Hey guys I just have a quick rules question. If you use augmented Mythic heroism you get one additional attack per round when doing a full round attack. It says that this is just like using haste. So if you have haste up and augmented Mythic heroism up at the same time, do you get two additional attacks per round when doing a full round attack?
Gauss wrote:
Thanks, this is helpful.
N. Jolly wrote: And they're also not any better with poison than anyone else, so not sure why you brought that up in this thread. Because they make poison at no cost that does con damage and their favored class increases the number of times per day that they can do so. One of the listed reasons to avoid poisons is the cost (which is prohibitive). This counters that problem, and if the gm let's you sell your poison, or trade it for other poisons that could remove the cost issue entirely. Remember, you can make it a number of times per day with no cost or time investment. As for stealth alchemist, it is a good combo with poison to make a more well rounded character. But to be more specific about the grippli (which I think are pretty cool) I will post on your guide
Berti Blackfoot wrote:
what an awesome idea! I will totally do that!
N. Jolly wrote: This is probably helpful given the question.. The build advice you posted a link to says that grippli are bad alchemist and doesn't give a reason. I think the stealth alchemist build is awesome and it requires a grippli. 18 plus dex mod stealth at level 2 and it just keeps going up from there. If instead off using the archetypes the build recommends you go with vivisectionist and bogborn alchemist you get sneak attack with that this can out rouge any rouge and do lots of other cool stuff as well
The grippli gets to make poison daily at no cost and as a alchemist can make it do con damage. The dc levels with the character and favored class makes extra doses per day. You can make, store, and at gm discretion sell or trade the poison. If you go the bomb direction, give your bombs sinking cloud and cloud kill. Take the discovers that let you add poison to the bomb.when you get poison immunity you can throw that down and use it for cover while you do ranged attacks. There are tons of options for alchemist with poison. Sinking cloud, cloud kill and the poison your grippli makes cost nothing. Use this stealth alchemist build, it gets the poison abilities and stuff that compliments poison and is a great build in its own right with tons of options. You must think tactically with this build, but it is a solid build that lets you use poison to its full effect. http://www.myth-weavers.com/showthread.php?t=203818
The grippli gets to make poison daily at no cost and as a alchemist can make it do con damage. The dc levels with the character and favored class makes extra doses per day. You can make store and at gm discretion sell the poison. If you go the bomb direction, give your bombs sinking cloud and cloud kill. Take the discovers that let you add poison to the bomb.when you get poison immunity you can throw that down and use it for cover while you do ranged attacks. There are t tons of options for alchemist with poison and sinking cloud, cloud kill and the poison your grippli makes cost nothing.
Making weird creatures is mostly a flavour thing. I also want to fully use all of my abilities in game. Still mostly a flavour thing. I think I will find a cursed item of intelligence, put anthropomorphic animal on something as permanent(class ability at ninth level) five it the cursed item, wait one day, awaken it and remove curse. That isn't really what I want, but at this this point I have taken this as a challenge. I want to be able to do everything that it says followers of blackfingers who are alchemist do.
Norgorber is the god. He is the god of murder, poison, greed and secrets. His alignment is NE. He has four aspects our ways that he presents himself. One of them is Blackfingers, and I wrote about that aspect above. The other aspects are a serial killer one called father skinsaw, a evil thief one called the gray master and a political self centered secrets/deception one called the reaper of reputations. They are all evil and followers hide their identities. Followers of the different aspects function almost like different churches, but they know it is norgorber behind all the mask and will sometimes work together. They do try to hide their identities from each other and mask are an important part of the religion. Most followers of norgorber lead double lives.
The quote is straight out of the inner sea god's book and is Canon, so there has to be a way to do it, I just haven't figured it out yet. It is like they want me to have to experiment to figure it out, just like my character has to. I will post if I find a solution, or maybe I will post this question in the rules forum and seek a round table if needed. Not sure how that works.
zainale wrote:
There is a reason that norgorber's religion is outlawed pretty much every where. "(The Blackfingers aspect of norgorber) represents unethical experimentation for the sake of knowledge and the harmful use of alchemy. ... all (alchemist) have at least heard of the secrets taught by Blackfingers. His alchemist breed spiders and scorpions with stronger venom, invent paralytics and memory fogging drugs to aid in criminal activity, and practice vivisection and surgery without anesthetic to discover secrets of the flesh or create hybrid monsters." I want to figure out how to do those things, but it sounds like I was looking at the wrong mechanics.
The Random Gamemaster wrote: You could start fooling around with the ARG guide to creating races, or even the eidolon evolutions to mess it up some more, and just throw random stuffs onto animals :) Great ideas. I am sure to find tons of options in those places and the list of eidolon evolutions should help nee figure out what I should be able to have at this level :)
"i added the week long deep sleep spell because i would think a slowed down version of alterself/anthromorphic animal would be painful as hell. if you can think of a better cheaper way of doing this let me know. and if this would work also let me know. i have been brain storming it for a good long while."
I don't understand the part about combining collars, but the vivisectionist alchemist can make anthropomorphic animal permanent at level nine for a reasonable cost, so no need to combine magic items or find a way to put multiple effects in one body slot. The surgery is painful and involves no anaesthetics (at least for baleful polymorph and awaken, it is in the description) so I was thinking of using a memory modification spell of some kind But actually, anthropomorphic animal gives a three intelligence to the patient and the ability to speak one language. You can awaken the patient afterwards as a vivisectionist, do that is everything that those collars do with no item slots, plus one language.
Bob Bob Bob wrote:
as fun as that would be, I doubt the gm would allow me to have something that powerful. Maybe I could take the familiar version and make something with that to guard my home. How about a good sneaky land based helper. Although anthropomorphic animal would give the whale legs, and it does breath air, but it probably isn't sneaking up on anything
The vivisectionist alchemist gains baleful polymorph and awaken as surgeries that take a day and anthropomorphic animal as a surgery as well. Under norbringer's description as blackfingers it says that his alchemist make all kinds of weird creatures. What would be some useful creature creations for a grippli vivisectionist bogborn alchemist follower of norbringer? And how could I control and use them?
I have a problem player similar to the guy you are describing. Long story made short, giving him room and being reasonable has lead to more problems and other players left without saying anything rather than deal with a confrontation. I only recently became a dm, so the other dms share the blame, but I regret all the chances we have given. We even suspended him for two weeks and gave him a list of written rules, and he was ok for a while, but he just had two outburst in two weeks so I now want to ban him from my game and I lost players by trying to work with him. Take my advice, be firm and fair and fix it now or have him sit this campaign out
I am looking at building a vivisectionist bogborn alchemist. these archetypes should go well together with the high stealth and sneak attack. Still in the early stages and open to all build advice, but am particularly inserted in the anthrophomoric animal, baleful polymorph, and awaken abilities. These surgeries take time and are not combat abilities. I am thinking of building my own monsters to help with flanking and other stuff. Maybe even taking leaerrship and building a cohort. No idea how to control them though. Any thoughts? What monsters would work?
I found this post and am still evaluating it, but it seems to be what you are asking for. It is a rogue build that looks like a ninja and uses a Grippli for optimization. "What's the deal with the ninja? Well, the way to get the most out of them is to use their sneak attack damage to really pile up a bunch of d6s and rip the opponent apart. The thing is that the best way to set up sneak attacks is by flanking and that really depends on party composition. If you have 2+ other characters that are regularly going to engage enemies in melee combat, then your damage will really shine, otherwise the 2-handed-wielding-7int-halforc-barbarian will outdamage you every single turn. All this advice assumes that you have a party composition that allows you to flank regularly. A wizard/cleric/etc buddy with summon spells helps too. First of all, the sad true about the ninja: The best ninja is just a Rogue! But not any rogue, at all. A small Sized, Knife Master, Scout that takes a couple ninja tricks! If you have no problem with just reflavoring your Rogue as a ninja (the ninja is a rogue subclass, after all) then read on. It can be done all ninja, of course, but it will come out less effective. This guy's ideal race is Grippi. This little frog-dudes are the ultimate ninja assassins: http://www.d20pfsrd.com/races/other-...es/arg-grippli So, basically, +2 DEX and WIS with only a -2 to STR. 30 ft regular speed, 20 ft climb speed, small (+1 to attacks and AC and +4 to stealth) and darkvision 60 feet. All the alternate racial traits all good and should be taken over the standard race features. 25 point buy gives a lot of flexibility on your stats. This is what I recommend (Grippi Racial adjustment already included): STR 12
That's a lean, mean, sneak attacking machine. So, your first level is Knife Master/Scout (by RAW you can combine 2 or more archetypes that don't replace the same class features). Your first level Feat is Two Weapon Fighting and your traits (if you are using them) should be River Rat (look it up, it gives +1 to swim checks and +1 DMG with daggers) and one of those +2 Initiative traits. At second level you get a Rogue talent, I recommend Finesse rogue to start getting that flanking sneak attacks with your twin daggers. 3rd level gives you a feat; improved initiative is great at this point. 4th grants another Rogue Talent, so pick Ki pool (this gives you a Ki pool equal to your WIS modifier). At 5th you get another feat... I don't have a recommendation for this one, just pick what you like (more ki points can come in handy, toughness is ok too). At level 6 you get another rogue talent, so get Ninja trick and pick Vanishing Trick (Invisibility has OBVIOUS uses, such as setting up devastating sneak attacks). The other crucial feats are the two-weapon fighting ones and the Ninja Trick Invisible Blade that you should take as soon as you can take advanced Rogue Talents (it upgrades your Invisibility to Greater Invisibility). So... that's a damn good ninja right there. Hope this helps."
I am building a lv 8 Spell Dancer archetype Magus (from the advanced race guide under elves) for a crystal spire campaign in which the GM has amped up the difficulty. We have had several player kills result from sorcerers and wizards, so I am trying to build a mage killing mage. I was thinking of a dex build (weapon finesse with a agile weapon) with the step up feat and disruptive magus arcana. I am still trying to flesh out the idea and have reservations that moving past the defensive line to the caster in the back may result in me being targeted by all the enemies. I would use the spells mirror image and displacement to counterbalance that threat, and have been talking to the other players about teamwork to keep this from happening, but I am still concerned that this may backfire. I need to have the character built before the game on sat 6/6/15 and am looking for feedback and suggestions. Any help would be appreciated :)
Mort the Cleverly Named wrote:
The movement boost and AC bonus increase as you level. you gain another +10 to movement and +2 to ac vs attacks of opportunity from movement per 4 levels beyond 1st. that gets you the + 30 feet from haste at 9th level and more as you keep going. You only get blur, haste or fly for 1 round per dance, but the whole point is to be able to reach a target on the field at the start of the fight, no matter what is in the way. I am considering this build to be able to get to the caster in the back as my first move in the fight.
I am playing a Cleric of Iomedae who took the glory and sun domains because he hates the undead. Another player decided to make a Necromancer. I don't want to be a pain to the party but I also want to have fun role playing a Cleric whose religion says that undead are evil. Any advice on how to handle this in game?
A strait Fighter who has the right feats can do a lot in this regard. Just take the feats for whirlwind attack to hit everyone you threaten; lunge to increase threat range; combat reflexes to have lots of attacks of opp; stand still to stop things that try to move through threatened spaces; pin down to keep things from leaving spaces that you threaten (even with a 5 foot step); patrol to further increase your threatened area; dazzling display to use your intimidate skill to debuff opponents and set them up for bad stuff; and take your pick of disarm, trip, sunder, bull rush and similar feats. You become a whirlwind of disarm and standstill, plus it is fun to make an enemy stand there 15 feet away from you while you just keep pummeling him. And of course, use a polearm. They are great. With the ranseur, for example, you get +2 to disarm, which you do at reach so even if you don't have the relevant feat most enemies do not get to use their attack of opportunity against you (since most enemies don't have reach and can't touch you). :)
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Endless Night - DAY 6
Kaerishiel examines those who have stepped forward. Your commander, who did not hesitate to go into battle himself, who was wounded and even captured (but quickly released by the feat of several fighters) knows each of you. His gaze, stern and calm, pierces like a skillful blow of an elven rapier. You. You. You. You. He points his finger repeatedly at the four elves, clearly checking with his eyes that the ones he has chosen do not have serious injuries. Then he hesitates a little, examining the remaining ones, and finally points to the dwarf, which causes a slight whisper in the back rows. And you. He once again looks closely at each of the newly created squad of five warriors. Don't drink too much at the upcoming feast... There will be a conversation. But for now, everyone go rest. He makes a gesture with his palm, releasing everyone… *** In the evening of the same day, you are in the Crying Leaf - a small elven settlement located in Varisia's Mierani Forest, outside of Kyonin but very close to the local Aiudara (or "Elven Gate" as the non-elf savages call it). It was thanks to the hunters from this village that the capital learned about the dark elves in the Celwynvian. It was here that the Shin’Rakorath military base naturally appeared. And it is here that the feast is taking place today. The trees are beautifully decorated with glowing lights of blue, red, yellow, green tones, turning the chosen edge into a fabulous forest. Beautiful, as if weightless and at the same time very organically looking among the greenery, carved tables are decorated with beautiful glasses, jugs of wine and exquisite plates, on which lies the most diverse and refined food. You know that the meal and drinks were delivered from Iadara and this is a very expensive dish. Laughter is heard here and there. Yes, it is a holiday with bitterness, because each squad lost a lot of fighters. It is already difficult to say exactly how many, because more and more reinforcements were coming. But a lot. This is a holiday during which everyone wants to wash away the horror of what they saw. Creepy demons, the sight of which makes your blood run cold. Stunningly cruel dark relatives, the very meeting with whom was a shock to every elf who saw them. Scenes of the consequences of terrible torture and senseless violence, convinced that dying in battle was a thousand times better than being captured. A constant sense of threat, because this enemy will attack covertly, sneakily and stealthily… And yet it's a holiday. The elves have a long memory, and they will not forget this secret war in a thousand years. But this same long memory teaches them to treat everything easier, to enjoy the moment, to live in the now. Because if you lose consciousness in hundreds of years of memories, which means losses and suffering too, if you allow memory to take power over reality… This is the end. No, the elf must live now, it is necessary to live laughing and dancing. Elves drink, ride and play games, often seasoned with illusion magic to simulate a carefree hunt in the paradise gardens of the world they lost, or maybe it didn't exist and they just invented it. It doesn't matter. Everyone understands why the laughter is a little louder than usual, and no one blames anyone. Their few allies of other races somehow try to get involved in this elvish fun, and a sense of martial brotherhood and good wine help a lot in this. The five of you get together at some point. You do not know what kind of task you are going to do and what to prepare for, but everyone has received instructions from the direct field commander to keep all your goods packed in bags. This can only mean one thing - Kaerishiel will call you either at the end of the feast, or even before it ends. *** Please describe in any order: how do you spend a couple of hours of the feast before you gather at one point;
* by the way, you can decide if any of you were already familiar with someone else from the new comrades ... There were hundreds of you here, so on the one hand, out of the corner of your eye, you saw each other with a probability of about 80 percent (except for the dwarf, everyone saw and discussed him), but did you serve you are in the same squad (let's say it was the usual dozens, that is, the units are not large) it's up to you.
The battle for Celwynvian has just ended. A long and bloody battle in a war that does not exist for the rest of the world. The ancient city of our ancestors, built long before the Exodus, has now seen another tragedy. Once upon a time, the beauty of our majestic houses, libraries, observatories was destroyed by a terrible cataclysm. Now, once again, the elves suffered here, shedding their blood on the ground and stones to drive enemies and their demonic allies back into the depths of Darklands. We are Shin’Rakorath. We bring light into darkness. Each of us has lost friends fighting these scum. Drow, a mockery of the Elven race. Our shame, our secret and our battle for the future… We are standing in the main square, among the thousand-year-old ruins. Wounded, and seemingly joyful… But still not too much. And it's not just about the horror of the war with pure evil, not just about our wounds and the death of friends. It's about the expression on our commander's face. Kaerishiel stands frowning, peering at each of us, as if trying to see what is in our hearts. Our commander should be happy about the victory, but it seems he is not happy. There is a mission. Dangerous and difficult. We will select five guys for it. I'll be honest with you… This is pure suicide. But we absolutely need intelligence about what our enemies are up to. It seems that something big is being prepared, and this attack on the surface was only the first test of the pen. Think well whether you are ready for this. You'll find yourself deep behind enemy lines, cut off from any support and from the sun, face to face with them. Kaerishiel's face contorts for a moment, as if he wants to spit. Everyone here understands him because the very thought of these insane sadists and demon worshippers disgusts each of us. I can't ask you to do that. But those who are ready to give their lives for Kyonin and the Elven race, take a step forward. There was a long pause. And then dozens of us took that step. ================================================= Hello there! I plan to GM the 4th book of my favorite AP "Second Darkness". This is the best part of this journey and my favorite book as a GM at all. There probably won't be any subsequent books, I want to GM this as an independent adventure, but I will try to make a slightly more self-sufficient ending so that the players have a sense of a completed narrative. Pros and cons of playing with me: Pros: I've GMed this adventure (all 6 books of the path) twice already, and both times the 4th book was just a blast! Each time it was 10+ sessions, and players didn't want to leave this part of the adventure and move on with the plot - so fun it was. Plus in general, I am an experienced enough PF1e GM. Cons: I will be GMing PbP for the first time, and English is also not my native language. It's double the workload, and no one guarantees that I will cope. But I will do my best. In any case, I will not disappear from these forums if it becomes difficult for me, and instead of that I will honestly discuss it with my players. Game format: standard, at least 1 post every weekday and 1 post on the weekend. But sometimes we will have to switch to a slow mode (3-4 posts per week), I will warn you about this. Who to create: first of all, someone very native to Kyonin. You are all members of the private military company Shin’Rakorath. It mainly consists of elves, but in recent years they have begun to recruit representatives of complementary races. Half-elves, gnomes from Omesta, and so on. Maybe even a human or a dwarf, or someone touched by the planes etc. In any case, this is someone who proved himself to be a loyal subject of the elven state, race or culture until his/her death. You are quite experienced warriors, you have been serving in Shin’Rakorath for some years, but only recently you have been used for the main task - deterring drow. This is a certain level of initiation, because even in your structure, the rank-and-file of the lower order do not know about the existence of dark elves (not to mention civilian elves, and even more so non-elves). You took part in a bloody battle in a ruined city, destroyed thousands of years ago by the fall of what would later become the Starstone. You were transferred here from other locations using aiudaras and told on the move who you will fight. None of you have ever seen such pure evil before. The drow in this adventure are old-school drow. A real chaotic evil without the slightest urge for redemption. Your battles with them and with demons have made you understand that this is a deadly enemy, and their hatred of all elves deprives any doubts about their intentions and the danger of their plans. Summing up: your character is someone who could be taken to serve in Shin’Rakorath. The rules: 20 point buy, no evil alignments, no 3pp (alas, you may not even ask), from the Paizo content by default we use only what is allowed in the PFS (yes, they often ban broken things; but here I am ready to discuss if you want something that is not legal in PFS). You have level 8 and a standard amount of gold. I will select the players on July 9th and start the game on the same day. Suggest your characters please! .) I can't wait to see what you bring and I have a feeling that it will be a difficult choice. I hope this will be the third BLAST and a wonderful farewell to the drow in the world of the Pathfinder. ps. Oh, yeah. It's going to be a pretty dark adventure. Your characters will slowly go crazy, corrupt, and so on. Scenes of cruelty, violence, abuse and other things will be moderately present. I'll try to leave it half-hinted, but still… You are really descending into darkness. Keep this in mind when deciding to go there. pps. By genre, it will be more of a sandbox adventure with a lot of social interactions. Keep this in mind when creating a character. And if you've played or read this adventure before, write about it too. Thank you for reading this and good luck to all of us!
Hello dears! I need some help. The general question is 'what happens to the outsider when she dies'? Let's take azata for example. Is it appropriate to say that azata is the very soul embodied in the form of this outsider? Or she has no soul at all and she is something else? Is there any energy in her that returns to the Elysium after her death? Or is she just dissolves and death is the end of her existence? Now for a more specific question (rather grim). My players are on a mission in the Abyss. After battle with one slaver guy they captured Broken Soul azata (alive). Azata is mad and CE. In one moment of clear mind she asked to kill her... Now my players are thinking, what's next (especially our paladin). Players don't have easy options to move between the planes nor they have any spells or powers like wish etc. What will happen with this azata after death? Will she 'fill' the power of the Abyss with her some essence, given her current alignment and in what place she is right now? And the last question - they also captured broken soul couatl (CE) too. Couatl is a native outsider. Does his 'nativeness' to material plane changes something in comparison with azata above? Even though the Book of the Damned is my hardcover handbook, I suddenly don't have a solid answers to this questions... Thanks in advance! |