akolbi's page

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hey, i have books and am looking for a group to game with. i'm in the dorms and would like to find a group to meet once a week. if anybody's interested, please e-mail me at akolbi@hotmail.com or text me at (763) 50-4186 (or just...respond here).

p.s. if anybody is willing to gm, i would appreciate it, i can gm, but would prefer to be able to play.


I'm starting a level 20 game, and was curious if i could use the teleport trap spell to send people to an anti-magic field. the setting is a war between hellknights and the church of rovagug, adapted for a homebrew world, and i wanted an explanation to "why don't you just teleport in there yourself? that would save a lot of time and effort!"


Hive skeleton.
(dread thresher?)
(dread rattler?)
CR=8
Pool HP=18hd (6d8+6d8+90)144
Center Undead
HD=6
LE medium undead
init-+10; senses darkvision 60ft; detect undead; perception 15
HP=10
AC=10
SR 25
languages necril(if 3 or more int)

defense

AC 10, touch 10, flat footed 10
HP10
Fort +7 Ref +4 Will +7 (+8 vs control/command undead spells)
Immune control/turn undead, sneak attacks- lost if all skeletons are gone, undead traits
Improved evasion- lost if all skeletons are gone, positive energy- redirected to pool

offense
inflict light wounds 6/day
bane 1/day
entropic shield (rounds can be divided between multiple skeletons/center) 1/day
ray of enfeeblement 1/day
statistics
Str 10, Dex 10, Con -, Int 7, Wis 10, Cha 20
Base Atk +4 CMB +4 CMD 14
feats- command undead, improved initiative, improved natural armor, iron will, power attack, spell focus (necromancy), lightning reflexes
gear- none
skills
perception 9
intimidate 14

standard skeletons X6
2 hit dice
LE Medium undead
Init-+1 per skeleton; Senses darkvision 60ft; detect undead; perception- +1 to hive per skeleton

defense

AC 15, touch 12, flat footed 13 (+2 Dex, +3 natural)
HP 19 (2d8+10)
Fort +0 Ref+3 Will +5 (immune to control/command undead spells)
DR 5/bludgeoning; Immune control/turn undead, cold, undead traits

offense

Speed 30 ft.
Melee 2 claws +4 (1d4+2), or 2 claws +3 (1d4+5)

statistics
Str 16, Dex 14, Con -, Int -, Wis 10, Cha 10 (20 For HP)
Base Atk +1; CMB +4; CMD 16
feats- command undead, improved initiative, improved natural armor, iron will, power attack, spell focus (necromancy), lightning reflexes

gear-none

POOL HP
A hive skeleton gains a pool of hit points that is shared throughout the creature. The pool is determined by the “hit dice” of the center creature. This number is increased by 1 for each skeleton in the hive. If a skeleton is destroyed, the additional hit die is lost after 1 day. If it is released by the hive, the hit die is lost immediately.

Hive mind
A hive skeleton has a hive mind created by the interaction of the mindless undead and the center undead. This mind becomes sentient when a single skeleton is controlled, and becomes more shrewd as more are added. The central undead has an Int score of 2, and increases by 1 for each skeleton added to the hive. The skeletons also each add 1 to the initiative and perception scores of the creature. The skeletons that are added must be medium humanoid skeletons.

The hive skeleton adds skeletons to the hive mind by commanding them as a cleric whose level is equal to its total hit dice, not counting the pool. Once commanded the central undead can connect the skeleton to it by magically producing a chain from it's body. This chain is a physical manifestation of the link between the central undead and the peripheral skeletons. In addition to being a manifestation of the link, it is also it's weak point. The chains can be broken, if attempted they have a hardness of 20 and 40 HP. If the chains are broken, the skeletons are freed, as if they were released by the creature, and the creature immediately loses any benefits associated with having the skeleton. This chain limits the movement of the skeletons, and they cannot move more than 15ft from the central undead, and also causes difficult terrain in a line from each skeleton to the central undead.

The total hit dice of all skeletons cannot be more than double the hit dice of the central undead. This represents the link and control coming from the central undead, whose will holds the hive skeleton together. This link allows for certain abilities

essence chain (ex) – a hive skeleton's component skeleton only take ¼ of all damage dealt to them in combat. The rest is absorbed by the pool of negative energy that forms from the interaction of the hive mind. This allows the component skeletons to be held together by the will of the hive mind, rather than by their own magic.
Forced will (ex) the central undead's will is so strong that it forces it on the skeletons linked to it. Each skeleton gains a bonus to hit points as if the central undead's charisma score was its own.
One mind (ex) the central undead is considered to be touching all of the skeletons in the hive skeleton, and can cast touch spells on them, regardless of distance. In addition, it can divide the duration of any spell among the group as if it were a mass version of the spell.

Center Undead
This does cause a weak point. The center undead only has 10 HP and cannot naturally have more than a 10 AC. It also does not redirect any damage to the pool except in certain circumstances. Any positive energy damage the center takes is redirected to the pool. The central undead also has 25 points of spell resistance and if there is at least 1 skeleton in the hive it gains improved evasion.

If the central undead is killed the other undead are released and gain the stunned condition for 1 round, even though they are normally immune to this condition.

center undead is weak point, 10 hp of damage kills it.

Feats
A hive skeleton gains a number of feats based on its hit dice. For the purpose of gaining feats the HD of the hive skeleton is equal to the HD of the center undead plus half of the hit dice of all the skeletons, rounded down individually. An example of this would be that a 6 HD center undead and two three HD skeletons would have 8 (6+3/2+3/2) hit dice for the purpose of gaining feats, as opposed to 9 (6+(3+3)/2). If a skeleton is destroyed, feats gained as a result of its hit dice are lost 1 day later, but if it is released the feats are lost immediately.
Feats are gained at the indicated hit dice
command undead- 1
improved initiative-1
improved natural armor(skeletons only)-3
iron will-5
power attack-7
spell focus (necromancy)-9
lightning reflexes-11
blind fight-13
improved iron will-15
greater spell focus-17
improved lighting reflexes-19
improved blind fight-21

SLA's
A hive skeleton gains spell-like abilities based on the “hit dice” of the center undead. If the SLA is an emanation centered on the creature, it may be centered on any of the component creature. All spells that have a range must measure range beginning at the center undead. The saves are charisma-based. The creature uses the center undead.

All SLA's cease to function within the radius of a daylight spell, or in areas of bright light.
Detect undead- constant-1
inflict light wounds 3/day-1
bane 1/day-1
entropic shield (rounds can be divided between multiple skeletons/center) 1/day- 3
ray of enfeeblement 1/day-5
inflict light wounds 6/day-6
death knell 1/day-7
desecrate 1/day-9
entropic shield- constant (center only)-10
inflict light wounds- at will-11
inflict moderate wounds 1/day-13
bane-3/day-15
ray of enfeeblement- 3/day-17
death knell 3/day -19
vision of hell 1/day -21

Immunities
immune to turn/command undead feats
+8 to saves VS control undead spell.
immune to sneak attacks- when there is at least 1 skeleton

A hive skeleton is created from the remains of a touture victim. The victim is so enraged and in pain that it persists beyond death, wishing to spread its misery. The victim must have never broken under torture, as only such individuals have the will to capture and merge mindless undead into his consciousness.

A hive skeleton is often found near the site of its tourture, as its mind has been shattered to its barest animal instincts. Though its will is strong, the mind of a hive skeleton can never be fully recovered.


so, the title says most of it, i'm planning on building a cleric of asmodeus for my irst PSF character, and i'm curious of how I should RP it. How evil, should/can I be?


I have a wordcasting sorcerer in a campaign. He took a third trait and the hedonistic disadvantage. It made sense as my backstory is that my character was poor, then went crazy after leaving his village.

So we made a few stipulations, it had to be from an external source, and drugs would work. He told me i could buy a chess set, and use that, but i thought that it didn't work with my vision of my character.

So i look for women in cities. In a different game, this player would say things like, "i have an 18 cha, they pay ME" and i was willing to accept this, and thought it was fun. I have a 20 cha, he has had me fail to seduce women with an 8. This pissed me off, as i felt thqt he was trying to punish me unnessicarily.

I also tried using drugs, weeell, we used the rules from the GMG. I almost died, and i wanted to take the stat drainart out, and simply role play the addiction as i would almost any other disadvantage.

He yelled at me (literally yelled, he's kind of an ass) thAt i was trying to avoid having to pay for a disadvantage i took, even though i took a trait that gave a bonus to survival as a role playing thing. He said that that was an advantge from a mechanics standpoint.

So the question is, how would you guys hadle this.


OK, so...

my dad and i were watching star trek: into darkness for the first time last night. at the end of the movie, while the credits are running there is a montage of planets, some with very odd things happening to them, like having the entire inside blown away.

this lead him to ask the question above. by this he meant two planets that fit a couple of parameters, simply for the sake of discussion. they are relatively the same size, and relatively earth-like. the way he explained it is almost like if Pluto and Charon touched. having another parameter be that they would not annihilate, again, for the sake of discussion. a few of the questions were things like.

how would water behave on the surface?
how would gravity feel with both bodies?
could life exist(beyond microbes)?
how would magnetic fields interact?
how would molten cores interact outside of magnetism?

this spurred an interesting conversion between the two of us, and i hope it sparks one here. we really enjoy thinking about weird hypotheticals like this, i hope you do too.


my windows 7 laptop is having an issue, namley, it will not start any file with the .exe extention after a few seconds booted up. i ran spybot search and destroy in safe mode, and cleared out whatever viruses it found. it does run .exe's in the first 30 seconds to 1 minute, so i can get task manager up. it shows that the file is running in the processes tab, but i can run multiple copies of any file without having anything pop up. there are no errors messages, and occasionally it freezes, i don't know why.

this sounds to me like a virus, but i don't know what or how to remove it.


Exactly what it says on the tin. I had a thought that RPGs might be useful in treating ASD. Role playing games emphesize social interaction, teamwork, and encourage creative thinking. This is within the framework of an orderly rules oriented system, and can still use very logical thought processes. I am aming this idea more at the high functioning side of the spectrum, but what do you guys think? It has a fantastical setting, but many real world social skills could be built in this kind of environment. I haven't seen is idea anywhere else, and i was curios what people thought about it.


I took the magical knack trait, this increases my caster level by two...do i get extra spells from this, or just cast them better? I'm assuming the second, but i can't find a clear rule in the book.


How do i submit a character for pfs, i feel like it's obvious, or just printed, but i was wondering if it was awn online thing, or if i just show up with a character sheet?


1 person marked this as FAQ candidate.

This has no bearing on any game i've played, but i had an interesting conversation with my friends, and i was curious what people thought.

On the one side, i can see it as, having been killed, the lich could be ressuected without the body, i don't recall what spell that was. This makes sense in that the soul of the lich had been released. I my mind this would happen to an unintelligent undead, like a zombie.

The other side i can see is that, by choosing to become an intelligent undead, the sould has been corrupted by undeath. I would thing that unintelligent undead, again, zombie, would be outside of this restriction, by not making the choice to have their soul in an undead.

So, pathfinders, what are your thoughts?


I have an evil cleric character, as such i channel negetive energy. My question is, can i cast spells like cure light wounds? It says in the spell that it is cast by channeling positive energy, but is it different based on it's being a spell rather than an ability? also, if it is, how do i convince my gm? Thank you!