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Secane's page

FullStarFullStar Pathfinder Society GM. 1,904 posts (1,920 including aliases). No reviews. 1 list. 1 wishlist. 14 Pathfinder Society characters. 1 alias.


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Lantern Lodge

Does this applies to Pathfinder society?

Lantern Lodge

LazarX wrote:
gnoams wrote:

So I played a pfs scenario recently with some clay golems in it.

** spoiler omitted **
I did some forum searching and all I could find was people agreeing that the ability is poorly worded. I'm wondering what the intent is, and how you would run it versus:
1 (ex) regeneration/fast healing.
2 (su) regeneration/fast healing.

1.2. it's still magical healing, so neither will work.

Extraordinary Abilities (Ex)

Extraordinary abilities are non-magical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

It could be argued that a (Ex) healing despite being non-magical, would still be considered natural healing, therefore cursed wound would still stop (Ex) healing from functioning, since cursed wound's damage "doesn't heal naturally and resists magical healing".

Lantern Lodge

If your the GM, you could always come up with something homebrewed.

After all most monsters have abilities that are not part of any class or feat. And there are modules where the story gives certain NPCs or even the players certain effects that is not covered by any rules, templates or class abilities.

So why not just build up a slayer and give him a homebrewed Slayer Talent that allows him to throw out bleed damage with every attack or something similar to that effect?

Lantern Lodge

Thanks! Time to let my players know.

Lantern Lodge

When a party finds loot items like jewellery, precious stones or other non magical, non adventuring gear items with a listed worth, are these items sold at the full worth price? Or at half the worth price?

Asking cos the core book seems to say magical items and gear at half price and trade goods at full.
Asking as a GM.

Lantern Lodge

Hummm... Replacing or swapping to a new class may be a problem.

The party I'm GMing for has a

I got 5 spellcasters in the party. It would be hard to retrain them all...

If any of you could have a look at the d20srd's spell point page link on my first post, what do you think of the vitality variant?
It makes a character fatigue if they use more then half their spell points.
I was thinking that this make sense for the full casters and the Bard, but won't it be tough for the paladin? Who has a much smaller spell pool?

Any further advice is welcomed

Lantern Lodge

What do you think of the d20srd's 3.5 version of spell points. That system does have an exponential spell cost.

I'm thinking of adding extra cost for spell spamming and make use of part of the vitality variant, where using 1/2 your spell points will make you fatigued and if you only have 1/4 left, you will be exhausted.
Would that be enough of a penalty?

Also why a new class? Won't it make sense more to apply this system to the existing classes?

Lantern Lodge

Anyone used spell points before?

Lantern Lodge

My current homebrew has my players' characters originating from a world where mana-based magic is the norm.

We are currently using default pathfinder and its Vacian style magic system, but I'm thinking of switching over to a spell point based system to reflect the characters' origins. In which I will be using something similar to d20srd's spell point system, with modifications to make it more balanced and updated from its 3.5 roots.

Question(?) - Is the spell point system viable, balanced and fun to use for a homebrew?

I have no experience with the spell point system and I'm unsure if it has any bugs or problems. Does anyone have any experience with running or playing a game using spell points? Any advice on how to use or run it properly?

*For setting and ease of gameplay reasons, most enemies encountered would still use the vacian/default magic system.

Lantern Lodge

The warlord would be around lv 7-11. The Party is lv 6 now and they may encounter him when they are about lv 7-8.

I did thought of just upping his cha, given that unless there is a specific class feature that uses it, a boosted cha would almost not affect any combat.
I'm not sure however if it would be a good ideal to create npcs with over over the top ability scores... or if I should stick with a point buy.

Thanks for all the advice and options, going to look through them and make this character work. Thanks!

Lantern Lodge

I'm trying to flesh out some NPCs for my homebrew and I'm a little stumped on how to make some of the martial NPCs charismatic.

To be more specific, I'm trying to make a Barbarian Warlord type character, but I find it hard to up his cha, without making him a weaker combatant, or become a bloodrager.

It's like muscles = less cha... :S

And Swashbuckler or some dex/cha combo is not suitable for this character's backstory. Nor is forcing a rod of splendor onto this character's gear.

The overall ideal for part of the campaign is to have the party find a way to overcome the Barbarian Warlord's army, by replacing him, turn his army against him or some other course of action.
Hence the need for a charismatic marital character.

Lantern Lodge

DominusMegadeus wrote:
Secane wrote:
I may just take a plunge into the cheese pool that is Occult Adventures and make a psychic character instead for this character.
Do you even have a basis for this, or is the book just new and psionic-sounding enough that you assume it's cheesy?

My local min-maxer players said the OA is pretty crazy in terms of what the new physic classes can do. Given they are the ones that usually make characters that breeze through most encounters, I have to take their word with quite some weight.

Lantern Lodge

Armiger's Panoply seems really nice. But it may not work with wildshape.
Reason being that the bracers is part of the magical item and Armiger's Panoply is an activated magic item. So once you wildshape and the bracers merged into your ploymorphed form, you can't activate it any more.

Wand of Swift Girding on the other hand is not a druid spell, so you will have to depend on an ally to cast it on you.


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Bandw2 wrote:
just get barding :P

Hadn't really thought of that.

Would have a hard time deciding tho... There are 3 different sizes for a Eagle Shaman.

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1 person marked this as a favorite.
Dave Justus wrote:
Azten wrote:
Oh, good, yet more proof Wild is no longer +3 worthy.

I don't see this changing much for the vast majority of characters that are interested in wild armor. Usually a druid isn't a dex monster, and shaping into a big nasty means they aren't piling on more dex than normal anyway. The only thing they really take a hit on is the speed penalty, and that is really pretty minor.

I guess I think if wild was ok before, it is pretty much ok still.

I'm playing an Eagle Shaman in PFS, and this FAQ is pretty significant.

Since most of my wildshaping would be a flying eagle or Roc, I needed a good dex score to make the most of the fly skill.
I was working under the understanding that Wild armor being an expensive +3 armor special property would not have a penalty to my Max dex and armor check penalty.

Now this FAQ just grounded my character... The irony is I would be expecting to cast Fly on my eagle or Roc wildshape just to have a good fly skill.
(My druid has the fly spell via domain spell.)

I have to note that in a homebrew, where spells like ironwood can be make perm, it won't be that big of a deal to druids, as they don't have to pick up Wild armor to have a good AC score.

Lantern Lodge **

1 person marked this as a favorite.

Is it possible to play lv 7 pregens (and applying the credit to the same character) so many times that a character goes from lv 7 to ABOVE lv 12 when the character finally hits lv 7 and applies all the credit earned?

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Pathfinder Design Team wrote:
Yes, max Dex also applies, along with the others.

Could max Dex be added to the official FAQ? Just to help clarify the FAQ further?

Lantern Lodge

Thanks Cheapy. Would have easily miss that reply by the PDT.

Hope PDT could add the max Dex rule into the FAQ as well? Just to help clarify things further.

I have to agree with you. With this FAQ, Wild armor really don't fit the cost of a +3 armor. It has become way too overpriced for the benefits it gives.

Lantern Lodge

With the recent Wild armor's FAQ, Wild armor will affect a wildshaped druid's armor check penalty, movement speed reduction, and arcane spell failure chance.

Does this means that Max Dex Bonus is not affected? And a wild shaped druid wearing a set of wild armor, can still add his dex bonus to his AC, with no limit on the amount of bonus?

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1 person marked this as a favorite.

With the new errata, the Occultist archetype is really too weak to work properly.

I feel thew new errata is overkill on the Cha requirements. It seems a heavy handed approach to making the Arcanist more "sorcerer", whereas pre-errata, the arcanist was decidedly more wizard in feel.
It just doesn't scale properly into the higher levels. :(

The sad thing is that it really affects the Occultist archetype badly, whereas in the past, you need to give up your spells to fuel the summon monster ability, now you can't even do that without giving up your strongest spells, which scales badly.

I may just take a plunge into the cheese pool that is Occult Adventures and make a psychic character instead for this character.

Lantern Lodge

Razmir is a lv 19 wizard, who is stuck at lv 19 and therefore unable to learn the Immortality (Ex) arcane discovery.

1)Making him tougher, but keeping him as a lv 19 wizard with MR 8-10 Archmage and some powerful minions/summons thrown in, would make it challenge for Lv 20 PCs
2)If your party has a lv 20 wizard that picked up the Immortality (Ex) arcane discovery, that could be a very good reason why Razmir REALLY wants your party dead or under this control, specifically the wizard.

Also, extra information on your party (classes,alignments,roles,etc) would help with coming up with ideals.

Lantern Lodge

Arcane Addict wrote:

I really like the Occultist Archetype. Its powerful, flavorful, adds a little something a regular Arcanist wouldn't be able to do and it doesn't cost you too much stuff. I prefer it over the regular version, really. The only downside is it delays your Exploits which in turn delays access to the Extra Exploit feat.

I do really like Quick Study. The Arcanist has a limited number of prepared spells forcing a choice between utility and combat spells. With Quick Study you don't have to worry about that choice. It just expands your versatility and adaptability a great deal, far beyond leaving slots open ever would.
Consume Magic Items fulfills a similar function, really, provided you have the items and willingness to sacrifice them. I like to get Scribe Scroll to fuel it. It allows you to really use all of your exploits instead of merely relying on your SM SLA.

Instead of the Familiar Exploit you might want to consider the Bloodline Development Exploit choosing the Arcane Bloodline. It also grants a familiar. It won't gain abilities as you level beyond the first, but it'll still gain everything else, and you can still get the Improved Familiar feat. The choice is reasonable because it allows you to use some of the other abilities the bloodline provides if desired, Metamagic Adept specifically, for a mere single point from your reservoir.

Instead of Dimensional Slide you might want to consider School Understanding choosing Conjuration (Teleportation) instead. They offer different kinds of utility, so I often end up with both.

Personally, I rarely take feats to enhance my summoned monsters. I prefer using them for their abilities rather than their physical combat value, allowing me to spend my feats on other stuff, like Extra Exploit. I also think there's already plenty of utility in the regular SM line that I don't feel the need to expand the list with feats either.

Won't using Bloodline Development Exploit (Arcane) limit you to a familiar that is permanently stuck at lv 1?

Lantern Lodge

Cool. I guess I will focus on getting Consume Magic Items, Quick Study, Potent Magic and Familiar. Its going to be tough tho... the Occultist already eats up 2 of my exploits.

Likely in this order...
1) Familiar
2) Potent Magic
3) Quick Study
4) Consume Magic Items

What do you think?

Lantern Lodge


Thanks again for the link! Its very useful!


Is the familiar really worth it? Won't it be affected by any area of effect damage spells that come your way?

Lantern Lodge

James Jacobs wrote:
Secane wrote:

I guess I'm just annoyed that the first thing some members of the party (which lacks a trap disabler) does when faced with a unknown or potentially dangerous situation is to call on the only NPC in the party to face it. More so as they had made a point to help the Paladin with his redemption quest before.

THERE'S your problem.

If you have no player characters in your group who can handle traps, you really shouldn't be putting traps in your adventures. Or if you do... you should make them more into puzzles the PCs can solve. Of COURSE the players are going to get frustrated if you keep hitting them with traps when they don't have the capabilities to deal with them other than simply triggering them.

My suggestion would be to replace those traps with monsters or hazard type situations they need to bypass via skill checks or other methods other than Disable Device.

Thanks for the advice. I'm going to plan ahead better for such encounters in the future. In retrospect I could have made this encounter into a puzzle solving one as you suggested.

I have to point out that this is the very first magical trap the party faced since the start of this campaign. There are very few traps overall in the campaign. The party is equipped to summon monsters and I have hinted to the party's wizard multiple times to pick up Aram Zey's Focus if he is concerned about traps.
The party have access to pretty much any official paizo resource they have.

Sorry if I gave the impression that I'm hitting the party repeatedly with traps or unsolvable encounters.
I just wanted some GMing advice to avoid this situation repeating itself in the future.

Lantern Lodge

James Jacobs wrote:
Secane wrote:
Hi James, how do you prevent players from abusing NPC cohorts/followers...

I don't prevent it. If the player characters abuse NPC cohorts and followers, those NPCs abandon the PCs (at best) or rise up against them with their own NPC allies (at worst).

One way to help fight against this is by putting the "character" in the non-player character. If the NPC is just a set of stats, the players have no real investment, but once that NPC has a personality and a history and goals and quirks and all that, the NPC becomes an actual character in the group. Remember that by definition, if it's a non-player character, it's the GM who runs the character. Do your best to personalize recurring NPCs, particularly cohorts and close allies. Make the players come to like them and respect them and value their companionship, and they'll be much less inclined to treat them as nothing but bags of numbers and hit points.

At the very least, make sure the NPC has a name. I assume he/she/it does in this case, but referring to it as the "Bard's Paladin NPC cohort" may be a symptom of the problem. You need to invest these characters with personalities and make them actual characters. Even if that only means roleplaying them when another PC says something callous like "You! Paladin! Get in there and trigger...

Thanks for the advice. The Paladin does have a name and has a set personality for him. In fact the party actually helped him to atone and become a paladin again.

I'm avoiding using character names, just in case my players were to stumble across this post. I don't want to potentially give out spoilers.

In the above situation, I did roleplay the paladin as saying he is unsure how to handle magical traps. The party decided to revisted the trap later and ventured further into the tomb first, before triggering the tomb's defenders when they entered the next area.

I guess I'm just annoyed that the first thing some members of the party (which lacks a trap disabler) does when faced with a unknown or potentially dangerous situation is to call on the only NPC in the party to face it. More so as they had made a point to help the Paladin with his redemption quest before.

I'm going to take your words to mind and roleplay the relationship the paladin has with the party. Try to get the party to respect the paladin as a fellow party member and not "the NPC paladin".
Thank you.

Lantern Lodge

Hi James, how do you prevent players from abusing their NPC cohorts/followers?

In the recent game I'm gming, the party suspect there is a trap in the middle of the room with a magical item laying on top of the trap. They immediately suggest that the Bard's Paladin NPC cohort go pick up the item.
I warned the party over abusing NPCs and they eventually (after a fight with the tomb's guardians) managed to retrieve the magical item.

How would you have handled this?
Is there a better way to prevent NPC abuse, without having to bluntly warn off players from doing so?

I'm hoping for some GMing advice on this, as I never gmed a game with NPC cohorts/followers before. (Other than animal companions or eidolons, which are usually far more under the control of their players.)

Lantern Lodge

Thanks for all the info.

Is there any other ways to increase the number of pool points other than sucking power from items?

Also, if I'm a good alignment Occultist, I can still summon evil monsters right? I'm asking, cos I'm a little worried about spells like protection from good. I have seen it locking out a wizard-summoner's pets from attacking a target before.

Could you repost the link? It seems to be broken. I can't get the link to work.

Lantern Lodge

Cyd the Arcmagi wrote:
the Gunslinger/Inquisitor is a good choice as well, if you take the Travel Domain, higher levels you can teleport in to sniping spots

Humm... I'm noticing a lot of suggestion to go Inquisitor in place of warpriest, is there a reason/s that the Inquisitor is better than the warpriest for this build?

Arachnofiend wrote:
Whatever else you do, you're going to want at least 5 levels of Gunslinger. You really need dex-to-damage with your gun for it to function as a weapon.

Is dex to damage really that important? Asking, cos I was hoping to make use the warpriest's ability to swift action self buff Divine Favor to make up for attack and damge.

And that needs caster levels to work.

Claxon wrote:

Is the Black Powder Inquisition PFS legal for Inquisitors? If so, do that. Maybe with 5 levels of Gunslinger.

Actually, if you take levels in Gunslinger you don't need the Black Powder Inquisition. But yeah, I'd definitely go Inquisitor for the divine part.

JiCi wrote:

How about using the Variant Multiclassing rule with the Gunslinger?

Be a Warpriest, Paladin, Inquisitor or Cleric using that set of rules as a Gunslinger.

Unfortunately, both Black Powder Inquisition and Variant Multiclassing are not PFS legal. :(

Lantern Lodge **

Thanks Paz! I guess I will just have to wait it out longer then. The Giantslayer Adventure Path is not even completely published out yet right?

Lantern Lodge

Thats good to know. Just read more into the class and the section on converting spells into pool. I don't know why I kept thinking you can only do that at the start of the day or can only use items to fill up your pool.

Other than summoning, are there any other roles I should look out for?
I know arcanists can't prepare as wide a selection of spells as a wizard, so what other role should I focus on? I'm leaning towards just buffing, but should I focus on damaging spells too?

Lantern Lodge

Hence me asking about the above combo of gunslinger + warpriest.

There is a player playing a gunslinger + paladin in my local games, but my ideal for my character don't feel like a LG character. Warpriest gives me more options.

Lantern Lodge **

I'm thinking of getting the Monster Summoner's Handbook cos I may be playing an Occultist character next month and I have heard that the handbook is a must have for summoning characters.

Is the Monster Summoner's Handbook in the process of being sanctioned for PFS?

Or should I skip this handbook for now?

Lantern Lodge

Ryzoken wrote:

I've a PFS Occultist Arcanist up to level 8 and he's a beast!

I took Consume Magic Items, but it's rare I find stuff I can consume and when I do, it's tough to sell the party on it. Still, a few scrolls of 2nd level spells end up being a good thing to have on hand.

Then again, I haven't really run out of arcane pool.

You'll suffer early on, summoning celestial (or fiendish!) eagles to harry foes and make mages and archers unhappy, but once you hit 3rd and can summon small earth elementals, you really come into your own. At level 9 or so, your options become incredibly vast, with a slew of SLAs at your fingertips thanks to your summoned monster minions.

I am making my character for PFS. Do you recommend the summon neutral or summon good monsters feats?

I'm currently going for the standard spell focus (conj), augment summoning, superior summons feats, but what other feats should I go for?

Also are the summon affinity rings, worth getting?

Finally, even with the summons, an arcanist is still a 9-level caster. Should I focus on doing something else, other then summoning? Evocation for damage? Buffing?

Lantern Lodge

Hi James, this is kinda of a follow up to my previous kingmaker question.

In your opinion as a GM, if you are running a campaign like kingmaker, where there is plenty of time to craft items, would you allow the upgrading of magical items?
By upgrading, I meant enchanting a a +1 sword to a +2, by paying the gold differences and having the relevant crafting feats. Similar to PFS.

Or would it be better to remove magic item upgrading? Therefore encouraging players to upgrade their city so that they can sell their older items and craft new ones?

The GP cost to players would be similar either way, since most magical items are crafted at half price.

Lantern Lodge

2 people marked this as a favorite.

Is the Occultist archetype for the arcanist worth getting?

It looks really cool to be able to summon 1 monster as a standard action, but the cost to actually use it seems to increase exponentially, when compared to the amount of arcane reservoir points the arcanist gets per day.

The archetype also lacks any feat support.

Lastly, does feats like summon good monsters or summon neutral monsters work with the occultist or summoner's summon monster (sp)?

Lantern Lodge

Hi. I'm planning to make a Nun with a Gun character for PFS.
Thinking of 1-3 levels of Gunslinger with the rest as a Warpriestess.

She would be of the Scarab Sages faction, worshipping Khepri or Sarenrae. Still deciding on this.

However, since I have never played either class, I'm not sure how to stat her out or what feats, archetypes or items to get.

I want her to use a musket for range, but it seems without taking 3 levels of musket master, it would be impossible to actually reload it more then once per round.

Any advice on how to make such a character work?

Lantern Lodge

In my opinion, the best grapplers are still the Tetori monk archetype.

The main reason is that grappling, while powerful can be easily defeated at higher levels with a single casting of Freedom of Movement.

The ability to grapple incorporeal creatures at higher levels is also something nice to have.

Maybe you could take away other druid powers to fuel his eariler wildshaping?
(!) Also remember that unlikes 3.5, wildshaping don't allow you to swap out your stats, but gain effects as per spells wildshape uses.

Lantern Lodge

3 people marked this as a favorite.
ranmyaku262 wrote:

I've been tossing around a few ideas within my group as well as others about a highly survivable character who doesn't wear armor.


Your build assumes you are not locked down by spells or otherwise unable to act.

If so, why not try the hp tanking Paladin?

Race - Tiefling

- Fey Foundling - heal an additional 2 points per healing die rolled
- Greater Mercy - heal 1d6 more if no mercy is applied.

Favored class - Paladin Tiefling - +1 hp healed when lay on hand on self.

Items -

Inheritor's Light - Any cure spells or lay on hands effects used to heal the wielder of this blade heal an additional 1 point of damage per die, up to the effect’s normal maximum healing amount.

Bracers of the Merciful Knight - When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature.

With this setup at lv 6 you can heal 6d6 + 24hp each turn.
You don't have to care about AC, as you can simply out heal any damage most enemies can deal you in 1 turn.

Lantern Lodge

Take note that some times the stats and backstory for certain characters would be modified specifically for a particular scenario, module or adventure path.

Example, a character listed as lv 6 with certain character traits in a book on a certain region, may become a lv 9 character with modified traits, if he appears in say the 3rd book of an adventure path.
(Since the 3rd book requires potential NPC enemies to be of that level to challenge the party.)

Lantern Lodge

@GM Aest,

I think I will go with that. It fits the theme of Briar.

James Jacobs, also recommands making Briar CG or NG to fit with the ideal of it being Nyrissa's capacity to love.

"I'd change Briar's alignment to NG and explain that as being a personification of the inherent goodness that Nyrissa lost when she went from Chaotic Good to Chaotic Evil—NG being the closest alignment there is to "pure good unadultrated by law or chaos" after all."

I also need to read it a little more thoroughly, never noticed that Nyrissa used to be CG!

Ovinrbaane, on the other hand would likely be set for destruction. :P

Lantern Lodge

James Jacobs wrote:
Secane wrote:
** spoiler omitted **
** spoiler omitted **...

Thanks for the advice! It fits perfectly with the story and what I have in mind for the party.

Lantern Lodge

Is this for a homebrew game? Or something like Pathfinder Society?

Lantern Lodge

@Jericho Graves,
That is what I'm having in mind too! Maybe a bow that fire thorn arrows?

Problem is the alignment of the weapons make sense within the campaign.
Which makes changing their alignment somewhat of a tough choice... :(

Lol, I think that particular player would heavily object to such a change. That... or she goes all crazy.

@Philip Knowsley
lol, I can relate to that. I gave them a short adventure into Tien Xia and they pretty much sold all the Tian weapons that they lack proficiency in.

I'm trying to get them weapons that they can "still use" just not effectively without the right feats, like the bastard sword, or racial weapons.

I do allow retraining, weapon crafting and let selected feats like weapon focus apply to a weapon group.

I'm actually thinking of making Briar NG instead. Since Briar represents the BBEG's ability to love, it would make sense as a sort of representing the only part of of the BBEG that is good.
What do you think?

Lantern Lodge

James Jacobs wrote:
Secane wrote:
If you are running an adventure path and an intelligent weapon is listed as a plot important loot for your party, but no one in the party has the right alignment to properly wield this weapon. How would you resolve this issue? (Without having the weapon become effectively a useless loot.)

Before the PCs find the weapon, I'd make sure to change the weapon from whatever it was into a weapon that'd best be used by the PC in the party who's the most about weapons, and/or change the alignment of the weapon if needed to fit that PC. The transformative weapon quality helps too. Further, I'd hopefully KNOW about said weapon before hand, and would encourage the players to play that alignment before hand. Either by flat out saying "If you are a neutral good scimitar fighter... it'll pay off!" or by being tricky and saying "This campaign has a Sarenrae feel, so plan accordingly." If, for example, the weapon in question was a NG scimitar.

If you have a specific AP or weapon in mind, of course... you'd do better to not beat around the bush and flat out ask me specifically about your specific case, though.

Sorry! I do have a specific AP in mind. Question under spoilers:

AP spoiler:
It is for the Kingmaker AP that I'm GMing. My party consist of:
Lv 6 LG Paladin of Ragathiel - Warden
Lv 6 CG Soundstriker Bard - Ruler
Lv 6 NG Druid of Erastil - Councilor
Lv 6 NG Evocation Wizard - Magister
Lv 6 NG Cleric of Sarenrae - High Priest
Lv 6 NG Card Caster Magus - Spymaster (Tempory on hiatus)
A possible 7th player playing an archer-type character. Totally new to RPG player. Last played DnD like... 15 years ago. Not certain if he will be joining.
Lv 6 Akrios - LG Paladin of Erastil - NPC Bard's Cohort (modified leadership feat) *Restored as Paladin of Erastil

And the 2 main weapons I'm concern about are Ovinrbaane in book 3 and Briar in book 5-6.

Both are CN weapons that the main weapon users, the two Paladins can't use. And as I don't know if the new player would be joining us full-time, I'm can't count on him to make a character suited to wield either weapons.

I could remake Briar into bow or other suitable weapon for the Bard/ruler to wield effectively. But is this the only/best option? Briar after all is an important plot item for the AP.

But Ovinrbaane, being a Gorum influenced weapon, with quite a bit of flavor... I'm stumped.

Sorry for asking such a long question. Really hope you can help me.
Thank you.

PS: Kingmaker is really nice. My players love the map and kingdom building (UC rules). Hope you all can come up with something just as sandbox like in a future AP!

Lantern Lodge

If you are running an adventure path and an intelligent weapon is listed as a plot important loot for your party, but no one in the party has the right alignment to properly wield this weapon. How would you resolve this issue? (Without having the weapon become effectively a useless loot.)

Lantern Lodge

STOP reading on if you are a player or want to avoid spoilers)

Hi, I have been GMing for a party that is half way into book 2.
While reading forward into books 3 to 6, I realized that a number of powerful artifact intelligent weapons in these books are CN and would be a problem for my party, as the martial characters are all non CN or CG.

How can/should I resolve this mismatch of weapons to characters' alignments?

Lv 6 LG Paladin of Ragathiel - Warden
Lv 6 CG Soundstriker Bard - Ruler
Lv 6 NG Druid of Erastil - Councilor
Lv 6 NG Evocation Wizard - Magister
Lv 6 NG Cleric of Sarenrae - High Priest
Lv 6 NG Card Caster Magus - Spymaster (Tempory on hiatus)

Lv 6 Akrios - LG Paladin of Erastil - Bard's Cohort (modified leadership feat) *Restored as Paladin of Erastil

Ovinrbaane in book 3 is CN and would effectively be unable to be used by either Paladins without suffering neg levels. While the other characters can't make use of it.

Briar is also CN and would only be wieldable by the CG Bard, which specializes in range sound strike attacks.

I'm not sure what I can do to make these weapons work for the party, instead of just brushing the weapons off as "useless loot".
Especially Ovinrbaane...

For Briar, I'm thinking of remaking it as a Longsword, so that the Bard could ideally use it effectively with the right feats.

Has anyone faced this similar issue? And found a way to resolve it?

Lantern Lodge

1) If a Talden human noble is to marry a Tian or Vudrani human noble, would other Talden nobles object or find such a union scandalous?

2) Or it doesn't matter as long as both are nobles? (And rich. :P)

3) What about the nobles from other inner sea countries? Would they have any objects to their fellows marrying nobles or commoners from other human ethnicities?

Lantern Lodge

Cap. Darling wrote:
Secane wrote:


Is there any other PC or builds for throwing that I'm missing out?
The basic ideal is just a Ulfen or Ulfen-like character.

Both the throwing monk(far side or somthing?) and the flying blade Can be decent throwing weapon guys. IMOP. For a barbarian like guy throwing Will have to be a side job. But with a reach weapon, combat reflexes and power attack is all you need and all the other feats Can be dedicatet to throwing, it wont be the King of the World but in many situations it May be worth it. Unchained barbarian with str 16, dex and con 14 wis 12 int 8 cha 10 pehaps is not bad and Can do this just fine.

Hummm.... your right... I just tried again to make my str-based axe-throwing ulfen build work and the feat requirements alone makes it really hard to pull it off.

I may just have to switch to a switch fighter build based off weapons that where actually used by real life vikings nobles. A Sword-Archer build.

IQuarent wrote:

You could go Monk flurry shuriken, then invest in feats that make shuriken better.

Slashing Grace:

Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

If you are using the one-handed weapon for throwing, I don't see why it wouldn't work...

Slashing Grace has been discussed with my local venture captain and the ruling is that it only works with One-Handed Weapons in melee. The online discussions have been back and forth, but since this is for PFS, I will go with my VC's ruling.

While not what I have in mind, the ideal of a shuriken throwing monk would be a very fun build tho!

Lantern Lodge

2 people marked this as a favorite.

Really like this character.

It is very refreshing to have an iconic adventurer whose family and life is not all dead or tragic.

That she becomes an adventurer because she wants to, with fate only aiding her on that path. With no dark secrets, traumatizing monsters or deaths.

For the record, my indian colleague saw Rivani's artwork and said that her outfit make sense from an indian inspired view and that's a big plus!

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