as he was out of view, Eugeni stuffed the pistol into his pocket and started taking off the little jewelry that wasn’t taken from his unconscious body a few nights before. He left the two rings and earring on the counter and grabbed the bag. “Sorry, Hod. But I have to do this,” he muttered softly. He grabbed the pack with the little it had in it and darted out the door. I’ll get them, ‘Dana. I’ll make them pay for taking you from me.
MiniGM, Here's where I'm at. I got carried away with backstory intro. It turned into a 2-page scene. Also, I'm a little stuck between going 1st level bard with a 2nd level gunslinger, or just straight gunslinger. I'm happy with both builds, but I'm not sure which one feels more true to the Eugeni's character. You cool with reading a little bit?
Hey, MiniGM, just want to give you the gist of my backstory. I'll write up a nice little short story later. Probably on my flight tonight. Eugeni Csillagos was a fledgling artist and sculpter living the bohemian lifestyle in Korvosa. Eugeni was considered odd by many being a pure-blooded Varisian that stayed put in a city. He lived in a cramped apartment with some friends from the local arts scene. One of these was his lover, Zeldana, another pure-blooded Varisian. Zeldana gets murdered, and even though the Love Lost trait says that the character wasn't present, I'd like to have it happen similar to the scene from The Crow. But instead of dying, Eugeni survives after being left for dead. Instead of becoming a Bard like he normally would have, Eugeni (or Gene, as his friends call him) becomes obsessed with revenge and buys a dusty old pistol from a pawner. Little did he know that it was a special pistol. What do you think of the idea?
MiniGM, got ya. I'm not into the class for rampant damage anyway. I just have been wanting to make a character with firearms for a few years now and haven't had the chance. Plus, you've got that fancy pistol up there. Seems a shame to let is just sit there. Although, I may need help once we get into the E6 portion of the characters.
Hey guys. Just started working on running this campaign for a group of 4 players. I always ask the players questions about their characters when coming up with them. But with this AP, there's so many special themes going on that I have too many that I want to ask them. The few questions that I have already are as follows: -What does your faith mean to you? -Do you think others are intrinsically good or evil? What are some other questions you think I should ask them about their characters?
Okay, pretty cool idea here. I was thinking of a god of Knowledge and/or Magic. And then I looked at the other gods. I saw the N god of balance/truth. And then I had a thought. What about a related god that is another side of that coin. There's a difference between truth and knowledge. They overlap, but are not exactly the same thing. And while balance is all well and good, balance itself must be balanced. Things in perpetuity stagnate. So with that, I present Kelnet, Mistress of Knowledge, Broker of the Gods, and Magus Supreme. Kelnet
What do you all think of this idea?
stat roll:
STR-INT: 6d6 ⇒ (1, 3, 3, 5, 1, 2) = 15 = 11 STR-WIS: 7d6 ⇒ (1, 6, 4, 1, 6, 1, 2) = 21 = 16 STR-CHA: 4d6 ⇒ (5, 4, 4, 3) = 16 = 13 DEX-INT: 5d6 ⇒ (3, 1, 5, 2, 4) = 15 = 12 DEX-WIS: 6d6 ⇒ (3, 3, 1, 5, 1, 5) = 18 = 13 DEX-CHA: 6d6 ⇒ (2, 1, 6, 3, 2, 1) = 15 = 11 CON-INT: 5d6 ⇒ (6, 5, 1, 4, 5) = 21 = 16 CON-WIS: 5d6 ⇒ (5, 4, 3, 1, 4) = 17 = 13 CON-CHA: 5d6 ⇒ (5, 6, 3, 5, 1) = 20 = 16 . . . . rolled one last time just to see. Last stat array:.....New stat array:
I like this new one, even if it's not that much different. If you're cool EldonG, I'll take this as my final roll and lock into these rolls. If not, I'll stick with my previous re-roll. Otherwise, I'm finishing my build and will finalize after I hear back from you on that PM. Think I have a cool character in the making.
I created an alias for Eladhir, but it won't let me post as him. Anyway, I changed him to a teleportation conjurer. Just need to gear him up. Here he is in a spoiler. Eladhir, revised: Eladhir Randol Male Elf Wizard 1 CG Medium humanoid (elf) Init +7; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 11 (1d6+5) Fort +2, Ref +3, Will +3; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft., shift Melee dagger -2 (1d4-2/19-20) Ranged light crossbow +3 (1d8/19-20) Wizard Spells Prepared (CL 1st; concentration +7): 1st—grease, mage armor, summon monster i [S] 0 (at will)—acid splash, detect magic, prestidigitation -------------------- Statistics -------------------- Str 8, Dex 16, Con 12, Int 18, Wis 13, Cha 9 Base Atk +0; CMB -2; CMD 11 Feats Scribe Scroll, Toughness Traits focused mind, forlorn Skills Fly +7, Knowledge (arcana) +8, Knowledge (planes) +8, Linguistics +8, Perception +6, Sense Motive +3, Spellcraft +8 (+10 to determine the properties of a magic item); Racial Modifiers +2 Perception Languages Abyssal, Celestial, Common, Draconic, Elven, Orc, Sylvan SQ arcane bonds (arcane bond [familiar]), arcane focus, elven magic, opposition schools (enchantment, illusion), specialized schools (teleportation), summoner's charm Other Gear dagger, light crossbow, 113 gp -------------------- Special Abilities -------------------- Arcane Focus +2 to concentration checks to cast arcane spells defensively. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Focused Mind +2 to Concentration checks Illusion You must spend 2 slots to cast spells from the Illusion school. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Shift (5') (7/day) (Sp) Short-range teleport Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20). Teleportation Associated School: Conjuration
So, my Elven Diviner is built. With the exception of spells or equipment. Here's the preliminary crunch in spoiler. I'll work on the rest later. Got to go meet a friend for dinner. I've got some cool ideas for backstory too. It'll take me a little while to write up, but the gist is that his great grandfather was a half-elf ranger (elven on his mother's side) who fought against the demon Treerazer. Since then the family has had enmity towards demons. Finally coming of age he heads to join in the crusade against the demons of the Worldwound. Elahir Randol: Elahir Randol Male Elf Wizard 1 CG Medium humanoid (elf) Init +9; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 11 (1d6+5) Fort +2, Ref +4, Will +3; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Wizard Spells Prepared (CL 1st; concentration +7): 1st— 0 (at will)— -------------------- Statistics -------------------- Str 7, Dex 18, Con 12, Int 18, Wis 13, Cha 7 Base Atk +0; CMB -2; CMD 12 Feats Scribe Scroll, Toughness Traits focused mind, forlorn Skills Fly +8, Knowledge (arcana) +8, Knowledge (planes) +8, Linguistics +8, Perception +6, Sense Motive +3, Spellcraft +8 (+10 to determine the properties of a magic item); Racial Modifiers +2 Perception Languages Abyssal, Celestial, Common, Draconic, Elven, Orc, Sylvan SQ arcane bonds (arcane bond [familiar]), arcane focus, elven magic, forewarned, opposition schools (enchantment, illusion), prescience, specialized schools (foresight) Other Gear 150 gp -------------------- Special Abilities -------------------- Arcane Focus +2 to concentration checks to cast arcane spells defensively. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Riftwarden Orphan: +2 to Concentration checks Foresight Associated School: Divination Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20. Illusion You must spend 2 slots to cast spells from the Illusion school. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
First grid roll:
STR-INT: 4d6 ⇒ (1, 4, 1, 6) = 12 = 11 STR-WIS: 4d6 ⇒ (1, 4, 3, 1) = 9 = 8 STR-CHA: 4d6 ⇒ (3, 3, 5, 2) = 13 = 11 DEX-INT: 4d6 ⇒ (2, 6, 6, 2) = 16 = 14 DEX-WIS: 4d6 ⇒ (2, 6, 6, 2) = 16 = 14 DEX-CHA: 4d6 ⇒ (4, 4, 5, 5) = 18 = 14 CON-INT: 4d6 ⇒ (1, 4, 4, 3) = 12 = 11 CON-WIS: 4d6 ⇒ (5, 5, 3, 2) = 15 = 13 CON-CHA: 4d6 ⇒ (3, 1, 4, 2) = 10 = 9 WAY too many 14s and 11s. Gonna try again. Second grid roll:
STR-INT: 4d6 ⇒ (3, 6, 3, 3) = 15 = 12 - STR-WIS: 4d6 ⇒ (5, 6, 5, 1) = 17 = 16 - STR-CHA: 4d6 ⇒ (6, 4, 3, 3) = 16 = 13 - DEX-INT: 4d6 ⇒ (1, 4, 4, 6) = 15 = 14 - DEX-WIS: 4d6 ⇒ (4, 5, 1, 5) = 15 = 14 - DEX-CHA: 4d6 ⇒ (2, 2, 2, 5) = 11 = 9 CON-INT: 4d6 ⇒ (1, 4, 5, 6) = 16 = 15 - CON-WIS: 4d6 ⇒ (3, 3, 2, 5) = 13 = 11 CON-CHA: 4d6 ⇒ (1, 5, 2, 3) = 11 = 10 Str: 12
Stats aren't the awesomeness I saw possible, but good solid bonuses. I'm thinking Inquisitor since that's a class I've always wanted to try. And I feel like with their mix of martial/magic they have a bit of a MAD feel to me, which this array is helping me curb that fear. Quick question EldonG, do you have a list of deities for your campaign? I'd like to try and fit as close as I can with your world so I don't have to re-tool too much.
This really reminds me of Birthright. They had a system of doing both regular time turns and month-long turns, along with types of actions you could do over the month. That aside, this sounds cool. I'm in a campaign already and applying for a couple others, but I'm totally down for helping you develop this concept if you end up running with it.
Okay, here's my character idea. Don't know anything about Tian at all except it's supposedly like an Asian land, so I left things kind of generic in his backstory. Crunch:
Todochi Iru Human Fighter (Polearm Master) 4 LN Medium humanoid (human) Init +2; Senses Perception +1 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 37 (4d10+12) Fort +6, Ref +3, Will +2 -------------------- Offense -------------------- Speed 20 ft. Melee +1 nodachi +10 (1d10+9/18-20) Special Attacks pole fighting, steadfast pike -------------------- Statistics -------------------- Str 19, Dex 14, Con 14, Int 10, Wis 12, Cha 8 Base Atk +4; CMB +8; CMD 20 Feats Combat Reflexes, Jaguar Pounce, Power Attack, Stand Still, Weapon Focus (nodachi), Weapon Specialization (nodachi) Traits armor expert, highlander (hills or mountains) Skills Intimidate +6, Knowledge (engineering) +6, Stealth +9 (+11 in hilly or rocky areas), Survival +5; Racial Modifiers highlander (hills or mountains) Languages Common Other Gear +1 kikko armor, +1 nodachi, 3,760 gp -------------------- Special Abilities -------------------- Armor Expert -1 Armor check penalty. Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas. Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical. Pole Fighting -4 (Ex) Use a spear or polearm against adjacent targets with a -4 penalty. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking. Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears. Backstory: Todochi Iru grew up in a martial family in Tian. Raised in service to a great house and destined to join the ranks of its army, he trained as a nodachi bearer to stop the charging infantry and calvalry. Forced to march on an enemy, his brigade was destroyed. Left for dead and with no home to return to, Todo left to earn work as a mercenary. Sign in to create or edit a product review.
Pathfinder Society Scenario #9-02: A Case of Missing Persons (PFRPG) PDFPaizo Inc.Our Price: $4.99 Add to CartLike investigation? Jump on in!As Valstaff mentioned: this is an investigation mission with a nasty-hard fight hidden inside (I suspect more than one is possible but skill monkeys will help prevent that), so if you only bring skill monkeys, it will get ugly. The investigation is interesting and engaging, as is the underlying story. If you're not the skill folk (I wasn't), it's still interesting to hear the developing story; you can still engage in what is going on. I'm looking forward to GM-ing this for others!
Pathfinder Society Scenario #8-25: Unleashing the Untouchable (PFRPG) PDFPaizo Inc.Our Price: $4.99 Add to CartOuch -- yet awesomePlayed low-tier (12-13) with all-level-13 characters. It took us 5 hours (the time spent in last fight was... significant) even with the GM allowing us to pre-roll attacks and damage to help with turn speed (level 13 characters = lots of dice and lots of math). This is not a scenario with significant role-play; there is a little, but that's not the point of this scenario. If you want significant role-play, you'll be sad. Go in prepared to fight-- because you will, and it's not going to be painless. Society-provided items are incredibly useful (yay!); be sure you understand them. Spoiler:
Other things you will obtain are also useful; be sure you understand them as well. Significant damage and nasty effects fly both ways (again, high-level) so pay some attention to your group composition Spoiler:
; if you think you're going to out-DPS a party-wide lack of useful in-combat healing... good luck! I don't want to think about how much our paladin took and our magus avoided Story-line/lore-wise: if you survive and succeed, you will feel like you've had a significant impact on the universe's potential future -- we'll see what comes of the year's session results!
Pathfinder Society Scenario #9-01: The Cost of Enlightenment (PFRPG) PDFPaizo Inc.Our Price: $4.99 Add to CartWell, that just happenedFirst, props to the GM; well run, sir. You kept it interesting. Onward. Overall, I enjoyed the ride until the very end Spoiler: .
when it went cut-scene The investigation phase was interesting and did have a lot of lore you could expose Spoiler: ; I enjoyed it even though I wasn't overly helpful (my sorceress is most definitely limited in her skills *cough diplomacy cough*).
and having a pregen Kyra run by an experienced player turned into an AMAZING thing As we progressed further, the experience was immersive Spoiler: . We found a way to avoid one fight, and the next one did feel like you were moving the story-line forward. Our third fight was brutal -- for the baddies. One party member did keep us from murder-hoboing everyone, however.
if a bit disturbing at time It was the next Spoiler: encounter that was.... odd. . It's that ending that cost this ride a star. Your options are truly limited (binary do/do not), with a significant failure to resolve the story and ultimately final Spoiler: if you don't if you don't choose "correctly" per the scenario, even if it makes absolutely ZERO sense for your character. and likely penalties to the party within the society Spoiler:
I'm looking at you, every divine class in the GAME. Other than, though, the story engaged me, kept me interested, and thus it gets 4 despite a weak ending.
Pathfinder Society Scenario #5–22: Scars of the Third Crusade (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartRP-heavy, player actions matterThis is an interesting scenario. It has some "sandbox" elements in that player actions drive results; the amount of combat may vary significantly based on player character actions and players may find themselves with a large number of options from which to choose with no discernable "you must do X" readily apparent.
Because of the heavy role-play leanings, it's not ideal for brand new players (who typically aren't overly comfortable with that kind of thing). I GM'd it. GM's:
Spoiler:
don't try to do this cold, or it's going to be miserable. There are some holes/typos in the scenario which GMs must be able to overcome (i.e., who died? what about the notes that aren't in the PDF?). No need to re-invent the wheel; read the GM forum thread http://paizo.com/threads/rzs2r8d9?522-Scars-of-the-Third-Crusade
Pathfinder Society Scenario #5–06: You Have What You Hold (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartGM'd it. The players & I had a blastThis definitely requires some prep time for GMs, but the results are worth it. I GM'd it @ the 6-7 tier. RP is available for those who wish it (including some places where you wouldn't expect it), each combat feels different due to terrain, and although the fights can be challenging, judicious fireball usage can yield incredible results. Spend the time to understand the feats available to the BBEG, especially in relation to some of the final fight's mechanics.
Pathfinder Society Special: Siege of the Diamond City (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartStarted with a bang, ended with a whimperDisclaimer: 1st time to ever play in a special. Played the 7-8 tier: YMMV. The 1st half, with its interactive map & challenges which varied by area, was well done and very enjoyable. Then we moved on to the 2nd half, and although I get the feeling there were high-tier tables with epic battles going on, my party found itself playing fetch. Spoiler:
grab a soldier, spawn a demon. repeat until big scary demons appear and we run. come back. rinse. repeat. 10 soldiers collected and 3 "run away" moments executed before time ran out. The 1st time was interesting. When we went back out and the only change was perception checks, my table found itself asking "we're just going to do it over and over again? really?" I get the "part of a larger whole" concept, but if my character wanted to be a stretcher-bearer, he wouldn't have left the army in the 1st place (halfling, profession (soldier)).
As previously stated, the 1st part was VERY enjoyable -- easily 4 stars and edging towards 5. However, the fact that the less-enjoyable portion (almost tedious, though we found ways to entertain ourselves and our GM) was at the end definitely dragged my overall rating down. |