Redcap

Expax's page

Goblin Squad Member. Organized Play Member. 68 posts (142 including aliases). 5 reviews. No lists. 1 wishlist. 9 Organized Play characters. 1 alias.


Silver Crusade Goblin Squad Member

1 person marked this as a favorite.

For those of us in the kickstarter, it boggles my mind how one could not be a roleplay fan boy or girl. :D

Dark Archive 2/5

2 people marked this as a favorite.

No good deed goes unpunished? #WickedTheMusical

Dark Archive 2/5

1 person marked this as a favorite.

Just a random shot in the dark as I will be playing this hopefully in the next few months. Does anyone have a list of good scenarios to play before reaching Eyes of the Ten that are connected to it? I hear it draws and interweaves a number of scenarios into it.

Dark Archive

1 person marked this as a favorite.

As a person who has ran it as an AP and as sanctioned content my advice is:

1. A strong healer that has versatility. My personal recommendation is an Elven Life Oracle who takes the Lorekeeper archetype to get access to divine and arcane spells.

2. Someone who does fire damage. Alchemist or an arcane spell caster.

3. Someone with strong social skills. They will need to have ways to overcome language barriers such as through comprehend language spells, the witch hex tongues, or really high linguistics or ways to learn languages in large numbers such as the aasimar racial trait true speaker.

4. Someone with strong nature, planar, religion, local, and arcane knowledge. Emphasis on arcane and local knowledge.

5. Something to soak up damage. My personal recommendation due to the things that get thrown at you is a undead or an eidelon.

6. A way to dispel magics and curses. My personal recommendation for dispel magic is the new arcanist. That way they can do some fire damage and dispel. Your divine caster, if they are also doing the healing, should be able to handle the curses you will come across.

7. Someone will need to be able to handle magical traps in the group, otherwise you will face quiet a few potential party wipes.

Also something that can provide everyone endure elements or better yet Cold Resistance is good. If you can get them to resistance to cold for at least 1 point, you can forgo most of the environmental stuff accept for blindness and precipitation. The cold damage own't be able to get through their resistance. This will save ALOT of time at the table.

Dark Archive 2/5

1 person marked this as a favorite.

Why is there not an overwhelming onslaught for Online play?

The answer is this is that there is and is not. There is a very large community of individuals who offer private tables online. These are not listed anywhere and thus are not seen by the public. There are private warhorns and mailing lists out there that are by invite only. The reasons for this varies by miles, I'll try to address it down the line.

Currently the paizo boards are not the easiest to navigate. Even though I frequent the boards every day, the listings like we are currently doing can cause confusions quickly and headaches. That is why a number of people use outside resources for listings. This is one of the reasons why there are so many different listings.

The online community, even though we have some amazing officers who have tremendous leadership skills, by its very nature is not as easily shepherd by officers that could help to give guiding hands. Praise is sparse in the community to continue the growth of online game masters. A correctional guiding hand is sparse due to how easy it is to keep things hidden: like reporting not being done or chronicles taking weeks or months to be issued. It is difficult to keep game masters in the community. The above has also been part of the reason why various gamemasters have banded together to form smaller communities; just so they can support each other. In short: To have community. The online community desperately craves community, that is why many of our folks are here.

There is a problem with those that band together. It is that they start using different resources like different warhorns which makes it difficult for players to find games. This helps to spread-out where you can find games. The positive is that the gamemasters are getting the much needed support that they nee

Another issue is that we have had some individuals in the community who want to be leaders but have been declined for one reason or another by the powers that be; thus they start splinter groups. These groups tend to have a whole wide sort of issues that effect the larger online community since they occur online. Granted some of these individuals just want to be organizers, but we do have quiet a few groups that fester with those who feel they have been jaded.

All of this has lead to a disjointed online community. It also helps shows the need for one centralized community and a need for a central hub for leadership. Ask most players at a table, they will have no clue who the online officers are for the community or even as to why or what roles these officers are to serve.

Another issue is that we have a tremendous number of problem players. From extreme power gamers who want to challenge you on every decision you make and are affronted if you ask them to please not metagame; to those who intentionally disrupt the table with remarks that very from extremely crass to showing prejudice to sexually inappropriate. I'll be honest in the last seven days I almost completely turned away from the online community for how difficult the community can be; however at the moment I stay because the good does outweigh the bad here. The bad however tends to spread quickly.

This is another reason why if we could just get a central hub with a strong support community, things could be so much better. It is hard to duplicate what we can find at shops or in people's homes or at community centers, but we have to make special efforts to be hospitable. It is so easy to forgo hospitality when you are not face to face with someone.

BUT to answer the question the online community is tremendously large, we are however so disjointed and disorganized that we suffer because of it and that it makes us appear to be small.

Dark Archive 2/5

2 people marked this as a favorite.
David Bowles wrote:
So let's coin a new term for PFS paladins: PINO's. Paladins in Name Only. Because explore, report, cooperate, and "don't be a jerk" basically neuters the actual paladin's options of how to react to Mr. Necrocmancer.

And I repeat again, if your paladin would not work with a necromancer; then walk away from the table or try to find a compromise. If someones necromancer does not want to work with a paladin, then they can walk away from the table also.

Dark Archive 2/5

1 person marked this as a favorite.

What I have been doing if the players begin to have a problem is to have Uori (sp?) tell a story of long ago when his great great grandfather use to come to these caves and would at times see people of the land performing rituals here. At this point he describes one of the rituals that they uncovered, I do make sure to mock Aroden with him where ever I can.

Silver Crusade 2/5

1 person marked this as a favorite.

Great session tonight! I'll be offering this next Friday also. Keep an eye out on the Ironhelixx site.

Silver Crusade

1 person marked this as a favorite.

I am looking at building a lunar oracle, but really want to try to optimize having my animal companion (Tiger) to be the very best she can be.

So far my thoughts are:
1. Choose Race Aasimar:
B. Take Favored Class Option: Increase HD significantly
C. Take Celestial Companion feat: Gives resistances, smite, adn dr to the animal companion.
2. Get a wand of Enlarge Person to use on Animal Companion through the shared spell feature.
3. Dip 1 level into Mammoth Rider to further increase the size of the companion.
4. Make sure to pickup an Amulet of Mighty Fists
5. Acquire appropriate armor for companion. With her stats I am thinking Mithral Parade Armor, but not sure.

Does anyone have any other suggestions such as magical items, feats, traits, etc. that might help me get the most out of an animal companion. Any and all help would be greatly apprecriated. The idea of an optomized tiger through spells that brings her to gargantuan status seems very appealing.

Silver Crusade

1 person marked this as a favorite.

At this point I am so frustrated while playing this character, but still committed to it.

The problem I am having with the swashbuckler is based on this wording: "The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made." Both in real life and in the online communities, when a gm rolls an attack they are normally saying it as the same time they are rolling. There is absolutely no time to respond with opportune parry. In the current module I am in at the moment, it has been ruled by the current gm and in agreement by the few other gamemasters who are playing in it (one a four star gm) that in reality there is no point in which this ability can be used in the current games.

This ability was the the main reason I wanted to play this class. Its an amazing ability, but we are being blocked from using it in the games.

Silver Crusade

3 people marked this as a favorite.

Out of the packet, the WarPriest has definitely held the most attention among some of my friends. We got together last night via a G+ hangout to discuss it. Going through the material, we are suppose to get back to go through ti again, these were our initial responses:

1. Though not in full agreement, the overarching opinion was the hope to find a divine caster with a full bab. I know this has already been stated ad nauseum on here already. We discussed the pros and cons of a caster with a full bab; the overarching opinion was that is something preferred to be seen even if it means a significantly diminished spellcasting and/or the removal of channel.

2. Mechanically the class looks fairly good. A number of the options very from being underpowered it seems to overpowered, but they do provide nice rp elements. So kudos for that. We do suggest changing the blessing from being associated to the gods to their domains. A large number of us actually use the empyreal and demonic lords as our focus of veneration. We are kind of at a lost as to which things apply to us as WarPriests.

Some of the initial thoughts were:
--Aid Domian: Zephyr's Blessing : Penalty to range is something that comes up so rarely. But to keep on the same line of thought, perhaps add no penalty to weather conditions also. This would help bring the blessing up a bit.
--Darkness: This blessing does seem to be a bit to powerful with providing constant concealment. Probrably better as the 10th level version of the blessing. Basically immunity to sneak attack and constant chance for a miss chance. Super powerful. Super awesome, but probably something we shouldn't have at 1st level.
--Blessing that aids damage with 1d6 type of damage, suggestion: Make it limited use per day but make it a swift action. Otherwise it seems almost to be a waste of an action economy. It could be wonderful if it becomes made into something like arcane strike. But as it, it seems to be a penalty to use in most cases.

3. Some concern was expressed on concentration checks since this class is a MAD.

Silver Crusade

1 person marked this as a favorite.

Honestly the gender and sexuality doesn't come into play for me til I am making the character. I just let whatever comes into my imagination flow out.

Silver Crusade

12 people marked this as FAQ candidate. 2 people marked this as a favorite.

Question: Is this Tier 01 or Tier 03? It is listed under the category of Tier 01 listing on pg 17 but the wording at the end of says it is Tier 03.

Speedy Summons (Su): When you cast a summon monster
spell, the casting time is 1 standard action instead of 1
round. If you expend one use of mythic power, the casting
time becomes 1 swift action. If you’re a summoner, as a
full-round action you can expend one use of mythic
power to summon your eidolon. You must be at least 3rd
tier to select this ability.

Silver Crusade

1 person marked this as a favorite.

So I was thinking of writing up something to give to my friends on demon hunting in Pathfinder. I have come up with a little bit (I"ll post what I have below), but what do you think are the necessities for demon hunting in pathfinder, and items that might compliment it very well. What I have so far is below.

-------------------------------------------------------------

So you are looking at doing some demon hunting are you? Boy I tell you what; it’s not like hunting some ducks. Demon hunting is a hero’s job. It’s rough, it’s rugged, and it is plain ole righteous.

Thing Every One Knows About Demons
(Taken from the Demon Hunter’s Handbook, paraphrased)

1. Demons are a chaotic bunch of evil trash coming out of the abyss.

2. Is your grandma acting funny? She might have a demon in her! That’s called possession. Yes, demons are capable of jumping into people’s bodies. They sure do like to make campground out of some sweat piece of meat and setup home. That’s how they begin to wreak havoc on this material plane.

3. Demons spawn from the nastiest of people. The down right evil kind who don’t pay no mind to the laws at all. What’s worse is that whatever vices, you know that really good feeling stuff that is really bad, they indulge in the most directly relates to what type of demon they might become! Lucky for us that gives us some variety in the demon hunting field.

4. How do we get a such good hunting season on demons? Lucky for us there have been a whole bunch of cultist or some wack job wizards summoning them lately. These bad boy demons got summoned right up here on to old Golarion. You know that big bad hunting ground called the Worldwound? Yes sir, that place is the residue of some evil mojo demon summoning that went all sorts of wrong. Lucky for us that keeps demon hunting a year round sport. All I got to say is bag’em and tag’em. Its hunting time!

5. Finally when you go hunting demons, do make sure to keep plenty of cold iron, magic, silver and if possible good-aligned weapons on you. These bad boys got some nasty resistances that can only be overcome by having the right materials for the job.

Some Recommended Gear:

1. Cold Iron Weapons – The most common resistance demons have to offer. Slash’em, shoot’em, pierce’em, whatever; just make sure to plug them full of cold iron.

2. Wand of Dimensional Anchor – Those pesky demons sure do like to jump around a lot, particularly them succubi. If you are looking at getting a kill, you best make sure them demons aren’t disappearing on your tail before you can stick it to them. The wand is nice if you ain’t got no wizard, sorcerer, cleric or oracle in your party; because the truth is unless you anchor them nasties they are going to go all *puff* *puff* on you tail. And if you can’t get one of these but got a ranger in your party, you might want to consider an Anchoring Trap (DHHB 7) which also imprisons the nasties for 1d4 rounds.

3. Abjurant Salt. Cost 600gp. The salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil summoned or called creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected.

4. Cloak of Resistance : Those nasty old buggers like to get all up in your grill, in your mind, and however else they might make you dance. Having a good solid bonus to will, reflex, and fort saves will definitely come in handing in helping you not to fall prey to a demon. A must have item.

5. Exorcism Kit : 950g : It’s got Abjurant Salt, 3x Holy Water, Powdered Silver, and counts as an altar. If you find yourself in a situation where you need to cast a demon from some unlucky noble or your best bud, this is your go to item. (DHHB, 7)

6. Angel Quill Arrowheads. 10g (DHHB, 18) One of my personal favorite items when demon hunting. Those demons have all sorts of nasty damage resistance that will put a hurting on you hurting it. These bad boys strapped to your favorite arrows puts a hurting on the hurting. They regularly come in cold iron, but do also come for the save price in adamantine and silver. You fire one of these bad boys into those demonic bags of puss and now its damage resistance is reduced by 1 to whatever material you specifically used like cold iron for cold iron. You can have up to five of these bad boys sticking out of a demon at one time. The only downfall is the target can pull out a number of arrowheads equal to their dexterity bonus with a dc 15 heal check , but that’s a full round action or if it receives some sort of magical healing, these suckers will pop right out.

7. Azata’s Whimsy – Demons love to use confusion, heck sure do arcane spell casters. If you are afraid of killing your friends, particularly you guys with low will saves, this is a great item to get. Azata’s Whimsy redefines confusion effects upon you to a lesser degree. You will greatly reduce your chance of hurting your friends, you might deal non-lethal damage to yourself, and if you start babbling you might just inspire courage as a bard does to your friends. On a sidebar, if you ever needed to act like you’re a demon possessed to fool some poor fool, you can use this item up to 7 rounds each day to intentionally put yourself under the confused state.

8. Cold Iron Caltrop Beads. 80g Fire/throw one of these bad boys at them and they explode into a 10’ft radius field of cold iron caltrops.

9. Dagger of Repossession. 14,702g. Each day cut yourself and bleed a little bit into this dagger. Give it to a friend and if you become possessed they can restore you back to your right state mind with it.

10. Ring of Sustenance - One of the things the old vets in Mendev will tell you is when you go demon hunting is to don't eat, don't touch and don't even try to breathe in anything that has been around demons. You drink that funky water coming out from a demon pit, you are going to get all sorts of screwed up. Same thing goes for any game you might kill and try to eat that has been near demons. Don't do it. With a Ring of Sustenance you don't have to worry about starving so much and focus on killing these son of guns.

Useful Spells (and yes demons have high spell resistance!)

1. Dimensional Anchor – Best way to make sure the enemy does not escape. And yes, demons love to teleport.

2. ANTI-SUMMONING SHIELD – demons like to summon demons This puts a hurting on that – Bard 2, Inquisitor 3, Sorcerer/Wizard 2, Summoner

3. Detect Demon –cleric 1, inquisitor 1, paladin 1 – Functions like Detect Evil but for demons. Great usage for when going out in public and demon hunting. There will be evil people and creatures, but if you are concern there might be a demon in the crowd; use this.

4. Align Weapon

5. Summoning Spells - Particularly the celestials.

--------------------------------------------------------------

So what would you add to this list to help newbe folks in hunting and surviving demons?

Silver Crusade 2/5

1 person marked this as a favorite.

More times than not, if you just simply say "Hey I'm gay" generally they will cut it out. If that doesn't work, flirt with them til they are uncomfortable. That will normally hush them up.

Silver Crusade 2/5

1 person marked this as a favorite.

I know this is a long shot, but does anyone have any maps they are willing to share for the Accursed Halls? I am having trouble drawing this section. I purchased the map folio but it only contained the next part onward. So if anyone is willing to share their work for the Accursed Hall parts, I would be greatly appreciative.