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Kikkling the Slight

KingmanHighborn's page

RPG Superstar 2013 Dedicated Voter. 226 posts (451 including aliases). 6 reviews. No lists. 1 wishlist. 3 aliases.

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You torture known bad guy for info to a 'good' end. Then no it's not evil.

Torturing after bad guy coughed up info for fun is evil.

Torturing anyone that doesn't 'ping' as evil is evil.

Torture for the lulz is evil.

Repeatedly punching the bad guy that surrendered after he killed your fellow PC, into unconsciousness is not evil.

Neutering that bad guy afterwards is...case by case.

Really torture is a gray area, though it can be used for good. *See the movie Taken*

Torture for torture's sake IS evil *see the Saw series*


Thomas Long 175 wrote:


bias against? hahaha Barbarian is my favorite class.

Not a fan of playing paladin's but hey that's just cause I can't be lawful. I hate being lawful with a passion.

As for pallies. how long are they gonna be stealing from people and attacking good people before they turn to evil. If they're bandits, making a regular time of things like this then they're evil, hands down. Otherwise the GM is just metagaming against you. It is possible to come to blows with other people that aren't evil but that will rarely happen. This isn't even taking into account the fact that what I stated was that AP's are full of evil characters.

As for the girl, its nice that she can play it well. Unfortunately I take this more to mean you don't properly understand how to apply pressure to a summoner. you don't whack down the eidolon. You ignore it and bring down the summoner. Cause as soon as they're down so is the eidolon. Things with concealment, incorporeal, or other such things will be great against them. Ranged attackers will also be fairly solid.

1. No I don’t have bias against them, I’m saying they are balanced because their ungodly damage and nice saves in rage, (Plus rage has some nice utility features…i.e. Iron culvert in the way preventing escape for the pcs? Rage and rip that thing apart…etc,etc.) are put in check by having to make sure they don’t get into auto die range before the healer can get to them. And even still if a regular PC hits 0 they are uncon, Barbar hits 0 and he is more than likely dead rather then just knocked coo coo.

2. Bandits can run the gambit of the neutrals and chaotics. If the PCs arrive in town and sharrif says there is bandits stealing from the prince and his allies, the PCs assume evil dirty thieves, but run into a Robin Hood (CG) characters instead. Still a dirty thief, but not evil. Same as a slave press ganged into an evil army, the slaves aren’t evil, just desperate. None of this is metagaming, these scenarios come up all the time in fantasy stories.

3. My point is if a 14 year old kid can handle the class anyone can. And in the course of Kingmaker she has had her close calls, even was swallowed whole once and rescued in the nick of time.

The major point is that though, summoners have major strengths and weaknesses that balance them. Just like a fighter, cleric, druid, rogue/ninja, etc.etc.

Also when a Druid gets knocked unconscious her animal companion is still up and kicking, also a summoner can’t fill every role, they have zero healing abilities, unless you burn 5 evo points to get CMW 3 times a day. And that’s still very suboptimal, even more if you want a few shots of CSW. They can get skilled but that doesn’t mean they can detect or disable magical traps like a rogue.

Anyway bottom line, not op, unique balanced class.


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Thomas Long 175 wrote:


Disagreement on both counts.
Channel energy only gives a save if they choose damaging option by RAW, so anyone who can channel energy auto bypasses superstition unless they're trying to hurt the barbarian. So the barbarian can be healed while raging though only with a couple of effects. The barbarian only need save against spells, so spell like effects like the witches hex for healing and lay on hands also bypass it.

Paladin's will only be meh against anyone not evil? Are you crazy? They'll be slightly less powerful without smite yes. On the other hand they have numerous buff powers and spells that are independent of enemy alignment to kick them up a notch. Furthermore, have you looked at AP's? General rule of thumb; if its smart enough to have an alignment, you can bet that alignment has the word evil in there somewhere.
Basically the only things you commonly fight that aren't evil are constructs and animals, and even those are fairly rare.

I'm not talking about a superstition barbarian, or healing him, I'm talking ALL barbarians have a set point major flaw. There is a set point when they still have POSITIVE HPs in a rage, that IF the rage ends, the Barbarian drops below his Con and auto dies and if they get to zero it's sure death, where even the weakest mook, might still survive if he is koed. But it's the price they pay for being able to go toe to toe with the big nasties and rock them.

As far as Pallies go it takes a few rounds to buff, AoOPs if they cast in melee. Also many smart 'opponents' can be CN (bandits, snake oil salesmen, etc.), or any other alignment even two LGs can come to blows over something. When I DM animals (especially big ones) are prevalent enough to be serious threats. Paladin vs. a bull mammoth protecting it's herd is going to be interesting. Or in my example, dire tiger ambush right in the face.

Now back to summoners, I have DMed Kingmaker and we have a 14 year old girl at our table and her summoner is not only legal, but she has played her character better then the resident 'power gamer/dice fudger' I deal with. And it's her favorite character. Now she is a smart girl (smarter then her college dropout brother really) but if a 14 year old can make this class work well without being broken and have fun with it, maybe you should relook at your bias against the class.

Alchemist:
I haven't played one, but I've DMed a campaign with one in it, and been a party with one. They do fill a niche that is fun and unique and can't be duplicated by any other class. You got concepts from steampunkish mad bomber, to jekel/hyde types, to even a true 'doctor' feel that no other healer class has the feel of.

Cavalier/Samurai:
Okay so a mount can be a problem because of the size, but so can the druid and ranger's animal companions, if not more so. But a Cavalier is more true 'knight' then a Pally 'holy knight/crusader', they are really a better fit in low fantasy then the pally anyway. But even in high fantasy...the sight of a cavalry charge is beautiful. Samurai is also cool and as I said before in my Golarion they not 'tied at the hip' as Asian. But they too are cool, the stand up and lets rock kind character, and Sword Saint is a fun challenge, hard to make work but oh so dang rewarding. Also there is some archetypes that let Cavaliers dump mounts if they want.

Gunslinger:
This is another good class that added a lot to Golarion itself. I've always loved guns in Faerun, and other settings as technological and temperamental wanders. The fact the gun can blow up is a great early balance to the touch AC bonus. And though my preference is shoot one round, reload the next, shoot again, repeat, by the time you get to higher levels they really don't hit any harder then a wizard going Hi Yo Fireball!, Personally the class should stay in the flintlock/wheellock stage as advance firearms is more 'modern' then what I feel Golarion is at but again they fill a niche for the technophile nutter in the swords and magic land.

Inquisitor:
Talk about an awesome idea. A cleric that can actually throw down, and not be tied up in red tape. No one has mentioned their Bane and judgement abilities which really add to rp as much as mechanics, plus one of their spells Burning Invective is awesome for game and rp alike as well. They are PERFECT for a nitty gritty, down and dirty campaign. And Inquisitor also has that bit of detective/investigator in it like rogues and bards, but with a divine kick, and made building for Intimidate in mind actually useful

Magus:
Short and sweet, another needed class, kinda killed the need for Eldritch Knight in 'some' situations. (Not all as Pally/Sorc/EK is still fun) I like that they fly in the face of the 'squishy' caster, being able to go nose to nose with most things

Oracle:
Love this classes flavor, mechanics, it was needed, it's not quite Favored Soul, but kudos for not just straight up ripping off D&D. I love the mystery/curse aspect so much.

Summoner:
It's odd that I'm not much keen on conjurer wizards, but like Summoners. They are no where near as op as people make them out to be, they are a true 'pet' class with no more bookkeeping then a ranger or the real bookkeeping nightmare the Druid. They a 6th caster so NOT full caster. And an antimagic spell could really throw a wrench into their plans. Plus like all squishy casters sans synthesist they still don't do well against a sneak attack from something hidden.

Witch:
While it kinda stinks a little their familiar is their spellbook, they aren't the heartless wizard sending Fluffy or Mittens out to bad touch the Orc King on the ankle. Again they are something that can't be duplicated by any other arcane caster, they are full of flavor, and have an interesting spell list...i.e. name me a wiz or sorcerer that can heal, not to mention do the hexs.

Oh and Ninja is not all together better then rogue, ninja has no trapfinding, and therefore won't know to do the penitent somersault to avoid decapitation by the giant buzzsaws. Or keep the BSF from stepping on the switch that makes spikes come out of the wall and start closing in. Or even save them when the door locks with a magical device.


golem101 wrote:


Right now, too many racial options, archetypes, feats, traits (I've come to despise them with the strenght of a thousand fiery suns), silly races and spells, the option bloat already seen in the 3.X era. And the inevitable race to combos and bonus stacking.
But I'm still the DM and my veto is strong as ever, so the hassle is listing what's good and what's not. "I don't care, there are no dwarf-adopted feline humanoid gunslingers in my fantasy world. And there will never be".

Maybe DM right but that's boring TBH. My counter is "Why can't there be?" race combos and bonus stacking starts right out of the core. Are you going to say Elves can't be Wizards because they get a bump in INT?

More options are always preferred, and every race under 20 RP is pretty well balanced against any other race. Traits are nice little 'bumps' that aren't game breaking and make since for 'tweaking' a character and their history.

Elosandi wrote:


The full casters from core are still better than most of them.

I wouldn't call it power creep, I'd call it making classes that are in line (Witch, Summoner, Oracle), if not a little weaker (Inquisitor, Magus, Alchemist) than the core classes, and anyone who says that the ninja/cavalier/samurai/anti-paladin are power creep needs to fix their point of reference...

...The problem is that you chose your comparison point to be the monk, whereas your comparison point when deciding on whether or not something is power creep should be the wizard/cleric/druid/sorcerer.

Agreed to a point because Inquisitors are fun and varied unlike stuck in the mud clerics, and Magus and Alchemist are fun classes too.

But yeah I haven't seen the power creep people yap about.

Aravar Eveningfall wrote:


I like most of the classes Paizo has released. I don't understand the complaint that "you don't need these classes, you can make them from existing classes." First off, that's not 100% true, and second, we've always gone on the side of more options. You could argue that a fighter/rogue with wilderness skills could replace the ranger, but you don't get the exact flavor of the ranger.

In 3.0 and 3.5 you would buy splatbooks and get a thousand prestige classes. You would want to play one, and build a character from level one with that prestige class in mind, hoping the campaign would last that long. In Pathfinder there are some prestige classes, but with the archetypes and new base classes you are much more likely to be able to play the character you want from the beginning. Instead of "first level fighter, next five wizard, eldritch knight, abjurant champion," you just play a magus.

AMEN and EXALTED ON HIGH!

DrDeth wrote:


So, no Sorcerers, either?

The Oracle is simple the divine Sorc. Needed. No doubt at all.

I'm with JJ on the Summoner- cool idea, very poor execution. The "build your own " allows horrendous mix/maxing and needs to be vigorously math & rules checked every level.

Alchemist & Witch are cool. Needed? Well, that's debatable, but they are fun.

Cavalier is fine for some campaigns. People have been asking for a Knight type that doesn't have to be LG from day 2. Now we have one.

Oracle to me fills the D&D niche left by favored soul, which was my favorite 'base' class from back then. But I really like the curses and how they work, I actually wish they had a feat variant like Eldritch Bloodline so I could get the curses and mysteries on another character. (Blind Sword Saint, YES PLEASE!)

Thomas Long 175 wrote:


Meh I don't even find them to be the most powerful classes (though Magus and Summoner are certainly up there) Strongest in my opinion are the Barbarian (what with rage cycling and god like saves), Paladin (who can easily get enough smites to smite every foe in an average work day about 16 a day), and wizard for obvious reasons. Druids might be up there too.

Not exactly a fan of gun slinger or cavelier but thats because I simply have no urge to play them.

Honestly, more classes never hurts my feelings.

Again I find them all pretty balanced. Barbarians are auto dead at certain points if the rage is ended to soon, Pallys are great vs. evil, and ho hum against an angry dire tiger to the face.

Lazurin Arborlon wrote:


Just curious, of the objectors there seems to be a great many that don't like a class because it doesn't fit their desired setting of Arthurian Fantasy. There is a lot of gunslingers and alchemists are too modern, or ninja are to Asian in bent. My question is why the vitriol against these options existing?

Just because your whole campaign exists in a certain time period in England, shouldn't it be ok for people to play other things and have their tastes catered too a bit as well? I hear a lot of argument that you should " just play a fighter" if you want a samurai, well a person going for an Asian bent could say the same thing in reverse.

I guess I just rankle a bit against anyone who says options are bad. Anytime you have more choices to me it's a good thing, variety is the spice of life as they say. You can always turn things down on a case by case basis, but dismissing a class entirely and portraying Paizo as villains for printing it smacks of forcing everyone to play your Vision of what fun " should" be.

Then again I also do not comprehend the complaint that a class should be an archetype, or the like...it's just semantics....

And further more Golarion to me is a world where a Kitsune Samurai can rub shoulders (in fox form) with a Halfling Rogue who is stealing the Half Orc Fighter's money purse while he drinks with the blind Tengu Oracle, while the human paladin is upstairs eating his vitamins, saying his prayers and preparing to look a Vrock in the eye and say "What'cha going do brother when holy power of Sarenrae runs wild on you!"

I.E. it's a great and varied place. IT IS NOT Arthurian or European medieval low fantasy. It is not Asian either. It's mixed and intermingled. And further more, if you don't like 'Asian' in your fantasy, don't use scimitars, or dervishes, or falchions, or anything from the Middle East, India, or anything 'African' which means no lions, no tigers, very few bears. (oh...boy....yaaaaawn, cuse let's face it, animal wise outside of wolves the wilds in Europe have NOTHING that dangerous.)


Good that makes Robe of Runes worth every gold piece then.


Let's say a character has the Robe of Runes and Spell Focus, and Greater Spell Focus (evocation)

With the feats it's a +2 DC on the saves, but Robe of Runes reads like this. For 1 round after recalling a spell, the wearer's spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.

So a recalled evoc spell's DC would go up by +4, or no?


I'm DMing Rise of the Runelords and we just finished Fortress of the Stone Giants, but I have a PC that wants to rework their character because of the story events. He is a Dwarf (Sin Magic: wrath) Wizard 9/Ranger 4 (Hippogriff rider archetype). His animal companion, the barbarian, and the druid's animal companion all bit it near the end, and he no longer wants to get another Hippogriff, as to him it's like getting a puppy after the beloved family dog has died, he feels it would be wrong to just wait 24 hours and have a 'new' friend. Saying that also he'd probably just lock himself in his room at the Rusty Dragon for awhile to mourn and pour over Mokmurian's spellbooks. All he wants is to drop Ranger and all it's benefits and go straight Wiz 13 (same school).

Should I allow this since his original concept was 'wizard dive bomber' and built the character to reflect that? Or should I say no to it, and let him get another bird horse when he is ready. I think though he didn't mention it, the fact Snips died so easily and even with Boon Companion wasn't very good got to him.


A robot. Very cold, and logical...so also a Vulcan like character. Come off as high and mighty, no empathy.


Name of PCs: Imaharu
Class/Level: Kitsune Barbarian 12
Adventure: Fortress of the Stone Giants
Catalyst: Zaelsar
Story: Leeroy Jenkins into the lamia, went one on one while the party dealt with her sister. 3rd round in her Falchion went crit, crit, crit, and Imaharu fell over dead.

Name of PCs: Snips
Class/Level: Hippogrif animal companion to Zangar Dwarf Wiz 8/Ranger 4
Adventure: Fortress of the Stone Giants
Catalyst: Lokansir
Story: Hill Giant brained it over and over again into fine paste

Name of PCs: Star Cutter
Class/Level: Roc animal companion to Galdirae Aasimar Druid 12
Adventure: Fortress of the Stone Giants
Catalyst: Ogre Fighters in Jorgenfist
Story: Roc took on the Ogres killed one, but one critted and made a mess of the poor bird.


Nycters can fly 40ft with good maneuverability they are in Monster Manuel 3 3.5 pg.112

It's good to have the actual book in hand. ^-^

This is what they look like:
http://www.wizards.com/dnd/images/mmiii_gallery/83027.jpg


Just a random thought, but yeah monkey's and any animal with opposable thumbs could wield 'human' weapons but then I got to thinking about a certain fire tailed lion from a certain rpg that used a bladed headdress for a weapon....and then there is an anime I know I saw where a cat wielded a sword in it's teeth.

And certainly I'm sure a crazy enough gnome could rig a repeater crossbow to a dog.

Silly as hell yes, but nothing is impossible if you can make craft checks and give a good enough explanation.


They have two anthro bat races in 3.5 one is large so I don't think it's what your looking for the other is Halfling sized, but kinda ugly....at least the art of the time was, give Wayne Reynolds enough money he'll make anything pretty...but anyways.

The small ones are called Nycters though.


http://www.furaffinity.net/view/9179237/

It's on a gnoll so gives you some idea what it looks like on monstrous pcs.


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Hooray plot spoiler:
Cause it matters as after the raid on Sandpoint, the stone giants only had a minor success and that was flattening the manors and 'rich' neighborhood of Sandpoint, so I decided to have these two fellas be prisoners with the dwarves at Jorgenfist. In my campaign nobody has really 'crossed' with these two, though they know the heroes the heroes don't really know them. (In fact the PCs think Xanesha and Ironbriar where the sole perpetrators of the mill fires) Anyway this is a chance I figured to introduce them to the PCs. Arrogant, Embarrassed, Cocky Bad Guys forced to work with the pcs for their only chance at escape.

Jubrayal Vhiski
Human Rogue 7
NE Medium humanoid (human)
Init: +4

DEFENSE
AC 17, touch 14 , flat-footed 13 (+3 armor, +4 Dex)
Hp 60
Fort +2, Ref +9, Will +3

OFFENSE
Speed 30 ft.
Melee: +1 Kukri +9 (1d4+2/18-20 x2) +1 Kukri +9 (1d4+2/18-20 x2)
Ranged: Light Crossbow +9 (1d8/19-20x2)
Sneak Attack: +4d6

STATISTICS
Str 12, Dex 18, Con 10, Int 8, Wis 13, Cha 14
Base Atk +5; CMB +6; CMD 20
Feats: W. Finesse, Two Weapon Fighting, Deceitful, Black Marketeer, Double Slice
Bonus Feats: Weapon Focus (Kukri)

Talents:
Black Market Connections
Fast Getaway
Weapon Training (Kukri)

Special
Trap Finding
Evasion
Uncanny Dodge
Trap Sense +2

Skills: Acrobatics +9, Appraise +3, Bluff +14, Climb +5, Craft(Alchemy) +4, Diplomacy +6, Disable Device +12, Disguise +8, Escape Artist +9, Intimidate +6, Knowledge (Local) +7, Linguistics +3, Perception +9, Sense Motive +9, Sleight of Hand +12, Stealth +14, Survival +3, Use Magic Device +6

Languages: Common, Varisian
Combat Gear: 2 +1 Kukris, +1 Leather, Light Crossbow, 20 Bolts, Bear Trap
Other Gear: Artisan’s Outfit, Compass, 50ft Hemp Rope, 2 Torches, 2 Flasks of Alchemist’s Fire, Masterwork Backpack, Thieves’ Tools, Crowbar, Flint and Steel, Piton, Hammer, 50gp, 3sp, 8cp

Titus Scarnetti
Human Aristocrat 6
LN Medium humanoid (human)
Init: +0

DEFENSE
AC 17, touch 10 , flat-footed 17 (+7 armor, +0 Dex)
Hp: 45
Fort +1, Ref +2, Will +6

OFFENSE
Speed 30 ft.
Melee Masterwork Rapier +5 (1d6+1/18-20x2)
Ranged Masterwork Composite Longbow +1 Str +4 (1d8 +1/x3)

+1 Attack & +2 Damage vs. Large or Larger creatures

STATISTICS
Str 13, Dex 11, Con 9, Int 8, Wis 13, Cha 12
Base Atk +4; CMB +5 ; CMD 11
Feats: Skill Focus (Bluff), Deceitful, Big Game Hunter, Cosmopolitan

Skills: Appraise +3, Bluff +15, Diplomacy +7, Handle Animal +5, Intimidate +6, Knowledge (Local) +4, Knowledge (Nobility) +3, Ride +5, Sense Motive +6, Survival +5

Languages: Common, Varisian, Shoanti
Combat Gear: Masterwork Composite Longbow +1 Str, 40 Arrows, Masterwork Rapier, Masterwork Chainmail, Masterwork Buckler
Other Gear: Boots of the Enduring March, 2 Soap Bars, Signal Horn, Everburning Torch, Bachelor Snuff (1 dose), Journal, Ink Vial, Inkpen, Noble’s Outfit /w Signet Ring& Jewelry worth 150gp, pocket watch, canteen, 140gp, 8sp, 9cp


rocky outcropping, trap door, slide drop into a cave where the wyvern is sleeping. Cave ceiling is low, so wyvern can't just fly. Now you got a close and brutal fight, that a 3rd level party should survive, if they fight smart.


I'd think Ranger/Barbarian, he needs Freki and Geri, he used a bastard sword one handed, and bare fisted in the other.


Well then I guess until the party's druid gets to prepare spells the next day, the rest of the party will just have to cope with a very stiff...bard. But at least the only girl that games with our group won't have her 2nd character killed in this campaign.


Well...there is that Unnatural Lust spell...


Just something I was musing over, but say you have a character that can't roll a fort save to save thier soul.

They have been poisoned by a strength poison that clicks off 1d4 str for 6 rounds, and they fail BADLY all 6 rounds, and as the DM I wipe thier strength out to let's say -8. Or heck even -14 which is equal to thier normal strength of 14.

And yet they are JUST unconsious? I mean the way I read it, the ONLY lethal poison is con damage, but I've always seen Str and Dex poisons as neurotoxins, which IRL can kill. If the person is so weak they couldn't even breath, they could theorectially die from suffocation right? But RAW and taken to the extreme they could go -50 Str and still be alive.


Okay let's see if I can simplify it then.

lvl 5 INT 18 = X points & 5 nonstacking ranks in the linked skill
lvl 6 INT 20 = X points + 1 more for 20 (this is an extra skill point)
& 6 nonstacking ranks in the linked skill

lvl 7 INT 18 = X points again

You don't lost that extra point at 6th lvl.

You only lose the boosted skill linked with the item and the +2 INT

If you wore the item from lvl 5 to lvl 10 you would have 5 extra skill ranks to use as you see fit, AND 10 non stacking ranks in the linked skill.


Chemlak wrote:
The extra HD skill ranks are the skill ranks ranks from boosted Intelligence. The Headband predetermines what skills gain those ranks (1 skill per +2 Int bonus). The character doesn't get to double-dip skill ranks with the item.

1 skill per +2 bonus yes, but that is not how I read it.

For example a wizard with an 18 INT has 6 skill points

He puts on the headband and lets say the skill linked to it is K:geography and the wizard is level 5.

The wizard gets 5 non stacking ranks in geography, and a new INT of 20.

He goes to level 6 and gets 7 skill points since his INT is 20 now, and his K: geography goes to a non stacking 6 ranks.

So if he sells the headband at level 7, he loses the non stacking ranks in geography and being INT 18 again only gets 6 skill points again.


The way I see it, you sell the headband, you lose the INT bonus & the HD skill ranks that's it. The extra skill point(s) from a boosted INT score IS NOT LOST. It doesn't make any sense otherwise, you don't forget the experience you had and remembrance of what you put into learning.

HOWEVER, as a DM I would never allow skill rank bonus from the headband to count for any prestige class in the first place as they don't stack with the ranks the player already has naturally gained.


Martial Artist Monk, Gunslinger.

I know you may not like guns in Pathfinder, but those two are close, he needs stealth, bluff, and diplomacy for skills. But his armor...is nothing but the tux.

But anyway I'd be thinking more Sean Connery so he wouldn't you know...be a loser like Craig.


That works. It's be fun to play a super powered housecat spellcaster.


Okay my party made it past the stairs, and just finished with the fight against Giants and Dire Bear hunting party at night mind you. A single giant played dead and got away while the party camped and the Dwarven Wizard/Ranger tracked the giant to Jorgenfist, where he got first glimpse of the fortress just as dawn broke.

So first off Jorgenfist will know the PCs are coming.

The PCs have two ways of flying the Druid can wildshape and has a Roc, the Wiz/Ranger has a hippogrif. That leaves the heavy armor half orc fighter, and the barbarian terrestial, along with the Bard, but she has Dimension Door.

Now the question.

Geographically speaking and looking at a map of Varisia, they should of approached just due south and that would put them on the otherside of the river canyon. (Looking at map on pg 200 of the anniversay edition) The map shows the Storval Plateau they came up on as to the west though. (Instead of book directions they went to Magnimar, booked a charter on the Yondabakari River, killed a bunch of bunyips on the way and then visited flooded Turtleback Ferry with it's new shore front property, before heading north.)

So...where the heck are they actually at?

Cause the way I see it, they are looking at a canyon, two caves, and massive fortress. The other way is past the watchtower, and really thier only point of ingress that they'd see is maybe the front door. They haven't interogated a giant yet, cause they keep killing them outright, and so thier knowledge is what they see.

And my other question is what hints if any should I drop about Longtooth's cave, the Wyvern's cave, and the spider tunnel that leads in?

I thought about maybe changing Conna in someway to make her able to 'reach out' to the party to inform them, but I feel that is leashing them too much.


Orthos wrote:
I like more fantastical races in my fantasy and a little less focus on humans with slightly different features.

Same here, less humans, elves, and dwarves, and more everything else.


That right there ^ Blistering Invective is amazing.

If your playing an Inquisitor with it, along with a Barbarian with Initimadating Glare and Terrifying Howl it is freakin' awesome combo to send enemies packing.


Shaggy is most likely a ranger with some serious ranks in stealth, and Scooby the animal companion and also should have ranks in stealth as soon as possible.


Why is everyone downing Carrion Crown it's perfect PG-13 monster movie fun. And besides 8-11 year olds probably have seen worse then vampires, ghosts, werewolves, frankenstein, etc. They can handle that fine. Plus the villians are 'mostly' villians with some nice twists. Play that AP up like a Golden Age classic horror movie, and your golden.

(then again I only own Carrion Crown, Kingmaker, and RotRLs so...)

As far as Rise goes though...hell I saw Deliverance when I was 13, I lived...okay, okay it's not kid approperiate just saying your not going to break thier minds with it. It's the parents that will kill you.

So yeah Carrion Crown defiently run it.


In my game the PCs split and took a group of Sandpoint guards with them each, it was fun cause lots of guards died, it gave the PCs a chance to 'command' people (all but one failing badly at it.)

In the end it was funny cause Terak got killed by the town guards after the Bard got a 'Hold Monster' to stick. (He had been whittled down by the Barbarian but he would of iced him and next turn the Bard, him and Longtooth can be vicious if played right)


Starknives are actually practical weapons, just not easy to use. Like a flail. A flail is wonderful weapon, but if you think to just swing it, those metal heads are going to do a number on your spine...directly...

But on topic, my favorite is Caydean, the dude is awesome, and his creed is great.


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66. Look to your left...look to your right...now see those shackles around you ankles...here is a shovel.


I'm finding that running RoTRL is pretty much this: Start an AP book, and it's a few easy fights working up to a powerful 'mid-boss' and then a wicked powerful end boss.

In that regard:
Xanesha for example is 'to start battle, pick one PC's character, if you hit kill that PC' If you can't detect her and party falls for the illusion her, her Impaler of Thorns, sneak attack...plus her spells...ouch. (Not to mention I critted and confirmed on the PC when DMing) Of course they knew a crit was coming I was rolling 1's and 2's for Scarecrow, and couldn't hit the broadside of barn door from the inside with the stalkers.


Banecrow wrote:
KingmanHighborn wrote:
Con is third

Most of your spells are touch spells, you do not need to have a huge bonus in dex to still hit. You honestly should not be using a bow or crossbow. Use acid splash or ray of frost.

Lets look at the statistics here

Lets say your oponent is a human wearing say chainmail armor and has a good dex of 14.

so we have 10+5+2=17ac

Lets say you put 16 into dex givng you a +3 to hit when you fire that bow/xbow. You still need to roll a 14+ to hit. Giving you roughly a 35% to hit.

Now lets say you instead only put 12 in dex but instead use ray of frost/acid splash. Against the same figther you now attack his Touch AC which is only 12. With the above example you only need to roll an 11+ to hit which gives you a 50% chance to hit. yes it is a bit less damage but you hit more often and you do not have to worry about things like ammo and such.

I much rather have the higher hit points and more consistant damage than go for the chance of a bigger hit (Remember that bow or xbow can still end up only doing 1-3 damage). The hit points will keep me alive, the more consistant damage when I am not doing other things like grease or color spray will contribute more in the long run.

At first level and really most early levels you aren't facing humans in chainmail.

In addition, in terms of survivablity, low dex = low reflex saves, low ac, and low flat footed saves.

Typically this means your facing kobolds, goblins, traps, and the occassional big mean but common orc. Out of all of these the hardest to hit is the kobold, the other two are going to get hit on +10 up for the orc, and +13 for the gobbo. The other thing to consider is 6,6, and 5
the hp total for orc, goblin, and kobold respectfully. All 3 will walk away from acid splash or ray of frost, and probably target you as the squishie if your dumb enough to not be behind the barbarian or fighter. The crossbow and it's 1d10 is your only bet to bring one down at the start of the frackus.

The other key issue is range, at early levels your range with splash and ray are going to mean the target is too close to you to begin with. (Again unless you have your buddy/meat shield). The crossbow has a wonderful 120 foot reach, meaning rarely are you going to be outranged.

As far as Con goes, if someone like an orc is near you with a falchion or battleaxe, 3 hps ain't saving you. AC 11 is sure death. AC 13-14 is a bit better chance the axe doesn't make contact with your neck.


Con is third


Well outside of INT your highest stat should be DEX, and having a trusty crossbow works wonders.


Can we see the pic for ref?


Alright if I got dropped in Golarion and could choose what to be:

LN Catfolk Sanctified Rogue 3/ Magus 4 (I'm a furry, I'm a cat, there is no other race I'd rather be. I'm also religious, and love books, and like being sneaking, and I'm decent with weapons.)

Str: 16
Dex: 16
Con: 10
Int: 17
Wis: 8
Cha: 12

(I'm smart, but boy do I stick my foot in my mouth...alot.)

Race Traits:
Cat's Luck
Curiosity (cause I am...hence the huge collection of books I have IRL)
Nimble Faller (natural klutz has just kinda made me immune to actually getting hurt when I fall.)

Traits:
Reactionary (bullied IRL)
Caretaker (EMT training IRL)

BAB: +4

Fort: +5 Ref: +4 Will: +5

Class Abilities:
+2d6 Sneak Attack, trapfinding, evasion, trapsense
Rogue Talent: Weapon Training (Weapon Focus:warhammer)
Arcane Pool 5 points
Cantrips
Spell Combat
Spell Strike
Magus Arcana: Spell Shield
Spell Recall

Feats:
Magical Aptitude
Toughness (Everyone I know says I'm tough...my track record with broken bones argues otherwise, but I guess I can take a beating)
Extra Arcana: Familiar
Boon Companion

Weapons:
+1 Demon Bane Warhammer
Armor Spikes
MW Hand Crossbow /w 30 bolts

Armor:
+1 Spiked Mithral Breastplate

Magic Items:
Heavyload Belt
Boots of the Cat
Amulet of Natural Armor +1
Cloak of Resistance +1
Burglar's Bracers (I hate locked doors...another reason I'd be a rogue)

Gear:
Vicious Caltrops
Hollow Pommel (on warhammer)
W. Cord
Bedroll
Compass
50ft Spider Silk Rope
2lbs of Tobacco (mmmmmm...cigars...)
Ink & Inkpen
Royal Outfit
Adventurer's Sash
Signet Ring
Pocket Watch
Crowbar
Grappling Hook
Gold Holy Symbol of Cayden Cailean
Gear Maintence Kit
Fishing Kit
Healer's Kit
Masterwork Survival Kit
Masterwork Backpack
Spell Component Pouch

Spellbook:
All 0 lvl spells
1st lvl spells: Burning Hands, Color Spray, Feather Fall, Magic Missile, Shocking Grasp, Vanish, Corrosive Touch, Ray of Enfeeblement, Shield, Grease

2nd lvl spells: Invisibilty, Fire Breath


Name of PC: Darius/Human
Class/Level: Inquisitor/Cleric 8/2
Adventure:The Hook Mountain Massacre
Catalyst:Barl's Earth Breaker crit on an attack of op.
Story:

Party stepped in to fight Barl and the Stone Giant guard, the party handled the guard early but Barl's fireball, and touch spells had left the party pretty dinged up, even more so, since they got dinged up badly against Lamatar earlier. So when the guard dropped, the barbarian charged accross to meet Barl at his throne, and the two traded blows, and the barbarian got his lights knocked out. Dying but with no one else in melee at that moment, the Inquisitor rushed into Barl's range and willingly took the AoOp to cast Cure Moderate Wounds...and Barl critted the attack, and smashed the Inquisitor into pulp.

The rest of the party consisting of a Wiz/Ranger, Fighter, and Bard chipped Barl down to the point of surrender, and they still killed him in revenge.


Lumiere Dawnbringer wrote:
Player characters kill for money all the time. it's just that instead of being paid upfront, they collect their fee from the deceased.

He took money from the Medici to kill enemies of the Medici. Not even people involved with the Templars, just people Medici didn't like.


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I played Assassin's Creed and feel Ezio is neutral evil, he kills people for money, paid for by the Medici, kills for revenge, could argueably kill innocents (Hey those guards are just doing thier job and shoving them off a multistory building ain't nice, especially when they beg not to be. Shove civilians into water who...apparently can't swim. Steal from civilians. Kill runners just doing thier job, kill thieves. Amourous when it comes to women...I mean he has a code of honor but really he ain't a 'good' guy.


kmal2t wrote:
Ice Titan wrote:
ya....this is another example of why a DM should always check players' sheets before starting to make sure they didn't make an honest mistake or in this case try to get one by you.

Right I took everyone for face value when I DMed Kingmaker, but if I ever DM again I'm going to have people turn in thier sheets. But he rarely has a printed copy, he plays the sheet on his laptop for the most part.


James Jacobs wrote:
Jeff de luna wrote:
Wacky tabacky? Perhaps from Kelesh or Katapesh? Or is Pesh the closest thing to that?
Flayleaf is actually the closest analogue to wacky tabacky (if by which you mean pot). Pesh is more like opium.

So does that mean we can use Flayleaf to make really high quality rope and other products besides smoking?


That might be it then Klumz, the only time he has access to the books is when he is at my house, otherwise Hero Labs is his only source.

Well that and d20pfsrd site, but I'm not sure how often he checks that.

But Chemlak how is he getting 15-20 A keen katana would be 17-20 wouldn't it?


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I think they are called Adlets but they are anthro Winter Wolves. You can use the ARG to work them into a pc. But failing that the ARG in general can make a canine race. And it has the gnoll as a PC in it as well.


As DM in Pathfinder and him as a PC I know he loves to stretch rules, and has to be 'watched' on occassion when he rolls dice, but now we are playing Skull and Shackles and we are both PCs but he keeps bragging to the DM how he is going into the Shadow dancer prestige class, and is going to get repeating crossbows and do a ton of damage, criting. He is right now a lvl 5 character I think 3/2 Ranger/Rouge. I might have that backwards though.

He also claims he can get a crit of 10-12 by having a keen katana and improved crit, but I'm pretty sure they don't stack.

He builds all his characters in Hero Labs, so I don't know wheter or not it's him seriously bsing, something in Hero Labs missleading him or what.

I still build my characters with books, pen and pencil...so...I'm more then a little biased against computer programs in the first place, but his bragging and 'tendencies' are getting on my nerves.


Though if you cut certain muscles he can't walk, regardless of how 'tough' he is.

Dedicated Voter

Clouds Without Water wrote:


Page 10 items!

The file I'm saving these in is called "mojo risin". I must be getting tired.

Wheel Caps of the Geist March - Never saw this while voting. The name is a little unwieldy. I wonder if voters thought it reminded them of real-world blingy hubcaps from the description. The fog effect is kind of neat, but ultimately minor. This item provides a nice atmosphere (thinking of old silent movie The Phantom Carriage, or the carriage in Dracula), but I don't think judges and voters go for items that are primarily atmospheric.

Yeah I thought creating an 'atmosphere' would help rather then hurt. And yes those and other horror movies were what inspired my idea. The spooky carriage in the fog, figures in the mist, etc. I didn't think people would think they were low rider rims or something.

Dedicated Voter

GM_Solspiral wrote:

134) Wheel Caps of the Geist March

Good: Love the design space as vehicles rarely get addressed and for me many characters have or use wagons and carts. Effects are well considered and balanced.
Bad: The name takes something away fro the entry for me.
Ugly: Fog cloud not exciting, but functional, fear effect is cool though.
Overall: Upper middling for me.

Thank you for the review and yeah I struggled for a good name.

Dedicated Voter

Alright here is my item for review:

Wheel Caps of the Geist March
Aura Moderate Necromancy and Illusion; CL 7th
Slot ---; Price 47,120 gp; Weight 10 lbs.
Description
These wheel caps are sold in pairs, and weigh 5 lbs. each, and usually look to be made of oxidized copper. These caps are placed onto any wheeled vehicle like a chariot, wagon or coach. If the vehicle has multiple wheels only the front two wheels need these caps. They do not function unless both are placed. When the vehicle starts to move in any direction and remains moving a greyish fog emanates from the wheels spreading out to 20 ft. around the vehicle (and any animals pulling it) and 20 ft. high in 3 rounds. This fog travels with the vehicle and obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Creatures inside the fog often catch glimpses of ghostly humanoid figures in the fog, moving at marching pace beside the vehicle, any creature in the fog for 1 round must make a DC 14 Will save or gain the shaken condition. At a command word, once a day the driver of the vehicle may single out a single creature that is shaken and he can see, that creature must make a DC 17 Will save or gain the panicked condition as a ghostly image attempts to strike it. (This attack is always harmless regardless if the save is passed or failed.)

Construction
Requirements Craft Wondrous Item, Haunting Mists, Fear Cost 23,560 gp

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