Kydeem de'Morcaine's page

Organized Play Member. 3,711 posts (12,020 including aliases). 2 reviews. No lists. No wishlists. 14 Organized Play characters. 16 aliases.

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Without actually being a dragon.

Developing a character that believes himself to be the reincarnation of a famous dragon. His long term goal is to find a way to change himself 'back' into a dragon. His eventual-long term goal is to found/rescue/liberate a city and rule it as a haven for all beings to live in harmony under the benevolent rulership of the dragons who make all nice things possible. As the player, I don't actually care if either of those things happen in the campaign. They can be completely out of the scope of the campaign. But that will always be in the back of the character's mind.

He's either going to be bloodrager 1 / sorcerer 4 / dragon disciple 10 or bloodrager 4 / sorcerer 1 / dragon disciple 10. It will depend on it I think the party needs a bit more of a melee or caster presence.

In either case, he will be a switch hitter. Using claws or spells as seems most appropriate. He will consider it a personal failure if he has to resort to manufactured equipment like weapons or armor.

To represent his self-delusional nature, I plan to dump wisdom as low as possible and take Iron Will. Maybe even Improved Iron Will later.

Humans always seem (to me) to be more susceptible to the mental troubles that would make him think he was a reincarnated dragon. But Nagaji are already reptilian. What do you think?

Should I go for a Pseudo or Faerie Dragon familiar? Is it possible to get something like a Drake animal companion? Maybe a Linorm cohort? What feats should he take?

Is there actually any rules legal way to get permanently transformed into a dragon?

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GM Abraham wrote:
Pete H. wrote:
GM Suede wrote:
Miteke, it’s been a while so I don’t remember the details. But I do know we didn’t have much range and getting into the keep was an exercise in poor life choices for our noisy and not subtle party.
Isn't that every mission ever? :P
I'm currently running a mod that is written with the expectation that the PCs might at least *consider* a stealthy approach. Instead, not only did they allow the guards to ring the alarm bell *twice* but they also then threw a bomb right in front of what was, unbeknownst to them, the enemy dining hall. And also managed to set the whole place on fire. And also managed to unwittingly free (and then fight) a random monstrosity that the bad guys had imprisoned. They brought much of the whole place down upon themselves and the battle didn't finish until round 19!

Sounds like one of my groups.

Cleric: There's no way I can sneak in if they are paying attention. (Looks at me.) Do you think you can create a distraction?
Table gets quiet for a moment...
GM: Did you seriously just ask the bomb chucking goblin to create a distraction so you can sneak into the city?!?
Me grinning: Bogey puts a flask to his lips and vanishes from sight. You hear foot steps running down the path to the east...
Arcanist: Aw crap! Somebody tackle the insane little pyro before he gets away.
[i]They all failed the miss chance roll.[/u]
I managed to knock down the guard house, mosty burn up the drawbridge, and start a forest fire before I ran out of bombs and alchemical supplies.

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A tengu hunter that pains his feathers yellow and start every fight drinking a potion of enlarge person. His animal companion is a mammoth with his hair dyed orange. Name Big Bird and Snuffleupagus.

A low charisma dwarven defender in full plate with a tower shield. Oscar the Grouch.

A high charisma, low intelligence, gnome enchantment sorcerer. Elmo.

A damphir alchemist. The Count.

Half-orc female brawler. Ms Piggy.

Vanara magus. Super Grover.

Grippli investigator and/or bard. Kermit the frog.

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Some friends and I were designing a wierd party that would have been a blast. But then work and stuff made the group fall apart.

We were all going to play Tengu. One with a crow familiar. One with a Roc Animal Companion. Another with an black Axebeak for a mount. Etc... Also going all take a bunch of teamwork feats.

We were going to be a Murder of Crows.

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I think the player who is currently the cleric would be a disaster if he tried to make much use of summon monster. he just isn't a terribly organized person and is already looking up stuff in multiple books because he doesn't write down the details. I would not propose that to him.

Magda Luckbender wrote:


Finally, your group lacks Battlefield Control. Per The Forge of Combat, where Sun Tzu meets Pathfinder, your group is imbalanced. This group lacks an Anvil (Battlefield Control) and possibly has a shortage of hammers....

Actually, we used to have some non-caster anvils or combination anvil/hammers. We had at least 2 martial guys that were attempts to build a highly survivable character that block access to the rest while the hammer casters blasted the opposition.

They all died.

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born_of_fire wrote:

In coming on 35 years of playing, I have encountered only a small handful of characters that didn’t fear dying. ...

Or you spend wealth which could have been better spent elsewhere on bringing it back and restoring the built in penalties for death. For our group members, these are enough of a deterrent. I have not personally experienced any reason to make death meaningful by artificially creating circumstances that make surviving more difficult or having a character die more punitive.

Various experiences. I have seen quite a few players that didn't care if their characters died. They always have 2-5 backup PC's ready and waiting. And if they bring in the backup PC, they don't even have to worry about the cost of the rez. {shrug} Not my favorite players, but they are out there.

Personally, I always have a few backup characters (just cause I lke making them). I also get invested in my PC's and don't want to see them fail. However, for some of them, I don't necessarily consider a heroic death to be a a fail.
And I personally hate it if the GM fudges the dice rolls or uses some stupid trope to make sure we don't die. No PC risk, no fun.

That said...

We have rarely had an actual TPK, (except in something like Raveloft). Even then it was usually due to a GM error. Once I threw an NPC ambush together pretty quickly. It had quite a few opponents picking their ground, but they were also much lower level than the PC's so I didn't think too much about it. I didn't really realize how well the various abilities complimented each other in actual play. All of a sudden in round 3 or 4 I asked the guy keeping track of the initiatives who was next and he said, "Uh I think we're all dead or unconscious." I was like "What? Really?!?" When the TPK is due to my mistake as GM, I would always ask the group what they want to do. We all eventually decided to just pretend that night of gameplay was just a bad dream. I took the next week to plan something completely different (and a little more well thought out).

Usually at least 1 PC has the opportunity to get away. At high levels, he may have to sell most of his gear, but he can get the cash for true resurrection if needed. Then the group needs to be very careful (and play a bit smarter) going back with what they learned the first time to get their gear and accomplish the original mission.

If nothing else, at high levels I "make plans" as a character when doing something stupidly dangerous. Make a deal with a church that if my body shows up in the next X days, raise and heal it. Then have a contingency teleport to send my body there if I die.

But if the party dies, well then the party dies. We decide as a group what to do next. Usually the group would decide something like 'a bunch of friends and relatives decide to go avenge their deaths.'

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Thank you for doing this. I am not new to PbP however, so good luck and have fun all of you!

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Wow! I can't believe this old rant of mine was necro'd after 2 years.

That said, I still do run into too many of these 'problem players' in my opinion.

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Bongo BigBounce wrote:
Miss Piggy could have at least one level in Monk or Brawler :)

I was thinking 1 level barbarian, 1 level brawler, then the rest Chelish Deva bard.

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A friend of mine has started a Tengu hunter that uses potions of enlarge person, paints his feathers yellow, and has a woolly mammoth animal companion with a dire collar.
It's Big Bird and Snuffleupagus. He even has plastic figurines of various sizes for the different growth categories. I laughed myself silly. (Oddly enough it is even rather effective.)

That got me thinking about the other possibilities.

A Dwarf tower shield specialist hellknight for Oscar the Grouch.
An enchantment focused kitsune sorcerer for Elmo.
A grippli investigator for Ace Reporter Kermit the Frog.
A half-orc chelish deva for Miss Piggy.
A barbarian for Cookie Monster.
A magus for Super Grover.

Maybe a bunch of us should try to get these up to mid levels in time for GenCon this year. Then we could have some hilarious Sesame Street tables.

Liberty's Edge

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I approach it a bit differently. I like to optimize a concept to a pretty reasonable extent. However, I don't like to hold back 'just to let others shine' and then save the day when necessary.* It feels I don't know, condescending isn't quite the right word, but close to that. It feels like I'm saying, "Yeah when it isn't important I'll let you do stuff, but I am the real hero."
I am NOT saying you are doing that, but that is what it feels like to me when I do it.

* New players are a completely different story. I always try to let them make plans and do what they want. I do my best to help it work. We were all new once. If I hadn't had some friendly and helpful people around when I started, I probably wouldn't still be doing this 35 years later.

So I build a character that has a primary and secondary role both in combat and out of combat. Then I try to make sure they are good enough to hold their own in that role. But none of them are builds that will win the scenario by themselves.

For example: I build a bloodrager, but I didn't go for max damage output. He does fair damage, but he is really built for reach. Demonic bulk, aberrant reach, long arm spell, reach polearm, and lunge. He will eventually be able to strike anyone almost anywhere on the battle mat.

The exception is my first character. He is a sorcerer built for summoning. I built him before I realized how much it can slow things down and how much some people don't like it it you summon very much. So most of the spells he knows are buff spells to make the rest of the party more durable. Normally he only cast one summon spell in the boss fight. Occasionally a few more for non-combat purposes. He can still flood the battlefield if the party requests me to do so. And yes, I still don't really like the "I was holding back until I get to save the day" feeling. But he is level 12 and retired now, unless I can find an EotT group.

Liberty's Edge

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There are a few of us that have been discussing how easy some of the printed tactics make things in many scenarios. Especially when the players are relatively experienced and capable of building above average characters.

I have 'heard' that some people get more liberal in their interpretation of whether or not the printed tactics are viable. As soon as the PC's do almost anything the printed tactics do not take into account, they use the NPC's to the max of their capabilities. This has the potential to make the combats significantly more difficult.

We were considering doing this. There are enough of us regulars to usually fill up the table and take turns being the GM. Obviously we wouldn't do this if there were some new players or players that aren't comfortable with hard mode for their PC's.

We don't gain anything by this except a bit more of a challenge. Would anyone have a problem with us doing this in PFS gaming?

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I agree to a greater or lesser extent with most of the opinions expressed so far. However, I would like to emphasize a particular portion that really bugs me. That is, everyone else piling on the heap arguing about what the paladin code means.

During a gaming session 4 players got into a long, involved, and heated argument about the paladin's actions. I (as the GM) and the player of the paladin were in agreement on what the code meant for that character and were not part of the argument. I quite literally could not get them off the topic. Eventually, the 2 of us went into the other room to watch a movie. It was almost 20 minutes before they even realized we had left the room let alone that we were completely pissed off at them.

Now I have a little blurb that is a permanent part of my campaign intro.



On paladins. If you want to play a holy warrior dedicated to X deity, please consider the inquisitor or warpriest. Those don't have the oath as part of the class.
1) If you want to play a paladin, you as player and I as GM will need to work it out before the game. What does your paladin require in certain types of moral/ethical quandary situations (goblin babies, surrendered opponents not near authorities, authorities are bad guys, slavery (or whatever) is legal in this country, redemption of devils/demons, pretty sure of guilt, lack of evidence, what crimes warrant capitol punishment, etc...) must be worked out and written down before game day.
2) I will allow a lot of lee way, but there are limits. I can not be convinced that horrible evil for the eventual greater good, torture, cruelty, greed, etc... are acceptable for paladin behavior.
3) A ping on Detect Evil does NOT justify unprovoked murder. A person/creature can be evil and not yet have committed any crime that warrants death.
4) Detect Evil is a spell like ability. People can tell you are casting a spell like ability. They are likely to react. Especially if they can’t tell it is Detect and not Disintegrate. *
5) Other players can raise a point or ask a question during game play, but 2+ hour game stopping arguments about a paladin always / never must / can't / should / wouldn't whatever will not be tolerated. It is between the player and the GM. The rest of you just shut the heck up about it.
{{ That is during game time. Out of game time, please feel free to discuss it all you want. That is reasonable and encouraged activity. }}

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Douglas Muir 406 wrote:


Note that some DMs / campaigns have necromancy as a victimless crime. This is supportable under RAW...

Boo! Hisss! Creating undead is EVIL!

Douglas Muir 406 wrote:
... The zombies still have some tiny spark of soul or consciousness left and it vaguely knows what it is, and hates it. Their dead eyes track the PCs. "You can feel the hatred radiating off these things. Without the wizard's control, they'd be scrambling over each other to rip your throat out." Type of thing. ...

I've set up myworld such that the soul is still somehow stuck to the undead and can't move on to the afterlife.

For uncontrolled mindless undead, I usually have them continuing to perform their last command before becoming uncontrolled or just lying on the ground doing nothing. Until, of course, something living comes withing their small sphere of awareness. Then they try to kill it.

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No, templates are within the game rules already. And of course bad guys can hire someone (but not this guy, he doesn't trust the living). They might even take leadership for a pretty loyal cohort, but most just hire folks they trust to a limited extent.

I use different point buys for different 'calibers' of NPC's. (If they are even important enough to stat out.) So mister high strength could be done with a high point buy, the feral template (I still use a few things from 3.5), or permanency on Bull's Strength - to name just a few easy possibilities. Most likely I'd use the feral template if it is the result of magical experimentation.

But if dude X can have 13 gajillion skeletons, then there has to be some reason the world isn't overrun with skeletons and that X isn't ruling the wreckage remaining. For me, that reason is that I've got him following the same rules as a PC for how much he can control.

If the rules say Sorcerer Y can only have 3 slots each day of 4th level spells, I only give him 3 slots. If I want him to cast more 4th level spells, I can always give him a scroll, wand, staff, higher charisma, higher level, or whatever.

There might be (hint, there are) some ghouls and wights in the area that he has deals with. In exchange for intact skeletons and a buffer region on his border he provides them with some instant healing. Also he animates some and releases them from his control to be another barrier on a different border.

NoTongue wrote:
... By pathfinder lore you can actually just buy skeletal workers on the black market ...

I don't remember seeing this. Where is it at?

NoTongue wrote:


You are creating a lot more work for yourself with no real payoff.

More work? Not significantly. It only comes up at all with major NPC's that get statted out. Besides, I actually like building characters.

No real payoff? Sure there is. I and my players know at least in a general way what can and can't happen in the game.

I find when when GM's don't follow the rules, it sometimes gets almost impossible for the PC's to have any idea what is going on, make any plans, or react in any kind of meaningful way to what happens. Because it is all just GM whim. They have no agency.
Now I realize you are not talking about anything that drastic. But once I start skipping the rules, I am aware that I (and some other GM's) seem to have a hard time telling when they are approaching that line. So I just set that line way way way over to the right and only cross it if I absolutely have to do so.

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Oops! I had been thinking of him as an 8th level cleric but your right, just 3rd. I will get rid of that and add in Magical Knack.

In my campaigns, bosses do get traits and (anti-)hero points just like PC's. They are at least as special in their own right.

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Just as a general policy, I usually try to follow the same rules for PC's as I give the NPC's. It doesn't feel fair to me to do otherwise. I am aware that is a bit irrational, but it's how I roll.

I don't want to try to add the Words of Power to my campaign at this time.

So this is what I've come up with so far as a rough build. I'm sure I will adjust is some. He is an 'old' dhampir. I ended up bumping the level to 11 so I could get in the feats and give him an undead familiar.

Necro Ganger:

Male old dhampir cleric (undead lord) of Urgathoa 3/mystic theurge 5/necromancer (undead[APG]) 3 (Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Adventurer's Guide 63, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Magic 32)
LE Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., deathwatch (constant), low-light vision; Perception +10
AC 10, touch 10, flat-footed 10
hp 28 (11 HD; 8d6+3d8-22)
Fort +9, Ref +8, Will +17; +2 vs. disease and mind-affecting effects, +2 trait bonus against death effects.
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
Speed 30 ft.
Special Attacks channel negative energy 7/day (DC 15, 2d6), death's kiss 7/day
Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—detect undead, touch of fatigue (DC 15)
Cleric (Undead Lord) Spells Prepared (CL 8th; concentration +12)
. . 4th—aura of doom[UM] (DC 19), blessing of fervor[APG] (DC 18), enervation[D], terrible remorse[UM] (DC 18)
. . 3rd—agonize[UM] (DC 17), animate dead[D], blindness/deafness (DC 18), magic vestment, speak with dead (DC 18)
. . 2nd—desecrate, ghoul touch[D] (DC 17), communal protection from good[UC], sentry skull[ARG], unliving rage[ACG]
. . 1st—cause fear[D] (DC 16), decompose corpse[UM] (DC 16), ray of sickening[UM] (DC 16), restore corpse[UM], sanctuary (DC 15), shield of faith
. . 0 (at will)—bleed (DC 15), create water, guidance, resistance
. . D Domain spell; Domain Death (Undead[APG] subdomain)
Necromancer Spells Prepared (CL 8th; concentration +12)
. . 4th—animate dead, greater false life[UM] (2), geb's hammer (2)
. . 3rd—barrow haze[ACG], deathwine, howling agony[UM] (2, DC 18), ray of exhaustion (DC 18), unliving rage[ACG]
. . 2nd—command undead (2, DC 17), ghostly disguise[UM], lipstitch (DC 17), mirror image, spectral hand
. . 1st—detect undead, ray of enfeeblement (DC 16), ray of enfeeblement (2, DC 16), repair undead[ACG], sculpt corpse[APG] (DC 16), unseen servant
. . 0 (at will)—detect poison, mage hand, message, prestidigitation
Str 4, Dex 11, Con 7, Int 18, Wis 18, Cha 18
Base Atk +5; CMB +2; CMD 12
Feats Boon Companion, Command Undead, Improved Familiar, Scribe Scroll, Spell Focus (necromancy), Spell Specialization[UM], Turn Undead, Undead Master[UM], Varisian Tattoo[ISWG]
Traits deathtouched, exiled scholar (nex), resurrected
Skills Acrobatics -2, Appraise +8, Bluff +4, Climb -5, Craft (stonemasonry) +15, Diplomacy +8, Disguise +2, Escape Artist -2, Fly +4, Heal +8, Intimidate +2, Knowledge (arcana) +19, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +18, Knowledge (local) +8 (You can use this skill untrained if the DC is less than 15.), Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +19, Linguistics +8, Perception +10, Ride -2, Sense Motive +18, Spellcraft +18, Stealth -2, Survival +2, Swim -5, Use Magic Device +15; Racial Modifiers +2 Bluff, +2 Perception
Languages Ancient Osiriani, Azlanti, Common, Jistka, Necril, Thassilonian
SQ arcane bond (Arcane Familiar, isitoq), bolster, combined spells, corpse companion, dhampir cleric, meticulous, power over undead, resist level drain
Combat Gear bone beads, robe of bones; Other Gear cloak of resistance +4, deathwatch eyes[UE], handy haversack, vest of shed servitude, masterwork stonemasonry tools, wizard starting spellbook, 354 pp, 5 gp
Special Abilities
+3 to caster level of any channeling feat used to affect undead. Add +1 to the caster level of any channeling feat used to affect undead.
Bolster (+1, 1 round, 7/day) (Sp) As a standard action, touched undead gains desecrate spell benefits for duration.
Boon Companion (Arcane Familiar) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cleric (Undead Lord) Domain (Undead)
Cleric Channel Negative Energy 2d6 (7/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combined Spells (3rd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Command Undead (DC 15) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Kiss (1 round, 7/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Gluttony (Undead) Associated School: Necromancy
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Meticulous -2 on all untrained skill checks
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Animate Dead) Pick one spell and cast it as if you were higher level
Turn Undead (DC 15) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Undead Master Animate and command more undead
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.

Arcane Familiar Isitoq (Pathfinder RPG Bestiary 4 159):

NE Diminutive undead
Init +1; Senses darkvision 60 ft.; Perception +9
AC 19, touch 15, flat-footed 18 (+1 Dex, +4 natural, +4 size)
hp 14 (2d8)
Fort +6, Ref +5, Will +11
Immune undead traits
Speed 5 ft., fly 60 ft. (perfect)
Melee slam +10 (1d2-3), 2 wings +10 (1 plus daze)
Space 1 ft.; Reach 0 ft.
Special Attacks daze, tears of anguish
Str 4, Dex 13, Con —, Int 15, Wis 14, Cha 11
Base Atk +5; CMB +2; CMD 9 (can't be tripped)
Feats Weapon Finesse
Skills Acrobatics +3 (-9 to jump), Appraise +3, Diplomacy +1, Escape Artist +3, Fly +20, Heal +3, Intimidate +5, Linguistics +3, Perception +9, Sense Motive +16, Spellcraft +16, Stealth +18, Use Magic Device +11
Languages Common, Necril, Thassilonian (can't speak)
SQ improved evasion, visual sensor
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Daze (DC 11) (Ex) Foes hit by wing attack are dazed 1 rd (Will neg).
Fly (60 feet, Perfect) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Tears of Anguish (DC 11) (Su) As a full rd action, make ranged touch att vs. foe in 30 ft dazes 1 rd (Will neg).
Undead Traits Undead have many immunities.
Visual Sensor (Su) Master can see through eye if in 60 ft, and some spells may work through it.

I will now start working on his undead labor gang. I figure things like Orcs and Ogres will probably give him the most strength/HD for general working.

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But which feats, archtypes, and items will give him the largest number of minions?

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supervillan wrote:
I don't really get the notion of deliberately playing a totally different character at level 1. Level 1 is part of your career and history. ...

In the past, before I had lots of characters already built and designed through level 11, it came up a bit. I would find I unexpectedly have time to attend a PFS event and the only opening was at the level 1-2 table. So I pull out one of my noobie builds*, whichever seems most appropriate for the table composition and play that. Once I'd get 3 chronicle sheets on a dash number, I would have to decide on a concept and build before playing it again.

It wasn't so much I don't like level 1 or didn't feel I could survive level 1 as much as I just didn't have any particular concept fleshed out yet.

*Noobie Builds - I have 4 different chatacters that use only the CRB but are better than most of the pregens. I hae passed them out to players that don't yet know how to build a character. They can be used as a starting point or are perfectly viable to continue as a primary build. And since I only used the CRB, they are still valid for a CORE character.

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Need so help with an NPC my group will encounter.

I have zero concern with the combat capability of this necromancer. I just want him to have the largest possible generic muscle force.

Must be a long lived race or undead himself.
Level should be approx 9. I could bump it up 1 or 2 if that makes a huge difference.
Large number of strong creatures capable of moving heavy loads or performing heavy manual labor. No expertise or dexterity required. Moving blocks of stone, digging holes, boring tunnels through rock, hauling wagons of dirt, dragging fallen trees, etc...
I would prefer the gear value stay somewhere between NPC and PC levels. So not too outrageous.

So how to go about it?

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At least one guy in my local area is using the goat because it starts with the highest strength. Plus he has a mini for it. :)

Haywire build generator wrote:
The Dandy Lion wrote:

For an outlandish option, there's always your left hand. With a familiar in class and the Hand's Detachment feat, nothing is stopping you from giving your new Crawling Hand familiar the mauler template, other than good taste and respect for your GM.

Enjoy your new monstrously strong (22+), pitiful AC hand. 3 feats horribly spent!

You fool, I will use this because I am the GM!

{sigh} Even though lame in function, I am now thinking I just might be forced to try this on an undead bloodline sorcerer.

How do you build a hand familiar?

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Well in our group almost everyone gets at least a +2 single stat belt or headband since it is so cheap.
Cloak of Resistance, Ring of Protection, Amulet of Natural Armor, +1 magic weapons/armor, Bag of Holding, and Handy Haversack are considered common and easy to find/upgrade almost anywhere with a decent population.

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Well if you use the blink back belt, you can't use the lesser belt of mighty hurling. I was thinking a handy haversack full of rocks, then you don't have to worry about running out.

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Alric Rahl wrote:


So as I said depending on Order of Operations determines your Range for the Rocks. So they start at 20ft and gain +10 from Hurler Barbarian, then are Doubled from the feat to make it 60ft, then you add the magic item, making it 70ft.
Or they start at 20, you add the class, then the item, to make it 40ft and then add the feat to make it doubled to 80ft. ...

I believe the rule in PF is that doubling only doubles the original number not the modified number. However, I can't seem to locate that rule, right at the moment.

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Ok, I'm actually considering playing one of these now. So I've got some questions before I go with it.

I understand the high strength for damage. But wouldn't you also want a high dex to make those iterative attacks actually hit? Also a point buy of 18 could be lowered to 16 for a very slight reduction in damage and give a lot of point for other abilities.

Any real problem with taking the barbarian level first for the few extra hit points?

I probably won't go that high level in our campaign anyway, but why the bloodrager levels?

Could you do the shattering weapon thing with thrown rocks?

I'm considering using the halfling, mostly because of the kid throwing stones mental image. Would that be a huge downgrade?

Is it feasible without the TWF? I was considering some feats in something else to make him a bit more versatile.

If I take a level of oracle, I think I would have to make charisma at least 11 so he could cast a few spells. I think I would feel like the level was half wasted otherwise.

At our local, someone was talking about using charisma or wisdom for to hit rolls then tanking dexterity. How/Would that work?

What about replacing some of the weapon master levels with more barbarian levels for hurling rage powers. Has anyone looked at that?

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Ascalaphus wrote:

I think it's doable to run social skills in a way that rewards both RP, and actually having put your points where your mouth is.

Do require a skill roll, but count bonuses for arguments the player proposes or concessions he makes towards the person he's trying to persuade. I'm talking bonuses in the +2 to +5 range; enough to make a difference but not enough to make character skill irrelevant.

Ok, here is what came up at our table yesterday with some guys that are pretty new to gaming. (I'm going to pretty extensively paraphrase so no one feels slighted.)

Player1: Well I want to make friends with him, but I'm, not sure what to say. My player has a pretty high charisma score and some ranks in the social skills though so should know how to make friends.
GM: Yeah, I get that. So what kinds of things to you want to get across that would give a caravan trader reasons to be friends with you?
Player1: Well... we go lots of places and meet lots of people, so that could help him.
GM: Good. Anything else?
Player1: Well our boss might buy any magic items he comes across.
GM: Ok, that works. Are you going to really help him with contacts and the boss or are you just running a scam on him?
Player1: Hunh? Oh no, Yeah we can talk to the boss and stuff.
GM: Ok so you come up with friendly patter about the world wide contacts you can make available to him and point out that your boss is rich and in the market for unusual things. Role me a diplomacy check.
Player2: Hey we could also introduce him to that other merchant we already talked to before.
GM: Ok, you role an assist on the diplomacy check.

The players with a bit more experience, basically go through that conversation in their own head and tell the GM what they are trying to do even though they don't know exactly how to word it. The players that are more socially apt come up with their own conversation. If anyone comes up with exceptionally good reasons are does an especially good job at convincing, the GM will usually lower the DC by 1-3 points.
I can't really tell you if that is RAW, RAI, or house rule. However, it works pretty well for us. I've never heard anyone complain about it.

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I would agree that game balance isn't the end-all-be-all of Pathfinder type games.

However, most people do not want to play the side kick or tag along character either.

I once played with a GM (back in the 3.5 days) that gave the most liberal of all possible interpretations to anything involving magic. Especially PC casting of spells. (Because, of course, it was a fantasy game.) Consequently the rest of us mostly got to watch the wizard or cleric handle everything. We were just there keep the stars from getting ganked. The game balance was so out of wack that nobody except a full caster really felt very useful.

When we started to switch to Pathfinder and the guy (who would only play wizards) decided to play a true summoner with a SoD wizard cohort the group basically fell apart. We started to find reasons we couldn't make it to the game and watch him play.

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Malik Gyan Daumantas wrote:
Basically using it in its most base form, having the cohort as a personal body guard and the followers being a sort of...information network across the region. is that still too strong?

Nope, that is perfectly reasonable. However, I as GM build cohorts to the general description of what he PC is looking for or the build as specified in the AP if they decide they want to keep an interesting NPC. I usually use 5 points lower on the ability buy and I don't optimize the build all that much. I don't want to take a chance that any cohort will ever hog the spotlight from the PC's.

I've usually insisted the PC pay and equip the PC out of his own personal wealth. Though some groups have just mostly equipped the cohort out of the minor magic that is bagged to be sold later. Most especially if it is an NPC found along the way.

I generally don't track the experience of the follower. As long as they are doing their job I will just occasionally level them up as PC's leadership score goes up.

Followers are almost always just NPC classes. I would not let the 'information network' gather as much info as a I would give to the PC's really working on it. But it would get them initial info and a place to start looking for more detailed info.

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blahpers wrote:
Try role-playing. Not everything needs to use a die roll. As Daw said, there's a difference between "useful" and "best".

The 2 are in no way mutually exclusive. They are much more complimentary. If I have an 8 in charisma and no ranks, I will role play him as socially inept and he probably won't be much of an asset in discussion. However if he also has a 14 wisdom, perception and sense motive as class skills, and at least a few ranks; I would play his as standing off to the side watching for trouble and trying to detect deception.

Personally it always bugs me when someone builds with all dumped mental stats then plays as a strategist, schemer, and smooth talker.

Note: I have played a mental pygmy that thinks he is a strategist, schemer, and smooth talker. He constantly suggests plans/tactics that are a terrible idea and the party had to be very careful about what he might say if he was present in delicate negotiations.

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I have seen fighters that...

- Have enough scouting skills to follow/back-up the dedicated scout build rather than trailing 100' behind him. If no scout build, he is reasonably capable of handling the tasks.
- Enough perception and sense motive to assist in interrogations.
- Enough intimidate to out threaten the bard and use in combat.
- A trait and ranks in the monster knowledge that no one else has a class skill.
- A decent total in a profession or craft often is (or can be made) quite unexpectedly useful.
- Traits and few ranks in a few common skills to reliably assist in most situations.
- Points in the non-monster knowledges to get background info and sabotoge. Most GM's set those DC's lower so don't need as high a total. Most other players don't put more than 1 point in any of these.
- Ranks in UMD to use anything found along the way.
- Take the feats to get a sage familiar that can be the face or scout.

Bottom line. A non-caster usually martial can't be as good at as many non-combat roles as a skill monkey or primary caster. But they can be good enough at a small number to be quite useful.

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Sorry, that ended up being more of a wall of text than I expected.

Yet those are also (I believe) the reasons PFS PbP seem to be so much more successful.
-Most people seem to know what to expect in PFS games.
-If there is a mismatch among the players/GM, it is ok since it will over shortly and beginning again with a (probably) completely different group.
-There are scenarios of all different levels.
-The end is in a few weeks rather than several years, so it is easier to remain committed and excited.

The Exchange

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The Aspis Consortium wrote:
Ehm Sven Nien wrote:
Anyone have a list of all the scenarios with Aspis?

More of them than I thought.

Thx Muchly!

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Hungh. You know, I've never noticed it wasn't spelled that way. Even just now while looking to see what you were talking about. I still saw 'lith' for some reason. Wow!

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Isonaroc wrote:
FamiliarMask wrote:
Sandal Fury wrote:
Neothelid. Only because I only ever glanced at the name and for YEARS, I called it the NeoLITHid. It made sense!
<headdesk> This is the first I realized it WASN'T NeoLITHid.
I make that realization every couple years.

Uhmm... What is it then?

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Here is an excerpt from my campaign intro I always include when I GM for a new group.


0) On paladins. If you want to play a holy warrior dedicated to X deity, please consider the inquisitor or warpriest. They don't have the oath as part of the class.

1) If you want to play a paladin, you as player and I as GM will need to work it out before the game. What does your paladin's oath require in certain types of moral/ethical quandary situations. Things like; goblin babies, surrendered opponents not near authorities, authorities are bad guys, slavery (or whatever) is legal in this country, redemption of devils/demons, pretty sure of guilt, lack of evidence, what crimes warrant capital punishment, etc... These must be worked out and written down before game day.

2) I will allow a lot of leeway, but there are limits. I can not be convinced that horrible evil for the eventual greater good (torture, cruelty, mass murder, slavery, etc...) is acceptable paladin behavior.

3) A ping on Detect Evil does NOT justify unprovoked murder. A person/creature can be evil and not yet have committed any crime that warrants death. Also remember Detect Evil does not ping if a non-cleric under 5th level.

4) Detect Evil is a spell like ability. People can tell you are using a spell like ability. They are likely to react. Especially if they can’t tell it is Detect and not Disintegrate. There is some RAW disagreement on this one, though most seem to agree with what I wrote. So let us discuss it and decide for our group. Similar discussion for silent, still, and eschew spell casting. Can others tell? RAW says yes.

5) Other players can raise a point or ask a question about the paladin code during game play, but multiple 2+ hour game stopping arguments about a paladin always / never / must / can't / should / wouldn't / whatever will probably cause me to rage-quit. It is between the player and the GM. The rest of you just shut the heck up about it. {{ This is only during game time. Out of game time, please feel free to discuss it all you want. That is a reasonable and encouraged activity. }}

6) I’m not going to be real strict on divine caster’s beliefs, duties, rites, etc… Just come up with something that you think makes sense and try to stick with it.

This has really helped a lot.

To begin with, in my experience, most people that say they want a paladin type character - actually want to do things that a warpriest or inquisitor is better equipped to do. (Some pick it for the smite, bonded weapon, or + to saves; but that is a totally different subject.)

Next discuss some of the potential story-tastic problem situations. Orc babies, evil person surrenders but not near any authorities to turn him in (keeping a competent villain prisoner is really tough), something the paladin thinks is bad yet is legal where it is happening (slavery in Cheliax), etc... Discuss how he might handle it and whether both of you can live with that.

Our biggest recent problem was a paladin who didn't feel like he could retreat or surrender when the rest of the group was sure the fight could not be won. Actually led to a pretty good plot element with a very heroic death and the party trying to find some way to get him resurrected even though they didn't have the cash.

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Isonaroc wrote:
quibblemuch wrote:
Ancient Dragon Master wrote:
SilvercatMoonpaw wrote:

Hobgoblin is also not great because it makes them sound like nice goblins for some reason.

Really? Can you explain how?

While I can't speak for SilvercatMoonpaw, I will say that when I was a little kid, I thought hobgoblins were a cross between goblins and hobbits. Which could go either way, nicenesswise-speaking.
Interestingly enough, when I was young I thought of hobgoblins as being bigger, nastier goblins because of The Hobbit. There's a bit where Gandalf refers to "goblins, hobgoblins, and orcs of the worst description." In the radio adaption the emphasis the actor playing Gandalf puts on the word "hobgoblins" always made it seem dire and more threatening.

I have been told that Scotland (or maybe it was Ireland, I get confused on which stories came from where) had some legends where the Hobgoblins were the 'purified' form of the evil goblins. iirc they cleaned and helped out cooking simple things in country kitchens out when no one was around. Kinda like specialized Brownies.

However, the same land had other legends that were apparently from a slightly different time period (historically speaking) wherein the Hobgoblins were the even more eviler version of the already evil goblins. The goblins just liked to torment and bother people. The hobgoblins actually tortured people to death.

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There will be an NPC caster (7th-9th level) with the party for an extended period of time. This dude is as slothful and lazy as the come. For him, magic is so he doesn't have to expend any effort himself. (His spells may be of some use to the party, but he won't be a primary contributor.)

I'm thinking that pretty much means sorcerer or oracle. He is too lazy to study for wizard or arcanist. Though I suppose maybe cleric since their spells are bestowed not learned. Is there a deity of sloth?

However, it seems like most of the spells that contribute to doing nothing are primarily arcane. But I could be wrong about that.

So I wanted to start a list of what spells strike you as the ones to be chosen by a lazy dude. Some are obvious.

mage hand
unseen servant
ant haul
floating disk
secret chest
all of the +4 to ability score spells
charm person/monster
tiny hut
air walk
summon monster? many of them can do some work if he can communicate
the wall spells

What am I missing?

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I will not swear that I am 100% sure on this, but...

I'm pretty sure I remember seeing some place names in Cajun country ending in -lette that were pronounced as -lay.

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Ok, my friend wants to build The Thing. Focusing more on the fighting style than the appearance or invulnerability aspects, since can't get it all.

So by his reading of the comics; The Thing usually punches (damge from strength rather than perfect martial arts forms), grabs people, smashes them into other people, and throws them around.

So we are looking at the barbarian Body Bludgeon and Hurling rage powers.
Oread race, Armored Hulk archtype, with dwarven stone plate of elysian bronze material for the appearance and AC.

This is our first rough pass at a build. Went with gauntlets for the weapons, but not sure if that is the best choice.

Benjamin Grimm (The Thing):

Oread barbarian (armored hulk) 11 (Pathfinder RPG Bestiary 2 205, Pathfinder RPG Ultimate Combat 28)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +16 (+18 to notice unusual stonework)
AC 23, touch 9, flat-footed 22 (+10 armor, +1 Dex, +4 natural, -2 rage)
hp 148 (11d12+66)
Fort +15, Ref +8 (+1 bonus vs. trample attacks), Will +11
DR 2/—
Speed 30 ft.
Melee +3 furious smashing elysian bronze gauntlet +14/+9/+4 (1d3+19) or
. . +3 furious thundering elysian bronze gauntlet +10 (1d3+11) or
. . gauntlet (from armor) +15/+10/+5 (1d3+16) or
. . unarmed strike +15/+10/+5 (1d6+16) or
. . unarmed strike +15/+10/+5 (1d6+16 nonlethal)
Special Attacks greater rage (29 rounds/day), rage powers (body bludgeon[UC], brawler[APG], greater brawler[APG], lesser hurling[APG], hurling[APG], hurling charge[APG])
Str 26, Dex 14, Con 20, Int 12, Wis 14, Cha 5
Base Atk +11; CMB +16 (+18 grapple); CMD 29 (31 vs. grapple, 30 vs. overrun)
Feats Dwarf Blooded[ARG], Extra Rage Power[APG], Improved Grapple, Improved Unarmed Strike, Power Attack, Reckless Rage[ACG]
Traits berserker of the society, mathematical prodigy
Skills Acrobatics +1, Climb +7, Craft (stonemasonry) +17, Intimidate +1, Knowledge (engineering) +16, Knowledge (local) +2, Knowledge (nature) +5, Perception +16 (+18 to notice unusual stonework), Ride +0, Survival +6, Swim +7, Use Magic Device +8; Racial Modifiers +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ elysian bronze, elysian bronze, elysian bronze, indomitable stance, resilience of steel, stone in the blood[ARG], treacherous earth[ARG]
Other Gear +1 restful titanic elysian bronze stoneplate[UE], +1 furious smashing elysian bronze gauntlet, +1 furious thundering elysian bronze gauntlet, amulet of natural armor +3, cloak of resistance +3, traveler's any-tool[UE], 150 gp
Special Abilities
Body Bludgeon (Ex) Use pinned foe as improvised weapon while raging.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Elysian Bronze First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 b
Elysian Bronze First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 b
Elysian Bronze (DR 3/-) First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 b
Hurling (Ex) Throw large objects while raging.
Hurling Charge (Ex) You may add a thrown attack at +2 to hit to a charge attack.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (29 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Resilience of Steel +3 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Stone in the Blood Gain fast healing 2 for one round anytime you are subject to acid damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Treacherous Earth (11 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.

Let us know what you think.

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I’m looking at a new type of vampire for my home campaign in a world of my creation. I’m doing this for a couple of reasons. 1) Players have lost any real nervousness or uncertainty in dealing with vampires. They are just a template added to an NPC and not really a terribly dangerous template at that. 2) I’ve had players feel sorry for the vampires since they had no choice and are really victims themselves. This made them less than satisfied with destroying vampires. I really like the vampires in both Patricia Briggs’ and Faith Hunter’s novel series.

Now none of this is set in stone. If you think some or all of it is a poor idea, let me know. If you can think of a better mechanical way to manage a similar effect, please bring it up.

So I’m considering making vampires a PrC rather than a constant identical template.
- Becoming a vampire (rather than just the sheep on which they feed) is a long process. Requiring many feedings nearly, but not quite to the point of death. (Not sure yet how to mechanically to handle this, but was considering multiple consecutive successful will and fortitude saves.) Yet most fail and truly die, even if the master vamp doesn’t give in to bloodlust and completely drain him.
- The person must knowingly and consciously fight and struggle to not end in death and become a creature that lives by feeding off others. (Eliminates the fellow suffering victim feelings.) Very few religions (even evil ones) will knowingly raise an individual that has tried and failed to become a vampire.
- The powers of undeath are granted over the course of levels rather all at once.
- Have various ‘bloodlines’ similar to sorcerers. So any given vampire will have powers similar to the one that created them. So a bloodline might be blink/dimension door/teleport type abilities. Then another might things like gaseous form and stinking cloud. Some might have charm abilities. Yet more would have polymorphic abilities. Etc…
- The motivation for the sheep is that being a meal on a regular basis stops the progression of (does not cure) most poisons, diseases, and curses. It also greatly slows (does not reverse) aging. Plus they get addicted to the ‘high’ of being fed upon.
- Will be some category of Blood Servitor that is granted benefits over the sheep but in not yet being actively turned into a Vampire Servant.
- New made vampire is bound to and serves the progenitor that made it. Must feed from and be fed by its progenitor or slowly weakens until non functional. Progenitor can chose to free a given servant vamp if it chooses.
- Remains a Servant Vampire until it gains or is given freedom by its progenitor. Is freed if progenitor is destroyed. Can try to free itself if/when its base will save is equal to its progenitors base will save. (Not yet sure how to implement this freedom attempt.)
- Freed Vampire will have some benefit. Not sure what exactly, but probably at least a bonus to not fall into bloodlust.
- A Freed Vampire that has hidden that it has gained freedom from its progenitor may instead try to eventually take control of its progenitor. Switching the status of servant and master.
- Not a Master Vampire until has created and maintained control of new servant vamps. This will give some additional bonus in addition to the servant vamps created.
- Most vamps do not transform spellcasters since their generally higher base will save means they will not remain a servant as long and have a higher chance taking over their progenitor. However, some will take the chance if they feel the need is worth the risk. However, they may attempt to destroy the Servant when the need has ended.

So here is some of what I’ve been thinking.
Pre-requisites: survive the transformation process, evil alignment (usually CE)
Hit Dice: d12+ charisma modifier each level
Skill points is 4+ intelligence modifier each level.
Class skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Intimidate, Perception, Sense Motive, Stealth, Survival, Swim
Weapon and armor proficiency: none gained.

Lvl BaB For Ref Wil Abilities
1....0..+1..+1...0..Undead Type: Bloodlust, Vulnerability to Fire and Holy attacks, Vulnerability to Sunlight, Timeless Body, Bite Attack d2, +1 Natural Armor, +2 Str
2...+1..+1..+1..+1..First Slam Attack d4, +1 Natural Armor, Bloodline Ability A
3...+2..+2..+2..+1..Bite Attack d4, +1 Natural Armor, +2 Dex
4...+3..+2..+2..+1..Second Slam Attack d6 (magic), +1 Natural Armor, Bloodline Ability B
5...+3..+3..+3..+2..Bite Attack d6 (magic), +1 Natural Armor, +2 Str
6...+4..+3..+3..+2..Slam Attacks d8 (cold iron), +1 Natural Armor, Bloodline Ability C
7...+5..+4..+4..+2..Bite Attack d8 (cold iron), +1 Natural Armor, +2 Cha
8...+6..+4..+4..+3..Slam Attacks d10 (silver), +1 Natural Armor, Bloodline Ability D
9...+6..+5..+5..+3..Bite Attack d10 (silver), +1 Natural Armor, +2 Str
10..+7..+5..+5..+3..Slam Attacks d12 (adamantine), +1 Natural Armor, Bloodline Ability E

- Bloodlust: Every time a vampire successfully bites a victim, he must make a will save DC=12 or continue to bite all living creatures in the ‘area’ are dead. The save DC increases by +1 for each successful bite during a given combat/encounter. If under the effect bloodlust, the cure/temp hit points gained from bite attacks are doubled.
- Vulnerability to Fire and Holy attacks: Take a -4 penalty to any saves versus fire or holy (includes holy water) damage as well as +50% damage.
- Vulnerability to Sunlight: Take vamp level in damage each round exposed to sunlight (no save).
- Timeless Body: Aging stopsas well as any disease, poison, or curse currently affecting individual.
- Bite Attack: Primary Attack if used alone or with slam attacks, Secondary if used with weapon attacks. Does listed physical damage dice (unless better prior to transforming). Also physical bleed damage for ½ vamp level damage for a number of rounds equal to vampire level or until cure affected. Bleed doesn’t stack, but max of damage and duration renews for each bite. Same damage dice of random ability damage (or should it be drain). Fort save for half. Save DC=10 + ½ vamp level + charisma modifier. Vamp cures damge (or gains temp hitpoints if at full) equal to ability damage.
- Slam Attack: Secondary attack if used in conjunction with bite, primary if used by itself. Deal listed physical damage (unless better prior to transforming). Creatures hit must make a Will save or be staggered for d3 rounds. Staggered creatures become stunned for 1 round and then staggered for 3 rounds. Save DC=10 + ½ vamp level + wisdom modifier.
- Bloodline Abilities: Vampires who were casters prior to being turned may chose to take +1 caster level instead of the bloodline ability.

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Since I'm going to be an old Samsaran, I think my Animal COmpanion should mostly just be used as a mount to keep me away from trouble and not slow down the group.

I can take the Undersized Mount feat so I can utilize a medium mount rather than needing something large. I don't really need for it to be able to attack well. Just to survive and keep me mobile. A flying mount would be more mobile, but iirc they aren't very robust.

What are some suggestions for the best mount?

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Haywire build generator wrote:


However, note that any optimization for post level 5 comes with the caveat of needing to survive levels 1-4, which is never truly easy.

I believe we are starting at level 3, so that should be a little easier to manage.

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Ha! Old Samsaran is an excellent idea!

Druids already get restoration, but still kool idea.

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I am considering a Druid of the Reincarnated archtype for an upcoming 'hard mode' mini campaign. Since at level 5+ you get a free auto reincarnate every 7 days.
(I'm also considering the cloning alchemist, but that doesn't take effect until level 8.)

Now if I'm reading the spell correctly, it seems like it would be most advantageous to be base human to start since I would keep the extra feat and extra skill points when I come back as something else. And since I can only count on the mental stats still being what they were, I should probably be a caster druid rather than a melee wild shaper. Sound reasonable?

Have you seen this done? How did it work out? Any build advice?

What happens with racial feats, traits, spells, or even archtypes when reincarnated? What about feats you no longer meet the requirements for, like power attack, if a Nagaji comes back as a goblin?

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Here is my biggest contribution:

Consider the other people at the table.
- Don't bring an anti-paladin when the rest of the group wants to be the holy warriors of light.*
- Don't decide that your character has a d-bag personality then constantly tell people you are just RP'ing your character. You decided to play that personality. Also if they RP their characters, they will probably not want to travel or work with your character and will ditch him at the first chance.*
- If someone has built a face/mediator, give them a chance to try talking before you attack, at least sometimes.
- If the GM goes to the effort to build a campaign of clearing duregar dungeons, bring an appropriate character. Don't expect him to change it to give your buccaneer a chance to captain a naval armada.

* Unless you have discussed with them before hand and they like the idea.

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Daw wrote:


Try to adopt a playstyle appropriate to your table.

Can't emphasize this enough folks.

If the group like highly optimized, challenging, deadly combat; don't bring a gimped adept who will hold them back.

If the whole table likes PC's that are just above normal folks, have weaknesses, no corner cases, average joes, etc... Don't bring a super max'ed invulnerable rager death machine.

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Crag_Irons wrote:


Give your character goals (at least 2); other than kill anything that looks threatening.
Come up with something that makes your character odd. A habit, hobby, style, idea, catch phrase or mannerism.

In one game a friend had a 1/2 ogre barbarian, who wanted to be a poet. He was writing and reciting bad poetry. Not often enough to disrupt the game, but often enough to lighten the mood.

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Hmm... Tough to answer a question phrased like that. PF is a game system that rewards specialization (within limits) more than extreme versatility. For example a classic jack-of-all-trades-master-of-none is actually really easy to build. However, it tends to not do well in actual play except in some narrow circumstances. Like if there are only 2 players, so both are trying to cover lots of roles (and the GM adjusts for it) then neither will outshine the other. Other wise the master-of-none gets to spend most of the game watching the other players be better all the time.

Also remember that although I did say the system rewards specialization, most people find being a one-trick-pony quickly gets boring since you have nothing to do when their one trick doesn't apply.

One of the most versatile capabilities is spell casting. But you said you want martial and don't want to focus on spell casting. There is a lot of wiggle room there. I have seen some full caster cleric or battle oracle builds that in combat usually use their spells for just 1 or 2 buffs then go to town with a weapon. But then outside of combat, they still have all their remaining spells for utility tasks. But again this is a caster not a martial class.

Another thing to consider is your statement that you are new to the game. There are a few very versatile classes, that are very complex and difficult for beginners. Magi, poisoner alchemist, medium, etc...

When I work with someone on a new brand build I prefer not to start with the class. If for no other reason than you can use many different builds to perform the same role. There are great archer builds that start with ranger, fighter, monk, magus, inquisitor, and/or paladin. Which one you choose depends upon what else you want the PC to do.

My preference is to start with a few questions.

1) Do you have some backstory or personality already set that requires some particular race, ability, weapon, or whatever? Well he comes from a very primitive society and will only start with very primitive weapons like hide armor and a spear. But he will eventually learn the value of and take up more modern and sophisticated arms and armor.
2) What is the primary thing you want him to usually do in a fight? I want him to smash things with the biggest weapon he find.
3) What is the secondary thing you want him to do when the primary isn't possible/advisable? Oh uhmm.... Maybe he can grab people to throw them around or capture them.
4) What is the primary thing you want to do when not in combat? Since he's from a wilderness tribe, he has a close connection to the outdoors and can hunt/fish/guide for his group.
5) What is the secondary thing you want to do when not in combat if the primary isn't a good option? While not educated, he's observant and pays attention to people and what is going on around him. So he notices things and when people are behaving oddly.
6) Anything else you want to keep in mind? I don't like super confusing characters where I have to memorize 37 things from 8 books.

Sounds like a Barbarian to me. There are some rage powers to help with grabbing and trowing people around. Make sure to put ranks in Perception and Sense Motive.

The answers to the questions above obviously not yours. They are from a previous conversation with a friend of mine.
But if you give us your answers to the above questions, there are people on these forums who will be more than glad to help you make something that does what you want.

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Everyone knows about the common great spells Grease, Create Pit, Haste, Magic Missile, Fireball, etc... Booooooring {yawn}

I'm trying to put together a list of the spells you almost never see anyone take, yet you think they are still effective (or at least great fun).

I will start with a few of mine.
Spectral Hand - allows squishy casters to start making effective use of those great touch spells without the problem of dying.
Pilfering Hand - My oracle was still using this 2nd level spell clear up through level 15. Super optimized anti-paladin with the Ultimate Sword of Death and Doom .... Yeah, now he's fighting with his backup dagger.
Sift - My sorc used this to examine almost every place before we walked in setting off the trap/ambush.
Oracle's Burden - Depending upon your oracle's curse and the target, this can be incredibly debilitating.
Detect Secret Doors - If you have a ornery GM that likes to have really high DC secret doors, this can be a life saver.
Stunning Shield - Another chance for squishy caster to get out of melee range? Yes please!

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As GM, I'd have to rule against the invisible ink image. But think I'd allow most of the other uses mentioned. I am currently undecided about the arcane mark.

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