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StrangePackage's page

FullStarFullStar Pathfinder Society GM. 601 posts (605 including aliases). No reviews. No lists. No wishlists. 7 Pathfinder Society characters. 1 alias.


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Liberty's Edge

Underground and Urban.

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3 people marked this as a favorite.
yazo wrote:
What do i do?

You seem to ask a question and dismiss the entirety of the responses for some reason or other.

You are pigeonholing yourself unnecessarily by being "The skill guy." There is no skill in the game that can't be overcome by creativity, blunt force trauma, or magic. And you have magic, too.

Combat is a major part of the game. Learn to contribute in it or make sure the other players are fine dragging around a non-contributor. Can't contribute to damage in combat? Cast grease on the badguy's sword, or on the floor. Grab a longspear and make attacks of opportunity, or use the aid another action. Hell, maybe just don't contribute at all. That can be an enjoyable RP decision- maybe your guy is a total coward, or a pacifist, or has some other foible about participating in combat?

It seems like you're really upset that the GM isn't letting you utilize your skills. Talk to him. Maybe see if he won't replace "simple doors" with "strong doors." Work in more social encounters, or traps.

You have ridiculous stats- the equivalent of a 45 point buy. You can find a way to make it work.

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Westphalian_Musketeer wrote:

d6 classes roll 1d4+2, d8 classes roll 1d6+2, d10 classes roll 1d8+2, and d12 classes roll 1d10+2

There's still a significant amount of variation, and it's riskier the higher you go along the hit die, as all classes have a minimum of three.

Not bad. I may go with that.

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We go with alternatives- either the PFS style (d6 gets 4, d8 gets 5, d10 gets 6, d12 gets 7)


You roll yours, and the GM rolls the same in secret. If you don't like your roll, you can take the GM's roll.

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The music from the HBO series ROME was surprisingly good.

Likewise the soundtrack from The Last Temptation of Christ.

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Hilariously bad rolls all night nearly killed my party a few different times. Believe it or not, the dolls were the most dangerous critters.

We have at the table:

A Div-Spawn Tiefling Rogue (later going to Sorcerer)
A Half-Orc Barbarian
A Human Varisian Pilgrim of Desna
A Halfling Paladin of Sarenrae
A Gnoll Inquisitor of Horus

They're going by the name "The True Seekers."

It's a good group, but they rolled for absolute crap last night. We did the lottery and the first tomb pretty quickly, and they looted most everything they could.

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I bet this thread didn't see this post coming a mere 5 years after its demise.

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Summons. They'll find traps for you.

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Kysus Arelius wrote:

Curious, but why has there been a few mentions of Wild Child Brawler but no mention of Nature Fang Druid?

** spoiler omitted **

1) They get the Studied Target Slayer ability
2) They get 1d6 Sneak Attack
3) They get Slayer Talents (able to get Ranger Combat Style feats via this)
4) AC from Druid list at full BAB
5) Full caster level (Barkskin, Greater Magic Fang, Animal Growth, + more)

Not trying to create a Tarzan replica but more of a Wild clawing/biting character like Gau from FF6 or San from Princess Mononoke. Does the above build seem doable and are the stats ok? I'll have to buy a Headband of Wisdom +2 around level 6 to be able to cast 5th and 6th level spells later on. My DC's will be low, will I be losing out a lot on the Druid's offensive spells?

You may not have noticed, but you can't get Eldritch Claws at level 7 since you won't have +6 BAB. That may impact your decision making.

I think you're not getting the advice you're looking for because of how you phrased the question. Most people think of tarzan as being loin-cloth clad and grappling/pummeling/stabbing with his knife, not as a creature that grew claws and fangs.

There are a number of very good options in the Advanced Class Guide for what you're trying to accomplish. The Mad Dog Barbarian is probably the best option from what you've got this far, with Beast Totem, but you'll be relying on weapons and your base stats until you get to rage at 4th level.

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You could take Additional Traits as a feat to pick up Magical Knack to improve your CL, or save up money for an Orange Prism Ioun Stone, to offset it.

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Alignment Channel.

ETA Dang, ninja'ed.

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Dreaming Psion wrote:
806. Not allowed to kill the witnesses and then excuse it by saying "DEAD MEN TELL NO TALES!" with a lousy and obnoxious pirate accent. That is the whole reason why Speak with Dead was made.

*** Rule not applicable in the Shackles.

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Concealment usually negates the ability to inflict precision damage. Shadow strike allows for you to continue to get precision damage (like sneak attack or swashbuckler damage) when your opponent has concealment. It does not grant any precision damage in and of itself.

Your tiger should probably have power attack, improved natural attack, light armor proficiency, and weapon focus (claws). Toughness and Combat Reflexes would also be good.

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Chuzzle (given name Specimen 63) was lovingly raised in a small wire cage by an alchemist who maintained a small laboratory south of the Nettlewood. The chuzzle and burble and glub and hiss of many simmering cauldrons, the drip-drip-drip of alembics distilling, and the occasional KABOOOM of explosions were the songs of his youth.

Specimen 63 grew quickly, as all goblins do, fed a steady diet of whatever delicious experiments the Master chose to give him and vegetables from the garden. Their interactions increased when the Specimen showed, as the notes of his Master reflected, "a remarkable resistance to most local toxins," and "surprisingly advanced problem-solving skills." Specimen 63 came to revere the Master as a protector and provider, and attempted to assist him however the Master would allow, even being granted limited liberty to tend the fires in the labs and harvest ingredients from the nearby woods. The Master taught the Specimen both common and goblin and even began tutoring Specimen 63 in rudimentary alchemy, considering the resilient little gobbo as a sort of mascot.

This idyllic life ended when the Master was struck down by the vicious Thistletop Goblins. Before they were able to "liberate" the distraught Specimen 63, he was able to scoop up many of the Master's prized possessions (his alchemy formulaery and his most rare and potent reagents) and then the Thistletop Goblins spirited him back through the Nettlewood. Their return to the keep coincided with the arrival of the Heroes of Sandpoint, and Specimen 63 was able to use the ensuing combat to explode his way to freedom.

Since that time, Chuzzle (as he chose to name himself after his favorite cauldron's signature sound) has striven to live up to the example set by the Master, including maintaining a strict vegetarian diet, and only exploding people and things who need to be exploded. Although strange and somewhat macabre (Chuzzle's lonely upbringing has made him very fond of holding conversations with inanimate objects, like skulls and corpses), he nevertheless remains an endearing and valuable companion to the Heroes. His rendition of his song "Secret Chuzzle: Not a Gobbo" was a hit in the Rusty Dragon for several weeks after his initial performance.

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Wands and scrolls.

Consumables exist for a reason.

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Make a charlatan rogue and sell powdered water- just add water!

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LessPopMoreFizz wrote:
Alternately, just save your Panache for Opportune Parry/Riposte, and it means you don't need anywhere near as much AC in many cases, and can focus your resources elsewhere.

That's quite good. Quite good indeed.

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Kirin style does need Imp. Unarmed Strike, but say you are a human and take IUS and Weapon Finesse at level 1, then at level 7 you take Kirin Style and Level 9 Kirin Strike. That still leaves levels 3 and 5 for whatever other feats you might need. I'd advise against Arcane Strike since Kirin Style and Studied Combat are going to be eating up your swift actions.

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Why do you suggest that extracts are limited compared to the alchemists? Do they not get the exact same number?

And if I was going to make a brains investigator, I'd ditch TWF and go with a rapier and Kirin Style/Kirin Strike.

Move to study, swift action Kirin Style to identify (which you should nail because duh- Investigator), standard action to quaff whatever buff you most desire, then next round you move up to hit for Studied Combat plus Studied Strike plus Agile Weapon plus 2 times your INT modifier, which should be multiplied on a crit even if your precision damage does not.

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Okay then. Vanilla archer bard or archery-focused Inquisitor.

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Why not a Witch? It's a full arcane caster that can also lay down crippling debuffs, and occasionally a few buffs as well. You still get access to a few more necessary condition removing spells and can wield a wand of cure light wounds without necessarily having to be a bandaid.

With the Agility patron, you get Haste and Freedom of Movement, for which the party will love you. Just a thought.

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Druids are like swiss-army knives. They can adapt to almost any situation the GM wants to throw at you. Take Scribe Scroll so that you can begin an arsenal of spells that are only situationally useful (because druids have those in spades, those situations may arise, and then you look like a boss). With that many Undead running around, you probably won't need an animal companion unless you really wanted one, so perhaps instead take a cleric domain, and either go straight caster or widlshape/caster.

Candidly, I don't have much experience with Shamans. They have some abilities that could be useful as an arm, and a decent number of buff spells, but I just can't speak with any particular clarity on whether or not they can do the job you want them to.

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I'd suggest a simpler class for someone new to Pathfinder. Those classes are both in the Advanced Class Guide, which, as the name implies, is more suited for advanced players with greater system mastery. That being said, if you want to go with either of those, I'd lean more towards the Shaman,or alternatively, a Druid or Cleric.

If this is not a gestalt type game, then the Orc Rogue is probably a front-liner who uses the Dhampir Minions as flank buddies, am I correct? In that case, you're probably looking at the rogue as damage/skills with the minions allowing the Necromancer to stay back and hurl spells to keep them alive (undead) and kicking and hinder the badguys.

The party still lacks access to buffs and the ability to address negative conditions. Your job will probably be more in the support than the control/debuff or damage area. A Druid with a companion will allow you to stand back and support the party with buffs and address negative conditions on your friends while your Animal Companion helps keep the bad things away from you, and gives you access to a unique group of spells. A reach Cleric (longspear or a deity with a reach weapon like Shelyn), or a battle cleric, meanwhile, can dish out beats and buffs, and also gives you access to the full range of divine spells. A shaman would be a middle ground between the two, but because of their reliance on both Wisdom for spells and hexes and Charisma for Spirit abilities, would mean less of a chance for you to get in an mix it up yourself if you were so inclined.

I guess it falls to you to figure out how you want to assist the group, and go from there.

You need to figure out HOW you want to contribute, first and foremost, and address what weaknesses your party has. I recommend The Forge of Combat for all players of any level of experience.

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Have you considered an Ancestor or Metal Oracle? With a few buffs they make suitable frontliners.

You could also consider a cleric with access to the animal domain, or any type of druid, to get both beats and buffs/heals for yourself.

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At low levels, Toughness is probably all you need. Power attack at level 1 would likely be overkill, and your AC isn't going to matter too much. Light Armor Proficiency would probably be the best thing going because it will scale more with level than would Dodge or Improved Natural Armor (provided you continue to invest in it). Later you can get things like Power Attack, Weapon Focus (Bite), and Improved Natural Attack.

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And we still don't post here near as much as we used to since we migrated to the website and Facebook.

We're an awesome lodge.

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For Fighters? No.

Closest thing is either a Corpse Hunter Ranger or a Paladin with Oath Against Undead

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Is the riddle on Page 48, for E16 (Chamber of Uhnkulat) correct?

"Speak my name, and I vanish. What am I?"

The given answer "Wall" makes no sense. Is it supposed to be "Silence"?

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Restoration Subdomain of Healing is a worthy look, if you can get it. Free empowered healing on every Cure spell is a great start, and the domain grants a few spells early (Remove Disease). Plus, the touch removes a number of conditions that can really hamper you early on. With a lesser metamagic reach rod you can hit folks with your cures at a distance.

Unless you plan to FOCUS your build on Channeling, I'd avoid taking too many channeling feats. Channeling should be done out of combat- if you're engaged in your roll as a support character, you should be able to prioritize your healing and value positioning.

Then, remember that an ounce of prevention is worth a pound of cure- and try to be pro-active with buffs.

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763- What happens in the Mordant Spire... no, I mean, seriously, what happens there?

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If you want TWF and the skills then Slayer sounds like mechanically your best bet. That way you don't have to pick between Ninja or Ranger, you can take Rogue Talents, get some SA, and have access to the TWF tree of Ranger Combat (so you don't have to go overboard with Dex for prereqs).

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If you can get the Trapfinder trait from People of the Sands/Mummy's Mask, then you have tons of options. Anything with decent skill ranks and Dex would work.

Ranger, Inquisitor, Slayer all combine skills with beats as the need arises. I like the switch hitter Ranger build a great deal.

Alchemist would allow you to take skills, buffs, and explosions in any direction you fancied. With 30 Point Buy you could conceivably play a very effective switch-hitter alchemist- Strength, Int, and Dex for Feral Mutagen and Bombs, depending on the needs.

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One could make the argument that anyone who is bashing something with an object, as opposed to exploding it through their mind or sheer force of will, is in the remedial class.

Best not get too bent out of shape about it.

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Magic Missile.

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Not to be "that guy" but... why are you playing a firefly game if you hate the Wild West?

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Need? No- I ran Savage Worlds games back when they were just plain old Deadlands and very seldom had a map. It works just fine without it.

That said, if you are playing with people who prefer a more tactical game, you should be prepared to sketch things out for them.

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Don't you feel sorry for any commoner in a tavern with the average pompous, violent clowns in any given "adventuring" group?

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It is not what you are underneath, but what you do, that defines you.

Go with Batman, my child.

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Not to be "that guy" but if you were to go through your guide edit for form (spelling, making sure abbreviations are appropriately identified, and utilizing appropriate punctuation) it would be infinitely more readable and accessible.

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You have the chance to play basically anything you want with those.

So I guess the question is- what do you want to play?

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Kalin Agrivar wrote:

I disagree with StrangePackage’s point that “Give her options, let her pick. Once she has made her base decision, give her more options, and again, let her pick. This is her character, so let her decide how it works.”

As a new player she doesn’t have the knowledge or experience to know the consequences of those choices, to go that way you might as well pre-generate the character for her since, as the DM, you will know what will fit in your game the easiest.

If she doesn't make those choices and then learn the consequences of them, then she's not really learning anything.

Learning to make your own character is kind of a big deal in this game.

Getting handed a pre-gen and having to have someone constantly explain it to you because you have no familiarity with the choices that went into creation is basically dooming your new player to eternal novice status.

She will make mistakes. We all did. That's how we get better at things. To quote a wise dog, sucking at something is the first step to being kinda good at something.

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This thread: Baba Yaga is disappoint.

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Sorceror, followed by Witch, and then Wizard.

Arcanist and Magus are complicated with additional resource tracking and rule sets that may be prohibitive to the enjoyment of a novice player. Even archetypes may be a little dense, as not only do you have to learn a whole new set of rules, but then toss some out and add new ones. Speaking from experience with novices, that can create problems.

Sorcerors are fun, easy full casters who sling spells like a drunk sailor spends coin. With a little advice on the best spells she'll be exploding things all over and enjoying it.

Witches are full casters with great flavor and hexes are just too useful to ignore.

Wizards are the most challenging base class to do right, but starting at low-levels, it's hard to go too wrong.

Give her options, let her pick. Once she has made her base decision, give her more options, and again, let her pick. This is her character, so let her decide how it works.

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Why not a Samurai?

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Rogue: Full BAB progression

Fighter: Good Will Save, 4+INT skill ranks, and a new ability I'd call Follow Through

Follow Through: When making a full attack, a fighter may move an additional 5 feet (up to her full movement) for each iterative attack she may make. She make take this movement before, during, or after her attacks. For any movement beyond the first 5 foot step, this movement provokes attacks of opportunity as normal.

Monk: d10 hit dice, and the following amendment to the Ki Strike power:
As long as he has at least 1 point in his ki pool, he can make a ki strike.
4th: ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. The monk may add his wisdom bonus to hit with any unarmed strike, and to his CMB for any combat manuever.
10th: his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. The monk may add his wisdom bonus to damage with any unarmed strike.

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In more constructive terms, I agree that either the Druid or the Shaman from the Advance Class Guide would probably be much closer to the "Witch" that you envision.

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You do appreciate that this game is a fantasy game, right?

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Wasn't there a story in the Meet the Iconics about a ruthless Taldan cavalier who renounced his ways and became a Paladin of Abadar?

How badass a story is that?

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StrangePackage wrote:

Does it sort of feel that, in a perverse sort of way, Evil is held to a higher standard than good?

Everyone assumes the TET is going to go axe-crazy without provocation, or be compelled without recourse to do evil at every opportunity, but no one ever imagines that the good characters are going to be compulsively buying food for the poor instead of better gear, or spending spells to heal lepers and atone for criminals.


Why I have an example of this just the other day from my game. My NG cleric of Sarenrae (Nice for the win!) made a gesture- he gave to a person from a very distant place a copy of his holy text, and a pair of spectacles of understanding as well. The rest of the party objected rather strenuously to simply giving away a 5K piece of loot with no mechanical benefit, even though it was entirely within my character's appropriate scope of behavior.

Apparently when good is actually altruistic, even others who consider themselves good will object. Why? Because truly being good isn't the norm for good players. My story wouldn't be remarkable if players held Good to the same standards as Evil.

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