DeusNocturne's page

33 posts. No reviews. No lists. No wishlists.




Hi all, I will be starting the first chapter of RoW next week with a semi new group. We have 5 players 2 of which aren't very well versed in PF but are in tabletop in general. The party consists of: a gnome ranger with the beastmaster/skirmisher archetypes, a human ninja, a human paladin of abadar that is planning to go holy vindicator, an invulnerable rager barbarian, and a suli? (might be human instead) Sorceror. The party seems fairly optimized and I allowed them to use 20 point buy instead of 15 (15 feels too weak to me generally) I would like the combats to feel challenging and I have heard this AP is rock hard but I still dont hold out much hope in the encounters providing much challenge. If anyone has some suggestions of how I should tweak the encounters for this kind of party I would appreciate the input. I'm considering just giving standard encounters +2 HP per HD and giving bosses max HP not sure if that will be enough to cover it though. Thanks in advance.


So I will soon be starting an Underdark campaign and since we are all prisoners sentenced to life in the underdark I figured anything equipment heavy would be just asking to get my ass kicked. So I decided on playing a monk, besides I haven't played a monk in PF yet and Master of Many Styles looks really fun. So I was hoping people could give me some insight into what styles are worth taking (so far crane panther snake and dragon all look interesting)and what feats are best to accompany them, keep in mind we will be in the underdark all campaign and we are starting at lvl 4 with rolled stats (haven't rolled them up yet)though considering this GM's trends (he likes to keep us in a particular over bonus bracket) we will likely have stats similar to 25 point buy. Thanks a lot for the help in advance.


Hey there folks So I'm playing an inquisitor, starting level 4, for a newly started campaign, I'm a half-elf with these stats:
Str 10
Dex 17
Con 12
Int 14
WIs 18
Cha 10

That's after racial modifier, I'm planning to focus on archery but have decided to take the half-elf alternate racial feature ancestral arms to give me proficiency in a melee weapon (likely a two hander since my low strength seem negligible with all the damage/to hit bonuses inquisitor can stack). My question is this:

My gm has told us that at character creation we can have 1 magic item that will be linked to our character and grow in power with us it has to be a magic item from one of the core books, it can't cost more than 2,250g and cannot be a magical weapon or armor. My concern is I have absolutely no idea what item I would choose for this considering the limitations basically mean it has to be a wondrous item or maybe a ring so any advice would be great, thanks in advance guys.

also I'm fairly certain that eventually the item will leave the realm of core and move very quickly into homebrew, however for the first few levels I would like it to be relevant to my character and the type of item it is will likely never change.


So after thoroughly reading through the class, I can say I love the idea of the alchemist and I'll be playing one starting this week. However, the more I read the class the more I see some glaring problems which I have to say is discouraging.

1. The discoveries well....they would be amazing if you got enough of them as it is now there are 24 discoveries (not including grand discoveries) and I get to pick 6? Only 4 before 20th level and to be honest you're really limited by the pre-reqs. I would say making it bombs every odd level and discoveries every third level starting at 1st would make them a lot better.

2. Bombs are well once again they would be good except its a full round, move to mix standard to throw... to begin with it's worse than swinging a short sword, and as things progress it really just doesn't catch up in power level even with its great damage progression. If you could prepare them as a swift action then sure they would be useful or if you could prepare them at the beginning of the day and then have them ready for use all day that would help too.

3. Extracts seem to me like they could be better, and I mean that I don't like taking a round or two so I can be useful, that seems unnecessarily limiting to the alchemist. Why not instead make it quicker to quaff a potion then I buff the first round then get to participate in the battle starting in round 2 much like other spellcasters who buff the first round then start to do things.

4. Mutagens I really can't complain about these they have good flavor and let you become a combat monster for a fight which is interesting, I really like the flavor of a self serving caster hybrid.

Ultimately, I think you could fix this class just by making swift alchemy apply to the creation of bombs (so they become a swift action), make discoveries a 1,4,7....progression adding more poisons and alchemical items and make alchemist be able to quaff a potion as a move action or a swift (wishful thinking). I'll try the class as it is for now and then try it with these fixes and I'll be sure to let everyone know pros and cons.