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Valandil Ancalime wrote:
It sounds interesting to add on to leveling, but not INSTEAD of leveling.

Adding this to normal leveling would grant players lots of power very quickly. Unless

Davor wrote:
This sounds like a perfect opportunity to bust out the NPC classes for player use. With their features being primarily determined by the Race Builder rules, it would be relatively simple to develop a universal progression system for NPC classes. Something like +1 RP/Level, with a +2 or +3 every 3-4 levels (to make big milestones where they get access to cool new abilities). Could work.

This could be interesting. They would not get stupid powerful really fast with an NPC class.


LOL i forgot about health, that would have became obvious once they leveled up. Perhaps basing the hit dice off their current Con would be interesting. Or they could gain HP equal to half their Con score.


I would recomend looking at D&D 3.5 Ravenloft setting stuff for ideas on this. Ravenloft is a horror theme setting that has lots of magic, yet magic attracts the attention of the dark powers. In Ravenloft any evil magic spell and anything that the players do that is malevalent makes players have to make a powers check. This is a d% and the more evil the action the higher the % of failier is as well as the % increases for every time they have made a check before. If they fail they go down on the alignment and become corrupted. You could expand this too ALL magic. Sure you can cast cure light wounds, but you might be tempted by evil to expand your powers.


I looked at the race builder rules and thought of a possible campaign. What if the players made a deal with a devil or a crazy mad scientist or something gave them a sort of mutation ability. Instead of the typical leveling up in a class they level up by mutating, and add abilities to their character using race builder rules. Perhaps they start off with a normal race and every level they gain like 5 points to spend on "mutating" their race. I think story line this could be fun if they met an alchemist that gave them an experimental potion. The storyline way that they gain the abilities they want could be that they have to visit this alchemist and he could brew up something to "keep their mutations in check". This alchemist could be their main quest giver as he sends them for supplies to try and fix them. Perhaps maybe they can have the choice of level up in class or monster. Any thoughts on this?


my groups is ridiculously good at figuring and doing the impossible. In D&D 3.5 they literally, and legally, took down a CR 18 Dragon when the party was only level 6. They took forever to decide, in and out of game, what to do after killing the young dragon appropriate to their level. So to try and speed things up I dropped the mama dragon on them. Granted the group had 2 party members die and lost almost all their magical loot, and some of the reasons they killed it was my fault. Like for example not wanting to be cliche and instead of a Red dragon they fought a Green dragon. Also two of the items they had gotten through random item generation where both necklace of fireballs. And the dungeon crasher character rolled a Nat 20 on his Dungeon Crashing thing (which i told him was not an automatic success because of the situation, but instead would give him a good boost, Which he fully agreed with) and I rolled the dragons response in the open and got a NAT 1.


Better Idea for the Aristocrat for starting wealth! They start with a slightly modded Rich Family trait that doesn't take up their one trait I am allowing. They start with a static 1000 GP.


Matthew Downie wrote:
3d6 and you don't get to rearrange your stats?

In one of my more recent campaigns i had a player roll all ones on a 4d6 drop lowest for stats. Granted the same player also got two 18's with the rest being average. IDK why but he decided to go with a WIS of 3. He is playing a fighter with a STR of 18 and Con of 20 and almost every feat he has taken has bin toughness. he has ungodly amounts of HP but any spell caster the group fights really messes him up with anything that has a will save. Makes for some really fun role playing though. The party knows if he gets mind controlled he could potentially wipe out the party cause everyone else is kinda squishy. So they have contingencies in place like bestow curse and other spells to lower his Wis to incapacitate him if need be.


roguerouge wrote:
Note that the adventure gives a rather dubious option of the PCs starting with all their equipment. If you plan on taking all that away, the island will be much deadlier.

I did see that. I plan on having them only start with the most vital equipment that they get, but allow them to acquire the rest from the shipwreck. By vital equipment I mean like their weapons and armor. My story line reason is the guy saving them only had time to drag their unconscious bodies to the boat, and since they were all really sick and literally passing out they had no time to change into their night clothes before falling asleep. This way they still have the challenge of not having their stuff but they can try and get it back, some may be damaged by the salt water depending on how they specifically say they storage it.


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I also love playing Clerics that are constantly pushing there religions. I had a Dwarf Cleric at level 6 that put all his money on a magical Armour and had an AC of 30, with a tower shield. all he ever did was preach nonstop in the battle field and preach nonstop to everyone about Serene. My friend in the same campaign ran a Female Paladin that followed my priest around preaching as well. His character was basically a nun that had a glaive disguised as a giant ruler with the Mercy ability. He would use the ability to intimidate everyone in site all the time. The nuns catchphrase was "Ima beat the SIN outa yea!!!" They made a great team, the cleric who could not hit crap just stood there blocking the halls in dungeons with his tower shield and preaching while the Nun beat everyone up with the reach weapon behind him.


its not very powerful but its really fun especially at low levels is the Scroll Master Wizard Archetype. Its just so much fun when an enemy gets close and the Wizard just starts smacking them with scrolls. Also they are pretty cool once they get the ability to use their own stats when casting spells off scrolls, makes for effective cheap back ups when they run out of spells.


Also does anyone have any idea for starting wealth? The rules for creating NPC classes has only 1 chart for wealth and at level one it is more than any normal PC class gets. Granted at all levels above that is is way less then a PC class. I'm thinking of giving them wealth as follow
Commoner 1d6x10 GP
Adept 2d6x10 GP (if you average all magic casters starting GP it equals 2.8888 GP, so round that down for an NPC class)
Expert 3d6x10 GP (Experts would be kinda akin to a rouge and since it would be an NPC class cound that down one dice)
Warrior 4d6x10 GP (Warrior is basically a fighter with half as many feats)
Aristocrat 6d6x10 or maybe 7d6x10 GP? (the wealthiest PC classes start with 5d6x10 GP, and an aristocrat would have more gold than an adventurer just starting, just not sure on how much more they should have)


I like the idea of giving the commoner something because that class is completely useless. I think I will allow a commoner to take the normal Roll 4d6 and drop the lowest or take my epic stat set of 18, 16, 14, 12, 10, and 8. Granted that may not help make the commoner appealing enough since they have bad BAB and all saves are bad. Plus they have very few skills and only 2+int skill points per level. And no weapon or armor proficiency.


Matthew Downie wrote:
4d6-drop-highest could easily lead to characters who are below average in every stat.

Hmmm perhaps I could give them the option of roll 4d6 drop highest or they take the basic NPC stat setup which is 13, 12, 11, 10, 9, and 8.

Or maybe just roll 3d6 and keep all numbers with option of taking NPC basic stat. In most of my campains i like to give players the classic roll 4d6 and drop lowest or they can simply take an 18, 16, 14, 12, 10, and 8. Oddly enough my group always rolls because "they dont like having an 8 stat"


That sounds cool. Another thing i forgot to mention is that they do not know that they are doing the survival part. I just told them that they are going to play the NPC class, and they will be in the Shackles. I changed the location of the adventure because we just finished the Skull and Shackles Adventure Path and I plan on the ship that saves them being there old characters. Not telling them that they are doing the survival quest will make it interesting. If i told them then I know that they will meta game and pick craft and spells to specifically deal with surviving. Also the adventure will end when they are 4th level.


My group has expressed interest in playing a short campaign where they are all farmers or some other type of commoner. I think this would be fun. They also want to at some time play a complete survival type campaign. I recently found the Serpents Skull adventure path and the first book is a survival setting. I am thinking of combining these two ideas. My group wants a really harsh and unforgiving experience. I believe that this could provide just that. I am going to only allow base races and NPC classes. They also get to choose one trait. For the ability scores i want to limit them even more so they can see how powerful PC classes really are. My idea for rolling stats would be roll 4d6 and drop the HIGHEST number. This will ultimately give them a really weak character compared to what they are used too. I have read that the Smugglers Shiv book is not to difficult and that a good party can get through it without any issues. Anyone have any thoughts, suggestions, or tips?


Another method i can think of would be using a dye arrow or a raining arrow but replacing the liquid with a cure potion. also making the arrow a blunt arrow so you don't accidentally kill your party member by dealing more damage than you could heal.


Which class abilities do this? Its hard to find any sort of info on any ranged healing methods besides channel energy and the hideously terrible cure x wounds mass spells. I am familiar with the Magus and Arcane Archer doing similar abilities but they don't have any cure spells in their arcane lists. Well I suppose the arcane archer could if they were a bard first.


Errant Mercenary wrote:

On my vague post above. What I meant is that we just made a large table in an A4.

--------------sail check--defense--attack--initiative--damage--blah--blah
Main PC fleet
Barracuda
Sandara
Other

Otherwise..there is a fleet sheet at the end of one of the books where they are introduced. Perhaps take a picture of that and black/white it and print it?

A friend had the book in PDF format so I was able to just print out that page. I personaly dont have any PDF's, I much rather prefer to have physical copies in hand. I am lucky that a local comic store stocks Pathfinder adventure paths and I am their only customer who buys said paths and they give me a rediculously good deal since all their adventure paths where donated to them in some long distant point in the past. Picked up the entire Skull & Shackle path for $100 only 2 years ago. Went back recently and the owner sold me the Kingmaker and Reigns of Winter path for $100 for all 12 books


If I recall correctly in 3.5 the 0 level spells could not be casted as many times as you like. Every spell caster had a limited number of spells per day for the 0 level spells as well as all the other levels.


In 3.5 I recall that the Master of the Wilds book had an item called +1 arrow of cure light wound as well as the different level of cure spells. They explicitly stated they did not deal damage when hitting but instead would cast the cure spell that they had imbued on them. Does such an item exist in Pathfinder? I have looked and have not come up with anything. Also how much would something like this cost. I remember in 3.5 the cure light wound ones costed 107 gp each. This seems appropriate as they are a +1 ammunition. Doing the math 2000gp for 50 rounds of ammunition comes too 40gp each; it is 6gp to make a single ammunition masterwork (required before making magical); and I would assume it would use the single use, use-activated effect (similar to a potion) which would cost 50gp for the cure light spell. This all added up would be 96gp which is 11gp less than the listed price in 3.5. I'm not sure where that 11gp comes from exactly but my best guess would be something too do with the 1.5x price increase to add an additional ability to a magic item. Also, as far as I can tell the Magic Item Pricing rules seem the same for 3.5 and PF, with the difference being in item creation that their is no xp usage and an increase gp cost to create said items in PF.


My players are about to get to the fleet combat section and I was wondering if anyone knows where I could download a few fleet character sheets? I own the physical books and don't have an efficient way to photocopy the pages.


John Murdock wrote:
moonshiner1313 wrote:
During actual encounters CLW at will would not be game breaking in the least, but between encounters it would be overpowered
between encounters its still not game breaking its just a CLW and the number it will take at higher lvl you can always put a random encounter, so if they focus on healing one person only that one person is ready for that encounter, and don't forget that you can always craft an object that can cast CLW at will too, it only cost as if it has a 100 charge to craft

If you have a barbarian who has D12 HD at level 10 with a con mod of +2 his max HP should average to about 86ish. CLW would heal about 5 HP average per round. To cure the barbarian from 0 HP it would take about 18 rounds or less than 2 min game time. after every encounter at level 10 the group would only have to stop for approximately 10 min to heal everyone if all the party members are very close to 0 HP and have a high HP. As a GM I don't think i would allow certain spells to be at will or on an infinite use object, CLW being one of them.


John Murdock wrote:
moonshiner1313 wrote:
Would Cure Spells be allowed with this ability? Technically it does not "Attack or Cause Damage" outright, but it can be used to damage undead. also i'm not sure if having a character able to heal others at will would be hugely game breaking.
i would say that cure spell can't be taken since it damage undead, since its positive damage its still damage, if you let it you should create a creature that do an inflict version of the spell since it to don't do damage in a way since it heal undead, but both of them are considered damage since its either negative damage or positive damage that either heal or damage creature based on their energy afinity, and a cure SP at will is not that game breaking if you limit it to a CLW

During actual encounters CLW at will would not be game breaking in the least, but between encounters it would be overpowered


One player (who always make exciting and interesting characters) made a hilarious race of Hellines. They are elementals from a fire plane that look like small humanoid cats that love fire and explosions. He gave them everything for fire and made an alchemist who's ultimate goal in life is to build a rocket powerful enough to destroy the moon. His last attempt failed and he landed in Golarion through a (in his words) minor miscalculation.


So my players are super excited about creating a race and they did make sure to make the race as an actual race and not a I am gonna power up this character with these abilities. I have modified a few things to not be overpowering such as the at will spell like abilities. These require my approval because some spells would be to game breaking. I also allowed damaging spells at will because a character able to to a low level damage spell every turn isn't much different than a character able to simply make an attack. Although no one took at will spells. Also the speech abilities I found oddly priced. 0RP to allow your character to know their language and common with a list of other potential languages is ok but I don't know why 0 RP to only know their language and possibly learn from a smaller list of languages. I allowed them to take the later for -1RP as it is vastly weaker than the normal language option


I want to run a fun and wacky campaign and am requiring my players to create or advance an existing race using the race building rules with a 15 RP limit. I had a few questions about some of the abilities, specifically the Spell Like Ability At Will and Flight. The spell like ability at will says you can get a at will spell like ability as long as it does not deal damage or attack. this is for the RP price of twice the spell level and it can only be used with 3rd or lower level spells. Would Cure Spells be allowed with this ability? Technically it does not "Attack or Cause Damage" outright, but it can be used to damage undead. also i'm not sure if having a character able to heal others at will would be hugely game breaking. The next question is on the wording for the flight ability. It costs 4 RP and has the Special at the end of the description that says "This trait can be taken more than once. For each additional 2 RP spent, the race’s fly speed increases by +10 feet, and the maneuverability improves by one step." Does this mean that for an additional 2 RP you can essentially upgrade the ability?


If your player really likes wands their is also another magus arcana called wand wielder that allows them to use staffs and wands with the magus spell combat ability. Both of these arcana have no prerequisites.


I believe that there is a magus arcana that specifically does that. It is called Wand Mastery.
http://www.d20pfsrd.com/classes/base-classes/magus/magus-arcana/paizo-magus -arcana/wand-mastery-su


Another thing just occurred to me, the CL of the item would go up with an item that provides a greater increase on its bonus. I just looked at the ring of jumping which gives a +5 to acrobatics and it had CL2. The ring of jumping improved gives +10 to acrobatics and it had CL7. the bonus increased by 5 and so did the CL. I wonder if this is a coincidence or how it scales up?


Zelgadas Greyward wrote:

I believe the creator also needs to have that many ranks in the skill? I don't think that's actually in the creation rules, but most (if not all) magic items that grant a +5 to a skill say in their requirements that the creator must have 5 ranks in the skill. Case in point, Ring of Jumping. The only exception to that I remember is the aforementioned Elvenkind items, which require the creator to be an elf. So, as far as I can remember, all non-raced restricted creations must have an equal number of ranks.

So yes, a character could make themselves a +20 a skill item... if they already had 20 ranks in that skill, meaning they'd need to be 20th level.

Again, I'm not sure if that's actually "written" anywhere, but it is certainly implied.

Edit: See also, the Improved Ring of Jumping, which grants +10 to acrobatics, and requires 10 ranks in acrobatics.

Edit 2: Wait, never mind. Both Gloves of Swimming and Climbing and Eyes of the Eagle have no rank requirements. So.. yeah, guess there are actually lots of random exceptions to that rule, making it not much of a rule at all, unwritten or otherwise.

Edit 3: Okay, now this has me curious. I just flipped through the core book and found that:

A) ALL rings require an equal number of ranks to the amount of bonus given. Climb, Jump, Swim - all of them.

B) NONE of the wondrous items require the same.

Why? Did two different people write those sections? Why require it so consistently for Rings and completely not require it for wondrous items?

I have never noticed this before. Freaky.

So i did notice that some items did require the person to have x ranks to make +x skill item but some did not have this requirement. As someone stated you could just overcome this requirement by upping the DC by 5.


I have looked and I cant seem to find the answer to my question, I am sure their is a limit to the bonus allowed on a magic item. I am aware that you can only have a +10 Bonus to magic weapons and Armour (and only +5 of that +10 can be to damage/hit and AC). My question is about items that give bonus to skill checks such as cloak of elven kind. If I have a character that can craft an item can he craft a +10 or greater to a specific skill check as long as he follow the formula of bonus squared x 100GP price for the item? this could essentially allow him to make an item that could give +20 to any skill for only 20,000 (if he made it himself)