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Organized Play Member. 32 posts (36 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters.



Acquisitives

So I had an idea for a character.
I wanted to play a goblin, it I don’t have the chronicle sheet for this, and am unlikely to obtain it.

So I devised the next best thing.

A wayang psychic, that wears a goblin “costume” and “identifies” (or acts) as a goblin shaman.

In game terms it’s pretty simple. I just purchase a “masterwork costume” (shouldn’t be more the. 100gp), and make liberal use of the disguise skill and spells that aid that. Add in lots of jewelry, scarfs, robes and cloak, and it should be pretty cool. Even more so, character would know that goblins have a bad rep, and take steps to disguise the disguise. Role play wise, acts like a goblin shaman and looks like one. Perception to maybe notice under all the disguise something goblin like - but unlikely to ID the shadow thing inside it all.

Practical application takes the role of support caster and skill monkey with high int, high cha and good skill selection.

Thoughts?

Acquisitives

I’m running a home campaign and I had a few questions. (Being vague in case my players happen to frequent this forum ;) )

First I plan to run a sort of hybrid. It will be Starfinder but I want to include some pathfinder elements, and incorporate things from both systems. Primarily one scenario I have is a Starfinder crew finds themselves dealing with a primitive planet and it’s mostly (humanish) inhabitants. Most stuff converts pretty easy, but what I’m wondering:

1: how to handle player characters that are obviously alien or not native to this planet, (the planet uses most of the “common” pathfinder races and monsters)
In regards to the natives reactions.
2: converting gold to credits. I was thinking of a 1:1 basis, but is that fair?
3: dealing with ship damage and repairs. I want to present specific damages and repairs needed. Think along the lines of say, voyager has a problem with warp engines and can the only location that can help them has a pre warp society. How to come up with (generate) the specific problem (the intake manifold is breached) and the solution and it’s time frame of repair?
4: how to convert some pathfinder attacks into Starfinder. Like magic ranged touch attacks. I was thinking that if it’s a magical attack that uses touch AC (firing a magical beam or ray or something) it converts to use EAC, and if it fires or creates an actual projectile, like say magic stone, it uses KAC. Would this be fair?

Thanks a ton!

Acquisitives

I was thinking of making a space goblin technomancer for society play. From what I found alien archives are mostly legal, so I think I’m ok? Does anyone know if the space goblin is illegal or not?
Thanks!


Our last session our group got it’s butt straight up kicked. It was boss level encounter we were 8th lvl gestalt up against 11th lvl or higher bosses. We couldn’t do a thing. My wizard tried a few things to even the fight - wall of blindness / deafness and black tentacles. The enemy pretty much laughed at both, and neither spell had any effect. In return they pummeled is win damage from ranged spells and melee combat. Even our high AC Paladin got overwhelmed. So without getting too much into the “meta game” aspect how does a wizard or cleric or Paladin deal with enemies a few lvls up on them? Obviously a cr+3 is a challenging encounter. And it’s gonnna be tough. But how would you do it?

Say the following bad guys are working together in the same fight. You are lvl 8 anything.

Lvl 11 “god wizard”
Lvl 11 monk
Lvl 11 rogue

As an aside include in separate combats:(each on its own)
Lvl 11 pally
Lvl 11 barbarian
Lvl 11 fighter (melee)
Lvl 11 fighter (ranged)
Lvl 11 Druid

Thanks!


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So my group was playing a game earlier today. Our group is small so we run gestalt. The party is:

Me: a cleric/synthesist. A quirky roleplay i developed was that the main caster has no control over the eidolon when it’s summoned, and the two have independent personalities that don’t have memories of the others actions. Sort of a hulk/banner or jekyl/Hyde thing. The catch: if the main guy takes damage and fails his save, he involuntary summons the eidolon portion (the normal ritual). - fun but a quirk I didn’t really think out properly and had plans to change characters. (This had caused issues in previous sessions)

A dawrf Paladin fighter. Tanked up in fullplate and pretty much immovable object.

A sorcerer rogue

So we enter this dungeon cave thing trying to track down an evil cult. We get past the first few encounters pretty easy. The next room is a larger one, and we get attacked by 8 cultists. They get the drop on us, and congregate in a nice bunch right in front of us, blocking the door into the room essentially. My turn comes up and I decide to try some battlefield control. Even the odds and maybe make things easier for the pally and rogue. So, I cast acid pit. Right under the cultists. However a small problem.

The dwarf is on the “slopes edge”. In my haste to get as many of the cultists as I could I didn’t see the dwarf was at risk, and didn’t realize he had crap for reflex. (Which he promptly failed)

No problem, I’m right behind the dwarf, and still have an action. DM let’s me attempt to grab the dwarf and prevent him falling.

Awsome! I make the grab ...... then we realize the dwarf, in full gear including Adamantine fullplate, is about 300 pounds total.

I’ve got a strength of 7. (Heavy load like 70pounds)

He starts pulling me in with him.

Reflex to let go..... results in a 4.

So 3 of the cultists go in, along with the dwarf, and me. 5 characters, in a 10x10ft (4 squares) hole, with 5 feet of acid at the bottom. Turns out the cultists have mink levels and don’t care about the fall, the pally just shrugs and heals himself. Me.... full damage.

Save to not summon eidolon.... failed. I’m now out of the fight, flailing about for the ritual for 6 rounds. In a pit of acid. On top of angry cultists.

Up above, the rogue decides to help and uses glitter dust to blind the remaining cultists. As a result they all end up falling into the pit with us.

(See rules for squeezing and having too many people for not enough squares, combined with underwater fighting)

So now, there is me, thrashing about like a possessed fish out of water. A dawrf totally submerged in acid, and 7 cultists who can’t do anything but squirm in the acid. All while glitter falls from above ..... this was turning into something out of s penthouse forum special.

Eventually the cultists all succumbed to the acid, the dwarf between lay on hands and his massive con easily managed the 8 rounds of acid submersion. I took a bunch of damage but the pally kept me ticking. After my “ritual” completed - and the spell ended my now very confused character climbs out of a mess of dead melted cultists, a slightly smoking dwarf, all of us covered in glitter and shame....

That was by far the “weirdest” way I have ever solved or beaten an encounter. Not a single attack roll was made by anyone, it lasted 7 rounds, and all we could do was just .... marvel in disbelief at the absurdity of it all.

And then the rogue suggested “what if I had added dancing lights to this? Then we’d have a party!”


So this question came up during a pfs game.

If a wizard uses create demiplane - I believe it’s the medium or larger version, they can determine some planar features, like being like the plane of fire, water etc. They can also determine shape and so on.

So;

1: can you make a demiplane that is identical to the earth plane
2: shape that so it’s a massive cavern, and the earth plane traits are “along the edges but still inside the demiplane”
3: choose the material composing the “earth” in the demiplane. So made of gold, gems, silver, etc
4: use a second casting to make a “permanent” gate in and out
5: leadership feat for followers to extract the minerals/gems from the demiplane.
6: sell the extracted minerals, or use them in construction projects on the material plane.
6b: would those materials be permenant?

Not saying this would be possible in a pfs game, the discussion pretty much went down the rabbit hole, and just turned into a “well is it possible” .... line of discussion. We couldn’t sette on an answer so I figured I’d ask here, since the last few questions I’ve presented have been answered quickly politely and with great responses. (You guys are awsome ;) )

Thanks!


I was looking through the use of magic jar, and have some neat ideas for it. But I wanted to clarify some particulars.

- obviously I need the “jar” and have to cast the spell. This moves me into the jar and leaves my body dead.
- I can then try to possess a nearby living body.
- if I succeed I take control, until I choose to leave it or it dies.
- if it dies, I can then try to control another one. Rinse repeat.

What I’m wondering:

Once i cast the spell does the target I want to possess need to be within line of sight? Or just within range, say in another room of the dungeon?

Once the spell is cast, can my party take my body and place it, along with the jar inside a secure location, such as inside a rope trick, or a secure cottage, that kind of thing? Would doing so end the spell or inadvertently kill me?

Could they cast reduce person on my body and store it, along with the jar inside a bag of holding? Would that kill me or end the spell?

Thanks!


Ok so we had a session the other night and during one of the combats our cleric used command undead to “steal” control of a zombie giant from the bad guys. We now have control of this very powerful undead and our group has decided it’s best to put it to rest. - we have a paladin in group. He didn’t object to taking control since we removed from an evil influence, but keeping it would be bad. We don’t want to fight it, or otherwise destroy it, and “setting it loose” would also be bad as then it’s basically going to go around being a giant zombie. Is there a way to “put it to rest” without fighting or destroying it?

Thanks!


So I'm running a campaign and have need of a minor final villain. I have decided to use an old character of mine as the bad guy. What I need is ... a few pointers on some shenanigans he can orchestrate to harass the group and establish himself. Since I'm pretty sure my group may see and read this thread I may or may not use suggestions and will only provide basic info already known to the group.

Zayues (zay-ooze) is a half orc arcanist specializing in Necromancy. (Using his class feats to gain wizard specialist school abilities) he is flamboyant, loud and quite possibly insane. He is convinced that he is a god trapped in mortal form, (he's not sure which one so he thinks it's himself) as such he often refers to himself in 3rd person. He is undertaking a mission to rebuild the temple of zayues and thus insists on telling everyone he knows to "spread the word of zayues" and usually hands them a scrap of handscribbled paper containing gibberish or whatever he thinks of at the time, which he calls "the tennents of zayues". Usually the only mainstays on such documents are "fear zayues, spread the word, and build a temple" along with whatever other random nonsense or base need he thinks of (he's Been known to include "fetch me a sammich" and "wipe the arse of zayues' steed) He's also rather fond of using his arcane mark on those he encounters. Bestowing "the mark of zayues" on them. (Usually on the forehead or face) He also does this to defeated enemies, finished wine bottles and random objects he passes. At the moment he is of low to medium level, and just come from the far north, what he believes to be one of 2 survivors of an ill fated mission to the north. He's supplanted himself into a local bandit group as a shaman, and has most of the bandits kind of freaked out. He's just recently learned how to create more kinds of undead and is enjoying his experiments. Often just creating them, giving them a command and then loosing them on the world.

So: any suggestions on encounters I can throw to the group? I have a few ideas but always value more input.

Thanks!


Ok so I'm looking at a necromancer character - and came across the void stick. I have a few questions.

1: it says to use it a ritual is required time taken and one stick per hd. My question: if I animate a 1hd human with 1 voidstick, does it create the voidstick zombie at it's given stats? Or is there a template (like bloody skeleton) that gets applied to the base creature?

2: are the voidsticks one use items? Or can I plant it - benefit from the effect, pull it up, then reuse as I need to? (Providing it's not implanted into a zombie)

3: if a voidstick zombie is made - it has an aura that creates a desecrate effect, so I assume that further "normal" animates cast in this aura benefit from desecrate?

Thanks!


hey guys i have a question.

first off i realize the DM rules is generally law and they can house rule what they want.

my current DM has stated "core rules" nothing tweaked, stick to the rules of the book/s. with that in mind, he is allowing a synthisist.

where we get into a differing of opinion is weather or not i can make use of monster feats. in particular, the improved natural attack, and multi attack feats. the requirements are "natural weapons" plus the BAB of +4 on imp attack.

the DMs argument is that the base guy, my "dude" dosent have a natural attack, and therefore cant take the feats. my argument, on the other hand is when he is wearing the eidolon he DOES have natural attacks, and since normally the eidolon WOULD qualify for those if it was not a worn or bonded creature, why is it diffirent?

what im looking for here is something in the rules that supports either stance, aside from the "DM is god, may house rule, etc" - once i present this if the stance is unchanged, then so be it - ive no intent of pushing matters. i just like to have facts and research done before making a case like this.


hey guys i have a question.

first off i realize the DM rules is generally law and they can house rule what they want.

my current DM has stated "core rules" nothing tweaked, stick to the rules of the book/s. with that in mind, he is allowing a synthisist.

where we get into a differing of opinion is weather or not i can make use of monster feats. in particular, the improved natural attack, and multi attack feats. the requirements are "natural weapons" plus the BAB of +4 on imp attack.

the DMs argument is that the base guy, my "dude" dosent have a natural attack, and therefore cant take the feats. my argument, on the other hand is when he is wearing the eidolon he DOES have natural attacks, and since normally the eidolon WOULD qualify for those if it was not a worn or bonded creature, why is it diffirent?

what im looking for here is something in the rules that supports either stance, aside from the "DM is god, may house rule, etc" - once i present this if the stance is unchanged, then so be it - ive no intent of pushing matters. i just like to have facts and research done before making a case like this.