Gelatinous Cube

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Sovereign Court

I agree that this isn't written up as a clear organization, and seems more like a philosophy.
That said, I can totally see my PC's pepper-spraying these dirty hippies when they try to Occupy the local Pathfinder Society lodge!

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Neil Spicer wrote:
Tinner wrote:
Wig of the Wastrel

*It's a wig of useful items (almost) tacked onto a hat of disguise. Just all rolled up into one. At its core, the item is retreading ground that two other items already provide. There's really nothing super-innovative here.

*Vote to Reject.

*Pasting together two items is not Superstar.

*Reject.

*Rejected.

This is fair criticism, and I kind of suspected it was coming after reading many other entries.

That said, I know you're busy for the forseeable future, but if you get some time, I would really appreciate two more points of data.
First, how did I do with the format/templating, and second, how accurate was my pricing?
If there's no time for that, no worries. I truly appreciate the monumental effort the judges have made providing even this much feedback.
Thanks again!

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Thanks to the judges for their willingness to critique all these submissions. I know what a good editing service/professional development costs, so the fact that you do this for FREE is amazing! Thanks!

Wig of the Wastrel
Aura faint illusion and transmutation; CL 5th
Slot head; Price 2500 gp; Weight -
Description
This elaborate powdered wig allows its wearer to alter his appearance as with a disguise self spell. As part of the disguise, the wig can assume any different hairstyle from short cropped stubble, to a waist length braid, and so on. Additionally, once per day, the wearer can command the wig to produce one of the following effects: draw enough hairpins from the wig to serve as a set of masterwork thieves’ tools; draw enough braided hair from the wig to serve as 50’ of silk rope; or shake enough hairpins loose from the wig to cover an area 5 feet square with caltrops. All items removed from the wig last one hour before returning to the wig.
Construction
Requirements Craft Wondrous Item, disguise self, shrink item; Cost 1250 gp

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Great! Thanks for the help!

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Can anyone tell me if there is a feat or trait that allows a character to count their character level as their caster level?
I seem to recall there being something like this in PF, or maybe in D&D 3.5?
It was designed to "fix" multi-class character IIRC. My search-fu is failing me today.

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I don't think you're going to get normal weapon damage with swords using the violent thrust option. Contrary to what the movies would have you believe, a greatsword is really not that aerodynamic. What you're going to get isn't 15 seperate sword thrusts. It's more like an area getting hit with a couple hundred pounds of sharp metal.

To that point, just skip the whole bag of holding/sword thing. Set this encounter in a forge, and just throw sharp chunks of metal at them. Better still. Hurl blobs of moten metal at them!

Probably still gonna be a TPK though unless you give the PC's a LOT of warning/cover, and they use good tactics.

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Axxop and Wexler

:

Male Half-Orc Druid (Saurian Shaman) 10
CN Medium Humanoid (Orc)
Init +0; Senses Darkvision (60 feet); Perception +18
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DEFENSE
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AC 27, touch 11, flat-footed 27. . (+11 armor, +5 natural, +1 deflection)
hp 83 (10d8+20)
Fort +9, Ref +3, Will +10
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OFFENSE
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Spd 20 ft.
Melee Bite (Saurian's Natural Weapons) +12 (1d6+5/20/x2) and
. . Claw x2 (Saurian's Natural Weapons) +12 x2 (1d4+5/20/x2) and
. . Rake (Saurian's Natural Weapons) +12 (1d4+5/20/x2)
Druid (Saurian Shaman) Spells Known (CL 10, 12 melee touch, 7 ranged touch):
5 (2/day) Animal Growth (DC 18), Cure Critical Wounds (DC 18)
4 (3/day) Atavism (DC 17), Ball Lightning (DC 17), Bloody Claws (DC 17)
3 (4/day) Neutralize Poison (DC 16), Call Lightning (DC 16), Magic Fang, Greater (DC 16), Cure Moderate Wounds (DC 16)
2 (5/day) Barkskin, Restoration, Lesser (DC 15), Bull's Strength (DC 15), Spider Climb (DC 15), Natural Rhythm (DC 15)
1 (5/day) Magic Fang (DC 14), Produce Flame, Entangle (DC 14), Bristle (DC 14), Goodberry
0 (at will) Purify Food and Drink (DC 13), Detect Poison, Know Direction (DC 13), Detect Magic
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STATISTICS
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Str 20, Dex 10, Con 14, Int 10, Wis 16, Cha 12
Base Atk +7; CMB +12 (+14 Grappling); CMD 23
Feats Cleave, Druid Weapon Proficiencies, Fight On (+2) (1/day), Multiattack, Natural Spell, Power Attack -2/+4, Rending Claws
Traits Brute (Orc), Deadeye
Skills Acrobatics -3, Climb +2, Escape Artist -3, Fly -3, Handle Animal +14, Intimidate +3, Knowledge (Nature) +15, Perception +18, Ride -3, Stealth -3, Survival +18, Swim +2
Languages Common, Druidic, Orc
SQ Animal Companion Link (Ex), Nature Sense (Ex), Orc Ferocity (1/day), Resist Nature's Lure (Ex), Saurian Wild Shape (5/day) (Su), Saurian's Totem Transformation (Move Action) (10 minutes/day) (Su), Saurian's Totemic Summons (Su), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +11 (Ex), Wild Shape (3/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body II: Small - Medium elemental), Wild Shape (Plant Shape I: Small - Medium plant creature), Woodland Stride (Ex)
Combat Gear +5 Ironwood Breastplate; Other Gear Amulet of Natural Armor +5, Handy Haversack (empty), Pathfinder's Kit, Ring of Protection, +1
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Brute (Orc) Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fight On (+2) (1/day) 1/day when below 0HP, add your CON Mod as temporary HP for 1 minute.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rending Claws If you hit an opponent with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Saurian Wild Shape (5/day) (Su) Shapeshift into a dinosaur or reptile one or more times per day.
Saurian's Totem Transformation (Move Action) (10 minutes/day) (Su) Adopt aspect of the saurian while in normal form.
Saurian's Totemic Summons (Su) Standard action to summon dinosaur/reptiles and grant temp Hp.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small - Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small - Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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WEXLER CR 9
Male Tyrannosaurus
NN Large Animal
Init +8; Senses Low-Light Vision, Scent; Perception +14
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DEFENSE
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AC 27, touch 13, flat-footed 23. . (+4 Dex, -1 size, +14 natural)
hp 63 (+18)
Fort +8, Ref +10, Will +5
Defensive Abilities Evasion
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OFFENSE
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Spd 30 ft.
Melee Powerful Bite (1 extra at -5) (Tyrannosaurus) +13 (1 extra at -5) (3d6+16/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab
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STATISTICS
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Str 26, Dex 18, Con 14, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +15 (+19 Grappling); CMD 29
Feats Cleave, Improved Initiative, Improved Natural Armor, Improved Natural Attack: Powerful Bite (1 extra at -5) (Tyrannosaurus), Power Attack -2/+4
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Guard [Trick], Seek [Trick], Stay [Trick], Track [Trick], Work [Trick]
Skills Fly +2, Perception +14, Stealth +0
Languages
SQ Attack Any Target [Trick], Defend [Trick], Devotion +4 (Ex), Fetch [Trick], Fighting [Trick], Guard [Trick], Multiattack / Extra Attack, Seek [Trick], Track [Trick], Work [Trick]

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SPECIAL ABILITIES
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Attack Any Target [Trick] The animal will attack any creature on command.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Axxop is a Saurian Shaman Druid I've been wanting to play. Wexler is his T-Rex companion. Pretty straightforward for a Druid, but the dinosaur flavor gives it a nice quirk IMO.

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Snoop Doggy Shortpants

:
Male Gnome Bard 10
CN Small Humanoid (Gnome)
Init +1; Senses Low-Light Vision; Perception +15
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DEFENSE
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AC 22, touch 11, flat-footed 22. . (+11 armor, +1 size)
hp 83 (10d8+30)
Fort +6, Ref +7, Will +7
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee +2 Keen Mithral Rapier +9/+4 (1d4+2/15-20/x2)
Special Attacks Bardic Performance (move action) (30 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 23), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies), Bardic Performance: Suggestion (DC 23)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Bard Spells Known (CL 10, +7 melee touch, +7 ranged touch):
4 (3/day) Cure Critical Wounds (DC 22), Discordant Blast
3 (5/day) Cure Serious Wounds (DC 21), Dispel Magic, Arcane Concordance, Exquisite Accompaniment
2 (6/day) Cure Moderate Wounds (DC 20), Glitterdust (DC 20), Allegro (DC 20), Cacophonous Call (DC 20), Create Treasure Map
1 (7/day) Beguiling Gift (DC 19), Hideous Laughter (DC 19), Charm Person (DC 19), Adjuring Step (DC 19), Chord of Shards (DC 19)
0 (at will) Haunted Fey Aspect (DC 19), Summon Instrument, Detect Magic, Mage Hand, Scrivener's Chant, Sift
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STATISTICS
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Str 10, Dex 10, Con 16, Int 14, Wis 10, Cha 22/26
Base Atk +7; CMB +6; CMD 16
Feats Bard Weapon Proficiencies, Improved Counterspell, Lingering Performance, Skill Focus: Bluff, Spellsong, Voice of the Sibyl
Traits Charlatan (3/day), Rapscallion
Skills Acrobatics +24, Bluff +24, Climb -1, Craft (Alchemy) +17, Diplomacy +24, Disable Device -3, Disguise +11, Fly +24, Handle Animal +24, Intimidate +11, Perception +15, Perform (Dance) +24, Perform (Sing) +24, Perform (Wind Instruments) +24, Ride -1, Sense Motive +24, Sleight of Hand +12, Spellcraft +15, Stealth +16, Swim -1, Use Magic Device +24
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ Bardic Knowledge +5 (Ex), Circlet of Persuasion, Gnome Magic, Hatred, Illusion Resistance, Jack of All Trades: Trained skills (Ex), Lore Master (1/day) (Ex), Rod of Splendor, Versatile Dance +24 (Ex), Versatile Singing +24 (Ex), Versatile Wind Instruments +24 (Ex), Well Versed (Ex)
Combat Gear +2 Keen Mithral Rapier, +5 Mithral Breastplate; Other Gear Adventurer's Sash (empty), Circlet of Persuasion, Grappling hook, Handy Haversack (2 @ 8 lbs), Rod of Splendor, Rope, Spider Silk (50')
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SPECIAL ABILITIES
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Bardic Knowledge +5 (Ex) Add + 5 to all knowledge skill checks.
Bardic Performance (move action) (30 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 23) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Suggestion (DC 23) (Sp) Make a Suggestion to one Fascinated creature.
Charlatan (3/day) Swift, expend spell to gain spell level as bonus on Bluff for next round.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Rod of Splendor The possessor of this rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod creates and garbs her in clothing of the finest fabrics, plus adornments of furs and jewels.

Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, to use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her.

The value of noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 x1,000 gp)-1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each).

In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent - a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as one hundred persons. The tent and its trappings last for one day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.

Strong conjuration and transmutation; CL 12th; Craft Rod, eagle's splendor, fabricate, major creation; Price 25,000 gp.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spellsong Combine spellcasting and bardic performance
Versatile Dance +24 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Singing +24 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Versatile Wind Instruments +24 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Snoop is definitely NOT optimized for combat! He's a skill monkey that prefers to Bluff and talk his way out of trouble. He provides some utility as a counterpeller and buffer as well. He's got a lot of great roleplaying hooks as wekk with the Rod of Splendor, and spells like Create Treasure Map. I have played this character in the past with a slightly different build, and he is a LOT of fun!

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Favored Enemy: Construct = Magnus, Robot Fighter

FE: Aberration in Golarion makes me think of a Call of Cthulu investigator. He knows the old ones and Aboleths have made this horrible creatures, and he opposes them wherever he can.

FE: Ooze ... Sewer Worker?

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There have been multiple mentiones of "The Stick" as well as resolving this with meaningful adult conversation.
May I suggest both of those?
Here is the BEST "Stick Disguised as Meaningful Adult Conversation" I have ever read.
I used this OVER and OVER in a 100 player Vampire LARP I ran for many years. (You want to talk about Drama Queens and Disruptive Non-Participants?!?!)

http://www.plausiblydeniable.com/opinion/gsf.html

This article explains the Five Geek Social Fallacies.
Your player is exhibiting at least four of them.
Read it. Make sure Disruptive Girl reads it.
Have a conversation about it like a mature responsible adult.
It really is a great stick.

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Crow81 wrote:
I have seen a couple of local cons putting Pathfinder games on the their slate will there be any Pathfinder games at Origins even if they are not Pathfinder Society ones?

Not sure if this fits your query, but I'm running a game at Origns called "Tooks in the Wire" that will be using the Pathfinder RPG rules.

It's certainly NOT part of Pathfinder Society, and not even set in the Pathfinder universe, but will be using the rules.