Cayden Cailean

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RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 124 posts (128 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 1 alias.


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Favored Enemy might have started as Hatred in eariler editions but for Pathfinder it is just knowing your enemy well so it is not hating your own race. Also there is no reason not to choose one of the most numerous creatures on the planet, humans. The attack and damage bonuses are focused on mostly but there are the skill bonuses as well and who wouldn't want an extra +2 or more Bluff, Perception, and Sense Motive for an entire city of humans?


The Twilight Sage archetype for the Arcanist might be worth looking over.


So I need some advice on a situation I have while running Skull & Shackles. One of the players has taken the Orator feat, so the player can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate.

However the problem is that there are more then a few subsystems in Shackles that require flat Diplomacy checks such as gaining Infamy, recruiting crew, selling plunder, etc. And to me at least the way the Orator feat is worded it limits what the person can do with the feat.

Would Orator count for these? Am I reading it correctly? Any advice on this topic would be helpful.


Snapleaf.
Steadfast Gut-Stone.

They may save your characters life.


I've been in a similar situation where my character has been 'not themselves'. I was told right away and dreaded the eventually betray of the party but I went along with it because it was the book written plot. Thankfully a Natural 1 saved the party from a disaster so no harm done but I still hold it against that GM a little for putting me in that kind of situation.

Now I know some players would enjoy the idea of betraying the party and having a no fault of their own plot reason but the huge delay in telling the player might be an issue, especially if they are against the idea as well.


Maximum skill points per skill is based on your overall Class level, so 6 points max per skill for your Fighter 2/Alchemist 4.


Well if they have a kingdom why don't they find a new Ruler (puppet ruler) in their kindgom. I'm sure there could be an NPC with a high Charisma and one that could be persauded to live a life of wealth and secruity in exhange for being nothing more then a figurehead.

It would require an adventure to find them, earning the stat bonuses and the potential is always there for the figurehead to rebel which is another good way to keep it from just being a stat bonus for them and be forgotten.


Yeah 40 Str is overboard no matter the level. The idea of a Curse Feat sounds interesting however, giving a passive benefical ability and a benefical ability they can activate with a reasonably nasty consequence.

For the dwarf I'd have him use a Feat slot and give him double his Str in Weight Capacity and double Str in any ability checks and damage against inanimate objects but his normal Str with skill checks, attack and damage rolls. That would be the passive ability, the ability he could activate is having double his Str count for attack and damage rolls for 1 or 2 rounds. If he chooses 1 round then he is Fatigued for 4 rounds after, if he chooses 2 rounds he is exhausted for 4 rounds after then fatigued for 4 rounds after that. What do you think?


Have you tried Aid Another actions? If there are 4 guys who can't possibly hit then suddenly one of them has an additional +6 to hit.


I would say Ihys is the closest to an all encompassing deity. It's a shame Asmodeus killed him, his own brother.

1/5

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Just a general statement, if you have to ask if it is a bad idea then you already know it is a bad idea and are looking for excuses that it is not. So you know already this will cause problems with some people and are trying to justify it within the rules.


Well you might want to take a look at Fight On, Ferocious Tenacity, and if you can't decide on a Combat Feat take a look at Barroom Brawler.


Right off the bat I'd suggest Combat Reflexes and Vital Strike. I'll have a look at the combat feats and post again though.


Falcon's Hollow and Darkmoon Vale is one of my favorite settings, I know Falcon's Hollow is one of the Towns focused on in Towns of the Innersea and I think the one dragon from Dragons Unleashed lives under that area and even has a well known Dwarven Artifact. Looking over those two you might get a few new ideas.


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I have two characters whose stories will probably never be revealed, especially since they are passed over NPCs I made as choices to round out a 3 player party running Hollow's Last Hope and Crown of the Kobold King.

The first is Kid, a Female Halfling Rogue (Flicher Archetype). Not many choose to end up in Falcon's Hollow by choice which makes it a decent place to hide if you don't want to be found and Kid didn't want to be found. Having escaped from Cheliax she hides among the drown trodden people of the town keeping a low profile stealing just enough to survive and only from those few who can afford it. Her life has become one of concealment and deception tricking even those few who know her into thinking she is just a human child. She barely remembers her real name having adopted the name Kid which on some level actually aids in her ruse. She has become close to the children of the town and can point the PCs in the direction they need to go or if convinced even join them in their adventure to save the lost children.


The nastiest thing I can think to throw at a party is an Antipaladin especially if most of the party is Good aligned. For Undead flavor throw in the Knight of the Sepulcher. It replaces some nice abilities for some nice defenses.

And Bane weapons featuring the Ranger's Race would be a nice personal touch as well as a damage booster. And when you stay his friend with be 'brought back' do you mean Raised or made Undead?

If he is Raised maybe Bloodrager with the Undead Bloodline? If he is made Undead then go Ghast with 7 levels of something nasty, maybe still the Undead Bloodlined Bloodrager?

And just because the Wizard is a Necromancer doesn't mean he wouldn't have the Enlarge spell to even the size gap.


Is this a Low Magic world?


The Master of the Fallen Fortress is another good RPG Day adventure. Also there Hollow's Last Hope which is good even though it is a bit older then most. Both are free to download from Paizo.


rainzax wrote:

Council of Thieves

any tips?

I've played through CoT and it was a lot of fun, though I have seen suggestions that Book 4 Infernal Syndrome would be better played after Book 6 and I'd have to agree.


Male Human Ranger 13 Mythic 1

Found the Missing professor, alive no less.

We have more then enough historical information for people.

We have the Spider Silk in spades, just need to deliver it.

The brother is still missing, and the roc still has it's eggs.

Also Varnhold and what was left of it's citizens were saved.


I'd just give the Rogue a second good Savings Throw progression. Maybe the choice of which one other then Reflex. Of course I'd do the same for any class that only has one good Savings Throw progression.


After a few hiccups and issues the group I have is about to run the Skull & Shackles Adventure Path in a few weeks with myself as GM. Now one of the players has told me they have started playing the Skull & Shackles Card Game. Is the Card Game similar enough to spoiler everything in the RPG Adventure Path?

And I have no idea if this is the right forum for this, it was kind of hard to place.


See that is the beauty of the Witchguard, you get the full Bab, 1d10, and get to keep the Combat Style Feats which ups the Rangers attacking strength, plus the Witchguard automatically gets a few nice defensive feats so the normal feats can be used however you want.


A Ranger, Witchguard archetype.


It's a different and separate use. The posted case is someone who will do harm to the greater world, breaking the social contract and can be punished for it. In your example it is a person being selfish for his own reasons without regard to the daughters feelings.


In game killing isn't snuffing out life forever. In PF there is an after life with ones soul and actions being judged and either rewarded or punished. The only creatures trully snuffed out are outsiders which are personifications of their alignment so a paladin would generally have no issue snuffing out one of those so to speak.

And the defense of using a Helm and it being undone with a Wish or Miracle means that the spell could honestly just flip someones alignment on it's own. They are the most powerful spells in the game, it should not be beyond them.


Piccolo wrote:

By far, the shortest adventure is Skull & Shackles, which ends at 13th level. Wrath of the Righteous is the longest at ending at 18th, but it assumes that mythic rules are being used and I don't want to do that.

Shackles should end with the characters around 15th level actually, and Council of Thieves ends at 13th level or so. Having just finished CoT I can tell you it is an interesting adventure, though I feel the 4th book should have been bumped to the end thematically.

Considering what I know of Rise of the Runelords I'd say that is the adventure for you if you like horror beyond Carrion Crown.


We experimented with the Wounds and Vigor system with the Kingmaker Campaign and it did help keep us alive through most of the really dangerous stuff, even if the bookkeeping was a bit confusing and the healing complicated. Ultimately we shelved it but as experiments go it wasn't a failure.


Azlant sounds like it was what you are describing. Magic woven throughout their society. It did not end well and the younger civilizations might uncocuniously remember that and not fully integrate it as much as their doomed predecessors.


You would create a whole new character for any Pathfinder games you play. Your PFS characters would only level based on the PFS Scenerios you would play.

If it is an Adventure Path then you would certainly start with a new 1st level character. The resources you use to create this character is only restricted by your GM. It is also the GM who decides how the character levels. There is the experience point system or some just say to level up at certain points in an Adventure Path.


66. "You don't want to go in there, the corpse bled spiders. That's also why we burned it."

A long story.


A frozen world on the edge of the sloar system, nothing but ice through and through. And at it's heart an imprisoned and insane Elder Ice Elemental who is slowly gaining control of the whole planet.


Male Human Ranger 13 Mythic 1

Met the Centaurs! gave them the Bow, now have a quest to find the Head Priestess's daughter.


Male Human Ranger 13 Mythic 1

New Quests!

Silver Eels! Completed.

Manticore Quills! 1/2 Completed

The Centaurs! We have their Bow?

Spider Silk!

The Omelet King!

Missing Brother.

Missing Professor.

Forgotten History.


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I have to disagree with Isger simply because Cheliax definitely wants to keep it due to the importance of it's strategic location between the mountains and the trade routes it gives access to. If you were sent in by House Thrune to bring order to Isger that would be another matter.

Iobaria seems like a good place to me though, the lack of population, vast stretches of land, eerie cyclops ruins, and a few detailed cities. The terrifying and reoccurring plaques seem like the only down side which could still be a great plot point for the campaign.

One place that hasn't been mentioned yet is the Whistling Plains which lies on the eastern edge of Taldor and stretches from the borders of Galt to the deserts of Qadira and then to the east, deep into the heart of the Padishah Empire of Kelesh. I could see Taldor setting up a group to create a vassal state as a border between it and these nations, particularly Qadria.


Falcon's Hollow and the Darkmoon Vale in general is one of my favorite locations on Golarian. When Falcon's Hollow appeared in Towns of the Inner Sea I was rather happy this place hadn't been forgotten about read through it several times.

Having run Hollow's Last Hope and The Crown of the Kobold King there more then a few things I found really helpful, including more of the town's backstory and a few clarifications to the residents there, especially the additional info on the Low Market and High Market. I never knew what to really do with them.

Now the reason I made this post isn't just to praise all the good stuff I mentioned but to also point out something I found out of place that makes a rather nasty Gainaxian trap out of a previous easy encounter.

Along with all the new information a few things were changed, the two that stick out most and are a bit mean are the changes to Ralla Hebbraban and Savram Vade. They have gone from Human to Changeling and Dhampir, and while I understand that these weren't even thought of back in 3.5 when these modules were made it is a little bit nasty. Ralla from a story persceptive making her poor brother Hollin's life even worse off.

Savram is the real problem though which is the result of Crown of Kobold King being made in 3.5, switching to Pathfinder and then new races being added. If you know of the module you know where Savram is found and why this is a very simple encounter now if there is a cleric in the party namely because of Channel instead of being a bit difficult in 3.5. With the change of Savram into a Dhampir there is a very good chance of the party out right murdering him by accident before they even see him, which is not helpful since they are trying to rescue the kidnapped boy.

Other then just pointing out this unintentional trap I'd like to know if you've ever found anything similar in gaming material that has been updated or changed over the years.


Well depending on your level and class a Robe of Bones might be a good investment, or stuff the minions in a bag of holding. Maybe just have shadows, they tend to be good at concealing themselves.


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The immediate benefit is that the weapon activates it's powers itself meaning you don't have to waste a standard action on a command word.

And they would only take over if you are opposed in some way, if you were making the item yourself it's seems unlikely you would create one that had goals or ideals other then what you wanted. Mistakes and cursed items do happen however.

And the simplest of Intelligent Weapons have ego scores that are in the single digits which is a breeze to make as a Will save, even for a Wizard high enough level to make said item.


Another question is which if any of the stat modifiers do undead get who where middle aged when they became undead? Just the increases to mental scores or also the decreases in phyiscal scores or neither?


Have one of the encounters be a merchants wagon or even caravan that the PCs have been moments too late to save. With all the owners having been killed by the druids they could, with mininal guilt, take the caravan goods as well as the items of the unforunate defenders as their own.

This of course isn't a complete fix but a reasonable way to get things back to where they should be if there is a huge gap.


From the PFS FAQ,

"Named magic items—including specific armor and specific weapons—are not upgradeable. Non-magic specific armor and specific weapons may be upgraded normally. Magic armor and weapons may be upgraded to named versions if they are the same basic material and shape as, and meet but do not exceed the enhancement bonuses of the named versions."

I would think Elven Chain counts as non-magic specific armor as it has no magical aura. So yes it can be upgraded.


Well number 1 is easy.

"Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dex- and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields."

And, "Most mithral armors are one category lighter than normal for purposes of movement and other limitations."

The expectation is Elven Chainmail which does count as Light armor for Proficiencies.


A slight combination of two previous ideas. Make the villian a mindless zombie, drop him into a bag of holding and seal it in stone somewhere somehow. He can't be brought back with anything but a wish or miracle then I believe, and if they don't word it right he will still be stuck in a bag of holding locked in stone somewhere running out of air rather quickly.


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Your examples of the undead doing very basic tasks to complete a simple goal is making me think of a huge if grisly Rube Goldberg Machine.


After some looking around a Dhampir using the Cruoromancer archetype seems like a good bet as well. Since it doesn't effect Arcane school choices you can even be a Cruoromancer Necromancer.


You could try an Alchemist with the Alchemical Zombie Discovery for something unexpected.


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While I don't know the exact build my group faced a Court Bard by the name of the Jester, he had a helper in a harlequin outfit. She was a Rogue with the Acrobat Archtype. The last we saw of her was her mocking us as she was escaping by backflipping over a wall, which she shorted and caught her by the waist. She had enough momentum to be thrown to the other side though. It was a very fitting moment for a Harley Quinn.


It would seem counter productive to give a chaotic character a code of conduct they couldn't outright ignore. And I can only imagine what goals an Anti-Paladin of Calistria, Norgorber or even Besmara would have. They'd definitely be different then the destructive evil for evil's sake I at least normally think of as an Anti-Paladin.


Thunder and Fang Feat, let's you wield an Earthbreaker and a Klar. It's a bit feat heavy though.


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The Outcast King from Council of Thieves. One of the freakiest monsters I've ever fought. The mini the GM made for it caused confusion and fear in us players.