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I've read it just now so unless I missed it I didn't see anything about having multiple. So can you?


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There are numerous threads about making Necromancers with hordes of undead, but in general I prefer quality over quantity. So my question is are there options (feats, traits, classes, etc.) specifically for controling more powerful undead over more undead?


In rules about young characters there's a caveat that a character can become an adult (at least mechanically) by going through some life altering event. Well, I'd like to use that as part of my world building, so I'm looking for ideas on a replicable, relatively consistent event that wild elf society can have their young go through to reach adulthood faster.
One thing it could be is young elves going on an adventure as a tradition.


What kind of impact on a person's psychology/personality could learning wizardry at a very young age have, in your opinion? Would a wizard who begun studying at age 8-10 (with the assumption that they already mastered reading, writing, counting and other basic skills children need to learn) be any different than a wizard who started at age 15 or more, other than the age difference of course?


I'm wondering how strong are they compared to each other.


What are some low level ways to influence someone's dreams? By influence I mean making someone have a dream who's contents or theme are mostly determined by me.


Many abilities have limited uses per day which forces players to carefully consider when and for what to use them, or else they might risk not having them when they're really necessary. While that in itself isn't bad, it kinda makes games less fun then they could be. Think about the roleplay potential of being allowed to, for example, wild shape as a Druid, or cast an illusion, or teleport, just for fun, without wasting precious resources.
There are some options that kinda serve that purpose, for example some cantrips are much weaker but unlimited versions of some spells that you'd imagine casters using in their day-to-day life, but IMHO it's not enough. 5ed D&D had the idea of making some utility spells castable as rituals, which doesn't use spell slots but takes a lot of time.
The point of this thread is to come up with an effective houserule or way to allow casual use of per-day abilities that makes sense fluff-wise and hopefully doesn't leed to abuses.
To start this of I'll ask if there's any merit to the idea of separating the game into two areas, one of which would be the regular adventure stuff where you'd track your per-day abilities as usual, while the other would be more laid back, focusing more on roleplay.


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I'm looking for ideas for appearance traits of tieflings that are descended specifically from succubi. What I have in mind is something that isn't obviously fiendish, but can identify them as tieflings if you know what they are or know what to look at.
My own idea was to make them incredibally attractive physically, to the point that they appear athletic, graceful and in perfect shape without necessarilly being so.


I'm on my phone on the way to work, so this will be short, but I'd like to start the discussion now.
Martials (probably partial casters too) will gain their class abilities (except spellcasting) faster, two levels per one class hd. Hp, bab, saves and skills would still increase normally, only class features would be progressed faster. T1s would most probably have to be excluded from this houserule. Some abilities would also need some clarifications (ACs, familiars and eidolons, for example).
Please, be gentle. I'm just brainstorming.


What it says in the title.


I'm looking for inspiration for a half-orc Skald character. She's going to be self-thought (primarily because she's going to be the very first Skald among her people), but I'm not sure how to describe the origin of her abilities. So, how did your Skald learn to be a Skald on their own?


Basically what it says in the title.
Wizard and Witch use Magus casting.
Cleric, Druid and Shaman use Warpriest casting.
Sorcerer and Oracle use Bard casting.
Etc. (Caster monsters are also included.)
I mostly need suggestions on how to deal with class features that give spells of 7th and above level (Domains, Bloodlines, Mysteries, etc.), preferably in an easy and quick way.
I'm also interested in opinions on how will this houserule impact the power/versatility/effectiveness of those classes.


I'm making a gestalted 10th level character who is supposed to be a martial with leader-type abilities.
One side of the gestalt is already set in stone, which is Scaled Fist Unch. Monk 2 / Sister-In-Arms Cavalier 8.
The other side I have a bit of trouble with. I know I want to use Skald and Antipaladin, but I don't know if I should go Skald 2 / Dread Vanguard Antipal. 8 or (Insinuator?) Antipal. 2 / Skald 8. Both options give tempting abilities and bonuses. Also, I'm set on at least 2 levels of both Skald (for Versatile Perform., among other things) and Antipal. (for Unholy Resilience, among other things).
Edit: Almost forgot to mention, the character will be Dex-based and unarmored. He has a good Str; great Dex, Con, Int and Wis; awesome Cha.


I'm thinking about allowing Orc Shamans to add Witch spells to their Shaman spell lists, just like Half-Orcs add Cleric spells.
Opinions?


What's your opinion on a feat that would allow the Broodmaster to fuse his Eidolons? The two small ones into a medium one, or if you take the Large/Huge evolution, two mediums into a large, two larges into a huge. The fused Eidolon would simply combine all the statistics and evolutions of the two Eidolons it was fused from. It would take like a full-round action to do it per fusion. Lasts until you dismiss it as a full-round.
Would that be too strong for a feat?


I'd like to read your suggestions on what magic items would you give a character who is a high level martial who tries to pass himself as a mid level caster, other than wands, scrolls snd staves, of course. To be clear, the character does mot claim to be a caster and won't hide that he's using magic items, but will hide his martial prowess and abilities and will only use magic items.


An ally other than the Bard himself?


As the title says.


What age categories would you give to a half-orc whose father was an elf/a dwarf?


Is there some way for a character to be able to disarm/steal an enemy's weapon at range (up to 10-20 ft.), using something like a string or ribbon (or whatever), and bring the weapon to yourself?


What In-Character methods are there to train your Charisma? And to be clear, I don't mean increasing it with magic, but rather the increases that you get every 4 levels (and other nonmagical bonuses).
I know I could simply fluff it as improving naturally with time and experience, but I have a story reason that requires a character to actively work on their Charisma getting better. And to be clear again, I mean CHARISMA, not just social skills.


I'd like to read your suggestions for potential benefits (and drawbacks) for wielding a weapon that is very heavy for its size. And by "very" heavy I mean something like a hundred times heavier, so for example a greatsword would weight 800 lbs. Why or how the weapon is so heavy isn't important. Assume the wielder is sufficiently strong.


What Professions are, or could reasonably, be performed outside during the night?


Basically I'm looking for easy ways to (preferably permamently) gain abilities to enhance non-hearing based Perception. The character has an extremely good Perception mod. but not hearing gives him a blind spot which I'd like to cover as much as possible with other senses.
I think that basic Scent and Tremorsense should help me a lot. They don't even need to have a great range, 5 feet should be enough, just having them should do the trick.
Any abilities that overcome sight's limitations would also be great.


As in the title. It would be nice if it was possible.


As in the title.
I know that PoW has the Elemental Flux discipline and a few related feats, but is there anything else?


We want young characters to be an option in our games. The ability score modifiers for Young age (-2 Str, +2 Dex, -2 Con, -2 Wis) are IMO appropriate, but they make a young PC weaker compared to an adult PC (we're already ignoring the other restrictions). Any ideas on how to even the odds?


We still use 3.X content with PF, but we try to choose PF material over 3.X whenever possible. There's a character that uses the 3.X classes mentioned in the title and we're wondering if we could replace them with PF material, preferably without loosing too much of the abilities/powers those classes give the character.


Lets say we remove Void Form, Void Missile and Void Trap from the Void Yai in order to add something else to make a more unique version. How much are those powers worth in your opinion? Alternatively, what would you be willing to give the oni to keep it more-or-less at the same CR?


Are there ways to use a non-reach weapon as a reach weapon?


I'm looking for ways to attack any/all enemies who enter my threatening range, preferably with a standard attack. Somehow making the enemy provoke an AoO for doing it might be my best bet, but out of the two ways, that I know of, how to do it, only one works for me, but barely. The first one is a rage power, but I'm not a Barbarian and it's once per rage. The second is a PoW style feat, but it works only with reach weapons, which I'm not using.
Any ideas?


I seek advice regarding three matters of using counters:
1. What are the best counters to use with the Warder's Extended Defense ability?

Quote:

Extended Defense (Ex)

(...) Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another’s turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day. This ability can only be used with counters that negate attacks or allow the warder to use another roll in place of a saving throw.

2. What are the best counters to use with the Hawkguard's Defending the Sky ability?

Quote:

Defending the Sky (Ex)

(...) Once per day he is capable of extending the use of his counters to react to multiple attacks. Any counter that the hawkguard possesses that has a duration of instant instead has a duration of 1 round. He may then use this counter against any attack targeting an allied creature that it could normally be used to repel. Every three levels beyond this (8th, 11th, 14th, and 17th levels) he may use this ability an additional time per day.

3. What are the best combos of 'Riven Hourglass stance + Eternal Guardian counter + other counter' when using the Eternal Hourglass feat?

Quote:
Once per encounter, while you maintain a Riven Hourglass stance, you can initiate an Eternal Guardian counter as a free action rather than an immediate action (even if it isn’t your turn).


Do you ever use characters from films, comics, anime, literature, etc. in your games? And I don't mean an NPC or monster that's inspired by some character, but actually are that character (name, personality, powers, included) (of course after some minor adaptation to PF rules and your setting).
How did it go? What are the pros and cons of such a practice?
Just to be clear, I'm talking mostly about characters that already more-or-less fit the fantasy genre that PF tries to emulate.


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I'm looking for powerful/effective high level martial combos of feats, abilities, PoW maneuvers, etc. I'm making an Epic martial and decided that I won't use Epic rules (since most of them suck) and instead of homebrewing I'll just use what's available in an optimal fashion.
No TO or cheese please.
For examples of what kind of effects I'd like to see the combos do, just look at 9th level maneuvers.


What it says in the title.


We want to houserule the stupidity that is "martial abilities have per day limits", and we're wondering if changing all feats and abiliies that are /day to instead be /encounter would break anything.


The choice is between Stalker or Warlord, seeing as they're the only adepts that get both Solar Wind and Tempest Gale. I guess you could also consider Zaelot or Hawkguard Warder, but they only get Solar Wind, sadly (although between Solar wind and Tempest Gale I'd prefer the former better, for unlimited ammunition).


The title says it all.


Any ideas how to pull that off in a fun way for the players?
To be clear, I mean one character, not something like a dvati or Summoner + eidolon or Druid + companion, etc.


What rules do you think PF is missing that would make the game overall better?
Or, what actions or situations lack rules, but tend to come up in games often enough to need rules (at least in your experience)?


I have an idea how to balance Martials and Casters, at least for my own games. It can be done in two ways and I'm looking for opinions which of the two is the better option and why.
First method involves letting Martials level up twice as fast as Casters.
Second method involves all PCs gaining their class features twice as fast, with spellcasting (or equivalent) being the exception.
What do you think?


I'm going to have moments in my games when a very heavy object or crature will be on a surface that could potentially or should probably break under its weight. I'm looking for suggestions for a, preferably simple, system that would help me deal with such cases.


I'm wondering if it's possible to bring the Summoner to Tier 1 without changing his spellcasting?


I'm not versed in casting classes and there's just too much material to go through, so I'm posing this question to you - ability-wise, what are the things that an Arcanist can do, but a Wizard or Sorcerer can't? Anything an Arcanist gets that the other two classes can't duplicate in some fashion?


Would a feat that gives an additional "off-hand" be worth it, too strong, or maybe too weak?
What if that one feat scaled, giving additional "off-hands" every few levels?
Also, what level do you think would be appropriate to give such an option to PCs?


Normally with Telekinesis spell's Sustained Force or Telekineticist's Basic Telekinesis ability you can affect only one object, even when you're high level and can move very heavy stuff. I'd like to houserule it to allow moving multiple objects.
So my question here is, would that be too strong?

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