Jigeke the Exile

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Organized Play Member. 120 posts (181 including aliases). No reviews. No lists. No wishlists. 3 aliases.




Title Question.

I have a player character that, due to circumstances, is playing entirely behind the scenes. Using Downtime Rules exclusively.

And for fun we're trying to play as strictly to the rules as possible, even if that means him becoming grossly OP.

But the PC has the goal of becoming the ruler of Sandpoint and possibly attempting to use Kingdom Building rules to make it the Main port of his Airship fleet. (Downtime magic item crafting is silly)

I think politicking should be something the Influence Capital is perfectly suited for.

Thoughts?


I'm preparing to run a RotRL game and I do a lot of listening to audiobooks and podcasts at work. I've seen a bunch of threads on Actuals Plays but I'm curious if there are any GM focused 'Review' podcasts?

I'd be really interested in an audio format of someone going through AP modules and talking over encounters, possible pitfalls, and potentially community alterations or suggestions.

Does something like this exist?


I'm playing in the Iron Gods Adventure Path and I'm playing a Psion going into a home brewed psionic technomancer prestige class.

What I'd like to do is make a mechanical arm (Like Viktor from League of Legends for those that play it) that protrudes from my back with the technology rules. The idea I have is that it acts as the Alchemist's vestigial arm and then I'd like to add the capability to cast Scorching Ray a few times a day for fun.

I can muddle through the craft technological item rules. But I have no idea what a good price on the vestigial arm portion of the device would be. I tried to search for a comparable item through the forums but my search-fu must be weak.

Does anybody have any suggestions or comparable item knowledge that could help me?


Hey guys,
I'm going to be running RotRL coming up here soon and the players decided for a shared background that involves them being on the chase of an infamous thief named "Goldie Fox

So being too good for me to let go of I'm statting up her and her crew as a fox themed Goldilocks group. I'm not entirely sure what to do with them but I had an idea.

I'd like to make her Aldera Foxglove. when The players meet her in her noble persona. Realizing she's Goldie Fox sometime around defeating her last of the 3 henchman. I'd keep the normal storyline and "transformation" of the source material. Also the wizard has a prebuilt love interest story with a past run in with Goldie Fox. So she'll definitely be a disguise artist of some sort.

What I'm curious about is do you think it will ruin the intrigue of book 2? Or do you think there are any other big issues I'm overlooking? Thanks for any help!


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Possibly Spoilers, if you're playing in RotRL or Shattered Star proceed with caution

Hey guys, I was looking over the Thassilonian sin archetype and thought it would be interesting to have a wizard that started with that and possibly learned or leaned toward virtue instead of sin.

In particularly I'd love to try playing a wizard that starts as a Sloth Wizard and slowly uncovers Zeal magic instead. If using just fluff I had planned on going with a neutral summoner that leaned toward Evil summons that eventually leans toward Good summons (*shrug* Best I feel can do without changing too many rules)

That said has anybody given any thought to what that might entail? If you were a GM would you give any RP/Gameplay bonuses to a character who tried for that sort of growth? Also, in the world of Golarion, does that not work? I know the original thassilonian wizards left virtue magic because they did not find it powerful enough. So perhaps they were missing something? I'm not sure. What do you think?


Howdy folks,

My wonderful DM will be running the RotRL Anniversary soon and we have a great setup!

Cleric of Cayden Cailean
Monk/Free Hand Fighter Crane Style Dervish Dance Mister McCheeserson
Ninja for the skillz
and Something else not an arcane caster.

Which leads me to play the Arcane caster. That said I know that wizards get a lot of goodies in the AP and I would like to fill that role to give people Hastes and Enlarges and Buffs. Because making other people amazing is kind of a cool feeling.

Then again, I also want to play a Psion. Particularly the Shaper "Astral Construct" type shaper. So should I just suck up my Psionic obsession and roll a good ol' fashioned wizard? Or try something unique and go with a Cerebremancer? What do?

TL:DR Wizard or Cerebremancer? (Probably build something ridiculous like Thassilonian Sloth (Conjuration)/Shaper Psion/Cerebremancer)


Assuming you could use the Item Creation rules to create delicious delicious magical food and beverages. What items would you be so keen to make?

1. Ghost Touch flour: That poltergeist never looked so delicious

2. Curry of Dragon's Breath: A.K.A "I played too much Super Smash Bros. as a kid"

3. Edible Explosive Runes Paper: Better if you could change the trigger to "ingested"

4. +1 Flaming breadroll: It cooks itself!

Any others?

(If this thread is nice and popular somewhere else let me know, so I can stop making an @#% of myself. Thank you :D)


Hey guys,

So we just finished the Crypt of the Everflame module and I found it a fantastically old school dungeon crawl! My Archer Paladin wrecked things. Now, my party walked into room 19 "Reflections of Terror" (My DM let me read the module once we finished) I entered the room first and encountered the Pool of Fear trap. I made my save (Thinking I was being tricked into trying to kill the other party members...) and turned around to warn the others.

My thinking was that if I covered the eyes of the other players they may be able to avoid the trap. The trap description says:

Pool of Fear:
"Anyone entering this room cannot help but catch a glimpse of himself in the reflecting pool. Those who gaze into the pool see a horrid, rotting reflection that slowly turns to murder the others in the room..."

The flavor text suggests that you have to be able to see the pool in order to be effected by it. The trap type is merely trigger: proximity, and Spell effect cause fear.

Now the DM argued that my party would get no bonus for covering their eyes, arguing that the pool would just magically make people "curious". And ended up being nice and allowing a +5 on the others saves. She's a new DM and honestly handled it the best I think she could, and I'd probably be way too lenient to my players so I'm wondering what most people think is the case?

I'd like to know for the future so that when I run into this kind of situation I know how to handle it. Thanks for reading this behemoth of a post!

TL:DR I got in a spat with my DM and I feel really bad about it :C


I would like to create a necromancer of Zon-Kuthon in an upcoming (Core only) game. The DM will be running the Crypt of the Everflame series of modules then transferring us over to book 2 of Carrion Crown.

The other players in the game are creating a Battle druid (Shapeshift tank), Bard (Buffer/Skill monkey), and Monk (Melee/DPS). I originally built him as a Cleric with the Death and Darkness subdomains.

My question is should I keep with Cleric and do some undead creation and some melee with Spiked chain, create a wizard to fill the arcane route. Or for kicks try to pull off a Mystic Theurge (Even though that means I won't "catch up" for 8 levels... Though I think I'd enjoy it).

TL:DR: I'd like to be a necromancer. Should I go cleric, wizard, or mystic theurge? Any other questions are welcome :)


Hi!

I'm going to be starting a RotRL campaign and the DM is really open to playing with the rules (We aren't geniuses out to destroy the system). I wanted to try out a Scarf-wielding Magus. We're even playing with having the "metal bits" be a broken down Blackblade that was incorporated into the scarf (It changes color based on its mood :D)

I think the Dervish Dancing would be great if it worked for scarves, however the "Piercing" portion doesn't really fit the nature of the weapon. Would it be gamebreaking to say something like this:

Varisian Dance:
Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with bladed scarf.

Benefit: When wielding a bladed scarf with one or two hands, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You can also treat the bladed scarf as a one-handed slashing weapon with a range of 5' for all feats and class abilities that require such a weapon (such as a magus' spell combat ability). The bladed scarf must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Grossly overpowered? If so, what could be done to balance it? Give it the same "attack penalty" progression as the pole-arm fighter's "short haft" ability? I don't want to overpower the other characters but I enjoy the concept enough to work with it. Help?

tl:dr I want to change the Dervish Dancing to Varisian scarf dancing with a shortened 5' one handed reach.