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Derek Dalton wrote:
Not old school in fact started using it in Pathfinder door is a Mimic usually advanced. They hit back hard.
In that case, you at least have the advantage of hitting first and sending a durable member up front. As Atarlost said, it would be even worse for the rogue to try it and give up the initiative :) .
Hayato Ken wrote:
I am more worried about the whip limitation about damage being nonlethal and negated by armor/natural armor.Eventually, you bypass that, but isn´t it a problem early on?
Eh, summoners without an eidolon are no wizards, but I would not say they suck. They have some of the better utility 6-level spell lists imo - sure, a lot of power is in their eidolon, but I would not say they are useless without it. If a non-unchained summoner is allowed, you can have a pretty cool undead-looking eidolon.
A necromancer wizard should be good enough for it, but I have not played one or seen one in a game I was in, so I am not sure.
"Bard to Paladin? Okay not sure how that works as far as playability."
Why do you think that? I would say playability should not be a problem if the concept clicks. Mechanically, I think it works with either class as a dip - a few levels of bard in a mostly paladin build provide utility via skills and versatile performance that help a paladin manage non-combat encounters better (for motivational speeches, badass boasts or just knowing when someone is laying the buffalo chips extra thick for you) while a few levels of paladin make a bard a more capable warrior and a truly fearless hero. Conceptually, paladins are meant to be not just holy warriors, but a source of inspiration for other people, and the bard concept ties in with that pretty well. A paladin/bard can go ham like nobody´s business :) .
Overall, the abundance of archetypes and the variant multiclassing rules usually allow you to pull off a concept very well without multiclassing, but sometimes it can work. Sure, the capstone features are great, but very few campaigns ever get to level 15, much less level 20.
Considering the prevalence of magic in the setting, a GM should definitely look to homebrewing spells and items to that effect. Fertility and care for pregnant women and young children are an area which is hugely important to many people, so in a fantasy setting I would expect there to be a lot of interest in this area.
If there is an age resistance spell, I am pretty sure there is a spell or divine miracle to eliminate the physical difficulties of a pregnancy, to protect the fetus, prevent miscarriage etc. That said, I expect a lot of people would strongly discourage placing an expectant mother in the third trimester in a life or death situation if at all possible.
For a new player, I am mildly in favor of spontaneous casting over prepared casting. The whole "you have x number of casts of this level, here is what you can choose from" is a decent system imo and easier to get than the slot thing. If the player appears interested in playing a caster, let him try - I think something like the oracle is a cool way to do it. By the time he has a level or two under his belt and starts having more than 6-7 casts per day, he will have a better idea of what he is doing.
If he prefers martial types, check if someone in the party wants to "reroll" a character. It is mostly up to what he wants to play, though. Casters are a bit harder than non-casters, but it is not impossible to try one and have fun if you are a newbie.
If he wants a martial, I can get behind SmiloDan´s suggesion. However, a straight damage barbarian or bloodrager (or hey, even a paladin) can probably help too.
Secret Wizard wrote:
Replacing Weapon Training is a non-option after Weapon Master's Handbook.
I would add the two-handed fighter to the list. The only change that THFs get the bonuses only with two-handed weapons from the respective categories. Sure, that shuts out a few groups, but the feature itself should still apply.
Anyway, why is the sensei considered so good for a non-unchained monk? Even with wisdom to attack and damage, not having flurry should be a significant decrease in your fighting prowess. Sure, you can buff like a bard, but a bard has the same base attack bonus and a lot more tricks up their sleeve.
I am running a Curse of the Crimson Throne campaign, and we meet roughly 3 times a month for 4-5 hours. We started late last fall and are around the end of the first book. 4-5 hours are a decent time for a session - you have some time to get in the mood, get your bearings and do stuff. Most adventure paths work pretty well in such intervals - the only problem I can think of are big, complex dungeons where the players can forget small, but important details they noticed the last time. Ideally, you want the session to end on an easily remembered spot so people can easily pick up the pace for next week and not forget, say, important clues to the puzzle or a secret door they decided to leave for later.
Oh, yes, it makes a big difference if someone gets bitten once or ten times :) . Also, animal growth or a greater dire collar is also an option for the size boost to constitution. Meanwhile, you or your allies can help with debuffing enemy saves. An enemy who has been shaken or sickened automatically gets a -2 to saves (as far as I know, they stack).
Yes, early on a monk can certainly use another weapon and have the fists as a backup option - i.e if you have a temple sword and come across some skeletons - and get a point or two of damage. With Quain Martial Artist or the like your fists get 2-7 base damage which is similar to 1d8, but a sanketsukon will do a bit more. So at level 1, it is the better choice if you are expecting a fight-heavy game.
There are several bonuses to being unarmed when you are in certain social situations or surprised, however. There will be plenty of places that you will not be allowed into while carrying a weapon, for example, and being able to appear relatively harmless has its benefits. Usually, you do not go around having "highly skilled martial artist" written on your forehead (unless the damn gnome sorceress has been feeling bored again last night).
I'd say you can live with an Oread bard, but it's not great. -2 charisma is a pain in the ass for bards, even though if you start with 16 (14 after racials) it should be okay. From an optimizational perspective, sense or evangelist are much better. That said, 14 charisma at the start is not the end of the world for a bard, and the somewhat lower spell DCs don't matter if you focus on, say, buffing effects.
I have to say, though, an Oread drummer can look pretty darn cool.
"Pick up a side arm. Not saying to out of your starting gold, but if a +1 dagger drops, scoop it."
Yep - an extra weapon never hurts, especially if it has different damage type and material. Daggers are especially cool as they give you two damage types you can choose between. Also never forget that any medium+ armor comes with a pair of gauntlets - which conveniently enough offer the third kind. There may be moments when your are grappled and, say, cannot draw a second weapon - but you are still armed and can, say, make attacks of opportunity or just attacks that do not provoke.
@ Lemmy - some are just freebies and tricks, but there are a few good ones. I imagine a lot of PCs would go for buffing a power attack more often than not, to be honest.
One of my ideas about fighters was to double the bravery bonus so that it is actually significant to 1/2 the character level to match the progression of various other class bonuses and make the feature give the same bonus to stamina pools to define fighters as the premier combat stamina users (like how monks have more stunning fist uses than anyone else with the feat). Mind you, this might need some finetuning for AWT :) .
The premise of Urgathoa being the patron of a healing witch is a bit iffy imo, unless the backstory of the character has something you can use to justify it or you already had some foreshadowing. That said, a deity being pissed that you offed one of its mortal champions is certainly fair game, and Urgathoa might try to take over/punish the patron of the witch even if she is not related to him/her.
There are definitely a lot of humans in the first two books and some later on, so FE: Human is good. Then again, it tends to be a good idea for most adventure paths. Later on, things get more varied.
I'd say let it go. Rangers are a cool class, but just because one of the warriors is good at what s/he does doesn't break the game. What other characters are in the party?
If the character does steamroll through everything, just change some of the humans in the encounter with other races. However, I doubt this would be a big issue.
I am running book 1 of CoCT right now and I've been far more annoyed by sleep and the like. Have fun having 80% of your humanoid enemies being rendered helpless with a single spell. I am seriously considering increasing Korvosa's (half-)elven and dwarven population just to make it a bit harder to breeze through such encounters.
Remember, there is no problem doing something as a hobby without having the skills. The skills show professional-level training in something. No one says you have to be a *good* cook. 1 rank in a skill already denotes serious training.
Advanced weapon training is definitely an option and gives the fighter a passable skill set. It is pretty big, and do not forget that you can use feats to get extra advanced weapon trainings(and hey, fighters do not lack for feats).
That said, I have seen games, where people got a free skill point/level for professions, crafts or performances that were not related to adventuring. It doesn´t change much. I actually gave everyone at least 4+ skill points/level in one game and, well, we have very skills that no one has, but it has not made a huge difference except when it comes to mass assists (which the party has almost never used).
From a RP-side, there are quite a few activities that your character can enjoy. Anything from stamp collection to pub crawling to writing a travelogue is on the menu, and as said before you can have something as a hobby without being particularly good at it.
Charon's Little Helper wrote:
Except... do paladins actually ever get their powers directly from a deity? I didn't think that a deity's orders could override their code.
I have wondered about that. I think it was mentioned that a paladin does not need to worship a deity, but does that mean that a deity is unable to grant him or her power and respectively strip it away? Since Faiths of Purity has deity-specific codes for paladins that must be adhered to, I expect that a deity can directly grant or deny that power.
Secret Wizard wrote:
If you are into other CHA-based classes, a lot of things could work. Medium is THE class for this AP. Dirge Bard comes to mind as a particularly fitting combo too.
+1 to what Secret Wizard said, especially about the Dirge Bard. I mean come on, you all meet at a funeral. This hook is just great for them.
Kobold Cleaver wrote:
Sadly, I think this was changed in the Pathfinder code. The way I read it, violating the code leads to a fall. It used to be a "gross" violation in 3.5. Note the phrasing:
"A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct..." (Pathfinder core rulebook)
"A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct..." (D&D 3.5 core rulebook)
Unless it was unintentional, Pathfinder paladins do not need to commit a gross violation of the code to fall. Of course, the DM is the arbiter of what is an actual violation and what is grey area. For example, let us say the paladin fights a mindless ooze or even a mindless undead, an enemy who cannot even comprehend honest combat. Is the paladin bound in any way? Or is the paladin bound to relinquish a strategic advantage and not do a nighttime raid against an enemy force when war has been duly declared and the enemy is aware that you are at war with them?
Anyway, the title "paladin" is sort of too tied with LG for many people here to take it away without a lot of gnashing of teeth. In the meantime, I would suggest using a Champion of the Faith warpriest if you want to smite people with any other alignment. Regular warpriest or even cleric/holy vindicator can work decently as well.
I think a big issue of the characters getting along is what actions of said cleric expressly violate the dogma of whatever deity the paladin follows. For example, a paladin of Sarenrae might be a lot more amenable to a temporary alliance with a cleric of, say, Asmodeus or possibly even Norgorber than with one of Rovagug. Some of the paladin deities might be less concerned about undeath than others.
It would still be a small miracle for the two characters to coexist for long, but knowing and avoiding each other´s trigger issues would be the key here. A palading might not smite any random evil character just because the new guy/girl stank of evil, but would likely act violently if someone does an act that is anathema to them.
Anyway, do any of the neutral gods except Pharasma and her allies have a fixed opinion on raising undead? I think Gorum and possibly Gozreh may be against it, but I can certainly see Nethys and Callistria being okay with it in certain instances.
Oh, did they have any particular rule that prevents it? I thought that something like exotic barding would work for them.
Secret Wizard wrote:
Having a really hard time thinking about the Challenges of being a Druid XD
A lot of their spells call for a divine focus, and there aren´t many places that say what a druid´s divine focus may be. Traditionally, it used to be fresh holly, which means the druid has to spend time locating and harvesting it. It also means that you need to find suitable substitutes when you are, say, in the desert.
This is a huge pain in the ass to manage (unlike the cleric, who can just have a few holy symbols in the bag) and such foci are naturally quite easy to sunder, on top of the usual disarm. Not every druidic spell requires divine focus, but quite a few do - including the summoning line most druids like to make use of. I am not sure if the Birthmark feat functions for druids as well as for clerics - if yes, good.
Another possible hurdle is the need for good physical scores if you plan to use combat wildshaping to its fullest - in PF shapeshifting gives you bonuses and minuses to scores, rather than substituting your scores with those of the form - not sure if that is what you meant, so I thought I´d throw it out there.
Yeah, it isn´t much :) .
Landon Winkler wrote:
I'd argue it's not full magical girl, though, because there's no transformation sequence. A magical girl would be closer to a vigilante archetype with a familiar (and enabling early quick changes between identities).
I´m a bit late, but I can imagine the smite evil being a sort of transformation. After all, your attacks are now much more powerful, you shrug blows aside... you are just missing the cosmetics. Although, granted, the cosmetics matter in that genre. Hm, how about you do that with the spells? You´ve got your verbal component, and you use your focus... Maybe divine favor or vestment of the champion?
Ryan Freire wrote:
So you can eventually cast all your spells. I should have specified it could come from an item
Yeah,sorry, pathfinder paladins have been casting with charisma since the core book. Between that, divine grace, the good will save, and all the immunities to mind-affecting effects paladins eventually get, wisdom is probably the least important stat on a PF paladin.
Anyway, I think that as long as the character can last long enough in a fight (with a good combination of HP, AC and saves), output solid damage and have a backup option if their main attack mode gets shut down (i.e. some skill with a ranged weapon against a flying enemy, decent damage for a maneuver specialist against a resistant foe, etc) you will do okay. OP, do you have a particular style or rather flavor you want the character to have - i.e. a heavily armored juggernaut, a devastating berserker, an acrobatic swashbuckler, a master of a certain weapon, etc?
Well, all the mechanics from the Pathfinder books is available for free through the reference document online database.
By the way, if your DM allows traits, there is a trait that allows a ranger to take disable device as a class skill. There is actually a campaign trait that gives you trapfinding, but the DM would have to cooperate :) .
My earlier post was a bit misleading, actually. You do not need trapfinding to bypass magic traps, just to disable them yourself. Well, at the level when magical traps become an issue, you might have a friendly caster with a dispel magic prepared. You can locate the trap and start thinking of ways to go past it.
I think you can use the scorpion whip if you just have the whip proficiency, but you use the whip profile except for being able to do lethal damage. The scorpion whip proficiency allows you to use it with the scorpion whip stats (a light performance weapon with 1d4 damage). That is normally handy, but not necessar - as a warpriest, your focus weapons already do more damage, and whether a weapon is light or one-handed (finessable) matters mostly if you dual-wield.
If a Warpriest is using a whip as a sacred weapon, does it still only deal nonleathel damage? Are the rules limiting what can be hurt by a whip still in effect?
I believe that if you are proficient with a whip, you can use the scorpion whip with the same stats, except that it can deal lethal damage and can harm creatures regardless of their natural armor. It is in Ultimate Combat.
Well, at higher levels you can just get your familiar a +1 (mithral, if need be) chain shirt barding. Magic armor is assumed to resize, judging from the following:
"Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items."
In a polytheistic setting the paladin can be a pantheist, praying to and propitiating different deities that have to do with your situation. A neutral character can raise a toast to Cayden during a festival, say a prayer to Erastil on a harvest ceremony, give thanks to Pharasma for the birth of a child and call to Gorum to give him courage in a war. For most characters, not favoring one deity over another is quite possible, although I think Alhazra is the only iconic character to be described as such.
However, I am not sure this works for paladins, who in the Golarion material are described to have a specific connection and a code depending on the deity that empowers them. I have not seen any paladin codes for deities that are not LG, NG or LN, and the dogma of any deity of another alignment may be a bit too different from the paladin's code for this to work. That said, if your DM is okay with cobbling together a paladin code for Pharasma or Cayden and gives you the green light to try it out, no problem.
Well, he has the Chevalier PrC essentially designed for him, so I am not sure it is necessary. Is the OP set on a paladin or would a warpriest or cleric/sacred vindicator work?
Halcamora is an interesting optiontoo, I have to say. I wish Gods of the Inner Sea would come on sale soon, I am on a tight budget and delivery costs are somewhat high.
Isn't getting an absurdly powerful superweapon half the part of being a serious villain? Every two-bit mercenary band can kill a paladin or two. Now, a superweapon, a hidden lair, henchmen uniforms and the like - and a lot of vile deeds - might just get you on the supervillain list.
I would go with barbarian or viking fighter with mythic levels (eventually). He had moments of incredible strength and was skilled in fighting, without being defined as an armsmaster. Initially, he could well be simply an incredibly strong human, although you could give him the advanced template to represent the arete of his divine parentage and call it a day - this template makes him stronger overall without any overtly mystical abilities.