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Mephit

catman123456's page

Pathfinder Society Member. 343 posts (383 including aliases). 3 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 6 aliases.


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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.
2. Nobody is saying you will never ever have to heal.
3. What is being said is that the bad guys can put out damage faster than you can heal so the best thing to do is kill bad guys. The less bad guys there are the less damage output there is.
4. Most of the time if you have decent characters and use good tactics you will not have to heal in combat.
5. Once again, most of the time does not mean never.
6. Bookmark this thread if you have too.


For historical inspiration, might I suggest looking to the Cossacks? They were truly inspiring.


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
Aura faint illusion; CL 3rd
Slot shoulders; Price 4,800 gp; Weight 1 lb.
---------------------------------------------------------------------
This cloak appears to be woven from spidersilk, and has an almost translucent appearance when viewed against the light. By pretending that your foes cannot see you (a free action) the cloak actually causes you to turn invisible for up to 30 rounds per day. These rounds needn't be consecutive. Anything that breaks invisibility also ends the invisibility granted by this cloak.
---------------------------------------------------------------------
Requirements Craft Wondrous Item, invisibility; Cost 2,400 gp

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
Aura faint abjuration; CL 1st
Slot ring; Price 3,000 gp plus 4,500 gp for each additional gem; Weight -
---------------------------------------------------------------------
This simple ring is attuned to a particular element and studded with a gem associated with that element: acid (jade), cold (sapphire), electricity (topaz), fire (Jacinthe), or sonic (quartz). The ring grants the wearer energy resistance 10 against the appropriate energy type. Some varieties of these rings protect against more than one energy type, with each additional protection adding an additional stone to the ring. Rings of Elemental Warding containing all five gems are often prized by travelers of the planes.
---------------------------------------------------------------------
Requirements Forge Ring, resist energy; Cost 1,500 gp plus 2,250 gp for each additional gem

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
Aura faint transmutation; CL 1st
Slot waist; Price 800 gp; Weight 1 lb.
---------------------------------------------------------------------
This study leather belt is studded with wolf bones and bear teeth. When worn, the wearer may unleash a mighty battle-cry (a free action) to double in size as if by the enlarge person spell. He can remain enlarged for up to 10 rounds per day. Rounds spent enlarged needn't be consecutive.
---------------------------------------------------------------------
Requirements Craft Wondrous Item, enlarge person; Cost 400 gp

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
Aura faint evocation; CL 5th
Slot none; Price 2,970 gp; Weight 15 lb.
---------------------------------------------------------------------
This finely crafted +1 steel shield is engraved with a beautiful and detailed image of a mighty red dragon's head. When a special command phrase such as "by fire be purged" or "inferno's cry" the head of the dragon appears to spring to life and unleash a burst of flames. The shield may expel up to 5d4 points of fire damage in a 15 foot cone each day, with a Reflex save (DC 11) for half damage. This fire damage may be split as desired (such as a single burst of 5d4 damage or five small bursts of 1d4 damage each). Activating this ability is a standard action.
---------------------------------------------------------------------
Requirements Craft Magic Arms & Armor, burning hands; Cost 1,570 gp

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.

=============================================
I will probably post more items in this thread as time permits. Feel free to use it as a resource for your own ends, or to make requests, offer thoughts, and/or help people design their own magic items. Community project and all that. ^-^

Osirion (RPG Superstar 2008 Top 4, Contributor)

19 people marked this as FAQ candidate. 18 people marked this as a favorite.
WalterGM wrote:
Jason Nelson wrote:
seekerofshadowlight wrote:
Honestly I am not sure on the intent. I feel it was not meant to break the size limits. If it stacked with Jotungrip it would be a bit less of an issue however as it would allow large one handed weapons in one hand.
The intent WAS to break the size limits, but I forgot to address the existing rule on oversized weapons and so the RAW ends up with an ability that is not very useful. Mark it as a FAQ question and perhaps at some point SKR, SRM, or JB will issue an official errata clarifying the issue from a RAW perspective.
Any update on this?

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.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

Here's a level-up cheat sheet I created for my more "casual" players: LEVEL UP

(Pathfinder Adventure Path, Campaign Setting, Companion, Tales Subscriber)

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


...is under construction.

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.

Lantern Lodge (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

3 people marked this as FAQ candidate. 13 people marked this as a favorite.

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
Drunken Master/Master of Many Styles
Drunken Master/Monk of the Four Winds
Drunken Master/Monk of the Lotus
Drunken Master/Monk of the Sacred Mountain
Drunken Master/Qinggong Monk
Drunken Master/Sensei
Drunken Master/Weapon Adept
Flowing Monk/Monk of the Sacred Mountain
Flowing Monk/Qinggong Monk
Hungry Ghost Monk/Master of Many Styles
Hungry Ghost Monk/Monk of the Sacred Mountain
Hungry Ghost Monk/Qinggong Monk
Hungry Ghost Monk/Sensei
Ki Mystic/Master of Many Styles
Ki Mystic/Monk of the Four Winds
Ki Mystic/Monk of the Lotus
Ki Mystic/Monk of the Sacred Mountain
Ki Mystic/Qinggong Monk
Ki Mystic/Sensei
Ki Mystic/Weapon Adept
Maneuver Master/Monk of the Four Winds
Maneuver Master/Qinggong Monk
Maneuver Master/Weapon Adept
Martial Artist/Qinggong Monk
Martial Artist/Sensei
Master of Many Styles/Monk of the Lotus
Master of Many Styles/Monk of the Sacred Mountain
Master of Many Styles/Qinggong Monk
Master of Many Styles/Sohei
Monk of the Empty Hand/Monk of the Four Winds
Monk of the Empty Hand/Monk of the Lotus
Monk of the Empty Hand/Monk of the Sacred Mountain
Monk of the Empty Hand/Qinggong Monk
Monk of the Empty Hand/Weapon Adept
Monk of the Four Winds/Monk of the Sacred Mountain
Monk of the Four Winds/Qinggong Monk
Monk of the Four Winds/Sensei
Monk of the Healing Hand/Monk of the Sacred Mountain
Monk of the Healing Hand/Qinggong Monk
Monk of the Healing Hand/Sensei
Monk of the Healing Hand/Tetori
Monk of the Lotus/Qinggong Monk
Monk of the Lotus/Sensei
Monk of the Sacred Mountain/Qinggong Monk
Qinggong Monk/Sensei
Qinggong Monk/Sohei
Qinggong Monk/Tetori
Qinggong Monk/Weapon Adept
Qinggong Monk/Zen Archer
Sensei/Sohei

3 Archetypes
Drunken Master/Master of Many Styles/Monk of the Lotus
Drunken Master/Master of Many Styles/Monk of the Sacred Mountain
Drunken Master/Master of Many Styles/Qinggong Monk
Drunken Master/Monk of the Four Winds/Monk of the Sacred Mountain
Drunken Master/Monk of the Four Winds/Qinggong Monk
Drunken Master/Monk of the Four Winds/Sensei
Drunken Master/Monk of the Lotus/Qinggong Monk
Drunken Master/Monk of the Lotus/Sensei
Drunken Master/Monk of the Sacred Mountain/Qinggong Monk
Drunken Master/Qinggong Monk/Sensei
Drunken Master/Qinggong Monk/Weapon Adept
Flowing Monk/Monk of the Sacred Mountain/Qinggong Monk
Hungry Ghost Monk/Master of Many Styles/Monk of the Sacred Mountain
Hungry Ghost Monk/Master of Many Styles/Qinggong Monk
Hungry Ghost Monk/Monk of the Sacred Mountain/Qinggong Monk
Hungry Ghost Monk/Qinggong Monk/Sensei
Ki Mystic/Master of Many Styles/Monk of the Lotus
Ki Mystic/Master of Many Styles/Monk of the Sacred Mountain
Ki Mystic/Master of Many Styles/Qinggong Monk
Ki Mystic/Monk of the Four Winds/Monk of the Sacred Mountain
Ki Mystic/Monk of the Four Winds/Qinggong Monk
Ki Mystic/Monk of the Four Winds/Sensei
Ki Mystic/Monk of the Lotus/Qinggong Monk
Ki Mystic/Monk of the Lotus/Sensei
Ki Mystic/Monk of the Sacred Mountain/Qinggong Monk
Ki Mystic/Qinggong Monk/Sensei
Ki Mystic/Qinggong Monk/Weapon Adept
Maneuver Master/Monk of the Four Winds/Qinggong Monk
Maneuver Master/Qinggong Monk/Weapon Adept
Martial Artist/Qinggong Monk/Sensei
Master of Many Styles/Monk of the Lotus/Qinggong Monk
Master of Many Styles/Monk of the Sacred Mountain/Qinggong Monk
Master of Many Styles/Qinggong Monk/Sohei
Monk of the Empty Hand/Monk of the Four Winds/Monk of the Sacred Mountain
Monk of the Empty Hand/Monk of the Four Winds/Qinggong Monk
Monk of the Empty Hand/Monk of the Lotus/Qinggong Monk
Monk of the Empty Hand/Monk of the Sacred Mountain/Qinggong Monk
Monk of the Empty Hand/Qinggong Monk/Weapon Adept
Monk of the Four Winds/Monk of the Sacred Mountain/Qinggong Monk
Monk of the Four Winds/Qinggong Monk/Sensei
Monk of the Healing Hand/Monk of the Sacred Mountain/Qinggong Monk
Monk of the Healing Hand/Qinggong Monk/Sensei
Monk of the Lotus/Qinggong Monk/Sensei
Qinggong Monk/Sensei/Sohei

4 Archetypes
Drunken Master/Master of Many Styles/Monk of the Lotus/Qinggong Monk
Drunken Master/Master of Many Styles/Monk of the Sacred Mountain/Qinggong Monk
Drunken Master/Monk of the Four Winds/Monk of the Sacred Mountain/Qinggong Monk
Drunken Master/Monk of the Four Winds/Qinggong Monk/Sensei
Drunken Master/Monk of the Lotus/Qinggong Monk/Sensei
Hungry Ghost Monk/Master of Many Styles/Monk of the Sacred Mountain/Qinggong Monk
Ki Mystic/Master of Many Styles/Monk of the Lotus/Qinggong Monk
Ki Mystic/Master of Many Styles/Monk of the Sacred Mountain/Qinggong Monk
Ki Mystic/Monk of the Four Winds/Monk of the Sacred Mountain/Qinggong Monk
Ki Mystic/Monk of the Four Winds/Qinggong Monk/Sensei
Ki Mystic/Monk of the Lotus/Qinggong Monk/Sensei
Monk of the Empty Hand/Monk of the Four Winds/Monk of the Sacred Mountain/Qinggong Monk


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:

Dark Is Not Evil

The Sacred Darkness

Mad Dreamer

The Wonka


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:

Inner Power. A guide to Sorcerers


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.

A Link to the 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.
Pointbuy: 14/14/14/7/17/7 = 20

Strength: 14 (18). +4
Dexterity: 14 (18). +4
Constitution: 14 (18). +4
Intelligence: 7. -2
Wisdom: 22 (28). +9
Charisma: 7. -2

Hit Points: 161
Initiative: +8
Perception: +27
Speed: 80
Armour: 43, Touch: 33, Flatfooted: 38
Fort +18 (SR25), Ref +19 (SR25), Will +22 (SR25)

Base Attack: +11/+6/+1 Base Flurry: +13/+13/+8/+8/+3/+3
CMB: +15, CMD: 52
Fist base attack +15/+10/+5 (2d10+4, cold iron, magic, lawful)
Fist vital strike +15 (2d10+4d10+4 & ditto)
Bow base deadly attack +24/+19/+14 (1d8+18/19-20x3, -1 attack & damage beyond 30’, all DR bar epic)
Bow ki damage deadly vital strike +24 (2d10+4d10+18 & ditto)
Bow deadly flurry haste +27/+27/+22/+22/+17/+17 (1d8+18)
Bow ki damage deadly flurry haste +27/+27/+27/+22/+22/+17/+17 (2d10+18)

Traits: Resilient, Wisdom in the Flesh (Fly)
Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly Aim
5th: Defensive Combat Training
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot
7th: Dodge
9th: Vital Strike
Monk 10th: Improved Critical (longbow)
11th: Lightning Reflexes
13th: Stunning Fist
Monk 14th: Pinpoint Targetting
15th: Improved Vital Strike

The Way of Zen:
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: once/round, 15/day, as part of attack; roll three d20s for one bow attack, with a discard as confirmation if the first threatens:
* Zen Archery: Lyu uses Wisdom to determine ranged attacks
* Vows of Cleanliness and Fasting: no potions etc., must remain clean, +5 ki
* Ki Pool: swift and one round unless stated, 21 points/day:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge armour, (iv) unarmed bow damage, (v) +20 speed or jump, (vi) +5 barkskin [standard, 2½ hours]
2 = (i) heal 15hp [standard], (ii) bow ignores total concealment, (iii) dimension door 1000’[move]
3 = (i) bow ignores total cover, (ii) etherealness [move, 1 min]
* Grasshopper: +15 jump, with constant running start
* Reflexive Shot: Lyu makes (and by default does not incur) bow opportunity attacks
* Stunning Fist: once/round, 16/day, as part of unarmed attack: dc26w, stun one round
* Diamond Soul: Spell Resistance 25
* Quivering Palm: 1x/day, as part of unarmed attack: dc26w, slay

Skills:

Acrobatics +22 (15 ranks, 3 class, 4 stat)
Acrobatics [Jump] +57 (+15 class, +20 speed)
Heal +12 (3 ranks, 9 stat)
Perception +27 (15 ranks, 3 class, 9 stat)
Sense Motive +13 (1 rank, 3 class, 9 stat)
Stealth +18 (11 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
Encumbrance (light 116lb): 84lb

***************

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.
Note2: 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)
LE diminutive undead (extraplanar)
Init +22; Senses darkvision 60 ft., see in darkness; Perception +35
Aura fear (20 ft., DC 23)
DEFENSE
AC 34, touch 32, flat-footed 16 (+18 Dex, +4 size, +2 natural)
hp 275 (22d8+176); regeneration 5 (good weapons, good spells)
Fort +7, Ref +25, Will +23
DR 15/good and silver, DR 5/bludgeoning; channel resistance +4; Immune fire, poison, cold; Resist acid 10; undead traits; SR 31
OFFENSE
Speed 40 ft.
Melee 2 claws +23 (1d4+6), 2 wings +18 (1d3+3), bite +23 (1d6+6 plus poison and disease), tail slap +18 (1d4+3 plus grab)
Space 5 ft., Reach 0 ft.
Special Attacks constrict 1d4+6, devil shaping
Spell-Like Abilities (CL 18th)
At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), greater scrying (DC 25), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, scorching ray, trap the soul (DC 26), unholy aura (DC 26), wall of fire
3/day—quickened fireball (DC 21), quickened empowered wall of fire
1/day—meteor swarm, summon (level 9, any 1 CR 19 or lower devil, 100%)
1/year—wish
STATISTICS
Str 23, Dex 47, Con -, Int 26, Wis 30, Cha 26
Base Atk +16; CMB +34 (+38 grapple); CMD 53
Feats Cleave, Empower Spell-like Ability (wall of fire), Great Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Quicken Spell-Like Ability (wall of fire) Vital Strike
Skills Appraise +19, Bluff +30, Diplomacy +30, Disguise +22, Intimidate +33, Knowledge (arcana) +33, Knowledge (planes) +30, Knowledge (religion) +33, Perception +35, Sense Motive +35, Spellcraft +33, Stealth +55, Use Magic Device +30
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
- Devil Shaping (Su): For details, see Pit Fiend
- Devil Chills: Bite—injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
- Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves.

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
XP 400
Human wizard 1/rogue 2
NE Medium humanoid
Init +6; Senses Perception +5
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 22 (3 HD; 8+1d8+1d6+6)
Fort +2, Ref +5, Will +2
Offense
Speed 30 ft.
Melee Dagger +3 (1d4/19-20)
Special Attacks sneak attack +1d6
STATISTICS
Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Weapon finesse, improved initiative, scribe scroll
Skills linguistics +7, knowledge (arcana) +7, spellcraft +7, knowledge (local) +7, stealth +7, perception +4, bluff +4, appraise +5, diplomacy +4, sense motive +4
Languages Common, abyssal, elven, infernal
SQ trapfinding +1
Gear Wand of Summon Monster V (1 charge), dagger, some gems and trinkets worth ~50 gp

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
This dirty trick basically involves afflicting the party with blindness via magic resetting traps. It's simple, and it's mean. The trap is a resetting proximity or location trap that affects multiple targets (say anyone within the room) with the blindness spell (DC 13 to negate) each round. The CR is 5 (1,600 XP) and requires a DC 27 Perception/Disable Device check to disable.

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
2 Bloody Efreeti Skeletons (CR 6) = 4,800 XP
Total Encounter = CR 9 (6,400 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.



Shadow Lodge (Pathfinder Adventure Path, Tales Subscriber)

Yahweh, LE God of Retribution, Death, and Punishment
Domains: Darkness, Death, Destruction, Law, War, Weather
Favored Weapon: Longsword

Jesus, NG God of Redemption, Healing, and Salvation
Domains: Community, Good, Healing, Liberation, Protection
Favored Weapon: Club

Holy Spirit, CN God of Nature and Fate
Domains: Animal, Charm, Luck, Plant, Travel, Weather
Favored Weapon: Quarterstaff


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)
Size Medium 0 RP (Total 0)
Base Speed Normal 0 RP (Total 0)
Ability Mod Nome -1 RP approx (Total -1)
Langauge Standard 1 RP (Total 0)
Slippery Mind 2 RP approx (Total 2)
Minor Change Shape 4 RP approx (Total 6)
Gift of Tongues 2 RP (Total 8)
Skill Bonus Sense Motive 2 RP (Total 10)

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.

Click on this for access to the guide.


Alex_UNLIMITED wrote:
Ok, this archetype is senseless.

Senseless? THIS! IS! PATHFINDER!


First we need to look at what does evil mean.

I am Evil and generally it means....
1) I am concerned with my needs above the needs of others.

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!"

Andoran (Pathfinder Roleplaying Game Subscriber)

- 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.
Alchemical stuff ammunition and stuff we grab around during adventures still have to be noted as usual but the initial stuff is all in there.


10 people marked this as FAQ candidate. Staff response: no reply required. 35 people marked this as a favorite.

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 is a good indication that you currently have a comprehensive DM who wants you to have fun in his coming game, and is wanting to take his time to build adventures which will give you a good time.

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.
While he plays any and every foe you will meet in the adventure, and while your life always depends on his will ; he is also the one who makes sure you will want to play again next time with a smile on your face, and to talk again about your upcoming adventures in the years to come.

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
- The Most Important Rule
- The 5 Pathfinder Rules

2. FAQ
a. Do you have advices for a new DM ?
b. My DM isn't letting me play X/do X !
c. How to deal with difficult players ?
d. How to deal with difficult DMs ?

---

1. Pathfinder : a collaborative game

Pathfinder RPG, before anything else, is a game. Simple and stupid.
A game is something people do to have fun. The only way to play this game wrong is by not having fun, not because the rules aren't followed exactly as written.

It is thus important to emphasize this statement : the DM and the players are playing with each other.
The DM isn't here to kick player's asses. He's here to challenge them with deadly situations, and provide them with fun and memorable adventures. But with great responsability come great powers, and, as written on the Core Rulebook :

The Mighty Pathfinder Core Rulebook(c), page 9 wrote:

The Most Important Rule

The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.

Read it.

Then read it again just to be sure.

Pathfinder's N°1 Rule :
Dungeon Masters have all authority on their game, and are the final deciders on any topic ever brought on the table.

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 :
Talk to each other.

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.
Players, talk to your DM about what you would like to see happen in the game, what kind of dilemmas you would like for your characters to deal with, what could be fun to happen to a fellow player as to encourage roleplay drama, talk to him about what you don't like and could be changed.
While the DM is God in his game, he is also a human being.
He is here for you to have fun. You are here to have fun.

=> Talk. To. Each. Other.

Pathfinder's N°3 Rule :
There is no fun if someone in the group isn't having fun.

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.
Players, don't optimize so much your characters that they are overshadowing the group. You wouldn't want to be the Robin of their Batmans, don't make them suffer the situation. Play what you want to play, in the limits defined by the DM. Don't be a jerk by playing voluntarily an antagonist to another player's character (like a Chaotic Evil necromancer with a paladin), it never ends well, except if you talk to each other beforehand to make it work in a fun and mature way during the adventure.

Pathfinder's N°4 Rule :
Roleplay. Lots of it.

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.
Players, always explain your characters, how they became what they are. Provide a minimum informations to the DM so he may create a story just for you. Don't scuttle the roleplay occasions just for the fun of it, you will lose at this game, your adversary (which it shouldn't be) is God. Play your character as he is on the sheet, have the character on the sheet be what you play.

Pathfinder's N°5 Rule :
You love it, or you leave it.

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 ?
Players, your DM is the insufferable jerk who railroads the story, makes rocks fall, cheats rolls when it makes him "win", follows the rules only when it arranges him, and seems like he is in a power trip with his Alpha Male position of all-powerfulness ?

Call the police if necessary, say goodbye, take your pack, and leave.

This is a GAME.
When you don't have fun with a game, you just leave it and do something better. Remember this. Pathfinder is no exception. There are a lots of nice groups out there or even the Play By Post, don't stick with the stinky group when it comes to RPGs ; especially when they are your friends and your experience could ruin this relationship.

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 !
- If you play in a new group, try being a player during several sessions before being a DM, so you know better what style of game and characters the group likes.
- The DM must always warn players of the rules he wants or doesn't want to use in his game before the game begins, including any houserules. Suddenly changing the rules during the course of the game is both bad form and bad DMing, and should be avoided.
- Your should ALWAYS have your players's character sheet accessible both in paper, and numerical form to check on when needed.
- Don't hesitate to search on the Paizo Messageboards if you need an advice, if you have a rules question, or if something looks fishy and overly powerful in a player's build - like someone double-wielding bows with a four-armed race from an obscure supplement in alpha playtest you don't have access to ; a druid/monk flurrying with natural attacks plus unarmed strikes plus a lot of damage bonus ; or a sorcerer/monk/arcane archer casting several spells per round.* Paizo Messageboards are like Skynet, if Skynet was made of rules-lawyer whose favorite hobby was to play with a complicated RPG with each potential loophole acknowledged and toyed with.
- Do concessions for everyone's fun. But accept no lack of respect, nor argumentation over your decisions.
- You have to know the rules you use ; or to have someone around the table you trust and who knows the right rule at the right time (often called a "rules lawyer"). If during the course of the game a rules argument appears, use the short rule provided in the Core Rulebook : a +2 or -2 to a roll usually is enough. Your duty is to check on the rule for the next time this situation occurs ; your player's duty is to keep the game rolling, not to interrupt it and begin an endless argument about it. YOU are the rulebook once the game begins.
- The Pathfinder Game Mastery Guide provides a lot of deeper advices about how to run a campaign. Grab it when possible on Paizo Store or your local dealer.
- Send this thread to your players. ;)

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.
- If the DM banned a rule/supplement/class/concept/spell, DON'T argue.
- If you really want to use this rule/whatever, ask him why he banned it.
- If you REALLY want to use this rule/whatever, propose to play with the banned rule, with the condition that your character may be retired at any time if he breaks the balance of the game and makes the game less fun for others. You are signing a social contract of "not being a dick", and it is better for everyone's fun if you don't abuse it.

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.
Some people are just stupid and you will change nothing to this fact. You just have to leave and find better players. Dump them, walk without looking at the explosion. Don't give them a childish "rocks fall, everyone dies", you'll feel much better once you're out and ready to play again with better people.

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.
Try rule N°2. Explain your problems in private, your current griefs, and what you suggest so everyone can have a better experience during the game. You could even send him this thread as a friendly advice. You just want to have fun, like everyone else, without impairing your fellow players's.

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
There are warriors who play at learning the mystical arts; there are arcanists who learn to swing a sword. But the true path of the arcane warrior is that of the Witchblade, an arcanist who uses curses and luck-stealing to cripple his opponents. Although not as versatile or as powerful as a sorcerer or wizard, the Witchblade is able to blend sword and sorcery into a seamless whole and has a variety of options at his fingertips that can confound and confuse his opponents. In a similar vein, while not able to use the heaviest armors or shields, and not quite as effective in pure melee combat as a paladin, barbarian, or fighter, the Witchblade remains more than able to hold his own and possesses abilities that can quickly cripple those who rely only on physical might.
Role: Witchblade’s are a front-line combatant, armed with decent array of tricks and hexes that can quickly turn the tide in favor of his adventuring companions. Although not a substitute for a full caster, the Witchblade offers a blend of magical and martial might that few other classes have available. As the Witchblade increases in level and power, he become a threat to even the most powerful spell-casters with his ability to dispel effects and disrupt their own casting.
Alignment: Any
Hit Die: d10.
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition each character begins play with an outfit worth 10 gp or less.

Class Skills
The Witchblade’s class skills are Bluff (Cha); Climb (Str); Craft (Int); Fly (Dex); Intimidate (Cha); Knowledge (Arcana) (Int); Perception (Wis); Profession (Wis), Ride (Dex); Spellcraft (Int); Stealth (Dex); and Swim (Str).
Skill Ranks per Level: 4 + Intelligence modifier.

BAB: Full
Good Saves: Fort; Will
Hit Die: d10

Special Abilities by Level
1st: Cursed Hex; Hex Pool
2nd: Arcane Grace
3rd: Harrier; Mettle
4th: Cantrips; Spellcasting
5th: Bonus Feat; Quickcast
6th: Aura of Unluck
7th: Cursed Blade; Witchblade's Familiar
8th: Fighter Training
9th: Greater Hex
10th: Bonus Feat; Dispelling Hex
11th: Mass Hex
12th: Improved Aura of Unluck
13th: Counter Hex
14th: Stolen Luck
15th: Bonus Feat
16th: Witch's Insight
17th: Dire Hex
18th: Great Aura of Unluck
19th: Greater Mass Hex
20th: Bonus Feat

Class Features
Weapon and Armor Proficiency: Witchblades are proficient with all simple weapons and all martial weapons. They are proficient in light and medium armor, but not with shields. He can cast Witchblade spells while wearing light armor or medium without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Witchblade wearing heavy armor, or a using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Witchblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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.
At 1st level, the Witchblade can expend 1 point from his hex pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, thundering, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the Witchblade uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Witchblade.
A Witchblade can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

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.
The effects of cursed hex do not stack, but the duration can be extended through multiple uses.

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.
Like other spellcasters, a Witchblade can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the class table above. In addition, he receives bonus spells per day if he has a high Charisma score.
A Witchblade selection of spells in extremely limited. At fourth level, a Witchblade gains knowledge of four 0-level spells and two 1st-level spells of his choice. At each new Witchblade level, he gains knowledge of one or more new spells from the Witchblade spell list, as indicated on the table below.

Spells per Day:
4th: 1; -; -; -
5th: 2; -; -; -
6th: 2; -; -; -
7th: 2; 1; -; -
8th: 2; 2; -; -
9th: 3; 2; -; -
10th: 3; 2; 1; -
11th: 3; 2; 2; -
12th: 3; 3; 2; -
13th: 4; 3; 2; 1
14th: 4; 3; 2; 2
15th: 4; 3; 3; 2
16th: 4; 4; 3; 2
17th: 5; 4; 3; 2
18th: 5; 4; 3; 3
19th: 5; 4; 4; 3
20th: 5; 5; 4; 4

Spells Known:

4th: 4; 2
5th: 5; 3
6th: 6; 4
7th: 6; 4; 2
8th: 6; 4; 3
9th: 6; 4; 4
10th: 6; 5; 4; 2
11th: 6; 5; 4; 3
12th: 6; 5; 4; 4
13th: 6; 5; 5; 4; 2
14th: 6; 6; 5; 4; 3
15th: 6; 6; 5; 4; 4
16th: 6; 6; 5; 5; 4
17th: 6; 6; 6; 5; 4
18th: 6; 6; 6; 5; 4
19th: 6; 6; 6; 5; 5
20th: 6; 6; 6; 6; 5

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.
Unlike a paladin or a ranger, a Witchblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. To regain his daily spell slots, a Witchblade must spend 1 hour each day in quiet meditation where he clears his mind and refreshes his arcane energies. Through 3rd level, a Witchblade has no caster level. At 4th level and higher, his caster level is equal to his Witchblade level -3.

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.
In addition, the Witchblade’s familiar gains a +1 enhancement bonus on all attack and damage rolls. This enhancement bonus increases by +1 at 8th level, and every four Witchblade levels gained thereafter, to a maximum of +5 at 20th level.
In all other respects, treat the Witchblade’s Familiar as a normal familiar (either standard or improved).

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
0-level Spells: Arcane Mark; Bleed; Dancing Lights; Detect Magic; Detect Poison; Ghost Sound; Light; Mage Hand; Mending; Message; Open/Close; Prestidigitation; Read Magic; Resistance; Touch of Fatigue
1st-level Spells: Alarm; Cause Fear; Charm Person; Comprehend Languages; Disguise Self; ; Endure Elements; Expeditious Retreat; Feather Fall; Hideous Laughter; Hold Portal; Identify; Jump; Magic Aura; Mount; Obscuring Mist; Protection from Alignment; Sleep; Undetectable Alignment; Unseen Servant
2nd-level Spells: Alter Self; Arcane Lock; Bear’s Endurance; Blindness/Deafness; Bull’s Strength; Darkness; Darkvision; Eagle’s Splendor; Enthrall; False Life; Fog Cloud; Glitterdust; Invisibility; Knock; Levitate; Locate Object; Make Whole; Mirror Image; Obscure Object; Phantom Trap; Protection from Arrows; Pyrotechnics; Rage; Resist Energy; Scare; See Invisibility; Shatter; Spider Climb; Summon Swarm; Touch of Idiocy; Whispering Wind
3rd-level Spells: Arcane Sight; Beast Shape I; Clairaudience/Clairvoyance; Charm Monster; Confusion; Deep Slumber; Dispel Magic; Fly; Invisibility Sphere; Magic Circle against Alignment; Nondetection; Phantom Steed; Poison; Protection from Energy; Ray of Exhaustion; Repel Vermin; Slow; Stinking Cloud; Vampiric Touch; Wind Wall
4th-level Spells: Baleful Polymorph; Beast Shape II; Bestow Curse; Contact Other Plane; Crushing Despair; Detect Scrying; Dimension Door; Dominate Person; Elemental Body I; Enervation; Fear; Invisibility, Greater; Locate Creature; Phantasmal Killer; Rusting Grasp; Scrying; Sending; Solid Fog


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
In previous editions of D&D, skills were an integral part of character concepts. They helped to define and limit a PC to what they could and could not do when it came to things outside of combat. The wide variety of skills and ranking was created to give each player the feeling that their PC knows something. Fourth edition takes much of this control and diversity away. It condenses the skills to the point of lunacy. No longer can players study nobility, geography, craft a non-magical item, or be a barkeep; these skills were removed completely to make room for the other board game additions.
A fundamental aspect of a role-playing game is the ability to role-play your character based on their strengths an weaknesses. If a character has fewer ways to define who they are, then the system fails to establish itself as a role-playing game (becoming a roll-playing game). The complete lack of crafting is obviously disturbing for most players, as in many previous editions, crafting added a level of control and fun that players enjoyed exploring.
Now, fourth edition didn't get everything wrong when it came to skills. The passive perceptions of Insight and Perception was an excellent way to deal with things seen and unseen before player's rolled. However, this minor strength does not outweigh the multiple other areas that 4th edition d&d lacks on skills. I believe Heinsoo, Collins, and Wyatt dropped the ball completely here.

Skill Encounters
The way in which fourth edition deals with role-playing is as much an insult to the gamer, as it is ineffective as a device for story-telling. While in previous editions the players and the DM had the ability to role-play encounters and occasionally throw a dice to influence certain aspects, in fourth edition there is little or no non-dice role-playing. Skill encounters in 4th are nothing more than, “roll that skill (x) times to get (y) successes to achieve (z) goal before rolling (n) failures. Most of the time the skill checks go a little like this:

“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.”
“20 on Athletics.”
“I rolled insight of 20 to see which way is better.”
“I rolled 22 on acrobatics + his 2 bonus from insight.”
“I rolled 14 on Endurance, fail here.”
“I rolled 20 on Endurance, we win.”

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
One of the most frustrating areas that fourth edition completely fails at is concerning magic items. The vary idea that an economy, in many ways based around magic, can make money in the fourth edition world is beyond belief. You can't make a profit at anything if you have to purchase the materials at the same price that you sell them for. Who thought this was a good idea? In addition, a player has to sell things at 1/5th cost? How does a world which uses 4th edition logic able to even produce magic items?
In addition, there is no other drawback to crafting items. No exp needed, no large amount of time required, not even a skill check! With this set up a DM need never give out any magic at all. They might as well give out magical dust or gold all the time and let players make whatever they want, no one in their right mind would sell magic items for 1/5th value, to begin with, they can just buy them and not waste the time making the item for the same value.
In previous editions it took time, money, experience, and sometimes special items to craft magical equipment. In addition it was only ½ the value of the item to make, so the economy could exist at a “Key-Stone” markup on average (sold at twice as much as you bought it for). However, even this system had its flaws, mostly being that casters who crafted were always behind on experience and levels compared to anyone who didn't craft magical items.
Pathfinder irons out nearly all of the weaknesses of crafting. Players still spend 1/2 crafting value, but no longer was their an exp cost. Pathfinder made it cost time, and a skill check. This is far superior for the economy, and I can imagine a world in which magic is made, sold, and traded under these conditions. In addition the casters no longer were below the exp curve, and their was still a cost for creation and penality for failure (no magic item made). In addition, fourth editions rules mean that any character can take a magical crafting feat who has the skills. Fighters should not be able to cast magical enchantments simply because they have a little arcana knowledge. They must be magically trained and have a well of power that lingers on the items they make. Crafting should not be like MMO's in which anyone can just choose to be an enchanter, it works for World of Warcraft but it doesn't work in D&D.

Powers
Whoever thought that giving fighters 30 abilities to choose from, was playing too many MMO's and board games. D&D is not a board game, it is a role-playing game which uses maps for it's combat. Wizards and other casters have spells and a large choice of them for a reason, they are casters and that's what they do. Giving Fighters the abilities to completely control monsters, and do ridiculous creature control effects is just turning them into wizards. There is a single class called “wizard” as a game designer I could not see the benefit to having 12 classes that are essentially all wizards.
Next, and most likely the biggest mistake that fourth edition made, is infinite spells. A wizard has never had infinite magic missiles, unless epic, and having infinite “At-Will” powers is nothing more than what you'd find in a video game. Eventually power runs out, and even wizards should run out of energy to fight; that is the price for being a wizard.

Healing and Encounters
Mostly, this was never a huge issue in previous additions. Healing was seen as a way to balance the power of characters vs. monsters each day, but fourth edition takes this too far. Giving each character the ability to instantly heal themselves, is taking the need for a healer out of the game completely. I have run several fourth edition adventures in which a healer was not required to succeed. Of course there are limits to this healing (surges) But are surges really a limit? There are several powers that read “as if a PC had spent a surge,” “regen x amount without a surge,” “Add x temp hitpoint when you do y,” “Heal an extra y when you do x,” “Heal x more to your allies whenever they spend a surge,” etc. I have run some very long and intense sessions of D&D 4th and can say, with an expert degree of knowledge, that characters are so resilient in 4th that there is little to challenge them within their CR bracket; there isn't even instant death to help balance the scales.
Now, I like the way that pathfinder breaks the mold between 3.5 and 4th. They add a little extra healing to classes, like the cleric, but still have the spontaneous casting of 3.5 for positive heals. This gives a bit more healing, without making it ridiculous, like 4th edition. The fear of death should be real for the characters, and fourth edition just doesn't have enough of that fear to challenge the players within their CR bracket. Most encounters of +4 EL or less can be taken by any party without too much difficulty. The only way to challenge the party seems to be going beyond the encounter building rules and adding more to it than is allowed for the CR. Adding additional CR challenges in this way is not fair to the players, and goes beyond what is recommended in the DMG. Staying within the CR +3 bracket in Pathfinder is more than challenging for players, and certainly adds the sense of fear that every player is looking for.

Classes and Races
I don't see how anyone could completely screw up the fundamental concept of class structure as the fourth edition developers did. Base attack is gone, all attacks are based with + to base attribute with no real bonuses beyond magical and a few feats. While this may look good on paper, in practice it is a disaster. In conjunction with races, it is set up for only races that have those bonuses to the attributes and no other may apply. Even +2 to an attribute more than any other can unbalance the system and tables for CR vs. APL. This sense of “we have to balance absolutely everything about each class, has made each class exactly the same as any other.
As for multi-classing, forget it. Fourth edition has completely destroyed multi-classing, making it feat based, without the ability to mix and match levels. If you think Hybred is a viable class, make sure to read it well, it's not even close to multi-classing either. Fourth edition is a single class system and there is little or no way to fix it with their setup. (another typical MMO concept)
On that note, races in fourth are completely misguided in concept. First, making all races with 2 +2 attributes and no drawbacks is against the spirit of the game. Each race should have a drawback compared to other races. Plus, this system makes humans completely the minority in all worlds, even more so when races have +2 to one stat and +2 to one of 2 other stats of your choice. The humans +2 to a single stat is nowhere close to the power of all other races. Virtually no one plays a human in fourth edition and it is because + 1 feat does not equal +2 to one of 2 other stats + other ridiculous bonuses that each nonhuman race receives. For example:

Human
Ability scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares.
Vision: Normal
Languages: Common, choice of one other
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skills list.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Human Power Selection: Choose an option for your human character.
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Heroic Effort: You have the heroic effort power.

Warforged
Ability scores: +2 Constitution, +2 Intelligence or +2 Strength
Size: Medium
Speed: 6 squares.
Vision: Normal

Languages: Common
Skill Bonuses: +2 Endurance, +2 Intimidate.
Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
Unsleeping Watcher: You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Warforged Mind: You have a +1 racial bonus to your Will.
Warforged Resilience: You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.
Warforged Resolve: You have the warforged resolve power.

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.
The only drawback to any race is being human, and that is not how it should be. No race should have so much more power than any other unless that class has a level adjustment. Having a negative to a stat is important to balance for each race, and gives each race the ability to be any class respectively.
Pathfinder has put the power back in choosing a human, while maintaining the power of other races. It is the perfect way to balance but also so difference amongst the races, bravo to Paizo and the playtesters!


Some more needed text formatting (like bonus feats now marked right).

Frieza - The Tyrant


messy wrote:

first off, it's "tyranny."

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.

Frieza - The Tyrant


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.

(Pathfinder Roleplaying Game Subscriber)

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:
+14 1d6+22 / +14 1d6+19 / +13 1d8+16.

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:
Full Routine: +22 1d6+33 / +22 1d6+30 / +22 1d8+30
When sneak attacking: +24 1d6+33+5d6 / +24 1d6+5d6 / +24 1d8+30+5d6
When pouncing into a sneak attack: +26 1d6+33+5d6 / +26 1d6+33+5d6 / +26 1d8+30+5d6

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.

Google Docs Link to Amy Alchy

(Pathfinder Roleplaying Game Subscriber)

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
A Paladin Optimization Guide

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
*I generally play front line caster types, most notably druids and clerics; though recently I've expanded to bards and paladins because of their great PF upgrades. So while I have much appreciation for the Sorcerer or Wizard of the party, I'm not that guy.
*Like Treatmonk, I believe it to be the most fun to play a character who is good at his role. Most consider me a great role-player, but that's not what this is about; it's about making sure you can do what a paladin does best.

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.
Bless Weapon – While confirming crits automatically can be fine, it's generally not worth passing up Divine Favor for. This is handy for facing demons when you don't want to Smite, but by then you should have a holy weapon around (or be able to pull one up)

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
GMW - +3 Holy for 12 hours (+5 Weapon, worth 50K)
+3 Holy Flaming Merciful Keen (+8 weapon worth 128,000 GP) 3 times / day for 12 minutes/use

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.
Feats to 12: 1st: Point Blank 3rd (Fighter Level): Precise Shot, Rapid Shot 6th level – Deadly Aim 9th – Weapon Focus (Composite Short Bow) 12th – Improved Precise Shot

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.

Shadow Lodge (Pathfinder Adventure Path, Tales Subscriber)

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!

  • Bestiary - Ghoul, Shoggoth, Skum (Deep One)
  • Bestiary 2 - Denizen of Leng, Gug, Hound of Tindalos, Leng Spider, Serpentfolk, Shantak
  • Carrion Hill - Spawn of Yog-Sothoth
  • Wake of the Watcher - Colour Out of Space, Dark Young of Shub-Niggurath, Dimensional Shambler, Elder Thing, Gnoph-Keh, Mi-Go, Moit of Shub-Niggurath, Star-Spawn of Cthulhu
  • The Brinewall Legacy: Ratling (Rat-Thing)

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.

Revel's Guide to the Monk

(Pathfinder Adventure Path Subscriber)

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.

Taldor (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules Subscriber)

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:
2006 PAIZO finishes a five year glorious contribution to Dungeon and Dragon magazines as publisher when the license is pulled. Eric and the team begin Pathfinder Chronicles in v.3.5
2007 Eric Mona is undecided about supporting 4e; Long thread online of supporters encourage PAIZO to go forward and be stewards of the traditions and history of the game, continuing in the footsteps of Gygax/Arneson; During this time the smells of 4e were leaking out and it looked like the game was going to lack traditional tropes as well as lose vancian magic system and other significant alterations would be made to things unnecessarily like the alignment system and certain races
2007 Winter; An iron clad GSL (Game System License demands that any 3pp destroy v.3.5 inventory; GSL demands any 3pp writing for 4e must give up their in perpetuity clause of the OGL (Open Game License)
2007-2008 The GSL by wotc is revised, but its too late and the damage to gamer fan base is irrevocably done; the 4e system marketing pushes aside long time gamers, saying this is not your fathers d&d; flash animations by wotc show a red dragon dropping turd on a troll who is posting dislike for 4e, and the marketing backfires. Meanwhile all the .pdfs of 1e D&D are culled from sales anywhere on internet, suggesting a major departure from the old traditions and also appearing like a hostile "hiding of the past" in attempts to force a new video-game like dnd on the populace; meanwhile wotc forces gamers to pay for online content and makes half-rate dungeon/dragon online content too pricey without quality.
2007-2008 After playtesting/previewing 4e; PAIZO decides they will continue their brand in the v.3.5 version, and since previous October Jason Bulmahn begins making refinements to v.3.5
2008-2009 More than 50,000 gamers playtest and provide feedback on Pathfinder RPG. I know, I was one of them.
2009-2010 wotc designers like Mearls pay platitudes to things like rust monsters on their blogs, but their efforts seem hollow and contrived as though appearing to love the old games yet sounding like two-faced marketing for the new system. The d20 licence logo is also revoked by wotc-forcing several 3pp (third party publishers) to go under or suffer out-of-business effects.
2009-2011 Pathfinder RPG is lavishly designed with the traditions and history of the game in mind, while still appearing fresh, fun, and provides something interesting for all the classes at all levels. Artwork and writing is top-shelf quality, along with print/publishing.
2012-2018 The core rulebook is built to last. And subsequent supplements offered through the subscription model. This scrappy company has made business decisions over the past 5 years, suggesting that they care deeply about the game, and gamers. At each turn, the company listens to suggestions and offers by gamers to get what they want/need at their gaming table. Pathfinder RPG is acclaimed as perhaps the very best version of dungeons and dragons ever made, while 4e is found out to be a half-rate version, written hastily in the huff of Hasbro demands for more gamist design, as well as poor R&D and marketing delivered by its company toward legacy gamers, in an attempt to market the "new" game under the same name as previous versions, although 4e lacks the very heart of D&D. Meanwhile each winter, just about Thanksgiving time, massive lay-offs at wotc suggest to gamers that game designers there are used and abused just to put out the recent "new shineys" without the substantive heart of quality and tradition.

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,
Pax Veritas (just a game player, like any other)

(Pathfinder Roleplaying Game Subscriber)

39 people marked this as FAQ candidate. Staff response: no reply required. 353 people marked this as a favorite.

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

  • //TODO: Need reference

Sorcerer

Summoner

Witch

Wizard

--

Guides in Alphabetical Order by Core Prestige Class Name

Arcane Archer

  • //TODO: Need content

Arcane Trickster

Assassin

  • //TODO: Need content

Dragon Disciple

Duelist

  • //TODO: Need content

Eldritch Knight

Loremaster

  • //TODO: Need content

Mystic Theurge

  • //TODO: Need content

Pathfinder Chronicler

Shadowdancer

  • //TODO: Need content

--

Other Useful Guides in Alphabetical Order

This guide is also mirrored at:

(Pathfinder Adventure Path Subscriber)

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:
I'm basing the world itself on the 3.0 D&D Deities and Demigods show for the Hellenistic World (based around mount Olympus) - but blending it with the other three "classic" worlds.

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.

(Pathfinder Adventure Path Subscriber)

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?

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

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.

Geb RSS

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:
Geb was once a beautiful verdant colony of a great nation called Osirion. Geb was eventually given over to a powerful wizard to protect and defend on behalf of the 4 Pharoahs. This wizard took on the name of this colony and his power was unquestioned. Eventually, however, a rival wizard called Nex took over the land dividing Geb from Osirion and a centuries-long conflict ensued between the two wizard-kings. The land was devastated and Geb resorted to using huge armies of undead, animated from his own subjects, to carry the fight to Nex. Geb fell into shadow and evil and became completely obsessed with killing Nex. When Nex ultimately disappeared, Geb went completely insane and committed ritual suicide because he was denied his ability to triumph over Nex. His death did not end his existence and his spirit arose as a ghost, continuing to rule over the ashes of Geb. Now, centuries later, the land is still governed by the ghost of Geb and his undead aristocracy. Your party of living adventurers have been raised in this land and seen the fate that awaits you when Geb's fleshforges take your corpses. One of you has been told that there is hope for Geb, that his ghost can be destroyed once and for all and the others of you have decided (out of belief, desperation, or resignation) to take up the path of the adventurer in the hopes of destroying the undead master of your land. To the West, the vast jungle of the Mwangi Expanse holds untold dangers and wealth. To the North, the Mana Wastes where magic does not function and the ironworks of Alkenstar turn out curious weapons and mechanical monstrosities and beyond that Nex, kingdom of magic, and Osirion, original home of Geb's people. Rumors abound of hidden pockets of othe resisters against Geb's tyranny within Geb and perhaps they would be inclined to work with you in your quest.

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.

Here it is, enjoy.

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