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****Venture-Lieutenant, Kansas—Kansas City 67 posts. 2 reviews. No lists. No wishlists. 32 Organized Play characters.


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As today is the last day of June and the product is still tagged for release June 2019, any update on when this actually will be released?


I've been playing a mythic paladin in Wrath of the Righteous with a similar focus. The Bodyguard feat chain becomes a lot more attractive with Mythic Combat Reflexes for basically infinite AoOs. Also, you might consider Dual Path with Hierophant. I've gotten amazing use out of Endure Blessing - I took it twice and now can make some of my really great min/lvl spells 24-hour duration; thematically, you can use it to protect some of your weaker party members with specific choices for weaknesses they might have. Being able to spontaneously cast any spell on my list for mythic power has also been useful, given the relatively small number of spell slots (and high number of decent utility spells) you have.


Nimue Placidia - aasimar paladin (redeemer with GM approval) of Shelyn. Touched by Divinity (Shelyn) and going into Heirophant/Guardian for Mythic.

Gelennessil - elf druid (treesinger, and totally a hippie). Custom trait and going into Heirophant for mythic.

Fyodor Setarn-Everleaves - human (Sarkorian) summoner. Riftwarden Orphan and going into Archmage/Heirophant for mythic.

Zedd - human sorcerer (starsouled). Riftwarden Orphan going into Archmage.

Gewdt - goblin gunslinger. Custom feat and not planning on going mythic.

Corwin Antivan - human (Qadiran) ninja. Taking the trickster trait and going into Trickster.


I just finished running CC and actually had some similar issues. I also had a dhampir player who decided that becoming a vampire would be in line with his development, but we decided (mostly for balance reasons and timeline) that it'd be easier if that was followed up after the events in book 6. We ended up RP-ing his striking the deal with the Vampire Court (which led to the vamps helping out some in book 6), but left everything else for later.

My group also skipped nearly everything on the way to Renchurch, as they used Windwalk to travel there super-fast. Honestly, I was OK with them skipping some of the fights on the way (because, as you pointed out, I felt book 6 was already combat heavy). However, I did keep some of them and explained it as, though the party knew the general area of Renchurch, it had active spells which prevented enemies from finding it easily. I figured this also helped explain why the Shining Crusade didn't burn the place down. Anyway, with the extra time they spent looking, I had them find the paladins and the burned out Varisian caravan, which were the two parts I really wanted to delve into (one of my party was a paladin trained in Lastwall, and we had some cool RP with his fellows).

And finally, I wholeheartedly agree that Book 6 has a lot of fights, not all of which are impressive, and can get awfully grindy. We were actually in a bit of a rush to finish (one of the guys was getting married, and we obviously wanted to try to squeeze the ending in before honeymoon, move, etc), and I ended up turning some of the thematically-cool-but-unchallenging-mechanically fights into "cinematics." I thought this worked pretty well, and it went over well with the group. I know that I handled the ghostly necromanacers, several of the shade fights, and at least of the acolyte groups like this, as well as most of the city encounters when they got to Gallowspire. Even with these changes, Renchurch and the Spire were pretty darn deadly - particularly since I changed Lucimar to an arcanist. I can't emphasize enough how much I loved this change, because it let him spam more of his best spells without giving the flavor of a studious caster.

Anyway, hope this helps!


I made a cleric PC back in my 3.5 days because we'd lost a few people and needed a little healing power. But I really didn't roleplay for him much, as I had my main - more of healbot, if you will. And so the cleric gained the moniker H'Bonek.


Milani or Desna would be my first picks, though Calistria and Cayden would also be in the running.


I'm completely on the bandwagon that finds "madness" as a generic reason to generally be lazy and frustrating. Most people's actions make sense, at least to themselves - if you're looking in from the outside and you can't understand, the problem's generally your perspective rather than the person you're watching (at least in my experience). Most "mad" people from fantasy that I can think of weren't mentally ill; they'd just came to conclusions - either because of grief, anger, bad information, outside influence, or just cold logic divorced from empathy - that were horrific or destructive, or just to perceive reality in a way that differs from what's normally accepted as "right." Some of the best villains I can think of were terrifyingly sane - like HAL-9000, etc. And like it or not, the term "madness" has a LOT of unfortunate historical implications and ties to social prejudice and misunderstanding.

Maybe what we need is a better term, one without the baggage of "madness," to describe that sort of thing? Help us better divorce genuine mental illness and problems from this sort of thing?

I'm also TOTALLY on-board for having more NPCs (and PCs, though that's more a player thing) with real-world problems and have them be across the spectrum of alignments and types. I also think that there's a real chance for Paizo, with its commitment to representing all their players in respectful and real ways, will respond positively to this idea.


Mikaze wrote:
(now to make one for Shelynite paladins...)

Be sure to share when you finish! I'm about to start playing a Shelynite paladin in WotR and am currently working on my own COC!


I, for one, really like a lot of the ideas here. I would definitely be interested in playing in a more refined version of these changes and totally get the desire to mod the existing rules. I especially like the idea of increasing martial mobility and giving them some more options.

I think that decreasing the amount of damage done will obviously slow combat up and make debuff spells and options MUCH more attractive instead of a waste of an action - to that end, I would like to see more options for martials to inflict a few debuffs, maybe by improving or adding a few new combat maneuvers?

The only concrete addition I'd add off the top of my head is do what you did with Power Attack to Weapon Finesse as a base option for finesse weapons rather than making it a feat tax.


I'd love to see the Dawnflower Heresy as an intrigue, diplomatic, and potential "war of empires" AP.

I think a Galt AP would be a TERRIBLE idea. Paizo, DEFINITELY don't do this! *Wink wink*

Beyond those specific ideas, I'd love to see a truly Tian Xia based AP and something in Vudra, mostly because the potential mythology and lore for those locations are so rich and so lightly tapped so far by Pathfinder.


Half-elf Fighter 5/Sorcerer (Marid bloodline) 2/Arcane Archer 5 - Chaotic neutral Calistrian playing through Legacy of Fire
Half-elf Barbarian 13 - Chaotic good, played all the way through Council of Thieves
Elf Wizard 8 - Lawful Good, started Rise of the Runelords before the campaign fizzled


I believe the earliest you can get into Arcane Archer is 8th level, thanks to the BAB requirements. You won't have BAB 6 until you are ranger 5/wizard 2 in your earliest entry example.

Beyond that, it really depends on what you want to do with the character. If you envision a more spellcasting-focused character and want higher level spells, then I definitely recommend getting more wizard and possibly dropping some ranger levels before going into the class. If you're thinking more an archer who uses a bit of magic to enhance his or her skills as well as the occasional trick, I'd say go for as early an entry as you can (either Ranger 6/Wizard 1 or Ranger 5/Wizard 2 depending on your tastes for spell progression).

As far as optimization goes, Arcane Archer, while still a potentially potent combatant thanks to the strength of archery in Pathfinder, sacrifices some "pure optimization" for flavor and some cool toys. I'm actually playing a martially focused arcane archer right now (fighter/sorcerer combo) and have a BLAST with it. Again, a lot of this is personal taste, but I rarely use imbue arrow. Most of my damage comes from archery in general, with Multishot, Rapid Shot, Deadly Aim, etc. But I really love the additional utility I have, being able to use wands and scrolls, as well as spells like gravity bow or see invisibility. And things like seeker arrow have been occasionally useful and, again, TONS of fun.

Hope that helps!


I've used it a lot as a DM reference, helping me to flesh out side encounters or things they do outside the scope of the scripted path. And the maps have been extremely useful, for sure. So I definitely say get it before you get too far into book 2 and give it a read.


Aquila Nero, level 8 archaeologist bard, died in the fight against Auren Vrood.

The Details:
Had four people in the radius for circle of death, and I rolled enough HD to get 2 of them. The paladin was an obvious, default target, and the dice selected poor Aquila. He failed the save, but we have been using the harrow card system, and the group had two re-rolls. After he failed both of those, too, we decided it was just meant to be, and poor Aquila went up to join that great reliquary in the sky.

Funnily enough, the player whipped up an archery ranger for his new character who got the death attack from Clarnaytus in the next session. Made his fort save by ONE. He's beginning to live in fear of his dice. =P


I recently played a barbarian from 1-14. I found the DR a small but notable addition to my character's ability to survive, largely for the reasons Rynjin noted. It also helped that we had a lot of humanoid opponents with class levels - the DR mattered more as they hit more often for less than some of the traditional "one big slam" monsters.


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Personally, if my PCs leave animals unattended somewhere dangerous, I generally roll a percentage chance of something bad happening to them (chance dependent on locale). In combat with the PCs present, it mostly depends on the situation. A hungry predator will totally go after the pack animal, as it's an easy meal; an intelligent foe will most likely go after the guys with sharp, pointy things or magic (unless there's a benefit to attacking the pack animal).


They're in the Animal Archive companion, Jorin.


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I really appreciated Vivianne Laflamme's analysis there. Definitely some good points. To be honest, I'd be far more OK with Folgrit's passivity if there were also male gods associated with passive roles. Like, what if Iomadae had a male consort whose only job was to support his crusading goddess/wife? I think there could be a really interesting story/deity there.

I feel that all the things Folgrit's portfolio includes are worthwhile, but as a guy who really doesn't fit the "male stereotype," I'd really like to see more male deities with supporting personalities and such. I love the empowerment of some of the female deities and applaud Paizo's efforts on the whole, and I'd love to see them apply that creativity to some male deities who push boundaries in the other direction and challenge some of the stupid aspects of "male stereotypes."


If I recall correctly, one of the books for Council of Thieves had some killer toys/dolls. Though they were all low CR and wouldn't be nearly as awesome as these suggestions, they might be a worth a look for initial stat blocks or something.


I, too, am curious about this. Barring any official canon, perhaps some people out there might have written their own? I'd try my hand, but I'm AWFUL at writing poetry.


You might try to ease into the transition by playing a "cultural" or hypocritcal follower of a deity, someone who pretends or claims to worship a god... but that claim has little to no impact on their daily life. As far as moving past religion as a backstory, I'd definitely encourage you to dive into the lore of whatever area of Golarion you might be playing in. History and local culture often play a big part in how people think, either in accepting or rejecting predominant beliefs. Like what VRMH said, maybe take some time to consider what your character would have been taught or experienced as a kid and how those situations influenced them.

You might also consider things like poverty or wealth, family life, motivations and goals. I think you've got some pretty good ideas with that criminal you were describing, though you might consider why he's like that. I've found that answering the question "How did my character get to where they are" often helps me enormously in playing an interesting, engaging, and well-rounded character for RP.


Edited because I completely misread the OP! Those are good ideas, I think. I think it's also possible to include some situations in a school setting some of some sort. I mean, a wizard would continue learning, and spending time with a teacher (or spending time teaching!) could definitely contribute some interesting ideas.


The horse could be a long-lost scion of a race of talking, thinking horses. Captured in his youth when he strayed too far from their secret glens, he's pretended his whole life to be as mute and non-intelligent as the average horse (please note, any horse lovers, that I don't think horses are stupid, just not human-level intelligence). Now, with the special bond he feels with his new master, he might reveal his capabilities, either to save her life or something, or to try to make his way back home at long last.


My group doesn't really use initative in RP situations. For us, RP is one of the joys of playing this sort of game, and putting an initative counter in those sorts of sessions just makes it that much harder to engage in RP and enjoy the playacting. I don't think we've really ever had a problem with someone feeling "left out" or "missing their turn" or what not, because we're all familiar with each other and just jump in whenever we think our characters would have something to say - basically, as much like real conversations as we can make them.


So, an interesting thing happened the other session while my group was in the Schloss in Book 2. Spoilered to prevent unintentional reveals.

Trap fighting trap:
So, my PCs were able to figure out the gambit with the guard's uniform and used it to bypass the flesh hound on the bridge, the trap on the main door, and the Hook-hand Apparatus. They did trigger the Erinyes trap, however. Being saavy adventurers, they high-tailed it when they saw a fairly high-level demon appear before them. They knew they just had to wait her out, as she was a summoned creature. So they fled back into the main house. The paladin bought them enough time with a smite and some LoH before falling back, too. I decided that the erinyes, being summoned to destroy them and irritated with a paladin of Iomedae, followed them. She started tossing unholy blights through windows, and the PCs ran desperately to seal themselves into an interior room.

She followed them around, still tossing spells through windows, until eventually they sealed themselves off and the erinyes was on the front side... with two doors... one MUCH closer to her prey... and she wouldn't know about the traps or anything.

The erinyes, not wearing a guard uniform, triggered the air elemental trap AND awakened the Apparatus when she broke down the door. She was easily able to fly away from the Apparatus and beat the holy living hell out of that elemental but her duration ran out and she vanished.

Needless to say, my players were highly entertained by the way it turned out, and I must admit I laughed, too. Has anyone else had this happen, or did I just run this encounter wrong?


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These are great letters! I love a couple of your turns of phrase and hope you don't mind if I borrow a few ideas for my own CC campaign!

I, too, have used letters to make the main bad guy a more vital part of the campagin. I have him writing under the name "Death's Herald" to avoid any complications or name drops. I've also developed him into a long-time friend of Lorrimor's, someone Kendra thinks of as a surrogate uncle, and a member in good standing of the Palatine Eye before he went bad. This has allowed me to have him drop in on the campaign off and on, seemingly as an ally, and keep tabs on what the PCs are up to. He doesn't see them as a threat - yet - and he really does want to recruit such able people to his cause.


I definitely like the idea of haunt, particularly if you're going to play up the "for sacrifice" angle you mentioned in an earlier post. Perhaps the spirits of those sacrificed to dark deities of this place linger on and interact with the PCs in some way. You could make setting them to rest a cool side mission or something, especially if you've got a Pharasmin in the group.

Off the top of my head, I'd suggest the haunt manifesting with the screams of the tortured souls pounding around the PCs as they enter the room and then inflict everyone in the room with something like Inflict or Agony or some other thematically appropriate spell. After they defeat the haunt, I highly recommend using something like "Rapping Spirits" to be able to communicate, dimly, if the PCs are inclined, to give them some clues about a way to put the spirits to rest - maybe consecrate or purify the area?


I'd like to add my voice to the call for pawns for this AP. So many awesome monsters in it that I really haven't been able to find good icons or minis for!


You might take a look at the "Warrior of the Holy Light" archetype Paizo added. The paladin trades spellcasting for a couple of handy buffs powered by Lay on Hands charges. Though obviously, that's not a prestige class or built around a 10 level progression.


I definitely can sympathize with the OP. I really tend to invest in my characters. Partly, that's because one of the main reasons I like RPGs is for the story and character development - every time I create a character I write a fairly lengthy backstory. So for me, characters that I RP are like characters in a good book or other media - when one I really like and come to know well dies, it can be really emotionally affecting!


For me, it's all about the storytelling. I love crafting the tale, trying to anticipate the actions of my players so I can involve them in the story without railroading. I like encouraging my players to create interesting characters and to have an idea about their past so that I, as the GM, can weave elements of those back stories into the main arcs of the campaign. Basically, it's an excuse for me to write, to plot, and to create interesting, engaging stories and then share them with others.

Oh, and I also get to kill/maim/strength drain/etc my friends. What's not to love???


So, my arcane archer is about to hit level 9, and I'm trying to decide what feat I should pick up. Basic background: Fighter 5/Sorc 2/AA 1(soon to be 2) with Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus, Deadly Aim, Weapon Spec, Manyshot, and Snapshot already acquired.

I'd been planning to pick up Improved Snapshot at this level, but then I suddenly realized that, thanks to the slightly behind the curve BAB from the sorc levels, I won't qualify, leaving me scrambling for a new idea. Currently, I'm considering the following:

Clustered Shots: limiting DR is obviously cool, but there are a couple things. First, we haven't come across many creatures with DR, and I try to pick feats and skills that reflect my character's experience. Also, thanks to UMD, my wand of Abundant Ammo, and my cold iron/adamantine/mithril arrows, I'm pretty well equipped to avoid DR anyways.

Combat Reflexes: this wouldn't be hugely useful at the present, but when I do pick up Improved Snap Shot, having a lot more AoOs makes the feat even better. However, I'm not sure I want to pick up a feat that isn't useful for another 2 levels.

Arcane Armor Training: mithril chain shirt still has a 10% spell failure chance. It rarely comes up, as that's still pretty low, but getting to zero would be nice to make sure I don't fail on those times when it's REALLY important.

Point-Blank Master: again, the benefits are obvious. I didn't use the archer archetype, not that I ever got high enough to get that ability anyway. However, I haven't had a ton of problems with provoking AoOs in combat yet and, being a fighter with a high dex, my AC and HP are both pretty good.

Anyway, thoughts and opinions from the forum crowds? Any feats that I'm overlooking that I should consider?


I could see a cult of Norgorber being opposed to a group of Pathfinders, depending on the circumstances. Pathfinders like to uncover and record information, and followers of Norgorber hoard secrets.


Once, a friend's elf rogue got a magic longsword which, due to a fun-loving GM, glowed with pink light. It led my friend to the very unfortunate (for him, at least) battlecry of "Eat pink longsword!"

Another good one was a different friend of mine, playing a wizard, who tried to overcome a magical booby trap on some treasure by hiding it under some baskets. The GM responded, deadpan, "It's the kind of magic that's craftier than people with baskets."

And in my current Carrion Crown group, one of the players is a dhampir (and hiding it from the other PCs). We decided that, due to negative energy affinity, he could use a filled haunt siphon like a healing potion. One of the other players, who was cursed with paranoia at the time, saw this and promptly shouted, "He popped the top and drank the ghost!"


Well, I can only offer my perspective from my gaming group, but we use the Critical Fumble deck Paizo put out a while back, along with those rules. The fact that you have to confirm your critical fumble, using your highest attack bonus, means that we have very few fumbles overall and that fighters confirm their fumbles a lot less than bards or other 3/4 BAB characters. Additionally, the rules suggest only one fumble per encounter, making it a risk, but not a huge, game-changing one. On average, I think we pull the Fumble Deck out maybe once per session, and to us that seems a reasonable, fun way to play it.

As far as the OP's problem with his GM, maybe bring up the Crit Fumble Deck and the rules they suggest using? Obviously, it's not standard RAW, but it might influence him to change his style a bit.


Alternatively, you as the GM have leeway to fudge with the AP's timeline, if you wish. The transitions as written are pretty fast-paced, but there's no reason why you can't tweak things a bit, if you want. My suggestions are spoiler-safe, just for politeness.

Transition ideas:
For instance, the AP assumes that the Whispering Way already knows a lot about the items they're searching for and run from location to location in to get them. If you want to add some time, it would be easy if the Way and Adivion have to look for each piece. So, the PCs hang out in Ravengro or head to Lepidstadt while Adivion works out the next clue and his need for the Seasage effigy, hence the start of book 2. Alternatively, figuring out the reference to the Packlord's heart (and the plot of book 3) could again be slowed down as the Way traces the clues, etc. After a certain point (by the 5th and 6th books, I'd say), it definitely helps the dramatic tension of the finale to put the PCs on a more limited timescale. But really, it's about modifying the AP to fit your group. I'm running CC right now, and I've changed and added quite a few things to give the AP a better overarching plot that connects to the really great character backstories my PCs came up with.

Hope that helps!


Jeven wrote:

What I would really like to see though is an Inner Sea map for Golarion with the main roads marked out. Roads create the illusion that all the nations are integrated and interacting with each other in some way instead of being islands unto themselves. The FR maps were always good in that way.

That's a really good point! I'm totally with you on this. I know that, when I'm writing character backstories and such, I always pull out the maps and have to try to figure out connections and trade routes.


Anastriana Nailo - Iomedae; Ana is an elf who was rescued from slavery by a paladin of the Inheritor and has since dedicated her life to the goddess. Even though she's trained as a wizard rather than a more martial or divine servant of the goddess, she is dedicated and committed to living up to the ideals and code of the paladin who freed her many years ago.

Elincia Shassasol - None; Elincia is a half-elf barbarian raised by the Shoanti. She has little use for gods as they haven't seemed to have done her any favors in life. She does have a little respect for Gorum and Cayden Cailean, as they seem to share her general outlook on life, but her true moral compass is her sister (who's a cavalier; it was a separated at birth story a fellow player and I worked up together). Elincia knows she needs some sort of direction to keep her rage and capacity for violence in check, but she'd rather trust her sister than some distant and uninterested deity.

Kesmid - Calistria; Kesmid is a half-elf in Katapesh. Her father, the elf, abandoned her mother before she was born, and her human grandparents never really forgave her for that. They decided all elves must be morally faulty and therefore Kesmid was doomed to be a disappointment. Kesmid reacted by rebelling against them at every opportunity. When on a family trip from their small city into Katapesh the city, she managed to slip away from her grandparents and meet some elves. One of them was an elderly follower of Calistria who was delighted to teach Kesmid about the goddess and even gave her a copy of the Book of Joy. What began as a teenage rebellion quickly became something more. Kesmid has wholeheartedly accepted the Savored Sting's teachings, believing that romantic love is illusory and self-destructive, and instead lives for the pleasure of the moment (and revenge on those who wrong her).


For any character, high Wis gives you a better bonus on a couple important skills, like Perception and Sense Motive. However, it's vitally important for clerics and other Wis-based casters. For those casters, yes, higher Wis does indeed give you more spells, higher DCs, etc.


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Another possibility is actually doing archery. With the Snap Shot line of feats, you end up threatening a 15-ft radius, will have a high Dex as your prime attacking stat (so more benefit from Combat Reflexes), and still have lots of options if you can't make AoOs for some reason.

Obviously, this won't be helpful if you want melee AoOs.


Wraiths in general are pretty nasty, and incorporeal can be a real pain. But don't forget that if you have magical weapons, they can do half damage to the creatures. Most of the incorporeal creatures that I've used as a DM in another AP seem to have a bit fewer HP than normal for CR to adjust for this.

Another thing I might recommend for your group (if you think you might run into more) is that the bard look into the Ghostbane Dirge spell from the APG. The bard in my current campaign took it, and it's helped the party a LOT when fighting the occasional ghost or shade.


Another option, if the BBEG is a proper BBEG and knows a little bit about the PCs, is to have him be properly prepared. If he knows a paladin is coming his way, he likely went out and bought armor with the Warding enchant (added in UE). I would definitely recommend against doing this too often, but for the final boss of a campaign who has some knowledge of the PCs, it would both make sense and add to the difficulty of the encounter.


I'm running a CC game right now, and I would agree with the others that stealth is... difficult, to say the least, even more so than with an average party. I think a bard is a very flavorful addition any party, and I think it would synergize well with a lot of the AP.


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3.5 Loyalist wrote:
She doesn't have to be a bot, and if she lowers his guard, great revenge can come later.

That's not a bad idea; the reasoned conversation to lower his guard (because it would be a total lie - there's no way my character lets go of a slight before she's got even) and then proceed with a revenge scheme and have at least some level of plausible deniability (initially, at least) as to her involvement.

On the other hand, I want the payoff to be more than just murdering him. While my archer is certainly capable of that, everything I've read about Calistria seems to point toward more subtle methods of revenge (the trickery aspects of the goddess, etc). More importantly, I think humiliation would be more my PC's style - she'd want to give him enough time to realize how wrong he was to offend her.


RumpinRufus wrote:
Wait... you willingly took Sorcerer 2? The deadest of dead levels in all of Pathfinder?

Yeah. The DM gave us a rough idea of what level we'd be at the end of the campaign, and if I ever want to get 3rd level spells (which I do), I needed the caster level boost. My original plan was going to be Fighter 6/Sorc 1/AA. I'm not really sure if it was the most optimal decision, but I do still want to get 3rd level spell-casting with enough time to use it before the campaign ends.


Shalafi2412 wrote:
What level are you? What level is he?

I'm slightly ahead in XP, as this is a character he's brought in to replace a death. I'm level 8 (5 fighter/2 sorc/1 arcane archer), and he's level 7 (pure paladin).


Definitely some great ideas! I doubt I'll need to use all of them, but I know I've had much fun reading through all the ideas! I do indeed have prestidigitation and had forgotten about the possibilities with that.

Lamontius wrote:


Can you describe more about what you and the Paladin are wearing and what your CHA scores are, so the forum can help you as much as possible

He's got full-plate and a Cha of 15; no idea what he wears in non-combat situations. My archer likes to show off; she favors tight and/or revealing dresses with her Cha of 18. Hope that helps you and the forum "help" the "discussion." :P


Some really great ideas! Definitely some variation from what I'd been thinking (which basically using my high diplomacy to instigate a whisper campaign full of embarrassing rumors and slanders).

Ice Titan wrote:
OP wrote:

he said a few things that my character has taken as a personal affront,

Like what? It'd be better to know to make it more personal.

A lot of it has been in comments to my oracle friend as we've been traveling, but as I'm usually right beside the oracle, I hear them, too. He's said things like, "How have you managed to keep on the right path after so long with people like her?" and, "Those who worship the Dawnflower have to do their best to set an example for the unenlightened ones," and other variations on "Worshiping Sarenrae makes us better than those others!" It's been enough that the oracle (who's been engaging in a lengthy campaign to convince my character that people who worship good deities don't have to be prudes, hypocrites, and self-righteous jerks) is also getting very annoyed.

I also really liked the waiting centuries idea, but my character is only a half-elf and a fair bit older than the rest of the party. Not sure she'll live long enough for that sort of super-long term planning.


In my current campaign, I'm playing a CN arcane archer who's a pretty devout follower of Calistria. Last session, one of my fellow players brought in a new character to replace one who recently died in our last dungeon crawl - a paladin of Sarenrae. He's more than a bit preachy and a bit pretentious, and my character is wildly selfish and hedonistic - obviously, this has led to some rather hilarious RP!

Anyway, during the course of getting to know the new paladin, he said a few things that my character has taken as a personal affront, and we all know that no good follower of Calistria would allow a slight to go unavenged! I'm wondering if anyone can suggest some creative ways for my character to go about this quest for vengeance.

Just as a few sheet anchors and background - the other player is definitely OK with this, so I have no worries about creating tension at the table. Second, my character is pretty good friends with the oracle of Sarenrae who's also a member of the party, so I'd like to stay away from outright sacrilege and keep any petty actions of revenge focused on the paladin himself. Finally, the campaign is set in Katapesh, and we're currently heading toward Katapesh the City. Any thoughts or clever suggestions?


Not quite a familiar or animal companion, but I just finished a campaign with a summoner who named his eidolon Pooky - we'd been playing Red Dragon Inn near the beginning of that campaign...

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