Commander Pharamol

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I would love to see an epic journey into the Tanglebriar, locate Witchbole and challenge Treerazer.

Perhaps a 64pg deluxe adventure taking characters from level 18 to 20.

Maybe even uhhhh, wait for it..... A huge Treerazer miniature!

Opens wallet, throws $$$ at Paizo...


As a collector, I would love to have a mini of the baddest monster on the planet - Treerazer!


DM_Blake wrote:

Diversion is not the answer - you use it "while people are aware of you". It's for those "OMG, I need to get away and hide" moments. That's the opposite of what the vampire wants to do."

Successfully creating a diversion allows you to use stealth. Nowhere does it say it's only use is to escape a situation.


With all the $$$ you'll save with a blinkback you can always stock up on potions of bull's strength, bear's endurance or cat's grace, your choice.


If you decide to go with a str build, then a belt of the mighty hurler is a must have.
However, if you decide to go with a dex build, you might want to considered using a blinkback belt?
Extremely cost efficient (5k), then you only need one really good magical axe that instantly teleports back to the belt allowing you to throw it (quick draw) as many times as needed round after round, instead of having several (4,5,6 etc...) masterwork axes.


"Breaking Stealth; When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment."

So all you need are some rafters in the ceiling or maybe a couple of unlit/broken chandeliers for the vamp to use as cover.

If there isn't any cover, perhaps the ghost or vamp could create a diversion.

"Create a Diversion to Hide; You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you."


Secane wrote:

I have been eyeing the Ulfen Guard PC for a while and thought of making him a Thrower/Switch Fighter that specializes in axes. Range attacking using Str at later levels using a belt of the mighty hauler

However, the more I read up the feat options, the more it seems that it would be much more better to pull off a Dex based axe thrower instead.

There just don't seems to be much incentive to play a Str-based thrower over a pure dex-based one, given that feats like slashing grace allows dex to be used to add to damage.

Is there any reason I'm overlooking that makes a Str build on par with a Dex build?

I believe slashing grace only adds dex to dmg for melee attacks, not for thrown weapons.


Our group went with the Kingdom of Riverdale, with the capitol being Riverview, built on the Stag Lords fort location.

Oleg's trading post was renamed Olegrad and is the second largest city in our Kingdom.

All other names of cities are unchanged... Tatzylford, Varnhold, Fort Drelev, Candlemere, etc...


Close Combatant (Ex)

At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).

This ability replaces weapon training 1 and 2.

Question - Does the bonus increase only apply to fighter(brawler) class levels or does it apply to character levels? (eg: multiclass character)


"The dreaded Koscimo - blue shelled scorpions" appear as an entry in the Pathfinder companion "Taldor, Echoes of Glory" as creatures you can encounter in the Worlds Edge Mountains, but I haven't been able to find the stats on this creature in any of the bestiary's or online. Does anyone know where I can find this?


When you break it down like that, it makes perfect sense. Thanks Shadowmage.


I guess the terminology "additional attack" instead of using "second attack" is what is what's messing me up. Thanks...


I would like some help clarifying the additional attack provided by haste.

I believe the effect says something like "when making a full attack you make make one additional attack at your highest attack bonus".

Anyways, our group got into a debate over this because one of the players (an archer who normally has 3 attacks) cast haste specifically to get the additional attack, however they didn't want to take all of their attacks, only the first attack & the additional attack provided from the haste effect, because they didn't want to make the attacks that were at a lower attack bonus.

I argued that the additional attack provided from haste only comes after all 3 normal attacks have been attempted. Any help clarifying this rule/effect would be much appreciated.

Btw, the party had entered an archery contest & all the contestants had 6 rounds to shoot 6 arrows, but you got bonus points for finishing early. This clearly gave the hasted contestant a distinct advantage.