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Topics - Nytemare3701

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61
I joined a local D&D group with the intention of spending time with some folks I knew and meeting some new people at the same time. Everything is going great, we have a 5E game on thursdays and a Pathfinder on fridays. The 5e game is fine, but there have been...issues with the PF game.

For starters, it's Slumbering Tsar, a notoriously high PC-death adventure path. I'm cool with that though. I can play with the heavyweights.

Then I find out that the group is level 6, Mythic 1, to offset the difficulty a little. Ok, that's cool, whatever.

I've been to 3 sessions. I've been one of two survivors in every session and only by the skin of my teeth. We haven't even fought a single non-random encounter. Wow, Tsar IS hard.

Find out the DM tuned UP tsar to compensate for mythic...except he didn't tune it so much as just ignore chunks of rules that kept it from being insane. For example, he decided to roll on the random encounter table during WEATHER encounters as well as combat. The weather in this area can kill players all on its own. Acid rain, bone storms, etc.

Wouldn't be so bad if the weather didn't last ~15 minutes and he rolled for encounters every 3 rounds. (Tsar has a chance of causing encounters every 3 COMBAT rounds)

Anyway, I brought up this oddity and was promptly removed from the group chat with a "This is what you get" type of message.

62
Min/Max 3.x / Pathfinder Artificer, ~level 6
« on: September 21, 2015, 08:24:28 PM »
Making another backup character for Tsar. This time I'm going for the skill monkey/WBL optimizer.

Class: Artificer
Race: Ghoran

As much as I dislike taking a -Int race for a crafter, the ability to reallocate all my skill points during downtime and having ALL knowledge skills as class skills makes up for it.

Weird Science is kind of amazing, in that it bends action economy over its knee for blasters in ways I haven't seen since the Mailman's Arcane Fusion. I can essentially roll as many low level spells as the table supports into as many or as few items as I want, casting the ones that are on the same item as part of the same action. Yes, that means I'm making a device that is a bunch of buff spells. It also means I'm making a "gun" full of magic missiles.

The Ghoran's racial need for sunlight is being taken care of by a Weird Science object of Lesser Restoration, which the party would need anyway.

What do you think about crafting Luck Bonus gear for myself and using Fate's Favored?

63
Min/Max 3.x / Necromancy in Pathfinder
« on: September 21, 2015, 03:58:38 PM »
Anyone build a necromancer for a Pathfinder-only game? I'm working on one right now and I'm a little underwhelmed by the stuff available for this character type. So far the best thing I've seen is wizard or white necromancer burning a feat for the Undeath word of power.

64
D&D 3.5 and Pathfinder / Surviving Weather Encounters
« on: September 21, 2015, 02:50:17 PM »
I've been in a Slumbering Tsar game for a few weeks (Hi Mike!) and the Bone Storm weather effect has proven lethal to just about everyone.

(click to show/hide)

While I'm totally cool with the survival checks and whatnot to ID it, this thing is forcing ~15 consecutive DC 20 Fortitude saves on a level 6 party. Even with the +5 for preparation, ONE failure means that player WILL die, because the rules for suffocation (DC10 CON check+1 per round) are brutal when you are on a 150 round clock.

Information my CHARACTER actually has about this thing:

- They last ~15 minutes.
- They do constant minor damage
- Once it's in your lungs, you are a dead man.
- No mundane shelter will keep you safe.

Side note: Do weather effects on an encounter table really have NO xp value? Because this thing has killed at least one player every session it shows up.

65
Realmz Project / Paladin Core Class (Cleric/Fighter Hybrid)
« on: September 20, 2015, 02:20:54 AM »
PLACEHOLDER

66
Realmz Project / Mystic Theurge Core Class (Arcanist/Cleric Hybrid)
« on: September 20, 2015, 02:19:00 AM »
PLACEHOLDER

67
Realmz Project / Runeblade Core Class (Arcanist/Fighter Hybrid)
« on: September 20, 2015, 02:16:13 AM »
PLACEHOLDER

68
Realmz Project / Bard Core Class (Arcanist/Rogue Hybrid)
« on: September 20, 2015, 02:13:21 AM »
PLACEHOLDER

69
Realmz Project / Divine Core Class: The Cleric
« on: September 20, 2015, 02:11:18 AM »
PLACEHOLDER

The Cleric encompasses all forms of Divine casting, defined as the manifestation of supernatural power by channeling an outside power.

70
Realmz Project / Arcane Core Class: The Mage
« on: September 20, 2015, 02:09:29 AM »
PLACEHOLDER

The mage encompasses all forms of Arcane magic, defined as the manifestation of supernatural effects via force of will.

71
Realmz Project / Skilled Core Class: The Rogue
« on: September 20, 2015, 02:08:54 AM »
This is the Rogue, the new "Skilled" core class for the Realmz Project d20 RPG. While it looks like a secondary damage dealer at first glance, the new rules for Skills make the rogue a powerhouse in utility.

Rogue
   BAB  Fort    Ref    Will  Abilities
1   +0    +#     +#     +#    Sneak Attack +1d6, Trapfinding
2   +1    +#     +#     +#    Evasion, Reflexive Aptitude
3   +2    +#     +#     +#    Sneak Attack +2d6
4   +3    +#     +#     +#    Uncanny Dodge
5   +3    +#     +#     +#    Sneak Attack +3d6
6   +4    +#     +#     +#    Vital Strike, Improved Stealth

Alignment
Any.

Hit Die
d6.

Class Skills
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level
(8 + Modifiers) ×4.

Skill Points at Each Additional Level
8 + Modifiers.

Class Features
All of the following are class features of the rogue.

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack:
(click to show/hide)
Trapfinding:
(click to show/hide)
Evasion (Ex):
(click to show/hide)
Reflexive Aptitude (Ex):
(click to show/hide)
Uncanny Dodge (Ex):
(click to show/hide)
Vital Strike (Ex):
(click to show/hide)
Improved Stealth (Su):
(click to show/hide)


Credits:
Pity Crit for the original idea for Reflexive Aptitude

72
Min/Max 3.x / [Pathfinder]Help salvage an Arcanist.
« on: September 17, 2015, 10:29:08 PM »
One of the players in our Slumbering Tsar campaign has taken a level of wizard, sorcerer, and 4 of Arcanist, taking both the exploits to progress the class features of both.

First Question: What EXACTLY does he get from this?
Second Question: How can he survive the THREE levels of lost casting compared to a wizard?
Third Question: Is there a better way to pull this off?  :banghead

73
Min/Max 3.x / Carry Companion on a summoned creature.
« on: September 15, 2015, 09:18:18 PM »
I just noticed that Carry Companion specifies a Beast or Magical beast, and Summoned creatures don't get the extraplanar type from their template.

I'm currently working on an Alter Mount build so my summons last all day. I'm trying to figure out how summons interact with Carry Companion when the duration expires.

A: Creature becomes a statue, then unsummons at the end of the summon timer.
B: Creature becomes a statue, staying in stasis until reactivated. (Figurines anyone?)
C: As A, but remaining in statue form, putting a statue on the home plane.

74
Min/Max 3.x / [Pathfinder]Summoner Cleric for Slumbering Tsar
« on: September 14, 2015, 09:15:34 PM »
Aasimar (Archon) Cleric (Herald Caller) 7
Deity: Yog-Sothoth (He's Chaotic Neutral, I'm Chaotic Good)
Domain: Dark Tapestry
Primary Shtick: Alter Mount shenanigans.
Traits: Magical Lineage & Wayang Spellhunter (Communal Mount)

Feats:
1: Heighten Spell
3: Versatile Summon Monster (Aerial and Cthonic)
4 (Herald): Augment Summoning, treated as having SF:Conjuration for feats.
5:
7: Dreamed Secrets (Mount and Carry Companion)

So many options for that last feat!

75
Game Design / Rolling Initiative and redefining the cost of actions
« on: September 08, 2015, 11:03:53 PM »
I've been giving some thought to action economy and realism in an abstract sense lately. To that end, I've started poking around more seriously with White Wolf's Exalted initiative scores and the impacts they would have applied to something akin to D&D.

Traditional D&D: Roll 1d20, add Initiative Modifier, sort all combatants from lowest to highest. Highest goes first.

This kind of system is an opposed check with a pretty large swing. Let's try this one...

Highest Initiative - Character Initiative = Delay. Combat starts on initiative count 0 (meaning Highest Init - Itself) and goes up from there.

Why the reversal of an already relatively simple system? To allow for more modular use of actions, and removal of "turns" as an abstract concept. Now instead of a sheet for initiative that loops around, you have a line that continues forward indefinitely. The benefits of this aren't obvious at first, so here are some examples:

Entering an already active combat? Your initiative is the current initiative + your delay (Remember, the ONLY number that needs to be kept from the start is the initiative score of the HIGHEST player, who set the pace for the entire encounter)

Want to split up your actions? If the system attaches a "delay" cost to every action, then the actions are split naturally. If it doesn't (like D&D), then you can simply take your first action and that is where your "turn" starts. If you don't use up the rest of the actions before that "turn" comes up, then they are lost. It's like a built in Ready Action.

That one was probably a little confusing...I'll convert a normal game of D&D to the new system to serve as an example:

Code: [Select]
Bob has +4 initiative.
Jim has +8
Greg has -4

All of them subtract their initiative scores from the highest score.

Jim goes first, setting the pace at his 0 Initiative. He choses to perform only a move action.
(Jim is now "readying" his standard and swift action.)

Bob goes second at an initiative count of 4. He decides to perform a 1 round spell. This means he can't go again until all other members of battle are behind him in initiative.

Greg would be going third at a count of 12, but Jim decides to use that standard action he was saving to disrupt Bob's spellcasting.

Seeing that Bob and Jim are at odds, Greg decides not to act at all. Aware of the combat, he's effectively readying all of his actions and moving his initiative where he wants.

As no other characters are choosing to act, Jim is now up to act again.

As shown here, this system favors fast characters who keep their options open.

Let's add a new condition to counterbalance it a little...

Slowed: Whenever you perform an action, Your Initiative becomes the tick you performed the action.
(This would move Jim's initiative to the tick he used his standard action to interrupt Bob)


76
General D&D Discussion / In case you didn't notice...I'M BACK!
« on: September 08, 2015, 08:18:45 PM »
I've got 2 new groups (One Pathfinder, one 5e) and the creative juices are flowing again! I'll probably cannibalize a ton of content from 5e for the Realmz d20 project and MAYBE have a PDF of the completed rules available by DundraCon this year. I might even get back to cranking out homebrew for the "stuff to flesh out" thread again.

77
Gaming Advice / [Pathfinder] Store a Gargantuan creature?
« on: September 08, 2015, 05:36:11 PM »
I have a Gargantuan Dinosaur. I can't bring him anywhere. Halp.

78
Gaming Advice / [Pathfinder] Spells that shrink non-humanoid creatures
« on: September 06, 2015, 12:28:18 AM »
I'm trying to fit my pet Ankylosaur (Huge sized Animal type) into a dungeon. Reduce Person doesn't target non-humanoids, and Animal Growth just makes things worse. Challenge Mode: See if there is a way to "compress" them so they don't lose stats :-P

79
Build so far:

Half-Elf Oracle 6 (Words of Power)
ACFs:
    - Dual Cursed: Legalistic and Aged
    - Seeker (Mostly for the trap stuff)
Feats:
    - Quicken Spell
Traits: Magical Lineage+Waylang Spellhunter (Undeath Effect Word)

First Tier Mythic!

Expected Challenges:
    - CR 1-3 Higher than average, with possibility of nested encounters (random encounters drawing in more monsters)
    - Traps, Ambushes, Cursed items, etc.
    - Skill checks averaging DC 25.

My rolls weren't terrible. (20 15 13 13 12 7 after modifiers), but not stellar either.

So...How do I go about surviving this one?

EDIT1: I've rolled an awesome Wayfinder. +4 Con, +8 vs Disease.

80
PDF with INSANELY highdef map that I'd like to use.

This map goes from city level all the way down to 5ft squares. I want to use it SO badly, but my tabletop program of choice won't support importing an image directly from the PDF.

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