Darius Finch

Lanathar's page

Organized Play Member. 1,769 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.

1 to 50 of 279 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

I was wondering if anyone had any alternate volume titles for this AP?
Notably book 2

The reason is that my group are playing through a different AP right now where they have had several dust ups with the skinsaw cult

There was even a brilliant exchange where one said “I think we are finally done with these guys” and another said “I don’t think so, we will probably be playing a different campaign in 4 years time and they will show up again”

I had to control my face as it is already pretty decided that we are playing Runelords next

I have the anniversary edition so the titles aren’t on the front cover . What could I call volume 2 instead by way of hiding the reveal ?

And as a general thought exercise are there any other alternate titles for the other volumes? Book 1 could be “The Mark of Lamashtu” or something?

Is it mentioned anywhere how/why he has levels in Monk
It doesn’t say where he would have learnt this discipline

I ask because I am looking at trying to convert to 2E and there is no way of replicating all the low level powers he uses as both monk and rogue are quite front loaded in 1E - even if the combo is quite weak from a BAB perspective

So I am torn on:

- Monk
- Monk with Rogue dedication
- Rogue (probably “thief” but any of the rackets seem like they could work)
- Rogue with Monk dedication

Part of my thought process is around how and why he would have monk levels as pure monk might not make complete sense
That said 2E monk doesn’t need to be mystical and ki based (and neither was tsuto due to low levels)

Anyone have any thoughts ?

Has anyone come up with a listing of the possible stat arrays you can get using the character generation system? Or are there far more than I appreciate

I would have thought there were 3 “groups”

- no flaws
- one ancestry flaw
- voluntary flaws

I know Mark Seifter posted once on the only possible arrays without a 16 (for example) - there were only 3 of those

Until NPC rules are out it would be useful to have a set of numbers to just use.

I was reading the alchemist thread where out of combat healing is partially discussed and the champion and lay on hands is mentioned

Do people think it was the design intent for champions to be able to lay on hands every 10 minutes to effectively function like a slower, but scaling cure light wounds wand from 1E but in character form

I just wonder as given enough time parties with champions can heal to full between fights . Time is easier to control than money which was the wand issue

It is also more limited as it is just one class.

Has this been discussed as removing the wand of infinite cheap healing was a big design aim

Simple question - can you apply a metamagically enhanced glyph to the gorget or just a normal one?

Such as a maximised blast glyph ?

For a non damaging touch spell like stricken heart or touch of fatigue is the spell discharged against a mirror image if the image is hit

The rule refers to the spell being discharged if used to destroy and image.

So RAW it wouldn’t be discharged ? Or is that a bizarre loophole
I would have thought the intention is for it to be discharged

So one of my players turned around and asked why we were only fighting against women “bosses”’ in this AP. I had never stopped to think

(I did kind of ask if the same thing would have been asked had it been the other way around)

We are nearing the end of the street war in book 4 :

Vanases Trex
First Warden
Zella Zidli
The Gardener (?)
Aluceda Vhol
Hei Fen


Lucien Thrune

And pretty much all the hand picked lieutenants are women. Now I am pretty sure there is something in book 6 from his backstory that explains his relationship with women (especially strong ones)

So would I be right that this is a deliberate choice? And if so it actually makes me tempted to reverse my plan to end at book 4 so we can get that reveal
(But second editions calls so invitingly!)

Not sure if this is the right board

Does anyone have any insight on how the enemy NPCs encountered are created for Plaguestone?
Because it doesn’t seem to be using normal PC rules when I tried to crunch the numbers

Assumption: like in PF1 a “level 3” enemy actually has 4 class levels . Without this then I think the numbers are even further away

Trying to avoid spoilers :

There is a character that appears to have twin feint (or the equivalent) m and 1d6 sneak attack but when you add the numbers they seem like they have master level of proficiency but still come one short

They can’t be a base rogue due to proficiency and can’t be multiclass rogue as the sneak attack is one die higher (although this is closest). There is also no AOO or shield block


There is an archer who I think also has one higher attack roll than a fighter would allow with master. And again no shield block, aoo and only one class feat


So at a very high level it seems like rather than NPCs having reduced gear and lower baseline point buy (1E) they have slightly better numbers (I guess based on some kind of table) but fewer “class abilities” / “feats” - perhaps to simulate the old warrior class or the like ?

Does anyone have any views or insight?
My guess is only Jason and perhaps a handful of others have a true “answer” at this stage

I am just a little confused in how i should be building humanoid any threats / what challenge they would be if I used PC rules...?

I am having a glance st some conversions from 1E to 2E
2E has a table for expected DCs for challenge levels at various levels of gameplay

Is there something similar for 1E so I can try and match these across? E.g what kind of category would a DC14 be for a level 3 1E character ?

And what about saves ? Do I use the high and low for enemy creatures spell DCs from the benchmarking sheet out there ?

I am having a glance st some conversions
2E has a table for expected DCs for challenge levels at various levels of gameplay

Is there something similar for 1E so I can try and match these across? E.g what kind of category would a DC14 be for a level 3 1E character ?

And what about saves ? Do I use the high and low for enemy creatures spell DCs from the benchmarking sheet out there ?

2 people marked this as a favorite.

So with some time on my hands I thought I would look through my pdf of Rise and see what creatures made it across / could be converted quite easily and what couldn’t .

I will outline the exceptions in case anyone has any suggestions

I have no plans to play this any time soon but assume others might and also want to think about this as early as possible

Caveat: I don’t know what the rules will be to build levelled “PC race” foes quickly but have excluded those that can seemingly be made using what is in the core rulebook

I have also excluded the potential fisticuffs with the shop keep as it is more of a flavour encounter (it sounds like plaguestone has drunk farmer that could work for this)

Book 1:

Creature exceptions (let me know if I have somehow missed anything) :

Giant Hermit Crab
Yeth Hound (biggest miss as they play a potentially important role in the end)

Everything else seemed to make it in. Any suggestions on swaps or how to maybe build them? The biggest challenge is balancing the power of creature unique actions (and creating them in the first place)

“NPC” exceptions:

> There is no clear way to advance / add levels to the quasit. I don’t know how simply adding 4 levels of sorcerer or wizard would work.

> The 3 armed goblin probably needs some kind of unique action like the other multi limbed things apparently have (haven’t read the bestiary in detail) . Or perhaps just add in one of the double slice style feats for free to represent this?

> No Aasimar heritage for a year . I imagine the baseline will now be low light vision and access to aasimar heritage feats. No view on those. One is likely to be getting a divine cantrip similar to how gnomes get a cantrip but I haven’t thought anymore

> probably minor but there isn’t a simulation for Nualia’s claw directly. I guess this could be borrowed from the sorcerer bloodline ability in terms of strength but just be permanent


I had a bit of a look at book 2 as well. The haunts will potentially require a lot of work but I haven’t read them in detail and don’t know how they work in 2E. Get the feeling they might be easier to overcome for clericless parties

Skinsaw cultists will no longer be compete clowns using the new multiclass system!


I will use this thread to try and post up any actual conversions I make if/when I get round to them (such as for people like Tsuto).

If anyone has ideas or has already done any then that would also be great (I am sure there was a playtest conversion out there. Not sure how applicable that is now)

I am not sure if this is the right forum

My reading is that Low Light vision being tied to lighting conditions is a big upgrade on 1E meaning it won't get largely ignored like it does in many 1E games (Darkvision or nothing)

Or do I have a bit of confirmation bias?


I am looking at Half Elves and Orcs and see that instead of picking an ancestry that gives you a general feat or training in a skill you get low light vision and access to more heritage feats. If this was 1E (even with downgrades in many general feats) that would be a terrible deal

But it doesn't seem like that on closer reading

Or do the "half" races get a little short changed? I haven't everything as I don't have my book yet so am reading bits and pieces through AON (definitely NOT the way to do it)

So I was recently trying make a Mystic Theurge character in 1E and got rather frustrated at how weak it is to do "traditionally"

The new multi-class system seems to completely resolve that.

What is more the way magic now works and scales it seems like it is actually possible to make a character that properly represents the duality of Nethys:

Healing and Destruction

(I would be interested probably in Half Elf to represent the dual traditions as well)

But I am interested in people's opinions of the best way to go about this. Or rather what the relative merits and disadvantages of each would be:

Wizard (Evocation) w. Cleric dedication
Cleric (Cloistered) w. Wizard dedication

I prefer the latter if I would have to start from Level 1 because it would be about a worshiper who unleashes Arcane potential rather than a devout Wizard

Do I assume correctly that if I want healing and destruction I could get away with High Intelligence and moderate Wisdom? Or would I want relatively high in both

Caveat: My book is delayed by 2 weeks so I haven't really had proper scope to digest things so I am interested in the views of people who have

Note: I would like to think that i am jumping the gun and that a theurge archetype or at least theurge feats that involve spell blending and the like (perhaps with all 3 actions) will eventually come out...

I would like some help understanding Glyph of Warding and magical traps as I have never really fully understood then

Do I understand correctly that a magical trap or glyph can be detected by "Detect Magic" but only removed by a rogue or Dispel Magic?

Q - What does Detect Magic detect? And abjuration effect and nothing else? Is a perception still required to identify it as a glyph?

Q - Can Magic detect the spell inside?

Q - What is the perception check to identify a glyph? I can't seem to see it in the spell description

Q - where does the read magic and spell craft come in? Is the order - detect, perception, read? And what would reading it reveal?

Then if a spell is stored inside it that normally has a single target:

Q - Does it effect everyone who passes through / past the glyph? Or just the first person/intruder where it is then "discharged"

Q - Does a targeted dispel magic count as a harmful spell?

My guesses:
1 - Just the abjuration effect. Not sure on the perception
2 - No
3 - I don't know. There are DCs in the trap section but I am not clear where these come from
4 - Posted my guess at the order above. I guess reading it would reveal whether it had a blast or a spell?
5 - I am not sure if the discharged is for blast ones only...
6 - I would like it to (Thieve's Downfall from Harry Potter) but strict interpretation is probably "No"? Are there any traps that dispel effects from intruders?

Thanks for any help

I would like to try and give my players unique bestow curse effects should they get hit by the spell. But I am struggling the balance idea

Even the ones as written are pretty variable depending on class. The staff penalty can reduce some classes to uselessness and due to the maths the -4 on roles can also tip someone into being generally ineffective. And 50% no action is luck of the dice

Restriction of class abilities seems harsh.
I listened to a podcast where the gunslinger bad the misfire range increased by something like 5. The fans on reddit went mental about how OP that curse was (I want to avoid similar reactions from my players)

The are level 10:

- buff and healing focused cleric whose channels give effective heroism from the Milani feat and has bless equipment and can quickly counter/remove status effects with freedom domain

(Initial idea : non healing channel effects are reversed - bless equipment curses equipment and beacon of hope gives everyone a bunch of -2s)

- blood Kineticist with kinetic blade and kinetic healer

(Initial idea: I would think each point of burn costs double but that is quite harsh and would just involve them not taking any. They already avoid most other than necessary burn (shield boost, miss chance and one in reserve for healing. So this doesn’t do a lot and is much more easily managed)

- witch with monk dip to help get crazy AC for an arcanist. Uses lots of hexes including evil eye (because it always works), protective luck, slumber and fortune. And of course cackle

(Initial idea : reverse affect of hexes OR reduce / half the range. The former seems much more harsh than the cleric one and seems evil )

Edit: incidentally if I did this what would the reverse of slumber be? And would I make cackle reduce the affect by one round? Because in most cases apart from failed evil eye it will mean him putting the hex on and removing it straight away - I guess his first though might then be that the curse is to make cackle unusable before the horrible truth comes out)

- Devoted muse with a daring champion and mesmerist multiclass chassis. Lots of panache use for dodging out of the way and sometimes throws out the big debuff with dazzling display and an absurd intimidate score meaning it pretty much auto succeeds (intimidate is super broken but that is another matter)

Initial idea - a bit stumped for anything on the bespoke on here


To be honest I don’t expect the cleric or witch to ever fail. Dip in monk has given the witch and absurd will save and the have a lucky clover. Clerics always have absurd will saves

But if anyone has any ideas then I would appreciate it

In the recent episode of Arcane Mark someone asked a question about whether there would be race/heritage based class archetypes (presumably like Stonelord Paladin)

Mark dismissed the idea as far too narrow for Paizo to use their word count on (restricting on two fronts)

However he did suggest that heritage archetypes could be a thing - so applied across all classes. This is an interesting

So what sort of things do people think these can be? I guess they would be lore connected.

For example:

- Elf - Lantern Bearer
- Halfling - Bellflower Agent

No others immediately spring to mind. But fun that these things like "prestige classes" (and indeed many would be based off of old prestige classes) could be opened up to all classes
(And potentially expanded to other heritages a campaign reward or hook).

8 people marked this as a favorite.

Does anyone think there has been a change in the importance of certain ability scores compared to 1E?

Strength - seems less dumpable as bulk seems easier to track and less likely to be hand waived than current carrying capacity

Also there are not many ways to get other stats to melee damage

No longer a pre req for a mandatory maths fixing feat for melee characters


Dex - still seems very strong as AC is important to avoid critical hits. Better save scaling might reduce its impact on reflex

But perhaps not as all powerful

Fewer options for Dex to damage restricts its usefulness for non rogues. But i father more people can get Dex to hit

No longer tied to initiative in most cases

No longer a ore req for things like two weapon fighting


Con - unless I have misunderstood the rules this has taken the biggest fall in usefulness. Max HP effectively compared to 1E and ancestry HP reduced to proportional impact of Con on HP

It doesn’t seem con has any impact on anti dying saving throws or your final threshold before dying


Intelligence - fewer skills arguably means intelligence is slightly less useful

No longer a feat pre req except for multiclass


Wisdom - perhaps slightly more important as perception for initiative seems the most common

Incidentally what has happened to sense motive? Where has that rolled in?


Charisma - there is a whole thread on how this is still the dump stat when it is not a key stat so there isn’t much need to bring all that back up here

That position is largely unchanged from 1E


Are any of my points well off base?

So as far as I understand there a 2 bloodlines (out of 10) from the new core book that grant access to the arcane spell list

I have looked through the existing 1E bloodlines from the srd and cannot actually see many more that fit better in arcane (compared to the other 3)

Rather than list it I thought I would ask - what future bloodlines do people think would make a good case for being arcane (existing or new).

Or are dragon and imperial broad enough ?
If the precedent is planar outsiders are divine then that seems to reduce creatures with an arcane tradition (but I admit to not knowing every creature !)

Has much been announced about this yet?
When do the scenarios come out for it?

I would like to think it starts more straight forward than in 1E with everything allowed (as in the game designed with PFS partially in mind)

Current PFS has somewhat of a barrier to entry with all the banned stuff that needs researching

I am interested both because I would like to try and build up credit this time round but also shorter scenarios seem like a better way of getting people interested...

Please point me the right place if this is discussed somewhere - potentially my eyes glazed over it at some point

A while back I ran some low level season 5 scenarios for my players as something a bit different

A seemingly unfortunate parallel is that almost all the NPCs in those seemed to hate / massively distrust the society as a bunch of interfering busy bodies / thieves etc . Or just the circumstances meant they had to keep their positions quiet. So they couldn’t outwardly announce their affiliation

It has become a bit of a running joke now e.g if the group in our AP game get a negative reaction they say “yikes, you would think we had just told them we were members of the Pathfinder Society!”

Which scenarios (if any) are there where the society is extremely positively received and open affiliation is a good thing? I’d like to know if I could throw something at my group that would shock them...

I couldn't find the answer to this in the FAQs (please let me know where I need to look)

I understand that PFS scenarios are written for 6 players with adjustments for 4

Can credit be given for them if they are run with less (say 3). Or do they only count if 4-6 people play?

I want to try and actually build up some PFS credit when second edition gets launched but I imagine my group will only play PFS scenarios when down a player. So I would like to know if it is a non-starter

I assume it would not count...

So I have seen a blog post on the impossible lands that suggests Student of Perfection will be an archetype tied to the Impossible Lands region presumably from the Lost Omens book

This implies there will be one per region in this book. So what do people expect ? I think the mutterings are :

Impossible Lands: Student of Perfection

Golden Road : Living Monolith (can’t remember where this was from. It might have been Mark Seifter)

Old Cheliax : Hellknight armiger

Absalom: Pathfinder agent (i assume?)

Now these might not be “prestige” archetypes in that I think I have seen that the last two are available from level 2. So perhaps I have got mixed up

I think that leaves 6 more? What do people think ?

So one of the things from the playtest when initially released was how small the “bucket” of abilities each ancestry got was.

It got boosted by feats but some of these didn’t make conceptual sense and seemed like it meant waiting until level 15 to get all the racial abilities (including biological ones that should be relatively standard)

This was commented upon a lot

Is this where heritages comes in as a “fix” to this to give you more at the start that distinguishes you from other races than your ability boosts and one or two other things ? I am not sure how much information has been released on this - both up to 1.6 and between then and now.

I guess I always liked the concept of heritage feats but assumed that they would be more akin to the racial specific feats in PF1 that very few people took so that you could become a “paragon of x race” rather than just closer to what we are used to . So the execution at least in the first playtest version was not really in line with the pitch

What is know about what has happened since if anything ?

Would I be correct in assuming that this game is still designed with the assumption of 4 player parties? And that modules and APs are written with this in mind?

I wonder if the flexibility of the action economy system and the seemingly increased healing options make it more feasible than before to be short a player

And is PFS still going to be 6 player (with adjustments for 4)

I assume the historic formula is being stuck to?

1 person marked this as a favorite.

Do we know if Mr Mona is finally going to get a way of building his old unarmored Barbarian character without being quickly splattered on the ground due to low AC?

The new critical rules will make such an idea even more vulnerable unless there is a way to boost your proficiency in unarmored defense .

Right now it seems like it could be somewhat achieved with Monk with Barbarian multiclass archetype but I assume that isn’t really the vision

I wonder if Erik has been thrown a bone here or not?!

I was wondering if people could help me with where alchemists ended at the end of the playtest as I didn’t really follow it

I recall them having problems early on due to resonance

And I know they are no longer pseudo spell casters where extracts are spell slots

So what is their role ? Do they still rely on bombs , alchemist fire etc for combat abilities ? Or is there a pathways between mutagen and bomb route?

I am just intrigued because the new class thread brings up a desire for more classes that don’t rely on spells (because there is discussion about up to 10 casters due to prepared and spontaneous and flexi choice for all 4 lists) but aren’t pure traditional martials

Alchemist seems to be one of the few that fit this criteria from the existing class list (and the one that has made it into the core book)

So what were they after all the changes (as I know there were lots by the 6th patch )

So I recall from the playtest that Cavalier was a variant multi-class archetype that any class could take.

I do not recall if it had its own special name or was simply another form of multiclass

The impression I get is that it was just for playtest and hasn’t made it into the core book (presumably it will come out later)

I haven’t been following actively. How was it received? I wonder if it was dropped due to space or people not liking it. Or potentially hardly anyone play tested it ...

The general answers feed my next point - assuming the concept stays, what other classes (old or new) might get similar treatment of a multiclass archetype that any class can take? And what could?

I was thinking on it and it seems like it would come down to whether there is something unique enough that multiple classes might want to have it but not enough to warrant its own class.

I was thinking of inquisitor and swashbuckler for example. The line required to cross between whether it should be a whole class could be quite fine

But perhaps the idea has been scrapped and will only apply to “prestige” things like Hell Knight...

There seem to be a few occurrences of these scrolls popping up in the AP as loot - so I assume they are meant to be used and I guess used to find out things about the original Ravens and rebellion?

So what sort of things would be unveiled by this that the players wouldn’t know in book 4?

More on the nature of the dragon?
What the song of silver does?

Has anyone else had players use this ?

Hi everyone

I would like some help understanding whether Feeblemind restricts certain types of actions - spell like , supernatural and extraordinary

I know rules and written they don’t but can the person with Int 1 understand what abilities they have and therefore choose between them?

Specific examples:

Witch with multiple hexes - can something that is literally in lizard brain mode pick between things like fortune, protective luck etc. And would it even understand that cackle makes the duration last?

Kineticist - would they understand the concept of burn and gather power (let’s face it, it can be tricky even for human intelligence people!) . So stick to standard blast ?

Cleric domain powers - for example the ones where the cleric creates and aura to bolster allies or remove status effects . I would imagine it has no understanding of when this would be necessary

I kind of feel characters under this effect should be able to move around, aid other in combat and make melee attacks and that be pretty much the limit. Ranged attacks as well although of course there aren’t real life parallels to lean on there...

Any thoughts?

So I am interested in trying to make a mystic theurge work as a viable character in a group and would like some help

I have previously guested in this mixed experience group and it has transpired I have made characters that are more powerful or effective than many members of the group

So to some extent this is a self nerf but I don’t want it to be completely useless

The potential party: Bomb focused alchemist, improvised weapon brawler , multi class bard / rogue. Only one obvious melee threat there which could be a concern for the group as a whole. (I think the latter two are in the lower end of the optimisation spectrum which is another reason I have less of a problem with this idea)

The base (fixed):

25 point buy
Cleric (Nethys) 3 / Wizard 3 base (so no quick entry shenanigans that involve rules interpretations or GM permission )
Enters at level 6
No third party initially * (to be raised below)
No 7s in stats
(Ideally a max on one in the negatives)

I am interested in half elf or aasimar to play up the duality

I would like to know all the possible tricks through feats / traits / archetypes / race to make this more workable

Specific questions:

- should I pick any archetypes? I am looking to Ecclesitheurge as blessing of the faithful is unlimited usage and I can actually unlock bonded holy symbol before prestiging

- If I pick that archetype what should I fix as my primary domain to be most useful . Or is it not really relevant due to the limited number of cleric levels?

- If not is there another archetype that is useful for only 3 levels?

- Given the very weak channel power are any variant channeling options potentially worthwhile? Or should i just be dumping charisma

- Are there any wizard archetypes that lend themselves to having only taken 3 levels of wizard ?

- What arcane school / spell types are most useful? I know the super cool image would be healing and blasting but clearly DCs are going to be far too low for that. I guess I need to focus on those with really useful low level powers

- What arcane bond assuming no archetypes? Another item or a familiar ? And if so are then any super useful familiars and familiar archetypes to help with this

- What magic items should I focus on with level 6 starting wealth?

- Should I focus on intelligence , Dex and con with enough wisdom for spell casting requirements ? Or should I be looking to boost both intelligence and wisdom?

Shenanigan related questions:

- I gather there is some kind of ability somewhere related to being part of a magic school which boost caster levels. However this seemed unique to PFS due to the requirements and didn’t seem to be a feat. Is my understanding correct ?

- I consider asking for third party stuff to be a bit lame due to how much first party content there is. However there is pretty much no support for the theurge and it seems literally only there because it was an iconic prestige class from the 3.5 dmg. If I was to ask for third party things what should I consider? There seems to be lots of feats on the srd. (I am not interested in the 3rd party theurge class for this purpose at this moment in time)

A little more on the idea - I am intrigued by the idea of a devout Nethys worshippers with a staff, wearing black and white and having a zebra as a mount (obviously not for battle).

I am interested in really trying to play up a truly neutral character and see how it goes

Now the theme of Nethys seems to be destruction and restoration / protection

If it wasn’t for the DC issue then ideally this would be a mix a damaging spells and healing/defence .

And if destruction wasn’t such a weak domain I would either want both that and protection or rotate them using ecclesitheurge.

However I feel like this build is going to be weak enough without factoring in those points

I appreciate anyone’s help / advice on this rather restrictive “challenge”


(I appreciate that based on the playtest rules it seems like waiting to build a 2E Nethys cleric seems like it will largely solve most of this dilemma but i may not get the chance as my group seems unlikely to switch)

Hi everyone

I ran a few scenarios last year and from memory most include unique elements.
I am interested in what particular ones are the most "non-standard" with "standard" in this case being finding and killing enemies

Or am I completely off base in this question and is it true that most of PFS is quite non-standard?

For context my players really enjoyed Library of the Lion as it was so different to normal pathfinder and there was almost no combat (and you could take steps to ensure you reduced the chance)

This differs from, say, Glass River where there is seemed a little more fighty

A few also listened to an Actual Play of Blakros Matrimony and that is also a real breathe of fresh air.

So what scenarios really offer something different?

I know this can largely be impacted by GM style and the group but the overall plots of most of the APs seem rather gritty and dark what with having to combat escalating evil and usually world conquering plots

Looking through and you have some outright horror ones, rebellions or pseudo uprisings against devil sponsored overlords (twice) , demon wars , being forced to become refugees etc .

So with that in mind which APs lend themselves best to a lighter tone? Which are the least gritty ?

On the face of it it seems like the lightest could be:

- Skull and Shackles with an altered first book to remove or lesson the whole beatdown of press ganged victims

- Iron Gods seems like it could just become a power metal music video (although I have heard it is brutal and also have no desire to play in it or run it)

What do people think ?

I would like to throw a spell focused inquisitor at my group in an upcoming game

I say spell focused because:
- There will already be melee based ones in the game
- The AP has stats for this character already with relatively low strength and dex and I only want to make minor adjustments

I am looking at perhaps level 10-12

Stats (no ability boosts) are:

Str : 12
Dex : 10
Con : 14
Int : 10
Wis : 18
Cha : 13

Asmodeus Inquisitor with Magic Domain.
Now hand of the acolyte allows an attack using bane and wisdom to attack rolls but this doesn't seem like the best plan

A guided weapon would allow a relatively normal inquisitor

But is another take possible? They will be attacking with allies.

The problem as far as I can tell from a glance is that offensive inquisitor spellcasting is both low DC and save or suck (with limited spells that have a partial effect even if a save is passed).

This is obviously the worst combo. Combined with all my players having higher than average saves (especially Will) means this idea may be a non starter

Can anyone give me some pointers? Or another avenue to go with those stats since Judgement/Bane/Spell boosted inquisitor in either melee or with a bow seems off the table...


I thought I would split this out from the Book 4 GM thread as it is a bit of a tangent

I am hoping to add a side mission tied to one of my characters into book 4. However I came up with this before properly reading book 5 and am worried about some of the overlap.

So, the context:

One of my players made an Ex-Red Mantis assassin who was sent to kill someone from Kintargo but in the process of going to kill this person at the Opera House the individual saw him, knew what was going to happen and just invited him to watch the opera before killing him. After the opera the character had fallen in love with both the opera and the mark

So this story does not address:

- why the mark was the target of the Red Mantis (who took out the contract and why)
- why upon non-completion of the mission someone else wasn't sent to kill him
- why upon non-completion of the mission someone wasn't sent to kill the PC who failed to carry out his contract

Now I wanted to make this guy secretly a villain. He is professor at the academy and I wanted to make him a vivisectionist.
(My original idea was also to make him a Mantis member with the archetype that turns you into a mantis but I have dropped this idea)

So the idea would be that he is an anathema to the Red Mantis due the non acceptance of death thing (I would have him make Flesh Golems and perhaps Necrocrafts etc.)

Now the problem comes is that when I thought of this I hadn't read far enough ahead to know that Mangvhune comes back in Book 5. I worry that things could get a bit repetitive.

That said I did kind of think that between Wex and my NPC you have the two main aspects of the professor - Experimentation and serial killing.

What do people think? Would it be a bit much to have another shady professor in the same AP?


As to the actual mission - that is kind of why I have been trying to find something to use as an Alabaster Academy map. I don't want it to be obvious that this is completely homebrew.

My initial thought is that early encounters would be in the main Academy where I will put Hell Knights on the door, higher level redactor monks inside and perhaps some murderous plants due to the nature of the university (but most plants seem to be too low CR for Book 4)

Then underneath I would have my NPC professor and allies. I like trying to tie characters to deities but I wasn't sure if a Vivisectionist would be Norgorber, Urgathoa or Zon Kuthon. Leaning towards one of the first two
(I think curse of the crimson throne Urgathoa temple could work as an underground map)

As to non deity specific things I was thinking:

- Flesh Golems (although their vulnerabilities to fire and ice are crippling at this kind of level)

- Necrocrafts (but I might need to make some unique ones because the ones in the rules are very low CR and rubbish)

- Grave Robbers : brothers from the Book 2 gangs. Amazingly the player who this revolves around is obsessed with trying to impress these guys for some weird reason so I kind of want to run this mission just for that. I came up with some Cad Fighters using shovels as improvised weapons and specializing on dirty tricks that are amazing de-buffers (and not far off of something I have wanted to play myself)

- (Someone elsewhere on this board suggested having Red Caps as murderous assistants which could be fun)


So that is my current idea. There is scope that I could also put Hetamon here and remove that mission for this

I would be interested to know people's thoughts and opinions - primarily on the potential clash with Book 5 and the actual Professor

How have people managed this?
I am just about to end book 3 so players will be level 10

Any deaths from this point will need high level replacements who are Kintargo based and keen on opposing the government

This would beg the general question of "what have you Mr lvl 10+ person been doing while all this stuff is going on and we were starting up a rebellion"

What examples do people have from their games of how it was rationalized.

I know this is a general AP issue but it seems more acute in the set up of this one

1 person marked this as a favorite.

What are some rules appropriate ways to allow NPC villains to get their monologues off without someone just shooting at them part way through

Yes I know it is not realistic but they are informative and fun !

So far I have used a lesser version of astral projection (maybe incorrectly?). What are other ways ?

I was hoping to get some opinions on the Milani specific feat :


Now to me this seems incredibly powerful because it adds a mass heroism on top of the healing effect of a channel. All as one standard action that doesn’t provoke

Used a intervals basically means this lasts the battle as most pathfinder maps don’t tend to spread groups more than 30ft apart

Was the intention perhaps to only be that someone could only benefit once per day? Or does this nerf this to uselessness ?

What should I be aligning this to in my mind when considering power levels? Spells like heroism? Or something more like bardic performance ?

It does seem rather strong...

A bit of confusion about miss chances:

If a character has an effect that creates a miss chance such as blur and is attacked by someone with greater or natural invisibility but the miss chance prevents this do they have any idea that an attack was attempted ?

Hi everyone

(I can't remember if I have asked this before)

Does anyone know of any Paizo style maps that could be co-opted for the Alabaster Academy

I am thinking of adding a mission there but I want to try and give off the illusion that it isn't completely homebrewed. (Although if I start adding Harry Potter herbology things like mandragoras it may become obvious)

I am not sure there is much out there for actual universities apart from Academy of Secrets - and that doesn't fit

Fingers crossed

So it is pretty much accepted that pathfinder starts to become a lot more complicated as you hit higher levels and this can be a barrier for some people

I would guess a combination of :

- a laundry list of stacking and non stacking modiifiers
- lots of class abilities
- increased enemy abilities such as magic etc

These can make things tough on newer players who find the rules complex

Now say we remove “play a different system” from the table ...

What classes best suit the increase in complexity and difficult as the game moves up in levels?

Most people suggest fighters for new players but I can see at least three issues:

- overwhelmed with feat options and just freezing in confusion
- starting to become markedly less effect without very specific spells once enemies start improving resistances and movement with magic
- relying on the laundry list of bonuses that I mentioned before - some of which stack and some do not

So are there any that avoid some of these issues above or is it kind of unavoidable

This is basically a “recommend a class for a new player” thread but with a bit more specifics ...

Has anyone done much with brining back NPCs that have survived prior encounters with the PCs?

Of the top of my head the following have got away / been allowed to get away:

- Scarplume (allowed)
- Azvernathi Raul (allowed)
- Nox (fled)
- Sabo (snuck past / tricked)

Now I know about Nox. The others I don’t think will hav much cause to come back and I don’t want to punish PCs for not killing everyone

However I feel like there should perhaps be some fall out on the Sabo situation and she may want some revenge. But I feel like she might be removed from her role at the prison once the “transfer” was proven to be fake

I guess she could seek some outsider or priest of Asmodeus aid when looking for the PCs? Or perhaps even swallowing her prior concerns and getting another one of the kytons (my party curb stomped that so bringing one back probably won’t be too boring)

Any thoughts on who she might ally with?

And has anyone else had prior villains come back? Do they all get stored up for the end of book 4?

I would like to have some grave robbers / body snatchers working for a nefarious individual.

I would like it to be a combat encounter for players but am not sure what to make them be. What would be a fun class for a body snatching grave robber that fits the theme?

On option is Earth kineticist as they can manipulate the earth. But are there other options?

There is an argument for someone who can cast gentle repose

Anyone got any nifty ideas?

1 to 50 of 279 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>