The Fifth Archdaemon

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Goblin Squad Member. 273 posts. 1 review. 2 lists. No wishlists.




So, in the background, there is the fact that Kenebres is the breaching point where the demonic hordes flooded south. Even though this kind of sits in the background, has the specifics of this come up in any other GM's games where the players want to know some more details? The Mendevian capital lies south and my assumption is that Galfrey and company as well as any support for Drezen come from the south. Do you suppose the southern battlegrounds are currently localized to a SE sweep towards Nerosyan and Egede by way of the Estrovian Forest? I've gone through the 1st 5 books pretty casually, but I don't recall any specifics mentioned, probably since it isn't paramount to the current adventure.


Just curious to see how other GMs are handling the potential myriad of support cast that can accompany the PCs along on their adventure. Do you limit the number they can take? Do you have the PCs run those characters for the mechanical bits but you play the personality? Do you bear the extra load in combat?

I don't want to shun my group away from bringing along the NPCs and develop those relationships, but frankly, I don't want to run them in combat given everything else I am on the hook for, especially since this is the 1st game I am running completely via VT (D20 Pro).

Just fishing to see what others have done.


I am planning on running this once all of the books are out. I am starting my prep by doing a more thorough read through of the 1st three books to tweak etc. Are there any major landmines or things to look for based on your current experience running the AP so far?

Obvious this is a GM thread so spoiler tags as you feel appropriate.

My group will be 4 players, all but one very experienced players as gamers and experienced with the pathfinder system. We're currently going through RotRL with one of my future players as GM. 4 out of the 5 of us have known each other for 10+ years, so no typical group drama stuff to be worried about


Since the 1st adventure is published (just did my 1st read-through), wondering if it's OK to post questions etc specific to the adventure.

Edit: Having looked at Reign of Winter, looks like I'll wait for Chris or someone to put up the DM specific threads.


This AP is supposed to be a high powered with mythic levels and such. I am planning to run this myself. Does this break the mold of typical AP point buy? If not, would running this with 25 point buy be terribly detrimental? Player base will be 4-5. I do plan on extensively reviewing the big bad and key foes stat blocks and potentially optimizing those foes, if necessary.


I am about to start a new game that is inspired by Kingmaker but is not the AP itself. Anyhow, we're doing a 15 point build. The other characters so far;

Drow sorcerer
Some sort of Magus
Some sort of Fighter
Cleric with Sun/healing domains (assuming Sarenrae)
I've decided to fill the "rogue" slot but prefer to try ninja over rogue.

Right now, I am planning to do a Fetchling and go bow focused versus doing twf or shuriken based. We're starting at 3rd level. So far, I've taken precise shot and point blank shot. For my ninja trick, I took vanishing. I'll also probably take shadow clone and deadly range at least once.

I originally thought of taking the scout archetype, but decided losing uncanny dodge is too big a risk. If I went shuriken or some sort of shuriken/melee switch hitter, I think it would work well especially with charging hurler.

Anyway, anyone ever do a ranged ninja (short-bow focused) and if so, how did it work out?


For the DD, do you dip into it as soon as possible or do you front-load all of your sorcerer levels first?

I am planning on trying to do a beast caster type, where my melee and magic are balanced. Even though I've planned out to 20, we likely won't get that high. I am guessing AP goes to 15th to 17th. So,

is it 1 martial 4 sorc then immediate dip to DD or go 1 marital 6 sorc then start the dip at 8th?

Also, is going cross-blooded too much of a hit to the casting capabilities. I was either going to do Draconic/Abyssal or Draconic/Orc

Shout out to Oterisk's guide to the Dragon Disciple


I am trying to optimize a build around a character concept, so it's not 100% optimization as I believe some choices made for concept are likely sub-optimal. This would be a replacement character in a campaign where the party CL is 7th. Replacements get WBL for gear. I am not worried about stats, I am comfortable with that.

Anyway, the concept is a 1/2 orc tied to aspect of a green dragon, fighting style is natural weapons.

1/2 orc with Toothy
Magical Knack
Birthmark (for a little bump on the weak wil save)
I took 2 level barb, 2 level ranger (guide), 1 sorc (cross blooded) and 2 DD

For Barb, I took lesser fiend totem giving me a gore attack when I rage
For ranger, I took natural weapons. My bonus feat is aspect of the beast (claws).

Bloodlines are Draconic and Orc.

Feats so far;
Extra Rage
Improved natural attack (claws)
Power Attack (Bloodline Bonus Feat)
Weapon Focus(Claw)

The feats towards claws are they are my most reliable and available base attack. I can use my bloodline power to get more powerful claws + bite, but the rounds per level are limited. So, I can fall back to my baseline claw attacks from aspect and the bite from toothy.

When I rage and use bloodline, I'll have 2 claws/bite and a gore attack. Even if bloodline is not available, I'll still have the same attacks if I rage but my bite will be weaker.

I've never played a DD, so any advice from those who have experience, especially as a natural weapons melee DD would be great!


I am playing with a character concept of a fighter (2 hand archetype) with a scythe and one of my feat chains I am considering is around trip, but it seems that combat maneuvers start falling off in effectiveness at higher levels. Wondering where that breakpoint seems to be to start retraining away? I've only played until 7th level across multiple campaigns, but looks like we will likely see high levels with our current campaign (RotRL)


First and foremost, I understand that the features Kensai trade with just being base or Bladebound magus are significant. I am OK with the trade. I would be the main martial presence in our four man party followed up by our ranger/rogue. Rounding us out is a wizard and a cleric of Sarenrae (Fire/Sun) type domains I believe.

For those that have played out this character, what worked well in terms of feats/equipment choices etc and what were some things that you would change up?

Is it better to just augment the martial leaning of the kensai and try to get it as close to a full BAB character with some nifty tricks or does the staple shocking grasp crit fishing still work well enough?

I assume a strong variant of this is also doing dex focus and going the dervish dance route. Has anyone made a str based combo work? Seems like stats would get super thin.

Just curious as to what the reality is vs the perception of how well this class works out.

Thanks in advance.


Hi All

My printing of the APG states to take the 4 point evolution "Large" for a eidolon, the summoner should be 8th level, but on the Pathfinder OGC it states that you should be 13th level. Which is it? I know the OGC often updates things based on errata or revision. I wanted to make sure. I am going to check Hero Lab as a third source. Any help would be appreciated. Thanks.


My Council of Thieves group is relaunching into the Anniversary edition of RoTR as a remote game via Skype and supplemental tools since our GM moved out of state. Anyhow, I was thinking of playing an Inquisitor and wanted to see if anyone had some decent builds/concepts that would work well for RoTR (no spoilers though!)

Basic Info:

Currently, we only have three people playing. We may pick up others at a later time.

Starting at 2nd level

All the Pathfinder books are fair game (no 3rd party)
Party is good/neutral aligned - likely more towards good, we have a Paladin in our party. The other character is a sorcerer.

We can pick two traits. We don't necessarily pick any from the RoTR Campaign trait. I am a optimizer but I do roleplay but I like effective builds for when it's fists over lips.

I've already planned out a Oracle of Battle, a Paladin (before I knew someone else was going that route) and a Samurai. I was a fighter in Council of Thieves and a Bladebound Magus in our very short Jade Regent campaign.

Any ideas are welcomed


On a scale of 1 to 5 or so with 1 being mildly lethal to 5 being a potential TPK-fest around what seems to be every corner. I was curious how those who have GMed/played would rate these. You can either do an overall score or break it out book by book.


A couple of questions, reading through the UM PDF.

#1 Is the black blade also considered to be masterwork by proxy of it having an enchantment bonus starting at Magus character level 3?

#2 Would it be allowed to have a "black blade" be taken combined with the Heirloom Weapon trait if you were going to play the Bladebound archetype? It seems to be the black blade would serve as a perfect pair to this trait especially if you want to work around the Exotic Weapon feat if you wanted to wield an Aldori dueling sword.

I am looking to make a bladebound magus as a backup character to my fighter in our Council of Thieves campaign.

Also, anyone stat out magus builds yet?=P


Hi All

Need a little bit of feedback/advice on a feat build for my 2 handed fighter. I've never played Pathfinder, only GMed it.

So, I decided to start with a straight-forward basic 2 handed fighter mechanics wise, nothing fancy, no archtypes. Our GM is new to GMing Pathfinder though he has played it so I don't want to present a lot of headaches around Combat maneuvers.

I am just going for a straight crit focused/power attack Falchion Warrior. I went Tiefling just for the flavor and the fact that the AP has rules around customized tiefling. We're 2nd level currently.

Traits:

Birthmark (+2 to charm/compulsion)
Anatomist (+1 to confirm critical strike roll)

Here's what I have on the table right now for a feat layout. Usually APs take you up to 12 so I wanted to build out to 12.

1: Weapon Focus: Falchion, Power Attack
2: Cleave or Furious Focus (took Cleave)
3: Furious Focus or Combat Reflexes
4: Weapon Specialization - Falchion
5: Precise Strike (teamwork) or Iron Will (Weapon Training: Heavy Blades)
6: Lunge or Combat Reflexes
7: Iron Will or Vital Strike
8: Improve Critical - Falchion
9: Critical Focus (Weapon Training: Bows)
10:
11
12: Greater Weapon Specialization

Shield of Swings - worth getting at any point.

Commentary:

I'll likely drop Precise Strike as I don't like to tie myself up with feats that are flank dependent. I want to build myself around full attacks but figure Vital Strike/Cleave could provide good initial round options for when I have to move then attack but I didn't want to necessarily go further down the line in feat investment.


I am about to start in a Council of Thieves game and I have elected to play a fighter of some kind. I was thinking of playing a archetype out of the APG. Anyone have an experience in actual play with the various archtypes?

I know I can go 2 handed falchion or TWF Kukri crit build or some such but I am not necessarily looking for optimization to the hilt, just something engaging other than "I attack"

I am leaning towards fighting with a glaive or some other polearm, but I am open to suggestions.


One of my players is interested in using dual dorn-dergars. These are typically two-handed weapons, but the feat dorn-dergar mastery allows you to wield this weapon one handed but it takes a full round to adjust to make it a reach weapon or not.

So, cutting to the chase, are you allowed to dual wield these things? I am not sure how feats interact with actual weapon properties. Even though the feat allows you to wield it one-handed, it's still a two-handed weapon, so should any sort of inappropriate sized weapon penalty come into play?

Be gentle, relatively new PF GM here.

From The Dwarves of Golarion sourcebook

New Dwarven Weapon
Exotic Weapons
Two-Handed Melee Weapons

Cost Dmg (S) Dmg (M) Critical Range Weight Type Special

50 gp 1d8 1d10 ×2 — 15 lbs. B reach

Dwarven Dorn-Dergar: This exotic weapon is a 10-foot-long, heavy metal chain weighted at the end by a round ball of solid iron about
the size of a large fist. By adjusting the slack of the chain, the weapon can be used either with or without reach. Changing between using
it as a normal weapon and a reach weapon is a move action. Though fallen into disuse over the spanning centuries, the dorn-dergar is
still sometimes employed by dwarves who cling to the old ways.
Dwarves treat dorn-dergars as martial weapons.


Hello All-

I currently have a game that is currently ran at Sci-Fi city in Orlando on a 1-2 times a month basis on Sunday from 12-6pm. I may be looking for 1-2 players to join depending on player work-schedules etc.

I would be looking for someone pretty laid-back at least in their 20s. We don't do powergaming, or are worried about super optimizing characters, heavy meta-gaming. So,rules-lawyers need not apply. most of us are new to 3.5/Pathfinder rule-set so we're learning the system but overall the group is very experienced overall mainly from 1st and 2nd edition and D20.

The setting is Golarion as a framework but I do my own twists on things.

If interested, please drop a post here or a private message (if such a thing exists here)


Hi all-

I stated my campaign out in Andoran. I have both Darkmoon Vale regional guide as well as the Andoran: Spirit of Liberty, however, it appears the major cities lack any sort of maps.

Does anyone know if there's been a community effort to offer up these maps through Dundjinni or other software means or otherwise?

Finally, in Andoran there is a area of interest called Blackforks but can't find any good information on this area. Any ideas?