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Organized Play Member. 3,046 posts (3,774 including aliases). 5 reviews. No lists. No wishlists. 4 aliases.

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I was thinking about putting together a class who heals automatically through an aura. The healing would kind of pale in comparison to magic, but would be automatic, so the player could focus on more fun things to do. I was thinking it would mostly mimic a fighter stat-wise, but more of a cleric for class features and flavor.

For now, let's just call the class the Life Warrior:
Hit Die: D10
Skills: Like a Fighter, plus heal
Weapons and Armor Proficiency: Like a Fighter
BAB and Saves: Like a Fighter

Aura: The Life Warrior must possess an item of sentimental value belonging to the person to be affected in order for them to receive the benefits of the aura. The 30' aura heals one point of damage every round, plus one point per 5 levels.

The aura also allows a save every round to surpress the effects of adverse conditions. A save may be made every round in which a recipient remains within the aura. A success merely supresses it for that round, but it resumes if they leave the aura. Conditions that may be surpressed are determined by level as follows-

4th- Paralysis
6th- Curses, Blindness/Deafness, Diseases
8th- Poisons
12th- Any Mental Condition

Additionally, the Life Warrior may heal one of the following through his aura once per round as a full round action-

4th- One point of ability damage
8th- One point of ability drain
12th- One negative level

Additional Features:

12th- Aura grants the effects of deathward
16th- Warrior may use raise dead as a spell-like ability once per day
20th- Warrior may use mass heal by sacrifising the use of his aura for the remainder of the day

So there it is. Try not to be too critical, but input would be great.

Thanks guys:)

One of my players chose the Ex-Sczarni campaign trait for the Shattered Star AP. She wants to pick the gang she came from so she can play off it, but needs to know more about the various Sczarni gangs first. Does anyone know where I can find some info on them? I'm having trouble finding anything.

If a target passes a save vs spells like suggestion, charm, or dominate, does the target know theory were targeted by a spell?

Say a 20th level mage gets into a battle and casts an hour/level spell, then shortly after the battle, lays down for his 8 hours. Is his hour/level spell still in effect until he wakes?

Does time stop end in the same position on your turn as when it started? As in, if you had a move action and only a move action left when you cast it, is that what you have left when it ends? To me, this has to be the only way it can work. Otherwise it would be broken to pieces

Can you use an immediate action while while flat footed, such as before you go in the first round?

R=Red Team
B=Blue Team

4 subjects on each team

R1 sees B1 and B3
R2 sees B1, B3, and B4
R3 sees B2
R4 sees no one

B1 sees R1
B2 sees Everyone
B3 sees no one
B4 sees R3 and R4

Lol, you get the gist. Are there rules to navigate this type of madness?

What I've decided to do is allow anyone who noticed any enemy act in the surprise round, but they are flat footed vs targets they didn't notice.

I stopped following the progress of this game before alpha started. I seem to recall, at that time, key mapping wasn't on the agenda. Just thought I'd check in and see if there'd been any new talk on it since then. I'd like to be able to map to a gamepad

What happens when you dominate a creature that's already dominated?

If two orbs occupy the same space, they fuse together and use the highest DC of the two. Do they continue to do 1 level damage, or does the orb now do 2 level damage?

Do effects from touch of idiocy stack with themselves?

What happens when someone uses the spell command undead on an undead that's already commanded by another person?

I know for sure that when counting squares during movement that you can move diagonal evey other square at no extra cost to movement. It's been like this since 3.5, and I found it on the are a few weeks ago. But, I'm trying to find it now to show it to a GM and can't. Anyone known where I find this? Diagonal movement only address moving diagonally only.

Can you use this feat in conjunction with ray spells? You can take weapon focus on ray spells, and they do require an attack roll. I'm just unsure if you can cast the spell as part of an AoO.

mythic haste grants you an extra move action. does this mean you can move and full attack?

Here's the skinny...

My group's currently exploring Baphomet's corner of the abyss. They made it to his capital city and were summoned by a Nalfeshnee. When they entered it's throne room, it teleported in, wielding a golden sword, at which point I requested initiative. They killed it before it got to act, at which point I had to laugh, because the demon's intent was to help them. Most of the group complained that I shouldn't have requested initiative when the demon had no intent on fighting, to which I responded that an initiative request is not character knowledge and should not dictate their actions.

The group is manhandling the AP, so I thought it a good time to make a point, which I also happened to think was pretty funny. What do you guys think? Was I reasonable, or do they have good reason to complain?

One of my players seems to recall your reach changing while mounted to equal the mounts reach. Is this accurate?

What are some things that grant immunity or bonuses to saves vs people trying to read your mind? I've come across items before but can't remember what they are. Feats or spells or something would be great as well

I have a group fighting a pretty tough fight against a winter wolf. One person found themselves standing at negative hit points with diehard after a surprise round. He now hopes another party member will grab a potion off of him and feed it to him as he stands there and fights the wolf.

His stance is that its a move action for the other guy to grab the potion, and a standard action for the guy to feed it to him, and that he can drink it as a free action while he takes his normal actions.

My stance is that it is a move action for the other guy to grab the potion, and a standard action for the guy to feed it to him, as well as a standard for him to drink the potion because it takes cooperation from both people, which isn't feasible, and is the exact reason people don't do it all the time.

The rules state clearly that it's a standard action to drink a potion. It's not the guy feeding it to him that's drinking the potion, it's him, so I don't know where he believes his footing to be in claiming it should cause it to be a free action for him, but I am posting here so that other people can weigh in on it. I'm sure he'll be commenting here soon.

Is anyone currently playing a Skype game with room for one more?

You stand there a moment, watching the rain shimmer down the roof of The Eye. You take one more look at the crumpled parchment in your hand, wondering what it is Luke might want. The moment passes quickly. You enter the tavern to find him there, holding a large table in the back.

The order you post will be the order you arrive. Luke is already there waiting for you.

Can you cast quickened spell while time stopped? I'm confident the answer is yes, but want to make sure I'm not missing something.

EDIT* To clarify, if I cast time stop and roll a 4, I have a total of 5 rounds. If I have a greater quicken meta magic rod, does that mean I can cast 5 spells, plus 5 delayed blast fireballs?

We will likely be discussing the game here for a couple days before we get started. Welcome!

I'd like to see GM's in a pbp be able to insert alias pics right into their post. That way, if the party is speaking with a villain or important NPC, the GM could post a pic of them right next to what they say. It might sound silly, but I think it would make the experience more immersive.

I realize paizo doesn't want to allow people to post any pic they want to their boards, but perhaps it would be possible to limit those pics to the page of alias pics. That would be awesome.

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This is the official recruitment thread for a game held in a homebrew setting I've been wanting to flesh out.

Things to Note:

* Magic does not exist, psionics do. Brief history in spoiler below.

* Guns Everywhere. This means advanced firearms such as revolvers and rifles are common. Other tech will exist but will not be immediately available. Brief history in spoiler below.

* 2 posts per day minimum, would prefer more most of the time.

Character Creation:

* Paizo material only, with exception to DSP's Ultimate Psionics

* 25 point build

* Core races, in addition to Blues, Elans, Half-Giants, and Maenads are playable. Not that I dislike other races, just that I'd like to keep it simple while I flesh out my setting

* No E, no C-N

* 2 traits, or 3 with a drawback. Must all be taken from different categories

* Max hp at first level, half +1 beyond first

* Max starting gold for class

* Please format your character sheet as close as you can to this. Everyone's sheet being the same just makes it sooo much easier for me in the long run. The closer you are to this example, the better your chances

* I'm not requiring a backstory since I don't yet have much of a backstory for the setting. If you decide to write one, I prefer it be simple so that it still makes sense as I begin to flesh out my setting.

The Setting:

The civalized world consists of numerous mountaintop settlements that formed when the low lands became uninhabitable. Travel to and from settlements is mostly by airship. The land below holds many ruins, but is extremely hostile and unable to house settlements.

Only a generation ago, a race of aliens known as illithids found a way to the planet through some sort of gate effect, which sparked the birth of psionics. The event is now known as The Awakening. What they seek is not known, but they hesitate none to kill any and all in their way, in the most brutal of fashions. The illithid were tracked here by a race who hunts them called the githyanki. They brought with them technologies never imagined, but are dangerous to barter with.

I think I'm going to fire up a game in a homebrew setting I'd like to flesh out. I have 2 ideas for this setting.

1) Is a water world. The only land on the planet is two enormous rings, one inside the other, formed by an astroid impact tens of thousands of years ago. The outter ring is partially populated. Recently, visionaries have taken to exploring the inner ring, which they found to be saturated with precious metals.

2) Consists of numerous mountaintop settlements that formed when the low lands became uninhabitable. Travel to and from settlements is mostly by airship. The land below holds many ruins, but is extremely hostile and unable to house settlements.

Magic does not exist in either world. We will, however, be utilizing the DSP psionics system. Story on psionics is as follows. Only a generation ago, a race of aliens known as illithids found a way to the planet through some sort of gate effect. Waves came through in search of something, and unexpected psionic potential awoke in the minds of the indigenous. This event is now known as The Awakening.

Tech will also exist in both worlds, the source of which will be the githyanki, who tracked the mind flayers here only a few years ago. If you can get their tech from them, it's your's. But be warned, they don't really like to play nice either, lol.

If you can only post once a day, please don't apply. I'd like some folks that can post several times per day. If enough interest is shown, I'll give details on character creation.

I'm in a pvp game and all of my enemies are blind and stunned. I'd like to snatch a coin purse from one of them and leave. Is there a roll I need to make for that?

If I cast a spell at an enemy with a duration, where does the spell end in initiative? I looked under Magic in the CRB but didn't see anything

What can I reference to prove that you can take 10 on a day job roll?

3/day- blade barrier, flame strike, power word stun, raise dead, waves of fatigue

Does the monster get to use each of those listed 3/day, or does she get 3 uses per day that must be picked from that list?

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The rules state that you can take 10 anytime your not in immediate danger, but I haven't really found a clear Pazio definition of what "immediate danger" means. To me, danger and immediate danger would be defined as this-

Danger: Any time your conditions could result in harm if immediate action is not taken, such as walking a tight rope.

Immediate Danger: Any time your conditions positively result in harm if immediate action is not taken, such as standing in a burning building.

The reason I bring this up is because I'm a player in a Skull and Shackles game and the GM ruled that the rigger could not take 10 on his job. He claimed it was some sort of special work task which you can't take 10 on, which I question. I get that it's a special work task, but don't understand why you wouldn't be able to take 10. I was curious as to if he has misunderstood something, but I don't want to read the book and spoil the fun.

In book 1 there is a ton of skill checks for jobs. Are you allowed to take 10 on these checks?

Is there anyway to get access to a school power from the wizards list as a sorcerer? I know there's an arcanist suptype, but I'd really like to get it as a sorcerer so I can use Cha as my key ability modifier. Plus it's hard to let the extra spells per day of the sorcerer go.

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Item creation rules have always been my achilles heel when it comes to understanding the rules. I have a player wanting to craft a wondrous item that causes a harmless electrical current to pass over the body with jolt. Anyone wanna walk me through how to apply the rules to this request?

I disagree, our wizard's late every week. Lol

Does anyone remember if you can teleport within the city of Xin-Shalast? My group wants to teleport to the top of Mhar Massif rather than scale it, but I thought I read that teleportation doesn't work within the city. However, I can't find where I read it now, and am questioning if I even read it at all. Thanx in advance.

I'm just curious if there's been talk of an epic level handbook lately. No need to bring up Mythic Adventures. I own it, love it, and use it. Just curious about epic right now.

I read on the srd that the suggested method in a pinch is to continue progression as it was in earlier levels. As it says, that would work fine for a few levels but would quickly become unbalanced.

I don't understand how to get a t-rex mount by the rules. Can someone explain it to me?

I'm about to start kingmaker and I'm curious if it would be a waste of time to build a character geared towards fighting casters. Could someone whose played it before tell me if there's many casters to be fought?

I could have sworn you couldn't use the ashes left behind from disintegrate as the body part requirement to cast raise dead. Is this correct?

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Wasn't someone talking about running an all psionic game a while back? Whatever happened to that?

In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies 'forsaken' and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mirta and his chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the "gentle" ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given and prisoner- male or female, commoner or noble- all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall aboive by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled- all that you can do now is await your doom.

For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

Feel free to converse a bit as prisoners to start things off:)

This is the discussion thread for Way of the Wicked. Keep the bulk of the out of game chat here, such as questions about abilities or rules, dick and fart jokes, etc.

This is a private game.

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