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The Scribbler

Silent Saturn's page

Pathfinder Society Member. 1,624 posts (1,628 including aliases). No reviews. No lists. No wishlists. 1 alias.


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105. Mention some new sourcebooks you've been reading, that you know the players haven't. Make sure that you sound extra excited about it.


86)Sarenrae's Mercy. A half an acre of lush vegetation surrounding an oasis in the center of a barren desert, at least four days' journey from any known settlement. The plant life includes several different varieties of flowers, fruit trees, and hardy grasses, and seems to support a small hive of bumblebees in addition to the occasional native animal. In the center, a large rocky outcropping has a natural spring waterfall flowing down one side into a pool large enough for six Medium creatures to bathe in. The vegetation provides enough shade and shelter from harsh desert winds that any creatures in the area never need to make Fortitude saves to resist the effects of the elements.

The edge of the pool is adorned by several granite statues of comely gnome women washing their feet with granite soap, filling granite bottles, and offering each other granite fruit from granite baskets. Two of these statues are holding objects not made of granite-- one is balancing a large brass kettle on her head, and the other is carrying a wooden hinged box. The kettle can be removed, revealing the woman's head to be hollow and the spot under the kettle to be an iron grate-- this statue's head is actually a stove suitable for cooking. The wooden box can not be removed from the statue, but can be opened, revealing it to be full of bars of soap. The box radiates a faint magical aura of indeterminate school.

Nothing in this area-- the vegetation, the granite, nor even the water-- is native to this region. There is no visible source of the water, and no clear place for it to drain out of the pool.


"Somewhere in there, there's a door that leads into a natural cave passage. After about three hundred yards, the cave starts getting warm and humid, and the walls start getting soft and damp. It's the gullet of a beast the liked of which you or I can't even imagine, and if it ever starts moving under that mountain..."


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I do hope this thread isn't dying, and that people are still interested in it. I know Secret Wizard himself has been busy and I sympathize, so to keep the hope alive until his schedule clears, I've decided to take a crack at some of the unfulfilled requests in the thread.

The Fleshwarper (Drow, Alchemist):

While most alchemists experiment with chemical reactions and vials of volatile substances, the drow fleshwarpers use still-living tissue of "lesser creatures" as their raw material and fearsome mutations as their reactions.

Weapons and Armor: A fleshwarper loses proficiency with bombs, but gains proficiency with the syringe spear.

Thrall: A fleshwarper typically keeps a successful example of his work close at hand, in the form of a lesser beast he has surgically modified beyond recognition and broken to his command through mental conditioning and addictive medications. Treat this as a druid's animal companion, using your alchemist level as your effecting druid level. This replaces the alchemist's bombs.

Vivisurgery: A fleshwarper does not gain a formulae list or the ability to prepare extracts. Instead, he imbues a portion of his innate magical aura into his surgical experiments. The fleshwarper gains the ability to bestow evolutions, such as the ones a summoner may apply to his eidolon, onto any willing humanoid, animal, or magical beast. The fleshwarper's thrall is always considered willing, though performing these procedures on any sapient creature is typically considered an evil act.

A fleshwarper's total number of evolution points is equal to the total number of spell levels' worth of extracts an alchemist of his level could prepare. Unlike a summoner, a fleshwarper must choose from a limited number of evolutions. A fleshwarper begins play with a surgical journal containing two 1-point evolutions of his choice, plus a number of additional 1-point evolutions equal to the number of bonus spells his Intelligence score would allow him. At each new fleshwarper level, he may choose one additional evolution. At 4th level, he may choose a 1-point or a 2-point evolution. At 7th level, he may choose a 3-point evolution in addition, and at 10th level, he may choose a 4-point evolution. Unlike other alchemists, wizards, and magi, a fleshwarper may not add additional evolutions to his surgical journal from a summoner or other fleshwarper-- these numbers are fixed. A fleshwarper must refer to this journal while applying an evolution to a patient.

Applying the evolutions to a patient requires a fairly quick but visceral surgical procedure that takes 1 minute per evolution point spent, during which time the patient takes 1d4 Dexterity damage and 1d4 Wisdom damage due to the nature of the fleshwarper's crude "anesthetics". The fleshwarper may spend any number of his evolution points at a time, or may keep some (or all) of his evolution points available for use in the field as needed. These surgical modifications are frequently unstable, requiring the fleshwarper's innate magical support to remain whole. A fleshwarper does not regain evolution points as an alchemist would regain spell slots after eight hours' rest unless he chooses to allow some or all of his current modifications to fail, causing the creature they were applied to to revert to its original form and dealing 1d4 Constitution damage to the patient per evolution lost.

This feature replaces an alchemist's extracts.

Swift Anesthetic: At 3rd level, the fleshwarper becomes more adept at brewing and applying his anesthetics to his surgical tools. A fleshwarper may spend an evolution point as thought it were a 1st-level extract slot to brew a dose of anesthetic out of common herbal ingredients of negligible cost. He may then apply the anesthetic to a weapon as though it were a dose of poison. The Fortitude save DC to resist the poison is equal to 10 + your Intelligence modifier + half your alchemist level. This feature replaces swift alchemy.

Fleshwarper Anesthetic Type: injury, Onset: none, Frequency: 1/round for 5 rounds. Effect: 1d4 Dex damage and 1d4 Wis damage/1 Dex damage and 1 Wis damage. Cure: 2 consecutive saves.

I hope you like it! Let me know what you think!


"I can do it! I can do it nine times!"

Ninefold path, nine alignments... maybe if you somehow manage to "transcend alignment" and change your alignment to not True Neutral, but truly "unaligned" or "all alignemnts at once"? Then you're basically accepting (or rejecting) all nine of the traditional paths to the afterlife, and if that on its own doesn't make the pantheon sit up and take notice, at the very least it should make Pharasma scratch her head about where to send you when you go.


I'll go ahead and third the Galt AP.

I'd also add the Mwangi expanse to the list of places I'd rather not be. Nothing but jungle and the natives are all Shoanti barbarian tribes? I have to hunt down my own food? No thank you.

By contrast, official info on Kaer Maga seems to be trying to build it up as the City of Everything Terrible About Cities, but honestly I don't think I'd mind it so much, as long as I could find a decent wage.


I've told this story on the boards before, but in a Kingmaker campaign, I once played a LE Inquisitor of Abadar who worked out well.

During character creation, we all got to talking and decided that Kingmaker would be a good opportunity for an all-evil campaign. After all, the whole theme is that you turn several hundred acres of neutral territory into its own dominion, so "building an evil empire" seemed like the perfect cohesive goal for a band of evil adventurers. So, we ended up with an evil druid, a violent barbarian, an amoral rogue, and me.

First session rolls around, and the GM surprises us. One, another mutual friend of ours is joining the game. Two, both he and the GM missed the "evil empire" memo, and he rolled a paladin. Oops!

So, now we have a party of a paladin and four evil characters. We had all gotten kind of excited about our Dominion of Evil plan, but we also all liked this guy and were happy to have him joining the game, and didn't want to kick him out or force him to re-roll. So, we gave it a go.

The barbarian died after two sessions, the druid died after three more, and the rogue just quietly erased the "E" on his sheet and replaced it with an "N". I managed to play my character's personality, and be a solid combat contributor thanks in part to spells with the [evil] descriptor, without creating party conflict or making the paladin fall.

I did this by embracing the "cities and civilization" aspect of Abadar, and basically conflating civilization with morality. I approached the wild, untamed Stolen Lands and the bandits, backwoods hermits, and fey who inhabited it the way a paladin would react to Hell and its denizens. The ones who appeared to be of some use to a proper city, I would offer citizenship to, in the same tone of voice a paladin uses to demand surrender. I also got quite a bit of mileage out of the "interrogation" themed Inquisitor spells-- including using Confess on a creature that had been gagged just to make it suffer before the paladin butted in to play "good cop".

Eventually the GM took me aside and told me that I was playing very Lawful and hardass, but wasn't really doing anything "evil" (besides my bigotry against rural folk, the aforementioned hardline interrogation, and occasionally demanding that certain swaths of forest be burned down), and so asked me to change my alignment to LN. He agreed to let me keep casting spells with the [evil] descriptor, and strongly suggested that it was this or make the paladin fall, so I relented.


You can also cast Silence on your weapon itself, and then any spellcaster within X feet of you would be in the radius. Any spellcaster not close enough to you, however, would be unaffected, and you'd be at the disadvantage of not being able to hear what they're doing (since you're in the silence bubble). Anti-Magic Field is another good choice-- it would protect you from enemy spells whether the caster is in the radius or not... but it would also suppress your own magic gear.

Spell Storing could also store a Bestow Curse spell, to inflict a spellblight (from Ultimate Magic). I'm pretty sure spellblights are within what Bestow Curse can inflict.


I don't think you can cast light on a specific part of an object-- it's either the whole mace or nothing.

Casting it on a pebble inside the hollow spot/polished cone should work though. You'd just have to find some way to keep the pebble from falling out. A glass cover, sticky substance like tar, or using a magnet instead of a pebble should work fine.


Dungeons are by design full of monstrous aberrations and oozes, traps that may try to poison their victims, and the aforementioned kobolds, who may not sell to the PCs but still have to get their poison from somewhere.

Obtaining poison in a megadungeon should not be an issue. If anything, it should be the single easiest thing to acquire down there, besides gold.

I have an easier time believing your player can obtain poison ingredients than I do believing he's able to obtain food.


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Druid spells that deal damage:

Level 1: Firebelly, Frostbite, Mighty Fist of the Earth, Nauseating Dart, Produce Flame.

Level 2: Aggressive Thundercloud, Burning Gaze, Fire Trap, Flame Blade, Flaming Sphere, Fury of the Sun, Gusting Sphere, Heat/Chill Metal, Stone Call, Stone Discus, Tar Ball

Level 3: Air Geyser, Burst of Nettles, Call Lightning, Ice Spear, Raging Rubble, Vengeful Comets

Level 4: Aggressive Thundercloud (greater), Ball Lightning, Blast Barrier, Explosion of Rot, Flame Strike, Flaming Sphere (greater), Geyser, Ice Storm, Spike Stones, Volcanic Storm

It's late, so I won't go through every level, but there's plenty here to have fun with. Besides, most blasters I've seen metamagic the hell out of their spells, so the lower levels ones can easily be the most important ones you know.

Granted, several of these spells seem to deal damage as an afterthought to their primary purpose of debuffing, but that just means you've got options. You also have all three saves covered, allowing you to target whichever one seems appropriate.



Sure, 3.5 had them too, but back then they were really only there because the existence of Tieflings implied a need for a "good counterpart"-- I never really saw Aasimars played or acknowledged when everybody either wanted to be a sexy devil-blooded anti-hero or to stick with the core races. Even the artwork for Aasimars in 3.5's monster manual made them impossible to take seriously.

Paizo has done a lot more to make Aasimars feel like a part of the world, make them interesting, and keep them from being lumped in with Tieflings. The fact that Rise of the Runelords has one as a major character pretty early in the AP helps with that a lot.


I do appreciate that sometimes, a mount isn't really what's wanted. (Large horses can't fit through doorways, can't charge while squeezing, ain't nobody got time to read how the Ride skill works, etc.) Straight up replacing it all with Armor and Weapon training, though, isn't the best solution. At this point, you may as well take a Fighter and role play it as a Knight. You still get your Order, true, but a Fighter would get numerous bonus feats as well as better Weapon Training Progression.

I like that you want to make a mountless Cavalier archetype, but by replacing it with another class's signature abilities, you invite comparisons to that other class, and I'm worried that this one doesn't compare well.


You could take the Energy Absorption rage power-- the first attack of your rage that deals energy damage is negated and grants some temporary HP. Although you need a few other rage powers first, so it might be late in the game to make that happen.

You also have to pick a type of energy damage to resist. Fire is usually a good choice-- any commoner can throw a torch, but not many things deal, say, electricity damage unless they're [air] aligned, and so forth.


I would say the DC of the fiddle contest should increase with every round-- that builds up the suspense as it gets harder and harder to win, but it also means that no matter how good you are at the fiddle, victory is never guaranteed.

I'd also argue that if the contest is interrupted, instead of the devil winning, the contest should just "fail" and no winner or loser is declared. It keeps the devil and his patsies from cheating (much). It also opens up the possibility of a rematch, if a failed contest doesn't count towards the devil's 1/month limit.

Also, what happens if a mortal tries to challenge a fiddler devil, but that particular fiddler devil already had a fiddle contest this month?


Evocation area spells like Fireball have much of the same problem, and that doesn't stop people from casting them, it only makes them consider where to cast them more carefully. Conjuration spells should be no different, provided your melee have enough tactical sense (and movement speed) to maneuver around the thing you've dropped onto the field.


Issac Daneil wrote:

Though, it strikes me; would Besmara demand upholding any kind of code, even a pirate code, when she's a chaotic deity of lawless brigands. I feel she might be more likely to say: "Stow that barrel o'crap and rats, and man the main sail. I've got a date with Mephistopheles in Hell, an' I aim to make off with the silverware by eve's end."

How do you blaspheme against Besmara, who demands her faithful to be lawless, theiving, and disorganized?

By "repenting", giving up the life of piracy, and going back to the mainland to live an honest life?

Or perhaps by trying to enforce an arbitrary "pirate's code", thereby ruining that which gives the life of a pirate meaning?

Maybe by taking Besmara's name in vain and taking her blessings for granted just because you're on a boat and happen to have a bounty on your head?


Golarion seems to have a thing about deities being connected to the "first" of something. Urgathoa ascended because she was the First Undead, Asmodeus's portfolio's were defined when he committed the First Act of Treachery, Abadar keeps the First one of everything in his vault, etc.

It sounds to me like if you can be the first one of something on Golarion, you get to become the god or goddess of that thing. You're obviously not the first kitsune, or the first sorcerer, but you might still be able to do or create the First something. You're going to have to get incredibly creative on this one, and you'll also have to accept that whatever you do first is probably going to be a defining feature of what you become the god or goddess of, so plan accordingly.

Alternatively, you could somehow manage to get the First of something from Abadar's vault. You'd probably have to do it in a way that convinces him to let you keep it, but if so, you'd probably get to ascend to at least demigodhood on the basis of being its keeper.


When my group complained about the martial/caster disparity, I considered banning 9th-level spells, but the people who play casters complained. As a compromise, I banned every 9th spell in each book's alphabetical list.

There's now a pretty noticeable gap between Summon Monster III and V, but otherwise it works pretty well.


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82)The Impossible Alliance. A statue, thirty feet tall and constructed of what appears to be mithril-plated granite, of an orc cheiftain and an elf noble, smiling and shaking hands. The statue is on an unmarked granite plinth. Local record attests that it has been there for at least a century but its origin is unknown.

Local orc tribes have made several attempts to destroy or deface what they see as blasphemous but so far have failed. Most elves become visibly offended and flustered by the statue but few have gone so far as to try and destroy it. The statue radiates a faint aura of transmutation, and most mages believe it is magically repairing any damage done to it.


The hilarious thing about all of this for me?

The artwork of the spiked chain in the 3.5 players' handbook made it look like a double weapon. I could never wrap my head around why this thing had reach in the first place.

Now, in PF, it no longer has reach... but it still isn't a double weapon! What gives?!


It's a long, dark, cave that leads down about a thousand yards... and comes out on the other side of the mountain. From there it's a day's walk to the river, and a boat will be by to take you to the ocean. From there you can go wherever you'd like. Nobody will come looking for you. Nobody who goes down there ever comes back... because they don't want to, that's why they left in the first place.


You don't need to bump a thread if it's only been an hour, you know.

Years ago, the group and I were low-level and we had a few days of downtime to try and earn some coin. We decided to roleplay out the profession checks. My barbarian's profession was "courier", so I told the GM I was going to all the farmhouses and cottages on the outskirts of town and volunteering to bring letters or packages into town for tips.

The GM, recognizing an adventure hook when he saw one, decided that the last letter I delivered for the day was actually a letter entreating the recipient to help the sender explore some nearby cave to recover a lost bag of jewels. The recipient took one look at the letter and said "Oh, not this guy again. Listen, son, go tell this guy he can find someone else for his daft treasure hunt. Hell, go find the treasure yourself if you're looking to earn some coin. Who knows, maybe he's telling the truth after all." With that, he shut the door on me.

The rest of the players heard this and immediately assumed that:

1) The story of the treasure was a hoax,
2) The letter writer was a notorious hoax perpetrator,
3) He had nefarious motives for trying to get people into that cave.

The really interesting part is that all of these conclusions seemed to be drawn from the assumption that EVERY LETTER I HAD DELIVERED ALL DAY was from that same guy. I (and the GM) had assumed that I had gone all around the outskirts of town collecting a few pieces of mail from each house and delivering them. The rest of the players, however, spent a good ten minutes convincing themselves that we had discovered a medieval 419 scammer. It was quite an entertaining train of thought to watch play out, before I finally interrupted to clarify.

Looking back, maybe I should have rolled with it. I bet the GM would have had fun introducing a "master of forgeries" as a villain.


Imbicatus wrote:

Bloodrager has magical abilities at first level, that blossom to casting at 4th.

That's the problem. I'm talking about a class that starts with magical abilities, and then never gets any more.

A Gnome Fighter with an SLA that takes Arcane Strike at 1st level is probably the best example of what I mean. He doesn't get more magic, he just gets better at using the original magical gift he had. Sadly, that's been rules-patched.


I'd like to see a class that's mostly martial with just a hint of magical power, but the magical gift manifests at 1st level and then the character becomes a full-BAB martial.

Right now, the only classes that are "martial with minor magic" start out as completely non-magical and then start casting spells at 4th level, becoming more magical as the game progresses. Or they're 3/4-BAB classes with a handful of (Su) abilities that they eventually get.

What I want to see is a character who becomes an adventurer because he has some sort of magical boon that inspires him to chase his destiny, but his destiny is to be a great warrior instead of a wizard.

Right now, the closest thing we have is either a character that takes a level of a spellcasting class and then immediately multiclasses into a martial class, or a fighter-type with a racial SLA that he gets a lot of mileage out of. And now that racial SLA's don't qualify you for Arcane Strike anymore, those are significantly harder to pull off.


rainzax wrote:
Silent Saturn wrote:

I ban d10's. Only the five platonic solids are suitable for my games.

D3's are currently under review.

D3's cannot be made "solid" and are really just an interpretation of a D6 anyway.

Or a d12. I've actually see those for sale.


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Imbicatus wrote:
The smite good still checks for good. If you're good and have paladin level they count for extra damage, even if you are a ex-paladin.

In your original post regarding whether an ex-[class] still counts as a [class], you said "whichever option is least beneficial to the player". This makes it sounds like it's not a question of what exactly smite good checks for, and more a question of how to most efficiently screw over the player.

Your own example of a LN Dredd-style ex-paladin, for example, should be immune to smite good despite having a level of ex-paladin because smite good specifies "a good creature with levels of cleric or paladin", and he is no longer "a good creature", whether his level of ex-paladin counts as a level of paladin or not.


If we have an Orc, a Kobold, and a Human (Imperial) bloodline, we should have bloodlines for all the other playable races. It seems to me a Gnome or Elf bloodline is a lot more likely to have magical properties than an Orc bloodline.

A "Lunar" bloodline-- not a lycanthropy base, but something to do with the moon itself.

I like the previously-suggested "Cursed" bloodline, to go along with the "Destined" one. I would like it if more bloodlines had more to do with the circumstances of your birth rather than which page of the Bestiary gave you a recessive gene.

An "Underdark" bloodline, related to drow, duergar, svirfneblin, and derro. Additionally, a "Derro-Corrupted" bloodline to represent what happens when you get abducted by derro and experimented on.


The Archer fighter archetype can initiate a grapple with an arrow by "pinning" a creature to a nearby surface, forcing the creature to break the arrow to escape.

For what you're describing, I would implement it as a dirty trick with a ranged weapon to inflict normal damage plus the "lodged in" condition, which stops the damage from being healed, but still let the target pull out the arrow with a move action.

Since your archer is now hitting CMD instead of AC, and now wants the Dirty Trick feat tree in addition to the Point-Blank Shot tree, I'm not sure how balanced this is, but it at least gives you what you want with a minimum of house-ruling.


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Saldiven wrote:

So, what would make Combat Expertise good?

Removal of Intelligence requirement or changing to Int or Dex of 13+, making it easier for martials to obtain?

+2 AC per -1 To Hit, rather than +1/-1?

Allow to stack with Total Defense?

Any other ideas?

Here's my idea.

Combat Expertise

Prereq: INT 13

Benefit: Add your INT modifier to your CMB and CMD.

It's not a perfect solution, but it now at least provides a benefit that is relevant to most of the feats that use it as a prereq. Also if your INT is higher than 13, it provides more benefit, which means Magi and Alchemists are suddenly solid options for trip builds and the wizard might occasionally want to cast Fox's Cunning on the Fighter.


All I know for sure is that there was a thread here recently discussing whether or not giving "insanity" game stats and making players RP them was "ableist". If you and your table don't have a problem, I'm certainly not looking to cause one.

That aside, it is a very impressive set of tables. Kudos!


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I ban d10's. Only the five platonic solids are suitable for my games.

D3's are currently under review.


I'm definitely impressed with how thorough you've gotten with all of this. I especially like that there's an option for anything on the table to just be an illusion-- though you'd have to keep the table secret from the players for them to not know that.

The insanity table might be a little insensitive to people with actual mental illnesses, though. I'd suggest either renaming the ones whose names match existing afflictions, or out-and-out replacing them with something a little more "fantastical" so it's easier to look at as "magical mind manipulation".

Also, it seems like some of these tables were written during an earlier edition. I see references to places and things that don't exist in Pathfinder but sound like they did in splatbooks of 3.5. It should be easy enough to convert though.


If a paladin falls, he loses all class features except "weapons, armor, and shield proficiencies". I don't see an exception for base attack bonus. Does an ex-paladin of any level have a BAB of +0?

I ask because I often see ex-paladins compared to fighters without bonus feats, which suggests that they keep BAB (or at least, people expect them to.) I also see the idea that ex-paladins can retrain their paladin levels for fighter levels, but I don't see that mentioned anywhere in the CRB. Was retraining to fighter a 3.X thing? A popular house rule?

Could a fallen paladin retrain into another class besides fighter? Maybe barbarian, if he failed at the Lawful part instead of the Good part? Maybe cavalier? Maybe Celestial-blooded sorcerer?

What about other classes that can "fall"? Would a barbarian who becomes Lawful have to retrain as a fighter? What would a druid retrain as? A monk?


Hate to nitpick about that Grave Caller, but I feel I ought to point out: the biped and quadruped eidolon forms both list the legs it starts out with as free evolutions. You didn't list any limbs in the undead basic form, so RAW, the grave caller's eidolon starts play as a limbless torso (or some kind of foetid sluglike creature) unless you spend points on giving it limbs.

Which is awesome in its own way and maybe that's what you wanted, but it's also fairly counter-intuitive. Even the serpentine base form gets a tail. I can see several "feel-bad moments" arising when the player builds what he thinks is a super cool eidolon and then realizes he has to pay extra for arms and legs. Maybe a bit of extra text making this clear?


You could just use the domain power as your standard action, then use your move action to position yourself so that the enemies you bull rushed can't get to any of your friends without passing through your threatened area. Deceptively easy to do with a reach weapon.

You'll also still get AoO's against any enemy who tries to come at you, as normal. The Wind bull rush can be handy even if you just use it to push away people who get up in your grill.


A shrine to whichever deity you think the dragon might have worshiped, and a pulpit where the dragon or one of his minions might have preached to a congregation. In the podium, a stack of letters from various people suggests that the dragon had had theosophical discussion with several figures. A Knowledge (Local) check reveals that at least some of the people these letters are from were once paragons of their community before a sudden change of heart turned them to evil.

A life-size statue of a shaitan, constructed of brass and marble.

Hundreds of exquisitely woven tapestries, depicting elaborate scenes. Some are scenes of conquest, depicting dragons toppling civilizations. Others are landscapes of Abbadon, populated by hordes of fiends and horrible sights. One is a vanity portrait of the dragon itself.

A morbidly obese elf woman in a cage, surrounded by bones and a half-consumed pig. The woman is under a geas/quest effect to not leave until she has eaten all the meat in her cage. The dragon periodically throws more livestock in with her, and is curious to see how big its "pet" will grow before it dies of overfeeding. She has been in the cage for decades, and can no longer walk under her own power.


A Half-Orc Fighter who resents the image of half-orcs as savage brutes good for nothing more than swinging a sword... despite being just such a savage brute himself. As a result, he prides himself on his "military training". Frequently talks about famous knights and nobles he's worked under (and failing Bluff checks), always wears his uniform (and has worn several holes in it), quotes famous strategists (incorrectly), and carries around a book of poetry so people can see him reading from it (though he rarely actually does).


If you're worried about your damage output, you could always prepare a Bristle or two. As long as the thing you're wildshaping into has natural armor, you can trade it away for a damage bonus (or choose not to cast it, if you think you need AC more at the moment.) It's a 1st-level spell, so you can knock your Wisdom down a bit and still be good.

As a Dwarf, you could also take the Ironhide feat and do this trick even without wildshaping.

Honestly, I suspect that once you get Wild Shape and find a good choice of body to shapeshift into, you'll discover that your AC and damage dealing are no longer an issue. I'm honestly not convinced AC will be an issue for you even before that, since you pumped up your CON and can always get yourself a wooden shield if you need to.


Critical Specialization

Prereq: Improved Critical or Weapon Specialization with chosen weapon.

Benefit: You treat all critical hits with your chosen weapon as though its crit multiplier were increased by 1. (a weapon with a x3 multiplier becomes a x4 multiplier, and so on.)

Special: You may take this feat multiple times. Its effects do not stack. For each time you take the feat, you must choose a different weapon.


94. A group of young men are playing a game of dice at one table. If any of the PCs make eye contact or inquire about them, they invite the PCs to join. They're actually gambling for low stakes, and believe it or not, none of them are cheating. If the PCs want to join, the GM can either have them play an actual dice game if he or she knows one, or just have them make Profession: Gambler checks to see who wins.


88. When you enter the tavern, you hear strange, warbling music. In the corner, a gnome is playing a strange, complex brass instrument, blowing with all his might into the mouthpiece and operating a bellows with one foot. Next to him, a halfling is drumming on the brass pipes with a pair of spoons. The two are dressed to match and appear to have most of the taverngoers' attention. After a while of this, the two stop and are given a standing ovation, at which point they announce they will begin again in half an hour.



They aren't aberrations themselves, but their whole schtick is experimenting on humanoids in horrible ways from the Underdark.

The aberrant sorcerer probably wouldn't even remember it anyway.


Ale and wine are two the four things the CRB lists as Cayden's portfolio. The other two are freedom and bravery. An Inquisitor of Cayden Cailean would oppose tyrants, exploiters, and slavers, sure, because he champions freedom.

As a champion of bravery, he would also encourage people to take up arms and follow his example. He might scoff at people who "hide behind" adventurers such as himself to do their dirty work for them, or leave every town he comes to with a stern warning that he might not be there for them next time-- a real "lead by example" type.

I also recall reading in a supplement that even though CC is the god of ale and wine, he frowns on alcoholism and drinking to excess, because he considers it a "waste" of his holy brews and a "sacrilege" or "subversion" of his portfolio. I could see an inquisitor buying the first round, but still preaching moderation and not being afraid to cut someone off if it's clearly for their own good.



Prereq: Combat Reflexes

Benefit: Whenever you make an attack of opportunity, your target is treated as flat-footed against that attack.


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Secret Wizard mentioned that he wasn't interested in doing the Sylph "mobile fighter" archetype because he already did a bunch of archetypes with mobility as a theme. After re-reading the ones he named, I noticed that most of them involved charging. So I took a different approach. Here's what I came up with:


Bonus Feats: A tempest chooses his monk bonus feats from the following list: Combat Reflexes, Elemental Fist (cold or electricity only), Fleet, Improved Reposition, Mobility, Nimble Moves, and Step Up. At level 6, the following feats are added to the list: Spider Step, Sidestep, Following Step, Combat Patrol, Landing Roll, and Wind Stance. At 10th level, the following feats are added to the list: Cloud Step, Gliding Steps, Improved Sidestep, Lightning Stance, and Step Up And Strike. The tempest need not have any of the prerequisites normally required for these feats to select them.

Storm Mind: At 3rd level, a tempest gains a +2 deflection bonus against nonmagical ranged attacks. This ability replaces Still Mind.

Leaf on the Wind: At 4th level, and every two levels thereafter, a tempest gains one additional use of his feather fall racial spell-like ability. At 20th level, a tempest may use his spell-like ability at will. This ability replaces slow fall. A tempest who takes Spider Step or Cloud step as a bonus feat uses his fast movement bonus as his "slow fall distance" for determining the effect of those feats.

Celerity of Body: At 5th level, a tempest may take one additional 5-foot step each round. The first 5-foot step does not count as "having moved any distance" for purposes of determining whether the tempest can take the second 5-foot step, but all other restrictions on 5-foot steps, such as difficult terrain, apply normally. This ability replaces purity of body.

Whirlwind of Blows: At 11th level, whenever a tempest makes a flurry of blows, he may take an additional 5-foot step after each attack, regardless of whether the attack hits. The tempest must remain within his own reach of an enemy target until he has made as many attacks as he is able to, but does not need to make all of his attacks against the same target. This ability replaces Diamond Body.

Abundant Step: A tempest need only spend 1 ki point to use his abundant step ability.

I thought about having the tempest's bull rush attempts simulate the effects of strong winds, with the wind severity increasing as the tempest levels up, but after re-reading the environment rules, I decided that was more unwieldy than necessary. Hope the guy who requested this one (and everyone else) likes it!


DM_Kumo Gekkou wrote:
Secret Wizard wrote:

Hey, the Undine fighter archetype is an idea for how to make one. You could do something similar, replacing some, say, slayer features for djinni bloodline abilities or shaman wind mystery hexes.

You might like the upcoming Ifrit archetype though, it's a spell-less Bard.

I was honestly thinking more a character that bounced around the field. Moving around quite a bit. (like the mobile fighter but flavored and designed very different.) I was honestly thinking a monk or rogue build. Maybe getting a pounce like ability combined with it's movement. That or using whirlwind strike with spring attack anything like that.

Man, now I want to build this one myself. I don't have a google doc account though-- if I did contribute an archetype, could I just post it in a spoiler tag?


The part about it all that gets me isn't the relative values of metals, but the fact that every society on Golarion seems to use the same currency. Realistically, each kingdom would have its own monarch's head on the coins, and there'd be exchange rates to worry about and so forth.

This further supports my theory that all prices of items and values of treasure are abstractions, and that the player never actually deals with what the NPCs around him really use for currency on a day-to-day basis.


"Needles" Nelson: fights with crossbows akimbo. Hand crossbows, most likely, to allow him to reload and full attack. Might have rogue levels for sneak attack, or fighter for Weapon Specialization (to make up for the fact that you don't add STR to crossbows) but I just love the mental image.

Bewildering Conan: A gnome ninja who specializes in Bewildering Koan to make people lose all their actions. May also wield a kusari-gama for tripping at reach. Between the tripping and the quipping, he keeps you in Zen Lockdown forever.

Michaela the Liar: Anti-paladin/bard or straight antipally who maxes out Bluff and looks to spread chaos without anyone ever catching on what she's doing, convincing her victims that she's the hero even as she drives the knife into their back. Inspired by a friend's character: a "diplomancer" paladin. This would be that paladin's evil twin. ;)


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If having this much gold around really bothers people, you can always just have townsfolk deal in copper and silver instead. You want a potion of Enlarge Person? 500 silver, please.

This also has the advantage of showing your players why the average commoner doesn't really make these kinds of purchases that they are so cavalier about. Even though the rules for Profession checks indicate that a commoner has more buying power than you might expect, it just FEELS like more money when you count it out in silver.

Meanwhile, it's assumed that when the PCs save the town and are rewarded, even though the GM SAYS "You are given 600gp", the mayor isn't just handing the PCs a sack of coins. All the notable figures in town chipped in their thanks, and they're handing the PCs a wheelbarrow full of various trade goods worth a total of 600gp.

If you want to pay this up, mention each notable figure and what they chipped in. Old Bellowsbeard The Blacksmith donated ten steel ingots, Lady Obernathy contributed six bags of saffron, the Farbert family chipped in three chickens, etc. Let them get to know the people they just saved and feel their gratitude.

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