Pathfinder General /pfg/
Abstract hells edition
If you are asking for build advice, please mention which third-party books are allowed.
Unified /pfg/ link repository: http://pastebin.com/sYFe4hcd
Is there a way to build Rogues (or Ninjas) that are decent in combat without relying on having to flank and get sneak-attack damage every single turn?
I kinda wana play a sneaky character next game, but I also don't wana drag the party down by sucking in combat every time we have a fair fight that I couldn't somehow manipulate in our favor beforehand.
Between shitty armor options, shittier weapon options, a middling hit dice, and poor BAB progression though, I'm just not sure if it's possible. Min-maxers help me out here?
I was looking at Slayer earlier, but it seems flavored more as a "Ranger without Magic" kind of class. I wana be a character who's less about wilderness survival and more about dealing with locks and traps and making things disappear without a fuss.
Unfortunately, the ways the rules are written, some of those things are pretty much impossible as other classes, due to a lack of skill points or needing Trapfinding as a class feature to deal with Magical Traps, ect.
I was thinking about something like this a few days ago actually. Basically a sort of "dungeoneer" class, someone who's semi-decent at combat and is really good at getting past traps, picking locks, etc. Basically a professional looter.
>not selling your soul for power
And you call yourself an adventurer. Ha!
Yeah... I don't even need to be a COMBAT GOD, like the Fighter (OK, fighters suck compared to casters, but that's not the point)... I just wana be decent enough to help out in combat without causing a retarded flanking conga-line every fight, because everyone, including the GM, finds it annoying to deal with the enemies having to constantly re-position to ignore sneak-attack damage and allies lose their full-round attack moving to maintain my flanks. It's a fucking retarded mechanic.
I was looking at Vicious Opportunist... but cutting your sneak attack damage down to 2 max per dice is really shitty, and it's still easiest to use via flanking which has all the problems just mentioned.
Ok, so can someone help me. I talked in last thread that I needed to be protect a VIP in a level 15 PvP game.
Here is the game description:
>You're in a city with some objective.
>Your VIP is essential yo this objective
>You have a vague idea of what everyone else is doing through some supernatural means
>You can not leave the city
>If your VIP dies you lose
>You lose if you blow your cover (the operation needs to be relatively secret)
>You win if you complete the objective
>You win if all other VIPs die
>Actions are done by everyone writing them out then revealing simultaneously
I am planning on being a Raven Lord Harbinger focusing on Riven Hourglass, Eternal Guardian, and Shattered Mirror.
Any recommended maneuvers I should pick up to ensure the VIP's safety? or items I should pick up? From talking to other players most people seem to be offensively minded. I am thinking of being defensive. I'll present a dangerous and risky target so as to discourage them attacking me, then wait until others have expended resources.
Any specific items you guys think I should grab? Or specific spells in scrolls? I am thinking of spending a lot of time in public places since they will be hard pressed to force a fight out in public (since they'll expose themselves and lose).
The party barbarian's greatsword, because then it can dominate him from time to time when we want to get busy with each other, using the barbarian's body as a proxy for the intelligent weapon.
That is a thought, wait for an attack to strike. However, summon monster is easily defended again (and relatively week). I think I will bring a few scrolls of summon monster VIII however, just in case.
>What if you don't protect your VIP?
You'll lose because another person will likely kill them.
>Just let them about their own business, or even better, pay some hireling to go around doing things and you protect them.
We had it specified we'd be the highest level people available by a wide margin (hirelings would cap at level 3-5). So I doubt they'll get the job done.
It's a bait, anon.
If your opponent is working off limited information, and they see you bodyguarding someone, they're going to think that person is your VIP. Even if your 'VIP' dies, you don't lose cause it wasn't really your VIP.
We're working off limited information too. What exactly are the rrrrrrrules here?
>If your opponent is working off limited information, and they see you bodyguarding someone, they're going to think that person is your VIP. Even if your 'VIP' dies, you don't lose cause it wasn't really your VIP.
Unfortunately our VIPs are famous enough that people know who they are already (the other contenders at least). Even if I disguised someone as my VIP divination wouldn't defer to the new one.
>What is Mindblank?
Also there's another spell that redirects scrying attempts to another object. I can't think of the name offhand, though.
Also, this is outside the realm of sword magic, but if you can find a way to get the Fusion psionic 'spell', you could just fuse your VIP with you and protect him that way.
Mindblank is our of reach for casting (level 15) and keeping the buff up would be really expensive. I have no idea how much time is going to pass in game, if it's several weeks I can't afford the scrolls.
I don't think it's mislead, probably something else.
My general tip is to watch out for anyone who might have gone into Awakened Blade. They might have dipped Time Thief (if possible) and might be able to manifest Temporal Acceleration. With Riven Hourglass, that's a lot of actions.
I made this earlier with /pfg/ input, it's obviously not complete but other things ruined my evening so here it is. Might come back to it later but feel free to suggest/modify.
1. Two-weapon feint, pump points into Bluff, flat-foot anything more intelligent than a wild-animal. Watch the GM foam at the mouth and ban feinting or start giving every enemy ever super high Sense Motive.
2. Ninja get access to Katanas, if the GM rules this proficiency is exotic, you can dual-wield them and they're pretty powerful.
3. Vicious Opportunist + Tear the Wound applies you crappy 2-per-dice sneak attack damage a second time if you can hit with both weapons.
4. Web-walker Ninja effectively has infinite poison as long as they have Ki points to spend, good for setting up Vicious Opportunist.
5. Single round vanish potions are pretty cheap and give you sneak attack, and can be consumed as a swift action with the Accelerated Drinker trait. Do be aware that this means you can't dual wield as you have to have the potion in your hand before drinking it. If your GM is a faggot, he'll declare that "drawing" the potion is a move action too.
6. Play Unchained Rogue or Unchained Ninja if allowed. They get dex-to-damage class features, meaning you can entirely dump strength unless your GM is an uber-faggot about carry-weight limits. With dex to damage and sneak attack damage, even lowly daggers can be made into decent weapons. I've played a dedicated throwing-knife fighter before like Yuanji from Dynasty Warriors and it worked pretty good.
Yeah, the image ended up uploading super small, it looked crappy.
My advice still stands, take it or leave it. Either way, don't be a dick to people giving advice advice that you asked for.
How do you Jedi / Sith?
Also, Lightsaber where?
TWF is feat and stat intensive to begin with. And then you want to take Feint feats as well. Which autofail against a bunch of things anyway.
And eat ANOTHER -2 to your attacks? For an extra 1 damage?
Oh good, more feats.
Poisons suuuuuuck, unless you pour more feats into it.
His DM is a dick for playing by RAW? also, ninjas literally have swift action vanish built in. Recommend Ki recovery methods instead.
See, this one's good. Unchained Ninja would work out wonderfully, if it existed. Would make the TWF suggestion a good, or at least okay one.
I've combined 'climb' and 'swim' into a single 'Athletics' skill in my game, and it's also used for stuff like jumping and weightlifting and other sports-like stuff.
One of my players says that I should completely do away with plain STR checks and just replace it all with athletics skill checks, because pure Ability Score rolls are hard to increase and never have a particularly high modifier.
This is particularly for using Athletics checks to break things with raw strength.
I'm not sure how to feel about this.
It means that come mid-levels, someone who dumped str can often match a str character in shows of raw force if they max out athletics and have it as a class skill.
I allow PoW so there's already quite an incentive to dump STR, and apart from 1.5x stat to damage it feels like raw force is one of its last niches.
The issue is kind of compounded because said player has dumped strength and used Wisdom in the Flesh to turn Athletics into a WIS skill.
Should I allow using athletics for raw strength or not?
Breaking things with STR is pointless after a point anyway, if somebody wants to break stuff they are going to get a hardness ignoring weapon (like an adamantite dagger) and sunder it.
>Should I allow using athletics for raw strength or not?
Seeing as you might actually have someone make a Break DC on something not made of wood or weaker?
Yes, if you like high-fantasy things being done by high-fantasy strongmen, like grabbing an iron door and tearing it out of its frame.
That... makes a surprising amount of sense.
I do also think it's a bit silly that you can deadly agility an adamantine dagger and sunder a wall apart with the power of finesse and agility, though.
I was going to have some kind of counter argument.
Then I thought about it.
And realized I've never thought about it like that before.
You're... completely right.
on the house
Knowledge (Geography): Beat DC by 5 to get +1 to non-tracking Survival checks in the area, +1 per every 5 past that.
Knowledge (History): Beat DC by 5 to get +1 to Diplomancy checks to gather information in the area for the day, +1 per every 5 past that.
Knowledge (Nobility): +1 to Diplomacy to improve the attitude of people of rank at attitude Indifferent and lower.
/pfg/ what is your favorite bloodline either thematically or functionally?
I'm likened to the protean bloodline, chaotic stuff and keketars look awesome. Their tanglefoot bag + acid seems lackluster though.
The only exception to that in the investigator, who gets to add his knowledge:engineering check.
Which is about as hilarious as you imagine, considering you go from stat (which is like +20 if you minmax at 20) to stat+skill+stat.
So... yeah. Engineers are the best at breaking things with their bare hands. Go figure.
It seriously isn't. It's very high t3, one of the most reliable ones, but it doesn't break the game as a t2 does in his area of expertise. If anything, I'd demote the un-archetyped/badly archetyped magus to very high t4.
Dex-to-damage is nice flavor but "realistically" it should require a certain base amount of strength, so you can use your superior agility to take best advantage of your strength or whatever.
But that would be needlessly complicated and gimp certain builds for no good reason so no one's gonna bother.
I really do like that the Primal Elemental bloodlines.
I also like Stormborn, Boreal, Aquatic, Deep Earth, and gif related.
>one archetype to the most mediocre PoW class justifies DSP deincentivizing strength to the point of not going Dex to be nearly gimping yourself at worst and saving yourself a little cash on Muleback cords/some dumb magic item.
I mean, I'm glad there are good options for people who want to be a battlefield ballerina but I do wish Strength got a little more loving.
I'm not discussing Tiers.
I'm just saying a one on one duel, between "Jedi" and "Sith", The Jedi has access to initiator strikes, psionic powers and relies purely on a single stat, while the Sith only has hexes and spellstrikes.
Its really not a fair fight.
Looking to play spiritualist as a stand user, was wondering if any one had advice.
Thinking about human
slotting points into intimidate, taking hatred phantom, and maybe a few(3) levels of monk to boost unarmed up to 1d10
Psy Armory is a bit unbalanced, it's definitely an improvement, but it is a bit much.
Honestly a Psy Armory is a bit far removed from the concept of "jedi" though. You aren't even fucking wielding anything at that point.
Aren't spellstrikes more or less analogous to strikes?
One attack with a bonus to damage and some effect.
Stances are buffs, except the magus can stack more.
And then you get into Spellstoring weapon and other bullshit equipment boosts that exist for spells but not for maneuvers.
Actually it's the reverse. Deadly agility came first, and that opened the way for me to write the Brutal Slayer. I hope to bring more strength friendly options to the table in the future, but Brutal Slayer was what I could do at the time.
Is the bard/cavalier prestige class any good ? I'm thinking about making a noble duellist with some magical talent due to their lineage and some diplomatic and leadership skills which Bard seems to be good at combining.
>Honestly a Psy Armory is a bit far removed from the concept of "jedi" though. You aren't even fucking wielding anything at that point
I can list a slew of characters in the SW:EU that fights by remote telekinetic lightsaber throwing.
And THEN there's that one Sith (Before Kylo Ren did it in FA) that actually doesn't use lightsabers and instead force pushes around sword shaped force lightnings similar to the PsyArm
If you were a lich or a vampire, would you prefer the mythic monster option, or take tiers in a mythic path?
Interesting to note that according to the stats we have, Tar-Baphon is a mythic lich wizard, whereas Arazni is a lich wizard with mythic tiers. I assume the difference has something to do with how you gain your power.
Wow that vampire did not turn out well, I can see through her chest. Oh well.
All of the advice fucking sucks so let me clue you in.
1. Use Magic Device is fucking crucial so you can pretend you're a class that isn't shit.
2. Max stealth, get a stealth skill item early. Be invisible without invisibility.
3. Get Forgotten Trick immediately. It lets you learn any ninja trick at the cost of ki. Emulate shit like crazy.
4. Pump your ki
5. Dip a level in magus to give yourself access to spell combat, and thus, full attack followed by vanish. Fill all your slots with vanish. Buy pearls of power.
Or, the reasonable route:
1. Realize that anyone can get stealth as a class skill through a trait.
2. Realize this makes them literally as good as a rogue/ninja, or better if they can cast invis/vanish.
3. Play whatever you want and stop being a fucking nooblord.
>5. Dip a level in magus to give yourself access to spell combat, and thus, full attack followed by vanish. Fill all your slots with vanish. Buy pearls of power.
You can swift action vanish anyway. That's definitely a waste.
I love path of war as an idea, just like I loved Tome of battle. I don't like the fact that everyone now wants maneuvers and/or at least dips in a class to get half the initiator level.
And then there's some crazy shit people pull with their builds. Like one guy in my group that plays an Occultist, which is a pathfinder version of the Binder from 3.5. And one of the vestiges he binds is one that allows him to change into beast shape. So, he goes into a Dire Tiger and pounces everything with too much strength for his own good, adding in stances from Broken Blade/Primal fury to do somewhere around the average of 120 hp of damage per turn or some crazy crap at level 8-9.
And the other that plays stalker and can't be hit in combat, has skills like perception-hide-sense motive and the like maxed in such a level due to his chassis that he needs to roll 1-5 for him to fail anything in those linemarks. And so on and so on.
But I do like it. One day, I'll play a stuffy Solar Throne aristocrat that thinks he's better than anyone else.
The thing about those jokes (joking, right?) that weirds me out is that it puts a very different spin on Telepathy's "people treat you like people even though you are obviously an otherworldly horror" thing.
Spiritualist archetype I wrote for DSP's Psionics Augmented: Occult.
I know, but the parenthetical added the right tone to the idea of me being squicked out by it. Ultimately, the joke does point out how unsettling Telepathy can be even in ways I didn't think of when I wrote it, but hey, awesome: it should be disturbing.
Yeah, let's counter one move and then have the fuck huge counter dish out damage for 90 damage instead of 120. Most of which are guaranteed hits. Though I have to admit I started using maneuvers with enemies recently only. It's helped. Some.
I'm a bit under the weather and about to go to bed, but if you want to get ahold of me through GitP or Paizo or something I can offer some advice on working with PoW as a DM.
I'm one of the PoW:E writers in case you're wondering who this tripfag thinks he is.
That's a cleric rule (anyone else can worship who they want without changing their alignment to match), but if you need a notable and specific contradiction, take a look at page 26 here (pdf document p28).
I've actually taken some kind anon's sheet which gives me a few maneuvers to use for various tiers of characters from each school, specialising each of those characters in a certain way of fighting (bruising, stunlocking, poison and so on). It helped some, though of course some help is always welcome since sometimes the things these stances and maneuvers do are off the charts and far too strong for their levels(if you take in some really unbalanced stuff like gambits that do too much for too little effort it really gets out of hand.)
>>44593711 here, anyone got an idea for what you should get +X to if you exceed a Disable Device check by 5 or more? I've got the rest of the viable ones more or less figured out (may add an Intimidate one to use instead of the existing Shaken duration scaling at user's choice, we'll see).
Thanks, suggestions taken
Well if you want specific advice I'm declaring myself the unofficial tactics guy (nobody else wants the title apparently). I'd be happy to help you out, just uh, not tonight. My body is trying to cough out its lungs despite my protests.
So, I've looked over the big guide on traits a few times while building characters before. (https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEmCdhA/edit?pli=1)
But now that I look at it and compare it with the SRD, it seems kinda dated. Anyone have any favorite traits that aren't even mentioned in the doc?
Mythis tiers are far superior and more interesting than Mythic Ranks. They should have just let Vampires and Liches have Mythic Tiers and have new Mythic abilities just for them that enhance their natural abilities.
I'm making a Cavalier-Sorcerer hybrid class, as the Bloodborn Knight
doesn't really appeal. I've already decided that tactician will be thrown out, but I'm wondering whether the class should have access to both an Order and a Bloodline, or just a Bloodline. Thoughts?
... potion of grease is a thing? I think greek fire is supposed to be sticky, so tanglefoot would work better
But anyway, hybridization funnel is quite nice for alchemists. Gets twice your INT in there.
Just learned you can't put potions in the funnel...
But I could totally use the funnel for Fire/Acid.
I'm actually an Artificer.
I could still just have someone throw the potion of grease.
But yes Brew Potion allows you to brew any 3rd level spell or lower.
Oil of grease does exist, but the funnel doesn't work with potions or oils, and grease is not easily flammable. No, not even in real life, grease fires are rare and difficult to cause, why do you think they don't happen all the time? The grease spell would be better named "slippery goo" or "lubricate".
>potion of fireball
>A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.
No AoEs, sorry.
So, monks can technically use their dicks for unarmed strikes right?
How about adding the pummling feats, horn of the criosphinx, Hamatulatsu, Improved Grapple, Hamatula Strike and Hamatula Grasp on top of that to become the ultimate
It's a potion of grease. Oils are literally exactly the same as potions except you rub them on stuff instead of drinking them.
>Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once.
Okay, I think this is pretty done now! What do you think, guys? Worth adding to a homebrew-friendly game?
Calling it Skill Exceed so it has a name to refer to at the table. When you have one you can say "that last Exceed adds +1 to this".
I agree. Wizards, clerics, and monks are perfectly balanced.
Just because the DM can intervene and make up something on the spot does not mean there shouldn't be rules for it. Skills are not functional in 3.x because all but the opposed ones stop being relevant when magic comes into play, and homebrew adding extra things for skills ought to keep that in mind.
It's more of a way for skills to make you better at things that are related, and make high skill checks *broaden* their effect to have a greater chance at relevance.
There's no need for rules at all in that logic.
Sorry, typos and caps inconsistencies corrected. That shit bothers me, pay it no mind.
Play a demigod son of Erastil or Shelyn. Paladin is good. So is Oracle.
Also, be warned: Mythic will annihilate any semblance of game balance by the third book. Bright side, that's when succubutt arrives.
Yeah, it's part of why Tar-Baphon is actually pretty shit compared to Arazni now. He's like a cockroach in terms of killing him, but he's only really good at minionmancy, and even that requires him to be uninterrupted while he blows through his piddling amount of mythic power.
The rules say try to make things work if your players want to jump off a cliff a dig their swords into a passing dragon to ride along, or something like that.
I'm inexperienced at GMing, but I try my best to be permissive and accommodating when it comes to skills, because Paizo won't. I'm not completely naive though, I will always concede that magic rules, martials drool.
Which is why I use Spheres and PoW, problems aside.
Sure. I agree that the GM can and should make things work when the player wants to do something interesting (hopefully with a DC that's reachable if the action fits). However, it's not what a rules-heavy game like this one should default to.
Should fit right in at your table then.
-Summoner, share senses.
-As a caster you don't need to roll attacks, so you don't get any penalties for being blind as long as you use buff spells and spells that require saves
-Clouded vision oracle, you can fluff it as blind
That's actually 3E, Blindfold of True Darkness. It's 9000gp for 60ft blindsight. Maybe a little over the top, but it looks like it was made by a sane person relative to the Pathfinder equivalent:
The Knowledge (Nobility) one should only work on people who hold some kind of rank. A dude out in the woods doesn't care if you know about the royal family. Unless you're in Middle Earth I guess.
You want to gain blindsense perhaps? There's something about being a mutant, if you're going for something like Daredevil. Have you thought it all the way through? You won't be able to cut the green wire, or confirm you aren't getting shafted with copper pieces instead of gold.
I was thinking a caster would be my best bet. Maybe Summoner and have my Eidolon be a humanoid creature that serves as a butler/friend combo
Copper and gold difference can sort of be helped through scales, if I remember right, but colours and the like are fine by me. Hell, getting shafted on gold is fine by me, so long as it's fun
Surely more rules are a bad thing, its more things to memorize. I also believe it encourages restrictive GM styles. I suppose the ideal solution would be the eventual compromise: have the rules, and somehow encourage GMs to use fiat for good, not evil.
In an exception-based ruleset, more rules are better to have. It's not more things to memorize; it's more options to use, because you don't have to memorize anything other than the basics, thanks to the fact that most games will not USE most rules.
A DM-based "mother may I" ruleset does not have consistency unless the rules are written down, at which point they've just become rules. Consistency is what makes a game work, and without it you're just freeforming (which isn't bad, but is a very different game).
Fleshcraft an Astomoi perhaps? Realistically you could just use Perception and the Blind Fight feats though. With enough time you can get past the limitations of a disability, and for blindness that could be being able to sense the terrain around you so you can function normally, with Blind Fight acting for combat stuff. As a bonus, Invisibility doesn't do shit against you, and if you get Uncanny Dodge you aren't considered Flat-Footed even if you can't see anything.
Side note, Rogues can get Pierce the Darkness as a talent that grants Blindsense out to 5 feet, so that might be handy.
I love this, but I'm wary of the changes it makes to the Feint/Sense Motive game since both sides of that check got an Exceed - you fail a Feint too hard with this and you're getting suplexed for the next 10 minutes, whereas if you beat them by a lot you only get a higher AC for one attack. I think the Sense Motive benefit should just be 1 round. Combine with the nobility change of another Anon and it should be good.
I have to ask, have you played with a lot of groups? I think our different experiences in that regard has strongly shaped our view points. I'm fine with rulings that fill the gaps between, compliment, or change rules. However, I can see the importance in knowing that you won't be screwed over in your next game due to the prevalence of arbitrary rulings.
Or something like that, am I following you at all?
I've played with a lot of groups since I started playing (16 years ago now, holy shit). In most groups I've played in, it hasn't really been an issue unless the DM is a shithead. I'm fine with rulings that fill the gaps between, complement, or change rules as well, but those rulings tend to become houserules and get written down in my groups, or be discussed after or between sessions about how best to implement a fix to a rule in the future.
I've played a decent amount of more narrative and freeform games as well. However, I think that the style of the game is important; in D&D and Pathfinder, the rules tell you what your character can do, and being able to be consistent about it is massively important to functioning within the system (which expects a lot of combat and has stated rules to follow).
I think it's bad design to relegate how the game functions to "Ask Your DM." Even games like FATE have solid, well-written rules for adjudicating things (even if the details are left to the players and the GM to decide). One of my biggest grievances with D&D 5e is that there are NO rules for the skill system, not even guidelines for the DM. Outside of Stealth/Perception and Athletics/Acrobatics, there are no actual set DCs, nor anything talking about what sort of expectations a player might have about what they can achieve. I think that this is a major flaw, because most groups in my experience don't sit down and discuss the intricacies of the tone and themes of a specific campaign before starting it.
Good ideas all except green-hating guy. Implemented now. I want to use this in my games now. And by now I mean when I regain consciousness.
>Everyone gets for free
Vitality (get a number of d6s to heal yourself each day: your strength bonus up to a maximum of your level)
>You get this BY taking feats that say they require it (and waive that requirement)
Improved Unarmed Strike
Don't make vitality rolled, just make it equal to your HD+Con mod per level.
>But anon, that's giving players their entire HP as a secondary pool.
Yes so let them refill their main pool of HP with the secondary pool in between fights.
But fucking nothing, magic healing is still better than this.
You can get Int as your intimidation stat via a trait FYI. Make sure your attribute choice is actually optimal - it sounds like Cha is your better synergy but it doesn't hurt to examine the alternative. It can surprise you.
PDF's too big for 4chan.
Any anons around got links to the downloads?
SOME parts of it are unbalanced. The rest of it's fine. And if you judge it based off the art, then you're a chump.
So here's our current party. There are seven of us, though only a few of us will be reliably active, and it's going to be us against a growing empire dominated by this really, really intricate Vampire based caste system. Just 20 years ago, these lands were as free as any other land underneath a mostly feudal but in some ways modern society. Which basically meant - hey, the rulers were people, not undead abominations, so that's something, right? Also the bit about the blood tax and blood factories sort of squicks people out - but on the other hand, the currency tax is a lot smaller, and people are paid for it.
World's E10, we'll be starting at 6 and hitting level 10, and then getting a feat every time we would have gotten enough experience to hit level 11. Party makeup is as follows:
THE BAIT: A man so obviously a paladin, no one actually believes he's a paladin. Cleric 3/Ordained Defender 3/ Battle Templar 4.
THE HEAVY: An extremely tall half-elf who swings around a sword made for... well, actually, someone around her size, she's just that tall. Weapon Master Myrmidon 10.
THE MAGIC: A dwarven druid with a pet Roc named Boulder. That's his personality trait - his love of ale doesn't count, all Dwarves have that. Stalker 1/Druid 9.
THE SNEAK: A dwarven operational operator come down from the mountains in support of the rightful rulers of our blessed kingdom. A real BAMF going 10 levels of Stalker.
THE RANGER: An elf who was not only born in the ancestral elven forest, but left them too, because having undead as neighbors is some bad shit. Ranger 5/Hawkguard 5.
THE KNIGHT: A human who grew up after the war with stories about the old kingdoms, who wants to reclaim those glory days... and purge some fucking Vamps. Hawkguard 5/Phoenix Champion 5.
THE WILDCARD: Fucked if I know anything about this guy because the player hasn't really spoken much on the subject, beyond the bizarre combo of Mystic and Bloodrager.
The question is: Without a Wizard, how screwed are we?
I didn't even notice that.
I feel so special.
I remember reading this at one point in the pathfinder books but i cant seem to find it anywhere, one of my players wants to do this and thats why im bringing it to /pfg/.
If a characters parent races are gnome and dwarf (just as example races) how would the racial traits go? i know they would not get all the traits but how many would they get? would they receive only the "strongest" like dark vision over low light, they would gain spell like abilities, etc. I forget where i saw it but i know i saw it somewhere, like an exact formula of how it goes.
pic not related
>on a ship headed to Nidal
>we're all prisoners
>my character specifically was framed for murder and was supposed to be sentenced to labor in the marble quarries in Anchor's End
>the other members of the party are a revolutionary from Chu Ye who got captured by the Oni and sold off, and a Swashbuckler with sticky fingers
On the one hand, it's most definitely Good to help myself and these guys escape, but on the other hand, a prison-break is a Chaotic action by nature. Would I actually take an alignment penalty for this?
Don't hide it from me, /pfg/
Tell me about that
fantasy genre you always wanted to play/run
Skyships and Floating Continents and Islands
I want the party to start as lower strata adventurers as they elevate in ranks and levels, becoming mercenaries for chartered ships until they can afford their own ship.
Then it becomes more challenging as they can now inhabit one of the many unclaimed floating islands of the upper strata and slowly turn it into a flying fortress with its own merchant and mercenary charters.
Why are there floating islands and airships? Its because of a magical ore that rejects the pull of gravity. An enterprising player can fashion armor out of it, but they'd just sorta drift around aimlessly unless they can also design their own propulsion system.
Fantasy campaign set in a post-apocalyptic modern era where many technologies like computers and phones stop working, but mechanical stuff like automobiles and firearms still function. The lack of technology failing to work is attributed to the return of magic.
>unless they can also design their own propulsion system.
Decanter of Endless Water tapered to a pressure valve. Done.
But then the math involved to calculate the flight speed would be a bitch.
>If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity.
>“Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
I'd rule it as moving 20ft per round.
What the fuck are you even talking about bro? Seriously, nobody brought it up before you.
Which animal companion is good for a dorf druid whose dream is to become the best chef ever?
That'd be great - if it was even possible to prove to anyone but the old priest of Aroden who defended her at her trial that the assailant wasn't even corporeal, let alone at the scene of the crime by the time the constabulary got there.
When they found her, she was trying to bury the victim, who
had pulled a knife on her in an alleyway initially. Of course, her Phantom fully manifested for the very first time to protect her, and then just sort of left her there to take the fall. Sure, Aroden-priest was laughed out of the courtroom, but he was closer than he knew when he said an evil spirit was responsible.
tl;dr, the one time "my imaginary friend I didn't know was real did it" is the truth. Had it been anyone who would leave a trace, they'd have found the guy already and exonerated her.
Tonight we grappled on a riverbank
without our GM, and our resident optimizer found a new section of the Core Rulebook he hated: Aquatic Terrain. There is no hell more abstract than this.
Some OC, running a module adventure centered on a train, the module didn't have an image set for the tiles and the descriptions were mediocre so I winged it, also first time making any map pieces.
>centered on a train
Are there immortals trying to kill each other, incompetent thieves, and
Hence my mentioning in >>44600585
that she was supposed to go to the marble quarries in Anchor's End. Unfortunately, the captain of the prison ship she was on gut stuck in a calm and started running out of food, until a ship headed to Nisroch sailed by and offered them some supplies in exchange for prisoners.
This whole thing is a comedy of absurdities, and my group seems to think this the best backstory out of the entire cast.
Three, count 'em, three major contrivances to explain why I was waking up on a prison ship to Nidal with an LG on the "Alignment" section of my sheet, and the whole group's okay with it.
Hoping to run a How The Goblins Stole Crystalhue one-shot this Friday, since I didn't get to do it during the holidays.
What are you doing, anon?
Why is your train still bound by normal laws when magic exists to make the train so much bigger on the inside that it functions much like a mall and apartment complex? Why is it still linear instead of branching between teleporter panels? Why does it still run along tracks? Why is it still transporting from place to place instead of from Plane to Plane?
Look man, I'm just running what the module describes (doesn't even have dimensions of the railway cars). On the upside, I learned a lot of cool things about passenger cars and superliners.
No just the party, passengers, crew, & Gnoll bandits wanting jewelry and booze.
Also one is double sided cause there's a diner car.
Kineticist is a very divided topic, but there's one in my Hungry Are The Dead party and he's the reason I didn't get buried under a pile of 15 ghouls.
The pile was only 7 ghouls before the Sorcerer showed up and Hasted me. And then I kept missing anyway. I really, /really/ hate rolling badly.
Don't even think about doing damage. Just focus on utility and battlefield control.
Dropping 10,000lb of debris will only do little damage, but not many creature and lift them up so they should be consider pinned under the debris. Don't forget you can also use pushing infusion to push people into pitfall/cliff and use foe throw to reposition the enemies.
Outside of combat, just stay in Telekenetic Invisibility all day long and steal stuff from 100 feet away.
You've got the prince of darkness on your side. I think you'll be okay without a Wizard.
Currently running my 2nd Spelljammer themed game.
This time, instead of transporting a box containing damning evidence of a kingdom's plot in causing space fantasy WWI, the PCs are sent to explore another galaxy as test experiments, I mean, honored explorers for a crazy cabal that's focused on planar magic. Spoiler, it succeeds, and brings in them from a different plane/reality where it worked. Meanwhile they're sent to a different plane/alternative timeline where the experiment failed, rending the galaxy into a hellish place to live until shit calmed down, got raped again, and life sprung up again.
So far I'm having trouble thinking up of some factions in it.
The factions so far are:
Forsaken: Robots, golems, and other constructs given sentience. They woke up in battlefields, factories, etc, and wondered how the hell they came to be. Now they travel the galaxy trying to find out what happened, where they come from, and how to reproduce since now some of them are dying from old age. Think of the black mages from FF9. Some are hostile to organic life, some refuse to accept death and work ways to figure out how to not die, and others accepted their lives and now are more or less live like buddhist monks.
Then I got an idea about fey that go around invading worlds trying to install towers to pull entire worlds into the fey plane.
So, fellow Anons, which classes make for the beast meatwalls? Trying to come up with a potential NPC for a campaign that can join the party since the people I play with tend to play frail murder hobos who died with a sneeze in their general direction. (And yes I've tried to nudge the suggestion one of them should play something with higher then a d8 hit die but they won't budge).
>Wand of mage armor
>Buckler in left hand
>In a stance that gives +4 dodge AC
>AC way higher than the rest of the party, some recent enemies can't hit me except on a nat20
>Dodge bonuses also apply to CMD so that's pretty decent too
I actually feel kind of guilty about it.
How do I feel less guilty about having silly high AC along with solid DPR?
a party of d8 hit die is fine. Your party just needs to
abuse Summon Monster. Joking aside the difference between d8 and d10 is only 1 hp per level. Having 10 more hp at level 10 will rarely make a difference when your enemies can do 70-80 damage per round.
Anyway for your question... Oradin is the obvious answer.
The whole 'I don't like PoW or ToB going against the Inigo Montoya, Conan or King Arthur feeling of martials' has always confused me because I don't know why you would want to play those characters in a game like D&D/PF. Hyboria was very low magic for example so the whole thing of Conan relying on his physical abilities, luck and skill actually works. PF is pretty much high magic no matter what way you spin it and trying to shoehorn in 'realistic' martial classes alongside guys who can fly at even relatively low levels is just bizarre. It just doesn't even make sense from a narrative perspective.
I actually had ideas for a class that is rather literally what quints requested, using metamorphosis and wild shape. Not for PsiAug: Occult, though, but for something I'm hoping to pitch sometime after.
No, right now I'm working on my other offering for PsiAug: Occult, and I'm kind of hoping that by the time that's done, there will be done real playtest data to consider for goetic.
>using Conan as a justification
Conan strait up murders dozens of sorcerers in his travels.
He's smart as fuck, has incredible will saves, dextrous, master of many weapons, stronk, and a nearly unreachable CON.
You couldnt possibly Stat Conan without using PoW supplements (Primal Fury bitches) or giving his point buy at 50+ or going gestalt.
Conan, DC/Marvel Superheros, and weebos like Guts cannot be stated properly because of protagonist syndrome and plot armor. Trying to do so without PoW is easily as silly because we're talking about supercharged heroes with tons of skills and combat prowess.
Let's say you can jump 30 feet in the air using your natural acrobatics. Would you take 3d6 falling damage on the landing despite the fact that you are naturally capable of jumping that high?
And let's not forget that with things like Murderstrike, Stance of the Hawk, Up-High Down-Low, and many others of a similar vein, actual real-world European combat sounds ludicrously ToB/PoW.
Extraordinary versions of real-life combat arts as disciplines when, DSP?
Well, I'll toss some playtesting at you:
So far the wording of Ars Goetia, it's a bit confusing. I've taken it to be "any feat chain dependent on one of the listed feats" whereas other people at the table have been questioning if it should be just feats that directly require it.
EG: For Psychokinesis I took Martial Training I and II, there was some debate if it meant I could also take Martial Training III, IV, V, and VI at later levels.
Telekinetic Crush is solid as a damage bonus, but the rider never kicks in because I'm never fighting enemies that don't fight back, it's been great on this build, but the rider has been somewhat pointless.
Energetic Aura is really solid, but it gets confusing when it doesn't correspond to my active energy type from Elemental Flux (which I had taken with Martial Training)
Energy Rage is a nice, if odd ability, it ends up conflicting with the bonus on Telekinetic Crush, as it's a pretty OK tool for punishing an enemy for hitting something other than you.
Psychokinetic Crush briefly allowed me to keep up with the barbarian for damage (I had pounce from another source)
Energy Arena: Shahrazad? Shahrazad.
Psychokinetic Sphere is a really solid ability, but 1/day at level 16 is... not stellar? Obviously too strong for at will.
And I haven't reached the capstones yet to test either. I'll post results with other spirits later, I've mainly been using Psychokinesis.