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Let's start nice and simple. Let me know if you have any more questions. It is the middle of the day, and you have finally trekked through miles of forest to come to a circular plain, a cylindrical house in the center. This stone house has no clear entrance, and is only about as tall as a half-orc. All around, you see warning signs in every language, and hear the screams of adventurers past echo in your minds.
You are going to kill the most powerful wizard in the world. For centuries, this masked wizard has been ruling the land with complete anonymity, using his endless minions to watch over every town. Recently, an unknown event has caused each plane to separate from one another. While gods still take their worshipers to their planes after death, interplanar travel is now impossible. This means that now, this ruling wizard is vulnerable, stuck on the Material Plane. It is your job as the best adventurers in the world- What do you mean, we already sent them? They died? Huh. It is your job, as the NEW best adventurers in the world, to kill this tyrannical wizard once and for all! Character Creation & Rules:
While the first few areas will be easy for a level 18 party, the deeper you go into the tower sticking into the surface like a dagger, the more difficult the fights get. Traps will be everywhere and enemies on every floor. I plan on making this extremely difficult later on, while still making it technically possible for one character to make it the entire way through. You can use campfires as resting places, but once you enter, there is no way out. Rings of sustenance are recommended. Resting at a campfire means that if you die, you are resurrected automatically if your entire party dies. Any items used will be gone and memories will be retained, but any other physical progress past the campfire will be gone. 'Saving' at a campfire requires eight full hours of rest, and does not restore any more health than normal.
Hello!
While the first few areas will be easy for a level 20 party, the deeper you go into the tower sticking into the surface like a dagger, the more difficult the fights get. Traps will be everywhere and enemies on every floor. I plan on making this extremely difficult later on, while still making it technically possible for one character to make it the entire way through. You can use empty rooms as resting places, but once you enter, there is no way out. Rings of sustenance are recommended. The only rules I have at the moment are core races and classes, but I'd like to see if anyone's interested!
I'm not 100% sure if this is allowed or not, so let me know if it isn't! Anyway, I'm recovering from some health problems and would like to start back up with Pathfinder in the next month-ish. I have an idea in mind for a Sacred Shield, and would like to start at a higher level to get things moving faster. If you want to run a completely custom campaign or maybe parts of a campaign setting, that's up to you! The only real things that I'd prefer are that it not be just core, and that it not be PbP. Let me know when you'd like to start and the main idea of the campaign so we can start signing up more players!
Creating some villains for future campaigns and came up with a few. I'd like to share some of my favorites. As well, do you guys have any interesting villains? 1. A bard that levels with the party, squaring off at several points in the campaign, before actually teaming up with the huge BBEG that I'll talk about soon. He throws low level mercenaries or creatures at the party, and constantly buffs them up. He would be a dirge bard, forcing the party to kill every enemy twice. 2. A group of good guys hypnotized to fight the party. This will teach the party to ask questions first. If they kill the enemies straight away, it will be revealed that they were helping you along, and the BBEG will rub their noses in it constantly. 3. The BBEG and my favorite of the three, a wizard beyond level 20, likely mythic tier 10. He is super, incredibly powerful and can do basically whatever he wishes. Though he is immortal, and has been for a long while, he isn't undead. He is, however, super evil. The only thing stopping him from killing basically everybody is his goal, which is to rule the world. In his eyes, he is above random murder, and he cannot order around piles of bones. (He's also not a necromancer) He may actually, at the very, VERY end of the campaign, help the party when some ancient world-eater is unleashed.
Hey! So I've been thinking about bards quite a bit recently, and came around the dirge bard archetype. I'm extremely interested in playing an evil dirge bard that constantly has a group of mercenaries to protect him from pesky adventurers, and simply plays his dirge when they all inevitably die. My two questions are how to make this work in combat (As I will likely be the big target, since I can constantly buff and heal my hireling) and how an evil bard would work in general. Also, do any of you have any stories of evil bards or of dirge bards that you like?
Hello! I'm a newer GM looking for a small group of players to join in on and suggest a setting for my custom Pathfinder campaign! I have some rules that I'll list below but first I just want everyone to know that this is a good, play-by-post campaign, with a little homebrew, but allowing pretty much every book and class allowed by PFS, without the various restrictions. I am hoping for around three to four players, but no more, as I feel that it would both be easier to keep track of for me and closer in terms of relationships for you guys. Anyway, here are the basic rules:
Rules: 1. I don't allow Chaotic Neutral unless you give a very good backstory. 2. I am very strict on Paladin and Cleric 'Falls' so stick to your alignment. =P 3. I only allow core races and Tengu. 4. Please no extreme refining on characters (Following guides exactly) 5. 25 Point-Buy 6. When you post, post the class you plan on playing. Not everyone will be accepted, so don't base your answer off of other posts, just play what you like :) 7. Please no edgy, inner battle characters. The world will be dark. You should not be. 8. If you have any suggestions for rules, think I'm being too general or too strict with rules, or just have suggestions in general, include 'em in your post. 9. I may occasionally use custom spells for my spellcasters. This is likely for flavor, and I usually won't use them in combat to completely TPK. 10. If your character dies, you will get a PM from me. You will know what to do then. 11. Please post very often. With such a small group, I don't want to wait a full day for one player. Let us know in discussion if you will be gone for a long period of time. 12. We will start at level 1, 3, 7 or 13. In your post, please say what you would prefer. Do not start building characters until I decide on the level we'll start at. 13. This is Open-Worldish, but there is a clear threat that will level up in power with or without your intervention. We will start whenever everyone is ready, including me. I will be talking with everyone in discussion long before the game starts, but expect it in the next week. Also, have fun!
Looking through the forums and found a post on best class to solo or have as a BBEG, and someone said the Bard. I suppose I understand that, as they'd have a huge leadership score overtime. I'm planning on playing a Bard as a DMPC or solo PC sometime in the future, and would like some advice on good archetypes, spells, and traits for evil-ish (like dirge) bards without other party members. I've looked through the bard guides and have a basic understanding of the ability score points, but am very interested in a halfling dirge bard or something of that style. Also, some tips on how to stay in safety when you are such an obvious target, especially as a dirge bard. Dirge bards make you fight every single enemy twice, so I'd need some protection from enemies. Thanks!
I know it's been a whole 24 hours since I put up a wizard related thread so I figured I'd ask a question that I'm not 100% sure about. If I were to make a simulacrum of, say, a planetar, would he retain spells like heal and just be considered CL 8 instead of 16? I was extremely interested in the idea of a planetar simulacrum, as I could use Blood Money to pay for the rubies, and then command the planetar to heal the ability damage and health damage. Just a quick question that applies to most of the useful simulacrum, thanks!
Hello! I'm running an evil wizard (And am posting about it a lot. Have a lot of questions :P) and was wondering your opinions of the Lich. There's quite a few things to love about it, including immortality, all the nice undead immunities, a natural armor bonus (meaning huge AC's for wizards now, weehee), DR, a nice +2 to all three mental scores, and loads of resistances. Plus, you can't be killed unless your phylactery is destroyed.
Hello! Just wondering about some of your best wizard concepts! For example, I have a mid-level wizard whose concept is sort of like I barbarian/wizard combo, just without the actual barbarian levels.
Bit of a weird question, but I'm just sort of researching things for wizards. Is there any spell that can make you into a dragon of larger than huge size, permanently? I've been playing around with polymorph any object, but with permanent enlarge person on, I can still only permanently make myself a young dragon of large size. Form of the Dragon III is great, especially extended, but my wizard wants ultimate power, physically and mentally. Any tips? Thanks!
Playing a paranoid mid-level wizard. What tips do you guys have for how to pre-plan combat and how to build lairs or bases that are very hard to enter by anyone but the wizard? If he enters combat alone, how do you avoid taking damage while still being able to cast, and would summoning creatures be worth the risk of being a sitting duck for an entire turn?
Male Human Wizard 13
Kerai (Kehr-eye)was born into the middle-class, not necessarily meek, but he felt very little authority throughout his young life. When he was a child, he adored the stories of heroes fighting monsters, they had so much power that the could fight anything. It sometimes made him sad that he wasn't a hero like them. He was not a loner, nor was he very popular among the children of his city. He simply worked his parent's shop, as his father was a weaponsmith. He did not go to school, but he read any books that he could find, and once he was old enough, spent many days reading in libraries. While his parents weren't exactly fond of their scrawny son pursuing knowledge, he worked at learning the magic that would give him a way out of the meager life of citizens that died like livestock in the tales of heroes. While becoming a student in a mage college began his journey, he never felt power like those who ruled the lands. The nobility had simply inherited their authority from their parents, they had never worked for anything. He believed in the concept of nobility and leadership, but he believed that those who could take it through force deserved it that much more. Though he had been studying magic for many years, and even defeating creatures while working with the guards, he hadn't made much progress towards reaching any sort of political position, nor had his powers fully developed. He studied endlessly, until in a twist of fate, he had found a dark, dusty book that detailed the arts of binding and commanding creatures from other planes of existence. The book listed every creature, but not the information on them. He quickly learned everything he could about these creatures. Knowing these creatures in detail, he knew just how powerful such spells could be. The weakest of the creatures able to be bound is called a Lemure, and he knew he had to summon this first. Away from the city, Kerai followed the instructions and began the ritual. In a cloud of brimstone dust and smoke, a horrifying creature appeared. Kerai stood, his heart in his boots, and slowly handed over what he hoped was a "remembrance of indulgences long lost," a warm plate of food. The spiral began, and Kerai began to feel the authority radiating from him as he commanded beings from other worlds. While he was as nice as he could be, and only used the creatures for acts that they themselves would want, he did not treat others in this way, as they didn't have the ability to kill him anymore. In a rather large fight with his parents, Kerai stomped outside the city gates once again. He will never step foot back in that city, but his home would not be standing if he did.
Hello! This is going to just be a fun little solo campaign I've been interested in. I would prefer no homebrew, but any and every paizo book is fine. I would be playing a LE level 13+ Wizard, the exact level depending on how you feel. I intend it to be a sort of 'Rise to Power' Evil Campaign, rather than 'destroy the Material Plane.' One cannot rule over cinders. Anyway, when you post, please give me some info about yourself and ideas that you have for the setting, and in general. This is your opportunity to build a world and focus on one person, rather than building around a group of 6 or 7. I'd like some GMPC's, as wizards aren't the toughest among the adventurers. It doesn't have to be weekly, nor does it have to be session based. I'd prefer often but short sessions if we end up using them. Two times a week, but only a few hours long kinda stuff. Play-by-Post'd also be fun, but it would be your game at that point. Anyway, I hope someone can get back to me. Thanks!
Hello! I'm running a level 13 Conjuration-focused Wizard, but haven't set up all the spells and items yet. I'm starting with the starting gold for that level, and was interested in a black Cloak of the Archmagi. However, I also want the headband of Vast Intelligence, and I think I can afford both. Are there any Wondrous Items that I should consider instead for a Planar Binder kinda dude, or any spells that work well to help win your saves or make it as safe as possible? Or just any tips for Evil Planar Binders? Thanks!
I've been told by many people that sometimes a lawful evil character can fit into parties better than chaotic neutral characters, but am unsure how it would work, roleplay-wise. My Lawful Evil wizard is focused on achieving ultimate magical power, by any means, and will lie, steal, and kill for it. I'm sure the paladin would love me doing that. Thoughts, or maybe stories of your L.E. characters in situations like these?
I am new to high level play in Pathfinder, or rather, in RPGs in general. I found a little bit in the FAQ, but still have some questions. I am very interested in Wizard, and we are starting at level 8. When looking through equipment for my character, I found the Headband of Vast Intelligence and have the money for a +4. This, plus the racial mod for elf and +2 for the two times you can upgrade an ability score, equals 26 intelligence. Is this allowed for purchase, or do you have to craft it? As well, what book is it from? Will taking the headband off decrease the score, even after becoming permanent? Thanks!
I am new to high level play in Pathfinder, or rather, in RPGs in general. I am very interested in Wizard, and we are starting at level 8. When looking through equipment for my character, I found the Headband of Vast Intelligence and have the money for a +4. This, plus the racial mod for elf and +2 for the two times you can upgrade an ability score, equals 26 intelligence. Is this allowed for purchase, or do you have to craft it? As well, what book is it from? Will taking the headband off decrease the score, even after becoming permanent? Thanks!
This would be for PFS most likely, so what races, feats, skills, spells, etc, etc, would make for the strongest wizard overall? Rather than a simple evocation 'kill everyone in the room in a single turn' I am looking for the immortal, smart, conniving, god-killing horror. I'm sure divination would make for a good spell type but I'm not too familiar with the wizard playstyle after a certain point, where you suddenly overtake the fighters in power. How do you play a wizard like that, and what spells do I want early to survive death by housecat?
Hello! I am unsure of how Pathfinder Society Online works, but I was wondering if there were any games for Pathfinder Society played on the weekends that I could join as a level one. I play Pathfinder Society every few weeks locally and know how to operate Roll20. Otherwise, I don't really know how this all works, and would like some guidance. For example, does this count towards experience, fame, and the like, just like local games? Thanks!
Hello, I'm new to PFS and am deciding on playing an alchemist. However, I'm really unsure of how crafting works, and the rules around it. Say I want to craft alchemist's fire. The DC is 20 and requires craft (Alchemy) which I have. Am I allowed to craft it? If I am, could I sell or trade it? I am confused because of the removal of the Brew Potions ability, and would like some help. Thanks!
I recently received the Advanced Player's Guide, interested in all the new classes provided. I may be missing something in the rules of the witch, or just missing something in general, but a witch doesn't seem very... good in a party as an arcane spellcaster. The hexes and idea of a patron are interesting, which I suppose gives them variety, but it just seems like a wizard with less spells to choose from, plus a familiar that is out in the open and easily killed. Again, I am probably missing something, but they do not seem as useful at any point during their leveling. Wizards have a near identical early leveling slump, but then they become god-killing machines at level 20, which I'm not sure a witch could be. Opinions / corrections?
This is my first time attempting to build an archer, plus I am rather new to pathfinder in general, but I think I have level one figured out. I was wondering about some good feats to take later on, as well as items to buy and skills to put ranks into.
STR: 12
I do not see a need for charisma anywhere, and it fits my character well. I take the extra intelligence for skill ranks and perhaps focused shot later on. I was unsure whether I should put more points into strength somehow, as a composite longbow down the road would be very useful. I am interested in my character being like a ranged assassin, and thus I took the traits highlander and reckless, putting my 4 skill ranks (My favored class is fighter) into stealth, sleight of hand, acrobatics, and climb. The feats taken are Point-Blank Shot, Precise Shot, and Rapid Shot. Next level I plan on Deadly Aim, but would still like advice on that. I have leather armor, a longbow, and a dagger, as well as adventuring gear such as rations and rope.
I am creating a new rogue for a campaign and was looking through my books for archetypes similar to an assassin, focusing on damage and stealth. I found a knife master archetype that seems interesting, but difficult to play correctly. Giving up trapfinding seems harsh, but the increase in dagger sneak attack damage is intriguing to me. What are some feats, ability scores, and/or rogue talents that would highly favor a dagger rogue? As well, I am new to melee rogues in general, and before seeing this archetype, I planned on making a ranged character. Having such low health and armor while in melee range seems like a recipe for disaster. Does anyone have any advice on positioning as a melee-based rogue? Thanks!
Fairly self-explanatory, reading through the PFS guide, I see that race is talked about very little, but talks about allowing races if 'the Character's Chronicle stack includes a race boon.' I am new to both Pathfinder and PFS, and am unsure what this means. Attempting to look up what a chronicle stack is, both online and in the PFS guide, resulted in no new information. My question is if Orcs are allowed for play, and, if not, how you would go about playing one. I am mainly confused by the PFS guide's wording, saying the character's chronicle stack, not the player's. I do not understand how a character would somehow earn a 'race boon' without having a race.
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