Durkon Thundershield

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Organized Play Member. 207 posts (215 including aliases). 3 reviews. No lists. No wishlists. 1 alias.




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Good Morning fellow DMs. I've recently started running a game where my unknowing PCs are in RandLand. They've been running the old module Good Morning fellow DMs. I've recently started running a game where my unknowing PCs are in RandLand. They've been running the old module Prophecies of the Dragon and we've run into zero issues so far.

I've let them make a 100% PF PC and have worried very little with the actual Wheel of Time RPG rules. My concern is in the module, where the story assumes the PCs know a little of the WoT story.

We are currently in Falme and the Horn of Valere is about to be blown in our next session by Mat C. How do I incorporate these events into my campaign as none of my PCs have read the story. I believe I have this very well hidden from them, as I had just finished Wizard’s First Rule and they believe this is where its all coming from. I did include some stuff from there to throw them off.

All suggestions welcome. I didn't proof this, you get.


Ok. So I'm new to painting. My first unpainted pieced will be arriving today in the mail.

I will be using my wife's acrylic paints, and do realize i will need to thin it.

What are some things that you know no but should've known then when you first started?

Good reference material. Tips. Advice. etc..

Thanks.


This is the Beastform Archtype for The Alchemist Class.

Do these abilities STACK OR REPLACE themselves at each level?

Exact copy from book, with spell abilities from CRB.

Thanks in advance. If any further information is required please let me know.

BEASTMORPH (ARCHETYPE)
Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.

Beastform Mutagen: At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.

Improved Beastform Mutagen: At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.

Greater Beastform Mutagen: At 10th level, a beastmorph’s mutagen grants him three of the abilities listed in the beast shape II spell, which persist as long as the mutagen. He may select three different abilities each time he creates a mutagen. This ability replaces poison resistance +2, +4, and +6, as well as poison immunity.

Grand Beastform Mutagen: At 14th level, a beastmorph’s mutagen grants him four of the abilities listed in the beast shape III spell, which persist as long as the mutagen. He may select four different abilities each time he creates a mutagen. This ability replaces persistent mutagen.

1. Alter Self – darkvision 60 feet, low-light vision, scent, swim 30 feet.
2. Beast Shape I – climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
3. Beast Shape II – climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
4. Beast Shape III – burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.


Hey so first off. I only play homebrew.

Now. I'm a cleric, who happens to be neutral.

I've taken most of the channel feats (selective, improved, versatile, command undead) but need an awesome reason why I always have skeletons with me.

Be it body guards, anthropologist, just something.

We have quite a creative table, and nothing will sound to dumb. Esp since I'm reading this and can't hear it ;)

Shoot me some suggestions por favor.


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I think a sub forum by state would be awesome in the gmaer connection forum.

There are 3 forums currently all front page from AZ alone, i've seen it done in other forums before. Just a suggestion. Thanks.


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Has video game caused us to think differently? I see all of these threads with people trying to bend or twist the rules, to make their PC have that extra umph.

I mean come on, infinate threads. Theres only one infinate that I know of and thats the universe. Infinates hould only be theoretical, never used in a game.

Why can't people be happy playing just a generic PC anymore instead of being power gamers?


Is it just me or do the Pathfinder minis look really cheesy? When I bust out a new Troll that I bought, it is to be feared, not laughed at...

Because of this I have decided to get my minis somewhere else until Pathfinder's lose their Anime like touch I don't think KI'll be buying these in bulk.

I'm not knocking all of the mini's, some look awesome...The Lich, but others......seriously?

Does anyone else feel this way? Hope this makes it to the right ears/eyes.


I'm a LV3 Cleric. I decided to switch to Inquisitor. How do my spell LV stack?

I don't understand this since they both learn differently.

Explanation required.


what happens?


ok so i've been playing rpg games since ad&d. I still haven't learned what the differnce is between celestials? outsiders? infernels? and what ever other typr of creature type I forgot.

now that I have internet access at work, i think its time i stopped being stupid and learned what the differences are.

thanks.


do dwarves have the wep prof for dwarven warax ro do they need the feat?

in another thread having this argument and need a definitive answer.


so i'm a level 3 human cleric. i have taken 3/4 channeling feats

- selective channel
- improved channel
- versatile channeler

the last i take will be extra channel.

my concern is this. what do i do after i have the last one? What am i suppose to do then? I just wanted to be a decent channler/support class. not a melee fighter.
here are my stats.

str - 14
dex - 9 (i'm short and fat, this number represents that)
con - 15
int - 13
wis - 17
cha - 17

yeah i rolled those on 3d6. my friends were like WHAAATTT!!!

anyways. suggestion appreciated. thanks in advance.


My group has been playing together for almost two years. Saturday night rolls around and people start showing up. We have never used minis but the topic was bought up last weekend. We're all interested.

So I start looking online to find some. HOLY CHRIST TH PRICE!!!

Is there anywhere I can find these for cheaper, I'd rather not have to whore my body out to afford some.

Thanks in advance.


1 person marked this as FAQ candidate.

This is the exact wording of Wind Wall.

An invisible vertical curtain of wind appears. It is 2 feet thick and
of considerable strength. It is a roaring blast sufficient to blow
away any bird smaller than an eagle, or tear papers and similar
materials from unsuspecting hands. (A Reflex save allows a
creature to maintain its grasp on an object.) Tiny and Small flying
creatures cannot pass through the barrier. Loose materials and
cloth garments fly upward when caught in a wind wall. Arrows
and bolts are deflected upward and miss, while any other normal
ranged weapon passing through the wall has a 30% miss chance. (A
giant-thrown boulder, a siege engine projectile, and other massive
ranged weapons are not affected.) Gases, most gaseous breath
weapons, and creatures in gaseous form cannot pass through the
wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any
continuous path along the ground that you like. It is possible to
create cylindrical or square wind walls to enclose specific points.

My question is in the title, hopefully so insight from others will help me understand this a little better.

Does Wind Wall stop firearm projectiles?


We have a group of 4 guarenteed players but are looking for one or two more. PM if interested. We play every Saturday night in my garage (smoking, drinking acceptable), 8-until we deem we're done.


Wouldn't it be nice if everything were in the same spot for references. Lets see if we can get info on channeling. i.e. feats, obscure information, different builds, etc etc.


I would really love a way to do this. Channel both types of energy. Is there a feat or another way that overcomes this once you choose positive or negative.

I'd really like to play a PC that uses channeling to the max. As much as I'd like your suggestions I like building my own guy but am just curious about using both types of energies.

Thanks.


guy/girls. i need a program or something that produces quick npcs. i don't need them to be fully in depth. just some basic stats, name, pretty much. nothing to fancy.

thanks in advance.