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20 posts. Alias of Swagtorias.


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This is to further explain the tin. (Group member)

PRPG Core Rulebook pg. 193 wrote:
Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.

Very Small Creature is the ability that allows tiny creatures to function with their lack of reach and not get shoved to the next square over at the end of their turn. As it is a specific ability, it overrides the general rules below.

PRPG Core Rulebook pg. 193 wrote:
Opponent: You can’t move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.
PRPG Core Rulebook pg. 193 wrote:
Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than itself. A big creature can move through a square occupied by a creature three size categories smaller than it is. Creatures moving through squares occupied by other creatures provoke attacks of opportunity from those creatures

Tiny is one to two sizes too large for the second ruling to take effect for medium and small creatures. Medium creatures can step over Diminutive creatures while Small can step over Fine.

Our concern is: Using V.S.C, a tiny creature moves into a square to attack and occupy an opponent's square using their ability. Once it gets to the medium creature's turn, would they be unable to leave the square? The medium creature can't move in any direction without first taking 5ft to move through their starting square, which is currently occupied.


Hey! Can you answer some of these questions regarding Book of the Damned, Princes of Darkness (2009) and Book of the Damned (2017). My friends and I have argued like munchkins over this several times and I would like your hot take on these burning questions. They all revolve around the diabolist prestige class that was introduced and then reintroduced in these books. Was there any particular reason for the changes from old diabolist to new diabolist? More so in regards to the tighter entry restrictions, the change from imp animal companion to imp familiar, and the loss of a spell level? Was there anything that was discovered that made the old diabolist broken or overpowered in anyway? And if so, is the old diabolist unfit for play?


Mazmezz, The Creeping Queen, Lord of Vermin, Ex-Qlippoth Lord. The Demon Lord of Vermin goes by many names.

With how much she adores the attention of mortals, do you think Mazmezz would make a mortal herald (As Per Mythic Rules)? How would she go about gracing such power to a mortal and what even kind of agenda would she likely set them on?

Further more, what would be some potential artifacts of Mazmezz? What potent divine devices lost to history would be befitting of The Creeping Queen?


The Artisan

A class all about crafting both magical and mundane items.

Going from level 1 to level 20 and 10th mythic tier on the slow track, there will be plenty of downtime and plenty of opportunities to make money so cost isn't an issue.

What are some good items to craft at what level, both magically,mundane, and mythic. Bonus if it helps fight off undead, as it will be an undead heavy campaign.


Slight update to this little thread. Another thing i've found is going into the prestige class of Noble Scion. Not only do I get leadership for free but a nice chunk of gold every level, a pool of 'gp' to use weekly, and even a servitor to manage my businesses while i'm off doing mythic shenanigans.


Well! I finally got to the long waited point of becoming apart of the prestige class (Really soon anyway). Decided to contact Big Daddy Asmodeus for an imp to help us finish up a task before we get to level 6.

I was wondering. Is there any animal companion archetype that fits especially well with an Imp? Also! The DM decided to give the Imp a steroid shot or two. Not only will it be an Imp Consular but it'll have the Advanced template slapped onto it~!


Well, what about a Skald instead? Particularly, a boaster archtype since we have a melee striker party comp?


Howdy howdy! As the title hints at, i'll be playing an Half-Orc Investigator in the Iron Gods game. I haven't peered into the adventure path besides what's offered inside the player's handout. I've considered a variety of classes to fit into party Comp (We have an metal oracle, a melee ranger, and a hunter who's gonna build solely around their animal companion).

I decided an investigator would be the best option to fill in all those skills we didn't have. Not only that, I made the choice to be a Steel Hound Investigator to gain access to some gun stuff considering we'll eventually have futuristic do-dads.

I have a lot of problems though I would like some opinions on. First, is it worth it to play an investigator in this path? Is there more effective options I should be? Second, I want to make a combat investigator that specializes in crits if the investigator would work out.

I gained proficiency in an Elven Curve Blades and wanted to grab talents like Numerical Strike to really maximize on crit potential. We do have a feat tax in place. However, I want to be equally as good with guns as I am with the big crit sword. Should I try dropping one and focusing on the other?


With the new construct handbook out, a lot of new content is out and about. I've wanted to make a construct focused character and with the new wizard archtype (Clocksmith) getting craft construct at level 1 in the form of Clockwork Expertise, now would be the time to do some research!

So, what kind of build would fit the class well? What feats or magic items would be best to grab? Most importantly, a list of any and all constructs that can be crafted at low levels (As most tend to have a caster level requirement)

Would love to hear some suggestions!


Maybe exchanging Command Undead for Vile Leadership


Well, peering through all this, I can show off what feats i'd want to grab currently. This list is in no particular order.

The DM is using the optional Hero Point system (Although, he's renaming them 'villain'points.) I have a human and instead of a feat, I selected the alternate racial feat of Heroic (Which gives an additional hero point per level)

Hero's fortune= Bump up my cap to 5 and get an additional hero point (And if it's my first feat, have 3 hero points at level 1)

Luck of heroes= Help preserve my hero points

Blood of Heroes= Gain an additional hero point (3 per level if combined with heroic)
I have these three feats since, with my character, i'm the 'leader'. What I mean is, I rolled Nobility for my background. With the party, my guy's background connected everyone before we even enter the prison. I thought it'd be both thematic and useful to have all these points.

Spell focus (conjuration)-Prerequisite for augment calling
Augment calling-Reduce the cost of planar ally a bit

Contract Master-Reduce the cost more and ensure they do minimal harm to my party in case.

Devil's pact-Look at Priest's pact.
Priest's pact-Both are thematic and useful considering the party all vows loyalty to Asmodeous.

Craft wondrous item-Not only have I been told the campaign has a lot of downtime, it's a feat requirement for the chance to become a lich in this campaign. What better way to please Asmodeous than to have an eternal servant to ensure damnation to many

Command undead- This is the only feat i'm not too sure about. Not only am I going to have 10 levels of cleric but i'm not sure just how useful it's going to be. Until I get planar Ally, I was going to use undead and have a few bulky undead at later levels.


Thank you for the input Wagner! Thanks for trying not to spoil the adventure path as well Douglas, it's much appreciated, as well as the reminders too!

Another question i've been pondering is how to care for my army in terms of HP? As an Unholy Barriester, I can heal those who pledge their loyalty to Asmodeous so it isn't too hard to imagine I can heal my devils a few times with channel energy. However, what would be the best option for more long term aftercare? No devils from what i'm aware can heal their fellow devils.


Well, not on the road yet actually. That's just the party comp at the moment and it's subject to change. However, I just wanted to get a head start on ideas is all

As for the DMDM's guide, yes actually! I loved the series and have looked over all the binding guides and diabolist guide multiple times. It's actually what got me so hooked on the diabolist class to begin with! They're so well written and helpful so thanks!

As for the human racial trait thing, it's only a +1 per rank to overcome SR of outsiders. It's a good trait but since i'm a divine caster, i'll have access to planar ally, not binding. Planar ally doesn't offer a save nor SR so it doesn't seem like the most needed trait. If there are a ton of outsiders in Way of the Wicked, I might grab it. I'm not too familiar with the campaign in all reality.

I've considered it as a wand dispenser but i'm not sure how i'd build them in term of feats for such a thing. As well having considered a good touch debuffer like Duck mentioned!

It would also help to describe my type of GM since it might effect some things, like nonsensical ideas or the likes. He's fairly serious about all the mechanics in pathfinder, simply put. From remembering to bring rations to eat to carry capacity to even the details on how Planar Ally would function. For this campaign, he's taking a liking to your guide on planar ally and has decided to use it for the guidelines for the campaign, Muir.


I'll be doing a Way of the Wicked game soon with some friends. I'll be doing a Unholy Barrister Cleric of Asmodeous but taking the prestige class of Diabolist as soon as possible (The older version, not the updated version of the prestige class)

One main thing of the class is the imp companion. What are some good uses for them? What would be some good feats to go with those uses? We already have a unchained rogue, a mesmerist, and a vigilante (With a small horde of undead and devils for bodyguard mooks) for reference of party comp.

So how could I most efficiently squeeze every drop of usefulness out of my animal companion?


Another thing i've noticed revolves around Planar Binding an Lantern Archon. Just buy all the torches in a village, get the Archon to cast continual light on said torches, and sell the torches back at the ever burning torch cost.


I'll be playing a Mythic Campaign starting from level 1 and going to level 20 tier 10. We'll be going on the slow track, and i've been told that several years are going to pass in game time before the campaign is completed.

Since the journey was going to be long, I thought it'd be a fun idea to create a character that invests into multiple methods of Passive Gold Generation. The DM has allowed the use of alternate profession rules and light third party.

The only methods i've come up with is grabbing Signature Skill (Profession) and (Craft), making daily checks to craft an item to sell and get some daily gold on the side from Profession. Along with bumping those two skills has high as possible, I am aware that followers from leadership can grab Craft Wondrous Item and create a steady stream of magic items too. The last thing i'm aware of is using Perform in a city (And being a bard, it shouldn't be too hard to earn some coin with Perform)

Besides the methods above, is there some other method to create a steady stream of income? Mythic and Third-Party suggestions are allowed, as well as a recommendation that is meant to noticeably increase any of the following listed methods' income.


The anime "Overlord" is currently in its third season of production. As a recent viewer and lover of the series, I've been wanting to convert some of the main 'heroes' of the series into potential PCs and NPCs.

My experience with all the prestige classes aren't great, as well as archtypes and special racial favored class bonuses. I can't really say for 100% certainty what class and race would be best for each individual character.

The most accurate character I could come up with would be Cocytus. My idea would be that he'd be a Shobhad Barbarian with the Dreadnought archtype. Ideally, he'd be wearing Mithral Fullplate, as it'd count as as Medium armor (Barbarians are proficient with only up to medium.) Likely, he'd dual wield two handed weapons in each set of arms.

I'd like opinions from other fans for conversions on Albedo, Shalltear, and other people. Go ham with the templates and concepts for this thought experiment


Thanks for the quick responses! I really appreciate it! As for the players, they're aware that I tend to play a bit more summon-y things (Leshy Warden Druid and Anti-Paladin of Asmodeous with a few in combat assistants.) People are fully aware of my intentions, which is the first step towards success I suppose.

But i'll keep the advice in mind. We do use Roll20 for our games and i've been toying around with some Macros, though, not the best with them. Any advice regarding that is helpful too! So far, I only plan on making macros to do their attacks while tracking their other stats on a handout sheet. If there's a more efficent way of handling their stats and attacks, i'm open to suggestions in that department. Thanks again!


For an upcoming game, i've had my eyes set on making a Diabolist (The 'pre-nerfed' version released in 2009's Book of the Damned Vol.1). This game is going to level 20 and mythic, meaning I will eventually have access all forms Binding and Planar Ally.

I'll be playing as a Witch Drow, taking 5 levels of witch and going through the prestige class completely (True names will be a thing), and finishing off with 5 more levels of witch. With the Infernal Contract Patron, I have access to all Planar Ally spells and with the Binding Ritual Mythic path ability, i'll have access to the necessary spells for Binding (Circles against alignments, dimensional anchor, etc etc.) As for Mythic Path, i've had my eyes set on Marshal.

With some background covered though, I wanted to talk about Planar Ally and Planar Binding. First and foremost, i've looked through a few guides with the Diabolist, finding which bindings are useful for just what situations. I'm aware of my options and the potential danger of those options.

What i'm not aware of though is the limits that I should impose upon myself with this spell. If I give my Bindings an open ended task and i'm a 15th level caster, they'll follow me around for 15 days. However, being able to spend mythic points as well as spell slots makes the potential of multiple castings per day open, increasing my numbers tremendously! Even without that kind of cheese, daily castings can happen without the mythic points being involved. Even with a single casting per day, that's still fourteen other devils hanging around while the first one checks out!

I want to get the full Diabolist experience and have my own personal squad of troops. But when does it become evident that I summoned one bearded devil too many? As to keep the game running smoothly and to avoid upping the Party's power too much, what's a rough number I should avoid going over?


Hello everyone! New here but won't waste much time with the introductions (Just hope I get this post done right.).

To those who've played or seen the series Dead Rising, the protagonist is set in an open world environment and left to fend off hordes of undead with whatever weapon they can create or find.

A DM of mine is going to set us in a Mythic Campaign full of undead. The semi-cliche but never tiring story of a band of heroes saving a town from a lich.

However, considering the undead based themes, I wanted to recreate Frank West from the Dead Rising series in Pathfinder for this such occasion! Core feats, class suggestions, and mythic recommendations would be greatly appreciated!

Third Party is allowed but do please try keeping it to a minimum if possible.

I know the human race and Improvised Weapon Mastery are necessary! However, a list of possible options would be greatly appreciated. As well as any unique ways to mimic crafting in Dead Rising (Like using Lamp Oil to set a stick on fire for additional fire damage)