Easy enough. Cast a permanent invisibility on the necklace and have a duplicate made that looks just like it with a fake magic aura on it. You look like you are just the right level to pull it off.
Thats actually fairly perfect. Forgot invisibility could be made permanent on objects. Guess I will have to see if the DM will let me fudge the permanency level.
An NPC wears a Necklace that if taken would be an absolute disaster. We will be attending an event next session that also has a thief attending who has tried to take it before. What can I do to protect it? I'm specifically looking to prevent it from being taken NOT recover it after it is.
I'm a mystic theurge with lv5 spells and can invest theoretically invest up to 30k
Found Theft Ward which while nice only gives a bonus to notice it being taken. Similarly for Stone of Alarm.
Working on a magus character who for flavor purposes needs to be wielding a scythe. I need either a way to remove the penalty for wielding an undersized weapon or another way of wielding a scythe one handed. All the ways of removing size penalties are for oversized weapons not undersized. I would strongly prefer to remain a magus but dips are ok.
3 possibly 4 players. Custom campaign focused on how such powerful individuals can change the world around them for better or worse. Not set in MTG verse. Just borrowing the concept and world building around it.
We play gestalt pretty regularly, usually at 20pt buy. Usually end up with 2 good stats and a couple of decent ones. I wanted more for this campaign so 30pt is definitely worth considering.
Planning for my next campaign. Trying to come up with how the players can be roughly speaking fledgling planeswalkers as per MTG lore. Here's what I have so far
Anything I need to modify/add/remove? Anything you would dislike as a player? Anything to make it closer to MTG lore? I have run high level/power games before so I don't think there will be any issues with that.
271. Distance Sight
273. Tell Time
274. Trace, Lesser
276. Trace, Greater
278. Predict, Greater
Yes for a blood arcanist. Otherwise would require a 1 level dip. By RAW a blood arcanist couldn't but I see no balance issue in allowing. The sorcerer dip works by RAW and a losing a full CL really hurts. Also your no longer growing your pool and losing access to greater exploits. Your trading a lot for a fun but at best only decent gish package
Wayang is the best race. From experience flat dc bonus is the most important thing for a shadow caster
Crook of Cidhureen is your new favorite item
Wizard or Arcanist are your best bets for class. Debatable whether the spell level or Arcanist dc boost is better here
Remember to check out the Shadow spells guides for ideas on spell uses
I ran a campaign like this fairly recently. This was my solution.
Firstly I didn't change the religions. Unless your world normally has gods running around doing stuff greek style, the gods not existing doesn't change much by itself. There are still philosophies that develop and myths that crops up to express that philosophy in story form. Divine magic is easily explained as strong belief acting upon the world in a very similiar but distinct way to arcane casting. A loss of faith can result in a loss of powers because they now lack the requisite focus/will required.
The biggest world change is with the cosmology. After all if there are afterlives that people can visit, the absence of gods would be quickly noticed. Firstly establish what planes you want to exist. Based on your description you probably don't want any of the major aligned planes existing. The other major categories would be the elemental planes, demiplanes, the first world, astral plane, shadow plane, and the ethereal plane. I would recommend keeping the ethereal plane at least because it is well tied in with game mechanics. The rest can be removed without problem. Now we pick which of the displaced outsiders to keep around and where they lived. Elementals and fey are fairly easy to place due to their strong ties to nature. Aligned outsiders are tricky because they form societies. I ended up creating their own homelands in exotic but fitting locations. Treating them the same way I would any native but powerful race. For instance angels had sky cities and demons came from the bottom of the underdark. The standard Pathfinder pantheon is actually pretty easy to separate from outsiders as only a handful are directly connected to them. However this isn't necessary. For example, Dragons are beings that exist in the material plane but are still central in Kobold religion.
Lastly remember that if you remove something from the world it should generally not remove player options. For instance bloodlines can easily be reflavored.
I have a divination focused wizard about to go into Pathfinder Savant. What spells do you recommend getting with esoteric magic? Lowering the level of spells already on the wizard list is allowed within reason. Divination or book/scroll/potion related spells are strongly preferred. Its a mythic campaign so anything with a good mythic version is a plus. Being strange and obscure is also a bonus.
Occultitist or Arcanist. At lv11 you can get Greater Metamagic Knowledge which gives you a flexible metamagic feat that you can swap each day. Occultist can take the Mage's Paraphanelia Panopoly allowing them to spend 3 points of arcane focus as a standard action to gain a metamagic feat. Silksworn Occultist archetype recommended
Also the Half-Elf spell Paragon Surge. However it is broken and I wouldn't expect it to be allowed
So my dm sprung us goin mythic on us. I've never really looked into it before and was hoping for some guidance. Playing a gestalt spell sage wizard + mindchemist alchemist going into Pathfinder savant and Pathfinder chronicler. I also have Homebrew archetype on the wizard side delaying spellcasting for a ton more spellslots. Generally he is a support caster and skill monkey with an unhealthy love for potions and other consumables. Archmage seems the best path but I can't decide what to dual path into. What are the best abilities for my character? Are there any good feats besides dual path? What would be a good second path? Any guidance would be appreciated.
So after last session a player of mine decided to redeem himself. Problem is we are going into the last stretch. Literally 5 sessions left. Considering he is only doing this because he went REALLY REALLY far into the evil spectrum, I simply don't think he has time to redeem his character within that time frame. Possibly neutral if he truly goes above and beyond heroic. I am planning on giving him opportunities for good and a few temptations to revert. So how would you handle the situation? How have you handled similiar situations previously? Should I be more lenient on redemption?
So a player of mine has found himself owing a favor to Calistra's high cleric. She is the crime lord of a metropolis who has managed to eliminate every major enemy. He is a very capable warrior occultist that can probably complete any type of task. Problem is I have no idea what she could want from him. As he is a significant person she wouldn't waste his talents on something trivial
Most sessions after ending an arc start with a couple of hours of misc downtime nonsense before diving back into the main plot. I need something that I can weave in and out of while rotating between the different players. Anything that would require violence would probably get the other players involved or be trivial enough to just skip over. I would like a moral quandary of some sort but he's playing an Asmodean
Ideas- debt collecting, stealth mission, make an exchange
First I would have a conversation with both GM's at once. Make sure they agree that your character is broken and make sure to get them to tell you exactly what they think is broken. Then I would request to try and play the character as is to see if its a big problem in game with the understanding that you will change it if it is. Its difficult to say without looking at the other characters, but your monk while optimized, doesn't look like a problem character. Damage(particularly melee single target) is probably the least problematic thing a character can do well. Frankly out of the rest of the party, the magus is probably the only one who can do good single target damage, which is something a party needs. Everyone else probably does much better with groups of enemies and far exceed you in utility.
So I get how it works in general. My question is how it works when the sides are enchanted with different utility effects. For example if only one side had called would I be able to summon the whole thing, split it in half, or just be unable to use the effect? Anchoring and unseen are also good examples of this type of effect.
Why should they be separate classes though? What is wrong with having a single class with different archetypes for each alignment. Say a "Crusader" class that has the base mechanics which are then modified to match the particular alignment. This would allow overlapping abilities with minimal writing.
"An attempt to subvert the paladin code by engineering a situation allowing you to use a higher tenet to ignore a lower tenet (telling someone that you won't respect lawful authorities so that the tenet of not lying supersedes the tenet of respecting lawful authorities, for example) is a violation of the paladin code."
This particular bit is going to be a headache.
You have officially made good > law..... Paladins are now Asimov robots free of making moral decisions. Great....
I would like the option to choose law > good. Otherwise we are just Good kinda lawful not Lawful Good.
Glad to know other paladin alignments will be considered. Asmodean Paladins ftw(a great example of law>evil).
High Guardian Fighter. Mobile Bulwark Style. Cut from the Air. Smash from the Air. Adopted trait for the halfling helpful trait. Living bulwark for your other trait. Max UMD and pick up some good scrolls/wands. Dip Master of Many Styles and go into Archon Style. Dip a level of Brawler. Martial flexibility->Advanced Weapon Training->Item Mastery->Profit. Get a bodyguard familiar. Note this isn't in order. Just a series of suggestions
Logan Bonner wrote:
So in order to make them simpler you removed bonus spells per day from wisdom and added them from cha but only as heal/harm spells?
Lv5 party. A huge size red dragon lands in front of the party and demands tribute for passing through his lands. Everyone in the party pays except for the party monk.
Monk:"Guys I'm broke"
Tribute was 500gp
Can you warn the dragon and give it a chance to get away. Sending would let you do so right after your done fighting. Perhaps gift it a scroll of teleport.
Perhaps you can help the dragon fake its death. Illusion spells would do so pretty easily. Pretending to shoot it down so that it falls into a lake, bottomless pit, or deep ravine works.
Is there any locals that can help? Kobolds would definitely do so provided you could convince them there was a dragon in the area. Good folks in general would probably help a good dragon. Most dragons can shapeshift. Add in a few more illusion spells to block divination and the word of some of the locals and it can hide in plain sight
You could kill the hunting party while in disguise. Perhaps just kill them and blame it on the dragon
If you have anything with the dragon's scent you could probably lead the hunting party in the wrong direction
Fake a copy of the note or modify the original. Use invisible ink to add extra text to make the note something more agreeable.
What skinwalker trait is that? Seconding witch as best. A bad touch cleric also does well.
My Favorite Curse Spells
I play full casters. Their fun. I like having options in and out of combat. Full casters do that quite perfectly. But full caster doesn't fit every character concept, table, or campaign. Got a game coming up in a couple of weeks and I want to play a martial character but I don't want to be stuck as a 1 trick pony full attacker. All I've come up with is Brawler and batman quiver archer. Is there any other builds for martial characters with options? Partial caster is ok so long as its meant for utility/buffs.
Campaign Specific Stuff
Warped Savant wrote:
No houserules. Limited rewards. Limited materials for use. Limited to campaign modules. Alignment restrictions. Restrictions on possible player actions. Forced use of all official interpretations. Correct me if I'm wrong on any of those. Not entirely sure on all the rules. Not hating or saying badwrongfun but there is definitely reason
@OP if still reading this I also recommend plot XP. Swapped over 4 years ago and it is so much better than encounter based. Also have a current game with roughly 4 players that can't attend often. It helps them out a ton.
When 5e announced core drow a lot of people posted against it similiar to this thread. While it doesn't have a formal name Drow Scandal seemed to fit best
Think the worst non Homebrew I ever fought was an unnerfed Cthulhu. 2 man party with cohorts. Lv21(used normal advancement + 10th level spell slots) arcanist blaster and a martial build summoner. Cohorts were a home brew dragon and a full class wizard. Lasted around 6 rounds mostly because the dm multiplied the HP by at least a factor of 10.