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And I'm back with yet another wacky and crazy idea. This time its an enchantment.

Gifted (name WIP) Weapon enchantment

This enchantment adds a +3 bonus to all attack rolls. Unlike other bonuses this enchantment can be used to trigger effects that require a specific roll such as, Critical threat, Critical confirm, Vorpral, etc.

Price: +3

So what do you think?


If you could create a portable hole of any size and shape besides the 6ft diameter by 10ft deep cylinder as found in the item's description (hint, hint Paizo) what size and shape would you make it and what would you use it for?


First off I don't play in PFS nor do I plan to in the foreseeable future.

However I came across this thread where boons were mentioned.

1. What the heck is a boon?
2. Is there really any use for them outside PFS?
2. If so, are the old boons available for download?


From what I know some builds and some feat trees in general are expensive in the vein of how many feats will it take to get my character to do what I want it to do. And if my understanding of the rules is correct there is nothing in the rules saying that feats can't be obtained from "outside means" I.E. other than leveling up. So my question is how do you deal with feat cost? Do you even bother? I've got my own idea but I'd like to hear what others have to say.


As the title says I'm curious as to how forum members and Paizo staff who are fans of the Final Fantasy series would implement final fantasy summons. All of the forum posts I found regarding final fantasy summons were using the summoners eidolon to mimic iconic summons. So how would you do it, would stat up the summons using the summoners eidolon, or would you create a spell mimics how summoning works in final fantasies 3-9, or would you stat up the summons as monsters and create spells that would summon them like the summon spells already in the game. I would like to hear your thoughts.


Out of curiosity has anyone attempted to work Skyrim's th'um into pathfinder?


I got to thinking last night in bed randomly about how people would love to see the warforged in pathfinder and how Pizo can't publish it because it isn't open content. Then it hit me, go ahead and update all the mechanical stuff for the warforged and then give it a new identity. Easier said than done I'm sure, but with enough help from the community I wouldn't be surprised if Pizo could pull it off. Then again I could be completely talking out my ass as I don't know what it takes to put together something like this. I'm sure there are some eberon fanboys that won't settle for anything other than the warfarged, but for the most part I'm sure people would enjoy the new fluff and backstory to this race. So now as far as a new name I quite like the name Battlewrought. And instead of being created from a creation forge they are created from battlewrought foundries. Thoughts?


Last night my gm decided to spring a rule on us stating you can't have magic items whose enhancement bonus equivalent is greater than character level/3 rounded up. He claims this rule is from the game masters guide and further claims it's a rule Paizo carried over from 3.5. But I cannot for the life of me find it anywhere. Does this rule actually come from the GMG? If so what page? Is it from 3.5 and if so what book and page? Or does this sound like a house rule?


I'm back with yet another insane idea. This time it's a feat I'm going to call "Meteor Plunge". Now I don't know if there's a feat by this name or one with a similar effect but I'll give it a shot anyways.

Meteor Plunge

Prerequisites(just a stand in for now): Dex 18, Base Attack Bonus +14, Acrobatics 12 ranks

Benefit: When willfully falling from a height that would deal falling damage you can make an attack roll on an opponent that is within a 5ft of where you land. On a successful attack you deal extra damage equal to the falling damage you would have taken. This extra damage is not multiplied on a critical hit. If the attack misses you take falling damage as normal.

Normal: (I need help wording this)

Improved Meteor Plunge

Prerequisites(just a stand in for now): Dex 20, BAB +18, Acrobatics 16 ranks, Meteor Plunge

Benefit: When making a Meteor Plunge attack the extra damage is now multiplied on a successful critical.

Normal: Extra damage from a Meteor Plunge is not multiplied.

So what do you think? Are they too over powered? Do you think the prereq's are too much? Too little? Just let me know how I can improve these. And could you help me write the "Normal" section for meteor plunge?


I need help building a magic item. What I want is a magic item to do is allow a person to summon a merchant anywhere, anytime whose inventory is based on what items the owner of the stone has seen. For example if character A has seen a longsword, a flaming burst throwing axe, and a +2 dagger, he can buy a +2 flaming burst longsword assuming he has the money to do so.

I'd like hear peoples thoughts on this idea and any ideas to help me finish this item. Oh and big internets to you if you can figure out where this idea came from.


Hello everybody, I'm looking to start a table of my own sometime in the future but I have very little (2 2hr sessions) experience as a player, zero experience as gm, and have no money for extra resources, ie. extra copies of books, battle mat, minis etc. So here I am look for a group that I can play with online. VTT and voice chat are a must. So if anyone is willing to take in this complete newbie it would be greatly appreciated.


First off for those who don't know what I'm even talking about a brief description on what each type of boss is:

Multiple targets/pieces:

As the name suggests this type of boss has multiple parts that can be targeted. In most cases each part is considered a separate monster therefor have their own stat blocks with unique abilities and/or spells. Also in most cases when the main core of said monster is defeated the entire monster is defeated.

multi-form:

This type of boss has multiple forms as in you kill form a it transforms into form b so on and so forth until you defeat its final form.

last but not least

superboss:

A boss, by design, that is supposed to be tougher than the final boss. A high level boss that has an insane amount of hit points and loaded with abilities and spells that could kill an unprepared party in ONE HIT or at least very very quickly.

So knowing what these kinds of bosses are do you think they could fit into pathfinder?


I'm sure there are countless threads about this topic but I'm being lazy.

Now I don't have a lot experience in Pathfinder, just 1 session, nor do I have a lot of experience in D&D and never landed a critical hit.

Now I've read the "multiplying damage" section on page 179 of the Core Rulebook and have two interpretations of this:

I've got a bastard sword (1d10 19-20/x2) and 18 strength. No feats no nothing. Assuming I've rolled a threat and confirmed I would roll critical hit damage as:

A: 1d10+3=10+3=13
1d10+3=5+3=8
13+8=21

or

B: 2d10+6=10,8+6=24

Which is correct?


I got the idea for this class when looking through the various weapon spells of Guild Wars, yes I'm a big Guild Wars, and thought well most of these weapon spells benefit all physical attackers but benefit melee the most due to the melee attackers speed. So then I thought okay let's modify the fighter class and give it arcane spell casting capabilities and create spells that would enhance his weapon with various abilities. Well if I did that armor would get in the way giving heavy arcane spell failure. So then I thought well get rid of the armor but then realized that left him with low defenses like a mage and a front-line fighter shouldn't have low defenses like a mage.

So after milling and fermenting the idea a bit I've come up with these ideas as class abilities:

Class abilities ideas:

This class is not proficient with any armor and cannot gain any armor proficiency feats. Is proficient with one martial weapon though this proficiency feat can be changed(see below)

Special weapon: this weapon is chosen based on the weapon proficiency feat and is tied to all class and spellcasting abilities.

Branched arcanum: Basicly this is like the known spells of a sorcerrer and a wizards spell book. If you need to switch out a known spell for one that's in your spellbook, you can, by performing a simple ritual that takes 10 minutes per spell level.

Speed casting: All your spells are cast as free actions during your turn

Spell limit: you can only have two armor spells and two weapon spells active at once (see below)

Exact somatics: the somatic components in this class's spells are required to be so exact that if the character wears any armor or is under a medium or heavier load, all spells cast will fail. These spells can't be cast with the still spell metamagic feat.

Weapon specialty shift: At any time you can change your weapon proficiency feat by performing a ritual that is no shorter than a week. During this time this person must create a new weapon based on the newly chosen feat and must use his old weapon for base material.

Recipients gratitude: all weapon spells gain the mass descriptor (close range(25ft+5ft/2 levels), one creature/level) These spells still count towards your 2 weapon spell limit

Extended duration: you can now maintain your spell indefinably with a concentration check every hour outside battle or every round during.

(class capstone): 3 round charge up, lose weapon, dispel all your active spells, deal xd20 damage where x equals combined level of dispelled spells, 3 round recovery during which you recover your weapon. (this is akin, visually at least, to the quickenings of Final Fantasy 12)

and now a basic idea of what the spells might look like:

basic armor:

basic armor

School: conjuration[creation](force)
casting time: free action (only during your turn)
Components: V,S
Range: personal
target: self
duration: 1 min/level
Saving throw: n/a spell resistance: n/a
This spell works like mage armor accept the ac bonus is +7 +1/4 levels

splinter weapon:

splinter weapon

School: transmutation
casting time: free action (only during your turn)
Components: V,S
Range: personal
target: self
duration: 3 rounds/level
For the duration of this spell all your attacks cause 1d4/5 levels bleeding damage.

keep in mind theses are just ideas I've thrown on the canvas.

any and all comments, constructive criticism, and help turning this into a plausible class would greatly be appreciated.


First of all sorry if what fallows does match, I'm not quite sure how to title this.

Second I don't know how many of you are familiar with the mmorpg Guild Wars or specifically the Dervish class from the Nightfall Campaign but one of their major gimmicks were these damage dealing "buffs" and proper buffs that would only provide their bonus if one of the other "buffs" were active.

For example one of the "buffs" has the fallowing stats:

enchantment(name of buffs in this game)(self)
Duration:30 seconds
Initial effect (effect activated when spell is activated): Deals 75 holy damage to all foes within melee range
End effect (effect activated when spell duration ends): All foes within melee range are dealt bleed for 9 seconds. (bleed is 3 points per second damage)

Notice how there's nothing in between the two effect. Someone who has never played this game and is reading this post might think this "buff" is useless as it provides no bonuses but this is where the dervishes actual buffs come in.

For example one of the fallowing proper buffs has the fallowing stats:

Enchantment(self)
You deal +30 damage for 9 seconds while enchanted.

As you can see the duration is 9 seconds regardless of whether you're enchanted or not but you only get the bonus IF you are enchanted.

Note: all numeric values except duration are based on my characters attributes.

If you've read this far I congratulate you.

So do you think something like this could be implemented? If so how would you like to see it implemented?

I personally would rather see it implemented as:
A: A small group of spells available to both divine and arcane casters
or
B: A melee/arcane caster hybrid class whose main gimmick are these spells

Any and all thoughts would be greatly appreciated.


The only detailed artwork I've seen depicting an ironborn is the front cover of Ironborn of Questhaven pdf. Even then its only the upper half of the body and on top of that it looks like its a fighter. Does anyone know of detailed artwork of the various types of ironborne, small, medium, large, fighter, rouge, mage, etc. either official or fan made? It would be really appreciated as I have found nothing other than what's in the supplement.


Hello I'm new to these forums and have a myriad of questions. However these two seem the most appropriate for this section of the boards:

First, from what I have read and understand most if not all constructs need no sleep. Even though they need no sleep can they sleep or at least put themselves in a sleep-like state? How does this affect constructs that take on spellcasting classes that require sleep for spell preparation for example: an ironborn wizard?

Second, I want to roll up a skeleton character for kicks and possibly use it as a center point for a campaign. The back story would go something along these lines: An unknown commoner gets murdered under the most unusual circumstances and under even stranger circumstances comes back as a skeleton. How would I go about doing this? I was hoping for something along the lines of either a race or a template I could add to an existing race as to allow normal character progression as if I had chosen any other race.