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Dripps's page
Organized Play Member. 26 posts (29 including aliases). No reviews. 1 list. 1 wishlist. 2 Organized Play characters. 1 alias.
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This looks like the dungeon map used in the Crypt of the Everflame module. Can this mean a reprint is in the works? I really hope so, since I used that module to introduce 2 different groups of people to role playing games and Pathfinder a long while back (this was before the beginner box existed) and my copy is so ratty it's almost unusable.
I might have to steal your idea for an upcoming vigilante one-shot my group is running soon. BTW if you´re going for a spanish vigilante name it would actually be "El Dragón".
That was a mistake on the player's part then, it happens. When the left-behind player dropped they probably realized this mistake and became frustrated. People rarely blame themselves though, so it was directed outwards towards you and the tactics used.
If they're about to do something like that again just ask them, "are you sure you want to do that?" This will make them second guess what they´re going to do and at the same time wash your hands of their decisions (they wont blame you for the consequence).

tonyz wrote: Well, what kind of spells do you want to throw out a lot of the time? That would probably be the first cut.
Generally, wizard schools either have great spell lists (conjuration) or great school powers (divination), but not both. Keep in mind that you can always back up your school with spells from other schools (an evoker doesn't have to evoke; an illusionist can create real things as well as just illusions; a diviner can blast; and so on.)
Your opposition schools deserve some thought -- generally people dump two of evocation, illusion, enchantment, and necromancy (keeping in mind that you CAN cast one of these spells by using two slots, if need be.) Conjuration and transmutation are both very powerful, no one wants to drop abjuration, and smart people realize the value of divination.)
Evocation is nice if you want to be a blaster -- you can search for "blaster wizard" and see all kinds of advice on that. It's easier to play than a conjuror or illusionist, but perhaps not as powerful. This school works better if you're regularly facing lots of small foes (area effect damage is HUGE against crowds, sort of meh against big single monsters unless you REALLY focus on it) -- know your GM and what he usually does. If the rest of the party is all about damage-dealing, you can either finish/weaken enemies with them, or provide the stuff that damage-dealing doesn't handle by itself.
Divination has an awesome, awesome school power (going first is always great; always acting in the surprise round is beyond great), but your extra spell slots will be filled with so-so most of the time. It's a great school if you have time to think and plan and anticipate, and use your divinations to guide your other spell selections so you'll always have the right tool to pull out, your party is seldom caught by surprise, etc. Warning: discuss high-level divination spells with your GM out of game before using them! Stuff like legend lore, commune (from many improved familiars), and contact...
What tonyz said, he articulated it better than me.
The tactics don´t seem too bad to me. Looks like the players failed to adapt to the encounter. Did you by chance remind them that there are terrain to hide behind, running away and regrouping, or that throwing themselves prone on the floor are viable options? Players tend to forget their options when they're used to/ built for different types of encounters.
Looks like the rest of the party are all focused on dealing damage already, so I would recommend skipping evocation.
As for the other choices, here are some ways you can use them if chosen:
- Conjurer would be neat to have; you can summon flanking partners for the party.
- Illusionist can be used for fooling enemies into doing your bidding and some battlefield control.
- Diviner can be used to detect almost anything you can think of, even spying on enemies before facing them. They are useful for spotting traps, invisible enemies, etc.
Hope that helps you in your decision.

Good on you for doing this for your players. First of all, I suggest you ask your players what kind of campaign they want to play in. This will affect how the world looks, or at the very least where the adventure begins. Some examples you might want to mention to your players:
- An Arabian nights campaign will include deserts, genies, flying carpets and giant scorpions among many other things.
- An all bard party campaign might be set in a world where the only magic is musical. This might include orchestral armies, metal band marauders, jazz mercenaries and dueling rock-offs.
Once you know what type of world to make create a small part of the world, a small nation, a couple of islands etc. Also, I don't mean stat everything, I mean have a vague idea of what's in that small place. Stop yourself from creating the whole world at once, or you will suffer from burn out.
Have a vague idea of whats going on in the rest of the world and plan/stat-out out the areas that the players head towards.
We might need more of a base to get you started (also, I'm too lazy to sign-up for pinterest). What things do you definitely want in your world and we can help expand it.
Wind Wall can deflect most breath weapons. This can vary depending on what your specific group considers "gaseous breath weapons" and if that includes fire based breath weapon.
This came up in my last game when I defended the party from an angry dragon.
If you guys need a template you can use my deity tables if you'd like, you can find it here.
Oops I meant here. The link in my last post was for a printer-friendly listings of all domains and sub-domains.
Shame on us for necro-posting, I know. I just wanted to leave this here for anyone that is interested; its a printer-friendly, semi-reorganized collection of tables of all known deities that grant domains, you can find it here.
Hmm... I dont know where in Kyonin that AP crosses but here are 2 examples you can develop further:
- There is always the Winter Council, a group of ultra conservative elves who don't want members of other races stepping into their lands; they often push their agenda violently (whether queen Telandia knows about it or not). If there're any non-elven characters in the party, the White Council can send some rangers/assassins/wizards to "compel" them to leave.
- If the characters get near the Tanglebriar, there are Treerazer's demonic horde, blighted fey and oozes to deal with. Not to mention some cultist devoted to the Lord of the blasted tarn (clerics of Treerazer), who would love to sacrifice the characters to their master.
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I'm really liking the Osirion/Egyptian pantheon. It has a nice selection of gods with a mix-up of domains not usually seen together (non-evil necromancer anyone?). It really makes me want to run The Mummy's Mask AP or a homebrew desert campaign, but I'm running my new players through a more traditional campaign first.
I love lizardfolk, sure they're territorial as hell, but that doesn't mean they're evil nor that they'll attack on sight. So in my games the players never know if they should shoot on sight or wait for the lizardfolk to strike the first blow. I milk this delicious moment of tension for all its worth.
I also like plant monsters, specially the shambling mound and the violet fungus. The latter is usually paired up with shrieker fungus, both of which look almost identical.
Smite Makes Right wrote: Then what is the advantage of adding an armor kilt to a suit of armor? The original Pathfinder Chronicles - Campaign Setting page 211 states:
"Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by
1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase."
As to the other questions, seems like I was off; listen to JB2000 and Belafon, they look like they know what they're talking about.
I found out that the Osirion pantheon was further expanded upon in the Mummy's Mask AP. So I filled out the missing information except for each deity's colors which weren't included. My deities tables now contain only official info. If you find any mistakes let me know here.
Also if anyone is interested, I compiled all the available domains and subdomains in a printer-friendly document. Though I suggest you copy/paste it to a word processor and lower the font size to decrease page count.

MMCJawa wrote: Sissyl wrote: Tell your GM that you will not make new characters if this one dies, any of you. Tell him you give it a month.
Then start mistreating his setting.
Burn villages, slaughter NPCs, force people to go along with financial schemes that give you a massive income. Use this income to build each PC a massive castle. Declare war against everyone else. Start riding dragons. Dig out overpowered spell combos. Read creatively to maximize your advantage. Cheat outright. Polymorph the immortal giants to toads and put them in jars where they get no food and would starve if they hadn't been immortal. Every DM call you hear him make, discuss for at least an hour about obscure rules in the books, making it personal. Ask others if his rulings were okay, then come back to him and tell him he is wrong. Whine if he hits you with anything you just don't like. Start intraparty backstabbing and conflict about it an entire session. Make sure to make a determined effort to make the GM let you get various uber templates. And so on. Just don't let the GM hurt your character too badly. If it happens, either have the others rescue you or commit suicide. And do not make another character.
Then, one month later, a few sessions into Players Wreck The Setting, ask him if this is what he really wants. Of course, you could tell him what he is doing is no fun without wrecking things too... Or you could do the actual mature thing and either talk to the GM about your concerns, volunteer to GM the game yourself, or let him know that his style of GMing doesn't match yours, and politely bow out. I agree completely. If the players just escalate things everyone is going to be frustrated, and when this happens the group will fall apart.
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EsperMagic wrote: scumbag gm: sure you can take this feat, removes all use by building the character for you...
"but maybe I wanted a witchguard npc for my witch'
Nope I built it to be fair enjoy your kobold paladin.
PC- kills himself just to roll up a new character without a wasted level 7 feat.
Yep, but this misunderstanding can be avoided. This is why if a player wants the leadership feat there must be a discussion with the GM to know what that feat entails at their table.
Major_Blackhart wrote:
Specifically, I like Uruskreil because of his weapon, the falchion, and the fact that his area of concern (one of them anyway) is mercilessness. And this guy, Bailiff Malgor, is certainly as merciless as they come.
Half-orcs start out proficient in greataxe and falchion already.
Flavor-wise I can suggest some more deities for you:
- If your GM doesn't object to a god from the Dragon Empires part of Golarion there's Yaezhing. His portfolio includes harsh justice, murder, and punishment.
- Ragathiel, the empyreal lord of vengeance.
- Lastly Achaekek, who's area of concern includes divine punishment.
Hope this helped.

Bandw2 wrote:
here's the thing though, they still want the roguey guy, but they wanted him to effectively be a fighter, with fighter stats and bonuses. He can now wear heavier armor and have it effect his stealth less, he has full BAB so he's good in general combat, and safer since he doesn't have to try and "reach" for flanking.
This is basically why I don't like the fact that he's sort of pre-built for you. I still want HIM, but just not his mechanical impact on the group. see what i'm saying? they don't want a guy from teh fighters guild, they wanted that loveable dirt bag, that tried to swindle them that one time, just not all trying to flank in combat and stuff.
I understand what you're saying, and if the party obviously needs/wants a certain class on their cohort I will definitely develop a beloved NPC in that direction (if they aren't already fleshed out in game). Though, lets face it, if the party wants a fighter, I cant place dozens of axe-totting burly shop keepers in their path in hopes they talk to one of them.
Like I said, I would allow NPCs to possibly be convinced to take a different class, but not retrain. To me retraining a NPC's class, which is something they have struggled to achieve for years purely for the convenience of the party seems too gamey.
For example, lets say the party met a wizard and developed a long relationship with him. Having this wizard abandon his years of arcane study in order to retrain in the way of the sword just because the party needed a fighter will require very hard convincing, if even possible.
I would argue that a character's (PC or NPC) profession, class, skill and knowledge gained up to that point are a big part of who they are.

Ok, I'll answer these questions as best I can.
Smite Makes Right wrote: look at what happens if I am wearing +1 Light Fortification Scale Mail and +6 Shadow Bracers of Armor. The Scale Mail provides does not provide a greater armor bonus, so the Bracers of Armor are functioning. The Bracers of Armor do not provide a greater armor bonus, so the Scale Mail is still functioning. A strict reading of the rules says that I now have a +6 Armor Bonus and I benefit from both Light Fortification and Shadow. Is this intentional? Yes, you would be right. As with the grand majority of bonus types, armor bonuses to AC don't stack so you would use the armor bonus of whichever item has it the highest and ignore the rest. If two items are tied in armor bonus, choose one it matters not. Since the "shadow" and "light fortification" magic armor special abilities are not armor bonuses to AC they do stack, so you would gain the benefit of both those item's magic armor special abilities but only one of their armor bonus to AC.
Smite Makes Right wrote:
There is nothing to say that the armor bonus of the kilt is added to the armor bonus of the armor it is added to, but I do not see a benefit of adding it if it is not added. A Chain Shirt with Armored Kilt is a base +5 AC, +4 Max Dex, -2 Armored Check Penalty, 20% Arcane Spell Failure Medium Armor. Correct?
Like I said armor bonuses don't stack, so the final AC would be a +4 AC, +4 max dex, -2 armor check penalty (just like a regular 'ol chainshirt). In fact the only thing adding a non-magical armored kilt to a non-magical chainshirt would turn it to a medium armor and add 10 extra pounds to body. The armored kilt is usually used casters who fear the arcane spell failure chance of other armors.
Smite Makes Right wrote:
Can the armored kilt be enchanted and added to nonmagical armor with the final armor benefiting from the Kilt's enchantments?
Yep.
Smite Makes Right wrote:
Can a nonmagical armored kilt be added to magical armor with the final armor benefiting from the magic armor's enchantments?
Yep, but remember that in this case the armored kilt wont give you extra
armor to AC, bu it will upgrade the armor type unless its already heavy armor, and add 10 lbs to your body.
Smite Makes Right wrote:
If a magical armored kilt is added to other magical armor, what enchantments does the final armor have?
Both, I believe.
Smite Makes Right wrote:
If the armor kilt and/or the armor it is added to have special materials, does the final armor benefit from either or none of the special materials?
Hmm, although very unlikely this will come up in play, this is a good question. I honestly have no idea.

Bandw2 wrote: Dripps wrote: Bandw2 wrote: Dripps wrote:
Nowhere does this feat suggest that the players have any control over what class levels, racial/class traits or weapons the cohorts start out with. Each NPC that I notice begins to have a rapport with the party, gets more fleshed out as they come closer to asking the party if they can join them. The cohort starts with with class levels and options that are true to the NPC. This, of course, does not prevent the players from suggesting to the NPC on what they should improve/change upon, which the NPC may most likely follow. sure they do, they can tell anyone who approaches them who they think won't be of use to the party to go sod off. Also, they can just retrain the cohort if anything, after you've convinced them to change. Your absolutely right. That said I don't allow the retraining rules from the Ultimate Campaign book without a very good reason. Since building a rapport with an NPC is a long process, I would hope players would start to befriend NPCs early whom they might need favors from later.
What I meant to say is that any future advancement can be guided by the players depending on the NPC. For example you might convince an old retired NG dwarf brewmaster to learn to fight with a sword instead of his trusty axe, but you'll have a tough time convincing him to stop drinking alcohol, change his devotion from Cayden Cailean, or change his outlook on life (alignment). There are of course exceptions. well yeah, I can understand the second paragraph, but if he's a rogue and the party turns out don't really want a rogue, they have to get him to leave(probably ruining the feat in your game) and then try to find the fighter they actually wanted and smooze up with him.
why not just give the rogue a stern talking to and say go get some professional to combat training to sharpen your skills, we'll pay for everything, but you need to learn how to wield a large array of weapons and apply your skills more effectively if we're... I would probably allow him to switch classes from then on out, depending on the NPC of course. If the party needed a fighter then its their job to find a fighter's guild or wherever one might find a fighter and start developing a relationship with him/her. Like I said, the feat is earned not taken.
Understand that this is the way I run the feat, its not inherently better or worse then anybody else's interpretation, it just happens to be mine.
The closest you can get that provide powers to PCs ATM are probably The Eldest. These deities hail from the first world and most of them are neutral in the good/evil axis, but all over the place in the law/chaotic axis.

Bandw2 wrote: Dripps wrote:
Nowhere does this feat suggest that the players have any control over what class levels, racial/class traits or weapons the cohorts start out with. Each NPC that I notice begins to have a rapport with the party, gets more fleshed out as they come closer to asking the party if they can join them. The cohort starts with with class levels and options that are true to the NPC. This, of course, does not prevent the players from suggesting to the NPC on what they should improve/change upon, which the NPC may most likely follow. sure they do, they can tell anyone who approaches them who they think won't be of use to the party to go sod off. Also, they can just retrain the cohort if anything, after you've convinced them to change. Your absolutely right. That said I don't allow the retraining rules from the Ultimate Campaign book without a very good reason. Since building a rapport with an NPC is a long process, I would hope players would start to befriend NPCs early whom they might need favors from later.
What I meant to say is that any future advancement can be guided by the players depending on the NPC. For example you might convince an old retired NG dwarf brewmaster to learn to fight with a sword instead of his trusty axe, but you'll have a tough time convincing him to stop drinking alcohol, change his devotion from Cayden Cailean, or change his outlook on life (alignment). There are of course exceptions.

It's good that you've set up some guidelines and expectations with your players before allowing it. This way players don't feel cheated for expecting something entirely different.
This is how I personally run the Leadership feat:
- The cohort or followers are played by me (the GM) or another player. They can be targeted by monsters and killed if they enter combat as well.
- The feat is earned, not taken. It's strange that a NPC the party has never met decides to put his/her life in danger by following them around (regardless of renown). If I feel that a character has truly befriended an NPC, is 7th level and their cohort level is enough, I as a GM gift them the feat. This has made my players RP the hell out with NPCs as each of them are now their only potential cohorts.
- Nowhere does this feat suggest that the players have any control over what class levels, racial/class traits or weapons the cohorts start out with. Each NPC that I notice begins to have a rapport with the party, gets more fleshed out as they come closer to asking the party if they can join them. The cohort starts with with class levels and options that are true to the NPC. This, of course, does not prevent the players from suggesting to the NPC on what they should improve/change upon, which the NPC may most likely follow.
- I separate the cohorts and the followers side of the feat. They may attract followers or a cohort or both if I see that it's appropriate.
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Hello, I'm compiling print-friendly charts of all the known deities in Golarion so far (including subdomains, symbol, favored animals and colors a la Inner Sea Gods).
The blog post containing the ancient Osirion pantheon does not include much of this information, nor does Inner Sea Gods. Since I can't stand having empty spaces on my charts, I thought I'll fill in the spaces myself until the official info is revealed.
This is what I have so far (the rest of the charts are woefully unfinished ATM, ignore them for the time being), if you have any suggestions or additions let me know on this thread.
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