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Goblin Squad Member. Organized Play Member. 852 posts. No reviews. No lists. 1 wishlist.


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I just want Half-Orcs to exist still. And be hot. Especially the guys.


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Dot


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MaxAstro wrote:

I would go with a two-bladed sword modified into a two-bladed axe. Keep the damage the same, but change the critical from 19-20, which is usually a "sword" crit range, to x3, which is the standard "axe" crit range.

EDIT: Also, that picture does show the weapon being two-bladed; if you look at the bottom near Ajani's feet you can see the second blade.

What you're describing already exists: it's the Orc Double Axe. 1d8/1d8 DMG(M), 20/x3 crit range, 5 lbs heavier than the Two-Bladed Sword but 40 gold cheaper.


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I think you forgot the +5 Inherent bonus to DEX offered by a Manual of Quickness of Action, which would bring your DEX score up to 48, for a +19 DEX Mod.


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Inlaa wrote:
Example 2: Compensation

Given how most adventurers act, I don't think that'd work all that often.

I do have to agree a bit with Unassuming Local Guy, though. I think the best way to go about this kind of character is to have it be a fairly unique NPC that was important to the plot,


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So I found two more: the Prodigy feat gives an untyped +2 to any Perform check, and the Lozenge of the Songbird gives a +2 alchemical bonus.

So if my math is correct, here's the complete list of how it gets this high:

Make Azmodeus Weap:

Human, 20th level Cleric of Shelyn
Feats: Defiant Luck, Inexplicable Luck, Magnum Opus (Completed), Prodigy, Skill Focus (Perform [Sing])
Traits: Talented (Perform [Sing]), Inner Beauty
Spells: Tap Inner Beauty

18 Base Charisma + 2 Racial Bonus + 5 Level-Up bonuses + 5 Inherent Bonus (from Tome of Leadership and Influence) + 6 Enhancement Bonus (from Headband of Alluring Charisma) = 36 Charisma Score = +13 Charisma Modifier

20 Skill Ranks + 3 for being a Class Skill (from Talented trait)

For the typed bonuses, you have:
+ 2 Circumstance and + 10 Sacred Bonus (from Instrument of the Divine) + 2 Insight Bonus (from Tap Inner Beauty) + 4 Trait Bonus (from Inner Beauty) + 5 Competence Bonus (from Bracers of Glib Entertainer) + 2 Alchemical Bonus (from Lozenge of the Songbird) = +25 to Perform (Sing)

For untyped bonuses, you have:
+ 6 from Skill Focus (Perform [Sing]), + 5 from Magnum Opus (Completed) + 8 from Inexplicable Luck + 2 from Prodigy = +21 Untyped Bonus

Having Magnum Opus (Complete) allows me to take 15 on my perform check, so using that as a minimum:

15 (minimum d20 roll) + 23 (Skill Ranks and Class Skill Bonus) + 13 (Charisma Modifier) + 25 (Typed Bonuses) + 21 (Untyped Bonuses) = 97 Perform (Sing) check, maxing out at 102 on a natural 20.


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Fun Fact: Lucifer isn't immune to negative energy effects or ability damage.


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A room... WITH A MOOSE!


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I would also vote for Kirito from Sword Art Online... because I'd love to find out how he makes dual-wielding longswords so effective.

I'd also vote for Aang/Korra from the ATLA/LoK series, though we'll have to see how Kineticist looks when it comes out in full.


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28) YU-GI-OOOOHHH!


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101. Got your nose!


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Gods can't be killed because they reside outside of the bounds of reality and thus aren't subject to the normal mortal limitations that reality imposes. They can subtly influence the world, but dare not enter it; if they do, they are suddenly subject to mortal limitations and thus can be killed.


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I think Reactionary is considered one of the best combat traits, for the +2 trait bonus to Initiative.

Pragmatic Activator is pretty fun, since it turns Use Magic Device from a CHA-based skill into an INT-based one.

There's also Trap Finder, which essentially gives any character the Rogue's Trapfinding class feature. It's a campaign trait for the Mummy's Mask Adventure Path, though.


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"A man needs only three things to change the world: a quick wit, a righteous heart, and a stylish coat."

Words to live by, right there.


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It was a Ranger who:

- Took a miracle to hit anything in combat or succeed in any skill check.
- Never took advantage of his favored terrains or enemies.
- Never bothered to try tracking any of the enemies we had to hunt down.
- Completely forgot he had Wild Empathy.
- Completely forgot he had an animal companion.
- Completely forgot he had spells.

This character was such a disgrace to every ranger everywhere, the GM wrote it into the lore of his homebrew setting that rangers everywhere spent decades repairing the damage to their reputation this guy caused.

The player was well aware of how terrible the character was and was pretty okay with how things turned out.


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I've always figured it looked something like this.

Somatic components that could reasonably be disrupted due to the wearing of any armor and uniquely visible to identification by someone who actually knows what they're looking at.

Include the withdrawing of any applicable material/focus components as necessary, speak the proper incantation, and boom! You have yourself a spell.


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Why aren't these things statted for being a Familiar?


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214. The Complete Book of Bedtime Stories

This ornate book is bound in high-quality brown leather and contains roughly 200 vellum pages. The first page of the book is a forward explaining that the book is magical, containing an infinite number of bedtime stories from across the multiverse, the stories present within the book changing each time the book is opened.

If the current owner of the book speaks the phrase "tell me a bedtime story", the book will open itself and a soothing female voice, speaking in the owner's native language and dialect, will read one of the stories in the book aloud.

At the end of the story being read, the owner must succeed a DC 20 Will save or gently slip into a restful sleep. Anyone that falls asleep through this method only needs to sleep half the required time to have a successful restful sleep.


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Zhayne wrote:
Rynjin wrote:


You also occasionally run into the issue of "Dwarves are vikings who live underground. All Dwarves have beards. You're doing it wrong if you don't do that." and "Elves are pretty boys who shoot bows. Why aren't you shooting a bow and why does your Elf have low Charisma?".

Oh holy crap yes.

Whenever a GM or a fellow player tells me how to roleplay my character, I instantly want to slap them in such a way that Moe Howard would be in awe of it. No, my dwarf does NOT attack goblins on sight. No, my elf is NOT a snooty arrogant schmuck. No, my halfling does NOT overeat. And so on and so forth.

This is exactly the reason I love playing Half-Orcs. I never play them as the ugly, brainless, roid-raging barbarian that most people shoe-horn them into.

I hate being shoe-horned, especially into a selection of races, which really limits what I can do in terms of interesting characters.


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Well that kinda sucks, especially if none of the other lodges appealed to you.


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Kalridian wrote:

You could try to tweak the rules for the coup de grace (scroll down to find it). That would involve some houseruling 'though, since a target normally needs to be helpless to receive a coup de grace.

This would be my answer, honestly. Houserules the coup de grace rules to allow for it to work during a surprise round.


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Pathfinder really doesn't have any "aggro" mechanic, so a tank isn't a very viable party role.

Sure, you could crank up your AC to really high amounts, but without any way of constantly holding a creature's attention, sooner or later it's gonna realize it's not hurting you or can't hit you and go off to chomp on an easier target.

Goblin Squad Member

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Deities.

I don't fully remember the list of deities that were going to be available at launch that GW posted a while back, but I remember that it was kinda pathetic; it only had one deity for each of the alignments, skipping over some of the hugely big deities (like Sarenrae and Cayden Cailean and Pharasma).

I'd very much like Goblinworks to include a lot more deities at launch, at the very least the core pantheon. I'd also like them to explain just how having a deity will work in Pathfinder Online. Do you have to have a deity? Can you worship multiple deities? Can you switch from one faith to another? Can you start without a faith and pick one up later or start out with a faith and leave it later? What are the benefits of having a faith? Do the benefits change depending on who you worship?

Goblin Squad Member

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Alephtau wrote:
I absolutely detest PVP.

Under normal circumstances, I'd completely agree with you.

I really hate PvP, if just for the sole fact that I suck at it, but if I'm guessing correctly of which MMO you're talking about, the PvP focus was one of the biggest reason that I hated and left that game, too.

However, while I'm still not at all a fan of PvP, I'm holding onto a final until I actually get my hands on the game and try it out. PFO is handling PvP slightly differently.

In that other game, a player's level and the gear they equip create an unfathomable distance between them and a player that may be slightly lower level and not as well equipped. For the one player that's higher leveled with the better gear, there's not a doubt in the world that he's going to steamroll the other guy and not even break a sweat.

In PFO, a player's "power level" is apparently going to be relatively consistent. Even a player that may not be the highest leveled and the best geared can still contribute to the combat, so the disparity between players isn't as profound. You'll be much better equipped to defend yourself in the event of an attack and PvP will hopefully be more rewarding, especially to those that may not have been all that good at PvP in the other game.


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Lamontius wrote:
Man you call it what you want Master of Stools I call it sitting on a goldmine full of $5 bills

The fact that your icon kinda looks like the Monopoly guy makes your statement all the more hilarious.


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Mal Ignant


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In the not too distant future, I plan to run a campaign set in the Elder Scrolls universe during the events of The Elder Scrolls V: Skyrim. It's a big enough place to explore with lots to do, it just felt like an interesting place to set a campaign. However, I've run into a tiny snag that really shouldn't be that much of an issue, but the more I try and think about it, the more stumped I get.

In this campaign, I'm going to be altering the story just a bit so that the players don't actually become the leaders of the many different available factions like the player character can in the game itself, but I still want to reward them for their time going through the various missions and story lines for those factions (and players are only allowed to join a single faction).

The Companions, who are basically honorable mercenaries and resident Fighters Guild, award the player with the ability to become a werewolf and that's a very easy thing to replicate using the Pathfinder system. What isn't so easy to figure out is what to award players who side with the Thieve's Guild or the magical College of Winterhold (The Dark Brotherhood will probably not be a joinable faction).

Looking at what special rewards each faction gives the player, a lot of it is some very nifty gear, but just throwing more loot at the players isn't something I wanna do (although I'll relent if there's really nothing else that can be done). The most I ever got was maybe giving players who progress in the Thieve's Guild the Prowler's Profit power (maybe the ability to make easy Perception checks to find extra money or gems in a dungeon or something), but that's it, so I've come to the Pathfinder boards looking for inspiration.


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107. You live in the Bottle City of Kandor.

108. The magic symbols around your town are the only things keeping the vampires of the local forest at bay...


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This was one of those "brilliant" 4:00 am ideas, but one that I think has enough merit to start a discussion on.

It seems like discussions on how GMs can make a Paladin fall have been around since the class itself has, and while it sometimes crushes my faith in my fellow GMs, I have to admit that some people make incredibly elaborate plots to make some Paladin characters fall (for whatever reason). However, Paladins are easy to make fall (harder depending on how well the player controlling the Paladin plays), because it's not that hard to set up some no-win situation where the Paladin directly or indirectly performs an evil action (or at least an action that the GM considers evil enough for a fall). But what about the other way around?

So as the thread title suggest, I've got a challenge for you all:

For whatever reason, your party's roster is now the home of an unabashedly chaotic evil Anti-Paladin. For whatever reason, you as a GM have decided that the Anti-Paladin needs to fall.

How do you do it?


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For clarification, Pathfinder has no psionic rules YET.

It's been stated before that "psychic magic" was something that the developers want to do at some point, but that point is not in the immediate future, and that for now, Dreamscarred Press is doing a fine job with handling the psionics content (they really are, DSP's psionics stuff is some of my favorite content for Pathfinder).


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Alan_Beven wrote:
I agree with the OP. Paizo is great at creating fun "fluff" and this is sorely missing from this document. I hope that the full rulebook will fill the gap.

I honestly have no doubt it will.

Remember, the play test is literally just seeing if the rules are okay and what needs tweaking. This is entirely numbers work, seeing what works and what doesn't, what needs a buff or needs a nerf, what should be added or taken away, etc. Once the rules are all ironed out and fine-tuned, then they'll add in all the wonderful fluff that they do really well.


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Barry Armstrong wrote:

It's called an Antipaladin because Deathknight is already taken and copyrighted.

If you want to call your Antipaladin a Dark Knight, you have every freedom to do so.

However, Dark Knights aren't always cut-and-dry evil, either.

I'd probably vote Blackguard as a possible alternate name for an Anti-Paladin, but for simplicity's sake, Anti-Paladin works just fine.


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blackbloodtroll wrote:

Be female.

No confusion then.

There are male elves?!


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Two questions, completely unrelated:

1)

James Jacobs wrote:
For actual Numerian technology, I'd probably rely on Disable Device, but I'd also be tempted to introduce two new skills—Knowledge (technology) and something akin to Computer Use. I could, actually, see Knowledge (engineering) be a better choice than introducing Knowledge (technology), and Linguistics, perhaps, for Computer Use.

So does that mean I could add SQL or C++ to my list of known languages by taking a couple ranks of Linguistics?

2) A player in a homebrew campaign I'm going to be running in the near future wants to be a Cleric of Aroden, which would be fine considering the campaign isn't set specifically in Golarion, but I noticed that Aroden only has 4 listed Domains: Glory, Knowledge, Law, and Protection. Considering Aroden was one of the major deities of the Golarion pantheon before he died, what would be his 5th domain and his 6 subdomains?


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Not a feat, but if we're finding enough worthless stuff to make the most pointless character ever, I have to bring up Researching the Blot: http://www.d20pfsrd.com/traits/campaign-traits/second-darkness/researching- the-blot

It lets you use Spellcraft to identify magic items with a DC of 20 + the item’s caster level... even though you can already identify magic items with Spellcraft with a DC of 15 + the item’s caster level.


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Serisan wrote:
Doesn't appear to be a limit from what I see other than the normal action economy. I don't see this as necessarily being a problem unless the table has a typical 15 minute adventuring day.

Or you're up against the BBEG. Situational exceptions aside, while it's entirely possible, it'd probably be really irresponsible to blow your whole load at once instead of spacing it out over the course of the day. Spellcasters of all types should appreciate this, since they have to learn to do that with their default spells.


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amorangias wrote:
Alternate interpretation: Since the Paladin is immune to fear, practically speaking he acts as though he's always passing fear saves. Hence, Hubris kicks in automatically whenever he faces a fear-inducing opponent.

I'd go with this interpretation.


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I want this oh-so-damned badly for even just one reason only: "An extensive system for generating character and NPC backgrounds, history, and family, from the son of the farmer to the king’s daughter."

I really want to run a campaign in the Golarion setting, but there's just so much information spread out over so many books, it's hard to keep track of everything that one should know to make a background that fits in the setting.


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Or I could stick with my Greatsword and not blow to feats that I could be using for more important things, like Power Attack and Mythic Power Attack.


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Two magic items in Ultimate Equipment should be picked up by any and EVERYONE that ever has to carry around a spellbook:

Bookmark of Deception and Bookplate of Recall.

The bookmark disguises whatever book you place into it as any other mundane book you want (have it disguise the book as some kind of wallpaper history book or a book on Tarrasque mating habits or something; I also don't know if the effect of it can be turned on and off without needing to remove it, but if it can, glue the bookmark into the book so you can always hide it without worry of the bookmark slipping out). The bookplate allows you to, once per day, instantly summon whatever book it's glued into back to you.


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A Mythic Vampire template but not a Mythic Werewolf template?

I am disappoint.

In all other cased, I'm quite literally blown away by this. I LOVE what I'm reading so far and I'm going to talk to my group soon to try and schedule a small Mythic session to see what kinda crazy stuff we can pull off with these rules.

In addition, I'd love to see more Mythic magic items based on the other major deities of the Golarion pantheon. So far, we have Erastil's Bow, Cayden's Cup, and Fire Goddess's Blade; is this something that's feasible?


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I've always gone with the "not-an-action" route.

Mostly because it's a method that doesn't make people keep track of how they're holding something, but also partly because, well... just watch a video of ANYONE fighting with a bo staff or a spear. Their grip has to be fluid and quick so they can manipulate the weapon to attack in a variety of ways.


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Malachi Silverclaw wrote:

It's better to get someone else to touch you.

In terms of action economy, of course!

Just make sure they have your permission to touch you. No means No.


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Here's what I do:

When I go for traits, I typically have my players (and me) scour through the traits section to get an idea of what kind of bonuses a trait provides. Then, I have them make their own traits that fit within the background of their characters and are reasonable within the setting.

It would be nice, however, to get more generic traits in here. I love playing half-orc characters and it's insane how limiting some of the traits are, especially when hardly any of them work for the character concepts I have in mind.

Goblin Squad Member

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Ryan Dancey wrote:
There will be lots of bling, lots of mounts, lots of flashy sparkly bits.

That reminds me.

While I know it's still really early in the development process, I really wanted to raise an objection to something that I read in the Pathfinder Online section of the Thornkeeper book. In that section of the book, and I forget who was the narrator of that section, Dragon mounts were mentioned.

I'm not sure how comfortable I am turning an incredibly powerful, long-lived dragon into a pack-mule. I suppose I could understand it if you and the dragon are working towards a common goal, but why would a dragon care to be your mount when all is said and done? At best, they'd probably say "no" and leave (ie. Gold dragon). At worst, they'd probably just eat you for thinking they'd stoop low enough to be your mount (ie. Red dragon).

Mounts should stick to the things that generally aren't sentient and capable of free will, like horses.


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Unless I'm missing something, how exactly could the Glabrezu twist the Wish as punishment for being killed when he's dead?

The Glabrezu offered a Wish, the Rogue accepted and got the Wish; then the Rogue killed the Glabrezu. I could totally see the wish being twisted if the demon KNEW he was immediately gonna get betrayed, but unless they can read minds now, he wouldn't.

To me, it kinda seems like the Rogue properly one-up'd the demon and got away with it, unless there's some way to retroactively alter a Wish that doesn't invoke Rule 0 (because then you might just come off as sour because the player was clever).


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Darksol the Painbringer wrote:
their feats are just as plentiful as a Fighter's

... What the hell kinda Paladin/Hellknight/Anti-Paladin are YOU looking at?

A full 20th level Fighter, regardless of race, has a grand total of 21 feats to pick from, 11 of those being combat feats, and 22 if they're a Human (not counting any race gets a specific feat as a racial feature). No one class even comes CLOSE to this number of total feats except maybe Ranger, but those feats are from a pre-determined list (rather than getting to pick from the whole Combat feat category).

You wanna know why you play Fighter instead of some other class? Because with that many feats, you can wade into combat however the hell you feel like it. With the right feats, you could charge onto the battlefield dual-wielding picket fences if you wanted to.


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There really is no party like a Donner Party.

All in all, I do kinda agree with Ptolmaeus Arvenus on this one, in that it really should depend on the culture of the people doing the cooking and eating.


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I don't think I'd allow it, if just because if you allowed swapping out armor proficiency, you could logically make the same claim for weapon proficiency, and since the weapon proficiency feats apply to only one weapon, you could just toss out the weapons you don't like or are never gonna use to give yourself even more feats for absolutely no impact to your character whatsoever.

That said, Fighters get more than enough feats as is, and if you have a build that requires more than 21 feats (min 2 from 1st level + 19) to pull off, perhaps you need to start looking at other classes or a different build.


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I've, personally, given up on the term Fantasy.

I now prefer Speculative Fiction, since people are less likely to get into a fight over what they consider to be fantasy or not.

If it falls under Speculative Fiction, I'm okay with it being in Pathfinder.