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Mammoth

The Shaman's page

1,328 posts. Alias of Boyan Penev.


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Apupunchau wrote:
Performance Combat is of course one of the top things to go after if you're using your wrestling character a true performer. I think the problem is the feats aren't applicable often unless the GM is really specifically writing the game around your character. So many people won't take them, which saddens me.

I think it depends a lot on where the campaign takes place, too. In a mostly urban one like Curse of the Crimson Throne, Council of Thieves or Hell´s Rebels, you can easily confirm with the DM that there is a crowd for many of the fights, so you could stretch the performance rules to apply as well. In a dungeon crawler or exploration-based one, though... not so much. Unless you can somehow get your combat exploits to count as bardic music - then we are talking! Sadly, I think the exemplar brawler loses a little too much for what it gets. The variant bard multiclassing may be a better idea. Check with your DM if you can get a custom perform skill approved.


I found out I really like the Ulfen Guard / Furious Guardian. Has anyone tried taking it on a non-barbarian?


The whole outrage over burning flags sounds really strange to me to be honest. As far as I understand, it is actually a valid symbolic gesture when you perceive the flag, respectively what it stands for, as being desecrated. Here is the excerpt from http://www.usflag.org/us.code36.html

"§176. Respect for flag

No disrespect should be shown to the flag of the United States of America; the flag should not be dipped to any person or thing. Regimental colors, State flags, and organization or institutional flags are to be dipped as a mark of honor.
...
(k) The flag, when it is in such condition that it is no longer a fitting emblem for display, should be destroyed in a dignified way, preferably by burning."

Ergo, if you feel that something that has happened has been so harmful to the reputation or the ideals of the United States that it desecrates the flag, the flag SHOULD be burned.


BigNorseWolf wrote:

A Washington Post-ABC News poll taken in June found Clinton leading Trump among college-educated whites 50 percent to 42 percent.

I am inclined to believe that, because it is close to other polls, but I find it surprising how many people with college education or higher support Trump when he is saying obvious lies. If the nonexistant revelation he promised about Obama's birth certificate did not sink him, and the, say, nonexistant Jersey muslims celebrating 9/11 (and Cthulhu knows what else) did not do it either, what would it take to persuade more than a slim majority that this man is either completely delusional or lying all over the place for whatever reason he can think of?


Sorcerer should be relatively simple, but he may need a bit of help with the early spell selection. I would say that a summoner may also be fun for him, and if he is using the pre-unchained spell list, it does not lag far behind 9-level casters.

An oracle would actually be another good choice - I am not familiar with the incanter, but unless their spell list is very close to the cleric´s, the oracle definitely has a niche in this party. It is also a bit hardier than the sorcerer, in case your friend wants to do a bit of melee combat, and some of the curses can be quite flavorful for a horror campaign.


@Krodjin - it is in Book 3 of the Council of Thieves AP, What Lies in Dust. There is an article on Hellknights there, although some of it may be listed elsewhere as well.

Chain: flail
Gate: dagger
Godclaw: morningstar
Nail: lance or halberd
Pyre: glaive
Rack: longsword or whip
Scourge: heavy mace or whip


Geistlinger wrote:
Here's mine. Lenore Ushura, Dandy Ranger and VMC Diviner

You know, this definitely gives me an idea. Ustalav is sort of famous for its duelists (well, famous enought that there is a fighter duelist archetype, at least), nobles and curses, so a noble fencer with an oracle VMC and the tongues curse, screaming in Aklo when in a fight, could be quite thematic.


I was consindering merging the combat maneuver feats to make them scaling, but this means you cannot "rush" both feats early on. Do you think this could become a problem?

I am actually cool with positive energy harming undead and vice versa, tbh. I guess I just accepted it as a given. What I sometimes miss are the specialty clerics from 2E who did not use the same chassis. That is hard to do in pathfinder, though, what with clerics not having all that many features to exchange in archetypes.

Any other classes that I have missed that you think really should get a patch?


I thought about it, but the beauty of it is it does not even need the viking and in fact works well with other fighters who can make use of the advanced trainings.


I have been considering the Furious Guardian / Ulfen Guard PrC for a slightly more social barbarian. For a barbarian, it slightly delays greater rage, but offers you a few extra class skills, a boost to your will save, and some nice options to your rage powers (and it counts to your barbarian levels for selecting rage powers). You also get a few other tricks, including the option to follow your ward, moving as an immediate action, or using AoOs to attack anyone who moves near or attacks your ward.

It may be also interesting for fighters who can thus get rage and greater rage. Actually, I think the wording of formal training means that the guardian levels count as fighter levels for extra Advanced Weapon/Armor training.


Overwhelming soul may be a very good idea with sylphs, to be honest. In the case of kineticists, you can check with the air affinity would apply for them as well.

What geniekin would you tie telekineticists to, btw - suli?


coldvictim wrote:
Has a player asked if they can play a Barbarian Monk?

This is my personal opinion, but as I am reading alignments a lot of law vs chaos comes down to ethical issues and individuality vs community. I do not see how harnessing an inner rage or developing your ki do not tie in with your philosophical or ethical views. As I see it, unless your mojo comes from someone who can give and take away as they see fit, your morality or ethics have little to do with it.

I can sort of see it for archetypes or PrCs that have to represent narrow niches (like the assassin), but broad templates like a barbarian or monk, not that much.

As for reducing the maximum spell count, as far as I have seen spellcasters at higher levels do not really run out of spells unless they really go nuts. I would like to test a slightly lower number of spells at mid- to high levels to see how it would work. I specifically aimed at the top spell slots to avoid the issue of hitting them where they are weaker early on.

Kineticist HD helps them take one more burn-causing action per day. Essentially, it is about equal to getting toughness on a class that essentially spends HP as a resource. Alternatively, I was thinking of increaasing the maximum on their elemental overflow so they can really go nuts. What do you think of that?

Regarding the cleric, I like the variant channel rules to make channeling feel different for the different deities. IMO clerics already have a bit of an issue in not having all that much variety. Anything else I can do instead?

Any feedback on the fighter btw? This is the one I was most unsure about. I was also considering having a mechanic to regain stamina on a critical hit (higher modified gives more) in the 10+ levels, perhaps via feat. It would be powerful, but these are the levels spellcasters really throw out some crazy stuff.


My general idea was to buff a few classes in order to secure a solid niche for them, combine a few feats so they scale better and fix some minor peeves of mine.

On kineticists - burn can be a very frustrating ability that in a sense "eats" their high constitution, so a higher HD (which is a near equivalent of toughness) helps them not be so squishy when they are at near max levels. And compared to properly done blaster casters, kineticists at max burn are neither tougher nor significantly better at doing damage (I think they might even be weaker, unless the DM throws encounter guides out the window and, say, doubles your daily encounters).

The heroic effort is an extra ability. I was looking at the fighter table and essentially, up to level 19, they have 3 abilities - bravery and armor/weapon training. Sure,there are extra feats, but it is a rather poor table for a class with no extra mechanic at all.

As for the monk, I am returning the "traditional" save and HD, because while I am mostly happy with the unchained monk, for me the all good saves were a staple of the D&D monk and the loss of the will save was a big deal,even for a class that tended to have good wisdom score. I decided to just reverse those two changes.

I generally like the new summoner, but I think their spell list was made a bit too bland. While they had a ton of early access spells before, now their list was cut down to the point that I find it excessively mediocre compared to that of other 6-level casters, nevermind conjurer wizards or sorcerers. I am comparing it to other summon specialists, and I don't like where it stands in this comparison.

Regarding the variant channeling, I do not necessarily see it as weaker, but it helps differentiate the playstyles of different clerics, and I find them a bit too similar in that regard. Full casters already get a nerf on their spell slots.

Anyway, I appreciate the replies. Anything else you can think of?


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Hi, I am planning to use the following houserules for a campaign I may (or may not) run in the near future. I would like to ask for some feedback - what do you think?

GENERAL:

Background skills are in. 2+ int and 4+ int classes get 2 per level, 6+int and 8+ int get 1.
In case of multiclassing or prestige classes, use fractional BAB and save calculation.

Alignment restrictions are only for classes with a specific code and an active entity granting them powers (i.e. paladins, clerics, etc).

All spell-less full BAB classes get combat stamina as a bonus feat.

All casters cap out at 1 less spell slot per level from their max - i.e 3+specialization for wizards, 4 for bards, 5 for sorcerers.

CLASS:

Barbarian:

Use the unchained barbarian version, but a barbarian can assume a known stance know as an immediate action upon entering rage.
Barbarians can be lawful and do not lose their rage feature.

Cleric:

All cleric use the variant channeling rules.

Fighter:

Bravery is +1 to saves vs fear, DC to intimidate and combat stamina per 2 levels. As an immediate action, a fighter can burn stamina up to his bravery bonus to get the bonus to any save. This cannot be done if the fighter is flat-footed. Archetypes that lose bravery instead get it at half the rate.

Armor mastery – a character can elect to take a flat +1 to armor class when wearing armor as an advanced armor training

Weapon mastery: the bonus also applies to any CMD roll when armed with this weapon and as an insight bonus to AC against attacks with such weapon (defensive weapon training lets you use the AC bonus of a fighter of your level or gives +2 to fighters). The bonus to damage rolls is doubled. Weaponmaster gloves give you +4 to your level for all bonuses

Heroic effort: at level 8, a fighter can burn 10 stamina points to get one of the effects of a hero point. This can be done once per day, plus once more at level 16

Kineticist:

Kineticists get a d10 HD.
The kinetic buffer starts full whenever the kineticist removes burn
There is a universal talent that allows kineticists to get a -1 to their attack to reroll any 1s on their kinetic blast damage dice. The penalty increases to -2 at level 7 and -3 at level 13, at which point the kineticist can reroll any 2s and 3s respectively
There are magic items (amulet slots, priced as the amulets of mighty fists) that give +x to attack and +2x to attacks with blasts of a certain element

Monk:

Use the unchained monk version, but with the HD and saves of the standard monks (d8, good will save).
Monks can be non-lawful and keep leveling.

Rogue:

We are using the unchained rogue as the rogue/ninja with the following change:

At level 2, rogues get a luck pool that functions as the ninja ki pool with the following changes
rogues do not get the acrobatics bonus to jump
they can spend a luck point to reroll an attack roll (after the roll was made, before the result is announced) up to once per round instead of an extra attack. Both ninjas and rogues also have the option to spend a luck/ki point or to get a luck bonus to their AC or any save as an immediate action

Ninjas are a rogue archetype with different talents and trading trapfinding and danger sense for poison use, no trace and light steps

Summoner:

By player choice, a player can use either the pre-unchained eidolon and the unchained spell-list or vice versa.

Swashbuckler:

Charmed life does not take an action.
Swashbuckler weapon training is changed as weapon training and swashbucklers can take advanced WT with feats as fighters. For the purposes of AWT options, they count as having weapon training in light blades.

FEATS:

Critical feat giving you +1 to stamina on a crit, +2 for x3 weapons,+3 for x4 weapons.
Weapon focus, weapon specialization, shield focus and spell focus give the “greater”bonuses at BAB or CL 10+ (I am considering that for the greater maneuver feats, but that would disable them for anyone until BAB 10+).
Taking improved TWF also gives you the benefits of Greater TWF at BAB 11+
Combat expertise reduces the attack penalty of fighting defensively by 1 (2 for CMB checks), but this cannot reduce the penalty to 0, and improves the AC bonus of fighting defensively or total defense by +1
Risky striker is accessible to other small races (gnomes and goblins for sure)

WEAPONS:
Quarterstaffs are finessable if used as dual weapons.
Greatclubs are simple weapons
Tridents cannot be thrown but have a x3 critical.


If skill points are a big issue and push comes to shove, you can take the cardinal archetype and play like a divine wizard. However, losing a domain and spontaneous casting is a pretty big thing imo.


I think there were canon rules for stacking item features on the same item slot, but this is something best checked with the DM.


Ideally, the game such a character is in should make good use of the performance combat rules. A pro wrestler is also a showman and it is only fitting that they get a crowd.

By the way, the nee dragons-related book has a monk archetype that works off charisma. It might be worth checking out. I would also consider using the variant multiclassing rules from unchained to get, say, some bardic mojo on a brawler or barbarian.


There is the tidepool dragon, which is a tiny dragon with a tiny breath weapon. There are two other options that can "kind of breathe" fire - the pseudosphinx and the xiao have a bite attack and can use burning hands as a spell-like ability a few times per day. How does that sound?

As a backup option, you can get a fire wysp, but it more of a elemental ball with tendril attacks.


I am curious, is there any mention of the scaled fist being allowed to be neutral? IIRC the sovereign dragons are neutral and there was a mention that the samurai archetype could be neutral because of that. Another archetype that relaxes the monk alignment restrictions would be cool, as I freely admit I am not a fan of these restrictions in the first place.


Sundakan wrote:
I think the "perfect" Summoner is the normal Summoner's Eidolon with the Unchained Summoner spell list.

Ironically, I prefer the opposite version. I like the extra built in flavor of the USummoner, but the spell list was nerfed a bit TOO hard.

Different strokes, I guess.


MageHunter wrote:

I don't want this to be useless, but I am fine for it not being the best it can be. I mean, TWF isn't exactly the best option always.

I'd rather stick with Rogue for the skill ranks and sneak attack. Even if I run into creatures immune to sneak attack, I can still provide flanking and tripping to help out.

Eh,overall I would have recommended slayer but your call. I take it you are not interested in taking a few more fighter levels for the CMB/CMD bonus and weapon training?


Well, it is not a complete failure.If it were, the party would have to start working towards a completely different objective - extricating themselves from the mess they got themselves into! Now that can be fun - nothing like all your former allies wanting to kick you when you are down for a change of pace.

In your case, though, I imagine a recurring foil would make the most sense. There's plenty of mischief to be done, and now some of it got a bit harder.


How about somethink smaller, like Dragon´s Demand? It is supposed to be bigger than most adventures but not as big as a full AP. It takes the PCs from level 1 to level 7, which is still a pretty solid run.


Navior wrote:
Azlant, anyone?

Can it be about the "Low Azlant?"


Sort of. Jade Regent ends with a big party-on-party fight.The enemy group includes:

Spoiler:

A Samurai
A ninja
An oracle
An oni

The Giantslayer BBEG is

Spoiler:
a giant with fighter levels


This may be a bit of a meta answer, but I would suggest having your character roll a knowledge religion check about it. For extra roleplaying, mull over both sides, look at your WWSD bracelet and then roll.

Joke aside, unless it is magically enchanted to be dangerous I think you could leave it be, maybe cover it up for the time being, but I am not the DM and can't smack the paladin over with the +5 Hammer of Falling if the other player's interpretation differs from mine.


I like kineticists, but they would need some more support to push their ceiling a bit higher when it comes to blasting. This, to me, is the one thing they are supposed to excel in.

I do not think they are bad at it atm, but not as good as they should. Evokers or sorcerers get a lot of power from the extra options, archetypes and items that books after core have given them, and kineticists have not had nearly the same degree of support in any Paizo books.


I played a snake stylist a few years ago.I generally found it to be ok at best, maybe a bit on the weak side for my build.

Not only is it a defense against one attack, but it also eats your next round´s swift action. At the time, I much preferred having the option to spend a ki point for an extra attack, or anything else I could get with that swift action, and my AC wasn´t horrible either.

I can see it working for some niche characters, but to me this is more of a trick up your sleeve than an actually powerful option. You would need to pump your sense motive pretty high too - maybe if you are a monk/inquisitor with monastic legacy or the inquisitor VMC for stern gaze?


Zenori wrote:

Updated Curse of the Crimson Throne? I read the first one and thought it had great potential, despite being written for 3.5.

Yep, it is in the works, coming out this fall. Just search for the campaign name in the Paizo site, it is the hardcover.


Well, toughness is a staple feat for kineticists, and considering how often you use kinetic blast a weapon focus in it is a good idea too imo. Later on, I can see kinetic counter being a fun option if you expect to be against more enemies with spells or spell-likes from the respective element. Extra wild talent is, obviously, great.If ability focus (kinetic blast) is allowed, it is also an awesome choice. Defensively, hm, I would try to make sure your will save isn´t that bad, it is a weak save for the class.

As for items, I am a great fan of the kineticist diadem, but it isn´t cheap. Belts of con and dex are a great item for any kineticist, and anything that keeps your saves (esp. will save) up is worth it.


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Well, to be honest, I do not mind if fighters were geared more towards fighting than, say, rangers, paladins, cavaliers and others who are meant to be a warrior with another schtick. As I see it, the paladin is also part cleric, the ranger is part rogue and druid, the cavalier has all those teamwork tricks, and so on. I do not begrudge them that. However, I expect the fighter and to a point the barbarian to be that much better when it comes to, well, fighting.

That does not mean the fighter should not be a touch better at, say, skill use (and between background skills and skill groups from unchained and some of the advanced trainings, this is starting to look a bit better), but it is the class that advertises itself as the master of arms and combat, and it should deliver that. If you want to be the warrior who is also X,Y, or Z, that is fine, but it should come at a cost when the chips are down and you are having a one on one with the loser getting a date with Pharasma.


Rangers and slayers work great imo, and the rogue and bard are quite thematic if you can find something to help with seasickness. I am in particular a fan of the thundercaller bard . It loses some subtlety you can usually do without, and being able to call a thunderstorm at sea can be a pretty scary experience. Bards are pretty handy on a ship overall, even with their poor fortitude saves. Apart from that, really, most classes work well. Paladins just have a harder time fitting in.


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I'd like to see an AP in a region we have not heard much from. Also, there has not been all that much when it comes to investigation and high intrugue. Now, where could that 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 Oppara. 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 plaguesbearers 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 greateste rift before the Seraph of Desolation herself rides out from it 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 atop a defeated foe on the grey wastes of Abaddon, or will it fall silent forever?


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I think Second Darkness has a lot of potential, but had some very rough moments. IMO both APs would look good with a remake and slight improvement, but SD would benefit more from it.


If I remember correctly, all the information in the Guide to Corvosa was from before the campaign and there were no spoilers for the plot in it. If the PCs are natives, it is good reading, and fairly safe, though as said, it could be good to ask the DM in advance in case they are planning something.


Chelios wrote:
how about a spiritualist?

Come to think of it, the medium may be even better if you do not mind switching focuses overnight. Depending on what spirit you take, you can be a good warrior,passable caster or a face.


Hey, I respond to PMs, as well. No need to make it a public issue :P .

Anyway, on to the questions:

1. Yes, they are a more nature-related class, it shows in their spell list and imo the choice of spirits they can venerate.
2. They mix mechanics from the oracle and the witch, but apparently the designers decided that the "feel" of the shaman was closer to wisdom-based spellcasters. I think they saw it as communion with a supernatural being, as opposed to the studious ritual preparation of int-based casters and the reliance on inner strength and force of personality for charisma-based casters - and I am painting with a very broad brush here.


The ranseur is an option, especially for the partisan, although I am not sure how good the side protrusions will be in trapping an enemy weapon, unlike those of the ranseur.

The ox tongue strikes me as a possible longspear design, to be honest. Some designs supposedly had side-blades as well, but from what I understand the typical one was essentially a spear with a broad, long head.


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ChaosTicket wrote:
Ranger Fighting Styles for other classes would fit that, too bad Ranger isnt so great.

I have heard that now and then, but I definitely do not agree. The ranger is pretty much a jack of all trades among the martials, having a pet, free feats, good skills, an extra damage mechanic and some spellcasting. It actually fulfills all the prerequisites in the OP except 6-level casting,but has a full BAB and a D10 HD instead. Sure, the hunter is a better pet master and has better casting, and the slayer is a better rogue/assassin, but the base ranger is nothing to sneer at, and it has archetypes that can help you customize it a fair bit.

I would say that it is not quite a "jack" of all trades as it is clearly biased towards combat (and is quite good at it) and has limited casting, though this can be remedied by spellcasting. It is certainly a fairly well-rounded class, though.


Ok, the impression I got was that the player had previously read the book - as in, before knowing that the game would take place. However, I read the opening post again and it seems that it happened recently. I do not know if the DM advertised the name of the game - some DMs do not do this. Presuming the player knew in advance what he was reading, okay, this is worse.

Still, it feels stupid throwing the player out for actually telling you about it. I can´t know just how detailed his "skimming" was, but ultimately he is hurting his own appreciation for the game. The DM can up the challenge - if it turns out that the encounters are too easy - and throw in some curveballs. However, the anniversary edition already has some hints in the player´s guide that giants or the like are coming. I think that some of the OP´s ideas strike me as the kind of overreacting that may end up being more disruptive than what the player did.


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As I see it, for the premise to work the AP needs several components #
- First, the patron of the party must be powerful and ruthless enough to think of such a group
- The premise of the AP must not rely on the PCs trusting or liking the patron, but they should not be able to jump ship (at least not easily).
- The patron must have a clear task for them from the start to justify the PCs being called into service.

The obvious first choice is Way of the Wicked, if you do not mind it being a 3rd party campaign and specifically geared towards evil parties. Heck, it starts with the PCs being in prison and having to get out.

Reign of Winter sounds great for me too. I mean, at some point you are essentially sworn into serving as a replacement for one of the Three Horsemen, iirc with a geas. Instead of the standard hook, the Horseman could instead swear in some condemned criminals instead. A few other APs work as well - I can see a somewhat modified premise working for CoCT, Legacy of Fire, Shattered Star, Hell´s´Vengeance...


Whichever way it goes, I think it is very bad form to change a campaign to the point where it just screws some of the players.The player came out and admitted, before the campaign got this far, that he has this knowledge, and supposedly he did not mean to - he just happened to have read the book somewhere. Punishing him for that strikes me as excessive.

Sure, the DM is annoyed one or two players (accidentally) know some of the plot and enemies and want to be prepared. That is not cool, but neither is deciding as GM you are going to change the campaign to the extent that these options become a 100% trap. There is a good chance that the players are going to be unhappy because they are consciously being punished, because they were. Sounds like a great way to ensure everyone else gets pissed too and the group splits.

As I see it, option one is to continue with the campaign, tell the player that there will be some changes, and spice things up a bit. Giants should still be an issue, especially if they were hinted at, but include some more enemies of a different kind - perhaps the Runelords had other slave races like the sinspawn or some of those strange spidery things from the Pathfinder comics. Perhaps the necromancer ogress had much of her family reanimated instead (or she is a proto-alienist and has some aberrations nearby). Keep some giants, just not as much.

And anyway, what if the GF´s character is actaully decent at killing giants? PCs are generally assumed to be good at what they do. Just adding some extra stats to the giants (or making them more) can keep the fights challenging. IF this one guy knows some of the plot, it just spoils it for him. If he tries to metagame for the group, this COULD be an issue, but that is another story (and then you can start throwing curveballs).

Option two is to change the AP, ideally before everyone has set their builds. There are plenty of adventures and APs in Varisia, so it should not be hard.

Option three is to kick the players, but again, the player was being honest here, and I do not feel it is cool to punish this.


The psychic warrior is a good fit imo. Their pseudo-monk archetype (meditant iirc) is particularly good if you want to wear no armor.

Do note, that at level 1 the character won't be all that great. Level 1 characters are newbies. For comparison, a competent town guard is the equivalent of level 1-2 character.

Now, if you actually want a pathfinder-like star wars, the SW Saga Edition is quite good.


Hmm, how about a multiclassed ranger (or a prestige class with spell progression)? It meets pretty much all requirements outside of level 6 spells, so it can work well as a base.


I am hoping for a fair few campaign traits - lately there seem to be less per guide than previously - and some good mechanical suggestions for each class or class type (also, suggestions what archetypes, feats etc might NOT be a good idea).

Strange gear, memories etc would be a good idea and might tie in with the traits. More fluff for getting in the mood is definitely great for a horror AP.


Basically, any full BAB class with perception as a class skill (and ideally bonuses) can work. Trapfinding is only required to disable magic traps, not spot them. Well, at that point, your party can try to dispel the trap or just find a way to bypass it. I am a fan of the ranger - while the iconic rangers are sneaky, you do not have to be - but a barbarian or monk works well too. Heck, monks even tend to have good wisdom, which translates into good perception bonuses.

I would still say an investigator is a great rogue replacement and hard to beat when it comes to traps (and quite a few other things), but if you want something that is more suited to bashing heads, you have other options


A cleric definitely works. Pharasma, Desna and Iomedae are more typical in Ustalav and the vicinity, but you can take Sarenrae as a patron as well, her cult tends to go around a lot. I am generally not the biggest fan of the roaming exorcist archetype as haunts tend to come up fairly rarely in most games, but Carrion Crown does have a fair few. You can do fairly well at it.


I would go for a straight barbarian with beast totem and superstitious, possibly with the brutal pugilist archetype, maybe prestiging into rage oracle if you prefer. Brawlers and rangers are also an option as they have some hand-to-hand combat proficiency and animalistic abilities, respectively. A Brawler with the barbarian VMC and the right feats can be a pretty mean badger stylist.

I haven't tried a barbarian/druid, but doesn't rage hurt your spellcasting a lot? At this point I would say that the wild stalker ranger may be a better pick.


They are cool, normally I like the bard VMC, but unless your DM allows you to have double the inspire rounds it probably won't be great. Alternatively,you can choose to not get VMC and improve your channeling and other stuff to help you against undead/outsiders.


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sojoocy wrote:

While I'm still looking at bloodrager, every thread I've dug up claims that I am GOING to lag, end of story.

Someone casually mentioned a gunslinging paladin though, and now I like the idea as much or more as a bloodrager. Three feet of sparkling full plate, cape billowing in the wind while he punches holes in whatever is biggest and meanest with his adorable little musket...plus it'd fill that ranged support hole our party currently has, AND my stat bonuses work.

Thoughts? May start a new thread just for this.

Ranged paladin is great in combat... I am not so sure about firearms, but they should be okay too. However, the team is a bit short on skills with most characters having 2+int, a few having 4+. This is why I was loath to recommend paladin or fighter and thought that ranger, slayer or avenger vigilante may be a good fit for the niche.

An archer bard is a good support character, but also quite handy in terms of damage as well. I have been meaning to try an alchemist or a skald, they can be good,versatile characters as well.

Actually, with risky striker and big game hunter, halfling barbarians can end up being surprisingly effective. If only there was something like risky striker for gnomes...

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