damendred's page
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Doug's Workshop wrote: Can innocents be sacrificed? No.
Could a paladin, convinced that the village is about to be attacked by a force he couldn't stop, try to persuade the villagers to flee? Yes.
Would the paladin be the last person to leave the village? He'd better be.
More details would be better, but at first glance, I'm in agreement. No way.
Right now its just a hypothetical but if he could do something about it he/she has to even if there is a greater good at play?
So my idea of a pally is a charasmatic knight who has compassion for those who are weak and a seething hate for those who prey on the weak, is there such a pally that has no compassion for the weak?
Hi everyone,
I have a game where 2 members are ppallys and I have this question about the line that makes a lawful good act a lawful neutral act. Can a pally say allow a villiage to be raized when there is something they can do about it if it can be rationalised flr the greater good?

VM mercenario wrote: Okay, like I promised the 10 level PrC my DM cooked up for me:
Magic Slayer
Requirements: +5 BAB; Skill Knowledge (Arcane) 8 ranks, Feat Mage Slayer (from Complete Arcane)
BAB: Medium, Hit Die d8
Good Saves: Will and Fort
Skill Points per level: 4+ Int
CLass Skills: Acrobatics, Athletics, Intimidate, Knowledge(Arcana), Perception, Sense Motive, Spellcraft, Swim
Class Table
1 Mystic Vision(Detect Magic), Smite Magic 1/day, Improved Sunder
2 Mystic Vision(Arcane Sight), Spell Resisitance
3 Antimagic Aura (Spell Resistance), Smite Magic 2/day
4 Mystic Vision(Greater Arcane Sight), Subjugate Magic
5 Smite Magic 3/day
6 Antimagic Aura (Dimensional Anchor)
7 Smite Magic 4/day, Greater Sunder
8 Mystic Vision(True Seeing), Improved Subjugate Magic
9 Smite Magic 5/day, Antimagic Aura(Antimagic Field)
10 Disjunction
Mystic Vision(Sp): The Magic Slayer has can use the spell Detect Magic at will as a spell like ability. At 2nd level the magic slayer is permanently under the effects of an Arcane Sight spell, he can activate and supress this ability as a free action. At 4th level this is upgraded to Greater Arcane Sight. At 8th level the magic slayer is permanently under the effects of a True Seeing spell, except it only works against effects created by a spell, spell-like ability or supernatural ability, he can activate and supress this ability as a free action.
Smite Magic(Ex): This ability functions as the Smite Evil ability of a paladin, except it affects any creature that can use spells, spell-like abilities or supernatural abilities. The mage slayer has an effective paladin level equal to his mage slayer level. The mage slayer can use this ability against a magical weapon, ignoring any bonus to hardness from magical enhancements. He gains an extra use of this ability at every two levels.
Improved Sunder(Ex): The magic slayer is considered to have the feat Improved Sunder when attempting to sunder a magic item, even if he doesn't have the prerequisites. At 7th level he is also considered...
This is awesome ty so much I'm going to use this

VM mercenario wrote: W E Ray wrote: For some ideas or a baseline, check the Complete Warrior; it has a PrC MageSlayer. You had me confused for a moment. The PrC is Occult Slayer. There is a Mage Slayer feat on Complete Arcane that made spellcasters you threaten automatically fail checks to cast defensively.
If the class can be taken by any martial class, then it could have something similar, gaining Disruptive and Spellbreaker as bonus feats.
Say Step up either at first level or as a requirement to enter the class, Disruptive at 2nd level and Spellbreaker at 5th or 6th.
SR should be gained early, between 3rd and 5th level.
Two good saves: Fort and Will. If it has to have only one good save go with Will, to even out the bad save you would propably have from figther, barbarian or ranger levels. give them some bonus to resist SU abilities too. What else... From the top of my head that all I can think off but my DM is cooking up a Mage Slayer PrC too I'll see what ideas he has.
Also, will you name this class Templar? Just curious... As part of my story the class will be the silver templars and if ur wondering if I jacked it from dragon age yes I did lol its a cool concept and I want to see it put into a game so might as well put it in my game
I'm running an epic lvl game (or will be at the end the pc's are lvl 2) and what I intend to do to stat out the 4 horseman is take a base demon and add lvls to them in mage or fighter ect, and addin some homebrew abilities that would go with the demon
You should man this is too awesome. In a game few years back a buddie of mine played a bard by. The name of stiffle stoutnose and he wrote a rap for his bard and he sang it all the time. It was funny too so our dm gave him some xp though the rap drove the dm nuts
Lol this is fantastic tell me u gave the player extra xp for this it is just too perfect
ty for all the great posts, here is a quick update. We played the first two sessions of my campagin last weekend and the magus felt in line with everyone else. We have the magus, alchemist, cleric, and my current npc a pally. I kept it action heavy for the first session and it was apparent from the getgo that the magus had to always keep resource management at the forefront of his thoughts so there wasn't a lot of bursting but more of an even spread of abilities
Bardic knowlege nuff said :)

Krome wrote: I have always been a fan of using avatars of gods and demons to give the PCs something lower level to fight. The avatar is just a piece of the creature so is much weaker. It is however still that creature. So in this way Orcus could be in dozens of places at once doing those dastardly wicked things Orcus does.
In general I would start off an avatar at about 15th level to give higher level characters something really wicked to fight. This lets the PCs kill it off and celebrate. Then they later find a CR 20 version of the creature. It makes for a reoccurring villain that makes sense.
Just an idea.
That I hadnt thought of Krome but I like it. I was thinking that the Avatar of the 5th Horseman would be a human and a minor to medium lord of Chilax laying in wait playing their version of the Game of Houses (for you Robert Jorden fans) all the while building his strength, influence and power. Using his agents to set the PC's on the path to weaken his enemies and release him. My thought here is that the 5th horseman will be the bad guy in the epic 20+ part of the game. What do you think?
KaeYoss wrote: Mcarvin wrote: There is no definitive answer to the "5th" horsemen but in the campaign setting There is in The Great Beyond (the book), though.
Anyway, the Horsemen are on the same level as the demon lords and archdevils. Those creatures are all CR 26 and beyond (21-25 is for nascent archfiends like Treerazer). Of course you can make them weaker in your campaign if you want the PCs to kill one and don't want the campaign to become epic.
The Oinodaemon might actually be/have been a full-fledged deity. Even if not, I'd peg him at CR 30 at the very least. This campaign will be epic so high cr is ok. I think what I'm going to do is set upeither lost artifacts or ritual that will weaken them as part of the story so they can take the 4 horseman
Mcarvin wrote: If I were you I would use a base stat line of the deamon of your choice for each lord and make them awesome by boosting their stats and giving them custom abilities. The PCs could start fighting cult leaders of the daemons, then move to actual deamons, then heralds of the horsemen, then the actual horsemen, then the 5th horseman.
Apollyon = pestilence = Leukodaemon base
Charon = death from old age = Thanadeamon base
Szuriel = war = Purrodaemon base
Trelmarixian = wasting = Meladaemon base
5th can be whatever you want.
Mcarvin this is awesome ty so much! Are these bases out of the bestiary? Sorry for being a newb
Yeah but that's not (to my limited knowlege) actual fact its all hearsay, so I'm taking a slightly diffrent spin on it that when the 4 horseman defeated the 5th he, as a last ditch effort of survival, shunted a shard of his being into a human child (think flemeth in dragon age 2) and that human is plotting revenge on the 4 and trying to essentially reunite with himself so the 5th horseman can be freed and whole. But ty that gives me definatley a starting point
So I want to use the horseman, namely the idea of the 5th horseman, as my main antagonist in my campaign. The books don't provide their stats and I am not sure where to start on stating them out myself. Thought?
That's good ty! And this is only for arcane
Hi everyone,
I want to build a prestige class that is a fighter/pally class built around passifying mages (part of my campaign story) and I need help on class abilities that are balanced. Here are my ideas so far:
Spellnshatering strike: apon sucessful hit the mage randomly loses a memorized spell
Spell reflection: as per the reflwcting shield
SR
That's what I got so far, any thoughts/critisim/suggestions are welcome provided they are constructive.
Thanks all
So in my group we have had the same issue and we usenthis rule for calculattig spell dc: 10 + spell lvl + ability mod + 1/2 caster lvl.
Thank you all for ur posts these are great tips!
Zac Bond wrote: Mahorfeus wrote:
Dog, I love Kurt Vonnegut.
Fixed that for ya.
Have you checked out the Epic spells in 3.5? link. I have and they are rad, but it was always my understanding that those are epic 9th lvl spells but still 9th lvl what are the spells that mystra (in forgoten realms) banned humanity from using after the fall of netheril. I understand diffrent setting but the ideas still the same
Hi everyone,
I'm not sure if this thread belongs here but I am building a game around the ability to cast 10th lvl and up spells (not just epic 9th lvl spells) what are some of your thoughts on the scope and power of these spells? Any examples?

MaxBarton wrote: You probably know most of the basic advice.
1. Make sure you're familiar with the rules, doubly make sure of this.
2. If you're having problems developing a section of your campaign you can always 'steal' ideas from other media. With a mediocre disguise most players will never realize it.
3. Have a pre-session to work out the players as a party and group dynamics. This way you don't have too many people trying to make 'lone wolves' or the like.
4. Be adaptable. Even if you have a certain area you want players to arrive at let them have freedom in how to get there. Basically be careful in not forcing your story in exactly the way you want it down your players' throats. Not everybody likes to ride the train.
5. The forum is your friend. If you ever run into a situation you aren't sure what to do feel free to make a thread on here to do what you've done here. People are always willing to give advice.
6. If you have a player giving you trouble talk to them before coming here. It's usually best to sit down with the player for a face to face about any issues they're having before asking for us strangers for advice.
7. Something I've always done is every few sessions ask the players how they feel about the progress of the game. Always be open to criticism.
8. Be consistent. Don't change how you deal with situations. This can really irritate players when they don't know what the rules are or what to expect.
Also a few notes about high level games.
9. Combat can take a very long time. If you have players that don't like combat you need to remain mindful of them and not fill high level campaigning with fight after fight.
10. Always approve every purchase that characters make.
11. At lower levels it's less important, but at high levels be sure to check over people's character sheets. People can make mistakes and it's good to make sure everyone is playing within the rules. However the more important part here is that at high levels you must be aware of the characters' abilities. They can do...
Thank you so much its diffrentt when u swirch from playing to dming I know what I like as a character but now its 4 other people I need to the game intresting for. Thank yoi again
Hi all,
I am new to pathfinder and I'm running my first game. I have been gaming for about 10 years but have never really ran a long term game and I am about to embark on a long term lvl 1 to epic lvls game. I would love some tips and tricks from u seasoned dm's
Thanks abunch
Eric Clingenpeel wrote: damendred wrote: Lol 15 min work day? Yup, adventure for 15 minutes (use all your resources in one or two fights) then rest. My 4e group has a habit of doing this occasionally... Though their current adventure doesn't really allow for it. :) Ah I see I'm a new dm any pointers on getting around that?
Quantum Steve wrote: The Magus can be frighteningly good at novaing. The downside of novaing, of course, is you use up your limited resources very quickly.
Without using up these resources, the Magus' attacks are pretty lackluster. On the casting side you have a 3/4 progression with a spell list mostly centered around direct damage. So you have the potential to deal a lot of hit points, but your ability to bend the fabric of reality that most Wizards enjoy is lacking.
Basicly, your half as good a fighter as the fighter, half as good a caster as the wizard, but you have the ability to combine the to in a suprisingly effective manner. A limited number of times per day.
More than any other class, the Magus benefits from the 15 minute work day, if you can prevent this, the Magus shouldn't outshine the other characters at whatever it is they do best.
Lol 15 min work day?
Caineach wrote: damendred wrote:
Sorry I'm a newb to these forums, my main worry is the spells ability to crit when chaneling it through ur weapon Overall, that is only a minor boost in power. The loss of things like Power Attack (3/4 BAB and no 2 handed weapon are serious hits) can be large hits to dpr. Even critting, it is not that much more than other classes, and they expended a consumable resource while doing it. There is a post by the lead designer in these forums that states with a touch attack spell being chaneled through the weapon can crit at x2, I will post the link when I get home
Alorha wrote: damendred wrote: Thoughts? I'm about to run a game with a magus and my cleric voiced concerns about the magus. I have never seen the class inlay so I don't know. I've never seen one in longterm use. I played alongside one in a PFS module once, but nothing jumped out as overpowered there.
The class itself strikes me as balanced. What are the specific concerns?
Also, this topic might be better suited for general, advice, or the Magus Playtest section, as the Magus isn't technically RAW yet. Also the rules that have been released for it are the rules. Can't really balance them here.
If you have any questions on the way the abilities work, though, fire away. I (and the others) will give whatever help we can! :) Sorry I'm a newb to these forums, my main worry is the spells ability to crit when chaneling it through ur weapon
Thoughts? I'm about to run a game with a magus and my cleric voiced concerns about the magus. I have never seen the class inlay so I don't know.
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