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Lanathar wrote:

I was musing on potential extra red herrings but this was a little while back. I am pretty sure some I came up with were:

- Playing up Titus Scarnetti early on. Especially as he owned the mill
- Linked to that perhaps introduce a rival
- If Tsuto gets away they may assume he considers himself a lord?
- Have some elements involving the Szarni leader and have someone refer to him as “Lord of the Streets” or something like that

If you haven’t started book 2 perhaps play off some downtime inbetween? Maybe get the sandpoint book where there is loads of detail including quests for almost every notable person in the town (but be careful as some are N/A due to being set after the AP concludes)

The part with Tsuto would be excellent! The PCs managed to capture him and get him thrown in jail. Since they haven't discovered that he killed himself yet I might alter that a bit and instead have him escape. I will take a look at the Sandpoint book and add in a bit there too. It would help to slow the pace a bit after Thistletop anyway.


Shisumo wrote:


I'm pretty sure Askar is talking about the faceless stalkers.

OH yep! That's my mistake. I hadn't finished reading the book and missed that there are faceless stalkers mimicking those two. That will certainly help give him an alibi


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The only problem with that is that Iesha was murdered 3 months prior to the start of the campaign, and Aldern didn't start the killings until he already became a ghast.

I do like the sanatorium as a way to throw them off though.


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My group just finished up in Thistle top and are about to begin The Skinsaw Murders. I am a bit worried that they will suspect Aldern right from the time they get the first note. He wasn't played up a ridiculous amount, but the players haven't had any other particularly flirtatious run ins (besides Shayliss, but that was a different PC)


Haldrick wrote:
That CR7 encounter is particularly tricky with the Yeth hound. It is very easy to end up fighting Nualia with only half your party, the other half running in fear.

That's pretty much how the first encounter with the hounds went. It was quite the drawn out fight because of that


Thank you! That is very helpful. I think that should work then.


Hello! I'm GMing the Anniversary Edition of this adventure, and my players have certainly already been challenged just in book 1 (but not disheartened). They had to retreat from Thistletop twice. First, after clearing the first floor, the ranger and the oracle/paladin were both nearly cut down by Orik. When they returned the next day, they handled Orik and Bruthazmus without too much trouble but the yeth hounds in the chapel were nearly too much to handle due to failed will saves and two party members falling into deep negative hit points. They managed to kill them but needed to retreat again since almost everyone was severely injured.

With all of this in mind (none of my players are min-maxing and one is fairly inexperienced) I am considering having them hit level 4 a bit early so that they have a better chance of taking on the bottom level. Especially since with all of their other allies dead, Lyrie would surely flee down to join Nualia in the lower levels. Nualia of course is far too obsessed with her work to abandon Thistletop. I am worried that being level 4 might trivialize the encounter with Nualia however, and would love some insight from someone who has run this before.


Which of the non-rake natural attacks does a big cat still get while in a grapple? Grapple rules state that actions requiring two hands can't be taken, so would that mean that all the cat loses is one of its front claw attacks?


So I realize the bow nomad archetype exists, however, it doesn't seem like there is anything rule wise preventing any Kasatha from dual wielding bows and using the two weapon fighting feats without this special class feature.


Yakman wrote:

Introduce her during the trip to the frozen forest or whatever. She doesn't have to start out with the party.

They find lots of bizarre stuff there - she might be one of them.

She'll miss a few hours of playtime, but that's all. And it'll fit in with what's going on - lots of weird, inter-dimensional, inter-planetary stuff is going haywire.

Just make sure she is winterborn Triaxian.

Yep! Winterborn indeed. She actually took the druid archetype that Triaxians have access to.


Hopefully I can figure out a good way for her to have gotten to Golarion.


I am about to start running the Reign of Winter adventure path. I told my players that they are free to use any of the non third party races under 20 RP on PFSRD. Well, after okaying them I realized the significance of the Triaxian race later in the campaign (While they were character building I had only read the first couple books of RoW). Without giving spoilers I told the player that there might be a bit of an issue, and she is willing to work with me on it. I don't want to make someone rebuild their character because of an oversight on my part, so I am just wondering how, plot-wise, to have her character be present, and to not know too much of the later story. I have considered the following.

RoW spoilers ahead:
Having her character somehow unconscious and brought back on the Dancing Hut long before the campaign begins,
possibly even giving her character amnesia surrounding the event.


As a player, it depends. I definitely prefer minis, however it can often be difficult to find a mini that I find fitting for a character. In those cases, I will often find a picture online, or draw one myself to put in a pawn base. I have thought about trying to make a mini myself out of the mountains of polymer clay I have sitting around, but I'm not skillful enough to get some of the finer details I want.


They make corsets for men, and they look damn good.


Do you have to get your spellcasting at first level? If not that opens up Paladin and Ranger as excellent choices for a melee caster.


Ravingdork wrote:

You know, I keep a publicly-accessible copy of my (apparently popular) character sheet template in my Crazy Character Emporium. You can find it in the "Roleplaying Tools" folder.

Enjoy!

** spoiler omitted **

Thanks! It's very different from what I'm used to but it seems really convenient to use in combat. Tagged that post as favorite.

I'll give each of the sheets people have recommended here a try.


I have thought about trying to make my own, but I don't know how to, first of all, and I feel like I would wind up missing some key pieces of information until I was a few iterations in.


Unchained rogue isn't really lacking in damage anymore.


I was wondering what you all prefer to use as your character sheet? I have been using the basic character sheet and Neceros's character sheet recently, but am still on the lookout for new sheets to try out. I've actually taken a liking to the sCoreForge Pathfinder Character Creator, though I always like to go back and check the calculations myself just to be on the safe side.


I was looking at making my first wizard for a homebrew that a friend of mine is running and I will most likely be using summon monster quite a bit. I was wondering though, does it stay worth it to prepare the lower tier versions of this spell like I, II, and III once I have access to higher ones like VII? It just seems like the the monsters on the lower versions of the spells lose any viability in combat once you are a couple tiers past them.


Kalindlara wrote:

On top of that, I think it might be best to find a more... reliable... example.

I'm not saying you'll never find a GM willing to allow you to access a simulacrum of a virtually-unknown former lord of Hell; I have no doubt several people here will immediately tell me that they'd allow it.

But even if you think you can get your maximized awaken on, and even if your GM is okay with that, I feel like most GMs would draw the line well before simulacra of Lorthact. (Plus, if you can get away with simulacra like that, why bother with awaken? You can get an "I win" button without jumping through half as many hoops.)

Would an Int-draining poison work? A cleric could cast bestow curse. Perhaps you could buy a casting of feeblemind.

My first thought was to use Id Moss which is an ingested poison. It's 1d3 Int damage once a minute for 6 minutes. It only costs 125gp per dose. Feeblemind would be more reliable as long as you have access to heal to fix the Cha damage.

Surprisingly enough I am in a party in which another player playing a multiclassed Druid/Winter Witch (going into Mystic Theurge) is planning on using Awaken on himself. The DM has already approved it. He is most likely going to use Blood Money to pay for it followed by a Lesser Restoration.


Anzyr wrote:
Icyblaze13 wrote:
What would be the safest way to drain INT down that low? The best I've come up with is Id moss.
Simulacrum of Lorthact.

That would definitely work if you have a sorcerer/wizard or summoner. What options do other classes have?


Animal Archive wrote:
The moment the spell takes effect, an animal companion ceases to be a class feature, and instead becomes a person—an NPC whose Intelligence has increased by 3d6 (potentially making it as smart as or smarter than the caster), and who has an increased Charisma score and knows at least one spoken language.

I agree with what you said Snowblind, but when checking again I saw this. The two seem to contradict each other. Also, I wouldn't say it's useless for int based casters. 27 int is nothing to sneeze at.


What would be the safest way to drain INT down that low? The best I've come up with is Id moss.


Another thought in regards to awaken. If you are playing a mythic campaign then mythic maximize and empower would give you a whopping 47 INT.


If they are the same sex a girdle of opposite gender may help in this noble endeavor.


Cap. Darling wrote:
Strong jaw works without the feat.

Well now I just feel silly.


Would Strong Jaw not work because of the target being "creature" rather than "animal"?

Also I can't believe I overlooked Atavism!


Animal Soul:
d20pfsrd wrote:

Your close bond with an animal allows you to use magic that targets animals on yourself.

Prerequisite(s): Animal companion or mount class feature.

Benefit: You can allow spells and effects that affect animals, animal companions, and special mounts to affect you, even if the spells do not normally affect creatures of your type. For example, you could cast animal growth or reduce animal on yourself, even though those spells normally affect only animals. An ally could cast raise animal companion on you to bring you back from the dead. An opponent could not cast charm animal or dominate animal on you unless you chose to allow the spell to affect you as if you were an animal.

I see a lot of potential in this for characters who can qualify for this, either through the class levels or taking the Animal Ally feat.

One potentially game changing use would be casting Awaken on a PC. This would require draining the PC's INT to 2 or less, which is risky, though it could definitely pay off, especially if Awaken were maximized and empowered. 3d6 INT becomes 27. +1d3 CHA and +2 HD (d8s) becomes +4 CHA and +24 HP. The text of Awaken says nothing about not being able to be awakened again (probably not RAI) so if you can continue to drain INT you could infinitely gain CHA and HP til you run out of gold (or abuse blood money?).

More obvious uses are
-Animal Growth
-Strong Jaw
-Raise Animal Companion
-Share Skin might have some uses
-Carry Companion
-Pup Shape just sounds adorable

What other (ab)uses can you think of for this feat?


Thanks. Edited my list.


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Light weapons
Natural weapons
Rapier
Whip
Spiked Chain
Elven Curve Blade
Elven Branched Spear
Dueling Sword
Sword Cane
Estoc
Bladed Scarf

Halfling Sliverspike (3PP)

Let me know if I missed any.


Depends what you want out of mythic. The premise behind oradins is to be able to passively heal while still getting full action in combat. If you want to greatly improve your healing ability I would suggest heirophant. If you want to improve your combat ability then champion is a strong option.


That was a big one I left out. So far I have never used all of my channels. I will be focusing more on Paladin, though I have less smite due to hospitaler. This means I will be relying on strength more for consistent damage than the charisma during smite.


Here's a quick breakdown of the most significant benefits of each. I'm using this mostly for my benefit in thinking this through, but if I miss anything please point it out.

Str: +1 to hit, +2 to damage

Con: +1 hp per level, +1 to fortitude save

Cha: +1 use of LoH per day, +2 channels per day, +1 to spell DC


I'm definitely leaning more toward strength on account of it increasing damage by two rather than just one. Most future increases, however, will go to charisma.


I'm currently playing an gathion blooded Aasimar Oradin in a semi-homebrew game. It's a large party and we recently gained a free +2 to any ability score. At level 2 my ability scores are as follows

16 str
12 dex
16 con
10 int
7 wis
17 cha

At fourth level my increase will be put into cha, but I'm at a loss for where to put the rest. In general, would an oradin benefit more from having the free 2 in strength at this point, or should I dump everything into cha? I'm going to be the group's primary healer but also contribute heavily in melee using a two-hander. Long term I will reach level 4 in Oracle and the rest in Paladin (hospitaler).


I think selling them and buying kukri will likely be the cheapest way to go on that. Thanks for the advice everyone!


Thanks, I was worried that might be be case.


I have a pair of +1 cold iron daggers and was wondering if there is any way to transform them into kukri. Pretty much anything paizo is okay, just no third party.


My local group will be starting Worldwound this Thursday. So far we have a cavalier, magus, monk, druid, and one other who is undecided. I plan on playing a knife master rogue, however this would leave the party without trapfinding. Would it be worth it to take a one or two level dip into trapper (ranger archetype) who gets trapfinding at level 1? I am slightly wary of this because I would lose sneak attack dice, which is the focus of the knife master if I took more than a one level dip. However I would gain a free two weapon fighting feat with a two level dip (along with a higher BAB and fort save and favored enemy: evil outsider).


Now that I have had a bit more time to look into it, I will be sticking to 13 levels of gunslinger. I'm still undecided about what should come after that.


Inquisitor would be an interesting choice. Not quite what I had in mind, but I will certainly consider it. If I were to make a gunslinger/inquisitor, how many levels of each?


I plan on building a strix gunslinger with the musket master archetype. I am not sure what combination of musket master and fighter would be optimal.

Gunslinger 20
Gunslinger 13, Fighter 7
Gunslinger 5, Fighter 15

20 levels of gunslinger does not seem as effective as the other two in my opinion. The real debate comes in at the other two. Taking gunslinger all the way to 13 gets more deeds and no misfire chance. 5 levels of gunslinger still gets the first musket training but gets far more feats as well as weapon training and armor training. Is it worth it to take musket master to 13 or would I be better off stopping with gunslinger at 5, or something completely different?


The luring cavalier is an interesting thought. It doesn't seem to gain many bonuses on attack or damage which is a downside, but the ability to force an opponent to try to reach me while flying sounds like it could be easily manipulated.


Yes, it does. I realize that even though it isn't a class skill I could still put points into stealth as a fighter and come out pretty high with racial bonuses.


Thanks for the input everyone. I do see your point on the urban barbarian now. The reason I was considering rogue was that the sniper archetype along with sniper goggles could produce massive damage. This would be aided by dipping into shadowdancer for hide in plain sight. Aside from that, having a flying character that can stealth well sounds like a nice benefit. The last two campaigns I played I have been a ranger so I am somewhat burnt out on them. I can see a very strong case being made for them here though.


The out of combat benefits of a rogue/ninja are nice. Barbarian doesn't really seem to mesh well with the staying back and shooting from the sky approach I am taking. I could be wrong and am just missing something, but so far the fighter is looking like the best bet.


I think Charging Hurler only works with thrown weapons, not bows. Still an interesting thought though. Does anyone have any suggestions as far as classes go? If I can reliably get sneak attacks the Sniper/Shadowdancer would be extraordinarily fun, however I'm not sure it is as practical as a fighter with the archer archetype which will get many more feats and gets full BAB.


Yep, that's correct. I do plan on being primarily ranged, however it is nice to have a few little tricks for melee, so it is something I will consider taking. Unfortunately I can't use Flyby Attack to move after attacking with a charge.


After the last game he said he was opening it to content from any of the official sources. I am going to talk to him about it first of course, but so far we have had no conflict with over powered characters.