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The Scribbler

Silent Saturn's page

Pathfinder Society Member. 1,637 posts (1,641 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Joynt Jezebel wrote:

He was very anti-semitic until he made Jewish friends, unless my memory fails me.

To be fair to Lovecraft, most everyone was grossly racist [and sexist] back then.

And I suggest a Wisdom of 2 or 4. And anything else that gives poor will saves. In Lovecraft scary shadows send you permanently mad.

I've actually heard that even by the standards of his day he was off-puttingly xenophobic and Anglophilic. This is more reason that I'm proposing a build of "archetypical Lovecraft protagonist" more so than "Howard Phillip Lovecraft". Although some good-natured Brevic jingoism might be in the spirit of things as well.

I'd like to believe that all my favorite artists and writers didn't also do terrible things... but I'd also like to believe personality flaws are not a barrier to artistic talent and that a man's achievements can be celebrated independently of his failings.

My GM told me to use the "elite array" [15, 14, 13, 12, 11, 10] for stats, so I can't really "dump" Wisdom. It will definitely be his lowest stat, though. If anybody knows of any feats or bard spells that lower your Will save for some benefit (or anything else that might do so), I'm all ears.


Thanks again for all your help. I've actually been given an opportunity to build this character and take him for a spin through Kingmaker!

I decided to go Human Archaeologist, with a focus on skills, exploration, and magical dabbling. I loved that UC insanity feat (Glimpse Beyond), but the GM tells me that "evil outsiders, undead, and aberrations" aren't really a presence in Kingmaker, so it's not a good choice.

I took Deadmanwalking's advice about roguelike skills, and went Weapon Finesse along with a rapier. I'm also looking at Eldritch Heritage (Arcane), to cement the idea that he's the scion of a mysterious legacy. That also opens up the possibility of taking Improved Familar, which I could model after Brown Jenkin from The Dreams in the Witch-House.

I've never taken Eldritch Heritage or Improved Familiar before-- does anyone have any further advice? Any ideas on what sort of arcane mysteries I might keep my eyes out for in the Stolen Lands?


Bacon666 wrote:

Find a loved one, baleful polymorph into a lobster. Give said lobster to the person you need tortured as food.

Lobsters are usually cooked alive, and polymorphed creatures reform to their natural state when killed...

Not bad, but then you're still effectively killing somebody who was innocent. I'd say it'd be better if your victim was the polymorphed one, and it's their loved ones who do the cooking. Then not only is your victim the one who dies, but they die slowly at the hands of their own family, knowing what a horrible shock their family is about to get once it's over.

I also liked the idea of forcibly reincarnating/polymorphing someone into the population which they have wronged. Too much murderhoboing? Enjoy life as a goblin! Crimes against dwarvenkind? You'll live out the rest of your life in our keep, by our laws!

Here's one I prepared for another thread:

For Crimes Against Kul Vonor Keep:

The prisoner is manacled to a plinth, and subject to a Transmute Flesh to Stone spell. The prisoner's name, date of transmutation, and a brief description of his or her crimes are chiseled lightly into his or her back (just enough to permanently scar if transmuted back), and then the prisoner is moved to an outdoor display area as a warning to others. Future judges may decide when the prisoner has "served their debt to society", assuming they survive the elements and potential vandalism at the hands of those whom their crimes have wronged.


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Prestidigitation seems to be the epitome of what low-level magicians and tricksters would use magic for-- basically a lot of flash but no substance. Low-level priests, meanwhile, are performing "minor miracles", like creating water where there is none.

Arcane magic is all about "magic as a tool invented by mages", compared to divine magic, which is about "the will of a higher power made form". As a result, divine spells get the job done efficiently and abruptly, while arcane spells are more about exploring just what a spell can do.


How about punishing somebody by making it known to all other citizens that crimes committed against this person, and ONLY this person, are legal?

At this point, the exact nature of the punishment depends on how loyal his loved ones are and how bad public opinion of him is, with the occasional outlier of a law-abiding citizen with a sadistic streak.


Ifrit barbarian. Take all the "elemental" rage powers, to give yourself flaming burst weapons, fire resistance, and the ability to absorb fire damage and spit it back as a breath weapon. For extra fun, take Exotic Weapon Proficiency (battle poi).

The only levels of Summon Monster that don't have an elemental on them are I, III, and IX. I has the fire beetle, however, and III and IX can just get you 1d3 of the previous level's elemental. Summon Monster V can get you a salamander, as well. A summoner could easily focus on summoning fire elementals and fire-themed creatures, and maybe give his eidolon the "energy" evolution to make one of its attacks do fire damage.



Several oil paintings of obviously superior quality, that would be worth quite a bit of gold... if the subject matter weren't so distasteful. Urgathoan pornography, explicit depictions of vivisection, blasphemy against all the good-aligned gods, and so forth. (If you've ever read "Mr. Pickman's Model", there's good ideas to be had.) Finding a buyer who's willing to take them off your hands (and doesn't call for being vanquished himself) might be a quest in and of itself.

A plain-looking commoner locked in an adamantine cell with a masterwork lock, who has no memory of his/her own identity or how long he/she has been here. Who is this person really? Why did the dragon kidnap them? Why did it think regular iron bars wouldn't be enough?

Tombstones. A full graveyard's worth of tombstones. The dragon steals the tombstones of the enemies it vanquishes, so that the world might forget them. One of these stones is ornately carved with a holy symbol, and acts as an altar. To which god, and what does it do if prayed at/damaged?


It gets especially weird to see every other race described as "nimble", "lithe", or "quick", especially when nothing about their description suggests it. Hobgoblins? I could see them having +STR/+CON, maybe +DEX/+CON at a stretch.

I can see an argument for it-- if all the races had unique stat bonus combinations, people would just pick whichever one fit their class the best. When there's a lot of overlap, and certain combinations are hard to come by, then people are forced to look at the other race traits to make their decision.

I suppose the writers of the ARG were kind of frustrated to think that all players want is a race with a baked-in stat boost to the stat they want to minmax, and will probably ignore everything else. Still, it starts to look like they couldn't come up with any ideas for new races besides "agility: more of it".


Archmage Joda wrote:

There are feats that make inflict spells powerful? What are they?

I meant just the usual suspects-- metamagic feats and Spell Focus (necromancy). I don't know of any feats specific to Inflict spells.

I also haven't ever really optimized a blaster, so I'm not sure which specific metamagic feats you'd go with, but Reach, Heighten, Empower, and Maximize all seem likely candidates if you can minimize the spell level bloat.

Inflict may not be the best option in terms of damage-to-spell-slot ratio, but the fact that a cleric doesn't actually have to memorize any helps. You can spend your spell slots on things to debilitate a target's Will save, for example.


This is a silly idea, but one that amuses me. How would you build H.P. Lovecraft?

Now, I know IRL the man himself was hardly what you'd call "adventurous", but since this is a fantasy game, we'll assume that I'm actually talking about a composite character of Lovecraft himself and the various protagonists of his literature. An "archetypical" Lovecraft, as it were. What would be the most important traits to represent, and how best to represent them and still be able to play the game?

Here are my thoughts so far:


Pros: Favored Enemy: Aberration, Outsider(water); Favored Terrain: Urban, then later Swamp, and Track all add up to a character who seeks the truth and follows it to the source.
Cons: Neither Hunter's Bond really fits, and neither does divine spellcasting.

Pros: A good fit for a well-educated renaissance man who dabbles in the arcane and gets by on his guile. Lovecraft was a fiction writer, and bards are all artists in some form. Plus I can flavor his performances as chanting.
Cons: I just can't see Lovecraft inspiring courage in anybody.

Pros: Fits the "tomes of eldritch lore" trope to a T. Doesn't use armor or weapons, and neither did Lovecraft's typical hero.
Cons: Magic in Lovecraft's world is something to be feared and ultimately consumed by, whereas Pathfinder wizards are in command of their magic. None of the wizard's spells really match what you'd expect a Lovecraftian occultist to do.


Human seems the most obvious choice. Gillman or Tiefling might make for poetic irony and a source of his motivation, as his fears would be an inescapable part of his identity. Similarly, Android would help explain his alienation from the biological world. If I did go Bard, Gnome becomes an option simply for the ability to cast Haunted Fey Aspect.

Build Options:

As far as I know, the only weapon commonly used by one of Lovecraft's heroes is a pistol. If guns are commonplace, a Ranger with archery style feats starts to look good. A dip into Gunslinger could also accomplish this.
If we're casting spells, I'd probably be looking at an odd mix of necromancy, conjuration (summoning), and divination. Picking one school and sticking with it is probably out.
I definitely want this character to have a decent selection of skills. Combat should not be this guy's first solution, but then again, none of the traditional social skills seem right to me either. Maybe a few Knowledges, Disable Device, Linguistics (and a satchel full of forged documents to do his Bluffing for him), Use Magic Device, or Survival?

Looking forward to any help I can get on this one!


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My DM is of the opinion that a hand crossbow is actually strapped to your wrist like a cestus, leaving that hand "free" in much the same way as the hand you use your light shield is. Thus, at my tables you can wield two and reload each of them without having to dip two levels in a class whose only class feature you care about is the ability to reload your weapons.

I still haven't built a dual-crossbower despite that, mainly because you'd need the TWF feats AND the archery feats to pull it off, plus something to add to your damage rolls to even make it worthwhile.

I'd probably do it as a fighter with a 1-level dip of rogue, for 1d6 sneak attack when I can get it plus Weapon Training/Specialization and the ridiculous amounts of bonus feats you'd need to pull it off.


AndIMustMask wrote:
unholy mother of necromancy, batman!

Speaking of, there are plenty of necromancy blasts. Necromancers almost make better blasters than they do minion-creators.

I've been wanting to make an Inflicter cleric for a while now, but I've never had the chance. I figure at low levels you take Selective Channel and negative energy nova until you can get the feats to make Inflict powerful. Combat Casting, maybe Reach Spell or a few other choice metamagics. Once you start getting the Mass Inflicts, you're really onto something.

Best part? You can prepare utility spells in those slots and convert them to Inflictions as needed, while an evocation wizard actually has to load up his spell slots with his blasts. Sure, you can't metamagic on the fly, but it's a small price to pay.


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Just because the dwarves haven't been to the surface doesn't mean their food hasn't.

Lots of rivers flow underground in places and break the surface in others. It's possible the dwarven tunnels always had easy access to the surface via a water route, that they never knew about because they aren't aquatic. Thus, any type of freshwater or even saltwater fish could be said to be fishable from underground.

That also gives us a potential source of seaweed and other vegetation, as well as a source of water to feed the inevitable mushrooms.

They could also be farming/husbanding other forms of cave fauna, like lizards, rodents, bats, or whatever else Golarion might have.


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.

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