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RPG Superstar 8 Season Star Voter, 9 Season Star Voter. 266 posts (4,104 including aliases). No reviews. No lists. No wishlists. 14 aliases.




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As per the title, while reading trough HR to run it I was really dissatisfied with the choice of classes of 90% of the NPCs: given there were a lot of humanoid enemies, I expected a lot of variety, but instead a lot of them (particularly in the first part of the AP) are either a Rogue, a Fighter, or a Cleric. To spice things up I started working on rebuilding a lot of them, and I figured that I could share them with everyone here. I finished working on the Dottari guards for the first two books, and I'm almost done with the Skinsaw Cultists of book 3 and onward, together with the High Priest of Abadar as an Oracle and the Otyugh Cleric of book 2 for (possible) friendly NPCs.

Note: I'm using Path of War and Psionics from Dreamscarred Press in my game, using them for NPCs, too. I'll mark if I use it for any of the NPCs. For PoW, I'll only bother selecting only prepared maneuvers: it's way too complicated to add a set of other maneuvers that they probably won't use. :/
Herolab munches up the short description of some stuff, so some of that is rewritten by me.

Dottari Guards and Captains (Books 1 and 2, PoW)
I remade the vanilla fighter Dottari into Myrmidon Fighters: it doesn't change the flavor at all, but gives them new tanky toys to spice the combat, namely with the ability to assume a phalanx formation with their shields trough the Phalanx Lancer stance and by using Martial Power to get temporary HP. With the plus Iron Tortoise maneuvers, I aimed to give the idea of them being a unit trained to fight together, more geared toward outlasting the enemy and capturing them alive/dispersing them instead of just killing people.

To give them a little more relevance if the PC fight against them in the later parts of the books, I've also made stats for level 3 and 6 Dottari captains to add to the encounters to up the difficulty: they are built as Warlords focused on Golden Lion maneuvers, with their stance, boosts, and tactical presence there to help the file and rank Dottari.
They are supposed to mostly use PA, Martial Power is there as a feat tax for Imp.Trip and emergencies.

I still have to fix their noncombat equipment: I'm sure they'll have to have manacles on hand, but any idea for anything else? Maybe a Sap?

Dottari Guard, level 1:
Guardia Dottari
Human (Chelaxian) fighter (myrmidon) 1
LN Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy mace +4 (1d8+2)
Ranged longbow +2 (1d8/×3)
Special Attacks 1 angering smash, 1 iron shell, 1 phalanx lancer, 1 primal wrath, deeds (heroic recovery, man of action, unbreakable), grit (2)
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 14, Int 8, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Iron Will, Martial Power, Weapon Focus (heavy mace)
Skills Acrobatics +1, Intimidate +4, Perception +6, Sense Motive +6
Languages Common
SQ myrmidon maneuver recovery
Other Gear chain shirt, heavy steel shield, heavy mace, longbow, 63 gp
--------------------
Special Abilities
--------------------
1 Angering Smash (Readied, 1/Encounter) (Ex) Shield bash causes target to take -4 to hit anyone but you
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Phalanx Lancer (Ex) Use a two-handed weapon with a shield, and lock shields with allies to increase shield AC by +1 each
1 Primal Wrath (Readied, 1/Encounter) (Ex) Strike: A forceful strike that suffers a -2 penalty to hit but adds +4 to damage, or +6 to damage if used with a two-handed weapon.

Deeds Use Grit to perform special abilities
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Martial Power -1/+3 Take listed penalty to attacks to gain listed temporary HP. They last until the next turn and you must declare to use this feat before you make an attack, like Power Attack. Counts as Combat Expertise for feat taxes.
Myrmidon Maneuver Recovery In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).

Dottari Guard, level 4:
Guardia Dottari
Human (Chelaxian) fighter (myrmidon) 4
LN Medium humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 40 (4d10+12)
Fort +6, Ref +2, Will +5 (+2 vs fear and compulsion effects, +1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk heavy mace +9 (1d8+5)
Ranged mwk composite longbow +6 (1d8+1/×3)
Special Attacks 1 iron shell, 1 phalanx lancer, 1 primal wrath, 1 stance of aggression, 2 crippling strike, 2 enraging strike, 2 tactical snap, deeds (heroic recovery, man of action, ready for trouble, unbreakable, utility trick), grit (2)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 8, Wis 15, Cha 10
Base Atk +4; CMB +7; CMD 18
Feats Iron Will, Martial Power, Tactical Rush, Weapon Focus (heavy mace), Weapon Specialization (heavy mace)
Skills Acrobatics +7, Intimidate +7, Perception +9, Sense Motive +9
Languages Common
SQ armor training 1, myrmidon maneuver recovery
Other Gear mwk chain shirt, mwk heavy steel shield, mwk composite longbow (+1 Str), mwk heavy mace, 63 gp
--------------------
Special Abilities
--------------------
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Phalanx Lancer (Ex) Use a two-handed weapon with a shield, and lock shields with allies to increase shield AC by +1 each
1 Primal Wrath (Readied, 1/Encounter) (Ex) Strike: A forceful strike that suffers a -2 penalty to hit but adds +4 to damage, or +6 to damage if used with a two-handed weapon.
1 Stance of Aggression (Ex) Stance - While in this stance the disciple suffers a -2 penalty to AC and inflicts an additional 1d6 points of damage per eight initiator levels on successful attacks
2 Crippling Strike (Readied, 1/Encounter) (Ex) Strike: Melee attack that adds +2d6 points of damage and the enemy gains the bleeding condition.
2 Enraging Strike (Readied, 1/Encounter) (Ex) Attack deals 10 extra damage, foe must make Will save or be forced to melee attack you at -2
2 Tactical Snap (Readied, 1/Encounter) (Ex) Successful attack allows free trip at +2

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Deeds Use Grit to perform special abilities
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Martial Power -2/+6 Take listed penalty to attacks to gain listed temporary HP. They last until the next turn and you must declare to use this feat before you make an attack, like Power Attack. Counts as Combat Expertise for feat taxes.
Myrmidon Maneuver Recovery In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).
Tactical Rush Move up to your speed as a swift action 1/encounter

Dottari Captain, level 3:
Capo Guardia
Human (Chelaxian) warlord 3 ( [PoW])
LN Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 31 (3d10+9)
Fort +5, Ref +2, Will +3
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk bardiche +8 (1d10+6/19-20)
Ranged mwk longbow +5 (1d8/×3)
Special Attacks 1 encouraging roar, 1 hunting party, 1 pride leader's stance, 2 call to action, 2 defending the pride, 2 pyrite strike
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats Combat Reflexes, Martial Power, Paired Opportunists[APG], Phalanx Formation, Power Attack
Skills Acrobatics -3 (-7 to jump), Diplomacy +8, Intimidate +8, Perception +6, Sense Motive +6
Languages Common
SQ force of personality, gambits (sweeping gambit, unbreakable gambit), indomitable presence, tactical presence, warleader, warlord’s gambit
Other Gear mwk chainmail, mwk bardiche[APG], mwk longbow, 150 gp
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Special Abilities
--------------------
1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Hunting Party (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
1 Pride Leader's Stance (Ex) Stance: Initiator and allies within 20-ft gain a +4 morale bonus to saves vs fear and demoralization effects.
1 Vigilant Keeper Stance (Su) Stance: Enemy count threatened area difficult terrain
2 Call to Action (Readied, 1/Encounter) (Ex) Strike: Attack inflicts an additional 2d6 points of damage, grant adjacent ally an immediate move action.
2 Defending the Pride (Readied, 1/Encounter) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
2 Pyrite Strike (Readied, 1/Encounter) (Ex) Strike: Strike inflicts an additional 1d6 points of damage and moves an opponent 5-ft in a direction of your choosing.

Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Force of Personality (Ex) Add CHA to Will saves
Indomitable Presence Allies gain Die Hard feat and add your CHA to some Fort saves
Martial Power -1/+2 Take listed penalty to attacks to gain listed temporary HP. They last until the next turn and you must declare to use this feat before you make an attack, like Power Attack. Counts as Combat Expertise for feat taxes.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sweeping Gambit Risk: The warlord attempts a successful trip maneuver against an opponent.
Tactical Presence (Ex) Grant bonuses to nearby allies
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability.
Warleader (5 rounds, 3/day) Gain a bonus teamwork feat; share teamwork feats with allies
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions


Dottari Captain, level 6:
Capo Guardia
Human (Chelaxian) warlord 6 ( [PoW])
LN Medium humanoid (human)
Init +1; Senses Perception +9
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Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 58 (6d10+18)
Fort +7, Ref +3, Will +4
Defensive Abilities battle prowess
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk bardiche +11/+6 (1d10+6/19-20)
Ranged mwk longbow +8/+3 (1d8/×3)
Special Attacks 1 encouraging roar, 1 pride leader's stance, 2 call to action, 2 defending the pride, 2 pyrite strike, 3 circling the prey, 3 golden commander stance, 3 kill the wounded, battle prowess
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +6; CMB +10 (+12 trip); CMD 21 (23 vs. trip)
Feats - Custom Feat -, Combat Reflexes, Improved Trip, Martial Power, Paired Opportunists[APG], Phalanx Formation, Power Attack
Skills Acrobatics -3 (-7 to jump), Diplomacy +11, Intimidate +11, Perception +9, Sense Motive +9
Languages Common
SQ dual boost, force of personality, gambits (brave gambit, sweeping gambit, unbreakable gambit), indomitable presence, rallying presence, tactical flanker, tactical presence, warleader, warlord’s gambit
Other Gear mwk chainmail, mwk bardiche[APG], mwk longbow, 150 gp
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Special Abilities
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1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Pride Leader's Stance (Ex) Stance: Initiator and allies within 20-ft gain a +4 morale bonus to saves vs fear and demoralization effects.
2 Call to Action (Readied, 1/Encounter) (Ex) Strike: Attack inflicts an additional 2d6 points of damage, grant adjacent ally an immediate move action.
2 Defending the Pride (Readied, 1/Encounter) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
2 Pyrite Strike (Readied, 1/Encounter) (Ex) Strike: Strike inflicts an additional 1d6 points of damage and moves an opponent 5-ft in a direction of your choosing.
3 Circling the Prey (Readied, 1/Encounter) (Ex) Boost: Grant all allies within 60-ft a free 5-ft step.
3 Golden Commander Stance (Ex) Stance: All allies within 30ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee.
3 Kill the Wounded (Readied, 1/Encounter) (Ex) Stance: Target of this strike takes an additional 2d6 points of damage on attacks made upon him by allies.

Battle Prowess +1 (Golden Lion) (Ex) Gain combat bonuses while in stance of chosen discipline
Brave Gambit Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit’s success).
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dual Boost (1/day) Initiate two boosts with the same swift action
Force of Personality (Ex) Add CHA to Will saves
Improved Trip You don't provoke attacks of opportunity when tripping.
Indomitable Presence Allies gain Die Hard feat and add your CHA to some Fort saves
Martial Power -3/+6 Take listed penalty to attacks to gain listed temporary HP. They last until the next turn and you must declare to use this feat before you make an attack, like Power Attack. Counts as Combat Expertise for feat taxes.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Haft Strike Take a -2 to AC for a round to hit adjacent with a reach weapon.
Rallying Presence Allies add your CHA to some Will saves as a morale bonus
Sweeping Gambit Risk: The warlord attempts a successful trip maneuver against an opponent.
Tactical Flanker (Ex) Use CHA mod for flanking bonus
Tactical Presence (Ex) Grant bonuses to nearby allies
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability.
Warleader (5 rounds, 3/day) Gain a bonus teamwork feat; share teamwork feats with allies
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions

Coming Up
-Skinsaw Cultists
-High Priest of Abadar
-Otyugh cleric

Planned
-Luculla Gens as a Mesmerist
-Lorelu as a cardcaster Magus (I know I'm going to have problems with this one <.<)


For once, not a Dominate Person thread on "in his nature" shenanigans. :P
My PCs are going to fight against a Brain Ooze, and I wanted to make sure I understand the rules right, considering Dominating people it's its whole shtick.

Suppose that our Ooze succesfully dominates the resident AM BARBARIAN: being a smart Ooze, it just tells him to go stand in a corner for the duration of the fight.
Suppose that then the ooze tries to zap the barbarian's brain with its tendrils: does the barbarian get a new save, and if so, when?

I'm guessing that he either gets a new save when he gets attacked (standing there being brain zapped is "against his nature", I'm guessing), or the previously innocuous "stand there" order has become a suicidal one, and so he has to ignore it: but how?

Ooooor I'm just missing a line that tells the effect ends on attack and I'm completely blind. <.<


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Alternate titles:
Yes we Toxicant
Poison in itself is unknowable: a discussion on ToxiKantian philosophy

Good day Advice forums! I'm about to join a game where we're testing a huge number of the unchained rules (list below), with some slight changes. Because of that, I wanted to go with a poison based character, but I barely know where to start, considering that so much poison stuff came out recently! First, let me give you a list of unchained stuff that we're using:

Please read! Important additions to action economy and poisons!:
1) Classes
2) VMC, background and expanded skills
3) Unchained Crafting!
4) Revised Action economy: On each given turn, we get one free swift action! Separated swifts can be used with additional actions
5) Poisons: as written, but these two poisons have been converted. Possible to convert more.
Drow Poison
DC 13 injury
Dexterity damage: progression is Healty-Sluggish-Unconscious. No end state, frequency 1/minute per 2 minutes

Purple Worm Poison
Type injury
Save Fortitude DC 24
Track Strength
Frequency 1/round for 6 rounds
Effect Healthy—Weakened—Impaired—Staggered—Immobile—Dead
Cure 2 consecutive save

6)Limited Magic ( D: ): overclocked spells can be used, but failure by 5 or more triggers wild magic.
7)Automatic bonus progression and scaling magic items: WBL has been reduced, but not cut in two two times.

I've got a 20 point buy and starting at level 3: the only things I don't want to change are that I want to make a Sylph, so going Dex based, I want to have an high-ish Int, and that I can't or want to be evil/whorship an evil deity, so no Norgorber/Urgathoa stuff.

I looked over my options and, as the title, I think my best bet is a Toxicant alchemist: Eldritch Poisoner looked great, until I noticed the part where I can't use discoveries with it (seriously, whose idea was that? <.<).
I was considering if I should pick Vivisectionist, too, to use one of the two Sneak Attack poison feats, or if I should stick with bombs to have a decent ranged option.

Beside from that, I'm really at a loss: the lasting poisons discovery lets me apply my toxin multiple times, making a rather unimpressive impression of Int to damage, but how can I up the DC of my actual poisons? I know I can stack inhaled/ingested poisons and throw a bag of them, but I was thinking that if I maintain my Drow Poison DC high enough I can use it a sort of Slumber Hex on a pointy stick. So far, I know these ways to up my DCs:
1)Powerful poisoning: is it worth to have the minimum 13 Strenght and pick this feat? How severe is the limitation in upping my DCs?
2)The two SA poisoning feats: one scales better, but can't push DCs up a certain point.
3)Snakebite Dagger: +2 to DCs woot!
4)Malignant Poison: high level, but awesome. It even lets me use onset poisons!

What poison do you advice me to use? I suppose Drow Poison is going to be my bread and butter, but I wanted to use all the other fun stuff like Intelligence poisons to screw spellcasters. What are the poisons that you've found offer a best quality/price balance?
Also, is any kind of dip worth it? I was thinking of something like the Daggermark Poisoner PrC, as my DM ruled that the quick poisoning ability let me doubles the daily progress in crafting poisons: it's a shame that the base Alchemist ability doesn't let me do the same thing. :(


Good day everyone!

After several months, I've finally managed to start GMing, and I'm now preparing to run a published module (Dragon's Demand) in about a week: I've been translating the thing, preparing blurbs and monster's stat sheets, et cetera.
However, as the title, I've been having a lot of problems with one aspects: namely, maps.

How in the Nine Hells do you do these things? D:
As I had the PDF, I thought things would have been easier, but extracting the maps and printing results in obviously minuscule maps, and chopping them up to a reasonable size results in maps in horribly low resolutions. Trying to adjust the contrast in Photoshop and trying to work Inkscape's vectorial-sorcery-mumbojumbo resulted in scalable maps, but the square grid almost completely disappeared.

So, should I do the maps over in a program (I've found AutoREALM and Dungeon Painter), dividing the thing in several pieces and printing it, or I'm missing a way more easier method to handle maps?


(Not sure if this goes here or on the 3PP forums :/ )

Good day everyone! Recently I've started going over DSP psionic classes (started is the key word here), and the Cryptic left my head scratching a little. It has a really cool flavor (certainly more than the Marksman :P), but it feels a little on the weak side for a skill monkey: am I missing something?

By reading around a little, it seems it's supposed to be focused on debuffing, but I'm not really seeing it that much: it's damage and accuracy also seems a little on the weak side, compared to other T3/upper echelon of T4 classes are. It doesn't look it has the skill dominance of the Investigator, or the debuffing capacity of a Mesmerist, and it seems it lags behind the Bard and Inquisitor (even if that isn't that fair of a comparison, considering those are the two best designed class in the game).

I'm sure I'm missing something: could someone lend me a hand? How can I play to the class strengths? What this class isn't?


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Good day Paizo!
I stumbled today on a PbP recruitment that allowed to pick a +1 template to add to a three level character. So I started my search for something cool, until I've stumbled on the variant half-fiends in Demons Revisited. I was going over them, trying to find something that could make a flavorful build, when a thought dawned upon me:

"F**k optimization, I'm making the Succubus In a Grapple"

So, I came here for advice on a Grapple build: I've seen it can be done in a number of ways, but what is it the more viable? The one I see around the most is the Tetori, but are there other ways? (Mostly, I'd have to ask permission if I could play a non-lawful monk, in that case.)

Here is the Half-Succubus template for reference, a variant of the Half-Fiend template:

Half Succubus Template:

Passion (Su): A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.

Change Shape (Su): A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.

Alternate Spell-Like Abilities: Replace desecrate with detect thoughts. Replace poison 3/day with charm monster 3/day. Replace contagion with dominate person. Replace unhallow with greater teleport. Replace horrid wilting with ethereal jaunt. Replace destruction with dominate monster.

Abilities: A half-succubus gains Dex +2, Con +4, Int +2, Wis +2, and Cha +8.

Building Rules
Level: 3
Traits: One
Starting wealth: 3000
Point Buy: 25! (With that and extra stats from the template, a monk seems better and better...)


First, I'm sorry if this is the wrong place to ask this question.

As in the title, does anyone knows the shipping fees to Italy? I always bought the PDFs, but with the sale I figured that I afford ordering something in bulk.

Also, let's say that I order some available products and one in backorder: will I have to pay shipping fees twice, or I can make it so everything is shipped together when the backorder is available?


Hello everyone!
Thanks to the Throne of Night AP, I have the occasion to play a LE Drow, not some silly, panther-loving, scimitar dual-wielder. :P
Inspired by the write up he got in Faiths of Corruption, and the popular image that people have of Drow Dominatrixes, I'm going to build a follower of Zon-Kuthon and pick the flavourful Pain Taster PRC (the updated one that you can find here).

But building one is proving more difficult than I imagined, so I'm here asking for help!

Race:Drow but I can pick from the following Stat modifier in addition to the standard one:
+2 Constitution, +2 Strength, -2 Wisdom
+2 Charisma +2 Wisdom, -2 Constitution
+2 Intelligence, +2 Wisdom, -2 Constitution
+2 Dexterity, +2 Strength, -2 Charisma
+2 Dexterity, +2 Charisma, -2 Strength
Point buy: 23
Deity: Good old Zon-Kuthon, obviously :3
Two traits, no drawbacks
Class Allowed: No gunslingers and no ACG classes. I asked if I could pick a Warpriest, and waiting for a response :/

So, I thought a couple of ways I could do this: First, wielding a whip and taking the Warpriest to up the damage dice, gaining a few goodies on the way. Second, going Inquisitor and wielding a Spiked Chain, hoping that I can get the DM to allow me to use the Cruelty class Feature of the PRC with the spiked chain.

Can anyone give me an hand? I searched the forums for help, but everything is inherent to the previous iteration of the PRC :(


Hiya everyone!
A little introduction first:I've been playing PF for some months now, but has been interested in the hobby for waaaaay more time. Unfortunately, I none of my friends were interested at the time and I had to start playong PbP.
Now I'm about to move to University in a couple of months and, lo and behold, my friends expressed interest in PF! I was a little sad at first that they said that when I was about to move away, but then I discovered the existence of Roll20 :P.

So, here I am! I'm fairly sure that 2 of my friends will surely join, but I'm pretty sure that we could make a group of 4 with someone else.
I was thinking of starting up with a couple of Modules (Hollow's last hope and that-famous-3.5 edition-one-with-the-funny-kobold-dragon-caretaker), maybe joining them together to give them an opportunity to better get their feets wet both combat and RP wise.

But then we arrive at the title of the thread:I don't know what AP to run then! I'm considering the pros and cons of them, but I can't decide. :/

(Note:I don't live in the US, but in Italy, so a lot of the books hasn't come out yet here:it's not a problem for me, but I think that my friends will prefer to have something printed(and in Italian :P)
Kingmaker:The most likely candidate. It's even published here in a single hardcover book, RotRL AE style. i was afraid tough, that all of the kingdom-building et cetera will prove too much for new players. Also, I know that Kingmaker takes a lot.
Second Darkness, Council of thieves, Carrion Crown: all published here in Italy, but I heard they're not very good, or at least that it takes a lot of times to fix them yo make them a little better(like the book swapping in CoT)and I'm not rxperienced enough to do that. :/ Also, from what I know CC is brutal.
Reign of Winter:I'm in a RoW PbP, and I'll prefer not to spoiler myself :/
Rise of the runelords anniversary edition:The second most likely candidate, and we have the hardcover here, too. I'm in a PbP of this one too, but it's so famous and the PbP I'm in so wacky(All Goblin Party) that I won't mind spoilering as much. It's a classic, but I also heard that it's a meatgrinder for new players.
Curse of the Crimson throne:I really want to play this one as a player. :/

So, any advice? Aside from RotRL and Kingmaker, what could I consider?


While searching for some character inspiration on the Advanced Race Guide, I stumbled on the Wishcrafter sorcerer archetype aaaand...
It's so flavorful and cool *.*
So I started to build the character, only to realize that I have no experience whatsoever in building a sorcerer.

What spells could I pick, both normal ones and the ones I grab with Expanded Wishcraft arcana? What feats are useful for a sorcerer? What useful equipment I can get?

So far, I picked the Efreeti bloodline, mostly because if I didn't did that my Roleplaying senses would scream in horror, and decided to go the debuffer/battlefield controller/occasional buffer route.
I also know that Metamagic feats are good for Sorcerers, but I don't know which ones. :/
I could pick spells like Charm Person and the like, or use the Shadow Evocation/Conjuration spells (I love those ) to have a broader range of effects to use to corrupt people wishes.
Obviously, I'm going to keep talking to enemies until they slip up on semantics and I can do something horrible to them. :P

Aside from this, tough, I'm clueless. Could someone give me a hand?


I wanted to try to join a campaign here on these forums, and while I was searching for some feats/traits for my Oradin build I found the Holy Vindicator PrC.
Now, I know that PrC are usually a little weak in PF, but the Holy Vindicator flavor really made me think twice about that. Seeing as I want to play a self-sacrificing kyton-spawn oradin of Vildeis(the empyreal lord of Martyrdom, if you aren't familiar with her)the whole idea of stigmata overloaded my flavorometer.
The AP is Wrath of the Righteous, so it's full mythic levels and I think it goes up to level 20, too.

TLDR;Does Holy Vindicator gimp the Oradin too much, or I can use it? If yes, how could I build it?


English is not my main language, so bear with me :)

Hi everyone! After lurking this boards for some times and searching (without luck D:) a game IRL, I've decided to find a play by post game here. So I'm preparing some characters.
Problem is, I have zero Pathfinder experience, and the only one that I have in RPGs is only with various D and D PC games (Baldur gate, Neerwinter Nights etc.). Witch and Paladin have been relatively easy to build, but my Inquisitor has beem giving me more than an headache.

Here's the build:
20 point buy
CG qlippoth-spawn Tiefling
Inquisitor of Shaelyn
STR 16 (14+2)
DEX 12
CON 13
INT 10 (12-2)
WIS 18 (16+2)
CHA 8

Traits:
Repel Sin
Ear for Music/Something less fluff-y :P

Feats and domains:
No Idea :(

Skill ranks: Perception, Sense Motive, Knowledge (religion), perform (something), diplomacy, intimidate.

Background in short: Being one of the Motherless, he has been raised by the church of Shelyn. He lives following Shelyn's ideals of redemption, art and inner beauty while struggling against his own Cthulu-y, humanity erasing tendencies (yea, I know, not very original, but it's a start).

Now I see a lot of problems with this build:
1) I'm not sure about the attribute values: I'd prefer not to have a negative intelligence score or CHA lower than 8, but that odd-numbered CON score bugs me :/
2) Dunno where how put my skill point: I surely want perception, Sense Motive and Diplomacy ( I just can't live without a social skill :) ). Tough, it would make a lot of sense having a perform skill, Intimidate( even if I'd prefer not to be a jerk and use that only on enemies and for the combat Intimidate feats) and Knowledge somewhere. Having never actually played a game of Pathfinder, I don't know what skills are more useful and if I have enough Skill Points.
3) What feats to pick (aside from power attack): I surely want to wield a Glaive (Shelyn favored weapon), and tought at first to take Cornugon Smash/ Dazzling dispaly or something like that, but I'm not sure :/.

So, can anybody help?
PS: God, I've written a huge wall of text XD