Artistic Octopus

XperimentalDM's page

681 posts. Alias of Jason Schimmel (RPG Superstar 2010 Top 16).




Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

A new discussion page. w000!


Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

Rebuild


Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

Discussion can move here from the recruitment thread.


I'm looking for some players for a table (or three) of SFS1-01
sign up here


Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

Feel free to talk about character backgrounds and concepts here. If you don't want everyone else to know, put it in a spoiler tag.


Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

15 point buy
3 traits one must be campaign
Automatic bonus progression
Hero Points
5/7 players confirmed.


Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

Here it is


Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

Some reading as the crew rolls in.
http://paizo.com/threads/rzs2nr91?DHs-Guide-to-Play-By-Post-gaming


Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

Creating thread to add campaign details.

RPG Superstar 2010 Top 16

1 person marked this as a favorite.

Joe suggested we create a message board thread for well, loose threads. So here it is. To name a few there are,

The Lizardfolk Tribe
The Kobold Reservation
The mysterious dead unicorn
The crazy potion guy
The cackling witch in the swamp
The Boggard and his Slurk


2 people marked this as a favorite.

IT'S GOT A +9 AGAINST OGRES!
Seriously this looks cool.


This is so bloody exciting! I can't wait to play a swashbuckler! Very much looking forward to this book!


Ok so my players decided early on that the head of Khazrae Kuelata (the Erinyes head) would make a good if slightly erratic source of info. They have put her in a helm and carry her around to use her true seeing. She often insults their lack of perceptiveness and since she cant even gesture has to give rough descriptions. They also try to get planar info etc. They use diplomacy (and in the beginning intimidation) to try to keep her in line. Well now they went and cast heal to fix her insanity and have been wanting to "fix" her for some time. I have a pair of players that want to try to redeem her and get her a body back. The thing is they are approaching the endgame and I feel redeeming her would take time. She is an evil outsider and getting her to change alignment should take a pretty extreme event. I could see her saying sure I'll fight for you and puppies and Christmas just to get back at the devils responsible for her being put in her pervious bodyless state. Maybe with true conversion happening near the campaigns conclusion. At the very least she would owe them quite a few favors, but I doubt my players will restore her body without believing she wants to be not evil.

Thoughts?


I havn't gotten a chance to read though it, but it is nice to see some additional PDF support for the Beginners Box. The fact that it seems to be a bridging document is even better.


I am running council of Thieves and would love to throw out some easter eggs to players that might play skull and shackles with me in the future. I would love to add Admiral Thrune to the NPCs present when the Chelish army arrives in Westcrown. Does this work timeline wise? I know I can obviously change things to my hearts content, but part of me likes keeping certain things internally consistent the dates of the AP releases. Skull and Shackles would be about 2 years after Council of Thieves in that case. Would she only be Captain Thrune at that point?

5/5 5/55/5

Greets interwebs, I bring you tidings of dice rolling and such. Two locations in the Lehigh Valley area of PA have been trying to offer regular PFS tables. The first is The Portal, near Bethlehem. here is a link to this Saturdays events. Two tables will be running season 3 mods, one from 11-3pm and another form 4-8pm. New players are always welcome.


1 person marked this as a favorite.

There are a fair number of critters and characters in assorted APs that I didn't think I'd ever find the perfect mini for. So I set out with a little sculpy and a lot of ambition to make some crude semblance of these monsters to make my players flip their collective wigs. They seem to think I should share some of these crud efforts with the Paizo community. In that spirit I have some photos of something I cobbled together to serve as the Outcast King from CoT part 2. Possible spoilers ahoy. It's one of my first efforts so It's far from perfect. I doubt I'll ever get the skill of a professional mini sculptor (I have difficulty working in detail with epoxy putties.), but hopefully someone besides my players and I will get a kick out of these. linkified

5/5 5/55/5 Venture-Captain, Pennsylvania—Allentown & Bethlehem

The Dieruff High School Strategic gaming club will be starting a PFS group up again tomorrow (July 18th). Our new location is The Encounter on Union Blvd. in Allentown. All are welcome to join, we usually run two tables (since we only have 2 GMs). The event is listed online, feel free to check it out for more details.


Janiven an important NPC in Council of Thieves.
Janivere is the ship that wrecks in Serpents Skull.

Having not finish reading volume 5 and 6 of Kingmaker I've not yet discovered if this is some bizarre nomenclatural easter egg. Any thoughts?

5/5 5/55/5

Ok so I've been reading my materials in anticipation of Gencon and

Spoiler:
On page 8 it says the Diplomacy rolls for the Andorian Faction members to deal with the Magistrate should be opposed and then also gives starting Attitudes towards the two proposals. My question is how does this work mechanically. In generally isn't it opposed rolls the higher roll wins? Would each successful roll move the attitude up one? I thought normally you need to just hit a certain DC on the Diplomacy roll to adjust the attitude. HELP!


Ok screwed up my last post so I will readers digest condensed versions thing.
A player wants one.

Do the spikes cost 1260gp as per weapon rules, are the mithril as part of the shield cost, or do they cost more like 510 which is half the heavy shield cost since adding spikes is normall 10 gp, ie half the heavy shield cost.

Also Since these occupy a strange double position as both armor and shield would it be "unbalancing" the let these count as a light weapon for two weapon fighting. The character plans to take the shield bash feats as well.

Advice?

RPG Superstar 2010 Top 16

Some of my players want to reposeful the temple of Erastil and Environs from their own use. I'm thinking that the council is going to look into what happened to their hired mooks. I'm thinking of sending Sien from The sixfold Trial after them as sort of a prelude. send her in while the PCs are away. Lay a few traps, kill a few NPCS and maybe tear up the party a bit when the get back as she is leaving.
A few also seem intent on making the rebellion into some kind of neighborhood watch in the Ruined section of Westcrown. Protecting the squatters and getting support from the shopkeepers. They want to hand out little banners and crap. I'm thinking that the Dottari and the Hellknights will be giving them crap even if the party puts on a public face of concerned citizens.
Any suggestions?

RPG Superstar 2010 Top 16 , Star Voter Season 6, Star Voter Season 7

Chaitrakhan CR 4
XP 1200
N Large magical beast (cold)
Init +3; Senses darkvision 60 ft., heat-sense 100 ft., low-light vision, scent; Perception +14
=====
Defense
=====
AC 17, touch 12, flat-footed 14 ( +3 Dex, +5 natural, -1 size)
hp 45 (6d10+12)
Fort +7, Ref +8, Will +5; +7 versus glamour and mind-affecting spells
Defensive Abilities Ferocity; Immune cold
Weaknesses vulnerability to fire
=====
Offense
=====
Speed 40 ft.
Melee Sting +7 (1d6+2 plus poison), bite +7 (1d8+2 plus grab), 2 claws +7 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +7 (1d6+2))
=====
Statistics
=====
Str 15, Dex 17, Con 15, Int 7, Wis 12, Cha 6
Base Atk +6; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
Feats Iron Will, Skill Focus (Stealth), Skill Focus (Perception)
Skills Acrobatics +11, Perception +14, Stealth +11 (+5 in dim light); Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth (-2 in dim light)
=====
Ecology
=====
Environment any cold

Organization solitary, pair, or pack (3-12)

Treasure Incidental
=====
Special Abilities
=====
Heat Sense (Ex) Chaitrakhan can sense heat using special glands and use this ability to stalk their prey even in blizzard conditions; this ability does not detect constructs, plants, undead, or most outsiders of the elemental subtype.

Pheromone Link (Ex) Chaitrakhan can share sensory input with others of their kind via pheromones. This hyperawareness makes them faster and stronger in groups than they are individually. For each other chaitrakhan within 100 feet, the creature gains a +1 insight bonus to attack and damage rolls, Reflex saves, saves made against mind-affecting or illusion spells, and a +1 dodge bonus to AC. These bonuses have a maximum of +3 for a pack of 4 or more chaitrakhan.

Poison (Ex) Sting - injury; save Fort 15; frequency 1/round for 6 rounds; effect 1d2 Dex damage and subject becomes entangled for 1d4 rounds; cure 1 save. The save DC is Con based.

Prowling the coldest reaches of the world, the chaitrakhan is a fierce, catlike predator with a dense, broad-backed build and crystal clear eyes. Its snow-bleached coat intermingles with an azure patchwork of ice growing from the creature's body along its forelimbs, spine, and wickedly barbed tail. These icy patches fluoresce with an eerie blue light that intensifies as darkness falls and combines with a chaitrakhan’s languid movements to give observers the impression that the creature’s very body shifts between ice and water with each breath. Chaitrakhan are 5 to 8 feet long and weigh 500 to 650 pounds.

Aggressive and cunning, chaitrakhan view all smaller creatures as viable prey, making them a particular threat to humanoids sharing their territory. A single chaitrakhan is formidable but the creature’s ability to communicate with others of its kind makes it a deadly pack hunter, stalking and killing yeti, winter wolves, and even dire bears without fear. Their keen senses allow them to see through most subterfuge and camouflage. They prefer to lair in and near caves when possible. They are highly territorial and do not tolerate any encroachments they perceive. They specifically seek out other predators to eliminate competition and a lack of other predators in a cold region is a sure sign that there are chaitrakhan in the area.

Like many top predators, the chaitrakhan prefers to ambush its prey. This is more difficult at night when the glow of its icy patches makes it easier to spot, though this comes as small comfort to anyone who spies the blue glow of an approaching pack. Chaitrakhan often begin by pouncing on their prey and holding it down. The toxin in their stinger causes profuse sweating and causes the freezing point of the water in their prey’s body to rise. This causes the preys bodily fluids to partially freeze and severely limits the prey’s mobility; some alchemists seek chaitrakhan toxin for this very property. Chaitrakhan pelts are valued by some cold weather societies since they are believed to offer greater protection from the elements and injury. The taking of a chaitrakhan pelt is also considered a sign of prowess in many warrior cultures that live near their territory.

RPG Superstar 2010 Top 16

Am I the only one who couldn't get anything on Paizo's site to load last night? This is not good for deadlines (gets back to work).

RPG Superstar 2010 Top 16 , Star Voter Season 6, Star Voter Season 7

Caltrop Golem
Description: Caltrop golems have the same approximate size and body proportions of an unusually stout Halfling. Closer inspection reveals their body to be composed of thousands of caltrops. Their body’s appearance varies depending on the material used to make the caltrops and their condition. The standard design has a black finish resembling cast iron. They are found wherever there are things needed to be guarded or protected. Their design makes them well suited for subduing or delaying intruders, although they are just as mindless as other golems.
Powers and Abilities: Caltrop golems have many of the same features of constructs, including immunity to magic, and a few others which make them distinctly advantageous in certain situations. Since caltrop golems are composed of many small objects instead of a single mass, piercing and slashing weapons are less effective, though bludgeoning weapons can be used to knock the golem apart, bit by bit. Its composition also gives it a fluidity which allows it to pass through spaces only slightly larger than an individual caltrop.
A caltrop golem will attempt to subdue any opponent by slamming into it with its limbs and body. They are also designed to be highly effective grapplers since a grappled opponent must content with a multitude of caltrops pressing in on it. Creatures using unarmed or natural attack risk taking damage from its many jagged points.
If a caltrop golem is sufficiently damaged, it will drop the damaged sections of itself in the areas it passes through, making combat area more treacherous for its assailants. When a caltrop golem is destroyed, what remains of its body simply collapses, covering a wide area with caltrops. In this way, they continue to fulfill their primary purpose after destruction.

RPG Superstar 2010 Top 16 , Star Voter Season 6, Star Voter Season 7

Bracelet of Smoke and Mirrors
Aura Moderate Illusion; CL 9th
Slot wrists; Price 7000 gp; Weight
Description
This bracelet made of polished silver and smoky quartz allows the wearer to appear a size category larger then they really are. The wearer may activate it as a free action. It creates an illusion of this larger self that mimics their movements, while at the same time making the real wearer invisible as per greater invisibility. This illusion has several effects. First it gives a 20% miss chance to any attack made against the wearer since the attacker does not know for certain which square the actual user occupies. Second it treats the wearer as if they were actually a larger size when making intimidation checks. The wearer is affected by intimidation checks based on his true size. Finally, if an enemy enters or takes action in the area threatened by the illusion in a way that would provoke an attack of opportunity, the wearer can use his illusion to perform an aid another action to aid his own next attack. This illusion can be maintained for 10 minutes per day. Being “hit” by the illusion gives the creature hit a chance to see through the illusion as does seeing the illusion enter a space incongruous with its size.
Construction
Requirements Craft Wondrous Item, veil, greater invisibility; Cost 3500 gp

RPG Superstar 2010 Top 16

Anyone know anywhere a guy can get a sack full of common mini's of various sizes on the cheep? I don't really care about their collect-ability and all. I just wish I had a variety of miniatures to use for D&D and I don't have time to paint or the money to buy up a good supply of the tiny, small, medium, large ones.


Squidmen Squidlarkin Bard 3/Eccentric artist 2/Groumet chef 6 Maps/Handouts

test:
3d6 + 5 ⇒ (5, 6, 2) + 5 = 18 this is an ooc test
  • 1
  • b
  • 3rd

RPG Superstar 2010 Top 16

Am I reading this correctly. No penalties for two weapon attacks? So all extra attacks are at full BAB?