C Overton's page

Organized Play Member. 22 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


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Hmmm ...
Sacred Huntmaster, huh?
That would extend the usefulness by a stretch, wouldn't it?
So, lower Wisdom to 18 and bump up my Dex and then grab myself a holy pet.
I like it.


I've been batting around an idea for an inquisitor to run in Society play. My worry is if the build would even be all that useful (combat wise) at high levels.
Here's what I got so far:
Human Inquisitor (preacher) of Milani

Str10 Dex14 Con12 Int10 Wis 18(+2) Cha7
Conversion Inquisition adds Wis instead or Cha to Bluff, Diplomacy and Intimidate
Feats: Point blank shot, Precise shot

I know that Inquisitors are not full casters but I think with the archery feat line I may be able to balance strategic casting and knowledge gathering with a few good shots here and there.
Or am I completely off base?

1/5

I had honestly considered that type of mentality for a guardian of the Vault joining the Dark Archive. Another might think, "As dangerous as these items are to the various civilizations, I am honorbound to make sure they are never used for that Evil intent."
I could easily see the Exchange going to the Church and bartering a c ontract for clerics and paladins to bless and defend business ventures.
A young paladin raised in Almas might think that freedom and everyone working towards the greater good is just keen while an older Taldon Abadarian might join the Sovereign Court to promote a return to the traditional ways of nobility.
Those are just a few of the differing ways to look at the code that I've found.
I like guardian of the vault, by the way, I'm taking that. :-)

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I'm looking to make a Paladin to Abadar and, while looking over the different factions, noticed that a worshipper to the god of civilization and commerce could very easily fit into most of the Pathfinder factions.
How would you think a paladin would view Abadar's code through the eyes of the faction's beliefs?
How might those changes of view change the roleplaying aspect of the character, do you think?


I've been batting around a concept for a while and have finally decided to make it.
Concept:
A young woman who worships Groetus, revels in spending time in ruins (She believes Groetus shows the world what is to come through the various ruins of Golarion.) and smashes those who gets in her way with a heavy flail.
After much deliberation, I've decided on making this character an Invulnerable Rager Barbarian.
Considering the last barbarian I've run was in 3.5 years ago, I'm at a bit of a loss at exactly how to go about creating the character. Other than the weapon and somehow getting knowledge, dungeoneering, I don't really have anything set in stone.
Do I go Str over Con or vis versa? Any rage powers to avoid? Would the Step Up feat chain be useful?
Thanks for help.


The monk archetype is sensei.
It's a monk/bard mix.


The eidolon has a pretty good range of operation and feats to make it better.
If he's a venerable old elf, he's probably not moving much as it is. More than likely, he spends his day at the monastery. Secret doors to the inner sanctum where the old man stays.
Plus, there's always greater invisibility.
You could even say the goddess cast a spell on the eidolon to make it think it's actually the old elf so that it doesn't have to make bluff checks.
Lots of tricks available for a summoner.
As for a particular build for a bard, I wouldn't know. Even a generic build would hold it's own.
There's also a monk archetype that gets bonuses to aid another and the like. The name slips my memory.


Possibly a bard?
High charisma and the smattering of skills to survive and also teach others.
Plus with a ridiculously high charisma score you can give him the Leadership feat and have his main follower be a high level diviner wizard.
Or a summoner that used his eidolon for hits in his early years and now it works more as a body double? The pcs may not even run into the "real" leader for a long time that way.


I'm looking to create this combo for PFS but am at a loss of how many barbarian levels to take.
The concept is an Ulfen from the Land of the Linnorm Kings that joins the Sovereign Court and slices things up with a magic-infused greatsword.
I don't want to lose too much in the way of spells but that may have to happen. ...
Any suggestions would be appreciated.


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^^^
This is what I would suggest, as well.
Harness the rogue's talent and drive to aid the party.
ADD and ADHD can be harnessed if you do it smartly.
Keep his head and eyes so full of the actual challenges the party faces and soon he'll forget what it was he was gonna back in town.
This takes patience though, which may already be taxed or nonexistent.


Idea:
Show him it's a team game by giving him a key.
Show him it's a team game by letting him use some of the juicer magic items.
Show him it's a team game by trusting him a bit more in game.
If you trust him and he screws that trust or makes a mistake *shrugs*
Consider it character and party development.
If he feels he's being held back by his fellow players (an easy assumption to make, from my perspective) he'll keep finding things like this and then no one will have fun.

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Thanks for the ideas!

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Getting ready to run Voice in the Void for the first time this week. Reading through has deepened my affections for that awesomely horrid museum!
That being said, I have a few questions that I may find the answers to here.
Has anyone ever made a comprehensive (as near as can be) map of the building itself? What about concept art?
I'm not artistically inclined in those ways but I love to have the little side things like that to help deepen immersion.
Any help you guys can give would be greatly appreciated!


I've always had an affinity for intelligent rogues so I've found myself eyeing the investigator class with glee but am stuck on if the concept I have in mind can really work.
The basis concept of the character is a field scientist that has a fascination with technology in general and Numeria specifically. (Technologist feat)
Being born in Alkenstar, he's no stranger to guns (he carries his father's old weapon) but he's not the best with them.
My questions: Is gunslinger a worthwhile one level dip?
Is the technologist feat truly worth my time?
I seem to remember a feat to gain intelligence to ranged attacks. Is that true or am I having a 3.5 moment?
Thanks in advance for the advice!

1/5

Strictly from my perspective, the swashbuckler stunning the big bad makes me turn to the rest of the party and say, "Let's get him, guys!" Because even a stun locked dragon needs a halbred shoved in his face.
The Paladin or mage trivializing the whole scenario is another player basically saying, "You kids sit down and let the adults talk this out." In other words, not fun.
As for my two cents on GMing, I'd rather make sure the players are having fun rolling dice.
Just my opinion.

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What I'm hearing is, "A swashbuckler stun locking the bbeg is more powerful, game breaking and fun destorying than the Paladin one shoting him."
Sorry. Makes no sense to me.
But, it's already been effectively banned, it seems. So that must be true. ...

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I could be wrong in my assessment but doesn't having to get in melee with the enemy make this a lot less powerful item than people are going on about?
Yeah, mages have to deal with saves (boo hoo) but they can stun someone, and worse, from the other side of the battlefield.

1/5

I understand that they may not be "standard fantasy" and that the touch AC really upsets some but I wouldn't call gunslingers overpowered when compared to, say *intakes breath as he prepares for the avalanche* paladins.
I'm not saying paladins should be banned or nerfed or anything. In fact, I love the extra dimension and challenges that a well played paladin brings to the table.
I'm just saying Paladins are stupid powerful at any level and I always keep that in mind when judging the power of other classes.


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Ah ... To be 14 again and think I know how to play an evil character.
Listen, OP. Naruto is it? Yeah.
Revenge is best served cold and over a long period of time.
Next time a Paladin kills your CE character, don't go off half-cocked and plan to kill him the very next session.
Here's what you do:
When the group makes it back to town, they'll come across a lovely bard.
Siddle up to the Paladin. Make nice with him. Tell him you've learned the locations of a few nasty men. (Naturally, your competition in whatever criminal endeavor you plan to partake.)
Go along for a while like this, earning his trust, all the time he's secretly helping you.
This way, you have a few choices: Betray him at the absolute worst moment. (He might even ask you why.) Or, and this is the truly evil path, slowly have him descend until he has no choice but to fall from the straight and narrow.
... ...
Not that I condone grieving, but if you're going to do it, do it right. ...


There is the grenadier archetype that allows you to coat weapons with Alchemist's Fire, Acid and the like.
If an Alchemist grenadier wanted to use lamp oil because they were running low on the alchemical weapons, I would think that would be kosher. (Novice GM. Set me straight if that's not.)
Other classes? I'd give d4 extra damage for one strike and, given the weapon material, it may gain the fragile condition after excessive use.


Thanks for the suggestions.
Battlefield control and debuffing with some damage is what I'm going to look into.


So, I've played many trouble shooters (rogues, bards, ninjas and the like) in my days and have been known to roll in with a melee guy or a ranger every so often but I've decided it's time to take those first steps into the world of serious magic users.
What would people here suggest for a first timer like me? What classes would be relatively easy? Which should I stay away from? Any, "spells every mage needs?" (Other than read and detect magic, that is.)
Thanks for any help! It will be appreciated.