Hey guys, I'm new, broke, and just moved to a new city so I have no friends in person right now.
In the move i lost my books, along with like... basically everything else except for my s#&+ty laptop
So questions questions questions
I've seen that you need books, But my first question is whether or not OGL content is allowed for us broke folks, playing something real simple like a Human ranger or whatnot
Second is how would I go about getting those chronicle sheets? for extra races? are they just awarded by GMs or are they something special for events?
Third is... and final portion is, What kind of players am I going to(Generally) run into at the tables? Is there anything I should know in advance? Gaming culture has a large diversity from stoners in basements (Im in Mass right now so due to the legal status of such things that might be a thing), to IBM geeks, to metal heads, to kinda mean people and of course somewhat simpler oldschool types.
Sooo, what should I be prepared for.
Also I've noticed politics is altering the face of the 40k games, so I'm worried that I'm going to run into overly politcal types, are these frequent in the pfs games? or are people more laid back?
Is there anything I should NEVER DO, or any type of character I should heavily avoid?
should I stick or archetypal fantasy?
And i'm assuming my favorite race isn't allowed, but that's fine (Gnolls).
of course i'm willing to make concessions, I just want to cover all of my bases before i try to hop into a group and make a butt outta myself/look like a jerk. For example I don't want to make an edgedark mary sue stealth thief if it's a lawful good type standard always.
In the dnd world, most people understand social issues with playing an orc, but the issue of having a bear or lion as an animal companion is rarely brought up.
So I want to explain to you the main issue here
Animal companions are autonomous, you can command them but the dm plays them. This means that they are npcs
Now a tamed bear is still a bear , and there is definitely a big problem with walking into town having one.
First off its not gonna realistically be allowed in the Tavern or inn, the stable isn't outfitted for a bear, and letting it roam in a town is out of the question .
There's also the logistics of caging it, especially if you're a ranger or a druid who tends to value freedom
If you have a dog it can likely come into some businesses with you, even the most unruly dog is better received than the most obedient lion when off leash.
A horse can be hitched up to a post without worry that the town guard will shoves Spears into it in a panic.
Arguments for wolves are potentially viable but again I wouldn't leave it alone anywhere, there's definitely a farmer or hunter in town that knows what it is
Basically wolves and big cats are great stat wise, but they should hinder you in role play heavily.
Hell can you even get past a gate keeper with a bear?
There are numerous familiars that also follow this, but as they are small and intelligent they can be more easily concealed or "contained".. chances are your imp knows to stay in rat form and not cause massive havoc
In many of the prominent dnd style fantasy role playing games... we see little to no major repurcussions for magic, and when we do they generally tend to be specific spells and affecting specific populations, the caster, or his targeted area.
But what is magic in these worlds?
Generally in the mythos of prominent systems we see that arcane casters pull their power from other realms/planes, and that divine casters are granted their powers by deities, whom also send them from other planes.
In the definition of "divine" I am not including druidic/ranger magics, but rather that akin to paladins, inquisitors, clerics, and avengers.
The other divine casters I put into a third definition which is terrestrial-primal, magic pulled from the plane that the creature is on.
Druids and Rangers for example often get their powers from nature itself, though sometimes they too are empowered by foreign realms such as the feywild. Barbarians, monks, and shaman generally pull their powers from raw powerful mamofestations of emotion, either from within or from lingering spirits... though again they sometimes gain them from outside sources.
So back on point:
Pulling power from other planes in small amounts is generally harmless to all involved planes, but does in fact weaken the walls between dimensions.
This could function as a global ring type effect, elemental planes seeping in to the fabric of the terrestrial world, imagine the havoc of surging flames from the plane of fire, or massive waves from the plane of water.
To imagine a world plagued by planar rift collapsing, I have a semi functional concept by relating planes to planets.
Earth-Venus, where acid pours down from the sky
Air-Jupiter where massive storms rage for centuries and rushing winds turn solid objects into dust
Water pluto/Europe where massive sheets of ice cover flooded land masses
I mean rules wise, how does it work, standard skinwalker is human but they can feasibly be of any humanoid race, do try gain anything from this other than size? As in how are they affected by favored enemy? What about subtype in general? How does an orcish skinwalkers stats vary so massively from his kin, And as such how does he interact with his own kind when he has a bonus to wisdom and intelligence, but a detriment to strength?
So I'm working on a custom setting, with a high amount of drow, orcs, goblins, a dr'orc (Half drow half orc my lore it's ok) and Gnolls who will be active in military engagements, and i'm looking for places to draw inspiration from on how to build the armies in accordance with their tactics.
Orcs: Medium-heavy armor, Big melee weapons (Such as axes), rage
Gnolls: Seem to be akin to eastern euro/western asian, use of spears, bows, large hyena mounts. Also notable usage of flails and scale mail.
The question is, how do these forces deploy, what would their standard strategies be? For example, historically a french cavalry charge would take place after a large amount of Mercenary crossbowmen have unloaded into the enemy for a few volleys, Romans were noted for use of their turtle-like shielf formations, allowing enemies to surround them and then breaking the shell and having the less-disciplined enemy be overwhelmed in the chaos.
I can see gnolls using ride-by attack tactics to corral and separate their enemies, then dismounting and fighting side by side with their horrifying mounts.
And i can see orcist warg riders attacking while their allies are still hurling javelins.
I could almost imagine goblins with highly mobile siege engines kiting entire enemy armies until they're forced to fight in close quarters
I'm not asking about direct rules, simply numerous examples of how these (And other) armies fight, In pf, dnd, and even warcraft
[spoiler= "Born Leader"]Born Leader (Ex): This talent adds half a war master’s class level to his Leadership score, for purpose of determining the total number of followers he gains from the Leadership feat (but NOT to determine the level of his cohort) . If this bonus causes the war master’s Leadership score to be 26 or higher, the war master gains further followers. To determine how many additional followers above the normal maximum the war master receives, subtract 10 from the war master’s Leadership score, and compare this new number to the Leadership chart to determine additional followers gained. [/url]
So if you decide to put everything you can into your leadership score.. does it cap at 25+1/2 war master level? or does this effectively remove the cap and add a rapidly scaling equation?
OK now I have some questions that lead into a bigger question, I invite you all to poke every hole in this ship to see if even a piece of it still floats, PLEASE for the love of god shut this down
So we start off with a human (Eye for talent) shaman with the mammoth spirit... and grab improved familiar for an imp....
then we dip diabolist....
here's where i'm seeing the questions
A.)
IF: the diabolist's imp is an unmodified creature designated as an imp, is not a familiar, but also does not count as an animal companion
AND: Familiars must be unmodified creatures
Then: Your imp may be both a companion and a familiar
Ok so here's the Next part
IF: Improved familiars are barred from archetypes by loss of the speak with animals ability
AND: The animal patron for witch allows speak with animals
Then: Improved familiars can take various archetypes.
Ok so:
IF: Diabolist's imp companion stacks with arcane caster level.
AND: You take the light bringer trait
Then: You gain a full progression imp companion
Now finally: IF a familiar from eldrich scion fighter gains combat feats that the fighter possesses
AND: you have bonded your familiar to an imp companion
THEN: Your familiar is now in possession of all of your combat feats, plus the imp companions natural feat progression.
Lastly, if you continue in mammoth shaman, or animal shaman, that little imp becomes an animal of some sort (Mammoth for mammoth, any for animal shaman.. possibly an Ape?),
So your familiar will be a 20th level familiar, a 20th level animal companion, and a 20th level imp companion... with all of your combat feats. It will be a medium sized animal with various spell like abilities, a fly speed, HANDS,+6 to strength at its base stat (Shaman+mauler+Eye for talent). If you decide to take a dip into hunter you may apply animal focus to your companion to grant it an additional stat increase, such as more str....
It will have the ability to change shape into various types of animals...
It can Deliver touch spells, share spells, and has all abilities granted to it by all three class features, including archetypes chosen.
So in the dueling sword skill line, it specifically states
"" wrote:
To gain these benefits, you must be wielding only a dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons).
the entire feat chain states this, I was wondering if that meant you RAW can not actually use these feats with say a kata or sohei monk?
I was wondering what people would think about the leadership feat being modified to be used as a charisma based skill.
In my eyes it would do the following
A.) Allow you to recruit a maximum number of followers based on your score, granted you can make the diplomacy checks required.
B.) Allow you to train and order around followers in a fashion similar to Handle Animal.
Followers may only be trained in manners you are adept enough to give guidance, you may hire on outside trainers to fill gaps, or have followers train each other.
Followers are of NPC classes only, or are CRs equal to the class level you may recruit -1. As such If you were recruiting gnolls, you could have your first level followers be Gnoll Warriors using the Gnoll race statistics, level 2 would be Gnolls, and level 3 could be carrion guards or carrion initiates.
C.) deal with the logistics of feeding and sheltering groups of men, with bonuses and detriments based on terrain. this would give bonuses to
KN. Nature checks by your men to identify local edible and medicinal plants and animals
Survival checks relating to setting up camp, finding camp, and finding game
Heal checks relating to conditions caused by both commonplace and local hazards.
You may make a leadership roll, Multiply the result by 20, this is considered to be a pool of Virtual gold, you have the equivalent of this amount in supplies
A cohort of effective level equal to half of your level may be recruited by taking Torch Handler or Squire, all players must take the leadership feat in order to have a cohort of your level -3, prerequisites of these abilities also include skill ranks in leadership equal to the level the feat is normally available as well as skill focus diplomacy (Not leadership). The cohort is to be played by the dungeon master and is not necessarily loyal to the player, but to his own goals. He may consider himself to be simply hired services, or he might be with the group for an equal share in the wealth. Either way it would be taxing to hire him on.
Is there a legal way to be a paladin who reflects the crusaders of the first crusade, As in hating of all who don't love and obey his god, but just, kind, and serving of those who do?
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
So high powered games, sick of the 25 point buy system?
How about an alternate system, where players gain free racial feats. 1 at first level and one every four levels (instead of 20 point buy), or every 3 levels (instead of 25 point buy).
They wont need to meet stat, class, or BAB prerequisites for these feats, but must have access to any ability they modify and must take the feat chain.
If a race does not have enough feats they may take any feats which would augment the use of their racial effects or effects granted by racial feats and or racial class archetypes, as well as feats that can be related easily to the race. Such as Improved natural attack for a grippili's tongue or monkey style for a vanara.
Let me know on this idea how you would enjoy this system.
A corsair is well versed in the types of weapons favored by pirates. When selecting a group of weapons for his Weapon Training ability, he can select Pirate Weapons as a group.
The Pirate Weapons group consists of the crossbow, cutlass, dagger, hook hand, rapier, and short sword.
You can stab your enemies with your sword or another slashing weapon.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size
If this is legal, can it be used with crossbows (Light or hand), would this allow you to use feats that require you to attack with a melee weapon with a crossbow, but not feats that require you to make a melee attack
How about when used in conjunction with the blade adept arcanist? What about with the double crossbow and kensai Magus?
Bladebound kensai? How would it work with these two feats?
I'm essentially looking for anything that would work with these.
The animal ally feat can be taken at fifth level to gain you select companions of base ranger progression (Level-3)
It says it stacks with, But never states it no longer advances beyond, class levels that aquire an animal companion
So you're a fighter 5, take animal ally gaining a level 2 animal companion
take a level of druid at level 6, is the animal companion level 3, or level 4?
So if the animal companion does not advance after obtaining a more official source, does it advance if you take levels in a separate class without one again? so fighter5/druid1/monk 14 let's say.
If it does continue to advance, what happens if you continue as a druid for those 14 levels?
there's a big chunk of mathematics i'm trying to make sure I get right
You are an expert trainer of horses, hounds, falcons, or hunting cats.
Prerequisites: Handle Animal 1 rank; either the animal companion, divine bond (mount), or mount class feature; human.
Benefit: If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects horses. You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal. Furthermore, you are treated as one level higher when determining the abilities of your animal companion or mount, as long as it is of the chosen type.
and eye for talent human alternate racial trait
Eye for Talent Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.
As say a pack lord druid of second level with two dog companions, Would this in effect give each of your dogs an additional effective druid level and a +2 to a single ability score?
It's not a major buff if so, but it does provide quite a bonus at lower levels if so.
Just a quick question,
I understand the social issues in lore, along with reasoning against something like a dwarf breedin with an Orc,
But elves and orcs are both compatible with men,
Half orcs, half drow, and half elves are both fairly common races and are sometimes stuck in the same social issues in certain communities.
The question I have is somewhere along the line of "could a half-Orc breed with a half-elf" by raw? And if so what would they produce?
The same question applies to half-ogres and half-drow
Lore wise this would actually make some semblance of sense with what the drow do with fleshcrafting
My theory is that it should in concept work based on the mixed blood racial traits and the known rule that humans can crossbreed.
Facts supporting my idea also include half drow being capable of taking racial heritage(Orc) or simply the existence of the Orc bloodline for sorcerers as a non race-exclusive option, though I've been told it can't happen, and nobody has shown me the rules nor has google helped with my attempts(possibly just because I searched incorrectly)
Other races that have been seen mixed
Ogre/human
Ogre/Orc
Orc/goblin
Dragon/everything
TL:DR
are there any rules based around actual cross breeding in race and the restrictions of such, or is it just common expectation that only humans can cross
So I'm looking at having a Napoleonic wars type scenario, two massive empires have been fighting on and off for the better part of the past 30 years
so in accordance with the number of troops in the royal army during the Napoleonic wars, the army of the British Empire was approximately 250,000 men, and the navy was about 85,000 men. In this world there are air fleets too, Assuming the impracticability of the air force being as large as the navy, I'd assume around 30,000. so a grand total of around 365,000 men. And I'm not forgetting suppliers and non-combatant jobs such as stable masters and maintenance personnel , I've simply enrolled them as a flat 30% (119,500) of the entire military force... distributed by corps as appropriate(Much higher non-combatant air force personnel number than army for example) leaving a standing active combatant force of 246,000 men/women
How large would a heavily militarized population need to be (Somewhere around 5-7% of population, bear in mind that the united states currently has less than 1% of it's population as a military force), and as such how Dense would an empire that spans approximately the 1/3 total size of north America need to be in order to support this (Industrial society)? and how about a less militarized but still quite imperial force (1-3%)of roughly the same size representing a nation about the size of China be (Feudal society)? I'm thinking in terms of city population levels on average.
I just need help finding population densities for city placement, and some general guides for infrastructure. I'm assuming some of you have dealt with this before. I don't want non-matching numbers for population-military-area density for the sake of constancy.
So any help would be great, maybe city generators and the like.
I need a hive threat race, something native and natural
Maybe some rules or advice, I'm considering using slugs and snails if there isn't something that's already built.
Currently I want something that just naturally expands.. not undead, it has to be part of nature and non-fungal, preferably of insect-like or slug-like nature and arriving from underground.
I'm willing to convert 3.5 but i'd need OGL products at the moment and would prefer first party, Does anyone know of anything?
So I was considering the use of an animal companion and familiar, combining the two into something special but only for specific combos.
Animal Avatar
You have an unparallelled bond with your companion creature, the two of you share a connection much deeper than that of most animal handlers
Prerequisites: Animal Companion, Arcane Familiar, Skill Focus nature or Skill Focus Arcane.
Bonus: you may chose an animal that appears on both the familiar and animal companion selection lists available to your class, Your familiar gains feats as an animal companion and bonuses to its strength, con, and dexterity based on your level. It does not gain any other bonuses from the animal companion class feature and you can not gain an animal companion through that class. If you have an effect which would grant multiple companions, or multiple effects that would grant animal companions you must dismiss said companions from your control.
Your animal companion familiar gains all bonuses from both your familiar class feature and your animal companion class feature. It's health becomes that of an animal companion of it's level plus all hp granted by your arcane familiar class feature. Use the base statistics of the higher of the two creatures listed and apply any special qualities and abilities listed on the creatures entry as a familiar and those listed for an animal companion including advancements from leveling. this creature counts as both an animal companion and a familiar for all effects that relate to such creatures.
Things likes telepathy, Lots of Augery/divination..
I want to make a guy who can't tell which reality he is in, who believes in a god called "Deeyum", and thinks that there are giant creatures controlling his fate and the fates of those around him.
Essentially, I want the character to break the fourth wall and to interact (Superficially of course) with knowledge of the fact that the game has rules and limits, And attempts to 'reach into the controller universe' to grab 'manuals of prophecy'...
I want a character that is built within the system to meta, He will be an advisor and a mystic of some sort i'd assume, and would do his best to collect total knowledge of the world around him..
This honestly sounds like it could be an oracle mystery... maybe i'll add it to my project of a new book, but I'm still trying to master the nooks and crannies of this system before i tack new things on to it,
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison) Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save; Con-based DC); Languages Celestial, Draconic, Infernal; Special Qualities spell-like abilities (CL 6th), constant-- detect good, detect magic, 1/day -- suggestion.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spell-like abilities (CL 6th), at will-- invisibility (self only), 1/day-- suggestion; spell-like ability (CL 12th), 1/week-- commune.
A diabolist's imp increases in power as the diabolist gains levels according to Table: Animal Companion Base Statistics, with the following changes.
An imp is specifically not an animal companion. Whilst RAI i get that this was unintentional, is the RAW legal for a character to have improved familiar and to bond with this specific imp?
So i'm looking at animal companion familiars.. Yes they technically don't exist but....
You can have a beast bonded witch's 10th level ability called twin souls, And can give your familiar all of your feats through the same archetype.
now assuming i'm a 10th level with with a full animal companion, (such as through animal ally) who gives all of his remaining feats to his familiar, and has an animal companion with all of its feats, how would this work out?
Let's use wolf and cat (Though i'm planning on using the 3rd party dog familiars and companions, i figure it'd be easier)
it's written to function as magic jar. but i'm not sure where feats come into play.
So what IS that one idea you have, that nobody else in their right mind would ever play
For me, it'd be a sentient helicopter (Gyrocopter) with loads of splash weapons and launching crossbows. He'd have a single dip in synthesist to be able to hide his true helicopter nature. because nobody would ever accept him
So I've seen a lot in pathfinder, and most of what you want to do is generally available. But every now and then I think to myself "Man, I wish they had something first party, decently balanced, and new to flesh out such and such"
I'm sure the best of us feel that way once in a while. So lets talk about things we wish Paizo would pay more mind to in a general aspect.
For me, I'd like to see more variety in the savage races, some larger divide between nature spirits and holy magic.
More of the humanoids and monstrous humanoids made to be Non-level adjusted races, with a bit more lore, some racial archetypes and feat support. Even more so for many of the currently existing races such as Gnolls, Lizardfolk, Wyvaren, Blah Blah (You get it).
More animal companions, Don't really care what but how about fleshing out the things that we see on monsters as companions but aren't actually obtainable by players? Some ways to cross over your bonds, Nature/arcane or Nature/divine.
Maybe some more on the Theurge concept, and some better "Giant bug swarm" monsters.
More support for individual weapons befitting their style. Such as an underhanded dagger use tree, Peasant tactics for dual-wielding a torch and pitchfork (That's actually a really cool idea honestly), Some more chain weapon feats and archetypes, or an in-depth crossbow tree which separates it from Archery and gunslinging.... Or in short, various archetypes and feat which help to define weapons a bit more by their group and damage type, so that swinging that light mace doesn't still feel like swinging that shortsword on your old character.
Maybe comprehensive leadership amendments? Something that feel like leadership but doesn't pack that campaign derailing train of bossing a few hundred guys around and ordering at least one of them to get a side kick and start bossing more guys around.
More of the hybrid classes, because they're pretty good, and I've helped make a few of the old multiclass archetypes myself... so I love that feeling, maybe a Half-class system somewhat akin to what was seen in fourth edition D&D for hybrid classes.
Racial classes, or a set of module rules which bring your race up in levels as you increase as a character, so your weak little half-drow naturally becomes a noble, your gnoll a flind, and your kobold just two steps short of being a dragon.
/Endrant, what do the rest of you want to see? This is just my curious nature, they're not complaints or even suggestions, just a wandering mind :3.
I'm trying to figure out a viable combination with the various drunken archetypes/feats with the pesh feats. I require a total bro character to bro down with the best of them
Known Archetypes
Drunken rager
Drunken Master
Buccaneer
So I've been looking for something like this, best i've found was the shaman nature spirit. But I can't find a way to get that at an..... acceptable level.
Now hear me out, An animal companion familiar is not all that powerful... unless you build for it.
What am I trying to build? Well something where I stack sneak attack and share spells on my animal. For all I care the thing can be a house cat.
I want me an animal familiar, and by seventh level. Anyone got ideas?
And NO dm will not allow it as a houserule, his current ruling is "Anything on d20pfsrd" which is kind of nyer but meh
The only thing that points to one (From paizo materials) is the following
d20pfsrd wrote:
Approximately 1 in 20 vegepymies are chieftains. A vegepygmy chieftain is an advanced vegepygmy (often one with class levels) that carries an infestation of russet mold spores in its flesh. A vegepygmy chieftain infects any creature it hits with its natural weapons with russet mold spores (see russet mold).
Does this mean that I'd simply apply the advanced template, and come up with a cr 1-1/2 Creature, and it gains the special russet mold attack?
So my dm is having a campaing of "If it's on the srd you can use it"
That means that all third party is allowed so long as it is on the website.
I'm looking to be a gnoll pack..... Yes....
But specifically, i need a dire hyena mount.
I thought i had read somewhere that you can essentially "reskin" something if it makes sense, a giant house cat being a big cat.... or a giant fish(Like that bible story) being a whale.
But i need the specific text and a link to it -.-'''''
So i'm looking to collaborate on a list of tips/tricks/techniques for ranged weapons in pathfinder that can help to overcome some of the so called limitations of ranged combat. I'm also attempting to make these tricks as Feat-lite as possible, as in one or two feats/class level dips at most.
I want to separate this into five categories, one for each of the three primary ranged weapons (Bow, Crossbow, Firearm), One for All others, and one for general/any ranged.
I'll start out with a few Examples, one or two for each category.
While I am allowing some Raw exploits, i'm not open to blatant abandonment of logic here.
II. If you're ever able to acquire two additional arms You can then stack the entire Archery tree with the two weapon fighting tree. While this is simply a full build it is worth noting.
III. If you find a waist high wall/fence (They're everywhere in the real world) Try to fire a volley and then drop prone, usage of Feat and Class features such as Stand Up , Ki Stand , and Monkey Style allow you to make the best of this
IV. Usage of a carriage or wagon and driver allows you to have total mobility, the cost of Hired help is cheap, When choosing your carriage consider looking into having a waist high side wall for you to utilize tip III with.