Nareem Daress

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Organized Play Member. 361 posts. 2 reviews. No lists. 1 wishlist.



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If you had 1 million gp for a lv 20 cavalier out to fight demons, what would you buy?


She's nuts. What have been your experiences with her in your own games? Have the PCs defeated her? If so, how? She seems like a TPK machine. DMs, use spoilers if necessary.


For the purpose of Ranger stuff.


Or just other anecdotes of whimsy and/or danger


And will it have any significance to the plot? My PCs are dying to know more about the Gearsmen...

Also, will there be more Gearsmen? Like lots, lots more?

...cause that would be so totally awesome.


I'm thinking about doing a between book mini-quest for one of my PCs who happens to be an android. Returning to the place of his "birth" as it were. What do you think it would be like? Details and specifics are always welcome. And if you want to throw in details about the campaign, too, feel free, just add the spoiler bit.


Things like:
-Thundarr the Barbarian
-Heavy Metal

come to mind. But most any post-apocalyptic scenario with mutants and/or robots work well.

-Fallout series

As well as anything with

spoiler:
killer AI: SystemShock, 2001, etc

Any others?


quote wrote:

Ex-Warpriests

A warpriest who grossly violates the code of conduct required by his god loses all spells and class features, except for his armor, shield, weapon proficiencies, and bonus feats. He cannot thereafter gain levels as a warpriest of that god until he atones for his deeds

Here:

http://www.d20pfsrd.com/classes/hybrid-classes/warpriest/archetypes/paizo-- -warpriest-archetypes/sacred-fist

Keep Flurry of Blows, but lose AC bonus? Other features?


See above.


If a PC becomes a wight, what would cure it?


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Session One is finally in the bag! Not exactly what I expected, but really, it never is. Meet the party:

-Android Infiltrator Investigator (Qayin): He's actually an Android in secret. I didn't like that people more or less all know what Androids are in Numeria, so I'm holding that back, too, to introduce it slowly, along with the other tech ideas. I'm also looking for the big reveal of his character secret to the other PCs, especially considering

spoiler:
he has backstory with Meyanda and knew her before her fall to Hellion.

-Half-Elf Thundercaller Bard (Erushin): I've placed this character as Val's biological twin. Additionally, I've set it up so

spoiler:
his biological father is Khonnir's rival who was doing weird experiments on his pregnant wife. Khonnir was in love with the rival's wife, and helped smuggle the twins out.

-Human Soundstriker Bard (Shredrick Powerchord): Very silly character, he's a Falstaffian lovable oaf who wants to be a Rock and Roll star. No real secrets for him other than the fact that the player wants the torchlight going out to be his fault, like he leaned on the wrong thing and POOF. He is also insisting that he and Erushin start a band.

-Human Pistolero Gunslinger (Thaddeus Nash): True Grit meets Fisher King. Grisled old gunfighter, he talks like pirate. I've cast him as an old friend of Khonnir's who would come into Torch periodically to trade information and stories, so he's like a crazy uncle to the Thundercaller. He's fairly drunk all the time, so we quickly realized there was some dark humor since his character seems to have a serious, crippling addiction and his alcohol use is hardly glorified.

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

So a weird party. They may TPK. But I love weird party compositions. All the more interesting.

So Erushin and Mr. Thaddeus Nash meet up in Torch, which I've described as practically bursting at the seams with travelers and gloryseekers curious about the disappearance of the Torch. They start sifting the town for rumors. Shredrick Powerchord stumps up to share what he's learned. They wander over to the Temple of Brigh to find Qayin praying and share rumors. Qayin perks up at the mention of a "woman with purple hair" and the PCs all start excitedly discussing ideas in-character. Awesome stuff to watch as a DM.

They decide they need to learn even MORE rumors, despite the fact that they know where to go and I keep implying that time is of the essence. Shredrick declares that they'll throw a "totally rockin show" at the Foundry as a special opening, since it's been closed, as a way of making more gold, catching more rumors, as well as fame as the band.

I ask them if they've named the band, which they have not. They stare at each other blankly, then Shredrick's player goes:

"The Rock and Role Players."

A legend is born.

Erushin tends to a catatonic Val, Shredrick rolls diplomacy to get the word out in town, Qayin examines the bar while taking notes about everything, and Thaddeus goes snooping around the Foundry for anything Khonnir might have left behind. This leads him to Khonnir's workshop and gets jumped by the drone. Thaddeus goes one-on-one with it, gets his ass kicked a bit, but ultimately takes it down as the PCs come running after hearing the sound of the gunshot. They marvel over the concept of a robot and I let the foreboding nature of such an advanced automaton creep into them.

They have a rocking show. I play a serious of teenagers screaming in the crowd. Shredrick tries to smoke a pipe and drink an ale at the same time, fails completely, but the crowd loves him anyway. Erushin casts some Dancing Lights and Silent Image of Khonnir and they produce lyrics that they'd written while I wasn't looking about "the Age of Numeria" and "The Tale of the Mighty Khonnir" and other glam rock such themes. They do a little crowdsurfing.

They wake up the next day hungover, but with a little more gold, but far less than they'd hoped considering that Shredrick kepting paying for everyone's drinks, all of which Qayin had written down meticulously. They also realize they'd forgotten to search the people for more rumors, but they put on a truly rockin show, and that's all that matters.

They wander over to the Weeping Pond. I try and talk about the need for "a blessing of Brigh", but they mostly just pray to her, then Erushin drives in headfirst. He rolls a Nat 1, swallows a bunch of the water, takes a bunch of ability damage, becomes schizophrenic, takes a negative level and dies, rising as a wight.*

Whoops.

*(a special thanks to Oliver Veyrac)

They get scared s*@+less of the water and take a while to decide they should go back in. They just start diving in, so I just help them out and decide they can make it to the caves below without "Water Breathing" for the sake of pacing.

They all make it and then see the floating bones of the past expeditions, and I menacing describe the chittering sounds of hungry creatures all around them...

Cliffhanger. End of Session 1.


Hello! With Iron Gods finally here and full of cheer, I thought I ask for another discussion about Hardness. It's basically like Universal DR, right? DR 5/- and then Hardness 10 means that all physical attack get cut out by 15? Seems like even Barbs will have a hard time! Let alone any poor archer-types in the party. Even the Wiz, since Hardness also allows for 1/2 Energy Resist?

Am I correct in this? And/or, as a follow-up, how should PCs be dealing with this onslaught of badasses?


To prepare for my game of "Iron Gods" I've been running the PCs through their backstories. The bottom link is the result:

http://grahamgentz.wordpress.com/2014/09/10/lost-child-of-sound/

It's rather long, but I'd really appreciate your comments or feedback! Thank you!


Hey there, Iron God DMs. I just finished reading through "Fires of Creation" and I'm pretty excited to run this AP. There are a few things that are on the forefront of my mind though, so I wanted to throw them out there and see what you thought.

1. Androids seem CRAZY to me, just in terms of RP potential and how outside the PF norm of flavor they seem to be. Most of the super-science falls under this category, too, I think. Everything seems like I'm going to have to describe everything is VERY general and metaphorical terms, consider how alien the design and tech is from anything a vaguely medieval mind would be able to understand. Do you have any ideas about how you will or are handing that?

2. The over-all structure of Book 1 (and the unknown shape of the other 5-- I've never run an AP I couldn't just read everything in a row before), and, as a result, the pacing. It's basically just a single, long dungeon crawl, and the PCs are intended to go back and forth for breaks? Maybe this is how "adventures are usually intended to be handled" but I don't know that my PCs are ever gonna look back. They're probably just keep going no matter what. It's a deep dungeon. Should I just have NPCs tell them to treat it like an exploratory spelunking trip? Part of the great mystery of the whole damn dungeon is that it seems to keep GOING and GOING and GOING. Secondly, any RP seems few and far between. I suppose that Sanvil Trett and Garmen Ulreth can play a larger role if you wish. And Khonnir Baine, clearly, but it'll take AGES to get to him. How have you handled the pacing in your own games?

3. Meyanda. She gets her own category. Also maybe because my fascination and uncertainty about how to handle them. I don't want to ignore just how WEIRD they are. So the main villain of this book is an android to our first Iron God! She has the standard problem of not having enough info known about her before her big fight at the VERY end of the book. Plus, I think it's a waste to not have her be incredibly important, character-wise. First, the book suggests she can be turned into an ally. How? I'd LOVE to be able to do that, but she is only described as a fanatic. Charm Person or bust? Seems kinda unsatisfying to me. I'm considering having an android PC knowing her in his backstory, before she "disappeared" (and I imagine was indoctrinated by Hellion). I don't know, how did YOU folks handle it? I want to PCs to learn more about her, or at least be able to turn her reasonably.

4. Any advice, observations, or ideas you've had running your games! Things you like, things you don't. I'm curious about how your games have unfolded!

Thank you!


I have "People of the Stars", but there's hardly any info on the Kasatha. I have "Fires of Creation" from "Iron Gods", too, but are there are sources out yet for background on their commonness in Numeria, more cultural stuff, etc? Or will that be coming out further on in "Iron Gods"


Now that we have the 10 official new hybrid class, are there any of their archetypes that you like or stand out to you for any reason?


The door/metal wall in the very first area? On the in the SE. Can the PCs open it? Is it closed? A little confused.


Assuming you're a high level wizard, what would be the best methods of taking down a Dragon, let's say a Red Dragon? Let's say 9th level spells.

Summon a bunch of Fire Elements? Freeze it in ice? Cast Fiery Body on yourself? Turn into a dragon yourself? I'm curious how you guys would go about it.


I'm about to start in a game as 17th level wizard. It's an evil campaign too, if that helps anyone. But to be honest, I'm a little overwhelmed. I've never even gotten a character past 10. My friends' games tend to fizzle out by then.

I like golems and golem armies, unless someone can suggest a better path for me? Does anyone have have any suggestions about how to build/buy or even where to begin?

Thank you!


In light of Pacific Rim, my PCs are hella stoked on the Mecha stuff these days. There are plenty of systems to choose from. But my PCs are wicked dumb. And sticking to a system they've laboriously learned I think will give them the reference of what a little PC vs a 250ft robot can really do.

Anyone have ideas or suggestions?


What Fighter/Barb/Pallie/Ranger/Cav archetypes would you say would be good to take into the Egyptian deserts of Osirion? I reckon there're mummies to fight....


I'm currently planning on having a war campaign (on Akiton of all places, against a villainous John Carter figure) for my group. What books, sources, or advice would everyone have for this?


Hope this is the right place. Direct me elsewhere if I am not.

I loved my first experience with this. But I have a few questions I'd like to ask.

-Cards can be played "at anytime", but likely not proactively? Similarly, can you only play cards on your turn? You couldn't play a Blessing of the Gods not on your turn to help someone else, if they were on your location or otherwise?

-Closing an area. You're exploring, exploring, then BAM. Henchman! You defeat it. Then the book says Banish the rest of the cards in that Area and take on the Villain. If there's no villain, then you can attempt to close the area. Then the guide says you can leave the cards there to further explore. ...but you already banished them. So what gives.

-How does the flow of battle go with a huge villain and the entire party? Would the rogue or cleric explore til they found it, then run away and wait for the Wiz or Ftr's turn to go solo it, since they get the highest Combat checks? Is the most cooperation that occurs when you give a card to a player?

-It seems like much of the acquisition of Ally and Items is for the future. You have your full hand. You explore. You see an Ally. You succeed the check. You take it. Then immediately have to discard it. Is this accurate? I read in the new online FAQ that once your turn ends, you cannot play more cards. So even playing a card just to get the benefit at the last second so you don't have to discard it isn't allowed.

-Armor can prevent "Combat Damage." Can it then *not* be used to prevent damage from, say, a Barrier?

-Have people begun posting about making characters? There are only Hard-and-Fast rules in the booklet, and I would really enjoy making more characters, or having official cards or paper to make my own. I've already attempted to make a balanced character, but some things, such as Hand Size or Skill bonuses are not balanced or addressed so I just did my best and leveled on the weaker side to be safe.

I'm sure there are others I am confused about, but that's what I have for now. Thank you so much!


I'm currently making a villain for a game who is essentially a genetically engineered messiah. SO I thought making him a Gestalt would be fun. The PCs will uncover his secrets (after being bashed around by him for a while) and will all "Gestalt" themselves in order to defeat him.

What are some scary combos? I'm thinking like Ninja/Witch right now. Or gunslinger/witch. Or something. But of course there are plenty of options. :)


Here's the idea: Vanara Gunslinger/Monk Multiclass. Bonuses to Wis and Dex seem synergistic, concept seems fun.

Ideas? Suggestions? Even just comments?


I finally bought the Distant Worlds book and it's blast-all amazing. So full of coolness. I'm writing a campaign currently using the Mars-like planet and will have the main villain be an evil John Carter essentially. :)

I kinda wanna make him a Thern. Any John Carter of Mars fans out there? I'm still mulling over campaign arc ideas in my head. Thinking like the PCs would ride space whales to the different planets in the Final Act of the campaign to try and raise an intergalactic armada against the evil John Carter.

(I still need a name. Jack Something. But not too eye-rollingly similar, like "Jack Carver". I would never hear the end of it from my PCs. Plus I want the villain super super scary)

....but then that's starting to sound a little more like Mass Effect 3 than I really want.

Thoughts? Ideas? Or just experiences with Distant Worlds?


So I have the opportunity to start a game as a 15th level PC. So, of course, I'm going to play a wizard of some kind. Does anything have suggestions for cool/interesting/powerful wizard/caster prestige classes? Or if you just think straight wiz is the way to good. I've love witches and alchemists too. I always liked Psionics back in 3.5, but the third party PF stuff sketches me out. Never played a Cerebremancer, but always wanted to. Reminded me of Onslaught.


I'm about to start PCing in a Reign of Winter game and want to play a ranger. The Urban Ranger has always been my favorite archetype but I suspect I'll need to be prepared for more than leaping from rooftop to rooftop (which was more by bag before). Are there any "Northern" or "winter" archetypes I should look at for the ranger? I figure certainly, I can just take "Cold" for favored terrain, but I'm wondering if you guys had any other thoughts that might be useful.


I just started a Dragon Empires game with lv 5 PCs. One guy made a Monkey Monk (Varana Zen Archer to be exact).

He's got an Wis of 23 (Started 18 +2 Racial +2 Headband +1 lv 4), giving him a ki pool of 8.

He's also taken Snake Style (http://www.d20pfsrd.com/feats/combat-feats/snake-style-combat-style) and has a gross Sense Motive Check of +18 (5 Ranks + 6 Wis + 3 Trained + 2 Snake Style + 2 Alertness). Normally his AC is 19, but with Snake Style, even an average roll makes his AC 28. Since it's an immediate action, does that mean he's only got it once a round and then back to his normal AC?

At level 5 now he can add +20 to Acro checks with 1 ki, where his check's are already wicked high. He's leaping across huge distances and running down 100ft cliffs that are supposed dangerous while the other PCs struggle.

He's basically an Exalt.

I don't even want to talk about the kind of damage he does with with 3 attacks, burning 1 ki to get another top tiered attack on a flurry. Even the fighter classes only get one attack still.

I guess I could hit him with Saving Throws, but he's a Monk, so those already are ridiculous. Especially the Will save.

Anyone have experiences with this sort of thing? The first session was rather frustrating.


Hello, my question is simple to any who have read both. What are the differences between the "Pathfinder Campaign Setting: Dragon Empires Gazetteer" and the "Pathfinder Player Companion: Dragon Empires Primer". Is one focused at players and the other is more context for the setting? Would it be "bad" for a player to read the campaign setting? Is there other books I could look at? I'm considering running Jade Regent, Ruby Phoenix, so something homegrown based on whatever information excited me. Anyone with experience with these materials or others, I would love to hear what you have to say! Thank you!


One of our regular PCs is about to try DMing for the first time ever and he's a dungeon crawler to the core, so I expect a lot of that in the upcoming game. He's also tackling "Legacy of Fire" which is the Arabian kinda AP. Genies and such. Something like that, we haven't actually started yet.

So I wanted to play like a irreverent and intelligent fighter/roguish type. The kind of character I've always wanted to play. I figured Lore Warden/Ninja or Lore Warden/Rogue would work pretty well (maybe with some Trip and Disarm to keep up the swashbuckling stuff, since that seems pretty interesting for a charlatan sort, and because I've never built a tactical fighter but always wanted to), but I keep looking at the double dip in the Master of Many Styles for Crane Wing. Deflecting melee attacks is *so* sweet (very Zorro, taking on too many fencers at once, talking smack the whole time). And I *love* the idea of Disarming someone with nothing in your arms and keeping the weapon!

I've been starting to make the STR build work, though every Lore Warden build in existence seems to be a DEX one. And I suppose I could go Dervish Dance, especially with the Arabian campaign and all, though I'm not sure if I like the Feat. It seems like ... cheating somehow. Though it seems viable and Prince of Persiay. Which is expectable, I suppose.

Though now I'm not even sure where to fit in the rogue/Ninja levels! It'll just make already weakened offensive ability even less thanks to the MoMS dip! Like I said, I'm suffering from a bit of an identity Crisis.... Suggestions?


What special abilities for guns and/or ammo do you find work the best for guns? Pistols or otherwise. My character is actually a Mysterious Stranger (Gunslinger) 1/Divine Hunter 2 (Paladin) right now. Very, very fun. I'm imagining sort of Magiktech Guns or Holy Guns of Righteousness.


I feel like I should get a jump on this thread, since it'll be on many, many minds. ;)

Dishonored comes out tonight! So, with as much choice and option one gets with the gameplay, there comparisons to pen and paper are easy! I've always said that games like Elder Scrolls are just breeding and training grounds for PnP roleplayers. :)

So while Corvo seems a bit on the powerful side for a PC, what builds/classes/archetypes would you think would be a good make for him? Anything you got!


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http://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin/feral-g nasher-barbarian-goblin

I love these guys. They have the potential to be really damn fun. Are there ways to make the bite do more? Has anyone given this archetype any thought at all? I already love Goblins, so I'm just itching to play one of these!


My little sibling wants to play a literal dragon, so I figured it wouldn't be too hard to flavor swap something. Make it medium sized for balance, then what? Make it a race, then give him class levels? Or should "dragon" be a race/class all to his own, so he can keep getting levels in "dragon"? Also, has anything been done like this in a 3rd party book maybe.


Either directly or indirect? Like actual adventures into it or maybe just the tease of one?


Natural weapons, like claws, UAS etc. If you take TWF, don't you get full Str Mod to damage for your attacks? Also, any related rulings on similar TWF with Natural Weapons would be appreciated.


They are totally nonmagical! And they have no alignment restriction. Monks are all kind of mystical. So I started thinking about

But he has *no* supernatural abilities. So I got to thinking about a character.

He grew up in monastery, there since he was a small child. There, they were supposed to unlock their inherent magic talents thanks to the holy men who lived there. One by one, the other boys learn to harness their abilities and magics. But my character lacked all magical power. None. This caused great fury and frustration to grow inside him and he began to train his body and mind ever harder, sparring with the other pupils with greater skill, guile and brutality.
One day in one of these matches with his greatest rival, a mystical bull in his own right, his rival "cheated" and struck my character down with a massive ki strike. Enraged, my character fought back with an assault of his own, crushing both his opponent's fists and shattering every bone in his hands. It was an injury from which he would never recover, as my character continued his assault on his helpless opponent, the terrified students rushed forward to stop him. The first student to reach him felt the full brunt of my character's rage, his tracia crushed, his neck snapped and dead before he hit the ground.
Surrounded and outnumbered my traitors and enemies, my character fought as the school descended upon him.
Many lay brutalized and discarded at my character's feet before the masters magically restrained him. He was exiled from the school forever and stripped of his title and name. Now... he wanders. Purposeless and completely alone....

In terms of mechanics, I've always wanted to make a lockdown/Combat Maneuver monk. Are there some things I should remember or keep in mind? The last time I made a monk I was probably ten.

Since there's no alignment too, I figure multiclassing with a Barb could yield some synergistic effects. Opinions?

Martial art styles seem crazy too. Crane and Turtle seem pretty absurd.

To anyone who's looked at or made a martial artist before, do you have any advice?


I've always loved the Thief series and was thinking about how to make the ultimate PF stealth character. Flavor is also important, which I why I am wondering what kind of ideas you guys have.

First things first: the Goblin. Goblin's get a +4 Dex mod, +4 racial bonus to Stealth and an additional +4 to Stealth for being small. Wow. So.... Goblin Ninja/Shadowdancer? Just my first idea. I wouldn't necessarily want to play a Goblin for every stealth character, but he's hard to beat, mechanically.

Second, anything that can cast invisibility. So that includes School illusion (glamer); Level alchemist, antipaladin, bard, inquisitor, magus, sorcerer/wizard, summoner; Domain trickery; Bloodline arcane. Which a lot. Get Stealth as a class skill and off you go. Arcane Trickster maybe...? ;D

Next, the rogue archetype Burglar, mostly cause of this:

Distraction (Ex)

At 8th level, whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This only functions if the creature cannot see the rogue. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue’s presence again, the ability has no effect.

This ability replaces improved uncanny dodge.

Too bad it's not til 8th Lv.

Another idea is the Cutpurse, for flavor. They get some interesting pickpocket things. Chameleon's get 10 on Stealth rolls for a favorite terrain.

Lastly, the Ranger! You get the archery possibilities, lots of skill points, Stealth as a class skill, Favored Terran gives you a Stealth bonus, at 12th Lv you can use your Stealth skill to hide in any of his favored terrains (even if the terrain doesn't grant cover or concealment) and 17th is Hide in Plain Sight. I don't know much about the archetypes, other than Urban Ranger, who I had a bunch of fun playing, very Zorro, very Batman.

Well, I gotta go back to work, but other ideas? Critique? Anything from Max/Mins to minor optimization to flavor, I'm curious what you have!


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What would make the ultimate assassin?

There is, of course, the Assassin PrC, but I'm curious to see if anyone has any build ideas from yesteryear or is inspired by. Any class/race. I also find that the "ninja" rogue variant is better than the rogue in every seeming possible way.

There are certainly also many kinds of assassin and definitions of such. What would you draw your inspiration from? 47? Etzio? Chigurh? Leon? I want to know where your mind goes! :D


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So my friend is doing a Northern game. Pretty damn viking, with the killing of dragons and such, the Pathfinder world is pretty detailed and it definitely impresses me. The Lands of the Linnorm Kings is a cool country.

So I figured, knowing nothing about the in-game setting, history or flavor that I'd play my male witch. And not just any witch, but the winter witch, an archetype made sick because you're descended from Baba Yaga.

But I failed to realize my entire race is actually the antagonists of the region.

More or less, the country of Irrisen are the lands just east of the Lands of the Linnorm Kings and actually used to be part of the country. Around 1000+ years ago, Baba Yaga straight up came in with armies of ice trolls and frost giants and cold fey and conquered all this land from the vikings and that land became Irrisen.

So the rulers of Irrisen are all the daughter and grand daughters of Baba Yaga herself. This is the part that made me go "Ho, damn":

Every century, she returns from her endless wanderings amongst the planes to place a new daughter in charge of Irrisen; the old daughter leaves with Baba Yaga to view the infinite wonders of the multi-verse by her side. Baba Yaga also takes all of her daughter's children (Baba Yaga's grandchildren) with her; this means that every hundred years. there is a complete change of leadership and aristocracy of Irrisen. The grand children of the queen (the great grand children of Baba Yaga) are left behind and are one of the lasting legacies of any previous queen of Irrisen.

Holy whatin hey say what.

So I devised a character that is Irrisen royalty, with the understanding that the traditional power structure is matriarchal. I decided there were several contradictory prophesies about a male winter witch. One that will ultimately rule and slay Baba Yaga, which might cause Irrisen to collapse or conquer the Lands of the Linnorm Lings for good, bringing Irrisen into its golden age.
Thus, as the prince grew, his considerable natural gifts became evident and people became to whisper, "Is it him?" And then, they began to act. There are secret Orders that believe the prince is the messiah. Others believe he will bring the end of everything.
And as one hundred years passed since Baba Yaga returned to this plane, she came again for the Queen, as she always had, taking the Queen's children with her as well. But something singular occurred. Something that had never once happened before.
The prince was left behind.
This emboldened the paranoid powers that be and in terror at the unknown and untread, assassins were sent to take his life and cover up what had occurred before the truth got out. One of the messiah cults, however, anticipated this attempt on the prince's life and protected him, slaying the assassins. The prince was smuggled into the night and out of the country. They send him to the Land of the Linnorm Kings, the place of his people's hated enemies and thus the perfect place to hide.
Just before the assassin's returned, killing the prince's protectors, sending the prince into the cold night alone, they told him that his sister, Anelisha, had been placed on the throne by his mother.
Baba Yaga chose a daughter and left a son. Irrisen is...unsettled.
Now he uses his talents as a witch to shifts his face and form to stay hidden, particularly from the Blackravens, the elite military order whose sole purpose is to hold the witches and horrors of Irrisen back. No one can know who he is, lest he be murdered by his innumerable enemies.
There is much for the prince to uncover. Is there truth to these prophesies? Has his sister sent the assassins for his life or the cults to protect him? Is Baba Yaga manipulating these events or are they even beyond her control?
Why does still he remain?
There are answers to be found. And he will find them.

Nulatek Yaga: The Winter Witch Prince

What do you think, guys?!


I've been making wizards for ages got a pretty good system for tricking them out. Just made my first witch, very proud. Lots of control and roleplaying spells. First fight, though, the monsters made every single one of my damn DCs. Then meat shields went in and wiped up. Felt really useless.

What kind of things can I do to increase my poor witch's DCs?!


Does Paizo have have any viking adventures paths or maybe even modules? Or even just Northern in nature? Thank you!


There's very little I love more than Shifter/Shapeshifter types. Not a lot of that in PF. What are my options exactly? Druid? Ish? Synthesist works too. And there's that Ranger archetype, but kinda. Help me out here, guys.


http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/3rd-party-publ ishers/super-genius-games---monk-archetypes/air-master

Text reads:

"This ability replaces flurry of blows, the bonus feat gained at 2nd level, ki pool, or the wholeness of body, abundant step, and empty body class abilities. Since an air master has no ki pool, he cannot spend ki points as part of the high jump ability"

I feel like there should be more ANDS or ORS in this. It is saying you replace the first three OR the second three? So to be an air master you have two options?

Replace:

"flurry of blows, the bonus feat gained at 2nd level and ki pool"

OR

"the wholeness of body, abundant step, and empty body class abilities."

or is it saying something entirely differently?

Also, has any compiled a comprehensive spell list of all the [air] spells from druid, wizard/sor and cleric lists?


A character I've always wanted to play is a drunken master. I find it exceedingly hilarious to do the Jackie Chan thing and use improv weapons too! Just imagine the fun! Beatin people senseless with ladders, chairs, bottles-- whatever you can grab, kick, throw, or smash over someone's head! It's like a never ending Jackie Chan Bar fight action scene!

Just the concept of always being on your toes and trying to think creatively about your environment really appeals to me as a roleplayer. The Monk of the Empty Hand has the improv weapon stuff, but maybe you can mix and match some of the Drunken Master stuff with him.

Unfortunately they overlap a bit, but I'm going to ask my DM.

Then I could get all the really sick PF improv weapon feats that *always* catch someone flatfooted.

That just begs to be multiclassed with ninja with sweet pressure point/sneak attack/bottle over the head action.

There are feats or other tricks (I'm lookin at you Monk's Robes) to help with unarmed damage progression, or you maybe be allowed the "ascetic rogue" feat from 3.5?

Well? Feedback, ideas, suggestions, build advice? Thanks!