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Right so I haven't actually gotten to the holy vindicator part yet, however I've covered my opinions of your channeling options, traits, and feats as well as where I would put my stats for a channeling primary character: Abraham Spalding's Guide to the (to be honest) channeling. As always comments, concerns, criticisms, and the like are welcome and appreciated. Unfortunately (or fortunately depending on your view) channeling is still one of the more straight forward aspects of the game. 1. Nobody is saying never ever heal your buddy and/or let them die. That is ridiculous.
During another conversation there was some disagreement over the idea of "custom" magic items. As far as I can tell, the magic item creation rules are part of the standard game. They have very clear-cut rules that are in effect to define and limit what they can do and how they can do it. They exist to quickly, easily, and fairly, allow the design of new magic items without having to make the already enormous rulebook twelve times larger by trying to create every instance of magic item possible. So as far as I'm concerned, if it's legal by the magic item creation rules, then it's a core magic item that doesn't exist yet. So what does this mean? It means there's a lot of really cool and most importantly interesting magic items that aren't printed but are part of the core rules by proxy. So, I wanted to discuss some of these possibilities, and create a little archive of Core Rules Legal magic items that have been created using these methods, and explain how the item was formulated so as to give some easy to use examples to those new to the 3E/PF RPG. ================================================= Cloak of Disappearance
Item Breakdown:
This magic item uses the same formula that boots of speed use. It's caster level (3) * spell level (2) * 4000 gp (2000 * 2 for 1 minute / level spell duration). The price was then divided by 5 to determine the price per charge. Finally, the duration of the single charge was split into rounds. The magic item is ideal for rogues who want to get their sneak on, or for skirmishers who like vanishing and then re-appearing. On a personal note, my brother's ranger in our tabletop game uses this cloak. Ring of Elemental Warding
Item Breakdown:
This is a caster level 1 ring of resist energy. The item creation rules say that items are to be priced using the lowest caster level and spell level a spell is available at to determine the price regardless of who makes it. The item was priced as continuous with a 10 min/level duration (1 * 1 * 2000 * 1.5). Each additional stud on the ring is like buying an additional ring with a 50% markup due to adding additional abilities to the same magic item. Belt of Ogre's Size
Item Breakdown:
Like with the boots of speed, the belt of ogre size follows the same basic mechanics of the boots of speed. It was priced at (1*1*2000*2) gp for level, caster level, use activation/continuous, and duration modifier. Finally it was divided by 5 for charges per day (1 charge) and the duration split. Shield of the Dragon's Breath
Item Breakdown:
This magic item uses the command word activation (though it can also be a command thought, as there is no mechanical difference) to unleash a caster level 5 burning hands spell effect, which has been divided by 5 for 1 use per day. In a method similar to splitting the duration, we have actually split the damage, allowing the wielder to divide the d4s as desired. The pricing was (1 * 5 * 1800 divided by 5) + the cost of a +1 steel shield. This should get everyone started. Before you know it, you'll be on your way to making lots of interesting magic items that are 100% legal by the core rulebook! Notice: Before anyone brings it up, no you cannot make a sword of continuous true strike. True strike cannot be made continuous because of its unique duration type. Instead, the best you can do is make it at-will, or make a quickened true strike sword which is far more expensive and more limited. The most advanced true strike weapon you could craft would actually cost about 90,000 gp on top of whatever the weapon normally costs, which would allow you to cast true-strike as a swift-action once per round. =============================================
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WalterGM wrote:
Sorry, my message board coverage is a little spotty lately, as I am banging away on an upcoming AP adventure and the deadline is looming. My short and wholly unofficial answer is that I'd probably leave the Jotungrip ability as is, since that ability is really more about using a regular TH weapon in one hand than using overly large weapons. However, the Massive Weapons ability is the one I'd probably change, to read like this: Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. At 3rd level, she can wield melee or thrown weapons sized for creatures one size category larger than her own size, with a -2 penalty on attack rolls. Such weapons are always considered two-handed weapons. For every 3 levels beyond 3rd, a titan mauler may choose to increase the size of weapons she can effectively wield by one additional size category, with an additional -2 cumulative penalty to attack rolls. Alternatively, she may choose to reduce her attack roll penalty when using oversized weapons by 1. This choice must be made every 3 levels when the ability is gained and cannot be changed. This ability replaces trap sense. I think using a hunormous sword or throwing a giganticulous spear fits the theme of the titan mauler. Walking around with a cannon or ballista or tree-sized bow? Not so much. YMMV. If you want something simpler and a bit more similar to the as-printed rule, you could also try: Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense. Said it, promised it, there is the Google Document. Comments opened, so everyone can give a counter-opinion on any topic addressed in the guide if needed. I'll check the temperature before giving it it's own 2.0, official thread. Let me know about it. Go to this artist's web site, scroll down until you get to the Creature Archive: Bestiary 1 (it's formatted into a narrow sidebar on the far left) and check out ALL THE MESMERIZING POSSIBILITIES. So much inspiration for cool eidolons and other strange things! Also, buy his artbook to thank him for the wonderful work! Please use this thread to discuss eidolons in general, post links to other cool and inspiring artwork, and best of all... ...show us your favorite beastie from the above gallery. I'll start. Mine is the Ra'khuni. Depending on your specific needs there are a whole slew of available software out there. Here are some places to start: List of mapping software on Cartographers' Guild Creating impressive dungeon maps in minutes If you really want to get into mapmaking yourself, I can recommend Cartographers' Guild mentioned above or take a look at Jonathan Roberts' work (he has a lot of tutorials available). Here's the link to his Facebook page (he also has a blog and a Google+ page - you can find them through this page too): Fantastic Maps on Facebook Yup, sorry, still working on it and have barely gotten it started. So really I'm starting the thread early to get an open dialogue going on it. To gather opinions, thoughts, and ideas while I write this guide. Meanwhile let me share some thoughts of my own while working on this. ~Order of the Cockatrice does not have to be a douche or a loner. In fact they are amazing when others are around to bask in their glory. ~Gendarme is actually a pretty bad archetype. ~Tactician is very powerful. It's only a shame that the level you get it at kind of makes it suck. ~Cavalier's are at their best when others are around to join them in the fray. They are enablers that make the good great and the great overwhelmingly good. ~Every cavalier needs to be a beast rider if not a hound master or musketeer. ~The mount, when compared to a paladin mount or druid companion sucks. Better off just riding around on the druids Roc companion. At least it can fly.
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Well, I went ahead and did the research for reasons of my own and figured I could share with the rest of the class. Below is a list of all the possible combinations of archetypes that are possible with the various archetypes for the monk class. I have written them in alphabetical order to make finding a particular combination easier. Also, please note that, as of this posting, the sensei archetype is in need of errata. The sensei archetype states that it's Mystic Wisdom ability replaces the monk's 6th, 12th, and 18th level bonus feats; however, the monk does not have a 12th level feat, though he does have 10th and 14th level feats. For the purposes of this list, I considered the 10th and 14th level bonus feats replaced and no ability from 12th level being replaced. This may result in this list being in need of editing when an errata comes down regarding the sensei archetype. 2 Archetypes
3 Archetypes
4 Archetypes
I'd like to present a personality type that I've dubbed "The fantasy douche." TFD is a person who no matter what they play or do it's always orders of magnitude above what it should be. I believe it's an effort to be "the cool guy" in some form or fashion. I assume it's a real life self estem issue that they overcompesntate for in a fantasy game, but that's just a theory. For example (one of many), We were playing a 5th level game and he had an archer character. He had a +1 bow, but not just any +1 bow. This was the ancient bow of someelvenname who was the greatest bowman of all time and his ancestor. His ancestor did all kinds of impressive thing in history. The bow had a illusion of a hippocampus breeching the front complete with seaspray and such whenever is was weilded. Now I'm all for magic items having histories and being more interesting than merely +1. However he would describe the anaimation (and history) in nauseating detail every. single. time. he pulled. the. thing. out. He's an archer. He pulled it out a lot. Everything he did was like this. Everything. Darkness and madness are not, in and of themselves, evil. Darkness soothes. Darkness brings with it rest. Darkness ushers in dreams. Darkness shields forms of life that could not survive long in the light. Madness can be inspiration. Madness can be the rejection of reason when reason stands in the way of what is right(a bit of the Gurren Lagann philosophy). Madness can be an embracing of the many contradictory elements of both our nature and the universes, and recognizing them as beautiful rather than something to be denied. Madness can enable the discovery of hidden wonder and hope. Tsukiyo and Shizuru complete each other. They're a sort of yin and yang. They represent a balance of light and darkness. They are the sun and moon acting together to keep the natural order going. Useful tropes: I've seen a lot of threads asking for help with Sorcerers builds lately. There are very good Wizard guides in the forum, but the few Sorcerers' guides aren't complete (and they don't seem to be completed any time soon) So I just made one. Here you go: I'm tired of waiting for Treantmonk to complete his guide, so I went ahead and took on the challenge. This is an expansion of Treantmonk's Guide including the new material from the APG, UM, and UC. I am not doing any adventure path or blog stuff at this time. If I ever do that, it'll be in a separate additional guide. As I mention in the guide, I am NOT a replacement for Treantmonk, nor do I claim to be an expert on all things Pathfinder. I respect and appreciate any comments and suggestions you have on how to improve this guide. At the time of this posting, this is a work in progress. If I haven't evaluated the last level 9 spell, then be patient and wait to let me know if I've missed something. I've got like 200 more spells to go. Also, I'm not at the point of adding pictures to the guide yet, though there are some leftovers from Treantmonk's Guide. That'll come eventually. The best archer, at almost any level you care to mention, is the zen archer. 15th level isn't particularly favourable, but Ravingdork posts a solid fighter archer at that level way up above (Dayer) - and presents him beautifully too - so here's a zen archer at that level for direct comparison. Note that Lyu is built with 20pb, Dayer with (as far as I can tell) 26pb. Name: Lyu. Race: Human. Class/Level: Qinggong Zen Monk 15. Favoured Bonus: H∞. Age: 30. Height: 5’. Weight: 130lbs.
Strength: 14 (18). +4
Hit Points: 161
Base Attack: +11/+6/+1 Base Flurry: +13/+13/+8/+8/+3/+3
Traits: Resilient, Wisdom in the Flesh (Fly)
The Way of Zen:
Skills: Acrobatics +22 (15 ranks, 3 class, 4 stat)
Gear (240,000gp): belt of physical perfection+4 (64,000gp, 1lb), composite str18 longbow+5 (50,800gp, 3lb), headband of wisdom+6 (36,000gp, 1lb), bracers of armour+5 (25,000gp), ring of protection+3 (18,000gp), cloak of resistance+4 (16,000gp, 1lb), monk’s robe (13,000gp, 1lb), boots of speed (12,000gp, 1lb), ioun stone+1 armour (5000gp), masterwork backpack (50gp, 4lb), 10 monk’s outfits (50gp, 10lbs), 1 holy water (25gp, 1lb), 1 unholy water (25gp, 1lb), 2 smoke arrows (20gp, 2lb), 300 arrows (15gp, 45lb), 40 blunt arrows (4gp, 6lb), cold iron knuckles (2gp, 1lb), soap (1gp, 2lb), waterskin (1gp, 4lb), 7gp
*************** I’m going to split the comparison into three parts: defense, offense and out of combat. Defensively Lyu is streets ahead, as a monk should be. Dayer doesn’t get his buckler bonus when he’s shooting, since a bow takes two hands to use, so Lyu’s AC is 14 higher than Dayer’s when they’re both archering (43 to 29). This is the difference between a CR17 marilith needing 19s or 5s to rip either dude to shreds. Lyu’s touch AC is 13 higher, and his flatfooted AC is 14 higher (the buckler being valid there). Dayer is also lacking Point Blank Master, and so incurs with bowshots. Lyu’s saves are not only better across the board (5, 3 and 12 higher), but notably more consistent: like all fighters, Dayer comes up short on Will. Against a CR15 neothelid, Dayer needs a 15 to avoid instant bleeding unconsciousness: Lyu needs a 3. And again, Lyu is well ahead on CMD (52 to 42/50 sunder), which is important here - archers are vulnerable to both grapple and sunder. For example, the neothelid needs 8s to hit Dayer midcombat, and 9s to grapple and then swallow him whole; it needs natural 20s to hit Lyu, and 19s to grapple him. Lyu also has Spell Resistance 25, a smidgeon of healing, and the ability to gain +4 AC, touch AC and CMD with one of his 21 ki points (3 of which he always spends on 7½ hours of barkskin, incidentally). Finally, Lyu has 161 HP to Dayer’s 145, and the monk has the AC and saves to defend his total. This matters, because at these levels Lyu and Dayer are likely to start coming up against power words - probably stuns first, as with the CR13 glabezru and the CR16 planetar. Dayer is below the critical 150HP where this spell is a killer, and he’ll struggle against the power words blind and kill when they start to turn up too. In short, like all fighters, he’s defensively problematic. This is only to be expected. Also to be expected is that Dayer should make up the shortfall offensively. He doesn’t: he’s better than Lyu here, but not by as much as you might think. On a standard single attack he appears much more accurate (+34 to Lyu’s +24), but the average CR15 AC is only 30, Lyu has three Perfect Strike attack rolls to get the 6 he needs for that, and he also has Pinpoint Targetting - Dayer doesn’t qualify yet - which knocks oodles off AC at these levels (for example, it reduces the marilith’s AC to 17, the neothelid’s to 4). Lyu does a lot more damage on a standard attack, too - 51 to Dayer’s 33.5, because it’s not worth Dayer’s while to take the Vital Strike feats - and Lyu has a 30% chance of a threat and an improved chance of a crit (two rolls). On a full attack, Lyu can shoot seven arrows, ten times per day, doing 203 damage if all his shots hit, and he has a 90% chance of a threat on seven hits, a 70% chance on the more likely five hits. Again, Dayer is much more accurate (average +28 to average +22), but Lyu is still hitting AC30 without fuss, and he has three rolls on one attack. In terms of offensive add-ons, Dayer gets a 10’ threat range and multiple opportunity attacks (which is tasty), and he can reroll one attack per day and make one x4 crit per day, but Lyu trumps the latter two abilities with his 15 zen-improved Perfect Strikes: if I haven’t emphasized it enough already, these greatly increase the probability of both threatening and critting over the course of a day. Lyu can also gain +500’ range for a ki point, and ignores total concealment and cover for a few ki more, which means, amongst other things, that he doesn’t worry about invisibility: he has the Perception to pinpoint a foe’s squares, and that’s all he needs. I’ll reiterate here that Lyu has significantly less point buy than Dayer, who is himself an effective archer. Nor is this a particularly good level to consider the zen archer at, offensively: two levels from now all arrows Lyu fires will become ki focus weapons, which will allow him to shoot a stunning arrow each round (DC31 at 17th: DC36 at 20th) and a slaying arrow once per day (DC29 at 17th: DC32 at 20th): arguably, it would also allow him to add Elemental Fist, the elemental style feats and Touch of Serenity to his arrows, should he take those feats. It can also be argued that he activates the generic monk’s alternate stunning attack effects once he takes the Stunning Fist feat; if so, he can add these effects to arrows too, from 17th, including 1d6+1 rounds paralysis at 20th level. He doesn’t need any of this debatable stuff, though. With one round of stunning - and often without it - he ends up being able to put down just about anything in under three rounds. Finally, there’s the out of combat stuff to consider. For Dayer, there’s not a great deal to add to the equation. Lyu can dimension door, he can turn ethereal as a move action, he can jump like jiminey, he has top-notch Perception and a smattering of other skills. To summarise, he’s well ahead of Dayer defensively and out of combat, and he’s not far behind offensively. At 17th he’ll overtake Dayer in that department too. At 20th level Lyu can defeat a solar, the tarrasque, a tarn linnorm, an ancient gold, a pit field, a balor and a shoggoth, with only one rest, without taking a single point of damage. Zen rocks. Perhaps my two archer brothers will help you find your way? Dayer is a master archer optimized for high attack and damage. Every arrow that lands promises more damage to the next, and he rarely misses. He laughs in the face of high hit points, high AC, and high damage reduction. Deacon is a trick archer optimized for versatility and trick shots (such as bouncing arrows off a wall to bypass cover). He is a highly effective battlefield controller that can also perform a variety of useful combat maneuvers at range. He can disarm or trip an entire platoon of enemies as they attempt to charge into melee. Enjoy! You could check my handbook if you'd like. Otherwise...I agree with Shadow, it's possibly the best patron overall. Deception and Trickery are also quite good. Elements is helpful if going for the Dazing Spell feat so you can toss save or lose against all 3 save types (I call the build "Triple Threat"), since witch has a ton of will save or lose and a fair amount of fort save or lose already. Note: This thread is just for fun.
I thought it might be amusing to see how we can "break" the CR system by various appliances of templates, optimized NPC's and the like. The point of the thread is NOT to try to "prove" that the CR system is bad, because as we know all systems can be broken. It's just because it's fun to see how well we can optimize things for a given CR. Using odd interpretations of the rules are okay, but breaking them is not. My examples: Skezriax The Fleshless (EL5):
Once a powerful sorcerer, skilled in necromantic arts, Shezriax made a pact with the lords of hell - in exchange for his loyalty and service, he would not become some lowly dretch upon his death but instead a fiend of some respect. When he died the lords held their promise - he was reborn an incubus. However, he was made small and physically frail, so his struggle in the hells where greater than for most. Despite that, he made it all the way through the promotion - finally ending up as a pit fiend, yet still physically small and weak. Other pit fiends thought him an abomination to pit-fiendness, and so he was sent on dangerous mission after dangerous mission in the hopes that he'd get killed. Finally, during a mission to Golarion he was, but the necromantic powers still flowed through him and he rised as a skeletal champion. Now he haunts Golarion, finding and killing any adventurers he sees, in a vain attempt to get some revenge after dying twice and still not getting rest... Skezriax, young skeletal champion pit fiend (CR5)
When scrying around and seeing some group of hapless adventurers, he usually teleports invisibly to their vicinity - preferably when they're asleep, he's a mean bastard. On the first round, he usually casts Mass Hold Monster (DC 27), followed by a quickened empowered wall of fire on as many as possible. Second round he usually mops up survivors through a quickened fireball followed by, if needed, meteor swarm. While he's lost the ability to fly, he often still carries a potion of fly to use as needed. How it's broken: This is completely RAW and not an interpretation. Skeletal Champion gives a CR equal to skeleton CR+1, skeleton CR is 8 for a 20HD creature. Then it's -4 for applying Young four times, which actually is a beneficial template for a creature without a con score. I DID give him an extra feat in exchange for the double improved initiative. I didn't swap any other feats though (great cleave for weapon finesse? yes please).
On to the second, which is where I got the idea to the thread (from the "staves are to expensive" thread)... Blinn the Accidental Havoc-Wreaker (EL 2):
Blinn had always put his nose where he shouldn't. After being relegated from the second school of magic, despite showing some talent, he dedicated his life to full-time arcane burglary. Just lately, he's stolen a wand that looks really pretty, although it IS kinda old and worn. He hasn't had time to identify it, but is looking for a fence for that and some other stuff, when BAM he runs into some holier-than-thou soldier and his pals on some "quest" to stop all the thefts from the mages guild lately... Whoops. What to do? Well, he can test the wand at least! Blinn CR2
If blinn gets initiative, he uses the wand. He doesn't really know what he's doing, but either an infernal bearded devil, a babau, a salalamder or a kyton appears. He hopes for the best when he sees the creature and screams for it to attack, in all languages he can speak. Then he runs. How it was broken: The rules can be read as that wands with X charges are readily available (75% chance) at X/50 original price. Thus a 1 charge wand of a 4th level spell, such as a summon monster V from a summoner, only costs between 420 and 600 gp. It also requires no checks whatsoever to succeed as long as you have the spell on your list! Since 3rd level heroic classed characters have a 650 gp alotment for weapons, yeah... So, bring your own overpowered stuff! It's late, I'm up, and honestly my mood has me playfully musing about really twisted and mean things that BBEGs can legally do within the rules, which would be seen as absolutely horrible and probably mean spirited and probably get you some dirty looks. "Perfect!" I think to myself. That's just what I love. I'm a very nasty sort of GM who has a love/love relationship with players that's disguised as a hate/hate relationship, you understand. I'd describe myself as Lawful Good when working with the players. I want them to succeed, I help them with the rules, point out tricks they might not have known of, happily give advice for fine tuning characters, and rarely ban anything or try to rain on their parade. However, the moment it comes time for building encounters and such, it's like getting slapped with a atonement (lawful evil) spell as I'm setting down to write some notes. The name of the game for what I'm going to put the PCs through is frighteningly similar to Satan's trials against Job: "If it's legal" is the name of the game. As long as it's within the confines of the rules, prepare to suffer and suffer mercilessly... Of course, that's also because it seems to make it all the nicer when you succeed. I mean, nobody talks about that time when you wandered through the cave and slaughtered a bunch of goblins 'cause they were trying to melee you with their little short-swords, as you casually approached the hordes of loot in the back... They talk about that one game where they narrowly managed to hold on by the skin of their teeth, when the cleric had fallen into that flaming pit trap and was trying to climb out while on fire, and the goblins where chucking nets on the fighter to keep him entangled, and peppering the party with feces covered arrows inside small tunnels that forced them to suffer squeezing penalties, and yet - somehow - managed to overcome and push to, where they found the treasure composed of so many copper pieces, stolen ale, and livestock. So what's the point? Well I'm feelin' a little diabolical, so this is the thread to really let out the nastiest, darkest, most depraved and cruel encounter ideas possible, without fear of being called a mean GM. Nay, this is the thread where being called a dirty rotten GM is a compliment. When Pit Fiends look up to you to get ideas, you know you're in the right thread! I'll start if off with some really nasty ones.
Now you Don't
The idea is that anyone who's in the area has to make a Fortitude save each round or be afflicted by blindness/deafness or be permanently blind. Ideally, the party should encounter trouble while inside the room. Naturally, enemies with blind-sight, constructs, undead, or anything immune to blindness will work (creatures with SR 24+ are immune as well) would be ideal in such a trapped dungeon. Each round that the party has to spend slugging through the enemies (who may be blocking the exit to the room) they have to make a new saving throw. No matter their level, there's always a 5% chance they biff it and end up permanently blind until someone can restore their sight via a spell. The thing that makes this particularly nasty is the fact that unless the party is packing a lot of remove blindness and similar, it can be devastating trying to trudge your way through a dungeon while blind. Even getting back out of the dungeon would be a horrible test of endurance. Weenie monsters are now frightening threats. Blindness Trap (CR 5) = 1,600 XP
The efreeti skeletons have fast healing 5, DR 5/bludgeoning, 65-85 HP each (if animated in a desecrate spell), immunity to cold and fire, large size (granting reach), and should probably be able to hold the party reasonably long enough for people to begin failing some saving throws. The earliest the PCs might encounter this mean encounter is about 6th level (APL+3) as an "epic" encounter. At 6th level, good base Fortitude saves are +5 and poor ones are +2. Assuming a +1 cloak of resistance and a +2 Con, that's a 25% chance to be blinded each round for a good Fortitude, and a 40% chance for a bad one. By 9th level, base Fortitude saves are up to +6 (good) and +3 (bad). Even with a +2 resistance and +3 Con, that still means a 10% chance per round to be blinded for a warrior, and a 25% chance per round to be blinded for someone with a bad fortitude. You could also toss hordes of low CR skeletons at them, just to stall. For bonus points, adding a CR 3 trap that spams inflict light wounds on everything in the area is like giving everything they're fighting fast healing, while whittling down the party a few HP every round as well. Yahweh, LE God of Retribution, Death, and Punishment
Jesus, NG God of Redemption, Healing, and Salvation
Holy Spirit, CN God of Nature and Fate
I have decided that one day I will run Eberron using Pathfinder but some converting needs to be done so I am doing the whole book. This is biggest task I have done for a DM and I am looking for second opions and general backboarding. So, starting with Chapter 1, races. My first thought and try was to use the ARG playtest race builder. I figure that it can be a rough draft until the actaul ARG comes out. When I finished I was not satisfied, specialy after I read the Conversion document. I also realized that perfect 10 isn't that big of a deal to me as I allow most races when it comes to ECS. I present my initial ARG playtest builds along with my thoughts for my second try. Changeling:
Changeling Humanoid (shapechanger) 0 RP (Total 0)
So I am thinking of giving Changeling the Human Heritage Modifier. Other Races coming in next post. Here is a look at my semi-secret project. It has kept me sane while I wait for the results from the RPG Superstar. Please leave comments below, because I know it can still be better. I also promise to respond to everyone but it will take time, especially tonight because I am running off to go do some gaming. Mike Myers wrote: Talk amongst yourselves... I'll give you a topic. First we need to look at what does evil mean. I am Evil and generally it means....
2) I am concerned with my wants above the wants or rights of others. 3) I have no personal issues with Killing/Stealing/Lying/Assulting/ect... to get what I need or want. Evil does not mean..... 1) I ignore the concept that there are ramifications for my actions (going to jail, being killed, having people hate me). 2) I do not plan ahead and refuse to look at the big picture. 3) I do not care what people, even my friends think about me. As an Evil Individual, I know better than to flaunt my evil. That is a quick way to loose friends and allies. Even us evil people like to have friends and have feelings for people. Evil is capable of love and caring about people even if in a very selfish possesive way. I still value my companions company though never more than himself. I realize that I will sometimes have to do things these softhearted friends/allies of mine what me to do even if I dont get immediate compensation for doing it. After all I need those allies to cover my ass later when there is a large payment waiting for a task to completed. I care about my personal safety. Your damn right I surround myself with good aligned allies rather than evil or neutral ones. Good allies wont sell me out. Good allies wont murder me in my sleep and take my stuff. Good allies will risk their lives to rescue me. Heck even when I screw them over, my Good allies will not immediately kill me, their stupid morals say killing is wrong. They have to trap me and try to convience me to change or at worst throw me in jail until I have paid my debt. As long as I dont force them into a corner and threaten them with serious bodily harm they arent allowed to kill me. Even if I try to escape they have to try to catch me without killing me first. Why you ask? Cuz they are good. Heck if I can get them to like me and care about me enough I can even get them to cover for me when I do something bad that they know is morally wrong. Why? Because their sad little soft sappy hearts dont want something bad to happen to a good friend and they know that deep down in side I'm really just a confused scared person that needs love. Excuse me while a vomit. Basically, I am evil, I sure as hell wouldn't trust me and so I don't trust anyone like me either. So I make sure all of my friends and companions are sappy soft hearted saps. I sleep better at night knowing that. I haven't used the rules yet, but having read over them a few times they seem to be ok. As far as flavor and fluff go, they fit in Pathfinder as much as anything else does. Golarion is about as much of a kitchen sink as you can get, what with alien space ships (with mecha) and cowboys to list two of the "wtf i thought this was medieval fantasy" things in the setting. As far as I'm concerned it's not that far-fetched to expect a bunch of psionic people running around. Golarion stopped being "medieval fantasy" a looooong time ago. OP, expect this thread to draw a lot of haters who haven't even used PF Psionics Unleashed yet. Mainly due to very bad tastes still lingering in the mouths of those who used the atrocious early D&D systems, those who have had conversations on the option with said people, or those that put their hands over their ears and go "LALALALALALA! THIS IS STILL MEDIEVAL FANTASY NOTHING NON-DARK AGES EUROPEAN/MIDDLE EAST EXISTS HERE AND THIS IS SCIFI NONONONONO!" - 1e was fun, because no one really ever played the rules, including Gygax. - 2e was fun, because we could play all the rules, only someone's mother edited the book to make sure it was PG13 rated. - 3e was fun, because we all had to learn to add, well until about 16th level when the game was unfun for the DM. - 3.5e was fun, because Rangers got nice things too. - 4e is fun, because everyone does something all the time, but requires something akin to the holographic chess-like game played on the Millennium Falcon in Star Wars IV to play out a battle. - 5e will be fun, because WotC told me it will be. S. PS: - PF is fun because Paizo took WoTC ideas that were deemed ready for the trash heap and made a product that still makes money. My group institutes the "Happy Adventurers Kit" It weighs the same as full backpack, it costs about 10gp and contains any mundane, non-masterwork, non skill kit, item you need. You just note Happy Adventurers Kit on the sheet and at any time you need an item or remember an item you just already have it. Be it tents and camping gear, as much rope as we need, several commom sets of clothes, mirrors, compass and maps of the region, writing implements paper and wax, whetstone, magnifying glass, and wathever else we can say makes sense that our characters are carrying around. Plus enough rations and water canteens that we only have to go through the whole 'starving and lost in a desert/boat/whatever' cliche if someone steal all of our equipment first.
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So you want to play Pathfinder RPG A comprehensive guide for Dungeon Masters and Players. --- First off, welcome on the Pathfinder RPG community ! This guide is intended to help Dungeon Masters ("DM") and Players alike to understand how to make sure everyone is having fun around the table, a task well-suited to a roleplaying tabletop game. Maybe your DM sent you a link to this guide.
This DM is thinking about you, player. He wants you to have fun, and wants you to know it. He also wants to make sure everyone understands how to behave in this collaborative, social game. By showing you this thread, he wants you to understand what are it's duties, it's rights, and what are yours.
Or, maybe you are a DM having difficulties to deal with your role, and are searching for answers or advices to make the game more fun for everyone - you included. In any case, this guide will provide you with important rules of conduct when it comes to play roleplaying games that one normally acquires through experience - and most often, BAD experiences. Please read it carefully. "Brain-in-a-Jar" Maxximilius --- Table of content : 1. Pathfinder : a collaborative game
2. FAQ
--- 1. Pathfinder : a collaborative game Pathfinder RPG, before anything else, is a game. Simple and stupid.
It is thus important to emphasize this statement : the DM and the players are playing with each other.
The Mighty Pathfinder Core Rulebook(c), page 9 wrote:
Read it. Then read it again just to be sure.Pathfinder's N°1 Rule :
Players, DMs, there is no "in our group, the DM must" ; "explain yourself or I don't accept it" ; or "but you are doing it wrong, you are DOING IT WRONG AND SEE I SAY IT LOUDER SO I'M RIGHT OK" argument to have. If the DM says "no", it's f~$$ing "NO". Stop b!&@&ing around. Don't be a spoiled, immature, stupid, childish and ridiculous brat peeing himself. The DM is god at his table, he is using his time to provide you with a game, and this means you have to follow his rules, deal with it. BUT, thankfully for everyone, you can... Pathfinder's N°2 Rule :
One of the most ignored, and simplest solution for DMs and players when it comes to arguments, is to talk to each other. DMs, players, do it before playing. Do it during the game. Do it between sessions. DMs, check if your players are having fun, ask them what you could make better. If you aren't having fun, explain them why and ask for change.
=> Talk. To. Each. Other. Pathfinder's N°3 Rule :
DM, you are not a writer working on a novel. The players are individuals, and have characters with free will. While banning some classes for roleplay and setting reasons can make an universe more interesting, saying to a player what he HAS to play, or suggesting him in a forceful way is a no-no. It's up to you to make the sessions challenging whatever the group's composition, not to the players to absolutely "have a cleric" or "play a rogue". Railroading the adventure is also a big no. Do concessions, and if your player wants to do something strange, make sure it would work and the player is able to use this opportunity.
Pathfinder's N°4 Rule :
DMs, use your player's characters to create interesting and stimulating situations. A player's NPC brother is a roleplay goldmine, and you will make sure that everyone around the table is interested and implicated in the story.
Pathfinder's N°5 Rule :
DM, your players are bullying you ? They take your advices or fiats for s&**, play non-legal characters, refuse your limitations, argue the N°1 rule, then have the nerve to use the Rules As Written (but badly read) as an argument afterhand ? They argue during hours your decisions despite your will to be open-minded ? They physically assault a fellow player or yourself ? They are overly lacking respect to you, your neighboors ?
Call the police if necessary, say goodbye, take your pack, and leave. This is a GAME.
2. FAQ a. Do you have advices for a new GM ? Well, as a rule of thumbs : - Stick with the least amount of rules possible. Even try grabbing the Pathfinder Beginner Box, to enter into the system with a convivial and simple version of the rules !
b. My DM isn't letting me play X/do X ! - Anything you want to play is subject to DM fiat and approval, including AFTER inclusion in the game. If the DM says no to your character or is using a houserule, refer to Pathfinder's N°1 Rule.
c. How to deal with difficult players ? So your players are the kind to argue a lot. Like, all the time, while not being the cleanest when it comes to see how they built their character by forgetting some "details". Despite you applying all this guide's advices so everyone can enjoy the game, they don't even apply the N°4 rule. Or they don't listen to you, or make the rules pass before anything else - including your parole. Maybe they made a list about what the DM can or cannot do. Well, they are f&+%ing wrong, as the Most Important, the N°1 and the N°3 rules already explained. Use °2. Discuss with them. Make them understand you don't have fun, and would like more respect for the work you originally provide so everyone can have fun around the table with a good ambiance. You're their friend in this game, not their enemy, and this implies that everyone knows it's place. If this simple thing doesn't work after one or more sessions, use rule °5 as soon as possible.
d. How to deal with difficult DMs ? So your DM is sometimes dickish, or really doing a lot of things that annoy players around the table. Changing rules on the fly, playing an overshadowing DMPC, trying to kill the PCs as his principal objective before "putting a good experience and adventure for everyone". You wish things would change. You don't have fun because another player is way more powerful, or because the DM seems to hate your character so much that there are only barbarians to fight with your rogue, or antipaladins attacking your paladin by surprise.
If this doesn't work after some more sessions, use rule N°5. Simple. You don't have to play when you don't have fun. (*These are real-life examples of players stupidity and munchkinism, not exagerations to make a point. I let you think about them.) Post them. “Artillery lends dignity to what might otherwise be a vulgar brawl” “My people and I have come to an agreement which satisfied us both. They are to say what they please, and I am to do what I please.” “I begin by taking. I shall find scholars later to demonstrate my perfect right.” Frederick the Great In the waning days of 3.5, I was among those who vowed never to give in to the abomination that was 4th Edition. I moved away from the game, kept all of my 3rd and 3.5 books and PDFs, but pretty much let D&D die away. But recently, a friend of mine pointed to Pathfinder, and the heavens shone down on me from on high. I heard angelic choirs singing and trumpets blaring, and the world was GOOD. I regret not finding Pathfinder earlier, but it is all that I ever wanted in 3.5, and I for one shall never return to Wizards of the Coast while Paizo and Pathfinder remain. But on the real meat of this post. I have spent a few days looking over the website, reading my hastily purchased copies of various Pathfinder books as well as the open content, and I see that the Hexblade has been tried in many fan conversions, but always seems to come up a little short. Well, I thought I would put my hand to it. The class has been renamed as the Witchblade (a fantastic idea that someone on the boards here suggested) and seeks to make a paladin-equse type warrior that wields arcane magic instead of divine. The Witchblade focuses on fettering his opponents with hexes, curses, and removing their magical buffs, making him an excellent (in my opinion) addition to the standard adventuring party. Anyway, here it is. Let me know what you think about the class itself and if it needs changes to fit into the Pathfinder world. And it is good to be home again! Witchblade
Class Skills
BAB: Full
Special Abilities by Level
Class Features
Hex Pool (Su): At 1st level, the Witchblade gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This hex pool has a number of points equal to his Witchblade level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the Witchblade refreshes his spell slots.
Cursed Hex (Su): At 1st level, the Witchblade is able to bestow a curse on a person of his choice; this is known as a cursed hex. He may unleash a hex by spending 1 point of his hex pool on a target that the Witchblade can see and is within 60 feet of; this is a free action, but the Witchblade may only bestow a single hex each round. Spell resistance does not apply to hexes, but the target gets a Will save (DC 10 plus ½ the Witchblade’s level plus the Witchblade’s Charisma modifier) to partially negate the effect. If the target fails his saving throw, he suffers a penalty of -2 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -1 and cuts the duration to just one minute. A cursed hex can by ended prematurely by any effect that can remove a curse.
Arcane Grace (Su): At 2nd level, the Witchblade gains a bonus equal to his Charisma bonus (if any) on all saving throws. Harrier (Ex): A 3rd level Witchblade knows the tricks of casting a spell in combat so as to avoid attacks of opportunity—and the best ways to stop others from doing just that. Hostile spell-casters attempting to cast in an area threatened by the Witchblade add the Witchblade’s class level to their concentration check DC if they attempt to defensively cast a spell. Mettle (Ex): A Witchblade receives training in not only delivering spells while in combat, but in resisting them. Similar to the evasion ability possessed by rogues, mettle allows a Witchblade to shrug off the effects of spells that have a Fortitude or Partial saving throw that have a reduced effect on a successful save (such as Will half or Fortitude partial). A successful saving throw by the Witchblade against these types of spells results in no effect to the Witchblade. Cantrips (Sp): Witchblades learn a number of cantrips, or 0-level spells, as noted on the table below, but they do not consume any slots and may be used again. Spellcasting: Beginning at 4th level, a Witchblade gains the ability to cast a small number of arcane spells which are drawn from Witchblade spell list. A Witchblade can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a Witchblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Witchblade’s spell is 10 + the spell level + the Witchblade’s Charisma modifier.
Spells per Day:
Spells Known: 4th: 4; 2
Upon reaching 7th level, and every three Witchblade levels gained thereafter (10th; 13th; 16th; and 19th), a Witchblade can choose to learn a new spell in place of one he already knows. In effect, the Witchblade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A Witchblade may swap only a single spell at any given time, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Bonus Feats: At 5th level, and every five Witchblade levels gained thereafter, a Witchblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats, as well as the feats Ability Focus (Cursed Hex); Extra Hex; Greater Spell Focus; Greater Spell Penetration; Spell Focus; and Spell Penetration. He must meet the prerequisites for these feats as normal. Quickcast (Ex): At 5th level, a Witchblade gains the ability to quicken a limited number of his spells each day. By spending 2 points from his hex pool, any Witchblade spell cast by the Witchblade with a casting time of one standard action or less can instead be cast as a swift action. Unlike the quicken spell feat, the use of this ability does not require the Witchblade to use a higher level spell slot in order to cast this spell. Aura of Unluck (Su): At 6th level, a Witchblade can spend 2 points from his hex pool to invoke an aura around himself that causes any melee or ranged attack (including spells) made against the Witchblade to suffer a 20% miss chance (similar to concealment) and any sneak attacks or critical hits inflicted on the Witchblade have a 20% chance to be negated (similar to fortification). The Witchblade can activate the aura of unluck as a free action, and the aura lasts for 3 rounds plus 1 round per point of the Witchblade’s Charisma modifier (minimum of 1). Cursed Blade (Su): At 7th level, a Witchblade can spend 2 points from his Hex pool as a swift action to curse his weapon for one round. Any creature injured by the weapon must make a Will save (DC 10 + ½ the Witchblade’s level + the Witchblade’s Charisma modifier) or suffer a cursed wound. The cursed wound cannot be healed until the curse has removed via a remove curse, break enchantment, or similar effect. All creature’s injured by the weapon during the round the cursed blade is active must save versus this effect, and the cursed wound damage stacks. Witchblade’s Familiar (Ex): At 7th level, the Witchblade forms a powerful bond with an animal, magical beast, outsider, or elemental that becomes his constant companion and partner. The Witchblade can choose any of the standard wizard familiars, or any of the familiars listed under the improved familiar feat; in the latter case, treat his Witchblade class level as his wizard level for this purpose only. The Witchblade’s familiar gains all of the standard familiar abilities, but the rate of progression is slower than that of a wizard or sorcerer. The Witchblade Familiar’s improves according to the chart in the wizard class as if the Witchblade were a wizard six levels lower than his Witchblade level.
Fighter Training (Ex): At 8th level, a Witchblade counts ½ his total Witchblade level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. Greater Hex (Su): At 9th level, the Witchblade’s hex ability improves. If the target fails his saving throw, he suffers a penalty of -4 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -2 and cuts the duration to just one minute. Dispelling Hex (Su): At 10th level, whenever the Witchblade hits an opponent in melee, and that opponent has one or more magical effects currently active on their person, the Witchblade can expend 2 points from his hex pool to trigger a targeted dispel magic on his opponent. Unlike the normal dispel magic spell, the dispelling hex does not have a cap on the Witchblade’s caster level. Mass Hex (Su): At 11th level, the Witchblade can choose to affect all targets in a 20-foot radius burst with his hex ability (but not his greater hex ability). At 19th level, the Witchblade can choose to affect all targets in a 20-foot radius burst with his greater hex ability (but not his dire hex ability). Improved Aura of Unluck (Su): At 12th level, when the Witchblade activates his Aura of Unluck ability, the miss chance is 35% and he gains a 35% to negate sneak attacks and critical hits. Counter Hex (Su): At 13th level, the Witchblade can expend 3 points from his hex pool as an immediate action to force one opponent within 60 feet to reroll an attack roll or saving throw he has just made. Stolen Luck (Ex): At 14th level, the Witchblade can, as a free action once per day, reroll any d20 roll that he has just made. The Witchblade must take the results of the second roll, even if they are worse than the previous roll. At 20th level, he may use this ability three times per day. Witchblade’s Insight (Ex): At 16th level, the Witchblade gains arcane insight into the ways of magic. He can select eight new spells from the abjuration, enchantment, necromancy, or transmutation schools of the sorcerer/wizard spell list and add them to his spells known. He gains two spells each of 1st, 2nd, 3rd, and 4th level. Dire Hex (Su): At 17th level, the Witchblade’s hex ability improves again. If the target fails his saving throw, he suffers a penalty of -6 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -3 and cuts the duration to just one minute. Greater Aura of Unluck (Su): At 18th level, when the Witchblade activates his Aura of Unluck ability, the miss chance is 50% and he gains a 50% to negate sneak attacks and critical hits. Witchblade Spells
Dungeon and Dragons 4.0: A Wrong Turn for an Honored Product Now that D&D 4th edition has been out for a few years now we, as gamers and dungeon masters, can reflect on its effectiveness as a game product. While most of the gamers I knew had high hopes for the 4.0 product line before it came out, we were confused and let down when it actually did. The system is riddled with flaws, compared to previous editions and competing product lines and I believe a step backwards rather than forward. Fourth Edition does not simply suffer from a few minor flaws, or one large one either, its weaknesses are broad including: lack of skills, altering key defenses, a lack of ingame economy due to crafting issues, and giving fighters millions of powers. Skills
Skill Encounters
“You need to get away from the horde of orcs chancing you, while not falling off the cliff. Roll Endurance, Athletics, Acrobatics, and Insight once for a bonus to a single check. 4 sucesses before 2 failures.” “I rolled 25 on Endurance.”
Skill Encounter over. While the intention of skill encounters is to add what happens into the skill checks by the DM it usually is nothing more than, “You run fast, you run faster, you jump over that well, you trip over a log,” etc. In the end, on average, it is about 10 minutes of rolling dice at an encounter that really could have been a device for active role-playing and fun. Magic Items
Powers
Healing and Encounters
Classes and Races
Human
Warforged
Languages: Common
The human is far underpowered compared to all other races. Extra at will powers are useless, you'll only need 2 at the most anyway. An extra skill is also useless when there are only 10 to choose from. And the +1 to some defenses is nice, but compared to not having to sleep, eat, breath, and automaking all death saves is ridiculous.
messy wrote:
Good. If anyone finds any other error, let me know. In the following third (and hopefully last) version I also added "push (10 ft.)" in the Special Attacks line, since I had forgotten it, fixed his total hp and corrected his Perception bonus in the Senses entry. Anyway he has no class levels, only Monstruous Humanoid racial HD.
I have her personality, and I'd like help picking feats and archetypes that fit it. She's for a homebrew campaign setting that's heavily inspired by Eberron. First, here's what she's like: Personality:
She's a human in her mid-twenties, with snow white hair and violet eyes. She's of slightly shorter than average height with slightly largish ears, and typically dresses in dark blue, dark purple, or black. She loves sexy clothing, and wears all sorts of such outfits when not dressed in her (sensible and practical) battle armor.
Personality wise, she likes to be edgy. She enjoys load music, good food and drink, and the company of pretty girls (she's 100% homosexual). She loves pointing out when people are being idiots, practical jokes, and bawdy humans. She's mouthy, witty, sexy, slightly roguish, and vulgar. She believes that partying, fornication, vulgarity, witty remarks, and the like are not immoral in any way, and therefore feels no guilt in taking part in it. She's be a bit roguish, but she doesn't do anything that's illegal. She may enjoy being edgy, but she believes heavily in the rule of law (though she does believe that the law should be written in such a way to allow as much individual freedom as possible while keeping people safe from those who would prey upon them), and she follows the law to the letter. She's also smart enough to know when not to be vulgar or mouthy, and shows proper etiquette when it's called for. She's deeply committed to the cause of good, and has a special hatred of corrupt government officials, slavery, and sexual assault. She hates corrupt officials and slavers on general principle, and has had some... personal experience with sexual assault (her sister, not her). She's 8th level at the moment, and I'm interested in both core and third party feats and archetypes that would fit her. I'm thinking of making her main weapon a scythe, but I haven't finalized that decision yet. Also, what do you guys think of her personality? I love the idea of a Paladin who's confident, spunky, clever, and sexy while still being Lawful Good. I also imagine her as rather seductive when she wants to be. Lawful Good may mean obeying the law, but it's perfectly possible to be edgy and roguish without ever doing something illegal, and that's what she does. Recently I was thinking of trying to add even more cheese to the alchemist. Here's something I came up with. Beastmorph and Vivisectionist stack. One level of Master of Many Styles gets us a style feat and Improved Unarmed Strike. This build comes together at level 5, and gets much better afterwards.
Basic build:
Start with 18 strength. At level 1, you take a level in Master of Many Styles monk. Grab Dragon Style. Grab whatever feat you want at level 1. So, feat-wise you now have: IUS, Stunning Fist, and Dragon Style. Yum. 2nd level, take Beastmorph / Vivisectionist Alchemist. 3rd level, grab Feral Mutagen discovery, and grab Weapon Focus (claws). 4th level, nothing to do here but to put the point into Str. 5th level, grab Feral Combat Training. 6th level, take a level of monk again, and select Dragon Ferocity.
At this point, you are a Alchemist 4 / Monk 2. Mutagen's effects:
Your mutagen will give you +4 strength, for 40 minutes per use. You will have 3 attacks at +4 to hit (unless you use a sane method of BAB from multiclassing, at which point it'll be +6). Add those together, and we have +2 to hit from the mutagen. To hit while under the effect of the mutagen:
When under the effect of our mutagen, we'll have 4 (str base bonus) + 4 (BAB) + 2 (mutagen) + 1 (belt) for +11 to hit. +12 for our claws. Our strength will be 25 (19 base + 4 mutagen + 2 belt). So, that's a bite at +11, and 2 claws at +12. Comparable fighter:
A fighter at this level with the same Str will have 6 + 4 (base str) + 1 (belt) +1 weapon focus +1 weapon training = +13 to hit with one attack, and +8 with his second attack. Explanation of Alch's attack routine:
Lets say our first attack, a claw attack, hits. We'll be doing 1d6+7(strength)+3 (dragon style's 1-1/2 Str) + 3 (dragon ferocity) = 1d6+13 damage. Our second claw attack will be doing 1d6+10 damage. Our bite will be just doing 1d8+7 damage. So: +11 1d6+13 / +11 1d6+10 / +10 1d8+7 is our attack routine. If we're sneak attacking, that's +2d6 for all attacks. Explanation of fighter's attack routine:
Greatsword Fighter: +13 2d6+5(str)+2(1.5 str)+2(wepspec)+1(wep training) Fighter: +13 2d6+10 / +8 2d6+10. With power attack, this turns into +11 2d6+16 / +6 2d6+16 Power Attack added to the Alchemist at level 7:
At 7th level, we have a few options for our alchemist. We could grab Weapon Focus (bite) to later grab Feral Combat Training with that. Or we could add power attack. Let's just choose power attack. This makes our routine: +9 1d6+17 / +9 1d6+14 / +8 1d8+11 Fighter's routine jumps to +12 2d6+16 / +7 2d6+16. Potion of Greater Magic Fang +5 and Alchemical Allocation:
Oh, and let's say that we have a potion of greater magic fang. Since this is theoretical, let's say it's a potion of greater magic fang with a CL of 20, so it gives +5 to hit and damage to one type of natural attack. In this case, that's going to be Claws. Oh, and we have Alchemical Allocation, so we never run out of that thing. Drink it in the morning, and it'll last for 20 hours. No reason it should never be up. And if it gets stolen? It's only 3k.
That makes our attack routine:
Heck, we can drink it twice if we prepare AA twice. Apply it to the Bite attack! +14 1d6+22 / +14 1d6+19 / +14 1d8+16. Fighter is still at +12 2d6+16 / +7 2d6+16. If we are able to sneak attack: +14 1d6+22+3d6 / +14 1d6+19+3d6 / +14 1d8+16+3d6. And all we've used up are 2 2nd level extract slots.
8th level alchemist, and Beast Shape I:
8th level! Alchemist. That means we get Beast Shape I's effects when we use the mutagen! Huzzah. Let's just grab Darkvision and Fly. Fast Forwarding to level 12, Beast Shape 2, Pounce:
Fast forward to level 12. Beast Shape 2! Grab pounce, obviously. And fly. Here's the beauty of this archetype. You aren't restricted to a specific animal. You pick the abilities you want. If you want, grab a level of Master Chymist to get multiple mutagen uses before you have to spend the hour making a new one. I noticed an issue with my math above, in that Alter Self mutagen doesn't give you the bonuses to strength or dex. You just choose the abilities. So, just keep that in mind. But for this, I'll change the math to reflect that. Our guy's attack routine. Base strength is 21. Mutagen adds +4. Belt adds +4. Total: 29, or +9. BAB: +8 Routine:
Explanation of to-hit:
+8 (BAB) + 9(str) + 1 (wf) + 5 (gmf) -3 PA = +20 for claws, 19 for bite. Let's just throw an Amulet of Might Fists in for +2, so +22 Claws, +21 Bite. Damage of claws::
1d6 + 9 (str) + 4(Dragon Style) + (4 Dragon Ferocity) + 6 (power attack, which turns into +9 for the first one, since we have 1-1/2 str on that attack) + 5 (Potion of GMF) + 2 (Amulet of MF) = 1d6+30, or 1d6+33 on first attack.
Damage of Bite::
1d8+9+6+5+2= 1d8+22. Full Routine: +22 1d6+33 / +22 1d6+30 / +21 1d8+22 Our friend the fighter:
Fighte calculations of to-hit and damage:
Str: 25 (base of 21 + 4 belt) To-hit: +12 +7 (str) - 4 PA + 2 (weapon) + 2 (wf / gwf) + 2 weapon training = +21 Damage: 2d6+7+3(1-1/2 str)+2+4(wep spec)+12 PA = 2d6+28
+21 2d6+28 / +16 2d6+28 / +11 2d6+28 Furious Focus would clearly add +4 to the first attack of the fighter, and +3 to the first attack of the alchemist. If we took the 9th and 11th level feat for WF (bite) and FCT (bite), the routine for the alch would be:
Also, they can take a discovery to let them have 2 extracts in one. Lets use that to grab Enlarge Person (+2 strength and reach!) and Shield (+4 AC!) Oh yea, and he can fly. Alternative: Taking 1 level of monk and one level of Fighter:
Instead of those WF Bite and FCT bite, we could take Medium Armor Prof. And then Heavy Armor Prof. Then go around in Full Plate, with +4 AC from Shield, and +2 from Mutagen. Or we can just drip a level into Fighter, and pick up an extra feat. We can take a -3 CL hit for all the damage and defenses those three dips will give us. We could make it just 2 levels of Dip if we do it right, taking a level of fighter once we would meet the pre-reqs for Dragon Ferocity. Get Heavy Armor Prof, and that Dragon Ferocity! What's the point of this post? I dunno. I'm bored at work, and wanted to work out the math. I'm sure I messed up a bit of it, but it shouldn't change it too much. I also wanted a reference for later, hence the favoriting. I swear it's not due to an Enlarged ego! edit: may as well fix the math error above with Alter Self. I think I fixed all the errors. F. Wesley Schneider wrote: Said a lot of interesting stuff about Archetypes and Prestige Classes. I don't think you (or most of the Paizo boys and girls) are getting what this thread is really about, Mr. Schneider. This thread, and many of the complaints that you're hearing to begin to pop up around the forums, are about the general lack of Prestige Classes in Pathfinder. It really disappointed me when I cracked open the "Ultimate" guides to magic and combat, the books that were supposed to be the "end-all resource for options on magic and combat" and not one Prestige Class was found within them. And to be honest, I think I know why, and it worries me. From my perspective (as I'm sure is the perspective of many other people who feel the way I do), it really looks like Paizo as a company is worried about reintroducing (or reigniting feelings of) Prestige Class bloat. This was a real problem in 3.5; where you'd have so many Prestige Class abilities that interacted in so many different ways that it was possible to create many broken combinations. In some cases the classes were too good. In others they were terrible. This isn't something that I have to explain to you guys over in Washington; you've all lived through it alongside of us. However, it appears to be an issue that Paizo has taken a very one-sided opinion on, and their certainly is an issue because there are plenty of us who want to see a respectable number of Prestige Classes in Pathfinder. Not in Golarion. In Pathfinder. One of the biggest problems I have with Pathfinder right now is the heavy division between "Golarion" content and Core content. It's one thing if you have a feat or two that are unique to Golarion. Maybe some special magic items and weapons. Maybe some monsters. That's all fine. Mostly because with magic items and monsters, there are rules in place in the game that teaches a suave GM just how to make those things; the Bestiary has extensive rules on designnig monsters, the Core Rulebook has modest rules for designing magic items, and I'm sure that the upcoming Ultimate Equipment book will have even more. There's no current way to balance homegrown feats, but there are enough feats in the game that it's not hard to place options next to each other to see how they stack, and many (but not all) of the feats that are introduced to Golarion end up in a Core product of some kind. The same cannot be said for Prestige Classes, however. There seems to be this big movement within Paizo that a Prestige Class needs to be connected to the World in order to be a good Prestige Class. That's a fine stance to take, but the problem is that you're only supporting ONE world when you take this stance; Golarion. For all of us out there who use our own worlds or play in older worlds, slowly updating them to Pathfinder, we have NOTHING but that dozen or so Prestige Classes that was introduced between Core and the Advanced Player's Guide (The Core Book even breaks this rule on Prestige Classes with the introduction of the Pathfinder prestige class!). So is my world, which may not have a place for the Chelixian Hellknights supposed to make way so I can actually afford to give my players interesting options for Prestige Classes? After all, for every person who hates Prestige Classes and wants to never see another one ever again, there are those of us who love them for the customization they bring to a Roleplaying Game. Some people are going to say, "Oh, well just alter the Golarion classes to fit your world!" Well, I don't feel like I should have to go through and neuter a piece of Golarion's rich world history in order to make a Prestige Class for my own world that will just marginally fit in; especially when the class doesn't fit in my world in the first place. "Oh, well then make your own!" There isn't a guide to building Prestige Classes currently; even the GameMastery Guide skips over the finer aspects on how to homebrew, and there's nothing planned (that we know of) that would work like the Advanced Race's Guide 's race building guide. So, is the ultimate answer for me to entirely ignore a rich (if over done) piece of 3.5's Heritage? That seems to be Paizo's stance. Looking over the Core Rulebook, there are a LOT of old, near obsolete ideas that Pathfinder kept. Half of the Monk's class abilities. The idea that a Sorcerer/Oracle should get spells later because they have have a higher number of Spells per Day than a Wizard/Cleric (not entirely true, especially with newer builds). The Eschew Materials feat. The "ageless" trait, when there is only one aging effect spell in the game (Sands of Time). All of these things have been kept in the game for legacy's sake, but we're going to throw away one of the most iconic ideas to be born from and expanded upon in 3rd Edition? Yes, Wizards did too many of them. Yes, some of them are overpowered. But does that really man that Prestige Classes need to be so regularly moderated? As in "They're for Golarion only, neener neener neener!" If so, I'm disappointed by that. Paizo as a company never struck me as a group of designers that ever strayed from a challenge. You saved an entire game system from dying and fading away the way its earlier editions did. You fixed the rules and made them easier to learn and more fun to play. You not once, not twice, but three times expanded upon your rules, creating three excellent player resources without sacrificing quality. You continuously create the best monsters in the game. On that not, you even managed to take the laughing stock of the monster universe and make them into some of the most beloved creatures in the game. And out of everything you've done, taking a good idea from 3.5 and making it better is the place you stop? Masochism for Fun and Profit
Introduction Inspired by the excellent Treatmonk guidebooks, I decided to do one up for the front-line player in all of us. Like Treatmonk, I tend to play for high-power, and before Pathfinder Society you never would see me put out a guide for any melee class. Times have changed, the Paladin probably gained more than any other class in conversion over. Now, instead of being a bad secondary healer/tank, they are excellent and effective Masochist Tanks. A few things to know about me *I don't play past level 15, and recently past level 12. I am firmly a Living Campaign player; as you get older it just gets harder to keep a home campaign together and running consistently. Even back when I had the 13-year home campaigns running, we would stop somewhere in the 12-16 range... after that the game simply gets silly. Oh, I've had the odd 1-or-2 session campaign where we built the most powerful gods we could at high level just to strut our stuff, but that gets old quick for me. So high level content, if included at all, will be mentioned briefly and entirely theorized
With all that said, on to the guide. Masochist Tanking So why is it masochist tanking? Well, generically, Paladins are able to take blows better than anyone; even a comparitvely same-level fighter. Why, you may ask? Simply put, they have the best saves in the game, and they have Lay on Hands, a power that has converted into the only combat healing that should ever be done. See, like Treatmonk, I agree that the WAY overplayed healer is a total waste of the party resources. While the rare combat healing might be necessary, it's not going to outdo the damage that monsters are made to dish out. So everyone needs to be able to contribute their fair share. So, with that said, unlike the regular fighter, you use this free healing and con as your secondary stat to get more damage through. Monsters see themselves hitting, so they target you more. Everyone is happy; you have effectively the most HP possible, and the best saving throws in the game, so the more you are hit the happier you are. Masochism indeed. Your Role – and Roleplaying Well, if you read a Treatmonk guide, you may be asking what role the paladin plays. You get to play the Big Stupid Fighter in spades, but you also to a lesser extent get to play the Fop. You don't have skill points to really spare (some builds may only get 1 skill point a level, thanks to the “Intelligence Dump Stat” syndrome), so you have to pick and choose what to play. Now, with that said, we'll address something that must be talked about: Roleplaying a paladin. Usually this wouldn't come up in an optimization guide, but many people cringe at the idea of having a paladin in the party because of how people typically roleplay their restrictions. Paladins can be as if not more fun than any other class, and can be fun to have around and share ideas with. Here are the various potential Paladin roleplayings: The Prick: Sadly, 90% of the Paladins I've seen are playing this role. You tell people they can't do things because it's a violation of your conduct. You try to force the lawful good values, and refuse to kill anyone who's surrendered to you, causing awkward attempts to take prisoners to jails they'll no doubt overpower and take over. At the most extreme, you enter booming a challenge at everyone and refuse to take advantage of the act of suprise (this is referred to affectionately as “Lawful Stupid). It's a terrible person to have in the party; it's both cumbersome (where do you keep all that rope?) and annoying. If you see party members starting to whisper behind your back and plan things without you because they don't want to argue every night, or if god forbid you start rolling initiative to see if someone gets killed (I've seen this on more than one occasion), than you are The Prick. Take a deep breath, and explore other options. The Valkyrie (or Avenger): Think Judge Dread, or Avenging Angels, or Batman. You are here for a purpose, and you will not accept surrender as an option. You will let the party generally work in whatever parameters they want, including setting traps and taking the enemy by surprise, as long as they are brought to justice and no innocents are hurt. When you are talking with enemies, you don't talk nice, you strike PURE FEAR into their hearts (high skill:Intimidate). When you find their head, you will not accept surrender for the terrible deeds they have done. The Valkyrie tends to push the bounds of Lawful Good; they are the purest form of Lawful, with a desire to bring back order to society. They will not compromise situations to hurt innocents, but by the same token they take a hard hand to enemies. The party will actually accept you into their plans; they aren't going to have to plan behind you in order to use poisons or traps or lying to get what they need from enemies. The Innocent Idealist: Far from the Avenger, the innocent idealistic is the most gullible person on the planet. Always have a smile on your face, and believe everything told to you (and go out of your way to make it clear you will take anything said at face value). Talk in a Tiny Tim style accent if you can. The Idealist embraces the low Wisdom expected of today's Paladin (yay dump stats) with the loveable, high charisma found within Paladins. People know they can get away with things, just by keeping you distracted or fooled; you'll never role Sense Motive on them. So again, you are kept within and people find you fun rather than a burden. The Tai Master: Usually reserved for Monks and Clerics, the Tai master will never impose their harsh standards on anyone else. They will offer suggestions in the “How do you feel about this?” style (think “New Age” people). If the person decides for themselves to take the good path, give them a smile and small words to encourage them in the future. If not, say nothing negative at all... remember their path to enlightenment may be far away from yours. The Tai Master works great for Lawful Good clerics, where I have played one successfully. Unlike the other roles, he is often able to get the group to gradually change to more good ways; it's human nature to like the encouragement given. The only reason I add caution to this is it is hard to justify with a low wisdom, and sadly dump stats are necessary for an effective paladin. But if you can deal with not quite playing your scores, or de-optimizing a bit for roleplaying purposes, the Master is a great choice that everyone will be able to get along with. Various Roles For a Paladin: So unlike most caster types, Paladins really do two things, and they do the very well: They take damage and dish it out. The more attacks you can get coming your way, the better off your party is. Your saves are LEAPS AND BOUNDS better than everyone elses; you have two good saves in the most important areas, and you get ~+3 (and after stat items +4-+6) to all saves. You have continual hp regeneration on tap (1d6 per 2 levels you've achieved; as a swift action). So really all that is left is to pick a way to make things WANT to attack you. First, what is better left to others You are not the AC fighter. Oh sure, you are proficient with heavy armor, and the archer build even has a pretty good dexterity. But they get all the armor optimizations that make this work well, and they have the feats to spare if they really want them to grab dodge and armor specialization and whatever to work with them. You are not the two weapon fighter. Just way too many feats, and the payoff is very low. Without precision damage two-handed fighters just tend to do less than these guys; and getting two magical weapons is way too expensive for a melee type. You are not the combat maneuver specialist. This role has really downgraded in PF to begin with (Trip and Grapple are nowhere close to what they used to be), and you certainly don't have the spare feats. So what does that leave: The archer. Archer paladins are surprisingly good. If you're not a Human you'll probably want to take 3rd level as a Fighter just so you have both Precise and Rapid Shot lined up by 3rd level; otherwise your effectiveness at low levels will drop. But this class eventually has the highest AC, and is not subject to having to close like most fighters; this means they get to full attack every round. The charger. Want to be the charger? Here's a hint you'll learn from 3.5: Be a small character. You heard right, I'll talk more later, but Gnomes and Halflings make by far the best lance chargers. Why? Because Medium mounts are far easier to maneuver around in dungeons. The charger is great because of maneuverability; with high-speed full frontal attacks that can leave opponents prone and bleeding badly. The two-handed swinger. Takes very few feats, and has great damage output. This class is great at getting into people's faces and making them deal with you, which makes it a default role. One of the issues is as a Paladin you really can't spread specialization, so it will be hard when fights go to range/flight. So at low and mid levels this class IS the best, but will find itself quickly outpaced by the other two roles. Race Selection: The Paladin is suprisingly diverse; each of the 3 roles has a very different race that it would like, and a few fine fallbacks if you want to play them for roleplaying purposes. Human: +2 Strength (or Dex for the Archer) and a free much-needed feat make Humans an EXCELLENT choice for paladins. This is right after the Halfling for the best role for The Archer (and unlike Halfling doesn't need a level of fighter), and is the best two-handed swinger. Half-Elf: Generally a little worse than a human because of being feat-starved, the Skill Focus makes it handy for those who want to be able to pick up UMD, but in general I would skip this. Half-Orc: Orc Ferocity is better for you than anyone else; thanks to your ability to heal without pausing. And darkvision is awesome to have on tap. Again though, the feats are needed, so if you want +2 to any stat, I'd generally good human. Still, they are an excellent second option for two-handed swingers. Gnomes: By far the best charger, the Gnome gives you 2 of your 3 excellent stats. Sadly they take a hit in Strength (which sucks hardcore; you'll be working hard to make up for that). But higher hp than anyone else and a nice Charisma bump makes them hold better; I give them the nod over Halfling: My pick for best archers, they get the 2 most important stats, +1 to AC, and +1 to hit with those bows. The speed 15 is much less relevant for archers; and not much of a step-down from speed 20 anyway. Eventually you'll be in a Mithril Chain Shirt anyway; so you'll get a little back. Dwarf: Just... no. I know they're good in WOW, but seriously, nothing going for them. Class Features: Not color coded unless you get a choice, usually with Paladins (unlike casters) you take what you can get. Detect Evil at will: This is known in my campaigns as the “Paladar”. While it doesn't work in all situations, it often makes up for a lack of perception by being able to see through doors that bad guys are in position. Concentrate the 3 rounds, get their general positions, alert the party, and open up. Don't use this as a justification to kill things, but do use it to see whether an NPC generally can be trusted. After all, they don't know you're using it, and direct target takes only 1 round to get all the info. Smite Evil: Oh god. This is the bread and butter of Paladins. +3-+6 to all attacks, add your level to damage (twice vs certain very powerful things... at mid to high levels evil outsiders are typical default adversaries). Nothing can take out BBEG quite like this, and now it works on your archery too. You'll do exactly what the Paladin is supposed to do, make the biggest threat focus fire on YOU. And you'll make the rest of the party look like chumps. The ability to spend 2 Smites to call Alpha Strike for the party can be OK; it gets better as you have more party members focused on melee. In a general party build (Tank, Skill Guy, God, Divine Combatant/Pokemaster), you don't get quite as much use, though it's great to tell the God and Pokemaster to summon out d3+1 allies (a summon 2 levels lower) and give each of them +5 to hit and +11 damage on all attacks against BBEG, Divine Grace – The primary reason The Masochist does so well. Other tanks are often removed from combat too easily by saves, but not you. Hello, free cloak of protection that stacks with other cloaks. Lay on Hands – Read as “Fast Healing”. Ever using this on someone else is a waste of an action unless they are unable to take actions (and we'll be taking those that remove actions above the rest). Aura of Courage / Immune to Disease / Eventually Aura of Resolve – Free immunities are always good, and while diseases are generally easily cured, it's nice to know you won't have the expense. Mercys – Having accepted that healing someone else is generally a waste, we'll focus mostly on getting rid of things that hurt us 3rd level – Fatigued, Shaken, Sickened. Get what you want to cure off yourself for 9th level, both Fatigued and Sickened are good choices. Shaken you're immune to fear, and giving others a bonus, so ignore it. 6th level – Dazed, Diseased, Staggered – While Staggered comes up less often than Dazed, you can't cure yourself of Dazed. Still, Dazed isn't an awful decision; I'm fine with healing if someone else is missing an action and you feel their action is more important than yours. 9th level – Cursed, Exhausted, Frightened, Nauseated, Poisoned. Cursed and Poisoned are generally a waste (Poison it's too late; they already have the damage and ability damage). Frightened you are immune to; so take whatever is lined up with your 3rd level ability. 12th level – Paralyzed, Stunned, Deafened, Blinded – The ruling is unclear whether you can cure yourself of Paralyzed... it technically is only mental, but you have to have a hand on yourself at the time? Regardless, Paralyzed and Stunned are similar, and come up about as often; it really is your call. The other two are nice and can be self-cured, but ultimately you and others can operate with them up. Deafened is generally a waste to cure. Channel Positive Energy – It's a lie. Don't believe it. Absolute emergency case, eats your action and 2 of your lay on hands. Spells – You get none. Next Oh, OK... they get spells, kinda. Their spell list is even less useful than the Rangers, the only reason you like it is after battle you can pick up wands of cure light wounds and Divine Favor. Treant's done a fine job of most spells, so I will give you some good choices, and talk about a few, and you can read his choice. Divine Favor – Take it, live it, love it. Even with your reduced caster level, an easy-to-stack bonus to attack AND damage, key for the paladin.
Shield Other – Be careful with this one, but it is handy, lasts forever, and lets you heal up. I like this as an archer, since you might not have as much of an opportunity to soak damage for some of the squishier types Resist Energy – Good thing to randomly keep around By the time you can cast 2nd level spells you should have at least a +2 or +4 stat item, so Bull's Strength/Eagle's Splendor aren't as exciting. 3rd level is almost a total waste for paladin. Take a few utility spells, GMW should be left to the cleric because it is highly level dependent. I've never seen 4th level spells from Pallys in play, but I know Dispel Evil/Chaos are always nice. Divine Bond Here you've got an interesting choice. For low-level campaigns, I recommend the animal companion; if you're going to be going high, the Mercy is handy. Animal companions with intelligence are great, and a horse's attack actually does a fair bit of damage. If possible, request the exotics like a tiger at level 7; Pounce AND it looks way cool to ride a tiger (you see it on fantasy covers all the time) Your small sized companion can take a dog; which is handy for riding through dungeons. At high is when the weapon would truly shine. At level 12, a Pally with a friendly cleric casting GMW can effectively have a +9 weapon. That's base (+1 Holy) – 18,000 GP, easily afforded
So you can see it adds to his damage output significantly. Still, animal companions offer you a far higher movement; and if you are in an awkward situation for them to move (tunnels, for instance) you can unsummon and resummon them with no worries. Note this is also a handy way to cure them, making them more useful than the druid's animal companion. I won't go into the high level stuff, though DR is always nice at 17th. Still DR 5 doesn't seem really worth anything by then. Stat Blocks Halfling Archer: Str: 12 (5 pt) Int 7 (-4 Pt) Wis 7 (-4 Pt) Dex: 19 (13 pt) Con: 14 (5 pt) Chr: 16 (5 points). While you lose out a little bit on strength bows, +1 to hit is very nice, and eventually you'll make it up. All bumps go to Dex. Because it is readily active, and because you can't fight alongside the animal companion, I am generally going to recommend the take the Divine Bond. That damage boost is nice when you can use it every round multiple times. +1 = Mercy (even as a killer, it's a d6 untyped damage) +2 = Mercy Flaming, +3 = Mercy Holy (or Axiomatic, or Mercy Flaming Burst; as appropriate). Your generic bow should be +1 (then +1 Shocking, then +1 Shocking Frost), as you want the damage bonuses at all times.
Wish List (in order): Belt of Dex, Headband of Charisma, A Magic Bow, + Resistance Item, Gloves of Archery when they become affordable or you find some. Eventually get around to that Magical Mithral Armor if it's around and spare, otherwise just run around in Full plate and be happy (just because you can't apply your dex bonus doesn't mean you have to wine about it; you still get it with your bow). Gnome Charger: Str: 15 (13 points) Int 7 (-4 Points) Wis 7 (-4 Points) Dex 10 (0 Points) Con: 16 (5 Points) Chr 18 (10 points). Sucks to see that 15 for 13 points doesn't it? Well, don't sweat it; being able to lance through dungeons because your mount is small more than makes up for it. Add to the fact that your mount can trip opponents and you have a nasty little combination. Larger chargers ARE better in outdoor-only settings, but being able to transverse dungeons makes up for damage. And as far as damage output, these guys charge in with their lance and triple up damage, which can be great. Necessary Skills: Handle Animal, Ride. Yes, because of our intelligence, this means you are going to not get the free hp every level; but the Con makes up for that; and it is a cheaper buy than keeping int at 10. All boosts go to Str Feats: 1st – Power Attack 3rd – Spirited Charge k 6th – Vital Strike (yay more multipliers) 9th – Ride-By Attack 12th – Improved Toughness Just make sure your party knows to leave you a charge line, it can be trickier in dungeon settings, but again with a medium base it's not so bad. Wish List: Headband of Strength, Magic Lance, Headband of Charisma, Cloak of Resistance, Magic Barding for Animal Companion, Magical Amulet for companion Human Two-Hander: Str: 19 (13 pts) Int: 7 Wis: 7 Dex: 10 (You have HP For that) Con: 14 (5) Chr: 16 (10). I still recommend the animal companion, though don't ride the thing; ask for the recommended Boar or better still, a Lion; and go Druid on the opponents. Even Horses can give flank and output some damage. This is certainly the most debatable one though; big damage keywords can be nice too. Feats: 1st – Power Attack 3rd – Weapon Focus (Greatsword) 6th – Vital Strike 9th – Improved Critical – GreatSword 12th – BlindFighting (you start needing this here). Wish List: Headband of Strength, Big, Powerful Sword, Headband of Charisma, Cloak of Resistance, maybe some armor one day. So there you are, my justice loving friend. Go out there and show them the new power of the most improved class in Pathfinder. First, and most important, is Wake of the Watcher. In addition to the bestiary (covered below) it contains the article "Cults of the Dark Tapestry", which gives the most in-depth look so far at the deities of the Mythos. You'll also want to use the GameMastery Guide, specifically the section entitled "Sanity and Madness". These are a vital component of a Mythos-based game. Monsters!
A few of these have expanded information available in their monster entries for AP volumes.
Also, a nice big article on ghouls is found in Classic Horrors Revisited.
All right, I’ve been working on this for some time now and I think it’s ready for a critique but first a little background. Some time back I decided I wanted to try my hand at making a guide and since I enjoy playing monks it seemed like the logical choice. While I have quite a bit of experience playing monks please keep in mind two things. First, the game I normally run has house rules so I my have forgotten something or be taking something for granted so if you see something that isn’t RAW please point it out to me. I think (or hope) I have made few, if any, mistakes of this kind but it’s hard for me to be 100% certain. Second, while I’ve played a lot of monks I haven’t played them all so a few of my assumptions about a feat, ability or such may be off. If you think I’m wrong feel free to state your case and I’ll look it over and possibly change things if I feel the points made are sound. Of course being my guide I’ll ultimately go with what I believe to be the case but I’d like to think I’m open minded and will give other opinions fair consideration :) Umm… one last thing, as anyone clicking the link will soon learn the guide kind of got away from me. I meant to do an up to date guide through Ultimate Magic and it was already getting a little longer then intended when Ultimate Combat came out and with all the nice feats and archetypes for monks I naturally had to read, evaluate, try out, and include that material as well. So ya, it grew well beyond what I had originally intended. In any case I’ll be back to read comments etc and eventually update my guide but between work, school, and life it may take me a while to be able to update everything depending on just what needs done. Anyway here’s the link, hopefully this works, as it’s the first time I’ve used google docs. MadScientistWorking wrote: Are you really that uncreative enough that you have to have someone hand hold you to actually come up with plot ideas? Even with their best campaign settings WoTC doesn't baby you and still forces you to think because they don't spell out what an human is doing in a city full of zombies. Hi, thanks, I appreciate condescension in the reply! That's thoughtful, right there! (pardon my own condescension, it's not normally like me, but I felt you might prefer it in your replies... it gives you something, in the future, to fuss at me for) Actually, no they don't, and that's fine, and you missed the point pretty badly in your hurry to be kind of rude. The (two-fold) point: give me something to actually work with and, more importantly, don't make products worse than you used to. "There were once illumians. Now there (probably, maybe) aren't, and there's a desert instead." That's not a world, that's a vague outline scribbled on someone's napkin at the end of a lunch meeting, and that's what they presented. Does it open up lots of potential? Oh, sure. But again, compare WotC's own product they produced previously under the same name. There are far, far more hooks with more decent amounts of explanation and more rules crunch than the 4E version of, again, what's supposed to be the same product. The new one is an inferior product, costs just as much, and does less for me. This is the point I was making. What was supposed to be a manual of the planes... wasn't. Instead, it was a "here's some vague things we think you might want to develop more, maybe, good luck with that", which isn't very nice when you pay that much for something. Somehow, they managed to put less information in the space they had, which is soundly disappointing. Some of us like to play in a world rather than in a "place where stuff happened". bugleyman wrote: But you're still confusing your perception of consistency for a objective difference. Neither system simulates anything remotely consistent -- 3.5 just pays internal consistency a little more lip service. I bolded the important part. Internal consistency. Generally, one of the things that makes a good story is internal consistency within the story. If I, for example, decided to create this entirely new, hypothetical, never-before-seen character who could create any object he could think of out of energy, or add kinetic energy he could apply to things, but had limited energy to do these things, and he was vulnerable to particular color and/or substance (depending, of course, on which of the Green Lanter- er, I mean completely hypothetical characters we mean), he should not suddenly be able to ignore all his limitations, have invulnerability, super-strength, laser eyes, super-breath, and a whole other host of abilities without said power source, unless I have a pretty good explanation. Green Lantern should not suddenly become Superman (even though there is a Green Lantern who's very much like Superman). Nor should Professor Xavier suddenly become Cyclops. There are internally consistent rules at work in comics (despite the fact that comics in no way follows any rules of real-world logic), and so people continue to purchase comics and enjoy their internally-consistent stories. And, of course, comic-followers tend to get uppity when the internally consistent thing called "canon" gets "retconned", because suddenly that internal consistency - which is what they rely upon to make the story - is thrown out the window. This exact principle applies to other works too. Harry Potter shouldn't, for example, suddenly have the ability to use the powers of his mind to reshape reality because "he's a godling now". Nor should Hercules suddenly have the power to shapeshift into any machine he wanted (though he might eventually develop the power to shift into animals) - it would violate too much internal-consistency. That's what 3.X had going for it: internal consistency. This is why I like it better as a story-telling mechanism. Things worked the same way no matter who was doing it. There were, of course, varying levels of internal consistency. But that's going to be expected with any gaming system you come across - and any story you come across. There is nothing that has ever been pinned by man that is perfectly internally consistent, especially across multiple authors (one or two notable exceptions notwithstanding, the former of which is argued about to this day, the latter of which was ruled out fully within recent memory... and is still being argued about until this day). Again, this is not from a 4E-hater: I play it, and am currently getting back into one of my previously-put-on-hold 4E games as a direct result of this thread and a few others. I just like 3.X (and thus Pathfinder) much better for its internal consistency. There is a history here that is solid, and actions on the part of PAIZO that have the kind of integrity gamers want/need and help build for the long hall. In short:
Pathfinder RPG has all the very best of the Monte Cook "high is good" d20 system, all the elements allowed under the OGL, and all the quality that Gygax/Arneson would have wanted to see put into the game. The game is dedicated to them on its first page, and the behavior of PAIZO has been supremely stellar. I attest that just on my end, I've introduced more than 35 gamers to Pathfinder RPG since the Alpha1, Alpha2, and Beta Playtest versions. Now, in my area, those who play role playing games are playing Pathfinder RPG. The game can be played as my old "guru" friend does, with a bit of handwaiving and DM fiat, just as 1st edition was played. The game can also be played with as much grandiose grandeur that AD&D 2nd edition provided, as one can easily run Rod of Seven Parts or any AD&D 2e feel games. And finally, as is my enjoyment, the game can be played RAW (rules-as-written) with much enjoyment of the v.3.5 feel, only better. The game can be played with or without miniatures, though plays fun and interestingly with miniatures, floor tiles, and all the trappings one can afford. The games accessories are smart; from the combat pad to the condition cards. The game's card accessories make for great treasure handouts, and the quality of game balance is there for most "gamist" style players. The Narrativist or the Simulationist also can get everything they want out of Pathfinder RPG. The question of longevity, and the duribility of PFRPG imho is a great question. And as someone who's watched this enterprise grow from the seedling ideas of making a few tweaks to v.3.5 all the way to the many optional supplements, guides, maps, card, rulebooks, and online support... I can say that I project this endeavor will continue, as it was built-to-last right from the very start. PFRPG seemed destined for greatness for the long haul from the start, because its makers like Bulman, Mona, Cook (who consulted on the Beta Playtest and Core Rulebook), Jacobs (and his endless pool of creative ideas) and later Reynolds and the rest of the team, are deeply dedicated to making the highest quality game for the gaming community that the gamers ask for, want, and play. This is imho for once, the world set-right e.g. a game company that listens carefully to gamers, provides high quality usable materials for them, and still shapes and guides the game not with the almighty dollar as their first goal, although profit is naturally important to any company. It would seem, based on the past 1000 data points I've read, heard, and spoken with PAIZO staff about, that the endurance of Pathfinder RPG is attributed to the love of the game that the designers share, Lisa Stevens (CEO of PAIZO shares), and that the gamers who purchase and read and play the game can SEE is inherent in the great game design, and lavish publications. Thanks for taking the time to read these quick thoughts of mine. Thanks for asking if PFRPG is a long-haul kinda game. Just as the game takes 2 or more players normally, I would say its the partnership of the PAIZO gaming community that supports and works with PAIZO that makes this edition the game for our times and the future. Sincerely,
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I would like to request a sticky thread be created (not this one because I can't edit it after an hour), that would, in the first post, give a list of guides in this sub-forum. In the thread we'll discuss which guides to include and which category they should be in - it would be a community project. This is my no means a complete list...its just a start. Also, if you are going to post a guide for this list, please have a discussion thread for said guide in the Advice forum so we can link to it. The guide can be off-site, but we need a discussion thread for it, please. Also somewhere in your guide please reference which books you use (Core, APG, UM, UC, etc...). Guides in Alphabetical Order by Class Name Alchemist
Antipaladin
Barbarian
Bard
Cavalier
Cleric
Druid
Fighter
Gunslinger
Inquisitor
Magus
Monk
Ninja
Oracle
Paladin
Ranger
Rogue
Samurai
Sorcerer
Summoner
Witch
Wizard
-- Guides in Alphabetical Order by Core Prestige Class Name Arcane Archer
Arcane Trickster
Assassin
Dragon Disciple
Duelist
Eldritch Knight
Loremaster
Mystic Theurge
Pathfinder Chronicler
Shadowdancer
-- Other Useful Guides in Alphabetical Order
This guide is also mirrored at:
World Building, Part Again: Let's Get Hellenistic (+) (also: Egyptian and Norse, maybe a few others)
So, apparently, I'm all into this world-building stuff (which I am). I do, however, really like and appreciate input from others! Which is my way of saying, "Please put input into my worlds, 'cause I greatly like to hear others' ideas!" So here we go again! I was speaking with my wife (who is working on teaching Edith Hamilton's Mythology) and she thought it would be a great idea for a campaign. And I agreed! So, I'm looking to flush this out somewhat, with your help! First:
One of the interesting things I noticed was that, in the world of Egypt, the way the "Western Mountains"* were set up, they were actually North West... roughly the same direction of Olympus compared to Egypt. Interestingly, the Shadow Plane existed underneath both mount Olympus and the Western Mountains*. With the comparison of the World Tree for Norse, it turns out that it had one root deep into the depths of the shadow plane, and another on the adjacent material plane... very similar in composition to both the Egyptian realm and the Grecian one. The Blessed Fields of Egyptian lore sound similar to Elysium, by description, which is known to, but different from the Olympus locale in the Grecian pantheon stays. Also the shadow plane is the transitive plane between not one, but three different "planes of completely terrible". The short version is: I'm blending the three worlds into one. This is not meant to be Earth-plus, but rather a fantasy game based of those three Earth pantheons. The conflicting world-creation myths are actually justifiable under this element, it's just that: a) the deities were building different parts of the world, instead of the entirety of it b) are all correct, only seen through the localized veil of mortal understandings, thus missing parts (can blend with a or c) c) were done more-or-less as recorded, but by a now-fragmented uber-force that has become the various deities that are now known to mortals (I'm not favoring this one, honestly) I'm also thinking that Russian pantheon - which is possibly the real source of the Vanir in this world -, a fraction of the Indian Pantheon, and the Japanese pantheon are present too, though I don't know that they'll really come into play, that's just me thinking about clearing up potential questions and/or extensive world-building. I'm generally ignoring the Gaelic, East-European, Middle-Eastern, and African pantheons, as well anything in the Americas. One other thing that's important is actually making this world a fundamentally without many teleportation abilities. Otherwise, many of the epic tasks that deities do are effectively annulled. One other thing, although I'm thinking of mostly using the Deities and Demigods stats, I'm changing a few things, primarily limiting the power of deities to just make stuff (which denies the proper place of the craftsman-deities), as well as limiting the non-heroic** levels pretty heavily (otherwise the deities seem rather unimpressive, even with their ~60HD). One other thing I'm thinking of is rebuilding their rather unoptimized class levels a bit where it would make sense. At any rate, for a time-period, I'm blending a few different ones. While the Greeks and the Romans are somewhat going at it, I'm also going to put this somewhere after the Troy-disaster (or something similar) and/or during the Rise of Rome (or whatever city-state), where the Grecian pantheon is beginning to be adopted by the Romans and blended as their own gods, and things are getting just a biiiiiit confusing for the divine world. Further mixing it up, the expanding Roman forces (with their heavily borrowed Grecian divinities) are coming into conflict in the north with the Norse and their deities. Further, due to Alexander's (or someone similar) recent incursions into Egypt, those two pantheons are beginning to clash as well. Effectively the Grecian pantheon is, whether they want to be or not, starting to get all up into everyone's grill, and everyone is having different reactions. Whether or not the deities knew of each other is an open question, and, much like everything else here, one I'm looking for feedback on. So, that's what I've got so far. I'm actually working on a campaign, personally, but I'd like help fleshing out this setting. It seems like a great idea, in theory, but I'd like feedback. Any thoughts? Anyone? Anyone? Beuller? Beuller? Beuller? * Which, truth to tell, were not actually all that far west, nor were they the set of mountains that were the farthest west. So, that's kind of ironic, really. ** This does not mean that no one aside from the PCs have high levels. In fact, that's very much so not true. Instead, this means that the vast majority of people have lower levels, however prominently important entities (such as the Oracles of Delphi, who are, in fact, high-level Oracles) have moderate to high levels, and the PCs have that potential. What this does mean is that you won't go finding an extraordinarily high-level NPC at every city, unless they're the local Hero or Divine Servant or whatsoever have you. So, the other day, I was looking at stuff from the APG, looking at stuff about magic (arcane and divine) and looking at threads about Vancian and non-Vancian spell-casting, and I thought to myself: what would happen if the only non-NPC classes were the APG classes? Suddenly the world would look (and feel) very different. Arcane and divine too similar? Not no more! Witches and Summoners look, behave, and feel very different from Inquisitors and Oracles, and Alchemists are different from any of them. What to do about combat? Cavaliers, with their various orders all look different from one another and holy warriors are covered fairly well by Inquisitors. How about skills? Tougher, but several classes have a good number of skill points, ranging from alchemist, to cavalier (four each) to inquisitor (a whole, shining six!). I don't recall oracles off the top of my head, though I'm pretty sure that witches and summoners both get only two... which, if oracles get four, again puts an interesting difference between arcane and divine and the class which straddles them while doing its own thing (alchemist). So, I'm really hoping to summon up some of you world-builders out there. Tell me what this world would look like. Anything I'm missing with these classes? How would they come about? One obvious loss are direct leads to several prestige classes being kicked to the curb (lack of barbarians, bards, and rangers-or-druids prevents several of the APG prestige classes innately, and, I think, the CORE ones as well). I might try to fix this using the Unearthed Arcane rules for class-abilities-as-feats to qualify (which themselves require skills). Another problem is differing cultures. Obviously martial arts developed very differently in Europe and Western-and-North Asia than in Eastern Asia, and India. Cavaliers break away from the Eastern concepts, I think, though this might just be my current "view" of them. Magical presumptions, too, are different: oracles are very similar to ancient Grecian views of the cursed soothsayers, while witches are more similar to the ancient Gaelic and Pictish cultures' views. Inquisitors feel very European to me (although I can well see them re-skinned to feel middle-eastern as well... er, no pun intended) while summoners feel... uh... summoney? Alchemists feel indo-european. Anyway, what do you guys think. I'm calling on your help! Let's flesh out this world together! Point out weaknesses, and ways around them. Let's make a "home brew"... online! NOTE: I'm also thinking of dropping in an adopted PF-variant of the Artificer PC class and a PF-variant of the Mage Wright NPC class. What say you? How would we go about doing this? What are the long-term ramifications? Societal implications? Etc? People said Fighters don't get any love. To prove them wrong, here's my Fighter Guide link!. The scope of the guide is only the most basic Fighter builds (Archery, Two-Handed, Sword and Shield, Two-Weapon Fighting), but you can use some of the tips to help with a variety of different build types. Note: This information is being developed for use in a 1-20 PFRPG campaign using the 1st 2 volumes of Legacy of Fire as a jumping off point. The information about the Legions of Geb was created by Set, some of the naming conventions were assimilated from Hamunaptra, and much of the remaining information is adapted from real world information about the Pharoahs of Meroe and the known history of ancient Egypt. The core conceit of the nation is that of a society frozen socially by undeath and rooted in the ideal of Egypt's Old Kingdom. I welcome feedback on this so I can deepen and develop it further and perhaps even help the Paizonauts in making Geb as glorious a Necropolis as possible. Geb was founded immediately prior to Osirion's Age of the Black Sphinx, in -1550 AR. After the unification of Osirion's large empire under the Four Pharaohs of Ascension, Geb became a valuable breadbasket for the empire and a peaceful and verdant colony. It was said of Geb that neither conflict nor storm ever disturbed the peace of her amber fields. The Mwangi Expanse was kept safely isolated by the Barrier Mountains, raised up to immense beauty by the powerful magics of the Pharoah Djederet IV, who sent the first colony south to Geb. The land was colonized as the southernmost outpost of empire, sending food north through the grasslands of what are now Nex and Katapesh. The 'Drive to the South' was the program of the Djederet Dynasty, in direct contrast to the work of the An Dynasty which reached to the North and West and in response to the rising power of Taldor, successor state to Azlant. The Djederet Dynasty eventually collapsed under Djederet V 'The Pharoah of 3 Moons', who produced no heirs and whose dissolute ways caused Osirion to fragment into competing lines of self-proclaimed Pharoahs after a reign lasting only 3 months in -1515. In -1498 AR, the Four Pharaohs of Ascension consolidated their rule of Osirion, bringing about the kingdom's second age. Their forces defeat the Tekritanin League in -1452 AR, incorporating a number of their city-states while destroying others. With the alliance complete, Osirion prospered, fueling its wealth with an enslaved underclass, sourced from its conquered neighbors. Each year the four pharaohs return inside a hidden pyramid known as Ahn’Selota and renew their mystic pact using an artifact known as the Pact Stone. Their pact caused the simultaneous death of the Four Pharoahs of Ascension in -1451 AR. In Geb, the locals believed that the visible pyramid of Ahn'Selota in Tumen was merely a gateway to the actual retreat of the Four Pharoahs of Ascension hidden somewhere in their peaceful land, far from the prying eyes of priests and aristocrats. Osirion begin to decline around -1431 AR but remained the dominant power of Garund and fiercely independent of foreign influence. Geb became independent of Osirion in -1206 AR, proclaiming a kingdom recognizing the Pharoah in Sothis as the source of his authority. An annual tribute of grain satisfied the Pharoah, whose power continued to recede to the North. The necromancer now known as Geb was exiled from Osirion in -1189 and moved to Geb, installing himself as king after a brief period of struggle with the native nobility. He consolidated his power and took on the name Geb, proclaiming himself God-King in the Osirian tradition in -1180. Geb and Nex first went to war in -892 AR. Geb won the war of almost 1500 years in 576 AR when Nex disappeared during a magical attack on his capital of Quantium. In 637 AR, Geb returned as a ghost to resume control over the land. In 3890 AR, Geb stole the corpse of Arazni from the Knights of Ozem, and reanimated her as a lich. Nowadays, Geb rarely appears before his people. Arazni, the Harlot Queen of Geb, rules in his stead. In 4606 AR, Aroden died and the Age of Lost Omens began. In Geb, Arazni proclaimed a year-long celebration of the end of Aroden. At the end of the festival year, trade resumed with Nex (for Onyx in exchange for food) and an ambassador was sent to Absalom for the first time in recorded history. The living ambassador has taken up residence but has sent no emissaries nor attended any functions. He has, however, been cultivating information about Osirion and the Pathfinder Society. 4710 AR, current year. Current Summary:
Warm winds from the Obari Ocean creates lush grassland in Geb, allowing crops to prosper. The fields are mainly worked by mindless undead, and foodstuffs is Geb’s major export. They trade food to Nex in return for rare components and luxury goods. They also trade food to Alkenstar, in return for the city state’s ice wine, which is a favourite of Geb’s nobility. The Axan Wood suffered badly in the war between Nex and Geb. The trees of this twisted forest are all either dead or undead, and it is home to many strange creatures. Some, such as deadwood dryads, nightwolves and twilight unicorns, are unique to this location. The Axanir river network rises in the Shattered Range in the Mwangi Expanse (where in some cases it forms a natural boundary with Geb). The various major tributaries meet up and flow south of the Axan Wood into the Obari Ocean. The ancient mountains of the Shattered Range in southeastern Garund stretch from the uninhabited lands south of Geb to the center of Nex's western border with the Mwangi Expanse. Between these nations, the city-state of Alkenstar stands tall atop the Hellfallen Cliffs on the banks of the Ustradi River, whose own headwaters are found in the mountains within the desolate Mana Wastes. Mysterious ruins of long-abandoned Mwangi cities lie strewn throughout the jungles of the forlorn mountains as well as at least one ruined flying city of legendary Shory. Provinces of Geb and Osirion are known as Sepats. Names involve components like Meren 'beloved of', Mose 'son of', Neter 'god', Neb 'Lord', Ka 'spirt of life', Ba 'soul', and Aha 'fighter/warrior'. Gebbite vocabulary: Pir-Aa (Pharoah), Kandare (King), Sirdar (Count), Bashar (General), Pesedjer (Human), Anpur (Gnoll), Asari (Halfling), Esetiri (Elf), Peseshet (Half-Elf), Ptahmenu (Dwarf), Sutekhra (Gnome), Bahati (Monk), Beqenu (Fighter), Ghaffir (Paladin), Hekai (Sorceror), Kama'at (Druid), Khasti (Barbarian), Khebenti (Rogue), Kheri-Heb (Wizard), Shenu (Bard), Priest (Cleric), Heka (Magic). In Geb, most of the citizenry are Pesedjer (80%). Esetiri (1%), Ptahmenu (1%), and Asari (1%) are exceedingly rare and almost exclusively slaves of Geb's undead aristocracy. Peseshet (2%) are very valuable slave stock, but are also never free citizens. Sutekhra (5%) are the most favored of demihumans, being the original servitors of Geb in his initial exile from Osirion. Today Sutekhra alone have direct contact with Geb's ghost and serve almost exclusively as his spies and covert agents. Anpur are not officially accorded citizen status in Geb but do acknowledge the power of Geb and do not raid the lands as they do in other realms. All the rest of the kingdomn are organized under the Blood Lords with Arazni as Queen. The armies of Geb are divided into four Legions, the Legion of Ash, which is the only one composed of living warriors, the Crimson Legion, composed of zombies, ghouls, ghasts, wights and vampires, the Pale Legion, composed of shadows, wraiths, specters and ghosts, and the Ivory Legion, composed primarily of skeletons and liches. At least, this is what is known to outsiders. In truth, the skeletons and liches represent only the two extremes of the ‘Ivory Legion,’ called in Geb the Ineb-Hedj, or ‘the White Wall.’ In between these mindless drudges and extraordinary skilled archwizards and high priests lies an entire rank of skeletal dead not commonly known outside of Geb, the ruthlessly efficient Bone Soldiers of the Ivory Legion. A Bone Soldier is awakened into unlife through the use of create undead cast by an 11th level or higher level caster. Deep within the Mortuarium of Yled is an altar of obsidian and rusted iron, dedicated to Urgathoa, which casts this spell multiple times per night upon those who die slowly, impaled upon its six gruesome iron spikes, so long as it is attended by an 11th level or higher Cleric of Urgathoa. The animated corpses of sacred flesh-devouring beetles pour from hidden lairs within the altar itself to strip the dying sacrifices of their flesh, with the assistance of ghoul acolytes, while the magic of the altar keeps their skeletons intact as it fills them with necromantic energy. In eight hours time, the ritual is complete, and the six selected victims lift their now fleshless frames from the altars spikes to take up service in the Ivory Legion. Even without the power of this relic, the city of Yled has several necromancers and clergymen capable of creating new Bone Soldiers, and can easily field a dozen replacements in a single night. The soldiers of the Ivory Legion are specialized skeletons, that retain some semblance of intellect, although, as with the shadows of memory left behind that can be contacted via speak with dead, the actual souls of the skeletons former living selves are not retained. Still, these kaybet, or ‘shadows on the soul,’ as they are called in Orisirion and Geb, can retain intellect and even some memories of the person that once walked in those bones. More importantly, from a military perspective, these shadow-souls retain enough intellectual capacity to be able to access some of the feats and skills of the original person, although PC class abilities are not retained. Settlements: (Paaleq, Swenet, Pa-Sebek, Djeba, Nekhen, Djerty, Waset, Nebyet, Gebtu, Abedjou, Tjeny, Shashotep, Yenyet, Zawty, Hebenu, Hardai, Shedyet, Khem, Tanta, Avaris, Imet, Meroe) Axan is at the headwaters of the Axanir River's northernmost arm, surrounded by the mountains of the Shattered Range. The small village of 500 is dominated by Lord Knucklebones, a ghast who was given this post by the Blood Lords 40 years ago after a long career as a living spy inside Nex. The valley village has one inn, run by a fat human Keleshite named Jonas and is the trade hub for caravans going into the Shattered Range and Alkenstar. Hidden somewhere in the mountains near Axan is a secret colony of halflings called Asar. Asar is the only known source of 'Desnaberries', a fruit that carries the power of gentle repose and is reputedly invisible except under certain mystical circumstances. Every 6 months, a caravan from Asar appears in Axan and unloads a shipment of Desnaberries in tribute to Geb and thereby obtaining their continued anonymity. Greydirge is in the foothills of the Shattered Range, in the land of Geb. The normal custom of Geb is to re-animate its citizens as undead once they die. Greydirge is built out of the bones of those Gebbites who were unwilling or unable to be reanimated. Its inhabitants no doubt have their own reasons for living in a city-sized ossuary. Its one notable feature is the Empty Threshold, a temple of Zon-Kuthon. Mechitar (pronounced meh-KEE-tar)[1] is the capital of the undead realm of Geb, and its second-largest city. The necromancer Geb, now a ghost, remains the head of state. He rarely manifests before the people, so the acting ruler is the lich Arazni, Harlot Queen of Geb. The country’s day-to-day affairs are managed by the Blood Lords, an aristocracy of powerful living and undead necromancers. The chief Blood Lord is the vampire Kemnebi, who holds the office of chancellor. Other Blood Lords include Kamose, Merenptah, Sinuhe, Ammit, Menkaure, Seti, and Horemheb. Yled (pronounced EH-lehd) is the largest city in the land of Geb and also home to most of its undead legions. It can be found in the north-eastern part of the country, near the border with the Mana Wastes. The city is surrounded by the Bonewall, a curtain wall made entirely of bleached bones. In times of need, the Bonewall can be animated by one of the Blood Lords to defend the city. Yled is also home to a number of important necromantic colleges, the most well-known being the Mortuarium. The school's central tower sticks up like a withered claw, dominating the city's skyline. I've seized the moment in the past two days and written my own Archery Guide for Rangers, which is up to date but focuses only on archery. It's not as complete as Treantmonk, but then again we're dealing with a lot more material now. I hope it does some justice. If the folks who check this thread like it, I will make a new thread for it.
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