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So, the Absalom book is super useful for running this campaign since it has the rest of the city fairly detailed in it. Alas, it uses a pre Radiant Festival Precipice quarter and the information there is of little use now, given how drastically the area changes.

Absalom: City of Lost Omens wrote:


District Council Vigil’s Council
Headquarters Vigil’s Hope
Nomarch None (functionally Ulthun II)
District Watch None (functionally the knights of Vigil’s Hope)
Headquarters None (functionally Vigil’s Hope)
Captain of the Guard None
Key NPCs Kalavess (undead hunter); Tergul (leader of the Nailfist gang); Thulraga
(high priestess of Urgathoa); Travost Klim (high priest of Pharasma); Ulthun II
(Watcher-Lord of Lastwall in exile); Wrasp (high priest of Rovagug)
Services: Corpse disposal, limited smuggling, transport into the Darklands, rare
poisons and psychoactive plants. Most city-based activity in the district is
aimed at reclaiming key neighborhoods in preparation for Wynsal Starborn’s
upcoming Radiant Festival; opportunities for monster hunters abound!

So, I figured I'd update it and leave it here if anyone had anything to add or suggest.

In case:
District Council Radiant Festival Planning Committee
Headquarters Beldrin's Tower
Nomarch Blune Bandersworth
District Watch Edgewatch
Headquarters Edgewatch Precinct
Captain of the Guard Lieutenant Grospek Lavarsus
Key NPCs Tergul (leader of the Nailfist gang); Thulraga (high priestess of Urgathoa); Travost Klim (high priest of Pharasma); Ulthun II (Watcher-Lord of Lastwall in exile); Hendrid Pratchett (Serial Killer Inn Keeper);Jeremia Plumendod (unrivaled arborist); Olansa Terimor (Unscrupulous City Planner); Ama Uomi (Tien Architect)
Services: Lodging, Dining, Entertainment, Cultural Events.


If anyone has any neat ideas, I'd love to hear them.

I'm playing in a Reign of Winter game and am currently level 4. The build I have planned I think will work, but it also loses a bit of focus near the tail and I wonder how long I should actually be sticking with Rogue. I do need to maintain my role as Trap disabler and I also am currently responsible for all the Face skills.

Roguey:
CN Drow Rogue (Thug)
Str 13 Dex 16 Con 12 Int 12 Wis 12 Cha 16

1 Improved Unarmed Strike
1b Weapon Finesse
2 Rogue Talent:Weapon Training (Unarmed Strike)
3 Enforcer
4 Rogue Talent: Ninja Trick: Style Master: Boar Style
5 Dazzling Display
6 Rogue Talent: Bleeding Attack
7 Boar Ferocity
8 Rogue Talent>Combat Trick: Shatter Defenses
9 Drow Nobility
10 Rogue Talent: Opportunist
11 Improved DN
12 Rogue Talent: Stalker Talent: Cunning Feint
13 Greater DN

Traits
Trap Finder (campaign)
Bloody Minded(combat): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.
Quain Martial Artist: +1 Dmg on Unarmed Strikes
Drawback: Betrayed

Racial adjustments: Daylight adaptation instead of Spell Resistance, Voice in the Darkness instead of Weapon Familiarity

So, Will saves are a problem.
Since I noticed that Boar style wants to hit twice, I thought it might be good to go into 2WF, so Right now I'm pondering a few dips into Snakebite Striker Brawler, but its a two level dip to get Brawlers Flurry. Monk gets Flurry of Blows at 1, but I'm Chaotic. Fighter dip to get a bonus feat for 2WF could also work, I suppose, but the benefit of brawler is the increased damage dice, not super necessary what with all the Sneak attack damage.

I initially wanted to stay pure rogue, but no reason to not explore the options. I also can't give up the Drow Noble feats, despite how far I've pushed them back.


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Its been stated that Paizo does not have a good mechanism for performing lore errata, so when lore mistakes get made, there is no good way to fix it aside from publishing new material. Also, letting mistakes linger, or having to treat a mistake as intentional is stressful and harmful to the creators.

As a comic book fan, I enjoy a good retcon to explain something that was an error. And I've come to understand that sometimes its best just to sweep something under the rug and move along.

But, I noticed the rumblings the other day about how The World's Most Popular Role Playing Game just issued sweeping errata for several of their monsters. Its part of some large scale changes they've been making in response to criticisms that company has received re: monsters and alignment.

Now, Paizo and Wizards of the Coast operate on scales wildly different from each other. I do not and cannot expect the two companies to be able to respond to things in a similar way. Also, I'm the last person on the internet who likes alignment in TTRPGs and my solution to alignment problems has always been, Lean Into It More. So, certainly my input on the subject is circumspect at best.

I've mostly concerned myself with Pathfinder and The World's Most Popular Role Playing Game for the last several years, so I'm not as widely versed in other Game systems. I don't know how other companies handle it. I don't even know what is the best solution.

Its been on my mind a lot, especially as we're seeing it play out in real time.

Idunno. Thoughts?


So, it was brought to my attention the other day that in PF2, Elves are mature at 20.

Pathfinder CRB pg 39 wrote:
Elves reach physical adulthood around the age of 20, though they aren’t considered to be fully emotionally mature by other elves until closer to the passing of their first century, once they’ve experienced more, held several occupations, and outlived a generation of shorter-lived people.

Now, I distinctly recall that this used to not be the case. I know that Ultimate Campaign has a chart for playing young characters which puts elf youth at around 55 or so (Ultimate Campaign pg 194).

What I don't recall is examples of this is in print. Either in elven character backstories or mentioned otherwise at all. I think these things exist, but I could also be having a fever dream. I thought I recalled someone a mention of a forlorn elf child in a human city who had to be cared for by multiple families over a generation until they grew up.

So, anyone recall examples of this, counter factual, or whatever?

edit: found an ask James Jacobs post from a few years back.

Perhaps the PF2 printing is just how it was always expected to work, but lots of authors, things happen finally got it in print.


I have a Magus 5/Evangelist (Sarenrae) 8 in a Mummy's Mask campaign that went through some things and for the story and the betterment of the party, I'm getting a respec into Wizard.

I'm trying to figure out how to keep some of the feel of the magus after the transition.

Things like:
Wizard(sword binder)
Wizard/Evangelist
Wizard/Eldritch Knight
Wizard/Dawnflower Anchorite

But I'm looking for options I haven't considered. I just have to fill the full arcane caster roll mechanically. Thematically I'd like to have Scimtars and faith to still be a thing.


In "The Six-Legend Soul" the backmatter has some feats that are related to the Emperors of Taldor's past.

One of these feats is Blood for the Empire

The Six-Legend Soul wrote:

Blood for the Empire (Teamwork)

When fighting alongside your allies, the sight of a bloodied foe inspires you to greatness, while a martyred comrade compels you to vengeance.
Prereq: Base attack bonus +4
Benefit: You gain a +2 morale bonus on attack and damage rolls against a target that was damaged by an ally with this feat in the last round. When an ally with this feat dies within 30 feat of you, you gain the effects of haste for one round.

When you have solo tactics, is this just a fairly constant attack and damage buff?


Clerics receive training in a skill determined by their deity choice and that is also one of their signature skills, a skill that they can become legendary in. Its a neat mechanic, but I have an issue with Iomedae's signature skill being Intimidation. The lawful good goddess of "honor, justice, rulership and valor" makes sure that all its clerics are better than everyone else at demoralizing and coercion. (The only things you use intimidation for)

You know who else gets intimidation? Urgathoa and Zon-Kuthon.

Who doesn't? Gorum.

I get that Clerics have four other signature skills and maybe there should be a player friendly deity with intimidation, but when your edict is "be temperate, fight for justice and honor, hold valor in your heart" maybe intimidate is a bad choice?

I'd suggest Society for Iomedae as befitting her domain of just rulership(Knowledge: Nobility used to be an Iomedae thing), give Intimidate to Gorum. Since duplication isn't an issue (Considering four of them give Athletics) Abadar can keep Society too.

Iomedae and her faith has bad enough PR issues. Whatever notions we have about Good is Not Nice I don't want her clergy to be full of Jack Bauers.


I need some help with my cleric. We just hit level 11 and I didn't have much of his build planned out besides "qualify for Inheritor's Crusader" and he is the melee front guy most of the time. (Sword and Shield) Playing Carrion Crown. Other Party members are brawler(mutagen instead of martial flexibility), Arcanist (Fire mostly), Gunslinger 1/Paladin x, and Investigator (with bard spells)

The campaign is probably only going to see 15th level or so, so I've got 3 feats left and I'm at a bit of a loss what to do with them. The gear is mostly looted and a couple of bought items. I've got about 31k after our next trip to town to outfit with.

I'm overall very happy with the character's performance, but I'm wondering if there is anything I can do to at this point to put a neat flourish on him otherwise I'll end up taking lightning reflexes, and improved initiative or extra channel which are serviceable, but not exciting. The only notion I've got now is Martial Focus into Cut from Air and Spellcut.

I've also added my usual spell list in case there's something I'm missing. He doesn't usually cast offensive spells.

The Build:
Human Divine Paragon Cleric 5/Inheritor's Crusader 3/Cleric 3
Glory and Sun Domains
HP 111 (8d8+3d10+22)
Str 18
Dex 10
Con 14
Int 14
Wis 18
Cha 12

Freebie: Skill Focus Perception
H Scribe Scroll
1 Iron Will
ClassDeific Obedience
3 Weapon Focus: Longsword
5 Disciple of the Sword
7 Armor Prof: Heavy
9 Power Attack
11:

Diplomacy, Perception, Spellcraft, Sense Motive, Kno: Religion Maxed

Helm of Underwater Action, Headband of Wis+2, Amulet of Nat armor +2, Cloak of Res+2, Belt of Str+2, Ring of Pro +1, Ring of Featherfall, Inheritor's Gauntlet, +1 Bolstering Fullplate, +1 Heavy Wooden Shield, +1 Keen Longsword, Pearl of Power 1st x3

1st Shield of Faith, Protection from Evil, Liberating Commandx2, Divine Favor, Weapons Against Evil
2nd Bless Weapon, Silence, Calm Emotions, Resist Energy, Lesser Restoration, Grace
3rd Heroism, Magic Circle Against Evil, Magic Vestment, Invisibility Purge, Dispel Magic, Prayer
4th Fire Shield, Freedom of Movement, Greater Magic Weapon, Good Hope, Death Ward
5th Righteous Might, Life Bubble, Cleanse
6th Greater Heroism, Heal


So, I'm building an Inquisitor for a Curse of the Crimson Throne game I'm going to be in shortly and I liked the sanctified slayer archetype, so I thought I'd give it a go.

Rather than try to work shield bashing into the build, I decided that I would be a more cautious sort, higher AC and would wait for the 'right moment' to deal good damage, IE, sneak attack. If I can get flanking often then it shouldn't be a big problem, but if the positioning is not happening, then Dirty Trick should either blind them so I can sneak attacks or prevent full attacks as they remove the condition. Also, I can play off the blinding as light from the shield for the real Iomedaen experience.

But, the Inquisitor is a 3/4 Bab chassis and Dirty Trick isn't usually a weapon based maneuver, so I wonder if I'm not investing heavily enough in it. I have a trait open and the only feats I know I'll take is Disciple of the Sword, a sacrifice I'm making for theme.

We're using the Unchained Automatic Bonus Progression, so I don't know how that will affect gearing up, but there's the Wayfinder and Dusty Rose Ioun Stone and Gauntlets of the skilled maneuver that I know of.

Domain or Inquisition, I was looking at Valor Inquisition to be immune to fear eventually.

I haven't looked at spell selection yet either.

what I know about the other party members is Gunslinger, Sorcerer (Harrowed Bloodline), Bard (Archaeologist), Druid (Urban), and maybe a barbarian.

Human Inquisitor (Sanctified Slayer) of Iomedae

Str 16 Dex 14 Con 12 Int 12 Wis 14, Cha 11

Trait: Fates favored and Open

1 Power Attack
H Weapon Focus
3 Dirty Fighting
3T Precise Strike
5 Disciple of the Sword
6T Outflank
7 Improved Dirty Trick
8 (Ranger Combat Style) Shield Focus
9 Greater Dirty Trick
9T Coordinated Maneuver