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Cayden Cailean

Darkholme's page

Goblin Squad Member. Pathfinder Society Member. 1,087 posts (1,587 including aliases). 2 reviews. 2 lists. 1 wishlist. 8 aliases.

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So, some of you know me, I spend more time on the Paizo boards than anywhere else on the internet, but I don't post as often as some others do.

Anyways, I had an idea for something that could be helpful in my own games, and I thought I would try to gauge interest in making such a thing for others as well.

I wanted an option comparable to D&D's Dungeon tiles in terms of how it looks, but something that's less time consuming to set up. My basic premise was Dungeon Geomorphs for use in tactical combat. So I made a few, at 300 DPI. Since my current game is in the style of Kingmaker, the examples are hex tiles, and they're forest tiles.

So I thought I would come and ask some of my favorite gamers what their opinions on the idea were.

If you could swing by my new Blog and drop me some comments/answer the poll with a couple clicks, it would be a huge help.

Here's the Blog Post.


I just started a campaign last weekend, it's been quite a while since I've DMed a game (at least a year and a half) and I'm feeling rusty.

Can I get some tips/pointers on some good combat tactics to run?
Possibly some tips/pointers for good/challenging encounters?

There are only a few REALLY noteworthy houserules we're using, which might influence tactics strategies:

1. You can go your move speed with a full attack.
2. You only provoke AoOs on Combat Maneuvers if they fail.
3. AoOs are less deadly (Unarmed Strike or Combat Maneuvers only - and these things don't provoke when done as a AoO, no full-blown AoO weapon attacks), BUT everyone and their mother has Combat Reflexes.

Can other GMs give some examples of any notably fun/challenging encounters/tactics you've run in your games?

Also interested in cool/fun environments/maps for a combat.



What it says in the title.

List something/some things that take too long and are therefore tedious/annoying. Feel free to discuss previous examples if the thread as well, but make sure we know which thing you're talking about - if you have suggestions to make the thing less annoying, I'm sure we'd love to hear it.

1. Building Characters: Requires lots of cross-referencing, lots of the options are crap, and herolab costs a fortune and still doesn't have everything (I don't know anyone who uses it; it would cost me hundreds of dollars or hundreds of hours of my own work before I would consider it a good solution to building characters).

I (as someone who prefers to GM using humanoid opponents) find this particularly frustrating/tedious. I do make use of the NPC Codex and a few other collections of NPCs though, and they really help.

2. Designing Monsters: I feel like the rules are too fuzzy, and as a result, after I've built the monster I start looking for comparison points to existing monsters and adjusting things up or down. It's just annoyingly slow.

3. Designing Interesting Fights. From terrain, to which monsters/NPCs to use, to what tactics the enemies should use, to what loot to give out, I find this takes a really long time as GM Prep.

4. Looking up rules (if you're not using d20PFSRD (Better Layout) or Archives of Nethys (Covers More Pathfinder Stuff).

What have you guys got?


I'm running a kingdom building game, the players are level 4, one of them is a high strength cavalier who us enjoyoing the crap out of spirited charge and a lance and rideby attack.

However, he can basically one-shot any CR appropriate thing I've thrown at him thus far.

I find myself curious though:
What is a reasonable/fair/balanced average DPR at each level for a player character?

Is it the same as for monsters? Can I gauge player character power using the monster guidelines?

Has anyone run any stats they can point me to that calculate the "Spine" of player stats?


Has anyone toyed with this?

Basic Premise
Anything that's X/Day (Spells or otherwise) gets altered to a different mechanic. Perhaps things recover with a short rest. Perhaps you have to make an activation roll, which gets more difficult the more often you do it, but again, recovers with a short rest.

X/day abilities are balanced around the assumption of (the equivalent of) 4 CR appropriate fights per day. Each fight typically lasts 4-5 rounds, IIRC. So X/Day combat abilities are balanced around the idea of "I can do this X/16 to X/20 of the time."

Reasons to Change It
1. If changed, the Players cannot Nova their abilities. This is good most of the time (not all players have the ability to nova). And being able to do so can make the guys who can't have less fun.
2. X/day abilities tend to be more powerful than at will abilities due to their limited use. If those characters aren't getting pushed to do the equivalent of 4 fights per day, those characters are significantly more powerful.
3. This frees you up to have less, or more combat encounters, as you (the GM/Players) want, without buggering the character balance.


So in my upcoming game this weekend, with a new party, nobody has healing as a thing. We have a Chevalier Cavalier, a Tactician Fighter, a Sorcerer, a Beastmaster Ranger, and a Bard who will have buffs, but isn't taking cure spells.

I was thinking I would like things to be a little easier for them than if they have to just keep buying wands of cure light wounds.

Here's what I have in mind. Tell me what you think, and maybe give me some advice on how to price it (in case the party ever ends up trying to sell it).

I was thinking of pricing it at ~1500 - ~3000 when full. I know it's on the low side, but I want them to not have to rely on a ton of disposable cure light wounds wands.

The idea is that it will give them a bit of out of combat healing, a bit of in-combat healing, and the wizard can use occasional leftover wizard spells per day to charge it if they have time.

If I ever give them downtime, they will be able to leave with 50 Charges at no further cost to them.

Holy Symbol of Healing Energy.
Counts as a Holy Symbol
The item has to be wielded in your hand to use its effects.
Comes on a chain for handy portability (doesn’t take up your neck slot)
Channel Energy (As the Cleric Class Feature, for Healing Only) 2d6
Max of 50 Charges.
Can be Activated 3/day as a Standard Action.
Can be Activated 5/day as a Full Round Action.
The Holy Symbol of Healing Energy can be Recharged.
Adding More Charges:
Adding a Charge to the item takes 5 minutes of effort, and consumes something from the person adding the charges. The following things will add a charge to the item.
- Two Uses of Cure Light Wounds.
- One Use of Cure Moderate Wounds.
- Any combination of other spells per day with the combined spell levels totaling 4.
- Channel Positive Energy. Every 2d6 of healing gives one charge.


Lets pretend you could make a familiar using the eidolon rules. Or for that matter, an animal companion.

Any ideas on what hurdles might come up, or how many EPs you should assign to keep it on par with familiars or on par with animal companions?

Lets throw improved familiars in the mix as well, for good measure.


So here's my idea.

Say a player wanted to play as a character created using the Eidolon rules, or something similar.

Sort of a "Build your own Character" with a heavy slant towards building monsters.

How many points would you need to give him to build with, and what sorts of things would you need to change to make it work?


I'm considering two possible houserules, and wanted some feedback on what could be a problem if they are introduced.

1. Caster Levels from multiple sources stack, but you can't gain more than one caster level from a given character level.

Purpose: Make multiclass casters a bit less painful. A Sorcerer 10 Oracle 10 with this houserule still has caster level 20, though he's only got lower level spells in either list.

2. Spell Save DCs are calculated at 10+1/2 Caster Level+Ability Score.

Purpose: Make low level spells less of a waste of paper, and make them something that people might occasionally cast sometime.


I haven't tested either of these, and haven't given them any in-depth analysis, this is just something I thought of while unable to sleep for the past hour.


So I've been thinking about making Melee Combatants more mobile;

Has anyone tried allowing a melee character to move their speed as part of a full attack?

So a character could move and attack, or attack and move, or attack move attack move attack move attack?

Would it be so gamebreaking to allow them to do so? I think they could use the boost, and I can't see how it would cause any problems, assuming you allowed the same for monsters.

It would give the melee types a bit of a boost to keep up with casters at high levels, and I'd think it would make combat more interesting, but I can't think of a downside.

Can anyone else see a problem here?


So, say I have a summoned monster with DR X/Good; and then I have a character ability that gives my summoned creatures DR Y/Adamantine.

I read something that makes me think I've been misunderstanding how DR Worked, so here I am asking.

Does that mean the summoned creature has DRX/Good, and once its been bypassed the remaining damage has DRY/Adamantine (Like I thought) or does it mean the creature has DRX+Y/Good or Adamantine (Like I've just been told) or DRX+Y/Good & Adamantine or the much crappier DR XorY/Good or Adamantine or DR XorY/Good & Adamantine?


3 people marked this as a favorite.

So we started a thread about Feats that Shouldn't Be.

One of the users in the thread, "The Boz" Posted a number of feat revisions up there, and wasn't getting any feedback about them, so I'm starting this thread to discuss his ideas, and for people to comment, suggest, or propose changes of their own.

Here is his document.

Feats that Shouldn't Be could either be rewritten into better feats, or removed and added as core mechanics anyone can do, or what have you.

Let's have it! :)


So a Synthesist's fused eidolon has to be at least the same size as him.

What happens if the character is a large creature or bigger (say an ogre, minotaur, or a giant)? The eidolon rules don't let you take large size at Synthesist 1.

Are creatures larger than medium unable to synthesist?


So I'm building a Cleric/Synthesist character, and I'm wondering whether I should just grab Synthesist 1 for a couple small spells, and a neat set of power armor, or if it's worthwhile multiclassing further.

Both classes are casters, yes, but the spells I'll be taking either way are mostly support abilities.

I'm thinking of making a character who is magicky & priesty, but excels in Melee Combat, particularly against undead &/or evil outsiders.

3.x stuff is allowed, and I'm considering some feats/alternate class features from there, including Spirited Charge and Swapping out Channel Energy for Smite Evil + Aura of Courage as Paladin.


So, A friend of mine will be starting up game in a few weeks, and from what I understand, the scope will be a 1-12 campaign or so.

He's said he'll be running us through modules, one of which will be the 3.5 Expedition to Castle Ravenloft. He's also said he intends to have us start Expedition to Castle Ravenloft before we're the suggested level on the back, and that we should go nuts and use whatever sources we want; he's giving us free reign.

That said, I'm looking for suggestions on character builds. Here are the things I'd like to accomplish:
1. Effective Build, that starts being effective early. I don't want to need to be super careful until level 8, that's too far off.
2. Options. I don't want to be locked into Stand and Full Attack. I want other options, and I want those other options to not be a total waste of time.

As mentioned, he's fine with any source (that includes 3.5 stuff, if someone has a really good suggestion that happens to be from 3.5). Presumably that includes 3pp stuff as well. If the build is too ridiculous he may change his mind, but I want to be a highly awesome guy.

While I'm looking for suggestions, I do have a few ideas that could be fun:
Synthesist -> I played one of these before, and it was fun turning into what was basicallly an Ogre-Mage, but I'm not sure how they play at the lower levels. If effective, I wouldn't mind a Breath of Fire type character. If there was a sort of combatty synthesist that could be neat, not sure if there are any archetypes that allow for that sort of thing though.
Archer -> Some kind of archer build could be very fun, particularly a mobile one, but maybe one with spells would work well too.
Some kind of Summon Monster fiend, who dumps conjured allies all over the field could be fun.

I'm willing to go to some degrees of broken here, as well, but I don't want to be a one trick pony, only useful if some weird exploit works.

Any pointers?


1 person marked this as a favorite.

Because I like these gripey lists (they fill me with ideas for houserules for my games);

What are some feats that shouldn't be?

I'm looking for feats that should be baked in mechanics that are just available by default, feats that suck, feats that are a crappy taxed milestone in order to get to another feat (terrible feat prereqs), that sort of thing.

I'll start this off with:

Weapon Finesse: This should seriously just be a property on the weapons it applies to, period.
Antagonize: This feat strips away something characters should just be able to do.
Weapon Proficiency: My god are these things terrible feats. I could *MAYBE* see spending one skillpoint for proficiency in a new weapon. But a feat? Totally unreasonable for a feat to give you a single weapon proficiency. If you want to use a weapon you can't, your best bet is basically always to dip into another class. I don't think I know anyone who takes weapon feats. yuck.


SO: Hypothetically, I want to build a Monk.

I don't care which classes are used to accomplish this. But lets say I want my character to be able to do the following:

> Capable of Unarmed &/or Improvised (Jackie Chan Style) Combat.
> Can Fight.
> Mobile.
> Option of being good at Combat Maneuvers
> Some sort of mystical ability (SU, SLA, Spells)

I have a few ideas, but I'm curious: What are my options?


3 people marked this as a favorite.

- Balance: Guns and their ammo are far overpriced, considering how you can't full attack with them.
- Nonsense: Bullets ignore armor, but you can dodge them (touch AC)
- Balance: Gunslinger takes a bunch of terrible equipment, and piles on a ton of class abilities to make them the only way to use the equipment and not suck (free ammo, free gun, ability to use the guns more frequently, etc).
- Flavor: I don't really want cowboys in my d20 Fantasy.
- Flavor: These gun mechanics make it difficult for me to have decent flintlock wielding pirates (which I do like) as the guns are terrible and overpriced for anyone but a gunslinger, and gunslinger is not appropriate for most pirate concepts, which would fire the pistol/blunderbuss/musket, drop it/sheathe it, and then fight with a sword for the rest of the fight.
- Flavor: Guns are much too expensive for me to do the pirate gunslinger thing; Frequently quickdraw a loaded pistol, fire off a shot, and then switch to my sword for an attack or 3 and then do it again with a different pistol, for 5 rounds.


So, I'm contemplating starting up a Pathfinder Campaign, which would make heavy use of the Kingdom Subsystem, and the Downtime Subsystem.

I may try to merge the two in some ways, to allow the players to found and build up large organizations, such as the pathfinder society, the harpers, the cult of the dragon, the red mantis assassins, etc. I would argue those groups are closer to the playing field of a kingdom, but without all the centralized land, and cities and settlements and whatnot.

Significantly different than "I run a bakery with 25 employees."

Since I'm looking into a new subsystem, I'm doing that thing I do.
Anyways, where I'm going with this is:

What are the problems with the Ultimate Campaign rules?

I'm looking for things that don't make sense, things that are under-priced/over-powered, things that are over-priced/under-powered, and any other complaints people have about the rules.
While I want things that are problematic from reading the rules, I particularly want to know what to look out for when I go to actually run it.

Bonus points for Critiquing Ultimate Rulership as well.


1 person marked this as a favorite.

I've been toying with this idea in my head since the day before yesterday.

- Randomly generated NPC personalities, motivations, and descriptions.
- Randomly generated monster encounters.
- Randomly generated world map, with hexes.
- Randomly generated building layouts & dungeons.
- Randomly generated side-quests.
- Randomly generated loot.
- Randomly generated towns and shops.

Perhaps Even
- Randomly generated main campaign plot.
- Randomly generated setting pantheons, with fully fleshed out gods.
- Randomly generated factions.
- Randomly generated kingdoms.

Has anyone tried running a game like this? How did it work out?


I know some games have a full combat system for arguments.
I know some people are vehemently against abstracted social combat systems, as they feel they remove the roleplaying from an rpg.

However, I know from personal experience that I'm not a huge fan of how Diplomacy, Bluff, and Intimidate work in Pathfinder. They don't work particularly well, Diplomacy is practically flawless permanent mind control, and I don't like it.

That said, has anyone tried out an alternate system instead of the standard diplomacy/intimidate/bluff skill rules in a pathfinder game? What was it, and how did it work out?


So. I'm wanting to run a game focused on factions within a kingdom or between a couple kingdoms.

I've ferreted out a number of things that *might* be options, but I need help in determining which one will work best for my purposes. I'm not familiar with the contents of all of them.

I would like it if guilds merged the gap between kingdoms and individuals, and could interact with both. I see myself making use of the mass combat rules as best I can as well.

Here are the potential options I see for running organizations:
1. PHB2 - Seems un-thorough, and largely seems to be a suggestion of just "make some stuff up for your organization". I suppose it works okay if the players don't want to build the organization and have it increase in power and influence, and make that a large focus of the game. If it's just a source of plot hooks, this is fine. Not great for my purposes, and nothing to cover organization/organization conflict (violence, economics, or politics) or organization/kingdom conflict (violence, economics, or politics).
2. AEG Guilds
3. Bastion Press Guildcraft
4. RuneQuest Guilds, Factions, and Cults, adapted to work with Pathfinder Mechanics.
5. Ultimate Campaign + Ultimate Rulership.

I'm not that familiar with Ultimate Campaign, and I just picked it up the other day. How would it handle statting out/running/being a member of guilds/factions? Are the rules flexible enough to account for that? A country is basically a very large faction tied to geography, right?

Could I stat out small thieves guilds, the pathfinder society, skyrim's "companions", the harpers, a town's city watch, a town's nobility, a town's merchants, all as kingdoms, in order to have a bunch of factions competing in a city?

What sorts of adjustments would need to be made to make that work, if any?

I know Ultimate Campaign has rules for some things to do with organizations under downtime. does it handle the sorts of conflict I'm thinking of? at a brief lookthrough that didn't seem to be the case, so I thought I would inquire if anyone else has any pointers or suggestions on what my best option is.


I'm wondering if anyone has statted out the kingdoms of golarion (either published or not) using the kingdom rules in kingmaker, in ultimate campaign, or ultimate campaign+rulership.

I would like to see stats for Cheliax, and Andoran, etc. In theory, if players raise a competing kingdom, they could end up warring them, or trying to manipulate them, so stats for the golarion nations would be helpful/cool.


So I'm considering running a Pathfinder game with a focus on guilds;

The players would be in a metropolis, and basically the whole campaign would be contained inside the city. It would focus on guilds within the city. Players would be gaining rank within a guild, or starting one, and there would ideally be inter-guild conflict (1-200 people), and influence wars within the city. I may make up the city, or may use Forgotten Realms/Waterdeep, as I have the 2e booklet, the 2e box, and the 3e book, as well as the 3e undermountain, and the 2e skullport book.

I don't intend to have the players rely on combat exp to level, I will be classifying other things as challenges and awarding exp, and whatnot;

I'm not overly concerned with WBL for other reasons.

The mass combat rules look like they could serve if a larger fight happens, perhaps tweaking the army size chart for the smaller scale.

If running a pathfinder game with a focus on guild vs guild conflict, influence wars, and violence between large groups of humanoids (possibly with the players doing regular combat at the same time, so the group stuff is more to set the scene, and it's outcomes, but the players could kill the opposing leader, and any enemies directly attacking the PCs do so through normal combat rounds), are there decent rules for that available somewhere?

I just picked up Ultimate Campaign, it seems to mostly focus on Empires, and the conquest of territory. It seems a little different than what I need. Am I wrong? Will the kingdom rules work for guilds? Am I missing something? What about if I shell out for Ultimate Rulership? Does that cover it?

The thing I find myself wanting to reach for is This Book, or possibly This Book which are admittedly for another game system, but basically the first is designed to allow organizations to be build like they're creatures so you can have conflict between them in game, with game mechanics designed to support it. The second is in that same vein, but for empires, and I thought looking at those two books together and then contrasting to Ultimate Campaign might make it more clear how I should approach houseruling guilds if there are no rules that can handle them.

Are there any good options?


Has anyone done anything along the lines of "Specialty Priests" like what was available in 2e?

If yes, where might I be able to see it?


I recently moved into a new place, and I find myself wanting something to decorate my living room, and believe it or not, the first thing that popped into my head was "Wayne Reynolds has done some Fantastic Pathfinder art that I absolutely loved, and it would be amazing to have 3ftx2ft print framed on my wall."

There doesn't seem to be anywhere I can buy something like that though.

Is there somewhere I can get such a thing? Can I throw some money at you Paizo guys and you mail me the thing I want to decorate my living room?


I've been contemplating this today. (This is basically just for fun, but it may be of use to me in the future, and other people may enjoy/have a use for some things that come of it as well).

There are a large number of things I like about Golarion (though not all of it). There are a large number of things I like about Faerun (Though not all of it). And Both settings have a bunch of countries that are based on real-world places at various points in history.

The only thing I don't particularly care for is how human-centric both settings are. I would have liked seeing more countries run by other races, that are further from the historically inspired human lands.

So, I figured I would come on here, to my favorite gaming forum (ie. the only one I look at these days) and see if I could get some suggestions for merging the two settings. The goal is to be able to use as much of the awesome stuff in both settings as I can manage.

I'm not married to the map of either setting, and have pretty good art-skills, so I may make a new map for fun at some point, or I may not, but where things would need to be placed on the map is not a major concern for me at this point.

The first obvious step (to me at least) seems to be figuring out which countries could be merged, and which deities are really similar. Then I can either combine some deities, or have two deities competing over portfolios, at my leisure.

Here are some of the parallels I've got so far (correct me if I'm wrong):

- Osirion/Mulhorand/Egypt.
- Qadira/Katapesh/Kelesh/Zakhara/Arabia&Persia.
- Tian-Xia/Kara-Tur/China and Japan.
- Calimshan/Turkey
- Rashemen/Irrisen/Fairytale Russia
- Chult/Shaar/Mwangi Expanse/Africa
- ?/Maztica/Mesoamerica
- Andoran/Early USA


1 person marked this as FAQ candidate.

Ring of Spell Storing

"Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting)."

So far as I can tell, there's no stipulation that the spells put in the ring be arcane spells.

So it seems RAW: Class spells, and divine spells from any class list can all be learned at the regular level, and Arcane spells that aren't on your list are at +1 Spell Level.

Am I wrong?

If not, Sorcerer with some of those nifty cleric spells could be awesome. Perhaps Inquisitor, Druid, Ranger, or Paladin too.

A Sorcerer with Cure Light wounds as a 1st level spell could be handy in some cases, for sure.



Just curious

If one were to rank (based on performance/power) all of the base classes (stock, not using archetypes) 1-20, with 1 being Commoner, and 20 being either Druid or Summoner whichever is 'better performing', how would you rate the other classes?

Classes can have the same number if they are the same overall power/performance.

Curious to see how people rank them.

Arguments or links to why you rank things a certain way are welcome.


Okay. So I'm familiar with the concept that some of the magic items are considered "Essential".

I'm trying to get a better idea of what magic items are considered "Essential" for any of the classes.

Here are the ones I'm used to, and I'm interested in hearing about any I'm missing:

Weapon Enhancement Bonus.
Armor Enhancement Bonus.
Cloak of Resistance.
Ring of Protection.
Amulet of Natural Armor.

What else counts? Pearls of Power? Metamagic Rods? Wands? New Spells Learned (Wizard)?

I'm looking for any "Essential" enhancements or items for any class.

Also: Is there a magic item that gives insight or dodge bonuses to AC?

Thanks Guys


I had a number of threads I had listed.

Some of them were not currently updated anymore, but still contained a wealth of useful information for games. (That was why I listed them in the first place).

Alternate Game mechanics, GM Advice, Analysis of Classes, etc.

The pages aren't in my lists anymore, and links pointing to them no longer work.




Angel, Solar:
DR: 15/epic and evil.

Does the attack have to meet both conditions to bypass DR like it seems, or would either attack type (either Epic OR Evil) be sufficient?



I'm looking for some good quality archetypes, or even new classes: Ideally published ones, but if you know of good homebrew ones to fill the gaps, I'm interested in reading those too.

Looking for replacements for the Rogue and Monk. Possibly some Swashbuckler/Duelist type ones too.

I've read the swashbuckler class by adamant entertainment, and I didn't really like it.

I'm not a fan of the stock rogue or monk. But it seems likely there's some awesome 3pp or homebrew out there for these things.

So I'm asking:
Consumers - What have you guys come across that you liked?
Publishers - What have you released in this area?

Also interested in hearing about various new classes/archetypes that could fit in a drow game.

I'm also interested in some manner of mental and social combat mechanics for pathfinder, kindof like in SIFRPG or Vampire the Requiem: Danse Macabre, if anyone has done them already.


I've been gone for a few months (been playing RuneQuest 6 and Vampire the Masquerade, and not D&D/Pathfinder), but I recently got motivated to run a Pathfinder game again, and am starting to plan the campaign out, so I'm back.

The way the monk would work was up in the air a few months back. The main devs wrote the rules to work one way, a ton of people (including many devs who made archetypes, and myself) understood it to work a different way.

Paizo said they would deal with the problem after GenCon

Is that resolved? Is it resolved without making Monks weaker?

I'm trying to decide whether I will allow monks in the game, or whether I will disallow monks like I do rogues and gunslingers, and suggest or provide my players with archetypes that accomplish what they're trying to build without having them play the classes I consider and have found to be poorly designed (We've had issues where some players got upset at the monk/rogue for not contributing.)

In case anyone is curious: For the Rogue I suggest Ranger and Bard Archetypes (I allow archetype stacking - They generally take a couple of them together to make a roguey nonmagic ranger - It's basically an alt. class). For the Monk, I'm not sure - I may have to look for 3pp Archetypes or make a couple myself to fill it, and while I don't mind having guns in the game, and Pirates and Musketeers fit in my game atmosphere, cowboys don't, and I'm still not a fan of paizo's gun mechanics - So I tend to grab them from other d20 books I have instead.

So, to sum up:

Monks: Explained? Crazy weak like the Rogue, or a little better now?


I just moved to a new place, and I did the Pathfinder Online Kickstarer donation thing, and I would like to get it to go to the new address.

When I go to manage my shipping addresses and stuff there was the option to remove the incorrect addresses, but no option to add the new one.

How do I get the address corrected for the Pathfinder Online Kickstarter Content?


What non-magic class and build yields the best DPR? Is it the THF Greatsword Fighter?


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I've got a google docs spreadsheet going for this work in Progress.

Racebuilder Revised WIP Spreadsheet

It's set up so anyone can view, but you need permission to edit.

First we need to finish putting in all the racial traits from the existing Race Builder. Then we need to expand on my page from during the playtest, with the list of feats and their effects.

Then we integrate it all into the pricing page, for consistent pricing; based on the fixed value of a pre-selected feat as an anchor point (it doesn't matter what we set it to, for now we can leave it at 2). And price all items as fractions, or multipliers of the worth of a fixed feat. Then if we need to scale up, we change the value of the fixed feat to something bigger, like 4, and all the things below it stretch to fit. That should give us more wiggle room between a feat and 0, if we need it.

Oh, and of course, once we have all our options plugged in, and we're just balancing point costs, we can enter all the existing races into a new page and point to the options, so when we update the costs, it automatically calculates the worth of those races in the new pricing scheme.


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I just got the book, haven't had a chance to read in depth yet. While I'm sure it's quite good, no system is perfect, and I want to see all the problem areas in this one. So here I am.

Obviously there is the errata and errors that need correcting, many of which are mentioned here.

When the playtest was going, many of us criticized the way things were priced in the Race Build rules. Many abilities/bonuses were priced at a certain RP, with a similar equivalent or better bonus priced at less points. We started with criticizing the fact that it was happening at all, but then we started pointing out which things were problem areas.

Eventually it turned into this thread here.

So I want to know from people who have looked through it so far:

Do you see any abilities with prices that look too high/too low? Could you point them out? Look for anything that looks to be priced too high, or priced too low, and put it here. It could be an error, or it could just be priced poorly, or maybe its priced fine and we're missing something. But hopefully we can get to the bottom of all that.

If we can pick out these things, maybe they will be added to errata, but even if they aren't, at the very least it will point out things to watch for when evaluating whether a race is likely over or under costed for a given point total. Feel free to mention what sort of point cost you think would have been reasonable, and why you think so.


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So I have a friend who is going to start up a Planescape campaign using pathfinder.

I'm looking for things that would be particularly helpful to convert to Pathfinder. Particularly if you can point me to someone who already did it.

I'm converting a couple of the Yugoloths that didnt make it to pathfinder, and adjusting the "Daemon" type description to be more in like with the 2e planescape stuff.
So they're less about death, and more about that endless search for power that made them so lovable in planescape.
Don't get me wrong, I do like the Pathfinder Daemons, but I'd change some things for planescape.

Oh, and the 3e planescape campaign setting races will need converting too. Advanced Race Guide should really help with that once it's out. I like the Khaasta, and everyone loves Githyanki and Githzerai.

What else would be muchly needed?

Any tips on plane-traveling archetypes of classes? A planar druid might be cool. A portal/teleport/planeshift specialist wizard of some kind or something might be cool too.

If nothing else, ideas for stuff that would be cool for the players in a planescape campaign.


I know there are some people who say "Paizo Only", or "Anything by Company X", or "Anything in these books (list)", or "Paizo + Case-by-case", or even "Case by Case, for all options."

So. If you allow non-paizo stuff; what specifically have you allowed in your games that you really liked?

In this case I'm counting 3.5 materials as viable 3PP.

Anything specific you like having in your games that you let your players have access to? If its homebrew, how about a link or explanation?

I'm particularly interested in feats, spells, items, and enchantments.

I like the Genius Guide to Templars, off the top of my head;

And the Acquire Familiar feat from one of the two main 3.5 mage books. Dunno if there's a pathfinder parallel yet.

I use a (slightly altered) weapon proficiency system from Unearthed Arcana, instead of the default one.
Add in a homebrew weapon proficiencies by BAB, for additional weapons, and you get the basic system there.

Sometimes I reverse engineer stuff from parallels in Pathfinder, and make new rules from that. frex - I've inferred that toughness is a feat, its also the favored class bonus as a whole. Therefore I consider favored class bonuses equivalent to feats, and often allow them as such. 1 weapon proficiency every 4 levels is worth a feat. +1 skill point per level? also worth a feat.

So what specific non-paizo options do you guys allow in your games, that you thought made your games better, or at least didn't regret?

Oh: I also use the firearms from an old mongoose book called OGL Steampunk, instead of the paizo ones, which I dislike for a variety of reasons.


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Continuing from Here where it was kindof off-topic.

This is Really DeathQuaker's Idea, and I'm just gonna try to help get the ball rolling.

The Purpose of this thread, is to organize a Monk playtest. The Monk changed after the Beta, and the changes were not (open) playtested. Most of us have been playing the monk *wrong* according to the most recent clarification.

We need to test with a few different builds:

Core Monk with Clarification
Core Monk with the more common interpretation of flurry of blows
Perhaps a few Archetypes as well.
Comparing to a melee ranger build or a mobile twf fighter build might help, as they're he most similar in playstyle.

Either using the same stats, or an array of stats which can be swapped around.

Some Test Scenarios, and Numerical Analysis will be useful.

Once we have some analysis done, we can look at the effects of possible changes:

- Masterwork and Enchanted Unarmed Strike; Perhaps made as treatments, or training sessions, or tattoos, or whatever.
- Brass Knuckles, Original Version.
- Weapon and Armor enchants on regular clothes, and on gloves and shoes.
- Changing the Monk Base Class (Free "Improved Manoeuvre" feats, More AC, Full BAB, etc.)


Could I get some advice on pricing "industrial sized" bags of holding?

The type IV is big enough to hold one medium creature, + a little bit 6.3^3.

I'm looking for advice for pricing ones big enough to hold large, huge, and gargantuan creatures; for say, bringing a bunch of horses across a pit, or what have you.

So, one that's 2000 cubic feet (1 large creature), 16000 cubic feet (1 huge creature), and 128000 cubic feet (1 gargantuan creature).

Any advice?


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Unarmed Strike wrote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

I know its not the standard interpretation, but I find it both reasonable, and arguable from this quote, that enchanting a monk's unarmed strike is doable. So a monk could have a +1 ghost tough unarmed strike, without needing the amulet of mighty fists, and the amulet would give them bonuses they could use as well.

I guess the issue at hand is whether magic item creation/enchantment qualifies as a spell or effect that improves manufactured weapons. I say yes.

Does anyone have a rules quote to the contrary?

Would be nice to know if I'm technically right and this is doable, or if its just a houserule that I wont be dropping.


I have several animals, some of which are large size, and I'm looking for a way to transport them through stuff. Is there an economically viable way to do it?

I keep running into situations like rope ladders, and climbing trees, and rowboats, and limited capacity on the wizard's teleport, etc.

I'm a Level 12 Houndmaster Cavalier with Leadership, and the leadership got used on a Worg.

Ideally items. I'm thinking something with extradimensional space, but I wanna make sure they dont suffocate either.

Any tips on the best way to do it? How much would it cost?


Some of the New Avatars are listed as "Custom", and if you have one and go to change it it doesn't let you.

This is one of those such avatars.


So I'm in a Pathfinder: Greenskins campaign, wherein the GM disallowed the standard races, and has us playing as Goblins, Hobgoblins, Bugbears, and Orcs (with a couple grippli as well).

Our hobgoblin wizard (yes you heard correctly) had, in 5 levels, never taken a point of damage.

Right now we've been helping some desert-goblins and djinn drive a chelish army out of their desert.

Last session, the hobgoblin wizard set off a trip, and took 2 or 3 damage (at level 10). He uses a wish. Not to heal himself, but to change history so that he got out of the way and never took the damage to begin with.

Its hilarious.

Do you guys have anything silly/stupid that a player has wished for in your games?


This guy can fire 6 rounds in 10 seconds while riding a horse (and hits all the targets). He's a regular human being, so he can't be above level 5.

So its all in technique and training, which you can learn.

Was interesting to see such a rate of fire in a bow.

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