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Goblinworks Executive Founder. Organized Play Member. 40 posts. 1 review. No lists. No wishlists. 1 alias.


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I was already considering having Benjamin Franklin in the campaign, but I hadn't considered the Arcanist as his class. Since the setting is currently pseudo-steampunk I was gonna have him introduced a early by having news papers he publishes serving as exposition expanding the scope and world lore of the campaign.

I hadn't considered Davy Crockett at all, he'd be an awesome addition to the setting.

I had Lincoln as a Brawler/Bard due to him having actually been basically a wrestler in real life and of course his skill at speaking.

https://www.si.com/extra-mustard/2013/02/12/abraham-lincoln-was-a-skilled-w restler-and-world-class-trash-talker

Go to Wrestling Lingcoln!!!.


In my current campaign my Players will be participating in a War that'll be like a cross between the American Revolution and Civil War. To add more depth to it, I'll be making NPCs based off of Historic Figures that'll serve as Allies and Enemies for the PCs.

So far I've figured I'll have Abraham Lincoln as a Human Brawler/Bard (Oratory focused), and Ulysses S. Grant as his Dwarven Cavalier companion. Now my campaign will slowly incorporate more and more of the more Steam punk elements of Pathfinder, and it got me thinking: what other historic figures could be adapted into Pathfinder NPCs? Tesla and Edison as rival Gnome Alchemist inventors?

What's the Hivemind's ideas on other Historic Figures that'd be fun to adapt into Pathfinder, and how wold ye go about it class/archetypes/race?


Darkwood Tree Core for Wands, Staves, or Wooden Weapons.


I'd say that Paizo has sided with the idea of Alchemists potentially being able to become Liches, as a Villain in Shadows of Gallowspire, Nalthezzar, is a Lvl 12 Human Alchemist Lich despite not being to cast spells.


reanimating this thread as this is a question I'm wondering about as well...


My friend will be running a one-shot for Halloween soon, and he's letting me try out an Occult Class for the playtest. I'm in the process of making a level 3 Half-Elf Mesmerist at the moment (haven't even gotten to adding Mythic Tier 1 yet). I'm taking Murderous Command as one of his level one spells, which is great with his Hypnotic Stare ability to improve its success rate, except if the Mesmerist has the Disorientation Bold Stare hurting the Commanded enemy's attack & damage. As written right now the Mesmerist doesn't have the option of declining to use a Bold Stare for whatever reason might arise. I know that this might be the only time this is an issue, but it is something I noticed.
I'll post more as his creation and play-through progresses.

Goblinworks Executive Founder

Thank you for the update.


even so, it still shows off enough to know its very well done. I really like the creative use of white lace for her hair.


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Outstanding costume he's assembled.

Goblinworks Executive Founder

I've added some out of character information about the Aurora Vanguard, who we are and our goals to the guild information log on Goblinworks. Head on over if ye'd like.

Join Aurora Vanguard

Goblinworks Executive Founder

thank ye all for the warm welcome to the community, we'll do our best to live up to your good will.

Goblinworks Executive Founder

1 person marked this as a favorite.

Guild Alignment: NG (allowing LG, NG, CG, and N members)

United by the Six River Freedoms, the Aurora Vanguard seek to provide a means by which all can continue to enjoy their lives in the River Kingdoms. Whether this is in taking part in the trade and manufacturing that keep gold flowing through our hands, or in fighting off the evil that hide in both the savage races' hearts or an assassin's blade.

We must always be ready to defend ourselves from what the wilds of these untamed lands throw at us, be it crazed Goblins, savage Orcs, or foul murderers with bounties on their heads. As such, we are looking for craftsmen, tradesman so as to keep an edge with our equipment, and those that can at a moments notice defend them, or even go on the offensive if it means that evil will not raise its head come the morrow.

We are the Aurora Vanguard, and We bring Light in the Darkness.

Join Aurora Vanguard


I'm curious as to how many Race Points each new ability on the Primitive Human are worth for the purposes of adding them to the Race Builder.


I love the Pyramids of Mars reference Matthew Pittard, what I loved more were the not so subtle Weeping Angel Gargoyles Paizo put into Classic Horrors Revisited.


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I just love some of the Doctor Who references alluded to by Paizo.


I'm playing an Alchemist(Chirurgeon) in a friend's campaign right now and i noticed something odd. After losing Posion Use for the Infused Curative ability it seems very odd that the Chirurgeon would still retain the Swift Poisoning Ability at 6th level. what would be an equivalent ability that would actually fit the healing theme of the Chirurgeon?


i can't help but imagine this as a MegaZord.


So, with what we know now plus the listed Race Point prices in the advance race guide's race building rules...

Humanoid type: 0 RP
Medium size: 0 RP
Normal speed: 0 RP
Standard Ability Scores: 0 RP
Linguist: 1 RP
Darkvision: 2 RP
Low-Light vision: 1 RP
Skills +2 Perception: 2 RP
Emotionless: –1 RP
Constructed: 2 RP
Saves +4 vs paralysis, poison: 4 RP
Immune fatigue, exhaustion, disease, sleep, fear, emotion: 4 RP
Nanite surge: 3 RP

we're looking at a total Race Point value of 18 Race Points for the android.


I'm working on building some custom races for a One-Shot I'll be running with some friends of mine. So while making a Large Race using the Race Building Rules in the Advanced Race Guide, I noticed that there was nothing in the Weakness Racial Traits for Undersized Weapons, an extraordinary trait for making large (or larger) creatures have to use smaller weapons fit for its arms and/or torso compared to the rest of its body. It really seemed odd as this particular Weakness would have been very useful for Paizo's pregenerated custom races of the Drider and the Centaur that they gave us in this section of the book.
So, if one were to create Undersized Weapons(Ex), as a weakness to be utilized by the Race Building Rules of the book, what negative Race Points would it be worth, and would there be a difference in just how much smaller weapons the end creature could wield?


I'm working on building some custom races for a One-Shot I'll be running with some friends of mine. So while making a Large Race using the Race Building Rules in the Advanced Race Guide, I noticed that there was nothing in the Weakness Racial Traits for Undersized Weapons, an extraordinary trait for making large (or larger) creatures have to use smaller weapons fit for its arms and/or torso compared to the rest of its body. It really seemed odd as this particular Weakness would have been very useful for Paizo's pregenerated custom races of the Drider and the Centaur that they gave us in this section of the book.
So, if one were to create Undersized Weapons(Ex), as a weakness to be utilized by the Race Building Rules of the book, what negative Race Points would it be worth, and would there be a difference in just how much smaller weapons the end creature could wield?


Motorola Droid 3 and a Kindle Fire for myself.


Since we now have the awesomeness of Clockworks in the game thanks to the Bestiary 3, I'd like to see some lower level Clockwork pieces of equipment, similar to the Pocket Watch previously printed in the Adventurer's Armory but more adventurer oriented. An example that I thought up of would be like a clockwork rolling cylinder that could be set to roll forward and maybe trigger certain traps, and of course the Cryptex containers made such great use of in The Da Vinci Code.


Just a few things I'd love to see...

Neanderthal (preferably as a Human subtype race)

The Great Race of Yith in three parts: a Template which explains the changes when they trade minds with an individual, the base race that exists on ancient Earth so that any unlucky PC to be so traded has a body and can still play as one *awesome* and a monstrous humanoid Beetle-like race that could stand in as the Coleopterous Race for their next migration.

More Oni, especially of the Tengu and Goblinoid variety.

Flying Polyps

Oriental inspired Dragons

A low CR construct that has "Berserk" like ability, where it breaks free, but instead gains intelligence and free will. I'd just love to have a secret society of those guys in my world.

Maybe some Planetouched Races that originate from non-human stock.

something for the Dire Corbies to worship... can you say Deep Crow, one that has age categories like a Dragon.

and just because... a donkey, lol


That's what I've been thinking, but I wanted to hear other people's thoughts on the matter before bringing it up to my DM. Thank ye for the input.


while I'm fairly certain that these two archetypes can be both used for the same character, I want to be extra sure and ask the question here before making my character.
The Chirurgeon and the Internal Alchemist archetypes really seem to complement eachother very well. But as stated in the Advanced Player's Guide two archetypes can't be used together unless they alter different things. Would the change in the Alchemist's Poison Resistance +4 and Poison Immunity to Disease Resistance +4 and Immunity from the Internal Alchemist be simply replaced by the Chirurgeon's Anaesthetic and Power Over Death abilities if both Archetypes were used? Would it be a legitimate combination in your campaign??


Jason Bulmahn wrote:


It seems that some folk just don't get the point of the ronin. It wasn't really something you wanted to be. I guess I should probably be a bit more clear on that. There is a reason you can jump to this order for free, unlike the others that take dedication. The order's powers suffer for that, but it seems that few understand that tradeoff. An interesting note.

As one last note, the tone here could use a bit of work. I get your point, but being insulting really just makes my job harder.

Jason Bulmahn
Lead Designer
Paizo Publishing

You might be missing out on the option that a player may want to begin play as a Ronin, in which case the lack of having to make a transition is none existent.

Quandary wrote:


If you just want to act in accordance with self-interested opportunism, loyalty to friends vs. society, mercenary-ism, etc, other Orders are clearly compatable with that, so those aren´t reasons to be a Ronin... The reason is because you are in conflict with the social order represented by the dominant Cavalier/Samurai Orders of the region, but have NO other specific ´status´/affiliation (which the other Orders have). Now if rather than allying with an alternate order, you remain in the ´status-less´ state inherently/latently in conflict with all other Orders (by not being one of them), you´d expect to run into conflict with other Samurai/Cavaliers (incl. other Ronin), for which the Order ability works fine.

Again, pointing out that it is GENERALLY a transitional Order would be a good idea, IMHO.
A Samurai/Cavalier who just quit their Order probably does have some RP conflicts with their previous associates/etc, which can fit well with the Ronin for a bit. If you don´t plan on grinding on with that dynamic for your entire career, you find another Order.

Now Quandary here has probably made the single best statement in defense of the Ronin as it exists now. As a transitional Order it would help an errant Cavalier or Samurai survive against his former comrades-in-arms, but the romanticized idea of a lone Ronin working free from an established order working towards goals in keeping with their own ideals and convictions is probably just a part of our hobby as the disgraced knight and failed samurai. So if a player is going for such an unbound character in their game, should they really be punished for their choice?


The gimped Challenge ability does hurt the Ronin as a viable choice for players. and just because the Player loses out on the quest experience inevitably gained when having to switch Orders isn't really a good reason for the situational ability. Now if the Ronin had a static Challenge boost and an extra slightly weaker bonus (maybe half strength?) when rebutting the Challenge of another Cavalier or Samurai then it would probably help this issue greatly while retaining the flavor the designers were going for.


Azamandriel wrote:
I would LOVE to see a conversion of this class!

I'm working on my version of it right now, but I've come to a few snags. For one I'm considering replacing the Beguiling Stare ability with a combination of the Infernal/Abyssal Bloodline with a small amount of spellcasting (maybe up to level 6 or so). But the Beguiling Stare ability is really the most iconic ability of the Mountebank so I really don't want to scrap it. what are your thoughts?


One of my favorite classes from the Dragon Compendium, the Mountebank, has always seemed a little underpowered in my opinion. I outright love the flavor, and with me and my group having made the switch to Pathfinder I see a great opportunity to "fix" the class. I'll work on posting my own "Pathfinderized" Mountebank attempt later, but for now I'm wondering if anyone has done their own work on updating this class of the damned?


Goth Guru wrote:

Diablo converted to D&D. There was one for 3.0 and another for 3.5.

It included stats for skeletons with bows.

This was an idea I hadn't considered, I've managed to track down a copy of the Diablo II Diablerie. What I'm really liking is the stats for the Fallen Imps (as they're called in the upcoming Diablo III) I'M gonna post the updated stats for them and their shamans once I finish them but I think they'll make the perfect little fodder for a Demonic incursion into Hell as part of the Blood War.


One of my favorite classes from the Dragon Compendium, the Mountebank, has always seemed a little underpowered in my opinion. I outright love the flavor, and with me and my group having made the switch to Pathfinder I see a great opportunity to "fix" the class, and I'm wondering if anyone has made any attempts at updating this colorful class?


Now, as far as my supply of devils that i can have players encounter is concerned i've got access to both Bestiaries, the Princes of the Damned, and quite a bit of 3.5 material that i could update if i really felt like it. Does anyone know of any adventure paths that have new devils in them besides the first two in "The Council of Thieves", i'll be ordering them soon and i'd like to see if there more i could place in said order.


I'm retaining the Blood War as an aspect of my world's cosmology, but am also having elements of an overarching conspiracy between Asmodeus and Graz'zt working to turn the races of all three fiends into a united warfront against the Heavens, and my poor Damned PCs will be caught up in it.


First session went pretty well, i had the PCs enter into Hell plummeting like a meteor, crawling of their crater only to find themselves in a massive field filled with thousands of the recently damned.

Soon they were charged by a massive line of huge Levalochs collecting the recently delivered souls in massive iron cages strapped to their backs. The PCs had the good sense to flee and what followed was a series of checks and saves as they fought their way through the crowd trying to avoid collection.

Long story short they were herded toward a cliff, climbed down into a nearby cave and later joined a much larger group of escaped Petitioners, successfully fought off an invasion of Fiendish Thylacines and have basically made themselves one of the leaders of this large gang damned Petitioners. But one of the NPC Petitioners had sold his to a Devil (his contract being engraved onto his back) and come next session that Devil will be coming to their hideout to collect. mwahahahah


I like the Wine press idea, very hellish of a plot device. I'll be starting the first session tomorrow and i'll be sure to tell how wll it went, etc.


All are good ideas, and i may use them or variations thereof. I know for certain that some of their biggest rivals will be the few other Petitioners of Hell that retain as much of their former selves as the PCs (the majority having their full mortal lives completely scoured by their rebirth). But what i'm looking for mainly is low level challenges for them while they're still starting out, and maybe tips on granting them new abilities as they "level". like granting the former assassin sneak attack but what kind of other abilities would be a good equivalent for the other PCs since they all share the same number of class skills, racial skill points, HD, BaB and the like.


after getting my copy of the Bestiary 2 i came across the entry for Pathfinder's take on Petitioners. Instantly i came up with a campaign wherein my PCs advance not in class levels but in Outsider HD slowing evolving from the Damned in Hell into unique Devils that could potentially be used later as "final bosses" of some potential future campaign. I've already decided that the PCs are going to be exemplary souls, they'll remember some aspects of their mortal life (name, a sense of what damned them, etc.), have two character traits, and 4 extra class skills of their choice in addition to what being Outsiders grant them. Now what i need are things that can challenge them while they strive to survive long enough to become some of the newest badasses of Hell and ideas on how i can "level" them up. any ideas or suggestions are welcome.


Dane Pitchford wrote:
The free PDF is only available if you get the books through the subscriptions they offer, I'm afraid.

curses, oh well thank you for clearing that up.


some time back i ordered both the Pathfinder Bestiary and the Pathfinder Core Rulebook from the website, I've only just come to download the free PDF that comes with such orders and I can't find it in My Downloads. Is this error, is there a time limit for the free download, if not can it be fixed?