So I am working on a bigger project that I will post here later and I found myself in want of a skill feat that combined Intimidation and Performance. Here is what I came up with:
****
Theatrical Dread Feat 1
Common, General, Skill
Prerequisites: trained in Intimidation, trained in Performance
There is a stark difference between simply threatening someone and instilling in them a feeling of true dread by properly setting the scene. In a situation in which you have had the time and opportunity to truly prepare an atmosphere of horror you gain a +1 circumstance bonus to your Intimidation check to Coerce or Demoralize. Because this method relies on using choice words to paint a picture of just how doomed the victim is, you cannot use this feat in conjunction with a method of intimidation that removes the need for sharing a language. If you are a Master in Performance, this bonus increases to +2.
****
Okay, so mechanically it works just like Intimidating Prowess, but is only level 1 instead of 2. I think this fills a niche for characters who want to be intimidating without high Str. As for the lower level, I have three reasons. One, purely mechanical, I want it to be a feat granted by something at level 1. Two and three are the justifications: it requires investment in two different skills instead of just one (and one of those skills is rarely taken unless Bard), and the requirement is meant to be much more difficult/time-consuming than just 'physically menacing'. Sure, both are essentially GM fiat, "would this creature feel physically menaced by you" vs "would this creature be impressed by your theatricality", but I know when running a game I would probably say yes to the former more often than to the latter. Oh yeah, a reason number four, the fact that it explicitly does not work with something like Intimidating Glare. Honestly this is meant to be used like 80% of the time for Coerce rather than Demoralize.
Think the charismatic cult leader who goes all out on all the pillars of fire, fountains of blood, and in-depth descriptions of the excruciating damnation that awaits you, as opposed to the burly orc who just cracks a walnut with his eyelid while staring at you.
Anyway, what do you think? Too good, not good enough, needs more cowbell?
I was gutted to discover that, after six years, there is still no 2e option for a barbarian with an animal companion, since Command an Animal has the Concentration trait and using Moment of Clarity every round would be absolutely untenable. (IF I AM WRONG AND THERE IS SUCH A FEAT/OPTION PLEASE LET ME KNOW!)
So time to look at home rules. How does this look? Note that I am assuming said barbarian is getting the companion from an archetype, or indeed is another class using the barbarian archetype for rage.
You have learned to share your primal fury with your animal companion. While you are raging the Command an Animal gains the Rage trait, allowing you to use it normally while raging. Your companion automatically enters a rage whenever you do, gaining the basic effects of Rage, but not any additional benefits from your Instinct.
****
What do you think? Does this look fairly balanced?
I have been running a converted 3pp 1e adventure path for the last few years and now that the PCs are in the mid levels a lot of the enemies in the written adventure have escape clauses like 'teleport' written into their tactics, but 2e seriously nerfed most such options. Are there any spells/options left in this edition that make a good 'escape to fight another day' abilities for what are supposed to be recurring enemies? So far my best idea is to use Translocate to escape the immediate fight then spend ten minutes hoping the party does not find them and casting the Teleport ritual. Anything else?
Greetings fellow gamers. Inching back into PFS after being gone for most of the pandemic, and I noticed a handful of tables I GMd going back to 2nd ed launch day (1 Aug 2019) do not list GM credits. I have had zero luck getting mistakes fixed in the past (How exactly am I supposed to prove I wasn't at a specific convention? Or that the organizer reported the wrong scenario number?), but I thought this one is really obvious as it says right on the play record that I was the GM, and it lists Achievement Points, but not GM credits. What I am not seeing is an email address to which I might report these errors. Any help is appreciated. Thank you for your time, and Happy Gaming!
PS. The main reason I am even bothering with this is that it is the difference between whether I have a Glyph or not...
So I am in the initial stages of converting the 3pp AP Way of the Wicked and one of the first major hurdles is how to handle Grumblejack, the surprisingly loyal ogre the PCs can befriend in the first few minutes of the campaign. The PCs play villains and have very few resources or allies to call upon, so some extra muscle is welcome, and as I understand it the ogre can turn into a sort of mascot if the players like him.
Question is, how should I stat him out? Like a monster, just updating him to fit the parameters of his new creature level as the campaign progresses and the party gains in power? Try to homebrew an ogre ancestry and just build him like a PC from there? Maybe a special minion that anyone in the party can command? In the original AP he gains both fighter levels and can gain some fiendish powers.
Hello! I recently finished running Fall of Plaguestone, but when I report it I run into what I assume is a hard-coded website issue: I enter the correct prestige earned for both myself and the players, 12 each, but when I save it the amount is automatically lowered to 8. So that makes me think that 8 is the maximum the Paizo site allows. Has anyone else run into this problem and is there any official means I should be using to report it? Thank you and Happy Gaming!
So at my table today half my players tried to argue that executing their wounded, bound, surrendered prisoner after it told them everything it knew about its boss was not an evil act. Their rationale was that because it had tricked and attacked them earlier they now had carte blanche to kill it after accepting its surrender. -_- One even tried to compromise saying that he could untie it and toss it a weapon then kill it even if it didn't fight back because then it wouldn't be helpless.
Not caring to debate about it I told them that, GM fiat, it was an evil act whether they agreed or not, but in the interest of moving things along it was not quite evil enough to change the CN inquisitor of Lamashtu's alignment.
In a home campaign it would be easy enough to monitor the character over time and, if such acts continued, declare the character's alignment changed. In PFS obviously that is not an option. So now I finally get to the point of this post: what is a PFS GM to do in situations where a character callously commits an evil act? With a paladin or good cleric it is obvious, but how about the neutral character who, if they turn evil, are no longer a playable character?
Please note that I am not interested in debating whether or not the act was evil; as far as I am concerned there is no doubt, cut and dry. I would very much like to hear what you would do if a character committed an act at your table that you similarly felt was outright evil.
Thank you for taking the time to read this, and Happy Gaming!
Ancestry: Half-Elf
Background: Bounty Hunter
Class: Rogue (the party really needed skills)
Currently level 3. I have Nimble Dodge, Elf Atavism (darkvision), Ranger Dedication
When I started there was only one front-liner so I had to make her a switch-hitter by necessity, so her stats are not optimized for archery: 14 14 14 12 14 10. We have since recruited another melee character so I am now free to specialize in my crossbow like I planned, but it has been a bit lack-luster. The only times I tend to get sneak attack off is on the first round of combat or if I step into a flank and make a melee attack.
Flavor-wise she is a no-nonsense Nidalese bounty hunter. Thinking snares would be cool, but not sure if they're worth it for a non-ranger.
So, can't change anything that can't be retrained. With that in mind, any advice for how I should build this character? Oh, and again, pretty much need to stay a rogue because we need the skills (and the skill feats are nice too).
The Aldori Duelist has been one of my favorite character types since it was originally released, but, just like in 1e, I find myself wishing it fit better with the Swashbuckler, which, thematically, seems like it would be a perfect fit!
The problem is that the abilities are both redundant and don't synergize. For example, Dizzying Parry is exactly the same as Aldori Parry except the latter requires the use of an Aldori Dueling Sword (and nothing else) instead of any weapon with the Parry trait (of which there are surprisingly few) and it does not work with the Storm of Parries feat. Suggestion? Add a line at the end of Dizzying Parry/Storm of Parries that for a character using Aldori Parry the Aldori Dueling Sword counts as having the Parry trait for the purpose of interacting with Swashbuckler abilities. And maybe some sort of bonus if someone has both Aldori Parry and Dizzying Parry at once?
Similarly Duelist's Edge and Aldori Riposte work mechanically exactly the same as Swaggering Initiative and Opportune Riposte (with a few obvious caveats, like the former two only working with the Dueling Sword, and not interacting with Panache or counting as a Retort).
I know that most people will probably say: they're not meant to combine. They're two different roads to get the same flavor. But... the Aldori are supposed to be the best duelists in the world. I don't want most of their signature moves to be the same as those of a base class, unless they can combine their toolset with said class to be even better. Anyway, I thought that maybe by putting this plea in at this early stage I might get my wish to see some built-in synergy instead of having to wait four years for a compatible archetype...
My first time at Gen Con and I wish I had never come. My belongings were stolen this morning right under the noses of my fellow volunteers and PFS staff. All my gaming gear including over $200 of brand new 2E stuff. Six years of PFS chronicle sheets and all of the Con boons I had been collecting over the years. And most importantly my laptop, my most important possession. All taken in under three minutes when I walked away to ask a question. I was told this is the first such incident in all the years that PFS has been ran at Gen Con. I am devastated.
Why do I bring this up on a public forum, to perfect strangers? Because I want to commend the PFS organizers and staff for the compassion they have shown me today. Everyone was incredibly kind and understanding, and they did everything they could to help me. While my laptop is likely gone for good, with tons of irreplaceable photographs of loved ones and all of my characters (I kept them on Hero Lab), these kind souls replaced all of my Paizo products for free, allowing me to at least distract myself from my sorrows with some fantastic gaming. I am unfortunately horrible with names and so I am afraid I cannot really call out anyone specifically, but I just want to give thanks from the bottom of my heart to all of the organizers, volunteers, and other staff members of Gen Con PFS who treated me so kindly and helped me to make the best of a truly devastating situation.
And to the thief, if you happen to be a fellow player and so might see this: I hope you get what you deserve. I hope everyone finds out what kind of person you are, the kind of person who would steal from a poor, chronically ill (both physically and mentally) man who thought it was the luckiest thing in the world that events happened to conspire to allow him to attend Gen Con.
To everyone else, assuming anyone bothered to read this far: thank you for taking the time to read my rant. I needed to vent my frustration, and express my thanks, or I would have burst. May your gaming be happier than mine.
I received an email saying my payment was declined. This is very odd, as my bank list the transaction as authorized and are withholding the funds. I went ahead and deposited more money in the account just in case; please try to run it again ASAP. I need these items by the 30th, as my plane leaves on the 31st for Gen Con. Thank you for your help.
If I place an order for some maps I need for the scenarios I am running at GenCon, can I pick them up at Paizo's booth? It would be nice to not only save on shipping but also have a bit less to pack for the very long flight. I will place the order once I know one way or the other. Thank you for your help!
I just got a confirmation for this order and was quite alarmed to see it totals nearly $100! I absolutely cannot afford that, and have no desire to own the flip tiles. I would, however, like to continue to receive flip mats and map packs. If the two flip tiles items cannot simply be removed from this order then please cancel it. If flip tiles products will continue to be part of the map subscription with no option to opt out, then please cancel the subscription as well. It is bad enough that I already have had to pay for and receive maps designed for a game I do not even play (Starfinder). I strongly urge Paizo to rethink their subscription service, allowing customers to opt in/out of specific products or lines that do not fit their needs. Either way I will continue to be a customer, as I love Pathfinder, but the current model will force me out of being a subscriber, and I doubt I am the only one.
I just made this order for the second Strange Aeons Syrinscape set, and the My Downloads page lists a link to "Click here to fetch serial number". When I click it all that happens is the Downloads page reloads, still with a link, but no serial number. A little searching has shown that problems similar to this are unfortunately common, so I assume I will have to wait for someone at Paizo to contact Syrinscape, get a serial number from them, then email it to me? I had absolutely no problems with the first set, so was a bit surprised when this came up.
Anyhow, thank you in advance for any help provided!
Insomnia leaves me with a great deal of extra time on my hands and this time could be spent productively, but who wants that?
For the bored, check out the oddly familiar characters I statted up on a whim. I'm sure it's been done before, probably better, but this was my take, and hopefully at least one person gets a kick out of it.
Hello! I noticed that the product scheduled for February for my Pathfinder Maps subscription is, in fact, a Starfinder product. While I am sure it is an equally fun game, I currently do not play it, certainly do not run it, and have absolutely NO use for a map pack designed for it. For now I prefer to stick to fantasy and have no wish to pay for a product that I will not use.
PLEASE separate maps from the two lines into different subscriptions; it is called PATHFINDER Maps subscription, after all, not Paizo Maps subscription. Alternatively adding an option to opt out on a given month or to sub the subscription item for another of equal value would be appreciated. If none of these options can be made available I, and I cannot imagine I am the only one, will be forced to cancel and renew my subscription on a month-to-month basis, not only defeating part of the point of having a subscription, and also likely leading to eventual permanent cancellation when it just becomes too annoying to jump through the hoops every month.
I love your company, love your game, and am sure I would love your other game too, but I have neither the time nor the money to get into it right now. Please help out one of your loyal subscribers!
One of the players in my Strange Aeons campaign wants to play a greatsword-wielding human slayer who specializes in anti-magic tactics. Took Power Attack and Improved Sunder at 1st level, just hit level 2 and has no idea where to go from there. Mostly looking for feat/slayer talent advice, maybe some key equipment. Any suggestions?
Since my Kingmaker game fell apart, I have a (mostly) new group and they want Lovecraft. I told them that they will start with amnesia, and so they voted to have me create their characters so they can discover them as they go. I could use some advice on builds, and specifically on party balance.
4-man, 20-point buy. Based on the player's preferences, here are the four characters I have in mind:
Human Slayer - Kellid Gorum-worshipping, greatsword-wielding dpr striker. Pretty much a barbarian without being a barbarian. Maybe even barbarian VMC? It's not like 2h style fighting requires many feats to be effective... Thinking of Pureblade, Spiritslayer, and/or Witch Hunter archetype (if the latter, maybe allow it to count against psychic magic instead of arcane).
Half-Orc Investigator - Empiricist archetype, knowledge and trap-guy. Might I just take this opportunity to complain about the fact that neither Fencing Grace nor Slashing Grace applies to a sword cane? Good thing this is a home game, but it seems silly that there aren't feats like Slashing grace for bludgeoning, and, especially, piercing weapons.
Dhampir Oracle - The dedicated caster of the group. Dark Tapestry mystery, Shattered Psyche curse. Also likely the main face. At first she will think she is human, but slowly the truth will be revealed...
Half-Elf Spiritualist - Usher of Lost Souls with an Anger spirit. Specifically the spirit of her dead child who is really mad at anyone and everyone who would threaten his mommy. Player wants to be a front-liner, so thinking she can be another two-hander, probably pick up armor proficiency, and wade into combat next to her spirit.
So, any suggestions? Builds, comments on balance (or lack thereof), or anything really. Looking forward to hearing your thoughts!
I was thinking of making a CN human cleric of Rovagug in PFS who specialized in summoning, and thought qlippoths would make for some interesting minions. Not sure about specifics though. Herald Caller? Evangelist? Something else? Any build advice?
Hail, fellow gamers. A few months ago I had a great time playing the Serpent's Rise scenario at a convention, and part of that was because I was the brawler character and used martial flexibility to gain feats with which to perform dirty trick maneuvers. I like dirty tricks, and am thinking of having one of my PFS characters specialize in them, but am having a difficult time coming up with a build. Heck, I can't even decide on the class! I've narrowed it down to two, however: slayer and vigilante. Here is where you come in. Please give me your thoughts on which of these classes would make a better dirty trick fighter. Please give me your thoughts on dirty trick builds in general. If you feel so inclined, please feel free to post builds!
PFS character, so 20pb, normal restrictions. Strong preference for human. And due to the artwork I've already picked out, extra points if he uses a scimitar. :P
Thank you in advance for any advice you can offer, and happy gaming!
Having received no response either on my website feedback post or my emails to the support staff, I turn now to my fellow PFS gamers: weird stuff has been happening on my PFS account, including a credit showing up on a character I registered but have yet to play for a scenario I never played and one of my other characters disappearing entirely, credit and all. Who has the power to fix this kind of stuff?
My PFS character number 8 has somehow disappeared from the website. I have already sent an email to customer service, but wanted to post here as well to increase visibility, since I never got a reply to my last email.
Is it possible to have the character, Hassan al-Din Khurshah, restored? If not, can my number 8 slot be restored and I can see about re-reporting his credits?
I like building characters in my spare time. That is not to say that I am actually all that good at it. I know mounts can be difficult to manage, but I had some concepts I wanted to build and now I would like my fellow Pathfinder players to take a look at them and let me know if I've fallen into any traps. Don't need to win any DPR Olympics here, just give me you opinion on if they seem competent enough to survive. I look forward to the feedback, thank you! :D
Hsanmoro the Ravager:
Hsanmoro the Ravager
Male nagaji barbarian (unchained, mounted fury, superstitious) 9/mammoth rider 3
CN Medium humanoid (reptilian)
Init +4; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +2 deflection, +1 Dex, +3 natural, -2 untyped penalty)
hp 137 (12d12+48)
Fort +13, Ref +8, Will +11; +2 vs. mind-affecting effects and poison, +4 competence bonus vs. spells and spell-like abilities but must resist all spells, even allies'
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 furious adamantine nodachi +22/+17/+12 (1d10+34/18-20)
Ranged shortbow +13/+8/+3 (1d6/×3)
Special Attacks rage (25 rounds/day), rage powers (ferocious mount, greater ferocious mount], powerful stance +4, superstition +4)
--------------------
Statistics
--------------------
Str 27, Dex 12, Con 14, Int 8, Wis 10, Cha 9
Base Atk +12; CMB +18; CMD 31
Feats Boon Companion, Iron Will, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Trample
Traits berserker of the society, dinosaur whisperer
Skills Handle Animal +14 (+16 vs. reptiles), Perception +17, Ride +21, Survival +12 (+13 vs. dinosaurs); Racial Modifiers +2 Handle Animal racial bonus vs. reptiles, +2 Perception
Languages Common, Draconic
SQ bestial mount, colossus hunter, fast rider, rapid straddle, resistant, serpent's sense, sixth sense, wild empathy +2
Combat Gear headband of havoc; Other Gear +4 comfort mithral mountain pattern armor, +2 furious adamantine nodachi, arrows (20), shortbow, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, ring of protection +2, simple banner, 764 pp, 2 gp
Gurvan
Female triceratops (charger)
N Huge animal
Init +1; Senses low-light vision, scent; Perception +14
--------------------
Defense
--------------------
AC 27, touch 9, flat-footed 26 (+1 Dex, +18 natural, -2 size)
hp 85 (10d8+40)
Fort +10, Ref +8, Will +6; +4 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies'
Immune fatigue
--------------------
Offense
--------------------
Speed 30 ft.
Melee gore +15/+10 (3d6+23)
Space 15 ft.; Reach 10 ft.
Special Attacks powerful charge (4d6)
--------------------
Statistics
--------------------
Str 30, Dex 13, Con 17, Int 2, Wis 12, Cha 7
Base Atk +7; CMB +19 (+21 overrun); CMD 30 (36 vs. overrun, 34 vs. trip)
Feats Charge Through, Improved Overrun, Iron Will, Power Attack, Toughness
Tricks Attack, Attack, Attack, Attack Any Target, Combat Riding, Combat Riding, Come, Come, Defend, Defend, Down, Down, Exclusive, Guard, Guard, Heel, Heel, Maneuver (Overrun), Menace, Work
Skills Perception +14
SQ attack any target, barding training, combat riding, exclusive, indefatigable, maneuver, menace, work
Other Gear war saddle, bit and bridle, blanket, feed (per day) (2), riding saddle, saddlebags
Isolde Ulfricsdottir:
Isolde Ulfricsdottir
Female halfling vigilante (mounted fury) 12
NG Small humanoid (halfling)
Init +7; Senses Perception +17
--------------------
Defense
--------------------
AC 30, touch 18, flat-footed 25 (+10 armor, +2 deflection, +5 Dex, +2 natural, +1 size)
hp 99 (12d8+36)
Fort +10, Ref +16, Will +11; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 lance +19/+14 (1d6+15/x3) or
. . +3 lance +17/+12 (1d6+15/x3) and +17 (1d4+13/x2)
Ranged mwk composite longbow +16/+11 (1d6+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 lance)
Special Attacks mighty charge
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 14, Int 10, Wis 10, Cha 10
Base Atk +9; CMB +12; CMD 29
Feats Blind-fight, Improved Blind-fight[APG], Mounted Combat, Ride-by Attack, Spear Dancing Reach, Spear Dancing Spiral, Spear Dancing Style, Spirited Charge, Two-weapon Fighting, Weapon Finesse, Weapon Focus (lance), Weapon Specialization (lance)
Traits life of toil, reactionary
Skills Acrobatics +19 (+15 to jump), Diplomacy +19, Disguise +0 (+20 to appear as part of polite society while in your social identity), Handle Animal +19, Perception +17, Ride +19, Sense Motive +6, Stealth +23; Racial Modifiers +2 Perception, +2 Sense Motive
Languages Common, Halfling
SQ frightening appearance, furious charge, mount, seamless guise, social grace, social grace, social grace, social talents (discrete inquiries, gossip collector, many guises, mockingbird, safe house, social grace), startling appearance, thorough change, unshakable, vigilante talents (combat skill, lethal grace, signature weapon, strike the unseen)
Combat Gear knight's pennon of battle; Other Gear +4 mithral breastplate, +3 lance, arrows (20), dagger, handaxe, handaxe, mwk composite longbow (+4 Str), amulet of natural armor +2, belt of physical might +2 (Str, Dex), cloak of resistance +3, handy haversack, ring of protection +2, belt pouch, blanket, torch (10), trail rations (5), waterskin, 1,115 pp, 3 gp
Wagetta
Female wolf (racer)
N Medium animal
Init +5; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 22 (+5 Dex, +12 natural)
hp 95 (10d8+50)
Fort +13, Ref +14, Will +8 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 60 ft.; sprint
Melee bite +14/+9 (1d6+9 plus trip)
--------------------
Statistics
--------------------
Str 22, Dex 21, Con 18, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +13; CMD 28 (32 vs. trip)
Feats Combat Reflexes, Iron Will, Nimble Moves, Toughness, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Exclusive, Flank, Guard, Heel, Sneak
Skills Acrobatics +5 (+17 to jump), Perception +7, Stealth +15; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, devotion, exclusive, flank, multiattack / extra attack, sneak
Other Gear amulet of natural armor +2, belt of giant strength +2, cloak of resistance +2, bit and bridle, blanket, riding saddle, saddlebags
Torin Lightbringer:
Torin Lightbringer
Male angel-blooded aasimar (angelkin) battle herald 4/bard (arcane duelist) 1/cavalier 4/paladin (shining knight) 3
LG Medium humanoid (human)
Init +1; Senses Perception -2
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 29, touch 12, flat-footed 28 (+12 armor, +1 deflection, +1 Dex, +5 shield)
hp 99 (12 HD; 1d8+11d10+24)
Fort +16, Ref +11, Will +11; +2 circumstance vs. blinded or dazzled, +2 Morale bonus when threatening the target of your challenge, +2 vs. death
Immune fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 holy cold iron longsword +17/+12/+7 (1d8+16/19-20 plus 2d6 vs. evil) or
. . +1 lance +17/+12/+7 (1d8+16/×3)
Ranged pilum +12 (1d8+9)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance)
Special Attacks banner +2, bardic performance 9 rounds/day (distraction, fascinate [DC 15], inspire courage +2, rallying cry), cavalier's charge, challenge 2/day (+4 damage, +2 to saves while threaten), demanding challenge, inspiring command: inspire greatness, smite evil 1/day (+5 attack and AC, +3 damage), tactician 2/day (Precise Strike, 7 rds)
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—halo
. . 1/day—alter self Paladin Spell-Like Abilities (CL 3rd; concentration +8)
. . At will—detect evil
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—comprehend languages, unseen servant
. . 0 (at will)—detect magic, know direction, mending, prestidigitation
--------------------
Statistics
--------------------
Str 26, Dex 13, Con 14, Int 8, Wis 7, Cha 20
Base Atk +11; CMB +19; CMD 31
Feats Arcane Strike, Celestial Servant, Fey Foundling, Horse Master, Mounted Combat, Power Attack, Precise Strike, Ride-by Attack, Skill Focus (Handle Animal)
Traits beneficent touch, empyreal focus
Skills Acrobatics -5 (-9 to jump), Bluff +5 (+7 vs. creatures with whom you share a language), Diplomacy +20, Heal +0, Intimidate +13 (+15 vs. creatures with whom you share a language, +15 circumstance vs. evil creatures), Perform (oratory) +13, Profession (soldier) +3, Ride +16 (+20 to force this mount into an Unnatural Aura.); Racial Modifiers +2 Heal
Languages Common
SQ calling 4/day (+5), easy march, halo, inspiring command, inspiring commands (pincer maneuver, sound the charge), lay on hands 9/day (4d6), mercy (fatigued), mount (celestial horse (charger) named Excelsior), order of the star, scion of humanity, skilled rider, voice of authority
Combat Gear wayfinder, shining; Other Gear +3 hosteling full plate, chain shirt, +3 heavy steel shield, +1 holy cold iron longsword, +1 lance, pilum (4), belt of giant strength +4, bracers of the merciful knight, headband of alluring charisma +4, ring of protection +1, backpack, bedroll, belt pouch, canteen, chewing stick, crusader's cross, flint and steel, grappling hook, hammer, hemp rope (50 ft.), mess kit, mirror, piton (5), shield sconce, soap, sponge, torch (5), whetstone, wooden holy symbol of Ragathiel, 473 pp, 2 gp
Excelsior
Male celestial horse (charger)
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +14
--------------------
Defense
--------------------
AC 32, touch 12, flat-footed 29 (+8 armor, +2 Dex, +1 dodge, +12 natural, -1 size)
hp 95 (10d8+50)
Fort +11, Ref +10, Will +4 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion; DR 5/evil; Immune fatigue; Resist acid 10, cold 10, electricity 10; SR 16
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +12 (1d4+6), 2 hooves +10 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 23, Dex 17, Con 18, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +14; CMD 28 (32 vs. trip)
Feats Dodge, Heavy Armor Proficiency, Medium Armor Proficiency, Toughness, Valiant Steed
Tricks Aid, Attack, Combat Riding, Come, Defend, Down, Exclusive, Flank, Guard, Heel, Throw Rider
Skills Acrobatics -1 (+7 to jump), Perception +14
SQ aid, barding training, combat riding, devotion, exclusive, flank, indefatigable, mounted challenge, multiattack / extra attack, throw rider
Other Gear mwk agile half-plate, bit and bridle, blanket, feed (per day) (2), riding saddle, saddlebags
Ziitabo Jancok Mati:
Ziitabo Jancok Mati
Wayang alchemist (homunculist) 12
N Small humanoid (native, wayang)
Init +4; Senses darkvision 60 ft.; Perception +27
--------------------
Defense
--------------------
AC 29, touch 17, flat-footed 25 (+7 armor, +2 deflection, +4 Dex, +2 natural, +3 shield, +1 size)
hp 87 (12d8+24)
Fort +12, Ref +14, Will +7
Defensive Abilities fortification 25%
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +10/+5 (1d3/19-20)
Ranged bomb +14/+14/+9 (6d6+7 Fire) or
. . confusion bomb +14/+14/+9 () or
. . frost bomb +14/+14/+9 (6d6+7 Cold) or
. . tanglefoot bomb +14/+14/+9 ()
Special Attacks bomb 21/day (6d6+7 fire, DC 23)
Alchemist (Homunculist) Extracts Prepared (CL 12th; concentration +19)
. . 4th—echolocation, freedom of movement, greater invisibility, stoneskin
. . 3rd—amplify elixir, channel vigor (2), displacement (2), gaseous form
. . 2nd—alchemical allocation (4), barkskin, false life, resist energy
. . 1st—cure light wounds (2), heightened awareness, reduce person (DC 18), shield (2), targeted bomb admixture
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 25, Wis 12, Cha 8
Base Atk +9; CMB +8; CMD 24
Feats Alertness, Extra Bombs, Mauler's Endurance, Mounted Archery, Mounted Combat, Point-Blank Shot, Rapid Shot, Splash Weapon Mastery, Throw Anything
Traits firebug, militia veteran (any town or village)
Skills Acrobatics +4 (+0 to jump), Craft (alchemy) +22 (+34 to create alchemical items), Disable Device +19, Fly +24, Knowledge (arcana) +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (nature) +22, Perception +27, Ride +20, Sense Motive +3, Sleight of Hand +19, Spellcraft +22, Stealth +10, Survival +16; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Common, Giant, Minkaian, Nagaji, Samsaran, Tengu, Tien, Wayang
SQ alchemy (alchemy crafting +12), battle form, bond forged in blood, damage reduction, discoveries (confusion bomb, fast bombs, frost bomb, infusion, precise bombs [7 squares], tanglefoot bomb, dissolution’s child, increased strength, scion of shadows, swift alchemy
Combat Gear poisoner's gloves, potion of cure serious wounds, potion of heroism; Other Gear +3 darkleaf cloth lamellar (leather) armor, +2 light fortification buckler, crossbow bolts (10), dagger, light crossbow, admixture vial, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +2, eyes of the eagle, formula alembic, headband of vast intelligence +4, ring of feather falling, ring of protection +2, alchemy crafting kit, backpack, bedroll, belt pouch, bombchucker, flint and steel, ink, inkpen, thieves' tools, waterskin, 308 pp, 1 gp, 1 sp
Bodho Iawa
Male bat (mauler) (Pathfinder RPG Bestiary 131)
N Medium magical beast (animal)
Init +0; Senses blindsense 20 ft., low-light vision; Perception +21
--------------------
Defense
--------------------
AC 26, touch 11, flat-footed 26 (+8 armor, +1 deflection, +7 natural)
hp 67 (1d8-2)
Fort +6, Ref +8, Will +6
DR 5/magic
--------------------
Offense
--------------------
Speed 5 ft., fly 40 ft. (good)
Melee bite +12 (1d8+4)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 16, Dex 11, Con 6, Int 6, Wis 14, Cha 5
Base Atk +9; CMB +12; CMD 23
Feats Extra Item Slot (shoulders)
Skills Acrobatics +0 (-12 to jump), Disable Device +10, Fly +19, Perception +21, Ride +12, Sleight of Hand +12, Spellcraft +10, Survival +14; Racial Modifiers +4 Perception
SQ battle form, bond forged in blood, improved evasion
Other Gear amulet of natural armor +1, +2 mithril breastplate, belt of giant strength +2, muleback cords, ring of protection +1, bit and bridle, blanket, exotic riding saddle, saddlebags
I am curious as to the proper course of action to be taken when one suspects that another player's character is built incorrectly to the point that it is hurting the game.
The situation: I sat down to finally play Eyes of the Ten, Part I the other day, and while it was fun, one character completely dominated pretty much everything. I consider my own character pretty well optimized, but this guy had better attacks, damage, AC, saves, etc than everyone else at the table and on at least two occasions he was caught out using rules incorrectly. After the session I spoke with the GM who said that the player was a good guy who was just fuzzy at math, and he did not want to have to audit the character every session and make the player feel like he did not trust him.
But... I, and a few of the other players at the table felt our fun was impinged by this character. While we all did have our cool moments, it cheapens the feeling of playing a well-built character when it is being shown up by one that we strongly suspect is breaking the rules. Please note I am not accusing the player of cheating; unless proven otherwise, I believe the GM was correct, and the player just made mistakes in the build and adding bonuses.
Should I contact my Venture officer about this? Normally I would just try to avoid tables with said player in the future, but since this is Eyes we have at least three more high-level adventures to go through together. I don't know the player well enough to feel comfortable confronting him about it myself, as I don't want him to misunderstand my concern as an accusation of cheating or just whining that my character isn't as powerful. I sincerely believe that his character is in need of a full audit; so what should I do?
Hello all, I'm having some trouble coming up with decent builds for two NPC's in my home campaign. I would like to avoid 3rd party material, since I do not allow my players to use it either, and want to be fair. Both of them should be 9th level, standard heroic NPC stat array (15,14,13,12,10,8), and I use the background skills and Auto Bonus Progression rules from Pathfinder Unchained. They don't have to be super-optimized, just competent in their respective areas.
1) Oread Warpriest (Sacred Fist)/Evangelist: should be strong, tough, and wise. Not dumb, but average intelligence is okay. Worshipper of Korada, the Empyreal Lord of Forgiveness (Good, Healing, Magic, Protection). Having a hard time deciding what style feats he should go for. Should have some skill points in something to do with manuscripts: knowledge (history), profession (scribe or librarian) or the like, because PCs will meet him at his job in a scriptorium.
2) Elf Vigilante (Zealot): worshipper of Calistria, focus on seduction, intrigue, politics, and spying; wears sleek wasp armor and helmet to mete out vengeance upon those who deserve it (generally those who threaten her, her friends, or her home, or who insult elves or her goddess). Thought I had read somewhere that the zealot was a Cha caster, but see no sign of that in the rules, so I guess Wis will have to be high; otherwise Cha, Dex, and Int should be prioritized, and Str is the dump stat. Uses a whip, per religion; maneuver focus? Not sure. Social aspect is typical bored noble/patron of the arts and elven antiquities.
I'm pretty firmly attached to the choices outlined above; it would take a VERY persuasive argument other than just "it's more optimal" to get me to change them. Otherwise, within that framework, please give me your thoughts, ideas, or even full builds if you are so inspired!
Thank you in advance for your time.
P.S. If anyone can point me to some appropriate pictures I could use for these very specific concepts, that would also be very much appreciated!
I very much like the idea of Automatic Bonus Progression removing the dreaded Christmas Tree Effect and reliance on the Big Six. As might be expected from an optional, shoe-horned system, however, it leaves something to be desired in covering all the questions that might arise from its use. I therefore ask the following to my fellow gamers, and would appreciate answers in the preference of A) Official FAQs that I may have missed, B) Unofficial workarounds posted by designers, and last but not least C) House rules and opinions on balance, with a definite preference for things that can be easily ad-hocced via Hero Lab since I use that program to prepare my ongoing Kingmaker campaign.
1) Do the bonuses provide by ABP detect as magical? Can they be dispelled? Voluntarily surpressed? It may be important to know for infiltration/diplomatic adventures.
2) Is progression granted only via class levels? Including NPC classes? Do racial hit dice count? Do creatures without any class levels benefit?
3) Do animal companions, familiars, eidolons, etc, benefit?
4) When applying the weapon enhancement bonus to natural weapons, does it apply only to a specific attack (bite, claw, etc), or to all natural attacks as an Amulet of Mighty Fists would?
I have some ideas for house rules (allowing half of racial hit dice to count, or maybe using their CR as their level for ABP; allowing characters to either give up their own bonuses to boost their companions or perform an expensive ceremony with the cost of the old item in question to enhance them, etc), but am very much interested to hear what others think, especially if any of these questions have anything approximating an "official" answer. Thank you in advance for your time and thoughts.
I am planning to introduce a Cheshire Cat inspired character in my home game and was wondering if there is already a suitable creature to be found in one of the obscure bestiaries. I was disappointed to see that the cat sith is just a magical beast, not a fey, though amused by the Puss in Boots reference. If not, I'll make my own, or just reskin an existing fairy, but wanted to check first so as not to unnecessarily reinvent the wheel...
Finally fixed the hiccup with my payment method for my Maps subscription, noticed this month's order went through, wanted to make sure December's gets pushed through as well. Really want that snowy forest! Thank you very much.
What are the most generally useful Teamwork feats for a falchion-using melee bruiser inquisitor to use with solo tactics? I have a few ideas, but would like to see what my fellow players think.
I was editing my PFS characters and accidentally hit delete instead of edit on my 8th character. When I remade him, it now lists him as character number 11. Not a huge deal, but it offends my OCD tendencies. Is there a way to revert the character Hassan al-Din Khurshah to character number 8?
Recently had an idea for a PFS character that seems a little rough to pull off, thought I'd ask the boards for assistance. I wish to play a small character who rides a flying mount around the battlefield and rains death from above. Alchemist is pretty much locked in, maybe with the grenadier archetype. I would really like to use wayang for the race, and was thinking dire bat for the mount. The best way I have been able to come up with to gain said mount is Eldritch Heritage.
The problem with this build is that it is incredibly feat starved. For the mount I would require Skill Focus (knowledge: nature), Eldritch Heritage, and probably Boon Companion to make sure I am not immediately knocked out of the sky. Being a decent shot with my bombs (and probably ranged backup weapon) also is pretty feat intensive; getting up to at least Precise Shot is pretty important! Splash Weapon Mastery certainly would not go amiss. Even my traits are restricted, as I would have to use them to add Handle Animal and Ride to my class skill list.
For discoveries I figured I would go with Precise Bombs to start, and then various bomb types to diversify damage and debuffs from there.
I would appreciate advice on how to build this character, especially feat and discovery allocation. As I mentioned, this would be for PFS, so only that which is legal within that ruleset is of use to me.
Thank you in advance for any and all constructive input.
Hello,
It would seem I failed to allow enough time for my order to be processed and shipped, and I wanted these maps for running PFS scenarios at ConQuest Avalon this weekend. I am curious as to how much it would cost to expedite the order, as they will be much less useful if I receive them after the convention. Thank you for your time!
I'm already running a Kingmaker game, which is amazing and very highly personalized. I have another couple friends asking me to run another game, obviously don't have time for anything involved. Which AP runs best straight up as written? Also, two of the players are very rules-light, having barely ever played any RPGs.
I had an idea for a PFS character I would like to run at some point in the future, but am somewhat at a loss as to how to build him. Hence I turn to the collective wisdom and expertise of my fellow players!
The inspiration for the character are the medieval Nizaris, aka hashishin, the origin of the word assassin. Note I am building off the (admittedly very inaccurate) romanticized version ala from the writings of Western "scholars" such as Marco Polo and de Sacy. I mean absolutely no disrespect to the Islamic faith or its followers, any more than I would to French Catholics when playing a paladin.
Anyway, I want the character to be human (or near human), Qadiran faction, with abilities in single combat, stealth, and poison. I understand poison is somewhat gimped in PFS, but I think it fits the concept too well to leave out entirely. Consider it a slight edge rather than a central concept. I was thinking Slayer, or Slayer/Ninja so the ninja tricks could help represent the mysticism of the character.
I know the character will be quite MAD, especially since, for roleplaying purposes, I'd rather not tank his mental stats so he can be something of a philosopher as well (think Azeem in Robin Hood: Prince of Thieves). I do not need super-optimization, but have never built such a character and want to make sure I won't be so incompetent as to drag down any group I run with. Any advice on build would be appreciated, including stat array, combat style/feat choice, class choice, equipment, etc.
Thank you in advance for taking the time to read and respond.
I recently had an idea for how to give Nyrissa a more expansive role in the campaign. I have seen several good ideas about her being the secret power behind some of the BBEGs, such as the Stag Lord, Hargulka, etc, but I thought what about taking it a step farther and having her be the PCs' patron as well?
Hear me out: Nyrissa is manipulating all the power players she can reach via emissaries, Dream spells, etc into focusing and fighting with each other. With some she uses their inherent greed, with others subtle manipulations to make them think their neighbors are enemies, pretty much whatever tactic she feels will work best for the given ruler. She is doing this for the simple reason that if the mortals are all too busy worrying about and fighting each other, no one will be able to realize what she is up to until it is too late to thwart her. She'll be the secret adviser making the Stag Lord feel he is destined to become a lord in truth; urging Hargulka to unite the monstrous population like never before (ala Dudemeister); keeping Varn and the centaurs at each others throats; feeding Drelev's paranoia; whispering tales of easy conquest to the barbarians; maybe even prodding Irovetti, though I think it may be more interesting if he actually sees her as a threat and opposes her, and part of the reason he is so gung-ho to attack the PC kingdom is that, you guessed it, she has been 'helping' them too.
I figure once the kingdom has started to grow to a respectable size, maybe shortly after the events of the second book, after the PCs have successfully defeated two of her pawns, she decides they need to play her game as well. So she visits the ruler in her dreams, offers the blessings of the First World, warns of impending disasters, threats, etc. Her warnings are, for the most part, genuine, though she fails to mention that she has actually manufactured many of these threats, and the PCs come to think of her as a benevolent patron... and when her true agenda is revealed much later, instead of a nebulous threat that has the players going "Who?", we have a personal vendetta and PCs chomping at the bit to go stomp the green witch that had been playing them for fools almost from the beginning.
So, what do people think? Workable? Specific advice? I've literally been planning this game for two years now, and I want to make sure it is the best Kingmaker campaign I can possibly make it!
Greetings. I like to think I have a decent grasp on the rules of the game, but sometimes find myself falling into the trap of trying to adhere too closely to the concept in my head and forgetting that I need to actually make the character mechanically viable. With that in mind, I have several concepts that have been running around in my head, some for my personal PFS use, some for use as NPCs in a future KM campaign I will be running, and, if I like them enough, perhaps even both for a lucky few. That, dear reader, is where you come in: I know everyone is probably quite busy with the ACG playtest, but if anyone happens to be bored and wants to take a few minutes to peruse and critique the builds, I would be most appreciative.
I ask that everyone remain calm and respectful at all times. It is, after all, a game, and something that we do, in theory, to relax and enjoy ourselves. I would also appreciate it if comments remain focused on constructive criticism and advice about the viability of the builds as presented; I am rather attached to the concepts, it is the simple mechanics that I am asking for opinions on. E.g. please no "Ugh, never play a *race**class*, they suck, if you want *build* play this instead!" I appreciate your opinion, but if I wanted to play that instead then that is the character I would have built.
A few notes about what I will be presenting: I have eight characters that I have built at four points in their careers (levels 1, 6, 12, and 18). For ease of use everything is built PFS legal. Each character has attributes, skills, feats, traits, etc, but only minimum gear since a) I did not wish to go into quite that level of detail, and b) as mentioned before, not 100% which of these will be PFS PCs and which will be NPCs, so that is a huge difference in WBL. I am pretty set on the race/class combo of each character and the general concept represented by each, but would love to hear ideas pursuant to pretty much everything else, including non-Big Six (but still PFS legal) magic items, essential spells, neat tactics, etc. Please note that I am not looking to make super-optimized characters, but simply viable ones, and preferably ones that work well within the party dynamic. Thank you for your time.
tl;dr: Hey, here are some builds, please tell me how to make them not suck!
No, it's not asking if it gives extra attacks on a flurry. I've read some of that debate and am going to err on the conservative side since the character is for PFS. That out of the way, my actual questions...
My girlfriend wants to try Pathfinder and join me in PFS games. We went over options and she decided to go with a tiefling natural attack ranger. She also happens to be a martial artist and thought it might be cool to add some style feats to the character, which got me thinking about sneaking a level of monk in there. This led to the Feral Combat Training feat, and a couple questions arose.
Paraphrasing, the feat allows one to "apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike." This seems pretty clear-cut in the first case, aka she can add the effects of things like Dragon Ferocity to her selected natural attack. What is defined as "effects that augment an unarmed strike" is much less clear. Specifically, a monk's bonuses to attacking unarmed; do they apply here? Increased damage die, the ability to attack for non-lethal damage, etc? If combined with regular (non-flurry) unarmed strikes, such as a series of kicks and headbutts, natural attacks would normally be considered secondary and thus apply only half Str bonus to damage; with the Feral Combat Training feat, do they now benefit from a monk being able to "apply his full Strength bonus on damage rolls for all his unarmed strikes"?
The last is more of a gripe than a question, since the RAW is clear, I just think it may be a bit of an oversight: anyone else notice that this feat lacks the oh-so-common but vital bit at the end "This feat can be taken more than once"? I discovered this while playing around with builds in Hero Lab; poor girl won't be able to take Feral Combat Training for both her claws and her bite.
As always, thank you in advance for your insight into the matter, please try not to derail the topic (such as by bringing up the flurry debate; I don't care, this character will never use flurry), and above all, if there is a disagreement, please handle it with courtesy and respect. Thank you.
I have a concept for a character, but little idea as to the optimal mechanics. Here is what I had in mind, please provide feedback and advice:
Race: Strongly leaning toward Angelkin Aasimar, Human is a possibility if a VERY good argument can be made.
Class: As the subject line says, planning to be a Battle Herald, so obviously need at least one level each of Bard and Cavalier. Also planning to fill a tank/buffer role, so strongly considering taking advantage of high charisma to boost saves by taking 2-3 levels of Paladin.
Skills: If non-human and average intelligence, most available skill points will be needed to fulfill the Battle Herald prerequisites in time to take the first level at character level 6. Obviously Ride and Handle Animal are also extremely important to the concept. Diplomacy and Intimidate means he'll be an effective face, and Perform will work for PFS Day Job checks.
Feats: This is part of where I am unsure. I would like to take Horse Master (which would require 4 levels of Cavalier), and Celestial Servant to buff his mount. Other than that, not sure where to go.
Attributes/Roleplay: A bit MAD, as he needs high strength and constitution for his tank role, charisma for lots of class abilities, and wouldn't mind high enough dexterity for some of the better teamwork feats for Tactician. I plan to play him as a self-righteous ass, completely full of himself and oblivious, so planning to dump wisdom for roleplaying reasons if nothing else. Would dump intelligence too, but need too many skills to do that.
Possible Builds:
Paladin 3/Bard 1/Cavalier 1/Battle Herald 7: This build would get Cha to saves, lay on hands, and immunity to both fear and disease for nice tanky defense, some tactician and banner goodies, and lots of buffing from bardic and command abilities.
Cavalier 4/Bard 1/ Battle Herald 7: Loses out on the nice defensive abilities of the Paladin (which would make me worry about will saves, especially since planning to dump wisdom), but gets Horse Master while still maximizing Battle Herald abilities (not to mention three more levels for banner and tactician abilities).
Paladin 3/Cavalier 4/Bard 1/Battle Herald 4: Combine the defense of the first build with the enhanced mount/Cavalier abilities of the second, but lose some of the cool Battle Herald buffing abilities which were the inspiration for the character in the first place...
So, what do you all think? What sort of build would allow me to play this concept and still be an effective (if not optimized) character?
Putting the pieces together for a new character and decided I would get some advice from the keen minds of my fellow players. To be clear: I am set on this character being a tiefling and a witch. I am NOT interested in any posts along the lines of "Tieflings/witches suck, X race/class is way more optimized!" I would love to hear any advice on how to make my chosen race and class work well together. The character would be 20pb, starting at level 1, essentially anything that would fly in PFS will work here.
I am thinking of going one of two ways with this: a darkness-themed standard tiefling with the Shadow patron who takes Fiendish Sight twice and starts dropping Deeper Darkness that he can see through, or a death-by-time themed grimspawn with the Time patron who takes Eldritch Heritage feats to grab powers from the Daemon bloodline. Either would focus on being a debuffer/battlefield controller.
Shadow-Witch
male tiefling witch 1
Str 10 Dex 14 Con 14 Int 20 Wis 10 Cha 5
darkness 1/day, darkvision 60', fiendish resistances, prehensile tail (for holding rods), vestigial wings
Shadow patron, greensting scorpion familiar
Feat: Extra Hex (cackle)
Hex: Evil Eye
1st Lvl Spells: Cause Fear, Charm Person, Frostbite, Fumbletongue, Ill Omen, Mage Armor, Obscuring Mist, Ray of Enfeeblement
Planned Feats: Spell Focus and Greater Spell Focus (for Shadow Conjuration/Evocation), Fiendish Sight x2, Armor of the Pit
Planned Hexes: Misfortune, Slumber, Flight, Charm
Time-Witch
male tiefling (grimspawn) witch 1
Str 8 Dex 10 Con 10 Int 20 Wis 10 Cha 14
Darkvision 60', fiendish resistances, soul seer, vestigial wings
Time patron, greensting scorpion familiar
Feat: Skill Focus: Heal
Hex: Evil Eye
1st Lvl Spells: Cause Fear, Charm Person, Frostbite, Fumbletongue, Ill Omen, Mage Armor, Obscuring Mist, Ray of Enfeeblement
Planned Feats: Eldritch Heritage (Daemon), Extra Hex, Armor of the Pit, Grasping Tail, Improved Eldritch Heritage (Daemon)
Planned Hexes: Cackle, Misfortune, Slumber, Flight, Charm
I think the Time-Witch is much cooler thematically, but he gives up a LOT to get that high charisma necessary for the Eldritch Heritage feats. Based on stats alone he will have lower carrying capacity, AC, ranged touch attacks, reflex and fort saves, and hp than the Shadow-Witch. It will also start slower, being stuck with a crappy skill focus feat at 1st level which will delay my hex progression a couple levels. Heck, he'll even end up with one less Int since he needs to put a level-up point in Cha to qualify for Improved Eldritch Heritage by level 11. The trade-off is a fairly useless stat for a witch (guess I could pump Intimidate or Use Magic Device) and two really awesome powers. I love the thought of hitting a foe with Evil Eye (ability checks), then Wasting Ray and watch them fail those Con checks and die of thirst/starvation...
So... I want to know what people think of the basic builds I have here. I have not even looked at traits, so suggestions on those would be welcome. If you think I should go with the Shadow them then any tricks to up my Illusion DC further would be appreciated. Thoughts on whether or not the Daemon bloodline powers are really worth the trade-off would also be good. Really, I would like any advice you care to give, with the one caveat stated at the beginning of my post. What do you all think?
Greetings all. I have been in the planning stages of a Kingmaker campaign for a few months now. Now that finals are upon us, I will soon have free time and gaming should commence in the near future. I wish to present some information and ideas that I have thus far so that I might get feedback and suggestions from my fellow DMs.
First of all, this is not going to be Kingmaker straight out of the books. My players and I are VERY heavy on RP and we have made it clear to one another that we expect a campaign full of politics and dark secrets just as much as heroics and monster slaying. I have had them watch the first season of Game of Thrones as a primer.
It is currently my intention to use the main campaign, the Book of the River Nations, additional tweaks for kingdom building and mass combat by Bobsson and others, Curse of the Fellnight Queen, and many bits and suggestions from Dudemeister and Redcelt.
The Party:
First of all, the player characters, as I firmly believe any campaign should revolve around them; it is their story, after all.
E: Female human cavalier(gendarme), the character that will likely end up the ruler of the player's nation. From Galt, though her mother was a Medvyed. She got caught up in Galtese politics and had to flee the country, blames herself for the death of her parents. Now joining the expedition as a way to prove herself. Plans to take Eldritch Heritage feat line to start exhibiting Red Dragon traits; this ties in to her side quest involving her favorite uncle who went mad after becoming a dragon-blooded sorcerer, after which he burned a whole hamlet to the ground and fled the country. She will fear for her own sanity and try to hide her draconic traits. Also, was thinking of having some Brevic nobles decide, after she finally comes to terms with her heritage and it is known she has red dragon blood, that this marks her as the true heir to the throne of Brevoy at which point they will try to convince her to have the player kingdom and Brevoy merge, with her as its monarch. Idealistic, progressive, high standards, probably NG or LG.
B: Male human ranger(skirmisher), this player is a history major who loves Russian history in particular, so he is having a field day coming up with stuff for this campaign. The character is the bastard offspring of a Surtova lordling and a common whore. Twelve years later, the lordling's father died, making him a boyar, and he converted to the worship of Abadar and learned responsability. Due to this he acknowledged his bastard and took the boy in to train under one of his druzhiniki (knights) to eventually join the druzhina (lord's retinue) himself. Unfortunately, the lord's wife and legitimate son were ambitious schemers, so they poisoned the lord and pinned the murder on the PC, who had to flee the country. He joined the party as a way to escape until he can figure out a way to clear his name and enact revenge. Gruff, jaded, ruthless, probably N or CN.
L: Female half-elf wizard, born and raised in Cheliax by a minor noble family that considered her to be an embarrassment. When she attended the magic academy (what was the name of the famous one in Cheliax? I know Korvosa has the Acadamae...) with her younger half brother (who, being full human, was physically about the same age) she was teased and derided until she snuck into a teacher's office and used a magic item there to summon a powerful devil in the hopes of proving herself to everyone. Things went wrong, her brother busted in trying to save her, and both brother and devil disappeared. She was expelled, her family considered her an even bigger embarrassment, and her elven father offered to raise her in Kyonin. There she continued to study magic, but chafed under the slow pace of life, and heard rumor of her brother possibly being in the Stolen Lands, so she hared off to join the expedition while telling everyone it was so she could study ancient elven ruins in the area. Impulsive, unsure, inquisitive, probably NG or CG.
J: Male human bard, part of a traveling band of performers who often tried their hand at cons and even outright banditry when the opportunity presented itself. Eventually they were caught by local authorities and hanged, every man, woman, and child; but this character awoke afterward to be given a choice by a mysteriious man: go back to the gallows, or join the party pretending to be there to chronicle their efforts, but in reality acting as a spy for his mistress (the Surtova regent's sister, whose name I can't be bothered to look up at the moment). Obviously he chose the latter, and I look forward to the roleplaying when he is finally found out by the others... Nervous, lecherous, silver-tongued, probably N or CN.
V:Female half-elf alchemist(chirurgeon), almost the exact opposite of the other half-elf, she was raised by her elven mother and community, her father having been an Issian caravan guard with a traveling merchant. After her mother died in a tragic accident, her grandfather, who had never approved of having a half-breed in the community, "suggested" it was time she sought out and learned to live with her human parent. She traveled to the general area of Issia, having no other clues as to his identity or whereabouts, where she fell deathly ill while traveling through the snowy forests and was rescued by an old herbalist who was out looking for rare plants. He healed her and taught her the arts of healing and alchemy, before finally dying of natural causes himself. She since started wandering, and joined the party pretty much on a whim. I have encouraged her to add a bit more conflict and a "dark secret" of some sort like the others have. Friendly, curious, non-judgemental, probably NG or CG.
Factions:
I expect this campaign to include a great deal of politics and intrigue, at least once it reaches the middle parts of the kingdom building phase. Here is a list of the major players, past and present:
The Cyclopes: Vordakai was hardly the only cyclops to ever leave a mark on this area of the world. The ruins over which was built the city of Skywatch was originally their work, and housed deep within the mountain is an artifact of great power guarded by the mummified Grand Astronomer himself and his fellow undead cyclopes. The PC's won't encounter them until the climax of the campaign, after the published campaign has ended.
The Elves: I do not currently have any plans to use them as a faction, but there may be some red herrings thrown in regarding all the ancient elven ruins scattered about the Stolen Lands.
The First World: Nyrissa is still a significant player in this campaign, though I hope to foreshadow her involvement more through the use of fey minions in the earlier adventures. One minion in particular I intend to have pop up more than once, though I have not yet decided his exact nature, as the mysterious figure seen advising the Stag Lord, Hargulka, and others. In fact, this minion works not for Nyrissa, but for the Eldest, sent to aid the nymph queen in giving herself just enough rope to hang herself. She is considered a nuisance, and the Eldest actually want her to fail, they just don't want to expend much in the way of resources. Early on the minion will tell the PCs that they are not welcome in the Stolen Lands and must leave. At the end, after Nyrissa has been defeated, he will reveal to the PCs that they did exactly what he had hoped they would. "If you ask a human to do something they will demand payment, even if it is in their best interest. If you tell they that they mustn't do something, they will do it or die tryiing." Also, sometime after Rivers Run Red I intend to insert Night of the Fellnight Queen, but Roswhen will now be male, the former consort of Nyrissa, who she has decided to remove once and for all as a potential rival, again with the favored minion serving to point the PCs in the right direction.
Choral and the Red Dragons: Choral was a man of great power and insight. He genuinely wished a better life for his descendants, and so he made a deal with a trio of red dragon sisters to secure for himself a new kingdom. The dragons, worshippers of Dahak, agreed due to a prophesy of destruction: "When two hundred years of royal blood is gathered, and when brother sheds the blood of brother to soak the kingdom's soil, when the fields burn, the rivers boil, and chaos rules the land, then shall be born the One Who Shall Burn The World." Essentially, Choral gained the dragons help in conquering Brevoy, set up the kingdom to run in his absence, and then disappeared. Two hundred years later the sisters returned and broke into Skywatch where they fought past the fire-fearing undead guardians to gain control of an ancient cyclopean artifact. Using the artifact they summoned and sacrificed every living member of the Rogarvia line, at which point the eldest sister laid an egg and has been nurturing it, intending to hatch the prophesied destructor (though secretly hoping to somehow take the power into herself instead). Meanwhile the other two sisters, in human guise, have infiltrated parts of the kingdom and used a network of spies and allies in order to drive events closer and closer to a civil war. At the end of the campaign the PCs will have to storm Skywatch, deal with (and perhaps make a deal with) the cyclopes in order to get to the sister, only to have the prophesy culminate before their eyes and have to face the true BBEG: a Mythic Half-Dragon Choral who, after absorbing his "mother" is intent on leading Brevoy to conquer the entire world.
House Rogarvia: While the true scions of this house are all gone, various banner houses remain albeit in a precarious position. Without a Great House to sponser them, they have slowly lost power and land, and are faced with a choice: adapt or die. House Surtova is rapidly trying to snap up their alliances for itself, claiming that, as the "heirs" of House Rogarvia, the banner houses should naturally now follow them. Some of the houses have agreed with this, and pledged their lands and loyalty to the Surtovas. Others have allied with the nearby Lebedas, feeling they have more in common, or the Sworldlords of Restov. Still others feel that one of their number should be raised as a new Great House in order to maintain the balance of power, though of course they don't agree on which one should have that honor. It is some of these banner houses that may declare for the PC ruler after finding out of her red dragon heritage and deciding it is a sign that she is the destined ruler.
House Surtova: Consumate schemers, though ultimately just pawns of the dragon sisters, they will be seen as antagonists to the PCs in almost any conceivable scenario, especially since they want one of them for murder. I plan on using them as pretty much the all-purpose political bad guys.
House Orlovsky: The great house with the second strongest claim to the Dragonscale Throne, and staunch opposition to House Surtova's plans to claim power for themselves. They wish to avoid civil war, however, and will avoid outright armed conflict unless left with no recourse (or convinced they could win handily). Has a deep and abiding hatred of House Lodovka due to an ancient fued between the two northern houses.
House Lodovka: Traditional allies to House Surtova, though more fractious and free-willed than that house would like. It will take an act of heroic diplomacy on the part of the PCs to gain their allegience against the Surtovas, even more so if they also plan to ally with House Orlovsky. Essentially they need to convince the Lodovkas that the Surtovas would be bad for the country as a whole, and also bring an end to a fued that has gone on since before anyone can remember.
House Medvyed: Natural allies of the PCs since their ruler is of this house. They will have to go out of their way to alienate the Medvyeds, already work surreptitiously against the Regent, such as by declaring war on and trying to annex Brevoy or some such stupidity.
House Garress: Despite RedCelt's very interesting ideas regarding this house, I am having a very hard time coming up with ties to the PCs or campaign as a whole. They will tend to stand back and avoid taking one side or the other unless they are sure they can be on the winning side. A potential hook is that they probably control the countries best iron deposits, making them valuable allies to anyone who does not want to have to import all of their weapons and armor (such as House Surtova if the PCs kingdom manages to seize and hold the Sellen).
House Lebeda: Opportunistic schemers and merchants, House Lebeda will attempt to put their fingers in as many pies as they can, figuring that they can claim to have always truly supported whoever it is that comes out on top. Plan to have potential conflicts and opportunities arise concerning a rebellious heir who would rather adventure (perhaps with the PCs) than get married off to ensure political ties for his family.
The Brethren Council: The Brethren Council of Swordlords, rulers of Restov, are the original sponsers and patrons of the PCs. Proud and cunning, they will continue to support their satelite kingdoms as long as they have the resources and it looks like their original plan will still work. If the PCs convince them that they have no intention of aiding in Rostland's independence then relations will quickly turn cold.
The Church of Abadar: While Gorrum and Pharasma are very powerful in Brevoy, it is the Church of Abadar that possesses the most political clout due to its wealth and organization. They act as advisors to lords and bankers to merchants, and will do almost anything to avoid civil war; at least in theory. In truth, the church has been long infiltrated by a group of undead worshippers of Rovagug, and the head of the Abadarran faith in the kingdom is actually a ghoul cleric of the Rough Beast who has allied himself with the dragon sisters, surmising that the destruction they will cause might be enough to weaken the seals imprisoning his god enough to finally end the world and give him release from his eternal hunger.
River Kingdoms: I have no current plans to use Pitax any further than has already been described, nor Mivon as something other than a potential source for mercenaries (for either side) and/or obstacle to diplomacy with Restov.
I shall do more later; I should probably do some studying for my finals after all. Please let me know what you think thus far and do not be shy with advice! Thank you all in advance.
I recently stumbled upon your rant regarding the stacking of Keen and Improved Critical in the days of 3.5 yore: Nyah.
I was curious if your thoughts on this matter extend to Pathfinder, or if you think that things like the Critical Focus feat line, less monsters being immune to crits, etc, have closed the disparity in their own way and, in Pathfinder RPG, these two things are right to not stack.
The thoughts of my fellow gamers are, as always, welcome, but I was particularly hoping to hear what you think on the matter, Mr. Reynolds.
I see no real reason why not, but I wanted to get people's opinions. One can ready a standard action, which includes attack actions, so Vital Strike should work. I imagine the damage would be doubled (for brace) and then add in the extra vital strike damage, yes? As with a critical?
I will be in your area for a few days next week, and I was simply curious if you have any sort of tours or some such thing at your offices. I imagine the chances are quite slim, but I have never been able to make it to PaizoCon or any such thing and I would kick myself if I was so close and did not at least inquire about getting to meet some of the people who make my favorite game. Thank you!
Cheddarwurst has not participated in any online campaigns.