Gaston Cromarchy

Ernest Mueller's page

Goblin Squad Member. Organized Play Member. 1,515 posts. 1 review. No lists. No wishlists. 1 Organized Play character. 1 alias.



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Well, I've been a superscriber since the Dungeon/Dragon days and all through 1e. I've tried out 2e and the first AP there but my gaming group isn't interested at this time, so I'm going to have to cancel all my various subscriptions for now. Thanks for the decade of fun!


I got an email from Paizo saying my card was declined for part of this shipment, but I got the full change at my credit card company. I replied to that email (to customer.service@paizo.com) on July 12 but have received no response and it still shows as a problem in my subscriptions view. I don't want to just hit "process my card again" because I suspect I'll be double charged.

Please follow up in email.

Thanks,
Ernest


Hey all! I just got my order yesterday and was reading Rise Of New Thassilon and it appears a whole block of pages are missing, pp.32-48. The adventure jumps from a map of Stethelos to Runelord Angothane.

I'm not sure if this affects more people than just me, but I'd be interested in getting an intact version.

It doesn't look like the pages were ripped out or anything, the binding looks intact and there's no gap, they just were never there in the first place.

Unless of course it's deliberate to fit the time-jumping nature of the adventure... Maybe Seoni went back in time and eliminated that part of the adventure?


For those who don't know -

My gaming group is addicted to writing up session summaries, and by that I mean like 12-ish page PDFs from an average session which I then post on my blog, geek-related.com.

We're just hitting Chapter 5 of Wrath of the Righteous and you can thrill to us mythic-cheesing our way across the multiverse.

And I'm running a Pathfinder pirates game called Reavers on the Seas of Fate, which mashes together Second Darkness, Razor Coast, Freeport, a mess of Paizo modules, a mess of third party modules, some Dungeon adventures, and more into a big ol' multi-year R-rated piracy festival.

Come follow along!


I've gone through playing the vast majority of the Golarion human ethnicities - a Vudran witch, Tian-Shu, Tian-Min... And since I live in Texas and half my family is Hispanic, I started to wonder what the analogue is in Golarion.

Of course pure-play Mexican would be over on Arcadia to use the RL analogy, but there's no Hispanic-flavored invaders there to make that happen with the Arcadians in the first place.

And of course on Golarion things aren't always one to one - like Cheliax is part Italy, part England in turn - but in general they pretty heavily link to RL ethnicities (Keleshites, Tien, Vudrans, etc.) I'm not really sure who I would go to at all for a Spanish type feel. I don't see anyone with Spanish type names or flavor. Ideas?


My PCs are about to sail south past the Eye of Abendego and then eventually north again. S&S and SS both kinda cheat by starting south of it - though there's the Free Captains' Regatta in S&S it's unclear how normal ships go north and south past the Eye and what the risks are. Seems like if you go out far enough you can avoid the Eye, but it seems like a lot is made of the Eye in terms of being a screener from the Chelish etc. How does this work?


I have some 7th level pirates headed through Ilizmagorti and I was looking for good short adventures I might insert there for them. I considered Dark Deeds in Freeport (port city, but tropical jungle, revelation of secrets plot) but it's too high level and too long. They're eventually headed south from there but I wanted to get some of the flavor in (I have the Cities of Golarion that describes it). Are there any adventures people have used that would fit well into that context?


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Not to be a downer, but I loved what Paizo did with the APG. The classes they added were super unique and flavorful. The archetypes in UC and UM haven't been 100% hits but have had some strong and interesting things.

Most of these classes in the playtest... They seem more like min/max options. "If only I could combine X with Y and make it more powerful." Or compensators for multiclassing being a nerf. But they are all just mashups without anything interesting and new. Which, I mean, I guess I shouldn't complain because that's what it says on the tin. "You wanted the power of both a sorcerer and a wizard? OK here you go!" "You wanted a monk with a better BAB? OK here you go!" But none of the brilliance and super archetypal flavor of the witch, the alchemist, the samurai...

I try to envision an "iconic X" (where X is most of these classes) that doesn't kinda make me yawn.

With the exception of the investigator and shaman and, I think swashbucker. Those are "new class worthy," adding not just "A new combination of numbers and powers!" but actual flavor and iconicness (iconicity?) beyond what the existing classes do. As a product manager type, I would personally take this raft of 10 things, if brought to me, and say "scrap those 7 and put extra work into those 3 to make them gold, because they're already silver." Maybe reuse the Brawler and Arcanist later to replace the monk and wizard and sorcerer in Pathfinder 2.0.


Not sure where's best to ask this; the RC Necromancer forum is pretty inactive so I thought I'd try here.

I was going through Fire as she Bears in detail and had questions/suggestions/etc. Some are for clarifications and/or errata and some are just for if you do a version 2 or supplement for it.

1. Ship combat and Below the Waterline. This works oddly; other sections ablate hit points normally but Below the Waterline loses half its hp if one hull section is trashed, 3/4 if two, all if three.

So... You can't sink a 2 hull unit ship at all?
And... You can sink a 500 hull unit ship (like, by my calculation, the USS Ronald Reagan) by destroying any three hull units?
Am I missing something? That seems to obviate a lot of differences between ships especially since targeting a given segment isn't that hard.

2. Crew stores. It's 5 sp/day to feed them but it'd be interesting to know required tonnage that has to go to food/water. Finer grained encumbrance/speed might be nice, to try to convince people to dump stores and cannon to get speed if they have to.

3. Equipping your ship. It's not clear all what a hull unit can do. It can hold X guns but if it's "dedicated" it can hold 2X guns, but it's not clear what else locations have to do except to be "special location," of which a galley is the mandatory one. It "requires a full hull location" too. So in a normal 3-hull unit 60' caravel type ship, one unit needs to be a galley, but can it be a galley and have guns too, is it exclusive? What else "consumes" hull units, it seems like there's no accounting for other general use areas (crew sleeping, cargo, etc.). Like the Teeth of Araska from Second Darkness is a typical 60' x 20' caravel, with a galley and brig, and if you say the other section is 'dedicated' to guns but the other ones can have the normal amount, you could put say 12 12-pounders on it? Oh, I guess you'd need a powder magazine too, so I guess it's 6 12-pounders max. Are those numbers of guns cited per side or total? I assume total but that's weird because it's an odd number (e.g. 3 12 pounders per hull unit), you'd think it would be 1/side (2), 2/side (4), etc.

4. Weather... Need weather generation! And a little more about seaworthiness.

5. More actual piracy related would be good too. Crew loyalty just has wages, what about pirate ships that operate by shares... Some tables for cargo and random ship encounters and stuff...


So for those of you that have read Nightglass and are otherwise up on Nidal... My PCs were traveling cross-country in Nidal to go do the Midnight Mirror, they have a pass that lets them through to their destination. Anyway, they came across some Shadowcallers pursuing some tiefling fugitives, one thing led to another, and they killed both of them. (I didn't expect the fight, the shadowcallers were like level 12 and the PCs level 7 but they surprised them and got lucky with Stunning Fists...) They removed hands and jaws (no speak with dead) and buried them in a deep hole on the plains and made a group Survival check at 28 to remove traces of the fight. They took all identifying stuff off them including all magic items and went and buried them in a forest (didn't keep any of it). There were no witnesses except the tieflings, one of whom escaped and they killed the other one under the No Witnesses Act and gave him the same treatment as the shadowcallers.

Assuming they're back out of the country in a week or so, I'm trying to figure out how much detection would reasonably be brought to bear on them. Their superiors will get concerned within a day or two, and then they'll need to find them, figure out what happened, figure out the party's responsible, find the party, etc. using magic available to, say, a L12 wizard or cleric (they tend to be mystic theurges). And torture, they like torture. If they catch the tiefling then it'd be easy, but that tiefling is a lucky bastard - he rolled something like 5 natural 20s during the chase, eventually stealthing away from the shadowcallers and party before the fight even started.

How screwed are my PCs? What do you reckon the shadowcallers' timeline and tactics are here?


So totally agreed, NPC Codex is the most useful product I've bought in pretty much ever for the GM!


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I just got and read through The Dragon's Demand. There's a lot to like about it (The Belhaim Locations table is pure gold and every starter town should use this format forever from now on), but there's a pretty significant design decision here that I really don't like as it degrades the usefulness of the module for me.

And that's the XP padding. For some reason it was decided that characters had to go from level 1 to 7 over the course of this adventure. To make this happen in space only somewhat larger than a normal AP chapter (where you usually only go up 3 levels in an AP installment), there's a bunch of very questionable "story awards" for the XP.

And these aren't nominal amounts. In the very first part of the adventure (The Collapsed Tower), a six page mini-dungeon, for example, there's 1600 XP, pretty much an entire level for our newbie adventurers, just of "story" award, where "story" means going in the front door, going down a hall, and looting a room. That's on top of 4400 XP for the challenges in level (a good share of which is fairly questionable 600 XP traps...) Hello third level easily (the adventure says to use the medium XP track). To be fair the adventure also says that the group really is only supposed to be level 2 by the time they finish it but that's unlikely as written and I'm not sure the amount of stuff they do in that first dungeon is even worth a level, objectively.

The rest of the adventure tends to proceed in this vein. I don't mind giving "story" awards in the abstract - but for actual story accomplishments, not for "you looted a room in the dungeon". And the inflated XP makes it so PCs just shoot up in level at a dizzying rate over the course of this thing.

Please don't do this in the future. I *like* modules only taking you through maybe one or two levels of experience, because then I can patch together my own campaign using various modules. Like back in the AD&D days, you'd pull maybe two or three of the "Levels 1-3" modules, then a bunch of the "Levels 5-7", etc. The new "quarterly jumbo size" plan will mess with that a little, but we aren't expecting a certain number of levels for our money, please keep subsequent modules suitably compressed so that people are only swinging a couple levels during the whole thing.

[In advance to helpful apologists: Yes, obviously I can change this myself when I run it, and reduce the XP awards, but then it is quite difficult then to run a long adventure that has encounters tuned for level 1 and level 7 within its pages...]

I don't mind in concept the move from traditional-size adventures to these longer ones, but this is a good example of a design decision made which then works with the format to strongly modulate gameplay in a way the group may not want. If I don't get on the maxed XP train and have this one adventure be 1/3 to 1/2 of those characters' likely total lifecycle, I pretty much have to rewrite large swaths or not use it. Those are bad choices to have people make since the draw of buying adventures is stuff we can insert into our games with less work...


Hey all! I'm looking for good Golarion adventures to use. James Jacobs has responded a couple times to "I wish there was still a Dungeon magazine that published small scenarios" with "Well we have PFS!" But as a non-PFS player, I have no idea which scenarios are good or not - and especially good or not for home play.

I did play a lot of RPGA Living campaigns back in the day (was a Living Greyhawk Triad), and I'll be honest I wasn't knocked out by the quality of a lot of those adventures from a home play perspective - they were very constrained by their format. What do I mean by that? "Well you have to have X encounters of CR Y and only give out Z treasure..." That's all well and good for organized play but it comes across as quite formulaic in traditional campaign play.

So which PFS adventures might a "normal AP" GM find interesting to stick into a home campaign?

I'd want them to:
- Not be tied too much into the campaign metaplot
- Not be tied too much into the factions
- Not be tied too much into having to be a Pathfinder
- Not feel absurdly constrained by the PFS format/rules, especially for Joe Gaming Group who could give a crap about strict RAW or CR appropriateness or Wealth By Level and instead values the game world/character experience

In other words, "If I were to want filler between Chapter 1 and Chapter 2 of Regular Paizo AP #N, what adventures would be good for that?"

Thanks...


Hey all! I was looking for recommendations for the best third party adventures to use that could easily be slotted into a Golarion, Adventure Path-y type game. My requirements:

- "new style" - not looking for OSR dungeon crawls, but with story and characters and whatnot like Paizo adventures.

- "Golarion compatible" - not critically depending on wildly different things, or providing 200 pages on world background I'll just dump. I'm not afraid to mod to set stuff in the Inner Sea region (I stuck Freeport into Riddleport and and putting the Razor Coast south of Sargava), but for example Zobeck would be too much of a stretch.

- mature content OK, even desirable - my group isn't 13 so we don't need PG-13 limitations.

- Native Pathfinder or 3.2e with Pathfinder conversion notes is fine.

- Print or PDF OK, as long as I can lay my hands on it.

Hoping Endzeitgeist or Dark Mistress or others with really extensive experience will chime in...

Thanks in advance!


I'm playing a witch in our new Carrion Crown campaign and I wanted her to have a much more extensive Vudran (Indian/Hindu/Buddhist) flavor to her. So I'm looking for skinning ideas! Her name is Sredni Vashtar's Girl and she worships her weasel familiar as a god. More details here...

My ideas include
1. Using "mudras" (those funky hand signs) for her hexes. I'm trying to devise a mapping (this one for Misfortune, this one for Fortune, etc.)
2. Having a mantra she chants instead of Cackling.
3. Generally considering her weasel one of the thousand gods of Vudra.
4. She describes her manipulation of luck (fortune/misfortune/etc) as dharma and things that affect people like healing as affecting their chakra.

As a sub-theme her weasel is an evil Nyarlathotep worshipper and so her spells are more "evil great old ones stuff" but her witch powers are more her/her culture/her philosophy based; as she goes on she'll have conflict between the two.

That's about all I've got... Back in Feng Shui days when it was time to have some Daoist sorcerers I watched a bunch of HK movies to get some cool flash, but I'm not super familiar with the Indian panoply of stuff (and most of the Indian movies on Netflix don't seem to have religion/ritual/magic/etc as too much of a component...)

Any ideas for sources, ways to skin the witch, etc. along these lines? Doesn't have to be "true to" the real Hindi/Buddhist stuff, just ripping off the flair. Like how Christian churches are depicted in Japanese anime, where all priests have reflective glasses and silver crosses that shoot energy out, is "authentic enough" for these purposes.


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Hard on the heels of our Jade Regent campaign, we've decided to run Carrion Crown.

I post the summaries on the blog because they are 10-20 page pdf masterpieces! Dialogue! Combat! Shenanigans! Come follow along as your favorite wacky pack of players gets horrorized! We've finished The Haunting of Harrowstone already and play every other week.

Starring:

  • Ernest as Sredni Vashtar’s Girl, a troubled Vudran girl who worships her weasel familiar as a god (a witch)
  • Chris as Icobus Basilisk, a down-on-his-luck Taldan nobleman (a battle oracle)
  • Bruce as Oswald Bainbridge, a grizzled crossbowman (a crossbowman fighter)
  • Patrick as Nigel Snodgrass, an emo musician (a dirge bard)
  • Tim as Doctor Jegen Vaus, elven professor of alchemy (an alchemist)
  • Matt as Vladimir Vampijérovic, a pale-skinned stranger (a dhampir hungry ghost monk)


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Well, we've just finished a year and a half stint playing the Jade Regent Adventure Path! We do ~10 page PDF session summaries of each session, so if you want to read the full story of someone's Jade Regent experience, go check out our session summaries on Geek Related!

Thrill to the adventures of:

  • Yoshihiro Kaijitsu, the reckless Tian archer-knight (Ernest)
  • Harwynian Fallingleaf, the elegant elven transmuter (Bruce)
  • Jacob Frostfang, the ale-loving Kellid battle sorcerer (Matt)
  • V’lk, the feral mute elf (Chris)
  • Gobo Samarillian, the blind gnomish oracle (Patrick)
  • Bjorn the Unlucky, the hapless Ulfen woodsman (Tim)

as we best vikings, ninjas, hookers, and demons in our quest to free the benighted but picturesque nation of Minkai!


So we're going into Book 6 and my DM and I are confused - I have Suishen, and it seems like we've only had an opportunity to unlock 2 of its additional powers because there's only 2 official 'Five Storms' oni in the first 5 chapters. Is this right, or are we missing something? It'll suck to not get it fully unlocked till after the AP's over!


So I looked at the mythic spell list and it's a little unclear to me why these spells were selected.

I guess I'd figure you'd choose the absolute most iconic spells to be able to "mythic bump." Which some of them are, Bless, Sleep, etc. But Spike Stones, Magic Vestment, Move Earth? I would err on the side of the absolute most fairy-tale, iconic, kinds of spells to bother with mythic enhancement. Stuff you'd look at the list and say, "Classic!" About 70% of the list is like that but then 30% are the "I've never seen anyone take that" spells.


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So Curse of the Lady's Light is supposed to be themed after Lust. But except for "perfume" and doorknobs you have to, gasp, touch with your hand, it's pretty much batting .000 on the lust-meter, except for a mostly ex-relationship between Scarface and fake-Sorshen.

They Asylum Stone, on the other hand, is full of kinky-ass love triangles and various forms of bestiality. Which I heartily approve of, of course, but my main point is why is CotLL so... boring and vanilla?

Look, I know there's a variety of opinions on how salacious AP chapters should be, and there's a bunch of people still butthurt over Hook Mountain Massacre (zing!) but shouldn't the lust-themed chapter about the Runelord of Lust have... some lust in it somewhere? As a result, except for the clone gag, it's pretty boring an adventure.

Anyone else have the same reaction?


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I got some last night! Here's my look at the ones I got, but more entertaining was the feedback from my ten year old daughter and her friend. (I have pics in my review linked above to look at to get the full effect of this commentary.)

Storm Giantess: “She looks like she’s about to do something to me.”
“Cut you into pieces?”
“Yeah.”

Ogre Brute: “Looks like trollface meme guy.” <brief interruption where they tell me I’m so uncool and not up with the hip new things and we have to Google trollface. He does.>

Mash-fell-knocker (their pronunciation of Malfeshnekor): <in a high voice> “Who’s a good doggie, who’s a good doggie, who’s a good doggie?” <in a harsh voice> “I kill you!”
“He looks like a monkey with elf ears.”
“He looks like a mix between a bat, a dog, and the ‘My precious’ guy from Lord of the Rings.”

Lucretia: “Her hair and eyes look evil. She’s kinda bald but pretty. She must be the queen of something.”
<imitating Lucretia> “You must obey me or be cut into pieces!”

Lyrie Akenja: “For Pete’s sake woman, put on a shirt!”
“Put on a shirt! Put on a shirt! Put on a shirt!” <chanting together>
“She has a wand, what is this, Harry Potter?”
“Oh look she has a kitty!”
<a long discussion on the pros and cons of kitties ensues>

Ogrekin: “Looks like Invader Zim with a muscly body and something on his head.”
“Looks like a bodybuilder with a messed up face.”
“Yeah, his face is jacked up.”
“Is that a baby rattle he has?”
<i do have to admit the ogrekin’s weapon is underwhelming, needs more meat on it>

Faceless Stalker: “It looks like a beast that paints itself.”
“Put on some clothes!”
“His weapon looks like a spoon.”
<reading the base> “6 of 65! Wow! Good job for nothin’, guy!”
<this is a pretty weak mini, I agree with the girls>

Wraith: “Tornado man!”
“He kinda reminds me of the Statue of Liberty!”
“I know!”
“He’s not the Statue of Liberty, he’s the Statue of Liberty’s torch.”
“Yeah.”

Goblin Commando on Goblin Dog: “Oh look it’s a gremlin! It’s a gremlin riding a puppy.”
“He looks like the guy from that book… Origami Yoda!” <I feel pain and regret that apparently kids nowadays don’t know Yoda except via derivative media.>
“He looks like the gremlins from that movie where the girl’s little brother gets taken and she has to marry someone and they attack her face!”
<a long Q&A ensues where I try to figure out what movie she’s talking about>
“Yeah, Labyrinth!”
“I’m bored, can we go play Littlest Pet Shops now?”


Pleeeeeease make sure these get into Hero Lab! I'm sure they will; I get so much mileage out of the NPC guide and GMG NPCs in HL - pull them in, swap a couple weapons and feats and voila, someone completely new to the PCs but I got to build a level 12 dude in 5 minutes flat.


My PCs have reached the Sun Temple Colony in Azlant. I'm using Lost Cities of Golarion and Sunken Empires. They just ran through From Shore to Sea lately and so are somewhat used to the weird Azlanti architecture. What's a good dungeon type adventure I could use on the island (they have a treasure map to the place that I figure should be something more specific than the whole island full of weird stuff)? Level 6-8?

I saw that the last part of Revenge of the Kobold King is of appropriate level and Azlanti, but is pretty short. I don't know what is in all the Pathfinder Society modules. Any good small to medium dungeon adventures that have that trippy Azlanti feel to them?

(I have pretty much every Dungeon mag and most of Paizo's stuff except the Society adventures, plus loads of 2e and 1e gear, so if you can name it it might help me)


The S&S Player's Guide notes that Control Winds doesn't move with you; its area is "a cylinder." Control Weather is "a circle, centered on you." Does it move with you? Most other things that move with you are called emanations, like antimagic field - the only other spell I can find that uses "circle centered on you" is locate object and neither spell clarifies whether it moves with you or not. The S&S PG is silent on the subject. So does Control Weather move with the caster?


Not technically S&S, but I've been running a Pathfinder piracy game in Golarion for a while and my PCs are scouting the Sallow Coast for towns to raid. I figured it would be a good resource for all and sundry to list some good resources for random towns to use in this circumstance!

I'm lazy, so I thought I'd take advantage of the RPG tendency to always put a fully detailed village in half the extant adventures. What are some good premade towns (and what are they from) that I or others could use as a detailed source for our PCs to hit when they are feeling reaverlicious all of a sudden? Doesn't have to be from a PF product, just anything people are likely to have at hand (popular 3/3.5e modules lines, whatever).

My specific need is for one that 6th-level PCs and a crew full of L2 pirates can hit, but feel free and list more with likely magnitude ("Here's a coastal city described in LC2 Loons of the Coast, but you'd want to have leve l 10 PCs and at least 5 ships to do it.")

Previously they raided a town that was in a 3.5e module ("Mansions of Shadow" by Green Ronin) and having a fully detailed town made it a lot of fun for them (let's steal that colorful inn sign!).


My gaming group in Austin is going through Jade Regent currently. We write up extensive session summaries for each session - like 10+ page PDFs full of adventure and hilarity. Give them a try, you'll never go back to boring summaries again!

Here are our doughty PCs (character sheets posted on our blog):


  • Yoshihiro Kaijitsu, the reckless Tian archer-knight (Ernest) - a samurai
  • Harwynian Fallingleaf, the elegant elven transmuter (Bruce) - a wizard
  • Jacob Frostfang, the ale-loving Kellid battle mage (Matt) - a sorcerer
  • V’lk, the feral mute elf (Chris) - a rogue/oracle
  • Gobo Samarillian, the blind gnomish fortuneteller (Patrick) - an oracle
  • Bjorn the Unlucky, the hapless Ulfen woodsman (Tim) - a spirit ranger

Yes, we make sure and put the blind guy and the mute guy in a fire-team together as much as possible.


Well, got my samurai archer nailed down for Jade Regent, thought I'd ask for review and I have two specific questions. Here he is - switch hittery, but I want to focus more and more on archery as I level. With PA/DA/RS enabled since I plan to always use 'em! No clever gearing, as I'll be at the mercy of the AP there.

level 1:

YOSHIHIRO KAIJITSU CR 1/2
Male Human (Tian) Samurai 1
NG Medium Humanoid (Human)
Init +5; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 11 (1d10)
Fort +2, Ref +3, Will +1
Defensive Abilities Resolve (1/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Glaive +3 (1d10+7/20/x3) and
. . Longsword +3 (1d8+5/19-20/x2) and
. . Unarmed Strike +3 (1d3+5/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Special Attacks Dragon's Challenge +1/+1 (1/day)
--------------------
STATISTICS
--------------------
Str 17, Dex 16, Con 11, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats Point Blank Shot, Power Attack -1/+2
Traits Reactionary, Younger Sibling: Ameiko (Ex)
Skills Acrobatics +1, Climb +1, Diplomacy +5, Escape Artist +1, Fly +1, Perception +4, Ride +5, Sense Motive +4, Stealth +1, Survival +4, Swim +1 Modifiers +2 Ride while riding your bonded mount., Dragon's Skills
Languages Common, Tien
SQ Animal Companion Link (Ex)
Combat Gear Armored Coat, Glaive, Longbow, Longsword;
--------------------
SPECIAL ABILITIES
--------------------
+2 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -2 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Dragon's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resolve (1/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Younger Sibling: Ameiko (Ex) +1 vs foes threatening sibling.
--------------------
Aspects:
Versatile Samurai Warrior
Always An Outsider
Driven To Prove Myself

Yoshihiro "Hiro" Kaijitsu was born five years after his sister Ameiko. He continually tried to prove himself to his father Lonjiku but no matter how much he tried, he could never live up to the man's rigid expectations. Right after Ameiko's falling out with her father, Lonjiku shipped Yoshihiro off to be a squire in an the Order of the Dragon chapterhouse in Cheliax. This training was rocky - as a foreigner he never quite fit in, and though he practiced hard with horse, bow, sword, and polearm, his technique, informed by his father's tutelage, is rather odd compared to the other cavaliers of Cheliax.

He has just earned his spurs and has returned to Sandpoint, only to find his mother and father dead, with Ameiko his only relative in the town. Despite his Order of the Dragon training, he is too immature to have fully bought into the order's ideology. He is still fixated on personal glory and proving himself. His sister taught him about Shelyn when he was young, and his father made him memorize books on bushido, but he still has a lot to learn about being truly worthy and honorable.

level 11:

YOSHIHIRO KAIJITSU CR 10
Male Human (Tian) Samurai 11
NG Medium Humanoid (Human)
Init +5; Senses Perception +13
--------------------
DEFENSE
--------------------
AC 22, touch 13, flat-footed 19. . (+9 armor, +3 Dex)
hp 76 (11d10)
Fort +7, Ref +6, Will +4
Defensive Abilities Greater Resolve (6/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 Glaive +12/+7/+2 (1d10+17/20/x3) and
. . +2 Katana +12/+7/+2 (1d8+12/18-20/x2) and
. . Gauntlet (from Armor) +10/+5/+0 (1d3+10/20/x2) and
. . Unarmed Strike +10/+5/+0 (1d3+10/20/x2)
Ranged +2 Longbow, Composite (Str +4) +12/+12/+7/+2 (1d8+14/20/x3)
Special Attacks Dragon's Challenge +11/+3 (4/day)
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 11, Int 10, Wis 10, Cha 12
Base Atk +11; CMB +15; CMD 28
Feats Deadly Aim -3/+6, Manyshot, Point Blank Shot, Power Attack -3/+6, Precise Shot, Rapid Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Reactionary, Younger Sibling: Ameiko (Ex)
Skills Acrobatics -2, Bluff +5, Climb +3, Diplomacy +14, Escape Artist -2, Fly -2, Handle Animal +5, Intimidate +5, Perception +13, Ride +11, Sense Motive +13, Stealth -2, Survival +13, Swim +3 Modifiers +5 Ride while riding your bonded mount., Dragon's Skills
Languages Common, Tien
SQ Aid Allies +4 (Ex), Animal Companion Link (Ex), Banner +3/+2 (Ex), Honorable Stand (1/day) (Ex), Mounted Archer (Ex), Strategy (Ex), Weapon Expertise: Longbow (Ex)
Combat Gear +2 Glaive, +2 Katana, +2 Longbow, Composite (Str +4), +2 Tatami-do;
--------------------
SPECIAL ABILITIES
--------------------
+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Aid Allies +4 (Ex) Aid Another grants +4
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dragon's Challenge +11/+3 (4/day) (Ex) +11 to damage target, -2 AC vs. others when used, allies gain +3 to hit the target of your challenge.
Dragon's Skills +5 (Ex) +5 to Survival checks for allies.
Greater Resolve (6/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Honorable Stand (1/day) (Ex) At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Decl
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Strategy (Ex) Grant varying bonuses to allies within 30'
Weapon Expertise: Longbow (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.
Younger Sibling: Ameiko (Ex) +1 vs foes threatening sibling.

level 15:

YOSHIHIRO KAIJITSU CR 14
Male Human (Tian) Samurai 15
NG Medium Humanoid (Human)
Init +6; Senses Perception +15
--------------------
DEFENSE
--------------------
AC 22, touch 13, flat-footed 19. . (+9 armor, +3 Dex)
hp 102 (15d10)
Fort +9, Ref +9, Will +6
Defensive Abilities Greater Resolve (8/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 Glaive +15/+10/+5 (1d10+20/20/x3) and
. . +2 Katana +15/+10/+5 (1d8+14/18-20/x2) and
. . Gauntlet (from Armor) +13/+8/+3 (1d3+12/20/x2) and
. . Katana +13/+8/+3 (1d8+12/18-20/x2) and
. . Unarmed Strike +13/+8/+3 (1d3+12/20/x2)
Ranged +2 Longbow, Composite (Str +4) +17/+17/+12/+7 (1d8+18/20/x3)
Special Attacks Dragon's Demanding Challenge +15/+4 (5/day)
--------------------
STATISTICS
--------------------
Str 18, Dex 18, Con 10, Int 10, Wis 10, Cha 13
Base Atk +15; CMB +19; CMD 32
Feats Deadly Aim -4/+8, Greater Weapon Focus: Longbow, Greater Weapon Specialization: Longbow, Manyshot, Mounted Combat, Point Blank Shot, Power Attack -4/+8, Precise Shot, Rapid Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Reactionary, Younger Sibling: Ameiko (Ex)
Skills Acrobatics -1, Bluff +6, Diplomacy +19, Escape Artist -1, Fly -1, Handle Animal +7, Intimidate +6, Perception +15, Ride +15, Sense Motive +15, Stealth -1, Survival +15 Modifiers +5 Ride while riding your bonded mount., Dragon's Skills
Languages Common, Tien
SQ Act as One (1/combat) (Ex), Aid Allies +5 (Ex), Animal Companion Link (Ex), Greater Banner +4/+4 (Ex), Honorable Stand (1/day) (Ex), Mounted Archer (Ex), Strategy (Ex), Weapon Expertise: Longbow (Ex)
Combat Gear +2 Glaive, +2 Katana, +2 Longbow, Composite (Str +4), +2 Tatami-do

- Normal -, Katana;
--------------------
SPECIAL ABILITIES
--------------------
+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Act as One (1/combat) (Ex) You and allies make an immediate move and attack, and receive +2 AC.
Aid Allies +5 (Ex) Aid Another grants +5
Animal Companion Link (Ex) You have a link with your Animal Companion.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dragon's Demanding Challenge +15/+4 (5/day) (Ex) +15 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Dragon's Skills +7 (Ex) +7 to Survival checks for allies.
Greater Banner +4/+4 (Ex) Allies who can see your banner gain +4 save vs. fear & +4 to hit while charging.
Greater Resolve (8/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Honorable Stand (1/day) (Ex) At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Decl
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Strategy (Ex) Grant varying bonuses to allies within 30'
Weapon Expertise: Longbow (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.
Younger Sibling: Ameiko (Ex) +1 vs foes threatening sibling.

1. What's the best order to take the archery feats in? I know what I want eventually, but I'm a bit feat started, is it more important to get in there with the deadly aim fast, or the rapid shot/multishot thing first, or weapon focus/weapon spec first... Also, I fretted over starting with 17 str/16 dex or 18 str/15 dex.

For the feats I was thinking as an order maybe power attack, pbs, rapid shot, deadly aim, weapon focus, weapon spec, multishot, point blank master, greater weapon focus, greater weapon spec.

2. My horse. Mounted feats are so confusing... So if the horse takes improved overrun and greater overrun and charge through, then I can run over some poor bastard on the way to my real target, have the horse kick him, and do an AoO of my own on him, right, without me needing any mounted feats? I was looking at that, and even mounted combat doesn't seem to great because his AC will be above my Ride most of the time.

horse at level 15:

AKUMU CR 12
Male Horse
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +10
--------------------
DEFENSE
--------------------
AC 33, touch 13, flat-footed 29. . (+5 armor, +4 Dex, -1 size, +15 natural)
hp 90 (+36)
Fort +11, Ref +12, Will +5
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse) +16 (1d4+8/20/x2) and
. . Hooves x2 (Horse) +16 x2 (1d8+8/20/x2) and
. . Unarmed Strike +16/+11 (1d4+8/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 26, Dex 18, Con 17, Int 2, Wis 12, Cha 6
Base Atk +9; CMB +18 (+22 Overrunning); CMD 32 (34 vs. Overrun36 vs. Trip)
Feats Charge Through, Greater Overrun, Improved Natural Armor, Improved Natural Attack: Hooves x2 (Horse), Improved Overrun, Multiattack (Multiattack / Extra Attack), Power Attack -3/+6
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +9, Climb +7, Escape Artist +3, Fly +1, Perception +10, Ride +3, Stealth -1, Survival +2, Swim +12
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4 (Ex), Evasion (Ex), Fetch [Trick], Improved Evasion (Ex), Multiattack / Extra Attack, Perform [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Combat Gear +1 Chain Shirt;
--------------------
SPECIAL ABILITIES
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Charge Through You can make a free overrun as part of a charge.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Greater Overrun +2 to overrun, targets provoke AoO if they are knocked prone.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Improved Overrun You Overrun at +2, and your opponent cannot choose to avoid / block you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Perform [Trick] The animal will perform tricks.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.


For an upcoming Jade Regent campaign I was looking at an archer type character, with a slight mounted flair (but not too much, as I understand mounts won't be viable for large chunks of the action). I figured I'd use Hero Lab to throw together the four likely candidates - fighter/archer, zen archer monk, archery ranger, and cavalier - and just spec them to level 11, a place I'd expect we'd spend a lot of time. I was pleasantly surprised at how close they come out.

20 point buy, no crazy min/maxing like dumping stats or being an archer to the exclusion of being able to do anything else. Core and APG allowed only, our group has decided not to use the Ultimates.

Damage output (with Deadly Aim, Rapid Shot/Multishot and Power Attack going):

cavalier


  • bow +12(x2)/+12/+7/+2 1d8+11
  • sword +12/+7/+2 2d6+17 (4/day +11 dmg from challenge)
  • + horse and other cav stuff

fighter

  • bow +15(x2)/+15/+10/+5 1d8+15
  • sword +13/+8/+3 2d6+19

ranger

  • bow +11(x2)/+11/+6/+1 1d8+11 (up to +6/+6 from favored enemy, gravity bow for 2d6+11 dmg)
  • sword +13/+8/+3 2d6+17
  • + wolf, spells

zen monk

  • bow +13/+13/+8/+8/+2 1d8+13 (perfect strike, ki for extra attacks or 1d10+13 dmg)
  • unarmed +9/+4 1d10+9
  • + ki powerz

Seems like though there's damage output variation, it's usually a good tradeoff of "less damage, but animal companion" or whatnot. My main areas of concern are how bad the zen monk is in hand to hand and how feat starved the cavalier is with pretty weak other powers (spend standard actions to give weak bonuses and have some awful tactical feats? really?). Am I overlooking anything major?

The builds are not all geared up, on the theory that gearing will give approximately equal benefits across the board.

cavalier:

HERO KAIJUTSU CR 10
Male Human (Tian) Cavalier 11
NG Medium Humanoid (Human)
Init +3; Senses Perception +13
--------------------
DEFENSE
--------------------
AC 20, touch 11, flat-footed 19. . (+9 armor, +1 Dex)
hp 79 (11d10+11)
Fort +8, Ref +6, Will +3
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 Greatsword +12/+7/+2 (2d6+17/19-20/x2) and
. . Gauntlet (from Armor) +10/+5/+0 (1d3+10/20/x2) and
. . Unarmed Strike +10/+5/+0 (1d3+10/20/x2)
Ranged +2 Longbow, Composite (Str +3) +12/+12/+7/+2 (1d8+11/20/x3)
Special Attacks Cavalier's Charge, Challenge +11/+3 (4/day), Mighty Charge
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 12, Int 10, Wis 10, Cha 11
Base Atk +11; CMB +15; CMD 26
Feats Coordinated Maneuvers, Deadly Aim -3/+6, Duck and Cover, Manyshot, Mounted Combat, Point Blank Shot, Power Attack -3/+6, Precise Shot, Rapid Shot, Weapon Focus: Longbow
Skills Acrobatics -3, Bluff +4, Climb +2, Diplomacy +13, Escape Artist -3, Fly -3, Handle Animal +7, Intimidate +4, Perception +13, Ride +10, Sense Motive +10, Stealth -3, Survival +13, Swim +2 Modifiers +6 Ride while riding your bonded mount., Dragon's Skills
Languages Common, Tien
SQ Aid Allies +4 (Ex), Animal Companion Link (Ex), Banner +5/+4 (Ex), Expert Trainer +5 (Ex), Greater Tactician (Coordinated Maneuvers or Duck and Cover) 8r (3/day) (Ex), Strategy (Ex)
Combat Gear +2 Greatsword, +2 Longbow, Composite (Str +3), Full Plate;
--------------------
SPECIAL ABILITIES
--------------------
+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Aid Allies +4 (Ex) Aid Another grants +4
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +5/+4 (Ex) Allies who can see your banner gain +5 save vs. fear & +4 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Challenge +11/+3 (4/day) (Ex) +11 to damage target, -2 AC vs. others when used
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dragon's Skills +5 (Ex) +5 to Survival checks for allies.
Duck and Cover Share the result of your Ref save die roll with an adjacent ally who also has this feat, but the borrower is knocked prone. Also gain a +2 cover bonus to AC vs. ranged attack if your ally is wielding a shield.
Expert Trainer +5 (Ex) +5 to train mounts, reduced training time option.
Greater Tactician (Coordinated Maneuvers or Duck and Cover) 8r (3/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mighty Charge (Ex) Double the threat range of your weapon while charging and execute a maneuver if you succeed.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Strategy (Ex) Grant varying bonuses to allies within 30'

fighter:

HIRO KAIJUTSU CR 10
Male Human (Tian) Fighter (Archer) 11
NG Medium Humanoid (Human)
Init +3; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 20, touch 11, flat-footed 19. . (+9 armor, +1 Dex)
hp 87 (11d10+11)
Fort +8, Ref +6, Will +3
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 Greatsword +13/+8/+3 (2d6+19/19-20/x2) and
. . Gauntlet (from Armor) +10/+5/+0 (1d3+10/20/x2) and
. . Unarmed Strike +10/+5/+0 (1d3+10/20/x2)
Ranged +2 Longbow, Composite (Str +3) +15/+15/+10/+5 (1d8+15/19-20/x3)
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 12, Int 10, Wis 10, Cha 11
Base Atk +11; CMB +15; CMD 26
Feats Deadly Aim -3/+6, Greater Weapon Focus: Longbow, Improved Critical: Longbow, Manyshot, Mounted Combat, Point Blank Shot, Power Attack -3/+6, Precise Shot, Rapid Shot, Weapon Focus: Greatsword, Weapon Focus: Longbow, Weapon Specialization: Greatsword, Weapon Specialization: Longbow
Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -3, Intimidate +14, Perception +3, Ride +11, Stealth -3, Survival +14, Swim -2
Languages Common, Tien
SQ Safe Shot (Ex), Trick Shot: Bull Rush, Trick Shot: Disarm, Trick Shot: Trip
Combat Gear +2 Greatsword, +2 Longbow, Composite (Str +3), Full Plate;
--------------------
SPECIAL ABILITIES
--------------------
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Safe Shot (Ex) You do not provoke attacks of opportunity when making ranged attacks with your Archetype's focused weapon (Bows or Crossbows).
Trick Shot: Bull Rush Bull Rush with a bow at 30' and -4 CMB.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Trick Shot: Trip Trip with a bow at 30' and -4 CMB.

ranger:

HARO KAIJUTSU CR 10
Male Human (Tian) Ranger 11
NG Medium Humanoid (Human)
Init +2; Senses Perception +16
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+6 armor, +2 Dex)
hp 87 (11d10+11)
Fort +8, Ref +9, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 Greatsword +13/+8/+3 (2d6+17/19-20/x2) and
. . Unarmed Strike +10/+5/+0 (1d3+10/20/x2)
Ranged +2 Longbow, Composite (Str +3) +11/+11/+6/+1 (1d8+11/20/x3)
Ranger Spells Known (CL 8, 10 melee touch, 8 ranged touch):
3 (1/day) Magic Fang, Greater (DC 15)
2 (2/day) Protection from Energy (DC 14), Arrow Eruption
1 (3/day) Entangle (DC 13), Endure Elements (DC 13), Gravity Bow (DC 13)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 11
Base Atk +11; CMB +15; CMD 27
Feats Deadly Aim -3/+6, Endurance, Improved Precise Shot, Manyshot, Mounted Combat, Point Blank Shot, Power Attack -3/+6, Precise Shot, Rapid Shot, Weapon Focus: Greatsword, Weapon Focus: Longbow
Skills Acrobatics -2, Climb +9, Escape Artist -2, Fly -2, Handle Animal +9, Heal +11, Intimidate +9, Knowledge (Nature) +5, Perception +16, Ride +12, Spellcraft +9, Stealth +7, Survival +16, Swim +9
Languages Common, Tien
SQ Animal Companion Link (Ex), Enemies: Animals (+2 bonus) (Ex), Enemies: Outsiders (Evil) (+6 bonus) (Ex), Enemies: Undead (+2 bonus) (Ex), Quarry, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Cold (+4 bonus) (Ex), Terrains: Forest (+2 bonus) (Ex), Track +5, Wild Empathy +11 (Ex), Woodland Stride (Ex)
Combat Gear +2 Greatsword, +2 Longbow, Composite (Str +3), Breastplate;
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals.
Enemies: Outsiders (Evil) (+6 bonus) (Ex) +6 to rolls vs Outsiders (Evil).
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Quarry +2 to hit and other bonuses against your designated quarry.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Cold (+4 bonus) (Ex) +4 to rolls vs Cold.
Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
Track +5 +5 to survival checks to track.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

monk:

Note: HL doesn't do flurries right, I think my summary line above is accurate however
HORO KAIJUTSU CR 10
Male Human (Tian) Monk (Zen Archer) 11
LG Medium Humanoid (Human)
Init +2; Senses Perception +18
--------------------
DEFENSE
--------------------
AC 18, touch 18, flat-footed 16. . (+2 Dex)
hp 60 (11d8)
Fort +7, Ref +9, Will +11
--------------------
OFFENSE
--------------------
Spd 60 ft.
Melee Unarmed Strike +9/+4 (1d10+9/20/x2)
Ranged +2 Longbow, Composite (Str +3) +12/+7 (1d8+13/19-20/x3)
Special Attacks Flurry of Blows +9/+9/+4/+4/-1, Ki Strike, Lawful, Ki Strike, Magic, Trick Shot, Zen Archery
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 10, Int 10, Wis 18, Cha 10
Base Atk +8; CMB +11; CMD 29
Feats Deadly Aim -3/+6, Extra Ki, Improved Critical: Longbow, Improved Precise Shot, Improved Unarmed Strike, Monk Weapon Proficiencies, Mounted Combat, Perfect Strike (3d20) (11/day), Point Blank Master: Longbow, Point Blank Shot, Power Attack -3/+6, Precise Shot, Shot On The Run, Weapon Focus: Longbow, Weapon Focus: Unarmed Strike, Weapon Specialization: Longbow
Skills Acrobatics +16, Perception +18, Ride +16, Sense Motive +18, Stealth +16
Languages Common, Tien
SQ AC Bonus +6, Fast Movement (+30'), High Jump (+11) (Ex), Ki Archery (Su), Ki Arrows (Su), Ki Defense (Su), Ki Pool (Su), Reflexive Shot (Ex), Slow Fall 50' (Ex), Unarmed Strike (1d10), Wholeness of Body (11 HP/use) (Su)
Combat Gear +2 Longbow, Composite (Str +3);
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +9/+9/+4/+4/-1 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+11) (Ex) +11 to Acrobatics checks made to jump.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Perfect Strike (3d20) (11/day) Roll 3d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Reflexive Shot (Ex) Make AoO with bow.
Shot On The Run When attacking with a ranged weapon, you can move - attack - move.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (11 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.


It seems like there's a lot of overland travel in Jade Regent and I was considering playing a cavalier or another character heavily invested in mounted combat.

I almost never do that, because inevitably there's chapter-long screwjobs where you can't reasonably bring a horse and you get to put a large chunk of your feats and your animal companion away for a couple months of play.

What's the read on how much of the time a mounted character would be able to participate? I'm going to be a player, so I have not read the adventures and don't want spoilers. I know three chapters aren't out yet, so thoughts from the Paizo folks would be welcome - are any of those chapters spent exclusively in a city, dungeon, or other location a mount won't be welcome?


In my current PF campaign, I'm using some AP installments and some Gamemastery modules - and some older 3.5 modules, and a bunch of Dungeon adventures for filler. As I was riffling through my Dungeons in preparation for running Tammeraut's Fate, it got me to thinking that I'd really like to see more smaller adventures coming out again for Pathfinder, like unto Dungeon Mag format.

Dungeon adventures were great - you weren't in for a huge thing, you could fit them in an existing campaign or play them as one night one shots.

Maybe the Pathfinder Society adventures could be used for this, but I have to say, not being a Society member, I have no idea what their quality is or how I'd figure that out... They seem kinda inaccessible to normal non-Society folks, and it seems they have all that faction stuff and whatnot - maybe it's a misperception but I haven't been tempted to buy any to use in my game.

Is there some deal with WotC where you promise never to do that again, or would you consider doing collections of short format adventures for "normal" Pathfinder games? I think it's a big missing niche, and it also allows you to onboard new authors without having to give them a full module or whatnot.


2 people marked this as FAQ candidate.

A question was posed over on RPG Stack Exchange that led me to some confusion. In the Brew Potion feat it states the creation time to be 1 day/1000 gp or 2 hrs if it's under 250.

But in the Magic Item Creation section it says that it takes one day to make a potion, period.

Which is correct? I looked at the FAQ, errata, and searched the forums to no avail.


My Visa is expiring and I have realized all that I use it for is Paizo... I'd like to cancel on those high interest rate bastards at Chase and just use my Discover card. But y'all don't take it... Please consider starting!


1 person marked this as a favorite.

So what if Ydersius was actually a Lawful god before he got his head chopped? And all the Big Chaos he's associated with was just from afterwards?

It always seemed odd to me that the god of the very organized, intelligent serpentfolk was a ravening beast. I could definitely see the degenerate worship of the god, like the degenerate serpentfolk themselves, being a reversal of his initial nature.

Maybe they could be trying to rejoin the god's parts:
- Because they want order (maybe Nazi style take us over order, but anyway)/removal of degeneracy to return to the serpentfolk?
- Because Vyr-Azul is a deluded Chaotic heretic - he dates from after the beheading, remember.

He allegedly is working with thawed out serpentguys from before the beheading but really he's keeping them on ice - maybe because once he thawed one out he realized they disagreed with his doctrine? I am not sure which serpentfolk in the AP are supposed to be these ancient ones, it's not clear that the major serpentfolk NPCs in the final two chapters are at all. Heck, the ancient serpentfolk might end up being allies of the party in the short term.

Anyway, in my mind this is a more interesting hook and outcome. Maybe Ydersius isn't really even all that LE, more LN but, you know, serpents are the master race... (Like Wastri the Hopping Prophet in Greyhawk.)


I don't know, from the previous fluff on the Gorilla King, the savage and violent effective ruler of a huge jungle, I expected a bit more. Maybe Boomer's "The Blood-Slicked Mantle" in Wayfinder #1 is leading me on. Anyway, it seemed kinda weak to me that he was just

Spoiler:

an unexceptional level 14 fighter, and the encounter with him is just a "one PC must beat him down" setup like he's just that Shoanti yokel from Curse of the Crimson Throne. My sixth level PCs have damage output like this guy.

Anyway, for all the buildup, I really wasn't impressed with Ruthazek's depiction in Vaults of Madness. How could it be something very special? How would you change how the Gorilla King is employed in this adventure so he doesn't seem like a random mob?


OK, so we just playtested the guns, not the gunslinger. If people don't like that, ignore this - but you shouldn't have to have a special class to make a new weapon useful.

Our game has been using guns for a while, and we have one character, a cleric of Gozreh, who uses them as his primary weapon in our Riddleport Pirate campaign. Up until last session, here's the gun rules we were using:

Quote:

Pistol 250 gp 1d6 2d4 x3 50 ft. 3 lbs. P

Musket, short 500 gp 1d10 2d6 x3 100 ft. 8 lbs. P
Musket, long 750 gp 1d10 2d6 x3 150 ft. 10 lbs. P
Blunderbuss 500 gp 1d12 3d6 19-20/x2 15 ft. 8 lbs. B and P
Exploding dice of damage
Misfire on 1
Two full round actions to load
Full rules if you really care about more details

We haven't been completely happy with the results; he misses a lot and deals very low damage amounts when he does; he often just uses his icicle ability instead (touch attack, 1d6+2 damage).

He's a fifth level cleric (+3 BAB) and has put all his feats into guns - Exotic Weapon Proficiency, Point Blank Shot, Precise Shot, Weapon Focus. +3 Dex, +2 Str. Last session we switched to the playtest gun rules. He has a musket, a pistol, and a blunderbuss so that he can get some kind of rate of fire going. Anyway, he got to fight a variety of bad guys (mainly from Carrion Hill - humans, summoned demons, Great Old Ones) with the new rules.

Our findings:

1. The touch attack was a nice addition, and it meant he could hit more. We felt that it was too distorting on highly armored opponents, though, and decided flat-footed AC at all ranges was probably a better approach.

2. Damage was still weak. Rate of fire is low so that x4 crit never came up. Other PCs that did not specialize in ranged combat at all way outclassed because of STR bonuses, especially at short ranges (which is the only place you get the touch attack benefit).

3. Reload time means you never reload in combat. And we're fine with that really; our group likes the "black powder feel" of the guns. It does provide a significant DPS differential though - if our cleric got quick draw then eventually when he gets iterative attacks he could put a couple in a round for like one or two rounds; meanwhile any goon with two feats and a bow can pop off two attacks at level one. He was the least effective combatant in the party as a result. He could do

round 1: 1 touch attack at 1d12 (musket)
round 2: 1 touch attack at 1d12 (blunderbuss, we treated as another musket)
round 3: 1 touch attack at 1d8 (pistol)
and then that's it. Find something else to do or reload a couple rounds.

Meanwhile another fifth level character could not spend the feat on the exotic prof and put it into Rapid Shot instead, and put less money than the guns take into a masterwork STR bow, and do:
round 1: 2 attacks at -1 for 1d8+2
round 2: 2 attacks at -1 for 1d8+2
round 3: 2 attacks at -1 for 1d8+2
and repeat forever.

Let's take an example where the touch attack really, really helps - say you're fighting ogres. AC 17, touch AC 8. That's as good as it gets, the guns have an effective +9 to hit. If your guy has a +6 ranged attack bonus, then with the gun he only misses the ogre on a 1. And let's also be super generous and say that the combat only goes three rounds so he's firing every round.

dps of the gun guy - missing only on a 1, 1d12/1d12/1d8 - is 5.17. dps of the bow guy, needing a 12 to hit (-2 rapid shot, +1 masterwork) and a +2 STR bonus, does 5.2 dps. So even with the most favorable gun setup, it underperforms the bow, and if you ever have reload rounds then it drops way, way, way under. And the problem gets much worse with iterative attacks, multishot, etc.

4. The guns are too pricey. The PCs already were eager to kill some gendarmes and sell their muskets; this doubled that incentive. You'd have to only put them on like level 6+ NPCs to make the wealth not totally disproportional. And you're pricing guns out of low level characters, which means they're even less likely to put feats into them.

In the end, everyone was pretty "meh" about the new guns. You can't put STR or other common damage boosts on them, you get a very low attack rate, and they do as much damage as any old sword. Or in his case, less damage output than his stock icicle power (by .33 dps).

I was reading the new Pathfinder Guide to Freeport and noticed the gun rules there do 3d6 (pistol) and 4d6 (musket), x3 crit. And at first that seemed high to me but once we looked at it, it's really not... As I actually use guns in my game and this isn't just an academic exercise, I plan to move the touch attack to flat-footed and boost to 2d6 (pistol) 3d6 (musket) immediately and then reevaluate. Doing the math in the ogre example, the guns then get up to 9.3 dps, which is still much lower than any of the actual fighty types are doing at level 5 but is at least something.

Now sure the gunfighter will push guns past this, but the various archer p-classes push bows way past this too. And if it takes an exotic prof (and is expensive and has misfire) then it should at least be somehow useful to Joe Character who decides to invest heavily in them but not be superspecialized or take a special class for it.


Hey, as usual the new content looks great, there's a lot of good stuff here.

I wanted to talk a little about the firearm damage for the Gunslinger though. And maybe it's too late if these rules are already baked into the campaign setting. But I've been using firearms in my Pathfinder group for a while. My rules are very similar to yours (you can see them here on my blog, they're OGL and were picked up by LPG. And the problem with them is the damage output.

Heck, mine I was using the old "exploding damage dice rule" and doing 2d4 (pistol) and 2d6 (musket) which is a bit higher than your 1d8/1d12. But players are tending away from them because the damage is bad - sure, the base damage looks OK, but it can't be enhanced by Strength, can't be rapid or multishotted, can't use iterative attacks (unless you have a lot of them, and they're expensive) and except for magic or Point Blank Shot basically can't have their damage enhanced in any way. (Trading touch attack for exploding damage dice is fair enough, I don't mind that.)

The exotic proficiency, high cost, and misfires are appropriate (I use those too), but even without those limitations firearms become undesirable. The only reason all that would ever be worthwhile is if there was a high one-shot damage output. After a bunch of playtesting of my very similar gun rules, I have come to the conclusion that my damage numbers are too low, and these are lower still.

I was reading the Freeport Companion: Pathfinder RPG Edition and their firearm damage is a lot higher, like ranging from 3d6 to 4d6. And though that seems really high at first blush, I have to say after running Pathfinder with guns for more than a year, I am thinking about adopting those new higher damage values for my game so that the one player who still uses guns doesn't abandon them (they are too expensive and feat-requirey for level one, but then their damage limitation makes them even more worthless post about level 4, especially once you get iterative attacks). I would go at least to 3d4 pistol/3d6 musket without hesitation.

I'm fine with firearms being something you don't necessarily shoot five times a round, instead being "option weapons" for characters who don't usually do ranged but every once in a while need to pop something - I like the realism of the long reloads and all - but if they cost $1000 + $10 per shot, require a feat, and can only shoot once every other round, there has to be damage to compensate. Even a non-optimized low level shortbow wielder with a modest 14 strength and rapid shot is going to be tossing out 4d6+8 damage over two rounds, and that's without all those other drawbacks. Compare to a two round damage output of 2d8 for a pistol or 1d12 for a musket? That's 24 vs 9 points on average. Should bows be 2-3x better than guns AND not have all the additional costs and drawbacks? Even if ou argue the touch attack at close range makes up for all the drawbacks, you're still left with that huge raw damage differential.

Thanks for listening! (Oh and thanks for getting rid of percussion cap weapons that was just way too anachronistic.)


First Session (14 page pdf) – “After the Flood” – Riddleport is rocked by a tsunami and the PCs find love and danger in the aftermath. And then there’s unexplained murders and Salvadora of the God Squad calls in her marker for the PCs to help investigate. It’s Katrina horror time in the kickoff of our second season of Reavers on the Seas of Fate!

Well, we finished out the first huge year-long plot arc of Reavers last time, a mashup of the Freeport Trilogy, Second Darkness: Shadow In The Sky, and a raft of good 3e/3.5e adventures. Everyone agreed to re-up for another run, so Season Two has begun!

When we last left our PCs, a tsunami had hit Riddleport. In Second Darkness, this is mostly brushed off as color and it’s on with the story. I wanted to dwell on it more. Coming from the Gulf Coast originally, natural disasters like Katrina’s flooding of New Orleans and Galveston’s regular destruction by hurricanes are real threats and I wanted to reflect that in game.

I did some description of the aftermath, but the players filled in a lot for me. They really got into the spirit of it. There were exchanges like “I bet it smells like that time my apartment’s parking lot flooded and water got into my car and the carpet molded.” “Ewwww!” It worked out pretty well and added a definite feel to the session.

Then it was time to meet up with all the people they left behind. They were clearly considering just up and killing Saul for hanging them out to dry, but no one acted on it. The rest of the Gold Goblin crew was in evidence too. And they went to rescue Lixy from her collapsed apartment, through the sewer grate she nearly threw Wogan’s gun down back in the day. There was a lot of stuff that recurred from previous sessions. They even got to talk with Clegg Zincher. Believe it or not, I didn’t realize what I was doing – Clegg owns this big coliseum and it made sense to me that they would put injured and homeless there, and then someone said “Oh, it’s the Superdome!” I actually wouldn’t have done it if I’d thought of that analogy just because it was a little too-Katrina.

And then it was time for girlfriend visits. Tommy’s visit to Lavender Lil was as usual intrigue and sex-soaked. And then Serpent went looking for Samaritha. That was more unexpected. He has always been a little ambivalent about her, and was really irate once it turned out she was a serpent person; I personally wasn’t sure if he’d just forget about her, or try to kill her, or what. I thought it was brilliant how he got drunk and decided to go tell her off. His interaction with the gendarmes guarding the Cypher Lodge was really funny. For some reason he kept rolling natural 1's this session, but it wasn’t ever really dangerous, just funny. After the gendarmes turned him away he wanted to sneak in, but rolled a 1, so he did the drunk-guy thing of wandering ten feet off and then trying to just walk by them again. Then he tried to climb up to her window and fell off the building.He wasn’t playing it for laughs, and that made it even funnier but also more real.

I was pretty proud of the role-playing. I know the player is somewhat uncomfortable with RPing relationships, and it wasn’t any more easy with the rest of the group kibitzing him (they were all really into this scene). When he got in her window, he declared, “I unload all over her!” Everyone collapsed in gales of laughter. “Uh… Physically, verbally, or sexually?” I inquired. “No, I mean I really let her have it!” More laughter. “Again, physically, verbally, or sexually?” Then he tried talking with her. It was tough, she was sure he would hate her and either Serpent or the player wasn’t letting much tenderness seep through, and so she was hard to convince. He rolled a couple Diplomacy checks that didn’t go anywhere. “You’re going to have to use the ‘L’ word!” the rest of the group advised him. He finally showed a little bit of intimacy and that convinced her; she was really looking hard for anything to prove he did like her, and it took him a while but he came through.

And then it’s off with Salvadora to investigate some weird problem. And with that we segue into the Richard Pett horror special, Carrion Hill. Mmmwah hah hah haaaaaa! Pucker factor is high!


I'm DMing a group that just finished with Shadow in the Sky (mashed up with the Freeport Trilogy and a bunch of other stuff) and is now level 5. Here's details on what's gone before if you really want them.

Anyway, I'm running next Sunday. I don't have a lot of time to plan the next major plot arc of my campaign, and don't want to kick into CotV yet, so I was looking for a one shot, and since it's Halloween I was thinking horror.

Spoiler:
And since Riddleport has been inundated by a massive tsunami, something with a post-Katrina feel might be even better.
And the PCs have recently been exposed to weird magic and had stuff embedded in their bodies so I can get away with weird stuff - messing with their minds, dreams, sickness, transformation, that kind of thing.

Any good ideas? I have so much Paizo stuff (just about everything) and loads of 3e/3.5e stuff including Dungeon Mags that there's too much to root through just looking.

Good features would include:
- easily fit into Riddleport/Freeport
- horror theme
- for levels 4-6
- flood/water/disaster elements
- shadows and/or voodoo elements
- pirate elements
- short or could be reasonably pared down to run in one 5 hour slot
- adult content OK

Thanks...


I wanted to mention and invite everyone to a new roleplaying expert Q&A site, RPG Stack Exchange.

The Stack Exchange sites are a novel new format that have been rampantly popular in the computer field - Stack Overflow for programmers was the first, and others followed (Super User for users and Server Fault for sysadmins). They've opened it up to other fields, and a proposal for an RPG-based one quickly got enough votes to go into open beta.

SE differs from a normal online forum in that it is for questions and answers only, and the community votes answers (and questions) up and down to determine which are the best. Users with enough "rep" can edit questions and answers, wiki-style. Thus questions can get asked only once, and the answers refined over time (as opposed to in forums, where "it's off the front page, it's like it never happened"). The site then serves as a permanent knowledge base - Google a technical question, and the SE sites are now generally ensconced well at the top. It doesn't compete with forums like this one in terms of being a community and having discussions, but the format makes it way better for organized gathering of knowledge.

It's great for authors/publishers/editors - though pure product promotion in and of itself isn't allowed, you're the kind of experts that people love to get answers from, and you don't have to deal with the signal to noise or get caught in flame wars. RS Conley from Bat in the Attic is already using it to good effect. It's a very efficient use of your time, you can subscribe to tags you want to see, the site can email you about answers. Questions like this one looking for steampunk supplements for d20/D&D3.5/Pathfinder are perfect questions to answer with links to your products.

Anyway, just wanted to encourage people to come check out the site, I think you might like it! (It's free, and you don't even have to register unless you want to gain rep.) And I personally want to see more high quality Pathfinder Q&A there.


CONGRATS!!!! Awesomely well deserved, Pathfinder has been the best game line in a long, long time this year. Keep up the great work!


What books (or, optionally, movies, but preferably books) did the AP authors use for inspiration for Serpent's Skull - or can others recommend?

I just got done reading The Lost City of Z, which while about South American exploration hits a lot of the relevant high notes. What are some other good ones about jungle exploration, especially African jungle? I figure I'll look up something Livingstone related... List your favorites here!

I did also recently read King Leopold's Ghost, which while excellent only hits on the actual exploration experience a little.


Many many months ago, Erik was talking about an awesome-sounding Pathfinder iPhone app... A long time has passed with no word. Is it cancelled/indefinitely on hold? Coming soon? What up? Us iPhone users want to know!

(Yes yes Android users, you all beg for one too...)


Now that it's a level 0 spell and usable effectively at will, I am having a problem with PCs wanting to detect magic all the time, on everything. They expect it to show things that are illusions, whether people are under alter self or other disguise magic, whether people are charmed or dominated, invisible stuff, etc. (Of course they can't get the exact spell, but they get school easily enough, and if someone has an enchantment or illusion or whatnot there's a pretty limited set of options). And monsters with transformation powers and whatnot, too, since anything Su/Sp detects as magic.

Do I just say it doesn't detect spells that are meant to be kinda secret? Create a Secret Spell metamagic feat that makes a spell not detect as magic for a 1 level bump? Make the caster do a dispel magic-like check to see it? What?


The Adventurer's Armory has a nice load of new weapons. Sadly, due to space restrictions, information as to where these weapons come from was cut. I've complained about that in the product thread, but now let's try to do something constructive about it. I'll list the weapons - if there's a documented Golarion origin, let's note it, and if it's a cultural analogue, let's figure out where it might be found!

Why?:

Because for those of us that enjoy the "realistic world" aspect of Golarion, we want weird weapons to be a distinct part of in-world cultures and not just all on the rack at the Weaponry Wal-Mart in Sandpoint or whatever.

Aklys - derro (classic horrors revisited)
Arrows, Whistling
Bardiche
Battle Poi - Katapesh (Legacy of Fire Player's Guide)
Bayonet - Alkenstar, I assume
Bec de Corbin
Bill
Blade Boot
Boomerang - Mwangi (Zenj, I would think)
Brass Knuckles
Bullets, Groaning
Butterfly Knife - With the butterfly/desna link I would propose Varisian/Sczarni
Cestus
Chain Spear
Chakram
Combat Scabbard, Sharpened
Dueling Sword, Aldori - Andoren.
Dwarven Maulaxe - dwarves, natch
Earth Breaker - Shoanti (campaign setting)
Falcata - Taldor (campaign setting)
Flambard
Garrote - common, probably
Glaive-guisarme
Hanbo
Hunga Munga - just saw this on Deadliest Warrior where they called it a Kpinga and it was used by the Zande.
Klar - Shoanti (campaign setting)
Lasso
Launching Crossbow
Lucerne Hammer
Madu - Katapesh (Legacy of Fire Player's Guide)
Mancatcher
Mere Club - Maori, also featured on Deadliest Warrior. Are Bonuwat Mwangi the closest analogue?
Meteor Hammer - Katapesh (Legacy of Fire Player's Guide)
Pilum
Rhoka - the urdefhan in the Darklands.
Rope gauntlet - Katapesh (Legacy of Fire Player's Guide)
Scarf, Bladed - Varisian (RotR player's guide)
Scizore - Taldor
Scorpion whip - Katapesh (Legacy of Fire Player's Guide)
Shotel
Sica
Sling glove - Katapesh (Legacy of Fire Player's Guide)
Stingchuck - Katapeshi gnolls (House of the beast)
Switchblade knife
Swordbreaker dagger
Syringe spear
Temple Sword - Vudrani (PF9)
Terbutje - Polynesian. Bonuwat Mwangi again?
Terbutje, steel
Throwing shield
Urumi - Vudrani (PF9)
War razor
Wooden stake - Ustalav (PFCS)

Kinda like that! Chime in, note if it actually appeared somewhere or you're just making a logical proposal. Maybe we can get the PFwiki updated with the results.


Ernest Mueller wrote:
I made an NPC with a Nisrochi shadowforged rapier - and now I can't for the life of me find where that's defined. Anyone know what product?

Ah, never mind, found it in Cities of Golarion; it's just color and not a special property apparently.


I, and it sounds like other folks, would be happy to subscribe to the Pathfinder Chronicles line if only the map folios weren't mandatory parts of it.

Please consider a "Chronicles without Folios" option or splitting the two up.

I know I could cancel and restart the subscription time and time again to skip them... But that goes over my hassle threshold. (An option where you could specifically opt out of items in your subscriptions would be even better).


My group of PCs needed a little help with a juiced up version of Death in Freeport set in Riddleport, so I thought I'd have an inquisitor give them a hand. Here she is:

http://mxyzplk.files.wordpress.com/2010/02/salvadora-beckett.pdf

She's a half-orc fourth level inquisitor of Iomedae. She fought with the third level party against foes including CR5 degenerate serpentfolk, undead, and an evil priest.

She did well, and the players thought she was helpful but not overwhelmingly so. Her scouty kind of focus helped them; the tracking, Perception, init boost, knock spell, that sort of thing, in fact she was stepping on the party rogue and ranger a little. She was decent in combat, although bad hit rolls (not her fault, just dice luck) held her back. The bane power at fifth level would help out immensely.

Her spellcasting was nice, it was a good mix of cleric and wiz especially for people going into a hidden evil temple with undead in it. And since her spellcasting is not really for in combat, she was freed up to do support stuff and put buffs on PCs. She put Prot from Evil on the monk (saving his bacon on poison saves) and then later did an Acrobatics to get over and do a Cure Light on him while he was badly wounded. He actually gave her a big hug when the dungeon was over! Sure, a paladin could have done the same, but the pally is usually more focused on kicking ass himself and not taking time to heal others in combat; the inquisitor's more scouty and less front line so they would exercise that more I think.

The clerical domain is almost pointless since they don't get spells from it. Domain powers are suckily weak. Once, I had her waste a round by using a standard action to touch someone to give them a +2 to damage for one round. The PCs were like "We tell her to stop screwing around and do something!" I didn't do that again, and neither would a PC (it pretty much always is worse than "shoot your bow"). That's more of a complaint about the horrible clerical domain powers but also a request to not saddle another class with them and pretend it's a perk.

The teamwork feats were meh. I gave her Lookout to capitalize on the high Initiative and Perception bonus, and it did kick in once, but it was complex to use. It was hard and fiddly to figure out who all was getting the benefit from it at a given time, and it was also a strange fit for the general inquisitor "monster hunting loner" kind of image. I mean, I could see an inquisitor taking a teamwork feat because that's what they want to do personally, but as a core part of the class? Seems like it would fit way better in other classes. Read the class description. "Often travels with others as a cover" is not "master of teamwork." Also, they get so many of them and there are so few that at high level you basically have "all the teamwork feats". And if all the other PCs have them too as a result - the complexity would be insane! Can you imagine? It's not like one is active at a time, it means that your four buddies in melee with you all suddenly have a big ol list of bonuses to everything - CMB, CMD, Reflex, flanking, sneak attack, AC, concentration, etc (that kicks in and out as people 5' adjust around). As a high level party I'd want like a halfling inquisitor strapped into a papoose pack and put on the back of the barbarian just for the unlimited buffs. Even if you keep these, you need to change solo tactics to specify that the inquisitor has to choose one specific one to be sharing.

I felt like she suffered from having "too many little things." She has a bunch of different (and not individually that overwhelming) powers that can be used an extremely limited amount. If I were a PC playing the inquisitor I'd be like "Can I give up the domain to get a couple more judgments, or double the rounds of bane?" or the like. It made her complex to run (this one is for 2xlevel rounds a day, this one is 2 times a day, this one is 3+WIS times a day...) and less effective. Given the arguable but I would say almost universally true premise that most play happens in levels 1-10, I'd narrow down the broadness and give more of a couple things. Frankly I'd swap the domain and solo tactics for more judgments and bane rounds and switch the teamwork feats to a custom combat feat list.


OK, I'm updating the serpentfolk from Into the Darklands to PFRPG. I am working up the 'degenerate' version of the serpentfolks and so far here's what I have.

Degenerate Serpentfolk CR4
NE Medium monstrous humanoid
Init +1; Senses Darkvision 60 ft., scent; Perception +10
Defense
AC 18, touch 17, flat-footed 17 (+1 Dex, +7 natural)
hp 47 (5d10+20)
Fort +9, Ref +8, Will +8
Immune mind-affecting magic, paralysis, poison; SR 15
Offense
Speed 30 ft.
Melee spear +10 (1d8+7, x3) and bite +8 (1d6+2 plus poison)
Statistics
Str 20, Dex 13, Con 19, Int 4, Wis 13, Cha 6
Base Atk +5; CMB +10; CMD 21
Feats Great Fortitude, Multiattack, ??
Skills Perception +10, Stealth +6
Languages Aklo
Special Abilities
Poison (Ex) Bite - injury, save Fort DC 20, frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Does this look right? Man, it's pretty buff. I'm taking the ability scores from the 3.5 version, and the degenerates there have +4 poison save DC, +4 Perception (well, Spot, but whatever). They get upgraded with more feats, skills, hit points, etc. per the PFRPG monstrous humanoid changes. They're huge combat monsters and the immunities and poison make them really hell on wheels.

I chose Stealth as an additional skill because it seems like they skulk around underground a lot and otherwise they'd have like +13 Perception.

It needs one more feat. I thought about Power Attack but damn... Using a spear two-handed, as is their wont, that makes them spear +8 (1d8+13, x3) and bite +6 (1d6+6 plus poison) - that's a lot of frickin' damage. Toughness maybe, not that they're short on hit points either? Well, and the monster stats by CR table says 16 average damage for a CR4's main attack and 12 for a secondary is good... Without PA it's only 11.5 (with it's 17.5). So I guess Power Attack it is. Thoughts?

[Edit: Oh wait that's supposed to be for all their attacks together... These guys either need their stats nerfed hard or need to be higher CR I think. The superstats and SR make them tough; I think one would totally rape a CR4 minotaur for example.]

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