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I have a BBEG that's going to challenge my solo character and her NPCs soon, but I need to interrupt and distract this mostly-lawful/good party for a while.

I have two worlds, one a lot like Golarion and one that's entirely homebrew (the extraplanar creatures of the second world are different - Aeternals [lawmakers and enforcers], Fallen [the ones who turned away from the Aeternals], Totems [elementals/forces of nature], Oni [corruptions of natural forces in the forms of demons], Undead, Fae, Dragons, Oozes, Constructs, Gorgons [all creatures that petrify], and Shapeshifters).

The Aeternals just recently re-constructed their city and the Fallen have no leader. Dragons - who in this world have evolved into psionic humanoid-like beings who possess futuristic technology - have just recently reappeared, but have no real desire to interact with the world.

So ... what kinds of challenges would you guys throw up against a level 16/17 solo party while I'm prepping the BBEG?


1. How might I offset an alchemist having access to "Holy Ice Weapon"? Or is that something I shouldn't even worry too much about?

2. Are there any alchemist/investigator archetypes that deal specifically with dragons?

3. Barring anything like in (2), is there an alchemist or investigator type that would pair well with a "Dragon Hunter" Ranger type?


I'm looking over an older thread, and it seems that some people have made attempts at balancing the poison system in Pathfinder. However, one thing that I've not found considered anywhere is making racial-specific poisons.

For example, in my current game, I have invented a poison that is (Death/Unconsciousness), but only for dragons. I'm uncertain as to how to price this, since for the majority of creatures in the world it does nothing.

Any thoughts/suggestions?


Dear Hivemind,

I have been working on a campaign I'm loosely calling Tim Burton's The Princess Bride, because it is going to primarily revolve around a relationship that's currently being established between the solo PC and a very charismatic NPC.

Currently, he (the NPC) is something of a bard/expert: he's a violinist and folk dancer with sleight of hand and quick wit. His mother used to travel and perform parlor tricks, so she made connections with a local traveling circus so that he could start into a line of work.

In the course of this campaign, though, he is going to be killed and re-raised as a death-knight-like class because of his high Charisma and refusal to embrace death willingly. The "true love" component of the story, if you will.

Problem is that I don't like the Pathfinder antipaladin-style undead-based class, and I can't find a whole lot of other choices. I want something that's clearly intended to be used for intelligent undead in a knight-like capacity, but I want a class that my NPC can be redeemed from -- brought back to the light by the power of "true love" -- even if he's still dead.

Any suggestions? I'm even willing to go third party on this.

Thanks for your help.


Simple question:

If a caster casts a summon spell (such as summon nature's ally) from a hiding spot, will they still be seen? Do the sniping rules apply, or what?


I have a player who enjoys discovering things about her class as the story progresses, rather than knowing what's coming up and being able to min/max and fine-tune her character straightaway. Is there a resource that could help me balance and/or create a class from scratch?


Does anyone know of a Bard archetype which works more off of artistry than performance?

And, if not, is there a class that has an artist archetype?


1st: Any command given to you functions as lesser geas. Add charm person or delusional pride to your list of spells.

5th: Penalty from lesser geas effect lessens to -1 penalty per time period, with a cap of -4. Add touch of mercy or oppressive boredom.

10th: Add dominate person or feeblemind.

15th: You become preternaturally aware when someone is about to use your curse against you, and you may take an immediate action. Add power word: stun or demand to your spell list.

This doesn't seem unbalanced to me, but I thought I would solicit feedback, regardless. Any suggestions?


I'm really confused as to where to put my friend - new to Pathfinder and tabletop gaming in-general - on the "rogue" spectrum. His favorite fantasy tropes are the gritty Batman reboot in the Arkham games, as well as the Demon Hunter and the Wizard from Diablo 3.

What would you guys say is the best class to encompass something like this?

Second question: is there a feasible unarmed Inquisitor/Rogue-like build?


My solo PC rolled *extremely* well (again) for her character, so I get to build an NPC monk to accompany her (40 point).

However, I've only ever played the standard monk class, so I have no idea which of the available archetypes are good/crap for monks. I already have:

Time Thief (PC)
Swashbuckler (damage)
Sorcerer (damage/support - illusion/evocation)

I want something that can complement the party. I also want something that WON'T SUCK.

Suggestions?


I'm running a campaign for my wife (solo) loosely based on Assassin's Creed series of video games and its lore.

So far:
1. A group called the "Chromonika Knights" is fighting the "Ublissi Assassins."
2. The Chromonika Knights continue to contract lycanthropy in order to maintain their edge over the Ublissi.
3. The Ublissi are trying to reassemble an artifact known as "the Jaw of Moln": a powerful kukri that could bring rest to the dead (make it very hard to reanimate corpses).
4. The Ublissi territories are ruled by Karals ("kings") who are all watched over by the Verkhov ("master").
5. The Verkhov has been missing for almost a year.
6. A shadowy figure (not unlike how Altair appears to Ezio in some games) is leading my wife's character to certain pivotal things (like a piece of the kukri and a ship's ledger showing the Verkhov booked passage 9 months ago).

I don't want to reduce my game to
- Stealth check
- Climb check
- Acrobatics check
- Stealth check
...

So, does anyone have any ideas (clever or otherwise) on how I could "do more" with the kinds of things that an AC assassin might do while questing?


Which class/feats/etc. would I want to play/create in order to fully maximize stealth? I'm secondarily concerned with Acrobatics.


Reading this thread got me thinking:

Is there ANY viable combination of "dips" into classes that could make an effective upper-level character? I know it'll never be as efficient as a straight-to-capstone L20, but I'm very curious to see if anyone has ever made a super-multiclass build that's very functional.


I usually run games, but I would really appreciate a chance to play a character every now and again. If someone were in the St. Louis area, I would really love to talk about some possibilities.


Without spending money, what's my best bet to make random, high-level (10+) NPCs?


Situation:
Party of 4, soon to be 5 (possibly), level 11 PCs:
1. Time Thief (3PP) - party leader
2. Swashbuckler (hybrid)
3. Paladin - tank
4. Sorcerer (illusion specialty)
5. Monk (optional 5th)

I have set it up in my homebrew world (actually, a mirror parallel universe not unlike the mirror parallel universe of Star Trek, where alignments are flipped) that there are five known (and probably a few more unknown) locations of strongholds in the city, each run by a different henchman to the BBEG.

I need suggestions/ideas/stat blocks for the leaders of the individual factions ... I want them all to be different flavors. And I'm not all that great at coming up with humanoid characters that are imposing (I don't play PCs that much, and I'm more a 'flavor player' than a 'game mechanics player').

So ... can anyone help me with my conundrum?


I run many solo campaigns for my wife, and she really enjoys them. Lately, she's been working her way through the catalog of Assassin's Creed games, and it's stoked her fire for wanting to play an assassin.

Questions:
1. What is (in your opinion) the best assassin* build?
2. Are there any assassin* builds that allow for a character to not be evil?
3. To the point in (2), what kinds of plot hooks might I use for a non-evil assassin*?
4. What are some interesting weapons, armor, etc. ideas (not necessarily magical) that I can toss her way as she levels up?

--
* ... or assassin-like character


I ask this question because I would like to meet some GMs who drive their campaigns more on the backs of characters and back-stories than on specific setting.

I like Golarion just fine; it's just that my particular character doesn't necessarily fit into a lot of scenarios. Skull & Shackles is about the only one I've seen advertised recently that makes a ton of sense.

So, does anyone here write stories so that characters of a specific ilk come together, regardless of setting? Or is setting more necessary to the plot than the characters in it?


I have a story in-mind, and his background is clearly on the ocean. What kinds of trait(s) or feat(s) should I take for him to both go along with this particular heritage and to buff up the Brawler class? What kinds of campaigns should I be looking to put him in?

Sailboat


I've been fascinated with the idea of playing a Brawler from the Advanced Class Guide lately, but I have no one that will run a story-centric game for me. I thrive on plot.

If anyone out there would be willing to do such a thing, I'm open to suggestions. I don't know how to play-by-post just yet, but I'd be willing to learn!


1 person marked this as FAQ candidate.

I once ran a socially-backward gnomish summoner whose sole intention in being a summoner was to summon a fantastical humanoid female creature for procreational purposes.

Is that optional, according to RAW? Or does it really matter?

Just curious.


What is the feasibility of creating a monk who uses a shield as a weapon (or a monk weapon, if such a feat would allow) attached to a chain?

Possible ideas:
1. Swinging said shield to attack multiple enemies at higher levels.
2. Pulling enemies in by getting the shield behind them.
3. Returning weapon (subject to sunder).
4. Could ride said shield over rough terrain - especially if chain were to be attached to some other target that could run.

Thoughts?


What is the feasibility of creating a monk who uses a shield as a weapon (or a monk weapon) attached to a chain?

Possible ideas:
1. Swinging said shield to attack multiple enemies at higher levels.
2. Pulling enemies in by getting the shield behind them.
3. Returning weapon (subject to sunder).
4. Could ride said shield over rough terrain - especially if chain were to be attached to some other target that could run.

Thoughts?


1 person marked this as a favorite.

I just ran a session in which one of my NPCs - a 6th level rogue on her way to becoming an assassin - opened a wax seal on a letter, then used a heated needle to re-seal it, in order to make it look unbroken. I searched and searched, and I could not find an appropriate skill to use for it.

What skill would you use for re-sealing a wax seal on a letter? I know the opposed skill would be "Perception," but I'm confused as to which skill would set the target DC.


Level 6 Snakebite Striker Brawler

19 STR
16 DEX
...

FEATS:
Improved Trip/Greater Trip (Attack of Opportunity for Trip)
Jabbing Style/Jabbing Master (+2d6 if 2 hits in a round, +4d6 if 3 hits in a round)

SPECIAL:
Brawler's Flurry (can Trip as part of Flurry)
Sneak Attack (+2d6 at 6th level)

...

So, here's how combat goes:

1. Flurry
a. Trip as first attack, get AoO
2. Jabbing Master grants +4d6 if AoO and subsequent Flurry attacks all hit
3. If target is tripped, sneak attack damage applies to each hit

Calculations (if Trip is successful and all hits land):
3d8 (unarmed) + (3 * 4 STR) + 4d6 (Jabbing Master) + 6d6 (sneak) =

67 average damage

For a 6th Level character, 67 average damage per round seems insane. Am I doing something wrong?