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Cult of Vorg's page

602 posts. Alias of Christopher Vrysen.


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Slayer or ranger do make good sword&boarders, early access to Shield Master is pretty amazing. Slayer is more versatile damage (and more fun in general imho) until ranger gets instant enemy, ranger is brutal against their favorite favored enemy.

Before SM, you use a light shield off-hand. With SM you use a heavy shield main-hand, and a light crit-fisher (best=kukri, or maybe cestus if you go fighter(brawler)3 for feats and more damage after glorious lvl 6) off hand. That and and using shield enhancements instead of weapon (+5 bashing, everything else is gravy), means access to that feat at 6 instead of 11 is huge.

Shield Slam and Greater Bull Rush is a great combo, if you have friends in melee with you. Every hit with that shield provokes AoOs from your friends. If you're solo on the front line, you don't need those BR feats, but SS is still groovy if you can knock foes back enough to deny them full attacks.

Shield spikes stacking with bashing enhancement is debatable, I believe they overlap instead of stacking, but base damage dice don't matter much with all the static bonuses you can pick up.


Shadowrun pacifist pushed too far:
Had a happy little free spirit in Shadowrun, always working towards non-lethal or altogether avoiding violence on runs, lots of comic relief and hippyisms.

Old enemy hired us for an epic Arcology run, so I foolishly vowed if he betrayed us I'd be forced to kill him.

Party got split, and only one PC ends up with this Johnson/CEO and the much beloved GMPC. GMPC has beautiful self sacrificing scene, Johnson comes out in a coma and is whisked away by security detail.

To avoid being slightly embarrassed, PC witness lies, not only hiding that climactic scene from everyone, but also saying GMPC died because Johnson betrayed us.

My char asks if they're sure that's what happened, sighs sadly and says OK, then astrals out. Goes out and abuses to the bleeding edge various abilities, tracks the guy to a warded jet, overpowers the massive wards, ignores all the bodyguards while decapitating coma-Johnson, and explodes the plane on the way out. Brings back the severed head and drops it in the living room before going to his lodge to cry it all out.

Dedication against violence does not equal a lack of talent for it, and paladins looking for a reason to fall, etc..

Ulfgrim vs Ravenloft:
High power party goes to Ravenloft, realizes it sucks to be there, and decide to go home. Things get increasingly epic going on redonkulous, with escalating soulwrenching horrors inflicted on us and ours.

We eventually figure out that there's an upcoming grand conjunction thingy, where the demiplane itself would coalesce in prep to expand and absorb Faerun. If we can occupy its attention for about 10 rounds while calling on the faerunian gods, they might be able to calvalry in and sucker punch the plane into nigh nonexistence..

Also, my Ulfgrim, Tempurian Battleguard, decides that the most effective weapon vs fear/despair/atrocity is laughter.

He starts stockpiling ways to instant true res and otherwise recover from all manner of deaths, and starts secretly practicing secret stuff in bags of holding and other planar pockets.

When the time came, and the party of heroes stood insignificantly before the massive thing of primal ugly darkness, Ulfgrim kept forward, tearing off his gauntlet to reveal the secret weapon on his hand... A sock puppet! (This was before Banjo ever existed, dammit.)

Much like Tribute by Tenacious D, to this day I cannot recall the hilarity that spewed from our lips (me doing Ulfgrim's brute voice doing the sock puppet's screechy voice). I remember my friends losing it. I remember Ulfgrim dying 1-3 times a round, but the party or my preps instantly bringing him back again. I remember in the last round casting some sort of exalted holy rain spell fluffed to look like laughing sock puppets, while I screamed "sock puppets never die!" I can't remember the jokes and lines I rattled off for the life of me, and I know i've never been that funny before or since, but I get a big goofy grin every time I think about it.


Holy Burner. Blackened oracle, either flame mystery, or perhaps heavens to use patterns for when burning is not appropriate.

The Spider. Massive amount of natural attacks, enough rogue/ninja for pressure points, and shadowdancer 3 for the buddy, throw some chill touch or the like on there too. Str damage instead of HP, an alternate revenue stream.

Furtive Pygmy. Small mounted hunter or scout, either melee switch-hitting between lance charges and crit/aoo sharing. Or ranged using rogue/scout 8 to sneak attack full attack every round.

One Free Man. Rahadoumi anti-theist, self-sufficient, devoted to both personal freedom and morality. The ends are the means, never justification for them.


Well crap, reading fail twice. Very sorry.

Still think brawler start is nice, 2 extra HP and martial versatility and +1bab. 25pts so: s15+2 d14 c14 i14 w14 ch8.

Reach is good, definitely take combat reflexes for that. Lookout is nice too, but can probably wait for the others. Bardiche has reach with 19-20 threat, so that's my favorite weapon (barring that one old book with the fauchard 18-20).

The mounted axebeak is very strong, but doesn't work for my aesthetics. Primal companion hunter can give any companion reach and pounce. Seems crazy powerful, albeit just for a few minutes per day; eidolon with better stats and base abilities leaving more points for madness. Might be worth skipping the dip to not lose progression on that.

Cult of Vorg wrote:

You could start as a wild child brawler instead, avoid the Int requirement and get a couple more HP. Then your 3 hunter levels to get the teamwork sharing.

I'd go human, so you can get CE and combat reflexes or lookout at 1st, then pack flank and bonus outflank at 3, paired opp and teamwork sharing at 4.

You could have the AC take the teamwork feats too, until you get to share them, at which point pay the gold to retrain out of them.

I'd try Str 15+2, Dex 14, Con 14, Int 12, Wis 14, Cha 7. You could definitely drop some int or wis for 1 more str, but I hate doing that personally.


That would fall under the same reason you take the -2 to that first attack even though at that point it's just an attack action. If you want to be able to continue into a full attack option, that first attack needs to be legal for the full attack.

So if you want to spell-combat, and are leading with a normal attack, you would need to put all restrictions and penalties on that first attack. And that's probably lenient.

Might be more correct that you have to declare the spell combat full-round action, since it's not just a full attack that tactical option just isn't available. You could still stop early, to conserve spells or no desired targets in reach, but there'd be no remaining move action to use instead.


You could start as a wild child brawler instead, avoid the Int requirement and get a couple more HP. Then your 3 hunter levels to get the teamwork sharing.

I'd go human, so you can get CE and combat reflexes or lookout at 1st, then pack flank and bonus outflank at 3, paired opp and teamwork sharing at 4.

You could have the AC take the teamwork feats too, until you get to share them, at which point pay the gold to retrain out of them.

I'd try Str 15+2, Dex 14, Con 14, Int 12, Wis 14, Cha 7. You could definitely drop some int or wis for 1 more str, but I hate doing that personally.


Leverage is good.

Guess he'd need the alluring trait, good social and physical skills and some perform string, handle animal, and heal.

Fighting style is mostly flurries of fast strikes and improvised weapons, when not a brawler knockout. Catch off guard makes sense, relying on equivalent close weapons to flurry.

One gunslinger level for his little used but effective firearm skills, in a modern guns everywhere setting that's good enough. Oh, PFS, might as well skip that.

Maybe monk dip for extra ac, moms for snake style/fang plus martial versatility for throwing situational styles on top as needed. Maybe amateur swashbuckler or a swash level too or instead.

No real dump stats, except for int maybe, but not enough skill ranks to go around without it.

Like most TV/movie characters, suboptimal builds made up for by under-CR opponents.. If you don't want all the extra details then just check out the guides to make a more effective char.


I was just wishing for something like this since my group disintegrated. Card game scratched the itch for a while, but these look groovy. Thanks for the link!


Lookout is a great teamwork feat.

I'd drop some Dex and/or Con to help with Str and Cha. Unless your group doesn't use encumbrance rules, and you're starting at a higher level.


Without early entry, or a GM ok with adding guild rules, best to avoid the MT.

For an caster both arcane and divine, instead consider: witch, spell sage wizard, or what I want to play, being a half-elven (for favored class bonus spells known and access to) ancient lorekeeper oracle (ARG, gets one wiz spell every 2 lvls) possibly with blackened curse (BoA, fire blasty spells known) and dual cursed for rerolls, eldritch heritage arcane for familiar UMDer..


Why keep the color scheme as punishment?
Maybe the gods that created them just liked different palettes. Maybe the jotun who recruited them needed a contrasting look to avoid stomping on their allies by accident. Maybe the stark black and white to human eyes is off-spectrum scintillation to giant eyes.

Otherwise, big +1 to magitech specialists and/or blasty (or maybe shape changing) magic. Influenced by the innovation and hastiness of humans, the crafty dwarf skills, and the overwhelming force of giants.


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17. Inns. 4+ crazy people walk into an inn. Instead of ordering food they all take turns sucking on and passing around a horn spoon. At least one of them drinks an implausible amount of alcohol and hits on anything with a pulse. One other keeps randomly disappearing right before annoying stuff mysteriously happens. At least one of them gets indignent if anyone reacts with surprise or trepidation to their pet dangerous predator. They request a room barely big enough for 2 and all pile in to sleep back to back, armored and armed. Then they toss around tips worth month or year wages looking for random rumors and tall tales they apparently believe without reservation.


Need more info. What's the nature of the gangs? Homegrown locals unable to make an honest living, or outsiders coming in and taking over. 2 rival big bads with a grudge against eachother, or organizations that will keep going even after the removal of the current leader. Run like family or business.

In general, +1 to Yojimbo and its various homages and remakes, given the setup I'd assume that's what your GM is thinking. Depending on how your group plays, separate and each try to infiltrate the opposite gang, or sell yourselves as single mercenary group to both sides.

Triggering an open and uncontrolled gang war is likely to be disruptive and have much collateral damage, and depending on the leaders' motivations, might just start again once their pawns are used up.


Once we did a quick pickup game, 3d6 play as they fall stats that ended up predictably substandard, with 2 random rolled quirks that ended up being dirty hands and drinking problem..

Made a level 1 rogue with catch off guard, survival and craft skills, picking up trash and finding ways to use it..

Had a lot of fun with that guy, especially since I usually instead play bastions of logic, heroics, and/or nobility..


Agoraphobia.

Dimensional feat chain not allowed.

Concept +1.

No room for it due to other nifty feats or features.

Low or worse wisdom bringing uses per day to too few.


Guilds/unions/competition could be a big reason for casters not revolutionizing most situations.

Most cities would have the ability to create magical lighting, but the honorable guild of lamplighters are lobbying or sabotaging it, and there's political infighting between churches as to who gets the PR.

The archmage could set up teleport circles for trade, but in addition to the dangers of pissing off the teamsters, the government sees it as a huge security concern and takes it over to prevent enemy agents and armies from using it. Especially if they're still negotiating for city-wide Forbiddence spells in return for tax breaks and other considerations.

City populations are big. Creating food and water, or removing disease, can make a big difference for a few people, but still won't make much of a difference city-wide in case of famine or plague.

Also, a population dependent on create water to sustain them is in unacceptable danger if something happens to those casters or their gods, or if they start using their monopoly on the settlements life or death to theocratize the place..


Best natural attacker is a boar shifter, which I believe requires a boon for PFS. Gore hoof hoof, trait for the adopted orc bite, slayer for the nat wpn style for claw claw.

I guess tiefling requires a boon now, too. They could get to claw claw bite with the adopted orc thing too.. Guess tengu is the way to go now if you're not a shifter, don't have or want the orcs of golarion bite trait, and don't want to be limited by rage or bloodline rounds..


So, guess crane riposte can trigger off every miss by the winged opponent now?
That isn't terrible; like snake fang without the weapon restriction, single target, and supported by ac boosts instead of immediate action competition.
(EDIT: just read the FAQ, first attack only, never mind.)

And yay clarification, no more worrying about bishopping past reach.

Thanks PDT, happy holidays to you too.


Or off the top of my head, moms 2 and brawler the rest. You get flurry back, elemental fist, pick up dragon ferocity to improve it, and martial flex into whichever elemental style you want. Pummelling style too, dragon will also help you get those eventual pounce charges... No blood crow / ki, but it still looks fun to me..

s15+2 d14 c14 i12-2 w14 ch7+2
1 brawler1: wpn focus
2 brawler2: pummel style
3 moms1: dragon style, elemental fist
4 brawler3: str+1
5 moms2: dragon ferocity, pummel charge
7 brawler5: combat style master, wpn spec
...
and the the rest is brawling good times..


Definitely worth pondering. Are their methods acceptable if I take a minute to think about it instead of knee jerk reacting? How likely is it that their followers and descendants will keep to the deal? Does he keep his word with everybody, or just credible threats like me (as I may not be any longer once his power is consolidated)? Is the deal only for current friends/family, or how do you handle future claims?


I like the idea of the mark of fate automatically reincarnating them. Eventually more characters will die, so unless this 'fate' only requires one of them to make it, you'll eventually run into this problem again.

At this point, if you don't explain why, they'll have to wonder if it's them or the island. Especially if the bodies of their kills disappear, and they meet things that could be imagined to be next lives of them. Coincedence or functional immortality, die again to find out?

Sure, there's ways to exploit it, but are those worse than the disruption of your plot of char death and replacements? Especially if you make it harrowing, giving the rez'd nightmares or flashbacks.. Instead of just walking out of the morning mist, they wake up to him screaming and bleeding from the eyes, and not knowing why he's alive again..


I was in a campaign off and on for over 10 years, and ended up rebuilding Ulfgrim the several times, every time a new edition released. 2e battleguard, then a skills/powers dual class fighter/battleguard, 3.0 fighter/battleguard-conversion, 3.5 barbarian/cleric/forgotten barb-pally style prestige/warpriest, to a PF barbarian/oracle.. Always core concept of a gung-ho human warrior priest with a bastard sword and spiked gauntlet.

I prefer to always try new things, never the same class or concept twice, so a campaign lasting this long was a challenge. The rebuilds were a major part of keeping my interest.

Still wouldn't have been able to do it without character development. Going from a favored son of the tempurian church, to a heretical outcast based on a more philosophical outlook on war/conflict, and eventually cast out and powerless until the oracle rebuild and mysterious new patron. The char started as a joke super-jock, but turned into a real personality, dealing with feelings of self-worth dealing with more powerful party members, perma-death of friends, and developing real relationships instead of macho postering and hired professionals.


Lightening, lightning, typos are funny.

I keep wanting to do something with djinni style, getting the wis bonus to electric spell damage, but too tough to make it work. Maybe if GM would allow a wild/cross blood to work, empyreal/draconic, with experimental wordcaster to get back the known spell..


I'd worry about the capture attempt the most. Many players have no concept of escalation of force, or have an emotional reaction to the thought of being made helpless, so the sad saps with saps might get them and their band slaughtered mercilessly.

Also, make sure this person is not responsible for any atrocities that the party has seen or seen people affected by.

I like the idea of tying them into one or more PC back stories, so the moment of recognition is an excuse to stop combat, as he berates his people to stop non-productively dying and let his friends through. Few things are as frustratingly disarming as someone who assumes friendship and acts like one (friendly, not stalker obsession).

Be flexible on who they are, in case the party executes the obvious leader before they can say anything or be recognized. That way some other survivor can thank them for the promotion, and you're not derailed.

Assuming you're looking for friendship and not just party compliance, I think the party would be more receptive if they are same or higher level as these bandits. Higher level NPCs tend to be resented and/or seen as a challenge to be overcome. Lower level NPCs are more likely to be adopted like a pet, or ignored..


I only started playing bards once I realized the Inspire Courage bonus is competence. So, perform oratory becomes tactical genius. No other class short of Battle Herald can take the party leader role as well, knowledge of foes, overlap with any other class to support or advise them, social skills so the person negotiating for the party actually has the authority to make deals.. So, defluffing the music out of the class, you have a natural strategic, social, and tactical leader.

Or stick with the music and make a metal guitar hero with an adamant-bodied electric Axe.. Or stick with the music and make a joke punchline.


I'm looking forward to this. Unleash the Paizo creativity! Hoping for some drastic overhauls, more than just archetypes. I like how the card game and mmo are handling their class conversions, got every reason for high hopes here.

I'm curious on what they'll do with the barb, seems like a really solid class, best of the martials. Maybe just working on the name, getting rid of rage altogether in favor of more recognisable tribal roles? I think rangers do that fine already.. I'd love a non-specialist tactical fighter too, tactician and lore warden archetypes are close but not right for me yet, complete unleashing there would be nice.. maybe the unleashed barb is reflavored as a martial trance thing as a framework for a backdoor fighter fix? Any way it goes, i'll be buying this..


I believe there's oozes that split for slashing but not piercing.

There's some materials where slashing would probably be considered ineffective, or that piercing would be considered especially effective.


I think crossblooded can be well worth it, IF you can take Experimental Spellcaster feat for the Words of Power optional system. That gives you an effect word known for every spell level, countering the otherwise crippling penalty to spells known.

Whether crossblooded or not, picking a race with alternate favored class bonus is practically required, especially as the group's only arcane caster.

Otherwise a big +1 to that last post.


Sorry for bad news, but pretty sure 2 handed fighter weapon training doesn't create a generic 2 hand group. It says it's as normal weapon training but restricted to 2hand melee weapons. So, still have to choose axes or heavy blades or polearms, but you get no bonus to the smaller weapons. Also, as it says two handed weapons, as opposed to while wielding a weapon in two hands, it may not apply when wielding a 1handed weapon in both hands.

On top of that, your GM might not allow an improvised weapon to be enchanted as a weapon, or rule that once that happens it's no longer considered improvised. I wouldn't agree, but i've seen that used to shut down similar ideas a couple of times now.

Fun idea though, i love improvised weapons.


Choke point doors, observed by guards with pull rope flour or chalk dust traps. Almost impossible barring teleportation magic to sneak through an observed locked door.

Kill tiny animals on sight rules for guards as well, at least within observation range of any sensitive areas.

Pay for an annual Hallow with Invis Purge or Dispel Magic or even just Detect Magic (tough to use magic subtly when it highlights you in blue). Depending on the size of the structure multiple hallows with different abilities for different zones might useful.

Lead lined walls will block the majority of divinations.

Permanent spells like alarm, private sanctum, symbols. Gust of wind traps or permanent at windows might be useful for hvac air flow as well as blowing away tiny or gaseous infiltrators.

Costs range from negligible to prohibitive, so the trick is figuring out what CR you want a place to be. Nothing is impregnable, but NPCs should invest in safety as they can.


Goblin feral gnasher barbarian gives you improvised weapon mastery the quickest, at 5th.
Even on 15pts, you could go str 16-2, dex 12+4, con 14, int 10, wis 12, cha 7-2..
After or mixed with that, dip fighter for armor and feats..
Definitely nice to trait for a character-level cantrip for arcane strike, and surprise weapon for +2 to all attacks with your chosen weapon type..

Have fun crafting improbable and cruel devices for your improvised weapons, pick up splintering weapon to add bleed to your attacks..


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If i'm a stronger optimizer than my group, i'll pick a weaker class/concept to put the breaks on my natural inclinations. Likewise if my group is hardcore gamers, i'll play something strong so i don't hold them back. It's all about the group dynamics.


Enchanted armor is much cheaper than bracers of armor so you can afford more enchant, can go up to +10 instead of +8, and gives the base armor bonus too. It's always on, too, so you don't get caught between spells. I thought robes and armor were the same slot though, if not then even better.

Darkleaf quilted or leather works too, in case you don't like the style of the other 0% AF armors.

+1 to Deathless and spell storing and fortification for defense, dueling for offense. Anything past that point is pure luxury purchasing given the cost-reward ratio. If your wealth gets to the point that you're hunting for ways to spend it then you can revisit these.


Death metal not-bard. Black blade for an electric guitar/ battleaxe. Hexcrafter since you won't have the crit range.

Unarmed. kensai for damage, or i'd prefer hexcrafter for hex strike. Between arcane pool and brawling armor, your unarmed strike will be more than fully enchanted. Focus on frigid touch, force punch, and other spells where crit fishing isn't so necessary.

Captain Ameroccult. Skirnir shield basher. If you have one or two heavy hitters in the party, greater bull rush's AoOs on a shield slam is great. True strike so it always works, ability to custom enchant the shield..

There's a great guide around with a polymorph natural attacker, and the defiler prehensile hair debuffer.


AoO, maneuver master, quick bull rush, shield slam, spinning throw.. all ways to get an unarmed attack followed by a bull rush in the same turn..


Folks that are convinced that they deserve this fate, or that it's worth it to achieve their goals.

Contradictory sources. Sure, that knowledge check means some reliable sources claim that horrific fate will happen, but you're being told differently by the evil god recruiter. People get scammed and conned all the time, even when the facts which could save them are readily available.


Bonus is a game term, a positive modifier. Being able to cast a spell would e a benefit not a bonus. Adding sorceror levels to wizard levels to determine the arcane bond's power is a bonus, and specifically allowed in this case despite possibly arguably the same source.

Sorceror arcane bond explains that its levels stack with wizard levels for your arcane bond. Singular not plural. If it meant you get a 2nd item more powerful than the first, it would explicitly say that instead. By saying it stacks, that means it does that instead of giving a separate item.


I like to use a dungeon with various little figurines scattered around. At the end there was a statue of a sphinx with a riddle on it and an arm-deep hole. Put the figurine that answers the riddle in the hole, if correct it opens, if not it chops off the arm.

I usually run it as an annual competitive dungeon crawl event, so if the party missed the correct one, they could pick it up by encountering their competitors, and to justify a crazily old-school .designed dungeon. Small cash prize for the winner,and possible employment opportunities from the audience for any survivors.

SOP for any puzzle or mystery is to have 3 clues available for every 1 you want a party to find and use correctly. I like the party to ponder openly, so if they come up with a better idea than mine i can roll with that instead, or throw something more obvious at them if they're going nowhere..


You have it already, slumber is a win button, unless they're immune in which case it's useless.Misfortune works on anything that rolls, although it requires cackle and/or levels to improve the duration.

The hidden downside to Slumber is that it's much more likely to provoke GM frustration. Many just ban it outright, or it falls under the all too common BBEG fudged immunity to death in the first round, but even if the GM plays it straight it's more likely to just piss them off.


Standard action charge is supposed to be restricted to the surprise round, being restricted to a standard action is not the same as having a standard remaining after using your move action. However, unless it's been errata'd, this abuse may be technically RAW, as PF lost the partial charge definition from 3.5..


Aspect of the beast requires wild shape, lycanthropy (doesn't say shapeshifter subtype, specific to lycanthopy infected, which shifters are not), or ranger 2.. also, as said, there's a limit of 1 natural attack per limb, so 4 claws are right out, and indeed bite with gore could be argued..
I know there's threads arguing about it, but vestigial limb says you don't get extra attacks with it.. so, makes sense to not allow the limb to grant an extra natural attack, even if you grow claws on it..

So, ranger 2 (if nat wpn style chosen) or barb 2 (only while raging) can give claws.. barb 2 can also get a bite attack, apparently as a secondary although that's certainly arguable, and it's also arguable if you can both bite and gore.

Racial Heritage - aasimar would let you spend 2 feats about lvl 11 to get 2 secondary wing buffets..
i've seen RH-kobold argued that you can take tail terror to get a tail attack, but as i read it, you need a tail to get the benefit, it's not a prereq to taking the feat, but it is the effect of the feat, you get to use your tail as a natural attack, not that you gain a tail or gain a natural attack with no conditionals..

Tentacle cloak gives 2 tentacle attacks for 1 minute, 1/day.

I believe there's a lamashtu spell in Faiths of Corruption that grants a natural attack..

The best natural attacker is polymorph into great lake octopus, i believe, don't recall which book it's from but it's 8 tentacles and a bite.
If you awakened one of those, or polymorphed into one, you could barb 2 or helm for gore (if allowed with bite), do same RH for wings, although level 11 is even further away with racial HD..


I'm itching to play a Rahadoumi monk, maybe with a splash of paladin later, for a bit of that 'Death's Heretic' vibe.

Sometimes i threaten to build a freakish natural attack specialist with pressure points, chill touch, and shadowdancer dip, specialized in paralyzing anything not immune to str damage.. (if i can handle the ridiculousness, boar shifter for gore hoof hoof, barbarian 2 for bite claw claw while raging, and either ninja for extra ki attack, or rogue bandit for surprise round full attack.. could instead go tengu for claw claw bite, racial heritage for eventual wing buffets, mammoth helm for gore, or other even weirder combos)..

Would love to do a mystic theurge holy fire deal, elemental/draconic sorc plus blackened/tongues oracle, with experimental spell caster for the versatile blasts as extra spells known. Like a holy version of that fire sorc from 'Worldwound Gambit'...

Want to play a badass rogue-type with a knife, like Royce from the Riyeria books. Still pondering how to make him effective enough to pull his weight though. Maybe just have to wait for a woefully unoptimized group, or a campaign based on capers and heists.


+1 to having the players figure it out. If they're stuck for ideas, there's a table in UC for inspiration or random pick.
I'm planning for my next game to hold the pc's traits hostage for this, one trait per connection with another pc that's a viable reason to trust and adventure with them. (Or instead one appropriate bonus trait for at least two of said connections)

In the past, once i had one player recruit the others, char-gen restriction that they all had to be willing to adventure for fun and profit; similar to the creepy tavern employer, but with more player agency..

In the future, i plan a sequel to an old campaign, where all the PCs are descendants of one or more of the original party, dealing with the fallout of some of that game's loose plot threads.. i've seen similar games where all the characters are related to eachother..

Once we had a list of pc connections, and a list of dark secrets, each player randomly drew one of each to incorporate into their character..

Dresden Files RPG has a neat system i'm itching to use.. each player writes a short description of a story worthy event of their character's past, then passes it to the left, where the next player adds the short description of such an event that involved both of their characters, so each pc has a history with each other pc which they can riff on..

I ran a werewolf game once inspired by SK's It, where i dumped them into the action telling them they were childhood friends that hadn't seen eachother for 20 years, then slowly filled in the blanks with flashback scenes..


I agree with the majority here, especially talking to the GM. If he's going story over sandbox, this monk probably has unbeatable plot armor, as well as killing him derailing the planned end game. They also just might not realize how irritating massively overpowered NPCs are

Otherwise target his caster allies first, and introduce him to (greater) dispel magic or disjunction or antimagic once his support base is weakened. See if GM allows using maximize and/or empower on the dispel checks to auto-win them.

Dust of Sneezing and Choking is generally a win button against anyone.


In various rebuilds and editions from 2e-PF, my war priest Ulfgrim has been a fan of using antimagic field to bully and pummel archmages and phaerimm.
There's nothing more fun than taking a nigh-godlike caster from their sky to your ground n pound, especially with a terminal velocity fall to start it off.


Charm spells do two things, they make the target treat the caster as a close friend, and they allow the charisma check to get them to do things they ordinarily wouldn't do.

Quote:
you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do
The caveat is the "obviously harmful" phrase.
Quote:
An affected creature never obeys suicidal or obviously harmful orders

Interpreted by one extreme, it means other than physically hurting themselves, any order is acceptable with the cha check, no matter how monstrous. Interpreted to the other extreme, any request that even inconveniences the target is automatically refusable.

I think the common sense middle ground is to determine it by the personality and alignment of the target. Anything that would drive them insane with regret and grief afterwards, that they'd prefer death or prison or public humiliation to, they get to auto-refuse.

In that case, much like alignment and codes of conduct, the mileage of a charm spell is under GM discretion, and requires discussion with the GM rather than some impossible faq or errata.


11 levels of paladin to get the evil=dead aura of justice, 8 levels barbarian for the superstition/spellsunder goodies?

Paladin 3 for rage cycling with the fatigue mercy, barbarian the rest?

I'd be curious about bloodrager/paladin, to get more mileage from cha.. i'd guess the lack of cha synergy and class feature delays would hurt barb/pal enough to make it less than stellar, barring ridiculous point buy or luck for attributes..


Traveler's Cloak. My elven diviner had lived a privileged sheltered life before his sense of noblisse oblige sent him adventuring. The tent, endure elements, and hot tea all made roughing it with his lessers bearable. He was still wearing it when the campaign ended, well after 20th level.


Many divine spells are situational, but when you do need them you need multiple castings, which is exactly when spontaneous casters shine over prepared.

I think revelations are generally much better than domains, and there's the extra revelations feat to get them all. The curse is pretty nifty too, and I love the feel of the class and the variety of the mysteries.

All that and 2 extra skill points, the experimental spellcaster for a word every level, and the human favored class or half-elf paragon exploits, and if anything I think the oracle obsoletes the cleric, barring situations where the delayed spell level really stings.


I consider Experimental Spellcaster for words of power essential for a crossblooded sorcerer, especially a blasty one. There's a nice guide for it around, "thus she spoke" as i recall.

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