Shield

lhudek's page

Organized Play Member. 39 posts (40 including aliases). No reviews. No lists. No wishlists. 1 alias.


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trying to help someone who wants to play a shapeshifting druid in a build for this campaign.

Its being a bit rough


Just got the email, did not see this was posted in advance. Grats to everyone who made it, I am very happy!


Good luck everyone! Glad I got one submission in, but I did not turn in my second...just did not have time to fact check details and all on it.


Question:

Will we receive an email notifying us that our submission was received?


1 person marked this as a favorite.

I just finished writing and submitting mine, thanks to Andrew for helping out!

Is it ok to share an open document link of what we submit on here?


1 person marked this as a favorite.
Reduxist wrote:
Is there a good way to peer review potential submissions with others before you turn them in?

I would be willing to read over anyone's work, in exchange they do the same.

I have a short story written at 1570 words that I would love for someone to review.


We have a bit of fun making these.

https://www.youtube.com/watch?v=Gv55hwAIR3I


Jacob W. Michaels wrote:

I would say it depends on what you're looking to have edited and for what purpose.

I'm generally happy to give a glance at a monster or magic item and give some feedback if someone asks, but I would probably charge someone if it were a 10,000-word document and/or something they're looking to publish and make money on.

There are certainly editing fora out there where you can find/hire someone to edit for you, though I don't know how difficult it would be to find someone to do Pathfinder-related editing (as opposed to if you're doing fiction writing or some other sort of writing).

A module or other short world building would be a good bit easier to have people aid me with editing. Sadly this is not the case. I am not sure where else to look since it is PF related. I am going to drudge through and write this beast, and then try to break down a rough draft into 3 editable parts.


I have no one I know of that is capable of editing, but I happen to be friends with Dr. No's comics and games here in Marietta GA. I asked the owner (https://en.wikipedia.org/wiki/Cliff_Biggers) what I should do to seek an editor as a fledgling writer. His advice was too look on forums and exchange editing work with other authors. This would keep us unbiased and honest with one another, and ultimately build both of us as writers.

If someone has a more sound idea, please let me know and thanks!


From our good friends at RGG, I would recommend this.

I am stuck waiting for my normal AP group and needed something to play in the meantime, this fit the bill perfect!

http://www.drivethrurpg.com/product/218960/Blood-Space-and-Moon-Dust


Imbicatus wrote:
It doesn't exist. Starfinder two handed weapons tend to do more base damage, but they do not get 1.5 str bonus damage. There is a solder class ability that allows you to gain 1.5 str with any melee weapon regardless of hands, but it's soldier only.

Thank you, this is what I thought but I was surprised it was not mentioned in legacy rules.


I cannot find if you add Str + 1/2 for two handed weapon attacks like in pathfinder in the SF rulebook, anyone able to help me out?


Trailblazer on page 99, with the theme operative has the player taking three feats:

Far shot---fine
Improved initiative--fine

Weapon focus (special weapons)

I am pretty confident this should read sniper and not special, as you would not be proficient (unless I am missing something after re reading this many times) with special weapons, and would not get the level 3 bonus from weapon specialization as well.


Trailblazer on page 99, with the theme operative has the player taking three feats:

Far shot---fine
Improved initiative--fine

Weapon focus (special weapons)

I am pretty confident this should read sniper and not special, as you would not be proficient (unless I am missing something after re reading this many times) with special weapons, and would not get the level 3 bonus from weapon specialization as well.


Kalshane wrote:

Well, if they're planning on keeping it, I imagine they're going to need some "proof" that Aldern sold it to them or otherwise legally passed on ownership to them. (I imagine Magnimar has some sort of laws on the books preventing someone from breaking into someone else's house, finding the deed and then claiming that that house is theirs.)

My first party did end up squatting in the Townhouse, but they took the time to forge a letter from Aldern stating that the party's noble-born fighter (and past acquaintance of Aldern's) had been put in charge of his affairs while he was out of town. (Remember, Ironbriar posted a couple of Faceless Stalkers in the Townhouse to keep up the charade that Aldern was still alive/not a ghoul. Why he did that AND had the house boarded up is one of those things that doesn't make a lot of sense in the AP. I've left out the "boarded up" part in both of my run-throughs.)

I ended up sending a group of Skinsaw Cultists backed up by the Scarecrow to try to murder them in their sleep (Ironbriar is keeping watch on the place and the AP mentions he had copies made of the keys.) However, they were smart/paranoid enough to set watches and detected the Cultists sneaking in and fought them off. (Also, a Flesh Golem is a pretty underwhelming foe against an alchemist.)

I plan on doing something very similar, we seem to be in the same mindset!


Kalshane wrote:
In theory ownership of Foxglove Manor and the Townhouse should pass to Aldern's two sisters (who currently live in Korvosa.) It's up to you how much of a deal you want to make that. (I could very easily imagine them wishing to wash their hands of the manor completely.)

They plan on squatting at the least, except the one ranger, who would rather make lodgings in the nearby woods.


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MrSnacks wrote:

So my PCs are likely going to find the Seven's Sawmill next session. They captured Nualia and, the fools that they are, brought her to Magnimar for trial. Where the judge assigned to the case just so happened to be Justice Ironbriar.

I'm planning to have her join Justice Ironbriar at the Sawmill, along with of all people Shayliss Vinder. One of my PCs took up with Shayliss and abandoned her somewhat callously. Shayliss ran away to Magnimar, having been, like Nualia, shamed by the residents of Sandpoint for her illicit love affair.

Off stage, Nualia takes Shayliss under her wing in Magnimar and brings her over to worship Lamashtu . The child Shayliss bears in her womb from the affair has become a monstrosity touched by Lamashtu. My campaign got a little soapy. It's been fun. Gonna be an interesting social encounter, if nothing else.

I'd like to level Nualia a bit but avoid turning the fight into a TPK. As written though, it honestly doesn't seem that difficult? Any suggestions as to how many levels to add, and any particular skills you'd add? I'm thinking a level, maybe two max. And I might give Shayliss a cleric level too..

Nualias goal is to become a full fledged demon, having her be a Succubus at this point (depending on how much game time has passed) would not be beyond reason or overbearing.

You could, instead, have Nuelia not be in the encounter and put in Shayliss in there instead, even having the meeting be about the birth of the demon spawned child. Having a group of PCs witness a demonic birthing ritual where they walk in as the child pops out would be one hell of a way to kick off a night!


Question to see if this has happened to anyone else.

My party has cleansed Foxglove manner of it's haunt, and is currently level 7 in Mag. They found the deed to the Foxglove manner and decided to claim it as their own, along with the townhouse. I cannot find any reason, outside the Brotherhood of Seven, for them to not be able to maintain the property...provided they pay taxes and for upkeep.

There is nothing indicating that the haunt will come back once exorcised, and the players have thoroughly researched the houses history. Two of them have knowledge engineering, and they are willing to hire and care after (in the meta, with stat sheets) several npcs on the property.

The group is NG and CG, I cannot find anything they are doing to be wrong or out of alignment.

They actually have plans to expand on the house if they ever have down time, adding on some places to craft, a garden, and some small housing for servants and the like....and they already sold or burned all of the prior owners paintings since they all seemed to have bad mojo attached to it.

They also contracted the Sand point Glassworks for a large order to replace the old stained glass that was depicting nasty lich work.

So...has anyone else had something like this happen?


Aelryinth wrote:

There is a well thought of 3rd part crafting guide out there on the market for under $5, but I can't remember what it is called. It may help solve your problems without that much work.

==Aelryinth

I have looked around trying to find one, and posted over a few boards looking before I started doing this.

I am going to go nab this and see how she is, thanks!


Edit:
The link keeps...pasting wrong somehow but she is fixed!

I figured many people would want a quick reference table, so I did that first:
Update to the Crafting Guide, V0.2


Page 27, the part of the Map H: Remnant of the Council...are those suppose to be vines on the map? I was going to treat them as difficulty terrain, they may just be there for flavor.


SwiftStriker wrote:
I really like the concept of it. Having a full guide for crafting not just the time it takes to craft but what materials are needed and how to get them is great for new and veteran players alike. I can't wait to see how you expand on this.

Since the game seems to be in Lbs of material, our current thought is gathering in pounds. For example, all medium beats may be skinned for a maximum of 1 lb of leather (after refinement). If you fail the dc by less then 5, you get 0.5 lb of leather (only in 0.5 intervals, no 0.3 nonsense). More then 5 results in nothing gained and its lost.

Then we go into how each area of the world has X many crafting materials that occur naturally. Then the dm rolls to see how many veins or trees etc.. MIGHT be able to be tracked down via a skill check. Then a skill check to gather it with a nice bonus if you have good gathering tools. Certain materials need special tools, thus is the nature of crafting.

We can add temp and other things in the special part, I got sick of having to look this up so often.


SwiftStriker wrote:
I tried copy/pasting the link and it always comes up as doesn't exist. Please post a fixed link.

On it:

Screw it using dropbox since Docs is being goofy

https://docs.google.com/document/d/1TfBEAkk5gzQ3ozAfe6e3dPEpWaoukyTCnbDjrE3 Ncsc/edit?usp=sharing

OR:

https://www.dropbox.com/s/0qolbw0xotfeljy/CraftingCreations.doc?dl=0

If neither one of these work then I am the worlds worst nerd...or just really suck at permissions.


Marc Radle wrote:
Gah! Can you trash the 6 million duplicate threads? You only have an hour to do so

Literally attempting to do so as it lags all over, not sure why it did that to begin with I am so sorry!

Edit: Should be fixed


Hello everyone!

If this is the wrong board please let me know, I am not sure where exactly to put this.

Looking for some feedback on this concept we put together as we would love to see a truly great crafting book put out for Pathfinder. I am fully aware she is just a concept. I want to know if this makes sense to go in as a direction from the community, nothing more. It is easier to have a good concept and then populate then screw up with a bad concept.

New Link to make life easier

Any feedback, no matter how harsh, is appreciated.


thanks for all the replies guys, my bud is very happy with the info so far!


blackbloodtroll wrote:
Pure Barbarian, all the way.

thinking 3 lvl in brawler

and rest in armored hulk


Buddy of mine wants to play a battle rager from the Legend of Drizzt books. The key things he wants to do are:

Charge with his helm
Use his armored spikes (in armor down the road) to impale people
Grapple poeple
Unarmed strikes with gauntlets

I am thinking it would be a multiclass barbarian fighter, possibly with the rage that gives you horns.

Any other thoughts on how to play this?


Trying out an inquisitor for a 2 person campaign, going with growth domain and a reach weapon. Being a dwarf.

First level feat is combat reflexes:

Any thoughts which direction I should take this?


I think shes knows whats shes doing, and if I die I will not be upset. We have played some type of rpg together for years, just this is her first time "behind the curtain."

I think inquisitor is happening.


The title says it all, its her first time Dming and that's what I am thinking of playing. She is going to run mods from Paizo, I have no clue what to expect.


Thought about doing an Abjur. Wizard for fun with them, but I have a hard time seeing if it would really be viable.


came back to check on thread

see it is lit up

I was debating a MT, but I think a druid the whole way through would work well, random encounters may hurt your if you dont have the right spells prepped I suppose, but you can always run!


Sean FitzSimon wrote:
lhudek wrote:
Sean FitzSimon wrote:
Those aren't bad options. This party is actually one of the few that would actively support the Mystic Theurge. Particularly because you won't have another full caster hanging around showing you what spells you could have had if you'd stayed pure.
after reading another thread, I thought Druid/witch MT would be useful in this situation, which is pretty rare. Also, we openly use 3.5 provided it doesnt contradict something going on in PF.
Plus, the flavor is hard to beat. Try looking up the Arcane Hierophant from 3.5, masters of the wild I think. SunsetPsychosis mentioned it earlier, and it's exactly what you're looking for (if your DM approves). It's essentially a mystic theurge that is specifically tailored for a druid/arcane combination. It progresses wildshape, combines your familiar and animal companion into a single entity, and has better skills, BAB, and HD. It still has all the trappings of a regular theurge build, and if I recall requires a little longer to enter. I'd say it's roughly equivalent to a mystic theurge but pushes the flavor more and you end up losing less from two classes that put a large focus on their class features (unlike wizard and cleric).

seems like there is an updated PF one

http://rpg.divnull.com/wiki/index.php/Arcane_Hierophant_(Pathfinder)

i am pretty sure he will allow it, so ty!


Sean FitzSimon wrote:
Those aren't bad options. This party is actually one of the few that would actively support the Mystic Theurge. Particularly because you won't have another full caster hanging around showing you what spells you could have had if you'd stayed pure.

after reading another thread, I thought Druid/witch MT would be useful in this situation, which is pretty rare. Also, we openly use 3.5 provided it doesnt contradict something going on in PF.


Sean FitzSimon wrote:

Hmm, I'm wondering if the ranger is melee or ranged? Well, it doesn't matter really. I'm going to subvert the whole "play what you want" and just dip right into "don't get stuck playing the healer." Depending on entirely how low magic this world really is you need to consider if you'll be able to purchase wands of cure light wounds. If yes, you can hand them to the Ranger and they can heal your group. If no, you should consider going a route that will let you craft wands of Cure Light Wounds.

Looking at your options, which I see are Wizard, Inquisitor, and Druid, I offer this:

Wizard: The best battlefield controller in the game, hands down. If this is something you like, I'd probably go this route. Haste is going to do your group a lot of good, as you've got 3+ weapon users. Abjuration is one of the lesser schools of magic, so I'd probably go with Illusion instead. Simply because it's easier to find an illusion spell you want every level, and the Image line is wonderful if you're creative.
Inquisitor: Wouldn't be too difficult to work into the group, but you should be aware that you will be a hybrid weapon user (similar to a bard). They've got a lot of utility to offer a group, and this group needs utility, so it's not wasted. They're somewhat caster lite, though.
Druid: Perhaps your strongest option, though you may find some drawbacks in your campaign world. Druids are powerful battlefield controllers, but in less natural environments they tend to find their abilities limited (but not useless). They rely a lot on summoning companions to eat up space on the battlefield and have some decent utility. Access to basic healing spells (cure light) lets you grab Craft Wand and keep your party healed, and also allows you to pursue more situational spells that can be converted into summons (lesser restoration, cure disease, etc).

Consider also:

Cleric: A cleric is a great addition to the party as it provides lots of buffs, debuffs, and crowd control at higher levels. If you take the Evangelist archetype...

I am leaning towards druid as it seems to make the most sense and can really aid the group (summons take hits and help flank and I can go into form and cast with the right feats meaning I do not die). This has pretty much cinched it for me, shame I can never play an illusionist in a good setting though!


SunsetPsychosis wrote:
I recommend a bard. You'll be able to pinch heal, you'll have some effective enchantment spells, and you'll be able to buff those melee sorts into doing even more damage. You'll also have face skills and still be able to wade into melee as required.

I currently play a bard as my "main" so I was trying to avoid playing a controller bard twice :(. The thought did cross my mind though.


I always pick my character last to try and best fit the group, and right now I am about to start a new campaign with some friends who are playing a
Ninja
Ranger
Fighter

The ninja will be going for a sap master/CBM build, and the other 2 are going for damage (TWF Fighter).

The campaign is low magic, and I am at a loss for what to play. I am trying to find a way to work an inquisitor into this or druid so I can help control a little bit/buff and heal. Other than that I have even though of playing an abjuration wiz or an illusionist....even a tanking cleric but I cannot seem to find what makes sense to compliment this group.

Also, since the campaign is low magic any advice on what item creation feats would best serve these 3 if I chose to go that route?

thanks!


I have always wondered if a blast wizard was viable in a group with a controller bard....thats what we run and it works out ok. At times I wish the wizard had some control, but most of the time I want her to just do damage as I have control on the field.

Now we are only level 10 so take it for what it is, I am not a huge fan of blasties outside of all this (just dont tell my wife that).