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Necromancy!

I am curious if he has a typed up document with his houserules. I am thinking about doing a similar thing, but I can't find anything else for inspiration and ideas.


Having just watched all seven seasons over the weekend, fueling my progress on my own campaign, this is fantastic. Thank you.


This is seriously so good. And I'm totally stealing this idea.


Klay Fireheart wrote:
I have a fan made (not by me) dark sun pathfinder book too! Its at 244 pages. But I have no idea how to send it around on this forum. I have a google account but don't use google. I tend to use Sribd as my source for fan ebook stuff. If someone could tell me how you can post pdf's here I would post my dark sun pathfinder copy I have.... I love your one though. It's pretty boss!

You can include a link to the site by proper formatting. To see how, click the hide button down at the bottom.


I can't wait for the finished project!


So Vorka, the final boss of We Be Goblins, has some weird hp. It says that she has the Toughness feat, and a +2 Con mod, yet somehow at level three she is getting a +12 to her 3d8. By my calculations, she should be getting a +9 (+6 from her Con and +3 from Toughness). Where is that extra +3 coming from? It doesn't look like it's coming from any spell or potion, so what gives?


DM Beckett wrote:

An idea I had a long time ago that might go along way to fix a lot of the above is to simply overhaul the Domains a little.

The three parts I had in mind where to:
1.) Attach a single skill to each Domain which is then treated as if at max ranks for all purposes. Many of the Domains themselves are pretty easy matches, and for the most part, this could easily be done to also include SubDomains the same way, with only a few SubDomains also altering the skill associated. An additional side effect is that this would also allow for each Domain to have a built in "constant" ability instead of those annoying #/Day or Rounds per day abilities they seem to like. This would help to bypass the 2+Int Skill Points as well, but in a somewhat restricted way, and if Two Domains grant the same skill, the player could automatically choose something like Know Religion instead for one of those Domains.

2.) Domain spells are automatically added to the Cleric Spell list. And honestly, I'm not sure why this was not done originally, except that maybe there was so much conflicting ideas when it came time for the PF CRB to come out after Alpha & Beta? Possible remove the +1 spell per spell level Domain Spell.

3.) Similar to the automatic Skill Point, maybe add in a small pool of Bonus Feats that the Cleric (and only Cleric) can pick at certain levels. For example, lets say that at 5th, 10, 15th, and 20th they get a Bonus Feat, similar to the Wizard, but they have to choose from a pool based on their Domains. Each Domain might have 2 Feat options available, even if one of them is Skill Focus. In looking at the class a little more, and as part of the aim here is to get rid of some of those dang dead levels, it might be better to grant these Bonus Feats at 5th, 9th, 12th, and 16th level instead of 5th and every 5 thereafter. This has the added bonus of also broadening the Domain Powers as well if you consider the Bonus Feat a Domain Power, as most are at 1st and either 6th or 8th level, it now adds in a little extra...

It is in my opinion that this is the best and simplest fix to unchain the cleric. I'm going to use this and your recommended skills/feats. Which subdomains would get changed?


The idea of Domain variety that changes the way the Clerics feel intrigues me, and is the only thing I've seen so far that actually feels like unchaining the cleric.


Lady Funnyhat, do you have a link to all of your work? I too prefer psychic magic to psionics.


This has been very informative for me.


Gun Dragon wrote:
I have no idea on how to share my google drive documents?

If you click the button that says "How to format your text" there is an example, the third one down, that shows how to post links. If you don't do it this way, then the links get broken in the text, usually towards the end. In your link at the top, the break is between M7p and OA84 right before the /edit.

For your second post, formatting can help again with bold and italics to differentiate between racial traits and fluff text alternatively.

Here's your Pard-Folk link fixed.


Thanks for taking an interest guys! To be honest I had put this idea on the backburner for a bit to mess with some other stuff.

I'll take a look at the Dragonbound soon and see if it works for me.

Using a true dragon would be ridiculous, which is why I thought of a wyvern. I like the idea of a sort of domesticated version of the wyvern instead of the real thing. Some sort of drake would be cool, but I don't know about a mutable one. Course customizing your companion does sound pretty awesome. Hmm. The Dragonbound does sound pretty sweet.


I feel like the smaller islands should hold smaller races. Kobolds sound like a good one for this world, you could alter their fluff to make them more crocodilian than draconic. Buff their stats a bit, maybe give them bonuses to swimming and fishing related activities instead of trapping and mining.


Looking great guys!


Whoops! No I'm just a bad speller.


I'm going to be running this soon, and I went ahead and changed two npc's, though I'm not super sure if I did their stats right, but close enough probably.

Tsuto Kaijitsu, Ninja:

Male half-elf ninja 4
LE Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +11
Defense
AC 15, touch 15, flat-footed 13 (+1 deflection, +3 Dex, +1 dodge)
HP 31 (4d8+10)
Fort +3, Ref +7, Will +3; +2 vs enchantments
Defensive Abilities Uncanny Dodge
Offense
Speed 30 ft.
Melee kunai +4 (1d4+1) or katana +4 (1d8+1)
Ranged kunai +6 (1d4+3) or composite shortbow +6 (1d6+1/x3)
Special Attacks sneak attack +2d6
Tactics
During Combat Tsuto’s main advantage in battle is his mobility. He uses Acrobatics to move around the battlefield and flanks foes with his goblins as he can. When he retreats, he flings his kunai at his foes to provide a distraction and uses his shadow clone ninja trick if he can to further confuse his enemies.
Morale If brought below 8 hit points, or if all his goblins are slain, Tsuto runs for his life down the smuggler’s tunnel, abandoning all thought of returning to Naulia with his sister in tow and fleeing back to Thistletop.
Statistics
Str 12 Dex 16 Con 12 Int 13 Wis 14 Cha 8
Base Atk +3; CMB +3; CMD 20
Feats Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Skill Focus (Bluff), Stunning Fist, Toughness, Weapon Finesse
Skills Acrobatics +10, Bluff +9, Diplomacy +6, Disable Device +10, Disguise +6, Intimidate +6, Perception +11, Perform (wind) +4
Languages Common, elven, goblin
SQ poison use, ninja tricks (bleeding attack, shadow clone), no trace, elf blood, ki pool (1)
Combat Gear potion of cure light wounds;
Other Gear composite shortbow with 20 arrows, ring of protection +1, masterwork thieves tools, masterwork flute, silver earrings (25 gp for the pair), journal, 6 pouches of gold dust worth 50 gp each, 8 pouches of silver dust worth 5 gp each, 10 pp

Naulia, Warpriest:

Female aasimar warpriest of Lamashtu 6
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
AC 20, touch 13, flat-footed 19 (+7 armor, +2 deflection, +1 Dex)
HP 55 (6d8+26)
Fort +7; Ref +3; Will +8 (+2 vs confusion, insanity, and fear)
Resist acid 5, cold 5, electricity 5
Offense
Speed 30 ft.
Melee fervor (2d6 touch), +1 bastard sword +8 (1d10+4/19-20), claw +3 (1d6+1)
Ranged mwk composite longbow +5 (1d8+3/x3)
Special Attacks fervor 6/day, channel negative energy (DC 16, expends 2 uses of fervor, 2d6 negative energy), Lamashtu’s Mark (DC 19 Fort, 1d4 Cha damage which lasts for 1 hour)
Spell-Like Abilities (CL 6th; concentration +9) 1/day - daylight
Spells Prepared (CL 4th, concentration +7)
2nd – bull’s strength, cat’s grace, cure moderate wounds, shatter (DC 15)
1st – divine favor, doom (DC 14), obscuring mist, sanctuary (DC 14), shield of faith
0 (at will) – bleed (DC 13), detect magic, mending, stabilize
Tactics
Before Combat If Naulia suspects combat is imminent, she casts bull’s strength, cat’s grace, and shield of faith on herself. She takes a standard action to use Unholy Strike on her bastard sword.
During Combat Naulia activates her Sihedron medallion as a free action at the start of combat to gain false life and casts divine favor. She prefers to fight with her bastard sword, her face and impassive mask save for her eyes, which blaze with anger. She uses a standard action to use Strength Surge to enhance her attacks for one round, and will use this every other round. She saves shatter to use on any weapon that seems to be particularly dangerous in an enemy’s hands. If possible, she moves into the hall to the south so that it’s harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed.
Morale Naulia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the players. She uses obscuring mist and/or sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions to guard her retreat. If she escapes, she makes her south to Magnimar to reunite with the Skinsaw Cult.
Base Statistics Without her prep spells, Naulia’s statistics change as follows: AC 16, touch 9, flat-footed 16; HP 49; Ref +1, Melee +1 bastard sword +6 (1d10+2/19-20), claw +1 (1d6); Ranged mwk composite longbow +3 (1d8+1/x3); Str 12, Dex 8; CMB +5, CMD 14
Statistics
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 17
Base Atk +4; CMB +7, CMD 18
Feats Exotic Weapon Proficiency (bastard sword), Lamashtu’s Mark, Power Attack, Selective Channeling, Weapon Focus (bastard sword)
Skills Diplomacy +5, Intimidate +12, Knowledge (religion) +8, Linguistics +4, Perception +5
Languages Celestial, Common, Goblin
Gear +1 breastplate, +1 bastard sword, masterwork composite longbow with 20 arrows, Sihedron medallion, gold holy symbol (100 gp), 7 pp, 5 gp
Special Abilities
Blessings 6/day (3+1/2 warpriest level) Evil (unholy strike, minor): Touch a weapon, grant +1d6 against good for 1 minute; Strength (strength surge, minor): +3 (1/2 warpriest level) on melee atk, CMB, and Strength checks for 1 round;

I'm also going to include competitions and prizes at the festival, and I tired to keep the prizes relatively interesting but not overpowering. I'm debating whether or not to reveal the prizes before each competition or not. Third place prizes at 20 silver, second place at 40 silver, and first prize takes 10 gold and something else that varies based on the contest.
-Wrestling contest: masterwork leather belt inlaid with pearls and glass
-Eating competition: set of dishes and silverware
-Woodcarving competition: set of masterwork carving tools
-Archery competition: masterwork longbow
-Dueling contest: masterwork rapier
-Swim race: Necklace made of pearls harvested locally
-Foot race: boots that grant a +5 bonus to movement
-Climbing race: gloves that grant a +1 bonus to climbing
-Game competition: exquisitely crafted gameboard and pieces
-Song contest: masterwork instrument of player’s choice, to be delivered later
-Knife throwing contest: Masterwork glass throwing knives

Other than that I just have plans and contingencies for every named NPC should the players kill/capture/redeem them, or if they escape, and I'm making connections between the various subplots that weren't there before, like Ironbriar being Tsuto's father, possibly having to escort former enemies to the Black Arrows, etc. And Naulia will hopefully pop back up throughout the campaign, possibly gaining some antipaladin levels.


Kobold Press's Deep Magic has rules for Ley Lines.

Color alignments have been discussed before too, worth checking out.


I'm not super familiar with the Unchained Summoner, but I'm interested in seeing what others think.


I really like this one! Though when I first read the title I thought it was going to be based on Iron Fist, I'm very happy with it. Stealing it!


I have a couple of odd ideas.

1. Perhaps each moon is tied to its own levels of spells? For instance, the moon with the 11 day cycle is tied to 1st to 3rd level spells, and refreshes them. The 17 day cycle moon is tied to 4th to 6th level spells, and the 41 day cycle is tied to 7th-9th level spells. This allows low-level spells to refresh way more often than spells and keep low level casters strong compared to higher level ones.

Alternatively, maybe an asteroid ring around the world allows level 1 or 2 spells to be replenished every night.

2. Perhaps each moon is tied to its own branch of magic, like the three moons of the Dragonlance setting are tied to white, red and black magic. In this case, the three branches could be Divine, Arcane and Psychic, or whatever.

That's all I got for now.


Very cool reasoning. I've been thinking about sticking elements of Eberron into Golarion for a bit and I plan on using your conversions. I'm not going to run an Eberron game though, I just want to include some things. Your analysis about Skinwalkers and Shifters was helpful, thank you.


What if a Sorcerer learned a new spell at every level? That fits with the idea of an innate caster I think, versus the Wizard who has to find a scroll or book with the spell in it.

On the other hand, the idea to revise the Bloodlines has been om these boards once or twice I think, usually to mimic an Oracle's Mystery. Which isn't necessarily a bad thing, but it makes the two classes almost mirror images to each other that way, with the main difference being a different spell list and branch of magic. So if a rewrite is in order, try not to make them Mysteries.

I love the change to Smite for the Paladin, seems almost perfect for a looser or different alignment game.


Like an Invocation Pool perhaps? You could throw a few options like a melee boon and danger sense in there.

It really does just seem like the hexcrafter magus. Hexstrike seems like the only new mechanic, and even that is just a spellstrike with hexes.

Maybe drop the spellstrike and the spells, and focus on the hexstrike with an invocation pool of some sort, and maybe an eldritch blast type ability.


I hadn't even considered the character having magic items. A selective field would be awesome if you can choose not to affect allies.


Spellstoring and Spellstealing remind me of the Blue Mage, which is awesome.

How about for a capstone giving them an infinite anti-magic field?


If you remove the spell-casting you'll probably end up with something a bit like the Primal. Maybe you can draw some inspiration from that. Personally I like the flavor of yours better.


Well I love it. I especially love the Tulpa Master, that is crazy awesome. I haven't looked at the Bestiary 5 yet but this seems like the right direction for a psychic summoner.

I'm not sure if I should love the Tulpa Ascendant, but I do. Memory of Life is amazing.


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Path of War does this, the remake of the Book of Nine Swords.


I like where you're going with this and want to see more.


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Yay! Now I can make my hero Miyamoto Usagi! Beware the Rabbitfolk Samurai!


I agree, that would be useful.


Good to hear!


Awesome! Nice work on the Counterfeit Blood. It's got a really flavorful name (which I love!) and the Paragon's Aspect ability is amazing!


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You could combine Words of Power with the runes from Kobold Press's Deep Magic book.


I am a bit disappointed yeah, cause I like your fancy pdfs.

About the kineticist though, I don't think it's a great idea to keep that class unmodified. I think the burn mechanic needs to be changed. Accepting some non-lethal damage in the deserts of Athas is inviting death, since you already have to deal with the heat. Maybe the kineticist should use a ki pool instead?


Well I can't wait to see the additional archetypes you're working on.


This is very cool. I can't wait to see the final product.


I just want to say I love your Beguiler. Are you going to make any additional archetypes?


Made some comments.


This is very interesting.


Oh is it? I haven't looked at the feats much.


Why not just use a feat that grants 1/4 maneuver advancement to non-casting classes? You could even make it a feat chain if you really wanted to limit it, or make a feat for each discipline.


Well I mean, it's kinda balanced since some other guy could just stab the enemy and kill him that way.


Wizards and Sorcerers and the like do the same thing. The difference is the initiator still has a sword, probably a shield, and some class ability that helps them not die. Oh, and thick protective armor.


Seems to me like he could rip out a soul and then just smash it to pieces, killing the opponent.


This is probably just a pet peeve of mine, but does anyone else find it odd that stances are listed in the same format and with maneuvers but aren't maneuvers? I understand differentiating them in the class ability texts, I just don't know why they didn't list them separately. Or why they didn't include them as maneuvers.

Not really helpful to the conversation, just a minor annoyance to me. My apologies.

How about something like:

Spent prepared maneuvers can only be regained after 1 hour of training.

I seem to recall this being a preferred method for swapping out fighter feats, so maybe it could work here.


I love naga, can you do a race write-up for them? Also how about Rexxar, the orc-ogre hybrid, with his racial stats?


Ah yes, I get it now. Thanks for clearing that up for me.


Wouldn't a X times per day and X encounters per day just be the same thing, except limited to an encounter scenario? Or do you mean X times per encounter?


Very interested to see the write up on the occult classes, I loved the other classes.


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