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Saronian's page

Goblin Squad Member. Pathfinder Society Member. 65 posts. 8 reviews. 2 lists. No wishlists. 1 Pathfinder Society character.

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Humphrey Boggard wrote:
Avh wrote:

I suggest something that I think is better :

What if there was a class tier list in each great role in the game ?
- Damage
- Skills (maybe different roles : scout, face, knowledge, ...)
- Controller
- Buffer
- Healer
- ...

Because the tier list above only sort classes by versatility (which is fine), not roles : and roles are much more important IMHO that versatility by itself, or otherwise we wouldn't have anything other than Wizard, Cleric, Summoner and Druid at our tables.

I think this is a much more constructive idea than the usual tier list.

Also factor in learning curve. Initially, a player starting out would be either a fighter or a rogue until the player gets the hang of the system while a Wizard/Cleric is a bit harder to master.


So no one has tried this combination before?


Greetings all. I have this concept submited for a RotRL (New) campaign and figured it can use a critique on here.

The idea is a Elf Spellbinder that will be going into Cyphermage PRC. Mostly, it'll be more of a diviner (foresight) path, using scrolls to augment the spellcasting.

Stats:
Strength: 7
Dexterity: 14
Constitution: 12
Intelligence: 18
Wisdom: 14
Charisma: 12

Fort: +1, Reflex: +2, Will: +4
Traits:
Dilettante Artist (Racial): +1 Bonus to Diplomacy and +1 to a Perfom Category. One becomes a class skill.

Scholar of the Ancients (Campaign): +1 trait bonus on Knowledge (arcana) checks and Knowledge (History)

Feats:
Cosmopolitan: Perception and Sense Motive are class Skills. Know Dwarven and Varisian

Skills (Those with points in, all others don't):
Diplomacy: +6 (Mostly to provide help to the party face while not being hamstrung if I'm by myself)
Knowledge( Arcana): +9
Knowledge(Geography): +8
Knowledge(History): +9
Linguistics: +8
Spellcraft: +8

I'm thinking about getting Cypher Magic and Cypher Script at 3 and 5 (Probably Script before Magic) in order to get teh prerequisites for Cyphermage

Also, the Familiar is something nice, so I'm thinking of getting Skill Focus in in one of the Knowledge Skills, then get Eldritch Heritage (Arcane) to get the familiar (since it goes with character level -2, it'll continue to get better than just going regular wizard).

What do you all think?


Aberzombie wrote:

Ha! I knew we had one of these threads somewhere.

The wife and I have been fans of this show for a long time. I think it's partly because of work. I also happen to be a Mark Harmon fan, so there's that.

Anyway, the episode last night was wild.

** spoiler omitted **

Episode spoiler:

Yeah, and next weeks episode looks to have a body count. Not only did you kill Ziva's father (granted, she wasn't on the best terms with) but you killed Director Vance's wife? Hell is going to be booked for the next two weeks dealing with the backlog of dead bad guys.


I figure the Man's Promise had more crew than was needed, since it was a merchant vessel. I also figure that most gave up than try to fight it out, given the information on their homeland. At least, that's my impression.


For Grok, I figure high strength, decent dex, con, and Int, with wisdom and charisma being dump stats. I suggest using feats that'll maximize her abilities in combat as well as in brawling. Just saying.


Just wondering, it seems like these items are ther just for random stuff. Is there any benefit to these?


I'mtrying to figure out the pricing for the "Premade" Adventuring Kits, more specificaly the Ultimate version, so that my group and I can start putting it together while we are in a "civilized" land (AP is Carrion Crown and I'm also looking at Kingmaker as well).

How much and what would be required for an Ox? In the Ultimate Equipment it doesn't have the price or stats, so I'm thinking about going for the Yak (which uses the rules for Bison). I'll be having them pulling a wagon that'll be serving as our mobile home away from home.

Also, how much for the combat training and teaching it the six tricks (attack, down, stay, heel, work, and trained to fight unusual creatures)?


1 person marked this as FAQ candidate.

My apologies for the necro thread.

The only issue I have with this is that the various natural armor bonuses are coming from different sources.

Ironhide is a feat and comes from being a dwarf, half-orc, or orc.

Dragon Disciple comes from a Prestige Class and is explained as Draconic Power being awakened.

Amulet of Natural Armor is magic from an item that is toughening you up.

Lycanthrope gives a Natural Armor Bonus for going into hybrid form.

Can we get some official say on this topic? This is just confusing me a bit.

Basically, of the situations that are mentioned by myself and those before me, which ones stack with each other?


I can see my Alchemist taking Marshal as Mythic Path, since he is more of an advisor to the group instead of a heavy hitter or anything.


I am not surprised. WotC will continue to do strong due to the Magic TCG, but the D&D market isn't going to have much luck. If they were talking about making a 4.1 Edition, with rules updates and reballancing issues being issued than I'd be "meh, good for you Wizards."

When D&D Next/5th was announced, I was "Oh, cool. Still not going to play it. I'm happy with Pathfinder and the Golarion setting."

In the end, I just don't find this sudden reversal very settling. It'll be one thing if they're keeping some sembelence (sp?) of 4th Ed, but if the only relation is the use of dice and attributes, then I see 6th Ed coming out in 2017/2018.

Again, this is just from my perspective and the response I'm feeling about this.


Yeah, what are you specializing in? That can help us pinpoint where you might consider going?


Utopian wrote:
So I've got rule 0 to fall back on... but if I say yes he can craft custom magic items i'm opening a whole can of worms. How nutty can players with wealth/gear above their level get?

The real question is do you trust the player to create items that aren't going to break the system? If you don't, then tell the player no and then offer to allow the player to trade out the Item Creation Feat for something else.

If you do trust them, then work with them in creating the items. This way if you have problem with the design it can be headed off at the pass. It also prevents a dishonest player from taking advantage of the trust you are giving.

One situation that happened to me and my group was when we took out a large red dragon at Sandpoint. My idea was to use part of the dragon as the masterworked piece for a mithril breastplate, to symbolize that a dragon was slain by the group. It became a long debate that hasn't been finished when I was deployed.


Legacy of Fire is an older AP that came out just as Paizo was starting Pathfinder. If you go crssblooded, just go for tdraconic and any of the genie based bloodlines, which should be found in Advance Players Guide.


Lokie wrote:
Does anyone see any problems with say... filling a Pump Water Canister with Lamp Oil?

Two steps shy of a flame thrower?


Porphyrogenitus wrote:
Quote:
"What happens if player characters get into Baba Yaga's hut?"
Been there, done that;- quite harrowing - but can't wait to see the Paizo version. Good times.

Sounds like a Pathfinder version of The Hangover.


The feat isn't that great for both the requirements or the way it was written and designed. It is designed for the Human character whose alternate class feature would never be used (fighter, I'm looking at you). Personally, allowing it to be applied to the alternate class options would make it attractive to more players.

Maybe too attractive, but meh, it happens.


Oh, crap. This looks bad. Very, very bad.


hogarth wrote:
Adamantine Dragon wrote:
Magical ammo use in PF according to RAW is so ridiculously situational that I've never seen anyone actually purchase magical ammo.

I think players tend to undervalue single-use items and/or overvalue multiple-use items. For instance, I've seen players who gladly paid 750 gp for a wand of Mage Armor that gets used half a dozen times who would be horrified by paying 300 gp for half a dozen potions of Mage Armor.

As alluded to by Quatar, for every enhancement, there's a break-even point where it's cheaper to buy magical arrows instead. To use his example of a +3 Seeking Speed Longbow, you'd have to use something like 13,000 gp worth of +1 Seeking arrows in your character's career to make it worthwhile adding the enhancement to your bow. That's about 80 arrows. So which is more cost effective? That depends on how much your GM likes to have fights with concealment.

Maybe but, but that wand is only one item, not six, is not taking up a Level 1 Spell Slot, and is useful even though the duration is not that great.


It comes down to the fact there are too many types of feats, as well as the fact that too many feats should just be an extension of skills and such.

Alot of people can use the Dodge, Initiative, and the Save feats, but they compete with what you want, what is useful, what you need, and what seems to be useful in the campaign.


I would like to play in the Carrion Crown Campaign. I'm thinking of playing an Half-Orc Oracle of Battle. Decent to average stats, nothing to extreme.

What do you think?


True. It's just that the ones that look cool (Knifefighter being a big example) gives up Trapfinding and their better for... Increase slieght of hand with daggers and light blades, and a +1 Dodge Bonus against other light blades. Besides assassins and the like, who is going to be using a light blade? It just seems too circumstantial for giving up something that most rogues will need to use.

Besides, isn't that what bluff is for?


Ok, I'm looking through the various rogue Archetypes and noticed a very disturbing pattern: almost every other archtype that is somewhat useful replaces Trapfinding. This includes those that ideally would be only affecting just combat and not trapfinding, but their abilities get replaced by some poorly thought out ability that would really only be used by an NPC.

Is this just me? Because if not, the Archetypes for the rogue class, and probably several others, needs to be rethought out as.

Also, because I'm tired of looking at these bland trap-finding replacing abilties, is there an Archetype that can help a combat rogue out with out replacing the trapfinding ability?


Ok, I just recieved some boxes from storage and one fo the first ones to open had my copy of the Beta Playtest in it. So it brings to mind: Did you buy a copy of the Beta Playtest? Where is it now?

I'm also thinking about doing a look back and have a comparison of the Beta Test, the Core Rolebook, and, if/when they come out wih it, the second iteration of the Core.


The dogslicer needs more holes, rust, and a tied on handle.

Other wise, this would be the masterwork version.


This is interesting. This can also help spread the campaign out a bit more with out reaching too far.


Deidre Tiriel wrote:


I've never heard of Night Harrowers before. hmm.. will have to look at the Rivals guide.

The Night Harrowers are a Whispering Way group that goes around looking for what ever that can help free The Whispering Tyrant. I was looking at it and thinking that it will be a better end fight, since they are more powerful than AA in the final fight. Not to mention, especially with a larger group, I can try to go for an Order of the Stick/Linear Guild faceoff.

Hopefully without the puns.


Ok, I'm thinking about running a CC campaign and I want to add the various other adventure books (Carrion Hill, Feast at Ravenmoor) as well as the background books (Night Harrowers from Rivals is something I'm really considering).

Has any one used any of the above in their campaign, or drew inspiration from them?


Ok. I'm interested in playing a rogue.

Any detail as far as character generation go?


I'm interested in playing. Haven't DMed before and I might be willing if there's an interesting enough module.

Like a few of the others, I'm not from the UK (originally USA, in the sandbox for the next few months). However, it shouldn't be too much of a problem.


565: While not related, Pete's Evil Overlord list should be browsed by everyone at least once. That way, if the GM or Players try to do something that would violate one of the rules in it, the other side can try to exploit it.


DM Rennick wrote:

Everyone - Use average starting gold.

- Keep in mind that we have a lot of “Working class stiff” – book store applications, that could put you in conflict or I may ask you to change it.

I took the Varisian Local. It represents more of the various ways he's been surviving the last four years, from helping at the book store to singing and entertaining at the taverns and everything in between. At least, that's what I'm going for, a social character that also happens to (or will) know quite a bit of information through time. At least, that's my take.

It's also the reason why I didn't take the Revelation that will allow me to take my Charisma Modifier in place of my intelligence modifier when it comes to Knowledge Rolls and such.


Ok, Breshin Dukker is almost done, just having to finish getting his gear and what not setup.

Basic gist: He is a knowledge based character that can help with research and support. While he isn't very strong, he is extremely knowledgeable and social. He can be a bit bookish, even though that is mostly due to being around the owner of the Curious Goblin for the last few years.

Appearance and Personality:

Breshir is of Varisian decent, of average hieght and weight, though lean and wiry due to being in a library most of the time. He is always ready with a smile, though his brown eyes are constantly on the move incase Sandpoint gets attacked again. Favoring light colored and durable clothering, Breshir is starting to take on a more clerkish look, even though he tends to keep his black long and ina pony tail. He has a staff that he is currently growing more comfortable using since his leg never healed properly.

Lately, he is writing down some of the oral traditions that he was taught, more to shine a more positive light on Varisians than for profit. He is also a gifted speaker, able to entertain with jokes and stories as well a being able to calm some of the more hotheaded individuals in the town.

Character History:

Breshin is a Varisian Local who has been with a gypsy caravan going around Varisia until five years ago when they stopped for the Goblin Day festival in Sandpoint. A few days after the festival, before the caravan left, Sandpoint was attacked by giants and a red dragon.

While helping put out the fires, one of the boulders that were being thrown by the giants hit a wagon next to Breshin, sending debris in all directions, which resulted in his left leg getting shattered. Even though the attack was driven off and the various healers tried to help him, his leg never returned to full functionality. Resigned to being lame, he impressed the owner of The Curious Goblin with his intellect and was hired as a clerk and assistant.

Since then, Breshir and the owner discovered that the gods smiled on him, for they offered insight when ever the two have trouble trying to find something, as well as a few divine abilities, most of which were either defensive or utilitarian in nature.

However, Breshir is also mentally scared as well, always keeping an eye out for trouble, even though it has been a few years since the attack. He also discovered that he isn't hampered as much when carrying a moderate load (for him, at least). Lately, he has adopted a staff as a way to help him get around.

Stats:

Breshin Dukker
NG male Human Oracle of Lore 1
Str 11 (1 PB)
Dex 12 (2 PB)
Con 12 (2 PB)
Int 14 (5 PB)
Wis 12 (2 PB)
Cha 18 (10 PB) (+2 Racial)
Traits: Varisian Local (Perform: Oral), Sacred Touch
Mystery: Lore
Revelation: Think On It
Feats: Alertness, Dodge

Breshin Dukker

Hope you all enjoy the character. If you got any questions, just ask.


I'm thinking about applying for this.

Going for a Varisian lorekeeper that was badly wounded when the giants and dragon that attacked years ago that resulted in him being badly lame. He is currently working as an assistant at the The Curious Goblin Bookstore as a clerk as well as helping translating and writing down various Varisian songs and poems. While he hopes to one day travel abroad, he realizes his lame state doesn't help him too much.

He is a young, good hearted kid that is a bit bookish and tries to keep himself more in line with his mentor. As such, due to this, he isn't as strong as others, but takes time to meditate and maintains a somewhat rigorous diet and exercise, though nothing like that a monk would do. He maintains a healthy view of trying to keep the Varisian oral up with the times, though his more wild groups take a dim though understanding view.

Stats:

Breshin Dukker
NG male Human Oracle of Lore 1
Str 11 (1 PB)
Dex 12 (2 PB)
Con 12 (2 PB)
Int 14 (5 PB)
Wis 12 (2 PB)
Cha 18 (10 PB) (+2 Racial)
Traits: Varisian Local (Perform: Oral), Sacred Touch
Mystery: Lore
Revelation: Think On It

I'll get the rest up. Hope you enjoy what I have so far.


Cool. I'm thinking about trying an Oracle of Life, since I already have an Oracle of Battle.

So, 22 PB, core races only (what alternative racial traits?), 1 regular trait, one trait from the Jade Regent Players Guide.

Anything else I'm missing?

Also, how does everyone feel about Half Orcs?


Is recruitment still up for this game?


Tacticslion wrote:

Regardless, it's an interesting concept. Urgathoa probably does have something to do with subsequent Graveknights and while Gorum doesn't create them (since he's not evil or into undeath), he probably doesn't mind it one whit (since they're continuously fighting and waging battle forever - exactly like Gorum likes it). Another possibility is that this might even help Gorum maintain his seat as god of battle, by channeling the rage into an undead-thing, it might prevent any more Gorums from popping into existence.

Basically this is Gorum. It more or less fits him. I'd also guess the difference between Gorum and any other graveknight is that Gorum didn't need a human (or orc) person to come about.

Anyway, that's my two cents. Or maybe a dollar-thirty. All this, and I've never read the book in question!

Intersting points here.

Gorum is about taking on challenges directly, whether head on or with some basic tactics/strategies, including death. Hence the reason why he and Pharasma are having a bit of grudge against each other. He just doesn't care for mindless undead, since that is a form of slavery and not worthy of glory (for the person in charge of the undead, not the people fighting it).

The articles about Gorum are pretty good fluff wise, as is the section on Graveknights. Gives and idea on what can get a Graveknight to go from evil to neutral (I doubt good unless the guy truly thinks to redeem himself due to something that shakes his core beliefs).

Also, my apolgies to any ladies who feel that Graveknights can be women. I'm just using the masculine noun since it'll be easier that putting they or him/her in the the sentences.


Thanks for the advice, guys and gals, as well as the ideas for the two classes.

Like it's been mentioned, Mystic Theurge can be a good class, especially with the feats out there nowadays.

Also, what about the Charisma casters as well (Sorcerors and Oracles)?


Krome wrote:

I can see where Saronian is coming from. There is definitely a parallel there. Something that bears further investigation.

As far as what would turn a Graveknight from evil to neutral, I'm not sure. Actually, I would go along with KaeYoss and that Gorum was the first Graveknight, and as the first was neither good nor evil. later graveknights were not as powerful as Gorum and required the intervention of Urgathoa to fully manifest as twisted parodies of Gorum.

Upon pondering this a few minutes, for my own homebrew games I am considering making graveknights CN and they serve as manifestations of Gorum on Gollarion. (okay, in my homebrew there is no alignment so it is easier... but the connection between the two I like).

Maybe. But at least you're taking more than a humorous interst in this than the two loons.

But yeah, I'm just thinking that after a few years of killing and such, a graveknight would just get bored. Either they go out and hire themselves to another BBEG or decide to go be a hermit for a while, only getting into a fight when he hears a plea or call that will make something sound like an interesting fight and such.

But that's my take on it.


Hmm. Interesting. Hope Paizo releases a variant of it then for the Official stuff.


Seems good. Have you considered adding the oracle as part of the class as well?


Maybe. It's just the witch doesn't feel right by me. The whole learning from a familiar just feels wrong. Oh well, it's something interesting, that's for sure.

Has anyone else thought along the same lines?


I was wondering, since the Magus is basically the Edlritch Knight as a base class, if any one thought about Mystic Theurge type base class?

Just wondering if any one thought about it and have ideas about it.


You also fail to notice one other Revelation: Combat Healer.

Personal experience: Melee fighter gets hit by an undead dragon, goes down to negative. I go over to him, provoking an AOO (undead dragon misses). Swift action, burn two level 1 slots to put a CLW on the fighter, bringing him up to the positive side. Burned standard action on a CSW to burn the undeed dragon. One successful touch attack later, one failed will save, and the UD is done.

In order for a cleric to do the same, he will need to burn a feat and a higher slot to do so.

And I was an Oracle of Battle. If I was an Oracle of Life, watch out. he can heal alot more in one round than alot or clerics can do with out burning a higher spell slot and feats, since you have to prepare that spell if you want to quicken it.


Not necessary.

What I was asking if any one, after reading Undead Revisited, gotten the same feeling when they read about Gorum from any of the aarticles/entries for him.

If so, the next question, to an extent, is what caused him to come into as well as what changed from Evil to Neutral.

As for him going to Elysium, there's nothing saying that he gotten up there and was pleased with the war and such.

I do have one thought about what changed him, but I'm going to wait if there anymore that people want to post on this before I post my theory.


Or go one step further and take a page from Wanted.

Local branch of the Red Mantis Assassins has been corrupted by Razmiran Priests and the big dogs want them taken out while evidence is gathered about what had happened and how they were corrupted.

May not be the best, but it certainly can work.


Hmm. This seems like an interesting concept/campaign.

You could, if it turns out that having a group of assassins is a bit too unwieldy, have be a group of mercs that the RM use as a kill team. They know enough that they know who they are probably work for, but not enough to point fingers at the RM if they get caught.

At least, that's one view.


Also that one shot adventure they had a couple of years back when a Protean or whatever tried to cause more chaos among Aroden's followers by helping them bring Aroden back from the dead. It didn't turn out as well as they hoped, though.


Hey all.

I was just reading the Undead Revisited and it occured to me that based on the way Gorum was created and the way Graveknights are created got me thinking that Gorum was a Graveknight first. So the question I have is, what caused Gorum to go from Chaotic EVIL to Chaotic Meh?

From what I have read, it seems he doesn't want either good or evil to be vanquished. With out good, evil will just tear Gorum apart since they will be after his abilities. By the same token, without good, Gorum will be banished or weakened since the Good dieties will try to rein him in and lock him up.

Has any one else gotten the same feeling or am I the only one to think this way?


Hmm. If I was an archmage, what would I do?

Make sure this is a permenant thing, then start scouting around for like minded people that can be taught magic. Then start scouting around for places that have a better ambience of magic while looking into ways to prolong my life and youth for a century or two.

End it by taking over an country that can be used to setup a mage safe haven while being able to take care of it's own against other nations.

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