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Hence why dragons seek out other dragons to get treasure, and your probably better off with bracers of armor or rings of protection then full plate. Plus you can go out and burninate the local town and get at least 5 to 7000 gp out of the stock magical items they make (assuming a population of 2500 or so). Or if you're really smart, you use your treasure horde to buy into companies and get a continuous income stream going. Especially if your campaign supplies insurance to merchant companies. Insure the value of the merchant train then higher in what it is carrying, burninate the caravan, take whatever survives, then claim the payment in the form of the merchant representative. Move around to various merchant and insurance companies, and you can even move items you don't want for more expensive stuff legally or on the black market. That range also extends if you have enchantment magics or get a bard/wizard/psychic cohort focused on such magics.
Sorry Skel 3 was the one that got tripped. Fionnid's first arrow misses skeleton 2, but his second arrow does 1 pt more damage. Chulain misses with his bite and trip. Channeling saves
Current skeleton damage skeleton 1 0 skeleton 2 12 skeleton 3 25
You're a dragon that lives for over 2,000 years, and we have fabricate and minor/major creation. Time isn't an issue.
All of them; if you're looking at prestige classes as a reflection of your character in a story. The ones specific to Golarion even more so. If it's just for a build, then some of them aren't super in comparison to your archetype single or one or two dip multiclass builds. Frankly to me, looking at a class just for its build possibilities is rather boring in comparison to advancement via story. Theorycrafting gets old quick.
Knight Magenta wrote:
I would probably house rule it so that a dragon can't wear armor, or otherwise you're going to get attacked by touch attack spells and incorporeal undead all day. Then you get into ghost touch and equipment arms races plus feats to block attacks like ray shield and such.
Point of Order: The First Republic and the restored Republic of Haven is French and American revolutionary ideals combined. The People's Republic of Haven is France after the first Revolution with the welfare state taken to its ultimate point and nobles running it in the background. Then it becomes the French Republic pre Napoleon via the insistence of Rob S Pierre after he kills the Legislaturalists and implements the Terror. Eventually the Committee goes poof under Theisman since Napoleon as Esther Mcqueen fails in her coup attempt, and we get our restored Republic back. Manticore is Britain and the US combined with a queen as the head of state (essentially the head of the executive branch), with a prime minister and cabinet handling the bureaucracy and a two house legislature. It's Hornblower in space.
But both serve as great examples of democratic republics/constitutional monarchies/totalitarian regimes that can be models for other settings. So can the Federation of Star Trek (utopian socialist democracy), the Ferengi Exchange (business based meritocracy), and others. Erde from the Soprano Sorceress series has several countries that use councils or even a bureaucratic setup run by a singer.
Dwelf...what a great concept! Or Dwork maybe?
Well they did muls, purposefully crossbred dwarves and humans in Dark Sun for gladiator and warrior stock, so why not dwelfs or dorcs or elorcs (ala LOTR orcs)? Or Uruk-Hai that are stronger and more intelligent versions of orcs due to their directed genetic engineering via human and orc combination? Yes this can get into template issues from 3.5 with half-troll, half-dragon, etc, but if the templates are far smaller power like dragonblooded kobolds and such (IE no abilities requiring ECL), then it's pretty easy to make those up. Or you can build them with the race guide as well. The higher power setup of Pathfinder allows for such anyway.
For the good version of normally evil races, it's an easy trope to be, hence why people do it. But being neutral or lawful etc for those races take a bit more imagination , but it's also doable. But I very much agree on core races. If orcs and elves can breed with humans, why not dwarves and humans, or dwarves and orcs, or dwarves and elves and so on? Some third party stuff addresses this, but why are humans the potato chip standard for crossbreeding? IE, where is my dwelf!
For historical examples of later republics after the Romans and Greeks, you have the French Republic, America, Prussia, pre-Nazi Germany, and so on. There are tons of examples of republics, democracies and every variation of government throughout all fantasy and science fiction, ESPECIALLY the Roman Republic. They range from the General by SM Stirling to many others besides. Or the People's Republic in David Weber's Honor Harrington series that is a combination of France and America, and so on. As for RPG settings, go look up Eberron with the gnomish cities that are modeled around the republics and city states of Italy, the Republic of Monsters, or the as pre-mentioned Andoran, which is America without guns, or Razmiran, the River Kingdoms which are a large patchwork of various governmental types with a group of common freedoms (ala the Confederate States of America in many ways, the city-state of Magnimar in Varisia and parts of Ustalav in Golarion, or the nation of halflings in FR (pre-Spellplague) called Lurien. All of these are republics or democracies. Heck, even the hold of the orcs of Belkzen in Golarion is an ersatz version of a democracy through strength of arms.
Rome's influence of plebs vs patricians is still well and alive today. Except now it's a basis of wealth rather then noble lineage that determines that status, and people have the ability to become patricians via some form of upward mobility (very limited as it is now). It's merely the example of the haves and have-nots trying to equalize their power. For a benevolent kingdom that sends the PCs out to save the day in Golarion try the Crusader Kingdoms or Lastwall. The point is there are plenty in fantasy settings, but people equate fantasy with medieval trappings much of the time.
Psyhcics, mediums, occultists and spiritualists work great for this, especially when you consider the phantom the spiritualist gets can go incorporeal and beat up ghosts. All of those classes also have spells to communicate, lock down, and destroy or contain spirits/haunts. They are tailor made for this campaign.
My suggestion for a character is this, since I assume it's only Paizo and not 3PP. I've played up to book 2 with a cleric, so no need to repeat. My idea:
A samsaran spiritualist/medium/inquisitor of Phasrama with the exorcist or vampire hunter archetype(if the psychic classes don't work) who has come to Harrowstone to both review the last will and testament of the professor, and also to quiet the spirits of the undead. The grave warden slayer archetype is also an interesting choice. If you have read the Anita Blake books or are familiar with your psychic/divine ghost hunters, that is the base for such a character. Death is only the beginning, as the Mummy says. The samsaran are beings who have tapped into their constant reincarnation and travels on the wheel, from the Advanced Races book. If the samsaran is out, then a dhampir is the next logical choice.
The two skeletons go for an attack, one on Zariya and the other on Zohreh. Apparently they don't like polearm wielding clerics...
Skeleton sword attack 1: 1d20 + 7 ⇒ (17) + 7 = 24-Zariya
The skeleton on Zariya hits
Skeleton sword attack: 1d8 + 3 ⇒ (5) + 3 = 8
Not usually. People should play want they want to play in a game, unless it's a themed style game like Vikings, Star Wars, etc. Except for elves. All of my tabletop groups have at least one or two players for which all they play is elves, usually archers via ranger or hunter or fighter styles. I can't think of a more stock build then that. Now when I play, I do things that go against the conventional wisdom builds because I hate that paradigm of thinking. Stock rogues, dwarven wizards, half-orc paladins, and so on.
Results of actions
Skeleton Warrior 2 will save: 1d20 + 3 ⇒ (20) + 3 = 23
Yup. These skeletons appear to be more powerful then normal ones, and fight with human level skill. They have the traditional undead immunities, and are resistant to all weapons other then bludgeoning. Also channeled energy will harm them along with any type of positive energy. As an aside, these skeletons are swinging well made khopeshes and wearing breastplates with shields.
Your fauchard barely contacts the skeleton, and does 11 damage.
Zariya init: 1d20 + 7 ⇒ (4) + 7 = 11
Ok since we're flipping this a bit. Zariya moves up and gives her super Amazon Wonder Woman roar, thus providing Fionnid with a +2 to hit bonus for his two arrows, which makes his rolls 12 and 14 vs the asp's flat-footed AC. The first arrow misses, but the second arrow hits, doing 8 pts of damage to the snake. The snake obviously hisses in pain, gets up, gets stabbed twice, and dies, though both of Zariya's hits are normal, since the fauchard only crits on an 18-20.
It is a bad rule, but if you don't use it, then it doesn't apply and discussion over it as a bad rule becomes redundant other then how to adjust it if you are going to use it. I just avoid that discussion by eliminating it and other rules I think are silly, like the soft cover rule for allies and enemies.
Guess what? There is this thing called adjudication. Who the hell cares what the RAW says on casting an evil spell or good spell or neutral spell or law spell, etc turns you one way or another if it doesn't fit your campaign.
I wouldn't bother with this rule, ever, frankly. Intent and cultural bias goes into casting spells like animate dead. For example, the popular d20 fantasy world Scarn from White Wolf's Sword and Sorcery line had an entire town of necromancers who were neutral called Hollowfaust. They would animate dead, and even had normal people sign contracts that the necromancers would pay their families for use of their remains as undead (usually mindless) after they shuffled off the mortal coil. The more evil necromancers who wanted to use raise undead for the usual reasons (power, lifeforce, etc) were either exiled or killed by the majority. Other examples exist, such as the 3.5 priest class that summoned evil to do good. Or in fantasy, the obvious example is Elric the Eternal Champion, who uses his soul draining sword to maintain his vitality and defeat foes for creating balance on his version of Earth. He also summons demons or elementals to aid him in his quest. Does that make him evil? Evil fighting evil is a common trope these days in fiction, where the lesser evil becomes redeemed in fighting a greater one.