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Goblin Squad Member. ** Pathfinder Society GM. 68 posts (142 including aliases). 5 reviews. No lists. 1 wishlist. 10 Organized Play characters. 1 alias.


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Silver Crusade 2/5

For an experienced group look generally at 1 1/2 to 2 hours per floor.

In a recent play through we completed some floors in under an hour while other floors took at most maybe 2 1/2. If the group is fairly well balanced with someone good at trap finding and disable trap, then this whole module will be pretty much a cake walk.

Silver Crusade Goblin Squad Member

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

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Tier 1-5

02/15/2014

Target start time is 7pm, but trying to get get some more players.

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We had a number of last minute backouts and looking to fill slots. If you are wanting to play severing ties which is about to start, please come on over to https://groups.google.com/forum/#!topic/pathfinder-society-online-collectiv e/wSocxb_NgwI and signup.

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My personal advice, is when you download a scenario please visit the GM Shared Resource folder on the google drive. We have a ton of stellar individuals who for most scenarios list all the monsters with full stat blocks and details on the spells, spell like abilities, and super natural abilities. IF you endup having to run a scenario cold, then it would be extremely prudent and helpful to run off the gm shared file for it. Running something cold is something that should happen in a blue moon (maybe once a year), not something that should occur on a regular basis. It is rough on you as the game master and for the players as well.

Oh yeah ditto on everything Chris said above. (BTW a special note to Chris: Pleasure having you in the game over the weekend for Library of the Lion. Hope to see you in more online games in the future!)

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

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Is it just me or does Janira Gavix kind of look like Hillary Clinton? Maybe this is what Hillary would be if she was a pathfinder character...

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If it doesn't work out, the good news is I plan to offer this scenario for a lot of next month also. So there should be plenty of opportunities to play.

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And for most people who are interested in a game I run if they aren't able to make the game due to signups being to large or some other conflict, I am always glad to try to arrange something for those who are still interested or refer them to future dates of the same scenario. I have gm'ed it every weekend of this month and will probably do so again for next month. So if you are looking for Confirmation on the weekend, def checkout the Ironhelixx group. And as Jesse said, quiet often if we get enough confirmed folks to signup then we normally can get a 2nd gm to pop in. So if anyone has any interest, please signup.

And Kyle thank you for the honor of even thinking of signing up for the game. I am totally like wow to see you even have posted your consideration.

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Well a huge tiger is still fun :D

Any other suggestions on how to get the most out of an animal companion?

And thank EvilMinion for that note. Apprecriate it!

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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.

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Is anyone else having trouble getting the smaller maps to line up perfectly? After a few expletives, I am just about to say close but not perfect is good enough.

#GM'ing-reasons-for-whisky

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Question:

Is Spell Tinkerer (Su) an immediate action or does it need to be a readied action?

Quote:


Spell Tinkerer (Su): The arcanist can alter an existing spell effect by expending one point from her arcane reservoir. She must be adjacent to the spell effect (or the effect’s target) and be aware of the effect to use this ability. She can choose to increase or decrease the remaining duration of the spell by 50% (adding or subtracting 50% from the remaining duration). Alternatively, she can suppress a spell effect for a number of rounds equal to her Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.

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I got to say, this looks very promising. Actually interested for the first time to play an arcane caster besides a bard.

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Any suggestions on increasing survability for the swashbuckler? The best hope it looks like I have at the moment is pray for a high dice roll and use parry.

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*Ding* As I continue to play my swashbuckler, I just realized what this feels like. This feels like playing a prestige class. Its not nearly as powerful as the classes you can start off with, but has great flavor. Thats exactly what this feels like right now. Like a prestige class, you have to compensate for its weaknesses by choosing what to dip with. Anyhow I finally found a build, through dipping, that I feel ok with. I have some survival. I have the swashbuckling flavor. The only restriction is that you have to play up the flavor of a follower of Sarene as part of the core. But thats ok, my guy was originally.

Anyhow so if I had to plan a character from scratch again for a PFS game:

Race: Human
Starting Stats:
Str: 13
Dex: 18 (16+2Hhuman)
Con: 10
Int: 10
Wis: 10
Cha: 15

Level 01: Swashbuckler 1: Feat: Combat Reflexes Human Bonus Feat: Power Attack
Level 02: Bard (Dervish of Dawn) 1: Class Feat: Dervish Dance
Level 03: Swashbuckler 2: Feat: Furious Focus
Level 04: Swashbuckler 3: Deeds, Nimble +1
Level 05: Feat: Weapon Focus: Paladin (Divine Hunter) 1: gain Precise Shot
Level 06: Paladin (Divine Hunter) 2: gain: Divine Grace
Level 07: Swashbuckler 4: Feat: Vital Strike Bonus Feat: (Your Choice: Recommend Agile Maneuvers)
Level 08: Swashbuckler 5: Swashbuckler weapon training +1
Level 09: Swashbuckler 6: Bravery +2 Feat: Critical Focus
Level 10: Swashbuckler 7: Deeds, nimble +2
Level 11: Swashbuckler 8: Feat: Signature Deed (Parry) Bonus Feat: Vital Strike, Improved
Level 12: Swashbuckler 9: Swashbuckler weapon training +2

So pretty much from Lvl 7 onward, I have setup my character to be in a good position for the rest of the game. The added bonuses from dipping for saves is going to help tremendously and divine grace is going to help a lot. If I was to play this in an adventure path, I would probably stay straight through to the end now as a Swashbuckler. My focus would be on capitalizing my criticals.

I do lose some swashbuckler damage from dipping, however it is more than made up with the addition of dervish dance. So my damage, without items or stat additions, would look something like at lvl 12: 3d6(scimitar)+4(Dervish Dance)+8(Power Attack)+9(Precise)+2(S.Weapon Training). Which really isn't to bad, not great but its more than ok. Also my crit range is 15-20.

Overall this isn't going to be half bad with all the dipping. I really wish I wasn't put into a spot for dipping, because it limits my roleplay option with this character; but I am ok. This character isn't going to be the best but he isn't going to be halfbad. I like it.

Oh and my tactics for Lvl 12 would be something like:

Walk through a threatening square: parry(free)/riposte w/ bonuses from vital strike/powerattack/precise. Stop after parry and finish up by attacking again. So basically at the end of my round I should be doing somewhere around ~52 damage, if I don't crit.

Edit; If, we didn't have to spend for the dang weapon finesse feat to get Piranha Strike; most likely I would go strictly Swashbuckler and take the Celestial Obedience: Ragathiel feat. But at the moment, I can not seem to justify staying straight Swashbuckler.

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If we are able to, a nice setup is to use parry/riposte to provoke an attack of opportunity from the npc. Use the attack to do a trip, then get move to position to strike it regularly. This could be a nasty setup.

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I am still pushing hard on my Swashbuckler to level him up. Currently play testing him in the Tier 4-5 section of Pathfinder Society.

Things are starting to feel pretty good now. My damage is a little less than most the barbarians, paladins and fighters that I am encountering; but thats ok. So since my last post this is what I have done.

I did dip at lvl 3 for 1 level into Bard (Dervish of Dawn) to get Dervish Dance and spent the feat on Arcane Strike. This really did feel like a worthwhile dip for my character, not only for RolePlay reasons but it did significantly increase my damage. Combining the damage I now have from Dervish Dance, Precise Strike (not enhanced via itself) and Arcane Strike; my damage as said earlier is around the same number as the melee combatants now. This is a good thing, as I was trailing significantly behind til level 4.

This may be an exploit, but it does make me feel like I am playing smart. So what it is, is that once I get up to two panache points I can spare, I intentionally provoke an npc into taking an attack of opportunity against me with a move action. When it swings at me, I declare I am parrying and if succesful follow it up by a riposte. I finish up my turn next to it still and then do a standard action to hit it. Overall I feel kind of good, I normally can avoid the damage some of the time and protect my comrades by eatting up its attack of opportunity while doing damage. But this trick is going to die out son enough as npc start getting more than one attack.

Speaking of more than one attacks, please consider changing Parry/Riposte to one attack based on a full round action for all attacks. Basically how it is written now we can either burn up panache quickly to do some mad damage in response to being attacked. Particularly for things that are attacking with natural attacks.

My suggestion for Parry/Riposte is that it should be changed as follows:
1. It can not be used when one triggers attack of opportunities from npc. Personally I feel really that I am taking advantage of the gm/npc when I do so and forcing them into a box they shouldn't have to be in.
2. Please change Parry from each attack, to being based on the full round action. So if npc with lets say 1 bite, 4 claws attacks me; instead of having to burn 5 panache to try to avoid it, how about change it that it burns 1 panache and all attacks that surpass the parry goes through to me. This would help save the economy of parry at the moment, which is extremely expensive to use with little return. This would def help make swashbucklers have better survivability.

And lastly my swash buckler still feels super squishy. And I have high concerns still about my wisdom/fort saves. Also I am concerned my damage is not going to keep up, even with it steadily increasing each round.

And for anyone curious here is my basic information for the character I am playing:
Race: Ifrit
Str 10
Dex 18
Con 10
Int 10
Wis 08
Cha 18

01 Swashbuckler Combat Reflexes
02 Swashbuckler
03 Bard (Dervish of the Dawn): Class-Dervish Dance, Feat: Arcane Strike
04 Swashbuckler

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At the moment the moment as written the answer seems to be in agreement as no by the majority.

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Is a melee touch attack capable to be parried?

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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.

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Initial thoughts now having hit level 3 for Swashbuckler.

1. The damage for Level 01 and 02 is mediocre at best and extremely panache starved. Now having hit Level 03 my damage should come more in line with the rest of the group. What I would like to see is if we could qualify for the Precise Strike as early as Lvl 01. This should help to lessen the initial feel of how weak we seem at startup.

2. At the initial start, as normal with anyone who is in light armor, I seem to be particularly squishy yet I still have to remain in the front lines. Please consider moving nimble up to either Lvl 01 or Lvl 02. Right now, I am about half nervous I am going to die every round.

3. And I am not fully understanding why we currently have swashbuckler finesse. If you are going to optimize we are going to be forced into taking dervish dance. Please change it well swashbuckler finesse will count as a prerequisite for Dervish Dance. It seems so redundant that we have to take weapon finesse with our swashbuckler finesse to get to dervish dance. It seems like overkill and a waste of a feat. My suggestion here is to change this to a bonus feat so we can choose what we want. If some of us want weapon finesse we can take weapon finesse, if somebody wants something like enforcer or combat expertise they can have it.

4. What I do like about the character is how like the gunslinger it is dynamic and really a game of chance. You don't fully know if you are or are not going to earn panache points. I like that, it maks it a bit exciting.

5. Parry/Riposte combo seems to be way to expensive. Also please consider giving Parry bonus because of the high cost. Panache is something that is expensive based on the limitation of how much we get and the chance of getting it. Also a lot of combats have npc who have way more bonus to attack than we do. Ideally, it seems fantastic. However in practice it seems difficult to even pull off. Please provide us a bonus to parry so that we can pull it off on a more likely basis.

Anyhow those are my initial responses. I am finally level three and the class is really starting to look up from here. Personally Level 01 and Level 02 were absolutely not enjoyable. This is a type of class people may very likely like to start off their pathfinder life with; please do something to help make the initial startup more enjoyable. It needs help.

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Just for clarity sake, are the grit feats applicable to the Swashbuckler? Can they take them?

I am assuming yes because of this sentence under Daring-Do, but there does need to be some clarity. The sentence I am referring to is: "This deed’s cost cannot be reduced by the Signature Deed feat, or any
other effect that reduces the amount of panache a deed costs." on pg 41

Also I am assuming Extra Grit based upon the above also should increase panache by 2?

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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 2/5

Good evening Corragh!

I am right there along with you that as a working professional, I lack the time to actually attend real life conventions. Also I lack the desire to travel. However there is good news for individuals like us! Online conventions. You can attend these lovely excursions from the comfort of your own computer chair and on your own time.

If you are interested in a GM boon but don't want to travel? Try gm'ing at an online convention. If you are interested in playing at a convention but don't want to travel? Play! Play! Play via the online communities and conventions that are offered. We just had VTT game day which was awesome; and we are getting ready to have Aethercon. Stay tuned to the online pfs communities for details on getting connected with these things.

The truth is we do have available for us through the online communities the boons that are available to those who travel in person. I do hope more of the community would consider availing themselves to these opportunities. They really are fantastic!

And to reiterate the next big Online Convention a lot of are participating in is Aethercon. The main website for it is at: http://www.aethercon.com/a2/ The warhorn site for table signups are at: https://warhorn.net/events/aethercon-2013-pfs

If you are just interested in some online play and to hear of activity in the online community, check out these few of the many locations:

The Ironhelixx RPG Club - http://v1.warhorn.net/iron-helixx-pfs/

Pathfinder Society Online Collective - https://groups.google.com/forum/#!forum/pathfinder-society-online-collectiv e

The Paizo Boards! - http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderS ociety/grandLodgeOnlinePlay

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@Rerednaw This is one of my favorite pieces of sanctioned content to GM at the moment. Not only because winter is upon us, but the elements of dark fantasy within it. If it continues to stay popular, I'll try to gm it a few more times this winter before shelfing it til next winter. It really is a fun piece of material and truly cam be quiet deadly. So before you play, make sure to read the Reign of Winter's player guide. There is a LOT of helpful material in it.

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Arshea for flavor for all characters who aren't pali.

Ragathiel for Celestial Obedience. (And RP if I am a pali)

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And if you aren't able to make my slot, check out Jeff's! His post can be found here: http://paizo.com/threads/rzs2qa68?Roll20net-G-Reign-of-Winter-Book-2-The

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Thank you Rei. That really does help.

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So I have contemplating a possible character concept, a lawful good pali of Ragathiel. My only issue though if I how can I stay a lawful good pali of Ragathiel and take his celestial obedience feat. Right now I see two major conflicts. The first being the conflict his followers who have taken the celestial obedience feat to remain good.

One of the descriptors of good is:

Quote:


Mercy: You believe all beings should be treated with
compassion, even if they are transgressors. For instance, you
would rather imprison a murderer than kill him outright for
his crimes. Also, you do not believe in exterminating the
offspring of wicked creatures when they are encountered, as you
believe the innocent young should not be punished for the crimes
of their elders. Instead, you might seek to find a place for them
to be taken in.

The problem is the obedience to Ragathiel would seem to have me forgo mercy in general and slay the wrong-doer straight out.

Quote:


Obedience Slay a proven wrongdoer in Ragathiel’s name.
It is not enough for the sacrifice to have an evil heart or
evil intentions; the sacrifice must have committed evil or
unlawful deeds.

So lets say we find some evil wrong doers that are humanoid like the Aspis Consortium. If the party I am in is able to bring one of the gentlemen or ladies down to incapacitated, the good side of the character seems to suggest mercy should be shown and the individual stabilized. However the faith side, which is suppose to be good also, seems to demand the execution of the individual.

So any thoughts or suggestions on remaining good while being called to execute evil?

Likewise any suggestions on how to deal with the lawful aspect of being lawful good here? Particularly since the land probably has established executioners to enforce the laws.

I would love to pull this character concept off, but I am not exactly sure how I could be obedient to Ragathiel and remain lawful good in pfs.

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I am occassionally in the area of Raleigh, is there somewhere I can find the information of when you alls games are or a warhorn to signup?

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Thanks everybody.

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So after watching this trailer ( http://www.youtube.com/watch?v=iMMN2bU5ymQ ) a while back for another game I play, I have been contemplating what might a character look like in pathfinder who was struggling similarly inward. Thus the idea of Theodorkus was born.

Similarly to the psycho bandit in the trailer, Theodorkus has been damaged. He is a half-orc paladin who quaffed the wrong experimental potion and is suffering being able to tame the inward beast within. The inward beast is dominating most of his speech and actions, but a raiment of Theodorkus old self is still present (just like in the trailer above) trying to influence desperately the actions of his present self that is manifesting.

Obviously it looks like there is going to be damage to both intelligence and will. However which stat do you think would be the leading stat to be damaged to cause him to lose control of himself to his more bestial nature? I have debated intelligence due to not being able to properly function and I have debated will due to not being able to exert his will over himself. What are your thoughts? And has anyone played a similar character who is fighting to regain control of themsleves?

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Actually there is a suggestion in the continuing adventure section in the final book that would make a killer AP. That is when they talk about attempting to establish a new dynasty in Irrisen. It could be like Kingmaker with more intrigue set in the North.

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A question for you all.

I have never GM'ed an adventure path for PFS players/credit before, just played/gm'ed the RPG section of an AP. In the RPG section we cover the entirety of an adventure path. However I have noticed that for PFS you actually only play a portion of the AP for credit. How do you best handle telling your players they aren't going to see the rest of the adventure?

Reign of Winter AP 1:

Specifically I am thinking of doing Reign of Winter: Snows of Summer. It looks like the AP for PFS players end at section P5 for where they go into the portal. Since the primary focus is to shut the portal down, how am I to handle the closing? Do I take some GM liberties and fabricate a story that oh, you see we had another team of Pathfinders at work in this country and well they assassinated you know who which is going to get this portal shutdown or offer some other excuse that the Riftwardens mysteriously pop in and close the portal. Anyhow my biggest concern is robbing them of feeling like heroes.

Any suggestions? How do you handle the missing content in Adventure Paths for PFS play?

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This AP is suppose to offer a not so "mythic" but dumbed down version for those that do not want to use the mythic rules set as an alternate for each combat. The first AP really shouldn't be an issue since it is non-mythic already.

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If we emailed you like the post originally said do you still want us to do your new link?

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Thanks bro.

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I ao wish we had this coming out by Pirates Day; but hey looks like a great scenario to run for next year's Pirates Day. Rock on!

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SWEET. Any ideas when you will post it or when it might occur?

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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.

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From one North Carolinian to another, congratulations!

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Joseph do you think we can get get 05-01 added to the list? It is very much nautical, and kind of sort of fits the theme.

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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.

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I am thinking also something for disease; since a large number of demons inflict diseases. Not sure what would be the preferred item of choice for low level, mid level and upper level adventurers to avoid disease.

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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.

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

Silver Crusade

I Hate Nickelback wrote:
I second living monolith.

My first thoughts exactly.

http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/living-mon olith

Silver Crusade

Make everyone roll for initiative at the beginning of the session, then after each combat. You will have your initiative rolls ready but not knowing when it is going to occur. Saves a lot of time and helps preserves the story as you go.

Silver Crusade

:D It would be nice. Then again I do like the cold frigid north world & cultures.

Silver Crusade 2/5

Good morning,

Recently I started to GM some games for close family/friends and once for a mixture of online strangers. My question is when a person gamemasters are you required to place yourself under a captain (real life person, not the fictional ones)? If so how do you determine which captain do you fall under? Are we required to place ourselves under a division? If so how do you determine which one you should be under, especially when doing it both in person at a table and online? And finally, after determine which captain/division you should be under, what is the best way to get connected with them so you can gm and do you have to have their permission before gm'ing a game?


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