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Cayden Cailean

Snorb's page

FullStar Pathfinder Society GM. 149 posts. No reviews. No lists. No wishlists. 2 Pathfinder Society characters.


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James Jacobs wrote:

One charge per minute for force fields.

I'm tracking and answering errata for the book over on its actual product page.

James, give brawlers more body cyberware slots! Having to choose between +Strength and +Constitution is not fun! ;_;


DM Sez: Your stalwart band encounters three orc barbarians and their two goblin alchemist pals.
DM Means: .....and the bugbear barbarians coming along in two rounds, and lest we forget, two more goblins and an orc two rounds after that, none of which you heard coming.


Ipslore the Red wrote:
Snorb wrote:
#5 Ability score damage "miraculously" heals in between sessions.
It already does with some downtime. Drain is the one that doesn't heal.

My group knows about my vocal disdain for ability damage/drain and I've admitted (much more than once) about how ability damage I suffer "miraculously healed up" between sessions (which usually continue the same adventuring day for us.)

Meanwhile, I'm absolutely fine with Bestow Curse giving you a -6 penalty to a stat. =p


#5 Ability score damage "miraculously" heals in between sessions.


Deadmanwalking wrote:

That's clearly what the Cyber-Soldier Archetype is for. Now, if only we could get it on a Class other than Fighter. Gunslinger or Slayer (or both) properly reflect what most street samurai were really like.

Not enough cyberware slots on the cybersoldier fighter, and the implanted weapon bonus doesn't stack with fighter weapon training.

My plan for Iron Gods is a brawler who just beats aliens to death with her bare hands. The PRPG version of Muscle Replacements might do nicely =p


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Short Cynical Answer: Because (sigh) *~_TRADITION_~*

Longer Less Helpful Answer: Spell names like magic missile (or if you prefer, Magic Missile) are written in italic lowercase in Pathfinder because they're written in italic lowercase in both Fourth Edition and 3.5e.

They were written in italic lowercase in 3.5e because they were written that way in Third Edition.

They were written in italic lowercase in Third Edition because they were written that way in AD&D 2nd Edition.

They were written in italic lowercase in AD&D 2nd Edition because they were written that way in Advanced Dungeons & Dragons.

They were written in italic lowercase in Advanced Dungeons & Dragons because they were written that way in Dungeons & Dragons.

They were written in italic lowercase in Dungeons & Dragons because... well, I'm guessing because Messrs. Gygax & Arneson felt like it.

Companies may change, creators may pass, but standards never die.


Before I ask, this is not a question as to whether I can Pummeling Style some poor goblin with a giant starknife, or whether I can put the hurt on an orc with a baseball bat. I'm playing a brawler in Iron Gods the way Ioun/Irori/Club/Odjn/Doomguy made us: She is going to beat a bunch of aliens to death with her bare hands.

Pummeling Strike's description text says that for each attack in your power punch that succeeds, you roll your damage normally. I'm also gonna be taking Power Attack, so here's the question:

Do you add the Power Attack damage at the end of the Pummeling Strike, or once for each successful attack roll? This could mean the difference between doing 48-300 and 168-420 damage (all before Strength modifier multiplied by 14) on a critical hit at level 20.


Nakteo wrote:
One more thing to look at: The Force Field stat block says that it uses one charge per minute, but the text box says one charge per round. Which is the typo?

I think the general preference is use the stat block's text over the chart (so you have a force field worth a damn.)

I'm still upset all the good cyberware is on the Body Cyberware slot, and you only get one of those slots. Some of us LIKE characters with Muscle Replacements, Wired Reflexes, and Dermal Plating, Paizo >_<

(Note: Why yes, I also enjoy having characters with less than 0.5 Essence in Shadowrun, why do you ask)


Anything that does ability score damage/drain during combat, because bookkeeping six other ways to be hors d'combat = fun (in some alternate universe!)

Incidentally, Bestow Curse and its -6 to one ability score = works as intended. I don't know why I'm wired to work that way.


Azten wrote:
Snorb wrote:
Skald is almost as bad a bard as the bard
Whoa. Bards are not bad!

I'm allowed some bias here, because the last bard I played was in Wrath of the Righteous, and as I infamously described in that AP's obituary thread, he caught filth fever in the second session of the game, consistently failed every single Fortitude save over the next four or five sessions to shrug it off (thanks to his unmodified +0 Fortitude), and died of giant black widow poison in what I told my DM was "a mercy kill, thank God." (Yes, he failed every save vs. poison, too.)

Bards are absolutely fine once they survive the Level 1-3 Speed Bump, and I wholly admit that, but God did not want Nial Landen to live. XD

Ssalarn wrote:
Havoq wrote:
Snorb wrote:


Slayer is a better ranger than the ranger

Oh, give me a break. Exaggerate much?

Slayer does make for a great Rogue, but lets not get carried away here.
I've got to agree with this. The Slayer doesn't really even get into a lot of the stuff that makes a Ranger a Ranger. He does pretty much tromp all over non-Trapfinding Rogues though, and no small number of Fighters.

I already picked on the rogue before (with the investigator), and the slayer's a ranger/rogue. He's just a slightly better ranger with sneak attack instead of magic... so... yeah. Slayer is a better rogue than the rogue. Damn. =/


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Exactly as I messaged a friend about it last night:

Arcanist is a better wizard than the wizard
Bloodrager is almost as good a barbarian as the rage mage
Brawler is a better monk than the monk
Hunter is a better druid than the druid
Investigator is a better rogue than the rogue, but who am I kidding, what isn't these days
Shaman is almost as good an oracle as the oracle
Skald is almost as bad a bard as the bard
Slayer is a better ranger than the ranger
Swashbuckler replaces crappy gun rules and grit with crappy feat and panache
Warpriest was a bad idea from the word go and I'd be making less fun of it if they called it BATTLEPOPE like I wanted them to

My friend: Not fond of the ACG, huh? =p
Me: There's some good stuff in there. =p
My friend: I just found the best thing in the book. (He links me the art of the antipaladin kicking a piglet) You can totally tell that was supposed to be a puppy.
Me: Maybe somebody at Paizo yelled at Wayne to not make it a puppy?

Then cue discussion about how he was going to break the warpriest's sacred weapon ability with kukris and Slashing Grace until I told him the feat as written was absolutely worthless.

My friend: New game. "Let's play 'Break Warpriest's Sacred Weapon With Shuriken.'"
Me: XD
Him: Wait. Shurikens are exotic, aren't they? New game. Let's play "Break Warpriest's Sacred Weapon With Darts."


LazarX wrote:
Snorb wrote:
(Everything I wrote three posts ago.)
Pretty much the same save I'd replace Elves with Ellori, and Goblins with the wretched gnomes of Arcanis, the cursed result of dwarven/human matings. And I'd ditch tie flings along with asimar. Core defines what is "common" in a world and plane-touched should not be common.

Hey, it's common in the world I'm working on! XD

(Then again, I would love the official race rules of a d20-derived game to say "You know what? Write it in the blank on your character sheet. 'Human,' 'Autumn Elf,' 'Dragonborn,' 'Hobbit... err, Halfling,' 'Four Foot Tall Manic Depressive Alcoholic Dwarf,' that's perfectly fine. 'Tiefling With Leather Pants and E-Cups Barely Held Back With Studded Leather Bikini Top' or 'Supercalifragilistic Xtreme Dwarf-Forged Sentinel EX Ultra El Mutilatador Bloodsoaked Skull-Caving-In Bodyguard Fueled on the SOULS OF THE THRICE-DAAAAAMNED and Royal Game of Ur-Playing Robot?' Write *real* small.")


Humans because... well, look in a mirror someday. I don't think there's an RPG that doesn't default to "You're a human unless the rules say or let you say otherwise."

Dwarves, but as I flavor them in my mind, they're everybody's favorite plate mail-clad four foot tall Irish/Scottish/pirate-accented* perpetually drunk deranged lunatics with a (warhammer, war axe, urgrosh, crossbow) and a "Yar har har, c'mon lad let's set our hair on fire!!! Har ho hee har har!!" attitude.

*I'm kinda guilty of actually changing dwarven accents mid-sentence.

Elves, because you can't have manic-depressive midget alcoholics without their taller, pointy-eared, more uptight brethren. Elves, as far as this post and the setting I'm working on are concerned, are divvied up into three different subraces:

Summer Court elves (summer elves, or sun elves) are the bog-standard vanilla elf in your Core Rulebook.

Winter Court elves (winter elves, or snow elves) are the arctic elves from the Advanced Race Guide. They are the sworn rivals of summer elves, and tend towards psicraft as opposed to magic.

Autumn Court elves (autumn elves, or wood elves) are the more martial cousins of elves, maintaining their strict neutrality between elvenkind. I'd say they'd be the savage elves from the Advanced Race Guide, except with Silent Hunter instead of Eternal Grudge.

Tieflings, 'cause aasimar are stppd. (Plus, I'd like to think angels have better things to do than spend time knocking boots with humans.)

Goblins, 'cause I love acting as these little dumbasses, even if it tends to go against my "You must be this tall to join the party" mindset.


Arcanist, mostly because it plays like a Fifth Edition caster, and I enjoy 5e casters, but also because the arcane exploits more or less act as extra spells. (Somebody remind me to work on my variant arcanist that actually does use the arcane exploits as spells. It's been too long since i looked at that Google Doc.)

Slayer, partially because I get to make my snark about how it's a better rogue than the rogue because it has a better Hit Die and BAB. Also, it could make a pretty good assassin minus that whole "Thou Must Be Evil" thing the actual assassin class requires because (NO OFFICIAL ANSWER GIVEN).

Fighter, mostly because I'm a big fan of this underdog. Also tower shields.

Bard, because not only are they a great buff/unbuff class if done right, you can also hide behind the mountain of dead bards when things go wrong!

Alchemist, because I enjoy having to keep track of a consumable per-day class ability by drawing a little Bob-Omb from Super Mario Bros. on my character sheet. (No. Really. I have done this, and modified the drawing based on discoveries. Safe Bomb was the Bob-Omb with little blush stickers.)

Monk so I can not only make random Bruce Lee/Jackie Chan combat yells with justification, we also get a class that fist fights with the power of anime/ki.

Inquisitor because every inquisitor I've ever seen or played in my group turned out to be an unkillable juggernaut of a character.

Samurai, because katanas. That is all the explanation you get. Katanas.


WolfenFenris wrote:
Snorb wrote:
74. According to the stories of our ancestors, this gray world has no name-- merely a catalog number. A magnificent mansion is the only structure visible, and its owner seems pleased to consider himself the only person in the omniverse to own his own planet.
Reminds me of Felix of Golden owning the planet Sanction in the book ARMOR...

This one was a combination of Catalogue #34689 from the old PC sci-fi RPG Planet's Edge, and Elign (owned by the multibillionaire Modian) from the equally old PC spacefaring game Solar Winds.


Set wrote:
Snorb wrote:
73. "Hello, thing in space. Consider us the Void Dwellers." A small planet capable of transit through the void? A supermassive and most unusual bio-organic ship? The technology, and possibly the magic, is nothing like anything seen on our world, but the locals seem (near-)human (and friendly) enough.

For the World is Hollow, and I Have Touched This Guy?

An old 4X game for DOS called Ironseed, actually. =p


Damnation, somebody already beat me to nightplanets (way back in #4).

71. This crystal-covered world has an extremely long orbit; what the locals would consider one year, the humans of the local system would consider a millennium. (...the reference is Rykros from Phantasy Star IV.)

72. This seemingly abandoned space station is most definitely artificial, there's no doubt about that. Judging by the multitude of scaffolds, unusual tools, and half-finished superstructures, something caused the inhabitants to flee in a hurry. But what?

73. "Hello, thing in space. Consider us the Void Dwellers." A small planet capable of transit through the void? A supermassive and most unusual bio-organic ship? The technology, and possibly the magic, is nothing like anything seen on our world, but the locals seem (near-)human (and friendly) enough.

74. According to the stories of our ancestors, this gray world has no name-- merely a catalog number. A magnificent mansion is the only structure visible, and its owner seems pleased to consider himself the only person in the omniverse to own his own planet.


So my group has our planet, and each of us has a certain portion of it that we get to develop all for ourselves. The planet itself is called Arret, which is "Terra" backwards. ("Terra" being Latin for "Earth," not a reference to Final Fantasy VI.)

I'm giving an extremely brief and truncated gazetteer of Arret, mostly because the world's not technically done yet, and I don't exactly know every single regional name offhand anyway.

Corydon: Our group's version of ancient Greece, named after the country's creator. It's notable for being entirely shrouded by an antimagic field, so human characters hailing from this region get psionic powers instead. (Corydonite humans replace their human bonus feat with Hidden Talent.) Or they can be monks. (I'm assuming that this isn't a reference to monks being psionic in Fourth Edition.)

The Free Mountain Territories: Dwarven lands, along with humans. I don't really know too much about the Territories otherwise. ;_;

Maranha: Ancient India. Named because, well, I played ActRaiser a little bit too much.

Seigyoku: Samurai Japan, just after the Warring States period. The Sapphire Palace in the capital of Kanmuri is alleged to border a plane where time does not pass. Named this way because seigyoku is Japanese for "sapphire." (...and kanmuri is Japanese for "capital." I'm not very creative at names.)

Sejong: Korea, without the deranged lunatic up north and most definitely without the absolutely disgusting Joseon Dynasty sexism. Named for the sixteenth-century Korean ruler.

The Tiger Reich Nazi Germany in full plate. They worship the Tiger, and have a particular hatred for all things demihuman. The Society of Thule serves as the arcane support for the Reich's military.

Xianghua: Ancient China by way of our group. Currently under the thumb of the Jade Regent, but not if the group has any say about it. Was originally named Chong Guo, but I changed it not only because another series beat me to it, but because I can actually spell and say Xianghua the same way twice.


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So one of my friends started running a Second Edition game a couple weeks ago, and we get some characters created (after having to explain to a couple of friends how THAC0 and pre-2000 Armor Class work) and we're off on the obligatory first-level "raid a tomb of the DAAAAAAMNED" adventure.

We have a couple combats, we realize that I only have one healing spell for the entire group per day, and we run into some kind of tomb defender/undead champion. He gives us some threats about what he's going to do to us, my cleric whips out her holy symbol, gives a Sailor Moon-ish speech about turning the undead, and I roll my turning check.

Natural 20.

Mike the DM: Awesome! Okay, he is turned as a Special Undead.
Me: (checks my notes. I notice that I'm nowhere near powerful enough to affect Special Undead, such as named undead with class levels)
Cleric: (holding her holy symbol of The Heart between her and the skeletal champion) .....
Skeletal Champion: .....
Elf Fighter: .....
Her Equally Elven Mage Husband: .....
Human Greatsword Fighter: .....
Cleric: ...... =D??
Skeletal Champion: .....=D
Mike the DM: Initiative time! =D


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DM Sez: You and your opponent struggle and strain against each other, but even with your might, you can't hoist him!

DM Means: I don't care if you have Greater Grapple, a +6 Belt of Giant's Strength, and Throw Anything, you're not gonna start Golarion's space program by hurling the bard into the sun. And even if you could, he's not gonna reach the sun in six seconds, I don't care what the rules for thrown weapons say.


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DM Sez: The knight readies his shield, quickly taking a combat stance. He seems offended by your attempts to cast Charm Person on him.
DM Means: That was mighty bold talk for a guy with only six hit points.


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Amy the Alchemist: Good thing I learned how to make incendiary bombs after all that business with the drow! ^_^ (tosses a bomb)
Invisible Assassin: (catches fire) AAAARRRRRRRGGGH!!!! Oh my God, I'm on &$#%ing fire!! Aaaaaaaaahhhhhhh!!!!
Stan the Sorcerer: Hey, do you guys hear something?
Paladin Paul: What, right around where Amy threw her bomb?
Invisible Assassin: Aaaaaaaaaaaahhhhh oh god oh god oh god
Rina Rogue: I dunno, something's glowing there, but I can't see it, and that means I can't sink a couple knives into its back.
Amy the Alchemist: Well, it's screaming about being on fire, and... oh, there's some visible fire now. I didn't know fire elementals just popped out of nowhere!


.....Yeah. They actually went ahead and pulled this on me.

Basically, the group whom I've been giving rather hilariously insulting obituaries about in the Jade Regent Obituaries thread finally managed to get the aid of the Three Monkeys, and a nice discount on top of it for killing Sikutsu Senaka's evil brother (albeit just by marching up to his manor with the monk shouting "Yo! I'm comin' ta kill ya!" then... comin' ta kill him.) The money they made for selling O-Sayumi's samisen of oracular vision helped them, too. (Gotta love major cities and their one-stop 24-hour Ye Olde Pawnne Shoppes, huh?)

So. They easily buy the aid of the Emerald Branch ninja clan, and use the Shinobi Fuhonsen to buy the Black Lotus's aid (their choice was "the ninja clan that's kinda sketchy, and the ninja clan that is sketchy!" "You know, we are all ninja. By definition, all of us are sketchy...")

Two clans down, they pays the Shadow Dragons their ten thousand gold koku, expecting their aid.

Shadow Dragon Rep: This isn't enough.
Pan Li: What? Yeah, it is. You said ten thousand koku!
Shadow Dragon: That was before you paid those dogs in the Black Lotus with the first coin ever paid to a ninja in Eyshan history.
Black Lotus Rep: (middle finger to the Shadow Dragon rep)
Pan Li: We had a deal! >=(
Shadow Dragon: The deal has changed. (pushes the stack of gold coins back) Twenty thousand koku.
Pan Li: Trip. (this is the vanara weaponmaster fighter/monk that has Lunge, Greater Trip, and Vicious Stomp.)
Shadow Dragon: You have made a powerful enemy today!! You will regret this!!

So. I initially have him Dimension Door out, but the group, Pan Li's player in particular, don't want me to DM BS our about-to-be-ex representative of a clan of elite merciless killers that might or might not be led by a sovereign dragon's whims out of harm's way. They wants a fight.

Considering the party is 13th level, and the poor bastard representing the Shadow Dragons is a 7th-level ninja, he is going to be easily killed.

Any way I can salvage this situation, like have the Shadow Dragons become a thorn in the party's side in Book Six? Boost the Shadow Dragon's combat levels up so he can provide a more-or-less fair fight? Or just have the other two ninja clan representatives dispose of the body and say "Well, that was stupid of him. Zazazaza (head nodding). Now the Dragons will need a new mouthpiece."


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You know, reading those deaths makes me kinda weird because the biggest threat to my party in Jade Regent... is my party in Jade Regent.

Anyway, I'm back, baby!!!

Name: Huda Mann
Race/Class: Human Bard
Origin: I... I don't know. Probably Maranha, our group's version of India.
Adventure: Tide of Honor
Location: Namidakawa Lake, en route to the manor house
Cause of Death: Lost character sheet, DM BS-ing in replacement character

.....What?: No. Really. We killed a character because he lost the character sheet. That, and he really didn't like playing him anymore anyway.

So How'd You Manage This: The group set sail for the manor of the evil incestuous pearl merchant Chang Ling, and were accosted by two dragon turtles I hastily reskinned as giant Magikarp-esque... giant carp. They slew the giant fish, despite not being able to trip or sneak attack them, so I guess a challenging fight counts as a challenging fight.

When Suddenly: When we picked Jade Regent up months later, we had the aforementioned realizations about Huda. He made a replacement kitsune sorcerer named Tadaka, so I have to finagle a way to shoehorn this replacement in without resorting to "I HAVE TO GO NOW. MY HOME PLANE NEEDS ME. (doot doot do doot) NOTE: HUDA DIED ON THE WAY BACK TO HIS HOME PLANE." So I come up with "As you continue your journey to the manor house, you notice one of the giant Magikarp isn't as dead as you thought it was!!"

The giant Magikarp leapt over the raft, with a battle cry of "Karrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrp~" and caught Huda in its mouth before disappearing back underwater. I described a lot of bubbles billowing to the top of the water.

Then a lot of blood.

Megumi, the oracle: Oh my God! He still had the Decanter of Endless Sake on him!! D:
Decanter: Bloop! (floats to the top)

Finally, the Magikarp floated to the top of the lake, stone cold dead, followed by what was left of Huda. The group mourned him for nearly a second, then started to loot what useful stuff they could.

Pan Li, the Monk/Fighter: Wait a minute, he was wearing chain mail. Shouldn't he sink to the bottom of the lake?
Chain Mail and Some of Huda's Torso: Blorp! (sinks)


FuelDrop wrote:

So... it can kill the tarrasque, then?

If you can hit the tarrasque 525 times, and you can survive the tarrasque's entire suite of attacks, then yes, you can kill the tarrasque with Excalipoor. =p


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Excalipoor: At first glace, this seems like a +3 keen holy longsword... but as you bring it in contact with your foe, the realization that that bastard Gilgamesh tricked you kicks in.

Regardless of critical hits, effects such as Smite Evil, the wielder's Strength modifier, whether he uses Excalipoor as a one- or two-handed weapon, or positive energy resistance/vulnerability, Excalipoor always does exactly 1 damage to its target. This damage bypasses any damage and/or energy resistance the target has, and may not be healed with fast healing or regeneration.

If Excalipoor is thrown, it does damage as a +3 keen holy longsword.


Excaliburproxy wrote:

The "heal after combat" mechanic is a little hard to deal with too. Can you keep a cage full of rats, let one out, kill it, and then heal?

No. No you can not, and if your character actually tries the Bag O' Rats strategy, he deserves to be in one of the obituary threads with the cause of death "Tried to exploit the rat sack one too many times, throat torn out by rat." =p

...I should probably add one of those "pick on something your own CR" rules like the gunslinger has to Treat Wounds.

It is sort of an odd thing. What you would like to do is only be able to heal damage from the last fight you were in. However, no one wants to keep track of that. In a way, the project is doomed to failure unless you want to get some kind of magical conceit in (and sort of limit it to uses per day or something).

Nah, it's less "all the damage from last fight" and more "the one hit point you lost in this fight when the goblin stabbed you in the foot, and about eight hit points you lost last fight when Skullcrusher Kiljarian tried to cave your helmet in while you were still wearing it." It could be much, much worse. It could be like Shadowrun Returns's healing, where Heal only repaired the very last injury you took (so if you take 45 damage from an unlucky assault rifle critical, and get grazed by an Ares Predator shot for 3 damage, you're not getting as much health back as you'd like!)

The intent, really, is to take some of the slack off the cleric so he can use the almighty godly powers he (allegedly) has instead of burning all his prepared spells on Cure Wounds. (I say it that way because the group I game with thinks that's all clerics do, apparently.)

Maybe they could just heal 1d12+wis every hour treating someone starting at lv 2? Multiply it all by x2 at level 4 and then x3 at level 6 and so on.Then let him treat multiple allies at once eventually. I think resource-less healing with a caveat (needing an hour or so of down time) is not such a stupid idea given how cheap level 1 cure light wounds wands are.

This sounds something like 13th Age. I do loves me some 13th Age, so I'll have to check how Heal worked in that again.

DISCLAIMER: Cure Light Wounds are cheap, but Lesser Vigor wands are more cost-effective!

If you can find a copy of the Investigator playtest, maybe use that as the base? Like you could use your inspiration points to effectively cast heal spells and call it an "inspired fix". Take out the talents and I think everything fits together quite well.

I have the Advanced Class Guide playtest, actually! Love the arcanist! Under the impression that the investigator's inspiration points should scale either like d20 Modern's action points (roll more d6s as you gain levels) or Fifth Edition's fighter superiority dice (roll larger dice as you gain levels.) I should probably mention that on the Investigator thread.

.....Hmm. Maybe, just maybe, something inspiration-esque could fuel Treat Wounds. Maybe.

Stay tuned.


I'm actually kinda surprised that my craptacular nonmagical healer class got this much attention!

Anyway, the entire genesis of this class is, hilariously/weirdly enough, the Buck Rogers XXVc roleplaying game-- specifically, the Genesis version of Countdown to Doomsday, where one of the available character classes was, indeed, Medic. (The pen and paper version of XXVc, incidentally, says that a party from XXVc can easily kick the living crap out of an AD&D 2e party, despite using the almost exact same rules, so your mileage may vary.)

The XXVc Medic was quite literally the only person who could restore hit points (after combat, which is where I kinda cribbed the mechanic from.) One of the medics in my playthrough of the Genesis game, despite having AD&D's equivalent of the poor BAB progression, actually kills people better than one of the warriors in the group (mostly because I let the game run one combat on autopilot, and said warrior tried to use a frag grenade as a melee weapon. Let's just say that he killed the guy he hit with it, and leave it at that.)

My own issue with the medic, dead levels aside, is this: What does the medic, this Pathfinder with the combat might of a lowly sorcerer or wizard, skilled in the healing arts, actually do in combat? Even a sorcerer or wizard has ways of helping to kill opponents.

I do like some of the ideas in the thread so far, and I'll try to see where they can fit the best.


This is why I originally said "yeah, I don't think a nonmagical healer would work!" =p (that, and too many dead levels.)

Incidentally, Gunsmith, I looked up the Healer class. This is the first time I have ever seen the Healer, and I've been playing D&D for eleven years. (I have heard of it, though, so I guess it was like some kind of bogeyman among my group.)


About a month or so ago, I started working on the Book of Nine Cheese, which was nine classes that, to me, seemed to have a particular niche ability that's not commonly seen in Pathfinder.

One of these classes was the Medic, which I made mostly because I think the Heal skill is really undervalued. If you're relying on magic or psionic healing, there isn't much need for mundane healing. The medic's goal is to keep her allies in good health, even if she isn't a spellcaster.

The problem: I just can't quite think of any additional abilities for this class. There's a few dead levels. =/

The Medic:
The Medic
There they go again. The fighter has so many arrows sticking out of him he resembles a pincushion, the wizard’s trying to keep his composure despite the acid burns that cover his body, and the thief’s busy trying to hold her insides in with the one arm that wasn't ruined by combat. But that’s fine. You’re here for them. Under your skilled care, your friends will be up and at them in no time-- at least, until the next battle.
Role: (words about the medic’s role)
Alignment: Any
Hit Die: d6
Class Skills
The medic’s class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (local, nature, planes, religion) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
Skill Ranks Per Level: 4 + Int modifier

Table 6: The Medic
[1/2 BAB, Good Fortitude and Will saves]

Weapon and Armor Proficiency: The medic is proficient with all simple weapons and light armor.
Healing Knack (Ex): At 1st level, the medic gains Skill Focus (Heal) as a bonus feat at 1st level.

Treat Wounds: The medic can only use one treat wounds ability at the end of a combat. If she has more than one ability, she can choose which one to use.

Treat Light Wounds (Ex): At 1st level, the medic can make a DC 20 Heal check at the end of a combat. If the check is successful, the medic can restore 1d8 hit points +1 per medic level (maximum +5) to up to six patients. The medic can choose whether or not to include herself in this treatment. It takes one minute of work to perform this treatment.

Treat Moderate Wounds (Ex): As Treat Light Wounds, except it restores 2d8 hit points +1 per medic level (maximum +10), and it takes three minutes of work to perform this treatment.

Mercy (Su): At 3rd level, and every three levels thereafter, a medic can select one mercy. Each mercy adds an effect to the medic’s Treat Wounds ability. Whenever the medic uses Treat Wounds to heal damage to one or more targets, the target(s) also receive the additional effects from all of the mercies possessed by the medic. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the medic can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 6th level, a medic adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The medic's treat wounds ability also acts as remove disease, using the medic's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a medic adds the following mercies to the list of those that can be selected.
Cursed: The medic's treat wounds ability also acts as remove curse, using the medic's level as the caster level.
Exhausted: The target is no longer exhausted. The medic must have the fatigued mercy before selecting this mercy.
Frightened: The target is no longer frightened. The medic must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The medic must have the sickened mercy before selecting this mercy.
Poisoned: The medic's treat wounds ability also acts as neutralize poison, using the medic's level as the caster level.

At 12th level, a medic adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th level medic's treat wounds ability heals up to 4d8+12 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Treat Serious Wounds (Ex): As Treat Light Wounds, except it requires a DC 25 Heal check, restores 3d8 hit points +1 per medic level (maximum +15), and it takes five minutes of work to perform this treatment.

Treat Critical Wounds (Ex): As Treat Serious Wounds, except it restores 4d8 hit points +1 per medic level (maximum +20), and it takes ten minutes of work to perform this treatment. If the medic includes herself as a patient when using this treatment, she takes a -5 penalty to the Heal check.

Minor Medical Miracle (Ex): At 10th level, the medic can save a character who has reached -Constitution hit points. If the medic can tend to a character who’s been dead for three rounds or less, she can make a DC 30 Heal check. If the check succeeds, the dead character can make a DC 15 Fortitude save to stabilize and be restored to 0 hit points. If either the check or the Fortitude save fail, the character is beyond help.

Medical Miracle (Ex): At 20th level, the medic can save a character who has reached -Constitution hit points. If the medic can tend to a character who’s been dead for three minutes or less, she can make a DC 40 Heal check. If the check succeeds, the dead character can make a DC 20 Fortitude save to stabilize and be restored to 1d6 hit points. If either the check or the Fortitude save fail, the character is beyond help.

Dead Levels: 2, 4, 8, 11, 13, 14, 16, 17, and 19. Yeesh.


I'm working on a character-- I'll have him up within a day or so!


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Magic shouldn't be just a rote set of incantations, gestures, and rituals designed to consistently and safely produce the same effects with the same ingredients. To me, being a mage should be less about "[yawn] Slay Living, [yawn] Fireball, [yawn] Summon Monster IX, [bored] Power Word Kill, I have trivialized the combat for the day" and more about "holy dog carp u guyz i can totally set teh orc army on fire liek a Christmas tree but it might kill us all! Should I do it anyway TOO LATE!!! i already made the thaumaturgy!! XD"

......All right, maybe that's a little too extreme, but my point is that magic should be:

*Powerful- mages should be rightly feared for their powerful magic.
*Fickle- just because you know how the spell should work doesn't mean it's going to be true. Even your cantrips cause ripples in the Arcane Sea.
*Inherently dangerous. You might not like what happens when you don't account for those ripples.

So how do we make mages the powerful/feared/likely to get screwed over?

Option 1 - It Only Hurts When I Cast
Microlite20 had in its default rules that all spellcasters actually burned their own hit points to power a spell (twice the spell's level + 1). You could do it this way to make magic more of a "Guys, we NEED this, the situation's that bad" thing than "Look what happens when the goblins line up in a fifteen foot cone and I cast Burning Hands! They go '(ANGUISHED SCREAMING IN GOBLIN)'" scenario. (And reward mages who specialize by reducing the cost of spellcasting for their specific school.)

Option 2 - Maybe I Should Visit the Acadamae More Often
You could have a mage make a concentration check (DC 15 + spell level) to cast a spell. If he makes it, the spell goes off without a hitch; if he fails by 5+ or rolls a natural 1, that's when the bad things happen. I'm talking stuff like he burns away some of his life essence (yay, Constitution damage!), accidentally gates in a couple elementals (who might want to bludgeon the mage and his pals to death), the spell has the exact opposite effect, or the mage finds his spellcasting suddenly cut off for a few hours. Be creative, but be fair.

This should not be something easily mitigated by other effects- the Constitution injury can only be healed by time, not magic; the accidentally summoned elementals do not give an experience reward; the mage doesn't go for his stock of wands and scrolls- when he's cut off for 1d8 hours, the flow of mana means he's out of the spellcasting fight for one to eight hours.

Option 3 - Burn ALL the Books
Or you could just make magic dangerous by ripping off a rule from Wheel of Time d20. You gain a mage level, you get 1d6 permanent Insanity points. Once you reach a certain threshold (too lazy to check) and the Fun Stuff (for the DM) happens!

Alternately, you could borrow the class, uh, "feature" the maho-tsukai from Oriental Adventures has (which requires your character to be corrupted by insanity/darkness already). Every time you gain a level, you have to make a Will save to avoid taking another maho-tsukai level (and thus further condemning yourself to whatever tarrasque-filled eternity of agony your character's earning!)


Air0r: Blue mages might be best served either doing a DC 15 + twice spell level-or-so Spellcraft check (for spells/spell-like abilities.) Not too sure about supernatural abilities, but I think a blue mage should have some kind of way to access those. (Of course, the problem is, does our domino-masked mage cap his spells known like a sorcerer? Add them to his grimoire like a wizard? Does he even use Vancian magic?)

Excaliburproxy: You know, I forgot Dark Knights were in FFX-2! And wow, they actually get more stuff than Cecil did! (Never played FF11 so I can't exactly judge that game's Dark Knight abilities.)

Oooh. HP fuels dark knight spells. "Y sure you can cast Inflict Critical Wounds, Malebolgius! That'll be nine hit points, boyo. >=(" (and to avoid the whole "Burning HP to attack! Heal meeeee!!" effect, those HP don't come back for a while. And I realize this is hypocritical of me, considering I hate ability score damage/drain but don't mind Max HP damage.) I'll check out the dark knight stuff when I get more time. =D

Gunsmith: I know, it's all meager and needs more, I just wanted to get what I had before I forgot/got sidetracked with a microlite20 thing I'm doing. Besides, it's more of a "what do *I* want out of my elfgames that Wizards and Paizo just aren't giving me?" situation. (That and I'm kinda stuck at the end of the barrel with a couple classes at the moment. =p)


Nerk, if we want to submit a character, should we do it here or in the new thread?


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After reading through the entire reprint of Pretty Guardian Sailor Moon, I kinda realized that all the Sailor Guardians are the worst D&D party ever. Every single one of them is an extremely-specialized sorcerer (Sailor Mercury only learned ice-based spells, Sailor Mars only learned fire-based, &c.) with a few exceptions:

Sailor Moon: Multiclassed sorcerer/cleric (her holy symbol is the Silver Crystal. So... technically, she's a cleric of herself?)

Sailors Jupiter and Uranus: Multiclassed sorcerer/monk.

Tuxedo Mask: Considering the smoke bombs he has in the manga, I think he's actually a multiclass alchemist/fighter (with Exotic Weapon Proficiency: Thrown Roses.)


Changed my mind about the Medic class. She's in now. ^_^


Gunsmith Paladin wrote:
Snorb wrote:
The Luckster
There has to be a better name for this. There has to be. Hell, call them the Gambler since you mentioned gambling right there in the first sentence.

I typed the about-to-be-renamed luckster out at 1:15 in the morning, I'm entitled to a few stinkers. =p

(But seriously, he's now the gambler.)


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The Pitch
Ahoy, everybody! Feel free to scope out the meager beginnings of a few class concepts I've been tinkering around with/on Google Docs! Comments, suggestions, critiques, concerns, telling me I'm wasting my dear sweet time, all are welcome!

The Document
The Book! Of NINE Cheese~: Niche Classes For Pathfinder (A work heavily in progress.)

The General Intent of These Classes
The Blue Mage - The blue mage is intended to be exactly as he is in Final Fantasy V: You go find a wizard, piss him off, somehow survive the Quickened Disintegrate he throws at you, and once you kill him, now you can cast Disintegrate!

The Gunner - Think like Yuna from Final Fantasy X-2. Or if you've never played FFX2, think a gunslinger/monk hybrid. You flurry with guns.

The Karateka - The karateka's intended to be an alternate class for the monk, one more focused on unarmed fighting and using ki. Karateka ki can be used to wholeness of body (just like a monk!), gain fast movement (like a monk!), or even charge up a hadouken (and yes, you're allowed to make the hand motions and shout "Kame-hame-hame-hadouken!" as you charge it.)

The Luckster - Life's quite a gamble, isn't it? The luckster's all about, unsurprisingly, luck. He can spend luck points to alter the results of any d20 roll he doesn't particularly like (so long as it affects him) and with more levels, can affect damage rolls.

The Medium - This is supposed to be like the Shaman class from Shadowrun Returns, where you used consumable fetishes or concentrated hotspots to summon elementals. You only get to have one out at a time, and the longer it's out, the more likely it is to shrug off your control and return to its elemental plane (or become a free spirit and start bludgeoning everything within line of sight to death, so I hope you've got a good Charisma XD!)

The Sentinel - He's big. He's dumb. He's tough. He can take the hits like a champ. The sentinel's intent is to be a bodyguard for the party, offering a shield bonus to adjacent allies, switching places with them, taking hits for them, and having armor be Damage Reduction as well as protection. Debated giving him a d12 Hit Die, then I realized that's just plain silly.

The Thaumaturgist - This is intended to be an alternate class for the arcanist, which I realize isn't even finalized yet, but whatever. I like the class as it is. Anyway, the thaumaturgist has access to (almost) all of the arcanist's arcane exploits from the word go, and those are its "spells" instead of actually using the wizard spell list. He gets an arcane pool (just like the arcanist) and in the event that he blows his arcane pool and needs more in a hurry, he can burn his own hit points for mana! (WARNING: Mana burn may result in serious injury and/or instant agonized death.)

The Ideas That Didn't Quite Make It
The Dark Knight (not Batman) - This was supposed to be like Cecil from Final Fantasy IV (either the GBA or DS version), where you could spend HP to make your weapon do additional Unholy damage, but there's already a class that can do that without maiming themselves. (Besides, I think that's literally all a Dark Knight gets.)

The Medic - As much as I would love this to be false, the Heal skill is always going to be outstripped by Cure Light/Moderate/Serious/Critical Wounds. Could have adapted some ideas from Buck Rogers XXVc's medic class and the d20 Modern dedicated hero/field medic combo, though. Hmm. Maybe.

The Shapeshifter - As the name says. Didn't make it because, well, that's already the druid's shtick.


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So, here comes the ramblings of a very tired, bored man:

Arcanist: At first glance, arcanists play like the mage from the D&D5 playtest. This is not a complaint. The complaint is that despite being a hybrid sorcerer/specialist wizard, you get none of the wizard specialization abilities nor permanent access to her sorcerer bloodline abilities. Having to split Blood Focus on what's essentially Spell Focus (Specialized School) or using something that you should already have access to is just not something I want in a class.

Bloodrager: I actually kinda like this. Having magus spells but only while raging is a pretty reasonable tradeoff for less HP and having your rage powers chosen for you (by alternate universe sorcerer bloodlines, it seems!) I only think that bloodrage should be (2 + Con mod) rounds/day and have spellcasting available from first level, but I was never too good at that Precious Thing called "game balance."

Brawler: I, uh... Wasn't there already a fighter archetype that let you fight unarmed reasonably well? This loses the fighter's weapon training in exchange for maneuver training. I don't really like maneuvers, and I would really prefer the +X to hit/damage bonus to fisticuffsmanship over, say, tripping someone or pushing them away or playing Monkey Snatches the Peach. The class plays like a tougher, armored monk, but I just want a monk class that can hadouken someone with ki, or run on walls/water, or can move their speed and flurry like Kenshiro from Fist of the North Star.

Hunter: "It's like the druid and the ranger combined to form a new class... called the druid." This is a druid with less spells. You can easily excise what little ranger aspects the hunter has in exchange for boosting Animal Focus's duration and/or uses per day, but at the same time, this could easily have been a druid archetype.

Investigator: My best friend said "Investigators feel more like Jack the Ripper than Sherlock Holmes" when he looked over this, and I gotta agree with him. I didn't know investigators enjoyed stabbing people in the back, or had experience crafting and using deadly poisons. The common complaint about this that I've seen, both here and on Something Awful, is that investigators make the rogue obsolete, and I can understand why- sneak attack and rogue talents belong to the rogue, and yet another class poaches those. Inspiration to improve d20 rolls is interesting, but I don't think you should have to blow an investigator talent (or, Heaven forbid, a precious feat!) to improve the +1d6 you get. You should get more/bigger dice as you level, I think.

Shaman: I was expecting something like a Shadowrun Returns shaman, where you can summon elementals and have them fight for you. Instead, we got this. It's an oracle that's not shackled with its curse. Replacing the curse is the wandering spirit, which looks to me like an oracle mystery you can just swap every day if you want (in addition to your permanent mystery/spirit). Spirit choices influence your choice of hexes, but I don't see why you can't also pick hexes from the basic witch's hex menu. The flavor's interesting, I'll give it that.

Skald: It's a bardbarian!! Singing your allies into a berserker rage is interesting from a flavor point of view, but I would prefer the bard's singing to actually help me (why is it "accept a crappier barbarian rage, or get nothing at all?" Also, glad to see that the "unconscious targets are willing targets" rule that lets you get teleported or married while unconscious also lets you get enraged through music!) I'm just not enjoying this mechanically. Bards get more useful music, and barbarians get a more potent rage.

Slayer: It's a ranger! With less hit points and trading spells for sneak attack! Why wasn't this a ranger archetype?

Swashbuckler: It's a gunslinger that trades guns for rapiers. Some of the deeds are interesting, but I don't think this can do anything a fighter can't already do. And if you're using rapiers as a fighter, why are you a fighter?

Warpriest: Don't we already have a cleric/fighter combination? I think it's called the paladin? Why would I play a warpriest which is just a paladin without its iconic Smite Evil ability? Could I just play a cleric and call myself Battlepope instead? Why can't we have a class called Battlepope?

Final Thoughts
The bloodrager and shaman are pretty all right, and need a little tweaking. Arcanist is salvageable-- it needs a lot of work regarding blood focus. The investigator fills that nice "illusionist/thief" niche, but my real issue with it is that the investigator, like the ninja, makes the rogue obsolete.

Slayer and hunter, in the opinion of One Fan, could be better served as archetypes for their base classes, instead of twenty-level new classes.

My main issue is with the swashbuckler, the warpriest, the skald, and the brawler, and it's a big issue: What do these classes do that makes them stand out from the gunslinger/fighter, or the cleric/fighter, or the bard/barbarian, or the fighter/monk? In my eyes, they just seem mashed together in a melange of "eh, this looks fine enough to me."

I just don't understand what the hell happened. Three years ago, we got the alchemist, cavalier, inquisitor, oracle, summoner, and witch. Two years ago, we got the magus. Those classes were awesome. They were unique (aside from magus supplanting the eldritch knight, but who actually uses prestige classes?) They had their own distinct feel and playstyle, and it was wonderful. Why can't we have anything like that in Advanced Class Guide?

Why can't we have a monk that's like Sabin from Final Fantasy VI, who can suplex the damn tarrasque?

Why can't we have a class called the sentinel, whose sole job is to take the beating for the party and draw aggro and say "Hey! You! Hit me! Attacking me's a lose/lose game!"

Why can't we have a psionicist class, who can manifest a few psionic powers infinitely, but at great personal risk of head explosion or psychic nosebleeding?

Why can't we have a class that can summon elemental beasts from nature, and control them at the risk of having them escape control or turn on their controllers?

It's stuff like that that I want in my D&D, and my Pathfinder.


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Have gold left over after getting a melee weapon, ranged weapon, and light source? Buy a knife!!

Daggers are always useful as tools, and just in case you get grappled, that crossbow or longsword you bought can't be used in a grapple. Daggers can.


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From our group's Vampire: The Masquerade 20th Anniversary Edition game the other night. Our group consists of:

A Tremere ghoul who's learning the basics of hedge wizardry and Thaumaturgy (Described by the GM as "A @*&%ing teenager...")
A Lasombra antitribu who is much more competent than the rest of us ("...a traitor...")
A Ravnos with a penchant for grand theft larceny ("...a gypsy...")
Me, a Nosferatu who hides his deformity with a Richard Nixon mask and fake beard ("...the thirty-seventh President of the United States of America...")
And an ex-IRA Brujah who actually specialized in making IEDs. ("...and a terrorist! Great %*#&ing group, everyone!")

We need to go question a Toreador about a recent murder, but we're having problems trying to get past the security guard in her apartment. The most horrifying thing comes out of our ghoul's mouth.

Tremere Ghoul: But... but it's Anne's birthday!
Guard: Is it?
Tremere Ghoul: We got her a stripper!
Lasombra: A Richard Nixon stripper!
Me: (does the Nixon dual peace signs, and starts grooving)
Brujah: A bad Nixon stripper!


I suppose this is a bad time to mention my Crimson Throne character, who the DM foolishly allowed to have a Large Mercurial Greatsword (plus Monkey Grip and XWP: Mercurial Greatswords.)

Just for reference, this particular sword was a 12', 34# sword that did 3d6+(1.5 Str) damage, with a 20/Q critical modifier. He was literally the only person in the entire continent who could safely use it.


Corey the DM: The group sees a man with a guitar enter the town saloon. Booke, that's you. What do you do?

Booke: (mimics taking out the guitar) Ohhhhhhhhhh... o/` I wish I were an Oscar Meyer wiener...

Corey: ........Make a Perform check. At -20.

Booke: (rolls) I got a -5.

Corey: They start booing.


My best character would be Kyle Surlent, my character from Curse of the Crimson Throne, and is now referred to as "Kyle Surlent, Destroyer of Campaign." The things my DM said about him, repeatedly, are along the lines of:

-I never should have allowed that &@#%ing sword. (A Large mercurial greatsword from Arms and Equipment Guide, which I think was eventually a Large +4 Keen Mercurial Greatsword, or "The 34-pound, thirteen-foot-long kill-stick." Thanks to the campaign taking long enough to go from release date to publishing the Advanced Player's Guide with the Furious Focus feat, Kyle basically wound up threatening massive damage saves Power Attacking during his full attack.)

-I never should have allowed those classes. (Crusader from Tome of Battle, or, according to the filename, The Book! of NINE Cheese~!, multiclassed into a modified version of the Holy Liberator from Complete Divine. Immunity to charm/compulsion effects, plus smite evil and smite chaos made the last two books fun.)

-I hate you and Kyle and I wish both of you were dead. (Because I wound up doing about as much damage with martial maneuvers as Vaeryl, our elven cancer mage, did with his DARK ELDRITCH MAGICKS. Did I mention that our CotCT party was completely %&^@ed up in more ways than usual? Because our CotCT party was pretty %*&@ed up.)

-...Damn it, Snorb. (Remember what I said about Smite Evil, 34-pound greatswords that are taller than two humans, and martial magic? Remember how there's a magic sword that is the only thing that can kill Ileosa at the end of Crimson Throne? Guess who wound up critical hitting Ileosa with a quadruple-damage Large mercurial greatsword that was channeling martial magic? Kyle did. Fun fact: 12d6+160+8d8 Slashing damage, max results explode, did enough damage to bring Ileosa from full health to -Constitution score. That STILL didn't kill her. It took Shadfrar the Barbarian giving her a coup de grace with the magic Ileosabane sword to finish her off.)

He got a Large blue dragon to die of massive damage and made a +4 Belt of Physical Might out of its hide. He soloed a danse macabre. He survived the Harrow Deck of Many Things magicing him to the Elemental Plane of Air. He then survived a demon sending him to Hell by saying "I wish you'd all go to Hell!" He TKOed Ileosa Arabasti on the luckiest critical hit of all time. He survived (accidentally) marrying Amiri (yes, that Amiri) and fathering a child with her. Kyle was *(^&@(%ing awesome.

Years later, when one of the players rebuilt his CotCT character to appear in another campaign (and take advantage of Ultimate Magic/Combat/Equipment/Advanced Racial Guide), I offered to rebuild Kyle so he wasn't as broken.

EDIT: Huh, didn't think that word would get censored.


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Last week. Our group's Jade Regent game where the party seems to want to make me the DM suffer.

The group, after an accursedly-long journey through the Western Wall Mountains (book 3) and a really pointless journey through the Forest of Spirits that I ultimately literally fast-forwarded them through (book 4) they finally reach civilization. Ronin are met, plot is partially dumped, and the group goes on to storm the bandits' fortress while Jiro and his men keep the remainder busy.

(A sidenote: I don't care what it says in the damn book about aggroing the entire bandit camp and sending them after the party, Tito Leati evidently never had a ninja with Greater Invisibility and Sap Mastery in his party, nor did he have a vanara monk with Lunge, Greater Trip, Combat Reflexes, and Vicious Stomp. I do. They could ditch the other party members and take the whole rest of the damn adventure path themselves.)

So the bandits are getting butchered by the wave, the weretiger is knocked the hell out by said ninja, the druid is equally unconscious, and then I get to the bandits' leader. I look at the name.

I look again.

I say "Hell no. I'm calling him anything else but that."

The party asks me what I mean.

I start to say "I'll think of something else," but then I say, "You know what? I should have made a bard to go along with him. Coming out of the fortress with his eight guards, you see a man with a jian and a wooden shield sort of prance into the courtyard, as if he were riding a horse. He is wearing an ugly blue surcoat over his leather armor, and a pair of smoked goggles cover his eyes."

The Party: ?????
Me: (as the barbarian leader) I am Gangnam Style!

Then I show the group the stat block for Gangasum, who I keep insisting on calling Gangnam Style.

Yes, we did the entire fight against him while the song was playing.

Yes, he did yell at the oracle's ass. (Her ass was mad.)

Yes, the ninja and the monk trivialized him, too. But I succeeded.

I made the Gangnam Style dance canon in our world.


Coridan wrote:

in our carrion crown game we have a three man shield wall (plus channeled shield wall, which we house ruled to a sacred bonus rather than deflection). It works nicely. Check out Knight of Ozem as a good shield user prestige class.

Also, none of us shield bash (dex is way too low)

Not only is my Dex too low for proper shield bashing, I'm using a tower shield. You, me, and Harvey the Wonder Cleric are a literal wall. =p


Werthead wrote:
McGann is 17 years older than when he was on the show, but they can explain that as the Eighth Doctor living for centuries after his appearance in the TV movie and before his regeneration during the Time War. I think it's impractical to bring back any of the older Doctors.

Actually, they can bring back Paul McGann easily- one of the Big Finish audio dramas had a new picture of him included, and he had his real hair (not the wig he had in the movie.)

More interestingly, he's no longer wearing the Wild Bill Hickok costume from the TV movie. He's wearing what looks like the Ninth Doctor's jacket and slacks.

(The picture in question is here:


I know there was a small book that suggested some favored enemies, I just don't have access to it at the moment. (I think it suggested undead, monstrous humanoids, animals, and outsiders eventually?)

And I revised the build slightly.

1. Point Blank Shot, Precise Shot
2. Rapid Shot (bonus feat)
3. Deadly Aim
5. Weapon Focus (Longbows)
6. Point Blank Master (Longbows) (bonus feat)
7. Clustered Shots
9. Dodge (?)
10. Shot on the Run (bonus feat)


So after much waffling between a cleric (whom I affectionately called BATTLEPOPE) and ranger (tentatively called Rangest) I'm gonna go ranger for Reign of Winter.

Any good ideas for favored enemies? (I'm going Infiltrator Ranger.)

Also, my planned feat build is:

1. Point Blank Shot, Precise Shot
2. Rapid Shot (bonus feat)
3. Deadly Aim
5. Dodge
6. Improved Precise Shot (bonus feat)
7. Clustered Shots
9. ???
10. Shot on the Run (bonus feat)
11. ???


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GM_Solspiral wrote:
Ishikawa's Purse was the awesome gold throwing as shruken item loved it...

Thank you! Never saw it come up in the voting on my end... I was assuming the whole time "whelp, looks like the 'only monks or ninja with Flurry of Stars can use this' is gonna kill it!" But I'm glad you liked it, Solspiral!

Orthos: It was named after Ishikawa Goemon, a Japanese folk hero who was famous for throwing money like shuriken.

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