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So I am joining a game of Jade Regent, and am looking for suggestions on what class to pick considering the following:

* I rolled 18/16/15/14/13/9, which is actually about in like with the group.

* The group already has a Beastmorph/Gloom Chymsist alchemist, a Warlock Vigilante, and some kind of shadow-rogue 3pp thing.

* We are just starting the AP, so lvl 1.

* I already play an Oracle and just got done playing a Cleric, so I really don't want to do those classes again.

Originally I wanted to roll up an Unchained Monk given those stats, however now that I know that this group is leaning so heavily on damage I probably shouldn't. That said I don't want to be a med dispenser for everyone and I am all cleric/oracle'd out. Any suggestions?


Basically title. If a item/spell/creature/archetype/feat is printed in an older book, but then is also printed in a new book with alterations, is this new printing now the official version? Would this be considered an errata, or are there effectively now two versions of the subject in question?


Wow I feel stupid, I totally forgot about size modifiers. Thanks Jeraa and Chess Pwn!


I've recently been going through the d20pfsrd for summoned monsters and noticed that many monsters have their attack/damage calculated incorrectly. For instance summoned creature: eagle has the wrong attack modifier (it doesn't get a +2 attack from augment summoning because it was using dex for attack due to weapon finesse, it only gets a +1) and Small Earth elementals gain +1 attack from basically nowhere (+2 bab, +3 str, but listed as +6 attack with slam). Note that it says that earth mastery was not used in the calculations in its description. Many other creatures are also off on attack, damage, or both. Is there something I am missing, or are these just posted wrong?


I generally run interaction as effecting any sense other than sight. If an illusion has tactile, audible, taste, or smell-based components it needs a save. Thus you would need to touch, hear, taste, or smell an illusion in order to get a save to determine that it is fake. Note that you can throw things at illusions to interact with them as well.


I'm playing in a gestalt campaign for reign of winter, starting at level one, and am having trouble deciding on a combination. The others in the group are winter witch/blood kinetisist, eldritch archer magus/kineticist, and inquisitor/gunslinger. Needless to say this group needs some meat, which I am happy to provide, but I'm not sure what I should go for.

I was thinking of an unchained monk/druid gestalt, but I'm not to sure how good it would be. Other classes I had in mind were Monster Tactician or a Summoner of some kind to port meat into the field (combined with something else, not sure what), or perhaps a bladebound arcanist/inspired blade swashbuckler.

It seems that there are no banned classes, so long as they are first party.

Any advice?


Be a Monster Tactician Inquisitor, and summon your own allies who know some of your teamwork feats.


well, aside from the fact that making a gun that small with any kind of firing power is impossible (the size of the charge would be insufficient, or would blow the tiny gun apart) the following are counters to such a build:

-any kind of wind spell will mess with him and his flight, and projectiles that small will be easily blown off course.

-entanglements or anything requiring a strength score to overcome are doom for him. Getting hit by a tangle-foot bag is nearly death since his strength is abysmal.

-environments that are ill suited to ranged combat or gunpowder. Not every corridor is 10ft wide and not every room is 30ftx30ft. Mist will dampen powder, fog obscures vision, blinders do the same.

-Contrary to popular belief, there were forms of armor that were effective vs early firearms. These were primarily cotton and fabric based, and caught the bullet rather then tried to wall it. In my campaign there are armors that apply their ac to touch specifically when dealing with firearms.

Also, villains are smart. A rug could be dropped on him he's fked.Getting drenched will likely prevent his flight too, and create water is a divine cantrip which can drop buckets of it right on top of him. Once his enemies know he is a diminutive flying pixi thing they can easily counter.

Of course, your players may be displeased with these counters... However, nothing says they are the only one of their species in the world. All that high ac would be pointless vs a swarm of the diminutive pixi gunslingers. All of a sudden their uber powerful race is now an uber powerful enemy and general hard counter to the group, expecially the big guy.


nobody else has any opinions?


I updated the card strike mechanic so that it functions as deadly dealer with damage as per a warpriest. I also split the Empower ability into the Draw Power and Power Play abilities, granting more control over what effects you use and when.


Finally, some criticism!

I modeled the card strike ability after one of the abilities of the kineticists, but I was also playing with the idea of the cards acting like darts and then getting a 1d6 bonus/2 levels in extra damage. Perhaps scaling damage, similar to that of the warpriest or monk would also do? Input here would be very welcome.

As for the card abilities I based them off of the themes of the cards and the abilities listed Here . Obviously some of these abilities are lackluster or need to be tweaked, which is why this is still beta and I need to play test it. However, if you have an idea for a card/cards then by all means, I would be happy to look at it and (probably) incorporate it!


I am aware of The Harrow Handbook, but many of those archetypes seem forced or are just poor choices and I feel that there is still thematic room for a base class that uses the harrow deck.

As for the gambit card-throwing ability, I included it primarily as a means to do reliable damage, and as a means to use drawn cards you would rather not play (whether to save their play count for later or just because playing them is a poor choice at the time).


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I was disappointed with the way they used harrow cards in the new Occult adventures play-test and upcoming book, so I made my own version of a base class that actively uses harrow cards to fuel its abilities.

https://drive.google.com/open?id=1VOXuRv_7aV70U7PZlJ4WdeyjepKVio3vpTn0O4_Ls -M

It is very much a work in progress. If you have suggestions, comments, or just want to heckle me then post below!


True that


To GM Lamplighter:
I ask this because one of my players used a summon swarm spell to fight a swarm of rats. Since the summoned swarm attacks all living creatures and he summoned it in the same area as the rat swarm I ruled that they fought each other. My issue was whether they damaged each other.

In the end I like the creativity of his idea and let it work, but for some of my more RAW players I'd like to know for future situations.


Basically title. If a swarm of spiders overlapped with a swarm of rats and they were enemies (as far as swarms can go) would they be able to deal damage to each other?


While acid is the 3rd least resisted damage type (2nd is sonic and 1st is force btw) there are several kinds of monsters that are resistant or immune.

Outsiders of all types tend to have either immunity or resistance to acids, although it varies between creatures within a type (think daemon's and archons for type)

Several oozes are immune to acid, particularly those that deal acid damage.

As you mentioned dragons that deal acid are resistant or immune to it. Similarly, most monsters that deal acid are resistant or immune.

Acid elementals are a thing.

Generally though, acid is the best choice of the big 4 (electicity, cold, and fire being the others). Most of its spells are conjuration (instant) and SR No in addition to it dealing full damage to objects. For both access, utility, and damage acid is king.


Basically title. Looking to build an archery ranger since our front lines is clogged with a magus, rogue, animal companion and melee druid, however I could easily go switch hitter. I've asked the DM but he's pretty tight lipped about what favorite enemy I could take. Starting level is 1, and I am all right with picking a less prominent favorite enemy at 1 since the next one I pick can be +4.


So one of my friends started up an iron gods ap. ATM our party consists of an unchained android rogue, a fetching swashbuckler, a wizard, a human summoner, and an android gunslinger. Obviously since this takes place in CONAN vs SPACE ROBOTS land I will be playing an android, but I'm not to convinced on what class to play.

If it helps we rolled for stats and I got 18, 16, 15, 15, 13, 10 (the highest in the group).

Now obviously this group has everything but divine casting. My question is what kind of divine caster to be. I know cleric is powerful, but honestly I find it quite bland. Druid would be much more interesting, but I don't know how a druid would fit into this party comp/CONAN VS ROBOTS land. One other class I looked at was hunter, which I found really unique and quite awesome with the primal archetype, but it seems more like a striker then a divine caster (think cavalier with spells). Since I rolled so well I'm not to worried about required stats, although I want to stay away from oracle since they are cha based and I have a penalty to it.

Of course, there may be something I am missing. Could I be so bold as to ask for your opinions/advice on the matter?


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Ok everyone this tread is starting to go off topic. We are talking about the D-team, not min-maxing gold/level.


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If I may put my $0.02 in, as a dm myself I feel that you are both kind of right.

Ashiel is right about black market connections. Think of it like this, yes the city you are in may not have the +10 whatsit, but someone somewhere knows of either someone who can craft it for you or someone who has one. The black market extends beyond the city limits and could in fact span countries. Nothing about that talent says it has to be a stolen item, it simply increases the amount of items for sale.

Aelryinth's argument is a little more tricky since his argument, while not written in stone, requires common sense. Yes there is a base limit and yes there are random items for sale, however who makes those items? Obviously merchants with the required skills and feats, in fact you can see the base level of spell casting available on table settlement statistics here: http://www.d20pfsrd.com/gamemastering/other-rules/settlements. If your DM is half decent and/or has any basic knowledge of store management or economics they should be able to put two and two together and say "Hey, people here can craft items with a caster level of ____. Someone could probably get an item commissioned." Don't agree with me? What about getting your sword enchanted? That requires craft magic arms and armor. Yes you can go and enchant your normal sword, but that same person is also qualified to create new enchanted weapons. So what if the settlement doesn't have a +1 keen scimitar on the market right now, the fact that it has a +1 returning dagger AND you can get a +1 scimitar enchanted proves that someone has the capabilities to craft it for you.

Even still, it comes down to your gm. The gm is the final arbiter of anything in their world. If you come to my game and argue RAW and what you are trying to use is broken or overpowered I will probably say nope. Nothing you can do about that, and if you don't like it then find another game. Likewise if you come to me with an idea for a new spell, a unique weapon, or a custom race and I find it to be acceptable I will integrate it into my game. The fact is unless you are playing PFS negating GM fiat is pointless since EVERY gm has fiat.

BTW, thank you both for your cross discussion. You guys are like 25% of the posts and a big reason why this thread is still going strong.


I should probably clarify some things. First off the use of D in the D-team has no actual connection to the capabilities of the group I made, since the variety of power and ability is still quite wide even if you remove full casters. I just chose the letter D on a whim cause it sounded nice. Still, feel free to assign anything from B-F team to your groups.

Second, I chose the composition of the D-team to be a weaker mirror of the A-team (wizard>bard, druid>ranger, cleric>paladin, barbarian=fighter) for better comparison. Note that I use "weaker" in the sense of versatility.

Thusfar I see the main draws of the D-team being closer power gap, tactical combat, each player being valuable all the way through and lower grade challenges being viable later in the game. The drawbacks seem to be late game power loss, reliance on consumables, and battlefield control.

I wonder, gestalt was mentioned by Kestral287. Assuming that gestalt was still limited to no full casting, would that alleviate some of the drawbacks of the D-team?


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So lets say your a guardsman (or women, gender equality people), and you've been getting complaints from the local farmers that the nearby long-abandoned orc stronghold is no longer abandoned and its residents aren't being to gracious to their farmer neighbors. Of course since this stronghold falls outside of the city limits its out of your jurisdiction, and since there are no main roads nearby (for obvious reasons) you cant justify sending a patrol to the premise. Despite that, your captain has told you the issue needs to be dealt with, and issues like these need adventures. So off you go inn-hoping looking for some murder hob-- ahem, "adventurers" that you can entice with some gold to go clean that place out. Luck would have it in the last in there are two groups that don't have any quests on at the moment, lets call them the A-team and the D-team.

The A-team consists of what appears to be a wizard, a druid, a cleric, and a barbarian. They look well equipped, well blooded, and looking for adventure. The D-team is equally well equipped, just as blooded, and also looking for adventure, however they are made up of a bard, a ranger, a paladin and a fighter.

It doesn't take a 20 int to figure out that magic beats swords (and even magic swords), and so you go to the A-team. You sit down, buy them some drinks, bring up the quest an-- wait, what? They want how much? I mean, sure being a wizard, druid or cleric takes years of training and dedication but surely-- Why yes you know they could easily take down a dragon but your talking about an orc problem and-- Beneath their pay grade? Why the nerve!

Dejected by the all mighty full casters (the barbarian is just there to look pretty at this point) you realize that in your world full casters of any kind are a rare breed. They may start weak, but given time they can move mountains, destroy cities, call upon the might of angels (sorry BMX bandits) and even create new realities. Beings like that need not dally on orcs when they can loot dragon hords, battle demons and still make afternoon tea time with Iomedae. No, you need someone a little more... human. Someone who will take the dirty jobs and run with them. Someone who at level 10 still thinks an orc camp is worth charging into. You need someone who has made it this far with wits and brawn, not fancy magic. You need (to settle for) the D-team.

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Situations like the above probably happen more often than not. After all, not every adventuring party in the realm of pathfinder is as loot hungry, adventure starved, and murder thirsty as player characters (because in real life, you arent getting toasted by a dragon). Likewise, not every party is gracious enough to be blessed not only by a full arcane caster (pick your flavor, I prefer strawberry sorcerer), but also a full divine caster or possibly multiples of either or. These parties likely have a mix of full martial characters (fighters, rogues), recreational casters (ranger/paladin), and partial casters (bard, hunter). With the advent of pathfinder unchained and its changes to monk and rogue in particular I feel like there are no mechanically bad classes left (except for you samurai, you special snowflake you).

So earlier today I was toying around with the idea above. What if you were an adventuring party that only consisted of full martial, recreation and partial casters. The obvious benifit is that mid and late game the fighter is still useful in combat since the cleric isnt summoning angels and the druid isnt roflstomping things as a t-rex. The obvious drawback is that you no longer have the cleric summoning angels and the druid roflstomping as a t-rex when you have to deal with a very magical big bad. Obviously there are other issues here, but this post is already a wall of text and I don't want to make it longer so time for the TL;DR

-What are the benefits of a D-team party
-What are the drawbacks of a D-team party
-How would you deal with regular APL appropriate threats as the D-team.
-If needed, how would you increase the capabilities of the D-team.
-Ideas for your ideal D-team (and for GM's, what would you get the D-team doing in your world)
and finally
-Would you play as the D-team if given the choice between the A-team and the D-team.

BTW personally I love the idea of the D-team. I've always been partial to martial and recreational/partial casters, but they always seem to be outdone by their 9th-level spell casting party-mates mid-game onwards. Would be great to see how a game with the D-team would run.

Let the discussion begin.


one of my friends is having trouble deciding between Skulls and shackles or Curse of the Crimson Throne for his first time dming. I have played up to the second module of skulls and shackles, but I haven't dm'ed it, so I ask for advice from you lords of the advice board.

My friend doesn't want to have to deal with ship combat. Is it possible to ignore the ship combat in skulls and shackles? If so, how?

As a side question would SnS or CotCT be easier for a new dm?


Savage species is 3.5 and, despite what pazio has said, pathfinder is not really backwards compatible. In this instance there is already a pazio creature called a mummy, and it is cr 5.

Also, Lost traditions isn't even 3.5 material, it is 3.0 material from Bastards and Bloodlines.

Also, classes from 3.5 dont do well in pathfinder, it would need a conversion.

There is also the whole issue of being undead.

If you are going by mostly 3.5 material, you might as well take the 3.5 monsters as pc's ruling, which would put your cr 3 mummy at an ecl of 11 (3 cr and 8 racial hitdice, since the racial hitdice are the same as class hitdice).

Really though, all of this is moot. If you are pulling material from 3 different systems and mixing them as you choose then stuff is going to be weird. I don't know who your dm is, but they are either very generous or very new.


To answer your question, its up to you if you want your halfling barbarian to have a duel personality.

To answer the question in your post and not your title (and I am being quite frank), your build has several notable problems (WARNING: WALL OF TEXT)

#1, You are wielding kukris, then a greatsword, and then kukris again. I would assume you are dropping the first (pair of) kukris since it is a move action to sheath a weapon. You need multiple (pairs of) kukris to work with your build, meaning lots of gold tied up in weapons.

#2, Poison is great for npcs to use against pc's, but it is horrible for pc's to use against npc's. It is expensive, generally has a low save and only applies on the first hit. Unless you have a reliable and cheap means of getting poison, it is better to just kill things quickly than to poison them and then kill them.

#3, The way your build is set up is heavily MAD (Str/Dex/Con/Int) and doesn't really work well. Weapon finesse would not apply to the greatsword, thus it is wasted when using the greatsword. Two weapon fighting is completely useless so long as you are not using two weapons, so its wasted with the greatsword. Obviously double slice is useless as well. Thus, so long as your greatsword is drawn 3 of your feats are worthless.

#4, abilities with similar names from different classes dont stack unless they say so, thus the mutagen from the fighter archtype doesn't stack with the mutagen from the alchemist.

From what I can tell you are spending most of your feats on twf, so if you want my advice I would focus on that. My recommendation would be something like this.

Urban Barbarian 2/Viviesctionest 18

Urban barbarian lets you rage but get a dex bonus (or a con or strength bonus) and you dont loose any ac. 2 levels nets you a rage power and uncanny dodge as well. Instead of a +1 to hit and damage vs larger foes, you gain a +1 to hit and ac when adjacent to multiple foes (which you should be doing, since you are AM BARBARIAN).

Vivisectionist grants you sneak attack, infusions, mutagens (hint, you are always going to go dex mutatgen) and all the other alchemist goodies.

Here is what you do. Pick up vivisectionist first. You will need the sneak attack to help with damage. Pick up weapon finesse as your first level feat, At second level pick up beastmorph discovery. You can always retrain it later, but for now it gives you 3 natural attacks when you use your mutagen. Natural attacks are finessable. By ~lvl 4 you should have enough gold to have invested in at least one +1 agile kukri. The agile enchantment allows you to use dex instead of strength for damage.

Key tip, this is where you get rid of beastmorph.

Go urban barbarian, and if you feel like it pick up an extra rage feat to two. When you rage go dex, this gives to hit, ac, and damage. If you feel like it pop your dex mutagen, since rage is moral and mutagen is alchemical they stack.

That is a +8 to dex. +4 to hit, damage, and ac.

I am going to assume that you have an 18 base dex and 2 +1 agile kukri.

This would mean that at lvl 5 your to hit is +8/+8 for 1d3+5+3d6 damage each (average 35 damage if both hit). With rage OR mutagen that is +10/+10 for 1d3+7+3d6 each. With rage AND mutagen that is +12/+12 for 1d3+9+3d6 (average 43 damage if both hit). Add in something like pirahna strike (which is power attack for light weapons) and you get +10/+10 for 1d3+9+4(2)+3d6 or 55 damage average (its still half pirahna strike damage on the second strike). Not to shabby, considering we aren't including any infusions from being an alchemist.

For progression something like this would work well

Vivi. Alch 1 (Weapon finesse)
Vivi. Alch 2
vivi. Alch 3 (TWF)
Urban Barb 1/Vivi. Alch 3
Urban Barb 2/Vivi Alch 3 (pirahna strike)

Of course, my idea obviously does not fit into your pre-defined backstory, but I just dont see how to make a greatsword/duel wielding switch hitter work.


@ Hazrond

1st off, I thought you were taking craft wondrous items xD? Really though, if you aren't taking it I have feat slots open for it.
2nd off, I agree that those feats are very thematic, so bonus points. However I don't think they are very good. There is a 50% chance that a stat rolled will be either str, con, or int, which either do not stack with augmented summoning or are useless. There is also a 17% chance that it will cut the duration of the summon in half (to be fair though, there is a 17% chance that it will double the duration). The fact that it is a 2 feat chain also goes against it, since harrowed is also random (abet not in a bad way) and is only 1/day.

@ Mark_Twain007

1st, bonus points for combining one of my favorite authors with one of my favorite movie series.
2rd, Potions, maybe not so much (potions are way more expensive than scrolls), but craft wand/rod/scroll are all decent picks. The only issue I have is that you trade in your feats for cash, and that you would need a proper place to make the items.
3nd, I was thinking of a longbow as well, or perhaps a halfling sling staff. (needs 2 feats to full attack with it but it is a melee weapon as well as a adaptive composite longbow with lower range).

@ Helikon

Any tips for good traits?

@ BretI

This would work if the party wasn't already so melee'ish. Between eidion or summons the front line is mighty crowded.

@ Dafydd

I think in this case a ranged weapon like a longbow or a sling staff would be better, since I'd rather not be throwing magic weapons at my enemies, and you dont get irititaves with thrown weapons (unless you have more than one)


As per title, what is a good weapon and feat/feat line for summoners. Of course spell focus conjuration and augmented summoning are the first two feats being taken.

Things to note:
I have 15str, 17dex, 15 Con, 15 Int, 13 Wis, and 19 Cha (rolled for it).
I am a story Summoner (had no idea this existed, literally rolled for the class/archetype.)
I am a half-elf, so I can get either skill focus or a martial/exotic weapon prof for free.
The party consists of a archer-ish shaman, a ninja, a reach magus, and me.

Of my ~10 feats 4 of them are going to be summoning related (spell focus conjuration, augment summoning, superior summoning, summon good monster) leaving the rest open.

I was thinking of ranged weapons* or crafting feats since the party has 3 melee (eidolon included)

Bonus points for unique/thematic ideas!

Edit*- changed word "feats" to "weapons"


Basically a wording issue. The text is this:

Because it is a being of its master's own mind, a figment can never serve as a witch's familiar, and it can't use any divination spells or spell-like abilities it may possess.

Does this mean the figment cannot use divination spells and divination spell-like abilities, or that the figment cannot use divination spells or *any kind of* spell-like ability

*Edited for clarity*


@ Legowaffles

https://docs.google.com/document/d/1i5hWkHXHOetRlpLOmxbpoEWod77psN0JcwFvxCl NrGc/edit

Basically hammer/anvil/arm is a way of classifying the roles a class can play. The hammers job is to do damage and/or end the encounter ASAP. The Anvils job is to control the battle and set it up for the hammer. The Arm's job is to enhance the hammer and anvil so that they can work more efficiently.

@ Dave Justus
I will definitely try to get the party to not just wade into combat. They also shouldn't be doing that since none of them have over a d8 for hit dice.

@Fruian Thistlefoot
Mystic theurge is a good prestige class I'm not to keen on prestige. I will definitely let the magus know about that spell though!

@Secret Wizard
I really dont want to go into melee here. The party already has 3 melee characters, and I dont think we need another one choking the dungeon halways (which for some reason are always 10ft across...)

@Shae'ura Drae
No argument there

@Magda Luckbender
The only problem with that use of variant casting is that I have to channel negative energy. That isn't bad in an of itself, its just that I have to be of evil alignment or neutral. I wouldn't be able to spontaneously cast cure spells and I don't think that there are any gods that grant those domains (aside from Calyen for ale).

I'm assuming your evengelist cleric is using sacred summons? If so what god/alignment/summons/domain do you recommend? I've never played Evengelist before.

@ Markov Spiked Chain
Shaman does seem like a good choice. The only problem I have with it is I don't know what spirit to take to start. They all seem... lackuster, and while the lore spirit has a really good hex (get wizard spells), it is better as a wandering hex since you can change it up every day.

@ Charon's Little Helper
Tanky bard? I agree that bard could be useful but I don't think another melee is what the group needs.

@ Zourin
I don't see how swashbuckler is anything but a hammer, but I tend to miss things so if you could enlighten me that would be perfect. As for the investigator I took a look at the class and came out with a headache. I don't think I could make heads or tails of that -w-

From what has been suggested so far Cleric, Shaman, Witch, and J*ck Sparrow? are all good choices. My question now is, while I am not a new player, I am unfamiliar with how to go about making any of these =)

So. Tips? Tricks? Other suggestions? (or answers to the replies)


Basically the title. We've got a magus, ninja, and melee sorc. Obviously this group is all hammers. As the resident 4th man, I need to be both arm and anvil for these dudes.

I was thinking (and was approved) as a master summoner, but I don't know how effective they are at the arm/anvil roll. I also know that Shamans are divine casters with access to both the cleric and wizard/sorc spell list through human/half-elf/half-orc favorite class bonus and lore spirit. Versatility like that probably means they would be able to fit both the rolls I need, and by "abusing" hex vulnerability and healing hex there is a decent amount of healing there for a first level spell.

So, what do you think? Master summoner? Shaman? Do you have another idea?


aaannnd there be spoilers in this thread.


But don't Evangelists loose spontaneous cure spells for spells like command? Isn't that a huge trade down, since I would have to prepare cure spells?


Here is a bit of an update. Our wizard is going for a melee build (I know, its weird, but he always manages to pull off weird effectively) We also did a roll for stats and I got 17,17,15,15,15,13 (50 point buy FTW). Thus at the moment my party has no ranged (other than me possibly).


Ya, a divine caster would probably be for the best. I was thinking of either an Oracle or a Shaman, but I've never played a divine caster before (my only caster foray was a sorc that didn't go past lvl 1) and all those options seem a little overwhelming. I would also like to point out that since we have AM BARBARIAN and a ninja as our dps that a ranged combatant would probably be better.


First off, thank you to those who commented on my sorcerer question (and double thanks to those who answered in rhyme). Unfortunately my dm had to quit due to health problems, but someone in the group has stepped up to run Jade Reagent.

As of right now our group has a sorc/wizard, a barbarian, and a rogue-esq character (most likely a ninja). I don't know what the AP entails, its difficulty, or much else other than there are caravans. I don't want to know the storyline of the ap. What I do want to know is a good class for the ap and party composition would be. I really don't have a preference other than it not being a rogue, but since that role is already taken I think I am good there.

So? Thoughts? Advice?

As a side note, its fine to include things like common enemies or terrains. Just don't tell me "At level x you should be at y point in the story. You will fight Z1, Z2, and Z3 so this is why ____ Class is good."


Ah, a bundle of spells has arrived at my door.
Great ideas all, but for more I implore!
Perhaps spells who's level is past level one.
And keep to the rhymes, for 'tis much more fun!

Ah, and edit perhaps is needed for clarity
At the moment lvl 2 spells are a rarity
Level 1 spells are all that I know
but know that in time my spell list will grow.


It's all up to the DM really. I've seen players bring in tigers and velociraptors without it being much of an issue, and I myself have a Roc companion. I don't know about the anniversary edition players guide, but there is a list of more common animal companions if you want in the original players guide for the AP.

As for whether sandpoint would be "cool" with a t-rex, remember that it starts out medium sized and after the first few encounters near the start of the ap I dont think anyone would object to its presence.


Ah, sarcasm. It's not what I seek, but I guess that it is fine.
What is sad is that Mr. Pitt cant tell a riddle from a rhyme
Perhaps another is more fit to answer what I ask
Hopefully with an answer that is not blunt and crass.


You've probably seen this thread a million times before.
And yet here I am asking you to think of it once more.
A gnomish sorc with tricky spells is what I aim to make.
A tiny man upon a roc to make the fearsome quake.
Enchantment and Illusions are the spells that he prefers.
But damage should not be which to others he defers.
So help me pick a slew of spells with the above in mind.
Let us find the fruit I seek past the spell-list Rind.


I don't know about you, but something about charging into battle as a 7' tall reptile with falchion and breastplate just seems to click with me. Sadly it doesn't seem to click with the people from Pazio, as the lizardfolk race (8rp) is lacking in several regards. First off, they have no listed alternate favorite class bonuses or alternate racial features. They also have no racial feats, and they don't have a listed age of adulthood (and subsequent recommended age for classes). Perhaps the biggest issue is that, while they come with a racial swim speed, the lizardfolk race lacks the racial ability hold breath that lizardfolk have listed in the bestiary (I believe this requires and ERRATA).

I don't know if this is the proper board to post this, but I would request some love for the resident lizard race. If it is the wrong board could someone point me in the right direction?


Gauss wrote:

Hazrond, Grimserver is incorrect.

You cannot 'switch hp or skill point for an alternate class skill'. You either take the HP+Skill Point reward or you take the alternate class reward. You do not get to mix and match.

Ya, don't listen to me I am dumb q.q. Good to know the correct ruling though!


#1, that feat is horribly worded.

#2, it lets you get both a +1 hp and +1 skill point OR switching one of them for an alternate class skill. Thus you would not be able to double up on alternate class skills. You could take a +1hp/skillpoint and an alternate class skill though. Generally in PF similar abilities don't stack.

As a side note half-elf/human alternate for witch class isn't that good. Witches don't have that good of a spell list and you can add spells by a ritual that uses a scroll. alternate racial traits for hexes would be better.


maybe have the gang in question leave a "message" in a place the pc's thought was safe. Perhaps they find a note pinned to the wall inside their bedroom with a dagger. Maybe they're walking down the way when they get "Reverse Pick pocketed" and have a similar note put inside their pocket. Finally if one of the pc's has an animal companion/familiar you could have the gang find, kill, and decapitate something of the same species and have them put its head in their bed.

Of course, obviously the pc's are going to want to know how this happened. Since this is just you planting an idea and has no ramifications against the pc's then if they ask just say whoever did it made their checks (Remember that the dm can roll behind the curtain if he wants, for both the pc and the npcs). You could also include several sneaky spells such as pass without trace, invisibility, levitate, and dimension door as a means for entry/exit without detection.

Just remember that some players might see this as a challenge. They may want to find and kill this gang, whether you allow this is up to you.


Tangaroa wrote:

Also, if you do bloodrager, arcane strike can be very nice as a damage buff, especially since bloodragers don't seem to need swift actions.

Good arcane strike related feats and items (via archives of nethys)
blooded arcane strike (no swift action, vital strike chain multiplies arcane strike) (ACG)
gloves of arcane striking (UE)
dispelling critical (UC)
riveting strike (ACG) <- this is a really nice debuff

All of those are excellent ideas! I like the fact that with gloves of arcane striking I can deal AoE damage with my natural attacks, and with blooded arcane strike that always applies. One question I have to ask though is how does Improved Unarmed Strike stack with natural attacks. I would assume that you can do your unarmed strikes as per normal, and then get your full set of natural attacks at a -5 (-2 with multiattack), so that at lvl 20 a bloodrager with IUS, multiattack, and a bite/gore/claw/claw has a bab set like this.

+20/+15/+10/+5/+18/+18/+18/+18

I may be wrong about this though. Please feel free to correct me if that is the case.


Tangaroa wrote:

Raging Vitality (APG) is a "must have" feat for any rager. Eldritch claws (APG) might be very nice for your character as well, to help out with DR.

I really would go straight barbarian, especially since then you can minimize your charisma in you stat spread (although Charisma can be handy in this AP)

If you end up going that route, you could even do True Primitive, which is very appropriate I think. Might not ever make captain, but you'd be a mean green killing machine. Take favored terrain aquatic! You could focus on your claws and bite, and maybe a spear plus bite for fighting underwater (since claws aren't piercing). Maybe take a level in something later on to open up your weapon selections.

I would even skip the pounce, and maybe use some of their suggested true primitive feats. Superstitious sounds appropriate. I can see wanting to get pounce, but I hardly think it's the end of the world if you don't have it.

Probably not the most optimized of suggestions but very flavorful and still quite playable.

I have power attack and raging vitality as my 1st and 3rd feats. I've thought about barbarian but I think I'd like to stick with bloodrager. As for pounce vs fiendish horn I dont think it is worth it giving up flight for 2 rage feats that do what I already have. I'll probably take draconic resistance, R.P. fiend totem, R.P. no escape, flight, and dragon form. Eldritch claws is a really good idea though!


lemeres wrote:

I suppose the decision between beast totem and fiend totem comes down to how long the AP lasts. I have never played an AP, so I honestly do not know.

Does it go much further than level 10? If it goes to level 15, then absolutely. If it barely makes it to level 10... extra attacks when your full attack already dominates that level range is not a bad idea.

I think the ap goes to around lvl 15-17, but I may be wrong.


Thefuzzy1 wrote:

I read the post saying "If possible I would like to play an unusual race (15rp and under plz), but something that makes sense in the tropical area the AP takes place in. The only other stipulations are that it has to be a front line combatant, has to be seaworthy, and not be a rogue/ninja or magus.

To those with advice, thanks!

Edit: I just realized that the title has lizard-folk in it. While that is definitely an option, it isn't the only one available. If you have an idea that would work just as good by all means suggest it!"

and so I suggested an unusual race that fit the AP and was a front line combatant that was not a rouge/ninja or magus. I missed your last post as my mobile is sub optimal for reading but now on a computer i see where you selected a char my apologies.

No, I must apologize as I had forgotten the original intent for this thread and wrongly assumed that you were just brag-posting. Your idea is a good one and I will try it out if I ever do skulls and shackles again.


Thefuzzy1 wrote:
For skull and shackles I'm running a kobold fighter with the corsair and swarm fighter arch and a besmara trait that gives me +1 to hit when im on deck of a ship. It fits the setting as there is a kobold tribe on the red mantis island and so far I have not had any issues with being a front line fighter my ac is one of the highest in the party and I nearly always hit. For more damage a small great sword and some poison is a good combo (I'm running a Elysium bronze masterwork rapier)

That's great but your comment has nothing to do with my question. I'm a Lizardfolk bloodrager not a kobold corsair/swarmfighter. Please read the posts before commenting =\

Edit: If I knew how to just cross the words out I would. I got ahead of myself there so I'll leave it up.

Yes, that kobold fighter is a great idea for skulls and shackles and it is thematically fitting. Next time I play through it I will try as you suggest with the kobold fighter (or maybe make him as a back up character if my brawler dies). Right now, however, I am looking for advice on a Lizardfolk bloodrager with the draconic bloodline. My question is in the second post, for those that missed it.


I decided to go with a lizardfolk primalist bloodrager (draconic bloodline) and swap out the breath attack at the very least, but I'm not sure which rage powers to get. It would make sense to pick up fiend totem for the gore attack (growing dragon horns sounds cool), but I don't know what would be a good secondary rage power.

Alternatively I could trade draconic resistance, the breath weapon, and the flight for beast totem, beast totem lesser, beast totem greater and 3 other rage powers. The claws are a bit redundant and I don't get the resistance, but I keep the natural armor bonus and I get that lovely pounce. The problem here is I have 3 rage powers that I don't know what to do with, and at this point why bother with bloodrager when I'm basically straight barbarian.

So, thoughts? Advice? Tips?