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Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,582 posts (43,208 including aliases). 5 reviews. 1 list. No wishlists. 19 Pathfinder Society characters. 27 aliases.


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Liberty's Edge

That just sounds like railroading of a different color.

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The DM that wants his/her players to play as spectators in his/her epic masterpiece is exceedingly common. The sad part is that besides being overly rigid and controlling, they're often otherwise great storytellers. My recommendation: Find a DM who's flaws are the least unbearable and stick with them for life. Funny enough that's the same suggestion they give you when you're shopping for a house. =P

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EF, is Khamul 4 or 5? It's looking like I've only got lower level characters open for this.

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Both teiflings and skinwalkers are quite a bit stronger than the races he listed.

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Hmm. I can work with that.

I assume this is starting at level 1?

How do you feel about bloodrager? Would bloodrager be feasible with a non-arcane reskinning like the alchemist stuff?

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Can orcs give up some of their stuff for half-orc options?

For example, half-orcs can get endurance as a bonus feat. Orcs cannot. =/

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I wish full-blooded orcs weren't so meh.

Red Dawg would you be opposed to some race builder adjustments? At the very least it seems like orcs should have some of the options half-orcs do.

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This can be fine when done sparingly. All DMs railroad to some degree. Sometimes rather than a thinly veiled attempt at mechanics-based justification for something happening I’d rather a DM be up front and say ‘it happens’.

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Everything satisfactory with Zephyr? Should I start working on her crunch?

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Beckman wrote:
Just checking - Is the Druid Lion Shaman Archetype's Wildshape ability still broken / strictly worse than a normal Druid's since there is no Huge sized Lion to Wildshape into?


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Born the youngest daughter to Horatio Jeggare of the wealthy noble house Jeggare, by all appearances Zephyr came into this world gifted with opportunity and privilege. She was a pretty and bright child and at a young age she was sent away to receive a formal, and very thorough, education focusing on law, the teaching of Asmodeus, and most importantly magic from the prestigious Egorian Academy. There was no doubt she was gifted but the girl’s heart was not in it and she consistently found herself distracted throughout her tutelage. She was afflicted (some say cursed) with an appreciation for kindness and beauty in a kingdom solely focused on power – no matter the ugliness that comes with it – and no amount of discipline or reeducation could break her from this flawed thinking. Eventually her learning plateaued and she was expelled from the academy much to her family’s disappointment. Wizard 3.

Faced with the shame of a daughter that would not conform the Jeggare family did the thing wealthy families often do with a troublesome scion; they gave her a sizeable sum of coin and sent her away. The hope was that seeing the world for what it was would drive home the importance of her family’s (and all of Cheliax really) commitment to order and its merciless pursuit of power. She would see that Golarion was a chaotic violent mess where the strong visited chaos upon the meek and that entropy and ruin was the inevitable conclusion to all of it. Happy to be free of the Academy’s colorless halls, Zephyr left for all the vibrant places her studies had brought to her attention but had never dreamed of visiting – from the metropolitan Absalom, to the gritty Riddleport, and the shining elven kingdom of Kyonin. Everywhere she went Zephyr saw the chaos her family had warned her about but she also saw beauty and in during these travels and, after a time, the subtle whispers that had shielded her heart when she was a child began to take form as the teachings of Shelyn, goddess of love and beauty. The Eternal Rose began to share divine gifts with Zephyr and the young woman was grateful for validation of the intuitive beliefs that had shaped her life. Shaman 3.

With new purpose Zephyr used what remained of her family’s stipend to travel to Katapesh, a land mired in the worst kind of ugliness – slavery, demon-worship, and worse. She did good works wherever she went, aiding the sick, providing assistance to escaped slaves, and protecting those that wanted it from the predation of Katapesh’s various criminal elements. She did her best to live as Shelyn would have all good peoples live and showing what’s possible in the pursuit of beauty and love. Evangelist 3.

This pathless path eventually lead her to a somewhat seedy tavern where she was told about a ‘Scroll of Kakishon’...

Zephyr will be a human wizard 3/shaman 3/evangelist 3 with a focus on buffing/support.

If I’m in, I’ll get started on nailing down specifics for crunch. =)

Zephyr can't help but laugh softly at the gnome's furry companion. The chubby raccoon's animated antics were a welcome distraction from the otherwise smoky interior of the inn. She didn't know what to make of this 'Greeting of the fuzz' but if all of her companions were to be this charming, she had little doubt she'd be in good company. The Pathfinder Society doesn't have the most shining reputation but I'll need help if I'm going to continue doing the goddess's will here.

Liberty's Edge

That's a noble goal. Only three APs on these forums have ever finished from beginning to end. I was in one of them. =P

I'll be applying with a wizard/shaman/evangelist of Shelyn.

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I'm tempted by this. There seems to be no shortage of melee so I'm thinking sorceress.

If you don't mind Mini, why start at book 4?

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I need to figure out which character I played the first parts of this with.


Hrm. I played part one with my level 15 druid and part two with my new level 3 cavalier.

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5 people marked this as a favorite.

He's right.

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Dwarves are inherently racist. It's that -2 cha at work.

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Factions would be fun as long as they don't distract too much from the core story and party interactions.

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GM DB I sent you another PM whenever you've got a minute.

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Here's my app. Bits relevant to crunch have superscript notes and links woven into the text.

Despite being only nineteen years old, Truk is a literal pillar of strength and virility, standing over two meters tall with a broad-shouldered frame thick with muscle¹. Unlike his late mother, Truk wears his hair longer, a shaggy auburn mop that trails down his bull-neck. His brow is a little heavier than fits face but its easy to miss alongside his strong lantern jaw. He smiles often enough but never with his teeth.

They're not visible when he's clothed or wearing armor but when he's bare chested a chain of linked shoanti glyphs can be seen stretching from one shoulder across his bulging pectorals to the other - an obvious sign of his shoanti heritage². He's not shy about them and he's happy to tell those that ask that they mark him as favored by the spirits.

Perception DC 28:

The tips of pointed ears can be seen beneath his mane and when he speaks, thick tusks are visible. Truk is a half-orc.

¹ Bred for War trait
² Sacred Tattoo alternative racial feature

Truk took his mother's advice seriously and has worked to hide his orc-blood his entire life. Toward that end he's been blessed with genetics that favor his human side. The rest has been a matter of lifestyle and habit such as wearing his hair longer to hide the pointed tips of his ears, never smiling with his teeth so that his thick tusks aren't exposed, and rarely raising his voice to avoid revealing a bestial growl¹².

One aspect of the orc-blood pumping through his veins that he's had a hard time hiding is a constantly simmering anger. A lifetime of discipline has taught the young half-orc the best ways to channel that savage rage but it sometimes bubbles to the surface - especially when someone calls him weak or speaks ill of his late mother. This pride got him into plenty of scraps when he was younger and resulted in plenty of bloodied noses³. Despite the somewhat double-life he's lived, Truk treasures his friends and his community and takes every second of his training with the militia seriously with the belief that his strength will make the difference between life and death at some point.

¹ Almost Human trait
² Pass for Human feat
³ Pride drawback

Truk's story begins with Toska, exiled burn rider of the fierce Sklar-Quah. Banished from her Quah's lands, she was forced to wander the greater Cinderlands alone. Her travels took her south, through the Mindspin mountains and the Skittermounds. While she searched for shelter amid the hostile terrain she encountered a pack of orc brutes and though Toska was a skilled rider and an experienced warrior, she was outnumbered and quickly overwhelmed. She was beaten and raped savagely but by night she was able to escape while her captors dozed in a drunken haze.

Despite her ragged state Toska made it to Trunua where the brave locals took her in and nursed the exile back to health. Grateful for the aid, she repaid their kindness by helping to break and train the town's horses. The people of Trunua admired her strength and she admired their courage. As the weeks passed Toska discovered two things: That Trunua had become her new home and that the seed from the orcs that attacked her had taken root - she was pregnant.

Nine months later Truk was born and, though Toska hated the orcs that had attacked her and hated what they had done to her, the exiled Shoanti could find no hate for her newborn son. Still, fearful of what her new family would do think of her somewhat monstrous progeny, Toska hid the true circumstances of her son's conception. This became a habit that she worked hard at even as the child grew.

And grow he did...

Born with a combination of Shoanti and orc blood Truk was enormous starting as a babe, a great deal bigger and stronger than even the largest of the other children within Trunua near his age. This disparity only became greater as he grew older. By the time he was eight years of age he stood as tall as the teenagers and by twelve he could see eye to eye with a fully grown man. Toska did her best to guide this strength as her son grew, sharing with him the notion of honor and compassion along with the more practical skills that she used to contribute to the good of Trunua. From his mother Truk learned the basics of bonding with horses¹ and riding². She also impressed on him the importance of hiding his orc-blood for as long as possible and that strength above all was the one virtue that he must always strive for. Strength allowed one to provide for themselves and protect the ones they loved³.

One day, when Truk was fourteen, he received news that his mother had died - slain when the ranging party she was with had been ambushed by ogres. The loss of his mother was a blow but the half-orc was not without friends to support him and the people of Trunua were no strangers to tragedy. Truk bounced back quickly enough, taking up where his mother had left off by helping with the town's mounts when not training with Trunau’s militia under Patrol Captains Kurst and Rodrik Grath*.

For the past five years that's where he's been, training and growing stronger by the day.

¹ Handle Animal
² Ride
³ Order of the Hammer cavalier
* Trunau Native trait

Level 1 Crunch:
Alf-orc half-orc cavalier (gendarme, honor guard, beast rider) 1
Medium humanoid (human, orc)
Init +1; Senses Perception +0
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 14 (1d10+4)
Fort +7, Ref +3, Will +3
Speed 30 ft. (20 ft. in armor)
Melee hopeknife +6 (1d4+4/19-20) or
. . warhammer +5 (1d8+4/20/x3)
Special Attacks challenge 1/day (+1 damage, )
Str 19, Dex 13, Con 16, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +6; CMD 16
Feats Endurance, Pass For Human[APG], Power Attack
Traits almost human, bred for war, fate's favored, trunau native
Skills Acrobatics -5 (+0 to Jump checks., -9 to jump), Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disguise +4 (+14 to disguise yourself as human (and ignore the penalty for different race while doing so), +8 on checks to pass as human), Handle Animal +4, Intimidate +5, Ride -1, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized)
Languages Common, Orc
SQ mount (horse (bodyguard) named Animal Companion), orc blood, order of the hammer, pride, shared vigilance, sworn defense
Other Gear scale mail, light wooden quickdraw shield, hopeknife, warhammer, backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 23 gp
Special Abilities
Animal Companion Link (Ex) You have a link with your Animal Companion.
Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pass for Human +10 to Disguise yourself as a human. Can take 10 on this check in human areas.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.

About Me:
I've been active on the Paizo boards for a while now and I'm active in several games as both a player and a DM. I was co-DM for a Skull and Shackles PBP on these forums that played through all six books in a four months - one of three AP PBPs on these forums to ever finish. I'm also DMing a CoT game that's in the final battle of book six and am co-DMing a Second Darkness PBP that's made its way to book four in only 14 months.

In short, I'm an active regular poster that knows what it takes to keep a game moving and healthy. =P

I'm also an involved player and I'm happy to help out in other ways outside of game such as managing spreadsheets for loot tracking and combat maps.

Liberty's Edge

DM DB, I sent you a PM with a couple questions.

Whenever you've got a minute.

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Is this list somewhere public? I'd like to see a comprehensive list of who/what's been signed up so far.

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I'm always game for a good I-told-ya-so.

I think a better solution to this whole thing would be giving the older PRCs some small buffs.

Liberty's Edge

I'm interested but I shall ponder for a while.

I'm leaning toward a half-orc native.

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It's inactive now but I was in this one that did something similar.

Liberty's Edge

You can have multiple gameplay threads attached to the same 'campaign'. They'll share everything else (discussion, recruitment, etc).

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There's a lot of competition for melee already. I'll bow out.

Best of luck guys.

Liberty's Edge ****

Wow. Flagging that one for sure.

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You should probably mark all your campaigns as inactive before you go.

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What kind of pacing should we expect? How many posts per day?

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This is largely going to be dependant on your DM but so far my favorites have been Skull and Shackles and Reign of Winter.

Liberty's Edge ****

1 person marked this as a favorite.
Erick Wilson wrote:
And in the process we lose any hope of seeing a widespread adoption within PFS of the simple formula that rknop has just articulated, which should have been SOP all along. To paraphrase: "Stop optimizing past the point of basic effectiveness and have a bit of fun with character concepts."

I would love it if this was possible but there's a pretty vocal chunk of the community that's only having fun if they're optimizing to the 11th degree and for years now we've been telling them that's okay - some even encourage it. These types of players aren't going anywhere. It's a bit ham-fisted but I think Core is the best solution for now, creating an environment that the worst optimizers aren't interested in so the rest of us can play the game in peace.

Liberty's Edge ****

3 people marked this as a favorite.

I don't think anyone's arguing that powerful/overpowered/broken options don't exist in Core.

I think the general idea is that the lack of additional broken options will deter the playerbase prone to abusing them from playing. A lot of the problem players I personally know aren't interested in Core and will be sticking to non-Core (do we have a name for non-Core?). For me, that's working as intended.

Liberty's Edge ****

By stacked initiative I mean Reactionary, Improved Init, and Cracked Dusty Rose Ioun stone.

I recall during one special half the party got one-shot by the monster's opening move (not me) and I still didn't get to act before the monsters were all dead. Viva la Core!

Liberty's Edge ****

You wound me sir.

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1 person marked this as a favorite.

Oh boy. It's a big list for me.

In no specific order:

Beast Totem pounce
Anything related to Swashbuckler
Oath of Vengeance
Zen Archers
Clustered Shots
Snap Shot
Pit spells
Invulnerable Rager
Agile weapon enchantment

I'm looking forward to the prospect of not needing to stack initiative just so I can get a round of combat in before the *stuff from this list* ends the encounter.

Liberty's Edge

I like this change Ross. I need to ponder it further.

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Pathfinder already heavily favors dexterity over strength as far as physical stats go. I wouldn't worry about it too much.

Liberty's Edge

The answer to this question depends largely on the campaign you’re playing in and your DM’s tendencies. If you’re talking about PFS you’ll do fine with the ‘massive damage’ approach or the traditional metric of 15+character level. If this is for some kind of home game where the DM can or will create encounters that are massively outside what’s CR-appropriate, then you really need to start stacking up the AC.

Liberty's Edge ****

Gnome druid. Easy.

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The Fox wrote:
Charon's Little Helper wrote:
Curious - why are so many of you planning monks? I like monks - and they can be pretty darned good - but not a core only monk. Quiggong was the stealth buff to monks - and without it they're pretty darned weak.
It might have something to do with hearing that over and over again.

Yup. Proof of concept.

I'm going to do a core rogue. I love a good I-told-ya-so.

Liberty's Edge

tesuji2 wrote:

Hello Everyone,nice to meet you all. I have been playing pathfinder for over a year now and I frequent the message boards but this is my first post. I was hoping someone could help me with an issue.

I was looking through the advanced class guide and I really like the Swashbuckler class. I have wanted to play a class like this ever since I saw the duelist prestige class but my GM and I both have some concerns about how powerful the Swashbuckler is. My GM thinks the Swashbuckler is more powerful then the classes in the Core Rule-book and APG. He says he would let me play the class if we changed the hit die to d8 and the BAB to 3/4. I am uncertain myself and we would both like get a better feel for the Swashbuckler.

I was hoping Some of you could give your opinions about the class. Thank you very much for your help :)

(Normally Allowed book list: Core, APG, Ultimate Magic, Ultimate Combat, Ultimate Equipment -- with a few banned things from those) (Synthesis summoners for examples)

Your DM is correct. Swashbuckler is broken.

The class should still be fully playable with his nerfs in place.

Liberty's Edge ****

2 people marked this as a favorite.

True but Core still drastically limits the list of soft bans I need to worry about.

Funny enough, I'm considering a rogue as my first Core character.

Liberty's Edge ****

1 person marked this as a favorite.

I'm intrigued and curious what the ultimate purpose of the core campaign is? Is it to provide players a simpler environment in which the more egregious optimization will struggle to take root or provide new players a place to start? I have a hard time seeing it support both for long.

In any case, I plan to give it a shot. I look forward to a game where I don't have to screen my tables to avoid playing with the newest summoner/gunslinger/magus cheese.

Liberty's Edge ****

I make it a point to poke fun at any character wearing one of these.

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Any witch with slumber hex.

Most summoners.

Anything with a powerful animal companion.

Any caster optimized for save-or-lose spells.

Liberty's Edge

I want one for Sobek!

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It's not a terrible idea but I think a little more thought needs to go into the house rule than an arbitrary cap of 20. The strongest half-orc should be stronger than the strongest human (as an example). Also, as others have suggested some work would need to go into adjusting monster DCs on things like monster SLAs and poisons.

Liberty's Edge ****

I don't much care these days either way. If the players want to optimize themselves out of a game, they're the ones that are going to suffer. It's only a problem when you have bleeding edge optimizers among people that want an enjoyable experience - that's a tough situation to solve.

Liberty's Edge

666bender wrote:

our group has a bard, cleric caster-summoner, 2 kukri fighter, archer ranger and the magus. we are lvl 9.

the magus is WAY WAY better than all when combat starts.
he got amazing armor\defences (mithral breast plate, ring +2, dex based). round 1 mostly goes to mirror image.
he he doing about 90+ damage a round, with huge to hit...way more than all the rest.

it feel's useless to do anything other than heal and keep him alive.
are all magus like that?

we mostly have bard song, and haste form the bard.
having 4 attacks (1 spell through the weapon, 1 weapon, 1 bab, 1 haste).
his scimitar is +2, he mostly add shocking,flame and keen to it.
he attack with intensified shocking grasp (9d6), scimitar (1d6), flame&lighting (2d6) = 12d6 with 25% for critical (10d6 more...). add some static bonus (about 7).

than he attack again, using a swift action to add extra 4d6, so his attack is 7d6+7.

and last 2 attacks are 3d6+7 (all with crit of 25%..)

thats... like a charging cavalier but without a charge...

Yes, magus is overpowered. Are you the DM or another player?

Liberty's Edge

I'm in RVT's Razor Coast game. I don't think we've ever gamed together.

Is the party leaning toward all turning into vampires?

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