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Still working on the long Job of getting the right weapons for her
But 'The Spitfire' will be a fearsome sight when she's ready.


Bump,

Still really want to know for that last question


interesting discussion,
Just to add a bit more to it, heres the dictionary definition for God.

1.(in Christianity and other monotheistic religions) The creator and ruler of the universe and source of all moral authority; the supreme being

2.(in certain other religions) A superhuman being or spirit worshiped as having power over nature or human fortunes; a deity
- a moon god
- an incarnation of the god Vishnu

I do like that they got Vishnu in there =)

anyways I often find in these discussions that people always resort to 1 as what a god is, whether for the pathfinder setting it is 2 that really comes into play.

For an atheist character you could work with these definitions, an atheist could work with definition 1, because in the pathfinder world there really is no supreme being/beings that exists as far as I know, therefore the atheist could fit into the game quite easily, by all means he could say I don't worship or follow any dietys, I don't want to encourage them. He can accept that large and powerful beings exist, even respect them, hell even be a follower of one or several, its simply a matter of the character seeing them as part of the world and the natural order of things while believing that no true god in singular or multiple actually exists just beings of incredible power, they may live, they may die, they may be replaced.

Now also remember, pathfinder is suprisingly flexible when it comes to this, by all means it is specifically allowed for a Cleric not to follow any gods, but a concept instead. theres actually a few games out there that use this where you play as a god with power over a single concept and need to be creative in how you apply that power over different situations.
Hell I designed a game a while ago where characters played dreams and nightmares who had powers related to the concept of their being.


I think theres a emotion spell out there that knocks out Rage, could be good.

Spells such as spike stones could also be used to interesting affect especially if he is in fact running willy-nilly all over the place.


my advice.

Step one - Tell your party member OOC, I'm going to blow up that undead horse, ok? I'm a undead hunter

Step two - blow up said undead horse.

Some party conflict is not always a bad thing, as long as its controlled friendly and importantly done as good roleplay, the game can be the better for it, the problem however is thats alot easier said than done.


either way I reckon that one belongs in the rules forum,

As to the armor kilt. according to the srd

"When you add an armored kilt to a suit of light armor, the set counts as medium armor. Likewise, a kilt and medium armor counts as heavy armor. Adding an armored kilt to heavy armor has no effect."

I don't think the mithral will help there, since mithral can't make armour count as less than light armour. so the combination always results in a set of at least medium armour, with or without mithral


we just finished that argument not to many posts back, lets not restart it, or we'll be off topic again for a while.


lets see the OP had a budget of 25k for the armour
I suppose just making up something custom with the item creation rules would be to enchant up some nice silken armour. would benefit from unlimited max dex.

Silken armour + 3 = 9030
ac bonus other +2 = 10000 , make it luck, or dodge if you can get it past the dm,
ac bonus nat + 1 = 3000 (secondary enchantment)
ac bonus deflection + 1 = 3000 (secondary enchantment)

total = 25030 to buy, or 12530 to make more or less.
Though I could be completely wrong, and the ac bonus other counts as a secondary enchantment and I'm completely off the mark, but thats a question for another thread.

Ac 8 , no armour check penalty, no max dex


physically its not, I was more talking about how they designed it.


reading the item stats, it sounds like a suit of chainmail given mithral properties then enchanted up to be honest.
The gold and silver thing is the fluff.


unique items have been in DnD since the beginning, if your start messing with them to much, that path only leads it madness.


It really depends on what you are trying to accomplish, I've seen some crazy builds for both classes and if I was going to say one was more powerful than the other, I suppose I would put my money on the high level sorcerer with access to the much coveted 9th level spells. at that point they have an insane selection of capabilities, I suppose the bard at that point also has an insane selection as well.
however 'power' is a tricky thing to define and theres usually 3 ways around any form of it.


fortunately its stated that improved critical and keen do not stack, and for good reason, that would lead to some crazy critting adventurers, or worse, I think I remember vaguely some crazy 3.5 builds based around having about a 50% crit chance or so.
I suppose your more interested in the physical reasoning behind why they don't stack, always good for a gm to be able to back up any call with good solid logic.


Personally I wouldn't allow mithral to be stacked with celestial armour, as an already unique set of armour, how to make it and what it is made from is already a set formula, the magic is set and defined for crafters to use, adjustments to its base would end up making something different and most defintely not celestial armour.

Though I do support further enchanting of celestial armour, and current magic item crafting rules makes that a rather simple affair.


bump would like to know for that last question


I have a plan for this feat to team it up with my Sap specialist.

Sap adept + Sap master + underhanded seems pretty nasty to me

lets see at 5th level thats, 1D6 + 36 + 12 + strength bonus
a + 1 merciful sap makes it even better =)

throw in two weapon fighting, and its possible for a 5th level rogue to do over 100 damage in specific situations.


a stationary object can be hit automatically its not going anywhere, so using your apple on the head scenerio running at the person in order to cut the apple ontop of his head requires an attack roll.
standing next to the guy and simply knocking the apple off his head would not require an attack roll, unless the guy is making this difficult for you, but why would he?


We've always used crafting feats quite alot in our campaigns, we've always found that they have added more to the fun rather than take away from it, and its always interesting to co-create a custom piece with a player/gm.
And We've always taken into account that the gold piece cost represents magical reagents and rare items used up in the enchanting process.
Its likely one of the reasons we have a habit of descending upon monsters like a plague of hungry locusts, by the time we're done with that dragon there is nothing left, right down to his tiny claw on his left leg.
As for the selling part, well for one campaign we were in fact a trading caravan,the tinkers troupe, sparks wonderous emporium of natural delights was well stocked with whatever monster happened to make the mistake of crossing us, and we lived well off those wyvern burgers.


I didn't have to much trouble with it at all when taking into account rings of protection and the very nice barkskin spell, your ac will be lower but with some self buffing you should be far from squishy, also be smart with the forms that you choose.

I found that when I get my dragonhide breastplate enchanted my AC skyrocketed above anybody else in the party.


For my necromancer I've been planning eventual lichdom, I was also thinking of combining this with a amulet that contains a few constant effect spells, such as gentle repose to prevent any rotting and also includes other similar style spells to keep a nice 'I'm still alive really' look.


since you've already set up the players with the whole chase the pirate thing there are alot of ways it could go.

I would likely go with the whole chase the bad guy style, always one step behind until the final confrontation.

Said famous pirate is after some special treasure and has been interrogating, torturing and pillaging or whatever in order to find its location.
This part would involve investigating on where the hell this guy is headed and dealing with plenty of victims or even other powerful pissed off npcs, (that wizard he just robbed is non to happy)

Next part is the closing the gap and heading towards the deserted island, forsaken temple, whatever suits following the footsteps of the captain and his crew through whatever nasties await, traps, creatures,recently used campsites, wounded/dying crewmen left behind with a missing arm that was used as a sacrifice to open the temple, ect.

finally catching up with the captain and his surviving crew as he claims the cursed treasure or is crushed by the final guardian, follow through as suits your ideas.

either way this allows for smaller fights or a selection of interesting encounters that eventually build up to the final confrontation which may be against the famous pirate or something even nastier.


well we've messed with the deck of many things once.

First guy went for 1 card I think and had all his non magical items destroyed. fortunately we hadn't given him his last treasure share from the session that he missed yet.

Next guy went for three and had all his magical items destroyed, a dread wraith appeared to kill him but not before he was dragged kicking and screaming into the void by the last card

next guy lost about 10,000 xp I cant remember the amount, was permantly cursed with -1 saves and got a castle

I drew the sun and the moon cards, I ended up with 50,000 bonus xp, a blessed book (random roll) and 3 wishes.

If I remember my wishes were wishing back an old friend alive safe and sound.
I wished for a map that would show me whatever land I wanted whenever I wanted
and lastly I wished for the tinkers troupe (our party) to be well regarded in all civilised lands.

the deck is an interesting fun item but it did do one hell of a number on us and put me a couple levels ahead


say is it possible to team up sap adept, sap master and underhanded all at the same time?
Lets see,using minimins
D6 sap + 3d6 sneak attack + 6 sap adept
in specific situations becomes
D6 sap + 36 underhanded and sap master + 12 sap adept once or twice a day

sounds worthwhile for sneaky ambushing

also it sounds a bit gamey but is it possible to team up sap master with bleeding attack?
My gut instinct is absolutely not since visciously cutting someone with a blungeoning non lethal attack makes no sense.


I would say the paladin can start the LN town purely because the towns alignment is not based entirely on him, as always a paladin will push it towards LG but he is only one character. also the population of a Lawful Good city won't be entirely LG, same applies for this place

2) Depends on the situation, was he lying to cheat someone? did he have a contract that stated revealing the mine? was he asked casually or under duress? did the questioner have any real business asking? is the mine part of a plan that will aid the people of the local area?

3)that could be considered a needless act of cruelty, if its trapped and being worked with, in what manner did he taunt? HAH I bet you can't cut its head off in one strike, I double dare ya!
Either way its definetly a point against him, even more so if the animal was harmless, agressive predators may be considered a potential threat and he might be able to get away with that, but if its something like a deer thats gotten stuck thats got issues with the CoC

4) broken oath, CoC violation and for greed to boot.
Oaths are serious things and should never be given or broken lightly, if it was purely for greed, good bye paladin powers


I reckon he could still make a good rogue, hell the first character I ever created for a table rpg was a 7.5 ft thief .
and it works for a big guy whose cunning and smart but not a ham-fisted fighter, people might even underestimate you by just assuming you are a brute force fighter. The large size opens up some interesting tactical possibilities.

Also just to throw it out there, a Magus minotaur gladiator with a big axe thats on FIRE and occasionally blows up crap and parts of the arena sounds especially cool to me


yes because of things like that.
I'm just saying its important for the player and the gm to be on the same page as far as sneak attack is concerned

As wrexham said, the RAW can be abit iffy, and RAI can differ depending on peoples interpretations.
Personally I have no problem with rogues sneak attacking from stealth, I rather like being able to effectively ambush from stealth.


I disagree abit since I'm quite a large fan of the rogue and think they're a viable class worth playing.
They've got plenty of customisability because of rogue talents, and the now huge selection of feats offer plenty options for interesting builds.
Personally I don't like most of the thief archtypes but there might be one or to you like.
they have huge amounts of skill points and class skills, which is often why I constantly see people level dip a rogue level, out of all the classes I see the rogue used the most when it comes to attempting to multiclass.
A thinking player can use them to devastating effectiveness, they really are not a grog smash class, even the bruiser style rogues require some thinking in order to use effectively
The roleplay oppurtunities are always good with a rogue.

also its important to go through with your gm to see exactly how sneak attack will be working with the campaign.


This topic has given me some nice inspiration to play an Fallen Paladin, it makes way for a really nice story arch and sounds fun to play, it especially makes regaining those powers all the sweeter when you have to work and suffer through hell and back for redemption.

So heres a new challenge, roleplay aside, and attempts to circumvent the loss of paladin powers aside as well.
Is it possible to make a half decent fallen paladin that will be helpful to the party?
lets say lvl 6, since thats the level new characters start in the next campaign I'm joining. (25 point buy btw)

my design so far has been a 1 fighter / 5 fallen Paladin.
I went classic sword and shield style since that screams paladin to me anyways,
I also went down the dazzling display shatter defences route with the few feats avaliable, since even as a fallen paladin your charisma tends to still be awesome, the fighter level also helps with the intimidate skill.
With this design the character isn't half bad in a fight, can demoralise foes helping out all the other party members and can hold the frontline relatively well.


I do like the concept of unbreakable, but I agree it doesn't really match up to the samurai.
Likely one of those archtypes for people who like a challenge to see what they can do with it, but I can't really see it more than an experiment unless someone comes up with some awesome inspiration