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One of my players, a Sorcerer named Zot, attaches his own name to every spell that used to have a wizard's name in the title. Feel free to use Zot's Acid Arrow and Zot's Black Tentacles!

Edit: James is the bomb!

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wraithstrike wrote:
In my group the players roll for the hit points, and if they don't like the number they can choose to take whatever I roll as a DM. They have to take whatever I roll though. Most people don't go for the reroll unless they roll less than half.

We do this as well, though the player gets to keep the higher of the two rolls. Makes for higher hit point totals on average.

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pobbes wrote:
prd wrote:
Incite Rage (Su): At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard's performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion.

So, this is the description of the Incite Rage feature of the Savage Skald which is a bard variant in the APG. The emphasis is my own. This ability says that it acts as the rage spell, and then provides an exception that allows a barbarian to ignore the original effect and instead use their own rage. In other words, the rage spell does not allow a barbarian to access his rage powers. This bard variant is the way to allow a barbarian extra rounds of rage per day.

The Skald ability likely makes that distinction to give the barbarian the benefit of using their own modifiers for Rage, Greater Rage and Mighty Rage (ie. better modifiers than the rage spell). I would not use that as a basis for discounting the use of rage powers while under the effects of a Rage spell.

In fact, the last line in the Rage spell reads "The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage." Personally, I would allow a barbarian use of his rage powers, but that would be up to each individual GM.

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ThornDJL7 wrote:
Marc Radle wrote:
Sure. One specific example off the top of my head, one would dismiss their normal familiar if they took the Improved Famiar Feat.
Just read that feat, nothing in there states you lose your old familiar. Just that when you look to acquire a familiar you can choose from the new list as well.

"This feat allows you to acquire a powerful familiar, but

only when you could normally acquire a new familiar."

Seems to be implied that you can only make use of the feat if your old familiar is lost or dead IMO. I admit that the Paizo staff didn't go out of their way to make things clear here. It would have taken one additional sentence, or even an augmentation of the existing sentence.

In response to the original post, there doesn't seem to be any clarification (not even FAQ) on dismissing familiars. Personally, I don't see anything wrong with it. I'd much rather have a PC dismiss his old familiar than send it into harms way constantly, hoping for the worst.

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I'd like to see some discussions on movement and conditions, like underground and underwater action and exploration, and flight. For the love of god... all the recent threads on the fly skill are making me batty. PLEASE discuss the fly skill!

I'd also like to see an expanded conversation about bonus types and how/ why they should/do/shouldn't/don't stack.

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But "different" is a class feature, where as "very different" is a class option! Just joshing -=P

I think it is really this simple:

An Oracle Revelation is a class feature.
Channel is an Oracle Revelation (which does not specifically prohibit the use of augmenting feats).

Case closed.

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Perhaps improve upon Greater Spellstrike by removing the -2 penalty. Doesn't sound like a lot, but it makes a difference. Also, throwing in some aspects of Armor Training around level 10 might be nice touch. Could keep the every 4 levels progression, but put normal speed in plate at around level 15-16.

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Just a few thoughts:

1. Knowldge Pool does not make the Magus a spontaneous caster. The spells must be prepared. The ability is cool so long as it is not used to add spells to books, etc.

2. Pool Spell throws in some spontaneous casting, though its quite expensive for the limited amount of pool points a Magus gets. Being able to cast a handfull of spontaneous spells each day- I don't see the problem. Its spicey.

3. If we throw in all kinds of rediculous provisions about reproducing only spells the Magus has seen, then theres yet ANOTHER list for a caster to keep track of. Its too much.

4. Greater Pool Spell is a 19th level ability. It is supposed to be powerful. Relax. Besides, it makes up for the crappiness of True Magus.

All in all, lets not be so tense and rigid. This isn't a holy doctrine. Its a game. And games are supposed to be fun.

Good gaming!

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Brutesquad07 wrote:
snobi wrote:


We might need a definition for 'slayer' too.
I am still waiting for a definition of the word "is"

Hopefully this clears things up... oh wait...

My vote for slayer is WS Druid! At higher levels he can pretty much change into a custom can of whoop-ass... PLUS great spells.

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Yeah. He's an evil dude doing evil things. No moral dilemma there. As for your plotline, I'd leave them clues in his lair as to where he has gone and what he is up to. Trying to stop an evil dragon on a quest to achieve lichdom sounds like fun. (I am actually running a similar plot in my current game, involving dragons and liches, but no Drow... and the dragon isn't trying to become a lich. He is possessed by a devil and is in possession of the phylactery.)

By the way, your english is excellent. -=)

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Abbey of the Golden Sparrow 9

Achievement Feats 111

Forgotten Foes 202

The Favored of Skexxiz 353 (edit- saw it was a repeat)

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A few ideas:

1. The characters' parents/ Grandparents were formerly adventuring partners. An old enemy/ relic that they thought gone forever has emerged again and the old heads are now too elderly to face it. They turn to their young and able offspring to end the threat.

2. The characters wake up amidst a ruined, burning town that had been set upon by an evil force (army, dragon, etc.). As the only survivors of the attack, they set out together for justice (and maybe some revenge).

3. Loved ones of each character have been kidnapped!

4. Random magical energy displaces the characters. They are together in the wilderness. Why wonder off alone?

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HaraldKlak wrote:
Is there something wrong with me, if I considered bringing the Hezrou into the poll...?

Yes.

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Synapse wrote:

I just read again the "Adding new spells to the spellbook" section and... Knowledge Pool doesn't work all that well to "learn all spells".

Putting spells on the spellbook comes specifically from copying from a magical writing like a scroll or spellbook. Just being able to cast the spell doesn't let you put it on a spellbook.

Page 219, Replacing and Copying Spellbooks:

If he already has a particular
spell prepared, he can write it directly into a new book at
the same cost required to write a spell into a spellbook.

The ability is a nice touch. I would keep it. Simply add "Spells prepared in this way cannot be scribed onto a scroll or into a spellbook, and cannot be used to craft magical items."

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Stefan Hill wrote:
Talek & Luna wrote:

The Erinyes. All vengeance all the time.

I get in enough trouble now when I forget the milk. Actually I should really check I don't already live with an Erinyes! Note to shelf, check for wing clippers in the bathroom.

Anyone want to trade an Erinyes for a Succubus?

:)

+1. Not looking to trade though. I need the structure. -=)

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Agreed. This is a huge improvement. Well done to all involved!

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Firstbourne wrote:
If they do raise him from the dead, make it so that in the sunlight... he sparkles ;)

Stop it. Stop it right now! -=P

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Try this.

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RunebladeX wrote:

I have the idea of the basis for this armor but need help fleshing it out as close as possible with the PF rules. It's mainly for a PC that is playing a class i designed. he is an earth magic specialist but is a f/m ish type base class. he's allowed to wear light armor with no spell failure chance.

now the idea is a breast plate made of black marble with natural veins of mythral with leather padding inside, the mythral veins have no effect it's just fluff. the armor can only be used by this class and creatures of the earth subtype. The armor was crafted at a sacred sight on the elemental plane of earth by the shaitan. When worn by this class it's treated for all purposes as light armor.

so far this is what i want it do:

+1 breastplate
when worn by X class and earth types the armor is treated as light armor.
when worn by non specific types the armor weighs as much as normal stone and leather.

so i came up with LEVITATE as spell used to create it. now should the armor being treated as weightless? it would still have armor check penalty, arcane spellfailure, max dex as it's still bulky and not like wearing a shirt.

could i get some ideas for armor check penalty, arcane spellfailure, and max dex and weight for the armor when worn by the specific class AND non allowed classes?

also i could use some help coming up with a cost as well, so far the only rule i see that fits is -30% cost for being so class specific but -30% of what i have nothing to go on.

I would simply treat it as Mithril when worn by the appropriate class/ type and double the ACP, Max Dex, and SF chance (assuming it is to be as cumbersome as stone armor should be) when worn by others.

Maybe use something like Meld into Stone or Freedom of Movement for a required creation spell?

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Lathiira wrote:
TriOmegaZero wrote:
TriOmegaZero wrote:
Fighter, Black Mage, White Mage, Red Mage. :)
To make a serious attempt, this Final Fantasy party would translate to Fighter, Wizard, Oracle, and Bard.

Your answer made my morning. I'd translate that as Kain Highwind, Lulu, Rosa, and a generic red mage ;)

My honest answer is a fighter, a wizard, a cleric, and a bard. Lots of magic, combat power, support--all the stuff you could ask for except trapfinding.

How could you forget about Edward!? -=)

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Alteration- Mending, Fabricate, Wood Shape, etc.
Death- Enervation, Finger of Death, Energy Drain, etc.
Ferocity- Rage, Transformation, etc.
Knowledge- Locate Object/ Creature, Legend Lore, Vision, etc. (Maybe even throw detect spells in here).

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Pathfinder is awesome! Yes, game balance is important, but that is an issue that any worthwhile GM can work out. The Paizo staff need not come to the rescue any time there is vague wording or slight imbalance. Just use common sense and make a call.

Pathfinder is the best incarnation of D&D and fantasy rpgs I have seen to date and I agree that hopefully PF 2E is many, many years away. Throwing out a new edition every few years is probably the main reason that WotC fell from grace and Paizo took their place on the rostrum of excellence.

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Patrick Murphy wrote:

Thanks to everyone. So far there have been some great ideas and useful suggestions.

As was suggested before, I know that they could fight the human guardians to try and wrest the town while the vampires and spawn sleep.

In my adventure that was attempted several times during the period before the adventure begins. In the skirmishes and guerilla warfare, a stalemate has been reached. The vampires lose spawn they send out into the forest ( turns out it doesn't take too much to launch spawn onto broken branches in hybrid form), and werewolves lose pack members to human pawns and hunters with silver when they attack the town during the day.

What I want is for them to attack at night when the vampires really don't expect them to ( being the annoyingly over-confident fiends that they are).
Giving them physical ability increases similiar to those granted to vampires seems to make sense, as does limited ability to rage or increasing their DR/fast healing.

I really want to make the Weres' powers the antithesis of the vampires. I.E. the vampires feed on life and life-drain, I want the Weres to be over-flowing with life energy.

I want a power/ablility that plays on that life-energy idea without making them completely dominant to the vampire as written.

Defensively you could always give them a resistance to death effects (+4 maybe). This would be similar to the vampire's channel resistance. If you're looking for something more offensive, you could add a Charisma drain to their natural attacks against undead (since Charisma increases undead hit points).

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Patrick Murphy wrote:

i could be wrong, but it seems like vampires and their spawn are hands down superior to lycanthropes in D20 systems.

Assuming that I am not wrong, I would like to see a more equal footing.

I want to run an adventure where lycanthrope rebels are trying to win back a town dominated by vampires (the lycanthropes are still evil in this scenario)but I wanted to do it without having to add many class levels to important NPCs.

As written the lycanthropes don't seem to be much of a challenge in a toe-to toe fight ( I agree there are other tactics that can be used, but they won't work all the time- Vampires aren't stupid after all and realize their weaknesses).

As such, how can we modify the lycanthropes to make them more effective against undead?

Yes, I know this will likely change the CR. I'm fine with that.

Just wrote this up. Hope it works for you.

Lycaon (Greater Werewolf)
Lycaons are lycanthropes possessed of greater size and power than their werewolf brethren, as they are derived from dire wolves.

Creating a Lycaon
“Lycaon” is an inherited (natural) or acquired (afflicted) template that can be added to any humanoid.
Challenge Rating: Same as base creature or base animal (whichever is higher) +2.
Senses: A lycaon gains low-light vision and Scent in all forms.
Size and Type: The creature gains the shapechanger subtype. A lycaon’s hybrid form is large (as is the dire wolf).
Armor Class: In dire wolf or hybrid form the lycaon has a natural armor bonus of +5.
Defensive Abilities: A natural lycaon gains DR 10/ magic and silver and Regeneration 5 (silver) in dire wolf and hybrid form. An afflicted lycaon gains DR 5/ magic and silver and Regeneration 2 (silver) in dire wolf and hybrid form.
Speed: Same as the base creature. In dire wolf and hybrid form, a lycaon has a speed of 50‘.
Melee: As base creature or dire wolf. In hybrid form a lycaon gains two claw attacks (1D6) and a bite (1D8 plus trip). In dire wolf or hybrid form, a lycaon’s natural weapons are treated as magic and silver for the purposes of overcoming damage reduction.
Special Attacks: Pounce, Rend (2 claws. 1D6+ 1-1/2 strength bonus), Trip (bite).
Change Shape (Su) Lycaons have three forms- humanoid (base creature), dire wolf form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and dire wolf form. A natural lycaon can shift between any of its three forms at will as a move action. An afflicted lycaon can assume dire wolf or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycaon gains a +5 morale bonus to Constitution checks made to assume dire wolf or hybrid form, but a -5 penalty to Constitution checks made to assume humanoid form. An afflicted lycaon reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycaon reverts to its humanoid form, although it remains dead.
Curse of Lycanthropy (Su) A natural lycaon’s bite attack in dire wolf or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 18 negates).
Feral Empathy (Ex) In any form, a natural lycaon can communicate and empathize with wolves and dire wolves. They can use Diplomacy to alter a wolf’s attitude, and when so doing gain a +4 racial bonus to the check. Afflicted lycaons only gain this ability in dire wolf or hybrid form.
Ability Scores: +2 Wis, -2 Cha in all three forms; +6 Str, +2 Dex, +4 Con in dire wolf and hybrid form.
Skills: Lycaons gain a +8 racial bonus to Acrobatics and Climb checks, and a +4 racial bonus to Survival when tracking by scent.
Feats: Lycaons gain Alertness, Improved Initiative, Run, and Toughness as bonus feats.