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How's your campaign looking like, more fantasy or more sci-fi?
>Not running alien arabian nights
As promised, reposting from previous thread.
You've asked for it, now it's here - we've started a Patreon: https://www.patreon.com/dreamscarred?ty=h
We're showing this to you guys first, before we fire it live at other locations. Partially this is a gratitude thing; /pfg/ has been very good to us. You've tested our stuff with enthusiasm, offered critical feedback, helped save Chris's ass in a time of need, and continue to be both critical and supportive. We appreciate that more than you know, especially considering that, honestly, we sorta expected to be laughed out of here ages ago.
We're /also/ using this as a chance to learn more about our customer bases. As we've branched into new forums and made our PR attempts more aggressive we've sorta lost track of the numbers of customers and readers in various non-Paizo locations. This isn't part of the pitch, I just figured I should be on the level with you guys.
Everything's laid out in the Patreon. It'll be updated as new supplements come out or coalesce into being near enough to done to announce. It should be noted that the payments are a per-supplement model, not a per-month model; we're all aware of our Layout Hell problems.
My thanks, from the bottom of my heart, to all of you for the help and support you've given us thus far, especially in making our projects better. We do this for love; it just takes money to actually publish.
We'll be fielding questions starting /now/, though I need to note that I personally will likely be gone for two days (tomorrow and Saturday) for oral surgery and recovery.
My campaign is a mix between an Eberron-style magepunk setting and a science fantasy robot war setting. The latter one was retconned out of reality by a superweapon, and is slowly poking its way back into reality.
>>Bane is disproportionately strong
>You mean that it's still a +1, and really isn't all that disproportional to anything?
>being this fucking stupid
If you're really this stupid, you should just die. A +1 equivalent that you can use as a flexible +2 enhancement bonus with your suggestion and +2d6 damage on top is objectively superior to +1 enhancement and any other +1 equivalent.
Because the Pathfinder system is very flexible and can allow for a large range of settings for play. You don't even force anything, the official material has dozens of listings for ayys and lmaos and planets and shit that you can use.
Going to be playing Wrath of the Righteous tomorrow as a paladin, so pretty fucking fantasy. Also kept insisting I stick with a longsword for some reason. Any viable way to use a longsword and shield or just a regular longsword, then?
>Bane is disporportionalty strong
>Because the Pathfinder system is very flexible and can allow for a large range of settings for play.
No it isn't, the fuck are you talking about? Pathfinder plays one thing, pathfinder. Paizo has created a sci-fantasy setting and it's the only thing pathfinder fucking supports.
Pathfinder can not do sci-fi satisfactory. It can't even do guns well. It can't do mystery, horror, or anything but Pathfinder fantasy.
>You mean that it's still a +1, and really isn't all that disproportional to anything?
Making your weapon Bane against every creature you fight is equivalent to at least +32 worth of bonuses, and even then it won't work on things with obscure subtypes.
That's what it's looking like so far. Shame I can't pull off a sword and board paladin because of their lack of feats.
What would some of those be? I'm browsing the Weapon Master's Handbook to see if there's anything worth using in there.
Depends on what definitions of sci-fi and fantasy you're using. They were originally meant to be types of stories, but at some point they got diluted to "set in space" and "set in Medieval Europe with wizards and monsters".
By the original definition Star Wars is fantasy, Lord of the Rings is sci-fi, and Pathfinder's mechanics make it inherently fantasy regardless of setting.
This is, by the way, the same process that caused steampunk to forget about the "punk" part. Steampunk originally meant "if technological development took a different path around Victorian times then how would this impact the relationship between the better-offs and the lower classes" and turned into "everyone wears gears on their hats".
So this is the new thing that's coming out this month. Any thoughts on it? It's more caster shit but that annointing thing for Alchemists sounds interesting, like infusions for objects.
That fluid is very clearly green. He should get that checked out.
But anyway, this is the first I've seen of or heard of that book, so I have no opinions yet. Obviously it's more caster stuff, but I have no idea what kind of caster stuff. The iconic magus on the cover makes me hope there's some cool new stuff for my favorite class in there, though.
>Stuff for alchemist
You have my attention.
There better be shit for the Promethean Alchemist in there.
>BEAT THE CLOCK
>When you initiate this counter, you can immediately take a standard action, as if you had readied an action.
>You cannot gain more than one standard action per round this way.
Wait, I'm confused. Does that mean you can't use this if you've already taken a standard action this round?
>If knowledge is power, then the eldritch secrets presented in Pathfinder Player Companion: Arcane Anthology represent significant sources of potential might! From magus and wizard spellbooks to alchemist formula books to mystical options for bards, bloodragers, sorcerers, and witches, this volume presents tomes of spells and uncanny knowledge written and recorded by Golarion's mightiest arcane casters. In addition to new spells and secrets of spell preparation found in spellbooks such as the collected Analects of Aroden, the Wisdom of Jatembe, and the Runes of Wealth, this Player Companion also includes archetypes, feats, and character options for PCs of nearly every character class. Inside this book, you'll find:
>Rules for copying preparation rituals into new spellbooks, and ways for every spellcaster to use such rituals through prayer books and meditation books.
>Archetypes for spellcasting traditions inspired by the fallen god Aroden, the legendary Old-Mage Jatembe, and a nearly forgotten runelord of greed.
>Dozens of spells, ranging from handy low-level options such as expeditious construction and heckle to the powerful 9th-level mass Last Azlanti's defending sword.
>New traits and character options, including alchemist discoveries known as anointings that transmute the inherent properties of any weapon or suit of armor.
>New feats, including some inspired by the Ten Magic Warriors of Mwangi legend that allow characters to bond with ritual masks to hide their names and identities and enhance their spells' power.
Sounds kinda nifty, I guess. As long as the magus spell list can get some cool new spells
preferably unique spells other classes don't get but that's a pipe dream, I'll be okay with this. Not that other books besides MORE MAGIC FOR THE MAGES wouldn't have been good too, but I mean... If they're going to keep catering to casters, I like them to cater to my favorite casters.
>Everyone knows Karzoug
Not in-setting they don't, lads. And even then I'm still more interested in an established runelord. Like Xanderghul or Belimarius.
There's still armor master's handbook to look forward to.
I'm hoping for ways to craft improved versions of armor that grant different (nonmagical) bonuses based on their type
>Chain-type armor grants DR/slashing
>Plate-type armor grants "bulletproof", letting its AC bonus apply against touch attacks (except Brilliant Energy and incorporeal touch)
>Padded/leather/hide armor doesn't count as armor for determining which class features you can use
Is there an easy way to improve a bow's threat range without spells or feats?
Take a chill pill, Jill. It was a joke. An actual joke, not meant to be taken seriously or anything.
It's like the guy who blames the gay agenda, when he's obvious not blaming the gay agenda.
Yeah, but the art isn't really good enough for how much she's talked up/what a runelord of lust can do. She's hot, but in a world with Seonis and Gretas and blind oracle iconics, she's pretty much average.
That wouldn't change the game much. I'd hope for armor that replicates an Incarnum or Binder feel, granting actual utility and versatility to the heavy-armor classes.
A class having big armor proficiencies right now (and STILL with your suggested upgrades) only means one thing: a free feature any Archetype can remove, pretend is a trade for a new ability, and will not actually be missed at all by anyone.
Right, because you can download into her clone if you die. Wasn't there a way to do it in Carrion Crown, too, coulda swore whats-her-name's ritual involved becoming Sorshen or something.
>implying my setting isn't based off the far future where an apocalyptic event ruined much of technology, and what remained of old technology is still so highly advanced and still very indistinguishable from magic.
Well Crimson Throne had an important artifact that was a crown linked to an undead, so I can see how you would make that mistake.
The name is also kind of misleading because the "curse of the Crimson Throne" is actually pretty much totally irrelevant to the story.
Guys, is it wrong that I have 5/8 members of my group thinking I'll be playing a Half Elf when I'm actually playing a Half-Giant? They just think she's really, really tall at this point, except for the GM and my chief broseph.
Don't hide it from me, /pfg/
Tell me about your campaign setting?
Never NEARLY as cool as any image that accompanies a post about campaign settings.
Ok, this would get me into a lot of lore stuff for my setting. I created a new subtype of outsider. Essentially they are neutral outsiders semi-native to everywhere. They embody concepts and are born from the minds of things beings. This means they exist for fucking EVERYTHING, ranging from emotions (love/hate/sadness), nations, objects, ideas, species, and more.
Some of the first to exist was Life and Death, as they began during the creation of the ordered universe. Life and Death both however were killed fairly recently, just over twelve hundred years ago. They were killed by mortals while making an attempt to make contact with these outsiders. The contact elevated several men to godhood and ended up draining both Life and Death to nothing.
Now that they were gone life and death as concepts began to unravel. Resurrection magic became possible, and Necromancy as a concept was invented by a brilliant mind who found out about the whole affair (was the apprentice of one of the men elevated to godhood).
Undead occur naturally, meaning the dead will simply rise on occasion. This occurs in cycles as energies build up. These undead are neutral, they eat their fill then slumber then eat again. They stay in a place and repeat tasks (sometimes seemingly for no reason, sometimes things they did while alive).
The Melneer is an order that arose during the fall of The Garden (long story, it's complicated), and they have a lot of international treaties and rights that allow them to protect the world from the undead. They can demand military support, go into a town and demand money/resources/conscripts, and more.
I'm going to kill my players as soon as they hit level 5 in a fight that they cannot win nor escape from.
And then, they shall awaken in a grand hall amongst warriors from different lands. And at the foot of this grand hall, a one-eyed warrior in gold armor declares upon everyone in a loud, booming voice that echoes throughout the halls "Welcome, brave noble heroes... to Valhalla!" It will dawn upon my players that they shall become heroes who shall stop the coming of Ragnarok
Unchained rogue, right? Scout is popular, sapper is also good combined with thug and some intimidate shit, but not applicable for knives, and Hidden Blade grants initiating. Carnivalist is unique in that it can get a familiar with sneak attack, but it's not particularly great.
>General Setting Info
Takes place in a homebrew Metropolis called New Aslackby in Andoran on the Missa Shelf between Lavieton and Cyremium
The Goblinblood War just ended and a new revolution began in Galt leading to an influx of refugees
Border tensions have risen with Cheliax as Queen Illeosa came to power
Architecturally, the city took a very cramped/Victorian depiction - rather than expand outwards, it went up
There is a functional manmade dock towards the bottom of the Missa Shelf and a pulley system/stairs for transporting individuals/goods up to the city
In short the city is a cramped port town that is tiered in a sense
Industrialization is starting to take way so its very much 1840s America in technology and attitude
There is a high criminal population and around 40 known gangs ranging from various styles such as Italian mafia, Bratva, prison gang etc.
Likewise there is a lot of government influence in citizen lives via passing anti-divination laws and a recent law has been brought to the table requiring those with magic to register (this of course has lead to protests and riots)
Its a predominantly Human town with the next two highest demographics being Halflings and Dwarves
There is a LOT of racism - ranging from off colour remarks or businesses refusing to hire say Half-Orcs to hate crimes or police abuse
The GM basically said create characters and plop them down. Its pretty free roam.
Kay, there's like this big Empire, and it's China playing dressup as Europe. The ruler alternates between Empress and Emperor depending on their sex, and they either end up as MILFs or Manly Old Dudes when they're at the height of their rule.
Current Empress is approaching her centennial, has 11 children and 50 odd grandkids because she doesn't want her dynasty to end because there wasn't an heir. Her favorite grandson is her named successor, ratified by parliament (who holds the real power anyways).
Setting is psuedo modern, with skyscrapers being a new but slowly happening development thanks to magic - though revolvers and lever actions are the height of firearms. Resurrection insurance is a thing to prevent death from accidents, with 1 GP roughly equal in value to 1 2007 British Pound on a basket of goods basis.
Most powerful Wizard is a 6000 year old woman who spends most of her time sleeping over a black hole to stay with her husbando, whose soul got caught in the realm of dreams when they battled against a Lich together in a landscape altering fight.
Best Thief stole his name from the Akashic Record, and technically doesn't exist anymore. Might actually be a god, if his entry weren't an error in the Universe.
Best Monk is the Empress's besty and head of security, who has achieved ageless zen to become the ultra milf.
Best Cleric is a Vampire (Hungering King) from Europe dressing up as China who has never tasted blood on her lips. She serves the Sky-Father, who might be the Western trickster deity Oddyseus.
The first Empress of the Empire was a Halfling Pirate, and her dynasty solidified it as a nation. The first true Emperor was essentially a black version of Leonidas, with a bit of Robert Barathion and Heracles thrown in.
Oh, and Drow are all Cajuns, living in a Bayou and everything.
Maybe, but I want Promethean Alchemist to get some toys. The fact that you are required to pick Preservationist or risk being worthless is boring as fuck and extremely crippling.
Some neat stuff for the magus would be nice as well.
Speaking of Promethean, I had a thought about a possible build. Boost strength, wear armor spikes (set to piercing) and then take Hamatula Strike and grapple-based feats (Grabbing Style probably required). The Homunculus takes Bull Rush and Overrun feats. You curl up into a giant spiked ball and grapple things you run into. Become pic related.
>Lil bit of magitech
>Good, Evil, Law, and Chaos are physical planes that can be visited, akin to the elemental planes
>Most of the gods are primordial beings that are fundamentally different than (and indifferent to) mortals, so they're less worshiped and more invoked
>The gods of life and death are romantically involved, every living being is a gift from the god of life that the god of death keeps forever
>Angels play a role more similar to what gods are in typical settings, as even though they aren't as powerful as the actual gods they're definitely leagues ahead of anything else in the setting (there are only a few though)
>I forgot a bunch of other stuff about my setting and lost my notes
>There are halflings
>Goddamnit, I lost my notes
The Landscape Altering Fight the Wizard (Martha) and her hubby (John) got into against the Lich ended a war where said Lich had assumed control of the apocalyptic War Machines built by the Hungering Kings before Henan (their empire) fell. There used to be a mountain range and peninsula where the fight took place, now there's just a gaping crater some 500 km in radius dotted with volcanic islands where the world has healed.
Henan was neat, bit of a techno utopia that collapsed because the Hungering Kings sought immortality and, by taking the stillness of the Earth into themselves, became Vampires. Most drank blood and sired offspring, the Hungering Princes, and that began their slow descent into madness, as the taste of blood on their lips will cause their Hunger to never cease. Of them, only Cheng'e abstained, out of duty and aversion to the almost sexual nature of blood consumption - though she recently sired a single offspring to save the life of a young Moon Knight (Europe-Dressed as Asia paladin devoted to slaying monsters). Fortunately, the blood of animals suffices to stay the hunger, which only grows by tasting the blood of man.
I've got a list of the Top 100 companies in the Empire by financials, largely due to my last game in setting being a politically oriented game in which the party began to unravel the conspiracy between the heads of some of these corporations (Notably: Manyue Medical, Felacaro Alchemics, and Smiths United, the leaders in construct prosthesis, combat enhancement potions, and weapons technology, respectively).
They spent a long while working for the Department of Irregular Operations, where Amelia Carrowmere - Best Monk and the Eternal MILF - heads the show.
There's also this bit about the Crane's Eye, an active volcano on a part of the continent that looks sort of like a Crane in profile; it's the area where the Plane of Fire comes closest to touching the Material Plane.
Carnivalist is best when combined with something else. You could do carnivalist/wizard into arcane trickter for example.
It also benefits massively from mauler and decoy familiars.
Speaking of Planes, the Material is technically the meeting point of the element, twisted together in helixes by the Plane of Void, and serves as the lock on the prison for Angra-Mainyu. If you fly the wrong way in an airship, dive too far into the see, or dig along bad paths in the Earth, you're bound to get lost on another Plane. Getting back can be difficult if you're not learned in magic (5 ranks in spellcraft lets you ritual-cast plane shift, though, so anyone with an interest in magic should be able to get you back, as level 6 is the cap for common NPCs and the point where you're considered a "professional" at something.).
The Sun is a hole in the Material Plane to the Plane of Positive Energy. Stars are other Suns, and Space is a physical manifestation of the Elemental Plane of Void. There are 823,543 stars to the sky, each of which is tied to its own Material Plane, each of which is another lock on Angra Mainyu's prison.
As of the present day, 46,656 of the locks have been opened. The Effervescent Keepers of the World Recorder are not worried by this number, even though it was they who made the prison in the first place, at the behest of Ahura Mazda. Their reasoning for doing so is unknown, though it happened during Martha's childhood and her involvement in it - which, not by coincidence, brought an end to the Age of the Sorcerer Kings - is one of the reasons she is both immortal and the only person known who can break the Law of Five Circles. If she knows anything about their intentions, she hasn't said a word... though, so few people know about the Effervescent Keepers that the question might never be asked.
I'm starting a RotRL campaign soon, and want to just fuck Sandpoint up with a bunch of random NPC's, some of whom have side-quests, others are just there to better populate the world, or berate the PC's, or whatever. I've added some travelling merchants and bards in town for the Swallowtail Festival, easy enough, but some ideas for more permanent residents would be appreciated.
Can I ask how flexible your release schedule tends to be? I'm kinda sweating bullets over here because I like the idea of chipping in, but I'm currently fukken broke, and I see that "per book" thing and I'm just... unsure how much that actually would fuck my budget over?
We could publish a book about delays in RPG publishing, if we could get that book out of layout hell. We tend to be late.
In a related story, if you have friends looking to get into layout for RPG supplements, WE NEED SOME.
Cool. Now to see if I can overcome my crippling social anxiety enough to actually shoot a stranger an email.
As an aside, good luck with your surgery and recovery, I hope it goes well!
Clustered not really, even for regular archers nowadays it's just so easy to screw DR. But other than "death by massive damage" which no one ever fails by the time it can be a thing, and DR, it doesn't actually apply.
Now if it worked vs hardness and/or energy resistance that would be a thing.
As for the other two...
Let me ask you:
Is there Enuff Dakka?
This is probably going to trigger /pfg/ something fierce
>Human only setting
>The planes do not exist. There's an afterlife, but it's a one way trip and there is no way to contact the dead. So it's not that important
>No Wizards, Clerics, Druids, Arcanists, Sorcerers, Inquisitors Rangers, Bloodragers, Oracles, Hunters, Witches, Bards, Paladins, Warpriests, or anti-paladins.
>Psionics(in game is contextualized as ki manipulation), Alchemy, and martial inititian is how shit gets done.
>Well they exist, but in title only. Like Wizard is a slightly archaic term for anyone who's reasonably intelligent and seems to have a lust for knowledge. Paladins were white knights.
>Psionics, Ki, and Alchemy aren't supernatural in the context of the setting. People have been doing shit with Psionics since pre-history, so your not really special for doing it. Alchemy is pretty advanced as well. To the point of being able to emulate certain tech weapons(I intend to slash some zeroes and kill the bullshit TWO MAJOR ARTIFACT) crafting requirement.
>So it's low magic, but not really.
>Well Magic Items, don't really exist. Players will get better stat boosts upon level up to compensate. There's going to be a weapon upgrade system. A +2 sword in game is just going to be a really well designed sword. A shocking burst sword is going to be something similar to a cattle prod, but pointy, etc.
>I have no goddamn clue what to do about Psionic character loot/potential rewards.
>Elemental Flux refluffed as Ki powers, may or may not ban Mystics and just grant E.Flux people Mystic Animus pool as a houserule.
>Tech is pretty advanced for a PF setting, I'd say late 1800's-1920ish in general with outliers on both sides. I kinda want that JRPG anachronistic clusterfuck feel.
I'm not sure if I'm never going to make a game out of this because I'd probably alienate so many fucking people.
>Human only setting
So far so good
>no hunters, bards, paladins, warpriests, or antipaladins
Okay, I don't like that much, but it's not too bad.
The rest is pretty much just fluff, seems mildly interesting. Wouldn't play unless I already knew you and had faith in your abilities, too easy to fuck up a system like that.
Sooo, is 1 GP really equal 20 bucks? I'm trying to convert the d20 modern Wealth check system, and I did that little conversion... and found out that a masterwork backpack (50 gold) is a thousand fucking bucks?
Did I mess up somewhere?
My main issue is that you're cutting out a metric fuckton of classes, not just the T1/T2 ones.
Actually, is this one of those "remove all Paizo and replace with DSP" games I hear about?
I've been looking at the mystics disciplines as well as tempest gale and silver crane. I'm not seeing too many strikes that work with ranged attacks outside the obvious tempest gale and solar wind any advice on that front?
A nameless Traveller who claims to have journeyed to fantastic places and is even willing to sell some of the very rare and exotic objects he has acquired during his travels, few of which are not native to the mortal planes.
When pressed for a name or an origin, he simply evades it by stating that he is but a simple 'traveller'. He will offer an almost encyclopedic recount of all his travels, the monsters he saw, the roads he's taken, the people he met, etc, but he will never share anything personal about himself.
He would be randomly encountered outside town and even in caves and dungeons to provide basic assistance such as being an interpreter, a salesman, a basic craftsman, a potion peddler, among other things, including offering directions and shortcuts to more treacherous places.
If threatened, he is more than capable of defending himself by the use of some of his magical items in stock as well as a handful of his own spells.
He was my first PF character and a recurring NPC in my campaigns
>lord of the rings is sci fi
Except it was never that? Star wars is fantasy sure, but science fiction is any story that imagines a future technology and then demonstrates the world that would exist around that, and the implications it would have on the human experience. What part of that does lord of the rings fit?
That reminds me that those horrible fucking Occult Classes are also out.
No, more like me axing just about every class with Vancian casting/strong Arcane/strong fueled by the gods Fluff. I'd be fine with someone playing a Brawler or something. I won't be letting people that Psion archetype that turns you into a wizard with power points either for example.
Is it really though. There are plenty of Psions and Vitalists and Initators busting out supernatural disciplines. Players will still get their stats and save boosts, and have potions and other methods of healing themselves and they'll mostly be fighting humanoids with capabilities and restrictions similar to their own. It's not going to hurt that much. I think. Again. Work in progress.
Depends on how well that party can handle themselves. I've only got 3, but if they're capable I'll keep it at 3.
I like this one, and am always keen for old characters to reoccur, even if they aren't my characters.
My first PF character pops up in any campaign I write as the upstart ex-slave barbarian warlord.
>axing just about every class with Vancian casting/strong Arcane/strong fueled by the gods Fluff
For what purpose?
Sure, strip out the T1s and T2s, but can't you just refluff the rest?
Don't forget that one of the main things about PF is versatility of options and choices, and I'd always be wary of putting a big axe to it, even if for the sake of balance.
Are there going to be wands and scrolls?
>but can't you just refluff the rest?
Not really, refluffing only goes so far.
>Are there going to be wands and scrolls?
No. There's going to alchemical potions and various special medicines, but that's it.
>For what purpose?
No Arcane Magic. God's aren't active. So Divine Magic is out. So that more or less excludes a bunch of Paizo classes right off the bat.
Between Psionics+Path of War+Expanded+Maybe Akasha+and Paizo Martials with free full initation progression, I feel like players would have plenty of options.
Also fuck Vancian casting.
Anyone have any tips for two players looking to make teamwork focused sibling characters?
There are some solid teamwork feats like pack attack, paired opportunists, the charge one etc, but I don't know which classes we should be. We have no idea on the rest of the party composition, and we switch DM's (but not characters) every couple of months.
I'm thinking two halflings, one Unchained Rogue and the other a bog standard fighter, but that sounds really plain to me.
loose norse mythology setting, the world is stuck in 'eternal winter' mode because some worldhopping fey and their celtic thralls showed up and fucked up the end-of-days prophecy.
the celts arrival is actually just a coincidence and completely unrelated to the prophecy--it cant actually start until inheritors for the current pantheons' power are chosen so their energy has somewhere to go when those gods die
the party currently aren't involved in that in any way, and are largely just enjoying wagon-touring the countryside and killing ogres--well, they would be if they didn't befriend fucking everything.
2 blackjack fighters, 2 inquisitors with solo tactics, cavalier bros, tactician fighter archetype. Any archetype or class that gives you teamwork freebies, really because having to take them manually and have two people have them for the effect is kind of meh.
Hoping for Arcane spellsurge, more metamagic like invisible spell,twin spell and repeating spell.
Orbs seem like fun as well for those ranged touch attacks and maybe a few more bloodlines for sorcerer fun.
Blackfire Adept? Never heard of it, let me look it up on Archi-
>loses spell progression
Why would you even do that? Sacred Summon only work if your aura exactly match the creature subtype. Which means it only work on Salamander,Xill and Shadow Mastiff and that's it.
Inquisitor and Hunter.
You BOTH learn teamwork feats.
Here's the kicker:
Both of you can now pounce.
Just grab the stick together feat and the ring of ferocious action.
You can both do some great things.
Hunter with a bow can pull off a ton of extra AoOs provided Inquisitor uses a high-crit-rate weapon like a scimitar or rapier to provide the trigger.
No only that, Hunter gets a free shot at anybody who tries to hurt her frontline partner thanks to a combo of her animal companion learning tricks from the Skirmisher Ranger and from her own pool of teamwork feats.
As for Inquisitor, he gets the benefit of ALWAYS hitting his first target flat-footed thanks to Hunter providing the opening salvo. It also doesn't hurt that Hunter's companion is there to back him up.
Other fun things you could pull off:
If your Hunter grabs a Roc companion, teach it the bombardment trick
Buy it a haversack filled with feather token: tree
Instruct it to drop trees over enemies.
Max fall damage is 20d6.
Large falling object damage is 6d6
As per rules: Dropping an object on a creature requires a ranged touch attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object.
Take note of the "If he is aware of the object"
Deny them the awareness using a dirty trick, a companion trick, or really, anything you can think of cos you're a goddamn hunter and inquisitor with a spell list!
Another note: A Roc is capable of learning from the monster feats - prioritize the Grab feat so you can airlift enemies and drop em off cliffs and other hazards! Or onto the Inquisitor's waiting blades.
You might be interested in taking Bonded Mind. It's normally kind of bad, but in this case it could open up some interesting combos with a melee character and a caster.
Once you get past the connotation that you would be gay lovers.
A ranger or slayer would work better with the kukris. I don't think there are any monk weapons with an 18-20 threat range, although depending on the level you get to an unchained monk with a 19-20 keened weapon should be a viable crit fisher.
Forgot something to point out.
I said feather token: tree specifically instead of anchor or rock.
Falling damage is based off size instead of composition, so the tree does the most damage.
Also, a feather token tree's dimensions is 5ft by 40ft. which is good for hitting multiple targets, serving as a good obstacle or cover as well as a great vantage point for archers so that they won't get flanked by taking the high ground.
Also as >>44638677 stated, its best if only sibling carries a high crit weapon while the other makes the most of it.
I'd actually recommend an archer for that because there are teamwork feats that grants you free ranged AoOs if you just let you or the companion do their job. If you lands a crit, archer gets an AoO. If archer lands a crit, you get an AoO. If you attack an enemy while the companion is threatening, archer gets a free AoO.
You don't need archery feats to get a ton of extra attacks. Those teamwork feats grant those extra attacks instead. As long as someone gets a crit.
I can't think of a single logical thing you can do with that, because any potential for "metamaneuvers" is baked directly into the system. Metamagic and maneuvers strike me as completely incompatible ideas.
>Both of you can now pounce.
>Just grab the stick together feat and the ring of ferocious action.
The Hunter is actually the fastest class to access pounce via using stick together while adjacent to her pouncer big cat or dino and then activating the ring.
What teamwork feats would be needed tyo pull that off, sans the pounce?
I can't figure out which combo would be needed for the Inquisitor critting granting the hunter an AoO/The hunter's companion
>When you wish to augment a maneuver with a metamaneuver feat you must simultaneously expend a number of other maneuvers with a total level equal or greater to '(1+ 1 for every 2 maneuver levels beyond 1) plus an extra X levels determined by the feat, usually 1~3.'
Is the best I can think of.
Basically lets you frontload and make the game even more rocket-taggy.
Ideally, these feats would just give you things that augment maneuvers for some other cost. Maybe psionic focus, maybe animus, maybe taking damage or nonlethal damage from exertion...
>You are drawn to use it regardless of how sub optimal it is.
There's no such thing. Firearms in fantasy games are huge thing of mine, but they're too shitty in pathfinder to even remotely consider using. If there were no way to get dex-to-damage, I'd probably never use weapon finesse because my character would be a heaping pile of shit for no other reason than wanting to do something beside SWING BIG SWORD.
Vengeance Strike doesn't work on hunter at all. Animal Companion is the one who knows the trick thus it is the one that count as Ranger for skirmisher trick purpose not the Hunter. Also you do realize that you can only do 1 immediate action per round right?
BTW you have to use ready action for feather token bombing and it only work for a single token.
> Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
> a command word magic item
(The most important teamwork feat for to net all the AoOs with crit fisher and butterfly sting)
(don't judge. I used to have this on MY hunter)
>Vengeance Strike doesn't work on hunter at all. Animal Companion is the one who knows the trick thus it is the one that count as Ranger for skirmisher trick purpose not the Hunter.
You are correct and I never said otherwise. I just simply stated the the animal companion can learn tricks from the Skirmisher Ranger tricks, as is written in its class features. Sorry if there are any misunderstandings.
>BTW you have to use ready action for feather token bombing and it only work for a single token.
Or just learn to set the trigger word to be Avian and let the Roc squawk the command word.
>Also you do realize that you can only do 1 immediate action per round right?
You can make multiple attacks of opportunities (an immediate action) with the combat reflexes feat. Its valid and rules legit.
Old BoVD tactic. Love's Pain and Modify Memory.
>Modify Memory used on an NPC to insert a memory of Falling in love with the target
>Love's Pain targeting the NPC
Suddenly the NPC's love interest takes 1d6 per 2 caster levels in damage with no save, no spell resistance and there is no limit to the distance between the NPC and their loved one. Modify Memory is permanent so you can keep targeting the NPC with Love's Pain until their loved one dies. Love's Pain itself also has no ill effect on the NPC you target with it (ie. they don't feel anything), and gives them no saving throw - you only have to beat their spell resistance. Which is easy enough if you go Modify Memory off.
> Can my animal companion or familiar wear or use magic items?
> It is intended that animal companions or familiars can not activate magic items. An animal companion could benefit from an item with a continuous magical effect like an amulet of natural armor if its master equipped the item for the animal companion. Animal companions of any type may not use manufactured weapons.
> An animal or familiar has to have an intelligence of 3+ to activate an ioun stone. If the animal or familiar has less than a 3 intelligence, they may not activate an ioun stone.
>The Broken Blade’s associated skill is Acrobatics, and its associated weapon groups are close, monk, and natural.
>Maneuvers from this discipline require the initiator to be using discipline weapons or be unarmed. Use of discipline-specific weapons with Broken Blade inflict an additional 2 points of damage.
would unarmed attacks count as discipline specific weapons for the extra damage?
>Asphyxiation spells and mundane methods.
At low levels I love to use Hideous Laughter combined with Aqueous orb regardless of how wasteful it is, Later on I take suffocation or summon a dire crocodile and start drowning contests by making it drag whatever enemy I find Into my seamantle so I can look them in the eye as they drown.
I also like to strangle targets as a coup de grace action and garrote bound/helpless enemies from time to time.
Damn I needs some sleep.
Anyway I don't thinks there is a way to increase Swift/Immediate action pool in this game. Otherwise Swashbuckler would be so happy with their Swift/Immediate action economy.
thats what i thought but the way it says discipline specific weapons or be unarmed and then says disc spec weapons get extra damage. kinda made it seem like you need a weapon for it.
>Anyway I don't thinks there is a way to increase Swift/Immediate action pool in this game
Our table does. But its an arbitrary houserule that doesn't always come up.
"You can trade a standard for a swift, a swift for an immediate and an immediate for a free action, but you cannot trade up."
My buddy's last rogue laced his garrotes with contact poison. Speeds up the whole "choking a man to death" by adding CON damage or choking powder (courtesy of the alchemist).
Maybe try that?
The thing that bugs me most about this is that it implies you're highly limiting the amount of free actions someone can take.
That probably screws a number of quickdraw builds over.
So 2 Quicken Spell + 1 Standard spell per round?
Paizo really needs to consolidate their rule. It's all over the place. Did you guys knew that [Evil] spell aren't evil act? Guess I can play Good necromancer now.
> Does casting evil spells cause an alignment infraction?
> Casting an evil spell is not an alignment infraction in and of itself, as long as it doesn't violate any codes, tenents of faith, or other such issues. Committing an evil act outside of casting the spell, such as using an evil spell to torture an innocent NPC for information or the like is an alignment infraction. For example: using infernal healing to heal party members is not an evil act.
So /tg/, I'm planning a PF campaign but I'm having a bit of trouble making a setting. What are some ways you use to help yourself think of new setting?
So far I'm thinking the kingdoms on this one continent couldn't explore far on the ocean due to krakens waging war against sea dragons but somehow they both mysteriously stop and disappear from the world leaving the kingdoms a chance to explore the world. It doesn't help that a ship once thought lost to the dragons and krakens comes back with spices and loot from another continent.
>So 2 Quicken Spell + 1 Standard spell per round?
Its an arbitrary rule. There will be instances where the DM would overrule that.
Talking is a free action - except when one person in our table doesn't shut up and can sing "slaughter your world" during a single combat round.
I enjoy holding people down with crushing hand then spamming suffocation over and over again on targets with high saves will my character constantly screams "surrender" to them.
Closest thing to waterboarding in the game.
So... because you can already trade a standard for a move, and immediates already eat your next swift action, and nobody would trade immediates for something they already get for free...
The only real change is that you can trade move actions for swifts?
(For the record that's possibly a slightly shifty rule since DSP stuff is very deliberately balanced around the fact you only get 1 swift per turn, except for maybe one or two times per day)
Dude, just begin an Age of Exploration campaign.
Instead of something random like sea serpents and shit. Just make it so that many continents in your setting is surrounded by oceans and there hasn't been a ship that can brave the vast oceans which were once believed to send ships to the edge of the world.
Barring THAT. You could just claim that the geographical seasons of your continent close off many ships for trade either due to violent storms or absolute lack of winds, and only the rare seasons for sailing has been becoming more and more frequent.
Well, steam engines are out.
But hilariously, magical propulsion of ships are common in PF.
Either by binding an elemental to the ship and sails, or via create winds spell (its fucking level 2 for wizards)
But I still wanna add in fuck huge beasties.
Would it be a bad idea to include huge+ monsters and beasties and put "subtle" hints about where to hit them?
Like big glowing bits subtle?
I've already have stats for stuff like huge dodos and apparently the PCs loved it in my earlier campaigns.
Namely after taking a shit ton of damage (1D8+30) from it, they killed all the young and adults, then took the eggs and created and used the new ones as mounts.
They became the dodo knights
Aside from playing God, what does demiplane creation have over magnificent mansion?
Demiplanes are also 7th level at the least, cost money to make permanent and require another 7th level spell in the form of plane shift to enter and leave.
More seriously, this. Clarifications to come.
Here you go, come again!
Tell me about that once character idea you know will never work but would still like to play anyway!
>Demon-blooded Tiefling Sorcerer, Abyssal Bloodline
>spends all her time acting so sweet it hurts
>to the point where it's clear she's compensating for her heritage
when it's time for Touched By Divinity to come into play, everyone else's divine parents visit
she instead falls into a sort of nightmare trance where Lamashtuappears to bring her up to speed on her ancestry
when she comes to, there's an angel hugging her
"Dear girl, I'm sorry. I'm so, so sorry. You repeated every word aloud. Everyone knows."
It'll never work because there's no way my GM would ever let me play anything that cringey.
What's the easiest way to create a pathfinder character?
I played a game quite some time ago for dnd4 and a friend of mine had a character creator which i could play around with.
Is there something similar for pathfinder?
>first game of the year
>one of the party members is extremely late
>looking forward to it after a THREE week hiatus
>wait almost 2 hours before it gets canceled
Running my first PF game, and a player has asked me:
>Grappling, and "two free hands". Do you allow gauntlets, brass knuckles, shields, and other things that don't restrict the use of hands to work at no -4 regardless of RAW?
I have heard that grappling is pretty garbage for a number of reasons, so I am inclined to allow this, on the condition that it would apply to everything.
Is this agreeable for most players?
I'll give it a look later at work today. Sounds promising though.
Because grappling ends up useless due to nonhumanoid enemies and outrageous scaling therein, and my game is almost entirely humanoids in an E6 environment.
So are you going to continue to be a twat or answer the question like a adult?
>we both know the answer already
It's greatly appreciated, anon.
Now I go dark for surgery.
There are 5 players and 1 boss. 1 player perma CCs the boss. 4 players then beat the shit out of the CCd boss who can not do anything.
In other words, you are Bane elemental from DOTA.
Or would be, if grappling didn't suck.
Unless you take the feat to not. I think there's one, right? Or was it a tetori feature?
Level with me for a moment, /pfg/
What's the best Gestalt combo for a firearm based, non-caster character?
Am I thinking a bit too narrowly, perhaps?
Nah PFS people just can't play. I mean they think guns and the Kineticist are OP, martials and casters are balanced and you should never ever be allowed to play an evil alignment.
I remember people discussing stuff called, like... Legend Soul and Psychic Armory or something like that, saying they're really good and cool and such... But I can't find any info on them in the PDFs I own. Is this stuff in a playtest somewhere or what? Help me out, please.
For the Psychic Armory
For Living legend
My homebrew for this. The system is due for a major revision when IRL calms back down, to fix some balance issues pointed out to me by one of the people who helped create PoW in the first place, but the basic idea won't be changing, just adding a new drawback mechanic to most of them.
Before a certain someone jumps on this with "hurr durr kineticist not about damage", I'd like to point out that damage is pretty much the only thing it can do, because the rest of its utility either sucks or doesn't function.
Not quite what was meant. Your resource pool (burn) has to be invested into your blast to do ANY sort of damage, so using your shitty utility powers will eat through that resource.
You can only choose one or the other, or you can suck so royally at both that you are LOWER than an NPC class.
Flight is one of the few good things the kineticist gets, but that's something pretty much every caster gets. The number of utility talents that don't require burn to not suck is very small, and I'd be hard pressed to name any good ones aside from that.
The "at-will" shit is a garbage meme, because most of the kineticists abilities are not truly at-will. They're stuck to the same resource management as casters, but don't have any of the positive points that come with casters. Plus wizards running out of spells is a myth, it doesn't happen past rusty dagger shanktown.
It's not telekinesis at-will, it's the WORST part of telekinesis at-will, combat maneuvers are borderline useless. Telekinetic finesse + telekinesis is decent because you can use dirty trick at range, probably the only reason to even CONSIDER those two talents.
No, it's at-will half invisibility. It's shit.
>100lb/level mage hand (1000 if you take burn)
>Sleight of Hand and Disable Device at 50ft distance with no penalty.
cool, but useless
>Been trying to craft my first Gestalt character for session on sunday the whole week now
>Finally decide to give up and choose a fullcaster as the second class because I can't find anything fitting so I may as well go for power
This is what defeat feels like, huh?
I like the Aether utility, you get to play as a ranged rogue disabling traps and sleight if hand checks at range. Telekenetic combat maneuvers and dirty tricks are neat but you can't build around them. On top of that you can lift hundreds of pounds or burn health to make it thousands. But yeah everyone is also right the damage is trash.
The fabric of reality grew weak, inviting elementals, creations of elder gods, fae. Non human races were either bred out or willingly bred in to visit the other worlds of their ancestors. The elves became something truly alien, interbreeding with spawns of the old ones, or they bred with air elementals, searching for the ability to fly through the aether. Nomadic halflings became touched by fire and water energies to survive in the great deserts. Dwarves with earth elementals to keep digging. Gnomes were taken away by their fae masters.
Ultimately the great human civilizations grew decadent because of the influence of totally not cenobites, establishing massive shrines, churches and houses of pain and pleasure in their honor. Many angels fell, believing humanity unworthy of inheritance, so they corrupt humans and demihumans with wishes in exchange for their souls.
Angels became wrathful, they came forth from great pillars of light, killing great swaths of humanity to keep their souls from being tainted.
Of course this is all bait and switch as they players are going to find out the fate of the dwarves very early on and find out they were on the inside of the planet all along, and that the surface is a generic fantasy setting.
Fullcaster is never a bad option for the passive side of a gestalt.
Really, I know very few (if any) gestalt pairs that are 'holy shit the class features from both these classes fit together so well that it's like they're both actually two long-lost synergized halves of this one superclass' tier, everything I've seen is just kind of 'cool, I can do stuff that two classes can' or 'I can be an improved version of X class because of minor support from my other class'
Here's some options:
>Alchemist/(Lore Warden) Fighter
>Alchemist/(Bladebound, Hexcrafters, and/or Eldritch Archer) Magus
>(archetyped) Magus/(Lore Warden) Fighter
>(Urban, Invulnerable) Barbarian/(archetyped) Magus
>(archetyped) Magus/(Sage Wildblooded) Sorcerer
>tfe GM will never let you play a gestalt game
> No, it's at-will half invisibility. It's shit.
It's balance by not being autodetect by Blindsense and Blindsight. On a Dex-based class with stealth as class skill.
Just be more creative with your use of mage hand.
> cool, but useless
Stealing all enemies magic item before the combat begin isn't useless. Unlike Steal combat maneuver, there is no rule restriction on what you can take with Sleight of Hand and being noticed doesn't prevent you from obtaining the item.
I had a thought, treat them sort of like the metabreath feats in that it takes longer for them to recover.
Depending on the severity of the meta-effect they must be recovered another time.
So say I apply maximize to my strike and let's say for the sake of argument it's a +3 meta-effect. I must then take 4 full round actions, or draw my sword 4 times or make a gambit four times for that to come off cooldown.
Alternatively these metamaneuvers can make you burn other readied maneuvers. In a similar fashion let's maximize our maneuvers. So in addition to expending your strike, you must expend three other strikes at the same time. You may not recover those maneuvers this round.
Action economy. Combining two full-casters doesn't actually work out all that much more powerful than a normal fullcaster, because you can still only cast 1 spell per round, and there's only so much you can do with quicken spell.
>Have your homunculus manage all your extracs and summoning
>Have a familiar flying around with wands
>You're free to do whatever the fuck you want, including summoning even more shit
>worst case scenario your homunculus can just go bite something's face off
>implying you don't have room to spend a feat on heavy armor proficiency when you're a fucking cleric//druid and the only feat you actually need is natural spell
seriously, what the fuck is wrong with you? And it doesn't matter if you can't cast more than one spell a turn, you have doubled your spell-casting versatility and if you pick your domains right (3 if you decide on not getting an animal companion) you can grab a few wizard spells too and be a motherfucker.
Every time gestalting comes up, all I can think about is how much fun gestalting literally anything with the Fighter would be thanks to Weapon Master's Handbook.
>enough bonus feats to actually do cool shit
>chosen weapon can get a ton of boosts, alternate weapon training blows open tons of doors
>mutation warrior, Eldritch guardian, and lore warden can all fit in with other classes perfectly
>access to scaling damage dice, bravery to flat will boost, etc
Why couldn't Fighter manage to be good on its own, why must it eternally be just the perfect gestalt bait?
You know though, this does bring up an interesting situation. A Cleric//Druid who picked a domain on his Druid side has three domains, and two sets of domain slots (one of his Cleric side, one on his Druid side). Obviously he can prep either of his Cleric domain spells in his Cleric domain slots, but can he prep them in his Druid domain slots? After all, the domains aren't tied to class in the same way spell lists are.
Hey, all. Wanted to let you guys know that we pushed another four archetypes to the Psionics Augmented: Occult playtest, including an Aegis similar to the Living Legend, two Occultists, and a Dread-like Mesmerist.
There's an alchemist who gets it at 2, at least: http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/horticulturist-alchemist-archetype
That's correct. Thrashing Dragon's rework is planned for PoW 1's errata. Right now, everyone on the PoW team is burnt out and working on other projects for a short time before coming back to fix PoW's problems.
We're going through all of the disciplines again regardless, but you should probably avoid Thrashing Dragon, Primal Fury and Broken Blade in particular. One specific maneuver you should also avoid is Strength of Hell from Black Seraph.
If you still want to use those disciplines, a quick and dirty fix would be to reduce the bonus damage dice by 2-3d6 and put some -2 penalties on the multi-attack maneuvers.
If you are polymorphed or shapeshift into, let's say, a bear, can you still initiate appropriate maneuvers and/or make unarmed attacks/flurry of blows/etc. with your bear claws?
What if the shapeshift is into a vaguely humanoid creature, such as a Treant?
Every creature has an unarmed strike, even if it's not listed. You can initiate maneuvers with any weapon, generally, as well (barring specific restrictions), including natural weapons.
I'm making a Gifted Blade Deadly Fist Warsoul Soulknife//Mystic (PrCing the long name side into Awakened Blade) and it's unreal how much synergy it has. Total WIS SADness, double full initiation, best stances in the game, free countering via Clairsentient Counter, boost duplication via bladeskills, and the ability to tack on a max-level save DC to any strike that forces a save or be stunned. Shitwrecker doesn't even begin to describe this monster. I'm starting to think the 'give the soulknife gifted blade on top of everything else for high power campaigns!' suggestion wasn't really thought through.
Shit would be cray even without gestalt, though. That makes GBDFWS so stupid is that two levels of it into Mystic is a perfectly viable build with zero downside that outshines the basic Mystic anyway. The entire build can be collapsed into a single-side setup with only minimal losses, which is bananas. No class setup should enable effectively partial gestalting in a single-side game.
Excuse me, three levels I think. GB only starts granting powers at that level. Still perfectly fine because there's a trait to patch up IL anyway so Mystic doesn't suffer at all from it.
Gifted blade manifesting isn't /that/ good. The majority of the stuff is just from the class features. I think that practiced initiator was a mistake, myself.
You do lose out on the most powerful part of the Mystic in this way, though (but it's not like you cared if you went into awakened blade). I like Stalker for the dips better.
Speaking of which, do we have anything like the 3.5 PrC Ultimate Magus? Wizard+Sorcerer theurging is rad and the class handled it pretty well considering how pointless that concept should be.
I wasn't really talking about PrCs, so much as the Soulknife. WSDF still provides maximum upside even without Awakened Blade, since it makes the Mystic WIS SAD and you don't even lose anything bar the terrible capstone it has. There's no real reason not to do it...and if you get a free gifted blade on top, Awakened Blade is a no-brainer because you get to break the action economy via Clairesentient Counter on top of everything else.
GB gives you Greater Concealing Amorpha access, which is the strongest possible defense you can have in this game short of total invulnerability, as far as HP damage is concerned. It could give you nothing else and getting to cast that buff before every fight would still make it worth it. Coincidentally, Awakened Blade gives you exactly enough manifesting to nab it. The fact it also gives you some other, very nice buffs is a cool bonus. What makes the whole business really weird is that no matter which class you consider the 'base' (Soulknife or Mystic) you end up with a better version of it through multiclassing between them and going into Awakened Blade if it's open. That just doesn't seem good design.
>Party cleric's view of "all life is precious" is slowly shifting to "suffering, evil and despair can be ended by ending life itself"
>Seems like no one else, not even the GM, has noticed this shit brewing
>His sheet now lists a second, different divine focus of fucking Groetus (the god-moon that will end all life when it comes down, for fuck's sake)
>I'm playing a barbarian with 5 int who barely knows his ass from a whole in the ground, so I can't discuss this with anyone
Have you ever been in a party where a PC become a villain, /pfg/?
How did it work out?
I was that villain, I was pissed another player banned the printing press in his country and destroyed all but two of my prototypes, the one with common type was put in a vault and the other in goblin type I was allowed to keep, I was super pissed because this was the one thing that my character had going for it at the time and everyone else was kings. So I consulted with the Goblin king Kor'Rath who aided me in the invention of the press, and we and a fuckton of goblins performed an exodus of the country, we escaped on ships made by stranded Not!Russians who joined us as well, DM told me we found an island chain and settled there. Friend who banned the press was pissed but this was 6 irl months in the making, l wasn't going to be denied my vengeance. A later campaign I played a descendant if hers, a half goblin thief.
In one game, one of the characters went insane as a result of exposure to some Things Man Was Not Meant To Know, but hid it until the time was right to betray the party and take off to become the BBEG. Was a fun game, and no one really /expected/ it, even if the character had been getting some powers that were thematically very "bad guy."
In the game I'm DMing, a player and I have been discussing the possibility of his character going rogue, because of some IC conflicts that have been going on and an event coming up that might prompt him to seize a bunch of power for himself.
Nah, Awakened Blade is OK, because normally you have to mix two classes that aren't THIS synergistic for it. PsyWar + Mystic isn't half as good for example. It's giving the Soulknife manifesting access that breaks everything.
>Party member is really greedy
>I'm talking like he picked Avarice as a drawback and hides loot from us greedy
>We kind of deal with it because he was invaluable to our quest
>He only stuck around for money
>Big bossfight comes up
>Boss offers him money to betray us
>He instantly agrees
>Guy literally leaves and the GM plays his character as a bossfight
I was SO pissed off, holy shit
Later he came back after backstabbing the whole evil organization and running away with their cash and he actually shared 20% of the gains with us as a sign of peace since he needed to stick with the party for more monetary gain in the future
Nevertheless for the like 1 week this lasted I was REALLY pissed off
My friend and I, a bit put off by PFs class/archetype bloat, want to make our own 3.X remake.
what classes would you include? Here is my current list.
Scion/Inheritor (think Sorcerer)
Shaman? (might just be part of Priest)
Left out of this list are the various "combo" classes, things like Paladin, Magus, etc. These will be subclasses of the parent classes.
What classes would you add or remove? Feel free to come up with your own class list, I'm curious what you'd want in a game.
Reminds me of my campaign, where one of the NPCs traveling with the party (there are several) is a greedy bastard who recently had his soul tainted by daemonic influence. He was LE to begin with, but the sort of lay-low LE where he's fine not advertising HEY GUYS LOOK AT HOW EEEEEVIL I AM. Now he's slowly turning NE because of the daemon influence and will probably eventually metamorphosize into some giant greed monster (with insane CE tendencies).
He'll be a/the major antagonist for the party, assuming they don't realize what's going on before it's too late.
Well, in the context of our group it was villainous, the pet player, got pissed when things didn't go his way, and I took about an entire province in population from him, I personally feel like my character did the right thing cause goblins were treated like shit already and inhibition of technology is a surefire way of saying you want to control your populace. So I'd have to say, character did good actions but was branded a villain.
Pissed at the PC or at the player?
Oh, and pic related is what I currently plan for said metamorphosized form to look like.
>Not having a bloody, brutal and devastating civil war
>Goblins NOT burning towns to ash and pillaging everything on their way to kick this guy's ass so hard his sphincter comes out of his stupid fucktard face
Your goblins were some weak shit
There are two fundamental rules to tabletop games, for players:
1. Make sure everyone at the table is having fun, not just you.
2. The party is your closest, dearest family, and you do not ever actively go against them. If you've got a problem with what's happening, you leave if it cannot be resolved.
So yes, it was the player.
Yeah, DM played them as piss weak and were previously slaves to the orks before earning their "freedom" so they were intimidated to ruffle any feathers and go back to the mines or fields under the orks.
Smart, but weak.
A 'free hand' is a hand you can use for things.
However, brass knuckles and shields (Except bucklers) DO stop something counting as a free hand.
Gauntlets are fine, or people in most armor just wouldn't count. Cestus are fine, because they specifically mention it. Bucklers are fine, since they specifically mention it.
I had another player in my last game who bawwed endlessly that his first character got booted because he established that he wanted to be some kind of edgy soul sucking villain in a party of good guys. Then just brought back his brother who was almost as edgy.
That's a player problem, not an RP problem.
If someone's playing a character that's insufferable, the GM has every right to boot them IF and only IF the rest of the party wants that fuck gone.
If someone betrays you and it makes sense RP-wise it's still not okay.
Like the Chaotic Neutral Rogue stabbing everyone to death at night and stealing everyone's stuff. Yeah, I'm sure Dirk Arsethief would do that, but you NEVER betray your party.
Here's a question:
Does it establish anywhere what Druids can or cannot do?
I mean, Druids CAN fall if I remember correctly.
Is it extreme shit like burning a forest down or would, like, eating meat or wiping your ass with a leaf be too much already?
>A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).
>Is it extreme shit like burning a forest down or would, like, eating meat or wiping your ass with a leaf be too much already?
Forest fires are part of nature and, in fact, required for the renewal of the forest.
They revere the fact that nature, even at it's WORST, is still awe-inspiring and full of life.
They revere how nature deals with decay and death, how it grows back, and how it always finds a way.
Then they take a shit on a budding flower just to give it a hard time.