Pathfinder General /pfg/
"Painted creation" Paizo-official template updated to PC race when?
Unified /pfg/ link repository: http://pastebin.com/53QiHfcU
Old Thread: >>45015563
>The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.
Can I take Power Attack as my bonus feat even if I lack Str 13?
No, they both replace a bonus feat.
If you take the domain that gives you an animal companion, you can use it to get a horse.
Or you can ask your GM to give up as many feats as you need to take both archetypes. (2, I believe?)
So I know what a Warder, a Stalker and a Warlord are, but can you sell me on the PoW:E classes? I don't know my Harbinger from a Zealot.
Or you could just hope that your DM is reasonable enough to not give a singular fuck. Or else you might want to bail the fuck out, because they probably have a lot of stupid facts after that.
Then again power attacking should just be something that anyone with BAB could do, but y'know. We hate progress and convenience right?
Mystic is bloated with garbage recovery mechanic
Zealot was recently reworked and no idea how it works.
Harbinger is int-based, pretty slim, and is really good at mobility and dunking people.
Could you also give me a good idea on what archetypes they're supposed to fill?
Like, I know the Warder is this big heavily armored dude, or could be a very quick riposte dude, or a Legolas, while Warlord can range from a team captain to Solid Snake.
My group decided to start up a game of Ptolus converted for Pathfinder. However, due to sickness, people getting fired, finding new jobs, and even a funeral, we've done the first week in game across a... four month period or so. This has left me confused and forgetting story elements. For example, we almost melted down the statue we were contracted to recover.
Is there anyone familiar with the setting that could help refresh me on some of those important details that no doubt happened in the first week? Here's what I recall about our adventure so far:
-We went to the shopping area and saved this pregnant girl, escorting her to the church.
-Asked some questions found out her lover's occupation, but not his name.
-We followed up the lead of her attackers, killing Torridan Cran
-We got the messenger from the noble and accepted his job.
-We went and worked for Cran's brother, saving his daughter and returning the watch (Yes, I'm aware of what it is and why he needs it, but I don't want to spoil anymore than I already am for others.)
-He was killed (not sure if the enemy mobsters or the other thing)
-We delivered his daughter to that place that pays you per HD of creature.
-We stopped the thing at the theater, but I don't remember any of the details about why or who. (DM just lapsed that whole encounter because he had other things he wanted us to move on to.)
PS: I'm not 100% certain if this is the best thread to post, but it seems appropriate. If I am wrong, please just point it out and I'll go elsewhere.
>Do you mean random shit?
Yes, it's not like you're choosing bad maneuvers anyways, Sure, you can't do too much specializing, besides the two or three maneuvers you get to pick to have prepared at the start. Doesn't stop the fact that you're not choosing shit options, hopefully, in which case that's your fault.
>needing anything but RAGE
Do you even Barbarian?
only if they both have them.
>being anything other than a bard who seduces every woman
>Barbarian vs. Bard
>not just going Skald and being both
Keep your lewd pelt wearing away from pure bardic tradition, savage.
Is Thrashing Dragon a problem discipline like Broken Blade or Primal Fury?
>Keep your lewd pelt wearing away from pure bardic tradition, savage.
>He hasn't heard of flyting.
Man or woman, a bard out to win a lady's heart is an even more unstoppable force than the Barbarian.
More or less the same, I'd imagine.
Although sometimes the bard is the one being won, and it's not as fun as it sounds.
Hey /pfg/, help me out here. I'm pretty sure I saw a weapon enchantment someplace that let you, as a standard action, drive your weapon into the ground and cause it to hit enemies in some radius area near you. It's kind of like the Quaking enchantment from WMH, but it actually deals damage instead of just tripping.
I don't need to do it RIGHT away, but I will need to do it evenntually, so I'll ask:
You guys love the hell out of Reign of Winter, and I want to carve chunks out of it to insert into the Ulfen chapter of Jade Regent.
So tell me which parts were really cool and I should look at using.
>DM's girlfriend joins
>gives her a free vorpal sword
>she texts the whole time
/pfg/ I'm in a strange bind.
Last session, my character had a rather close run in with death. So much so that I'm thinking about new characters for when the inevitable happens. Problem is my party's composition is really out of whack.
We're level 10 and have:
>An unchained monk of a strange, very fluffy custom race that has a climb speed for some reason
>An unchained rogue who is mostly a skill monkey and recently gained the psychosis condition
>A Whitehaired witch, strangler brawler, rogue multiclass who just wrecks people in two turns with non-lethal sneak attack from a grapple
>Sir Notappearinginthisfilm, A Ranger with a constrictor who had to leave due to school reasons, but potentially might join again
>Me, a Brutal Slayer Bushi Stalker
If I died (or willing kill my character off), what should I reroll? Also Wizards are nigh-banned due to lore reasons of them being state officials and this being a thieves guild themed campaign. I feel like a caster would be best but I don't know how to theme one into the campaign at this point.
So i spent the last couple of hours working on a zweihander sentinel warder. Most of my feats were taken from PoW. Any advice to optimize him as much as possible and do PoW classes have favored class bonuses?
>Finally get to play Bard-a-din again
>Magus-stalker in the party acts like a psycho bitch
>resist urge to smite party. Just bitch-slap her.
>people wonder why I took bluff when I don't lie
Being this righteous and pure is sufffering
Get that drug lab rolling, grab Infusion, and have fun with bombs.
Just as a quick question, what is the premier drug of the setting? If there is none, Opium, Marijuana, and Peyote are always good choices.
Any reasons behind that? I kind of don't think we need another high melee damaging character. What would that bring to the table that currently isn't being provided?
Not sure on the drug thing. Alchemist could work, though I have no idea on how to play/build one. How would one even make a drug lab. I did have some interest in the downtime guide but that lost me somewhere in the process of setting up one's empire.
Don't hide it from me /pfg/
Tell me about your
3e to PF conversion wishlist
Very strong, and outright intentionally stronger than almost every soulknife archetype for exactly that reason. When combined with the High Psionics sidebar, it's a competitive tier 3 in its own right.
That seems like Arcanist with that one trait that allows a cha skill to key off of intelligence.
Do you think a GM would allow that kind of gold generation? Cause that sounds way fun, but I'd be afraid that he might shut it down due to much gp generated.
I know, I'm currently the only reasonably decent damage dealer, and the party face with SF: Diplomacy because Half-elf.
Depends on the game. In something like Kingmaker, a week doesn't mean much.
That's already been converted, I think. The Pathfinder version is called the Book of Unlawful Carnal Knowledge.
So in my groups campaign we are on a southern peninsula with only minor settlements and a dwarven city of not that large a size. To the north is a forest of evil fey and presumably a much larger civilization beyond it. We haven't ventured north yet but our base of operations is near the north forest and where an old road used to run. I dream of pacifying the forest and establishing contact with the rest of the world and setting up a trade route between the north and south and having the party get our own little barony or duchy established in these wild lands. I'm sure it will never happen but man it would be cool.
Touch of Golden Ice feat.
In fact, there used to be 2 really good feats in 3e that worked for both the Monk and the Soulknife.
One feat ADDED wisdom to hit and damage rather than replacing STR/DEX
The other feat replaces STR/DEX with wisdom to hit and damage
The stupid thing was because of the wording, both feats "stacked" so a Monk or Soulknife could do WIS*2 to their hit and damage rolls.
Rules for specialised spontaneous 'Wizards' like the Beguiler, Dread Necro and (buffed) Warmage. Maybe even slap a new variant of these alongside them that's some form of Transmuter.
This would mean that there now some pure casters at tier 3 (as in they just cast spells and don't melee or hybrid it up).
It was Lost Tradition, from Bastards and Bloodlines.
There was also a feat from the Dragonlance splat Legend of the Twins, but it only worked for divine casters, and only to Int or Cha.
There used to be this one feat I never got to use back when I still played 3.5
Essentially, it was an 'antipaladin' feat that caused any stat penalties caused by a disease to strengthen him instead. So merely getting getting infected with mummy rot caused a +2 CON and STR PER DAY, at least until the DM gets tired of my shit and casts cure disease on me.
Honestly I'd love to see a fixed Factotum. The original one was broken in many places (not "OP" broken; "literally nonfunctional" broken), and while it was cool with Font of Inspiration and Iaijutsu Focus, it was literally worse than rogue at doing its job without it.
Which makes sense, since Buhlman wrote it.
Honestly it's not much gold, so you should be fine as long as you don't take Alchemical Simulacrum and create a sweatshop that just nonstop generates drugs.
Unfortunately no, drugs aren't poisons. If you can sell poisons, though, that's some good money.
As for the crafting speed I'm going to use Opium as the base. If you have a 31 check and you up the DC to 30, you'd be crafting 930 sp per week. Double that with Swift Alchemy for 1860 sp, or 186 gp, which is ~7 doses a week or ~1/day.
With Master Alchemist that goes up to 1860 gp/week, which is 74 doses per week or 10 doses a day. If you pay 8.33 gp per dose and sell each one for 12.5 gp you're making 308 gp/week.
If you want to make more money, take Signature Skill (Craft Alchemy) which will help boost your output. If your DM allows you to stack the +10 to DC for faster crafting, that can get you a check of 62 against a DC of 60 for double your gold/week amount.
Then if you want to break WBL into tiny bits you move into crafting and selling poisons.
I've read the downtime guide in the paste bin but the middle parts don't really make sense to me. Could you explain it to me?
I agree I am a subhuman as far as breaking WBL goes.
It's just shitposting breh don't take it personally
Basically, it relies on having a spineless GM that lets you abuse a poorly written subsystem to very quickly convert small amounts of gold to Magic, which can be used instead of gold to craft items. Inventing numbers because I don't remember the details, but the idea should be right- the problem is this:
You spend, say, 1 gold to get 10 Magic.
1 magic counts as 5 gold for crafting.
Your employees can swap gold for Magic very quickly, because you're hiring a person with specific traits for a relative pittance. Let's say 1,000 Magic a day.
Thanks to Cooperative Crafting and other such options your hirelings take, they can craft quickly and cheaply.
You can convert this 1,000 magic per day into ,say, 10,000 gold of magic items per day.
It requires several thousand gold of investment for the buildings and maybe 100 gold per month to pay your workers.
The numbers aren't accurate, but the idea is- for a modest fixed cost and a very low variable cost, you can start turning small amounts of gp into lots of gp worth of magic items very quickly.
3 levels, you've no reason to take level 10.
You also get full BAB and a higher HD then you'd normally get, alongside 50% miss chance for spells and attacks whenever you're in, your now, EX haste. Alongside that you also get the benefit of 3.0 haste so you can cast another spell.
This is assuming you've got a lenient DM.
Ours is pretty, well, realistic.
A building that's been building magic items day by day is not going to be left alone. You're getting thieves, saboteurs and spies from rival competitors, as well as the wizard IRS which just adds several layers of headaches.
Wizard 6/Swiftblade 9/Abjurant Champion got 9ths and BAB 16.
Even if it didn't, it's still a strong class that gets you spells faster than an off-caster gish would, and gave you the best source of miss chance in the game (Ex, can't be seen through with true seeing, applies against spells).
Was an awesome class. The only downside was requiring Dodge. Mobility was gettable cheap with a magic item, though.
It's theorycraft, is how. I'm foreverGM myself and I like to fantasize about ridiculous shit I could potentially do if I ever played. I know no one, including myself, would ever allow downtime abuse to that degree and I don't think I'd be enough of a dick to try it in an actual game. But it's fun to mess around with.
How big is your army of Apparatuses of Kwalish?
Not very big yet, as I'm planning on gifting the entire party with pendulate divans, then funding Mother Base, then buying at least two or three Alchemical Dragons. After that though, definitely some Apparatuses of Kwalish.
An item with a mostly worthless normal use, and infinite worthwhile uses that will never be used because they have the potential to destroy a game.
In one campaign, my party revolutionized airship combat by pioneering Tree Token ballista bolts. Our airship got shot down using our trick about a month after we wrecked the BBEG's. Airships did not take to the skies over battles any more after that. In the epilogue, the Fantasy Geneva Conventions banned, among other things, Tree Tokens and /snow/.
Eidolon Flight evolution question:
>For 2 additional evolution points, the eidolon flies by means of magic.
>The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.
Do these stack (2 pts give +40 ft. speed and magic flight) , or must be bought separately?
Not much to tell. The snow wasn't our fault, but the BBEG's. He had been heading a team of mages that assembled a perfect weapon of war over years of research: the Locate City Bomb.
From 3.5: Snowcasting on a Locate City spell, which gives it the Cold descriptor. Then, being a spontaneous caster, apply Flash Frost Spell (makes it deal 1 cold damage to everything in the area), Energy Substitution (Electricity), Born of the Three Thunders (Reflex or prone everyone in the area, among other things), and Explosive Spell (can only be applied to a spell with a Reflex save; anything that fails the save is blasted to its outer edge, taking 1d6 damage for every 5 feet traveled).
Locate City is a circle with a range of 10 miles per level.
It wasn't until three countries were wiped out at the climax of the campaign that we managed to kill the mage they'd used psionics to retrain the proper feats onto, then tracked down and killed the mages who'd created that abomination. It was years ago; I don't fully remember the story.
Needless to say, the governments banding together were not taking any chances, and just outright banned snow to prevent Snowcasting from being used again.
Tree Tokens are destructive in the hands of anyone with a familiar, or a smart bird who can speak avian.
Max fall damage is 20d6.
Large falling object damage is 6d6
Tree Token dimension: 10ft by 40ft.
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.
We cheated by welding a psicrystal to it and having /it/ detonate the tree token bomb.
Oh definitely. In this case, though, we decided to kill catgirls. Oak trees have massive root systems. If the Tree Token tree is healthy, this means that the roots manage to worm their way through whatever's in the way to get to their full extent. Root weathering is some destructive stuff when it happens slow... Imagine what it'd do if it happened all at once.
The DM loved the idea. I bet he was already planning on how best to make it come back to bite us in the ass.
Is it possible for an Animal Companion (Int 3+) to take weapon proficiency? If possible, would that animal be able to wield weapon without having a free limb?
Because Sif is awesome.
Nope. check the rules. Though there is an exception to this rule.*
But if you REALLY want an animal companion that can wield weapons, why settle for a sword or a crossbow? Think big.
Siege Mage's animal companion is treated as a construct. As a construct, any weapon you install with a successful craft magic weapons is treated by the construct as being proficient in its use. Including Siege Weapons. Remember though: even if they're proficient, they're not natural weapons, so you can't apply multiattack with them.
My favorite part of Touch of Golden Ice was that you couldn't shut it off. People with that feat had to cover every inch of their bodies as their very touch burns the impure. It was a neat bit of flavor...
Do you like Tanks? Do you like tank mechanics? I do.
So I made a prestige class based around it. Tell me how much shit it is here:
What is the most powerful archers in PF?
Including fullcasters, if they use their spells to be a better at shooting arrows, not for battlefield control\summons\etc.
Needs some way to mitigate SoL spells.
HP damage is NOT a problem in games, but this class, despite being about taking the hits and still going, can be immediately disabled by even the most go to spells, and gets no bonus to saves either.
Thanks. Some questions:
Why Inquisitor Archer valued so high?
Is it Destruction? But it gives only +1 first 3 levels, which is even less, than Gravity Bow spell. And judgments are scarce, at least until level 10 or so.
> Psychic Armory
I can't identify this. What is it?
Would you an adlet shaman awoooooo, /pfg/?
>Just a human with ears and a tail.
Switching characters in an M8 game.
Current party consists of an Inquisitor, Arcanist and Investigator. Anything /pfg/ would recommend that's fun and effective to play at level 8 (no 3pp)?
I've so far played summoner, bard, fighter, barbarian and I have literally no idea what I'm wanting to play next (as long as its not an archer). Anything interesting would be appreciated
>Why Inquisitor Archer valued so high?
Let me count the ways:
1) Free Teamwork feats - This increases the number of available attacks of opportunity the archer can gain. Mostly from allies and himself doing critical hits or initiating a charge or a fellow ally coordinating a ranged attack in conjunction with yours.
3) Monster Lore. You'd be an idiot not capitalizing on a potential extra bonuses to attack and damage with this.
4) Depending on your domain, you can get a familiar or animal companion which increases your DPS and utility potential.
5) Cleric Spell List with lots of self buff spells.
I'd like a couple of clarifications:
- while lots of buffs is good, it's unlikely, that you'll spend more than 1 round for buffs. So you'll need just one good buff (for a given level), right?
- Is there really that much actual archery damage increase you can get from knowing monster weaknesses? Aside from DR and, maybe, energy vulnerability, I can't remember anything right now.
Confucius says that if you know your enemy and know yourself, you need not fear a hundred battles.
You're not actually expecting to spend an entire combat just devoted to archery, do you?
You know a troll has regeneration, and vulnerability to acid without the need to metagame. Cast any of your cleric spells with the fire descriptor.
You know a golem's DR is too high for your bow, but his weakest save is reflex, start casting whatever spell you know that targets reflex.
You can't fire a bow due to concealment, cover, darkness, etc. Better cast spells to remove those penalties first and foremost.
Really, does your DM not give you any challenging encounters?
> You're not actually expecting to spend an entire combat just devoted to archery, do you?
I do. At least, as much as I can. Why not? If I'd want to play fullcaster - I'd take wizard\sorcerer\witch\etc and wouldn't bother with the bow at all.
Right, I forgot about regeneration. So - DR, energy vulnerability and way to overcome regeneration.
But I can identify darkness without Monster Lore, so it's unrelated.
While Monster Lore isn't bad ability (it's straight bonus, why should it be bad), it's rarely a damage increasing ability.
So, it's summed up to:
Judgement (scarce), Teamwork feats, Bane and access to cleric buffs.
What level 2 (3,4,5,6) cleric buffs makes most difference then? For an archer.
I asked a question about the Shared Veil feat a couple threads ago and didn't get an answer.
How does one asign a veil to be shared, when companion creature enters your aura do you elect which veil is shared or is it elected as some kind of action or is it assigned when you shape veils for the day?
If you don't want to put a feat on Boon Companion, Chivalry Inquisition gives you a mount as cavalier class feature.
Or you could dip a level in Cleric so you get 2 Animal Companion
I'd put the Warpath Inquisitor as a good contender for the title, however. (But probably the strongest half-initiator is the Aegis with his massive customizability-although he doesn't qualify as Initiator's Soul and others are not tied to an archetype).
Something I just noticed with the Magus gaining a new arcana
Benefit: The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat.
The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).
If I recall, you can scribe metamagics on a scroll right?
If so, this is going to be a pretty fun arcana.
Think about your new action economy: With maneuvers available for combat, you're only gonna be casting buff/damage spells very rarely, which will overall let you save more spells for utility purposes. Only a disadvantage if you were already using all your daily spells for noncombat uses.
What's wrong with Binder from Pact Magic from Radiance. I am a big fan of binders and just use occultist from the book above with someadditional vestiges from 3.5, works great. Also, PM spirits has better fluff for my tastes.
>Read theory, sounds good
>See feat point assignment
>Mfw all metamagic feats are below 10, Quicken and Maximize are 5
>Mfw the feats that a fighter absolutely needs to even work are 10 or higher
>Mfw all the +2 to skill feats are 9 point cost
Why the hell is a person like this allowed to develop game systems again?
Divine Favor isn't awful, same with Protection from Chaos/Evil, you also have Lesser Restoration at a lower level for when needed during down time or scroll creation, I guess Tactical Acumen can be useful, thought it is rounds/level.
I'd suggest trying to check out the 3rd edition spells and see if there are any good ones there, but it looks like dndtools is down again, and the other one I've seen can't filter.
Maybe Divine Favor (on Fate's Favored) and Protection from X.
With Tech rules I think they can, you can get a cybernetic implant to have a weapon in an arm. And if you have craft golem you can make wearable golems that can be piloted, so sure.
Thing I want to try:
>Chosen One Paladin in the same party as a Synthesist Summoner.
>The Synthesist takes Quadrupedal form and the mount evolution. Otherwise continues with the standard bite claw pounce build
>place the Paladin on the summoner's back while the summoner is transformed
>play it as a magical girl having been magically connected to a childhood friend that reluctantly plays along
>the Chosen One is an always-happy exciteable ditz, who was trained to be a great warrior someday
>the synh summoner is some skinny, relatively feeble bookwork who just has a lot of stamina, can't fight for shit outside of his transformed state
Just like my Chinese cartoons
I was running a game online a long time ago that fell apart after several sessions because of me not having enough time to keep running. We all had a lot of fun and I liked my players, but we've drifted apart since then. If I start running again, do you guys think I've got an obligation to continue the old game from where it left off (or at least ask the players if they want to), or at least tell the old players I'm running again and give them first dibs for joining?
So, yesterday, my dm stuck us amongst 6 faceless stalkers. We were two level 5 characters. He is trying to play it off that its our fault my character died, that we should have run, but the CR of the encounter was five over our APL. Is there really a justification for throwing us in such a bad encounter? I was nauseated by poison served to me by one of the stalkers.
How do you figure out the second trait for your character when they're level 1? I mean I could go for Reactionary or Armor Expert but those seem so... Dry.
I'm not going to go around assigning the blame based on such barebones account and without the GMs perspective - if you actually got surrounded, it's probably your own fault at least partially - but he's wrong in that running away is almost never a viable option in Pathfinder for PCs(particularly at such low levels with no access to teleportation and most likely limited to no access to flight) unless the opponents are disinclined to give chase.
Which supplement is the gunsmoke mystic being released in? I know there was too much to put in PoW:E. Is there a (very) rough estimate on when the gunsmoke should be released?
Right now, I believe we're just going to release Zealot and then do the full release. We're finishing up putting art into the full release so that should be done soon. I can't be more specific than that, unfortunately.
DESU, depending on if leadership is allowed and on how the GM handled cohorts, I'd rather play the synthesist summoner and take a chosen one Paladin as a cohort.
>place paladin wearing full plate on the back of the transformed summoner
>synthesist pounces and does most of the work, paladin stabs shit with a lance and occasionally uses lay on hands
>synthesist sacrifices his own health to keep eidolon suit healthy, accepts LoH from Paladin
>both will likely get made fun of by the party, but who gives a fuck
That's actually part of the core downtime rules. A really funny thing that can happen is if you spend too much time away from your workshop your manager can decide to cut you out of the picture and you lose the business and any benefit it might give you. I read downtime guide because as a DM I feel I should know what can be done with the rules and decide if I let the shit fly or not (most of that shit is shit that would not fly, either because of optional rules I don't allow or me just vetoing the decision as being stupid).
Yes, they have no say in the matter. However, you have to communicate with them with a shared language and in the case of fiendish/celestial animals you can't give them complex orders as they have an int of 1 or 2 typically.
Gaming runs on nepotism as an industry. Most prominent designers are just prominent because they knew existing designers, there are a lot that are better than that but you don't know because they weren't friends with Monte Cook back in the 90's.
I should note that we're still doing hybrids, we've just got some others planned as well.
Not all the art got updated. The Alicorn one got updated but I forgot to save the updated pic to my machine. Here's the Spring Child though.
That would be telling, anon!
>Have an actual personality and backstory.
I'm never keen on giving my character a particularly detailed backstory at level 1.
Sure, I'll pump out a few paragraphs for level 3, but level 1 is a straight up novice as far as Golarion is concerned.
Just how much is Harbinger crippled by not having access to Cursed Razor? They get a replacement discipline, but apparently the only other DC based discipline is steel serpent, which is also pretty weak, considering it's an undead-heavy campaign.
We were in the rusty dragon inn in Sandpoint, and the faceless stalkers had taken the place of the owner and patrons. I was at a table, I was served a poison stew by the owner, an NPC we had a long history with, and failed my fort save. I was nauseated and adjacent to the faceless stalker/owner, who started out in a surprise round. The fight was CR 9, and our APL was 4.
Actually, if they were trying to poison you, it would have bumped up the CR a bit too. It doesn't really sound like a fair fight, but did you all do something to piss off the DM?
Like hold hands with his DMPC?
My DM is fine with me using summons but he is going to control them unless I have some way to communicate with the summon like a shared language with an intelligent creature. Am I getting boned? They will still know friend/foe automatically and fight to the best of their abilities.
>It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
That's outright how Summon Monster works. I would try to get Celestial/Infernal/Abyssal on your languages list.
I agree with you that some level 1 starts necessitate a detailed backstory, such as Curse of the Crimson Throne or maybe Wrath of the Righteous, but in the campaign I'm making a character for the question "where did I come from" isn't nearly as important as "where am I going?" It's like asking for Sir Gawain's backstory before he became a knight when that really doesn't matter in the legend.
Fair enough. I tend to answer both in my head but not write it down because I'm lazy. Chats about backstory between games will end up having a lot of details come out, but since they only really matter to /me/, it never really comes up.
Make dwarven, elven, halfling, orcish, and the like a dialect of Common. You can vaguely understand what's being said but miss key meanings and phrases.
Keep the planar languages the same.
I'm GMing Wrath of the Righteous and one of my players is a swashbuckler. I'm looking to give him a magic rapier with some actual story behind it that will actually matter to him. Problem is his entire background is "A woman who worshipped Desna saved me and I'd really like to thank her." I'm stumped, anyone have any ideas?
Everyone(or basically everyone who matters + a whole lot of peasants) knows common. So "not understanding" is only an issue when the people talking either don't want you to understand, or don't care whether you understand or not. And of course, you'll probably get better reactions from people you address in their native language, especially if they're elves or otherwise snobby types.
It's the woman's rapier, but it contains just the slightest sliver of divinity in its blade. It can easily be assumed to be Desna's, but in fact the divine nature belongs to Cayden Cailean, and the character senses his approval when behaving in a certain fashion.
New Hell's Vengeance iconic is out
The face and proportions are abnormal too, I think? Plus it looks like something's wrong with his right eye. I guess getting to be tiefling doesn't always mean you get to be sexy. Has Paizo ever made any ugly aasimar?
According to his profile his eyes smoke when he gets excited, also both his eyes are weidly colored, black and red.
I notice a serious lack of chin and really bad teeth too.
I'd say since he is of noble heritage this deformities are a mixture of tiefling heritage but also noble inbreeding.
So I'm heading into Gming an adventure path. (age of worms, converted from 3.5)
I'm leaning towards using gestalt rules because my players are used to not beilding optimized characters at all and completely ignoring anything resembling a party composition. Which basically means they're getting fucked in this AP, hence gestalt, increasing the chance someone might be able to cast lesser restoration.
But My problem is that I rreally dislike certain spells. Mostly the spells that are substantially changing the game. Like fly or blood money. I don't want spells that can circumvent entire encounters too easily and therefore are going to ban some.
So far I've decided to ban
Blood Money(I'll be generous with gold anyway)
Teleportation to any location you've not been in before.
I'm fine with dimension door, because it's instant and thus require two of them. THe question is. Any more spells I should ban, or Am i already fucking up my players?
If you ban fly (or other forms of flight) how will you expect your players to deal with flying enemies. Not all of them are going to have access to useable ranged attacks. Are they just going to have to sit out all the fights with dragons, griffons, harpies, or anything else with wings? Seems kind of unfair.
The implication of his backstory is that there's probably even more opportunities for an adventurer to advance themselves in society, since as it says wealth and popularity is far more important than noble blood.
It makes me want to play in Andoran, now. Backstabbing my way to a council seat is far more doable than somehow becoming a Duke in Taldor.
He can ban flight from everything. Nothing flies. The whole world is based on the ground. 20th level wizards can get levitation 2 inches above the ground for a number of minutes per day equal to their wizard level as a capstone.
Flying lets you ignore all the nifty terrain stuff the DM puts in place to limit movement during encounters.
"Thicket of brambles they're using for cover that're difficult terrain to get through? Fuck it, over I go."
Bad choice. Enemies can fly, they have to have something to go up against them
That's okay, get rid of it.
Rather than banned, just change the on-target table so that you can't Teleport anywhere you've never been. Also make clear that you don't consider Scry-and-Fry to be eligible.
Having ran through an entire campaign of Age of Worms through multiple editions, you shouldn't have too much trouble even if you allowed those spells. Some of the adventures even allows your PCs to Teleport places worked into it, so don't be too harsh.
How will they craft magic items of fly if they don't have fly as a spell?
It might seem just as unfair the other way around, but that T-Rex is only on the table for 1 fight and isn't being controlled by one of your friends who you have to see/speak to every week/month/however long between your sessions. What's fair for monsters isn't always what's fair for players
I was talking about Tieflings in particular.
God ones are always drawn exotic and attractive, evil ones are evil and deformed.
The exception would be the BBEG in Council of Thieves, though. He was pretty dapper.
>Bad choice. Enemies can fly, they have to have something to go up against them
I'd imagine the idea is to run a campaign where most enemies do NOT fly, and where flight is treated as the special thing that completely warps tactics around it when it's used it is.
See: Skyrim. You can't fly, most enemies can't fly. Dragons can fly. Their flight is a major hassle and danger.
So you literally couldn't run, then. You in fact couldn't even double-move.
It was impossible for you to run away; they could double up their 30ft, and you could not. even if you tried you get surrounded on turn 1 and there's NOTHING you can do about it.
True. Did not consider such.
Good ideas. Not too sure about Simulacrum. But defenitly paragon surge.
Short version. I dislike flight being that accessible.
Long version: It makes too many things be irrelevant as soon as it does make it's way to the players. I'm up for changing it. But I enjoy having martial characters being awesome at climbing, manouvering and the like. Even after level 5 or so.
Would make Fly into rounds instead of minutes be a valid change instead? Material costs? Require Concentration? Or maybe device other means to keep enemies from flying.
That change to teleport was already mentioned in the first post. How many changes will fly put into the campaign? I know there's a segment with dragons, and apparnetly a lot of them. But there are more ways to deal with a dragon than flying your barbarian into it.
I realize that this is an adventure path we're talking about and therefore playing enemies intelligently isn't really in the cards, but an intelligently played dragon will be pretty damn near impossible to defeat without flight unless either at least one players specs into archery or a caster gets lucky with SoL.
Thanks for reasonable responses. I'm considering using some houserules that flying enemies knocked prone are will fall. I'm unsure how much that will help as the group has not yet decided on characters.
Custom items like harpoons with chains being readily available? I'm putting it into a semi-industrial revolution. And some gunslingers devising a harpoon gun for anti-dragon tactics would be fun.
I'm all for thinking outside the box to solve this. Thanks for making me aware of the flying enemy problem.
How much would I screw them over if divination was banned too? Including from my NPCs?
>decides not to ban flying
>bans divination instead
I'm still banning flight. Just aware that the problem is flying enemies. So I'll deal with it in other ways. And I'm discussing banning. Not banning. What would change?
Is a good, but rude way to tell me. So I'm leaning towards NOT banning divination as a school.
Is there any way to make cantrips useful as a damage source? I'd like to keep them somewhat relevant in the event that I can't or don't want to burn a higher level spell slot. This 1d3 shit is killing me.
Evil doesn't always make sense, anons. Some people take to it like wildfire the moment they get the taste of it.
>The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + Intelligence modifier
>she may make a number of marks per day equal to 1/2 warder level + Intelligence modifier
I don't know. It depends on your INT modifier. It's also spelled out explicitly in the Armiger's Mark ability.
Banning all of divination is a big no. Certain parts of divination is fine though.
Harpoons lack the range to deal with dragons. Solid Fog cannon shot could work though.
Past level 5 a party is expected to have atleast some access to flight.
Fair do. I know there was the massive overhaul, but I'm sure I had heard that there were other changes that were not going in the doc.
Thanks for the quick answer, man.
Also, while I'm here. Any word on those story cameo commissions?
>keep them relevant
Anon, the damage dealing cantrips are almost fully irrelevant starting at level 1. You could probably make them sort of matter if you manage to somehow get full sneak attack progression.
I imagine that the harpoon straight up is too short unless you have some serious range booster. However a custom made harpoon gun, especially for dragon killing would have a greater range. Like range increment the same as a rifle.
Dear god, assuming you mean her personality mostly remains the same, but her alignment is swapped, then we have the most cheerful mass-murderer in the world.
Plus, her murders will be slow and based on tormenting her victims with their worst fears until they die, then trapping their dying souls in a psychic web to feed upon/torment further later.
I'm scared now....
Getting to use them when you don't want to burn a higher level spell is exactly WHY they're not suppose to be relevant. Stick to the non-damaging cantrips. A lot of them are better, even though they still aren't going to be your go-to option in a fight most of the time (they shouldn't be). Prestidigitation, Mage Hand, Guidance, and Create Water can all be dandy to have, much more so than something like Ray of Frost or Acid Splash (which I've had to explain a half dozen times to people that you can't melt through a lock or other object with, no matter how much time you have).
The character: "CN trying really hard (and failing) to be LG"
The flip: "LN trying really hard (and failing) to be CG."
I'm now imagining someone who tries their best to be some sort of free-spirited Robin Hood figure, and keeps getting bogged down in rules they can't help but follow.
That or "LN trying really hard to be CE and failing at it," which is even more fun to imagine.
Before: NG magus with tastes for art and travel. Just wants to perfect his crafts (swordsmanship and magic) and live peacefully with his family.
After: NE magus who loves the morbid beauty of death, and enjoys bloodsports as pastimes. Would be content to wander forever killing fuckers and living in excess. Would probably eventually become a graveknight.
No guys, I fucking swear I'm evil. Look, I didn't use the sidewalk even though the sign plainly says "Do not walk on the grass." It's the many small evils that really corrupt the soul.
Only if its mounted on something. Long-range harpoon guns are hard to make man portable. The ropes weight adds up quickly and recoil matters a lot with a heavy projectile.
And at that point your better off with super-sized net cannons or just lots of normal cannons. Or good old flak cannons.
Considering applying for an online Iron Gods campaign. The GM has said any race is acceptable. I'm considering making a Wyrwood, and have it be a background of "Wyrwood sent away from their group to find out more about this nifty new technology so he can bring it back to them and maybe use it for their benefit.
What class would you suggest? I can be anything. I don't want to play evil, but I'll probably play LN, due to the whole "rational and follow rules" thing.
Am I being dumb for wanting to play a small construct? I know I can't be cured by normal means. Should I swap Darkvision for being able to use Make Whole as an SLA once a day?
"It may look like I'm taking good care of this dog, but it's actually an evil plot! Just kicking a puppy isn't evil enough, I need to raise it lovingly first for years, right? I swear I'll betray it later, but right now's not the time."
CG Dragonfire Adept/Angel Binder attempting to find the ancient red dragons of Brevoy in order to convince them
to turn it into Galt. This sounds like a more entertaining character.
Jesus Christ Anon, you seem like a huge faggot.
The character's actually a girl, unless that got flipped too.
LN girl who looks up to Thean Tagonist and is trying really hard to emulate him. Can't bring herself to. The only question is if he thinks this is hilarious or if he's disappointed she's not evil enough.
Antipaladin is a stalwart supporter of evil in all its forms! He knows that not everyone's capable of the same evil that he is, but that doesn't make it any less important!
If only the supervillains were evil, who would be the lackeys? The thugs? The Henchmen?
Even that rude potion-seller down the market is doing his part, just by making knights' days worse!
A necromancer is terrorizing the village! Help us, adventurers!
She's like 19. Obscenely rich magical prodigy with very little sense, who had idolized adventurers before eventually deciding to become one because of intense boredom. Had ranks in Profession (1%).
She had a rude awakening about how mercenary work actually functions. It was incredibly fun to RP.
Yo, I got a couple of questions to ask this general. My first time playing pathfinder is coming up, and I was considering making a cavalier. But not a horseriding cavalier, oh no. I'm looking to play a pteranodon ridin' bastard, from the order of the first law.
What advice can I get from ya'll?
Mounted combat rules are a mess and chances are you won't really be able to utilize the upsides of mounted combat due to difficult terrain, not fitting into places and allies in the way.
If you ignore all that, grab a lance, spirited charge and maybe Escape Route. Also make sure to bribe DM with whatever he likes as much as possible so he tries to fuck you over less.
You're gonna have to start by telling us what houserules are going on, because there's no easy way to get a pteranodon without them.
Also, First Law is pretty much trash, as nothing it offers is remotely comparable to the benefits of a friendly divine caster.
Advancing on that, realized you're using a flying fucker. If that's allowed that's great and helps you to not get fucked over too hard.
Make sure you combat train your pet twice so it fights the spoopy shit too. Since you're flying already, you might actually look into picking up a ranged weapon and just shooting down from above.
If I can't get a pteranodon, which I was hoping my GM would just gloss over for the hilarity of it, I would probably be relegated to actually having a ground animal, like some commoner. Disgusting. Anyway, I just liked the idea of a militant atheist running around and kicking ass. Any other non-religious orders good to take?
Actually, a ranged cavalier sounds pretty awesome. Even if I can't get the pteranodon, I'm probably gonna still do that.
Bag of Holding won't have enough volume. Portable Holes would work.
But at that point mounting them onto Large sized constructs would work better.
Large to Huge sized Constructs with modified siege weapons meant to defend against dragons. That sounds awesome. Magitech City point-defense.
/tg/, please tell me;
Why is Samurai so shit? It's just a trumped up Cavalier. All I wanted was to be Samurai Jack.
It's a paizo martial.
I know this is a non-answer, but it's /the/ answer. Paizo either doesn't understand or actively stomps down parts of their game (take your pick, the difference is negligible), and martials will never be strong.
Hey, Samurai ain't shit. Neither is Cavalier. They're both pretty okay.
There's nothing stopping you from being Samurai Jack.
Explain to me your woes.
This is getting almost meme-level.
If you're in a place where you can't use your mount (like, 90% or more of all dungeons), cavalier loses out on a ton of their class features, neutering half of what makes you a cavalier in the first place.
>allows Will save
>allows spell resistance
>requires opposed Charisma checks to make the undead actually do anything, and anything obviously harmful auto-fails
It's only slightly better than Charm Person, and usable much less often unless you're in an undead-specific game.
I meant for the rope bit. The weapon in itself could be made small enough for a strong character to carry. With a permanency'd shrink item on it they could conciviably bring one out in the field.
But yeah. i love the idea of city harpoon defenses. I'll work it in somehow.
That's why you take an archetype that ditches the horse for something actually useful.
Like, Sword Saint Samurai swap out their mount. Plus it's a lot more in-keeping with Jack anyway.
I wish Sword Saint wasn't so terrible.
>hey guys, the iconic samurai can cut down his enemies in a single lightning-fast slash
>let's make it a full-round action that deals rogue damage 1/day
Mindless undead aren't worth controlling unless you're a necromancer yourself and can pick and choose the right corpses and templates. You're gonna waste a second level spell slot on some generic humanoid skeleton?