robert best 549's page

Organized Play Member. 319 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




This is my my system persistent tavern/hotel/mall. Here is what I have but I am trying to come up with a few other set piece characters for this place and the stores or other features that connect them. Here is what I have so far.

Inn of the Buxom Dryad Style Keep

Run by 5 neutral succubi

In the middle of the inn is an ancient oak tree which contains a dryad the owner named Korisar Ruokashen meaning Black quest from dreams of fate in autumn. Rooms are extradimensional with the building itself containing the kitchen, common room, and bath house with masseures. the second floor contains several shops, and the basement has a smithy run by a magma elemental. The inn has been in business for over 300 years. Food and drink in the common room is served via teleportation once ready.
timeline
the sisters are actually succubi that got away from their "family" before they action that made them evil happened. That was 260 years ago. The inn was opened by a man and the dryad 300 years ago and they assisted the succubi in acclimating to the actual word. the rooms were designed by an archmage that the original owner that owed him a life debt. Once the man died the Dryad became the owner of the establishment. 200 years ago the eldest of the sisters made a deal with the elemental to help provide the place with warm water and he opened a smithy. The shops and all were created by contract around the same time by a couple families for permanent room and board.

Mayolin- Eldest sister appears as a drow. Name means silver ascension

Gaewen- 2nd sister appears as a woodelf. Name means coppery red maiden

Hisuime- Middle sister appears as a tiefling. Name means jade eye

Mahzarin- 2nd youngest sister appears as a Aasimar. Name means golden moon

Gekkani- Youngest sister appears as a halfling. Name means in the moonlight

The whole theme for this place is that when it is first established on a world it seems pretty typical aside from the fact that it is always built around a yard with a large oak tree. The dryad in the tree is not always there at the establishment of it but soon after a woman comes along and falls in love with the owner and it turns out she is of fey decent and eventually joins the tree.

The sisters when the inn first appears in a new world show up as a set of siblings that play off as adoption cases that stay together. As time goes by the connections to the other versions of the tavern slowly grows and eventually visitors from other worlds(or game settings lol) appear.

I would love any help for ideas that you can give me, and thank you in advanced.


Hello I was wondering if there was any other salvage and repair power armors aside from the greasemonkey? I am trying to find a cheaper...


Has anyone tried to replicate slivers from MTG in Pathfinder? I think that they could make an amazing enemy type for a high level game, and I am not sure where to start to create them.


Hey how well does word casting work with Magus, and how well does it look to work with Arcanist? I ask because I am considering building one or the other as a word caster and wondered if it would be fun as it looked.


Hey has anyone ever had a Zen Archer Monk with a set of Stone fist Gloves. They allow you to treat your unarmed strike as though it was one size category larger. When they use their Ki pool strike with these on does the size bonus apply?

source ( http://www.d20pfsrd.com/mythic/mythic-magic-items/other-magic-items )

Stonefist Gloves

Price 10,000 gp; Slot hands; CL 7th; Weight 3 lbs.; Aura moderate transmutation
DESCRIPTION

These heavy, stone gloves feel surprisingly supple to anyone who puts them on. While a creature wears stonefist gloves, his unarmed strike damage is treated as if he were one size category larger, and bypasses hardness of 8 or lower. When a mythic creature uses these gloves to make a sunder combat maneuver, he adds half his tier as a bonus on the combat maneuver check.
CONSTRUCTION REQUIREMENTS

Cost 5,000 gp; Feats Craft Magic Arms and Armor, Mythic Crafter; Spells stoneskin


Do ranged touch attacks gain the benefit on attack rolls from aspect of the falcon? If so do non-touch attack ranged spells also gain this benefit?


I actually am asking this because I had a party actually with the help of hired labor break down a wizard's tower because it was built out of blocks of mithril. It took them a month of game time, and I even used it to build some encounters off of where thieves, dragons, or some other group of greedy jerks attacked them. Should I have put a stop to this? Does this sound like the party was too thorough?


I am trying to convert some of the Xenosaga characters for pathfinder since I saw the android for pathfinder. I have thought about looking at the Numinara books for inspiration, but any advice would be wonderful.


Are there any rules for creating Alloys in the game. Say I want to use adamantium and Mythril in the blade, is there a way to stat this in game?


I thought about dropping the bonus feats and giving it the Magus arcana but leaving the arcana pool off what you think?

MAGE BLADE
“The power flows through me and into this blade. Watch yourself, or the blade will flow into you.” Born with the will of a warrior but the talents of a spellcaster, the mage blade combines these divergent pursuits into a very
specialized set of abilities. The mage blade’s focus is her key weapon, or “athame.” She uses it not only in combat, but as a focus for casting spells, as a magister uses his staff. She imbues this weapon with mystical powers and uses spells to augment it further, as well as to enhance and protect herself in battle. A mage blade prides herself on being self-reliant. This character’s abilities are broad, and few challenges arise that catch her
unprepared.

Adventurers: Mage blades seek fame and fortune just like anyone else. They usually have a distinct sense of panache— their combat style has a flair as they use spells to complement their skills. Mage blades love the company of other adventurers, knowing that they can learn from both spellcasters and martial types, and offer something unique to either group.

Background: Mage blades can study while apprenticed to a single devoted master, or in an academy where they spend half the day in martial training and the other half studying eldritch lore. Some mage blades originally trained to be nonspellcasting warriors but could not resist the pull of their inherent magical talents. Others could not quite cut it as magisters (through lack of talent or interest) but more than made up for this shortcoming with their physical abilities.

Hit Die: d8

Class Base Fort Reflex Will Spell Slots per Day
Level Atk Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8
1 +0 +0 +0 +0 Athame 2 0 — — — — — — —
2 +1 +1 +1 +1 Shimmering 2 1 — — — — — — —
shield
3 +2 +1 +1 +1 Bonus feat 2 2 — — — — — — —
4 +3 +2 +2 +2 Atheme 3 2 0 — — — — — —
defense
5 +3 +2 +2 +2 Sprightly 3 2 1 — — — — — —
step
6 +4 +3 +3 +3 Summon 3 2 2 — — — — — —
athame (standard action)
7 +5 +3 +3 +3 Bonus feat 3 3 2 0 — — — — —
8 +6/+1 +3 +3 +3 Slice through 4 3 2 1 — — — — —
wardings
9 +6/+1 +4 +4 +4 Familiarity 4 3 2 2 — — — — —
with magic
10 +7/+2 +4 +4 +4 Summon 4 3 3 2 0 — — — —
athame(free action)
11 +8/+3 +5 +5 +5 Bonus feat 4 4 3 2 1 — — — —
12 +9/+4 +5 +5 +5 Spell parry 4 4 3 2 2 — — — —
13 +9/+4 +6 +6 +6 Slice 4 4 3 3 2 0 — — —
through spells
14 +10/+5 +6 +6 +6 Bonus feat 4 4 4 3 2 1 — — —
15 +11/+6/+1 +6 +6 +6 Bonus feat 4 4 4 3 2 2 — — —
16 +12/+7/+2 +7 +7 +7 Athame crit. 4 4 4 3 3 2 0 — —
17 +12/+7/+2 +7 +7 +7 Bonus feat 4 4 4 4 3 2 1 0 —
18 +13/+8/+3 +8 +8 +8 Bonus feat 4 4 4 4 3 2 2 1 —
19 +14/+9/+4 +8 +8 +8 Athame burst 4 4 4 4 3 3 2 2 —
20 +15/+10/+5 +9 +9 +9 4 4 4 4 4 3 2 2 1

> > > > > > > > > > > >
THE MAGE BLADE
Class Base Fortitude Reflex Will Spell Slots per Day

Mage Blade Archetypes

Skills
Skill Points at 1st Level: (2 + Intelligence bonus) × 4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
Class Skills: The mage blade’s class skills (and the key ability
for each skill) are Alchemy (Int), Climb (Str), Concentration
(Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Knowledge
(all skills, taken individually) (Int), Search (Int), Speak Language
(none), Spellcraft (Int), and Swim (Str).

Weapon and Armor Proficiency: Mage blades are proficient with all simple and martial weapons and light armor and shields.

SPELLS READIED AT ONE TIME
Level
0 1 2 3 4 5 6 7 8
1 2 0 — — — — — — —
2 3 1 — — — — — — —
3 3 2 — — — — — — —
4 3 3 0 — — — — — —
5 4 3 1 — — — — — —
6 4 3 2 — — — — — —
7 4 4 3 0 — — — — —
8 5 4 3 1 — — — — —
9 5 4 3 2 — — — — —
10 5 5 4 3 0 — — — —
11 6 5 4 3 1 — — — —
12 6 5 4 3 2 — — — —
13 6 6 5 4 3 0 — — —
14 6 6 5 4 3 1 — — —
15 6 6 5 4 3 2 — — —
16 6 6 6 5 4 3 0 — —
17 6 6 6 5 4 3 1 — —
18 6 6 6 5 4 3 2 — —
19 6 6 6 6 5 4 3 0 —
20 6 6 6 6 5 4 3 1 —
21 6 6 6 6 5 4 3 2 —
22 6 6 6 6 6 5 4 3 0
23 6 6 6 6 6 5 4 3 1
24 6 6 6 6 6 5 4 3 2
25 6 6 6 6 6 6 5 4 3

Spells: Mage blades have access to simple spells. A mage blade may choose to ready any simple spell provided she can cast spells of that level. She readies spells ahead of time, any of which she can cast up to the maximum number of spell slots available to her for each given level. To ready or cast a spell, a mage blade must have a Charisma score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a mage blade’s spell is
10 + the spell’s level + the mage blade’s Charisma modifier. Bonus spells for mage blades rely on Charisma.

Mage blade spells always have both somatic and verbal components. Thus, these characters face spell failure chances when wearing armor. An exception to this requirement applies if the mage blade holds her key weapon in her hand(s). In such a case, her spells have only verbal components, so she suffers no spell failure chances when wearing armor. (Technically, the mage blade usually motions with the sword when casting spells, but this is not considered actual somatic components for purposes of spell failure in armor, casting spells while grappled, and so on.)

Athame (Su): The mage blade selects a bladed weapon that she is proficient with and performs a daylong ceremony to make it her key weapon, also called an “athame.” A mage blade can have only one athame, and the athame must be a physical weapon (not the creation of a spell), although it can be enhanced with magic. The athame gains a +1 enhancement bonus, which functions only in the mage blade’s hands. At 4th level, and every four mage blade levels afterward, this bonus increases by +1 (maximum +5), The weapon does not have to be masterwork to use it as an athame, but if the mage blade ever wants to enhance it with weapon special abilities, such as keen or dancing, it must be masterwork. This ability provides enough of an enhancement bonus to give the blade special abilities without first giving it at least a +1 enhancement bonus using the normal item creation rules.

The athame gains a small modicum of sentience in the ceremony. It has a very basic empathic link with the mage blade, so the character always knows where the weapon is (distance and direction). The athame serves as a special focus for all the mage blade’s spells. As long as it remains in her hands, her spells have no somatic components. A mage blade can create a new athame by performing the ceremony again, but this results in the destruction of the previous athame, if it still exists.

Starting at 6th level, the athame strikes at anyone other than the mage blade who picks it up or attempts to use it, unless the mage blade specifically commands it not to. The weapon strikes once per round until dropped, using the mage blade’s attack bonuses. Resolve the attack as if the mage blade were wielding the weapon.

Beginning at 9th level, the mage blade can summon her athame to appear immediately in her hand as a standard action. The weapon can be up to 10 miles per class level away, although if it is in someone else’s possession or in a locked room, the mage blade must make a caster power check (DC 25) to summon it. Starting at 14th level, this summons becomes a free
action, usable once per round. A mage blade with a double weapon as her athame only enjoys the benefits granted by this ability on one end of the weapon.

Shimmering Shield (Sp): The 2nd-level and higher mage blade can call a magical shield to surround her like a shimmering aura. This shield provides a +2 deflection bonus to Armor Class per four class levels and does not require the mage blade to wield it as a shield (she keeps both hands free). The shimmering shield can be called upon, as a standard action, once per day for 1 round per level.

Bonus Feats: At 3rd level, the mage blade gets a bonus feat. The mage blade gains an additional bonus feat at 7th level, and another at 11th, 14th, 15th, 17rd, and 18th level. These are in addition to the feats a character gets every third level. Draw these bonus feats from the following list: Armor Proficiency (Heavy), Armor Proficiency (Medium), Bloody Strike, Bonded Item, Combat Reflexes, Complex Spell*, Defensive Move (Mobility), Defensive Stance, Defensive Unarmed Strike, Expertise (Improved Disarm, Improved Trip), Exotic Armor Proficiency, Exotic Weapon Proficiency*, Exotic Spell*, Hunter Mage, Improved Critical*, Improved Initiative, Modify Spell, Point Blank Shot (Far Shot, Precise Shot, Shot on the Run), Psion, Quick Draw, Rapid Strike, Stunning Blow, Two-Weapon Fighting, Weapon Finesse, Weapon Focus*. Some of these feats are ceremonial feats. The character need not go through the ceremony (or pay for it) to get a bonus ceremonial feat; even an Unbound character can choose a ceremonial
bonus feat in this way. A mage blade cannot acquire some of these bonus feats until she has gained one or more prerequisite feats; these feats appear parenthetically after the prerequisite feat. A mage blade can select feats marked with an asterisk (*) more than once, but it must be for a different weapon, spell, or spell level (depending on the feat) each time. The character must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums (but not truenames).

Sprightly Step (Ex): The 5th-level and higher mage blade gains proficiency with medium armor but retains her normal movement rate while wearing it.
Slice Through Wardings (Su): Once per day per class level, starting at 11th level, the mage blade can ignore all magic-based protections (Armor Class bonuses, defensive field, and so on) on a foe in a single attack made with her athame. The mage blade cannot use this ability to ignore spells or effects that take effect when a foe is attacked, such as feedback strike. The character must declare her use of this ability before making the
attack.

Familiarity With Magic (Ex): The 9th-level and higher mage blade gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

Spell Parry (Su): A 12th-level and higher mage blade gains the ability to parry spells. The mage blade must have her athame in hand to parry a spell. Only spells targeting the mage blade alone can be parried—not area spells or spells targeted elsewhere. The mage blade makes an attack roll opposed by the caster’s caster power check. If the mage blade’s roll is higher, the spell fails to affect her at all. The mage blade can parry only
spells she is aware of; spells from invisible casters or those casting mental-action only spells cannot be parried. No more than one spell can be parried in a round.

Slice Through Spells (Su): Once per day, beginning at 13th level, the mage blade can strike a non-instantaneous spell effect or creation (a summoned monster, an eldritch wall, an illusion, an area of obscuring mist, and so on) with her athame and dispel it as if she had cast dispel magic using her class level as the caster level. A mage blade cannot dispel effects on a creature (like dominate or sorcerous guise), only “stand-alone” effects. Even spells not normally subject to dispel magic can be affected.

Athame Critical (Su): At 16th level and above, when the mage blade makes an attack roll that falls into the natural threat range of the athame (not modified by magic or feats such as Improved Critical), the critical hit is automatically confirmed.

Athame Burst (Su): The 19th-level mage blade can, using a full attack action, spin around with her athame and send replicas of the blade, composed of magical energy, toward all foes within 30 feet. The mage blade makes a separate melee attack roll against each foe, using her highest attack bonus. Each successful attack inflicts damage as if the mage blade struck the foe with the athame. The mage blade can use this ability a number of times per day equal to her Charisma bonus. If she has no Charisma bonus, she can use this ability once per week.


I am building a dungeon puzzle for my game and thought I would see where it could be improved. It is basically a giant magic rubix cube that has a smaller representation of it inside. Once you step inside you have to find your way to the center of this maze puzzle to get the small replica and once you solve it the path is opened and exiting the cube becomes possible. I was considering maybe allowing the player who solves the puzzle to get a small copy that works as a portable house inside a demi-plane(provided they try to keep the mini cube). I kinda got the idea after watching the cube movie and reading a article about Genre Savvy game events. So what could I do to make this work or even make it better if it could work reasonably well.
Mechanically I was going to use dice checks to solve it, while I don't mind having something physical involved it is not what I was looking for. I'm hoping I can get a idea of what the DC should be but I was thinking 3 or 4 DC 20 with a critical failure setting the cube back one attempt. If they bypass the puzzle altogether then they would be wondering from room to room until they figured out why all the path eventually lead back to the puzzle room. Other then that maybe some of the rooms in the large one have a few traps read out through various rooms. Although I wonder if I should make it where failed attempts activate more traps because the hook is that they went into the cube(which looks like a pyramid with heavy moss growth on the outside concealing the colors) to find an object. The cube has very little in the way of defenders because it is an extremely good trap in itself(the object they are after is a bit of a gag being it is a bag of animated soldier toys for his kid). 
So what do you think any pointers that can be given would be awesome and this is for pathfinder.
 Personally I think it would be a great place for practicing crafts or maybe combat skills because I plan for the house to be large enough to house 7-10 people more then likely with a medium size plot. I guess that this thing is like a mini demi-plane with a house and plot of land that will restock food and water while it is recharging. I did not plan on a air limit although it might be needed.
I was thinking of making it where it is basically you activate it and the cube opens into a door and the door remains until you open it and leave the house. If the door is attacked it can be forced open or even broken. When it is broken everyone inside reappears and the object becomes inert for 1 week as it repairs itself. I was thinking that the door would even be possible to pick the lock which would allow the person who opened it to get inside. I don't want it to be overwhelming to anything that runs into it, but I do want it to be useful.
I think ill describe some info about the dungeon in the quest intro. To be honest I planned to allow them to "cheat" to open the dungeon exit if nothing else in the same way that you cheat on a real rubix cube. So if it was looking like the party really was not going to get it soon it would be turned to roughly and "pop" apart allowing them to put it back together in the finished form. I am trying to decide what the cube should look like and kind of bouncing between making it look simple like a wooden box with paint or going really fancy and making it where it is a different colored gemstone for each color. But I guess how it looks does not matter so much.