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BigCoffee's page
Organized Play Member. 243 posts (253 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters.
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I've been playing the CotCT AP for a decent while now and according to my DM we're about to finish book 2. This is my first time making something like an EK and I'm running into some complications.
Since we were allowed to do a 25 point buy build I allowed myself a little creativity, not wanting to min-max I tried building something fun that would be strong without crushing everything. But now I'm looking for suggestions on how to further my build, as a lot of things look plainly bad/boring feat wise and so on.
http://www.myth-weavers.com/sheetview.php?sheetid=1095313 Is my current character as of now. I should level up soon giving me 2 feats (1 from level 7, 1 from EK 1) and I'm not sure of where I'm going with all of this. He's focused on combat more then casting, so buffs and protective spells with some blasting and less use of save or suck and other spells that people cry make the wizard OP in the first place. I don't plan on using Arcane Armor Training so that leaves other feats out. We have almost 0 time to craft because the plot doesn't let us so now I'm trying to figure out what else I could take to make this character decent. And also noting that since EK's can't gain new spells when they level up, I'l need to live off wizard spells books to increase my spell list from now on.
tl;dr : Looking for suggestions on how to improve an often angry and short tempered muscle wizard who dreams of making it big. The rest of the party includes a greatsword wielding cleric of Gorum that channels negative energy to kick more ass, a summoner with a big beefy monster and a buffer bard that's more on the social and lore side then the fighting side, leaving that job mostly to the rest of us.
I'm currently playing a wizard/fighter and soon to be eldritch knight in an AP and I'm facing the problems of needing a good 6-7 rounds to buff myself (or less depending on situations). So I was wondering if there was a way I could create a magic item or even a spell to facilitate using that. Mostly because the buff spells that work per round/minute are annoying to calculate when the actions die down :
How many seconds passed between this and that, we talked IC/OOC for a minute, did a minute pass? The hourly/tens of minute stuff can usually last an entire dungeon, but it's the little things.
My main idea for making the item would be some sort of charger, where you transfer the spells on your item and they are held there until they can be released all at the same time for say, a full round action. Making everything all neat and proper. If unusued, the item discharges at the end of the day so you can't cheat and save more spells.

Currently about to restart DMing Kingmaker after months of hiatus, I realize that my players are smack dab in the middle of Armag's tomb at the end of book 4. Nearly out of ressources they've beaten nearly everything except the cleric, Armag and some of the bloody skeletons.
Despite being only 3 players, they are managing things well enough with a slightly higher amount of WBL and being 25 point buy. But with the sorcerer having gotten Teleport recently, he always keeps it in hand to go back to their castle to rest for the night.
Assuming they go back to heal and rest (and eat supper, they basically go back for supper). I was thinking of Armag just up and leaving with his transformation finished. He'd probably be busy going back to unite the barbarians under his thumb again.
On the other hand I was thinking of simply making teleport impossible inside the cave. Gorum wouldn't like people running away from a good fight while they are still good to go, but I feel that this might punish the players too much.
tl:dr how did you guys deal with players teleporting/taking their sweet time with Armag and the consequences?
Would anyone have some tips on how to make an old man in his 50's+ be an assassin? An entire life of successful killing, lvl 11, extremely prepared Alfred the butler-like killer. Also acts as a good steward/castelan when needed. Something to give a sorcerer, alchemist and melee ranger a good challenge as a decent boss fight. He can supplement his failings with extreme amounts of consumables so as to leave the least amount of treasure behind if he should ever die.

In a homebrew I'm making, there is a continent constantly at war with 3 factions. The elves/gnomes, the dwarves/halflings and the orcs/goblins. It's mainly elf vs dwarf vs orcs however. With the war having lasted so g$~ d&@ned long that even the elves forgot why it started, all parties are now using alternate means to fight one another.
The elves field various golems while the dwarves and halflings field clockwork beasts and alchemical monstrosities. However the orcs have nothing unique to them to bring to the playing field. In the game, the orcs have begun finding a more shamanistic way of life (having been influenced by Desna or whatever god I can think of). Usually always on the losing side of battles, they should have something of their own to build or use that can fight equally with powerful monsters like the end of the line clockwork monsters or the high CR golems, either with equal power, or quantity over quality.
Edit: Forgot to say what I wanted, any advice on what I could spring up for the orcs to use? If it helps, the elves life in forests, dwarves in the biggest mountain on the planet while orcs have swamps and badlands for territory. The continent is shaped kinda of like south-america, with the lands not occupied by the 3 factions being more moderate, plains, hills, etc.
My PFS gnome cavalier just hit level 4, appart from the breath of fresh air at finally having 16 strength (putting him at 16-12-16-12-10-9), I'm ditching the wolf (because it decided to grow from medium to large for absolutely no reason) and grabbing a boar.
Now from what I understand, (since I didn't really do the wolf in the earlier levels) I take the boar's stats as is from the bestiary, and slap on the upgrade given to an AC for a level 4 druid? And then I give it +1 to it's stats for being *lvl 4* ?
I was wondering, when you calculate subtiers, do you add all of the levels and then divide by 4 for the normal basic party, or add all levels and then divide by number of players, and then look from there?
Most of the games I will DM will fall with having 5-6-7 players, so I need to be sure to give them the proper challenge and not mess things up.
I'm wondering if there is a place between games to stash items and bring some life into my character. Because hauling pots, pans and a bunch of items around isn't very fitting for every adventure.
Do society members have housing or at least a place to stash a nice big chest?
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As a DM I'm currently checking my character's magic item creation and while some of it is the standard fare, some other starts to spiral rather out of control.
They don't buy anything new anymore, simply upgrading what they have at wildly cheaper costs or combining effects from various magic items into 1. Now I'm all ok with them making a cloak of resistance + elvenkind + lifestoring. I just need to know if they can just tack the price of all 3 items into 1 and call it a day. It makes for 1 very pricey cloak to craft, but they have the means and skills to do it. Same thing for a belt of physical might +2 that also has the belt of blinkback effects.

I recently got into pathfinder society and decided to have some fun with a class I've never played before, the cavalier. I made a gnome, to be able to bring my mount in dungeons, and managed to get him decent stats with the 20 point buy ratio.
But the rules to make my mount seemed to elude me. Some of the orders seemed highly specific to different types of campaigns (where are those orders situated anyway?) and information about weapons for them seemed lacking.
I got him a lance because I think you can use it one handed while on a mount, and some other weapons for back-up but that's it. Do I need to roll ride checks every time I want to move, or can I just assume that for 90% of the time my wolf mount is my set of feets?
I was also wondering why a riding dog isn't an option at level 1 compared to say, a wolf, which seems much stronger.
We had a decent party and I managed to finish the adventure without ever using anything my mount could and would do, the DM hand-waiving for now so we could get the session going.
I'd like to work on building a proper cavalier for the next sessions, but perusing the advanced players guide doesn't bring all that I need.
I think 16-12-14-12-10-9 is a good stat spread for the gnome for this class and is what I'm working with, that and 150gp base.
I plan on Dming for a new group of people soon, but from what they told me, their class choices would be Barbarian, Wizard, Rogue, and Rogue/Wizard. Now just changing one of them to some healer would be fine, but it probably won't be happening. I can see them investing in a lot of potions and wands, but then that would only leave the initial stages of the game to handle so they don't die after 3-4 encounterrs if the dice rolls don't go their way.
Would anyone have any Ap to suggest running for such a group that is not Kingmaker?
Just wondering about the setting book in this AP. I ordered it awhile ago on amazon but now I was just informed I wouldn't get it until next year, instead of next week. Is there a shipping issue with amazon, or with everyone?
I'm currently looking for a group of 4 (maybe 5) players who can play during the day on week-ends to run a Pathfinder Adventure Path. I'm still rather new to DMing but I've managed to run some successful games for a few months now with 1 game of KingMaker still underway.
I can host at my place, or we could meet at some local gaming area, downtown has some shops or places we could go to game 6-8h. I do say during the day because I work night shift, and I have university at odd times during the week.
On another note, I am equally looking to join a group to play pathfinder with, or even Shadowrun / All Flesh Must be eaten, but mostly Pathfinder. Be it an adventure path or a home-brew campaign (in or out of Golarion).
I speak french and English equally well, so language is not an issue for me with game groups that speak either one of the 2 languages.
Contact me here in private message, or at my e-mail : gabriel.viau@hotmail.ca
One of my characters in my game took the leadership feat to have a wife and followers for his castle. After a long bout of roleplay, he settled for a young blind girl who's also an oracle.
I need to make her with 25 point buy, 7th level, blind but functional and good. I was at first thinking of giving her the Blind-Fighting feat to explain her having some sense and knowing where she walks, but now I'm not sure. She's going to be caster based, but if all the spells are based on sight, I'm not sure what I can. I had her stats be 8/14/14/14/14/18 with the human bonus and the +1 from level 4. But apart from what, I'm not sure eon how to work with her.

I really do make a lot of these threads now ^^;; But well this is a seperate and legitimate question.
My players contacted Drelev as soon as Varnhold was liberated in the hopes of forming a 3-town alliance against future mega-problems like liches, giant owlbears and the likes. He mostly told them off, that he was busy with his barbarian problems and acted very all mighty.
Now this will lead my baron to want to use his Staff of Meteor Swarm (something I had in Vordekai's loot, with only 1 charge in it, I wanted to see if they would get creative) to kill barbarians himself in a show of force to then earn Drelev's trust. The only problem is that he wants to massacre the barbarian hordes *now* instead of waiting for a well needed 5 year timeskip.
I mostly plan on him killing some barbarians and culling them for awhile, and then have Armag and the sisters (who work for the hag friend of big 'N') show up, give them some backing and rush back in. Drevel will instead still be neutral and either die (backstabbed by his hateful wife) or be forced to betray the PC's for some reason, making him, hopefully, into a decent npc for future quests.
Did anyone ever encounter a similar situation and how did you/your pc's deal with it?

After loosely reading the whole adventure path again and watching my players do their things, I've begun to slowly strip away some of the AP to slot in my events.
With the characters not interested in exploration anymore save for a clear goal (like finding the source of Varnhold's Vanishing, for example.) It dawned upon me to ditch some of that section of the adventure to focus on each player's personal quests.
However, some of the events are actually fun or could be interesting to try, but last game I forgot my queue for the Nomen Centaurs to give the characters 3 tasks to earn their trust and then guide them to where Vordekai's area is. Now the players plan to keep the centaur's bow (stating that it's worth 18k gold and the centaur leader wants them to find her daughter anyway) and I missed the train on giving them said task.
What I was thinking was that as they travel down to Vordekai's area, knowing him only as some sort of evil the centaurs have watch over (they failed the hard knowledge checks while checking the books in Varnhold so the name Vordekai was either not found, or meant nothing to them.) Now, as they travel, Nyrissa will set her plan in motion to bottle the entire region with the help of her allies. The initial casting of the spell will warp some of the land, teleporting the players to 2-3 places before stopping, Nyrissa's mage friend having failed the spell. I plan to start that even and have it happen every 5 years or so as the ritual get's tried again, until it get's perfected for the last book. This should make them question things, walk around, even perhaps phase in to the first world for a second or two once in awhile.
As to tying the AP's further, after reading book 6 I noticed that some of the monsters in Nyrissa's area could have their own actions. The hags that are raising Armag(sp) could perhaps be daughters or linked to the hag living with Nyrissa. So far I've had every major villain have a green ring made of Nyrissa's hair. All non magical but as a symbol or token for the faery to have her influence wash over the land with key individuals.
-The Stag Lord
-Haragulka
-The guy who woke Vordekai up
-Whoever else I find in the books.
In short, anyone ever did something similar or have some input on my big plan?

As my players have entered the third step book of the story, I've had more concerns pop out then me previously finding them overpowering my encounters. While they seem to be extremely happy to waltz trough half the stuff without a sweat (and they should, feeling powerful works) I now have other concerns I'm hoping to have some counsel on.
The first is the issue of my baron's wife, who, having taken the leadership feat as he hit level seven, suggested he'd like someone to compliment him well to handle the kingdom while he get's his hands dirty saving the country-side with his magister, headsman and marshall. For that part I was thinking of introducing him to 3 different candidates of various families, personalities and the likes and making him chose which one he'd like to get to know better. He wouldn't know the girl's class or stats, but all 3 would be a good match for the kingdom in any case, leadership isn't meant to be a downgrade after all.
As for the main quest, when I introduced the Varnhold Vanishing I had the baron's spymaster, currently residing in Restov, send gossip from the city telling them about the sudden lack of communication from Varnhold along with some of the town's npc's and random people asking Svetlana to message the baron to see what he was thinking about that. After seeing the lack of help from the sword lords and concern of what could happen to their own town, he decided to go to Varnhold. Now that's all fine and dandy, but since they knew where Varnhold was (having visited it for magical help a few sessions ago to remove a curse with the help of Maegar Varn's magister) they completely skipped every even on the map and went right to the town.
With this fact in mind and also from reading the sidequests present at the front and back of the book, I'm starting to feel like ditching every single side-quest, because while they seem fun (roc eggs for food is cool, but the reward and excuse to do the quest is rather excessive and overblown) the players don't have the time to handle people's whims like that any more. As such as I was wondering if someone else had done something similar, making new quests and tying the main event in different ways to introduce new things to the players.
By finding the NOMEN sign on the door of the inn in Varnhold, I had them meet the professor's assistant (the girl on the back cover) who was also searching for the professor. With her help at identifying the books the professor had, they found out that the Nomen Centaur tribe could be behind the town's problems, and after killing the spriggans they should head on there. Hopefully they will not murder the centaurs and I'l be able to use them to give tests of strength and faith to gain the centaur's respect, but until then, my playing are a bit too rational to lure in with traditional pathfinder/dndesque quests.

I'm sure it's not like this with most people, but how would you deal with this situation? Right at the start of the second book, I fully expect my players to start running sim city and go into full town managing roleplay, leaving the adventuring business pretty much for good.
I do have some good ideas planned to force them to go explore, such as the first werewolf encounter, turning more into a werewolf *plague* where they will need to work with the other npcs and nameless guard npcs to find the problem and eradicate it, with that I'l have them look at the tracks left by the wolves and lure them trough a couple of event hex's. And of course when they return, deal with Grigori.
Half of the npc's needed for leadership position are available in the first book, however some needed are in the second book and the players don't want to start with a vacant post anywhere. One is obsessed with scouring the land to find a worthy Magistrate or Grand Diplomat, saying it's what he wants to devote months until he can find someone that can take the job. With the Spymaster job going to Mikmek, I was instead thinking of having the *flirt* girl at the back of the book make for a good Diplomat, using her excessive charms and allure to manage against some of the high social skills she might lack.
tldr; New npc's introduced, quest reworking and custom quest thread.

I started Stolen Lands 2 week ago, and after 2 10h game sessions the players are almost at the point of attacking the Stag Fort (not that they know about it, they murder every single bandit without giving them a chance to surrender).
However I'm at a stopping point, they are simply too strong, especially the alchemist. With only 3 of them, I let them do 25 point buy to compensate, but the party of a tank ranger, alchemist grenadier and sorcerer healer/support summoner, even my augmented encounters are ruined, mostly because of 1 thing, bombs. Explosive bombs along with precision bomb which allows the min maxed 20 int 16 agi elf to make the bombs not target allies. Now at level 3, they do 2d6+5 damage, have an explosion range of 10 instead of 5 and also put the main target on fire for 1d6 fire per round using a touch attack, he's never missed 1 bomb since the campaign started and does a reliable 10 to 20+ damage per round.
I tried making him fight a grizzly bear at level 2 alone, send a dire bear at the temple when they were level 2, not to mention that anything that is not CR2 gets 1 shotted (or 2 shotted from splash damage alone half the time) by him. Honestly, I simply do not know what to do now to give them a fair challenge without sending 3 trolls at night to kill them. And that's also not talking about his knowledge in crafting that I'm sure will bite me in the ass, as he wants to control all of the market and shops when they eventually decide to settle down in the area post exploration. I'm pretty sure the Stag Lord's fort will be a nice challenge with the sheer amount of people inside plus the many lvl 3 enemies, but anything else is...meh.
Does anyone have suggestions for OP players/Parties in general?

I will be dming Kingmaker as my second attempt at being a Dm tomorrow with only 3 players, an Alchemist grenadier, a ranger guide and a celestial sorcerer with access to healing spells.
Now since my players will only be 3 instead of the usual 4-5-6 I see running this game, I let them have 25 point buy instead of 20, which makes for 3 strong characters. However now I'm afraid they might be too powerful, or that their limited skillset might keep them from discovering some things about the campaign.
Battle wise they are set, alchemist with his 20 int post racial bonus should murder anything in sight for a good while and the others will help just as well.
Story-wise I'm reading the book and I keep seeing a lot of the important events needing a perception 20 DC check in the hex to locate the area, the gold mine for example. If they fail the check, they simply lose the event, don't spot it and it's gone? That seem's kinda boring, and on the other hand, can't they simply take 20 in every hex and invalidate the need for the check in the first place? I'd love to run some of my questions and worries, if possible, with other people who have played or ran a kingmaker game.
I'm wondering if it's possible to do a Magus that has both the Spire Defender and Kensai archetypes. One of my players wants them and thinks that since they don't overlap it should be alright. I hope it works because theres no classes or archetype that interest him as of now XD
I'l be joining a game soon that a friend's friend will be making. The current party is Fighter, Monk, Witch (focused on healing) and myself as the fourth member. Now I'm not quite sure as to what I can do, but for once I don't feel like playing a support or healer role. However I can't min-max for the life of me and I'd like it if you guys could give me some help on making strong characters.
The rules being that we make 4th level characters, we roll our stats 4d6 drop lowest and reroll ones (I have good luck usually with that, so think of it as making a 25 point buy character) and no traits. Money is as a lvl 4 should have according to the table in the player's guide, and every book that isn't 3rd party is allowed.
So in essence I'm taking suggestions on my character, also no gunslinger. I've been thinking of summoner, paladin or well just about anything. I also never played a prestige class ever, so that would be an interesting line of thinking too.

I'm currently trying to design some items my alchemist could create in our airship heavy campaign. With all of my guy's inventions and ideas I was thinking of creating an alchemist's shop, trying to make it big , get buyers, etc.
But beforethat I was thinking of small weapons, single use, that would make use of alchemist's fire, ice, acid and the rest. In short it would be a small bolt/arrow with a small glass vial that would shatter on impact, releasing a small dose of said fire, acid, etc. I would assume it would do the same damage + the arrow damage without the flasks's AOE since it would be a smaller dose.
For the game itself, my character has the leadership feat, which is used to explain his second in command at the alchemist shop, along with all the alchemist workers he's hired. All of them are hired on the basis that they can work on their experiment, and will get funds to help them, and in return they need to use 25-50% of their time to work on the business projects, or to make simple materials to sell for funds. Next level I'l be taking create wondrous creature, so my dragon obsessed alchemist (who even has dragon wings) will be able to make plenty of hybrids and have a gazillion minions and workers (he's also a preservationist).
The problem however is that the create wondrous creature rules are very small, and I can't find rules to invent/modify normal items.

There is one thing I'ev overlooked in my current campaign that I've been DMing. In said campaign, the the major golarion gods (only those in the player handbook and maybe 1-2 more) have been ripped from their divine powers and cast down as mortals in the world, having arrived anywhere between 10 and 2 years of the game's starting point.
Now some of the gods, those who had been previously mortals, have some ways of handlings things, seeing as they used to be mortal and as such can adapt, Iomadea and Caedan(sp) for example. All of the gods are lvl 20 or so NPC's with a class that more or less defines what they used to be as a god. Now of course with all of them being cast out of their divine planes it made a huge s~~!storm in the different faiths, wars, truces and many things happened since then.
I was wondering if I didn't go in over my head when making my setting to my players, as I still can't account to all of the gods locations. i'd assume they would try to shake things up themselves, but with their divinity gone, they lack some of their old omniscient knowledge about certain things. The loss of divinity is caused by a epic-level artefact that was used to seal the planes away or kill the gods or something, it's not important for now.
As of now Abadar is the right hand of an emperor. Said emperor rules over a far away continent and with Abadar's consel, created the adventurer's guild to send people around the world to explore and bring back information, connections and the likes to the empire. It's Abadar's network of information.
Caeden is back to being an adventurer, albeit a kick-ass one. He's encountered the PC's a few times but is pretty laid back. He's starting to get into gear and explore what he can to see what happened.
The gods of dwarves and elves (Torag and the bee lady I think) are on a continent with only dwarves, elves and orcs as the dominant humanoid races. This place has not been explored yet.
Urgathoa isnt in motion yet, but I was planning to have her either busy with something, or focused on reaching her main base of worshippers, the Necromancer nation of Gelb. Pharasma is also nearby Gelb, as some of her worshippers are building up in power after the god's silence (the mortals dont know what happened). She will try to remove the nation's worship on undeath, turning it more to the white necromancy, study of death and the likes.
Sarenrae, Asmodeus and 2-3 other gods are checking on Rovagug's prison
Irory and Gozreh are more or less working togheter to gather info and see who did this to the gods. So far I'm hoping for all of them to work behind the scenes, but as their divinity leaves them, they might try to be more drastic and less enigmatic.
And around all of this, I have the PC's 4 lvl 3 characters with poor wisdom scores working for the adventurer's guild, trying to make money, further their personal quests and not die horribly in the land of necromancers (which is neighbor to a kingdom of good stereotypical people who don't like necromancers, while the necro kingdom is slowly turning from a LE land to a LN aligned land).
IN SHORT : does anyone have suggestions for what the other gods could be doing, or how to interpret some of their actions? I'd see them as slow moving forces, planning (appart from the ex-human ones, who can act somewhat faster).

I'm a rather new DM, about to start the fourth session of my first DMed game ever and I've been starting to wonder things. My characters often ask me if they can do such and such things, all reasonable demands. But then I see that 90% of the time there is no skill check associated with what they want. It's in one of the skills, but there is no rule, no DC. I'm at a loss at trying to see if they fail or lose. For now I've been giving them a success on normal tasks if they get over 15, but I'm at a loss for anything else.
I'm also not sure of what to give in terms of bonuses. One of my characters recently invested around 500g in a masterwork ring and masterwork fancy pricey looking explorer's outfit. I decided that after his entire week of shopping, finding a place, roleplaying the buying and basicaly embesling some party funds, his outfit, seeing as it's extremely well done and expansive, get's him a +1 or +2 diplomacy check with upper crust-types of people, as well as with well-off shopkeepers, is this sort of thing a good choice?
And lastly I'm having trouble figuring out loot, what to give them after an encounter, and the price value of gems in general (seeing as according to the book, diamonds, rubies and the likes are worth a minimum of 5000g, but there's no size ratio, etc)
Can someone please give me some insight on some of my problems?
In short, in my game, my party members will be more or less used by good and evil forces from time to time to find special items, or they may find it and some shopkeepers they use to dump their loot might see particular interest in something.
I'm looking for magic things, but also for items that have no real value, but can hold a special historical value or sentimental. Like for example a favorite item of a god from when he was a mortal, so say Cayden Cailean's favorite beer mug. Or perhaps, at a higher level, a pit fiend/tarrasque/whatever big creature's pineal gland. All of these items have story line use as spell component for a huge freaking spell.
And so, as I was saying, would anyone have suggestions on items of interest that could be gotten from people of any level? I plan for this to be a long long long game.
I'm currently writing the different places where my PC's can go in my campaign. As such, I decided to make a weak character, someone defenseless in a way, that the PC's (and the npc's already there) would feel inclined to protect in a way.
I was thinking of a mentally slow dwarf. Kind that's dumb, slow and not really there, but a good worker, always nice with a heart of gold. The kind of nice person all the older dwarves would treat as their son, and all the younger ones would treat him as a brother.
The village idiot that everyone likes, in a way. Now I was then thinking that he might get assassinated (not sure by who yet, racist elves?) and have the villagers form of lynch mob or something, possibly dragging in the characters as well if they feel angry about the gentle idiot's death.
I'm wondering if anyone has some input for that? Or if they want to share their own experiences.
I'm wondering if anyone here ever tried/succeeded in running a gaming group over the internet, using messenger services or mirc, for example. I'm interested in DMing, but there isn't anyone near where I live, as all of my friends all have 2-4 game sessions each and can<t play mine.
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