Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Gladiator

ChaiGuy's page

Goblin Squad Member. 233 posts (287 including aliases). No reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 233 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Goblin Squad Member

1 person marked this as a favorite.
The Sun Rises in the East wrote:
*Feels proud of himself for ressurrecting this thread*

Congratulations, you get this heinous flag and your alignment may be EVIL. ;P

Goblin Squad Member

Lam wrote:

Yes, it is very readable, but why was it so different. Some think these mountain hexes can sustain a community and generate lots of IRON and Stone along with essences, some mineral chemicals, a few herbs, iron/silver/platinum, gems.

There is a five letter word.

Well, if you mean sustain a community as in that community being able to support itself without outside assistance, then I have yet to see anyone make that statement. I have seen members of the KotC say that mountain based settlements will be able to survive by trading for goods they need from other settlements.

Also five letter word?

Goblin Squad Member

1 person marked this as a favorite.

Here's a link to our new Keepers of the Circle site.

Keepers of the Circle

Goblin Squad Member

CBDunkerson wrote:
ChaiGuy wrote:

Hello CBDunkerson, I hope that the Outsiders and the Keepers of the Circle, of which I am a member of will have many enjoyable social interactions.

As a note I'm suprised that the goal alignment is NG, chaotic sounds like a strong trend and good will be hard to keep in this "structure", but it's your call obviously.

Hi Chaiguy. Given that Keepers is somewhat like a more official/organized version of Outsiders I'd agree that members of the two should likely be able to work together.

As to alignment, ideally Outsiders would be a True Neutral organization that accepted members from all alignments... truly allowing members to engage in ANY play style they want. However, the rules of the game itself require members to be within one alignment step of the Company and therefor a subset of the alignment wheel needed to be chosen. From there I reasoned that a Company promoting individual choice, and no central authority, would inherently operate less efficiently than most. I felt that combining that limitation with those which would be imposed by a plurality of Chaotic and/or Evil members (both of which decrease settlement efficiency) would put the viability of the Company in question. Combining that with the desire to have the widest alignment spread possible left only Neutral Good or Lawful Neutral... and a lawful focused group of individualists didn't make much sense. :]

Basically, it seems to me that an effective Company of Chaotic and/or Evil CHARACTERS is going to require a well organized group of PLAYERS... and that's the exact opposite of Outsiders.

Thank you very much for going into detail about the alignment of the company. I had been considering it from the perspective of Pathfinder alignment which is different from PFO alingmnet and the way alignment will work in the Pathfinder MMO. It makes sense now from this perspective.

Goblin Squad Member

Greetings from the Keepers of the Circle, may the contracts between our companies be lucrative and mutually benificial.

Goblin Squad Member

Is there a way to request a thread be stickied? I'm feeling this thread would be a prime canidate for one.

Goblin Squad Member

Hello CBDunkerson, I hope that the Outsiders and the Keepers of the Circle, of which I am a member of will have many enjoyable social interactions.

As a note I'm suprised that the goal alignment is NG, chaotic sounds like a strong trend and good will be hard to keep in this "structure", but it's your call obviously.

Goblin Squad Member

I hope that Audacity and the Keepers of the Circle will have many mutually benificial contracts. Please feel free to join us at our proboard site, feel free to PM me a link, I feel uncertian of providing a direct link in your own company thread.

Goblin Squad Member

I hope that the Full Metal Syndicate and the Keepers of the Circle, which I am a member of, will forge many mutually benificial trade agreements.

Goblin Squad Member

It's great to see things rolling again. Determining the starting location of the company will be of vital importance that will effect the success of our company for a very long time. To all potential member come be a part of this exciting process. To all existing members I look forward to hearing your thoughts on this momentous occasion.

Goblin Squad Member

CBDunkerson wrote:
Nymerias wrote:
Would it be possible to get a clarification on the types and amounts of resources we could expect from Wooded Mountain hexes? I would assume it would be a combination of what is available in both Woodland and Mountain hexes but to what degree?
All hexes formerly shown as 'wooded mountains' show up on the newer maps as JUST mountains. Based on this I suspect that there may not be a distinction any longer.

Thank you for the information CBDunkerson. Would it be possible for someone to provide a link to a newer map? The maps I've seen so far hav all had wooded mountains.

Goblin Squad Member

I'm a member of Keepers of the Circle. Hopefully my druid will be out and about helping people not starve.


I'm also of the opinion that this proposal would be quite confusing and not in line with the way alignment currently works. On the other hand if an individual was possesed by an outside influence (not just dominated, charmed or the like)then that may be a case where someone could detect as 2 different alignments.

Note about the cleric aura: it's based off of their deities alignment and may be different from their own. For example a N/N cleric of Abadar (L/N) would detect as Lawful.

Aura (EX): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Edit: If the creature has another soul in an item (like a gem from the spell Trap the Soul then the detect alignment spell may trigger from the soul in the item seemingly giving the creature owning the item different alignments.


I suppose that another option would be to get an oil of the Grease spell. It would last for 1 minute and give a +10 circumstance bonus on Escape Artist checks to escape a grapple or to the CMD to avoid being grappled. It’s not as good as an unfettered shirt, but it only costs 50 gold.


Vicious states that it causes "a flash of disruptive energy", it later states that this energy causes the extra damage. (Core pg. 472)

Damage reduction states that it does not negate energy damage dealt along with an attack (Core pg 561)


1 person marked this as a favorite.

The Pathfinder Legends audio drama series sounds like it would be what your looking for DeathBecomesus.

Pathfinder Legends


When magical weapons become less available monsters with the Incorporeal special ability would be a greater challenge. Not an impossible challenge, since there are ways to fight them without magical weapons, such as spells or the spell Magic Weapon. It's something to consider I guess.


I'm tempted to say inquisitor with perhaps a few levels of Zen Archer monk. I'll look more into this tomarrow.


Marthkus wrote:
ChaiGuy wrote:
@ Marthkus: The PC/NPC divide is a metagame issue, a PC would not know of any such thing IMO. I don't really think it has an impact on varisimiltude, although I can see why some might not like it.
The GM is aware of it and their sense of (overused word) verisimilitude is as important as the PCs.

If the PC/NPC divide makes it harder for a GM to enjoy the game then that is an important point for them. I'm still not 100% convinced that it's a verisimiltude or metagame concern, but that's just semantics and no one benifits from those discussions, or at least they're not really my cup of tea.


@ Marthkus: The PC/NPC divide is a metagame issue, a PC would not know of any such thing IMO. I don't really think it has an impact on varisimiltude, although I can see why some might not like it.


I’ve never played Epic 6 (E6), where player characters don’t advance beyond level 6, but I guess one thing to consider is that it changes how powerful certain options are. For example, the Beast totem rage power line is considered very powerful since it grants the pounce ability from the Greater Beast Totem (GBT) rage power. GBT can only be taken by a 10th level barbarian though, which would probably affect how it would compare to other rage powers in an E6 game.

I guess in short you would want to avoid character “builds” that don’t really “work” until later levels (especially if that is beyond level 6). I’m also thinking it makes prestige classes less appealing, except in cases where you can get really early entry, like with mystic theurge. As a note, I’m not really recommending mystic theurge.


@ awp832: From the Core Rulebook pg. 195: Cover ... When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon) use the rules for determining cover from from ranged attacks.


A synthesist summoner could work for this kind of character. The Eidolon have the flexability of wildshape it would still be rather powerfull IMO, although I haven't made a syth yet.


Finally the rogue is fixed ... make them all kobolds. Don't forget about the kobold feat Tail Terror, that bite thing (Dragon Maw?) and two weapon fighting that's like 4 attacks with rogue 3 havig 2d6 sneak attack on each. Broken murderface right there!

If a rogue is not already a kobold kill them and reincarnate them until they are, it's for their own good. ;P


Dear Nephril I’m sure that many new players will benefit from this guide. I have included several things I have noticed in the guide, many are simple spelling/grammar mistakes, which is understandable considering the length of the document.

“Nothing is Law” note, I would advise noting this applies to the GM and not to other players or their PCs, of course players should work with the GM to make things flexible for their PCs.

Section 3 Pitfalls of Pathfinder:
• 2: should be “result in many dead party members.”
• Drowning: instead of 2/level it’s “twice her constitution score” Core pg. 445.
• 6: “Ghost Touch” weapon, also for early level parties the spell “magic weapon” allows weapons to deal half damage to incorporeal enemies when non magical attacks can’t affect them. Spells like magic missile helps too, since it’s a low level spell that does force damage.
• Cleric: on the notes about shields, you should note that since many cleric spells require somatic components (hand movements) you need one free hand to cast them. In this case bucklers or light shields should be used. Also clerics are no longer proficient in heavy armor from default, they are limited to medium unless they take the heavy armor proficiency feat.
• Druid the armor limitation to non metal is worth noting IMO.
Ranger devastating skirmisher note: if you have it working with spring attack it’s not allowed per an errata and FAQ “When I built the Vital Strike feat chain, it was designed specifically to speak to the need for martial characters to be able to take a move action and still do a reasonable amount of damage in a single turn. The decision was made to limit this chain to make it a character decision point, as opposed to just making it part of a larger "must have" feat stack to make "The Baddest Fighter on the Block".
In hindsight, it might be a bit to restrictive, but RAW that is the way it currently functions.
Jason Bulmahn
Lead Designer
Paizo Publishing
• Section 2: Expand upon your definition of “min max” please. I usually define it as minimizing a characters weakness while maximizing its strengths for example.
• Dwarfs, I’m not sure how they master wearing armor, they simply aren’t slowed by it.
• Rangers and the feat Boon Companion: I would note which book noncore rulebook info comes from since beginners may not have additional books and try to find the feat in the core rulebook. Boon Companion is from Pathfinder Player’s Companion: Animal Archive for those interested.
• The feat “Natural Spell” allows druids to cast spells in wild shape.
• Combat Free perception checks each round: In the skill section core pg 102 it notes that intentionally searching for stimulus is a move action. Perhaps you refer to the “most perception checks are reactive” note in the skill. Generally I think that means the GM can allow PCs to make perception checks when something is going on, but may be easy to miss.
• Drinking potions: you seem to allude to it, but drinking potions provokes AoO. I think you suggest taking a 5’ step before drinking to avoid the AoO, since you mention the reach thing.
• Technically a 5’ step is no action pg. 183, I’m not sure why they do that since there doesn’t seem to be any difference between free and no action.
• Defense: I believe you mean if you’re wielding a shield as opposed to just carrying it (like an archer with a shield on his back).
• Mages and armor: You could note the Bard’s armor exception I guess.
• Damage two handed weapons: note that the 1.5 strength modifier is rounded down.
• Section 6, 4 Enhancement “none bypass”.
• DR notes, stating the difference between DR X OR Y, and DR X AND Y.

I’ll have to come back to this later.


On one hand while many mechanics like attacks of opportunity (AoO), Area of effect spells, flanking, and cover/concealment add layers of strategy to the game they can make it harder to run a combat without a map/miniatures. The map in a way can restrict the size of a combat encounter which emphasizes melee combat or at least doesn’t give ranged combat a chance to shine.

Drawing up the map and setting everything up can take a considerable amount of time too. I’m sure there are suggesting house rules for these issues, like in Kirthfinder.


I'll just note that I posted in a thread of the same name, possibly a duplicate thread. I considered copy/pasting it here, but that's probably not needed I guess.


@ Tailer Tombs: I would suggest the feat Boon Companion from the Pathfinder Player’s Companion: Animal Archive.

Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.

Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

The wondrous item Monk’s Robe could help at some point although it doesn’t help a zen archer as much as some other monk types since you’re going to be using a bow.
Robe, Monk's

Aura moderate transmutation; CL 10th
Slot body; Price 13,000 gp; Weight 1 lb.
DESCRIPTION
When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

On Alignment a druids/monk can be lawful/neutral without a trait. Of course the trait opens up other alignments so it has its uses.


Dear Nephril I’m sure that many new players will benefit from this guide. I have included several things I have noticed in the guide, many are simple spelling/grammar mistakes, which is understandable considering the length of the document.

“Nothing is Law” note, I would advise noting this applies to the GM and not to other players or their PCs, of course players should work with the GM to make things flexible for their PCs.

Section 3 Pitfalls of Pathfinder:
• 2: should be “result in many dead party members.”
• Drowning: instead of 2/level it’s “twice her constitution score” Core pg. 445.
• 6: “Ghost Touch” weapon, also for early level parties the spell “magic weapon” allows weapons to deal half damage to incorporeal enemies when non magical attacks can’t affect them. Spells like magic missile helps too, since it’s a low level spell that does force damage.
• Cleric: on the notes about shields, you should note that since many cleric spells require somatic components (hand movements) you need one free hand to cast them. In this case bucklers or light shields should be used. Also clerics are no longer proficient in heavy armor from default, they are limited to medium unless they take the heavy armor proficiency feat.
• Druid the armor limitation to non metal is worth noting IMO.
Ranger devastating skirmisher note: if you have it working with spring attack it’s not allowed per an errata and FAQ “When I built the Vital Strike feat chain, it was designed specifically to speak to the need for martial characters to be able to take a move action and still do a reasonable amount of damage in a single turn. The decision was made to limit this chain to make it a character decision point, as opposed to just making it part of a larger "must have" feat stack to make "The Baddest Fighter on the Block".
In hindsight, it might be a bit to restrictive, but RAW that is the way it currently functions.
Jason Bulmahn
Lead Designer
Paizo Publishing
• Section 2: Expand upon your definition of “min max” please. I usually define it as minimizing a characters weakness while maximizing its strengths for example.
• Dwarfs, I’m not sure how they master wearing armor, they simply aren’t slowed by it.
• Rangers and the feat Boon Companion: I would note which book noncore rulebook info comes from since beginners may not have additional books and try to find the feat in the core rulebook. Boon Companion is from Pathfinder Player’s Companion: Animal Archive for those interested.
• The feat “Natural Spell” allows druids to cast spells in wild shape.
• Combat Free perception checks each round: In the skill section core pg 102 it notes that intentionally searching for stimulus is a move action. Perhaps you refer to the “most perception checks are reactive” note in the skill. Generally I think that means the GM can allow PCs to make perception checks when something is going on, but may be easy to miss.
• Drinking potions: you seem to allude to it, but drinking potions provokes AoO. I think you suggest taking a 5’ step before drinking to avoid the AoO, since you mention the reach thing.
• Technically a 5’ step is no action pg. 183, I’m not sure why they do that since there doesn’t seem to be any difference between free and no action.
• Defense: I believe you mean if you’re wielding a shield as opposed to just carrying it (like an archer with a shield on his back).
• Mages and armor: You could note the Bard’s armor exception I guess.
• Damage two handed weapons: note that the 1.5 strength modifier is rounded down.
• Section 6, 4 Enhancement “none bypass”.
• DR notes, stating the difference between DR X OR Y, and DR X AND Y.

I’ll have to come back to this later.


Dear Dark Vicar Currently as an elf your point buy is as follows:
Str. 2 pts, Dex 10 pt. Con 2 pt, int. 0 pt, wis 5 point, cha -4 pt = 15 points spent.

As a note your final point total must be 20 points spent.


@ GreyWolfLord: Here are some of my thoughts as to why there might seem to be an emphasis on character mechanics on these boards.
First of all when you mention “more on ways to implement and have fun with the characterizations and such.” It is very subjective, what I may see as a great way to achieve this goal may be very different from your own. This means advice about this is very hit or miss.

As an example let’s say that a poster asks for a way to bring an archery based defender of their people to life. Generally when I go about this type of thing I look to existing characters from other media to use as inspiration, in this case I would use Kikyo (from the anime Inuyasha). I would note several key characteristics, provide a link to a wiki page going into great detail about the character and then maybe giving a notable quote “I must show my weaknesses to no one. I must never have doubts or demons would overtake me. I am human yet I cannot be human.” Kikyo (cries for Kikyo T.T)

The Original Poster may find this to be helpful, but just as likely they might find it to be of no use at all. Perhaps they would even hate the character. If this character concept is not to their liking they may simply ignore the advice, they might actually say how stupid they think it is, or they may thank me for my time but explain that it was not the character type they had hoped for and give “X, Y Z “ reasons to help me be more helpful in later comments.

As a note the “conversions” area is a good place to seek help if you go about role playing characters in a way that I do.

In “optimization” threads generally it comes down to things that are objective or provable.

For example the original poster (OP) asks for advice increasing his archers damage per round (DPR) output. They then supply their character’s build. I may review this build and suggest “ABC” changes that increase the OP DPR by +1, I know as a fact that I have contributed to the thread in a positive way. Even if another more knowledgeable poster suggests changes “XYZ” that increases OP DPR by OVER 9000!!!


Rather than thinking in terms of what are the most powerful classes, focusing on what is the most powerful builds is probably easier.

Going off the cuff, I'd go with paragon surge oracle, sythesist summoner, and properly optimized wizards perhaps utilizing persistant and or dazing metamagic feats.


I think it also works with this section of the monster write up.

"Stealthy and unpredictable, the sandman is a terror to all travelers in the desert, whether they be traders, messengers, or adventurers. When at rest, sandmen resemble ordinary piles of sand, blending in perfectly with barren surroundings or ancient tombs. They rely on their soporific powers in most situations, putting their enemies to sleep and killing their unconscious opponents or dragging them back to their summoner."

It seems to be used as a pre combat strategy where they lie in wait somewhere where terrain attracts people (like an oasis) or funnels traffic like a gateway into a ancient tomb and let it's sleep aura catch a few unsuspecting victims letting it start combat hopefully with an advantage.

Additionally with Cubic Prism's observation if their Sleep Aura fails pre fight and they're spotted they can always then earth glide away and try again hoping for better results.


It's a pricy option, but Monk Robes at 13,000g increase your monk AC and unarmed damage by five levels.

Monk's Robe


Hello Daniele, I hope that you will enjoy the game. As for the build, in Pathfinder multi classing it is generally seen as a weak option, although it can be done effectively. One reason is that you lose out on the favored class bonus. Generally going with one class is easier and more effective. There are several classes that have good skills and can be good in melee. They include the ranger, inquisitor, bard, vivisectionist alchemist ect. Having said that this character is in no way “unplayable” or badwrongfun.

One thing I’d worry about this build is that with a low strength you could have trouble dealing damage. Sneak attack will help when applicable, but having fighter levels slows your sneak attack progression. Having a relatively small group could make flanking (one of the easiest ways to get sneak attack) harder to do, since it looks like your only really good flanking buddies would be the druid/ranger and his animal companion and anything his summons I guess.
One feat that could help is Dervish Dance http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat, it allows a character to finesse a scimitar and add their dex mod to the damage instead of strength.

You may also want to talk to your GM about how tieflings are viewed in his game, with a very low cha combined with possible discrimination could lead to some very negative NPC reactions. It depends on how the GM handles it, it could be a problem or not.

With a low wisdom you’re going to have a very weak will save, also you’ll have a little harder time finding traps, since perception is Wisdom based. As a personal preference I’d switch int and wis.
Concerning advanced rogue talents I’m pretty sure you need 10 levels of rogue to get them.

Some thoughts on the talents: Surprise Attack seems very situational, only working in the surprise round. I’d recommend switching it with trap spotter that’s also on your list.

At 7th level you might consider taking Iron Will instead of fleet especially if you keep your character’s wisdom at 8, just a personal preference I guess.


This seems like an odd comparison, like apple vs orange. Are you interested in which is a better class at what they do, which is better at doing a specific role, a straight sorcerer to oracle comparison, something else?


Perhaps this is the character in question; I’m unfamiliar with the game:
Garrett

I’ve heard good things about sap master rogues, so here’s a build by Ravingdork:
Example

Since in the wiki he seems reluctant to kill the sap master build sounds fitting, also it mentions him using a blackjack (sap) and sword, of course you’d need to adjust the ability scores.


In most of the games that I’ve played in there have been some streamlining of things to help martial classes run smoother, I wonder how other players/GM have handled this. I’ll give several examples, but I’m also curious about other topics too.

Climbing in combat: basically in every game I’ve been in your character can climb, even if say your character is “sword and board” and has both hands full at the time. Otherwise it would take a full round to put everything away, then at least a move action the next round to do the climbing and another full round to get everything out again. Enforcing the climbing rules is OK if that’s your thing, I guess it would add a lot of strategic depth to battles.

All these weapons, where do they go? I’m no expert on medieval weaponry, but how does some of this stuff get carried around? Notably reach weapons like long spears, and large weapons like greatswords. Does your character have to hold them all the time? Can you sheath a greatsword, do reach weapons have some kind of “holder”? Considering the climbing question above, how would you climb if there was no way to stow these weapons? Basically in the games I’ve played in your characters have some way of putting all of their weapons away, that greatsword, it’s strapped to their back … along with their backpack, sleeping bag, bow and the other golf bag of weapons. >.>

The arrow counting game: that’s right you have to keep track of arrows, especially those archer focused martials. If you have no arrows you can’t shoot your bow martial man, only logical after all.

Verisimilitude unfairly holding your martial characters back, it’s more likely than you think. ;P

My response: I can’t hear you call for verisimilitude over the complete absurdity that is the spell component pouch. Let’s make a comparison, you say bows require arrows to function on the other hand many spells require material components to be cast. Then again that only seems to be the case since in the material component section in the magic section of the CRB basically says “don’t bother to keep track of material components with negligible cost, it’s in your spell component pouch.” Strange thing, guess what also quickly becomes a negligible cost, arrows they’re 5 coppers apiece. Let’s consider the spell comprehend languages it has a pinch of soot and salt, this doesn’t seem that big of a deal during our current day and age, but from what I’ve heard salt used to be a very valuable commodity. The spell component pouch has an unlimited supply of it. As a note Ultimate Equipment has salt being worth 5 gold a pound in the trade goods section.

Let’s use fireball as an example, it has a material components of “a ball of bat guano and sulfur”. Now then apparently the spell component pouch has an unlimited amount of bat guano balls and pinches of sulfur. >.> Also all of this bat guano and sulfur weighs less than 2 lb., which is how much a spell pouch weighs, wow unlimited stuff weighs a LOT LESS THAN I THOUGHT! >.> Another thing every time you learn a spell with a new material component your spell component pouch automatically grows a new pouch full of an infinite amount of the stuff. >.>

In short keeping track of mundane things is for MARTIALS ONLY, all casters are exempt as per the spell component pouch! /end rant ;P


I would I would go along the lines of a certain Dragonlance character:

Dragonlance spoilers:
Raistlin Majere: Twin brother of Caramon Majere,[1] Raistlin was a frail and sickly boy, who was often bullied as a youth, causing him to develop an arrogance and hatred of other people. Due to his half-sister Kitiara's intervention, he was sponsored and accepted into the Academy of Magic, becoming an adept student. His passion for the magic arts fueled his will, driving him to sacrifice even his health in order to become a mage. When he took the Test, the Heads of the Tower in Wayreth Forest feared his arrogance and ambition so much that they cursed his sight, causing him to see the inevitable decay of all creatures, in the hopes that this would teach him compassion, but it only increased his bitterness.

Change the curse (which could be like an oracles curse only removable by a deity) given to the character to paralysis and there you go IMO.


As a note, even though I’m not running this game in Pathfinder the advice that I’m after is really game system independent. Thank you in advance for any advice given.

Hello everyone, I’m currently working on starting a Mutants and Masterminds 2nd edition game set in the anime Bleach. I suppose that here I’ll look for ways to bring the themes of the anime to life, rather than an extensive discussion about the anime setting. In general I would describe the premise of a Bleach inspired setting would be “good ghosts VS evil ghosts”.

There are plenty of excellent sites for additional information concerning Bleach, but most of them contain images probably protected by copyright so I will chose not to link to them in this thread, also some of them have advertisements that may not be work or child friendly.
A more detailed analysis of this is that there are evil ghosts that in many ways are like vampires, in that their “condition”, if you will, can be spread and that when done so they gain control over their

victims. As for these evil ghosts, they generally come about in 3 ways:
1. They are spirits of evil people.
2. They are the spirits of people who have been “eaten” by evil spirits.
3. They are spirits that have stayed to long in the world of the living without “passing on” or going to the Soul Society, the place where souls go.

The good ghost not only fight these evil ghost, but also guide souls to the Soul Society, and maintain the balance of souls between the world of the living and the Soul Society. The balance of souls is important because if it’s not maintained the two worlds will crash into each other and destroy each other.

In addition to all of this there will be another element, in that the good ghosts have human allies, one organization that they will know of and another that they will not. There will be a conflict between the good ghosts and one of these, since this human group uses a method that destroys the soul of the evil soul monsters. The destruction of souls threatens to balance of souls, so it threatens to destroy two worlds. To complicate things, the soul of these humans differs from the souls of other people in that they cannot become evil ghosts, instead they are destroyed when eaten. This means that when an evil ghost attacks one of these humans and a good ghost in not there to intervene then a soul will be destroyed.

The conflict between good souls and evil souls will be simple black and white, which will give a break to more complex moral dilemmas involving the human group. Handling this aspect will probably be rather challenging, I would like the PCs to have a chance to stop a possible war between these factions while still having a chance at failing to prevent it as well.

One of the easiest solutions would be for the good ghost to teach the technique of not destroying souls to the humans. This isn’t as easy as it seems, since it took the good ghost, from what I can tell, about 1000 years to perfect it and it would probably not work for humans. They would need their own method of soul purification that might take just as long to develop and with the rate the human group is growing and destroying souls that’s not permissible. Helping develop this could be a way to diffuse the situation, but it shouldn’t be done with a few good die rolls IMO. Perhaps multiple magical devices would need to be constructed, each requiring quests for rare and exotic materials and research into new magical spells.

Other methods to end the hostilities could be used too, for example since these humans can basically cast spells, maybe they could learn magic that restrains the evil ghosts until the good ghosts can arrive to purify it. There was a group of these people who basically suggested this in the anime. This could also bridge the gap while their soul cleansing technique can be perfected.

One roadblock to a peaceful resolution to the conflict would be humans who have had family and loved ones souls destroyed by evil ghosts having a vengeful attitude, seeing the destruction of evil ghost with an eye for an eye style of justice who might not even use soul purification methods even if they became available. I’m interest in hearing other ways to highlight this conflict and ways to resolve it mechanically and otherwise.


I suppose that it’s natural when given options that people will want to chose the “best” option, otherwise it could seem like a wasted opportunity. On the other hand, in a way PC power in Pathfinder is kind of an illusion, no matter how powerful a PC a player or players make the GM can adjust the difficulty of the game to compensate.

The reverse is true too, if the players make weak characters the GM can make the game easier to help the weaker PCs, while keeping the challenge of the game at the right level. This works best if all of the PCs are around the same “power level” IMO.

If all of the players can agree to a certain level of optimization, even if it’s fairly weak and if the GM agrees to adjust the difficulty of the game, then it doesn’t matter if the PCs aren’t super strong. This is probably good in theory, but judging the relative power level of PCs is not science and you don’t have control over the other PCs.
In short talk to your other players and GM and see if they can all agree to a lower level of optimization. I guess you could use the iconic characters as a yardstick of sorts, if your PC is more OP than they are you need to adjust downward.


The Elven Curve Blade is also in Ultimate Equipment, pg. 20.


Pupsocket wrote:
Class abilities always refer to class level, not character level, unless otherwise specified.

Thanks Pupsocket. =)


Thank you RigaMortis and Diego Rossi, I believe that your handling of Detect Magic is more nuanced than my own, I’ll have to try and run the spell that way next time I GM Pathfinder.

Detect magic to find invisible creatures, probably not too bad, since it would take at least 3 rounds of concentration, which can be inturupted and funtions in a 60' cone. That's large enough in a lot of situations, but not in all cases.

Detect magic for traps, while it doesn't defeat the trap it gives away it's location. I guess that in most cases continually DM everywhere your going will slow your pace significantly, that could be a limiting factor if time is important.


I have a guestion regarding the Loremaster's Lore ability. In the beginning of the prestige class section the difference between "character level" and "class level" is given, in the lore description it just says "... adds half his level ..." without saying which it was refering to. So is it character or class level? Since it's similar to the bard's "bardic knowledge" I would gess class level, since bardid knowledge mentions class level. On the other hand having an extra +1 to knowledge skills at 9th level doesn't seem so great, at least it allows untrained knowledge skill checks.


@ Ziltmilt: the increasing spellcraft DC check is interesting, it depends on the details. For example spellcraft DC 10 + 1 for time the cantrip is cast seems to be what is implied. Is this only for cantrips cast consecutively (round after round) or just casting the same cantrip in the same day? What happens if a spellcraft check is failed? I would imagine that if you’re going this route just not successfully casting the spell is quite enough IMO, there should be a time period to recollect ones thoughts to attempt again. It could be one minute, one hour, or even unusable for the rest of the day. I would have to think carefully to make the failed check matter without making it too punishing I guess.

@ Fake Healer: The main reason I mentioned the OP is because I was worried that some might think I was making an off topic response. Later in the thread the main vibe seemed to be how cantrips affect the world economy and not how it affected adventurers. I guess I didn’t see his opening comments as trollish, but maybe some could. I can see how not responding to your own thread could make someone look like a troll though.


I’m supprised that detect magic hasn’t been brought up in this thread. In the opening post Martin Kauffman 530 noted unlimited cantrips “… tends to make classes like the rogue less useful. …” In a game I ran a player proposed that since detect magic can be used at will that magical traps are completely useless. Also they stated that creatures hidden by the spell invisibility are no longer a threat. Finally it would weaken if not invalidate the enchantment school, someone acting strange? Cast detect magic, get the aura of enchantment, then you know the cause of the strange behavior.

In the end I asserted that since the people who created magical traps (including spells like the circle of X spell), invisibility, and the enchantment line of spells knew about detect magic and since they are not stupid, they made all of that non detectable by detect magic. The player was not entirely satisfied by that, but went with it. Is that a house rule, or how it generally works? Has anyone had problems with detect magic?


How about you suggest that your friend GM play a short game series, like 1-3 game sessions where all of the PCs are evil (or near evil) (if the other players agree) or just lets you play a evil (or near evil) and let him see how it plays out. Doing this would be easier than getting him agree to a long running campaign. That way maybe he might see if he likes that kind of play in the game without long term "damage" in a longer running game. It could help iron out any problems before they could effect a "main character".


One thing about detect alignment, the paladin detect evil thing and the rest is that they are not fool proof. For example clerics get the spell "undetectable alignment" as a second level spell. This spell lasts 24 hours and protects against all forms of divination. There's probably magic items that can help to.

Just as a personal opinion you'll probably want to work with the DM to find a line between neutral and evil that you can both live with. Also a lot of what's in the opening post is completely up to the GM, so it sounds like being a "nearly evil" PC could be hard IMO.


There's an Aquatic sorcerer bloodline that seems cool, although I'm not really an expert on sorcerer builds.

http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines -from-paizo/aquatic-bloodline

Edit: this bloodline is from the Advanced Player's guide.

1 to 50 of 233 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.