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Arbane the Terrible's page

526 posts. No reviews. No lists. No wishlists.


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KenderKin wrote:

Actually I think this is more a matter of how people tend to view the character classes, than the classes themselves.

The paladin is especially often put into this box of the one and only way to play a paladin.

Which in turn influences what weapons are chosen and other details.

That reminds me - I vaguely remember some AD&D module where the PCs could come across several NPCs stuck in some sort of magic stasis, one of whom is a woman in robes armed with daggers and magic bracers. Guess the class!

She's a a Paladin who doesn't like being weighted down. (AD&D designers did love their 'Gotcha!' encounters.)

shroudb wrote:


Stop talking about stuff like 2nd edition, some of us play more than 20 years. You know that in 2nd edition fighter had the most attacks/day, good saves, and was higher level than an equal xp wizard. Wizard alsi died if you...

In 1st ed, they also had an army as a class feature at 9th level.

(According to my old 1st ed PHB, with 250,001 XP, a Fighter is level 9 and a M-U is level 10. ????)

HWalsh wrote:

It was 3 weeks before he reached the town. The PCs had to go to the library (took 3 days) then they had to complete something for the Oracle (took 4 days, 2 days to get to the place they needed to go, 2 days to get back) then they had to travel to the sacred grove (took 5 days) then they traveled to the optional dungeon (2 days travel, then they rested for an additional day) then they traveled to the tomb (6 days) where they chose to rest before going in (1 day) then they rested once while in the dungeon (1 day) then they reached the burial chamber.

23 days

They had 21. Had they not gone to the optional dungeon it would have only taken 5 days from the sacred grove to get to the tomb. They could have completed it on day 19.

They had plenty of time. Their only real mistake was going after the sword rather than focusing on the town. They could have gone for the heart first, then go for the sword. They didn't.

If they had someone who could teleport or wind walk, you could cut about 9 days, minimum, off of that.

As always, spellcasters have the capacity to trivialize _everything_.

Matthew Downie wrote:
Would you want Fighters and Wizards to have equal out-of-combat abilities? You'd either have to cripple wizards or give fighters... something weird. Maybe the inherent ability to command men so that they can take over the town completely?

Back in AD&D, a 9th level Fighter could build a fortress and get an ARMY as a class feature.

As has been mentioned, one of the many, many problems is that not only are Fighters bad at everything but Fighting, other classes outdo them at THAT, too. (Barbarians hit harder - so does the Summoner's Eidolon.) At the most basic level, comparing them to their fellow sniveling peasants non-casters, it's HARD to make a fighter who's got adequate competence in Perception, Intimidate, Climb, Swim, Acrobatics, and Ride, never mind Knowledge, Sense Motive, and Survival...

Conan would not be a Fighter in PF - he's too competent.

Just a Guess wrote:

There are a lot of things that from the flavour are THE thing for one or the other martial but in reality is done much better with magic:

- Mobile fighting
- finding stuff
- stealth
- tracking
- surviving in hostile weather (hot or cold)
- protection from mundane attacks
- lighting fire
- making light
- securing a campsite
- setting and finding traps

Is there anything in PF that _isn't_ better done with magic?

Lincoln Hills wrote:
I have to recuse myself from going over this topic, because I've read Heinlein's Tunnel in the Sky - and Farnham's Freehold. Both of which provide valuable resources for a GM intending to pursue a plot like this.

I was thinking 1632, myself. (And Don't Starve.)

Is the GM okay with Dreamscarred Press's stuff? If so, a Warlord might be worth looking at. They get Tome of Battle-style maneuvers + some leadership abilities.

Ipslore the Red wrote:
As for curses, you're right about clouded and its ilk, but I also consider it nearly impossible for someone to read 'you are blind beyond thirty feet' and ever think of actually taking that option.

If you do a lot of dungeon-crawling, it's not that big a limitation.

Another approach is to start working towards getting the Threnodic Spell metamagic (or get a rod of same.) That will let your mind-affecting spells work on undead.

I had a lot of fun playing a witch, even when the campaign ended up fighting a lot of undead. At that point, you need to use your hexes to aid your allies (War, Healing, Fortune/Misfortune, Retribution at higher levels), and mostly use spells on the undead.

Unfortunately, a lot of your spells are ALSO worthless against undead. :( But mostly isn't all, and witches are prepared casters, so your spell selection is a good night's sleep away from making the undead wish they were REALLY dead. Bestow Curse and direct damage still work, Chill Touch makes undead flee, and Summon Monsters don't care what you summon them to kill.

Armor doesn't affect Hexes - they're (su) abilities, which don't need gestures or words to use (I believe the devs have ruled that you DO need to be able to speak to use Cackle, though). As (su) abilities, Hexes ignore spell resistance.

Order of Chaos wrote:
dragonhunterq wrote:
It's a valid interpretation. The girls spirit wouldn't necessarily die.
The rules for Magic Jar clearly state "Any life force with nowhere to go is treated as slain.", so I am pretty sure she is dead, which leaves one fresh and empty body ready for the taking.

If so, Shadow Demons just got even MORE stupidly overpowered for their CR.

Ashiel wrote:

There's about 6 GMPCs running with the party in my current campaign. Three Templar Knights, a Squire, and the two mothers of one of the PCs. The GMPCs actually outnumber the PCs right now. (o_o);

I'd argue there's a big difference between a regular NPC and a GMPC. Mostly, it's a matter of GM favoritism.

My quick guide:
1: Is the NPC more central to the campaign's plot than any PC?
2: Will the GM fudge to keep the NPC from failing/dying in a way they wouldn't for a PC?

If either is 'yes', it's a GMPC and must be destroyed.

A classic team of 'adventurers' - by which I mean they're going through ruins trying to grab loot and avoid hazards and monsters.

male Human Rogue/Shaman.
Male Human Fighter. May have taken a level or two of Alchemist. Has Weapon Proficiency: Flamethrower.
Female Human Fighter. High Charisma. Middling Wisdom.
Male Human Fighter/Expert. Lots of skills, including Heal.
Female Human Expert. More ranks in Linguistics than anyone else. Has to wear a special protective mask at times.
Male Human Commoner 1. REALLY isn't supposed to be there...

OP: DON'T use characters you actually care about.

Remember: The ToH is an intelligence test. If you enter it, YOU FAILED.

Ganryu wrote:
Snorb wrote:

Just keep in mind that the very first playthrough ever of Tomb of Horrors, NOBODY DIED.

That's right. The very first time Gygax ever ran this meatgrinder for his pals on a Friday night, it was a flawless victory on their part.

How is that even possible?

Did they do the sheep strategy?

The way I heard it, they drove a bunch of orc prisoners in front of them. Ethically iffy, but effective.

(Plus, they knew where Gygax liked to put secret doors. Like at the bottom of pit traps...)

1 person marked this as a favorite.
RoboPorthos wrote:
Lawful good android gunslinger who dumped dex and maxed con. His pistol must be high level magic due to the fact that it shoots three round bursts and never seems to run out of bullets.


1 person marked this as a favorite.
CosmicKirby wrote:

The characters from The Hitchhiker's Guide to the Galaxy.
Zaphod Beeblebrox
Ford Prefect
Trillian Astra and Arthur Dent.

I think you ought to know you're feeling very correct.


"A human rogue, a human fighter, a... um... 'native outsider', and an undead necromancer? I did tell you guys the plot may involve the end of the world, right?"

LazarX wrote:

The D20 system has it's merits, but D20 based games simply can't accomodate characters whose power levels range from Aunt May to Galactus.

Mutants and Masterminds seems to do a half-decent job of it.

1 person marked this as a favorite.
Ventnor wrote:

No one's still managed to figure this one out yet...

Ventnor wrote:

Hm... here's another one.

This chaotic evil goblin* enchanter likes to take control of other evil creatures, buff them up, and then set them against his enemies, though his control is sometimes not as complete as he believes it is. His current goal is to bind a powerful djinni to his command, but again he probably underestimates how much control he will actually have.

* Well, he kind of looks like a goblin anyway.

I could've sworn I'd answered it already. Ash Ketchum, I choose you!


In a rather odd sci-fi game, the character are:
A male medium-sized Ettin Aristocrat with an Alchemist discovery or two.
An Android Expert who can't gain any positive emotion effects
A male Human (close enough) Bard writer
A female Human Expert and a male Human Commoner.

1 person marked this as a favorite.
Koshimo wrote:
honestly that is my number 1 complaint of this entire site half the posts are either started by or responded to by people with the premise of "this is way too powerful i can't believe this is allowed or worded this way how can i make this more realistic and lower the power level in my game"


Snorb wrote:

And then the PCs get to go to sleep for eight hours and heal up then! =p

.....Hmm. This requires a decent Wisdom investiture, skill ranks, and maybe maybe Skill Focus (Heal).

......I think I know what I wanna do for Wraith of the Righteous.

This is going to be great for any PCs stuck in a 'Low Magic' game (if the GM allows it).

It's called 'Immoortality', not 'Leave a Good-Looking Corpse'.

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Spook205 wrote:

We really need to come up with a commensurate term for the other end of this particular spectrum.

The anti-grognard, the guy who's on a perpetual quest for novelty and harbors a Hegelian belief that game systems are slowly marching towards a state of undefinable perfection.

RPG Hipsters?

"Oh, you're still playing D&D? That's cute. I do REAL role-playing with an Apocalypse World hack I've added some FATE elements to. Plus my custom rules for shotguns."

Scythia wrote:
I blame music and TV shows.

You forgot 'video games'. These damn kids with their Fourth Edition and their World of Warhammercraft and their Pac-Man....

I'd submit that if you think the Tomb of Horrors it the apex of adventure design... you might be a Grognard.

Nicos wrote:

In general, I think it would be nice if the books do not present not balanced options as reasonably equals. If an options is supposed to be bad or good just under a very restricted set of circumstances then the books should say it, IMHO.

A good portion of system mastery is to avoid the bad options, wich for a new player (or someone that just do not want to read that much) can be a pain.

The problem with that is that D&D 3 (and PF, by extension) seems to have the (obviously false) idea that every Feat is equal in value, and that a Fighter 20 is just as strong as a Wizard 20. (Or a Commoner 20, for extra hilarity.)

Blackwaltzomega wrote:

Do you really think understanding how to cast fireball and "instead of just hitting him, I'm gonna kick this guy in the balls to sicken him/try to knock him over/try to wrestle that weapon out of his hands" require the exact same amount of intelligence to pull off? Because if so, magic users really need to get off their high horses about how much work magic is.

It is important to keep in mind that the average human being in the real world has 11 or less intelligence. A +1 doesn't sound like much, but in practice it means that requiring 13 int means you need to be significantly smarter than the average man in the real world to try and fight dirty without getting punched in the face. Which, since tripping people and throwing sand in their eyes is typically the style of dumb schoolyard bullies, doesn't seem likely to me.


If a drunk would try it in a bar-fight, it PROBABLY shouldn't require sober people to have above-average minimum Int to try it.

Kthulhu wrote:
Its not as horrible if you remove it from all prerequisite lists. Or give it free to all front-line warriors and remove the INT prerequisite.

You mean... allow trained fighters to TRY NOT TO GET HIT... without spending a feat on this esoteric technique?


You're the GM. Unless they're actually paying you to run the game, you ARE allowed to tell them "stop being such an idiot, it's really annoying me".

Maybe you should try a different adventure. I've heard We Be Goblins is good for comically suicidal dumbasses.

Or give up on Pathfinder and just play Toon or Paranoia like they obviously want to.

5 people marked this as a favorite.

"Once rockets are up, who cares vhere zey come down? Dot's not my department, says Wernher von Braun."

BadBird wrote:
If you charge with Aura of Doom on and use Cornugon Smash and they both succeed, that enemy is now frightened and running.

Does that work? By the rules, Intimidate can't make anyone worse than Shaken. And I'm pretty sure the Aura would affect the enemy first.

TriOmegaZero wrote:
Beacon of Luck.

Oooh, and it's not a Resistance bonus! I'll have to write that one down.

As long as people are posting advice, my Oracle's hit a bit of a jam. I made her to be a combat-monster in her own right (a few self-buff spells and a big sword), but currently our party is a bit overstocked on damage dealers. The rest of the part are a Monk, a Ranger, a Rogue, and a Witch, but the Witch's player is planning on switching to a Gunslinger, and there's an NPC/Cohort Evoker Wizard joining us.

Yeah, this is not the most optimized group ever. :-P

So, we're getting pretty close to level 8 - what are some good crowd-control/mass buff tricks for an Oracle? Already got Bless & Prayer, planning on taking Blessing of Fervor next level. Battle Mystery, so I have Fog Cloud and I get Wall of Fire, so that's good. I may branch out into more 'utility' spells like Stone Shape and Speak with Dead when I have the chance.

Decimus Drake wrote:
Why does animate dead have the [evil] descriptor but not dominate person or unnatural lust?

Because Dominate Person is a LAWFUL spell, not an Evil one. [lawful]Free will is a privilege, not a right. When people abuse it, sometimes it must be restricted. [/lawful]

Don;t think anyone's answered these yet:

An epic-level Sorceress who's engaged in a battle of wits with a low-level Human Aristocrat who has a small advantage, despite the fact she claims she's already killed him repeatedly.


"Okay, let's see what you rolled up.
A Human Brawler, okay.
A Catfolk Ninja, okay...
A Human Magus, fine.
A Hu... how the heck are you supposed to swing that thing?!"
"It's okay, I've got a Feat for it."

jagisama32 wrote:

Kill la Kill


JonathonWilder wrote:
I was hoping someone would get it... though I have been rummaging Pathfinder and 3rd Party resources for ways of more closely represent the Mane Six. Some of their capabilities are beyond Pathfinder mechanics...

Someone actually made a published Ponyfinder game.

JonathonWilder wrote:

You have three characters with the young template who become Elemental Knights of the elements Fire, Air, and Water, chosen protectors of the land not their own.

They face off against a Winter Witch, a Master Summoner, a Lotus Geisha, with the second to final boss being a powerful fallen Champion of the Faith (Warpriest) threatening the stability of the land to have and be with the woman he love.

But how do you represent the Mashin mecha in PF? (it's Magic Knight Rayearth.)

Rycaut wrote:

Hijacking the thread a bit but what Oracle mysteries (and curse) would suggest for a Rage Prophet build? I'm considering making a rage prophet - though it has a lot of moving parts and I don't know if the pfs char I am thinking about it for would actually work well.

For Barbarian/Oracle, I believe Barb 8/Oracle 1 with the Lame curse is a popular choice - you get the Lame curse's level 5 immunity to fatigue, allowing you to turn all your 'once per rage' powers into 'once per turn'.

As for Mystery, pick one with Revelations that go well with face-breaking.

Opuk0 wrote:
A Tiefling Fighter with a greatsword and maxed out Use Magical Device and Knowledge Arcana trying to find his twin brother, a Tiefling Kensai that uses a katana, fighting several demons along the way and sometimes using their souls as weapons

Dante from Devil may Cry.

JonathonWilder wrote:

This one involves a lot of characters and I may well be giving too much away by describing them all:


There is gifted young universalist Wizard with a wyrmling dragon familiar, ...

My Little Pony's Mane Six.

Let's get this back up to the top.

A Synthesis Summoner, only her Eidolon has a personality of its own. Her sidekick is a low-level Bard. Her archenemy (at least at first) is a Warlord (PoW class) whose lieutenants include a high-tech Investigator, a Kensai, a Soundstriker Bard, and a Warder who uses whips.

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kestral287 wrote:

Why not?

I mean, you're an armored caster with literally the best saves in the game. Who cares how close you are to the front lines?

Oracles only have a good Will save, for some asinine reason. And none of the stats they want maxed are save-boosters, except Con. Which I suppose makes Divine Protection a class feature you get at level 5 instead of a Feat. :-P

Silent Justice wrote:
The size of the party, including my character, is 6. Is that too much?

Eh, it might be OK. Depends a lot on the group, and how long everyone takes to make their turns.

My bit of advice: Don't get too attached to any one plotline or NPC you've thought up. NPCs die, plotlines get derailed, and players HATE being forced on the rails of your plot, or to put up with annoying NPCs.

By the same token, try not to make puzzles with just one solution, especially if finding that solution would require the players to read your mind.

If you're doing any sort of mystery plot, always try to provide at least three possible clues to get from the current stage to the next part. You can count on players to miss at least two of them...

Spook205 wrote:

I admit I've always had trouble with seeing what people get out of games of Aberrant, Exalted, Godlike or WoD at all.

To me its like living a bad Russian novel. Everything you fight for will collapse horribly, all of your accomplishments mean nothing, and your essentially philosophically boned.

I get enough existential angst just doing my daily life, without having to pretend to be a pointy toothed/ghostly/undead/mummified/frankenstein angster (most WoD), or a guy who has phenomenal power who can't use it (godlike)or a guy who's destined to go bugnuts one day (aberrant/exalted).

I'm sure people like them, and have valid reasons for it, but not my cup of tea.

As an (former) Exalted player, I have two answers to that:

1: It's not guaranteed. Yes, curing the Great Curse and saving Creation is probably impossible, but doing the impossible is literally what the Exalted exist for.

2: Maybe, but on the way I get to punch out Cthulhu! And that tentacled twerp has it coming....

Tinkergoth wrote:
I actually much prefer NWoD in general. The werewolves from OWoD used to really annoy me with their unbelievable stupidity. Stupid Wars of Rage, where they managed to wipe out almost every single breed of weres that could have actually helped them save the world.

OWoD Werewolf was like an NC-17 version of Captain Planet. And every bit as STUPID.

Edit to add:

phantom1592 wrote:
One thing that annoys me about the WoD books is that they simply take themselves WAY too seriously. It's very dark and very scary and massively angsty and they continually beat you over the head by telling you exactly how dark and how scary and angsty they think they are...

Oh yeah. And then the players just shrug and play Trenchcoat: The Katanaing in them anyway.

Wind Chime wrote:
I have been playing in a hyper-lethal game of throne type game that my cm is clearly aiming to be as dark and bloody as possible. So after dying a couple of times I have lost the ability not to find the whole campaign hilarious and have just been having fun hamming it up. This seems to passing off my gm but I just can't seem to get into the right frame of mind. So does anyone have any tips on how to get into the right mindset for a gothic style game?

Well, if you don't care if your PCs live or die, you're going to have a hard time in this game. You could just playing a snivelling, conniving coward, and TRY to survive. (How would Ser Edmund Blackadder do in Westeros, I wonder?)

I've been playing a Battle Oracle who can wreck face at least as well as anyone else on the team, AND can heal & provide partywide buffs and such as well. (But said team consists of a Monk, a Ranger, a Rogue and a Witch, so it's not like I'm competing with AM BARBARIAN.)

Darigaaz the Igniter wrote:
This CG human barbarian/transmuter/eldritch knight travels with a LG warforged quinggong monk on a quest to defeat a cabal of Sin mages and develop an epic level polymorph any object to use on themselves.

Ed and Al Elric, from Full Metal Alchemist.

Which leads to weird things like two succubi being able to try to screw each other to death.

Haladir wrote:
Swamp Thing.


Edymnion wrote:

This Chaotic Evil Tiefling Magus rules his own evil demi plane along with his two primary vassals, a succubus and a fallen angel. Though they all reach Epic level on a regular basis, they always seem to go back to level one just as often.

Objection! Despite his claims to the contrary, Laharl's not Chaotic Evil, he's (usually) just a jerk.

And his vassals are Etna and Flonne, obviously. But what about the ensouled constructs who call everybody 'dood'?


4 separate teams of Occultists (3rd party class, PF version of 3.5's Binder) all of whom favor different spirits. Mostly Human, but a few VERY odd exceptions.

Edymnion wrote:
This Awakened duck Aristocrat is in the Old age category, and possesses a greater artifact coin that warps reality to ensure that any financial endeavor the owner partakes in is successful, as well as granting him a Burrow speed limited to burrowing through gold coins.

Scrooge McDuck!


An Awakened Shambling Mound with Mythic Druid levels. His love for a human woman has often been a source of drama.

Greylurker wrote:

but does it really make sense. I mean why hate on the guy who shoots lasers from his eyes, but the guy with the magic hammer or the super soldier is ok?

I think it's funny that the X-Men have a guy whose superpower is that he can LITERALLY kill you by looking at you funny.

Beyond that, no idea. My personal crazy theory is that some evil aliens are bombarding the Earth with Stupid Rays that cause anti-mutant bigotry in order to slow down human evolution.

So, how about that Avengers collapsing-multiverse plotline, eh? Seems to me they hit the "Only the writer can save us now!" point quite a way back....

The Golux wrote:
Arbane the Terrible wrote:

(Probably easy)

A Human Cleric,
A Orc Fighter,
An Undine Rogue,
And the biggest multiclass munchkin the Vanara species has ever produced.
This may be Journey to the West?


Imbicatus wrote:
This alchemist is obsessed with death, and has created a serum that can reanimate a corpse.

That really doesn't narrow it down much, but.... Herbert West?


"Okay, let's see what you rolled up.
A Human Brawler, okay.
A Catfolk Ninja, okay...
A Human Magus, fine.
A Hu... how the heck are you supposed to swing that thing?!"
"It's okay, I've got a Feat for it."

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