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Kamilo Dann

spectrevk's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 570 posts (640 including aliases). 3 reviews. No lists. No wishlists. 10 Pathfinder Society characters.


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Has anyone tried using this feat as a small character riding a small mount? Would there be any good reason to do so?


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Imbicatus wrote:
StabbittyDoom wrote:
Charon's Little Helper wrote:
Shar Tahl wrote:
And that is why it is generally best not to play evil in campaigns you want your characters to have longevity.
At least not stupid psycho evil. Evil characters that actually work within society's rules do fine. (But many players don't know the difference.)
I'm still trying to convince my players to do an all-evil version of Kingmaker sometime. Would totally work as long as no-one went full psycho-evil, as you mention.
I could see a really effective and cohesive all-evil group of Dexter Morgan (investigator/assassin), Walter White(Alchemist), Gaius Balthar(bard), and Magneto(wizard). They are all clearly evil but who are capable of working with others to meet their goals.

Gaius would betray the rest of them the instant that a woman showed any sort of interest in him. That guy is the least reliable person in televised science fiction.


Pathfinder Adventure Path Subscriber
Gallyck wrote:
Long story short. My party agreed to save a town. I asked the local wizard if I could peruse his spell book. He said no. I'm a selfish NE elven wizard who craves ultimate power to attain lichdom. I didn't take this lightly. We go take care of the town yadda yadda. I gain a level. I'm out for blood. I mirror image, I vanish, I shift into his shop at closing time, I limp lash old wizard and win initiative and limplash rd 2 paralyzes him. I coup de grace Mr 1 str 1 con. Grab his stuff and my party grabs the obviously trapped book and teleports us to some puzzle room thing. We figure it out. I peruse his spell book. Come to find out he's 16th level and has clone. I know he's alive. I know that he can kill me but I'm not gonna just lay down and take it. How's a 5th level wizard defend himself.

This is exactly why Limp Lash is the only spell I actually ban at my table.


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Really? None of the ACG iconics are getting in on this action? It also feels like it's been a while since we've seen Valeros.


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Archpaladin Zousha wrote:
Are there griffins who combine features of other birds of prey and/or big cats? For some reason I think a griffin with a falcon head would be pretty cute.

You mean like a Hieracosphinx?


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Roy Greenhilt.


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Hi James,

Are there any Halflings that worship Asmodeus? How would that work? I mean, Cheliax treats them pretty badly, is that a reflection of Asmodeus' dislike of Halflings, or what? Would they be seen as traitors to their own race if they worshipped Asmodeus?


Pathfinder Adventure Path Subscriber

Good question. Halfling.

I considered improved initiative as well, as going first as an arcane caster can be devastating.


Pathfinder Adventure Path Subscriber

I'm working on a Sorcerer for a friend's Shattered Star campaign. I decided on a Mongrel Mage, mostly for the novelty of being able to choose different bloodlines whenever I liked. But that leaves me with one last problem: the feat.

There aren't a lot of great feats for first level casters that I can think of. I could get a couple of extra cantrips (boo), another 1st level spell known (I'll have plenty of known first level spells soon enough; since Sorcerers don't get 2nd level until 4th), 3 extra hit points, a +1 dodge bonus...none of it seems that exciting or useful.

I'd thought about getting a spell focus (evocation? illusion?) but that seems dubious as well.

Is there anything that I'm missing? If I can start paying feat taxes now for something great later down the line, I'm totally open to suggestions.


I'm fine with us continuing with a new GM.


Pathfinder Adventure Path Subscriber
Brimleydower wrote:

If the prospect of fighting a lot of giants does not appeal to you in the slightest, I'm going to go ahead and say an AP called Giantslayer that is an homage to Against the Giants is not going to bump elbows with your various cups of tea.

If the prospect of a new take on Against the Giants being released by Paizo appeals to you, stick around.

As mentioned in the original post, I simply don't have any information about Against the Giants, because I never had the chance to play it; can you tell me about it?

"Sell me on X" isn't an insult to X; it's just a request. If I was trying to sell someone on Mummy's Mask, I wouldn't just tell them to get hyped about fighting mummies or GTFO (which appears to be the common response re: Giantslayer); I'd tell them about the history of Osirion's buried secrets, the excitement of being part of the first group of people to explore the necropolis of Wati, and discovering the existence of an artifact that will lead to them fighting a ghost-Pharoah on a flying Pyramid.

If I was selling someone on Reign of Winter, I wouldn't just say "do you like snow and witches? If not, then tough cookies". I'd tell them about how Irrisen was conquered by Baba Yaga, who leaves one of her daughters on the throne for a hundred years, and now it's snowing all over Avistan and Baba Yaga has been sealed away by an evil Snow Witch and you have to reassemble her from scratch by traveling across the plans in a chicken shack before confronting an evil ice witch on behalf of another evil, though slightly more stable, witch. Oh, and you get to travel to WWI and fight Rasputin.

That's a sell. So what don't I know about Belkzen that's likely to make Giantslayer awesome? Someone mentioned a Dwarven Sky Citadel, but it seems unlikely to come up since you leave Belkzen after the first two volumes, and those are focused on protecting a village. Is there cool, interesting stuff about Giants that I'm not aware of? The combat rules for fighting creatures of different sizes in Pathfinder mostly boils down to reach, but if they've announced something more interesting, I'd love to hear about it.


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The only issue I can see here is if the GM raises concerns about how one could possibly do non-lethal Piercing damage, but I think you could easily argue that these mechanics represent manipulation of pressure points/nerve strikes.


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Well, wouldn't wording the ability in the way that the Draconic and Abberant bloodline powers do count as "specifying otherwise"? I mean, if you look at the rest of the Draconic bloodline writeup, it specifically calls out transformations that are tied to the bloodrage, such as Dragon Wings. If the rule works the way you say it does, then the entry is poorly written.


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Oakbreaker wrote:

So had our first session and I went with an Abyssal Rageshaper

DM allowed claws to be active always and so far it works really well

It seems kind of weird that the Abyssal (by RAW) only gets claws when raging, but the Dragon gets them all the time.


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WombattheDaniel wrote:

I'm looking for highest AC build for Wizard/Sorcerer. This is including Spells, Transmutations, Items, Feats, etc. Feel free to use Armor if you can guarantee a 0% ASF.

Winner gets +1 Internets.

If all you want is AC, be a Halfling and take the Underfoot alternate racial trait. Other than that, you're just looking at the usual suspects: Shield, Mage Armor until you can afford Bracers of Armor that go above +4, Ring of Protection, Amulet of Natural Armor. But high AC is really about avoiding getting hit, so I'd recommend looking into the Mirror Image spell and a Cloak of Displacement as well.


Pathfinder Adventure Path Subscriber
Melkiador wrote:

Compare Power Attack to something simple like weapon focus.

Weapon focus gives you a +1 to hit.

Power Attack gives you the ability to trade 1 hit for 2 damage.

We know accuracy is worth more than damage. So, let's be kind and say 1 damage is worth .75 accuracy. In that case, you are taking a feat to trade +1 to hit for the equivalent of +1.5 to hit. So the total gain from the feat would be worth +.5 to hit. This means power attack is like taking half of a weapon focus feat.

AC does not scale at the same rate that to-hit does, and unlike damage, to-hit bonuses have diminishing returns. You don't get rewarded for exceeding your target's AC; you either hit, or you don't.

Power Attack is not a trap. It's a necessity for most martial classes, especially if they're wielding 2h weapons. Power Attack allows you to trade in the to-hit that you don't need and get damage in return. If AC scaled with level the same way that to-hit does, then your argument would make more sense, but it doesn't.


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ladydragona wrote:
I guess you just can't please everyone all the time. Every AP they put out has complainers out their. WoTR they said to many demons, IG to much tech, RoW what WWI Russia, CC and MM to many undead I could go on. Now you all are complaining you don't like giants. The old GDQ series is considered by many to be the best series of adventures EVER put out. Will this live up to that probably not, but this AP is going to give us Giants, Orbs of Dragonkind (which indicates dragons to go with them) Lots of orcs and Oh Flying Castles. Am I missing something here whats NOT to love this is classic D&D err Pathfinder if I ever heard it. And on top of all that other than a few promotional blurbs we really don't even know what will be in it besides, Giants, Orcs, Orbs of Dragonkind and Flying Castles. They got me with Giants. :)

I'm not looking to complain/argue about Giantslayer; in fact, I'd originally posted this in general, not in this forum, for precisely that reason. I'm looking for good reasons to *like* this AP, but I'm having some trouble.

A flying castle sounds kind of cool, but we already just had an AP with a flying Pyramid, which sounds even cooler. If I wanted to fight a bunch of giants, I could play Rise of the Runelords. It's interesting that Belkzen has one of the Sky Citadels, but it doesn't look like that's going to play a role in this AP at all...the AP outline as it stands now just looks like a linear CR progression from orcs to giants, and then through the various giant types, going in the order of CR.


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Go for Kitsune, and blow a feat on an extra tail; that will give you Disguise Self twice a day, plus Kitsune's can shift into a unique human guise at will. IIRC, Magus isn't a great class for Illusions, so you might want to consider making an Arcanist and choosing the Blade Adept archetype.


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j b 200 wrote:
The first book seems to be more about defending a settlement from an Orc invasion than about giants. Also, there are interesting locals like fighting inside a volcano and a flying castle. Unfortunately since none of the books are out yet (and we don't even have a final product description yet), we can't really sell you on the AP, since we don't really know what the AP is....

We have descriptions for the first 5 volumes of Giantslayer. It doesn't seem all that varied:

1. Defend town from orc army, explore tomb.

2. Fight Hill Giant chief.

3. Finish exploring tomb, then go to Mindspin Mountains. Fight a bunch of giants in a valley.

4. Fight village of Frost Giants.

5. Fight dungeon of Fire Giants. Learn about flying castle

Presumably, volume 6 will be "go to flying castle, kill Storm Tyrant". I think the problem for me here is the lack of motivation for the villain. Karzoug awakened after thousands of years and was trying to rebuild his empire. First Emperor Xin saw his dream of a perfect society destroyed by his students who then tried to kill him, slept for thousands of years, and went mad. Hakotep had his soul torn into fragments and finally has a chance to avenge himself. These are interesting villains.

The Storm Tyrant is just a guy with a cloud castle and an Orb of Dragonkind, who wants to conquer Avistan because....well, just because. I've heard people comparing this to Against the Giants, but I never had a chance to play that module. What could I be missing out on if I skip Giantslayer?


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Mythic Evil Lincoln wrote:

The same selling point of all the APs really: what are they going to do with this?

I've yet to see an AP that was exactly what I expected when I first saw it.

Really? I feel like most of them live up to their titles.

Rise of the Runelords: You have to stop a Runelords rise to power.

The Mummy's Mask: There is literally a cursed mummy's mask at the center of the plot.

Jade Regent: There is literally a guy called the Jade Regent. You have to kill him.

The Shattered Star: A seven-pointed star artifact has been shattered into seven pieces. You have to find them.

I could go on, but you get the point. Usually there is something present in the initial summary that grabs me. With Reign of Winter, I was interested in learning more about Irrisen, Baba Yaga is awesome, and traveling to WWI earth sounded like a blast. With Mummy's Mask, I was interested in Osirion, and fighting a ghost-Pharoah in his flying Pyramid sounded incredible. With Iron Gods...c'mon man, it's Numeria! We never get to do anything with Numeria!

Is there something awesome about Belkzen that I'm forgetting?


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Looking through a few threads, it seems like Giantslayer, much like Iron Gods, has been a bit of a divisive issue. I count myself on the "Iron Gods" side of that equation, and I've been considering canceling my sub for Giantslayer, but before I do so, I want to be sure that I've given it a fair shake.

I consider myself a pretty open-minded guy; I enjoy 'traditional' dungeon crawling as much as anyone, but I also like to spice things up a bit with new ideas. I've run Rise of the Runelords (three volumes before the group collapsed due to...reasons) and Mummy's Mask (on book two now, still going strong) and I've played parts of Legacy of Fire, Jade Regent, Carrion Crown, and Skull & Shackles. I'll be playing Shattered Star pretty soon as well. My point is, I think I can enjoy just about anything, as long as there's a hook. Reign of Winter, for example, sounds awesome: fighting to overthrow an evil Ice Queen is a classic setup, but plane-hopping via Baba Yaga's hut is a nice bit of spice. Mummy's Mask is really a classic dungeon delve/undead adventure, but setting it in a less-frequently used cultural context gives it new life.

So what am I missing with Giantslayer? Where is the hook? Giants have never been my favorite creature, and in Pathfinder they're basically just...big guys that hit hard. It's not like there's a system in place for having to scurry up a guy's legs to club him to death. Belkzen isn't an especially interesting part of Golarion either; it's just orc-infested badlands. But enough of the negative: I want to hear positives from people who are looking forward to this AP. What is it that is pulling you in for this one? What am I not "getting" when I look at the description of this AP?


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James Jacobs wrote:
spectrevk wrote:

Dear James Jacobs,

I'm working on a Sorcerer for a friend's game (Mongrel Mage archetype, if that helps) and I'm feeling a bit indecisive. I tried rolling some random stuff using Ultimate Campaign, which resulted in some pretty funny backstories (imagine an orphaned female halfling Magus who apparently committed mass murder in a fit of jealous rage involving a former lover, or a half-orc who, by his own negligence, allowed a gangster to suffer for the sheer pleasure of being negligent)

But this isn't about backstories. It's about interesting concepts, and I'm currently torn between a (likely drow-blooded) Half-Elf sorcerer, and a Halfling. I feel like both would be interesting as a "Mongel Mage" type, as Halflings are often looked down upon in Golarion in general, and Half-Elves already have a pretty diverse family tree. I'm not sure which one sounds like more fun, which brings me to my other hard decision: weapons. It seems like every low-level wizard/sorcerer I see is toting a crossbow around. And I get why: you're likely to favor dex over strength as a caster, so why bother with melee? But efficient or not, I hate the idea of playing a crossbowman with ambitions of being a mage, so I'm ruling crossbows out. So what's a more interesting starting weapon for a sorcerer? I thought of Cestus, but I've done that one before too. Maybe a bracer of daggers? What do you think?

Thing to remember is that you'll have (assuming you pick one) a spell like acid splash or ray of frost for many of your ranged attacks as a sorcerer. A weapon isn't something you really need, in my opinion—your job as sorcerer isn't to "keep up" with the damage dealing potential of a fighter or rogue or whatever, but to be the spellcaster. Against typical foes, acid splash or ray of frost are inferior to things like arrows, yeah, but against foes with damage reduction or the like, energy damage becomes much better.

My suggestion is to simply abandon the idea that a sorcerer MUST have a weapon... or to...

Thanks, James! Any thoughts on half-elf vs halfling in this case? I've also had people suggest half-orc, as a more "mongrel-y" race.


Pathfinder Adventure Path Subscriber

Dear James Jacobs,

I'm working on a Sorcerer for a friend's game (Mongrel Mage archetype, if that helps) and I'm feeling a bit indecisive. I tried rolling some random stuff using Ultimate Campaign, which resulted in some pretty funny backstories (imagine an orphaned female halfling Magus who apparently committed mass murder in a fit of jealous rage involving a former lover, or a half-orc who, by his own negligence, allowed a gangster to suffer for the sheer pleasure of being negligent)

But this isn't about backstories. It's about interesting concepts, and I'm currently torn between a (likely drow-blooded) Half-Elf sorcerer, and a Halfling. I feel like both would be interesting as a "Mongel Mage" type, as Halflings are often looked down upon in Golarion in general, and Half-Elves already have a pretty diverse family tree. I'm not sure which one sounds like more fun, which brings me to my other hard decision: weapons. It seems like every low-level wizard/sorcerer I see is toting a crossbow around. And I get why: you're likely to favor dex over strength as a caster, so why bother with melee? But efficient or not, I hate the idea of playing a crossbowman with ambitions of being a mage, so I'm ruling crossbows out. So what's a more interesting starting weapon for a sorcerer? I thought of Cestus, but I've done that one before too. Maybe a bracer of daggers? What do you think?


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It really depends on the CR3. I've run a lot of Paizo stuff (APs, modules, PFS scenarios), and the design of CR3 creatures is particularly inconsistent. I've seen the same party steamroll one CR3 with no trouble, and nearly get wiped out by another one. Rather than judging solely by CR, I recommend looking at the creature's attack bonus, average damage, and the nature of any special abilities.

If the creature is going to auto-hit (likely, given that it's CR3 against a 1st level party) and it does enough damage to drop a player in 2 rounds, that puts the party on a serious time clock; is it even possible for them to bring the creature down in two rounds? Similarly, if it has a fear aura, how likely are they to pass the save? You know your party better than we do.


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Scavion wrote:
spectrevk wrote:
Did I post this in the wrong forum?

It's in the right place.

And no your choices are not locked in. Behold the versatile power of the Mongrel Mage and weep tears of joy.

Thanks!


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Did I post this in the wrong forum?


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ElementalXX wrote:
Dear James, why there is not much info about alkenstar? will ever have a companion about the Grand Duchy? I feel it has so much roleplaying oportunities but the lack of information is discouraging

There's a full map of Alkenstar and a good amount of info in Wardens of the Reborn Forge


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Scavion wrote:

1. No.

2. No.
3. You only get the use of Arcana when you spend a point and you get it at their full level.

1. Is that "no, you aren't locked into a particular bond once you've chosen it as a Mongel mage", or "no, you can't go from familiar to bonded item?"

2. Again, is that "no, the familiar doesn't stick around", or "no you can't go from toad to viper"?


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I've been looking through the new Mongrel Mage archetype for Sorcerers in the Advanced Class Guide, and I'm left with a few questions:

1. If a Mongrel Mage chooses the Arcane Bloodline for a day, and selects a Familiar as their Arcane Bond, are they "stuck" with that choice if/when they choose the Arcane Bloodline again on another day? Or could a Mongrel Mage have a Familiar one day, then wake up the next day with a bonded item?

2. On a similar note, does the choice of Familiar stick around? If a Mongrel Mage has a Toad familiar one day, then a few days later they select the Arcane Bloodline again, do they still have a toad, or could they choose to have a Viper?

3. The archetype states:

Quote:
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level

Does this mean that without spending a point, they get to use the Bloodline Arcana as through they were first level, or that they only get to use the Bloodline Arcana when they spend the point, and at their full level?


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An Eldritch Scion has to use a Swift Action to enter Mystical Focus, which then allows them to use their Bloodline Powers. But several Bloodlines, including Infernal and Elemental, require you to spend a Swift Action to activate their 1st level abilities.

Does this mean that an Eldritch Scion has to spend two Swift Actions (and thus, two rounds) to make use of these abilities? Do Eldritch Scions with those bloodlines basically lose a round of Mystical Focus to "setup time"? Because without those 1st level powers, Mystical Focus doesn't do anything for them.


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When I ran RotRL a couple of years ago, I added a Shoanti barbarian woman as a background character during the initial goblin attack; the players saw her shielding a group of children from the goblins, and looking hurt. It was just a background detail.

Imagine my surprise when the party's Summoner decided to pursue her romantically. In time she became his steady girlfriend, and when he decided to establish a base in Thistletop after the goblins were cleared out, she moved in and established a hunting lodge there. When he died in Magnimar at the hands of cultists, she claimed his body and buried him in Shoanti lands.


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Maid has some "adult themes"; I would recommend OVA, which just released an updated version of its rules. It's a pretty flexible system, with a fairly simple dice mechanic.


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Myth Lord wrote:
Kryptik wrote:
Gorbacz wrote:

Shattered Star was a competent AP. Unfortunately for it, 'competent' doesn't cut it if you're sitting on the shelf next to CotCT, Kingmaker, Iron Gods and AoW.

As for Giantslayer, I hope that this obvious attempt to placate the traditionalist crowd by playing on their GDQ nostalgia will backfire in a spectacular manner and lead to Paizo's higher ups greenlighting THE INEVITABLE DISTANT WORLDS SPACESHIPS AND LAZORS AP.

That's an odd sentiment. Why can't both groups have fun?

Because once you give the SF-players what they want, they always want more and all the other things seem dull to them.

This is what I feared all along, now this AP probably gonna sell much less than Robot Gods and then it seems obvious that all other Ap's in the future will become Robot Hack fests.

Well, popular things sell more than unpopular things. Given that a lot of AP buyers are subscribers, if the sales on this are particularly low, that's not just an indicator of Sci-fi players taking over; it's a failure of Paizo to present an appealing product.

I originally started subscribing because Reign of Winter sounded awesome. I actually subbed in time to catch the last two volumes of Shattered Star, and picked up PDFs to round out my collection of that AP as well. Both are fairly "traditional" fantasy, with a bit of a Golarion twist. Yes, one volume of RoW sends you to WWI, but the rest of it is evil fairy tale stuff, witch queens, dragons, etc.

I then cancelled around the time that the WorldWound AP came out, because I wasn't interested in Mythic and the setup sounded dull. Just a giant slog through demon hordes. I came back as soon as it ended because Mummy's Mask sounded awesome: again, fairly traditional fantasy, but with an interesting hook. I stayed on for Iron Gods because it sounded awesome, and felt unique. Now, as much as I want Hell's Rebels, I'm looking at canceling again, because Giantslayer sounds incredibly dull. Maybe it won't be, but thus far nothing about the promotion for the AP appeals to me. I don't like APs focused on one type of creature, and six volumes dedicated to overthrowing a warlord's army sounds unbearably dull.


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Michael Talley 759 wrote:
spectrevk wrote:
UnArcaneElection wrote:
spectrevk wrote:
It seems like the main problem would be convincing someone to allow you to hypnotize them in the first place.

To paraphrase my above post, a lot of people won't let you hypnotize them. Concentrate on those that do.

But seriously...who would? I mean, it's not like hypnosis is a harmless parlor trick in Golarion. Magic is real, and so is the concept of magical mind control. If you have the requisite Bluff/Diplomacy to convince someone to let you hypnotize them without any safety net (someone they trust watching, etc.), then you probably don't need to Hypnotize them in the first place.

It's an interesting thought experiment, but like most powergaming, it's only effective in a world where the player is the only person on earth with a working brain.

well the Hypnotism does affect more than one person, but also not everyone on earth has spellcraft or Knowledge Arcana. So the average peasant could be talked into it. Still not an easy way to do anything, if anything. Being used as Entertainment would likely get better results at level 1

Let's assume that the target doesn't have Spellcraft, and is thus unable to identify the spell. They would still resist having their mind controlled. Now, granted, if you choose to do this to commoners, their will save isn't likely to matter anyway. But the idea that you're going to pay someone money to let you mind-control them is absurd.

Likewise, in a world where hypnosis is a real thing, it seems unlikely that people would show up to be hypnotized for their own amusement. It's amusement for us because we don't believe that it really works in the way that it does in Pathfinder.


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Burnt Offerings, while fairly simple in its premise, was part of Rise of the Runelords, an AP with an interesting concept (what's a Runelord? A wizard-king from thousands of years ago who can feed on the sin of Greed to regain his power? Awesome!)

The issue here isn't the first volume of the adventure; it's that the AP's overall premise seems terribly dull. We've already had (several) modules and APs about stopping a warlord from taking over Western Avistan. We just finished an AP about fighting a dude in a flying fortress (Mummy's Mask). There's nothing original or interesting in the description of this AP, in my opinion. But hey, I'm happy to be proven wrong.


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UnArcaneElection wrote:
spectrevk wrote:
It seems like the main problem would be convincing someone to allow you to hypnotize them in the first place.

To paraphrase my above post, a lot of people won't let you hypnotize them. Concentrate on those that do.

But seriously...who would? I mean, it's not like hypnosis is a harmless parlor trick in Golarion. Magic is real, and so is the concept of magical mind control. If you have the requisite Bluff/Diplomacy to convince someone to let you hypnotize them without any safety net (someone they trust watching, etc.), then you probably don't need to Hypnotize them in the first place.

It's an interesting thought experiment, but like most powergaming, it's only effective in a world where the player is the only person on earth with a working brain.


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It seems like the main problem would be convincing someone to allow you to hypnotize them in the first place.


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Deaths Adorable Apprentice wrote:

The Lotus Geisha is where it is at. I made one to 'soften' up my group. Lots of enchantment magic and a cool fan blade. I had a DC21 or 22 for a first level spell. Sadly she went in to a pit then had mad monkeys drop on her because freaking wizards.

And now I want to play a archeologist/geisha bard. It needs to happen.

Lotus Geisha?


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Granted, that cuts down the amount of strangling you'd be doing, but it'd still be an interesting build IMO.

Worse-case scenario, dip into Unarmed Fighter to get your unarmed proficiency back, and pick up a Style Feat while you're at it.


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Deadmanwalking wrote:
spectrevk wrote:
I still don't understand why everyone hates the Strangler Brawler so much.
It loses Brawler's unarmed combat stuff and thus Improved Unarmed Strike, so unless human you actually can't have Improved Grapple at 1st level, which rather defeats the point of the Archetype in many ways.

I hate to keep harping on the Kusarigama, but once again...you could spend one feat (Exotic Weapon Proficiency, in this case) and be able to strangle from 10 feet away. All of the Strangler's abilities require grappling, but none of them require you to be using your own bare hands.

You could dip it with knife-master Rogue and do some pretty awesome damage once you've pinnned the target.


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I still don't understand why everyone hates the Strangler Brawler so much.


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I kinda feel like Dwalin should have a higher Wisdom, but there aren't a lot of martial classes you could take that would make use of it. Did you consider one of the Monk archetypes, like Weapon Master? He survived an awful lot of Orc fights, and was well-respected as a warrior.


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ElementalXX wrote:
Dont want to be discouraging but I dont see how its better than standard bard, you could get the same by taking craft scroll as a feat

That's fair, but it leaves a feat open for Agile Maneuvers, and the free Monk weapon proficiency gives access to some nice reach weapons like the double-chain kama or Kusarigama.

Yes, you could easily build a bard that uses a Kusarigama to trip/disarm/grapple from the safety of "reach" distance *and* crafts scrolls, but this is about finding usefulness in the Geisha archetype, and it allows you to do this at level 1 without having to be a human. And in this case, going Half-Elf is giving you a bonus round of bardic performance every level, so it's not that bad of a trade.

Tea Ceremony is obviously bad for any kind of ambush situation, and is a stretch for dungeon delving groups (I mean, you *could* bring your tea set along...), but for urban groups and groups that are more planning-heavy, you get more bang for your performance buck (you spend 4 rounds and get 600 rounds). Is it ideal? No. And frankly, it could use some revision.

But I think there's some fun to be had in discussing how to make the most out of sub-optimal archetypes. Certainly more fun than having yet another argument about whether optimizers are having fun the wrong way.


Pathfinder Adventure Path Subscriber

So, nobody wants to talk about my theoretical build then?


Pathfinder Adventure Path Subscriber

Alright, boredom on Christmas Eve left me with enough time to try writing up a usable build for the Geisha. I'm far from a pro-level min-maxer though, and a fair bit of what you'll see here is for funsies. Due to the weirdness involving the Sound Striker archetype, I replaced it with Animal Speaker:

Spoiler:
Half-Elf Bard (Geisha/Animal Speaker) 1

STR 10
DEX 16
CON 12
INT 13
WIS 10
CHA 16

SKILLS
*Acrobatics (Dex) +7
*Diplomacy (Cha) +8
*Disguise (Cha) +7
*Knowledge (nobility) (Int) +6
*Perception (Wis) +6
*Perform (Sing)(Cha) +8
*Stealth (Dex) +7

FEATS
Scribe Scroll, Agile Maneuvers

Alternate Racial Abilities:
Drow Magic, Drow-Blooded

Class Abilities
Animal Friend: Wolves (+4 Handle Animal, starting attitude is indifferent, will not attack unless attacked first)
Summon Nature's Ally I added to spell list
Proficiency with Kusarigama
Favored Class: +1 round Bardic Performance (Half-Elf)

SPELLS
1/day: Dancing Lights, Darkness, Faerie Fire
0:(4)Light, Message, Ghost Sound, Daze
1:(2)Cause Fear, Cure Light Wounds, Summon Nature's Ally I

Combat Tactics:
Make a lot of CLW Scrolls for cheap. In combat, start Inspire Courage, then summon an Eagle, then make trip/disarm/grapple attacks from the safety of 10 feet away using the Kusarigama. Stay the hell away from everything, because your AC is terrible.


Pathfinder Adventure Path Subscriber

Why not something like 10 min/level?


Pathfinder Adventure Path Subscriber

Don't get me started on the Crane Wing thing. I'll never use it in PFS post-nerf, and in my own games I'm house-ruling it to whatever it says in my copy of Ultimate Combat.


Pathfinder Adventure Path Subscriber

Well, maybe it'll get a look when they're tidying things up for Unleashed.


Pathfinder Adventure Path Subscriber

Huh. That was posted more than a year ago, and they still haven't updated the PRD or the FAQ? Weird.


Pathfinder Adventure Path Subscriber

Intended or not, it hasn't been errata'd that way, and even if it was, that's still some pretty decent AOE at lower levels. The amount of dice rolling is pretty heavy, though.

As written, you're getting one really bad ability, and one pretty good one, in exchange for giving up two fairly mediocre Bard performances.

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