Guard Captain Blacklock

Insain Dragoon's page

3,201 posts. Alias of Andrew Boucher 88.




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First!

Also I think all the content in this book is really creative and fun! A good xpansion for a good book :)


How much would be normal for random townspeople to know?

Is the knowledge skill used Knowledge Local or Knowledge Plains?

Since they have no racial hit die what would the DC be?

I know basic Skeletons and Zombies have some exceptions to the knowledge rules due to how widespread education on the basic undead is. Is there any similar exceptions for PC races?

Do you allow NPCs to know standard racial features like their base energy resistances?

How much do basic NPCs know about the other potential player character races? Would they know a Half Orc could fight longer and harder? That Tengu could use any sword? That an Ifrit can SLA to enlarge a person?


A friend of mine likes to run homebrew games over published adventures, but starts to have trouble once we get past low levels.

It's difficult for him to create a group of mid to high level NPCs for city encounters and such. We were talking and he said something about how he wishes he had a book with a variety of NPCs with class levels that were built to be decently optimized.

I'm about 100% sure that 3PPs have published books like this, but I don't know where to look, can ya'll help me out?

Looking for books that have at least one of the following bullet points
-A variety of NPCs with class levels, something similar to the NPC codex.
-Premade encounters that can be dropped into many situations
-A method of quickly generating NPCs
-Something I didn't list here, but sounds like it would help my friend.


In my shopping cart I have:

Wee Beasties Harcover
Freeport: City of Adventure Hardover
Melee tactics toolbox

All three of these should be shipping in late March to mid April, so I wanted to ship them together. When I go to check out though it separates all three into three separate shipments and doesn't give me the 10$ shipping discount for having a >100$ order.

What do I do?


I remember hearing something about a Pathfinder Adventure game or something at Gencon. Anyone know anything concrete about it?


My character is using a scythe. My general play style is buff my allies as much as possible before combat, and weaken my enemies during combat. I am usually standing a little bit behind the front line, and using reach from the scythe to attack my enemies. My domains are Ferocity (Strength) and Divine (Magic). Both are working out well with my goals so far.

The Campaign we are running is Way of the Wicked, so we get an extra 2 skill points per level. I'm a human, so 5 skill points.

My base stats are 16 str, 10 dex, 14 con, 10 int, 18 wis, 10 cha. My feats are currently power attack, scribe scroll, heavy armor prof, and combat casting. I plan on getting Divine interference.

The party is myself, a Wolf riding Hunter (badass), an anti-paladin with melee focus, necromancy wizard, a Bard who's only use seems to be bardic performance and sneaking.

I just wanted advice on what spells would be good for the team, as well as any advice during combat. Also what are good skills to be working on? In general what are things I can do to play a Cleric better since this is my first time playing a fullcaster.

We're level 6 right now.

Note: This is something my friend wrote and asked me to post it here so he could get advice from a wide range of players. I'm the aforementioned Wolf Riding Hunter who just so happens to be a badass.


In another thread it was posited that an Investigator could be simulataneously better at sleuthing and combat than a Rogue.

It was also posited that a Rogue could not simulultaneously be bested in both categories. That if the Investigator specced for combat he'd lose at sleuthing and vice versa.

This thread is to test that claim.

Build Guidelines
-Standard Elite Array for PCs
-2 traits
-submit builds at 5th and 11th level
-standard WBL
-prefer no archetypes since there were assertions made against them

Sleuthing defined: Your bonus on stealth, perception, sense motive, diplomacy, bluff, intimidate, disable device, and any relevant knowledges.

Combat is hard to define, so let's take a hollistic approach. Primary things to consider is how much damage you can do if you can't full attack, damage in optimal conditions, damage in standard conditions (full attack 1v1), and damage in bad conditions (enemy immune to precision, has DR, or both, no mutagen, buffs dispelled, ect). Also saves, AC, and initiative should be considered.


Looking through some Bestiary stuff and noting that a lot of Fey seem to be labeled as Good despite being really...... nasty.

We got Dryads who

Bestiary 1 wrote:

Some keep one or more charmed humanoids in their

territory to fend off or lead away attackers.
Fey Revisited wrote:

It's

rumored that deep within Avi stan's
most ancient forests, groves of dryads keep
dozens of charmed admirers nearby-both to
protect their trees and to indulge at their whim.

So they use their Charm person spell like ability to convince people to abandon their past lives to risk their own personal safety protecting the forest? Not only that, but they use their magic to charm people into having sex with them and into believing they enjoy it?

I dunno about you, but that seems pretty CN or even Evil to me. Generally it seems the unlawful subjugation of another is considered evil, especially if it's to be used to sexually or physically abuse the unwilling. I mean I know that if I played a CG Bard and used charm person and suggestion to coerce people into sleeping with me that my GM would bump my alignment right down.

What do you guys think, are Dryads CG or a non-good alignment?

Core Rulebook wrote:

Good implies altruism, respect for life, and a concern

for the dignity of sentient beings. Good characters make
personal sacrifices to help others.
Evil implies hurting, oppressing, and killing others.
Some evil creatures simply have no compassion for others
and kill without qualms if doing so is convenient. Others
actively pursue evil, killing for sport or out of duty to some
evil deity or master.
People who are neutral with respect to good and evil have
compunctions against killing the innocent, but may lack the
commitment to make sacrifices to protect or help others.
Core wrote:

Chaotic Good: A chaotic good character acts as his

conscience directs him with little regard for what others
expect of him. He makes his own way, but he’s kind and
benevolent. He believes in goodness and right but has
little use for laws and regulations. He hates it when
people try to intimidate others and tell them what
to do. He follows his own moral compass, which,
although good, may not agree with that of society.
Chaotic good combines a good heart with a free
spirit
core wrote:

Chaotic Neutral: A chaotic neutral character follows his

whims. He is an individualist first and last. He values his
own liberty but doesn’t strive to protect others’ freedom.
He avoids authority, resents restrictions, and
challenges traditions. A chaotic neutral character
does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to
be motivated either by good (and a desire to liberate others)
or evil (and a desire to make those others suffer). A chaotic
neutral character may be unpredictable, but his behavior is
not totally random. He is not as likely to jump off a bridge
as he is to cross it.
Chaotic neutral represents freedom from both society’s
restrictions and a do-gooder’s zeal.


I'm about to hit a rough patch and I can't be spending money on books anymore :(

Can you guys please cancel my sub and remove any items from my side cart. If I have anything pre-ordered cancel those too.

Thankfully I only had one book of Iron Gods left, so when I buy it for full retail a few months down the line I wont be killing my wallet.


I can't seem to find anything about the surveys that came out yesterday. Where can I find a link to them?


I'm trying to find a way to get the Bard spell "Good Hope" onto another class. So far I've found the Unsanctioned Knowledge feat for Paladins.

If I could get that spell on an Oracle, Shaman, Druid, Magus, Hunter, or Inquisitor that would be awesome.


I'm trying to decide what to play and I was wondering if someone could help answer some questions about the campaign.

How often will stealth come up?
Is trapfinding important for the campaign?
By end game how important will it be to have spells?
Supposing I play a class with an animal companion, will it be restricted from use often?
Is the Asmodeus same as the one from Golarian?


A friend of mine wants to run an "Anti-caster" character who will fight casters by "Debuffing, Dispeling, and reducing the enemies ability to cast."

I told him Cleric was probably the best fit and he wants some help building the character next week.

I'm not too familiar with all the options available to Cleric as I've never played one. If someone could point me in the direction of some spells, archetypes, and domains that would be great.


I just got an email with this important piece of text

Quote:


The following products are included in this shipment:
1 x Pathfinder Player Companion: Advanced Class Origins (PFRPG)

This order has been processed and finalized for shipment. It can no longer be altered.

This is odd because in my order history I put that book into my sidecart so it could be mailed with my AP subscription and I could save on shipping.

I just checked and I am indeed being charged twice on shipping and for the book! Once for the order containing my AP subscription+the items in my sidecart, including AC:O and once for just for AC:O.

Order of just ACG:O. 15$ charge.
Order containing all within 61$ charge
Temporary statements of charges

Am I getting two copies of the AC:O? I did not want two copies, especially not pay for two copies+shipping.


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Ok so in the reconfiguring Kingmaker for 6 players thread someone suggested buffing up Vordekai’s dungeon with “Vordekai’s Champion” a Cyclops with 4 Anti-paladin levels and the Grave Knight template. I liked the idea so I have him randomly patrolling the halls and making him part of whatever room encounter they find him in. Players got lucky and found him in an empty room and the Grave Knight has too much pride to run, so he fights them 6v1 and doesn’t last too long, but manages to put up a valiant struggle and putting 3 characters into negatives. They failed all Knowledge checks and assume the Large+1 Breastplate he wears is just normal loot and not his Grave Phylactery. Later on they put the Eye of Abadon in the same bottomless bag then take 3 days going back to Varnhold. During that time the Grave knight regenerates, implants the eye, and then sneaks away and rides off into the night.

I had plans to make this guy into one of Irovetti’s body guards, so through some DM Fiat I say he somehow starts working for Irovetti. Irovetti Gifts him a Helmet that also has a permanent disguise self to make make him just look like a very large and scary human. Irovetti also grants him the name Sir Thomas Strong. At this point this guy was just kind of an inside joke between my players and myself and wasn’t really all too important, but I wanted to see the look on my player’s faces when the villain recurs.

Ok cue book 4. So travels go well and Baron Drelev is taken out swiftly and easily. My players missed all the clues they could possibly find in Drelevs castle and really have no idea what to do. Their attempts at dealing with the small Barbarian army to the north goes FUBAR and a character dies, so they decide they’ll just call their Kingdom for some armies, fix the forts walls, and beat the Barbarian army up when they come back. Those of you who read book 4 know this is a bad idea as it would give Armag the ability to become Armag!

There was a miscommunication with my players and I thought they had a really strong army+they could turn themselves each into ACR 3 armies, so I buffed up Armag’s forces. Gave him 200 more Barbarians, had the Guardian Cleric join him, and had all the previous failures of the Armag test become an army of Bloody Skeletal Archers. Due to the miscommunication this was a really hard fight for the players. They held them off for a while and did some guerilla warfare in the streets to buy time for civilian evacuation, but eventually their armies and Fort Drelev fell. I decided it was good for the plot to let the players experience a loss, so I let everything happen and they returned to their Kingdom with heavy civilian and army losses.

Armag with his revived personality is not a smart man, or a clever man, or a knowledgeable man, and he hates anyone that isn’t a Tiger Lord. So he comes up with a plan. A calculated risk if you will, but man was he bad at math. His plan went something like this.
1. Get a meeting with Irovetti
2. Kill Irovetti
3. ???????
4. PROFIT!!!

Steps one and two go off flawlessly and it turns out step three is “Get violently murdered by Sir Thomas Strong and the other bodyguards.” Immediately after Irovetti’s death Strong seizes the situation, and the Rod of Rulership, to turn the situation to his own gain. He convinces the other guards that they don’t need Irovetti and they could rule as a council in his place. Sir Strong picks up Ovrinbaane and immediately upon feeling the sword attempt the take over the Eye of Abadon overpowers it and subjugates it allowing Strong to use it freely.

Using some choice spells, such as treasure map and speak with dead, Strong finds out that Irovetti is hiding a powerful artifact in the form of Briar. Sir Strong , having no problems navigating the castle, is easily able to obtain Briar in the form of a large shortsword and spends a lot of his free time using the Eye of Abadon and his Grave Knight powers corrupting the fey nature of the weapon. Through a combination of his charisma, combat prowess, and shrewd tactics Sir Strong is able to gain chair head of the council that leads Pitax.

One of the first things he does is send a letter and package to the players. He informs them of the “coup de ta” that took place in Pitax, apologizes for hostile actions on the part of Irovetti and Armag, and invites them to the Tournament. He also includes the Rod of Razors as a gift. Previously my players had no reason to ever step foot in Pitax without an army to march with them, so hopefully this will disarm my players for book 5.

If anyone has ideas on how I should modify book 5,what to do with the barbarian horde, ect I'd be happy to listen :)


I would like that order added to my sidecart so that it will ship alongside my AP subscription.


I'm trying to buy the items in my shopping cart, but when I click "Place your Order" the screen goes blank and it sends me back to the shopping cart.


6 people marked this as FAQ candidate.
Double Barrel Shotgun wrote:
This twin-barreled shotgun can be shot either one barrel at a time, or both together as one attack. A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 points.

Bolded for parts that I find important to question.

A common interpretation I have found is that it basically lets the player double their full attack like they have multi shot applied to each shot in exchange for a -4 penalty on attack roles.

The wording for the Double Barrel rule could use a little clarification in the form of a FAQ or Errata.


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Pathfinder Unchained Discussion
For reasons stated in the above Product Discussion I have have been instructed to make this thread somewhere else on the Paizo Boards.

I will make three posts in a row for poll and for the meat of the thread, so please bear with me.

Favorite this post if you believe the Fighter is deserving of an "Unchained" variant.


Ok, so we all know that Divine magic is fueled by
-Deities
-Powerful Outsiders
-High Tier Mythic characters

What fuels arcane magic?
-Is it drawn through from another plane?
-Is is cosmic forces being tapped into by the user?
-Is it literally the life energy or whatever of the user?
-Are they "psychic powers"?
-Is it a manifestation of the "soul"?
-Why do characters have limited castings of arcane spells (Lore wise)?

According to Ultimate Magic anyone can become a Wizard. According to core rule book Sorcerers magic is someway related to their bloodline.

I do realize that magic should have an unexplainable quality, but I think that a power source would be at least basic knowledge that a player should know.

If anyone knows where Arcane magic comes from please help me out and tell me the appropriate book to read.


So a few years back when I started playing I saw monk, realized it was bad, and haven't really looked at it or touched it since.

Now I see people saying that with proper use of archetypes the Monk can be more than viable in a campaign.

I am not familiar with how to do this, so I was wondering if some people can point me in the right direction in making a strong monk.

What I want
A. What archetype/important feats to make a unarmed monk who's viable?
or
B. What archetype/important feats do I need to make a melee weapon monk who's viable?

What I don't want
1. Zen Archer or Sohei Archer. I already know it's good and how to make one.
2. Severe multiclassing. Severe multiclassing into a PrC is fine though.
3. Discussion about classes aside from Monk

Also if I am reading correctly a Monk can pick up a temple sword and make all his flurry attacks with the one temple sword?


When the ACG comes out how do you think it will influence your Home games and PFS games?

In the Short Term what do you think will happen?

In the Long Term?

Based on the Play test Rule set 2 do you think this book will be power creep?

Do you think any of the classes have an unclear role?

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

I think it will give myself and my players a greater variety for PCs/NPCs and consolidate a lot of archetypes or specific builds into actual classes.

In the short term I expect a lot of use of these classes as it's very easy to make a 4-6 person party with all the basic food groups.

In the long term I expect a lot of use from the Warpriest, Shaman, Bloodrager, and Slayer by myself and my players as those classes fulfilled some niches we wanted to see

Spoiler:
Warpriest- More martial Holy Warrior that's not as restricting as Paladin
Shaman- OMG such a cool divine class that has so many options and fiddly bits for those of us who love fiddly bits
Bloodrager- Full BAB, Spellcasting, Rage, Bloodlines. Finally another option for "Martialesque arcane dude"
Slayer- During the playtest our group pretty much coined this guy as the new fighter

I do think this book has power creep. Thankfully less of the DPR olympics front. I see Slayer, Swash, and Bloodrager as examples of martials being allowed to have a stronger out of combat role as well as more options in combat. Other classes in the book similarly have a lot more kinds of answers to different problems.

Unclear roles? Brawler and Hunter. The Brawler sort of had a role, at the currently written version he is sad. The Hunter description read like the Rangers. In combat the Hunter is simultaneously worse at archery and melee than the Ranger and has an arguably weaker pet (Ranger with boon companion and favored enemy). Yes the Hunter has a spell list, but it's the druid list on a 6/9 progression, which is honestly not too useful. The Hunter is also only better than a druid at Archery and having a slightly better pet. For a beastmaster class the Hunter is pretty bad at its "beastmastery."


22 people marked this as FAQ candidate. 6 people marked this as a favorite.

Cavalier archetype that uses guns.

Cavalier challenge is melee only.

Spellscar Drifter essentially has no class feature to add static damage.


My character has reason to believe some other player characters in the campaign are likely to poison me through a magical or non-magical poison.

0 level spells like detect poison or detect magic would likely save my character, but he is martial and cannot obtain them.

I cannot seem to find any magic items that would allow a non-martial character to cast these on his food before eating.

Does anyone know of a way I can do this that doesn't require UMD?

edit: Clarification that I'm up against player characters.