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Zwordsman wrote:

Catch off guard + 'sneak attack dirty trick' is a nice combo. I've got something with bounty hunter 2 far strike monk 1 that throws dirty tricks. Or hits them in melee with them as well due to flat foot catch off guard.

but that will kill your casting of course. Eye does help though.

I think one big thing is you have to decide if multiclassing for those is worth it vs your lost in caster.

sidenote dirty metamagic letsy ou drity trick on enchantments of certain types

Magic trick spell looks interesting, but doesn't seem to have much utility on the few spells that it qualifies on, would be awesome if it was a rider on a failed save or something.

The feat Magic trick: mage hand is pretty cool. Funny enough, looks like I can threaten with melee 1d3 attack at 25ft+5ft/2levels. Nice synergy with solo rogues in the party, but mostly just funny.

Hello. I am currently theory crafting a mesmerist for social primary games. It is a fantastic frame, but lacks a few small features. Thus I am thinking of multi classing it.

The idea would be a character that talks/enchants their way into places, then has painful stare+blowgun to get out in a pinch. Vishkanya sleep poison is a nice bonus here.

The trouble is what to multiclass with, and how far. Assuming random roll d6's for stats, at level 5 or 7 start.

My thoughts are Unchained rogue: 2 levels for rogue trick Underhanded trick. This grants sneak attack, dirty trick to help the party damage dealers, weapon finesse, and evasion on a squishy class.

Or Lotus Geisha: Go pure enchanter. Double spontaneous spells at cost of spell levels. Free spell focus enchantment, which mesmerist would want anyways, plus performance which can focus for added bonus, and the option of arcane strike for the lolz (and to better hide weapons that aren't magic until required).

the final idea was unchained monk, with catch off guard as the bonus feat, idea being to flurry 2 poisoned shuriken or double unarmed plus stare in an emergency. Bonus fort and stunning fist are nice to get away and let others do the killing.

Thoughts? Advice on the build?

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Plot ideas:
The right hand of THE crime boss has been captured and turned evidence to the state. A corrupt guard killed him in his cell, but a message jug (Warded against teleportation and scrying, so it must be walked out), was captured with everything he said. The local authorities are compromised, so the local lord has the trusted party deliver the jug to the King and his authority.
The crime lord wants the jug destroyed, lesser lords want the jug captured for the blackmail material in it. Some guards will be on the payroll of one or the other side, and some will be loyal to the King. The party must pass 1 Town, through the capital city, and to the castle beyond. It will take 2-4 days journey. ideally below level 7 for the party.

In the sandbar shallows is a great ship graveyard, long since picked apart by scavengers and left to rot. Almost 200 ships are precariously crammed atop one another, then one night another ship joins the pile, and mysterious lights and voices are heard in the darkest moonless nights. The locals are scared, the fish have left and the animals refuse to come out of their pens. The local guards who went to investigate never returned, now it is the party's tun to investigate.

Something is taking the poor from the city streets, the guards do not care, but a local priestess does and has hired the party to help the poor. And just in time, for a local lord's child has also gone missing and the priestess believes they are taken in to the sewers, but the guards don't believe her on this. Low level adventure; crawling hands, zombies, exoskeleton cockroaches, rats, and a low level dhampir necromancer with a pair of templated skeleton champions (1 archer, 1 swordsman).

Party is tasked with guarding a dig site. One night a valuable artifact is stolen, then the next night another. An investigation reveals no one in camp stole them. On the third night a sickness begins to spread (Minor curse). The party is tasked with searching when a thief is spotted stealing another artifact, it is a stealthy Orc with longstrider potions. Orcs and their evil witch are divided on how to defend their holy site (being ravaged by the wealthy archaeologist leader who had previously hired mercenaries to remove them from the site so he could loot it). Some of the Orcs just want peace, some want war.

NihilsticBanana wrote:
Guardianlord wrote:
I have linked a few tables for random encounters in the past on the forums, I have based one on each ranger terrain, plus a wild table. I can send you them if you still want some good/bad/neutral encounter ideas for moving between places.
Yeah sure I wouldn't mind being sent some stuff, anything is helpful.

I appreciate feedback on these, if you feel like it.

I have linked a few tables for random encounters in the past on the forums, I have based one on each ranger terrain, plus a wild table. I can send you them if you still want some good/bad/neutral encounter ideas for moving between places.

I ran a festival game as a mini oneshot for halloween. There were side quests to mess with locals from a minor dietey who promised mysterious rewards for "pranks".

For the "games" I had KNOW checks on various in game topics as a type of quiz. Pick a blank tile, answer the question, need 3 correct in a row to get a prize ticket. I asked real questions based on each KNOW. (simple DC's generally). Carni can cheat and place a "tough" question in the row (like planar, or engineering).

Undersized (Tiny) bow for a shooting gallery game with concealment on some targets (Carni could cheat and increase the DC to knock the target or increase blocking to 50%).

A wooden weapon king of the hill event (Against real skeletons/zombies directed to only attack targets not players).

A plinko game, simply roll d100, prizes correspond to the percent, carni can cheat and move pegs reducing roll by 10-20%, player can dex to increase by 10-20%.

The great cheese race, literally race a wheel of cheese down a hill. Everyone (NPC's) cheat and sabotage eachother. Goal is to CMB the cheese and stop it before it reaches the bottom. You win the cheese and a trophy.

Simple ball toss, need certain damage to knock over the pins. Carni can cheat by raising a bar that increases the single hit damage needed by +5-10.

There was a costume contest, magic banned, but many find loopholes or ways to cheat for the purse.

Catfolk Hunter, Big cat companion.
Take cats claws for 1d4/1d4 claws.
Traits: Dirty fighter (+1 damage vs flanked foes), Called (Reroll 1 nat 1, 1/day).
Feats: 1) Catfolk exemplar: Sharp Claws, they are now 1d6/1d6.
2) Free teamwork: Outflank.
3) Evolved companion: Pounce (On our big cat companion).
3) Free teamwork: Distracting Charge.

STR 16, DEX 13, CON 14, INT 8, WIS 12, CHA 13.
SAVES are all at least +2.

Begin with swift action animal focus self tiger, companion will have bull at all times. Hunter does distracting Charge ape, eating AOO, strike with claw for 1d4+3.
This triggers teamwork feats, companion charges to flank position getting off +4 outflank, +2 from charge, +2 from teamwork distracting charge. Then pounces for 1d6+3, 1d4+3, 1d4+3.
2nd round, swift action STR focus, then full attack Claw/Claw, 1d6+7/1d6+7. Companion: 1d6+3/1d6+3/1d6+3. Plus if any attacks crit, free AOO from the other.

With limited prebuffing we could get magic fang, savage maw, lead blades, or acid maw, but duration is less than 10min/level.
We can use frostbite as a touch spell to fatigue ape if necessary.

Disposable weapon feat with the ability to mend broken weapons (or have spares) would greatly improve the chances of landing a 4x when you really, really have to with a light pickaxe. It would require making the light pick out of bronze, but for a Dwarf that adds a lot of unique clan flavour (maybe friends to fey and so reserve iron work for only special items), or your clan is a copper mine and you grew up specializing in the material to the exeption of others.

You can then have your special material 2H pick enchanted, with a slew of bronze light picks and shields or pick/pick TWF.

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From my travel charts, one for each ranger terrain:

Sailing DC20 to change scouting roll by 5. Crafting on a small boat counts as distracted. Crafting on a large ship has no penalties except in storms.
Common threats: Crab swarms (CR4) hidden among seaweed floats, Sharks in water (CR2), Desperate seabird swarm (raven swarm, CR3), Barnacles (Treat as trap +10 (1d4/x20), 1 bleed on crit).
0-5 Cloudy night and day, lose navigation point (lose 1 day getting back on track if they cannot pass navigation DC 12/15 check).
6-11 Pass by a mass of floating trash (Mundane loot or food as per appraise rolls if PC's can pass perception check).
12-17 Large School of fish follow your boat for a few hours (chance to fish if they have the tools and can pass survival to bait and cook).
18-24 Rough waters (Possible ship damage, delays, knocked overboard, etc).
25-30 Pass a familiar ocean rock formation, Pass DC to find a current that increases travel by 1 day (gain 2 days travel today).
31-36 Pass a natural ocean funnel, see pretty fish.
37-42 Pass a deserted island. 1D4: 1: resource rich island is Guarded by gillmen. 2: deserted. 3: Signs of lost treasure (DC25). 4: Hostile locals/boars.
43-48 Find rats on board (Players rolls for quantity) PC's have limited time to find before they breed (swarms)
49-54 Uneventful, sunny day, easy progress on crafting/training.
55-60 Disease outbreak (pass disease DC to not get sick).
61-66 Trading vessel travelling the opposite way (Diplomacy captain to stop and trade).
67-72 Pirate Vessel travelling the opposite way (Sail or fight, but decide quickly).
73-78 Crewmate celebrates a birthday, eat pancakes from ship stores (no food cost this day)
79-84 Pass a familiar landmark seen as lucky by the crew, get drunk with the captain (DC25 to politely decline).
85-90 Rigging/oars/rowers break/mutiny - fix, fight or diplomacy (or lose 2 days doing nothing as it resolves itself?)
91-96 rainstorm. 1d4 - 1:Food damaged lose 20% supply. 2:Ship damaged. 3:Crew members lost/injured. 4:Refill water barrels.
97-99 Sea monster, air monster flyby attack.
exactly 91: 1d8: 1:Stowaways discovered. 2:Ghost Pirate ship rises from the depths. 3:Tropical island. 4:Mermaid/Gillman raid/toll. 5:Crewman steals from the party. 6: Invited to a high stakes gambling game 7: Giant squid attack (CR9). 8: Kelpie (CR4) Lure (1d4+1 Kelpies) against crewmen and party.

Pro100Andr wrote:
Use dex for unarmed combat is good idea?

DEX is good for thrown weapon builds, ranged builds, and pure DEX martials with feats to spare. For unarmed types with fewer feats to spare priority should be STR/INT>CON>DEX>WIS/CHA.

Pro100Andr wrote:
Guardianlord wrote:
Pro100Andr wrote:
Guardianlord wrote:
Pro100Andr wrote:
avr wrote:
If you can get the Carmendine monk feat (D&D 3.5, from Champions of Valor) you could then get some use from mantis style, say. Or do without a style. Outslug style could work without it. Kirin style is a dead end I think.
Well, i cant find Carmendine monk. Kirin good, but only for 1 attack. Snake style gain extra attacks and for that applies all bonuses

Investigator brawler with kitsune style, dirty fighting, outslug style, and catch off guard is amazing. Traits clever wordplay, and pragmatic activator to reduce CHA requirements in favour of INT.

Investigator gets you quick study and discoveries, base brawler lets you ride up the feat chains as you require to pull off pretty much any maneuver you desire (Dirty fighting acts as a universal prerequisite). Use feats to gain the improved of our preferred style to access the greater versions with brawler.

This build is designed to rush a foe and disorient them with dirty trick on a charge, then damage or maneuver them on subsequent rounds as required. With some shuriken, or improvised weapons and brawler ability for ranged feats you can attack targets at close to medium range and still appear fully disarmed. Very much the new American Sherlock style of combat where he debuffs foes while he plans the kill, or directs his allies to kill. Still swift heavy, but they are generally not competing at the same time.

That build looks strong, thanks. You think for this build need 1 or 2 brawlers levels?
2 would get you a feat, and flurry which will increase your damage nicely, 3 only if you really want to specialize in a particular maneuver. 4 levels gets you knockout, but not really worth it unless you are going full brawler. 2 would probably be ideal.
If i have TWF from class i can give feats, that need TWF?

Brawlers TWF can be used as prerequisite for the other TWF feats, but you don't gain the benefits (Reduced penalties) unless you use the Brawlers listed weapons for it. You can use your flexibility to temporarily gain the TWF chain feats if you choose.

Pro100Andr wrote:
Guardianlord wrote:
Pro100Andr wrote:
avr wrote:
If you can get the Carmendine monk feat (D&D 3.5, from Champions of Valor) you could then get some use from mantis style, say. Or do without a style. Outslug style could work without it. Kirin style is a dead end I think.
Well, i cant find Carmendine monk. Kirin good, but only for 1 attack. Snake style gain extra attacks and for that applies all bonuses

Investigator brawler with kitsune style, dirty fighting, outslug style, and catch off guard is amazing. Traits clever wordplay, and pragmatic activator to reduce CHA requirements in favour of INT.

Investigator gets you quick study and discoveries, base brawler lets you ride up the feat chains as you require to pull off pretty much any maneuver you desire (Dirty fighting acts as a universal prerequisite). Use feats to gain the improved of our preferred style to access the greater versions with brawler.

This build is designed to rush a foe and disorient them with dirty trick on a charge, then damage or maneuver them on subsequent rounds as required. With some shuriken, or improvised weapons and brawler ability for ranged feats you can attack targets at close to medium range and still appear fully disarmed. Very much the new American Sherlock style of combat where he debuffs foes while he plans the kill, or directs his allies to kill. Still swift heavy, but they are generally not competing at the same time.

That build looks strong, thanks. You think for this build need 1 or 2 brawlers levels?

2 would get you a feat, and flurry which will increase your damage nicely, 3 only if you really want to specialize in a particular maneuver. 4 levels gets you knockout, but not really worth it unless you are going full brawler. 2 would probably be ideal.

Pro100Andr wrote:
avr wrote:
If you can get the Carmendine monk feat (D&D 3.5, from Champions of Valor) you could then get some use from mantis style, say. Or do without a style. Outslug style could work without it. Kirin style is a dead end I think.
Well, i cant find Carmendine monk. Kirin good, but only for 1 attack. Snake style gain extra attacks and for that applies all bonuses

Investigator brawler with kitsune style, dirty fighting, outslug style, and catch off guard is amazing. Traits clever wordplay, and pragmatic activator to reduce CHA requirements in favour of INT.

Investigator gets you quick study and discoveries, base brawler lets you ride up the feat chains as you require to pull off pretty much any maneuver you desire (Dirty fighting acts as a universal prerequisite). Use feats to gain the improved of our preferred style to access the greater versions with brawler.

This build is designed to rush a foe and disorient them with dirty trick on a charge, then damage or maneuver them on subsequent rounds as required. With some shuriken, or improvised weapons and brawler ability for ranged feats you can attack targets at close to medium range and still appear fully disarmed. Very much the new American Sherlock style of combat where he debuffs foes while he plans the kill, or directs his allies to kill. Still swift heavy, but they are generally not competing at the same time.

I have something, not sure if it is better in Latin or English. Or if it doesn't sound terribly mystical.

"Water washes, Earth protects, fire cleanses, air refreshes;
Let this scroll become the price of sacrifice;
Fate and luck held hand in hand, grace from foul unto fair;
Blessing of hazards bane, save me from this rabid plight;
Turn fortunes eye, let ruin transform to riches true;
Part the veil, guide divines to deliver destiny renewed;
Deliver the bearer of this mark, from torment unto health;
Twist the realm to suit these whims, await in defiance until fair favour whirls."

"Alluit Terra tuentur igne purgandum aerem reficit;
Hic liber est pretium immolatis
Sors et fortuna tenuit unà, conspirant, ad gratiam ex turpi aequum;
Benedictio discrimina uirus rabidi salvifica me ex necessitate;
Turn fortunae oculo exitium transform et divitiae verae sunt,
Pars intra velum dux de fide eripere Fatum renovatum est;
Libera latorem hujus marcam de supremos cruciatus et ad salutem;
His realm pervertere ad favorem cupiditatum, velit expecto donec pulchra volucri tortus gratiam."

I am making some small weathered looking scrolls as gifts for my players. Each player will receive one as a little Christmas bonus gift. I am not a terribly crafty individual, so this is mostly going to be done digitally, printed, and cut out. I have some stock designs and all that selected.
My trouble is I am not sure what to write on these scrolls. I want them to be traded back to me as a one time, get out of any trouble/bad rolls/near death situation, with a GM Fiat. Something more substantial than a token on their character sheet.

EG: Player is about to be gored to death by a minotaur crit charge, hey play the scroll to save their character, and the minotaur falls through a flaw in the floor.
or, the party failed a dozen checks in a row and the kings guards are pissed and coming for them. Play the scroll and the King reveals it was all a big joke after all. etc.

I was hoping to make the text on these sound like in universe items. Reality altering fate/luck/divine artifacts created by some long forgotten deity for their most valuable worshipful.
"May the bearer of this scroll be blessed by the fates. Offer this scroll as sacrifice and let reality be altered to suit your desires". "Tradeth away this scroll to lady luck, and receive her gifts". "The gods shall imbue their power upon sacrifice of this scroll upon the bearer." type of thing. Obviously these are rubbish lines, and I cannot seem to make something that sounds convincing.

What short phrasing can I put on these things that might appear on a similar in game item the characters and players could share. I appreciate any help you can offer.

Occult adventure classes are more suited to RP and intrigue games, not as much combat heavy games. Most are still worth looking into, if your players are interested.

Mythic was, interesting, when I ran a game with it. I found anything beyond 1st level skewed the game towards rocket tag a bit much (as i needed +5CR or Mythic monsters to compete with the PC's).

We roll HD, with a single re-roll if they want (but must take second result). I have heard the other options are roll or take average, which many seem to like as it keeps casters from being too squishy, and keeps the tanks tanky without making everything slow too much.

Bonus skills for RP are nice (I let them add background related skills on creation as RP rewards, plus a free craft/profession/perform rank to represent their past jobs), I try to keep it to a short list of off use skills.
Traits are another handy bonus, roughly a 1/2 feat, with option for a drawback and a third trait. The core drawbacks kinda suck, so I make similar custom ones.

As an extra, I homebrewed the "Big Six" must have stat boosting items can be added to "fun" gear at straight crafting cost (instead of 1.5x the more expensive item cost). Lets martials have more interesting items, without feeling like they have to choose.

Alchemist or mutagenic fighter would get you a mutagen, +STR for static damage coupled with power attack, or some of the style feats for extra damage.

Feral hunter would get you druid/ranger spellcasting for lead blades (works by RAW on unarmed strikes), plus a floating bonus, and the option of an animal companion for flanking bonuses/teamwork bonuses, or a static bonus you can select.
Compel hostility and panther style is golden for increasing attacks per round via Attacks of opportunity, plus you defend your party. Savage maw if you utilize weapons, for a bonus bite, entangle to apply that sweet entangled penalty. And Badgers ferocity for Keen on one weapon (Unarmed) for a little boost to crit chance.

The new handwraps are handy for adding enchantments for +N or +elemental dice. And for adding materials to overcome DR (a big issue for low level monks).

Ninja for vanish and sneak attack, followed by flurry. Helps to get in range of cautious enemies. Couple with Styles for specialized boosts to damage/attacks.

Grappling, tripping, bullrushing, etc are great for putting enemies in a bad position to increase your ability to hurt them.

avr wrote:
Hold monster and envious urge are some nasty bardic spells which he might use. Actually getting his enemies to fail saves may be difficult, seeing that he's several spell levels behind what you might expect of a level 14 character; a cruel weapon and intimidate feats may help there.

I can certainly create something to up his DC's a lot. Maybe a fragile item the party can Spellcraft and sunder with a lucky shot.

Envious Urge is definitely on the list now =D
Hold monster is brutal, I love it!

I was going to arm him with a powerful Rapier, cruel would be a good add on for it.

Keep the suggestions coming

Any suggestions on builds?
I am thinking Swashbuckler 2 for charmed life, panache for parry's. Then Archaeologist Bard 12 for good self buffs against a party with 2 witches.

Max CHA, then DEX, then CON and STR on a Heroic stat list. Possibly with a +1/+2 CR template.

He can send minions in as fodder, casting support and debuff spells to disrupt the party. Utilizing an illusionary double and invisibility to avoid combat directly. If he does need to fight he can survive with maxed DEX, Panache pool for parry and riposte, boosted saves vs debuffs, and some high end gear befitting a noble.

The trick here is which spells to select, and what feats would be good for a charming, manipulative BBEG

Hello, I am currently creating a campaign where the BBEG will be the archetypical aristocrat. A charming, dashing, manipulative figure that convinces his victims that it was a good thing he beat them. He is going to be a Varissian Human noble that is the darling of his court running a proxy war (with allies he manipulated or enchanted into following him). When his charm (or spells) fail him, he can always fall back on a large pool of panache and quality steel and dueling skills.

I was thinking a lvl 12-14 character, 5-7 of swashbuckler (or an archetype that lets them parry and riposte). And 5-7 of an enchanter spellcaster.

The trouble is, I have never played a swashbuckler or an Enchanter specialist. I am somewhat at a loss on how to build this BBEG using first party paizo materials only (to be fair to my players who are likewise limited to first party materials).

I am curious if anyone has a solid build already, or can help me stat out the feats, spells and classes needed to pull this enemy off as a credible threat to the party and their allies.

Thank you all.

2) The hills are alive with... Hills. Elementals boil forth from the ground to attack en mass.

Don't forget Seelie and Unseelie, and the neutral-ish fae between. Classically the fae have been broken into summer and winter courts, with winter being vastly more powerful, but also far too chaotic to weild that power effectively. And titles will remains the same, with individuals rising to fill the positions (Dresden files had a great take on this with titles literally changing their bearers).
And while the fae cannot lie, they can mislead, or withhold information unless asked. Thus a jester may act the fool, but really be a powerful member of court. A lord may act important but be impotent under a knight ("I will grant you access to X as much as my position allows if you do "quest" [powers =none]).

Thus I think the hierarchy needs to be kept fluid. Even literally changing with the seasons (When hunting season is over, the Erlking retires).
Or a position is killed, this shifting all positions below that (until they murder their way back to their original position again).

Firebug wrote:

Candlerod/Sunrod are non-magical, so any Darkness spell suppresses it. But, can't be Dispelled if that's what you mean about "can't be anti-magicked".

Shard Gel vs Caltrops... there are advantages for each. If you have time to prep a defensive location regular caltrops are better, but in the heat of battle Shard Gel is likely more useful. If you have time to prep a defense, Bear Traps are heavy, but really cheap and effective at low levels.

I mean they can be used inside antimagic fields, underwater, and can not be dispelled with the dispel effect. Darkness is still a threat, but so is the light cantrip so its a wash there. I think they are fantastic "oh no" gear, as a lot of parties rely soley on light cantrips and never bother with torches.

For a longer set up time, caltrops are better for their duration and cost. For a quick access bandolier kit I think shard gel is more relevant. They have the advantage of being able to be thrown, which is nice.

We have used bear traps in the past, but the weight, need for a solid anchor and long set up makes them just not as useful in all settings. Plus my mad bomber alchemist usually had low STR, so weight is generally a concern. Mr.Hyde builds may differ. They are very effective at low levels though (especially against the party!).

Your rogue might appreciate you having some smoke pellets on you as well. Throw it at their feet to grant them concealment to stealth from to set up a sneak attack.

Surprised no one has mentioned Tanglefoot bags, GM's hate em, players hate to get hit by them. Might fall more in the everyday use item than in the special tool kit though.

I would add:
-Candlerod: 1gp for enough light to read a scroll by, without adding too much light for enemies to find you by. Can be lit as a standard action. 12hr, 1lb. cant be anti-magicked or doused
-Sunrod: 2gp for a torch for 6hrs that can come on as a standard action and cant be anti-magicked or doused.
-Holy Water: 25gp to combat incorporeal undead, or DR resistant foes.
-Snapleaf: 750gp, but gives you invisibility and emergency featherfall. Can be pinned to the kit.
Shard Gel: Emergency caltrops if you need to fall back or slow down an escaping foe.
-Tindertwig: 1d2 rounds of light and ignition for lighting a torch or oil. Could probably just be in a pocket instead of taking up a slot.
-Powder: Early game item made from crushed chalk, help reveal a square with an invisible creature in it, use it to aid in climbing, etc. Can be replaced very quickly though.

Splash weapon: Something to combat swarms and regeneration, Acid, Alchemist fire, etc. Even one can make the difference between life and death in the right circumstances (get them off the wizard enough for them to AOE spell the rest). Acid is my favorite for having multiple uses (melt locks, stop some regeneration's, power component for the wizard, fewer resistant foes), and is cheap.

Bonus: Masterwork Brass Dagger. It is immune to all corrosion and lacks the fragile condition. Excellent thematic alchemists backup weapon as copper instruments were frequently used when working with the mild acids of medieval alchemy.

I theory built a hunter-x, Bolt ace-5, and got a lot of flak for wanting a crossbow over a bow or Dual hand crossbows too. But it is a cool visual for a PC.

Main features were high DEX and high WIS on a medium creature (Human for me, but I wanted the extra feat, anything +2/ or +DEX is good).
Feats: Point Blank Shot,Rapid Reload, Precise shot,Deadly Aim, Clustered Shots, Vital Strike, Rapid Shot, Agile maneuvers (avoid getting disarmed or locked down), weapon focus, Weapon Specialization.

Bolt ace 1>Rapid Reload, Point Blank Shot.
Hunter 1>
Hunter 2> Precise Shot (bonus), Rapid Shot.
Bolt ace 2-5> Vital strike, etc. Hunter-x.

Spells: Gravity Bow (stacks with vital strike), Conjure Energy Arrow/Bolt (fantastic with rapid shot), Cure light wounds (Party bandaid), Razer Maw (if you choose a companion) or Keen senses (for help seeing in low light at range), faerie fire, hydraulic push.

A fast companion is ideal as a blocker to intercept incoming attackers and keep them at range.
Or choose no companion and gain a permanent switchable bonus and rely on emergency summon natures ally for rear guard reinforcements.

Keep a few special material bolts, wear medium armor (until your dex maxes it out), and have a spring loaded wrist sheath melee weapon for emergencies. Use a wand of Gravity bow/energy arrow, to supplement your castings.
It isn't winning any DPR Olympics, but you can move, you can see, and you can hit, while avoiding being hit. Spells are mostly limited to combat/utility, but you don't need to rely on anyone else for buffs and you only need 1. With high DEX and perception you are very likely to act in surprise rounds so you can buff as your standard, then go first in initiative too.

If you choose a small race, gravity bow puts you back to par, and your to hit and ac go up. Plus you can then ride a medium pet around. I still prefer medium because your dpr is already not as amazing as a dedicated archer.

Be a well prepared halfling, with the well prepared trait. 1/day have a chance to draw mundane a tool under the GP value without having it on your character sheet. That or be a shadow conjuration specialist and shadow conjure any tool you need (I know not eh spirit of what you want).

Having a sawback kunai as a backup any-tool wouldn't be a bad idea honestly. Or a sawback machete for those extra survival bonuses. or a collapsible kumade as well. That way you can use tools as weapons without penalty, and still fit your theme.

For odd but useful tool lists: Silenced pitons, iron spikes (101 uses, literally), slings (free, weightless, made of leather or linen for strapping or tying), feather tokens (expensive, but small and easy to carry), numerous alchemical concoctions, an alchemy lab might be easier so you can whip something up in a hurry if you need to), antiplague/venom for emergency re-saves, a quarterstaff (length of wood you can break into stakes, use for traps, craft into 2 separate clubs, etc), twine/string (so many uses), a mirror (no one ever has a mirror for clandestine operations), a pair (yes pair) or immovable rods (or the bard spell solid note), muleback cords for all the weight you need to carry, later a portable hole, canvas sheets, fabric sheets and a sewing kit for making emergency clothes or gear (or just carry extra clothes too), spare flasks for various liquids you may pick up, a warka jar or 4, a drill (it's come up more than once), sovereign glue.

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I am thinking of putting together a Sarkoris Adventure for a homebrew game, and hoping for some help. It seems like a fantastically chaotic land where arcane casters will have to show restraint in public. The lost kingdoms primer has some information, but the realm is lacking in a lot of details. Mostly we know they were a celtic/slavic/gaulish/scandinavian blend of culture and tech; aka - Kellid, hated Arcane magics, and worshiped a massive divine pantheon.

This is just in the planning stages, but what I am wondering is what would stationary Kellid cities, run by Druids, and summoners, and witches look like? What kinds of homes would they have? (longhouses? Communal forts? Permanent yurts? European style country homes?)
How could massive cities be so perfectly balanced with nature enough to appease Druids?

What would the primary ambient foes of the Sarkoris people be? Fey? Plants? Abominations? Demons? Megafauna? I am thinking Fey and fauna are most likely, but I am not entirely certain.

What are some unique cultural quirks that would set them apart from nomadic or tech mad Kellids?

The government seems to have been mostly a formality, with individual clan heads running things as they saw fit. So how did they have an army unified enough to defend their borders? Was there a shared law, or was it just on a district by district basis?

Mostly curious on peoples thoughts and examples as there are zero adventures set in pre-worldwound Sarkoris, and little to base an adventure on. Thanks!

Machete: Sugar cane farmer/Jungle guide.
Boarding Axe: Sailor.
Brass Dagger: Sailor.
Lantern Staff: Animal Shepard.
Sling: Shepard/Farmer.
Kumade: Farmer.
Bonus: Collapsible kumade is a neat B&E tool.
War Razer: Street Urchin/Thug.
Ankus: Large Animal handler (Huge and larger).
Sword Cane: Merchant.
Deer Horn Knife: Hunter.
Rope Gauntlet: Dock Worker.
Crook: Herder.
Harpoon: Fisher.
Wooden Stake: Sap Collector/Wood Cutter.
Club: Can really take on any number of shapes. The iconic uses it as a walking cane. Another character used an oversized ladle.

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Well Goblin Alchemist [Grenadier]/Gunslinger [Musket Master] 5 seems the obvious choice.

Hard head, big teeth. For a melee option between shots. Bouncy race trait for extra survive-ability with roll with it (up is a legal direction).
Alchemist favoured class bonus is nice for small fire resistance bonuses. Gunslinger is also nice for a small crit boost.

Take grenadier to be able to apply alchemists fire as a move action for all that extra static damage.
Max DEX, then INT, everything else is a dump.

The Feats:
Goblin Gunslinger to use medium fire lance without penalty.
Roll With It to get out of danger when struck (or when a lance explodes in your face).
Burn!Burn!Burn! for instant extra damage from fire based weapons.
Flame heart for extra damage on bombs.
Rapid reload to get it down to a usable firing rate.

Explosive bombs, for more boom!
Rocket bomb to eventually replace the lance, or at least supplement it.
Explosive missile, make that one infused shot count.
Elemental mutagen for even more resistance, and a stacking bonus to roll with it acrobatics checks.
Scrap bomb for when things are fire immune.

Asbestos clothing, because a burning Goblin is fine, as long as it isn't also naked.
Fire lance [masterwork as soon as you can].
Spare Fire lance, just in case [lower priority].
Cold iron javelins.
Silver weapon blanch for the cold iron javelins.
Alchemical fireworks, which can be applied as a splash weapon [Yay].
All the alchemists fire, and maybe some acid for alternate damage type.
Lantern Staff for melee that deals fire damage.
Oil, lots of lamp oil.
Alchemists crafting Kit, save the cost of making your own black powder and splash weapons.

You should be able to do a tremendous amount of damage a round, and be nearly impossible to hit, and if they do close and hit, you bounce away for almost no damage anyways then shoot them as they close again.

Slipslinger style, Slipslinger Grenadier, and Slipslinger Bombardment will allow for full attacks at range with alchemical items thrown with the damage of a sling bullet. Unfortunately locked to halflings. Fortunately they get some support with warslinger (Only to basic slings), and a feat Well Prepared. Well prepared is awesome for this kind of golf bag character, even if it is 1/day.

Some great ideas so far.
This is the absolute final big fight of the campaign, after this it is story cleanup and then a ride into the sunset (so to speak).

So I am hoping to keep this from being a 2 round fight. The fake out neutral minion enemy is a good one, that will burn at least a few abilities early on.

The Norgorber Cleric is a brutal idea, though my party will likely hate the heavy doors idea more, they have had a notoriously hard time with locked doors (So I am definitely doing that).

Unhallow is a great idea too, since the Church of Serenrae uses Hallow on their church with the Daylight spell. So it shouldn't surprise them, but it definitely will.

Thanks for the ideas, keep them coming.

I am using the monster Codex vampire Lord (CR 15) with a lower crit range weapon. Campaign is a homebrew set in the nation of Katapesh. Party is 4 PC's, lvl 10, with some decent magic items putting them at lvl 11 wbl. No full casters, but 3 can cast spells.

I am hoping to make my Vampire harder to hit, or at least able to survive a little bit longer.

Is there a way to gain resistance to Holy weapon damage? Or to mitigate the damage from a Silver arrow tipped Holy bow, wielded by a Zen archer monk?

Is there a way to defend against the Sunbeam spell which has a very good chance of crippling (Blinded and up to 30d6 at CR appropriate level), or outright destroying them?

Is there an easy way to surreptitiously help buff my low WILL party against baleful polymorph and Dominate?

I am hoping to make this an epic, but fun fight the party enters ready for. They know there is a Vampire behind the scenes, and they are currently doing research on Vampires in general. The boss will have Bleed inducing minions, but should i add a lesser vampire spawn as well to soak up some of their abilities? Or should I just stick to regular minions?

A little out there, I know Gnome would be more Fey thematic, but...
Halfling. With the knotted strap sacred keepsake, you could cast Shillelagh on a sling or on a club or quarterstaff. Plus they have the advantage of being a +CHA race.
Not entirely certain if this is PFS legal (I don't play society), but it is an alternative use for the spell itself.

There are a few feats to help, mostly Halfling:
Large target, Risky Striker, Low Profile, big Game Hunter, Low Blow, Lucky Strike, Blundering Defence.
Couple with a full BAB class and your small size becomes an advantage.

This is one I built myself:
Goblin Brawler. Take Dirty Fighter, Roll with it, Kitsune Style, and Agile Maneuvers, Mobility. Buff DEX become a charging unkillable Goblin bouncing around dirty tricking off of every charge.

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-Dancing enchantment.
-Create, and then hand it to a construct or Undead follower.
-Permanent Shrink item, then flying familiar drop it on an enemies head.
-Bulls Strength and weild it dressed as a barbarian (Complete with AM BARBARIAN stupidity effects). Then surprise everyone with your INT and spellcasting.

Meirril wrote:

Instead of having 1 NPC tag along every time, maybe just throw some NPC adventurers around the regular stomping grounds of the players. They could get to know the NPCs and invite them to come along. Give the NPCs enough background that you have an idea what they want and what they do when the PCs aren't trying to get them killed.

Don't have the NPCs level with the party. Have them level slower so they fall behind and occasionally introduce new higher level NPCs. The party may still ask the lower level NPCs to help, but it will encourage them not to depend on one all of the time.

Also make some random encounters that you can throw in anytime you like. Some animal encounters, some minor monster encounters, some bandits, some really evil people, someone that just needs a bit of help, maybe a scam, run in with pickpockets, a magical experience, an encounter with a dragon (maybe in disguise). You can use them as random encounters, but usually as you go along you'll just insert them when appropriate.

Also think of non standard loot. Little, non-magical stuff. Or minor magical stuff. Things like finding perfume, or fine toiletries. A collection of silk handkerchiefs. A finely made lacquered box containing a mysterious wax (box is worth 10gp, wax is for grooming mustache and beards and worth 10gp to the right dwarf or gnome). A rolled up painting obviously cut from its frame. The picture shows a family standing around a mantle. The painting itself is a fine piece of artwork worth 100gp but none of the local merchants are interested in it unless they own an art gallery. If the players ask around quite a bit they can eventually find the family it was stolen from who offer 10gp and are willing to sell the PCs some family heirloom at half price (like a +1 weapon, or a magic ring). Something that is more interesting than 'you found a pouch containing 100gp'.

I am seconding this. I roll up random road encounters off a table based on the ranger favoured terrains. Pre-listed terrain appropriate monsters, NPC's, weather and travel delay events. But adding a few story based finds among them, kill a bear in a forest. Track its den to find a mauled human mother and her child. they have little loot except a silver holy symbol of pharasma and a silken doll (20+gp). Valuable loot for a lvl 2 party, but the players might not want the loot.

I also have a wildcard table, anything goes. This is CR appropriate or not. Like a sudden tornado (Save the camp or everyman for himself), a colossal creature out of place (dinosaur in the frozen wastes). A travelling merchant with an unusual mount/cart/bodyguard that is either good (+2 for the price of a mwk), neutral (replenish supplies for a fair price), or evil (everything is just prestigitated, forged fakes, or cursed and overpriced).

If you are concerned about a smaller party needing help, rotating NPC casts are also a good idea like Meirril suggested. Or animals and small constructs as "free" loyal sidekicks.

As for more general advice: Knowing the party playstyle and expectations is key!
Session 0 - ask them what kind of game they want (serious, silly, hardcore, RP, RollP, epic, softball, etc).
For everyone, let them play for a bit then offer a single, one time character redo. Once they know the players, style, and world they may desire to change some fundamental aspects of their characters before they get too far along.

Know their backstories and how they relate to one another. Then use those in future social or combat encounters. This can be a subtle as a signet ring on a goblin finger, or as complex as a characters deceased mother returning alive and well. This can really get the players invested in the game and in each others characters. And they will give you directions with their speculations.

Alchemist has a few archetypes that might fit this concept. They can make a buffing cocktail, and then mutagen for extra strength, and armor.
Beastmorph grants natural attack and physical transformation.
Ragechecmist is all about Strength.
Couple with unchained barbarian for even more Strength and Con (Or STR and DEX or DEX and CON) boosts a few rounds a day.

Feral hunter does this to a lesser degree, with mild stat boosts and physical changes.

Finally the kinetesist, a messy, confusing, contrary class that damages itself for more power. The closer to death (Self inflicted CON Damage) you get, the more powerful you become.

Mostly to see if I can, have an upcoming campaign and am just seeing if there are some fun builds I can test out.

Homebrew Campaign will likely have a lot of elementals and undead, mixed in with a few humanoids. So sneak attack and critical hunting will be of a lesser priority to straight damage. We have been warned that weapons will be easy come, easy go (Sundering, disarming foes - GM wants to see what a game against this will be like).

I am a fan of the bow, in theory, but I like the imagery of a sling master, or a monk with a bunch of weapons just chucking cheap things instead. Plus its a little less cookie cutter powergaming.
I don't expect the need to be super powerful, but I am still trying to avoid doing negligible damages.

I am thinking Sorcerer 1 [Mage armour, Illusion of Calm], Monk x [Ranged feats, Incremental assault when I have enough levels to justify splitting it, and splintering weapon for fire and forget vs mooks, and martial focus Thrown group]. Quinggong for Barks skin, and maybe Ki Arrow for a decent ranged strike.
Plus I can trait to improve my spell duration with Magical Knack or Gifted Adept.

Multiclassing sorcerer for buffs at level 1.

Illusion of calm is fantastic, for some reason I always thought it was only for combat movement.


I had an idea to build a monk specializing in throwing clubs, shuriken, daggers, javelins, alchemical splash weapons, or other similar cheap weapons I can apply disposable weapon and splintering weapon if needed for instant confirm crit and 1d4 bleed as long as my weapons have the fragile quality (make them from cheaper primitive materials). This also grants me DR options.

I chose empyreal sorcerer for positive damage bolts vs low level incorporeal, and buff spells (plus wands for no UMD).

Race is suli, for elemental strikes a few times a day with my thrown weapons.

The trouble is Monk gets few feats, and I am subject to AOO's for throwing. Close quarters thrower would help, but I would need 2 feats extra on top of an already packed feat tax for throwing (Precise, Point blank, far shot, Martial focus [Thrown]), and incremental assault for the Suli ability.

Is there a faster way of bringing this build online? Or at the very least avoid AOO's while throwing regular and alchemical weapons?

Go small Halfling Ninja; Brass shuriken and the Splintering weapon feat.
Then take the Jinx route and max UMD for a wand of vanish or invisibility later.
Jinx foes while invisible before the fight, then drop bleeds and lay on 2 handed weapon sneak attacks vs larger foes + halfling size to damage feats and traits for crazy high sneaks AND interrupt heals so they keep bleeding.
Super annoying at early levels for foes.

Crazy concept here: Wayang Spider Mount Cavalier, dedicated to Shelyn and the pursuit of beauty. Which is difficult considering Golaron's views of both spiders and Wayangs as not beautiful things.

Less crazy, crazy concept: don quixote's squires. The master knight was a crazy man who forced his squire on many a crazy venture, and forced him to swear an oath to many ridiculous tasks (Some of which your character has done, like beat a teapot in a fisticuffs match). Now alone you strive to fullfill your promises while pursuing your own cause. Bonus points if you are a catfolk, or a full orc or similar tribal race with no tribe to return to.

Simple idea: You were an aide-de-camp with a knights order on campaign, when the camp was attacked. You were knocked unconscious and awoke days later buried below ash and timbers of your former lords pavilion. All that remained were charred bones, a few twisted scraps of steel, and a single banner miraculously un-destroyed by the flames (Though still lightly charred). You are a mere peasant boy (or girl) but you are literally the last of the order. You are no knight, but are technically head of an order, which complicates things a bit in recruiting knights to refill the ranks. So far only rookie adventurers will even listen to you, but you have to start gaining prestige and rank somehow.

Dex based Gloom Blade Fighter, or a melee focused druid.
Gloomblade summon weapons, don't use armor, spend extras on tattoos or wondrous items.

Druid is pure nature, extra points for an elf druid archetype treesinger and be part plant in form =D

I might suggest more actually. The PC's should have some sense of loyalty towards this mage initially, to make the future of the relationship that much more serious (if she is a jerk who failed to pay hobgoblins, then she will fail to pay the PC's = work with the hobgoblins to kill the mage).

Give them a reason to like, and trust her first. Maybe start them on the road IN to town where their rations and water were destroyed when they are ambushed by goblins, and saved by the mercenary group on their way OUT of town (on mighty steeds, not on foot like the PC's). She can offer healing, some summoned mounts, and a token for a free night or two at the inn run by her friend.
She also advises they burn the bodies of the goblins to prevent them returning (she cites a pressing matter for her party as why she cannot stay to help beyond giving a bottle of oil).
This should give them time for the NPC events to unfold, AND let the party RP bond a little before the big fights start.

PC's report the attack to the guards, settle in for rest and healing, then they meet the kind, noble, generous NPC mage again who asks for help and offers some payment.

Lathiira wrote:

More ideas (and really, you should probably have named the thread something like '1001 minor gifts to give PCs'. Those tend to get us out of the woodwork to post :) ), each 1/day:

Unarmed but Dangerous: For one minute, the user of the tattoo can 'call in' a nonmagical weapon they are proficient in of their choice. It has no special materials. Just so you can be armed for a fight if attacked at the dinner table.

Ghostly: For one round, you can interact with incorporeal objects as if you possessed the ghost touch property.

Man of Steel: Ignore all critical hit for one round. Immediate action to use this one.

Knowing of Things Arcane: Become aware of every item bearing an enchantment or under the effects of a spell within 30' of you. You don't learn more than that without using detect magic.

Knowing of Things Hidden: Become aware of every creature within 30' of you that is magically-disguised. Not how, only which ones are disguised.

Along those lines of 1/day powers.

Ghost touch, your hand up to the middle of your forearm becomes ethereal, able to manipulate objects at 50% capability for 1 minute.

Psychic surge, you hear 1 word relating to the major thought of each and every creature with a mind within 60ft at once.

Diplomatic Riposte, one target of your choosing takes a -5 on their next diplomacy, or bluff check within the next hour.

Taste of magic, can consume a bit of a gem to emulate a wizard school power. Gem relates to the 1st level school power you can emulate for 1 round/minute.

-Charm bracelet, fun items at a moments notice:
Great for a typically social (and disarmingly disarmed) class.
-Cloak of the Hedge Wizard, just a fun cloak:
Great for free cantrips and a couple lvl 1's depending on school.
-Piton of Safe passage, illusion related travel item:
Cheap, covers a modest camp or hides a fleeing party.
-Any of the feather tokens:
I am a huge fan of consumables for players.
-Concealing Pocket for Rp and Stealth reasons:
Great for smuggling.
-Dust, because its funny:
Claim it is your mental powers affecting foes (or friends).
-Healing Gem, nice complement to implanted tricks:
-A poppet, cute as the dickens and slightly useful.
Seriously, like a permanent Unseen servant that is seen and the small version can carry a decent amount of stuff. Plus they can be upgraded.

-Finally spell tattoos or item tattoos, expensive but reliable and concealable. Great for touch spell, summoning ice daggers, or fast defenses. Plus they stack with gear slots.

Java Man wrote:
There are no rules for this. It is purely a setting/circumstance/GM call.

Yes, Pure GM call. In general I might say if it is hidden in a well travelled area. Survival/Stealth vs Passive perception.

Hidden in a secluded area Survival/Stealth + Circumstance bonus (5 or 10) vs Passive perception.
Food might attract creatures with scent, and intelligent creatures that regularly patrol an area might be actively looking for disturbances.

GM to GM I would probably roll a single D100 based on the odds of a likely creature stumbling across it in the time the PC's are away.
If it hits, then a check vs the skill at hiding it.
It is a mechanical benefit, so there should be some mechanical risk.
It is also an RP event and that should be rewarded (with lower chances of losing said cache).

The feat was explicitly designed with the Warslinger halfling racial trait and the (Sling staff, Double sling, sling glove) equipment in mind.

My interpretation is in order to avoid rewriting a whole slew of feats, weapon lists, and class lists they simply turned these weapons into one that automatically works (Sling).

So, a slipslinger needs weapon focus (Sling) to then use any of the above weapons as slings. This allows a slingstaff to qualify for warslinger use (its now a sling for the trait), AWT fighter thrown (Sling, they are all basic slings even though they are not explicitly in the list), Specialization (Sling) also applies.

This one feat is doing its job of bringing these weapons into use where before they were implicitly barred from use.
The feat designer chimed in on this saying this was the whole point of the feat - making alternate sling weapon use viable for halflings. Which was a huge oversight by Paizo making a racial weapon impossible to use reliably by the race meant to use them. This is NOT RAW, but it is a very, very compelling RAI which I think any PFS GM would be hard pressed to argue against.
Especially for a still underpowered style compared to other weapons.

A Slipslinger gets Weapon focus (Sling [Slingstaff, slingglove, double sling]), Warslinger (Sling [etc]), which then qualifies for Specialization (Sling [etc]), and applies fighter AWT (Thrown=Sling [etc]).

Weapon focus (Slingstaff) would NOT apply to all additional slings as this is now calling out a specific subitem from a broader list.

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Question: Could a gloomblade conjure a slingstaff?
Technically it is a single weapon with both melee and thrown (Ranged) properties. I ask because no one seems to have an answer on most rules interactions regarding the slingstaff (The only cool thing about halfling combat styles).

Also would a spiked shield or armour spikes count for this ability as well? A shield is not a weapon, but it becomes one when made spiked or bashing.

I am the GM, so like Mark I will tell how the party stymied me.

1) I made a Colossal creature, a living fortress a little Boss used as a workshop, filled with baddies. Now this is on a magical floating island, I foolishly used the crumbling, thin floor as a hazard against the party earlier. (If one side can use it, then so can the other).
Aware of the threat the party plans ahead, the stealthiest is buffed for speed (Longstrider, spider climb), stealth (invisibility, nondetection), and perception and sent to look for weaknesses, they find the little boss (gloves of reconnaissance), and a nest of baddies but no weaknesses they can hit this level, then retreats.

The party meanwhile has been digging. 3 NATURAL 20 geography, Engineering, and Nature checks help them make a trap, plus a 19 and 3 Aid another +2's Survival checks to disguise it. Then with ropes, shovels, and picks they set a trap. They enrage the beast with longbows and flashy magic (Snapdragon fireworks) then trick it into charging into a trap (Silent image) where it stomps onto a newly weakened part of the world and drop a tower on it for good measure (Iron pitons, rope, block and tackle).
Naturally the beast falls through and 2 major foes are dealt with in a single blow (except thankfully the little BBEG had dimension door and great concentration rolls)

2) Shovels in the above example to make a gigantic pit trap.
In a different campaign, a bucket was used against a particularly terrifying undead owl. They couldn't hurt it, but they could grapple it, but it kept biting them. So they out it under a bucket and then turned the bucket and the owl to ashes.

3) In a desert campaign, planning out water use was a fun side adventure. They settled on barrel sleds, where the barrel was a wheel filled with fresh water. When they ran low they had to stop and search and found a saltwater cave. They then made a simple solar still (They had some booze in glass bottles, buckets, and canvas tarps) to get valuable trade good salt and some extra water while they travelled, and used a traditional campfire at night. But in general we tend to handwave the gritty necessities in average environments. This was an interesting and creative exception for an exceptional environmental threat.

I think gritty is great in an intrigue game, or a low level survival based game. Pathfinder has too many ways to overcome gritty situations. The system is designed as a power fantasy more than anything else, in my opinion anyways.

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