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Organized Play Member. 92 posts (257 including aliases). 5 reviews. No lists. No wishlists. 19 Organized Play characters.


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Grand Lodge

This is excellent material, Rhys! I decided to use a version of it in my own Kingmaker game, with a few changes:

* I added passages to emphasize the Black Sisters more, since they're a major part in the backstory of one of my PCs. I also created an unholy symbol for their sect by mixing Gorum's and Gyronna's symbols (i.e., a sword stuck in a bloodshot cat's eye rather than a mountain).
* I wanted Armag to sound a bit more like a pillaging barbarian than a conqueror.
* I removed the references to Gozreh, who isn't relevant to my campaign.

Here's the result:

Prophecy Redux:

A son of Mammoths, Tiger's clan,
Armag sought the Stolen Lands,
His sword cut deep and fires burned,
And Gorum's favor Armag earned.

In victory he stoked his pride,
Across the land with blade he'd stride,
And boasting loud, with haughty eye,
Armag claimed he'd never die.

The boast drew old Pharasma's ire,
She swore to make Armag a liar,
"How dare," said she, "Armag should cry,"
"That he, mere man, will never die!"

Soon the Gray Lady's plan was sown,
To steal him to her Yard of Bone,
A dragon red, its talons rent,
'til Armag's blood at last was spent.

But the dragon has two heads, they say,
And Gorum's laugh was last that day,
The comet passed along its way,
Yet Armag's soul was here to stay.

Ovinrbaane, so named the Sword,
Was crafted by the Iron Lord,
To keep the warrior's soul interred,
Until the stars had their last word.

Women spurned by the dragon's maw,
The scapegoats of Aldori law,
Cried out when cast into the mud,
"Eye for eye and blood for blood!"

The hags sought vengeance from that day,
And Gorum's champ would light their way,
The Tiger Lord their will to bind,
Ovinrbaane they swore to find.

With Omens Lost in Stolen Land,
The blade shall never reach their hand,
'Til the tomb is found by a warrior famed,
And Armag's sword at last is claimed.

And born again, he shall return,
To widow wives, your fields to burn,
Twice-Born Armag, with damning cry,
Shall show the gods he'll never die!

Gyronna's chosen, Sisters Black,
'Neath their whip the earth shall crack,
With vile sword in the cat's eye,
Armag Twice-Born shall never die!

My plan is to reveal the text piecemeal throughout the campaign. The PCs have found passage #10 already, inscribed on the walls of the Stag Lord's Fort from when it was a Gyronnan monastery. They'll find #7 and #9 when they defeat the Gyronnan cult from RRR, and #1 and #2 on the walls of the Candlemere Tower. The full prophecy will be revealed sometime in BfB (I haven't decided exactly when).

Grand Lodge

Gargs454 wrote:
My party takes a trip to Restov when they want to access higher priced items...

That's what my group has been doing so far, but according to VV, Restov itself has a base value of 12,800gp and follows the same model of magic item generation. It seems like the author's intent is that the PC's capital is a better place to find magic items by the end of the campaign.

Improving magic items in Restov is also a bit complicated, since the PCs would need to either stick around or leave their equipment there to be modified.

Grand Lodge

My Kingmaker group is nearing the end of RRR, and I'm wondering about magic item availability going forward. Normally I don't restrict magic item access much if there's a large city around and we aren't using ABP, since game balance depends on the players regularly upgrading their gear. However, Kingmaker makes this a bigger question by explicitly capping a city's base value at 16,000gp in the Kingdom Building rules.

Clearly, those rules say that a minor cloak of displacement (cost 24,000gp) will only be available if it's rolled randomly in magic item generation. However, what does this means for enhancing existing magic items? Can a player have his +2 longsword (cost 8,315gp) upgraded to a +3 longsword (cost 18,315gp) by a local vendor?

It seems crazy to say that someone in town can create a +3 longsword by random chance, but can't improve an existing sword in the same way. On the other hand, the starting items for the Big Six are all under 16,000gp, so if they can always be improved, the magic item availability restrictions don't seem to mean much.

None of my 6 PCs (currently lvl 6) have taken any item creation feats yet, nor do they seem to have any intention of doing so.

What have you done in your Kingmaker games? How has it worked out?

Grand Lodge

Realistically, the PC can't simply go with the elves to Kyonin, because the central campaign is Kingmaker and the PC holds a leadership role. She might visit Kyonin (I actually really like this idea), but I doubt she could spend enough time there to satisfy her elven kin while still fulfilling her government responsibilities.

I'm prepared for the possibility that she'll be willing to give up the sword, but I doubt it. In her backstory, she inherited the sword from her brother after he was slain defending her. Her primary goal is to restore him to life, and the sword is pretty much the only thing she has to remember him.

Grand Lodge

One of my PCs is a half-elf whose elven mother ran away from Kyonin to elope with her human father. When her mother left, she took a sword with her, which the PC inherited. I have a plotline in mind where her elven relatives appear to demand that the sword be returned, because it's a family relic and they don't see her as a legitimate part of the family. The player doesn't actually use the sword in combat (she's a witch), but I assume she won't want to return it.

My plan is for them to offer some kind of trial to prove herself worthy to keep the sword. I could homebrew something, but I'm wondering if there's any precedent for tests like this in Golarion. Something that half-elves can do to prove their dedication to their elven heritage, or maybe something that outsiders can do to gain entrance to areas normally restricted to elves.

The party also includes a couple of full elves (one from Kyonin), a human, a dwarf, and a tiefling. I'd want something that would allow them to accompany her.

Grand Lodge

I have a player interested in playing a CN rogue with a penchance for artwork trained by a guild of assassins. The Red Mantis seem too evil and don't work with his backstory for other reasons, but the Guild of Wonders sounds potentially promising. Is there any information about them beyond what's available in the Guide to Absalom?

I'm also open to other suggestions for assassin's guilds or other groups that he might have trained with.

Grand Lodge

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RRR mentions that "particularly adventurous PCs" might try to recruit unusual NPCs like Chief Sootscale and Melianse the nixie as leaders for their kingdom. My group is about to start RRR, and I suspect that this will come up - they're already talking about recruiting Perlivash and Tyg-Titter-Tut. The phrase "particularly adventurous" suggests that this should come with special risks, but it doesn't seem to give any guidance on what those risks might be, so I'm looking for suggestions and feedback. This is particularly important because they're also considering having an NPC Ruler.

I'd prefer to avoid just treating their ability scores as lower than they are, since that doesn't seem "particularly adventurous". I'm thinking that I'll customize whatever I do to sit the NPCs and the role, but some basic ideas are:

* Recruiting the NPCs in the first place may be difficult - treat their initial attitude as Unfriendly or Hostile for this purpose. Playful fey don't like the idea of paperwork.

* Small chance of generating Unrest each turn, as the humans are uncomfortable with their leaders.

* Some, like Perlivash and Tyg-Titter-Tut, may shirk their duties. Each turn they have, say, a 5-10% chance of leaving their office vacant.

* NPCs with dumped stats (not in their primary ability scores) may create problems. For instance, so far they have spared Auchs - if they give him a leadership role, they may find that he endangers the fragile peace they've established with the Sootscale Tribe.

Other thoughts or suggestions?

Grand Lodge

I'm starting a new campaign and I have a player who wants a mouse familiar. Since I haven't found rules for such, I was thinking of using the squirrel as a starting point. My main concern is that it will be too powerful for scouting, for two reasons:

1. It seems like a mouse should be Fine size rather than the squirrel's Diminutive.
2. As another thread pointed out, even if a mouse is spotted sneaking around, the enemy isn't likely to think much of it, whereas many other familiars would draw more attention.

Any thoughts?

Also, are there any methods available that would let an observer distinguish a familiar from just another animal?

Grand Lodge

109) In this setting, the PCs make their money mostly through trade rather finding it in dungeons or being paid for their services. A dragon's hoard contains not money but rare art and spices that need to be sold at market. They'd never want to sell the ship except to buy a better one because they'd be cutting themselves off from making any additional money in the future.

Grand Lodge

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I've been trying to find more information about the prophecies of Aroden, but so far I've come up short. I know that prophecy has been unreliable on Golarion since he disappeared, but I'm wondering how detailed the prophecies were before then. For example, would someone familiar with his prophecies have known that Cheliax would split away from Taldor ahead of time, or would it have been fairly vague and the meaning would only have become clear in retrospect? Given that the Harbingers have apparently been trying to make various prophecies come true, it seems like his followers have a pretty clear idea of when certain things were supposed to happen.

I'm also curious exactly how the prophecies have failed since he died. For example, suppose that a prophecy indicates that a great darkness will fall across the land, bringing war and death in its wake, until a hero with a magic spear leads an army to victory against it. Would we expect nothing to happen, or would we expect something to happen but with an uncertain outcome? For example, would everyone be scared because some big darkness is supposedly coming and without Aroden there's no guarantee that the hero will emerge?

Grand Lodge

104) There isn't much that they'd want to spend the money on. Most magic items aren't generally available for purchase in this world, and most other things that they could spend the money on (e.g., opening an inn) are generally going to be equivalent to saying "I'm tired of this campaign".

105) There aren't spells out abilities for things like long-distance flight or teleportation that could meaningfully replace a ship. This doesn't necessarily have to mean banning those things outright, i.e., "You think being on a ship in a storm is bad? Try just going straight through one with Overland Flight!".

Grand Lodge

101) For some reason, ships are much less expensive in this setting, so selling the ship wouldn't provide much money. For example, magical tools exist that greatly simplify ship construction and repair. Or some recent event has caused a crash in the sailing market (e.g., large sea monsters have suddenly started appearing and no one knows why), leaving a glut of inexpensive boats waiting to be sold.

Grand Lodge

99) The ship has unique properties or components that are vital to the PCs' mission, so they can't reasonably do without it or replace it. For example, it has an experimental warp drive or is magically protected against powerful storms.

100) The PCs don't know where they're going - the ship does, because it's alive or otherwise tied to their destination. They have no way to communicate with it and extract that information.

Grand Lodge

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Other metamagic feats you might consider (depending on whether you expect to do more buffing or debuffing) are:

Bouncing Spell - The first target making the save redirects the spell to another target of your choice.
Persistent Spell - Force target to save twice.
Reach Spell - Many transmutation spells require touching, and it's not always easy or desirable to be that close.
Vast Spell - Don't you just hate it when you have to choose which targets to affect with Haste because some are more than 30 ft. apart? Well, what if I told you they could be 60 ft. apart for the low, low cost of one additional spell level?

Grand Lodge

Interposing Hand reads as follows:



Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand–it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and is AC 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks.

Directing the spell to a new target is a move action.

Both Forceful Hand and Grasping Hand say that they behave like Interposing Hand, except that they can attack the opponent in certain ways. The question is, how far can they move to do that? Clenched Fist specifically says that it can move up to 60 ft. per round and still attack, but the other spells don't mention a speed limit, and in fact Forceful Hand specifically says:

The forceful hand gets one bull rush attack per round. This attack does not provoke an attack of opportunity. Its Combat Maneuver Bonus for bull rush checks uses your caster level in place of its base attack bonus, with a +8 bonus for its Strength score (27), and a +1 bonus for being Large. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. (emphasis added) Directing the spell to a new target is a move action.

So it sounds like an opponent can outrun a Clenched Fist, but not a Forceful Hand. What would you say about outrunning an Interposing or Grasping Hand?

Grand Lodge

I have yet to see another caster take Reach Spell, but it's been a godsend (Sarenrae, in this case) on my oracle. Usually, I use it to turn touch spells into short-range spells, either so I can save someone's life with a Heal or Breath of Life from across the room or so I can use a debuff like Bestow Curse without having to get into melee.

Grand Lodge

I like the basics of SheepishEidolon's idea. Here's a variation you might consider:

The transformation ritual isn't instantaneous - it's constantly going throughout the fight. The boss has two HP values - one for the party's friend, and one for the dark power growing inside him as a result of the ritual. Most normal methods of dealing damage hurt their friend, but they can use Diplomacy (or the social combat rules) to damage the dark entity. Give the dark entity some visual representation, so they can see that they're damaging it.

Every round, the dark entity gains a certain number of HP - if it crosses a particular threshold, the transformation is completed and killing him becomes the only solution.

If you want to give the damage dealers a bit more of a role, you could also have normal methods of dealing damage apply to both the friend and the dark entity (or the dark entity takes half of what he takes, etc.). Or maybe the boss has some kind of evil spirits swirling around him for them to fight - they could be minions, or maybe the ritual involves a bunch of spirits entering his body, and killing them before they merge with him prevents the darkness from gaining HP.

Grand Lodge

What happens if an object that is the target of a Daylight spell is destroyed? Does the spell dissipate, or do the pieces of the object continue to shine?

Grand Lodge

KingOfAnything wrote:
The phantom should be okay, as it is harbored in the Spiritualist's consciousness until it is manifested.

Upon further research, I think the phantom could only manifest in incorporeal form in this situation; it can't take on ectoplasmic form because without the Ethereal Plane there's no source of ectoplasm to draw on. Whether it can sustain an ectoplasmic form created outside the mirror once inside, I'm not sure, though personally I'd allow it.

Grand Lodge

Zahariel wrote:
As I've read it, the phantom could not manifest at all. It comes from the Ethereal Plane, it would also be prohibited from entering.

My thinking was that when fully manifested, it's no longer on the Ethereal Plane and could enter the mirror as normal, but couldn't be brought back if reduced to 0 HP. You could even make the case that reducing it to 0 HP would utterly destroy it, since it can't return to the Ethereal Plane, but in the absence of a specific ruling that seems like a real dick move.

Grand Lodge

Do people agree that basically the same rules apply to spiritualists, since their phantoms come from the Ethereal Plane? Or is it even worse in their case and the phantom can't manifest at all?

Grand Lodge

I think the fact that the Pathfinder Society was apparently founded in both the Pig's Paunch tavern and the Wounded Wisp tavern suggests that if Paizo does have such a book, it's not really doing the job. That said, they have claimed that they do have written material in-house containing answers to questions like "What really happened to Aroden?" so that, if they change their minds and decide to publish material that hints at the answer, all of that material will be internally consistent. So ... maybe?

Grand Lodge

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"Erinyes" is another interesting creature with a name that I find impossible to pronounce. Yes, it's from Greek myth, but since a lot of translations outside of D&D/Pathfinder call them "furies", they could have easily used that instead.

Grand Lodge

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How about a Dual-Cursed Oracle with the Clouded Vision and Deaf curses?

Grand Lodge

The Martyr Paladin archetype is pretty weak in my opinion, giving up some very powerful abilities for a weaker version of bardic performance.

Grand Lodge

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I like devas, but it's terribly confusing having both "monadic devas" and "movanic devas".

Grand Lodge

Depending on how much time you expect to have for buffing, the Vine Strike spell is quite nice, given you an extra 1d6 damage and a chance to entangle the target, making them easier to hit in the future for you and your allies.

By the way, is 15 the starting level for the character, or what you expect him to reach eventually? Depending on the build the character might have some pretty crappy levels to get through on the way there.

Grand Lodge

There are a couple I really like that I don't think have been mentioned yet.

One is Tsukiyo, because I love the idea of a Lawful Good god of the moon who grants the Darkness and Madness domains (among others). I haven't seen them play up the madness angle much at all, which I'd kind of like to see; maybe some remnant from when he died. I have a half-formed idea that I really like for a character who got lost in underground caves, went insane from loneliness and sensory deprivation, and then pledged herself to his service when she finally escaped (crediting him with helping her survive in the dark).

The other one is Bolka, the dwarven goddess of marriage, because I feel like she offers an interesting counterpoint to the stereotypes of dwarves. We usually see dwarves as fearless raging warriors, so the idea of a nervous dwarf offering a prayer to Bolka before shyly approaching a girl and asking her out is something I find wonderfully compelling. I also like the fact that she's described as beautiful, an adjective not typically applied to dwarves.

Grand Lodge

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You can argue that the various "specialized" Fighter archetypes like Two-Handed Fighter, Phalanx Soldier, and such do a better job of reflecting the character concepts that most people have when making Fighters - it's much more common for someone to be thinking "I want to be the ultimate greatsword user" or "I want to be the ultimate pikeman" than "I want to be really good at wielding a wide variety of weapons", in which case you don't need the Weapon Training in five different weapon groups offered by the base class.

Grand Lodge

In one tier 1-2 PFS game I was playing my Bard 2. She has enough points in the traditional rogue skills to do a bit of sneaking, but since we also had a Rogue 1 I figured I should stand aside and let him take the lead on that stuff. You can imagine my surprise when he turned out to have no skill points invested in Stealth, Sleight of Hand, or Disable Device.

Grand Lodge

A Paladin with Oath of the People's Council from the Divine Anthology - I've been trying to make Liberty's Edge Paladin for a while and playing a support role would be great because I already have a bunch of front-liners I never get to play (it seems like every time I sit down at a low-level table I find a Fighter, a Barbarian, and a Monk already there).

Grand Lodge

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58. While on the Astral Plane, have the silver cord that connects you to your body severed.

Grand Lodge

The main downside of being a channel-focused cleric is that you're spending points in Cha that could be spent elsewhere; the same goes for feats. You need at least 13 Cha to take the Selective Channel feat, which anyone expecting to channel regularly should probably take.

Some deities offer feats that can significantly improve the usefulness of channeling, usually by adding a buff or debuff effect. By far the best one I've seen for positive energy clerics is Milani's Beacon of Hope, but I also like Iomedae's Protective Channel, Pharasma's Fateful Channel, and Torag's Steelskin Channel.

Grand Lodge

Chrion wrote:
...But in the Pathfinder world, what is impossible? I feel like there is no way to achieve that feeling of finding the thing that should not be because there are no things that should not be.

I'm about to suggest some things that could have a significant impact on your game world, so you might want to think hard before implementing them...

The detect magic can provide something of an opportunity here. When I played the first part of Iron Gods, we went with the idea that our characters didn't understand why several pieces of technology we encountered didn't register as magical. After all, the overhead lights clearly had to be some variation on the continual flame spell, right? You could do something similar, either not having things register as magical at all, or show up as magic that doesn't match any of the known schools (i.e., it's some kind of weird combination or otherwise doesn't fit well into the normal classifications that wizards use).

If you don't want to use technology, you could borrow an idea from the Forgotten Realms setting of Faerun. Magic in Faerun is generally based on a sort of energy field called the Weave, but my understanding is that it wasn't always that way - the Weave was created in the distant past to replace an earlier system of magic. Very old artifacts in Faerun could have been created by a kind of magic that is literally no longer possible. I believe detect magic works equally well in Faerun regardless of the kind of magic (now, anyway - the history of Faerun is weird), but there's no reason that has to be the case in your adaptation - whatever form of "alt-magic" you would use could be completely undetectable by detect magic, or appear as something very strange and unexpected.

Of course, if you introduce such a thing, be aware that your players may want to learn to wield alt-magic, so you'll need a reason why that isn't possible. That's one of the concerns I was alluding to at the beginning.

Grand Lodge

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It might help to know a little more about the specific feeling that you're trying to create in your players. Are you hoping that the weird things will scare them ("I'm never heard of a monster like that before, what the hell is that thing?"), enthrall them ("whoa, that tree made of crystal you just described sounds awesome - I wish I could see it for real"), or something else?

Regarding the problem of player familiarity with monsters, I haven't had much occasion to try it myself, but I've heard from other GMs that they've had a lot of success re-skinning existing monsters. For example, one GM used the statistics for a gorgon, but presented it as a red-furred yeti thing.

Grand Lodge

44. Leave a timeless plane and suffer the retroactive effects of a lot of time passing at once (e.g., instantly aging into dust, suddenly dying of starvation because you skipped a year's worth of meals, etc.).

45. Use create pit to drop someone into a hole, then cover the top of the pit with stone shape. When the create pit spell ends, the floor rises back up and the victim is crushed against the new ceiling.

Imprisonment might be worth an honorable mention - it doesn't kill you, but it can certainly cause you to lose a character if you don't have a way to reverse it.

Grand Lodge

30. Two allies are confused, one attacks the other, and they wind up killing each other before someone can stop them.

31. Hit by a rogue's Master Strike and fail the save.

32. Teleport mishap.

33. On a positive-dominant plane, gain too many temporary hit points and explode by failing the save.

34. Use a Staff of Power's retributive strike and roll 51+ on d%.

Grand Lodge

In terms of pure damage potential, I suspect that a TWF rogue will tend to outperform this build. However, pure damage isn't the only thing that counts. Here are some advantages that I see to what you've got here:

  • Stronger defense (particularly if you use a shield in your off-hand) and the ability to maintain more distance from the enemy.
  • Less reliance on a flanking buddy.
  • Flexibility from having a hand free to use ranged weapons, wands, etc.
  • Only having to buy one weapon leaves you with more money to spend on other useful items.

Something that you should consider is that this build seems to take a while to come together - it could be a lot of fun to play once it's complete, but until then you might find yourself saying, "man, six more levels until I can do the thing I actually want to do in this situation...".

As a final thought, you don't have to create a super-optimized character - I've seen people have lots of fun playing characters who aren't particularly well-optimized. Of course, if your group is geared toward intense combat, the DM might feel the need to challenge them, so bear that in mind as well.

Grand Lodge

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In theory, removing the Azlanti general Krahnaliara Lac Suhn could prevent the fall of the serpentfolk empire based out of Sesseghishoss, at least until Earthfall happened centuries later. That could have all kinds of consequences, probably interfering with the rise of ancient Thassilon and several other nations.

Grand Lodge

Languid bomb admixture can be very nice, but in this campaign I suspect many of the enemies that they're facing may be immune to fatigue. Caging bomb admixture, on the other hand - very few things can ignore a forcecage.

Grand Lodge

The simplest solution would probably be to convince one of your melee fighters to give you a copy of his character sheet so that you can play him when he's not around. I realize that a lot of players might balk at that, but it's something to consider if you think you can impress on them what a difficult situation this creates for the group.

Assuming that doesn't work, here are some more thoughts...

How sympathetic is your DM to your situation? For example, if you stop a session without resting and next week your meat shield has vanished off the face of Golarion, are you allowed to change your prepared spells?

I think that with the right buffs and Weapon Finesse, you should be able to make this work; the problem is going to be buying yourself the time to get those buffs in place (which, to be clear, is a problem that many melee alchemists have). The tanglefoot bomb discovery might be helpful for buying you some time, particularly if your teammates can also hinder the enemy with things like smoke clouds, illusory walls, and such.

Depending on the type of damage you usually take, Caustic Blood could supply a significant amount of damage if the enemy manage to penetrate your defenses. Unlike Fire Shield and a lot of similar effects, it isn't subject to SR, so it should affect constructs and such just fine.

If your familiar can use it, a wand of mirror image might be very nice.

After doing some searching, I'm not particularly impressed with the Promethean Disciple idea - at your level, I suspect the enemy simply does too much damage to be worth the investment, unless your DM is willing to be flexible (I've only played a small part of Iron Gods, but I could imagine ruling that you could produce a golem with substantially less time and money than usual if you have access to, say, lots of spare robot parts...).

Grand Lodge

Is the most important thing to prevent the enemies from beating the snot out of your rogue, or do you need to be able to do pretty significant damage or fill other gaps left by the absence of your melee guys?

Vine Strike could be very helpful by limiting the enemy's ability to move if combined with Beast Shape to give a reasonable number of natural attacks. The main problem I see is that you'll probably have difficulty hitting things without Weapon Finesse.

Alternatively, maybe you could take something like Promethean Disciple and craft a golem to provide some assistance on the front line rather than having to wade in yourself? It's not a real replacement for a 15th level PC, but it might be enough to fill the gap, particularly if you can also enlist your Mystic Theurge to summon a monster to help it out.

Grand Lodge

Different unchained classes have different rules for using archetypes, at least in terms of being PFS-legal. In the case of unchained monk, no archetypes are allowed unless the archetype specifically says that it's compatible with the unchained version of the monk. More details here.

Of course, if this is for a private game and your GM agrees, there's nothing stopping you from applying an archetype to the unchained monk as long as the unchained monk still has whatever abilities the archetype requires you to trade out, or otherwise adapting the archetype to suit your needs.

It's been a while since I've read/seen FMA, but Greedling having lifesense doesn't sound familiar to me. Life oracle would certainly let you get it, but are there other abilities that might do the job? (e.g., if you're just looking for something that reflects his ability to react in battle, would uncanny dodge do the trick?)

One thing you might consider is the Alchemist class with the Master Chymist prestige class. The prestige class literally gives you a separate personality with a different alignment in your transformed state, not to mention natural armor and (if you take the Feral Mutagen discovery) claws. I've heard that this can be very powerful combined with the Vivisectionist archetype (not PFS-legal).

Grand Lodge

I agree that disguise self is the better spell for this particular application; of course, you often won't know that the situation will come up when you're preparing spells for the day, so you might have to make do.

Grand Lodge

Suppose a wizard wants to pretend to be an Aspis agent. To make his bluff more convincing, can he use Silent Image to create a fake bronze Aspis badge before he approaches his target? Let's assume he's seen enough badges to create a convincing image - can he make the image move with him in a convincing way? I feel like it would take at least enough concentration to negate any bonus he would get, but I'd like to know what other people think.


Grand Lodge

DubiousYak wrote:

Are there any lvl 1-5 games recruiting now? I have played PFS for 2+ years, but I'd like to try online play.

Looked through the last few pages and not seeing anything open, but I thought I'd check for sure.

Games tend to fill up quite fast, so your best bet is just to check the page regularly. You should also pay attention to upcoming PbP Game Days - a whole bunch of games usually start recruiting in the days or weeks beforehand.

Grand Lodge

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avr wrote:
There may be something more official somewhere, but here's an explanation on the Paizo blog about which combat maneuvers use weapons and which don't.

That's a very good source that I'll probably use going forward. That said, one problem I can see is that there are a few weapons with the "grapple" special quality like the garrote - while the text doesn't specifically say "you can use a grappling weapon to make grapple attempts" like it does for weapons with the "trip" special quality, it seems pretty clear to me that you are using the weapon in the grapple attempt, and I'd be hard-pressed to say that the weapon's enhancement bonus shouldn't apply in that case. But I also wouldn't complain if you decided to rule it differently in your game.

Grand Lodge

You might also look into some method of overcoming darkness, such as the Darkvision spell or Goggles of Night.

Grand Lodge

I wouldn't advise anyone to try and play like this, but as an intellectual exercise...

There are lots of options for effective front-liners, so I'll leave that open.

A paladin with the Hospitaller archetype can do decent healing, and with the Tempered Champion archetype they lose their spellcasting.

A ranger with the Divine Marksman archetype loses spellcasting and does good ranged damage.

You'll want a rogue or such for dealing with traps and sneaking around. Or an investigator if you allow those, but they're closer to casters than paladins are.

A kineticist provides good ranged damage that bypasses DR. Some can also provide force damage for dealing with ghosts and such.

Grand Lodge

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Chaine "The Butcher" Alazario wrote:
Korolan wrote:

Hey Chaine!

With evergreens, you can get credit each time you run the adventure. There are only two stipulations
1) You can apply it to a 1st level character, as long as they don't have credit for that adventure yet.
2) You can apply it to a 2nd level character, as long as they don't have credit for that adventure. You may only do this once.

Hopefully that helps!

Sweet! so basically, it's a GM exception that allows you to apply these Evergreen on 2nd level PCs as well? (in the case of Confirmation, if applied to a 2nd level PC, would the chronicle sheet grant the free Wayfinder as well?)

It's not strictly a GM thing - anyone can play an evergreen with a lvl 2 once, GM or not. If I follow, what's being said here is that it works the same way for GM credits - you can GM an evergreen as many times as you want, and one of those times you can apply the credit to a lvl 2 rather than a lvl 1.

As for The Confirmation, my reading of the chronicle sheet is that only your first PC to receive the chronicle gets a free wayfinder, whether that was for playing or GMing; you don't get a second free wayfinder the first time you GM it.

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