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Headmaster Toff Ornels

pavaan's page

151 posts. Alias of Brian Baird 35.


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2 people marked this as a favorite.

commoner that is told to be a warrior guard. with drawback sleepy
a security guard with no training prior or on the job instruction.

Everyone picked there class without knowing what others picked so we have a odd group of being all ranged. No base healer as well

Elf eldritch archer magus
Human archer fighter
Half elf Kineticist aether with a theif feel.
Elf arcanist Occultist. Me

Infernal healing will have to do for low level healing. And summoned monsters or mount for tanks/targets to go without a standard front line. Worked out well so far.

All winnable crew gotten. As the party got more ships they got promoted to Captain. I tried to get my group to build a fleet early that way. So book 5 does not hit them so hard. Only person left from starting crew was fishguts by the time we finished book 6. Even made friends with pepper from how they saw it and invited her to a party in book 4. Thus in a round about way leading them to skip all fleet battles.....

Hmm seems my party was a bit meaner and stealthy. Two days on man's promise they stealthed to the sleeping forms of plugg ando scourge and coup de grace them. Thus ignoring a final showdown.

Something that can go differently then as written as it did for me.
1 the party killing the hurricane king in the counsel meeting. (my party did that at start of book 5 technically, killing him before he could do more then one move action. ) so no need for the dungeon crawl.

2 scry and die on the fleet. if you let the party know the name fo the admiral leading it and/or the name of her bodyguard it is a simple thing scry and find out when she sleeps, go invisible teleport and kill bodyguard then her. using cloak of dreams to make bodyguard fall asleep. then go around with overland flight with inadvisability and grabbing something from the other captains to scry on them for next time. while also planting as many castings of fire seeds using holly berry's inside of the ship at night. thus killing a fair amount of the non combat crew and setting the ship on fire from the inside. thus a party of 4 can take on a armada of 50 or so ships and win.( well a high level caster can do this by themselves to any military force not prepared for it. ie scry, fly, greater invisibility, teleport, evocations of some kind, teleport out, do that a few days and watch common military forces die)

thus the last book can turn into one short session with no need for a fleet battle. in fairness yes i know that devil has see invisibility but there are only 4 of them and i missed that in there stat block. You can take this as a warning of how to avoid this or as a easy way to resolve the book as you will.

another idea/warning only the hurricane king has a Amulet of Proof against Detection and Location in the book, so scry and die is something you can do on his first officer who the party has seen before. risk would be things could attack from behind.

well Errant Mercenary. they were level 11 and i ran the encounters as written but they jumped past a few of them with short ranged teleports of different types. the party started out as just 3 people so gave them 25 points, a few books latter let them have a npc heal bot. the wealth by level got a little screwy because two of them turned into item crafters, with a familiar that had the valet archetype so could quick craft 4,000 gold in one day. With that and seeing how they are on a ship with a fair amount of down time for travel, well it changes things. Even with me only giving them magic items and loot that was written in the book, even then they missed out on a fair amount.

Even stranger part was the next session when i went to wrap up the book with just having the pirate counsel meet. they voted on things like what was expected. then at the end they presented the information they got from the end of the book. so i took the interaction the hurricane king has for that from book six. as well as a expected personality of the party is new and knows nothing and are pathetic. the party did not like that and the shaman used its teleport hex with split hex to move the cutlass magus and the two weapon fighting kukri using slayer to both side of the hurricane king, so they are flanking. as the surprise round they got out there weapons. rolled for initiative slayer went first then hurricane king. slayer does a few crits and sneak attack doing massive damage, and yes i rolled as appropriate for the hurricane kings gear just got unlucky, the kings turn, move action stand up. provokes attack of opportunity. they slayer and magus hit him and he dies. he only got to stand up. I had two people from book six with him at the meeting, they both only got one action then went down. the slayer picked up the crown and asked if there were any objections, one pirate lord had one. then the shaman did baleful polymorph and asks if there was any more. no one said anything.

so my party now has a newly crowned hurricane king.... at technical the start of book 5... to make matters funnier in book three with the race the slayer made a bet with tessa fairwind and if they win she would marry him for one year. they win the race with a score of 55 where the scale only goes up to 11. I then had tessa walk around the table to the slayer ie the new hurricane king and had her say "so what do you want to do now husband?" my group loved that part, i also thought it worked as she does not want to be the king but wants a fair amount of say in what goes on.

They then use the time after that to do scry and die method on the major plot point of book six. thus ending my run of this adventure path. the party finishing the last two books with one session per book. i did skip some things along the way but all the major plot points were covered. I leveled them up at the speed of plot, meaning when the book says they should be level x for this part i leveled them up for it, mostly this happened with the at the end of book they should be level x.

I also say this as a kind of warning that can mess up the last two books. ie party goes to harrigan's island early killing him thus negating most of book 5, and no need to build a fleet. also party decides to kill hurricane king at meeting making them the new king, and scry and die on the plot point of book six.

Gming had my party send out invites for the party in the last book. The sent some to Harrigan pepper and others. Had those two refuse peppers refusal in his hand writing. They scryed her and saw her condition. The party was a few days away, so after it they scryed her and found Harrigan talking to her. So they used find ship with some wood from the wormwood they got earlyer. Got to the island to rescue pepper. Changed the plan and killed 5 different encounters within one turn the foes not getting a single action, then did in Harrigan with him not able to act.

So they basically jumped to the end of the book took out the threat before they even saw it as one. That is all before the pirate counsel meets. Taking the party one day of travel.

I know a far amount of that is on me for allowing it. But I wanted to share, and show how far things can go off with this book.

I suggest depending on how long you plan for this to be, to up the player count to 5, the longer it goes the higher chance someone might have to drop due to something outside of there control.

was fun to build in any case, have fun.

Found something strange with the d20 site for mythic feats. It tosses in 3rd party stuff without saying that it is 3rd party. If you click on the feat and scroll down a little you can see what book it came from. Just a reminder for everyone to double check to make sure what they picked out is legal.

Neat thing i found for item crafter ideas, get a familiar make it valet archetype. add 5 to the dc to make a magic item to add 1000 to what you can do in 1 day, leaves you with making 4000 in one day, add in a mythic crafting feat makes that 8000 in one day, have it be dwarf adding favored class bonus to how much he can make a day, 200 per level with one craft at best making 2200 more progress a day. leaving us with this

1000 base
1000 dc +5
2200 dwarf
x2 familiar
x2 mythic crafting x feat. and 1 mythic charge.

16800 worth of crafting in one day. i just thought it was neat. and all of this is assuming best case for everything. which it more then likely wont be.

staff of power 235000 gold / by 16800= 13.9 so lets just say 14 days to make it. sorry this was just fun to do.

Or you can use your mythic feat to get dex to damage on finessable weapons.

how do you want to do learning new spells for spell books and familiars and the like. buy a scroll and then pay cost to scribe it in, just pay cost to scribe it in book, something else. or do you want to go with just spells learned from leveling up.

what format would you like to see our characters on, as a alias with spoiler format to make it smaller, using a different website like myth weaver, something else?

I would like a ruling on something that does not come up often. how would you interpret the trait helpful halfing that makes aid another a +4 bonus to start, with the cavalier order of dragon which also looks like it makes aid another turn into a +3 bonus to start. would they stack, would i only get the bigger bonus, would you not like to deal with it?

(cavalier/investigator/marshal)the idea of this build is to use body guard feat to up party's ac by between 8 and 10 as a aoo. while i can use a move or swift action to up the to hit or ac of party by the same amount. and using the cavalier tactician ability to give everyone harrying partners to make the bonus stay for 1 turn rather then one attack.

I can understand if you would not like to see this in your game it is kind of crazy. the weakness of it is does not help outside of melee, so does not help if getting attacked by spell casters or ranged, also does not help the party's spell casters or ranged too much.

body guard

harrying partners

order of dragon

helpful halfing

I am interested, i have been wanting to play an aid other build, put me down for investigator cavalier combo. i will flesh out the character in a day or so.

i can easily post 1/day or more as the game calls for, my job has lot of down time that i can go online and do what i want.

Forgetting to recharge hand when finding a demon or cultists during adventure 2. Only messed up once.

some crazy things to keep in mind, that i found out the hard way, still fun though.

In the first challenge at the start of the book, the pc's have to pick one of them to undo the sails. they picked the squirrel familiar of the shaman, i let it slide because it was funny. i ran contest, thinking of the speed of both, and even without rolls the squirrel won, having climb speed helped out a lot.

in the third challenge, where they defend the ship. while the giant was still in his cage and covered, the ship captain used the heavy ballistia on it, and from then on ran to the other two ballistas on that side of the ship. the giant got to act twice....

the result for the race can be a little strange, with result of 11+ being overwhelming victory, my group got a 55 race score. makes it hard to say how far ahead they were and if the last event of trying to summon from the scroll would happen if you cant see the target.

My groups shaman has just found out he can cast awaken. and now always keeps 2 castings of mats on hand. they also have kept the ring of animal friendship. i feared what would happen when the giant octopus attacked. So just to confirm i asked them at the end of the third book,

"you get to the island, a giant octopus attacks what do you do?" me

"it rolls will, ring of animal friendship" shaman

now that part is set up the true question. how would you handle "the eel" when he slips off a ship and a giant awakened octopus is guarding the bay.

i can see a few things, 1 they fight, 2 octopus does not see him. 3 octopus wins because the eel is not buffed and who sees a giant awakened octopus guarding a bay coming. the last part of the adventure changed greatly.

over all it does not matter for the xp, i advance based on where they are in the story.

and as a side note, they plan on getting raptors and making them the island guide after awakening them. so yes they plan on going to raptor island some time.

This is for those that have made silly mistakes playing any set of the card game.

Playing deck 1 of wrath, and for the first 2 senereos we got down to only 4 turns left or so. we thought it looked a little low, When setting up for the third one we counted the blessing deck and found that we only had 20 cards in the blessing deck.

I could not find another thread with this idea, just wanted to make one.

anything with earth....

Strange idea, assuming you can use the lyre to build a ship. and as far as i know you still must have 1/3 the cost in mats on hand. could you use a ship or many ships to be broken down and remade as a more expensive ship?
i am all for this being proven to be wrong or not work, ect.

and as this is for skull and shackles why not use the infamy disrepute sub system that is there. yes it will eat up a lot of disrepute but heroism can be used by a non caster.

I think it will be legacy of fire, just my own thought on it. would be interesting to see how they would do the achievement system.

The terror....

my group of four has played the other two sets many times. we are never close to death and have never lost out of the 6 times we have gone from 1-6 in rise and skulls. only come close to having the time run out.

got to play it with my friends 4 of us. we managed to play the first two base set. took us 5 hours for 2 of them. the easiest ones i would think. we were hanging on by a thread the whole time both in near death and time out. I would cure for 5 as the shaman when my turn came to our summoner, by the end of his turn he had 3 cards in his deck.

this is a much scarier set... the terror...the terror....

For the barrier storm when does a player roll any dice for it. My view is you only roll if you are at the same location as the storm when you start your turn there. My friends view is if you are not at the location roll to see if it moves. Is one of us right is there another solution?

Just a though. so you can only take a number of burn points a day equal to 3+ con mod. each time you take one point of burn you take level in non lethal damage. now comes the change up, if the burn non lethal damage would heal normal both with magic and without. normal healing would be 1 point of non lethal per level per hour. and any magic healing would heal equal amount of non lethal and lethal damage at the same time.

so without magic healing each point of burn takes one hour to heal naturally. but you can still only have a number of burn points per day = 3+con mod.

now given that some games have it be the 15 minuet adventuring day, if natural healing was available it would not matter, if magical healing is possible it would use up some resources from the party be it a cure spell or a aoe healing some resources is used up.

other games have it be hours between fights,(days does not matter for this) so downtime would matter a bit more, each hour would make it that much easier to fight same goes with magic healing. but the thing is you can still only take an amount of burn = to 3+con mod a day.

bottom line if natural healing and magical healing is allowed for burn damage it does not change how many times a day it can be done.

sorry if it seems all over the place, just trying to put in my thoughts on this as best i can.

My group is playing the card game and I asked if they wanted to do the real thing. They said yes. Thing of it is they are three players so I am tossing in Ranzak the goblin as an extra npc to hopefully fill them out. Also doing it because on our second run through of the rise of the runeloards I played the goblin ranzak and one of the players hated him. So giving the player a chance to see him die. I think it will make his day. Ranzak says he is a raider where it says class best fit I could find was rouge.

my mind was on the melee and skill monkey roles, with the barbarian/alchemist, with a bit of casting of sorts. not to overcharge one role, like say a fighter barbarian would be.

also i find the idea of a four armed character fun. most likely archtypes will be alachemist trapbreaker, and barbarian Invulnerable Rager.

I can post as often as is required. i have a job that is just sitting around all night by myself giving me time to post on my phone.

Barbarian alchemist. Have the idea to have two extra arms , barbarian natural attacks and alchemist fareal mutagen for 4 claws 1 bite. But this is only possible if you allow it. And even then while raging and under effects of mutagen

Hmm alchemist barbarian four hands all natural attacks. Don't know what mythic works best for it. Better post later

Thank you for clearing that up, even more so before we run into such problems.

yep i am good where ever you start me out, in what ever wetland hill or flat.

So because at the start we have no army's does the first to post still get extra power. To me it seems like there is no tactical difference between the first and last post.

Mogar (mog)
race goblins (GB)
domains death, slavery.
home wetlands
advancement survival 1


Mogar is the goblin mother. She wishes to see her spawn populate and prosper. She does not care what they do to each other so long as they are the only ones around. to help her children she set out plague and sickness upon what ever world her git are on. from time to time it kills her own. but it kills off more then enough of any other races that might fight her baby's.

All other races should be wiped our or made to serve her little ones. she has gifted them with high reproduction rates to overwhelm any foes they might come to meet. while killing 1 goblin might be easy killing 10 is not so easy a task.

with a new world to be a cradle for her children she will push them hard even though she faces gods and there races. this new world will be hers at all costs.

will make a proper alias when game starts. i have to many alias made for games that i have not been picked for now they are just sitting there....

also i can post every day, am reliable having nothing to do but work, sleep and playing on my computer.

Going with a evil goblin god. More info when I am not on a phone.

The range of the rifle being 80 feet vs muskets 40 feet, and the misfire value being only 1 rather then 1 and 2. and reloading it as a move action, or free with rapid reload or alchemical cartage makes it worth asking.

11 people marked this as FAQ candidate.

I would like to know if this was correct or not for the Techslinger archetype of the gunslinger in the technology guide.

techslinger archetype page wrote:

Techslingers still start play with the black powder blunderbuss, pistol, or rifle granted by the gunsmith class ability
what i call into question is the Rifle, the normal gunslinger starts out with
d20pfsrd wrote:
blunderbuss, musket, or pistol

So does the Techslinger start out with the option to take a gun that is that much better or was that a misprint.

dotting for interest. lots of time on this one, i will think of something fun. from a role playing stand point not just a roll one

also what about the advanced class guide will you allow things from it. it was said that it will be up online for free some time September.

4d6 ⇒ (6, 3, 2, 2) = 13 11
4d6 ⇒ (5, 4, 6, 2) = 17 15
4d6 ⇒ (6, 1, 5, 6) = 18 17
4d6 ⇒ (3, 1, 4, 4) = 12 11
4d6 ⇒ (3, 6, 4, 5) = 18 15
4d6 ⇒ (2, 1, 2, 5) = 10 9
4d6 ⇒ (5, 1, 5, 6) = 17 16
4d6 ⇒ (1, 6, 5, 3) = 15 14

now need to see what i can come up with.

I will also point out that the first book is called snows of summer. ... so no one has a reason to have a cold weather outfit. ...

an aid other masster summoner halfling.

I am interested in making a halfling oracle will have more info soon

some questions that might help, what is the point buy number? when are you closing recruitment? is anything not allowed?

do you know when you want to close recruitment, would it be a time, or a number of interested players?

Goblin Squad Member

2 people marked this as a favorite.

i would say a gnome barbarian wielding two gnome paladins in spiked full plate that are chained to each other, making them gnome chucks. now that would be a scary sight.

I would be interested in joining, going to look at the players guide and build it up. i can post many times a day, but will only post when appropriate and not try to overshadow others with my posts

Goblin Squad Member

I think gnome gninja is the scariest because the g makes them silent. also would a gnome guild be said out loud to be a uild for that same silent g

Goblin Squad Member

It is Kabal

Goblin Squad Member

Wow I am shocked by the quick response. Thank you all for your responses and input. after looking at those that took interest i have made my choice. quick i know, but nothing is set in stone.

Goblin Squad Member

I am a little overwhelmed by the number of company and settlements that i have seen. I don't know who to ask to join. I would like a company or settlement that i could play with. the time that i can play is 11 am -4 pm pacific time. I am thinking of playing a fighter tank and i have fun gathering i have found.

only post like this i will make and i will not bump it.

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