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Mammoth

The Shaman's page

1,471 posts. Alias of Boyan Penev.


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I can see putting either 2 levels of paladin in a bard or oracle build or 1-2 levels of something else in a paladin build. 2 levels of bard, for example, would help a paladin a lot in social situations due to versatile performance and would make total sense for, say, a paladin of Shelyn.


I always found it a cool idea that a character faced by mirror image could just close his eyes and go with his gut.


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I generally don't care much for them. Their fae-related nature (in Pathfinder) steps a bit on the toes of the elves, who tend to be the nature race by default. As a small race with a charisma bonus, they are also a bit overshadowed by the much more popular halfling. They aren't horrible, but I tend to ignore them for most roles. I tend to prefer martial races, where halflings or ratlings work better. I have never really bothered making a gnome as far as I remember.

I guess they would have a much more solid niche if they had an intelligence bonus and the usual tinkerer/mad scientist theme.Granted, it would be cliche, but it would give them a much more solid "niche" so to speak.


Hello, I saw that a vampire does energy drain with their slam and natural attacks. Does the energy drain trigger when the vampire grapples a character to do damage or to bite them for blood drain?


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I want to play Outlaw Star or Cowboy Bebop in Starfinder. How well can I do that?


Slayers are definitely nice as pseudo-rangers with a damage and attack buff against particular targets which replaces favored enemy. For a lightly armed, versatile "Damage per round" character, they are very, very good.

Rangers overall are pretty solid imo. Not as good as the fighter or barbarian, but still good, and with a very versatile package. Paladins are also a bit like that - their total damage isn't as good without smite on, but their defenses are crazy - two good saves,charisma to all saves, outright immunities AND resist auras to many effects, healing (swift actions if you heal yourself) with status removal riders attached... then you get the spells, divine bond (which can be with a weapon if you don't want a mount) and the rest.

I would say cavaliers and samurai are somewhat underrated. Their focus isn't on great weapons, but challenge isn't bad for extra damage - especially when you pick up the chain challenge feat.


I have a hard time drawing the exact line between true neutral and chaotic neutral, to be honest, but my interpretation is that a chaotic neutral character does whatever strikes him or her as the right thing to do at the time. They do not fight laws as much as ignore them. If the law says whatever you want to do, well and good. If it does not, meh.

As a saying from close to my neck of the woods goes, the law is a gate across an open field. Only the foolish or the blind feel they have to go through it. You may be forced to do it, or you may like to do what is says anyway, but social mores and the like don't have any more hold on you than anyone else's opinion.

In the context of a druid, I would interpret this as basically having your own views and not caring much about those of others. If you are in a druidic cult, this means being somewhat of a free spirit and caring about the dogma or the hierarchy as little as possible. Your own communion with nature (or your god, if you are that kind of druid) and experience are your main guide. Again, you do not have to oppose authority for the sake of it, it just does not mean anything to you. If you think the hierophant is right, or if you want to get on their good side, or if you have another good reason, you can follow the party line just fine. All the systems and institutions of the world, however, they are just words and make-believe. You are neither as altruistic and idealistic as the chaotic good types nor as destructive and callous as the chaotic evil ones.


Isn´t it weird how you can use dex to attack and damage with 2 light maces, but not while using quarterstaff that weighs as much as one of the maces as a double weapon?

I would suggest a custom feat, sadly as far as I am aware there is no option to handle this right now.


Hmm, what level are those characters and what sort of budget are you working with? I write presuming that the cost is not a huge

The DSP soulknife had magic items that looked like crystalline weapon handles that empowered weapons channeled through them. For the pyro, you can use such a "weapon focus" that gives them enchantment bonuses to attack and damage, extra 1d6 to damage, higher crit rate, etc. If he wants to use flaming swords, I say get him something that ties into that.

For the hydrokinetist/mesmerist, well, there are rules for making composite magic items that combine the effects of several items from the same slot, so my first choice would be a headband that mixes the +charisma headband and the kineticist diadem. As someone who uses mainly the mesmerist abilities, she probably relies a lot on charisma. Plus, a headband is swanky and can really stress the "ice queen" vibe if she is going for that. Alternatively, if you go custom it would be cool to think of something that lets her use her water and ice powers to boost mirages and illusions, maybe by increasing the miss chance provided by blur, creating more mirror images, etc if she gathers power beforehand.


Selvaxri wrote:
Tell him to play a Ghost Rider cavalier. He gets a Phantasmal Horse he can summon at will. screw trotting into a dungeon on a normal horse.

It could be reflavored as a phantasmal camel :P . Actually as long as he keeps to the mechanical concept, it can be reflavored as god knows what.

Speaking of which, if you as DM are okay with it, you can reflavor the horse itself as pretty much anything as long as you keep the horse stats - it won´t make any mechanical difference. If you decide that it´s a chocobo with a "kiss the bird" apron with the same stats (apparently kicking rather than making hoof attacks), so be it. To be honest horses may be bland conceptually, but are very solid mechanically - few creatures start large and thus rideable from level 1.


Hmm, if you want ranged support from an (unchained) eidolon, the Azata starts with martial proficiency and decent physical stats. At level 8, it gets flight, as well.

If you want an eidolon to stay back and offer fire support, an azata with a composite longbow and a lot of evolutions in strength and dexterity is nothing to sneer at. 3d8 is, on average, 13.5 damage - the same as a composite longbow with a +9 strength bonus behind it.


How much do you want to bank on magic missile? Precocious spellcaster + mage tattoo (from tattooed sorcerer, for example) gives you a +2 to caster level, so 1 more bolt. If you want to devote even more resources, spell specialization is another +2 caster level for a CL of 9 at level 5, but it requires 13 intelligence and spell focus (evocation).

You could probably get the orc bloodline or the brutal (mutated abyssal) bloodline for even more damage, if that would fit your concept. IIRC the martyred bloodline gives you a CL boost after you have been injured, and its variant retribution bloodline lets you reduce the adjusment of metamagic to strike back at someone who hit you, but it isn't exactly the best idea for a relatively fragile class at low levels.


Well, normally I would say going with the DM's suggestions is good policy, but I usually play with DMs who don't pull fast ones. Actually, OP, you say the DM might be trying to bamboozle you, has he tried such tricks before?


I would say offer to take the unchained eidolon, it is a lot less controversial. If you can keep the regular summoner spell list, count your blessings, that stuff is OP for a 6th level caster. What could be a problem is that you do not have a blank state eidolon, but an outsider with his/her/its own personality. It isn't worse flavor, just different flavor. If that is okay with you, cool! My biggest issue with the summoner is that other than your spells and eidolon, you don't offer much. Your class features are all related to the eidolon, your skills are practically non-existant... if he tries to push you into an unchained summoner with an AC rather than an eidolon just drop the concept. It is imo much worse than a hunter it isn't funny. The primal companion hunter is a good way to get a mix of both.

Spiritualist is fun imo, but different. You are the anchor of a spirit that holds it just before it becomes an undead spectre. You can either keep it as pet or subsumed inside you for a pseudo-possession. The spell list is okayish, iirc a mix between normally arcane and divine spells.

As for an animal companion being better than an eidolon, good joke! Try not to laugh at your DM too much, though, it is poor form.


John Lynch 106 wrote:
Incorrect. Fighter's, Paladin's and Rangers had the same base saves in 2nd edition.

The base was the same, but iirc fighters leveled faster and could reach new threshholds with less XP.


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StarMartyr365 wrote:
I'd like to see a crime themed AP where the players are all a part of a criminal syndicate. It must include one heist and a mob war.

So basically Second Darkness, before it got sidetracked by that whole drow business :P ?

I would like to to have something around Galt, Taldor or Qadira. The Underworld would be nice, too, especially now that Throne of Night appears to be dead.

A while ago I saw a thread with ideas for APs, here is what I came up with - and I'd love to see something like it happen.

For Prince and Country:

Location: Taldor
Theme: Intrigue, mass combat (later).

1. Shadows of Golsifar - the murder of the up-and-coming baroness Arimanna has shocked the provincial town of Golsifar. There is an official investigation, but a local nobleman and a friend of the baroness suspects that the official investigation would not be particularly interested in getting too far into the matter. The PCs have been accused of the crime, but through a technicality and a lot of influence, their new patron gives them a chance to find the real killer. They have to find the assassins and turn them in,dead or alive... or else. Finding what the motive is would not hurt either.

2. Bad Luck and Worse Bedfellows – the involvement of the cut of Zyphus in the Arimanna affair has shown this group to be a lot more influential and ambitious than what is normally believed in Taldan society, and the PCs find out they have been marked for death for their interference. They must engage in a cat-and-mouse game with the leaders of the local cell in Mut, unmasking or slaying their leaders while remaining themselves unseen. In the background, other enemies pursue their own vendettas.

3. Opparan Nights – with newfound reputations for loyalty and heroism, the PCs can enjoy the fruits of their success, only to find out that navigating the morass of Taldan high society can be just as dangerous. An old patron's plans may finally seek to bear fruit, alliances from before must be honored or broken, and new rivalries erupt. Honor, pride and love itself are tools to be used against the unwary. If the characters play their cards right,they can get a quick promotion to the crème of Taldor's aristocracy. If they do not, disgrace and exile await.

4. The Lion's Fangs – the empire of Cheliax' recent successes has left some of their generals eager and overconfident, and some of them have decided that there is glory and easy plunder to be had in Taldor's unruly western reaches. The chaos in the region and its recently disgraced general promises easy pickings. However, the empire's newest strategi are sent there to quell the riots in Cassomir and show the simpering diabolists just how wrong they and their myriad agens are. Yet in the background of this border conflict, a hidden manipulator finally overplays his hand, when his plans for engineering a big crisis for Taldor that would shake the foundations of the empire and leave the monarch weak and reeling does not play out as he would want.

5. The Price of Treachery – the machinations of the viscount De Graive have come to the front and an apocalyptic war between Taldor and Qadira is about to erupt.The PCs need to mediate between the different factions of the Taldan army and ideally resolve the crisis before a massive war erupts. To do that, however,a peer of the Empire who would certainly NOT be a cardial of Zyphys must suffer a regrettable and totally not intentional incident. What a coincidence that itwould involve the same people he threw to the wolves in Golsifar.

6. Three Days to the Apocalypse – Despite the deaths of the viscount de Graive, his final gambit proceeds as foreseen with a planar invasion of Taldor. They have less than half a week advanced notice before rifts to Abbadon open throughout the countryside and armies of daemons swarm out, and assassin cults and plaguebearers already spread throughout the country. Hastily appointed as wardens of Oppara, the characters need to secure the city and Taldor itself in order to beat back the hordes of Abbadon and seal the greatest rift before the Seraph of Desolation herself rides out from it and brings down the mighty empire that survived legendary betrayals and the death of a god. Will the Lion of Taldor rise from its slumber and roar defiantly once more, its victorious standard planted in the dusty vistas of the Grey Waste, or will it fall silent forever as a new Worldwound tears it apart?


The paladin got a good will save, though I can't think of anyone else.

Pathfinder was meant to be a patch on 3.5. Paizo people probably thought bravery and armor/weapon training were enough.


John Lynch 106 wrote:
What's the justification with paladin's and rangers getting 2 good saves and fighter's only getting 1? Has this design choice ever been explained?

It's been around since second edition, and yeah, things were a bit different there. Fighters started bad, but advanced most saves fairly quickly.


Well a bit reason why firearms became so popular (and crossbows too,to a point) was that they were a lot simpler to use, which makes them good enough for commoners and warriors in Pathfinder, but PC are a different manner.


Scott Wilhelm wrote:
But Arsenal Chaplains' Sacred Weapons never rise above 1d6.

Don´t worry, you don´t **have** to take the sacred weapon damage. Get a good polearm, for example, and you will NEVER have lower damage than a regular warpriest - by the time the damage dice of the sacred weapon gets bigger, you will have enough bonus damage from weapon training to compensate - by the time the regular warpriest´s sacred weapon does 2d6 damage, the arsenal chaplain with a halberd gets 1d10+3. That is all before you add in the extra attack and, depending on the DM decision in the matter, advanced weapon training benefits.


I like a lot of things from there, but have not tried those that seriously change the game yet. Stamina looks cool and would be a good extra mechanic for martials, the unchained classes were hit and miss (I think they changed the flavor of the summoner a bit much and it should have been the fighter and not the barbarian who got the update), and I think extra background skills are definitely worth putting in a game.


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Makknus wrote:
Monks in D3 are super mobile dual-wielding characters (fist weapons, swords, axes, daggers, maces) that work with some sort of element (lightning was always the big one when I played) and they can have healing and defensive buffing abilities. I was always a paladin player in video games, and that was the closest class to a paladin in D3 due to the divine-type magical abilities.

Well, let´s see what the unchained monk has to offer:

- Mobility - no problem. High speed and acrobatics as a class skill with bonuses. Some monk powers give you bonuses to jumping or keeping your balance, including walking on air for a short time.

- Weapon use - this is a tough one, monks want to use their specialized weapons for optimal use. However, with the advanced weapon type system you can invent other monk weapons if your DM is okay with that. If not, just choose some of those already existing. Note that the unchained monk is automatically proficient with all monk weapons. Some styles allow you to treat other weapons as monk weapons (i.e. Wyvern fury style lets you treat daggers, punch daggers, whips etc as monk weapons).

- Dual Wielding - hmm, flurry of blows sort of works there. You do not need TWF or take a penalty to attacks as long as you do not get extra attacks from having an extra weapon, so a flurry with alternating weapons that do not give extra attacks works. That said, you can use dual wield for more attacks, but you want your offhand weapon to be light.

- Elemental attacks: well, the unchained monk has a power that gives them elemental damage aura for natural (incl. unarmed) attacks, and you can get some elemental damage via qinggong powers (i.e. dragon´s breath) but the class offers nothing for the weapons. That is more a barbarian or a magus trick (or a fighter via weapon spirit). Elemental fist works, also through a ki focus weapon, but unless your DM lets you use the old monk of the four winds archetype on the unchained monk the damage is sort of low, though it can be boosted somewhat if you invest in genie style or its respective equivalents (efreeti, shaitan and marid style).

- Healing and defensive buffing: No problem. Wholeness of body was a classic monk power, and unchained monks can get barkskin and more as qinggong powers.

The scaled fist is okay, but I think the regular unchained monk is perfectly solid for what you have in mind due to the qinggong powers it gets. The scaled fist is better if you want to use the charisma synergy, other than that I don´t think it is better than the core one. If your DM allows you to take (with minor modification) the old monk archetypes with unchained monk, you will have a lot of better options (the sensei, for example, is pretty fun for party buffing).

Sacred fist is a much better support character, due to being a caster. The enlightened paladin is a bit of a cross between the two, but also worth considering. A pity that it loses aura of courage, in most games it is much better than what it gets. Still, it keeps lay on hand, the mercies, some spells and several of its auras, which are all pretty handy for something like the Diablo monk.


Humm, how do they get to channel positive energy?


Lynceus wrote:
The question really came down to whether or not it can hit with it's non-sword attacks. If it surprises a party, breathes, and gets away with minimal damage, then yeah, it's nasty...but a dragon can already do that, easier, and is much stronger at a lower CR.

The nasty bit about the Nuckelavee is the breath weapon doesn´t just do hp damage, but at low levels it comes with a pretty bad constitution damage effect. As far as I am aware a PC is not aware they have a disease until the first damage comes, though someone with enough knowledge might point out that they BETTER take precautions. But yes, ultimately it is not that good at being a direct bruiser.


lemeres wrote:
Actually...heck...if you are throwing C+4 around, how the hell did the party avoid getting straight up panicked by the frightful presence? They should have at least 4 HD less than this creature (since the party should be around CR 5, and this creature has 11 HD). The will save should be killer for their level, and the party should be ruined because they are all running around screaming for their lives.

I thought so too, but I read the frightful presence descriptor and it is stated differently - "On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer. "

4 or fewer HD, not 4 fewer than what frightens them.They can only get shaken from this. Which, you know, is still a -2 to attacks, saves etc.

That said, the Nuckelavee isn´t all that in a straight fight - most fey aren´t - but is a nasty skirmisher. Its disease comes with a high enough save that it is a death sentence to most low-level characters hit - and every failed save is likely to mean that your next fort save will be at -1 or -2. Heck, with this DC it is hard to cure even with the cure disease spell at this level - and how many cure diseases did your cleric prepare, again?

It´s a dirty fighter. That is not the kind of creature you put this for the PCs to kill in a dungeon room. The PCs will have to hunt it down as it attacks and retreats, trying to ensure that its filth and bile kill them one by one. Or,even better, it will terrorize a town and the PCs will have to drive it off before trying to kill it for good in its lair.

My idea of how it would fight, presuming it can surprise them (you know, hiding underwater, using obscuring mist, etc).

Round 1: get close enough for breath + presence. Breathe all over them.
Round 2: if breath is available, breathe. If not and the party has closed in (no full attacks unless the party has pounce etc), full attack for as many disease hits as possible, possibly using trample instead to get to squishies. If the party relies on ranged damage, use obscuring mist to reposition. If the party has done a lot of damage, withdraw (note that lightning stance gives it concealment in this case).

If it is seriously hurt or just thinks it is in a bad situation, it tries to get away, relying on an okayish HP pool and damage reduction to be able to do that. It is very hard to catch and every non-sword attack it has landed has a good chance of causing an extremely lethal and hard to cure infection. After it heals, it can come after you again.


As a DM, you are within your limits to give him the pre-unchained eidolon as a sort of buff for the class. You might want to make some evolutions more expensive, I am not an expert there. Considering that the summoners spell list was also strongly nerfed, he will still be weaker than the pre-unchained summoner.

I agree with the option for elemental as well. Some of the others can be refluffed as draconic creatures, but it is the easiest fit.Note that this type does not cover only classical elementals, but also other creatures from the elemental planes such as salamanders (i.e. serpentine fire elemental).


Most evil deities can have non-evil clerics (never mind lay worshippers) with a somewhat different interpretation of the dogma. It is a matter of how you read it.

For example, I had previously planned a LN inquisitor of Zon-Kuthon, in whose views suffering and pain are necessary for enlightenment and spiritual growth. Those who indulge in pleasure and comfort are not going to grow stronger and purer. However, enlightenment is not to be randomly imposed on everyone. It must be done for a purpose.

Basically, it was a very "no pain, no gain" reading of the rules. Chances are, this character would think that the main body of the church has become misguided at best, forgetting the reasons behind the sacrament of pain and using it for their own indulgence and powergrabbing.

I think too much of Dou-bral´s old theme and portfolio has passed over to Shelyn. If you start seeking joy and beauty in Zon-Kuthon as he is now, it is possible, but difficult to justify. At that point, pretty much every other evil deity except maybe Rovagug is fair game

- Asmodeus as representing order, rules and logical consequence
- Norgorber as master of all hidden knowledge (it is one of his aspects)
- Urgathoa as representing indulgence, the will to live and enjoy life
- Lamashtu as representing motherhood, unrestrained fertility and growth
- Rovagug... okay, that is harder, but he could be the endless destructive impulse, without which all the world would wither and rot. After all, was it not him who united all the Golarion gods for the first and perhaps last time?


A bard such as the dervish dancer or an arcane duelist may work slightly better. Personally, I would say either get only 1 duelist level or stay until 5 or so. However, if you want to have an eldritch knight character, it is definitely a passable option to take 1 level in swashbuckler and the rest in sorcerer until you qualify is definitely a solid idea and won´t put your casting THAT much behind compared to, say, and eldritch scion or a bard build. You have a bit of a disadvantage early on - i.e. you will get level 3 spells around the same time as the bard and mesmerist - but later on things pick up for you.

If you go with a haramaki (and initially using mage armor as a stopgap measure), a mithral buckler and high dexterity, you would likely have fairly solid AC. The bigger problem may be that casting spells in melee without a reach weapon to give you some "breathing room" means either making casting defensively or risking damage, and both require making a lot of concentrate checks.


I think the group can definitely have some social coverage between the ninja (essentially a rogue who has an incentive to have decent charisma for the ki) and an inquisitor for ungodly sense motive and intimidate. If you can trust the ninja to be more of an undercover spy than a brain-dead assassin, you have plenty of skill coverage.

Other than that, well, if I remember correctly there weren't a ton of huge and bigger enemies, so a brawler focusing on maneuvers will work. The bard will also see plenty of action with 2 frontliners and a pet. As a proto-frontliner, you could consider picking up an arcane duelist or the Chelish diva archetypes for the extra armor proficiencies.

As for items, hmm, how likely is it that your wizard could pick up a feat and make you a nice birthday present or two now and then or just take you to a shopping trip? Plus, Korvosa has an established and very serious mage college, so commissioning magic items should not be impossible... although you may spend a significant part of the latter bits of the campaign away, so it might help to cultivate relations with the artificer so they would take the time to have the item delivered to you.


Awesome. I was just about to suggest using the name of the vanguard archetype (which is anyway one of the most powerful ones) but if she likes scout, that's fine.

Plus, it means she will get an introduction to the world of bad puns that define D&D, since she is playing a cat-Girl Scout?

I'll see myself out ;).


"How does it feel to have all that evil inside of you? All their power, all their souls, a thousand souls to burn. Look into my eyes, your soul is stained by the blood of the innocent, Feel their pain!"

"When you spilt innocent blood, it was my father's blood... and I am here. A spirit of vengeance... fighting fire with fire."


Fantasty wrote:


I considered this, but I think the archery feats are more important to my character. I did not plan to really use my animal companion much during combat anyway; I wanted to take a raven for backstory/flavor purposes and as such I wanted to use him mainly to scout and fun stuff like that.

It is a bit late now, but in that case look for a way (or just talk to your GM) to replace your animal companion with a familiar. 3.5 had this option in urban companion, so you can run that by your DM, and in PF, anyone can get animal companion or familiar for 2 feats (3 at full strength), so they are considered to be about equal.

That said, this AP does have some good opportunities for an animal companion to be of use, at least one that works well in a city.


I recently found out with some amusement that unchained agathion eidolons can have the aberrant type. The amusement bit was because I set out to check the allowed types because of a "how do you build a mahou shoujo character" thread. You can imagine my surprise when I found out that you can have angelic tentacle monsters.

Well, I say tentacle monsters, but how would an aberrant agathion look like, actually? I know there are some strange shapes that biblical angels were described as having, but still, agathions are all supposed to be very "natural" looking. Yet despite not being able to be serpentine they can be a tentacled mass - so at best a land squid/kraken. What gives?

Also, if you have tried playing with one, how do you deal with its rather... unusual look?


It is still not as great as a normal cohort and does not come with followers. I think it isn´t such a big deal.


He takes a while to ramp up, where you can get non-metal breastplate (or full plate, if you go for heavy armor), barkskin, etc.

I would actually say the TWF ranger with a weapon and spiked shield can be pretty good defensively. Your AC is likely to be at least solid, unless you really tank dexterity, and you have a shield for AC - and the feats to make shield fighting TWF solid. You also have 2 good saves (with evasion to further boost your reflex) and chances are, your wisdom score will at least be solid since you use wisdom to cast spells. Speaking of which, rangers might not be the particularly good spellcasters, but they have early access to the resist energy and protection of energy spells which are great against elemental damage.

So, you have high AC, solid saves, decent skills, and spells. You also get a pet (or a team buff), bonuses vs specific enemies, terrain bonuses, and a lot of other stuff. All of this completely core and before archetypes come in.


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I was under impression that a beast rider cavalier could select an Axe Beak, but it seems they are still restricted, with the option to take any medium compaion creature that is normally large (like the bear a.k.a the animal Paizo so hates making a useful riding companion of). However, that does not let you use an ostrich or an axe beak. The divine bond says the paladin can select a more exotic mount, so an axe beak may be an option after level 7 (or if small).

In general, it is easier if you are a small humanoid like a halfling or gnome as both axebeak and ostrich are passable options. The heron and obviously the (mini-)Roc could work, but for a Chocobo I imagine having a flightless bird with good running speed. If you do not mind the reflavor, you could have the monstrous mount feat and take a hippogriph as a chocobo - if you do not get the mastery feat, it cannot fly while carrying a rider, which I consider close enough :) .


Ciaran Barnes wrote:
Animal companions are sturdier, and intended for combat. The rogue is a combat class. Familiars are less capable in this regard, compared to companions anyways.

On the other hand, familiars can use the master´s skill ranks, and rogues have a ton of skill ranks. With their BAB being the master´s attack bonus, hitting isn´t much of a problem - though damage is, unless you go for a mauler familiar. One of those things is a surprisingly nasty fighter.

I would say ACs are a touch sturdier and better bodyguards, but it´s actually a good deal closer than expected. I would actually choose a familiar for the rogue for the overall versatility, and familiar archetypes are just sweet for things like getting rid of unwanted abiities (share spells, anyone?).


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Wrath of the Righteous could be hilarious.

"And Lo, Iomedae looked down from the Heavens to see what brave and worthy souls called for her aid in Golarion's hour of need...

And as the scribes of Heaven recorded every word:

"Finally. Hail, great... wait, Goblins? Goblins? Are you ******* ******** me? No way, NO FREAKING WAY it would be ******* goblins. I hate those ****-******* little *****.""

By the way, what about Council of Thieves? Imagine how the rendition of the Trials will look with the supporting cast being goblins -the MC with hat of disguise so we don´t offend the delicate Asmodean sensibilities.


Level 3 is actually decent if you want to start with smaller things in a faraway village or the like, basically starting as a "Local girl done good" and then grow to be a big shot.

Also, I would suggest a brawler or an unchained monk if you think she might be into martial arts games, wuxia, or the like, and alchemist if she might be into that sort of pseudo-science in fantasy (or perhaps if she liked how magical potions and the like were done in the Witcher).


Curse of the Crimson Throne could work with a few twists, definitely. Make Korvosa a bit more accepting of strange races due to its need to survive against the Shoanti early on, and have Lamm running an operation with monstrous races. Sure, goblins might be tolerated (barely) but they are the lowest on the race ladder and Lamm caught up on that. No one is going to bother too much about them, right?

Legacy of fire could also work, Katapesh is also quite cosmopolitan as a goblin tribe wants to join in with the Pactmasters and set their own outpost. I could sort of see it in a weird way with Second Darkness, too, you make your way to the casino as the new attraction, then get backstabbed when inconvenient (again, who would care). The relations with the elves may be a bit strained, but at least there is a reason for it.

Without a change in the fluff, I would probably to with Legacy of Fire or Skulls and Shackles.


High-dexterity Sarenite paladins with dervish dance or slashing grace (so they can use bucklers) are definitely an option. If you don't mind not being a divine caster, the Qadiran horselord (cavalier archetype) was made with exactly that image in mind,and with order of the star s/he will be fairly devoted character. Sadly, there is no option for a camel mount. The divine commander warpriest gets a mount, but at the price of blessings, which to me is a pretty big deal (to the point taht I would rather play the core warpriest).

If you use cavalier as your base class, you can multiclass later and keep your animal companion at full strength with the horse master feat. Mind you, pretty much every character in Pathfinder can get a mount with the animal ally feat.


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Did someone mention the captain and the poet from Hell´s Rebels? I do not have the books at present and don´t remember the names.


It could be they were paladins before, who were mentally dominated by some extremely powerful effect, which the amnesia removed and all they have is a feeling they should be doing the right thing and that they need to redeem themselves. Alternatively, perhaps they did something in their previous lives that made the deity (ideally a more forgiving one like Sarenrae or Shelyn) give them a chance to prove themselves.


Well, if the townsfolk know what they are, they would not be welcome anywhere where the people can drive them out by force.

Seriously. If they can't lie their asses off and use a bit of disguise they will find the local population - at least in the rural parts - quite unfriendly. Heck, they might get jeered if they came with a carnival as the main attractions. There are several characters there that are enough to cause a riot by themselves.

Did the players know they would be in Ustalav when making these characters? Because it does seem like they intentionally picked something that would cause a pitchfork party wherever they showed up.


I would say Shelyn and Sarenrae would both be pretty good fit for fighting corrupting eldritch horrors and being willing to give someone a chance at redemption. To be honest, though, most paladin deities would be okay with not letting the machinations of Old One cults and madmen come to fruition. IMO Erastil makes slightly less sense as the adventure path is more about travel and less about staying in one place and community, but seriously, I think they all work.


I like the thematic eidolons, just wish they would have more options :). And yes, the spell list was full of early access spells - and GOOD ones, to the point I would say it was about equivalent to the wizard list. It was a bit much, but I think they nerfed it a bit too hard.


Has anyone actually had problems with a scaled fist's will save, i.e. are irrepressible / steadfast personality not enough?


Purple Dragon Knight wrote:
About Unchained Summoner being OP: I thought they made the Unchained Summoner to nerf the class? what are the main differences between classic Summoner and Unchained Summoner other than the Eidolon? I *thought* they nerfed the spell list...

They did, pretty hard. The USummoner is probably the level 6 caster with least early access spells.

But hey, if the DM thinks unchained is the bad version, feel free to use the original one. It is not as focused on debuffs as the right sorcerer, but can keep up with one well enough.


The alignment rules on some classes mix ethical and moral issues with self-discipline, which makes no sense.

I would say that while standard paladins may focus on goodness and order (which may well put them at odds with the monarchy in Cheliax - heck, at the time of Hell´s Rebels / Hell´s Vengeance there is a huge rebellion in Cheliax led by paladins) the CG version would focus on goodness and change and mutability. To me, lawful alignments focus on order, hierarchy and stable institutions, while chaotic ones focus on development and flexibility. A lawful character may see a situation and think of a precedent that fits it and that would dictate the reaction, while a chaotic character would decide what to do based on what is happening here and now.

Going back to the original post, a paladin can be pretty damn willing to challenge an authority that is not legitimate in his/her eyes, and Cheliax qualifies pretty easily. The sort of stuff Barzilai Thrune does - in particular what he does behind the curtains - can definitely bring a LG type to the rebellion. There is a world of difference between wanting law and order and wanting THIS law and order. So while the book tends to push for a more chaotic party, lawful characters can work perfectly well for this campaign.


I would also advise to target the weak spots of the class rather than cutting off its main strength. Swashbucklers have 2 weak saves (charmed life only happens so many times per day) and very little combat proficiency outside of melee. Throwing the odd caryatid column, rust monster or elemental/construct/formless (thus immune to precision damage) aberration now and then can be okay, but obviously going for the swashbuckler strikes me as bad manners on the gaming table. And frankly, fae have so many ways to mess with a character´s brain that there are plenty of way to mess with the swashie without as much as touching his weapon. Considering that fae can also have a complex hierarchy, you can probably drop a geas or a similar spell from something a fair bit higher than the party´s current level.

BTW, I am quite curious, what is everyone else playing? Maybe the issue is that they want a different way of playing and the swashbuckler player is doing his own thing... and quite effectively at that, which frustrates the other players.

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