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White Dragon

Xexyz's page

Pathfinder Card Game, Class Deck Subscriber. Pathfinder Society Member. 1,290 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Terevalis Unctio of House Mysti wrote:
As Sorcerer Supreme I think he would be a wizard.

Not a sorcerer? I mean his title has sorcerer right in the name!

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I like the creature templates. I've already found a use for the Dread Lord template in my game, have plans for the Kryton Apostle template for another NPC, and am I looking for an appropriate creature for the Implacable Stalker template.

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Thewms wrote:
I am curious if anyone has played for an extended time using ABP but removing the weapon/armor attuning. I like ABP but have never been a fan of the attunement side of it. I lack the foresight to see if any unintended problems (WBL or otherwise) will crop up during play.

I went a slightly different direction with my group. Since Pathfinder Unchained came out while my campaign was already running, I adopted ABP but simply left in everything that was supposed to go away: There are still stat belts, weapons & armor with static bonuses, stat books, and so forth. I did this because otherwise I would effectively be punishing the players who had spent their money on those items, and on top of that I would have to come up with some justification as to why they didn't work anymore.

So far it's worked fine. No one has tried to abuse anything and leaving all the regular magic items in allows me more flexibility as the GM.

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SmiloDan wrote:

Does your party have a bard or flutist? Or even a flute? Or a way to make a flute?

At level 16 to 18, PCs can just Quicken Dim Door across the room....

Teleportation is blocked in this room (and the floor above it), so that's taken care of. They don't have a bard but they can get a flute.

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@Scrapper - Whoa, good catch on the Silence spell part. I'll have to make an adjustment because I don't want the trap to be defeated by a 2nd level spell (or to be precise, the Wizard who created the trap was smart enough that he wouldn't have let such an obvious loophole go unaddressed).

@Berinor - I forgot about any Disable DC since the group doesn't have a rogue. I'll have to think about that.

The PCs do have some knowledge of the trap they obtained from an NPC lower in the tower. They know that the trap has a disintegration effect and that - according to the NPC, who they have reason to distrust - it can be apparently bypassed by playing a flute.

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So the PCs are in a dungeon and will be encountering the following trap:

Description: 9-0) Chamber of Echoes As you ascend the stairs to the penultimate floor, the sound of the dancing wind becomes clearer as the blue flames dance in the feint breeze. Once again the design of the embossments has changed; these appear to depict a swirling storm with the flame as the eye. As you reach the top you discover that the entire floor appears to be a single chamber with a multitude of columns rising from floor to ceiling. The wind from the air holes can be clearly felt and heard as though it was passing through wind chimes; the notes and pitch intermittently changing with the strength of the wind. The light on this floor bounces off the columns and casts innumerable shadows throughout. The ceiling of this floor does not have the exposed trusses like the other floors; instead it’s composed of many shallow domes with the lighting recesses at the points where the domes meet.


• The columns are all covered in runes and glyphs which are arranged in various wave patterns; the top of the columns have openings that allow the passage of the air through them. The columns radiate strong evocation magic. Studying the markings on the columns for 10 minutes and succeeding at a DC 25 Kn: Arcana check will reveal the following:
o The patterns can be discerned to represent both wave cancellation and amplification effects.
o The patterns are interconnected and powered by the ley line; defacing any of the runes or glyphs will cause the chamber’s magic to become unstable. The chamber’s magic will short-circuit for 5 rounds; each character in the chamber must make DC 25 reflex save every time they move between columns (except for the defaced one) or be struck by a field.
• Observing the chamber and making a DC 35 perception check allows a PC to notice feint shimmering occurring intermittently between the columns. Further observation and a DC 15 Perform check allows the character to notice that the shimmering occurs whenever the note a column emanates changes.
• In order to safely pass between columns a character playing a wind instrument must match the proper note to phase cancel the note emanated by the columns. This requires a DC 15 perform check. Due to the notes changing due to the changes in wind strength and direction, even if the correct note is sounded there’s a 25% chance each round that the required note changes and the field returns. There’s a 5% chance the note changes to the opposite phase, which increases the damage by 1.5 until the performer changes notes. If the performer plays the correct note in order to step between the columns, there’s only a 10% chance they will be caught in a note change.
• A character who spends 4 consecutive hours in the chamber and makes 16 DC 20 perform checks can discern a pattern of the notes and then play the correct note in anticipation of note changes.
• A character caught between columns when a field forms can make a DC 25 reflex save to dodge of the way. Anyone struck by a field must make a DC 25 fortitude save or take 30d6 sonic damage. A successful save reduces the damage to 5d6. Anyone killed by this damage is turned to dust as if affected by a disintegrate spell.
• Because the power of the chamber is being fed by the tower’s ley line, dispel magic has no effect on any of the columns. A mage’s disjunction centered on the center column will deactivate the chamber until it’s reactivated from the nexus.
• At the other end of the chamber is the door to the stairs leading up to the top floor. The door can be opened by a knock spell.

Since this trap falls outside of the guidelines of the trap construction rules I've had to take a stab at evaluating it; right now I've got this as a CR 16 trap. Does that seem reasonable? Should it be less or more?

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Mummy's Mask rulebook p.8 wrote: wrote:
Choosing to activate a power on a displayed card also counts as playing it.

I'm interpreting cards such as Blizzard and Corrosive Storm to still allow a character to play a spell during their combat check because Blizzard and like state that you're to add dice to the check; there's no "you may" part of the text. Is this correct?

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Wow thanks for all the advice guys, you've given me a lot to think about. I think based on what you've all said I think I'm going to pass on making an EK; the consensus seems to be that EK plays best as a wizard who can use a weapon and that's not really the fighting style I'm envisioning for this character. I forgot about bards and am going to see if there are any bard builds that can do what I want. The NPC in question is going to be either a human, elf, half-elf, or half-orc with the half-fiend template and be CR 15, so looking like a 13th level character.

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I have an NPC villain in mind and am (for now) envisioning him as an eldritch knight (I'm purposely avoiding magus or bloodrager because the I've already built several of those). Are there any good, strong, builds for this prestige class? The players are pretty much all optimized PCs so I need a strong build.

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NoTongue wrote:
Blood Havok only works with sorcerer spells although the Invoker Witch looks great for a pure Witch.

Curses! I was afraid I missed something!

NoTongue wrote:
This could work but the biggest downside may be the Witch spell list.

With the winter patron there are enough cold spells to make it worthwhile, IMO. Snowball, Ice Spears, Ice Storm, Cone of Cold, Freezing Sphere, Polar Ray, and Polar Midnight immediately come to mind.

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Charon's Little Helper wrote:

If you really want to go with an arcane blaster though, the standard route would be

Wizard (evoker) 13 / Sorcerer crossblooded (draconic/orc) 1

That and make sure to grab the trait to jack up your caster level +2 (max of character level).

In total, you get +3 damage per dice for an evocation of your draconic element, which nearly doubles your damage.

But... your group already has a wizard, and I generally don't find class duplication to be as fun.

There may be a new standard with the Invoker (witch) archetype from Haunted Heroes players guide. The Invoker allows you to get an additional +1 damage per die on your spells, so if you combine that with the Draconic/Orc crossblooded sorcerer with Blood Havoc you can get up to +4 damage per die. Furthermore, the Invoker can be combined with the Winter Witch archetype, since you'll want to focus on a single element anyway. I'm still on the fence on whether or not adding in levels of the Winter Witch prestige class is optimal, but it's an option with the build.

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elcoderdude wrote:
And you may want to be careful using this power in Mummy's Mask.

Pfft, nonsense. If ya ain't dying ya ain't trying.

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James McKendrew wrote:
And while we're at it, he could then go to weapon-heavy locations and have a decent chance of acquiring both melee and ranged weapons. Kinda like why I don't let anyone but bards at the spell-heavy locations (except maybe Zarlova... She's almost a bard).

Just play with Varril. He's awesome at everything.

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My guess is that he's meant to be used by Oloch. CD Oloch's display cards power has him recharging the cards he displays at the beginning of his turn instead of returning them to his hand. In addition, one of his basic power feats allows him to reset his hand at the beginning of his turn. So Moradan gives you some strong deck-cycling ability if you're interested.

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I'm running a homebrew campaign and I switched over when Unchained was released and I'm really grateful for the system. It's a lot easier to keep PC wealth under control since many of their opponents are NPCs with class levels. I did make a few modifications to the system:

1. I didn't actually remove any of the stat gear ABP, so the PCs are still able to buy those items if they want to. This was mostly because I was switching systems in the middle of a campaign and thought it would be unfair to the PCs since some of them just spent a lot of money on stat gear and I didn't want to penalize them for it. However, I also like still having that gear around because it gives me more flexibility. For example they were briefly allied with an NPC prince who had royal heirlooms (such as a +3 flaming scimitar) much more potent than his normal ABP would allow.

2. The other minor tweak I made was to allow characters to decide upon reaching 6th level if they wanted to gain their mental or physical stat, so martials would be on par with spellcasters for progression.

3. I make other case-by-case tweaks. There's a bladebound magus in the party and I let him use his weapon attunement to give his blackblade arcane points equal to his attunement bonus.

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Keith Richmond wrote:


And, yeah, it works pretty well. It works even better if you can recharge that blessing, so you heal another card afterwards :)

Indeed. My friend and I are playing through SotRu - me Reta, him Poog - and have been surprised at how efficient of a healing ability it is, especially once he puts a power feat into it. Most scenarios my Reta doesn't need any other healing than that.

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Which set do you play Season of the Goblins with?

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Ten'shun the Tengu wrote:
Ooo I own that book! In the company of Dragons I believe it's called (correct me if that's not what your thinking of) Great book, really fun

I don't think this was the one; the book I saw was 100+ page hardcover with new dragon types such as Sin Dragons. I may get the PDF of the book you have, though, so thanks for mentioning it.

@Falcar - I didn't think of Eldritch Heritage; that could be interesting. I'll have to see if there's a bloodline that's appropriate.

@Fruian - Cornugon Smash and associated feats could be something as well, since this dragon has a huge Intimidate modifier.

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I'm statting up a dragon the PCs in my game may encounter, and I've got lots of open feat slots. There was a 3rd party book I once saw that had lots of dragon-based feats such as feats to modify the dragon's attacks, breath weapon, and other draconic attributes, so I'm open to 3rd party stuff. Anyone have any recommendations?

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Skyler Malik wrote:
Feiya has some cool abilities in the witch deck. Just wondering what others were planning on focusing on with her.

I've not yet played CD Feiya, but I've played S&S Feiya twice. Her Hex power is very strong and lets her cycle her deck very efficiently. I recommend putting your first power feat into allowing her to use hex her power on monsters and second power feat bumping it up from +1 to +2.

Her cohort Daji allows her shuffle 1d4 spells in her discard pile into her deck every turn, which means she could run the staves in the Witch CD very efficiently.

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We roleplay every day of travel for my group. I have thirty different random encounter tables I use to determine if anything interesting happens while they travel. Not every group may like random encounters, my my group enjoys them.

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Haste. Comes online at 5th or 6th level and generally never stops being useful - even at high levels. Improves the party's offense, defense, and mobility. Time Stop and Wish are more powerful, but by the time you get them you're already high enough level that they're not complete game changers.

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Theryon Stormrune wrote:

Some scenarios allow you to have an additional upgrade. Since you're doing Season of the Righteous, Scenario 1-1C Get to Clearwater Fort, has a reward: Each player chooses armor or ally, then draws a random card of that type from the box. What this means is in addition to your normal upgrade, each player may choose an armor or an ally and draw randomly from their class deck box. The available cards are (in this case because you're playing in Adventure 1) all the 1s and all the Bs of that card type.

If you have a reward that allows you to have access to Loot. And in this case an armor, at the beginning of the scenario you may substitute the Loot armor for one of your armor cards in your deck. For that scenario (and any future scenario), that armor is yours to use. After the scenario ends, return the Loot card back to the game box and put your original armor card back in your deck. If for some reason you would need to banish the Loot armor during the scenario, you are actually banishing the armor card you had set aside. So be careful.

Hope this helps.

So, if I understand you correctly, if I complete a scenario that rewards a piece of gear - say a random ally - and I also picked up a spell 1 during the scenario, I could then use my upgrade on the spell (to replace a B spell with a AD1 spell from my box) AND add the random ally [I drew from my class deck] to my deck as well?

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Theryon Stormrune wrote:

You only build your deck once. You use the rules you quoted to build that starter deck. So if your character has:

Weapon: 2
Spell: 4
Armor: 1
Item: 3
Ally: 2
Blessing: 3

Then you would go through your class deck cards first choosing B and Basic cards then following the quoted hierarchy.

When you acquire cards throughout the scenario: two weapons Bs, one spell 1, three ally Bs and one ally 1. Each of you can pick one upgrade (not counting rewards) from the bunch. If you pick the spell 1, then you can replace one spell in your deck with a spell 1.

But you don't rebuild your deck each time. You only rebuild if you banish cards and do not replace them with upgrades. Once you choose your deck, you keep those cards until you upgrade them.

So if I understand you correctly, if I go through a scenario and pick up a spell 1, at the end of the scenario I can choose that as my upgrade, pick a spell from my Class Deck to then replace an existing spell?

Also, what do you mean by not counting rewards? If the scenario reward is a piece of armor, do I also get to add that armor to my deck for future scenarios?

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My friend and I want to start a Season of the Righteous Campaign. I'm looking through the rules but can't figure out how exactly you upgrade your deck. The part that confuses me is on page 10:

After upgrading your deck, when rebuilding the rest of your character deck, choose extra cards, if needed, from your Class Deck. Follow the hierarchy in the New Characters section on page 8.

The thing is, the hierarchy charts says you have to start with B set cards with the Basic trait. Specifically:


Your character deck must meet the Cards List requirements

on the back of your character card. You must choose cards
from your Class Deck box in the following order.
1. Use cards that have the set indicator B and the Basic trait.
2. Use cards that have the set indicator B without the
Basic trait.
3. Use cards that have the set
indicator 1 and the Basic
4. Use cards that have the set
indicator 1 without the
Basic trait.
5. Use cards that have the set
indicator 2 and the Basic
6. Use cards that have the set
indicator 2 without the
Basic trait.
…and so on, up to the adventure deck number equal to
your current tier.

So, I'm thinking of playing Grazzle. Grazzle starts with 5 spells and can have a maximum of 8 through card feats. However, there are 9 spells with the Basic trait in the Oracle class deck. If I'm supposed to use Basic trait cards when building my deck before I'm allowed to use other cards, how do I get the higher number cards in my deck? What am I misunderstanding, because based on the way the rules read deck upgrades and cards from scenario rewards don't appear to do anything at all.

Edit: I think I figured it out. If my Tier 1 Grazzle picks up an AD1 spell from a scenario, at the end of the scenario I can choose "spell 1" as my deck upgrade. Then, when I build my deck for the next scenario, I can can choose a spell from my class deck with a adventure deck number 1 or lower, correct? If so, do I have to always pick the same spell or can I switch between scenarios?

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Charlie Bell wrote:

Just curious--what 7th level spells have given the posters upthread issues?

I'm curious as well. When I played my sorcerer in Kingmaker 7th level spells were pretty much throwaways - I mostly used my 7th level spell slots for metamagic. Literally every other spell level had a lineup of spells I wanted that made me think carefully over what order I wanted to get them.

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Ashram316 wrote:
Tattooed Mystic Seoni may be the best boon collector in the game with a couple of power feats and a couple of intelligence skill feats.

Scholar Zarlova's has even more potential; with a bunch of power feats and some skill feats, she can roll a d10 + 8 to pick up any boon.

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Any word on when the Season of the Righteous custom cards will be available on Drivethru Cards?

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Yes! Been looking for this list for a long time!

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Could someone post a link to these changes?

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Me and my playing partner have each gotten the servant on one of our characters; his CD Alahazra, and my Ashnul. Since there are currently no powers, cards, or scenario rules which can forcibly interact with displayed cards, think of the card displayed on a clockwork servant as in a safe deposit box - the card is safe and can be retrieved any time outside of an encounter. My friend would always put a cure spell on his servant to always be available when he needed it but without the danger and annoyance of keeping it in his hand. I do the same thing with the healing prism from WotR, or sometimes I'll put my mastiff on it if I feel I may want to have a huge hand size for a particular turn.

I'm sure there are more potential applications for the little guy I haven't thought of yet.

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Scott Wilhelm wrote:
It certainly would be a big surprise to find the abandoned tower is actually a fortress manned by an army of demons. How do you intend to reconcile that? Are you abandoning the idea that the tower appears deserted? Have the demons only recently begun escaping their magical prisons? Have they been fighting amongst themselves and so been largely unable to enact their schemes? Or are their schemes very, very subtle?

I've decided the tower is on a small, uninhabited island on a large lake (about 1.5 times the size of Lake Erie) in a difficult to navigate area, so there wouldn't be a lot of visitors poking around to keep an eye on the place. But now that I think about it the monster infestation would have to be somewhat recent, otherwise you're right in that they'd likely have been found out by now, even with the island's remoteness. So what I'm leaning toward now is that a non-guild wizard learned of the guild's plans and decided to claim the tower for himself, and in the process of trying to claim/fortify it he summoned/released some or all of the monsters which now inhabit it. He was killed at some point (I don't want a wizard to be the dungeon boss) so is out of the picture; now only the monsters remain.

I still like the idea of it being infested by fiends, but the oni are likely a no-go since they're large and the tower was built to accommodate medium sized creatures. I'll keep looking.

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Thanks for the responses so far, guys! Here's what I'm thinking so far:

1. I like the idea of some evil outsiders having taken up residence. To answer Scott's question, I think I'm going to do with the idea that the wizard used bound evil outsiders as minions, but then lost control and was betrayed and killed by them. They have since then been using the tower as a foothold in the material plane to enact their own evil schemes. So which outsiders to use is the question? The PCs have already gone through a dungeon inhabited by devils, and I have plans for demons later in the campaign, so I'd like not to use either of those. Thinking Oni or Asura; leaning Oni since I've never used those monsters before.

2. The PCs consist of an invulnerable rager barbarian, bladebound magus, blasty sorcerer, archer inquisitor, and 2 clerics; one vanilla and the other an evangelist buffer. They're all fairly well optimized.

3. The tower is going to be fairly large and intact; it's a circular column with a 50ft. radius and 10 floors high. There's also going to be a walled courtyard with some other small buildings likely in various states of ruin.

4. As I said before, the last several fights & dungeons the PCs have gone through have been against PC races with class levels, so I'd like to move away from that to both give them something different and make my life easier.

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So I'm creating a dungeon for my homebrew game, and where's what I know so far: It's an abandoned tower that was built by a wizard over a hundred years ago. The tower is located on an island in the middle of a large lake. The Wizard used his tower as a base of operations in a struggle with the neighboring country but was eventually defeated. Said country has up until the current time in the game forbidden anyone from claiming the island, but recently a magician's guild had garnered enough resources and influence in order to purchase the island & tower and convince the government to allow them to use it as their new guildhall. The magician's guild will hire the PCs to clear out the tower of any monsters or dangers.

So, what unfriendly inhabitants should I put in it? Here's some more pertinent information:

1. The PCs just reached 11th level.
2. I want this job to be a stand-alone dungeon crawl, so I'm not going to integrate it into the larger campaign storyline.
3. Verisimilitude is important to me, so any inhabitants would need to be the kind that could logically co-exist in a tower together.
4. The PCs have been fighting a lot of humanoids with class levels lately, so I'm for straight-up monsters.

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Thanks Hawk! At least I can take comfort in the fact that I have been doing things correctly all along.

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Once you start AD6 you're back to having non-abyssal locations. But in general I agree with you as most outsider immunities are elemental and it's uncommon for a combat check using a weapon to add an element to it that doesn't come from the weapon itself. I think my Arueshalae ended up giving it up for a 2nd skirmishing spear.

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For as much as I play this game, I would think I would know all the rules by now...

1. The rulebook states: "You may explore your location once each turn without playing a card that allows you to explore; this must be your first exploration for the turn." Does this mean that A) your first exploration of the turn must be from this explore and that you're prohibited from playing a card to get an explore, or B) you're free to play a card to gain your first exploration in a turn, but if you do so you forfeit your free explore for the turn? There have been several occasions where we know the top card is a monster when it comes around to someone's turn and they'd really like to play their Druid of the X to explore instead of using their free explore.

2. Once you're rewarded with a piece of loot, what happens to it if no one takes it? It goes back to the box, but is it included in the rest of the cards of its type and thus could theoretically get shuffled into a location deck when you're building locations in subsequent scenarios? Or is it set aside in a separate pile with the other loot cards and henceforth unavailable (baring specific rules/cards that might allow you to go get a piece of loot)?

3. Was there ever a general errata that changed the bevy of RotR monsters who do something bad to you before you encounter them to before you act? Or does poor Merisiel have to eat those breath weapons like an unhappy rogue?

4. If something gives you an exploration during an encounter, the rules state you must immediately take that exploration or forfeit it. I've been taking that to mean there's no time to do anything else (such as play a cure spell); is this correct?

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spweasel wrote:
Xexyz wrote:
It's still going to take up 4 feats: Martial Weapon Proficiency (guando), Weapon Focus (guando), Ascetic Style, and Ascetic Form.
Unlike normal Monk, Unchained Monk is automatically proficient with any weapon with the "Monk" special weapon quality. So only 3 feats.

Whoa, I missed that. Now looking like there's no reason not to take Ascetic Style.

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@avr - Most likely scenario is that this NPC will appear in a combat or two and then move on (or be killed). It's possible the PCs may convince her to ally with them, but unlikely. That said, I am asking for optimization advice, so that's my intention for the character.

@GeneMemeScene - Thanks for the clarification on how Ascetic Strike works and how it won't be necessary for the character to take. It's still going to take up 4 feats: Martial Weapon Proficiency (guando), Weapon Focus (guando), Ascetic Style, and Ascetic Form.

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I have a pretty firm idea in my head for a weapon using unchained monk. I used the weapon creation rules in the Weapon Master's Handbook to stat up a guando since the image in my head for the character is someone who uses a pole weapon. I gave it the following stats:

Martial weapon
1d10 damage
{Monk, Reach} special properties

So that in mind, I'm trying to think of the best build that would use that weapon. The primary thing I'm wondering is if it's worth it to take the Ascetic Style line of feats. That will eat up a total of 5 feats, which is a big chunk, but since I'm making the character (it's an NPC) at 16th level, that still leaves 3 feats left, plus monk bonus feats.

Aside from this I've got the character's race (human) and stats mostly figured out:

Str 18-20 (depending on if I do the alternate human racial)
Dex 16
Con 14
Int 10
Wis 14
Cha 8

(As you can see I don't use the normal point buy and have a homebrew stat method for my game)

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Ascalaphus wrote:
For an NPC, it depends on his goals. If he wants to oppress the countryside, cleric is the way to go. While his mooks might not be able to stand up to the PCs, they can at least work as cannon fodder, giving him time before the PCs can close in melee with him. But their major role is in the NPC vs. NPC action that's going on as the backdrop for the adventure. The PCs are invading his fortress of doomy death because he's been using undead to oppress the countryside.

This is pretty much it. The NPC I had in mind would be from the country of Reece (homebrew world), which was invaded by Abagaard, and his role in the campaign would be raising undead in order to terrorize the Abarish villages and countryside in retaliation for the invasion.

My original plan was to use the warsworn undead creature with the idea it was created by the necromancer. Unfortunately that undead creature is not on the list of undead that can be created with create greater undead, so I'll have to figure out some other GM-fiat explanation regarding how the necromancer created it.

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I may have need for a mid to high level necromancer in my campaign. When looking at the info on the SRD, it would seem that the best necromancer to make from an optimization standpoint would be a cleric instead of a wizard - especially when it comes to making undead. Is this correct? Or are there some advantages an arcane necromancer could have that a divine one doesn't? The necromancer in question would probably be around 13th level or so.

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Any word on when the Oracle deck character sheets will be available?

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cowfish13 wrote:

So, I'm kind of curious, are you just supposed to lose a lot of fights? Because, if we didn't play with assisting, I think we would have multiple dead characters in the first 2 missions. I believe we've been playing properly, where you have to use blessing, discard weapon abilities, and other dice buffs before you roll.

No, you should be winning the majority of your fights. Consider a character with a d10 Strength and the Melee: Strength +2 skill (d10+2 is the most common array; d8+3 and d12+1 are mathematically equivalent) using a longsword, which is a basic weapon any character with weapons can start with.

The average combat difficulty for a base set monster from the Skull and Shackles set (S&S is in the middle between RotR and WotR in terms of combat check difficulties) is 9.72. So for a typical combat check, our generic melee character wielding a longsword would need to roll a 10 or greater on 1d10+1d8+2, which has a probability of 59/80, or 73.75%.

That you say you feel your group would lose most of your fights without expending additional resources and needing to get the "assistance" from other characters makes me think your group is doing something fundamentally wrong when it comes to combat checks, either by incorrectly increasing the difficulty of checks or not including all your dice and static modifiers.

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Hawkmoon269 wrote:
I've been playing her with mostly support cards in her deck. 2 Augury, 1 Scrying. Sphere of Fire is a displayed spell that counts as being played for every combat check I use it on, so I hope to play Augury and/or Scrying then hit a monster or two to get my bottom few spells back in my hand (which I'm trying to do my best to make sure Augury and Scrying remained on the bottom).

Whoa, I forgot about that. I'll have to remember that when I play on Wednesday. I'm playing through RotR and just completed scenario 4A; I went with Puppet Master and selected the ally recharge from your discard pile feat and the Feiya hex-like feat.

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Theryon Stormrune wrote:
Street date for the Oracle deck is March 30. We've been told, in the past, that the character sheets never show up prior to the street date. So I'm hoping to see them near the end of next week.

Ah, I thought the street date had already occurred.

Pathfinder Card Game, Class Deck Subscriber

The Oracle deck character sheets should be available soon, right?

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Eliandra Giltessan wrote:
Mark Seifter wrote:
Yup, Seelah's helm is fantastic in Wrath; it's worth Seelah keeping it through the whole AP.
I kept Seelah's helm through all of RotR. Other people got cards or powers that were ALMOST as good around deck 4. But I think it's the best of the iconic heroes promo cards. Don't play Seelah without it!

Ezren's Arcane Robes are almost as good. They were absolutely vital to my RotR solo Feiya playthrough.

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How does Alahazra's scouting power interact with scouting cards? Here's what her power says:

Alahazra wrote:
When you examine 1 or more cards from a character or location deck, you may examine an additional card.

So how does it play out when she uses Augury?

Augury wrote:
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.

Does the extra card she examines get included in the effect of the Augury spell? That is, if for example Alahazra choose monster, and the extra card she got to examine via her power was a monster, would she be able to put it either on the top or bottom of the deck [in any order with other monsters she may have found]? Or does her power simply allow her to examine the extra card without it interacting with the ability that allowed her to examine cards in the first place?

Also, does the extra card she examines always come from the top of the deck she examines via another card or ability or from the same place in the deck? If she plays a card that allows her to examine the bottom card of a location deck, does she examine an additional card from the bottom or from the top?

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I figured it out, woohoo! I am so smart! I am so smart! S-M-R-T! I mean S-M-A-R-T!

I like using logic puzzles as well, but like the others have said you've got to implement them very carefully. Often times in my experience is the biggest hindrance to using one is that it's not always completely clear to the players that their characters have actually stumbled into a logic puzzle. So if I'm going to use them I like to give the PCs a heads up that might require them to use their deductive reasoning, "The MacGuffin is located inside the tower of the Mad Wizard; while he is dead his tower has many traps and puzzles which guard his secrets from erstwhile plunderers."

Players tend to be much more willing to try to figure puzzles out when they know to expect them.

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