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I don't know if this has been brought up before. Google didn't seem to return any immediate results to indicate that, that would be the case so I apologize before hand if this beating a dead horse.

But something I've noticed in regards to Hellknights, in particular this one minor order, Order of the Pike, is that their lore describes them having a lot in common with the Order of the Nail, additionally it seems Nail sponsored their way back in as a minor order. Despite this, the listed analogous order for the Order of the Pike is in fact the Order of the Scourge.

Less a question and more of a statement I suppose, but it feels like this might have been accidental. The obedience's of Nail also seem to be a better fit than Scourges such as getting a favored enemy type, getting to use status as a spell-like, mage's dis-junction as an exception for the third level boon, admittedly that doesn't seem to fit super well for a naturalistic flavored order but 2/3 ain't bad.

Also, admittedly Scourge's aren't completely out of place in Pike, but Nail's seem to be the obvious fit, at least to me.

Am I missing something here, what is the connection between Pike and Scourge?


I have in my head a setting I’m trying to flesh out, please feel free to jump on this if it interests you, a setting in which the power house Xa Hoi is tricked into aggression in picking a fight with their neighbor Dtang Ma by some sort of third nations false flag operation, possibly Nagajor, who is waiting to swoop in like carrion in the aftermath of the Great War between the two of the investigating party doesn’t discover and intervene somehow.


Hi, I GM for a play by post campaign on discord that’s been ongoing for a few months now. There is still one player involved, but others fht volunteered have dipped due to life happening.

**Name of Game**: Majoko Odyssey
**System**: play by post
**Resources**: 1pp, with some optional rulesets and home rules.
**Setting**: Golarion-Minkai (basically pathfinder feudal Japan)
**Sites**: my personal discord and forum page.
**Character creation: we use these rules https://docs.google.com/document/d/1Rx3dkDxS8Fjy7Iymglx_jJ2wLqLr5IOAZoC9waL l3Zc/edit#
**Frequency**: around one post a day, more or less. It’s PBP so it’s really at the convenience of the individual.
**Description**: The lone player left is organizing the means of transporting a “magical child” over a trek cross country, hoping to find a home for her.

Please apply here with a basic character concept if you’re interested.

Thanks, Delta.


Can the magehunter prc cast with a 2 handed weapon?


So I’m running an espionage campaign where all my players are twilight talons. Since they belong to an organization I figure it’s only natural if there is an advancement pending their success. Unfortunately I have no idea what it is they should “advance” or promote to seeing as they’re all virtually medieval black ops agents.

My first thought is that since they are a branch of the Eagle knights they should promote amongst them, however I have no idea what those ranks might resemble since I don’t think there’s a source that lists any. Being a para-military organization it feels wrong to have essentially secret agents actual ranks start at something like private.

So if you’re willing give me a crack at what you think they should “promote” through.


http://www.d20pfsrd.com/path-of-war/feats/deadly-agility-combat/

So this has caused a bit of a heated debate on one of my servers online. Essentially there are two schools of thought i've seen.

1. Deadly Agility is a straight replacement for STR to DEX on damage rolls when using the weapons outlined in the feat.

2. Deadly Agility only replaces STR to DEX on things called out specifically as *additional damage*.

As it's written I lean towards the latter. But, some are arguing that additional damage is not a defined game term in the combat rules are glossary and that it's contextual definition is implying that it means that damage modifier on the weapon damage rolls for those specific weapons.

The other half of the argument is saying that it allows you to use DEX instead of STR on specific feats in abilities that refer to additional damage, and in the context of the Path of War System strikes/stances/initiator abilities that state that they deal additional damage. Not the damage modifier from the weapons normal attack roll.

Thoughts?


So going through the wild hunt section makes mention that the wild hunt are given their own sub-type of fey I presume, and each monster listed in the wild hunt section lists a few abilities but I noticed one in particular that doesn't have a description.

Under the descriptive abilities for all the wild hunt monsters they list defensive grace... but I can't find that anywhere.

Any chance one of you guys have found something, or we can get an faq update as to what the wild hunt sub-type does, and what some of the missing defensive abilities do?


So in herolab user the fighter weapon group for the maulaxe is listed as (axes, hammers, thrown). https://prnt.sc/ha3rye

However when I search the source text, Adventurer's Armory, and free sources like the pfsrd or archives of nethys the weapon grouping doesn't appear. Am I blind?

Is herolab full of s+%*, or do they know something we don't?


So a sort of living world group of mine are discussing the potential use of leadership in our setting instead of defaulting into banning it. Each of use are coming up with our own format to present and then we'll decide on one. This is what I have so far:

Players may recruit a cohort after feat investment inside of a quest or campaign tbd by the GM after the GM has determined the leadership score of the player character. After completion of the session the player may design the cohort using the following rules:

I feel like my format presented has a very strict control over what cohorts can/can't be.

1. A player may only recruit a cohort, and may only ever have 1 cohort.
2. Cohorts may only take levels in NPC classes unless a feat or ability specifies otherwise.
3. Cohorts may only be made from allowable races.
4. Cohorts use the NPC heroic stat array.
5. Cohorts do not use the Automatic Bonus Progression.
6. Cohorts use the NPC heroic wealth by level array, this progresses as a cohort levels.
7. A Cohort may never have a cohort or follower of their own no matter the circumstances.
8. Cohorts never receive gold from a session, instead they may only receive wealth through leveling. Their wbl represents their salary from their master.
9. Cohorts do not receive a consumables allowance, if a player wants to equip their cohort with consumables they must do so out of their own pocket, or with their own allowance.
10. Cohorts are controlled similarly to animal companions, the player may roleplay both his PC and his cohort.
11. A GM may refuse the use of cohorts at their table.

Please let me know if you see any major holes in this format, and please share any leadership formats you like to use at your table as well more ideas the better.


Using Wyvaran as the example.

If I replace Dark vision(rp/-) and slapping tail (rp/3) for evasive maneuevers (rp/unlisted) what is the total race point value of my wyvaran character.

Is it:

a.) 17;alternate racial traits without a listed value are considered equal to the thing(s) they are replacing?

B.) 14; removing slapping tail reduces the value by 3.

C.) Unknown; Evasive maneuvers has an unlisted rp value effectively making the character an unlisted RP race now.

Advisement much appreciated.


I was trying to make a James Lahey sort of character from Trailer Park, when I noticed that there just aren't that many alcohol inspired classes, or effects. Open to suggestions. Right now i've got a:

Human-Fighter (Cad) (antihero)
Drunkard's recovery
---that's about it.

I kind of want to do something divine based instead, where the character is inspired by a metaphysical force known as "The Liquor", but i'm sort of lost on where to go with that.


It is with great enthusiasm that we write this letter to inform you of your acceptance as a member of the auxiliary forces of the prestigious Dwarven Ninth Battalion. Your report date is no later than [star-date time group] at star fort Earth-Axle to begin orientation, in processing, basic combat training, group assignment, and campaign. We wish you luck and success in the next steps of your service as a member of the auxiliary forces in support of the Dwarven Ninth Battalion.

We cede not one more inch of rock.
MacCraig, Charon General Commander, Ninth Battalion
MacCullen, Torval Lieutenant General Adjutant, Ninth Battalion
Grainne, Astrid Major Commander, Auxiliary Forces

Like many races after the gap, the Dwarven people are also a people without a homeland. The Ninth Battalion serves the interests of Dwarven-kind; their security, and the preservation of tradition and the Dwarven way of life.
RIPPED FROM FACTION GUIDE: A military force without borders, the Ninth Battalion seeks to bolster its threatened brethren whenever and wherever needed. When not directly involved in ongoing combat operations, the dwarves of the Ninth Battalion focus on forging the ultimate in armor and weapons, ensuring their members are equipped with the very best the Ninth Battalion has to offer. Military drills are commonplace, as are the legendary celebrations in the Ninth Battalion’s feast halls that frequently follow.


Do unarmed strikes count as operative weapons for the purposes of applying dex to your attack rolls?


The ancestor eidolon for summoner, is this just bad in general? or am I missing a dev comment or faq somewhere? What has me chafed is this:

** An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.**

One of the things that an ancestor eidolon gets thru progression is the addition of a simple template, for example the: http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-class-te mplates/fighter-creature-cr-1-or-2/

Gives it access to armor training, but guess what the eidolon can't wear.

Does anyone know of an intention somewhere for this?


So i'm posting as a bit of a failure on my part, I've been unable to find the starting age groups for the Wyvaran race in regards to their age groups and starting ages. I'd appreciate it if one of you could point me in the right direction or if it turns out i'm not actually blind and there is no actual rules written down for their age categories post any creative ideas you might have that could suffice.


So a player in my home server has a wizard of the appropriate level to use this spell, and he had simulacrum'd a nymph and gave himself the inspiration abitlity:

http://www.d20pfsrd.com/magic/all-spells/s/simulacrum/
http://www.d20pfsrd.com/bestiary/monster-listings/fey/nymph/

Without posting the near books of dialogue in regards to the english language I saw two main arguments stand out from the sentence in Simulacrum in regards to 'appropriate'.

"It appears to be the same as the original, but it has only half of the real creature’s levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)."

1. Appropriate refers to abilities of a creature that are directly based on hit dice. (maintains inspiration, because it isn't determinate on hit dice)
2. Appropriate refers to abilities a creature should have of that hit dice/level/challenge rating. (inspiration is an ability specific to that creature and it would be inappropriate for 'half a nymph' to maintain such an ability)

Thoughts?


So I participate in an online pathfinder living world, a group of players in this living world came across the "Deck of Many Things"

(http://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/deck-of-many -things-harrow)

One of the cards in question is the Tyrant Card:

"the character gains the one-time ability to issue a single command to any creature in the multiverse and have the order obeyed. The target is affected as if by the spell dominate monster, and even orders for the target to kill itself are followed. Any creature targeted by this effect knows that it is acting against its will, and knows the identity and location of the character. Immortal creatures cannot effectively kill themselves, and the act only causes them considerable but fleeting pain. Additionally, creatures with the ability to grant such boons typically also possess the power to revoke them, and do so as soon as the command releases them. The GM ultimately decides what this command can accomplish. The character may use this card's effect whenever he wishes, but may only use it once."

There is some debate as to what this card can actually do. Is it strictly interpreted as the Dominate Monster spell for whom it can effect? Such as things immune to mind effecting would be immune to the playing of this card?