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Ah, I'd forgotten the boost composites as a precedent. That sounds right. Thanks much!


Could I get an explanation of how Brutal Blast for the dragon pact kineticist works? I originally thought it just cancelled out the damage-halving for physical blasts, and that was it. But then I saw it was a composite blast-Meaning it seemingly does physical composite blast damage. But then it says it can be applied to a composite blast?

Would this be just for the different damage types while doing the same damage as brutal blast does on its own?

Or have I just got myself confused and Brutal blast only does full simple blast damage?


Heh. Thanks for the advice so far! I was planning on supplementing the npc codex, which I have already, with psionics embodied, and pull them out when I need them. I should be mostly safe from murderhoboing- on last account we had a paladin, a lawful good character, and a monk, so the last character probably can't change the mechanic too much.
Guess that just leaves plots and rumours- I've the core of a bounty and job board, but once I've finished with the map I'll make plot hooks my next big focus. And thanks for the advice on getting their ideas down ahead-this should be amazingly useful!


For better or worse, I've decided to step away from my usual planned-sessions for a sea-based, over-and-under-water open world style. I've got a map, settlements, and factions all partially planned, a loose plot in mind, and some semi-random encounters in mind for the first few levels...

So, question for anyone that has tried it or thought of trying it before. What should I be thinking of now, rather than after the first session?


I've always been a fan of the idea of body-reading, knowing a person's actions before they make them by reading shifts in posture and tension. But, when I compared that thought with the idea of monks, why not go one further?

This archetype is partially inspired by the prescience ability from the Dresden files, and represents an Order of monks who use a tiny amount of foresight to aid them in their abilities. Its a bit SAD, and trades out pretty much entirely the weaker features of both monk classes, so is far from "balanced" against the original class-but I'm happy with that.

Google Doc


ooh, nice. And I've got a pretty solid mechanic for the city- its a demiplane connected to the plane of water, with waist-high water maintained by pumps and gulleys in all public places and attuned rings of waterwalking or swimming being commonplace. I hadn't really considered the criminal side though-I'm planning meeting the ally to be a complete coincidence in some variety, as her belief that the PCs are stalking/hunting her are what leads to the conflict.


Its okay, I filled the generator myself, I just wanted an element of randomness. Then items are generally more novelties than gamebreakers- speak with dead remotion lotion and tutus that boost acrobatics.


So, after the great advice I got here last time, I thought I'd skim for ideas a second time. I'm planning a session for my players on a port city demiplane, designed for Merfolk and surface dwellers alike, and I haven't really done a downtime adventure before. I have a couple of ideas for things to come across, but rather than make it feel like I'm throwing the plot parts in whenever they run out of things to do, I'm instead playing with the idea of measuring time, giving them 12 hours of shore leave with the plot events happening at set periods. I'd love both ideas of mini encounters for them to do (and a reasonable estimate for how many half-hours you think it'd take), and opinions on how to make this work.

What I've got is as follows:

-Trawl the market. Each player can find any mundane item of less than 200gp with a half hour of searching, but for each half hour spent they can also find one extraordinary item from a generator I've got.
-Hit the bars. Some social checks to make some contacts and a possible barfight, with a pickpocket stealing the purse and running from the first player who does it. Easy to track, but tricky to follow, leading them on a goose chase around the city and giving them a chance to sightsee. Maybe a roll per hour.
-Specialty stores. Magic or intricate items, with the players finding out they need a license to buy such goods. The shopkeep offers to sell it to them under the table, but needs an off-the-books job done first. Half an hour per shop, then depends on the job.
-Library. The city is pretty damn ancient and outlasted the planet it came from, so there's a hell of a lot of knowledge. If they can't impress or convince the curator to allow them in, they may have to break in. They have a fair number of plot hooks they don't really understand at the moment, so this one is probably happening sometime.

Anyway, about 4 hours in, they come across a sometimes-ally of theirs called Adar, which (short version) leads to her becoming hostile and bolting. The local guard are particularly hostile to her and lead the charge against her, and turn against the party when she escapes. They get arrested, but end up with a whole lot more info on the ally than they've picked up so far.

Then tracking down Adar as the reason for her hostility comes to light and graduating into a full on bossfight and attack on the city. That'd be probably earliest 8th hour, with any after being epilogue.

So yeah. How would you run "shore leave" for your party and does this plan sound doable?


So, seeing as this board was immensely helpful last time, I figured I may as well test the waters on the other session I wasn't decided on. Just as the last area was run by the psionics version of a conjurer, the next is run by essentially a master transmuted. Now, originally I was planning a "damsel you rescued was the polymorphed psionics all along" approach but I think I'm overdoing the traitor approach.

So, I'm looking for other approaches. Assuming near limitless amounts of materials and creatures, but unable to leave your facility, what do you think a world run by a master transmuted would look like after a few thousand years of isolation?


So, seeing as this board was immensely helpful last time, I figured I may as well test the waters on the other session I wasn't decided on. Just as the last area was run by the psionics version of a conjurer, the next is run by essentially a master transmuted. Now, originally I was planning a "damsel you rescued was the polymorphed psionics all along" approach but I think I'm overdoing the traitor approach.

So, I'm looking for other approaches. Assuming near limitless amounts of materials and creatures, but unable to leave your facility, what do you think a world run by a master transmuted would look like after a few thousand years of isolation?


-furiously takes notes-


Hm, that's a good point. Not just the no rats but no dust-there haven't been any living beings in there since it was built. I'll throw in a perception chekc for it.


Hmm. They know the friendly AI pretty well and they have a pretty distinctive tone of voice-I definitely had in mind the "We know something is wrong from the beginning but we're not sure what". The bad imposter trope, more than the secret betrayer. Hopefully that's enough.


Offscreen! And should be no issue, just slightly different schools and a more scifi feel. I'm using it to represent a fusion of science and magic, so.

But yeah, the hostile AI "Cole" can essentially use the first party as catalysts to splinter the party's AI, and allow the hostile one to "Reproduce". Cole's keeping them asleep, planning to work at its leisure, when the B-team turns up and makes them panic.


Oh, and relevant note I guess:the captured party are the players' primary characters. So killing them off on the week they try out some new character ideas not something I'm allowed to do =P


Heres the twist: the spirits, the temple, even the priestess, are all either constructs or illusion-holograms. The first party’s item is basically a psionics AI of ages past and the “priestess” is the shaper/creation AI from the same makers. Hostile ai made the temple to lure in the party, wanting the party ai for her own reasons, and succeeded.

Only, they weren't expecting the B-team to turn up. So the newly-invented priestess, and communicating pretending to be the friendly ai, are them trying to get the situation back under their control with a mostly-depleted force of constructs. I'm keeping the overt reveal for after they beat the hostile ai and her last line of defence, but I want to have some subtle clues in there. Carvings and history being wholly self-referential, “the friendly ai” to be out of character, the location of the temple being very jarringly different to the temple itself, and the like.


Woah, nice ideas! There's a pretty solid history behind the priestess and party but those mechanical ideas and inspirations are perfect. Will give more details when I can but that alone should be enormously helpful!


So, I've been DMing for a few months now, and for better or worse have been making my own adventures mainly from scratch. (I finally have a mat and miniatures in the mail, but they won't be usable until the new year). Anyway, the issue is this:

In the upcoming session the party is investigating what appears to be an age-old abandoned temple, hot on the heels of another party who have gone missing. A psionic item the first party owned gets in contact with them part-way through, and tries to guide them to where the first party was ambushed by the spirit of the high priestess. On the way the party is harried by golden spiritwolf guardians, who are sometimes amplified by rough statues (some of which are actually golems). In truth the whole thing is a constructed simulation by a powerful psionic entity masquerading first as the psionic item and then as the high priestess.

Only to me at least the whole thing sounds a bit flat. I've had some failures and some successes so far, and this is a plot-session some of the players have been looking forward to, so I'd really hate for it to fall flat. Any advice?


Right, it wasn't in the Bestiary entry, but turns out a little more has been added to constructed, explicitly denying them morale bonuses and Emotion effects. Here is draft number 2:

Granted power: Celedons are instruments of divine intent, and can manipulate their driving divine force into minor boons specific to each Celedon. At first level, the Celedon chooses a 1st level ability granted by an inquisition or Domain with uses per day. Once per day, the Celedon may use the chosen ability as if a first level cleric or inquisitor. If the Celedon every gains access to domains or Inquisitions, they must choose the same as they have here for at least one of their choices and may use that ability an additional time per day

Song of the gods: Made as much as a demonstration of a god's power as an instrument of their will, a Celedon is by its very nature a creature of worship. A Celedon with levels in Bard count their Bard level as 1 higher for the sake of their Bardic Performance ability, and may use Knowledge(Religion) instead of a perform skill for this ability.

Divine Instrument: Celedons gain a +2 racial bonus to Knowledge(Religion), and always count it as a class skill.

And because relevant: Favored class Bonus (Bard): Add +1 to the bard's total number of bardic performance rounds per day.


Yes, Celedons are sorta like divine Androids-God-animated statues that in the Bestiary, are CR 1 Constructs.

Ah, limited by times per day seems the way to go. And as for the Barbarian thing, I'm realising I'm missing an android trait probably included specifically for that reason: Emotionless. Keeps them out of rages and most Psychic magic. That would work to temper the Constructed trait.

Keep the domain power to once/day and as a first level cleric/inquisitor.

And the Pseudo-bardic performance does seem pretty iconic, though it is definitely too strong straight. Maybe limiting it to countersong, fascinate, and inspire courage, with the limit that the rounds have to be used in one burst and it not stacking with bard levels.

As for why this is conversions, this was initially envisioned as simple conversion of monster to race, but I'll admit at this point Homebrew may fit better.

And I will note that the first draft further up was pretty much a direct conversion of the bestiary entry-the opinions and reviews should help in getting it more reasonable.


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Being only a 1 HD humanoid monster, I felt it a little of a waste not to convert this god-animated statues into something a player could use. Instead of the half-construct race, I have used the constructed racial trait of the androids.

As follows:

Humanoid (Celedon)

Medium Size

30ft movement speed

Constructed: Celedons count both as humanoids and as constructs. Androids gain a +4 racial bonus on
all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They
are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

Standard: +2 str, +2 wis, -2 int

Granted power: The Celedon gains the first granted power of a single domain or inquisition within
the portfolio of their creator deity.

Song of the gods: Celedon's have the bardic performance of a bard of their level. Rather than Perform,
a Celedon uses Knowledge(Religion) when relevant. They can use this ability a number of times per day
equal to 4 + her Wisdom modifier and can employ either her voice or any musical instrument.

Bonus Feat: Skill focus(Knowledge:Religion)


Actually the DM asked we not take Aegis-they're trying to get us to be inventive for these builds and they feel psionic armour is just doing all the work for us (and too much against the theme of darksun)

You make a good argument for the Swashbuckler though- Are there any other one-level dips that works well with Cha-focused Melee? I mean I could just get the pact magic occultist with Marat for a full set of +1 full plate with no ACP or dex limit, but that seems a bit much...


The mongrel is mainly for the AC bonus-beyond +3 to nat armor it doesn't really get me anything. As of latest form, its unmonk4->Lore Oracle 1->Mongrel 1//Steelfist 6 for an AC of 19+wis+cha.

I guess you're right that the unmonk isn't getting me a ton-and being fully CHA dependent would be fun. At the moment the monk levels are getting me 3+wis to AC, thanks to the qingong's barkskin ki power, and two size increases on unarmed damage dice. Think that's enough to justify it? Having to get strength and charisma as high as possible and a 14 or so in wisdom might be a tight fit...

20 point buy, the level 4 stat boost, and human gets me:
Str 18, Dex 7, Con 14, Int 7, Wis 14, Cha 16
(With dex only affecting my cmd it seemed pretty safe to dump)


So, the group has been warned of a one-off session coming up as follows. A Dark Sun survival session where at least at first, the players start with nothing.

Now, I know there are plenty of ways of producing equipment and armor out of nowhere, but I want to embrace the full ascetic aesthetic. I'm planning Unmonk->Bloodforge's Mongrel, crossed with Steelfist commando so I can actually fight back. Are there any obvious goldmines I'm not considering, or would this be one of the best ways of kicking ass in your "outfit worth no more than 10gp" and nothing else?

-Character level 6
-All Paizo books, including both recent and players companions
-All Dreamscarred press products, with other 3pp allowed on a case by case basis


So, details would take a long time, but the important ones are that my group of 3 (Most likely a warlord, a Psion, and a Brawler) are going to have their dreamselves end up fighting a load of non-spiritual Caulborn of various types. Oh, and allowing the players' weapons at least to count as ghost-touch for the sake of the martials.

Now, I'm still somewhat new to making encounters, but I've a real problem with making it too easy and easing off when the players start having trouble. So, I want to make an encounter that is a bit of a challenge on paper, and stick to that.

I'm thinking at least 3 Caulborn in some ratio of basic to Thoughtkeeper, with more coming in after a round or too as reinforcement. Probably no Chrestomath, just because I can't see them attacking intruders.

So, any ideas or further questions? How much of a boost to ECL is being Incorporeal?


Hm, true. Still, Munavri don't seem like they'd be any worse than Aasimar or tieflings when not in a party of solely that race...but then, I guess you've gotta prepare for the worst.


And do you think the Munavri having what I think the first non-template level adjustment warranted or not?


So, picked up the Occult Bestiary today and was happily surprised to find 3 new player races: A variant Samsaran whose soul went to the astral realm for a bit before reincarnating, an underdark psychic human race called Munavri, and a sort of Greater Duergar.
Now, each has a few nice psychic tricks, but in the case of the duergar and Munavri have pretty high stat bonuses.
What are people's opinions on these races, considering the normal array? Are +4s to Dex or Con enough to make you wary of your players using them?


As it sounds like, I've been setting up some xenophobic Merfolk for my campaign and after some tinkering realised the merfolk-cavalier-enabling and order parts actually split pretty neatly. Still, I'd appreciate some opinions. The 15th level stuff isn't going to come up, but I'm aware its probably potentially a bit strong.

The Archetype is designed for a city intended for both Merfolk and surface-dwellers alike, with waist high-waterways everywhere and rings of water-walking everywhere. These Cavaliers would be the lightning-fast response team and police, using the environment against any outsider infiltrators.

----------------->Link


So, some context first: I'm not the only dm who doesn't trust their players with T1 and T2 classes, though with my group its more about overshadowing eachother than much munchkinning or abuse. Still, I've had a ban on clerics, sorcerers and wizards since the beginning, and have been grudgingly allowing the Oracle for short of a better option.

Now, the Reliquarian Archetype from the latest player companion seems pretty perfect to me. It's an Occultist archetype exchanging the second implement school from first level and its SAD-ness for a Cleric domain and counting as a divine caster. As I see it, a pretty good way to make it work A La the elvish lorekeeper Oracle archetype as a mystic theurge.

Anyway, the reason this is in the S/HR/H forum and not the advice is the following: some ideas at focusing and boosting the Reliquarian a bit more towards the Cleric, Oracle and old-school Archivist respectively. These were made pretty late and are more theories at this point than finished products, but...thoughts? (Also, the Reliquarian can only take one of the three options, of course).

Divine font: At 6th level and again at 14th, the divine font may choose to gain an additional Domain instead of an additional Implement school. Your level for the purpose of access to spells and abilities from this domain is equal to your level -3. In addition, at 1st level then increasing 1d6 at 5th and every four levels after, you gain the channel energy ability of a cleric.

Divine conduit: Instead of gaining a cleric domain, you gain a Mystery as with the Oracle class. At 3rd level then every 4 levels after, the Divine conduit may choose to gain a Revelation of their mystery instead of a new focus power. Any reference to Charisma in these powers is instead switched with Wisdom, and vice versa.

Divine Mind: The divine mind casts his spells as if they were both divine and psychic, and requiring both types of components. In addition, at 6th level you gain a “Dark Knowledge” pool with points equal to 2+ your INT modifier. As a swift action, you may spend a point from your Dark Knowledge pool to identify a creature. Make an appropriate Knowledge check at DC 15. If you succeed, you gain all appropriate knowledge about the creature. In addition, you gain a +1 insight bonus to attack and damage rolls against this specific creature for every 5 by which you exceed the DC for the rest of the day. This replaces the Implement schools gained at 6th level and 14th.


Expert. They can't all be character classes...well, they can, but they don't have to be.


During one I'm in currently, we have...
-a Gnome oracle of heavens who lived underground all her life, and upon reaching the surface, came to the conclusion that the roof was clearly missing and had been stolen. Considers herself on a quest to get it back.
-A grippli monk specialising in flying kicks and ripping people's hearts out of their chest. Keep in mind, this is a 2-foot tall frog doing this.
-A kobold alchemist with dangerously resolute optimism despite being (by the agreement of the rest of the party) Neutral evil under the belief he's still chaotic neutral.
-A gnoll who dabbles in cannibalism, and is somehow actually the responsible member of the group.

For bonus points, the campaign is taking place in a region where dwarves are the only common race, with the group mostly recruited simply because they weren't dwarves. At this point, the hirer probably wishes they'd settled for dwarves.


For ridiculously nicheness, there is literally a Pacifist racial Archetype with one of the psionic classes and races. Not on the srd though, but pretty cool- has a skill for talking enemies down and has a "whiffle bat" effect that forces an enemy into a nonlethal confrontation for a few rounds.


Ahuizhotl, the Devil's Basin

CG Large City

Despite the name, the Devil's Basin is a place of community and good hope. Centuries ago the great domed city of a seaside human kingdom slid into the sea, cutting its population down to tatters and seemingly ending the fortune of the kingdom. However, the survivors were approached by the local Mer, who were amazed by the gift-underwater being a poor habitat for masonry and architecture. Despite the initial misunderstanding the two races came to an accord, both bringing their own strengths to the table in reconstructing the city.

Now, the Devil's basin is a marvel of magical engineering. Shielded by a crystal dome that only partially breaches the surface, most of the contained city toes the line between land and sea, with waist-high water standard outside of personal or living quarters. Through the use of clever engineering and magical pumps the city is kept hospitable for both aquatic and surface races, leading both to be able to interact at a level rarely found elsewhere. The Basin is considered the go-to place for gossip, guides, travel, or otherwise, and is guaranteed to have someone who can help with any journey on land, sea, or under it.


Race: Merfolk
Skill: Knowledge:Local

Well, I'll give it a try.


Ooh, G'nomlins is a good one. I'd kinda like to replace Gnoogies, but finding a portmanteau with "Svirfneblin" is...hard.


Ooh, I meant to put in a no-heavy-loads-or-armor clause on that. I figured if cats can have a non-lethal terminal velocity, the offspring of a gnome and a halfling could make a good go at it.


This mini-project originally started with just the food-themed names, before expanding to some background characters, before turning into what it is now. My only rule is Small races only (for now) and ones that are relatively well known. Requests and reviews welcome!

Link


A war oracle in particular feels like it would be both fitting and powerful. No other obvious way in-there's the feat line, but that would take until 7th level minimum.


Seems a nice idea and I'm definitely interested. Minor thing- I don't think you explicitly say how the stats of the familiar and the companion interact. If the int becomes that of a familiar, as I suspect, that could be restated just in case. Apart from that, love the class!


Nice stuff. Any thoughts on where this kind of stuff would come from? Who might be using psionics to mimic cybertech?


While I've always been a huge fan of Dreamscarred products, this is enough to make me pick up the technology guide in preparation. I'm already planning an encounter based on the Archetypes already featured in the next month or two, and will definitely report back how that goes.


Even aside from the fact that different elements needing different cantrips was probably a design decision, this is distinctly stronger. Cantrips are specifically balanced to be the literally worst combat option available for a mage. For comparison, the next non-0th level spell which just lets you choose the type from that wide a list is...Dragon's breath, I think? at 5th level?

I guess you could make it a random damage type, to keep the actual Prismatic feel, and the 1/2 level bonus damage just feels like, well, making a dogslicer masterwork =P

Oh, and I could be wrong, but I think that as phrased the cantrip eats the material component, which would be a little odd on a repeatable spell.

Still, don't take this as just ragging on you-Its a nice idea and something feasible. Keep trying at it.


Well, assuming the isn't getting any stronger It'd be there for the flavor over breaking-ness. Although, there's a Cryptic unlock in the version of the item with class levels that gives automatic perception rolls for nearby traps, if that's kinda what you're getting at?


Would she need that on top of what she has already? I mean, fitting logically, and might serve to replace the class skill bonuses I just realised I left in there. Bardic knowledge is a pretty simple skill, though. Maybe a special ability in the same vein though


Ooh, I love it! So at will sift, 1/day Bestow Insight...I guess new question is, are there any other spells which feel like they'd fit a freed Artificial intelligence?

Here's a draft as-is! Any comments welcome.
https://docs.google.com/document/d/1ZFGlvg-UiOdpGCeKpOB7SIGXRDelpXUThHNtZAl 5Kp4/edit?usp=sharing


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Heh. Per current material, She's housed within a glass orb half-filled with blue liquid, going by the name Able (The phrase "Ai.Ball" was thrown around a few times and it sounded cute.)

Intelligent Item does seem to be pretty accurate to what I'm looking for, and bestow insight is pretty perfect.

I'm thinking about making her a low-level Cryptic-Psionics feels wonderfully fitting to me for a being that's fully mental. In addition, the Cryptic's seeing the universe as ways of patterns and interconnected information seems very fitting to an AI for me.

Starting with just an item (the worth as an intelligent item would be off the scale for their level, but hey, its an extra party member) gives an intelligent "Orb of Arcane Research" with mentals between 18 and 24, with the ability to recharge itself at the rate of one charge a day and 5 skill ranks in, at minimum, each of the knowledges. Possibly also Perception and Spellcraft-I'm seeing a little sensor beam or something maybe. And I do love the idea of stealing an unused android body-a later sidequest maybe.

If I include the 4 levels of Cryptic, maybe substitute intelligence for dexterity for checks that don't require a body like the disrupt pattern rays.

(Party due to stay at level 6 for some time for reference)

(Also, TCG, I approve of that reference. Even if it took me a moment =P )


So, my players managed to liberate an artificial intelligence in a sandbox game I ran recently, and I'm inclined to let them keep her as an NPC party member (as they're a small group and lacking much of a Knowledge-monkey).

So, I'm planning on making her a weak caster and skillmonkey, and am looking for opinions on what would help fit this niche. No race points, obviously, because "No physical body" isn't exactly among the options.

Could just go flat +6 to each of the mental scores, and maybe a 1/day Knowledge reroll for flavor. Am I overthinking this?


Our current DM had the campaign proper all planned out but gave us freedom as to what part we were actually going to play in it, and we went through a few before settling down on one. First was going to be a party of Oracle missionaries spreading (slightly conflicting) religious messages into the new world, then convicts taking exile over execution.

We've ended up deciding on a party of all small races (except for our resident minmaxer who refused to make his Aasimar small) seeing as dwarves are the dominant race. But because dwarves are everywhere, we're pretty much all recruited specifically because we aren't dwarves. Still, its a fun edge to the campaign when the party has to stack themselves just to see over a crowd of dwarves. I have a feeling that if the party ever comes across a large size or greater enemy I'll start getting flashbacks to king kong.


46. One adventure off retirement: Any Adventurer of 19th level or who is explicitly aware of being in the penultimate session of a campaign has been around more than long enough to know that then more than ever, an adventurer cannot afford to let their guard down. The adventurer gains a +10 dodge bonus, can never be caught flatfooted, always acts in a surprise round and automatically disbelieves all illusions. However, if the adventurer is killed, no effect short of divine intervention may return him or her to life.
47. Even I don't know how I did it: An adventurer of 20th level is considered immortal and gains a +10 Innate bonus to all attributes. However, if the Adventurer should ever gain experience for any reason, they are reduced back to 19th level and lose all benefits of that level, including this ability. This effect does not count as level drain and cannot be prevented.
48.Adventurers' rule (Rule #44:If it works, don't question it) An adventurer knowing this rule may score critical hits against creatures normally immune or resistant to them, and is considered to have rolled a modified total of 50 on any skill roll in which they roll a 20.

Full Name

Grik

Race

Goblin

Classes/Levels

Sorcerer 3

Gender

Male

Size

Small

Age

7

Special Abilities

Diabolic Edict

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Goblin

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18