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To be fair, I'm not sure Ileosa was ever under Kazavon's control, so much as he was heavily influencing her. Things like lowering her inhibitions, and helping her make plots and prompting ideas.
However, I could absolutely see a Paladin as the exact kind of person that would attempt to save Ileosa's soul by tracking down the holder of the contract and slaying him, or seizing the contract.
If you decide to run with this, I suggest picking up Academy of Secrets and modifying it for your Paladin, perhaps as a solo-quest or bumping it up to challenge the party once they've defeated the Queen.
Keep in mind that, even though Devargo is dead, the crime isn't going to stop with him. I'd be very surprised if men from other interested parties don't show up the very next day after Devargo's assumed death, to take over. It may be that the PCs show a few days later (or so) only to find someone else is trying to run the place, and they have to fight him/her for control.
I'd suggest stating out Eel's End under the Ultimate Campaign downtime rules so the PC can have something to run, maybe even upgrade. I'd suggest giving him penalties when it comes time to earn coin, due to the flux from a new owner, and incursions by other parties (Arkona, Sczarni etc). Make him really have to work to get Eel's End up to where it was before Devargo died, and maybe after, he can start trying to expand to start taking territory from the other criminal elements.
Try to work this into the story as much as possible if you run with it. It could be a great alternate source of information and quests other than Cressida for the party.
The PC controlling Eel's End should also get several rumors and little tidbits of information dropped his way. This information could include anything, from plot elements to rumors of Lord (insert name) having an affair with someone.
Actually, the d20PFSRD is the more accurate resource, the SRD is rife with errors.
For example, if you open up your physical copy of the Core Rule Book and flip to page 444 it actually says, "Immunity or resistance to fire serves as an immunity to lava
Now, I only have the 1st and 4th printing of the CRB so I downloaded the errata pdf for the 5th printing and double checked and nothing was changed that I could find. So, RAW, if you have fire resistance 1, you are immune to lava/magma. Obviously, this is a mistake, but it further shows that the d20pfsrd is the more reliable resource in transcribing the rules.
I've just start HP and the Nat 20 and am now on Chapter 14 (Milo just proved he was a 'Wizard' to the Inquisition). I'm loving it so far, especially all of the clichés and hidden jokes from D&D.
Tactics 101: Tark spends four thousand three hundred and eighty words talking about combat maneuvers. Still not done.
Depends on if you want to use unarmed strikes or a weapon.
If you want to use unarmed strikes, take Dragon Style, Dragon Ferocity, Combat Expertise, Improved Dirty Trick, Greater Dirty Trick and Dirty Trick Master.
What this allows you to do is to regularly make opponents frightened. Once you get Dragon Ferocity, you can combine it with Dirty Trick to make enemies you fight frightened, forcing them to flee. Then, once you get Dirty Trick Master, you can be a total asshat with Dirty Trick and completely deny enemies their turn (inflicting either Dazed or Nauseated conditions).
Alternatively, if you want to use a weapon, take Tiger Style, Tiger Claws and Tiger Pounce in conjunction with Power Attack. This will let you add the Power Attack penalty to AC instead of to your attack rolls. Generally speaking, a Monk should almost never take Power Attack because it causes them to deal less damage per round as they can't afford the attack bonus penalty. Tiger Pounce lets Monks take Power Attack with ease as Monks are known for being defensively strong.
Wow, reading comprehension failure. Ok, you want us to choose from that list of feats, but I'll leave the above up because it's still valid.
From that list, I would probably choose Dodge or Improved Initiative. As it stands, you'll have an AC of 15 at first level, which isn't terrible, but it's not good either. Either Dodge or Imp. Initiative will be the best choice because AC can really matter for the first levels in terms of survivability, but so too can going first as this lets you survive by disabling or killing opponents before they have a turn.
Monks generally don't need to take the bonus to saving throw feats as their saves are consistently good. Only a Superstitious Barbarian, a Paladin, or a Dwarf with Steel Soul can rival the Monk for saves. Everyone else tends to fall short. Even then, only the Paladin rivals the Monk for saves in every category against every source of saving throws as Steel Soul and Superstitious only applies against magical effects.
Tactics 101: Tark spends four thousand three hundred and eighty words talking about combat maneuvers. Still not done.
Tark, there are some issues in the above. For one, the Kobold, if he dumped his strength to 7 wit the racial to 3, and his size, has a penalty of -5, now he has a +3 dex mod and +4 deflection bonus from shield, meaning he should, at the bare minimum, have a CMD of 12. Not a big deal but I don't know how much that factors into the above.
The above Swashbuckler is apparently using two wakizashis despite not possessing TWF (based off what you posted above). This means that he's unlikely to have a positive bonus to his CMB, because the TWF penalty applies to CMB.
Another thing I noticed is you mentioned the sorcerer having a spell component pouch. He has no need of one because he's a sorcerer and gains Eschew Materials at first level.
The last thing is that you have the Swashbuckler using acrobatics to get past the kobolds and then makes two attacks, one a trip and the other a sunder, all before the kobolds or sorcerer can react beyond the sorcerer making an attack of opportunity.
Abundant Step is not a spell-like ability, despite functioning like Dimension Door, and therefore is not a valid target for the Quicken Spell-like Ability feat.
The Monk's Qinggong abilities were listed near the bottom:
Mydrrin's Monk wrote:
The 1d3 energy cantrips can damage a spider swarm, whereas a crossbow bolt would be useless against the diminutive swarm.
No they can't.
Swarm traits wrote:
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind.
The 1d3 cantrips target one creature or object and therefore are useless against swarms.
As you said, it's a very solid build and I can't really see anything in it that I can complain about.
Go with Simulacrum. Pay your Simulacrums, but then have them deposit the paychecks into an account you have access to.
I would never want to be Napoleon... He failed.
That's a great fanfic, no shame involved. Although, I think he crammed way too much stuff happening into one year of school.
To be fair, the gun rules were taken from James Jacobs' Unspeakable Futures setting. However, the design team changed it from an AC penetration mechanic, to touch AC to 'simplify' things. James stated his original mechanic had different guns able to 'penetrate' a certain amount of armor.
Also, armor did still function against early firearms, but the armor that still worked was extremely expensive and impractical to try and outfit large number of troops with.
What book is that in?
James Jacobs wrote:
There's also several myths of giant sea turtles large enough to hold an island or even a small city on their back.
[Edit] Would you be inclined to ever include a Kaiju turtle myth that involves a 'moving island' or 'vanishing city' or something like that in Golarion?
Even a Sandboxy campaign should have story arcs, just not as well defined as something like an AP.
The arcs would function more as guidelines though. Things like, "once the bandits are defeated, they level" and defeating the bandits could be done in any number of ways.
A fiat leveling in a sandbox campaign is more difficult than a none-sandbox campaign, but it shouldn't be too difficult as long as the GM is paying attention to what monsters they PCs are fighting.
It gets easier if you do the sandbox Kingmaker style with hexs and pre-determined encounter locations. This way, they tend to have a starting point, and you can do things like, "once they've cleared Hexes 1, 3, 5 and 7, they level" or something like that.
It actually doesn't say otherwise. By saying otherwise it would say something like, "As a swift action, you can touch a creature as a melee touch attack that causes the creature to become filled with feelings of lethargy, leaving them staggered for 1 round."
Unless something says otherwise, everything is assumed to take a standard action to activate. Gentle Rest contains no such text that states it uses a different action, so it reverts to the rules of spells and spell-like abilities.
Gentle Rest is a Spell-like Ability (Sp), this means that unless it says otherwise, it uses up a standard action to cast. See spells like Touch of Idiocy, Shocking Grasp and the Touch Spells in the magic section. Gentle Rest, because it's touch 'spell' lets you cast the spell, and make a melee touch attack as a part of casting the spell.
Zahir ibn Mahmoud ibn Jothan wrote:
Haven't heard of any troll attacks recently right? Means I'm doing a good job :P
Well, to be fair, you can't use a wand in one hand, and gain the bonus of Shield Master. Nor could you drink a potion, or use a scroll. You must have a weapon in that hand to gain the benefit of the feat, so if you're using something that isn't a weapon, then you don't gain the benefit.
It's a very corner case though, as only combat classes are going to be using Shield Master and they're pretty much always going to have a weapon in their hand.
@Xaratherus, Shield Master is a very broken feat, and I'll tell you why.
Shield Master wrote:
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
The bolded line is the true power of the Shield Master feat. Now, I will state that I firmly believe the intention was to mitigate the TWF penalties with a shield. However, as written, you ignore absolutely all penalties to attack rolls with a shield while you have a weapon in another hand.
So that means if you use Power Attack, Combat Expertise, and Fight Defensively, you normally take anywhere from -6 to -16 to your attack roll, but with Shield Master, you would only take that penalty when attacking wit the other weapon, but not on the shield. Unless, of course, you are dual-wielding shields. If you dual-wield shields, you can Power Attack, use Combat Expertise and Fight Defensively and you suffer no penalty on the attack roll (including the one from using TWF) and still gain the benefits of the above.
That is the true, secret power of Shield Master that most don't know about. They tend to skip over that part and focus on the double enhancement bonus bit. I made a thread and FAQ'd it awhile back, but there's been no response (and it's unlikely to see one anytime soon).
You know, if the instigator doesn't have Improved Unarmed Strike, he provokes an Attack of Opportunity. However, you can't take an attack of opportunity with an Unarmed Strike unless you have Improved Unarmed Strike, nor can you take an AoO unless you have Combat Reflexes.
So a guy with Combat Reflexes and IUS could actually attack 'first' in such a situation, depending on if the instigator has IUS or not.
I don't like Shields. I find it completely ridiculous that a heavy shield only provides a +2 bonus to AC.
I've seen shield used before, and used them myself in mock fights (like SCA). When you have a large shield (like a shield the size Link typically uses in Legend of Zelda) those things are a very difficult to get around.
When you look at something like a shield the Spartan's used, they were able to hide under or behind the thing almost entirely, and they could shield bash with them. It's like a mixture of tower shield and heavy shield but no such thing exists.
Even the simple wooden shields used in ancient times (some of which were basically improvised barrel lids) were very difficult to get passed. Sometimes, it's easier to simply break the shield, than to get passed it. In fact, many weapons had to be designed specifically to strip the shield away, or break it entirely.
I don't like the fact that a chain shirt is a better defensive item than a heavy shield. When the reverse should be true.
Shield Master is absolutely a broken feat, however, I didn't really talk about the part of Shield Master that actually makes it broken. Hint, the double enhancement bonus isn't what's broken about Shield Master.
But yes, essentially, anything is a weapon. Shields, however, are specifically able to be enhanced as a weapon. Someone without Shield Master could buy a +5 Shield that is also a +5 weapon for roughly 75,000 gp.
Shields are also specifically called out as being both a shield and a martial weapon.
A Shield is also a weapon. So if you attack with a shield, it's a weapon and qualifies for Shield Master.
Shield Master is a feat that lets you add the enhancement bonus to defense, as an enhancement bonus on offense.
Q1: No, this is not true. You can shield bash as both your off-hand and main hand attacks.
Q2: Not really a build, but without that second shield you're getting Full Plate (+14), Shield (+9), +10 (amulet/ring), +3 (dodge, ioun stone, jingasa), up to +7 Dex for a total AC of 53. Combat Expertise and Fighting Defensively can raise these higher. Keep in mind that one can pretty easily get a 40+ attack bonus at this level.
Q3: See the Shield Master feat above.
Being susceptible to spells is more a being of class choice.
Ok, for a martial character, allowing the use of multiple shields to add to AC is a very powerful option. Easily a 8 or higher on the scale.
The reason being that such a character can whittle away at an enemy with almost impunity because of his huge AC bonus.
A Heavy Steel Shield is a +2 bonus, and if you take Shield Focus and Greater Shield Focus you get a +4 bonus from the shield. Now you've got two shields, so that's a total of a +8 bonus to AC from just the two shields and two feats.
Toss on Full-plate and you're already sitting on a 27 AC and you haven't even added any magic and only 2 feats.
Once you get to 11th level, you can use Shield Master to double-dip the enhancement bonus on the shield. Enhancing your shield as a defensive item, also adds to it's offensive quality.
For example, if you have a +5 Shiled (for a total of +7 to AC before feats like Shield Focus), if you have Shield Master, it also functions as a +5 weapon. It only cost you 25,000 gp, while buying a +5 weapon normally costs 50,000 gp. Good news! Because Two Weapon Fighting is a pre-requisite for Shield Master, so you can buy two +5 Shields for the cost of one +5 weapon and with Shield Master, you are getting two +5 weapons for the cost of one +5 weapon.
So, in the above, you have Shield Focus, Greater Focus, and two +5 Heavy Shields. All total, you're getting +18 to your AC from your shields, and they both function as +5 weapons.
But here's the kicker, you can also enhance the shield as if it were a weapon. So you make one of the shields a +1 Dueling weapon, which allows you to transfer some, or all, of the shields enhancement bonus on attack rolls, and add it to your AC.
So you take one of those shields (lets say your off-hand shield), and you transfer the +5 enhancement bonus that Shield Master gives you, and add it to your AC. So now one shield is giving you up to a +14 bonus to AC by itself.
So between the two shields, you now have a +23 AC bonus. Toss on your +5 Full-plate (AC bonus of +38 now) +5 amulet and +5 ring (AC bonus of +48 now) and all of the other little items like a Jingasa, Ioun Stone etc. Plus you still get to add in your Dexterity.
So now you're sitting on something like an AC of 66 - 70 so you're pretty much untouchable at this point.
Granted, this is higher levels, but it is an example.
Letting people dual-wield shields and get double the shield bonus is a very, very, strong ability and you should be hesitant to even think of doing so.
Not an issue.
Improved Shield Bash (Combat) wrote:
Rapiers have thin blades that easily penetrate the rings in chainmail...
I wouldn't be opposed to a change in the Crossbow mechanics that allows for Strength ratings on the crossbow. It takes a strength check to reload a crossbow without a wench (failure means you don't reload) but a wench takes a number of rounds.
This would play out something like, a light crossbow takes a DC 5 strength check to reload, while a heavy crossbow takes a DC 10 strength check to reload. Each +1 strength increment increases the strength check by +2.
You can take Rapid Reload to fire crossbows (like it does now) but you have to make a Strength check with every shot. Failure to make a strength check stops your attacks for that round.
Enhancement bonuses would provide a cumulative +2 competence bonus when reloading which will let higher levels get reliable strength damage on the crossbows without too much worry, though they could try for higher strength bonuses if they want to risk it.
This would allow for low strength characters to reload high strength crossbows by using wenches, but it also lets those Barbarians, Fighters, Paladings etc. with high strength feel like absolute baddasses by reloading with their bare hands. Like a MAN!
It would also let things like Giants have some one-shot pre-prepared crossbows they could easily use and discard. A guy with followers might have several Crossbows that he has his minions reload with wenches while he fires.
I dunno, just a thought that crossed my mind as I was reading this. Might put more thought into it later... I'm really liking where it's going.
And in an 11th level party setting, you might see Inspire Courage, Prayer and Haste cast in the first round for another +5 to hit and +4 to damage plus another attack.
Ugh, that valley. We had sooo much fun there. [/sarcasm]
Valley of TPK (almost):
We approached a 'dark and mist filled crevice' in the valley, and as we got closer, a Fireball came out of the mist and hit the party. Our Sorcerer shot a fireball back in, and my GM plays with the whole 'blow-back' rules for small spaces. Because the pathway in the mist is steeply elevated, it hit the ground some 10 ft into the mist and only 15 ft or so in front of the party. It ended up blowing back and engulfing half the group.
Now, my Wizard was in the middle of the party, and only had around ~30 HP at the time. The enemy Fireball dropped me to 10 HP and the Sorcerer's Fireball dealt some 25 points of damage which was enough to kill me dead.
This started a good 45 minute argument with the GM because he didn't tell us that the cliff face for the gorge was some sheer 150 ft wall and that we could see the path rising steeply above the mist. The Sorcerer claimed if he had known that the path rose that steeply, he wouldn't have launched the Fireball.
Personally, I disagree with that claim because he's hit the party (and nearly killed) party members before with Fireball. But that's neither here nor there.
So the GM gave me a break, largely because I had done nothing wrong here and that it would just put a bad taste in everyone's mouth if I had been killed due to the stupidity of another player. That and, because of the sequence of events, I never even had a chance to react.
Following that, we had to enter the fight properly. The fight ended up being with a Juju Zombie Cyclops Wizard (who cast the Fireball) that was flying up in the mist. On the ground in the path was a Dread JuJu Zombie Cyclops with shield and spear (and some levels of Fighter I think). Then, after we moved into the fight, a trap-door opened and out came an Enlarged JuJu Zombie Centaur and a (then) invisible JuJu Zombie Barbarian.
Was not a fun fight and we only survived through gratuitous expenditure of resources, such as scrolls of emergency spells, potions and other things. We basically blew all our daily resources in this one fight we had and barely made it.
On another note, I now know the name of that blasted dragon-thing that was kind of the final straw that ended up making me quite the campaign entirely.