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Catfolk

KingmanHighborn's page

RPG Superstar 2013 Dedicated Voter. 297 posts (659 including aliases). 9 reviews. No lists. 1 wishlist. 3 aliases.




First off my gaming group rotates DMs around and it's getting closer to my turn to run a new campaign. Now previously I've used published materials. (RotRL, Kingmaker, Attack on Myth Drannor and a few other one shots.)

But I uh opened my big mouth about an idea to have a party start at lvl 1 and have the first few levels be about simply surviving AFTER their home city gets flattened by a colossal creature. In fact lvl 1 would be "Hey it's a normal day in your profession...then earthquake...huge roar...and all hell breaks loose."

(Inspired by Attack on Titan, and hordes of kaiju movies, the new Godzilla film, Pacific Rim, Cloverfield, etc.)

What my group liked was the idea of having to collect the parts and spells to build a colossus to protect their country from more kaiju and insanely large monsters.

(most likely going to use the stats for the stone colossus from B4, though it's not going to be just get the spells and gold to do it.)

Where I need the advice is:

1. I have never built a campaign on my own from the ground up. Yes I'm setting this in Golarion but other then that, not much structure, nor experience in how to build a 'by the levels' story campaign.

2. Going by strict CR there will have to be encounters where the party might be level 1-4, but the monster may be waaaaaay higher in CR. The hope being that rather then fighting the city eating monster head on, the challenge is dealing with not getting stepped on, rescuing people, fighting 'smaller' monsters, (like Clovie's parasites for just one example) and dealing with refugees and looters passing in the wake of the monster(s)

Unfortunately I have no idea how to scale such very dangerous but not technically combat challenges to award experience.

So...tldr...How to make/plan out a campaign? Cause I got overly ambitious and stuck my foot in my mouth.


Particularly involving this trait:

http://www.d20pfsrd.com/traits/campaign-traits/second-darkness/optimistic-g ambler

I'm looking for advice on the best classes to get morale bonuses on my self.


Just curious how would you build him? Ocelot is pretty much a pure bred gunslinger, but Snake is a different story. CQC is in the vein of a monk (maybe Martial Artist archetype, but I think he would fall under LN so normal Monk and monk archetypes could apply.), but the willingness to use guns, would mean gunslinger needs, and the stealth would be ninja or rouge at least.

Just the concept alone of sneaking up and quietly breaking someone's neck, (or knocking them unconscious if your being nice.) is in of itself interesting...


Trying to help a friend out, fey and stuff are prominent in European literature, but is there any specific fey or spirit creatures in Native American culture and literature. All I could think of was a Wendigo, but that was far too malevolent for what my friend was talking about.

Something that'd play pranks and put 'weight' on people's chests. But not like 'harming' them like traditionally associated with things like Incubi and Succubi, etc.


I'm just curious as to how this works. As I was playing around making characters and had this idea to make an Armored Hulk Barbarian.

Now he has the rage powers animal fury and lesser beast totem (so far)

he also is wearing spiked banded mail and carries a greataxe.

The plan is when raging to drop the axe and attack with his claws and bite, and follow up with the spikes as off hand. But I don't think that's how the rules work cause atm from the other threads I've read it seems like manufactured weapon (in the case the spikes) always take the priority BaB. So the claws and bite would roll in at -5 (-7 if power attacking)

Anyway what is the ruling? In a rage could it be claw/claw/ spikes /w off hand penalty (until I pick up twf) then bite at -5

Or must it be always spikes (primary) then claw/claw/bite -5?

Non rage IIRC the greataxe would be primary, and the spikes off hand, but since the greataxe is a two-hander I'm not sure.


So once Karzoug bites it, has anyone thought what the pcs do afterward have any meaning. At first I didn't have much of an opinion but as it seems these APs are in an order timeline of sorts. (at least it seems too) So I'm wondering what my gamers actions afterward would effect the next adventures. Or not at all.

The dwarven wizard plans to return with the half-orc tower shield specialist fighter to Janderhoff to clear the Vekker's name and lead the way back to Xin-Shalast to claim it for himself, with 'proper' dwarven backing (i.e. lots of dwarfs with armor and weapons)

The half-elf samurai/acrobat/chevalier nutter told him his character being a ronin would likely wonder off somewhere so he'd likely not make an impact anywhere same with the aasimar druid returning to guard nature in the mountain of Varisia.

The human Chirurgeon/Crossbowman though wants to take over the Santorium and run it as a 'proper' hospital.

I wonder if any of this would effect the APs?

And what did your pcs do when they put the big K down for good?


Is there anything 'official' for the images of the orders? I mean Alain's Cockatrice order is displayed on him but I can't find anything on what or if there is an official image for the others (Sword, Lion, Paw, Stars, Tome, etc)


I just wanted to share and this seemed like the best place to do it, the first few sketches done here are all Dwarfs, and all of them are Core classes. I'll do the Basic and alt classes later. And then maybe requests and such, I'm looking for commission work later on and such. Anyways these are just pencil sketches, I don't know if I'll color them.

Barbarian and Bard
Cleric and Druid
Fighter and Monk
Paladin and Ranger
Rouge, Sorcerer, Wizard


Recently had a PC dwarf wizard bite the dust and the party druid brought him back as a human. Now a days of infusing restorations from the party alchemist, the party leveled up to 16th lvl.

The now human wizard picked up Polymorph Any Object to undo his 'human disease' and return back to being a dwarf.

As DM I looked up the spell and enough 'likeness' is in line for the casting to be permanent. But the rules for reincarnate say:

"A wish or a miracle spell can restore a reincarnated character to his or her original form."

I said I'd allow it, but now the session is over I'm having doubts. For one reincarnate doesn't mention it as a way to cure the person. The second is the 25,000gp price tag of wish or miracle to cure is avoided. And it doesn't quite seem like a spell you can cast on yourself. (Though I see no reason why not)

So...I allowed it but was I right too?


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.


2 people marked this as a favorite.

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


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 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.


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.


So uh...since it's ten days away, any thoughts on how to make the jolly old fat man? I'm thinking he is certainly without a doubt a spellcaster, More then likely Socerer then Wizard since he is alot more...personable. CG, but I also think he'd have to have Druid or maybe Ranger levels as well to get the reindeer companions. (And 9 of them if you count Rudolph) So...how to build him?


The sword is listed as a two handed exotic weapon but it also reads:

If you are proficient with this weapon, you gain a +4 bonus on any sunder attempts made against weapons with a wooden haft; otherwise you may use this sword as a bastard sword.

Let's say a character already has EWP for the bastard sword to one hand it. Can he one hand a flambard instead, or does she need the EWP for Flambard as well? Especially if they want to use the +4 sunder vs. wood.


Yeah I know some eyebrows are going to raise, but hear me out, the idea in my head is one of 'shoot one guy & stab the other guy' kind of character. And there is so much artwork in fantasy (and futuristic fantasy like Warhammer 40K) where the guy is firing his pistol inches from his opponent's face, while swinging a big sword slicing whatever isn't newly made into swiss cheese.

Right now he is just a concept for Kingmaker campaign but this is what I got going:

Daz Bangfang

Race: Gnoll (I firmly believe in playing 'fun' races over tailoring to a class)

Gunslinger (Pistolero) 1

Str: 16
Dex: 16
Con: 15
Int: 12
Wis: 11
Cha: 9

Traits:
Sword Scion (from Kingmaker)
Dueling Cloak Adept

Feats: E.W.P. Pistol
Gunsmithing
Rapid Reload (every guide I read says this is a must at 1st lvl)

Weapons:
Pistol - 10 paper alchemical cartridges
Aldori Dueling Sword

Armor:
Lamellar Cuirass

Equipment:
backpack
belt pouch
canteen
bedroll
artisan's tools
gunsmithing kit
flint and steel

------------------------------------------------------------------
For the future I'm looking to grab the feats neccessary for Sword and Pistol, and might(Probably) dip into fighter to collect more feats.

This is my first Gunslinger, but I'm looking to be good, not cheesy.
For those without the ARG, Gnolls are shown in the race builder section, +2 Str, +2 Con, +1 Nat Armor, and Darkvision 60ft.

Looking for feat advice primarily, and ideas mixing the dueling sword and pistol. I also like the pistol whip deed later on, but what if I shoot, and don't have a chance to reload, and want to just whack people with the pistol? Improvised weapon feats? (I've seen it down in a lot of movies.)

Any advice is apreciated though.

One other issue also seems that at early levels every gp is going to treasured, and horded for cartridge making. So pick up a backup ranged weapon?


Building a character more for fun then function, and more towards an idea in my head, then anything 'game breaking' I read the AM Barbarian guide, and while good, just made me more confused on this character.

What I'm trying to build is almost an anthama to the way a Barbarian SHOULD be.

Str:16
Dex:15
Con:12 <---Yes I already know
Int: 8
Wis: 8
Cha:14

So yeah Kitsunes are tricksters, and charismatic. I want to keep that about them. Just this one gets ticked easily, and lives for the fight.

Anyway a little BG for the character. It's a Rise of the Runelords campaign. I took the Country Born feat cause of it's bonus to Will and it lets me ignore the exhaustion/fatigue effect once a day. The traits are: Hagfish Hopeful, and Deft Dodger. The story is he is inspired by a family legend of kitsune arena fighter, and he seeks to emulate his family's tell.

(Kinda like how when someone tells you how awesome a relative was in military, or some other profession and you try and follow in the footsteps.)

So he has a lot of mind to not only fight, but fight 'flashy'. I decided to also go a bit different then normal in weapons to keep the arena/gladitor angle and gave him a scizore, and the klar. (The mental image is awesome, and a -1 to attack is fine when you can nail a d10 damage.)

The other point is bravado. I like CAGM, but I also like what I read as a control/Intimidate Barbarian (which is what I think I want) but can't find any advice on it. But the idea of fighting, taunting, boasting, and being 'loud' is appealing. So I keep looking at Intimidating Glare, and Terrifying Howl, he worships Caydean so the drinking powers work to.

He just hit lvl 2. So where to start? So many options, and so many choices. I have no clue what fits best.

And yes when it comes time, the Con is getting bumped up. Either by buffs, or a magic item. (The wizard is going after item creation stuff.)

Superstition doesn't make sense even though it's trees of powers are good too. I doubt he'd be paranoid of magic when he and most of his family can use dancing lights.

Beast Totem also looks good, but Kitsune get the pounce as a feat later anyway.

So...help with a very untraditional character?


So started playing in this campaign two weeks ago (two gaming sessions basically) and everyone kind of made of characters on the fly and ran with it.

We have a Kitsune Rogue
Human Alchemist (Grenadier archtype I think)
Human Fighter
Dwarf Barbarian

and my character a Catfolk Orcale of the Waves

Here is her stats as of lvl 1:

Str:13
Dex:16
Con:12
Int:10
Wis:12
Cha:18

AC:15 (Silken Ceremonial Armor, Buckler)
touch:12 flat:13

F:+1
Ref:+3
Will:+3

She has 2 daggers, a hanbo (her cane),

Monk's Outfit
backpack
Wooden Holy Symbol
Flint & Steel
Weapon Cord
Wrist Sheath

Feat:
Weapon Finesse (Just cause I figured the closeness of pirate ships means hand to hand is bound to occur.)

SA and Racial Stuff:
Cat's Luck
Clever Cat
Climber
Low light vision

Mystery related:
Wintry Touch

Curse:
Haunted

DM let everyone pick two traits
Fencer
Arcane Talent: Ray of Frost

Spells:
0-lvl:
Create Water
Detect Magic
Stablize
Resistance
Mage Hand
Ghost Sound

1-lvl:
Cure L. Wounds
Summon Monster 1

Skills:
Diplomacy: +10
Heal: +5
Sense Motive: +2
Swim: +5

------------------------------------------------------------------------

Now that that's settled her primary purpose is 'probably' going to be healing. But I love Wintry Touch and my one shot of Ray of Frost. And I'm liking the idea of her being nice and happy, but when made mad or pushed to far, having no problems turning people into ice cubes. Now Oracle seems all well and good for healing but waves mystery aside, not much 'ice' damage potential. So I'm thinking about multiclassing into an arcane caster. And with Cha being the high stat, going Sorceror or Bard.

The goal being to stay in the spirit of the pirate adventure, and the fluff of her having an affinity with ice.

So while I'm worried an ice focus might backfire (don't spoil it for me, I'll be sad if there is a lot of cold resist monsters in this though.)

The things I'm thinking and wanting input on:
1. Stay straight Oracle of the Waves

2. Sorcerer: This really appeals to me. Originally was going to go sorcerer but wanted to do some healing. The big issue is what bloodline makes the best sense? I narrowed it down to these

2a. Boreal: Cold Steel right off the bat sounds awesome. Frost-rimmed spirits add to the haunted curse.

2b. Elemental Water: Like the elemental ray, and cold versions of spells.

2c. Stormborn: Departs from the ice idea, but makes sense for versatility. Thunderstaff is nice. Thunderbolt latter is cool

2d. Marid: Again some nice stuff. Just doesn't come off as fluffy as the others.

3. Bard: Focuses more with pirate theme, looking at Buccaneer (since she is CG) and Sea Singer (makes themactic sense at least.)

4. So...happy go lucky personality, her favorite things = Heal and protect friends (with ice if applicable), and turning bad guys into popsciles.

The DM will let me tweak a few small things. Stats are set in stone. Fencer can be changed to something else (haven't downloaded the S&S player's guide yet, so if there is a trait there, I can use those too, I can't find AP specific traits on the pathfinder d20srd)

Alright so...help me focus on something that fits?


Just a thought of mine, since UE didn't deliver on bringing more ways to stab, slice, and crush people I thought I'd do 3 things. Find weapons that are in old 3.5 products that haven't graced Golarion yet. And secondly show off some of my own concepts.

Thirdly look for others to add to this, since this is all homebrew, and maybe a wish list if Paizo ever wan't to borrow the idea.

Bottom line. There is never ever enough weapons.

So I'll put up stats later but let's start with weapons themselves

Starting with 3.5 Exotics

Gnome Tortoise Blade: Style wise it's like the klar, being both a bone shield and steel blade weapon, GTB has a 19-20/x2 crit, and is P rather then S, so there are some differences. Also gives gnomes a racial weapon outside of the hooked hammer.

Dwarven Buckler Axe: I loved my Gold Dwarf having this thing, would love to see one in Pathfinder.

Lajatang

Orc Crusher: Okay it's a big ball on a stick and wielded according to the text in one of the dumbest ways possible (put stick in ground, pull back and release to send big ball into opponents face). But it gives Orcs and Half Orcs a racial martial weapon to catch up with Dwarves.

Elven Thinblade: The Pathfinder Elven Curve Blade is similar, but this is a smaller one handed version.

Stump Knife: For when your pc loses his arm to the Bulette.

Bladed Gauntlet: I like this one. Blades come from the metal of the forearm and curve down. If you have ever seen an Eldar Warp Spider Exarch. It's like thier arm blades.

Doum

Manti

Gyrspike: It's a great and verstile double weapon combining sword and flail.

Double Hammer: Add Orc in front of it. Make it an alternate to the Double Axe.

Garrote Cords

Double Scimatar: Like a double sword, but curvier.

Spring Loaded Gauntlet: A weapon for the medieval Iron Man. Instead of a pulse of energy, when the palm is held out, it launches a tiny dart at people.

Fukimi Bari: Mouth darts. And you spit them at an opponent. Good for a villian npc, or a pc that 'spits in the eye' of authority. :P

Orc Shotput: It's a solid lump of iron, and it's a ball. It's simple and deadly. Pure Orc goodness. A returning one and/or a MLB style pitcher character would be great with this. Beaning becomes lethal.

Pincer Staff: It's a crab claw on a stick, granted, but it's also a more lethal version of the mancatcher.

Caber: Tell me this doesn't belong with a Shoanti fighter. It's a tree that you throw at people. Scots do weapons right.

Tigerskull Club: A weapon that'd probably be 'fragile' and probably should be simple rather then exotic, but one of my favorites (including the Gyrspike) A catfolk oracle of bones, or ancestor with this would be epic.

Sugliin: It's a massive staff weapon with deer and elk horns on it. Again would be 'fragile' in Pathfinder, but could do seriously high P damage to something.

Goliath Greathammer: Earth Breaker's bigger brother.

Fingerblade: Rapier like weapon, but it's handle reminds me of the of the Sith villian that was around in the Star Wars episode 2, and got killed in 3.

Scorpion Claws: It's a giant scorpion's pincers what's more to say?

Cresent Scythe: Basically a double scythe with a more pratical curving blade.

3.5 Martial

Razored Armor, and Razored Shield: Basically the slashy version of the stabbing armor and shields. But I like them as much as the spiked variant.

Dart Thruster: It's a crossbow for darts. Small and concealable.

Pike: Very long spear. Reach out to 15 instead of 10 like a spear. I'm really surprised it isn't in more d20 books. It's a known real world historical weapon.

My ideas:

Simple:

Shiv: Simple prison weapon, defiently a P type weapon, more then likely fragile. But also cheap and easy to make.

Boat Oar: Tempted to call this exotic, but it is a familiar weapon for sailors, and I know it's a traditional weapon in a lot of real world martial arts. So it'd certainly be a 2 handed monk weapon.

Spring Launched Knife: Got the idea from the ballistic knife the Soviets used. Press button and knife shoots out.

Martial:

Ball and Chain: Again a good Scot weapon, seen alot in olympics like the javelin.

Bat'leth: Maybe can't use the name but I'm think a 2d4, 19-20 /x2 weapon that can do P or S type damage. Still I think people would jump at the chance to use this weapon on sight.

Exotic:

Combat Scissors: Oversized sheers in the basic terms. But good for 'snipping' off limbs. Idea came from the Clocktower survival horror game. Need two hands to wield. A vorpal pair would be funny.

Throwing Hat and Bladed Throwing Hat: Attributed to Oddjob from 007 and Kung Lao from MK respectfully. It's a hat...that you throw to do lethal damage. Normal one is B type, the blade is S.

Bear Trap Fist: Inspired by Warhammer's version of Ogres. Probably should do the same damage as a bear trap...trap. And help make grapples easier.

Spiked and Razor Net: Like a normal net, but does damage if trapped opponent struggles. Spiked nets are like barbed wire, or fish hooks woven into a normal net. A razor net is more futuristic/high fantasy, but basically sharp as hell wire.

Firearms:
Dart Gun/Pistol: Similiar in theme to the Dart Thruster crossbow, but darts made to carry poisons and such.

Dart Rifle: Bigger and better delivery. Think both weapons should do nonlethal damage. Give a pacifist gunslinger some time in the spotlight, armed with sleep darts and the like. It'd be fun.

Also speaking of nonlethal. Rock Salt ammo for Shotguns and blunderbuss type weapons.

Anyway intentional thoughts? Additions? Subtractions?


Tried the advice thread and got nothing so...

I just wrapped up DMing Varnhold Vanishing and getting ready for the next books. Fun really, but my players here have a habit of making friends out of people I didn't expect them to, even if the book did give them a chance to. (Or sometimes they don't specify)

I.E:

Friends:

The sootscale kobolds- Helped the Chief 'get rid' of Tartuk, and mites. Then got them to agree to not only behave, but later when the kingdom was founded made another treaty giving them the gold mine and making them pay into the kingdom's taxes. They also handle the southern toll bridges.

Perlivash and Tyg

Munguk -Not only giving him alcohol,but also a purpose (royal assassin of all things since it said headsman/public executioner)

Nomen Centaurs -though not part of the kingdom itself, the pc's kingdom does assit in guarding the Nomen's borders, and have a mutual defense pact. Like an Indian Reservation but better treated.

Tig Tannerson - (long story, but I treat him like a Huck Finn, and he not only makes friend with Munguk but the pcs didn't directly force him back home either so that quest angle didn't really finish to the book's specs.)

Melianse- Side with her over the loggers.

Kundal- Thanks to the kitsune in the party convincing him that control is possible 'and' easy. (Bluffed saying he was a 'werefox' and had the fox form feat, so he shifted from fox, to hybird, to human and back just to prove the point.) He keeps his greataxe though. He is 'monitored' and kept under lock and key during full moons at the moment.

Enemies:

Kesten-Made him the Marshal snubbing the positions he 'wanted' (I haven't told the pcs he felt slighted yet.)

Grigori -more then discredited him,they managed to get him drunk and spill the beans, making him fail in the eyes of Pitax as well.

Corax- For siding with the fey and Melianse

Jubilost- For siding with the kobolds, since I edited the campaign a bit to make them ignoring the kobolds lawful request for the toll payment. (though the pcs don't realise the kobolds jacked the toll price cause of the racial enimity)

Plot so far:

As you can imagine they seem ace diplomacy and bluff when needed and blew it on a few easier ones.

Now the one they have fell flat on thier faces has been handle animal, (the ranger has got attacked by sooooo many wild animals for the ones he rolls, that is until they found the Roc egg, and instead of omelete they wanted to raise it...and they blew that one out of the water for rearing a wild animal...so....they have a tame Roc as well.

So now I'm sure once they get through book 4 they will have more friends and enemies that 'could' of been friends. But by book 5 when mass combat happens they are going to have some off the wall allies in thier mist. Kobold army and Centaurs are at least given but it doesn't really cover what I should do with the fey they have friended, the giant, and the roc (I'm sure they aren't going to let it sit idle and look pretty.)

Obviously they are very laid back kingdom in terms of 'who' they let in, so humans might be in a lot lesser numbers then the book presents. And other humanoids taking thier place (kingdom law basically being no discrimenation of a sentient race, so long as they follow the other basic laws. So they'd welcome a non evil ANYTHING in.

So how should 'other' kingdoms perceive them? They aren't being a threat to anyone, but aware of Pitax's eye on them though. I'm trying to deside if the territory the pc's gave the Nomen's (Which included the city of Varnhold itself) will cheese off Brevoy.

The territory for mutual defense:
The Nomen's have thier burial ground all the way accross to the Kiravoy Bridge which they share any toll income with the pc's kingdom, and south to the Linnorm's Grave, the mountains serve as the border.

Also I wonder how the massed battle units should be edited.
As I want to give them a mixed race units, and race specific specialist troops. As well as what roles certain key friends and enemies should play.


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So I just wrapped up Varnhold Vanishing and getting ready for the next books, which are going to be the big mass battle stuff. Fun really, but my players here recently have a habit of making friends out of people I didn't expect them to, even if the book did give them a chance to.
I.E:

Friends:

The sootscale kobolds- Helped the Chief 'get rid' of Tartuk, and mites. Then got them to agree to not only behave, but later when the kingdom was founded made another treaty giving them the gold mine and making them pay into the kingdom's taxes. They also handle the southern toll bridges.

Perlivash and Tyg

Munguk -Not only giving him alcohol,but also a purpose (royal assassin of all things since it said headsman/public executioner)

Nomen Centaurs -though not part of the kingdom itself, the pcs kingdom does assit in guarding the Nomen's borders, and have a mutual defense pact. Like an Indian Reservation but better treated.

Tig Tannerson - (long story, but I treated him like a Huck Finn, and he not only makes friend with Munguk but directly force him back home.)

Melianse- Side with her over the loggers.

Kundal- Thanks to the kitsune in the party convincing him that control is possible. (Bluffed saying he was a 'werefox') He keeps his greataxe though. He is 'monitored' and kept under lock and key during full moons at the moment.

Enemies:

Kesten-Made him the Marshal snubbing the positions he 'wanted' (I haven't told the pcs he felt slighted yet.

Grigori -more then discredited him,they managed to get him drunk and spill the beans, making him fail in the eyes of Pitax as well.

Corax- For siding with the fey and Melianse

Jubilost- For siding with the kobolds, since I edited the campaign a bit to make them ignoring the kobolds lawful request for the toll payment. (though the pcs don't realise the kobolds jacked the toll price cause of the racial enimity)

Plot so far:
As you can imagine they seem ace diplomacy and bluff when needed and blew it on a few easier ones.

Now the one they have fell flat on thier faces has been handle animal, that is until they found the Roc egg, and instead of omelete they wanted to raise it...and they blew that one out of the water for rearing a wild animal...so....they have a tame Roc as well.

So now I'm sure once they get through book 4 they will have more friends and enemies that 'could' of been friends. But by book 5 when mass combat happens they are going to have some off the wall allies in thier mist. Kobold army and Centaurs are at least given but it doesn't really cover what I should do with the fey, giant, and roc (I'm sure they aren't going to let it sit idle)

Obviously they are very laid back kingdom in terms of 'who' they let in, so humans might be in a lot lesser numbers then the book presents.


I've noticed this weapon isn't listed in any weapon group for a fighter, or anyone able to access the weapon groups. I like this weapon for a fighter to use but RAW it can't be used for any of the weapon training bonuses. I figured it should be a at least a hammer, and probably a polearm as well.


This might sound wierd but what I'm looking for is something I can build a map on, place characters, monsters, etc on a grid like I would on a normal table top. And then move the set pieces around on said computer.

Reason being while I dm at a certain friend's house they have this nice big table, and grid map and solid wi-fi....so I can run a campaign, have easy access to resources (mostly refering to the Pathfinder srd) and such, including a space for my ever growing stack of Pathfinder books, and so forth.

However at my home, the wi-fi doesn't work that well (if it does it's a miracle) and the tables here are just too cramped for any sort of sprawling out. So what I think I want is a map maker like program, and basically use it like something like the roll20 beta (I do apoligize for the vagueness cause I'm not really sure on 'terminology' here ).

Init, damage recording, and finer details I can just use pen and paper. But it's gravy if the program does it for me.

But my problem is I can't use roll20 cause 1. I'm not always online
2. It's browser only and hates my browser anyway.

And also I have another reason. I like playtesting things in secret and since I don't have space to lay everything out, I kind of need to use the computer primarily to run 'mock campaigns' and the like by myself. Or just cause I feel like playing my own characters against a challenge.

I'm looking and debating on trying RPtools but suggestions will help.


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