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So I will say at the outset that I don't know my friend's entire build.

His Titan Mauler at lvl 6 with a +1 Vicious Lucerne Hammer and Power Attack is +10 to hit and deals 3d6+15 (+2d6 vicious) damage and he's just mopping the floor with everything we fight.

Like I said I don't know every feat and rage power he has so I'm not THAT worried about him calculating damage wrong. The key thing I'm curious about is if he's interpreting his REACH correctly because of the massive weapons ability. That is what really seems to be throwing his damage output over the edge because he also has Combat Reflexes and anything with less than 15 ft reach is taking a massive hit on it's way in from AoOs (plus brace damage if they charged).

Does wielding a LARGE reach weapon give a normal medium character a 15ft reach?
In other words, is reach based only on the creature or does the weapon size also add reach?

I'm not GMing this game so I'm not gonna make a fuss about it now but I am expecting to run the next game which will be a higher level and if he plans on bringing a version of this character I want to know that he's following the rules.


(Note: If this is the wrong forum for this thread my apologies)

So I'm trying to start up an online game with some friends. I'm looking either Kingmaker campaign or Emerald Spire super dungeon. I'm going to put the final decision to a vote but I was hoping for some non-spoiler assistance from those who have played it (I don't want to read it if we don't use it).

Are there ways to "shop" for gear? I'm thinking particularly for the benefit of spellbook classes like Wizard/Magus/Alchemist who usually have to find access to spells outside their 2/level (or 1/level for Alchemist). Usually by finding them in repositories or buying scrolls and transcribing into their own books.

What about other gear? Being that it's a single dungeon I don't imagine it would allow for much in the way of crafting high end magical items that usually take over a month to create in the BEST of conditions (ie while the character is SAFE AT HOME). Will there be some kind of flavorful way for players to spend gold on new stuff?

I mean if this is a game where players go in at level 1 and have to advance purely off the loot they find I think that would be awesome (assuming it's done well). I know some of my friends make some really broken characters if they can plan out all their equipment and levels. Maybe it will provide a challenge and I don't have to keep increasing the CR of fights just to challenge them.

Again I don't want specifics because if we go with Kingmaker I don't want to potentially spoil this adventure if another GM runs it for me later.


(If this is the wrong forum I'll gladly repost this in its proper place)

TLDR;
I'm trying to make KotOR into a Pathfinder campaign and advice is welcome

To be more precise I've only ever GM'd modules and the first third of the first book of Kingmaker (my group at the time liked to try and go against the story just to give the freshman GM a rough time so I shut down the game rather than take BS). I've never done anything even close to writing my own campaign so I could some advice (even though the skeleton of the story already exists).

So this campaign will be based on the Star Wars game Knights of the Old Republic. It was originally based on D&D so I think it is a good candidate to be altered into a Pathfinder game. It won't be using the sci fi rules. It's all sword and sorcery, not even guns. I won't be summarizing KotOR so if you don't know it or need a refresher look it up. Plenty of sources out there. Much of the concern stems from making a single player story that is focused on the PC into a campaign for 3-5 players.

Here are the alterations I made so far:
-A relatively new Coalition of allied nations rather than a unified Republic that is already thousands of years old
-A top notch Academy of Magic that stands independent of any one nation (and wields moderate political power itself) instead of the Jedi Order
-While small schools exist for arcane and churches and such exist for divine the Academy is where the best of the best train and learn magic both arcane and divine.
-Rather than a galaxy it takes place on a single world roughly 2.5 the size of Earth (same gravity though) with large oceans so it hasn't all been explored
-Game takes place on one or two large continents on one hemisphere
-The invading came from the "unexplored" hemisphere and quickly gained a foothold by conquest of weaker unsuspecting territories and by a few whose people welcomed a change from their previous corrupt and wasteful governments
-Opening will be on a small Coalition military base just outside an independent but neutral city-state which replace the Endar Spire and Taris respectively.
-The 4 main quest planets with be replaced with 4 nations or cities of similar settings (jungle, desert, oceanic/coastal, enemy stronghold)
-Mandalorions replaced by a nation on the continent that started to conquer and were defeated before events of story which caused the Coalition to form in the first place

What I must still figure out:
-Should I secretly select a PC to be Revan without their knowledge, should I make Revan the bad guy and use another mechanic for why the PCs are following his footsteps
-Might make Revan and Malek into a larger group of 4 or 5 big bads (I find one single big bad boss is easy for a party of 4 or 5 to beat because of turn economy)
-5 mcguffins that the PCs must find in place of the Star Maps
-An uber-mcguffin to replace the Star Forge
-Should I give paths for Good AND Evil endings or just keep it as a Good campaign for the time being?
-Many things I probably haven't even thought of

I think I'm going to have to play through KotOR again just to see if there is anything I missed.

Thanks for reading. Any advice or ideas (even if it is a change to stuff on the first list) would be much appreciated.


So I'm thinking about trying to create a cestus-like weapon with 18-20 crit range so that at higher levels I can use metamagic rods in THAT hand and keep the off-hand free to cast in spell combat.

Clawed Guantlet
Exotic(6DP)+1-Handed(2DP)+2x Additional Points(2DP)
Design costs
Imp Crit range...(3DP)
Imp Crit range...(7DP)
Attached..............(1DP)
Fragile...............(-1DP)

Result:
1d3 Slashing 18-20/x2 (Attached, Fragile) 38gp

With the goal being to crit as many spellstrikes as possible (and with Quicken Spell rod I can get up 2 spells per turn 3x/day) I want to be using a base 18-20 crit range weapon. 15-20/x2 after keen (maybe Imp Crit feat at higher levels) is applied

Otherwise I might see how well I can do at just using Spellstrikes and forgoing normal attacks when I want to use a rod.

Your thoughts?


Okay so I'm starting at level 7 to replace my dead Oracle of Battle.

The goal is to build a guy that can operate well as both a caster of buff (and maybe a few attack/debuff) spells and a secondary front-liner in a party of 3 (Barbarian and Slayer with me). I'm sure there are other archetypes or classes that can fill this role but I just like the flavor of the Magus, particularly the Staff Magus.

Human NE Staff Magus 7
Starting Attributes:
STR: 18 +4 (w/ +2 here)
DEX: 14 +2
CON: 14 +2
INT: 16 +3
WIS: 9 -1
CHA: 7 -2
(At lvl 4 I'll add a point to WIS for the sake of Will Saves and Perception checks at least not having a penalty)

Feats by level:
1) Combat Casting, Toughness (Human Feat), Quarterstaff Master (from archetype)
3) Arcane Strike
5) Craft Wondrous Item and (Bonus Magus Feat) Power Attack
7) TBD

Magus Arcana
Wand Wielder
Familiar (Greensting Scorpion for that +4 Initiative)

Feat ideas:
-Uncanny Concentration for a boost to all concentration since I expect to be casting defensively A LOT.
-Weapon Focus [dropping Power Attack] + Weapon Specialization (less damage potential but at least I'm more likely to hit, especially as a class that's only 3/4 BAB)
-Furious Focus (I love this for Mounted Cavaliers and other ONE BIG HIT/round builds but I don't love it in this situation)
-Improved Initiative (obvious)
-Extra Arcana
---Concentrate (reroll a concentration check that I know failed)
---Spell Blending (grab a 3rd or two 2nd level spells from the wizard list as options for my Magus)
-Craft Magic Arms & Armor (cheaper magic weapons for me and my party)


So I just started an Unchained Monk (level 7 start as he's replacing my dead Oracle of battle). I'm considering starting at level 9 I just start taking the feats that operate like Stunning Fist (but with different effects) since with the full BAB these feats can be achieved much earlier.

Feats that I've found so far include:
Punishing Kick (knock prone or move them away from my caster/archer)
Elemental Fist (+1d6 optional energy damage)
Touch of Serenity (a gamble, yes, I lose damage on-hit but a failed save stops attacks/spells for one round)
Staggering/Dazing Fist (no special times/day for monk but it can be taken by lvl 3 and 5 respectively and still enables Medusa's Wrath if they fail the save)
Paralyzing Strike (again no special times/day but DEVASTATING if the enemy fails the save, and very late game if we go that far)

Am I missing any possibilities?

Also, I'm aware that these feats are largely useless against several types of enemies. That's why my priority is raw damage from Dragon Style.

Any advice on if this is a good/bad idea. Which ones should I outright skip?


So I'm about to start a campaign that my party knows (in character) will take place entirely underground, perpetual darkness, most creatures will be evil (neutral at best), and will take place over MONTHS. We are also expecting to need ways to revive dead members.

I'm planning on taking a Cleric with Support/Archery build as our front line is already pretty full with a melee Inquisitor+Animal Companion, and a Beat-face Nonlethal-Rogue. We have one more player unsure of his class but is leaning towards Paladin (fighting style undecided). I figure a back-line support/archer with access to the high level heals and spells like Breath of Life and Raise Dead would be very handy.

Thing is it's looking like we are not going to have a Sorcerer/Wizard type character ready to cast any utility/situational spells we might need in a pinch (Like Teleport, etc).

I looked into buying Staves with the wanted spells and using UMD to activate them but it's EXPENSIVE as they are all on different staves with spells I DON'T need. Would it be worth using a feat to take Craft Staff and making my own one or two staves with a bunch of these spells (plus a cleric spell to make sure I can recharge them)?

Alternatively, I could maybe play an Arcane Archer build and UMD the high-level cleric spells to save dying allies on the Staff?


So Orc, Drow, and Dhampir Alchemists have the option of extending their Mutagen duration by +10 minutes per level taken of this bonus.

Does this extension also apply to Mutate from the Master Chymist? Would an Alch10/MC2 get 220 minutes on Mutagen AND uses of Mutate or just 120 minutes on Mutate?


Okay I know questions like this exist on the forums and I've looked at them but my particular question wasn't answered (at least not in a way I saw the question being asked). I'm fairly sure the answer will be "NO" but I figure I better make sure before I write it off.

With Feral Mutagen I get the option to take 2 claws and a bite attack while I'm under the effect of my Mutagen. It's my understanding that if I chose I could use those 2 claws and the bite at full BAB on all attacks OR use a weapon (like a dagger) in one hand and take ONE claw (because the other claw is holding the dagger) and the bite at -5.
Example: Level 8 Alchemist (no ability bonuses factored just BAB)
Dagger at +6/+1 then Claw at +1 then Bite at +1.

Or does using a weapon/claw use up "one hand's worth" of attack options (I read someone say ask yourself "can I make all these attacks with two hands?")?

A) Do I have this right so far? Because this interpretation is what leads me to the use of vestigial arm.

B) With Vestigial arm by the above interpretation (assuming it is correct), can one arm use the dagger while the other 2 make use of the claw attacks granted by the mutagen?
Example (same character only with vestigial arm)
Dagger at +6/+1 then 2 Claws at +1 each then Bite at +1

Or does using a weapon/claw use up "one hand's worth" of attack options (I read someone say ask yourself "can I make all these attacks with two hands?")?
----
Alternatively (whether or not the above tactic works)
Can I use a vestigial arm to hold a shield and still use both of my claws with my natural hands (shield made to have no Armor Check penalty for non-proficiency).


I tried searching other threads involving DR but couldn't find an aswer I found clear and concise. If you know a thread with the answer just link it.

So was GMing and the module had my players fight a Clay Golem. In its bestiary info it says "DR 10/blungeoning AND adamantine". (Emphasis mine)

Now I read that as two requirements to bypass the DR of the creature. I feel if it meant either quality would bypass the DR it would say "OR". They simply put it in one line rather than saying "DR 10/blungeoning , DR 10/adamantine". I know that's how they would do it with two different values of DR for different bypassing qualities.

My one player says since it's listed in the same line either quality bypasses the DR. That they didn't need both.

Can someone please help? Would needing only one listed quality require an "OR" in the defense stats or is listing them together enough to say "one of the following"?


So my group just started a new module Gallery of Evil. We're running it at lvl 9 but my GM really liked it so he's just applying the advanced template to everything. Or at least I hope he is.

That's all well and good but he didn't take into account that it's written for 3.5 and in several encounters he's had to go and calculate the enemy CMD on the fly. As well as some other conversions. It definitely slows down encounters so I've been thinking about how to head off that problem.

I'm sure if he had the free time he'd go ahead and calculate the conversions himself but he works full time and has a 6 month old boy plus other obligations. I just don't think he'd have the time to sit down and make all the calculations, even if he had the desire to.

I'd do it myself but then I'd know the adventure so I'm stuck asking if there is anywhere I can direct him where someone has already done such calculations?


Okay I looked around for an answer in previous threads but didn't find this exact answer.

Can a creature like a tiger (with pounce, rake, and grab) take on the charge even if the grab doesn't trigger a grapple?

Phrased another way, does pounce ENTIRELY override the rake rule of needing to start the turn grappled or just allow in to rake if it makes the grapple with a grab attack on the pounce?


Okay, so about 5 years ago my gaming group had an item that was honestly kinda game breaking. I'm trying to find it again.

It was a mug that when someone drank alcohol from it the mug turned it into a potion of cure light wounds.

I think it may have been associated with Cayden Caelen but I don't know.

Anyone know what I'm talking about? It's not Tankard of the Drunken Hero.


I looked around but didn't find anyone asking this exact question.

As a cavalier, or any mounted character, can my mount make a moving attack (be it a charge or a simple move then attack) before I take any actions or is my mount moving during my turn?

My goal is to have my mount charge and get me in range for multiple attacks. I'm experimenting with a TWF cavalier build and the only way I can figure it to shine is if my mount can move me into position for a full round attack.

Otherwise for the sake of damage dealt it's just better to take the ride by attack with a lance build.


So in about 6 hrs I'm supposed to hold character creation for my second ever serious foray into being GM (while also starting the first one two weeks ago).

This one has 3 players new to Pathfinder but played a homebrew mix of D&D 3.5 and 4 (one that sounds very like Pathfinder but not identical) and 1 player that has played one campaign of Pathfinder before this.

Here is the real question: should I run something like Runelords/Throne or run a series of modules at progressive levels like a group of adventurers that are hired/stumble upon various scenarios?


I am starting a new Pathfinder campaign sometime next month. The catch is that I am almost brand new to GMing (tried to run a Kingmaker with a group that doesn't like to cooperate with with the published games, just to mess with the GM, didn't last long) and all my players have never played Pathfinder or most any other RPG before. Oh and it's all online probably using roll20.net.

what I would like to know is does anyone have advice on what kind of campaign I should run. Should I run a couple of modules and just put them at the proper level and gold every different module or should I run a full campaign setting. I know the one player is really into actual role playing and story and wants to do everything right by the book while I'm not sure how the other ones want to go. Oh and one of my players loves to be evil so if there's anything that let a player be evil that would be good.

I'm also having each new player run themselves through the little setting in the beginners box for new players. I'm going to instruct the players on the system as much as I can is there any other reading it they should do other than the core rulebook?


So I just started a campaign of CotCT. I picked urban ranger archetype (pure archery build) and human favored enemy.
I'm thinking about changing back to vanilla ranger (with GM permission) before the 3rd level so that it doesn't really effect anything other than class skills.

I try not to read ahead since I do have access to the books through a friend but I've been asked not to. I do know that there are at least two non-urban settings that wouldn't really count as communities and Korvosa (to my knowledge) is the only community. Would vanilla ranger with a urban terrain focus be better so that I can still get a bonus outside Korvosa (even if it's only +2)?

Also, any other tips on archery rangers in CotCT would be taken under advisement. And I know of the switch hitting build that is considered better than pure archery but I have a barbarian, inquisitor, and oracle to hold the front lines. What we needed as a 4th was a ranged/skill player.


Ok so a few months ago I tried my hand a GMing but I failed horribly. Mostly because my players fought the story I was trying to tell but also because I tried to do too much I think. I stole the storyline off of FFXI which I altered names and such to fit the PF setting.I really don't have a mind for story telling but so far of our 5 person group the same guy runs 80% of our games and I want to let him play his Dwarven sword-and-board Fighter/Defender.

So here are the things I am hoping for.
1. Best way to start the campaign as far as points, starting level, etc.
2. A good campaign for a beginning GM. I know there are some good published story campaigns out there but I don't know where to begin with choosing one of those.
3. How much should I railroad and how much should I let them roam? I know many players hate being railroaded but some like the structure. How often can a GM fairly use "plot-device" to move the story along or just add a bit of flavor?
My last game the GM had a shrine with Frightful Presence (DC OBNOXIOUS) that did nothing (except scare away the Human Barb and Dwarf Fighter but not the Halfling Oracle or Gnome Summoner) it just represented the spread of evil in the land but the fighter got all pissy that no inanimate object has Frightful Presence.
4. Can I reasonably restrict classes, feats, or even whole books outside core content but still paizo made? I am talking about keeping the CRB, APG, UltMag, and UltCom but not the abilities and such released in the other paizo outlets.

Any and all advice is welcome.


Ok, so I am coming up with ideas for an Alchemist and as I pondered the Half-Orc options I thought about the Vestigial Arm discovery. Now normally I'd take only one arm so I can TWF and hold a shield of some kind.
However this time I thought about taking is twice so I'd have four arms... Would that allow me to TWF with a pair of Falchions? I mean the way I see it is the arms must come out of the torso (most conceivably right below the normal arms). I would guess it is conceivable to hold it as the right/left pair each acting like one arm with double the strength.
Now I realize the TWF rules refer hands but Inevitable, Lhaksharut from bestiary 2 uses a two-handed weapon (spear) as well as others in his 6 total arms.

This brings me to my question specifically about Multiweapon Fighting.
As presented in the bestiary:
Multiweapon Fighting (Combat)
This multi-armed creature is skilled at making attacks
with multiple weapons.
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons
are reduced by –2 with the primary hand and by –6 with
off hands.
Normal: A creature without this feat takes a –6
penalty on attacks made with its primary hand and a
–10 penalty on attacks made with all of its off hands.
(It has one primary hand, and all the others are off
hands.) See Two-Weapon Fighting in the Pathfinder
RPG Core Rulebook.
Special: This feat replaces the Two-Weapon Fighting
feat for creatures with more than two arms.

My question is do the Improved-TWF and Greater-TWF feats grant additional attacks to the second/third off hands? Put another way, does the "special" section of Multiweapon Fighting extend to the other TWF tree feats.