James Jacobs wrote:
Thanks, James, this is very helpful. Especially since my players will potentially visit the Darklands under the Isle of Kortos next session
The bit about prizing half-orc 'strength' seems like a mechanical / thematic mixup, since half-orcs aren't any stronger than humans, in Pathfinder, unless one is considering their ferocity trait as a kind of 'strength.'
I really found your further comments regarding potential modifications for full orcs very interesting, but I fear I have to slightly disagree with the above statement.
Going back to the quote Mikaze posted, if we take into account that the statement is prefixed with the phrase 'certain cultures', I personally interpreted it to mean that, although most cultures have a negative bias against orcs, some (such as Averaka and the people of Flintyreach) have a positive bias. For me, this bias need not be based on "biological fact" (i.e. mechanical ability arrays) and can just be a perception based on their ancient mythology. Maybe the cultural structures on Flintyreach are descended from a subset of Ulfen culture that values strength very highly and does not value mental abilities? Maybe they consider orcs as blessed in the same way the Varisians consider aasimar good luck (a practice that alienated
ROTRL backstory spoiler:and so it does not matter as much to them that the children of such unions are weaker - what matters is that they are the children of a human-orc union . Though that might lead to nasty instances of victim-blaming, if a victim of an orc-rape ever came among them...
Regarding your other points: I agree with you that a less strength-centred range of modifiers might be interesting and I think I'll houserule orcs as having +2 to strength and wisdom and -2 to charisma.
Now that's an idea. Thanks Set, this will definitely play into my current campaign in some fashion. *starts to ponder*
the David wrote:
Does anyone else feel the strange compulsion to play a gay dwarf who's running from his arranged marriage?
Not strange at all. I'd actually be very fascinated by a gay dwarf who is running from an arranged marriage, but who also a) feels that he is damaging his clan in some fashion and b) actually likes his bethrothed as a person and so feels that she should have the right to marry (same as he does) someone whom she loves. If the GM were agreeable, I would then start working out from which Dwarven stronghold all involved parties hail, what their positions within their clans and the clan's traditions are and maybe strive towards having the character work out a complex agreement with a cleric of Bolka that leaves all parties satisfied in some fashion.
GM permitting, I would have that be the endpoint of my character's steep learning curve that religions need not always be the straight expression of their deity's will (yes, in spite of commune , but I'll leave that tangent for now :)), either by exposing him to Dwarven differences, or by letting him see the Sarenraen/Sarenite conflict or the Iomedaen (or 'Iomedaen') Burners in Mendev.
Sorry for hijacking your idea like this.
Shows me that I need to re-read my backlog of setting books before ordering new ones, but damn the lords and ladies at Paizo know how to produce constantly tempting stuff. Thanks for the hint, Mikaze, and can I just say that I wish my worldbuilding skills were a tenth as good as yours?
Matthew Morris wrote:
Ah, yes, of course. I am sorry, I had forgotten about the BBEG (although I was very impressed with the narrative at the time). As regards Sarenraen (is this the correct adjective to use?) clergy, I think Set gave an excellent answer on where these things might add a lot of wanted and needed complexity to the issue.
Matthew Morris wrote:
So did I.
Matthew Morris wrote:
That said, how far a cleric can go is a recurrent question in Pathfinder. The burner sect, for example, do they still get spells? The cleric in Death's Heretic was working directly against his deity's will, but still got spells.
Funnily enough, I have always thought of Salim as an inquisitor rather than a cleric. Plus, I think that somehow he is a special case, but we cannot assess that yet, since we don't know how the Rahadoumi became a servant of Pharasma and why she wants him where he is... *looks at James Sutter encouragingly* Go on, James, you know you want to tell us.
As for the Burners, personally, in my head!canon they still receive spells, just not from Iomedae or any other good or lawful entities... :)
Dotting this so hard and preparing a post for the weekend in my head.
Hey guys, my party that im running the campaign for is headed into the darklands, Any advice on tactis/monsters that may help drive the point home that this isn't kansas anymore? Party is 5th level, will remain in the darklands until the adventure is complete.
I'm dotting this because I am about to send my PCs into the Darklands as well.
Okay, a rough and tumble inquisitor of either Toraq or Gorum. Looking at the party line-up you posted, I'd say a switch hitter inquisitor with focus on melee and strength might be closest to the rough and tumble you want.
Based on that you need to think about the following issues
15 point-buy means you don't have a lot of points to spend, so you have to look carefully at what you need to raise how high. Are you familiar with this table here?
Based on the concept you posted (a dwarf that does not take sass from anyone and is rough and tumble), I think it safe to say that Charisma is the lowest on your list of ability priorities.
Now I have another question: are you wiling/permitted to have negative ability modifiers? If so, then you can safely put none of your fifteen building points into charisma, which would give you a score of 8 and a modifier of -1.
Next up, you need to think about dexterity and inteliigence. Since intelligence guides your skill points and skills are never bad, even if you focus on combat, I'd recommend you put 2 points in here to give you a 12 and a +1
Dexterity, for its part, influences your armour class (AC) and your reflex safe. So it is not bad to have a positive modifier for that as well (besides, a good brawler can be strong of fist and quick of limb ;)). Another 2 points gives you another 12 and another +1 to start with. A word of caution: if you want to do ranged attacks, you need to raise that a bit (via the level-bound ability score increase perhaps?).
So, this leaves us with 11 points to spend on three scores, two of which are already at 12 and +1 (constitution and wisdom) because of your positive racial modifiers. Personally, I would put three points into constitution, which ends you with a 15 and a +2.
Then you have got 8 points left, three of which I'd put into wisdom (because you need it for casting), for a fifteen and +2
And the last five points should go into strength for another 14 and +2
So, if you dumb charisma, you initially have the following stats after racial modifiers:
Since you are level 9, you get two ability score increases at levels four and eight: Personally, I would bump both wisdom and strength for a +1 each, but that may not be the best option for the concept you want (more experienced players/GMs/theorycrafters, this is your cue!):
At the end of the day, you would have the following array (to be enhanced further by magic items of course):
Sorry for the long post :) If you need a quick and dirty build, somebody else will have to help out, I'm afraid.
Makamu (next up: your arrsy when not dumping charisma)
although I am also relatively new to GMing/playing Pathfinder, I think I might be able to at least give you some pointers.
First of all, I have marked this thread, so that a mod can move it to the advice forum, where you'll likely receive more expert help.
Secondly, I think it is useful to think about your character concept - that is, what sort of Inquisitor do you want to play? A defender of your faith against the heretics? A powerful magician in the service of your god? A sneaky infiltrator (though given that concept's reliance on social skills that may be hard to pull off with a dwarf, who gets a charisma penalty)? This optimisation guide by Bodhi gives some interesting ideas regarding concepts and might give you some help in building it as well.
Thirdly, you need to think about the combat and party role you see yourself in. Melee, switch hitter or ranged combattant? Or are you more of a spell-slinger? What classes do your fellow players play? Where is there a niche that you might fill that nobody else fills?
Fourthly, what books do you use/which are allowed by the GM. Just the core rulebook and the advanced player's guide? Are you only allowed to use books from the rules line, or can you draw on Golarion-specific material to bolster your concept?
Sorry for the many questions, but they might help get you better answers.
Physically Unfeasible wrote:
Per Death's Heretic, Pharasmin temples often function as morgues in their local area. Perhaps some fighting schools also have a small shrine to Gorum/Irori/Iomedae (depending on technique and outlook, obviously) somewhere?
Dotting this because I am also GMing a group new to Pathfinder in the next few weeks and was thinking of planning a preparation fight in an urban campaign. Plus,since I have not GMed that often myself and (as a player) am weak on combat rules, it also tells me what I need to read up on :)
I see your point, but that might also just be a question of flavour. Not all barbarian archetypes in PF are necessarily frothing at the mouth (urban barbarians do not give off that vibe to me, for example). In any case, the monk/ninja levels that some others have suggested do a better job of giving both the mechanics and the flavour for Kenshin.
Juda de Kerioth wrote:
Oh, I don't know whether we actually need the Ravenloft people. Wes Schneider does a very good job with Ustalav already. And too many cooks might ruin the pie in this case.
I think you accidently posted this in the wrong forum - advice or general rules discussion might get you better answers more quickly. I have flagged the post for you,so one of the mods can move it. Good luck with your query.
You can purchase it on Paizo.com as a PDF/Epub for seven dollars and as far as I can see they also still have print copies for ten dollars. In any case, I can really recommend the book - particularly the Nidal sections.
one of my fellow players is currently preparing a magus to play in our upcoming run through the pyramid moduls. He is a tiefling bladebound magus of level 6. Now he is looking for a way to channel more than one spell (1st level spell to which he applies metamagic and magical lineage) through the weapon simultaneously.
Since I could not think of anything and the forum search did not turn anything up (at least not within the first six pages), I am humbly petitioning the lords and ladies of the advice forum.
General stuff about the campaign I can tell you: 15 point buy, 16.000 starter gold, permitted sources: generally Paizo books (particularly those of the core line that have been published in German so far (CRB - UC). Considering that 3rd party stuff is usually not translated, and I am the one with the best (i.e. passable) English in our group, the GM might look askance at using non-Paizo sources.
If you need any more information (stats, level and feat progression etc.), just holler and I will scramble to get it for you.
Thanks very much in advance,
Makamu (damn, that sounds more like a letter than a forum post :))
And that right there is why Mikaze is one of my favourite posters here :)
Sara Marie wrote:
Thanks for the swift response, Sarah Marie. I will send the pictures along soon
Dear Paizo customer service,
sadly, I had a bit of problem with the hardcovers that shipped in the above package. Namely, that the corners of the hardcovers (lower left on the front and lower right on the back cover) had almost broken off by the time I removed them from the package. Additionally, most of the inner pages are slightly dog-eared, a trait they share with quite a few of the softcovers I received in the same shipment.
Since nothing has actually ripped off, I don't need new copies, but I would be very grateful indeed if your quality products were packaged a bit more securely next time, especially since my yearly Paizo order comes with quite a hefty customs fee each time, as I am overseas.
Maybe wrapping the corners in polysstyrene might help?
Thanks very much for your attention and the great service all round
James Jacobs wrote:
I have (read) two APs in full (Legacy of Fire and Curse of the Crimson Throne) and possess about half of the other two Pathfinder ones. While I can see the OPs and other's concerns, I and my players actively enjoy the morally ambiguous nature of the stories. Since I usually use the adventures as written as starting points rather than anything else anyway, this might overall affect me less than other customers.
All I can say is: continue to be awesome, Paizo! ;)
since I placed the above order in a hurry after the news came in that the core rules had sold out (which I think is an awesome achivement and speaks for Paizo quality, congratulations) and the order is stil pending, I wanted to enquire whether I still managed to garner a copy and if the order will ship before the 11th of September.
Because after that, I'll be in the UK and not able to access my precious new RPG books for a full three months :)
Thanks for your help,
Thanks for the helpful hints, everybody!
I actually managed to persuade them to change their alignments to non-evil ones and I am now looking mostly at a neutral party. The necromancer was the only one who grumbled slightly for mechanical reasons.
I will keep you all updated on how its going once we have actually started playing and I run into new quanderies :)
The title of the thread actually says it all. I am going to run CoCT with a group of very experienced players (my regular gaming group), using the beta rules and some house rules and wanted to ask for advice on some issues.
1) Since I did not place any restrictions on alignement, two of my players have come up with a LE necromancer and a NE bard. Looking at the AP, I wonder how much tweaking the AP will need to accommodate them? I have a few ideas in the back of my head to keep them interested, but I am wanting to know what you think.
2) The NE bard wanted to become an assassin later on in the campaign. I am developing a schism PrC within the Red Mantis (calling themselves the Grey Vipers) for this purpose and have also deleted the assassins need to be evil prerequisite in the process, because it never made sense to me.
3) Lastly, I am thinking about splitting the power of Merithinsiel (is that the name?)'s sword in order to give each PC an active role to play in the final battle. Comments? Criticisms?
Thank you very much, guys,
I am both interested in seeing expansions for the PF core system and wary of the intense rules-bloat that happened to 3.5. Here are some things I would like to see.
A book introducing a working psionics system
I am also interested in new Golarion-flavoured core classes and feats (especially Mwangi/Tian Xia and Keleshite) as well as some tightly-themed and fluff-heavy PrCs, but I think these should be introduced very carefully and sparingly.
Although I cannot subscripe to anything due to customs and shipping costs to the EU vs. my student pocket money equalling what I call holiday orders, I would like to urge Paizo to stick to the formula that the story should mostly dictate the rules you produce. Please do NOT go down the "mechanics for mechanics' sake" route.
And I heartily support the call for introductory PF rules.
Agreed. For me CoCT campaign, I have house-ruled skills the following way, largely based on fluff reasoning.
Brb: 4+ INT
I am also thinking about re-introducing the sp x4 on 1st Level rule. But I am wondering if this would over-power my players too early
I have spent some time thinking about this problem as well and, while I am not really happy with the CHA penalty for Dwarfs, I think it is the only ability left if you want to still play the archetypal Dwarf.
Going by that, strength and constitution are right out. Dexterity might be a possibility, but to be a good craftsman you actually need to have good hand-eye coordination, even if the rules for craft do not reflect this.
The mental abilities are just as complicated. If you want to reduce INT, you weaken the ability to play the good craftsman stereotype. If you weaken WIS, then you would have to change the favoured class. So charisma is really the only ability left, if you use only Dwarf and no sub-species (which I would love to see in PF)