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So I am running a pathfinder module for a few of my friends. One of them is a long time player. He doesn't have a lot of time due to his job. Another one played in a short lived game for a few months. Relatively inexperienced and most of his gaming experience involves yelling fireball (his character was a fire themed sorcerer). The other 2 players have never played before and are not really sure what to do character creation wise. I am running the pathfinder module: The Dragon's Demand The players have asked me to make them some character's to choose from as they aren't really sure about character creation methods and the more experienced player just doesn't have the time. Now I want to create 4 characters that sum up the quote unquote "classic adventuring party", which is to say a fighter, a rogue, a wizard and a cleric. I know that using those actual classes wouldn't be that balanced or exact, so I was wondering what people would suggest class wise to fill these roles for an effective 4 person party? A melee type character A skilled character An arcane character A divine character They don't have to fit into these exact roles, I am just curious what peoples suggestions for PATHFINDER classes would be for a new mostly inexperienced party.
I received some gift cards and some money from the holidays. I am currently mulling over which and what book to get. I currently own: Core Rule Book
I have been mulling over getting a few books. Advanced Class Guide - not sure if I should wait until a reprint or not
I am looking for any suggestions for books. I have a few pathfinder modules and adventure paths, any suggestions for good modules and adventure paths would be greatly appreciated as well.
As the titles says what would happen if a powerful monster had gained 5 levels of reincarnated druid and gained the ability many lives? Many Lives (Ex) At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated. Now would I use the chart listed or should there be a chart made up for each creature type? Example lets say I make a great wyrm black dragon who also happens to have 5 levels of reincarnated druid. Now would it make sense for the reincarnation table to be made up of dragon types only, be random or just stick to the vanilla chart? Also would a reincarnated dragon keep any of the powers it had as a dragon? I mean some of them are learned powers not based on being a dragon solely if I am not mistaken no? Another example based on the hypothetical question. Let's say a great wyrm black dragon reincarnated druid 5 is killed by a party of adventurers and then brought back to life by his ability as a run of the mill human. He would then effectively become a human reincarnated druid 5 only I believe.... but... emphasis on the but a great wyrm black dragon also casts spells Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type. So would the human reincarnated druid also be able to cast as a sorcerer of 15th level as well or would they just lose this?
I am planning a game, which will only allow classes that do not have access to magic or at least it is founded in a way that does not sound like magic. Below is a list of the classes I will be letting the characters select from. What I am asking from the community is poking holes at possible issues and problems that might arise from limiting the choices to the following classes. Alchemist
I am starting a new game that I plan to take place in the Darklands. The game will start in the Darklands not have the characters arrive fom somewhere else. I am looking for suggestions on certain things as I want to make and then distribute to players a mini campaign guide for the game with suggestions on how certain classes fit in and which races would make the most sense. I have never played in a game that featured anything from the Darklands so I am lacking any real immersion into the part of Golarion. The main idea is to start in a Duergar based community and work from there, so the main area would be in a part of the Nar-Voth. I welcome and all help with this.
Good day (or night depending on when you read this, I recently have had to change my character in a Kingmaker Campaign. First of all, I did not die. I was playing a modified version of the Artificer from Eberron and my GM / me realized that later on in the game the character would be able to heavily abuse the kingdom building rules and heavily unbalance the wealth by level of the game. Therefore we have both decided that the character will be changed seeing as how we have just returned to a point where this is feasible and with enough time between games for me to change the character sheet. Ok so as far as a concept I have had a few flying around in my head, but the one that I keep coming back to is a gunslinging type character. I chose the mysterious stranger archetype for its charisma synergy and also for the fact that in terms of leadership roles later in the kingmaker adventure path the party is lacking a character with high charisma for the ruler role. My issue of course being that seeing as how mysterious stranger / pistolero no longer play nice together it leaves me having to depend on my swift action and charisma for damage instead of getting dex at level 5, which in turn makes me only want the 1st level of mysterious stranger. The other synergy I noticed was with the class swashbuckler from the advance class playtest. Panache + grit combine according to the playtest with the classes. This would mean that if let's say I was a mysterious stranger 1 / swashbuckler 1 with a charisma of 18 I would then have a combined pool of 8 instead of 4 for either class alone. So far the only restriction I have character wise is I cannot change my race: Aasimar, but I can changed the descended from alternatives under the aasimar race from the blood of the angels (i think that was the source) Currently the stats I am working with (rolled) are 17, 16, 13, 11, 11, 11 Issues I am debating: 1) Should I just stay straight gunslinger (mysterious stranger)? 2) Should I just stay straight swashbuckler and then take feats to use guns? 3) Should I forget the mysterious stranger altogether and take a completely different archetype that lends itself to charisma / having a gun. P.S. Before anyone suggests the holy gun archetype it is semi off the table as most of the group has been demonstrating evil tendencies and the GM has warned me not to be too far off the morale / immorale compass. P.P.S. I briefly considered the bard (archaeologist archetype) or the ninja class for multiclassing into, is that crazy or possibly so dumb its genious? Any thoughts or ideas will be greatly appreciated.
I am looking to run a game that involves the Bloodstones of Arazni. My idea is for the campaign to eventually lead to having to recover all 4 missing bloodstones. I was looking for some interesting suggestions for the bloodstones locations throughout Golarion. Right now this is only an idea and I am trying to think up the campaign story and ideas so any recommendations would be greatle appreciated.
So recently in a game my players have decided that they want to save a local cleric from the gallows. There plan involves turning one of the strongest party members invisible and casting fly on them. Then having the party member swoop by the cleric, grab the cleric and fly away with said cleric. My issue is how would the rules apply in this situation? The only relevant rule I can find is in the description for Fly, which states: "The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears." My issue is should there be an attack roll or CMB roll to grapple the character before flying off with them, in my mind this seems like a multi step process. Any relevant rules I am not finding or suggestions will greatly help.
I wasn't overly sure where to put this, so decided to put it on the general discussion board. If I am wrong for putting this here I apologize in advance. In any case in a recent game session my players have arrived at an outpost where there is an auction every 3 months in game. The players have never been able to arrive when the auction was happening because they are generally concerned with the story arc or adventures or misadventure they have become involved with and lost track of time in the the game world and miss the auction. This time though the characters (by accident) arrived back at this outpost a day before the auction. The premise for the auction is that their are several small cities and town a week or so away from this outpost. These settlements deal with their harder to catch criminals by outsourcing the problem to bounty hunters through a third party who pays the bounty hunters and collects a small percentage of the bounties. The auction is held far enough away in this fairly remote location because many of the bounties require that the bounty hunters give in all of the items found on the bounties when they collect their money. To make more money they started stockpiling some of the items they found on the bounties and are selling them through a small mobile auction house that sets up every third month to auction off some of the more lucrative items. The items range from small trinkets to weapons and everything in between. I was wondering if people could help me come up with some interesting items. They can be mundane or magical. I was hoping to get some random ideas for backstories for criminals who's items are being auctioned off to give the world some depth and make it seem more real. I was also wondering if people have ever ran auctions in game and if they have any advice on how to run it smoothly.
As the title says I have a friend who is possibly interested in playing. He is an avid reader and I thought giving him a book or maybe 2 might allow him to understand the game. I already invited him to a session, so please don't suggest that because I already beat you to it. In any case I was wondering what peoples thoughts were on which books to recommend. I have almost all of the paizo books minus some I thought
Any recommendations are welcome. I would love for this friend to start playing and don't want to scare him away.
I wasn't sure where to put this, but figured it is closer to a rules question then it is to advice. In any case, here is my question. When do you award experience for bloody skeletons? Gaining experience is usually awarded for overcoming a challenge, defeating a monster etc... Now bloody skeletons, if killed normally will come back in about an hour. Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water. So my question is... would you award experience for killing them without truly destroying them? Example: A party destroys a large group of them, but doesn't truly destroy them with holy water or positive energy etc... then continues through a dungeon and later camp, now after camping the skeletons are able to return to unlife start regaining hp and then seek out the pcs and try and kill them again (technically)... I feel like some pcs might abuse this and just rinse and repeat an encounter to gain experience... Am I wrong to only award experience after they are truly dead or should you award experience for "killing" them?
So I've decided that my party is going to have a run in with 1 or more redcaps. The main problem I am having right now is how to lead up to it. Currently my party has just left a location a large forest and are on there way back to a village. The village is at least a week away from where they are and they will be going through an area they have not explored. This area is going to be mostly swamp. More specific details
The party tricked someone working in a hidden fortress in the forest into getting a wagon. (clever roleplaying led to this) The party got the wagon, but the person they tricked insisted on providing a driver for the wagon. The driver is a dimwitted inbred dwarf. He was busy working in the fortress and would be the least missed if sent with the wagon. For safety purposes the duped individual who let them take the cart insisted that the other PCs be tied up in the back of the wagon. The 3 PCs tied up in the back are an alchemist, an archeologist bard and witch. The PC (a soulknife) who tricked the person for the wagon is sitting in front of the wagon with the dwarf for the moment. The party is trying to get back to the village because they believe that a previous contact in the village is up to no good. They seem more intent on getting back to the village then anything else. My Problems are mainly does anybody have any advice for creepy things to do while the party is riding back to town in the wagon? I was also hoping that I would have some good creepy ideas for something the redcaps would do out of the ordinary. They dip their hats in blood, but is there something such as collecting vials of blood as a collection in their lair creepy or just really cliche sounding? The party is APL 6, but play really smart, so anything I do usually has to be CR 7+ to even be a challenge. I toyed with the idea of making the redcap a shadowdancer on top of the normal stat block, but if I am doing the math right it will make it CR10, which seems like a lot in terms of them being only 6. The shadow dancer was mostly to hound them with shadowy images as they returned on the wagon. I planned on the redcap(s) having the scent of the party and following them for several days before having any kind of encounter. Basically I am hoping for good ideas to build suspense before the big hoopla!
So I am building a character. A Tengu oracle. Now I noticed the Tengu's favored class bonus for oracle is the following: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability. Now most of this is obviously ok for the curse abilities. However a couple of them are not so clear cut. Specifically blackened and haunted. Both of these offer access to spells as benefits at certain levels. Now if I am lets say I am a level 8 oracle and I have chosen the +1/2 option for my curse. I am now considered a level 12 oracle for purposes of my curse. Now let's say I chose the blackened curse. The blackened curse's 10th level ability adds wall of fire to your list of spells known. However as intended I believe wall of fire was supposed to be added as the druid level 5 spell known. Seeing as how I would only have access to 4th level spells does that mean I would add the wall of fire as a 4th level spell (sorcerer/wizard) version instead? Take the above example and apply haunted to it. Does that mean I only gain the benefit when I get higher level for the telekinesis as the only known level of the spell is level 5?
In an upcoming part of my game the party will be encountering a large group of cultists devoted to Slandrais. The entry I linked to doesn't describe exactly what Slandrais' domains are, but they are: lechery, love potions, obsession. The cult is abusing different groups of fey. I won't go into detail because it is going to be graphic in game, so let's leave it at nsfw :P In any case I was wondering what classes would best make lecherous cultists? I am looking for cultists with around 4 levels of a class or classes. I am usually very good at building NPCs etc... but I am having issues with this one. My initial thought is cleric, but then I am like wouldn't most cultists start as something else first? Any help or any suggestions would help.
So I have an upcoming encounter (well in a few weeks) The encounter involves a half orc whip wielder. I am building a half orc fighter with the lore warden archetype. Below is the build I plan on using. What do people think. Please comment and provide feedback. Build : CN Half-Orc
STR 18 DEX 16 CON 16 INT 13 WIS 12 CHA 11 (STR boost: +2 Half-Orc) L1-7 Fighter (Lore Warden) L1: Weapon Focus (whip)
I want to know if I am A) interpreting this right and then B) Finding this check way to easy. First off the creature: Disenchanter The relevant bit I am referring to is the Disenchant ability, which reads as follows: d20pfsrd wrote: A disenchanter can use its trunk to make a melee touch attack against a target's worn, held, or carried magic item in an attempt to drink the item's magic. The disenchanter makes a caster level check (+4) opposed by the target's Fortitude save. If the check succeeds, the disenchanter drains the item's magic, rendering it nonmagical. To determine which of a target's magic items is affected, use Table 9-2 on page 216 of the Core Rulebook (though a disenchanter never uses this ability on a headband or similar head-slot item unless it has first tried to wear the item). Disenchanters may instead target specific visible items, in which case they generally target the most obvious items. Artifacts are immune to this ability. Disenchant only works against objects that a disenchanter can touch, and even a thin layer of cloth effectively protects items from it. Based on the monster entry it is a CR 3 creature meaning you should be facing a group 4 x level 3 characters. Ok a character with a weak fortitude save would imply that the character only has a +1 to start with + their con score. Ok a character with a strong fortitude save would imply that the character has a +3 to start with + their con score. Meaning on average the characters in a level 3 group would have fortitude saves ranging from +1 until +7 (the +7 is if the character has an 18 in constitution) Now I am no genius, but does it not seem a little low that the disenchanter would disenchant anything as long as it rolls a 3 or higher and that is for the +4 con modifier fighter etc... Am I missing something in the rules or is this really how it works for the creature?
What deity (god, archdevil etc...) would you consider to be Asmodeus greatest enemy? I am making a character for an upcoming campaign and part of the background is that he opposes Cheliax and I want to incorporate the character as being a follower / supported by a being that has a beef with Asmodeus / Cheliax.
Long story short I plan on having a man shaped foe fight my PCs. He will essentially be an animate pile of papers shaped as a man. I plan on giving him 1 level of the scrollmaster archetype (wizard) so he can strike and defend with scrolls that make up part of his body. I am looking for suggestions for a monster to add the class level to. If you have a pc race that I can reflavor that would be great too. Anything thats is Paizo Pathfinder material. (tome of horrors as well)
Ok so long story short, game is starting soon. I have this idea for a character who eventually staffs the entire ship with golems and constructs etc. So here is my question. In this campaign what is the best class to do this with? I have the following stats to work with: 18, 17, 14, 11, 11, 11 I am open to race suggestions and class suggestions for the build. Keeping in mind I have to survive long enough to get to a level where I can build golems.
I didn't really know what to write for the subject, so I apologize. In the near future my players are going to be entering a place they believe to be a silver mine. It will in face be a dungeon (shock and awe... gasp!) In any case a portion of the dungeon will involve pitting the party against elemental themed fights. I am, of course, talking about these elements: Air
Now I don't want to kill my party. I also don't want it to be a cake walk. I have been a long time player, but not a long time DM. I have been dming for a little under a year now. First off my party of players is 7 well lets say 6 seeing as how one of them is an oracle who focuses on healing and is usually not there and when they are they tend to not remember what their character can do. The party is currently APL is 4. All that said and done I was looking for some suggestions of some monsters that might feel like they would be at home in those elements. I am purposely steering clear of actual elementals of X because it kinda seems a little too easy. As an example I was considering the following as examples: Air
The party tends to do very well against most things. Currently I have the following: Synthesist 3 / monk 1
I am looking for suggestions for monsters around the CR 5-6 and under. Thank you in advance
I am starting in a skull and shackles campaign soon. Its been a very long time since we were supposed to start the campaign, but the DM has promised we are starting next week (crossing my fingers, but not holding my breath). In any case I have my character, my only issue is what feat should I choose? I am playing a half elf alchemist w/ the bramble brewer and grenadier archetype. I am selecting martial weapon proficiency longbow with the grenadier ability. I am hoping to fire bombs from a safe distance onto another ship with explosive missile later on and cause mayhem etc. In any case I have the following stats: Strength 14
I have taken the traits Reactionary and Carefully Hidden Overall with my dex and trait bonus I have an initiative bonus of +5, I feel like I should take improved initiative, but the other part of me wants to start taking the archer tree of feats point blank shot->precise shot-> etc... Any suggestions?
As the subject says. I am in the process of planning part of my game and the PCs are going to run into several gremlins who will have class levels. I am trying to find appropriate classes for each type of Gremlin. One that compliments it at least. I already have one for the Jinkin Gremlin. I am looking for help with the following gremlins. I am looking to add 3-4 class levels to each of these gremlins. I am not looking anything OP, just something that would make sense with their stats or their abilities. Flavor wise they are supposed to be the heads of small tribes of their respective gremlin kind.
Sorry to bother everyone, but I have been looking through the books and srd trying to find all the various spells that allow you to polymorph int different types of creatures. I wanted to make sure I am not missing anything. If I am please let me know! Alter Self -> Humanoid small or medium
Now did I miss anything?
As the subject says. Does the bramble brewer archetype's briar bomb class feature work with the discovery explosive bomb?
Ok I have been trying very hard on my own to make some builds for an upcoming campaign. The campaign will be or at least heavily steal from Skull and shackles. We will be a 4 player party. The issue I am having is that we are all making our characters separately. I have been using this as a way of coming up with character concepts... or at least to see if the desired roles will be filled. I am trying to figure out a way to make an anvil and/or arm that is not a caster. To be specific I qualify not a caster as someone that does not get access to 9th level spells. If it is relevant my rolled stats are 18, 17, 14, 11, 11, 11. Any tips or suggestions would be greatly appreciated.
We are starting the skull and shackles campaign soon and I am running into too much trouble trying to figure out what to play. I have read several threads regarding the best classes to play. My DM let us roll stats and here are the stats I rolled: 18, 17, 14, 11, 11, 11 (apparently my dice like 11 :S) I initially thought of playing a beastmorph / vivisectionist alchemist, but I am not 100% on how that will work out on a ship etc. Other ideas I had were:
I am open to any ideas based on what I have already thought about and or anything else. I don't fully know what to expect, except being near, in and around water, and having to have at least some ability to swim or sail (swim skill and profession (sailor))
How would making a creature permanently blind effect their CR? I mean blinded is described as: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. I would assume a permanently blind creature would have a reduced CR no?
As the subject says. I am looking to be a player in a pathfinder game. I am currently the GM for 2 games. One every monday night and the other randomly whenever the rest of the group can. I am getting very nostalgic to play my own character though especially since I introduce the group to Pathfinder, everyone loving it (myself included, but then realizing I cannot play myself (sad face)
The forge spurned which can be found here here. In a recent dungeon crawl my party defeated the creature, but did not sunder, break or otherwise destroy the chain. I had a few questions regarding the creature. 1) I understand from the monster entry it will stop at nothing to get back its chain, but can it start forging a new chain if it finds a creature? 2) If it forges a new chain will destroying the old chain still destroy it? 3) If a character is holding the chain (in its possessions) is it still subject to the will save mentioned in the forge spurned's entry or is having it effect a character simply holding the chain in its possession (until they find a suitable location to destroy it) being a bit too much of a jerk? |
