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https://docs.google.com/document/pub?id=11JBYSqZhVxgKCPjYJBhH13k73j6fUoeFnV CKwutC42M&pli=1

Really good guide to Archer ranger.


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Ok, just something I felt should be pointed out.

This is a game of MAKE BELIEVE!! He relies on you guys saying you accept his actions.

Don't want him to kill you? Just ignore EVERYTHING he says. Play like he's not there. Let him scream and rage and rant, but do absolutely nothing. He'll get the point after a while.

If the DM want's to encourage him and referances his actions or anything he does, ignore that too. He wants to act like a child then he no longer gets to play. He doesnt want to leave? Act like he's not there. Make sure everyone else does the same. Once he gets the hint he'll either change his tune or leave.

He can not do anything to your characters you dont allow him to.


Rynjin wrote:

Handle Animal is not the right skill for an Int 9 creature.

Diplomacy would be better suited.

Especially since a Winter Wolf is a Magical Beast, not an Animal.

Ah, very good point(s). I got lost in the zeal of tummy wubs and bacon talk.


Taason the Black wrote:
Go Fiendish Vessel all day long.

This! Have a player who's a Fiendish Vessel in my Way of the Wicked campaign and he's one of, if not the, biggest threat I have. So much versatility.


I would think Handle Animal checks would also need to be involved to see if you can actually "train" it, so to speak.

I would also be careful of the fact if at any point it sees a way to take you out during this conversion, it'll try. I think it's a bite the hand that feeds it type of animal (despite the tummy wubs).


My advice is read Broken Zenith's write up on Paladins (mostly in regards to falling). It has good info on discussions to have before play with your DM and Group.

Ta Da


That's sort of the angle I was going for. I was just abbreviating the main plot point. I was taking the feat to support the idea, not making the idea around the feat. I guess clones alone could have done the job. No real need for the feat itself. Just using it as an in rules explanation.

Now is there no limit to how many clones/simulacrum I can create? Other than time and money?


So I was toying with the idea of using a Clone Master Alchemist as my BBEG for a home campaign I may run (depending if this works out like I would like).

In brief, the BBEG will produce clones and/or simulacrum to branch his influence out. To fund all this (and his clones/simulacrum) I was going to take the Master of the Ledger feat.

So in essence I could create huge amounts of BBEG copies and branch them out into multiple countries to invest a la MotL feat to give myself near infinite funds to continue to create clones and carry out my nefarious plots. Party will be able to continuesly kill me until finding my true lair (probably via betrayel by one of my clones/simulacrum).

My questions are thus:
Is there a set amount of simulacrum and/or clones one can create? I know there is no telepathic link but that's easily done by messenger and many other means to give commands.

Is this over reaching in regards to cloneing and the MotL feat?

Does this not sound as awesome as it does in my head?


Book 2 has the recommendations for a Vamp campaign. Pick up book two and read the suggestions portion at the end.


Yeah I noticed that, figured that was in the cost already in additon to the extra spell.

I also feel the spell adds a bit more "flavor" to the creation.


So when making Advanced templets of undead (Skeleton and Zombie)it's noted you can make advanced zombies by casting certain spells while casting Animate Dead, Haste or Remove Paralysis to make a Fast Zombie or Contagion to make a Plague Zombie.

I haven't been able to find anything similar for Skeletons. It says there are Bloody Skeleton and Burning Skeleton variants. But it doesnt have additonal spells or anything like that to suggest how to get those variants.

I was originally thinking Regenerate for the Bloody variant but that's a huge gap in spell levels by comparison to the zombie variant suggestions.

What is a good alternative to make a Bloody Skelly or a Burning?

This is for a Cleric btw.


Lunar Oracle, get some really fun companions. Get big cats pretty early on.


Soul Splitter has always been my go to name for swords.


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Rune wrote:

The group has to defend the kingdom from an an army of Gorum-worshipping barbarians (a very high-level adventure). At the climax of the conflict, the barbarian warpriests summon Gorum's herald, the First Blade.

They embark on mighty quests to find the location of the summoner, Gorum's mightiest mortal servant (a Warpriest 20 of Gorum, probably with 10 mythic tiers). Using his steel will, he has etched a realm into the Maelstrom, a terrible fortress where he's amassing a veritable army of outsiders to invade the Material Plane and subjugate the kingdom (and possible many others). The PCs might seek help among many sources; celestial would want to overthrow the tyrant, and even the proteans would like to see its realm dissolved into the formless glory of the Maelstrom.

An epic battle follows (feel free to throw gated/enslaved/mind-controlled solars, balors and other bad-asses) but the enemy is defeated. The world is saved, the campaign is pretty much over at this point.

The archpriest, on his last breath, recognizes the dwarf's skill and says Gorum awaits him on the Blade Mountain, the place where the first battle was fought on Golarion and Gorum's holiest place. When he finally dies, his will falters and his entire realm begins to collapse (cue a hastily retreat).

In the campaign's epilogue, while the PCs are all settling down, running the kingdom or starting a family, the dwarf arrives alone at the Blade Mountain. There, he finds Gorum. The two fight. The PC could really be 20th-level with 10 mythic tiers, but he doesn't have to.

Because when the two of them fight, they fight as equals. Gorum almost seems like a mortal (at the very least level 20). When the dwarf defeats him, his helm falls off and a half-orc face looks out. He reveals he's the 125th Gorum; as even the mightiest warrior eventually dies out (to be replaced by someone better) so should the god of war. By the ancient laws established by the...

This is BY FAR one of the most EPIC posts I think I've ever read.

I may make a campaign just to use this!

You sir are a Bard for the ages!


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So what happened?
Was there an all out brawl?
Did you kill him?
Did he kill you?
Did you walk out?

DETAILS MAN!


I'm sorry I don't really see what you want.

If you'e posting this, it seems you aren't super happy with whats going on.

You've tried to make changes and they aren't listening. They aren't playing the game that you want to play, or that they want to play for that matter (even when they suggest the type of game to play and your GM accomodates).

Even then you say you're ok with them being, for lack of a better phrase, completely whiney.

You're probably going to get frustrated sooner rather than later.
And, from my perspective, not really ok with them not taking them game serious beyond one aspect (or in one players case too many aspects).

There is no solution to this if they don't take advice.
You want to play a game where you actually enjoy yourself?
You're going to have to move on. You're GM seems super awesome. You guys should start another group.

I don't see you being able to continue on in this vain for very much longer. You've pretty much exhausted all other options.


Dude that all sounds rough.

But honestly, if you've tried talking to them multiple times and nothng changes you need a new group. Groups like that don't last long.

You can still be friends with these people and not game with them.

It's honestly your best option. Your patience is going to wear thin and you may leave on bad terms. To be cliche, quit while you're ahead.


I totally agree with the Aasimar. I hadn't looked at that and it's spot on.

I also, hadn't thought of the EH Stormborn either. That's also a good find.

Finally, I do agree that the Dwarven racials are way better for Thor. But he's not a Dwarf. I would have to see about getting my GM to just use it but say he looks like a normal human.

I still don't see Oracle so much in my view of Thor, but Rage Prophet may be better than I had originally perceived it to be.


You can get all the lightning and sonic attacks with a SHocking Burst Thunderous weapon. Doesn't need to be a caster for that.

Flying he did by throwing Mjolnir and holding on. He couldn't actually fly. But I was covering that with Celestial Armor which gives him Fly.

I agree about the Aasimar. I'll probably change that.

Also, he couldnt' control the weather. He could just summon lightning and thunder storms. He couldn't make it snow or change winter into summer. Again things I feel are better covered by the hammer itself.

I have thought about Magus, but then you have a bit of a harder time with surviability. Thor is also known for being able to take some serious hits and laugh it off. I mean Hulk and Thor regularly beat the snot out of each other.


Hmm I felt that was a bit too much spell casting for Thor. I feel he's way more martial than that.


Awesome!! Thank you!!


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So Ive seen the Hulk and Cap builds and suggestions for a Synth Summoner for Iron Man, but I haven't seen much for Thor.

So what I've come up with so far was

Human
Invulnerable Rager Barbarian (To emulate his ability to soak damage)
(I also put all my favored class bonus into +1hp)

Traits wise I don't know what would work best.

Str: 18 (+2)
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 12

Feats:
Bonus: Deadly Aim
1: Power Attack
3: Opening Volley
5: Weapon Focus Warhammer
7: Vital Strike
9: Furious Finish

Rage Powers:
2: Reckless Abandon
4: Renewed Vigor
6: Ground Breaker
8: Increased Damage Reduction
10: Powerful Blow

For Mjolnir - I had a +4 Adamantine Shocking Burst Throwing Warhammer
with a Greater Belt of Mighty Hurling to give it the Returning property and a +4 Str bonus to boot.

And that's kind of as far as I've gotten.

I know I want to get Come and Get Me when I get the chance.
I've also been thinking of Close-Quarters Thrower but don't know if it's worth the feat chain.

Any suggestions on any of it?


No new suggestions?


Looking at a +2 Keen Katana for the Magus

Robe of Runes for the Bard

any other thoughts?


Bump for suggestions.


Stat increases too. Not limited to weapons and armor.

Pretty much anything. We've had Elemental Jewels, custom items, all sorts of stuff. He's pretty lenient if we have a good explination as to why we would have it.


Bump for suggestions


So occasionally my group does one shots here and there to try out new characters. The next one shot we're doing is at lvl 7.

So far the party consists of me, playing a Kensai Magus, wife, playing a straight Bard, and one other who may be playing a Barbarian.

Here are our gear guide lines.

* one +2 item or equivalent
* one +1 item or equivalent
* one special item you deem appropriate to your character
* Non-magical weapons and armor are free
* 600gp of extras, non-magical supplies

So we've never geared out a Magus or Bard before. So I'm wondering, given the guidelines, what items would be best for the Kensai Magus and Bard?

Some character basics:

Kensai Magus - Str build, Psudodragon familiar, looking at a Keen Katana

Bard - More spell focused build, high Chr and decent Dex, more a controller buffer/debuffer build, took Spell Focus Enchantment.

So what +2, +1, special item (which our GM is very good about letting us get awesome things if we can give a good RP reason), and basic supplies (other than obvious) would you suggest for each?


Ginglebrix wrote:
My point is, play without him for a game and if it feels like a concrete block has been lifted off your chest, you know what the decision should be.

^ this


Darksol the Painbringer wrote:

@ Man of Steel 84: The houserules are more about how I can use a Greatsword with the Buckler than it is about the weapons I'm concerned with.

@ Errant_Epoch: It's a tad complicated, since we're Evil, we have to be in order to do things properly, but I'll try to explain it;

-Items found from defeated enemies in an encounter are pooled into a pile. We sort the items one by one to determine the type of item it is and its value until all items are filed.

-3 Categories of Items are currently devised: Offense (helps in attacks, spells, etc.), Defense (helps in AC, Saves, Resists, etc.), and Miscellaneous (provides special features or utility). Each Party Member starts with 0 in each category. When that party member gets an item in the respective category (determined by the GM), its total value is applied in that category.

-Characters choose whether or not to "bid" on (and/or in some cases, roll for) the item in question. Those with the lower number in the category the item relates to have priority to roll for the item in comparison to those with a higher number. When characters have equal values in the category the item represents, it goes to a "roll off," and whoever rolls the highest gets the item.

-Characters who do not want to "bid" on an item lose priority to those who do, but should no character want to "bid" on the item (using it as a party item, or an item as back-up for the party), yet still want to use the item (until perhaps a better one comes along), it goes to secondary tier bidding, where no points are accumulated for acquiring the item.

-Obviously, some item restrictions for characters do apply based on proficiency of usage.

-Items we acquire that nobody chooses to obtain (that is, after both bidding types have occurred and no one wanted the item in question) gets sold and pooled into the party fund. An agreed upon amount is set aside for services and such the party must acquire, but the rest is divvied up evenly with the party.

-Items that a party member previously obtained...

So basically your group treats "loot" like you would in World of Warcraft on a Raid, i.e. overly complicated...

For most of my groups its general concensus on who needs what and who it should go to. If no one can really use it, it just gets piled with the basic gold and sold later.


MrSin wrote:
BerserkerRed wrote:
Thank you, that's the point I'm trying to make. You have to remove our reality from...
Sort of, you also have to consider people's feelings and how your group does things and how that affects things. Telling someone they can no longer play their character could be taken the wrong way.

I'm not telling anyone how to play anything.

He asked for how he should handle it. I'm telling him how 9 out of 10 characters would react. I never said he HAD to react that way, just that would be the most probable (and arguably appropriate) reaction to the scenario given the character he is playing.


Changing Man wrote:
Zhayne wrote:

It's valid everywhere, because people make their own decisions, regardless of what gods think. The PCs have every right to make their own decision about this, of their own free will. It does not matter what the gods think. It doesn't matter what your average peasant-on-the-street thinks. It doesn't matter what anybody thinks but the PCs at this moment in time.

They have free...

Please don't get me wrong here, I mean you no disrespect.

Of course the PC's have free will, and can make their own decisions about things. However, the setting- the framework of the game-world operates on different assumptions than the world in which we live. The NPC's (and to an extent, the world's influences on the PC's) does not have the advantages of the Enlightenment which our Earth has experienced (and note, this is only really (or perhaps, arguably) true in Western Civilization), nor can it be assumed that the average person has a "live and let live" attitude. Actually, quite the contrary. Our (Earth) history has changed the mindset and attitudes of the masses considerably in a relatively short period of time; even concepts like "free will" itself are "new" when we consider our recorded history. Golarion is not 21st century Earth, or even 18th century Earth, and many of the thoughts and ideas which we (often) today take for granted were "inconceivable" to our ancestors 100 years ago. It wasn't all that long ago when it was believed (erroneously) that women were mentally inferior to men, and thus incapable of being intelligent enough to vote. And it wasn't so long ago that Americans of African origin weren't even considered human. Heck, in the US it was still debated into the 20th century whether or not Indigenous Americans (aka. "Indians") were even human.

We've come a long way, but it can't be assumed that the peoples of Golarion have made the same leaps.

Thank you, that's the point I'm trying to make. You have to remove our reality from the equation. In this game, in this setting, with these characters you can bet on how most characters (PC or NPC) would react to a situation.


MrSin wrote:
BerserkerRed wrote:
Free will or not there are ways people will react 99% of the time. You can't have the rare exception all the time. That's just not logical.

A person with a religion who doesn't follow his god's exactly isn't really rare, unless that person is a cleric or such in dnd anyway. In particular if your worry is that he's going to go nuts and break everything and everyone around him in a public setting, I think you might've noticed that habit by now.

Of course your arguing that we should have Xerox copies atm, which... is not logical either.

In reality it's not very rare at all. But I'm only talkin in character in Pathfinder. It's rather rare.

It's not my worry at all. I'm saying In Character an Inquisitor and a Cleric would react pretty harshly to a follower/worshipper of Rov.

In it's basic form, it's a betrayel of trust. You're most common Rov worshipper, again, wants to see the world burn. A calm, possibly calculating one, is probably a bigger threat.
No one is just going to trust a follower of Rov, no matter how casual.

I'm not saying we should have copies at all. I'm saying you're asking to make an exception to finding out that your "friend" worships the most reviled being in the known univers. You wouldn't just immediately do that. You'd wanna know what the f*** is going on.


Of course everyone has free will.
But you are still influenced by your surroundings.
By how you grew up, how your parents treated you and by the God(s) you worship.
That will dictate how you see the world and how you excercise that free will.

Again, in game, in character, in the setting you're playing in, an Inquisitor of a LG deity isn't going to be cool with that 99.99999999% of the time.

And again, I didn't say try to kill dude right away. But questions would be asked and they would be rather aggressive and very direct.

It is ridiculously rare for a follower/worshipper of Rov to be just some regular dude/dudette who does nothing to further the destruction of the universe as a whole. Most Rov followers/worshippers are lunatics/insane/mad men who only want the world to burn.

It would be way more weird for him to be calm and just be like, yeah I just kill a goat everynow and again to Rov just because, no other motivation, just because.

I'm all for interesting characters but to have two characters who just go against the grain and break all known norms is kind of ridiculous.

Should a follower of Rov be an axe weilding psycopath? No, but 9 times out of 10 he's gonna be.

Should an Inquisitor of a LG deity put the screws to a follower of the most reviled god in the entire universe? No, but 9 times out of 10 he's gonna.

Free will or not there are ways people will react 99% of the time. You can't have the rare exception all the time. That's just not logical.


It's not overkill in anyway shape or form.

An INQUISITOR of a LG deity isn't going to be cool with a follower (no matter the class or state of worship) of Rov.
Does it really have to be restated that Rov wants to destory everything?

Most Inquisitors (IC) would immediately start inquisiting as soon as that revelation hit the floor.

Rov is basically the Hitler of PF. Just because Hitler liked killing jews and it wasn't my thing doesn't mean I'm not going to raise a "snit" about it.

Think of the setting this is being played in. It be a far stretch for an Inquisitor and Cleric to watch ritual sacrifice to Rov and be like "Oh, that your thing? Well don't attack us and we're cool."

Seriously, the ramifications of Rov alone would put a screeching hault to interparty relations.

I'm not saying kill dude on the spot, but IC Good Aligned Divine Casters would not just carry on like nothing happened.

I think this is a great opportunity for some good roleplay, but no way should an Inquisitor just roll over like nothing happened.


If you'll be facing a lot of Good Aligned characters look at the Fiendish Vessel archetype. You have to be a Tiefling though.


darkwarriorkarg wrote:
Or easily read that channelling energy to this weapon is a swift action.

That was my understanding as well. When crafting the weapon, the reason Channel Smite is listed as part of it is because it's imbued with Channel Smite during its creation. It's basically a channel smite weapon with a few alignment based perks. Which is why it also has the align weapon listed in it's creation stats.


Was definitely going to give him at least a double barrel. He'd basically be melee with just a single.

I like the scizore, that could easily be worked into an attachment.
The attachments idea was a great one.

I also need to look at which feats to use.


So Musket arch Gunslinger seems to be the way to go.
With a locking gauntlet (and a gnome contact to work with it).

If he reloads with a sling or butt on the ground it's going to take a lot longer than with two hands. And switching hands mid combat is going to be a pita.


We agreed on the braceing with the stumpy hand as well. The reloading is a major issue we're trying to figure out as well (and another point we need advice or suggestions on).

Yeah that's been my plan for the locked-auntlet. Dont really see many more options thematically.

@Steve that is an excellent idea!! I really really like that!


So a player of mine wants to make Ash from Evil Dead/Army of Darkness.

I'm a big fan of those movies so I'm totally on board.
But thats a fairly rough concept to bring to play.

Should he start as a Gunslinger (Musket arch)? Or Fighter with a dip or feats for Gunslinger?

My initial thought was Fighter with GS feats. But then he pointed out he was looking at the Musket arch, and planned to be mostly ranged. Which if thats how he intends to play works for me.

The other issue is the cut off hand. He's good with not getting a chainsaw, for obvious reasons. So we've been looking at a locking gauntlet with a longsword. Any other suggestions that may work better?

Any build advice would be a super big help!


I'm running an evil campaign and it has a FV CLeric. He's been the biggest thorn in my side lol


Way of the Wicked is really good.

It has lots of story built in but it's very open at the same time. You can easily build around or in it and the group can divert their attention to other things if they choose.

Also, its one of the few where you can be the bad guys and not worry too much about being stabbed in the back.


Awesome! Thanks for the suggestions! I'll do some digging.


So I have 3 regular players. All fairly seasoned. Know how to play and take GM direction well.

I'm planning on having them them play a "Holy" campaign. Where they play only divine casters. I also plan on making them play different roles than normal. My usual healer I'm going to have play a combat focused Pally. My usual DD Im going to have to play a support Cleric. And my usual support guy I'm going to have play a dd Inquisitor.

Now normally this could cause issues but I've been playing with these folks for like 10+ years and they like when I shake things up a bit.

Now the part I could use some help with is the setting. Are ther any good Undead heavy APs (3p not off limits)? Preferably starting between levels 1-5. Slightly on the difficult side. Want them to have some good fear in them. Horror themed is pretty good too.

In all honestly doesn't have to be an AP could just be some good source materials or suggestions.


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That's goes straight back to what redcelt32 said.
You need to find other things other than combat for them to do.

Some sort of arcane discovery that the Magus has to sort through or figure out.

A labyrinth with moving walls that forces the party to split up.

Finding ways to split that group up will work a lot for you. You can force players to be in groups they wouldnt normaly be in. Put classes together that don't usually work well together. Make them think outside the box.


Also, the Fiendish Vessel gets an imp at later levels who is a superb scout.

Seriously, their channel damages and sickens good aligned and heals evil aligned. Good front liner and clutch heals.


Way of the Wicked. It's not official Paizo but Paizo endorsed. It's super fun.


Im DMing WotW currently. So far the best support is the Fiendish Vessel Tiefling Cleric. He's constantly saving front line fighters and his channel helps so much against good aligned folks. So far has been my favorite PC of the campaign. Helps back up an Anti-Pally really well.


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Pretty much all anyone is stating is opinion.
Lots of my opinion is better than your opinion going around.

Nothing in RAW states you can OR can not see an SLA OR "magic" in general. I think that's totally up to the DM whether or not Detect Evil is noticable and whether or not a Spellcraft check will work.

For me when I DM, Detect Evil doesn't manifest in anyway.
It doesn't make sense that it would. You can concentrate without anyone knowing you're concentrating. Just close you're flipping eyes! lol.

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