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I'm looking on the SRD for the 'mythic' template and I don't see it. Care to elaborate?

In my current campaign the PCs are going down a rather bastardized version of the Curse of the Crimson Throne.

Instead of just facing the 'big bad' in her final confrontation room I'm going to go with something a bit grander, Kazavon himself is resurrected and they have to deal with it/him... you know what I mean.

So far the PCs are one step behind and I've had to do a lot of improvising, since every chance they've had to stop the baddies from collecting the relics they've seriously screwed up. Well, now the resurrection is taking place and hey have a chance to stop it (but just in case)...

Were you guys making a Great Wrym Blue Dragon who exemplified all the spiritual creaminess that is Zon-Kuthon, what templates would you add to it?

I was considering adding just adding the 'advanced' template to it, but I thought maybe with it having the blessing Zon-Kuthon it might have one other one that might befit it's nature.

Anyone have ideas?

I'll skip all the rules jargon because we should all know it by now.

The jist is, since metamagic mastery doesn't increase the level of the spell when it's cast could you potentially apply metamagic feats when crafting certain items that have a maximum level restriction, like wands and potions. Essentially maximizing a wand of fireballs for example.

While we're on the topic...

Healer's Blessing.

When a Cleric with Healer's Blessing makes scrolls, potions or wands, are the healing spells she casts into these items considered Empowered as well?

Just a few things our gaming group has been curious of.

Oh, and completely out of context, but one more question:

What are people's thoughts on the Maestro bloodline? Is it worth it since you pretty much are forced to multiclass to take advantage of the lingering performance ability? I've heard mixed opinions, but I'd like to hear what you guys/gals think.

Are there any Paizo products for Modern or Future d20? They did such an awesome job on Pathfinder I was hoping they had a few ideas for how to improve a Future Sci-Fi game.

Druids kinda get the shaft, I'm noticing. Every other class seems to have loads of feats dedicated to enhancing their abilities and the Druid pretty much gets Natural Spell... that's about it.

BBT is right. People do lose out on a lot of what a class can do simply by not being able to let go of the stereotype of that class.

I currently play an elven druid. Elves have always had strong ties with the natural world. My Druid is not a 'Druid' per se, he is simply an elf who listens to the spirits of the woods and the lands and implores them for assistance when needed. Whispers in elvish, or a whistle on the breeze and suddenly the forests answer his call.

Instead of his Nature's Ally spells making an animal appear out of thin air, they rush suddenly from the foliage and strike from cover, or swoop from the trees, or, hell, in the case of the Land Shark he called, right up from the ground.

I think the farmer druid is an awesome idea and all the 'common tools' you mentioned that'll serve as a means of defending himself are brilliant.

Looks like it's Feat making time then...

divby0 wrote:
The DM thinks the +2 to two abilities, darkvision, daylight, resistances and two languages are to much.


Aasimar get two languages?! A bit OP if you ask me... good thing he nerfed them or everyone woulda been speaking gibberish.

On a less sarcastic note, I might have actually nerfed them or even asked you to play a different race, perhaps one of the core, and my reason is this:

You're entire build is min/maxed for one specific purpose. Everything is set up and designed to offer you every possible advantage in your chosen field. Don't get me wrong, I know everyone plays the game their on way but as a GM, when my players create something that encompasses every possible means by which they can be 'perfect' at what they do, I hand it back and tell them to rewrite it.

Everything about the character from the attributes, to the age, to the feats and the traits and especially the race, do nothing but provide the message of "I'm trying to milk every 'plus' I can."

I don't think your GM is trying to 'limit the party's fun'. I think he's actually trying to prevent you from running roughshod over the entire game he plans on running. He's taken the time to set the game up for your group and your designing PCs that'll walk through it like it's a waste of your time. If that's the case, why did he even bother setting up the game for you guys to begin with. Just sit around the table and play "1-2-3 I win!" with yourselves all night.

I would have handed the PC back to you and said to make something else. Just my two cents.

Well, they've done it.

My PCs have found themselves in a bind where an approaching army is set to invade while they're locked behind the walls of a small town and keep. Acting as spies I had hoped that they'd be in and out before the army arrived, but oh no, they had to go and have "Lord of the Rings" delusions of grandeur and now hope to hold off the approaching army of 2,500 soldiers with nothing more than themselves and the 350 able-bodied warriors the keep calls home.

I hate to say it, but I'm pretty sure they're screwed. However, I'm one to give all parties a chance, after all they surprised by getting into this mess, hopefully they'll surprise me by actually living through this.

Are there any rules for mass combat? One army taking on another?

Are there any feats that will add power to a companion? Similar to how a Wizard/Sorcerer can summon a more powerful familiar, I was hoping to find something that would allow a Druid/Ranger to acquire something more than just a standard animal.

I've looked through what sources I have and I've yet to see anything useful, in fact, it seems like most caster feats are designed for Clerics/Paladins and Wizard Sorcerers.

I find it odd that Wizards/Sorcerers can have things like devils, demons, and dragons as familiars but a Druid is limited to only normal animals, not the dire variety or even a magical beast (which they are allowed to raise and domesticate)

Any ideas?

By the way the rules are written the guantlets are not a part of the suit. They come with the suit as a freebie.

You guys do it your way, I do it mine. When a character purchases a suit of armor it's assumed that the entire suit is made from the same material. Gauntlets, boots, tighty whities, helemt, the whole she-bang.

Personally if I went to but armorer and found that the breast plate was adamatine, the pauldrons were iron, vambraces were mithral and the greaves were steel, and then they wanted to surcharge me for the helmet, I'd go somewhere else. Either sell me the complete suit, or don't sell me anything.

Ultimate Equipment Guide & Core Book:

A complete suit of full plate includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor.

The RAW clearly states 'gauntles'. If you want to, sure you can take them away from the suit and give the PC something else, but just simply state that, don't try and weave some convoluted theory or excuse about armorers and costs. Were that the case adventurers would be walking around looking like C3-PO with their shiny breastplate and off colored arms and legs because the BP is mithral but his arms are steel, but in order to cut costs the made his legs from iron...

For crying out loud.

Winter Witch. The picture was cool.

...pun intended.

Since this thread is about Nidal, I'll ask this here.

I read that Zon-Kuthon stretched the First Shadow across the land of Nidal but it doesn't really describe what exactly that means. Maybe I missed it in the various texts about Nidal but I've always accepted it to mean that the land is cloaked in perpetual night. Is that true?

If not, oops, but my players think it's awesome to have a spot in the world where it's always night time.

Tahirah wrote:

All my Orcs sound like Antonio Banderas...

I don't know why, they just do.

This made me chuckle.

All my Goblins sound like Stitch (from Lilo and Stitch).

The bones of the dead are up and walking around all their own... but talking!?!

Egads! We can't have the thing talk, that'd just be silly!

Answer: Yes. If you want them to, they can talk. If you don't want them to, they can't.

I've played the module mentioned above, and that guy talked to us right before we wooped up on him, so I agree with Urath DM.

The entire suit is made from adamantine. That includes the gauntlets.

I honestly can't believe the number of Paladin debates that go on here.

I'm siding with the Kobold.

I'm not saying why, mostly because I don't feel like reading someone trying to breakdown my reasoning into a myriad of 'what ifs' and extrapolated examples just to prove they're right and I'm wrong.

In my game he would have lost his status as a Paladin too, and there's not examples or explanations that would have swayed my decision. Go get an attonement.

Your Paladin sounds more like a Hellknight, not a Paladin to me. Make a Hellknight and the 'judge' everyone you come across with out mercy.

Have at it.

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I've read both these threads from the players perspective as well as the GMs. Below are my opinions, they may seem harsh and sarcastic, but I'm just being honest. I don't know anyone here so I'm not judging and there is always more to a tale than meets the eye. Try not to take offence, and read with an open mind.

1. Put your big girl panties on and talk it through.

2. You, the GM, have essentially created an immortal spy to be sent into the PCs party and consistently feed the enemy with all the information they need and the PCs are powerless to stop it.

Not powerless in the sense that they can't kill her, but in the sense that you, as the GM, are on here posting and looking for ideas to thwart your players attempt to remove a liability that could potentially offer up to the enemy everything they need to win. Plus, she has unlimited clones so even if they do kill her, the cat comes back the very next day.

Might as well just say "Rocks fall, everyone dies. You can't kill her, because I won't let you. Even if she dies, I had her jump on the magic koopa shell in world 3-1 right before the campaign began so she has unlimited clone lives. The guys on the forums gave me all the information I need to make sure you never succeed. So there."

3. You created the mess you're currently in. Flip the script on yourself, would you allow a person in your party to continue to be a conduit for the enemy, feeding them intel and giving away all your secrets while you're trying to save the world?

I wouldn't. I don't care if she was the hottest woman to walk the earth and we were knockin' boots from dusk til dawn and back again. Booty isn't worth the price I, and my fellow party members, will pay if they lose, and neither is love. I may not kill the Sorceress, but I'd find a quiet, dark hole to lock her up in until the threat was gone. The life of a single person is not worth the life of everyone in the world I'm trying to save. If people had an issue with that it'd be on and we could settle it with steel, a settlement that would require my GM to stand aside and let me and my party handle our business.

4. I won't even get into the issue that the NPC is enamoured to the PC being played by the GMs wife. That's a nasty can o' worms right there.

5. The PC in this case is in the right, sorry bro, that's my take on it. I'm sorry you invested a lot of time in this NPC, but you made the problem, and now you have to deal with the PCs reacting to it. Let them.

The game is about having fun, not protecting your precious NPCs or precious plots. As the GM you have to be flexible, roll with the punches and recreate opportunities for the enemies where the PC have breached through carefully laid plans.

It's not a competition. Pathfinder is not GM vs. the Players where you roll dice and try to beat their characters. You are writing, telling, and creating a story where your players are heroes. It's their story, not yours. Let them tell it and simply react to their actions within that world. Sometimes, NPCs die. It happens.

The PC doesn't seem to want to kill her (not that it would work, she has several more clones chilling in her closet. Probably with special hair dos so she can just shift her soul into the body of which hair style she wants that day) he seems to just want her 'out of the way' until your heroes can save the world. So far, he seems to the only person who's trying to solve the problem you've created, and peacefully too.

That seems pretty damn reasonable to me and if your Sorceress had a lick of sense, and her lover had a lick of sense, they'd realize that the Rogue is offering up the most viable option for victory where no one has to die. The GM and the Sorceress just seem like parts of the problem since they don't seem to contribute anything to the solution.

Just my two cents, harsh as they may sound.

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Just remember, you're under no obligation to use any of your abilities or powers for the betterment of the group as long as that abomination remains with the group.

Settle it by offering to get a new mount for the player, be diplomatic about (Look, since I'm destroying your mount, I'll buy you a new one.) and if that doesn't work, default to the old fashioned:

"Wow, you're in pretty bad shape. That thing really messed you guys up, what with the damage and ability draining and all. What? Healing? Yeah, I could, no problem... So uhh... how's that horse situation working out? Because Pharasma and I had a chat and it seems that when you piss my goddess off and spit in the eye of my faith, healing becomes a bit difficult for me to justify."

Pharasma would probably not like the idea of your party, knowing how you feel about undead, blatantly spitting your face like that. Simply refuse divine assistance until the situation is resolved.

Were it me, frankly, I'd not even ask. The thing would have been dead (again) the moment the party let their guard down. If they want skewer me for it, so be it. As a Cleric I'd be ready to fight, and die, for what me and my Goddess stand for. I may not win, but best bet at least one PC is coming with me to the afterlife.

In our game the Ranger has been doing exceptionally well but when it comes to random loot she's been getting the short end of the stick. The other players are sporting +2 weapons, magic bracers, mithral fullplate... the list goes on. Not that the game is magic heavy, but the random rolls have been favoring everyone in the group but the lowly Ranger Archer.

I want to fix this because, like I said, she's been a sport. Not once has she complained or sighed that the randomness hasn't favored her so I plan on slipping in a magic bow for her and have the Wizard who is funding their next mission for them (go collect rare reagents I'm running low on) fashion her a magical quiver.

It's a non-standard item so I'm not sure how to work up the costs and such (in case someone else wants to make one of their own).

Basically using the Ranger spell Abundant Ammunition, I wanted to create a quiver that was never empty (of non-magical arrows). Depending on the level of the caster maybe even increase it make enchanted arrows too. I don't find the concept of unlimited enchanted arrows (in the +1 or +2 range) game breaking.

For now, I'm just going with non-magical. Abundant Quiver is a 1st level Ranger spell, so what would the cost of something like this be?

So, just in case any of the Paizo guys who control where the money goes are reading this...

I completely think you guys should make a PC game. Seriously, NWN and NWN 2 are just getting old. The Pathfinder system is so much more streamlined and I'd love to see a game that gave us the option to play online with persistent worlds and such. Plus, I'd love to see a rendition of Golarion on my PC.

I'm sure I'm not the first to bring this up... but, c'mon you know you wanna! I'll put money that someone at Paizo on the staff at least once a month or so says: 'So, uh... when can we make a PC game guys?'

And if they don't say it, they're thinking it... you know they are.

Just sayin'. :)

Look and Circle of Death.

Change it to Enchantment.

You can now put to sleep 1d4 HD of creatures per level. When the character can finally cast 6th level spells she's already able to send 11d4HD worth of creatures into a slumber.

Take already existing spells and simply change the way they work to suit your needs. A lot of times my players have submitted new spells that were simply rewritten versions of spells that already existed, like chain contagion that worked like chain lightning except it bounced disease all over the place...

Just be careful not to let remade spells unbalance the game you're in.

I allow characters to retrain their feats, but it's not free. They need time and they need money to cover the training expenses.

Usually it's 1d6 x 100GP x PC Level and 1d10 x PC Level in days to retrain.

Sometimes it can take a couple months, or less.

As a Wizard/Sorcerer you are allowed to make your own spells. You are not limited to what's in the books.

Just make something up and run it by your GM.

Deep Slumber
School enchantment(compulsion) [mind-affecting] Level Bard 5, sorcerer/wizard 5
Casting Time 1 round
Components V, S, M (a lock of hair from a witch who knows slumber hex, or a harpy's feather)
Range medium (100ft +10ft./level)
Area one or more creatures within a 10ft. radius burst
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes

Functions like sleep save that the caster may affect 4HD of creatures plus 1 additional HD for every 2 caster levels (Maximum of 15HD).

Just a quick question and I'll let you all get back to rescuing maidens and wrecking taverns with loud, raging brawls...

What Paladin abilities require a Paladin's holy symbol to be present (not necessarily in hand, but present on his/her person)?

Channelling, obviously, but does a mercy require it? We have a Paladin that didn't bother getting a holy symbol for whatever reason and I want to call him out on it as a 'lesson'.

Does Paizo make a Psionics book for Pathfinder?

When you come across weapons and armor of unusual metals (mithral, adamantine, etc), has anyone ever ran into the PCs wanting to melt it down and make something else from it instead?

Recently they stumbles a +2 adamantine battle axe and they decided they'd rather try and make something else from it instead. I sort of made it up on the fly, but I ruled the moment they melt it down it's destroyed and loses its enchantment (obviously), but I wasn't sure how much adamantine it'd give them so I ruled it'd equal half the base materials, or 3lbs.

Thoughts, opinions?

Also, what bonuses stack with what? Last session I was throughly confused because one of the PCs ended up with a natural armor bonus, deflection bonus, a dodge bonus, his enhancement bonus, and bracers of armor which are an armor bonus...

I know two identical effects don't stack (you use the better), but aren't there a few bonuses that don't stack with other bonuses?

I'm in the same boat with everyone else. Consider it a weapon, but it simply doesn't cover enough to provide adequate DR.

However, it's sheer durability makes it almost impossible to destroy. I've had Fighters use it to hold open falling portcullises or even jam up traps.

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This happens from time to time in our games as well. While it's left largely up to the GM we say 'yes', but caveats is that the target can not be aware that the action is going to cause them harm. The exception is the movement that provokes the AoO, since this stated in the book.

Here's a few ways I handle it.

When the target moves, if any of the AoOs connect and score damage, the command effect is broken and the stop on the square where they were injured.

Asking them to 'read' a warded book is acceptable, since they don't know it's warded. Triggering a pressure plate they didn't know was there. Walking into a Gelatinous Cube was acceptable, but the target still got their perception roll to notice it (remember, they're transparent).

The 'fall' command would not have worked in my game, since 'falling' would have caused direct harm as a result of obeying the command.

The rune trap may have worked, but the target would still have been permitted a perception check to notice they were being asked to walk into a trap.

Hope that provides some insight.


Lets say that there is a remote town with a mayor who is LE. The town laws state that carrying weapons in town is punishable by arrest and death. The townies know this and stay within the law and are thus treated well, but outsiders are generally killed with in a day since the trip here is dangerous and most are carrying weapons. Is the mayor "legitimate authority" or can the paladin try to get rid of him? Especially since the paladin was already arrested for carrying a sword into town (their holy bond weapon).

Does the paladin have to follow the law there and accept their death, or fight against the evil ruler?

This has nothing to do with alters, gods, and whether or not destroying them is good/evil.

To answer your question, yes. The Paladin would accept the Mayor as the law and adhere to those laws while in his town. As the GM, you should have guards at the gate notify the PCs of that upon their arrival, not just let them walk in, get arrested, and beheaded.

Not providing any warning to the PCs and then attempting to arrest them, could be considered unlawful, since any crime punishable by death should be made public knowledge, even to visitors. The party as a whole (not just a Paladin) should be given the option to leave their weapons at the gate (to pick them up when they leave) or simply be given the option to move on to the next village.

Unless it's plot based, you shouldn't put the party in the 'ignorance of the law is no excuse, now you have to die' scenario. Since the Paladin has already been arrested in your scenario, he'd petition for a trial and should be allowed a Diplomacy check to plead his case. Entrapment is unlawful and basically that is what you described above and the Paladin should not stand for it.

How it plays out after that, is up to the GM.

Define 'get rid of'. The Paladin, despite how unlawful a law might seem, doesn't have carte blanche to simply put ever low life to the sword. In your scenario, providing the Paladin got out of it, would work with the ruler to find ways of making the law more readily available to anyone entering the city so they aren't blind sided by it and put to death. He'd also state that a death penalty is a bit much for simply carry a weapon.

If that failed he'd petition the local Lord and try to have the mayor removed from office on the grounds that he's unfit for the position. It could become quite political but in the end if things didn't end well at all, the church itself may, through communing with the God and seeking approval, grant the Paladin righteous providence to depose the mayor by force (step down, 'or else'). In this scenario the Paladin is backed by his church and the 'crimes' he may commit in the process fall on the back of the church when the local Lord comes knocking. The Paladin could lay siege to the town, depose the mayor, and work towards installing a more lawful ruler in it's place. The mayor would then answer for his crimes unless the church specifically authorized the Paladin to act as the executioner.

Paladins, Inquisitors, and Clerics of good faith are decent folk, but you do not want to piss them off. Once the church backs them and approves of their course of action it's the same thing to them as their God standing over them saying "It's okay." As long as they are still acting on the tenants of their faith (depose the ruler, protect the people in the case above) they will put an army at the gate and do what needs to be done and there will be no stopping them.

War could happen... all because a guard didn't say "Carrying weapons in the town is illegal, leave it at the gate or face the guillotine. Hey, you know... I used to be an adventurer like you. Then I took an arrow to the knee."

Holy wars have started over less.

Don't talk down to me.

I was just making a joke (considering, you know, I can't actually put anyone in a time out). I was under the impression people around here were the humorous, fun sort. My mistake.

Duely noted, sorry for attempting to joke with you. Won't happen again.

On the upside, great minds do think alike since we both agree on the topic at hand. Not a total loss, I suppose.

Dude, it's a spider. If you're having it make climb checks just to stick to a wall, then you might be doing it wrong.

The strength check implies how well the spider can continue to adhere to a wall in less then optimal conditions. Consider any relatively smooth surface (wall, ceiling) to simply be normal ground for it. Only worry about the climb check in certain conditions where the spider can't rely on its natural clingy ability.

-Walking on ice.
-Someone attempts knock it off the wall/ceiling.
-Flood-like conditions (relative to a small spider, not a person).

Remember this assumes the spider is of the clingy variety, there are some spider species that don't climb very well.

Just apply some common sense and wing it. It'll be fine.

If the Druid and the Monk were 'friends and allies' (the Druid has a good alignment) and he does nothing in the way of attempting to find some manner of a cure for his lost compatriot, then yes, the Druid is acting like a self serving, petty jerk.

Jerkyness can be evil.

Now, on the flip side, if the Druid owed no particular allegiance to the Monk, is of non-good alignment (hovering in the neutral gray area, perhaps), then no. The Monk, while the Druid regrets having to do what he did, fell prey to the one of the fundamental laws of nature: don't bite off more than you can chew.

The Monk is now a frog because he tangled with something and that something proved stronger. While the Druid would certainly not care one way or the other if the other PCs did what they could to restore the Monk, he is under no obligation to put for his time or coin to the effort.

Nature red in tooth and claw. Hopefully the Monk will learn from the experience.

I hope that helps.

Buri, Irontruth, play nice or you both get a time out.

Is it an evil act? Simply put: yes and no.

"It came up." severely lacks something called context.

Allow me to provide context.

The PCs arrive in Cheliax. Being of noble bearing and pure of heart the Paladin of Iomidae strides into the first Pact Hall of Asmodeus and in her gods name pushes around the Pact Maker and decrees that the temple and all it stands for is an afront to the decent folk of the world.

She proceeds to wreck the place, consecrate the place and 'purge' it of evil. The act itself is not ground breakingly 'evil', but the Paladin was in the wrong and has violated her code of ethics. The temple wasn't guilty of anything but being a temple and, to the Paladin's knowledge, wasn't hurting anyone. All gods reserve their right for worship and she encroached upon those rights and engaged in prideful and malicious destruction.

Being evil is not a crime. Evil acts are. The church is doing nothing wrong simply by existing.

The Paladin would lose her status, because that's not the sort of way Iomidae likes for her people to handle things. If that Pally decided to relieve him/herself while doing so then the other PCs simply abandon the toddler and decide to move on to 'grown up games'.

After a harrowing adventure the PCs find the cause of a disease that's been ravaging the countryside. After witnessing the horrors wrought be "Tickle Pickle Fever", where people turn purple and bite each other on the butt while shouting 'g'nap!', spreading the disease instantly, they discover a wily gnome priest of Urgathoa who's still, unfortunately, trapped in the 80's.

They win the day and defeat the wily gnome, consequently destroying his alter to Urgathoa and consecrating the place. Did the gnome reserve the right to worship Urgathoa? Most certainly, but that right ended the moment he unleashed "Tickle Pickle Fever" upon the helpless populace. Since the alter was used in evil acts that the PCs themselves had evidence of and could trace back to the gnome, consecrating the alter is considered part of helping the good people of the community.

While my example is tongue in cheek, the point should get across. Good people are not judge, jury, and executioner. In fact, in most cases if the church is caught committing evil acts, they don't burn down the church... they blame the staff. Even in an evil church where evil is okay, the higher ups blame the staff (they shouldn't have gotten caught) and call it an 'isolated innocent'. The faith lives on, palms are greased with gold, a new staff arrives, and the church goes on doing its thing.

Use some common sense and remember, context is very important when deciding if things are good or evil.

I'd adjust the save to use the users Wisdom modifier, not Strength. Wisdom denotes the accuracy of the applied knowledge. Hitting someone really hard in a nerve center is one thing, but that doesn't mean you did it right. Using Wisdom allows the user to apply both force and accuracy simultaneously into a maneuver that's more difficult to resist.

Also, I can't think of anything that does a flat X amount of attribute damage (save for 1 point). The damage should be randomized. Maybe increase the damage in increments. Start at 1 point, like the Nina Trick (because if a 2nd level ninja can only 1 point, why do you get to 4 points at 1st level), and increase the amount from there. 1d3, 1d4, 1d6... by 20th level maybe you can inflict 2d4 points of attribute damage.

And even 1d4 points is something that should give you pause, that's not a light amount of damage when it comes to attributes. Inflicting a single attribute point on something is a scary thing, players and NPCs should worry when a guy is capable of that stuff.

I've brought PC parties to their knees with simple maximized or empowered enfeeblement spells, because remember, a 0 Strength or Dexterity is 24 hours of instant paralysis. Coup de grace generally follows.

I like the Grimm one, very cool. I've considered using a pair of brothers, appropriately named Grimm, for a few adventured in Ustalav when the scary fairy tales they've been writing start coming true.

Oh, I know. We just got in the habit of calling them 'Unique Traits' and the name stuck.

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As we (the people I run games for) play Pathfinder the PCs they've created take on a life of their own. This shouldn't be news to any of us here, so I'll not preach to the choir about memorable characters.

I say that to say this though, as I read Paizo products (mostly adventure paths) I see more and more that they create NPCs who are, as they put it, 'destined for greatness and glory' (Queen Arabasti, for example) and so they amp the NPCs stats up to a 32 point buy system. Or they grant some insane increase in ability scores without explaining why or use wishes to +5 to every ability. Mind you this is not a complaint. I'm not saying the deck is stacked in the NPCs favor, considering the NPC generally has but a couple henchmen while 5-7 angry PCs wielding hell-fire and brimstone come barrelling forth to smite and loot.

As such though, we got to thinking. In my games the PCs are destined for greatness since I never run a game where they just adventure for 20 levels and then retire. Instead of giving out 32 points at creation we instead come up with ways to uniquely personify the characters in the form of traits that are exclusive to them.

I thought I'd share a few with you guys.

First up is Meldarian, the Fighter and all around nice guy.

Blood of Titans
Some say that House Delgath possesses the blood of titans somewhere in its history, granting them phenomenal strength. While the public whispers it, House Delgath refuses to confirm or deny it.
Effect:You are capable of feats of strength beyond the ken of mortal men. Once per day you may treat your strength score as 8 points higher for determining how much you can lift, pull or drag. You may continue to hold or carry this extra weight for a number of rounds equal to you 1+ your unmodified strength modifier. If your feat of strength involves smashing or breaking, you may ignore 5 points of hardness or lower the break DC of an object by 5.

This bonus not be applied for combat purposes to deal extra damage, but it may be applied to combat feats that rely on brute force like Sunder, Bull Rush, Overrun or even a grapple.

Next up, Tellara Razavath, Scion of House Razavath. (Yes, you have to refer to her by the whole name, like a Pimp Named Slickback or A Tribe Called Quest)

Prerequisite: Must be a spoiled brat with entitlement issues.
The noble House Razavath number s many prestigious Wizards amongst their number, but only one do they refer to as a 'prodigy'. Tellara Razivath is young woman barely 15 years old and has already mastered many ancient mysteries. She's also a rich, spoiled, pampered little brat.
Effect: Whenever things aren't going Tellara's way (i.e. whenever she feels like throwing a hissy fit) she becomes a ball of rage. As a result she fumes into a Barbarian-like mental Rage spouting rules, regulations, doctrine, insults with big words in them, and all the while threatening to 'have their job', or see them 'burn in in the nine hells', see their 'house fall to ruin'.

During this 'Mage Rage' (as Meldarian puts it) Tella's Intelligence and Charisma are increased by 4 points providing a relevant +2 bonus on all skill checks. She's not any more smarter than normal but she tends to possesses an odd mental clarity during this time, allowing her to rain facts and spout erudition like no ones business. While she's not any more likeable, she's certainly more overbearing and displays a much more forceful personality. The increase in her Intelligence also increases the save DCs of any spells she casts as well as providing her a +2 rage bonus on level checks to overcome spell resistance. Any spells cast that inflict damage, Tella may apply +1 bonus to damage for each die rolled.

After the Rage Tella is mentally exhausted and just doesn't feel like bothering with anything for awhile. During this time she suffers a -2 penalty all her Intelligence and Charisma based skills. Her spell DCs are lowered by 2, making them easier to resist.

(Tellara as gotten the party thrown out of a few throne rooms beause of her attitude)

Next, Liana's, the magical construct who's learning of the world around her.

No Boundries
Liana is a magically created simulacrum to act as a body double for wealthy, evil queen. Somehow coming into a soul of her own, Liana escaped and sought a life of her own. Created by strange, forbidden magics Liana finds that sometimes she's not bound by the same rules of nature that others are...
EffectAs a Ranger, Liana finds that she is not bound by the 'pick and choose' training regiment that others of her ilk are. As such she doesn't choose a fighting style as second level, she simply learns both as well as acquiring both Hunters Bonds as well.

At 2nt level she gains her fighting style but she doesn't learn the second style until 5th level. So she advances Archery at 2nd, 6th, 10th, 14th, and 18th as usual adding Two-Weapon to the list at 5th, 9th, 13th, 17th, and 21st.

Unlike a Ranger, Liana must qualify for all the feats she takes, even bonus ones granted by her fighting styles.

Opal, the alluring bard who's a consummate partier and tart.

Siren's Song
Lovely beyond reason, Opal learned early in life that men aren't too hard to impress as long as you smile, seem interested, and show a bit of skin here and there. When she discovered her natural singing voice, everything just got all the more easier.
Efffect Opal gains a +3 trait bonus when she uses Bluff or Diplomacy on someone that is (or could be) sexually attracted to her, as well as a +3 trait bonus to the save DCs of any her language-dependent spells she casts on such characters or creatures.

Also, Opal's super natural singing voice is so powerful that it negates the visual component for her Bard Performance abilities. Any Bardic Performance that relies on audible and visual components Opal can perform with only the sound of her voice.

Chet, the rogue of the bunch and all around klepto...

If It Ain't Nailed Down
Chethren Amblecrown was raised on the streets and learned at an early age to steal in order to survive. Within no time he's become a master thief. He even refers to himself as a thief, not a rogue.
Effect: Chet is a klepto in the extreme and chances are if you've heard of it, he's stolen it at least once. Ever afraid of becoming impoverished again, Chet hordes items like a miser with his coin.

With pockets, pouches, and packs loaded to the hilt, this packrat generally has just about anything for any occasion. Any sort of gear in the Core Book whose price doesn't exceed 3GP, Chet is assumed to have at least 1 (within reason). When that one item is expended it's assumed Chet 'resupplies' at the next settlement, providing that item would be available. Chet own gear (that which he's paid for) is always expended first and he must to resupply himself. This trait is only used when the thief finds himself out of something, or the party as a whole could benefit. For example: Chet runs out of rations and goes a few days with out eating. Lo' and behold, rummage around his pack he finds old, forgotten about food that he stuffed in there several adventures ago... it's not the classiest meal, but it holds him over for now.

Chet's strength score is considered 2 points higher when calculating his maximum weight limit for encumbrance. This stacks with the bonus provided by a masterwork backpack.

Chet is a master thief. DCs to notice him stealing something (whether from a person or off a counter top for example) are always 2 points higher than his Sleight of Hand skill check.

These are the things that work for us. You may read this and say "that's OP" or 'unbalancing' and honestly you might be right when it comes to your games and how they are played. We run lower magic games, so the PCs enjoy the use of their abilities and skills more often than magical trinkets and store bought magical armaments.

So, basically, I was curious if any of you have used ideas similar to this and what they mat be. How have you made your characters different in a unique sense.

If you feel like adding to this list, please post something below.

There was one in the Complete Adventure which allows to strike with both weapons as a standard action. Downside: you will get -2 on this rolls and have to roll both attacks and take the lower roll for both attacks.

The Two-Weapon Warrior Archtype permits this as a class feature. At 9th Level they get Doublestrike(Ex) and each attack is calculated separately. The upside also being that Improved Balance and Perfect Balance can offset the penalty entirely.

With GMs permission this ability can easily be translated into a Feat.


Really? Huh, this issue always comes up in the game I run when a player is playing a monk. Eventually they point out the wording of the Flurry of Blows section. The conversation goes something like this:

"So I can kama my enemy 4 times, right?"

"No. 'A single weapon' implies a single weapon that is a double weapon. A weapon with two business ends. A quarter staff is a single weapon that acts as two, so you can flurry four times with a quarter staff, but not your kama, sorry. You can punch twice and kama twice if you like."

"Oh, that makes sense. Okay."

Now, mind you, I don't know what Paizo meant when they worded it, but logically, to me, 'a single weapon' implies that a monk using a double weapon can do their stuff proudly. Regardless of how the players read it or the GM reads it, what matters is how you use it.

Should Paizo re-write the entire monk class? No, and good on them for not budging on the issue. If you see it differently, then simply use your method. If you like it better as RAW, then use the RAW method. Paizo shouldn't have to re-write their products just because people can't house rule something.

I really don't see this worth 1,300 posts of angry rants. It's amazing what people find these days to crusade over. Good luck in your struggle though.

I'm not reading 1,300 posts of Monk diatribes, so someone fill me in. What is the point of this? Is this some argument that a Monk is not as strong as a Monk should be?

If so, how strong should they be? I mean, in the 50+ or so posts I've read all see is a complaint about TWF and not enough bonuses and this and that about needing more. More what? The Monk follows any and all rules for TWF as any other character does, so what is the issue?

Improved Feint is a good one to take if you'd like to apply your sneak attack in more direct situations where stealth or flanking isn't an option. Some would argue that forfeiting your extra attacks to feint as a move action is not a good idea but I've found that on certain enemies the -5 to your other attacks yields diminishing returns.

I'd rather hit it incredibly hard once than chip away at it then possibly chip away it it one or two more times.

I feel your pain with this build. Sometimes it's hard to split into two specializations unless you pick a class or prestige class that gives you all you need for one speciality while you use your Level Feats to walk the secondary path.

Generally I play a Two-Weapon Fighter and the Monk and I decimate the field with our insane number of attacks per round and the Two-Weapon Warrior Archtype helps offset the negatives for same size weapons. I haven't played a ranger in a long time, I just make a lot of them as NPCs when dealing hunter bounty hunters or sheriff types.

I've made this build before and usually select Archery as my style and then use my Level Feats to purchase the Two-Weapon Fighting feats. The Archery ones are great, but there are only a couple TWF ones I find particularly useful. Everyone has a different flavor of play but I've found supplementing the Archery Feats as the Style Feats.

The entire style of play is solely focused on Dexterity so chances are you're going to qualify for about anything you want to purchase.

To a Cleric of Desna, she is the most widely worshipped deity in Golarion. Why? Because every intelligent creature dreams. While it's true that most evil, intelligent critters, are content with being what they are, they still aspire to be something more. The evil lord who craves powers and influence, the weakest demons and devils want to evolve into greater ones or be free of their torment, the forgotten vampire who languishes in his castle awaiting counting the centuries until his lost is reincarnated (yes, I went there).

Although I don't like doing it, I'll quote popular culture because logically it's the perfect philosophy for a Desnan: "What power would hell have if those imprisoned here would not be able to dream of heaven?"

All of the above are dreams and in Desna's infinite mercy she gives all the gift of hope. That's what a Priest of Desna is: hope. A walking good luck charm that carries with him/her a bounty of good fortune and the power to help the good people of Golarion achieve their dreams by putting them on the right path (via fortune telling, etc.). Now, they don't just hand out the future and make dreams come true, that's not their way. What is not started today, is never finished tomorrow, which basically means that if you don't pursue your dreams, you'll never achieve them. A Desnan will put you on the path, but you have to walk it.

RP the hope and the optimism. You are the joy of living life to its fullest surrounded by darkness, oppression, and depression. Live it up, show the people of Ustalav there is something better to look forward to. Be their dream of a better tomorrow.

Though you may walk through the valley of the shadow of Death, you will fear no evil, because you have a alien butterfly to get your back.

Actually, purchasing the land illegally didn't come to mind. Forged deeds, or any sort of of tactics could have been used and after forty years no one is really keeping track of the paper work anymore thanks to bribes and pay offs.

I hadn't considered that. Thanks.

We recently began a new campaign with 1st level characters and decided to run the D0 module from 2007 "Hollow's Last Hope" (it took some conversion and it's older, but it's a good beginner mod). After dusting it off and rereading it for an hour or so we were ready to go.

Well, as always, it took on a life of its own as the PCs now want to help the poor bastards of Falcon's Hollow free themselves of the tyrannical grip of the Lumber Consortium and Thuldran Kreed. I did some research, in older sources as well as new, and I certainly thought it might be possible to let the PCs win out the day in an adventure where they force the consortium 'off their land'. The PC's considered bolstering the towns people to 'go into business for themselves', throwing off the shackles of their oppressors and putting the lumber trade in Falcon's Hollow under new management. A sound idea that I agreed with until I did some research.

According to the rules, the Lumber Consortium owns the entire city. By this I assume it means every 'deed', every piece of land the properties sit upon, up to and including the logging rights to the Vale itself and anything else one can think of.

The problem this creates is that even if the PCs provide proof of the corruption they don't solve the problem as a whole. The Consortium will just send in another Gavel and the people are still beholden to the Consortium because they still own the town. The PCs need to play the legal game, be it through honest or dishonest means in order to win the town from under the Consortium.

Since the Andoran government already has a serious dislike for the Consortium to being with, I figured getting them to completely disband the Consortium due to illicit business practices would be the best way to go about it. Falcon's Hollow would become the property of Andoran and the people could purchase their lands legitimately or the PC's themselves could purchase the land from the government.

Falcon's Hollow has an asset rating of 40,550gp. What do you think the 'market price' would be for buying the land and the deeds of the village outright once the Consortium's holdings are confiscated. I considered doubling it into the the near 85,000gp range which would mean the PCs would most certainly have to turn to 'business partners' to come up with that sort of a loan.

I was wondering if some of you have some ideas as to how the PCs could evict the Consortium, and help put in the hands of the people. I'm toying with a few ideas, but I could use some helpful opinions.

I don't keep track of ammunition or funds. The players themselves do. After several times of looking to my archers and informing them "You reach back to your quiver to draw an arrow and find it empty..." They learned to track it on their own.

I used to track their money too, but eventually I started asking them "Are you sure you can afford that? After purchasing XX, XX, and then you picked up XX in Falcon's Hollow... I think your purse is a little light." Then they started doing it on their own making 'bank statements' on loose notebook paper in a | PP | GP | SP | CP | format and just do the math down the line.

Torches and other light sources I track and after they ran out of torches a few times and I scarred them half to death with a well described encounter with spiders in the dark (because we all hate spiders) they switched to sun rods since they last longer and don't fizzle out in water.

Keep in mind also that players have a tendency to discard torches and sunrods once they are consumed. This leaves clues that there were there and has their scent on it. I used this tactic to allow some ogres and worgs to track don the PCs who ventured into places they shouldn't have but left to go restock.

There's another way to do it. It's how I do it in games where I include Druids aligned to a particular element...

I just change them.

No feats, nothing fancy, I just say that all the Frost Druid's spells that normally inflict fire damage, do cold damage instead. Produce Frost, Chill Trap, Frost Blade, Frost Sphere, etc.

The list goes on. I once even changed Call Lightning over where instead of summoning bolts from the sky it shot forth icy spears from the ground.

Changed effects like these are a great way to spice up a game, since sometimes, even though you're using an existing spell, it makes a caster into a whole new type of enemy. The spells are 'new' but they're still the same. Because you haven't seen it before it makes it interesting and more fun.

If you're a GM, don't just hurl fireballs, tailor them to suit the NPC. I've hurled flaming skulls that laughed maniacally, the lower jaw moving a mile a minute, until it hit the PCs and exploded into a fireball.

A lightning bolt that spirals up from the floor around the caster, coiling down his arm until is flies towards the PCs taking the shape of an electric serpent. Magic missiles the flutter like humming birds before streaking off to attack, dissolving on impact.

Mess with their heads. Keep them asking and guessing 'what the hell was that?' Go above and beyond the prerequisite 15 pieces of flair. Your players will thank you.

There doesn't always need to be a mechanical explanation for everything, BUT, in the case of spell switching (like fire to frost, or lightning, or what have you) the GM could rule that you can switch your descriptors at character creation (or use an archtype). If you want to play a Frost Druid, then you may, but you need to use the Elemental Spell feat if you expect to change them back (to fire for example). You shouldn't be able to just switch between elements all willy-nilly, that's what the Elemental Spell feat is for.

There's a few pronunciations in Pathfinder that I'm not sure of, but wouldn't you know it as I write this, only one comes to mind.


"Shell-ay" Like Shelly but with an 'ay' sound. The 'iax' makes be think of a French where sometimes 'ch' is pronounced as an 'sh' and an 'iax' can sometimes be pronounced as an 'ay'.

"Kelly-axe" Using the 'Ch' as a 'K', 'Cheli' becomes 'Kelly' and 'ax' is self explanatory.

"Shelly-axe" Same as before, but the 'ch' is used a 'sh'.

"Chelly-axe" The 'ch' is pronounced like 'ch' in 'chill'.

Personally I've been calling it 'Shellay', but that's only because 'Chelly-axe' is an abyssmally poor name IMO, but everyone agrees that's how it's pronounced (at least in my neck of the woods).

Any help is appreciated and if you aren't sure of a pronunciation post it here and we'll do what we can to help you.

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Putting the comedian role aside for a moment, 'funny' can easily be considered 'witty'. It's not likely we'll see Paladins doing stand-up at some tavern's improv night (not to say it can't happen, it's just not likely).

Wit: Paladins can be witty, even snarky. Remember, while a Paladin may be an embodiment of honour and virtue, they are still warriors. Warriors are trained to win and the best way to defeat an opponent is to trick them into defeating themselves. Angered opponents make mistakes that Paladin can take advantage of (and it's not dishonourable, the mistake was theirs to make). This also assists the Paladin in subduing opposition instead of outright killing them, as some realms in Golarion prefer trials before handing out death sentences.

Every Paladin has a limit to the amount of crap they can tolerate. For adventurers, where their lives are just one big ball of misfortune after another, a Paladin expressing his dislike for certain situations with a witty comment is an awesome way to relieve the stress at hand without risking a breakdown that could violate their ethics. Psychologically, laughing at our problems is one of our best coping mechanisms.

After being captured and tortured: "Well, on the upside, starving in a dungeon is preferable to another night of Fighter's cooking. Let's try and come up with a plan..."

That's a joke, but the paladin remains focused on an escape of some sort, refusing to give up. As a Paladin, stay funny, crack jokes, taunt your enemies, but remember to stay modest about it. Don't chastise all the Lords of Hell and issue a challenge because you smote a Lemure. Keep it on a personal level. Paladins are nothing if not honest and if your opponent is performing poorly against you, you are well within your code of ethics to chastise him on proper fighting stances, where to keep his shield at all times, the condition of his armor, even his personal hygiene.

Remember, what might sound insulting to your or I, could just be the Paladin trying to be helpful. Redeeming a soul of poor personal hygiene is just as important as smiting the undead.

Practical Jokes: I'll agree with a comment someone made earlier: "pranks and practical jokes display a chaotic nature." Now, I'll disagree. :) Excessive pranks or practical jokes are certainly signs of a chaotic personality, they've been around since the dawn of time. Let's face it, the occasional prank is hilarious and for adventurers sometimes the only way for them to keep their sanity is to share a laugh around the camp fire.

I'd not encourage a Paladin to be an excessive prankster, but she could certainly be a witty and retributive one. For example: returning upon a prankster in the party a prank of her own providing there's no immediate or possible danger involved.

For example, the prankster is deathly afraid of undead and they stand before a tomb: "Yup, looks like undead for sure. Shame I lost my holy symbol last night (knowing the prankster has it stashed). Oh, well, looks like I'll have to sit this one out. Fighter, Prankster... you two do me proud, okay? I'll be praying for ya." Fighter smirks because he knows what Paladin is up to and goes along with it. Within seconds the prankster cracks and gives up the holy symbol because they need the Paladin's channel ability if they're to survive the tomb. The prankster's been pranked. The same as with wit, be modest about it. If the prankster hadn't caved and given up the holy symbol, the Paladin would have ventured in anyway and demanded his holy symbol back (knowing he had it all along), since not going would have resulted in injury to his allies and that doesn't make for a funny prank at all.

But the Paladin lied: Paladins can, and do, engage in deception and/or misdirection when necessary. While in everyday dealings a Paladin should remain forthright and honest, a Paladin is still at war with evil. War demands that a Paladin may sometimes have to bend the truth to get to a greater evil and destroy it. Kicking down the doors of an evil cult's hideout and screaming "Death to all heretics!" is not the best way to handle things. By the time they make it to the 'big bad' he's skipped out the back door to start a new cult in some other town. A wise Paladin should know that the goal is the Urgathoan Priest at the heart of it all, and the peon cultists are a secondary objective.

Now, their aura sometimes makes undercover work difficult, but not impossible. Providing the Paladin commits no atrocities (or allows any to be committed in her presence) then the Gods, in their infinite wisdom, will surely understand the Paladin's misdirection and subterfuge for the greater good. You'd be amazed what a Paladin can do with a decent Bluff skill in righteous circumstances.

Again, be modest. A Paladin should never lie to the good and decent folk of the world, but bluffing a few bandits into giving up the location of their boss when intimidation fails, well, in that case, the Gods of B.S. be praised.

Those are my opinions, and they may not jive with everyone. That's cool, to each their own. Happy adventuring.

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