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So... my party is working on starting a god game. We decided we would have 1 major artifact and 2 minor artifacts: 1 major for our god, 1 minor for our high priest, and 1 minor that would go between god and whoever we wanted.
So for my high priest, I decided on this glorious minor Artifact: http://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/id-portrait ...which may be too powerful for a Lich King Bard, but I am the LE goddess. It makes a bunch of temporary pseudo-clones, with new class levels and essentially I have now 10+ Lich Kings. Of varying classes.
My question is this: Does the equipment copy? Do they get their own? Do I need to split the wealth amongst them (and probably not have the equipment on the Lich King when he goes into the portrait)? How about the phylactery? Are they all tied to a single phylactery? If I made additional phylacteries while they were around (using feats or special abilities that allow more) would they all be tied to one, a single one tied to it, or could I pick and choose who is tied?
http://www.d20pfsrd.com/classes/core-classes/cleric/domains/3rd-party-publi shers---domains/purple-duck-games---domains/art-domain
The Art Domain lets you take masterpieces, but I don't see it giving any effective Bardic Performance Rounds for it. ...And Masterpieces need those, so... Either how many Bardic Performance Rounds would such a cleric/priest/godling/whatever have? Or would each masterpiece be limited a number of times per day?
My ideas of possibilities:
-They have a specific number of Bardic Performance Rounds, probably based on their class level or number of Masterpieces they have.
-Each Masterpiece can be used a number of times per day equal to the spells per day of that level.
-They can use spells per day as Performance Rounds.

I know there's always people trying to kill the tarrasque, so this may come as a bit weird... I am trying to save the life of the tarrasque.
My character here has the ability to Swallow Whole. And the tarrasque has no chance of standing up to her CMB. So I figured if she ever faced it, she would eat it and that would be it. And she might go after it- she's a LE goddess and it wreaks havoc on worlds.
Anyway, after I have swallowed the tarrasque, my stomach automatically does 8d8 + 32 damage... + 32 damage from either acid or my breath weapon. I have a cold breath weapon and can get a negative energy one. I can also raise this amount of damage, which may be wise as it is my main method of dealing damage.
The tarrasque cannot leave my stomach due to my high DR against it, my own fast healing, and the needed damage to tear open a hole in my stomach. The tarrasque has DR 15/epic, which I pass, and regeneration 40. 8d8 damage deals an average of 36 damage per round...
Anyway: if the tarrasque reaches 'death', "it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains." However, my stomach is constantly 'digesting' whatever is in it...So there is always further damage. The tarrasque's corpse is eventually pulped, digested...and goes through the tubes. Then it will rise again in an unsanitary fashion.
I don't want that to happen. Having a live and angry tarrasque in your stomach makes people not want to be eaten by you, makes a cool legend, and keeps the tarrasque from causing trouble.
So far the only ways I can think of to keep the tarrasque living is to add templates to it or constantly healing it with spells. Making it Eternal would give it a res that does not rely on not having damage dealt to your corpse. Making it undead would mean it could heal with negative energy, and I could supply more negative energy through other means. I am the goddess of the undead, though, and I am a nice evil goddess... So torturing a poor somewhat innocent tarrasque that is a minion of mine anyway would be uncharacteristic... Are there other ways I can save the tarrasque?

So my character from here has an opponent who is a god of alcohol, made of alcohol, and 2 size categories greater than colossal. Now he can create infinite alcohol, so I'm pretty sure I will suffer its effects eventually... However, I was wondering what are the rules for alcohol and size categories?
In normal life, larger people can handle more alcohol. Your Blood Alcohol Content lowers based on the amount of blood in your body. The amount of blood in your body is based on the cube of your height, so as you move up in a size category, your blood should multiply by eight. So it should need eight times as much alcohol to get you just as drunk.
Now if this were already handled with the size increase to Constitution, 1 drink for a size up (8 drinks) would need +4 Constitution for large and larger creatures. Pathfinder rules say you can drink 2*your Constitution Mod. in an hour before being sick, so +4 Con would give +4 drinks...of medium size. Eventually your drink would be so tiny you can't even hold the mug. Besides this, there are also the 'doses' rule. The DC for the drink increases by +2 -so 4 Con needed to balance it- each time. +1 Drink for a Medium Creature each size increase that way. Doses also are a poison rule, so this would also be true of poisons.
So, with my 65 Con or so at size Colossal + 4 (about 3000 ft. across), I can have 56 Human Drinks in an hour before feeling it...A bit less than what a Huge creature would be drinking, and about 1/300,000 what a 'normal' sized drink for my size would be. Which would be about 5000 cubic feet, larger than a tavern. Based on the size of the taverns in the kingdom building rules...and that they are generally only two or three floors high, I should be able to drink a tavern made out of and filled with alcohol.
So questions:
1. Are there any other Pathfinder rules dealing with this that I missed?
2. If not, should there be?
3. Is there anything besides making myself immune to alcohol that would cover this weakness?

I am looking to negate a huge size penalty to attack, either through somehow getting an equivalent bonus or from removing it. It's -128. If you want to know how I got it, I'll explain in the character description. My group is allowing all 1st party Pathfinder, Pathfinder SRD stuff, and D&D 3.5 Deities and Demigods (Divine Ranks and Salient Divine Abilities). Other 3rd party and 3.5 things have to get looked over by the group, and may be vetoed if unreasonable. ...We are doing a god game, with 40 gestalt pathfinder levels and 11 Divine Ranks.
The Character:
Chord, Goddess of Water, Drow, Evil, Law, Magic, Strength, Musclewizards, Darkness, Stealth, Reptiles, Time, and the Moon. ...Maybe some other things too.
Species: Noble Monitor Lizard (from The Noble Wild)
Alignment: LE, more lawful than evil
Classes: Eldritch Godling 20/Evolutionist 20/War Hulk 10/Mighty Godling 10/Dragon Disciple 10/Worldshaker 10
Evolutionist and Worldshaker: http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-i s-no-such-thing-base-class
War Hulk: http://dndtools.pw/classes/war-hulk/
Others are on the SRD
Basically, based off the divine abilities and general nature of the game, we decided the max size I could become is Colossal + 4, which the Immortals Handbook calls 'Macro-Tiny'. My spellcasting is based off strength. My AC and saves are strength based (...Godlings with Oracle abilities based off strength rather than charisma...). Many of my skills are based off Strength, including Stealth. The size really lets me become the very powerful creature I envision the Goddess Chord to be. With the Nightstalker feat (no size penalty to stealth in darkness) and the Evolutionist's ability to exude darkness and hide in it, I am am the largest practically invisible thing ever. I can cast spells with an absurd DC. And my CMB is so high nothing can beat it. The only problem is the penalties that come with size. Normally, the bonus from strength overcomes most of the Attack penalty, and the Constitution increase and NA increase make up for the AC penalties. But both of those penalties are exponential, while the bonuses are flat. I can get fasthealing 60, use stealth and Divine Abilities to dodge, and I am immortal in at least 2 ways, so I don't care as much about the AC (though advice on that would also be nice). The attack penalty hurts me a lot more, both for general attacks and magic. I know I can be effective without the attack using swallow whole and magic that doesn't target directly, but would rather be able to do both.
My strength is about 130 (I haven't finished getting all the boosts I can), so if I can add it a few more times to attack and AC I could do it. I have already replaced Dexterity with it.
Any advice?

So with the coming of Season 2 of My Little Pony: Friendship is Magic, my friends and I are going to do a Ponyfinder campaign based off the joke races found here: http://forum.rpg.net/showthread.php?569049-What-the-hell-Paizo
My brother, who is a Munchkin, and I looked at this and thought: Well what are these Cutie Mark rules found on 'page 35'? We were disappointed when we found out it was just a joke. So we decided to make our own rules.
So far, we figured based on the show a cutie mark has three main points: it can give you a couple traits, be it magical (Twilight Sparkle when she got her Cutie Mark was given some spells) or mundane; you must follow some type of rule, much like the Wu Jen's rules from Oriental Adventures 3.5; and if you break this rule you suffer 'Cutie Mark Insanity Syndrome'.
We figured we would have up to three slots you can add any combination of slots. I call these the cutie mark three.
Some traits we came up with:
1 at-will spell (0th level at level 1, 1st at 5th level, gains a level every 5 levels)
Bonus to movement (+5 feet at first level, 5 additional every 3 levels)
Skill Bonus (+3 skill points to one skill at 1st level, +3 additional points at 7th level and every 7th level after that)
Darkvision (Low light vision 30ft at level 1, 30ft Darkvision at level 7 and plus +30 ft further Darkvision every 7th level after that)
We figured GMs would have to decide whether a feat fits the cutie mark, but are otherwise not allowed. Possible other bonuses could be a bonus to carrying capacity or a small increase to one stat.
Anyway, I am still uncertain as to what I should make the insanities and rules. I want them to both be based off of what options you took, and have it so that the more you rely on your cutie mark powers the higher chance you will go insane and the more it will hurt you.
Currently, I have thought up one rule and two insanities for skill bonuses based off the show:
Rule:
Pride: Character cannot fail this skill check 5 times. Every time the skill's bonus boosts in rank the number that they cannot fail is reduced by one (minimum of 0). After they have their insanity they start the count over.
Inanities:
If At First You Don't Succeed: You can only use that skill (none others) until you succeed. You must use it at every opportunity.
A New Approach: You cannot use that skill at all until you succeed using another skill. You must use it at every opportunity that you would use the special skill.
I was also thinking of possibly having one of the insanities for movement be:
Rainbow Crash: Movement of type increased goes to 0 ft. If you are flying, you start falling to the ground.
As I wanted to make our characters as overpowered as the mane cast, we are starting at level 30. Here are some of the cutie mark options the characters are taking:
Crystal Wishes (Unicorn, 20 Celestial Sorcerer, 10 Eldritch Godling): Cutie Mark: gem signifying magic item smithing; powers: (+15 to Spellcraft, Telekinesis, Teleport (Altilier series))
Speed Chaser (Pegasus, 20 Monk, 10 Time Thief) : (+50 movement, haste, expeditious retreat)
Artifact (Earth Pony, 20 Bard: Archaeologist, 10 Pathfinder Delver): Cutie Mark: Stone Shape, Craft Sculpture, Darkvision 120 ft)
As well we have 6 other characters.
We also added some rules for Equestria based on devalued gems, overvalued apples, and which languages there are.
Gems are much cheaper because they are easily found and dragon food. So all gems are 1/1000 the regular price. Spell components are the same size, just cost 1/1000 the prize. In this way, any magical items that have spells that use gems as spell components are cheaper in this aspect as well. Apples are 10 times the regular price, and meat are forbidden as everyone gems, stones, or plants.
Languages: Due to lack of humanoids met in the world (besides the Derples http://tgchan.org/kusaba/graveyard/res/248137.html ) languages will be taken from The Noble Wild book with some languages from the regular list as well. Languages not in the Noble Wild book that are included: Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Druidic (druids only still), Ignan, Infernal, Sylvan and Terran as well as Derp and British Equine will be included. If you know of any others that may have been included in the show, tell me.
Please give advice on what the rules and insanities should be in order to balance it, and opinions on the rules I have so far.
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