Demogorgon

VictorCrackus's page

202 posts. No reviews. No lists. 6 wishlists.




My first thread attempting to be made got eaten.. Completely.

So. I'm a player soon to be playing in Legacy of Fire. A rogue cut purse. Now. A little backstory would be that he is a single father, and he HAD, had his child watched over by Haleen. Judging by the description of that character trait, I imagine she would do it for less. So. He was able to earn an honest living. Though, with her disappearance, as described in the players guide, he had to have more expensive people look after his child, while he worked. Thusly, he had to become a thief of sorts just to get back.

Being more on the side of chaotic good, without any religious affinities at this early junction, he finds that tricking bullies and those working in the flesh trade into situations where stealing would be possible.

My main worry, is the constructs that watch over Katapesh. LIke.. What they see, if they can determine exactly what is going on. If they can even be bluffed or hidden from. Information like this I think the thieves of the city would know.

So. Any tips that wouldn't be considered metagaming?

Also. No spoilers of course.


IN.. well. Many games. The players are up against something that would only be mentioned once or twice in legends, and using the 15+CR rating for the creature...

They manage to get the dc around level three.

I'm entirely not sure what to do about this besides making DCs higher.

Any suggestions on how to go about this?

Or is there really a book of legends in the worlds out there that detail every single bloody creature in the game along with a handy page of well-drawn images showing the creature from different angles?

Because if so. I'm going to burn every copy in a mysterious warehouse fire.


I have a good idea, and another item I also deem good.

So I was wondering if it were possible to submit more than one, or if there was a submission limit.


My friend, was thinking of doing a campaign based on a slight, or heavy(not sure yet) steam punk type theme. Well. Steampunk, clockwork, technological.. You get the idea. Not to insane levels, but to the point where it SHOULD be very entertaining. BUT.

To the point.

The summoner gets to choose how his Eidolon looks right? Thus, I should be able to control the looks of how he is summoned. Would it be completely out of the question for it to be a clockwork device that is -teleported- in. Which transforms into said Eidolon(I'm probably spelling this wrong, but that isn't the point). Said summon, will most likely be some Biped creation. I may not focus on weapons. Perhaps just on slam attacks. But that is hardly the issue.

My main issue, would be if it was RAW for the summon to go back to wherever with armor upon it. Just to represent its heavily armored nature, which will also be represented by natural armor of course, I would LOVE to have it permanently -installed- upon the summon. As I think it would be silly to install it every time I summon it.

I remember reading some -discussion- about a weapon not teleporting with the Eidolon. So. I'm curious as to the reasoning behind it. If it was a popular house rule.. Or something else?

Any comments, on the roleplaying aspects, or the game mechanics of this general idea I have would be greatly appreciated.


Perhaps not the best optimized prestige class, but there are wonderful aspects of it that fills my imagination with combinations of rogue, assassin, and master spy. But anyhow. The jist.

This would be for a campaign starting at level three. Obviously I'd start out as a rogue of course. The setting is vaguely oriental. The GM only has that lined out for us unfortunately. The GM, however, is heavily oriented on roleplaying. He prefers exquisite backgrounds, and interesting roleplaying. I don't mind this at all. I've been looking over the APG, thinking of different concepts, and I think a Poisoner rogue, combined with a little bit of assassin, and a ton of focus on the Master Spy prestige class.

What I'm looking for, are opinions on the Master Spy prestige class.

Also, what do you think of a 6 rogue/4 assassin/10 master spy? I think that would give me plenty of wonderful bang for my buck, as well as be insanely interesting.


Alright.

Any information if the creatures are Kobold?


I've seen alot of hate on the 3.5 ninja, and I do have to agree. My friends and I have taken a liking to -pathfindering- up 3.5 classes for use in pathfinder. So I figured I'd take on the ninja. Since my friends are currently asleep at the moment, I'd love feedback on it now. Its not fully fleshed out. But I do have the general outline for it.

BaB: Medium Progression
Saves: Good Reflex
Alignment: Any
Hit die: d8
Starting gold 4d4x10gp

Class skills-
Acrobatics(Dex), Bluff(Cha), Climb(str), Craft(int), Disable device(int), Disguise(Cha), Escape artist(dex), Diplomacy(cha), Jump(str), Perception(Wis), Sense motice(Wis), Sleight of hand(Dex), Stealth(dex), Swim(Str) 6+Int modifier

Class features

Weapon and armor proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow(Composite too), short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.

AC Bonus: When unarmored and unencumbered, a ninja adds her wisdom bonus (if any) to her armor class. The ability does not stack with the monk’s AC bonus ability( a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to her AC at 5th level. This bonus increases by 1 for every five levels thereafter.
These bonuses to AC apply even against touch attacks or when the ninja is flat footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ki Pool (Su): A ninja receives a ki pool equal to one-half her class level (minimum 1) plus her wisdom bonus (if any). Ki pool powers can only e used if a ninja is wearing no armor and is unencumbered.

As long as a ninja’s ki pool isn’t empty, she gains a +2 bonus on her will saves.

At level 5, she gains a +10 bonus to her movement speed.
At level 10, she gains Slippery mind. If affected by an enchantment spell or effect and fails her saving throw. She may attempt it again one round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
At level 20, she can act as if hasted for ten rounds per day. These rounds need not be consecutive, and the haste can be activated as a free action.

Sneak Attack: Operates just like the rogue ability by the same name. Progresses the same way.

Trapfinding: A ninja adds ½ her level to perception skill checks made to locate traps and to disable device checks (Minimum +1). A ninja can use Disable device to disarm magic traps.

Ghost Step (Su): Starting at second level, a ninja can spend one ki point to become invisible for one round. Using this ability is a swift action that does not provoke attacks of opportunity. At level 10, a ninja can become ethereal when using ghost step instead of becoming invisible.

Evasion (Ex): If a ninja makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if the ninja is wearing no armor and if she is carrying a light load.

Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.

Great Leap (Su): At fourth level and higher, a ninja always makes jump checks as if she were running and had the Run feat. This ability can only be used if she is wearing no armor and is carrying no more than a light load.

Defensive Maneuver Training (Ex): The ninja receives the benefit of having the defensive maneuver training feat as long as she is wearing no armor, and is carrying no more than a light load.

Bonus Feat: At 5th, 10th, 15th, and 20th levels, the ninja gains a bonus feat selected from the following list. To be determined. Includes Extra Ki at least. Perhaps other monk feats, and rogue feats.

Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on acrobatics, climb, and jump checks. This bonus increases to +4 at 12th level, and +6 at 18th level.

Ki Dodge (Su): At 6th level and higher, a ninja can spend a ki point to gain concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.
Speed Climb (Ex): At 7th level or higher, a ninja can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal service. IF she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.

Ghost Strike (Su): At 8th level or higher, a ninja can use one ki point to strike incorporeal and ethereal creatures as if they were corporeal. She can also use this ability to strike foes on the material plane normally while ethereal. Activating the ghost strike ability is a move action that does not provoke attacks of opportunity.

Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action.

Improved Evasion (Ex): Beginning at 12th level, a ninja’s evasion improves. She still takes no damage on a successful reflex saving throw against such attacks, but henceforth takes only half damage on a failed save. A helpless ninja does not gain benefit of improved evasion, and this ability only function if she is wearing no armor and is carrying no more than a light load.

Ki Blast (Su): You can expend one ki point as a move action to create an orb of raw ki energy. You can throw the seething orb as a standard action with a range of 60 feet. This ranged touch attack deals damage equal to 3d6+ your wisdom modifier. The ki orb is a force effect. This attack can be held for a number of minutes equal to your modifier, but must stay in contact with at least one hand.

Ghost Mind (Non-detection) (Su): At 14th level, you are treated as though being under a non-detection effect constantly with a caster level equal to your ninja level.

Ghost Sight (Su): At 16th level, a ninja can see invisible and ethereal creates as easily as she can see material creatures and objects. Also, while ethereal, your sight increases to 120 feet.

Greater Ki Dodge (Su): Starting at 18th level, a ninja’s ki dodge ability grants total concealment (50% miss chance).

Ghost Warrior (Su): At level 20, a ninja can spend two ki points to enter the Ethereal Plane for an extended period of time. This acts as the ethereal jaunt spell with a caster level equal to the ninja’s class level. Also, a ninja’s ghost strike ability is always active. Finally, the Ki Blast ability can create the orb as a swift action. Spending additional ki points, with each point spent adding an additional 3d6+wis modifier to damage, can boost the blast.


Though not completely a post about pathfinder, I find that it is relative. The last gasp I refer to of, is the final game amongst my little group, that uses 3.5 rules. All the other DMs of my group have switched all their games to this glorious system, even I have, with the exception of one game.

Years ago, many years ago, in a town of Pineland. A town that only one year reached a population of over a thousand, before it slide back down under that mark. It was here that my friends and I had a very meek D&D group. We played, and played, but rarely did a campaign stay consistant enough to go over a few months, and over six levels. We grew quite adept at rolling level one characters mind you, and by the end of a few years, we easily had well over a hundred concepts by the time this streak ended. We had always dreamed of a campaign that saw characters through, from level one to twenty, and beyond that even. Perhaps, even to become Gods ourselves. It took about two years to reach that point.

It was at that point, that I wanted to design a campaign, that tore characters into the epic levels, and onward toward godhood. Though, I needed a good starting point. I wanted the players to start out as well-known heroes. Thus, around level ten would be a good point. This was when I found and devoured the Undermountain campaign. A nifty, and very hardcore adventure that took the characters from level one, to ten. It set the heroes up to be well known. And even then they were a crew that you didn't except to do very well. I mean, they had a druid, a wizard, a ranger, a necromancer, and a rogue. Though, throughout the adventure, they gained new allies, and new enemies. The rogue eventually betraying them towards the end. And them of course, conquering. But any adventure isn't without hilarious moments, and a few players realizing, that telling the DM that the pit they are jumping into has a harmless summoning ooze in it, is a rather bad idea.

After saving the day, they started on my campaign. One to take them from ten, to where they are now. We started at one, and now they are level twenty-four. They have fought old allies in the form of a rogue that betrayed them. Found new allies amongst lords of the nine. And have reached a point where the multiverse is literally falling apart around them. Faerun is dying. The gods are dying. And, they have one final battle left. One final quest that stands between them and either ultimate victory, or ultimate loss.

They have faced evil, good, betrayel, deceit, lies, truths, and many terrible fights. From sieges, to dungeons, and to dragons. Now they stand before an ancient city, ready to face the greatest evil creation has known. After this battle, faerun will be reshaped, gods reborn, and everything they knew before in this setting would be practically gone. It is here, that I change my campaign world into the pathfinder setting.

Its been a journey of a few years to do this campaign. I am proud to be able to be a part of its last gasp, as it allows me to join others in the first breath. Of this grand new world of fantasy. New paths to find, and new quests to fulfill. It may be a different name, but there will always be dragons to kill or befriend, as well as dungeons to explore or to fill. The same old dice I've used for years, will take me down into a new world.

And as I tear an old world apart to form a new one, I hope the only difficulty I have in this fantasy is actually drawing up the map.

I wish a good day for all the new pathfinders taking their first breath.


Now, I know the answer to this question. But I want to make sure I'm not insane.

I have a friend, who typically plays a mysterious stranger character. Everytime. Anyhow, he loves alchemist fire. Insanely. In a recent game, we were fighting the big nasty bad guy thing. Anyhow, to the point. He apparently has bottles of alchemist fire. Meaning, that they have four flasks of alchemist fire in each bottle. Then, the ties five bottles together, and throws the bloody thing. This results in over a massive amount of damage dealt. I think he did over a hundred, which tells me that there are more than four flasks in each bottle.

Please.. Is this a horrible, nasty idea that doesn't or shouldn't work?