Sunlord Thalachos

Seriphim84's page

RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 616 posts. 1 review. No lists. No wishlists. 7 Organized Play characters.


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there are splat books out there called Grittier and Grittier Rules. They might prove useful for your idea.

I also recommend bumping everyone's skills per level by 2-4. Its no fun to play a fighter in a skills game, trust me.

Beyond that here is my experience:

I played in a very successful year and a half campaign that was designed around a low magic world. No one could have a full caster (rangers and paladins allowed but that's it), and we started off with 50 gp worth of stuff.
There were no magic items and any magic in the party was limited but very powerful. Lay on hands was a true miracle for most of the game.
We were mercenaries so we didn't stay poor but with no magic loot to spend money on we built a headquarters and started a merc company with our earnings. It was meager but grew to be exceptional.

For your campaign I would recommend a lot of the same. The more you limit magic, the more powerful it is by comparison. And if you limit to the partial casters they still have lots of abilities when then don't have what they need to make magic work.

The key is that the players feel rewarded even if it isn't the kinda rewards they are used too. A map to a well is a huge reward if you are dehydrated and a shield is more valuable than gold when you have no where to spend it.

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Here is the specific issues I see with your idea without seeing the actual build:

1, you will take time to get into your abilities. I don't know what you have but at very least you mutagen takes a standard action, most magus arcana take a swift or standard action to use, same with spells and extracts.

2, your +27 at level 6 won't last you a whole day. after 6 rounds their goes your rage (-2) after 10 min there goes your Mutagen (-2) Spells will last a minute or so (-2 or -3 depending spells) Flurry can't be used on Aoos (-1) so then you end of with something like a 19 for most of the day.

3. your defenses will suck. You can't wear armor, your stats are going into strength, your wisdom will be middling at best and you get -2 to ac for raging (-1 for being fatigued after raging).

Here is a build with a more consistent cmb, better ac and no start time.
Human Lore Warden 7
Feats: 10
Weapon Fitness, Combat Expertise, Improved Trip, Combat Reflexes,Imp Unarmed Strike, Two weapon Fighting , Vicious Stomp, Weapon Focus, Weapon Specialization, Greater Trip, Piranna Strike

level 3: CMB 12 (plus aoo on hit) no magic yet
Level 5: CMB 16 (plus Aoo on hit) no magic yet
Level 7: CMB 23 (plus two Aoo on hit) +1 weapon

Not perfect and just a quick thought but strong tripping good skills, decent ac (19 at level 1) and lots of options if trip doesn't work.

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What level is your character and what class?

Off the to of my head... A failed casting of flight of eagles results in not flying giant chickens.

Similarly you could invent a variant of summon swam that creats a swarm of angry chickens and attack the enemy.

Finally you could just keep a bunch of chickens in a bag that you throw at enemies. They cause havoc and maybe make it difficult terrain.

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I find the concept that fickle winds is overpowered hilarious. Thanks to all the feats available to archers it is the ONLY thing that can shut down an archer.

Invisible behind a giant and blinking with DR 10/-? Who cares when the archer has a Seeking weapon with improved precise shot and clustered shot. Plus he can full attack every round. Fickle winds is one of the only ways to keep the archer from simply killing everything every time at higher levels.

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for Elves, Gnomes and Dwarves there is: http://www.d20pfsrd.com/feats/general-feats/breadth-of-experience

For Everyone Else, there is http://www.d20pfsrd.com/feats/general-feats/dilettante and http://www.d20pfsrd.com/feats/general-feats/scholar

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My mythic Wizard/Mystery cultist is about to take divine source and I am struggling with domain selections. I am Neutral good so one will be the good domain (which is solid) but I don't know for the other.

So based solely of spells, what domains would you recommend and why?

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However you can take dimensional agility to allow to to take more actions. It is in ultimate combat.

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Greetings!

I am going to be running an all mages game in the spring and want to do a play test using only bards and sorcerers. With that goal I want to create 8 pregens for my players to choose from. I thought the good people of the boards would be able to help. So here are the rules.

All of the characters should be level 4. If you have time and want to generate a level 10 and level 16 version as well that would be great but for now level 4 will be enough.

I need a total of 2 bards and 6 sorcerers.

Each class will represent 1 school of magic. So when you post a build make sure you put up the school. Within the school of magic for the characters, all spells from all spell lists are available. The exception to his is any healing spells which I am making available to the Necromancy school.

25 point build no scores under 10 after racial mods.

Any spell, bloodline, archetype or feat is allows from the Core, APG, UM, UC and AR. For the AR please, racial rules remain in place.

Core races only.

Anyone willing to help me with this? I know it is an odd subtype of rules but I think this will give each caster their own niche.

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I have played in a group that did pathfinder in a narrative style. and I am about to start another one (also reign of winter) Here are some things to consider:

A narrative game of pathfinder requires the full cooperation and trust of everyone. Sit down with your group and see how much control they are willing to let go of.

Keep maps to a minimum, use un-gridded or mini maps to show where they are, only use a grid in necessary. On that same note, assume positioning is what people want it to be, if some one says "I move to flank" let them flank. Same for area of effect, if the wizard says "I blow fireball so that it gets these guys and not my guys," let it work. Maybe say you'll miss one or two or whatever.

Maximize the rule of cool, tell them they can do things as long as they describe it well, award bonuses for such. Kind of like skill check bonuses for role play.

Use skills as little as possible. Let people know that you are doing so. If the fighter gives an elegant speech that should inspire the masses, don't make him screw it up because he rolled a 5.

Limit book access, the less books you use, the less rules you have to worry about.

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Right I have one for you. He will like this. It just gets more brutal as he goes.

Dwarf Barbarian/ Two-handed Fighter:
Str-17 (raise to 18 at 4), Dex 10, Con 16, Wis 12, Int 10, Cha 8
Traits, Glory of Old, Berzerker of the Society (if allowed).
Favored Class Barbarian: +1 rage rounds
Lvl 1: Barbarian, Feat: Power Attack
Lvl 2: Fighter, Feat: Steel Soul
Lvl 3: Fighter, Feat: Furious Focus, Weapon Focus (dwarven Long Axe)
Lvl 4: Fighter,
Lvl 5: Fighter, Feat: Weapon Specialization (Dwarven Long Axe), Extra Rage
Lvl 6: Fighter, Feat: Vital Strike
Lvl 7: Barbarian, Rage Power: Superstition, Feat: Improved Sunder
Lvl 8: Barbarian
Lvl 9: Barbarian, Rage Power: Witch Hunter, Feat: Furious Finish
lvl 10: Barbarian
Lvl 11: Barbarian, Rage Power: Spell Sunder, Feat: Improved Vital Strike
lvl 12: Fighter, Feat: Raging Vitality

Equipment: Boots of springing a striding for mobility, + 3 Spiked Mithril Plate Armor for Defense, +1 Furious Invigorating Adimantine LongAxe, Belt of Strength +4. If they can afford it, Pauldrons of the Juggernaut and Bracers of the Duelist.

Assuming all of the above:

Level 12: 35 rounds of rage. Saves vs Spells & Spell Like: Base+8 +3 vs supernatural abilities, +5 against poisons.

AC: 22 (18 while large and raging HP 153 (193 while raging)
Vital Strike To Hit: +27, Damage: 94 static.

Basically he uses vital strike and overhand chop to max out the single hit damage when he is at level 12 he can max his damage by dropping out of rage and being fatigued . But if he kills them his weapon removed the fatigued condition. So he can rage and keep killing. If we does get multiple attacks he is still a wreaking ball. Plus he has amazing saves bonus damage against mages and can even sunder magic.

Edit: Oh and at Level 3 while Raging he has 39 HP: Fort: +7 (12 vs. Spells/spell like/poision) +5 Ref vs spells/spell like, +7 Will vs spell/spell like. His to hit is +9 for 1d12+12 damage. Level 4 is 1d12+18.

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Ok so I have a build for this that I wanted to run by people, get a critique. Here is the Build up.

Hello, my name is Antonio Valleros and I have successfully found a way to use alchemy to suppress my Demonic Heritage. This has been so successful that I do not feel the compulsion to kill and maim any longer. I have retained some of the powers that my blood possesses but largely I even appear human. Nothing but a few splotches of scaly skin and small bumps on my forehead. As long I as keep calm I have total control! Now I use my skills for good. protecting innocence with focused and specialized bombs and sharing my skills at potion making.

Greetings, I am HEINOUS. I have been locked away in the deep resesses of Antonio's mind for a great deal of time. The child does not know that I am aware of him and everything he does. And he does not know that I am learning and gaining power and in his weakest moments his body will be mine. I am power, and fury and destruction. I will do the things he cannot and keep him alive and strong for as he grows stronger so do I and when I claim this body for eternity I want it to be strong enough for the things I will do. My power of flight, my unstoppable strength and my impenetrable hide will over whelm my enemies.

The Build:
Teifling, RageChemist/Master Chymist
Str: 13
Dex: 14(+2 race)
Con: 14
Wis: 10
Int: 15(+2 Race)
Cha: 8(-2 Race
First bonus goes in int, second in Str then the rest in int.

1 RageChemist - Feat: Iron Will
2 RageChemist - Discovery: Precise Bombs
3 RageChemist - Feat: Toughness
4 RageChemist - Discovery: Feral Mutagen
5 RageChemist - Feat: Power Attack
6 RageChemist - Discovery: Wings
7 RageChemist - Feat: Armor of the Pit
8 Master Chymist -
9 Master Chymist - Advanced Mutagen: Dual Mind, Feat: Greater Iron Will
10 Master Chymist -
11 RageChemist - Discovery: Blinding Bomb, Feat: Extra Discovery: Force Bomb
12 Master Chymist - Advanced Mutagen: Greater Mutagen
13 RageChemist - Feat: Extra Discovery: Smoke Bomb
14 RageChemist - Discovery: Stink Bomb
15 Master Chymist - Feat: Extra Discovery: Preserve Organs
16 Master Chymist - Advanced Mutagen: Grand Mutagen
17 Master Chymist - Feat: Extra Discovery: Mummification
18 Master Chymist - Advanced Mutagen: Giant Mutagen
19 Master Chemist - Feat: Extra Discovery Combine Extracts
20 Master Chymist - Advanced Mutagen: Nimble

So there we go. What does everyone think? The general Idea is that I will only use the mutagen 1-2 times during the first 6 levels but it will get more common at higher levels.

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Instead of judging your GM (which is my instinct) I will just try to provide helpful answers to your questions that will hopefully let you and your GM find common ground.

1. Are non-core deities (namely - Milani) more powerful than core?
From a strictly mechanical standpoint Milani is less powerful than Iomede (her sister) or Serenrae. Note:
Both of these Gods offer a martial weapon proficiency to their Clerics (Long sword and scimitar) while Milan offers only a simple, and thus less powerful, weapon (morningstar). All three have 5 domains from the core rule book. Debatable the most powerful domains any of these deities have are sun and glory and Milani doesn't have either of these.

2. What is the impact of restricting a cleric to having (at most) one subdomain?
This can be done for flavor or for power. Flavor wise sub-domains may be considered less connected to the deity than domains and thus you must have one true domain at least.
Power wise some of the subdomains are much stronger than their original domains. This is usually looked at gratefully as some of the domains are truly week but if a DM believed that the gods are balanced by their domains (I don't think they are) I could see where this concern could come from.

3. There are Dwarf only spells, and (fluff restricted) spells from race books... Are they over-powered?
This is a very common ban by DMs. race only spells are often restricted to race. Some of them are over powered, some under powered and some average but they are all dwarf.

3x. Summon Ancestral Guardian, Ancestral Gift, Blood Rage - are they too powerful for their level and need banned or adjusted?
Ancestral guardian I would call about average. Maybe just above average but not by much. By following the rules of Spiritual weapon but dealing physical damage it has much less use but granting two weapons that you can pick gives it versatility. I would say just right for its level. I would say ancestral gift is very underpowered and Bloodrage is over powered. those are both from experience.

4. I'm facing difficulties as a player interacting with my DM, what should I do to facilitate freedom and fun for me and peace with him?
I would sit down with him and tell him your vision for your character. Motivations, background desires. Show him you are more interested in the character than the sheet. Then (if you already know him) ask him to trust you not to abuse the system. Then listen to his concerns and find a middle ground where you have the character you want and he is not afraid of you breaking the game.

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Ok, I am going to throw this out for you. It is not optimal but I think it could be a cool idea and I have never gotten the chance to play with it:

Genus Crossbowman:
Str:10
Dex:18(2 human)
Con:12
Int:15
Wis:14
Cha:7

Freebooter Crossbow Ranger 11/Unarmned Fighter 1
1 Ranger1 Point Blank shot, Rapid Reload
2 Ranger2 Focused Shot
3 Ranger3 Crossbow Mastery
4 Ranger4
5 Ranger5 Deadly Aim
6 Fighter1 Unarmed Strike, Kirin Style
7 Ranger6 Improved Precise Shot, Iron Will
8 Ranger7
9 Ranger8 Kirin Strike
10 Ranger9
11 Ranger10 Pin Point Targeting, Improved Critical
12 Ranger11

The idea is to buff and direct your allies and then deliver a single devastating blow. At level 12 with no magic items you will hit at +16 for 1d10+18 at a 18-20 crit. You will hardly ever miss do to concealment and give your allies +3 attack and damage against the foe of your choice.

Ad in a +4 dex belt, a +4 int headband, a +3 weapon and gravity bow and you will do +21 to hit for 2d8+29 damage. You also get to be a skill master :)

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Ok, as a fellow rules lawyer I know your Pain. I play with very role play heavy groups which I love and I have gotten a bad reputation as a rules lawyer. I realized the rules are great but are nothing with no one to play with. So here are 4 tips I used to keep from getting my ass booted.

1. Unless it is about to screw your party never bring up a rule during game. Your party loves it if you save them but otherwise you are breaking the momentum of the scene. So write it down and ASK about it during a break. Then the GM is getting educated and you are not making everyone cry.
2. Accept that the GM is never wrong and if he changes his mind it only makes him more right. If you bring up a rule and the GM says "I am gonna run it this way" it means he has made a choice to handle it that way for a reason. Enjoy the game and don't get hung up on the details.
3. Take a break from rules and memorize lore. People hate rules lawyers but love those who can add to the environment. If you run into a cleric of Shelyn and people ask "who is Shelyn?" being able to to tell them that she is the goddess of beauty and love who wars with none and believes in the the truly beautiful self who is beautiful outside and in and that she is slowly purifying the most evil weapon to exist makes them feel like they are more a part of the environment.
4. Use you powers for Good not just for not evil. I get my rules rocks off by helping other players who don't care about the rules as much keep their numbers straight. I made a bard/duelist in my party a sheet that tracks his attack and damage when using his many abilities. He is happy, the GM is happy because he doesn't have to spend 5 min a turn counting and I am happy because I made someones life easier.

I am still working on this personally and have lapses from time to time but it has done wonders for me. The path of a rules lawyer is never easy but it can be a blessing if controlled.
I hope that helps :)

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Grick, you make an excellent argument and I don't have any additional rules to back me up. I will be entering RAI/homerule territory with anything additional I add and this is the Rules forum so I will not do so.

This always comes back to a question of if a using a two handed weapon precludes other attacks. I questions I sincerely wish the devs would address.

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actually, I am pretty sure it does work.

FAQ wrote:

Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list? (page 72 of the Core Rulebook)

The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.

General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)

—Jason Bulmahn, 10/21/10

The ability modifies spells so it modifies all spell

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Throwing in on the other side. Shield spikes, according to RAW are not there own weapon.

PRD wrote:
hese spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see “spiked shields” on Table: Weapons).You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

They are a modifier on the shield bash and you are still specifically making a shield bash attack. The weapon chart is only to make clear what the new damage types are. Thus a spiked shield is a single weapon, not two and must be enchanted as one but otherwise all the abilities stack.

well I don't know about bashing and lead blades, that's a tough call, but spikes and bashing definitely do.

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There is a module called Crypt of the Everflame that uses minor image to create a group of orcs that attack the party. If you fail to disbelieve them you can be knocked unconscious by there attacks (I was). This does establish precedence that it can work. However the best answer I can give is this:
"Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly."
I believe it is clear enough. I would rule that if such an effect was created that it would deal no damage and provide proof that the illusion was false (+4 to disbelieve). If he still fails then I would rule that he thinks he got lucky and somehow was unharmed.

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A bag of devouring has a 50% chance to prevent that creature from ever being raised by mortal magics. Stick his body in it. Then, if he comes back kill him and stick his body in it again. he will eventually stop coming back.

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How is duel wielding great swords available to the PC?

The Extra refers to any additional attack you would gain from having the arm if you wouldn't be able to without it.

"any extra attacks or actions" is clear, concise and does not come with loopholes.

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The one armed alchemist aside. You can use the to hold other items, that's the intent of the ability. You cannot use the arm to make more attacks than you would normally be able to do with two hands (or how ever man a given race might start with). The entire point of that extra remark is to say that you can't use the ability to fight with 3 or 4 light weapons or 2 two handed weapons or make extra claw attacks because you have the bestial discovery (name eludes me right now).

You can use it to free up your hands so you can fight/carry more potions/whatever else. Just not gain extra attacks out of it.

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I don't think that works:

PRD: "The arm does not give the alchemist any extra attacks or actions per round..."
I am pretty sure being able to two weapon fight with bows would count as extra attacks.

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My Friend explained to me why I should not house rule skill checks as auto succeed and fail. For one, taking 20 will hurt a because of how many skills give failure penalty and for a second a level 1 character should never be able to jump to the moon because they rolled a nat 20.

Edit: Ninja'd to hell.

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Ok, Here is the updated version.

MUL
Humanoid (Dwarf/Human) 0RP
Speed 30 0RP
Human stats 0RP
+2 to any stat
Desert Runner 2RP
+4 bonus on Con checks and Fort saves to avoid fatigue and exhaustion
Resistance 2 RP
+2 bonus on saving throws against mind-affecting effects and poison.
Darkvision - 2RP
Relentless 1RP
+2 CMB to bull rush or overrun only if both on ground.
Ancestral Arms 2RP
One Exotic or Martial Weapon Prof

Total: 9 RP - same as humans and 2 less than dwarves

Mul
Standard Racial Traits
Ability Score Racial Traits: Muls are tough but varied. They gain a +2 to any one ability score.
Size: Muls are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Muls are Humanoids with the Dwarf and Human Subtypes.
Base Speed: Muls have a base speed of 30 feet.
Languages: Muls Begin play speaking Common & Dwarven. Muls with high intelligence scores can choose from Giant, Gnome, Goblin, Orc, and any human language.

Defensive Racial Traits
Blood of Stone: Dwarven blood runs through a Mul's veins, they gain a +2 racial bonus on saving throws against poison and mind effecting effects.
Tireless: A Muls strong constitution allows them to keep going with little rest. They gain a +4 Racial bonus on Constitution checks are fortitude saves to avoid fatigue and exhaustion.

Feat & Skill Traits
Ancestral Arms: Humans and Dwarfs have a long legacy of battle and Muls are no exception. They may choose 1 exotic or martial weapon they are proficient with.

Senses: Muls bear the eyes of their dwarven brethren. They have Darkvision 60ft.

I am making these guys a little closer to Golorian's look on demi-humans rather than what the Dark Sun did. They are not bred for battle and such as much as they are a very rare cross-breed.

EDIT: Took off con bonus, and fixed pricing for feat. Thanks Krigare, thats what I get for doing at when I am still sleepy.

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It does not need to say as greater invisibility. It is not referencing a Spell. You are invisible, period, end of story. You have the Invisible condition for 3 rounds (one you can't use) with no rules set for it going away.

And Really 2 useable rounds of invisibility with a full round action to activate is better than unlimited invisibility with a standard action to activate? It's a good item to be sure, even a great item. But its not that as powerful as a RoI.

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The only time you can't threaten and take AOOs with you spears is if the casting time in 1 round or longer. That is because one hand will be busy cast the spell so you won't have two hands to wield the weapon. Other than that, have fun.

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It is also worth noting that a urban barbarian still cannot cast spells under a controlled rage.
"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."

The barbarian cannot cast spells because it requires concentration. That is the only limitation that the urban barbarian does not remove. An urban Barbarian still cannot do things that require concentration while in a controlled Rage. If you are taking Rage Prophet, you will Need Moment of Clarity any ways.

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First words: "When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner."

So yes, no flanking bonus for archer but the fighter would flank and the round could sneak attack.

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Kthulhu wrote:
Seriphim84 wrote:
The whet stone does not say it only grants a bonus to Blades category of weapons. It grants a bonus to any weapon with a blade.
Using this logic, you can use a whetstone on a greatclub, as long as you add a decorational blade.

A blade on an arrow and is not decoration. It is large, heavy and sharp. If you wield it in your hand you use it as a dagger. Your argument doesn't hold.

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Sean K Reynolds wrote:

There's no point in a magical ability calling out whether it's B, P, or S damage unless the intent is that DR/B, DR/P, or DR/S resists it.

If the magical ability wasn't affected by any kind of DR, the ability would just say it deals damage, and not list a type of damage at all.

Because the magical ability lists a damage type, effects that block that damage type apply. If it doesn't list a damage type, then the "creature takes normal damage from spells, spell-like abilities, and supernatural abilities" rule applies.

I am confused. As I understand it having a DR/type means that type bypasses DR. It seems that you are saying it works the opposite. So if a spell does slashing damage does DR/slashing block it or allow it to overcome that DR?

Also how does that interact with material DR? will a creature with DR/Adimantium, be harmed by a slashing spell for instance?

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I think my biggest problem with a lot of these posts is that they assume that a Paladin has to act by the Code of Chivalry and define the class and character as such. In a world where you can have Paladins for the desert or from the arctic lands such a assumption seems wrong.

For instance my Paladin (who started all this) is a Tian who is looking hunts evil that he may cleanse the world and himself. He is actually going to be a Paladin/Monk (crazy I know) but started with Paladin. This character is not, in any way a European Knight. He does not know the code of chivalry and his honor is based Bushido and Shinto which seeks purification and perfection. Not killing a foe is a kind of dishonor in his mind and should be reserved for cowards and for those that were tricked or mislead into their actions.

I have also played a Paladin who drank all the time because he could stand to see and the evil around him. He always did his best but was in a city of villainy and law above good. He let a lot a thieves go and even adventured with a torturer. He worked hard to mitigate damage and minimize suffering by whatever means he could. He lost his powers once when he went to far but got them back after a lengthy quest for understanding.

These are ideas that do not jibe with the Knight. Leave the knight to the Cavalier. The Paladin is a force for Good not a Knight. He does not need to be shiny to do his job. Ned is not a Paladin he was a Knight (and a damn good one).

And finally, the Paladin's class feature is very specific: "A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act." This is what defines when they loose there powers. They have more rules on them then that but it is only evil that shall strip them of all their powers. And even if you can argue that killing the unconscious foe is not honorable, it is certainly not evil (unless you KNOW their is more to the situation).

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Aranna wrote:

JrK you are the one claiming you have "clear rules" backing you up, I am just giving my interpretation. Since you couldn't produce a quote obviously that was a lie.

I think the point is that in the rules forum the text is king. From the Code of Conduct and the definition of Lawful Good in the first post there is a ban on hurting innocents and letting the guilty go unpunished etc.

Gricks post also list several things that define good and evil but does not include the handling of prisoners or unconscious but alive combatants. Is there anything you (or anyone else) can point me too that might define this as an evil act? I know there probably isn't and I am not trying to antagonize but JrKs point that there is no such rule is a fair one.

If a Paladin is LG in all ways except that he is neutral because he doesn't give enemies a chance at redemption (or betrayal) then he is probably still LG.

@ Jiggy, I hadn't considered the Ranger. I will look, thanks! Inquisitor isn't doing it for me though. Takes to long to get rolling and can't do it often enough. It feels, unreliable.

@Nicos, Thanks but that is what I am right now. It's kind of the cause of all this lol.

@Weirdo, I understand what your saying, and this character had already let some harmless thugs off with a warning to change their ways early that week, but my idea for him was geared more to cleansing the world than fixing it.

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I am working on a PFS character who is a master of staff fighting. The concept came from Kilik in Soul Caliber. Kilik is a monk but I am not dead set on it. Here is what I know so far:
He is Tian (I has a neat Boon Sheet to let me have any one eastern trait)
He uses a staff or a Bo Staff (have another boon sheet for proficiency with any one eastern weapon)
He is a master with his staff. He never uses another weapon and is brutal with the one he has.
He doesn't wear full plate but might wear lighter armors. He is agile.

I am debating between a monk and a fighter. Both seem appropriate in some ways and poor in others (thematically speaking). Any other classes (or multiclass ideas) are welcome. Please list any feats/traits that might help as well. Thanks for any ideas!

Edit: I forgot to mention, Kilik is also a hunter/purifier of evil. Inquisitor or Paladin maybe?

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The advantages of beast totem are cancelled out by the rest of the build. I would consider going with more life based or magic hunting powers.
The Lesser Beast totem will only give you claws which, while alot of fun, are only useful while raging and aren't as good as a Greatsword or other two handed weapon.
Beast totem can be great to offset the armor loss of rage but you are already giving up most of your AC by level 5. with a Breast plate, low dex (12-14) and reckless abandon, your AC will only be 14 (10+6 Breastplate+2 Dex-2 raging-2 reckless abandon=14) at 5. lower an entire power for a minor change to that is a waste.
Greater Beast Totem Almost makes it all worth it. Pounce is a great power that can make a lot of character deadly but with just two claws, even at d8s, Pounce is of limited use. If I charge, power attack and hit with both at level 11 I am doing around 40-50 points of damage (without magic) and may loose a bit of that to DR (no adimantium or silver or anything else) If I hit with my great sword just once I am doing 30-35(without magic) damage and have a magic adimantium weapon. Assuming the guy has dr 10/alignment then the claws are loose 20 damage to it while the sword looses 10.

If its about the flavor then go for it. I get it. I have a natural attack Barbarian. But the rest of you build just isn't backing it up.

{edited to include some math}
{second edit} I couldn't find half-orc trait that gives Diehard. Did you mean this one?

Quote:


Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

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Corlindale wrote:

Yeah, Arcane Duelist won't be worth it until fairly late when you start getting feats that actually work with archery- only thing it really has going for it is free Arcane Strike. Still did it for my archer bard, mostly for fluff reasons and to save the feat, but it probably wasn't optimal.

It is pretty nice to have a bonded weapon, though - it essentially amounts to an extra spell of your highest level, which can make a big difference since you probably won't be shooting for a high cha on an archer.

I built my Arcane Duelist for hybrid buffer/archer, figuring that my first 1-2 round would be buff rounds, whereas archery would be a secondary thing to do afterwards. 'Course, he died in his second encounter, so I guess the single most important piece of advice I can give, speaking from painful experience, is to not entirely neglect your fortitude save.

... Hope that doesn't happen to my friend. She has the same concept though. Buff for a few rounds then fire away. late levels are extra dangerous.

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The way your planning it, it sounds jerky.

I have messed up my rope trick duration before and gotten dropped for it (level 5). But I COULD HAVE looked up the spell. My GM just asked for a caster level check (I failed) and then let it happen. When we fell and couldn't finish our rest I learned my lesson. But the GM didn't refuse to grant me access to the book, he just didn't demand I look it up.

There are a lot of spells out there and having them all memorized is impossible. That being said, when I memorize for the day I glance at all the spells and have a page number so I can look them up when it is not my turn (or before I cast the spell at least).

If you wanna let him get dropped, well he probably deserves it. But don't taunt him with it. give him a check and then let him learn.