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Toshy's page
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Diego Rossi wrote: Flame Blade wrote: A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. It is wielded as if it were a scimitar. Is your hand free while wielding a scimitar? No. So it's not free while wielding the flame blade.
That means no somatic components with this hand, no wielding of other weapons and no benefit of anything requiring this hand to be free.
And you can't drop or sheathe the flame blade to temporarily free up the hand, like you could with a normal blade, but you get to attack touch AC with it.
I image it like you cast the spell and the flame blade springs from your hand. Then you have "to wield it like a scimitar" to keep the blade manifested.
However since the spell is not (D) dismissable and has a fixed duration RAW it would stay regardless of what you do with the hand. That would support Diego's point.
If I were the DM I would propably rule that as long as the Spell persists, that hand is occupied.
As it specifically mentions wielded as if it were a scimitar one could argue if things like weapon focus (scimitar) would apply, but that would be a different topic.

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Adding Spells to a Wizard's Spellbook
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Writing a New Spell into a Spellbook
The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.
0 => 5gp
1 => 10gp
2 => 40gp
3 => 90gp
4 => 160gp
5 => 250gp
6 => 360gp
7 => 490gp
8 => 640gp
9 => 810gp
As a DM depending on which level the characters start I would probably award a wizard/witch/alchemist a number of spells to add to their Spell-/Formulae Book or familiar for free and additional spells for the cost of copying the spell (without the renting fee).
The wealth by level excludes the value of items (Potions, Wands, Scrolls) consumed while reaching the according level, which would include scrolls used to copy into their own assortment.
As a player, RAW you would only start with the number of spells listed in the class entry, but ask your DM how he handles it, as you might see a lot of table variation there.
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Ok, thanks.
Then I'll go with as I intended, that that a character can accept or refuse the song on the beginning of his turn and the songs effects persist till the beginning of his next turn unless they end because of another reason.

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Ju-Mo. wrote: Merellin wrote:
Does anyone have any ideas of how to snap me out of this dumb mindset and allow me to finally enjoy the support types I love so much conceptually? Like, I have lots of fun when I trap a few enemies in a pit so they aren't a problem for a bit, And I love healing and buffing my allies... I just feel like I don't do enough...
This simple calculation showed our bard, that he did by far the most DMG of the whole group. Indirectly ofc.
The player was saticfied and continued to play his bard until his bard found true love and retired with 3 children. This.
In a group of mine I also had a bard, sometimes thinking she wasn't doing enough in battles.
Then we started another game in a slightly different player composition where she played a fighter.
She wondered why she wasn't dealing nearly as much damage as the fighter in the group she plays the bard in.
Well because the group with her playing the fighter was missing her - the bard from the other round.
Inspire Courage and Heroism are going a great way hitting stuff especially when using power attack and iterative attacks.
And that doesn't even take into consideration how often she saved a fight going south by helping the fighter not to kill his allies by letting him re-roll another failed Will-Save by using her saving finale.
So Buffers and Healers often enable most of the damage to even be dealt in the first place. And things like saving finale, the oracles misfortune and stuff like that prevents the heavy hitters from dealing that potential damage to the wrong guys as well.
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Black Iron Axe wrote: Destruction
If a mythic hero uses a black iron axe to decapitate herself, the artifact loses all of its magical properties and becomes a plain iron axe. The uses of mythic power remain in the affected heads after the black iron axe is destroyed.
Therefore I would say the axe is made from simple iron and it's special black color comes from the powerful magic inhabiting it.
By following the steps to destroy the artifact it reverts to its original state - a simple iron axe.
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Dragon's Demand
After clearing the crypt of lady tula, the group returned to belhaim to resupply and then headed to the monastery.
So far they allied with azmur and cleared the ground floor. The session ended with them searching the alchemical supplies in the kitchen an pentosh arriving.
Next session will begin with a fight after which they'll reach level 6 (which I have them already prepare, so the session won't be bogged down).
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Okay, after comparing the cards from both the normal and the Deluxe Harrow Deck, I might have a hunch, why the Deluxe version hasn't the rules:
In the basic deck the suit symbol is printed on a spot to represent the alignment, with true neutral cards having it in the middle.
The Deluxe deck has the suite printed on the bottom of the card, with a smaller symbol position on the alignment corresponding place on a frame around the picture. The true neutral cards don't have a symbol in the middle in this version.
Without the middle symbol the rules make less sense, since you should play cards, so they don't cover up the middle symbol, which doesn't exist.
A little bit weird, but hey I found the rules, so I've got that going for me, which is nice ;)
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Jenner2057 wrote: I can certainly start a thread over on AoW subforum. Just lemme know! I can just talk for myself, but to me that would sound very interesting. I don't want to cause you to much work though, as I probably won't have the time to use such a generous offer any time soon.
I'm more than happy to somehow be able to manage two campaigns (which are on a very rough once per month schedule)...

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Dragon's Demand
Next game will be at the end of august.
The group fixed the secret door in the basement to hide some stuff they want to keep for themselves. Since they didn't take it, just hid it in hopes the clercs wont find it (a possibility I didn't consider before) they technically didn't brake contract with lady Origena (which only forbid them to TAKE anything) and I went along with it, rewarding their wit.
They will explore the cave next session and decide what to do and tell (or not) afterwards.
I encouraged them do think about what they would like to do, if their characters have some longer downtime, so we could play it out rather quickly, before going on to the auction.
Homebrew Campaign
Nothing new here, still havent played again (mainly because of time issues, festival season still going) after one of the players left .
We took a detour with a friend dming a session of HeXXen 1733 (alternate baroque Europe, which is flooded with creatures of the night, after the opening of the gates of hell in 1640)
Definitely something else than pathfinder, both thematically and technically, but interesting nonetheless.
That friend might fill the vacant spot in my PF camapign, but first we'll wrap up the current plot-arc with the remaining three players and then decide what to do.
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Jenner2057 wrote: Last week we got to begin book 6 "Gathering of Winds" of my PF conversion of Age of Worms. Brazen question, might your Age of Worms PF conversion be something you're willing to share or do you want to keep it to your own (understandable considering the work it must have taken)?
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My main game took a longer break, as one of the players left for a longer (maybe permanent) break. I will continue it with three players for now and maybe a new one will join, though it might be hard to get into a established group that played together for 5 years.
My dragons demand game continued yesterday, also after a longer break (summertime is festival season), and the group wrapped up hunclays manor. They won't tell anyone of the cave for now, but will explore it next time and then have some downtime before the auction.

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Dragon's Demand
My players cleared the collapsed tower and Dungeon below. Most enemies were either able to stay out of reach of the fighter or got smashed to pulp with one swing of her earthbreaker. She had one of those crit or miss days...
Coming Saturday they will tend their wounds, probably buy some stuff from the money they looted from chests and head into the blood vow lair.
We'll see which path they choose (choosing an ally or murdering everything).
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Homewbrew camapign
Party currently travels through the mierani forest, searching an artifact probably hidden in the ruins of celwynvian. Said artifact causes the plane of of shadows to "leak" into the material plane.
After dealing with a deathweb and some spider swarms they made camp.
Let them roll for random encounter.
Party is Level 8.
They hit a singular shadow (CR 3).
Long story short, I almost killed my first PC in this campaign going since 2017...
Fighter kept watch. Failed his perception check. Shadow deals 1d6 STR damage on hits. Rolled almost only max damage, and hit every turn. Took the other characters 2 rounds to realize what was going on and what to do. Fighter was down to STR 1, when the druid finally killed it, right before the shadows turn.
Never been so close to (irreversible) killing a PC since an unlucky crit at level 3 or so, which almost insta-killed the druid...
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Back to the original post of suggesting fun and "freaky" builds:
I once made and unchained barbarian/occultist (Locatha) wo was once a spiritual leader of his tribe until he was hit on the head by a falling anchor and lost most of his memories.
He took the Hookfighter feat to fight with the anchor as an oversized Grappling Hook.
It was pretty funny having him round around swinging that anchor :D
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I can't share too many, as my players haven't reached all of them and might stumble across this thread, but here are those I can share:
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A few years ago there was a deal for a set of pathfinder pdfs (rulebook, bestiary, modules, adventurepaths) on Humble Bundle for a few bucks.
I thought why not, even if I never use them it would've costed me only a few bucks.
Well, they were used and the shelf containing all my print-version rulebooks, pawns, battlemats, self made terrain and props, etc. might well be worth thousand bucks or so by now... :D

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Hey everyone,
I am looking for some advice on a specific barbarian character build.
But befor I get to the actual build, a little bit of background:
Some in our group (including me) enjoy a game called Guild Wars 2.
In this game exists a species called Quaggan.
Guild Wars 2 Official Wiki wrote: Quaggans are a peaceful, amphibious race, generally regarded as kind and gentle creatures—until they're pushed. A quaggan who has been angered or is in pain will become a destructive, instinctive creature and transform to expose teeth and claws normally hidden by their rounded, benign exterior. This is how a quaggan looks.
This is how he looks when angry.
With this in mind I came up with the idea of making character that tries to grasp that flavor.
I was initially considering barbarian or bloodrager, but i think barbarian would fit better overall. I'm not looking for a fully optimized build, but rather something that fits the theme and is fun to play, while still beeing viable.
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So, after this introduction, let's get to the build!
Race: Locathah (closest race I found for a quaggan)
Ability Scores: +2 Dexterity, +2 Wisdom, –2 Intelligence
Locathahs are agile and intuitive, but they are more interested in travel and experiences than in academia.
Size: Medium: Locathahs are Medium creatures and have no bonuses or penalties due to their size.
Type: Aquatic: Locathahs are humanoids with the aquatic subtype.
Amphibious: Locathahs have the aquatic subtype but can breathe both water and air.
Languages: Locathahs begin play speaking Aquan and Common.
Low-Light Vision: Locathahs live in areas where sunlight illuminates the water, and they have low-light vision.
Slow Speed: Locathahs have a base speed of 10 feet.
Fast Swimmer (5 RP): Locathahs have a swim speed of 60 feet.
Natural Armor: Locathahs have thick scales that provide a +2 natural armor bonus.
Alternate Racial Trait
Strong Limbs: Some locathahs have powerful legs that are very useful on land but limit their mobility underwater. These locathahs have a base land speed of 20 feet and a swim speed of 40 feet. This racial trait modifies fast swimmer and slow speed.
Stats (15 Point-Buy, including racial modifiers)
Strenght 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 5 (-3)
Wisdom 14 (+2)
Charisma 10 (+0)
Weapon
As for his weapon I thought of a mattock or pickaxe (both 2h-martial weapons), reflavored as an anchor (which hit him on the head in his early years, explaining his low intelligence), though I am open to other suggestions that could work as a flavored anchor.
Feats
For feats I thought of things like Power Attack, Cleave-Tree, Thoughness, Improved Natural Armor (with GM-approval, as it's a monster feat) and maybe Cornugon Smash.
Rage Powers
For rage powers I thought of Animal Fury, Atavism Totem or Beast Totem which would fit well with the earlier described theme of a angry quaggan. I know the natural weapons would conflict with focus on the anchor as a 2h-weapon, but as I said earlier it doens't have to be fully optimized. I think I don't whant something that would completley shapeshift, but everything that would fit with exposing teeth or getting scalier (improved AC?) and tougher, aswell as hitting harder because of being angry.
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So, what I'd like to hear from you guys, are primarily some advice for feats and rage powers (eventuelly even an archetype) to further underline the theme while beeing viable on a gameplay aspect.
There isn't a fix campaign setting right now, so this is more of an theorycraft thing.
Preferably only official content, for stuff from more exotic sources like specific adventure paths (or if you think you have a perfect fitting 3rd Party source) I would appreciate, if you'd give the source along with it.
I hope this isn't to confusing and I look forward to your suggestions :)

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First of all, I hope this is the correct section, otherwise sorry in advance.
Ok, so I know this topic might seem rather unimportant to some, but since my group arrived in magnimar last session I wanted to give them a correct impression of how big this ancient thassilonian bridge really is.
The problem is I found different values in the same source.
Camapign Setting Magnimar City of Monuments
The map, which also shows the irespan has a scale of 2000ft.
Using this, the width of the irespan would be aroun 700ft.
However on page 48 it says that the irespan is 300ft wide.
In this post from 2010 here referring to a wrong scale (640ft on the map) in RotRL James Jacob said it should be around 700ft wide.
Which information is the correct one?
The map and scale (700ft wide), confirmed by James in 2010 or the description in the CS (300ft) from 2012?
Or rather then the "correct" width, how wide is the irespan intended to be?
Just so I know the scale, for describing other buildings or things in relation to it and for giving my players a (hopefully epic) description of what they are seein.
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