Were-Kyra

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Organized Play Member. 203 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Forgive me if this post is in the wrong area, It's more of a musing on the foibles of online tabletop RPGing than a specific call to action per se, but it seems that having a group last longer than a year online is extremely difficult, and no surprise to anyone on this forum, I'm sure.

I have a hard time finding games near me...I live in a very 'urban' area, so not many RPG fans around me, and to trek to the nearest gaming store is just logistically not an option.

I fell in love with roll20's interface and the potential to "have my cake and eat it too" (meaning playing in my underwear with a micro-brewed-beer and a joint).

I even got incredibly lucky out of the gate and joined a group that lasted a little over 2 years. We played Carrion Crown until 10th level when the GM had a personal issue come up.

That was last year, and since then, it has been a succession of disappointments. I joined a Kingmaker group that became a "one-man-show" of one player basically forcing his character into the spotlight every session, including making his dhampir Cleric of Urgathoa (no idea why the GM allowed it in a LN kingdom)rape a prisoner to death in front of the citizens. What? Read that again. It happened. Next session, my druid attempted to save a baby owlbear and bring it back to the kingdom, and it became a giant "to-do" because same player (the raper) thought it was "too much". Although I protested, I eventually capitulated to the group (who supported this guy, because they were all in a gaming group together on another day as well). Needless to say, that group dissolved soon after that, after a few months of play.

The next was a Giantslayer game that lasted the first book before the GM called it due to personal reasons. After that, a Hell's Rebels Campaign where a cocky GM thought he was so good at what he did that he could "wing it" (his words) with little to no preperation. What followed was a few 4 hour sessions with about 2 hours of actual play, peppered with spans of GM silence while he read the book as we came to the parts...the group recently dissolved, and the GM blamed the players for "not liking his style".

In summary, I wasn't just writing to b%~&* and whine, but to ask for other's experiences. Am I doing something wrong? Am I expecting too much from online groups? All I want is to play an AP from Book 1 to the end. I think they are a phenomenal idea, and something I have always wanted as a player.

Are today's millenial players too "all-over-the-place" to see a game t through? I constantly see younger players who bring a PC to the game, only to begin planning a new character one session later, and make questionable choices to basically commit suicide just to get the new character in.

I'm not even that old...I'm 35, and consider myself fairly youthful still, so I shouldn't be going all "Abe Simpson" on the kids, but sheesh! Can't a guy get a game 'round here?

Are there other community sites like Roll20 that feature that sort of integration? It seems to be sliding more 5E than PF these days.
I would try PFS, but I like the idea of one consistent group, not a "mercenary" style game.

Am I expecting too much?


So I am playing an Unchained Monk, quick backstory, we are 10th level, just had a rough fight, and ended up in front of Pharasma. My character, Rezan, was sort of a mindless puppet of Asmodeus that gained freedom and fled, and ended up in the party, blah blah blah. He is all about fate, letting chance rule, and leaving things to randomness. That being said, Pharasma offers a gift...If the Monk chooses to serve her, she will "re-create" me into a Divine Servant. Well, after a brief out-of-game meta-discussion of what he would do, it was decided that he would leave it up to Pharasma to re-create him as she wishes.

So we whipped up a couple quick random tables, rolled, and Pharasma has re-furbished my monk into a Tiefling Inquisitor.

I totally accepted and gave in to this, because to be honest, the character was a little boring to me and I thought this would revitalize both the RP/Personality aspects, and give a little momentum to his story.

So, having never played an Inquisitor before, and never even really looking at the class, I am now at a loss as far as how to build. I want to keep with the theme of Fate/Chance, and I definitely want to focus on melee.

I can pick any archetype that works, and I was considering the Slayer one or Spellbreaker.

Any input would be appreciated!


...while fighting a Barbed Devil, my 9th level Ratfolk Beastmorph Alchemist was slain, only to be reincarnated by our handy Druid...

Into a Kobold.

Now, I had my BM Alch specced to be a melee beast, with 2 levels of Master Chymist.

Now the Kobold has thrown a wrench in my gears...my Str dropped, I had just got a neg level from Urgathoa, and now 2 more neg levels.

My plan is to try and retrain my 2 levels of Master Chymist into Arcane Bomber and make this lil lizard a ranged threat, but I don't foresee 3 weeks of downtime in the middle of Carrion Crown.

What can I do to fix this wrench in my gears? Die again and hope for a better reincarnation? Try and convince the party to take a 3 week breather?


So here I am making a character for a semi-regular Emerald Spire crawl, and I realized I have never played a full caster for more than one session.

So in breaking my all-martial-or-skill based streak, I would like to focus on a buff/debuff style full caster.

I have been looking at a Hex Channeler Witch, or Heavens Witch Doctor Shaman, but then again for being a "magic rookie" I was considering leaning Sorcerer (less 'bookkeeping').

In your ever helpful and infinite wisdom, Oh Board of Messages, what Sorcerer bloodlines and builds would be good for this? Or should I stick to Witch?

I am open to all race, class and archetype suggestions that fulfill my 'character skeleton':

-20 pt Buy, 2 traits, Full Caster, little to no melee, focusing eventual on either buffing or debuffing.
-I like the idea of a slightly unstable primitive style magic user who is a little loony and unpredictable.


Hey buds and babes, quandary time:

Playing Iron Gods, just hit 3rd level. I have a Numerian Liberator/Breaker Barbarian who is a tank in the making.

I have Blighted Physiology as a trait and Improved Natural Armor as a feat, along with Power Attack.

He has 38 HP based on some killer rolls, and with his gear and abilities he is at a 19 AC, so for 3rd level, 38 HP and a 19 AC is very tanky.

We have a 4 person party, pretty standard with Scout Rogue/Tech Wiz/Lunar Oracle (w Big Cat companion) and my Barb.

I am torn with choosing the 3rd lvl Feat...I can maximize the HP and go toughness, get more offensive with Furious Focus or Cleave, or improve my shoddy +2 Initiative with Improved Initiative.

Any thoughts? Should I continue focus on HP and AC? Get a little more Offensive?


Hey guys! Help with my 9th Level Swashbuckler.

Making him as a backup for my Carrion Crown campaign, and my concept is a Spider-Man level "Harasser"...a shit-talking, motor mouthed little jerk that insults and infuriates his enemies. The Mouser is perfect for getting up in people's faces, and the Mysterious Avenger is just dang flavorful and fits the current slant of the AP.

My question, as always, is feats. I am definitely going Step-Up (take advantage of the Mouser bonuses), and using a Longsword (most commonly found weapon, really)with Slashing Grace, Weapon Focus, and.

I want to give him a high Bluff and using Taunt, possibly Antagonize as well.

I like the idea of the Mysterious Stranger using the whip...would it be worth using Two Weapon fighting to use the whip and sword concurrently?

Would it be worth it using Mobility and Spring Attack?

Am I missing any clutch feats to make a trash-talking, witty little jerk?

My weapon, I think, and I hope it isn't OP or corny, but I was considering a +1 Adamantine Impact Longsword, to boost damage a little bit.

Any thoughts?


Hey guys! I was perusing through some Domains and Subdomains for a Druid and saw a few possibly overlooked domains that seem to be really good. The first example is the Exploration Subdomain...

Door Sight is a godsend, and at 8th level the Teleportation is clutch too.

Any other domains or subdomains you think are overlooked, but actually pretty powerful?


Hey guys, I have been obsessed with the Mongol Empire and the age of Marco Polo for a while now, and I'd like to tap my knowledge of such to make a sweet Pathfinder character.

I'm not around my books right now, so does anyone know of the Tien subculture that is similar to the Mongols in Golarion?

Also, I would probably make a combo Cavalier and Ranger, but I'm going more for flavor now. Maybe even a Battle Shaman...


I'm picturing a pretty sweet concept, but I need help manifesting it and crunching it into form...

A very quiet, almost blind devotee of Yog-Soggoth (He will be Neutral). He seems to almost stand still and react in combat, using weird Dim Mak style moves and some controlling ability via Darkness and Obscuring Mist and what not. I kind of want him to seem like a dark, semi sane mystic Dim Mak master.

I know I want him to be a Dark Tapestry Oracle (Clouded Vision) with some unarmed abilities (maybe brawler? no monk though, GM's rule) with Abundant Revelation and Revelation Strike for Interstellar Void (d6 per level cold dmg in addition to unarmed strike, twice per day) for his big "special move", maybe relying on feinting and Lunge for extra reach?

I was thinking about skinning all the "inflict ___ wounds" spells to represent his Dim Mak (pressure point) attacks.

I want to mainly focus on dark and cold abilities to reflect Outer Space, and focus on being able to flourish in the darkness he creates, striking out in precise points for damage.

This character will be 7th level for Carrion Crown, 20 pt buy, 2 traits (1 campaign) or 3 traits w a drawback, all Paizo, No 3PP, 23,500 GP start, not more than 1/2 spent on 1 item.

Feats? Equipment? Race? Any ideas to better create this character? My original idea was Human 3 Brawler (Snakebite Striker), 4 Oracle


Hey guys, I have this idea for a Carrion Crown Character that is a Dark Tapestry Oracle that focuses on making darkness and then fighting in that darkness well. Sort of inspired by my reading Lovecraft again lately and my love of Hundred Eyes from Marco Polo. I took Abundant Revelations and Revelation Strike so he can use Void of Darkness, which scales per level. I want him to kind of be dark and foreboding, standing still until things come near him. I took lunge to threaten a little farther, and vital strike to add a little damage. Brawler for a couple levels to make him somewhat melee worthy, with Snakebite Striker. Any thoughts?

Better feat progressions?

Maybe go Fetchling for better shadow bonuses?

Here's the build:

Mazrim Feng

Male human brawler (snakebite striker) 3/oracle 4

CN Medium humanoid (human)

Init +4; Senses darkvision 60 ft.; Perception +11 —————

Defense —————

AC 19, touch 14, flat-footed 17 (+5 armor, +2 deflection, +2 Dex)

hp 60 (7 HD; 4d8+3d10+18)

Fort +8, Ref +8, Will +8 —————

Offense —————

Speed 30 ft.

Melee +1 longspear +9/+4 (1d8+4/×3) or

unarmed strike +10/+5 (1d6+3) or

unarmed strike flurry of blows +8/+8/+3 (1d6+3)

Special Attacks brawler's flurry, sneak attack +1d6

Oracle Spells Known (CL 4th; concentration +7)

2nd (4/day)— darkness, dust of twilight APG (DC 15), inflict moderate wounds (DC 15)

1st (7/day)— entropic shield , inflict light wounds (DC 14), obscuring mist , ray of sickening UM (DC 14),stone shield ARG

0 (at will)— bleed (DC 13), detect magic , guidance, read magic , resistance, virtue

Mystery Dark tapestry —————

Statistics —————

Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 16

Base Atk +6; CMB +8; CMD 22

Feats Abundant Revelations UM, Improved Unarmed Strike, Lunge, Nightmare Fist UC, Revelation Strike UC, Vital Strike, Weapon Focus (unarmed strike)

Traits chance savior, fast-talker, scholar of the great beyond

Skills Acrobatics +10 (+12 while in magical darkness), Bluff +14, Climb +7, Intimidate +8 (+10 while in magical darkness), Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +4, Perception +11, Ride +6, Sense Motive +5, Spellcraft +4, Stealth +8, Swim +7

Languages Common

SQ brawler's cunning, martial training, oracle's curse (clouded vision), revelations (cloak of darkness,

interstellar void), snake feint, umbral unmasking

Other Gear +2 darkleaf cloth studded leather , +1 longspear , +1 amulet of mighty fists , cloak of

resistance +2 , ring of protection +2 , backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.),

torch (10), trail rations (5), waterskin, 411 gp —————

Tracked Resources —————

Cloak of Darkness +4/+2 (4 hours/day) (Su) - 0/4

Interstellar Void (4d6, 2/day, DC 15) (Su) - 0/2

Torch - 0/10

Trail rations - 0/5 —————

Special Abilities —————

Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.

Chance Savior: +2 Initiative

Cloak of Darkness +4/+2 (4 hours/day) (Su) +4 AC, +2 Stealth.

Clouded Vision You cannot see beyond 60 ft

Darkvision (60 feet) You can see in the dark (black and white vision only).

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Interstellar Void (4d6, 2/day, DC 15) (Su) You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and
takes 1d6 points of cold damage for every oracle level you possess. A successful Fort halves damage.

Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.

Nightmare Fist While fighting in magical darkness, you deal +2 damage

Revelation Strike (Interstellar Void [4d6, 2/day, DC 15] [Su]) Affect an opponent with revelation as part of a melee attack

Snake Feint (Ex) Can feint while moving.

Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Umbral Unmasking: You cast no shadow (DC 15 Perception to notice)

Vital Strike: Standard action: x2 weapon damage dice.


I am thinking of making a melee fighter that is specced to shrug off magic, and am brainstorming options to best achieve this.

I am leaning Bloodrager with the Steelblood and Untouchable archetypes, MAgic Resistant Dwarf, with Arcane bloodline and Disruptive?

Early stages, so any advice is good. It will be 20 pt buy.


Because I like to smoke weed and drink beers when I play, and not everyone is cool with that, and I do not like to hear people b&&$$ing at me when I do it, nor would I like to display my vices if there is a younger or less mature person at the table.

Plus I can play naked.

Anyone else like to "indulge" in the herbals whilst delving into a dungeon? Is there a group for people like me?


I think this would be kind of cool...maybe a couple "Alternate History" set in Golarion...like an adventure set in Cheliax when they were warring with Taldor, or something similar. I think that would be sort of neat.


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Hey guys! I was rolling up a new Ratfolk Alchemist yesterday, and I came up with an idea for a new Alchemist archetype, the Labrat (I know they already have a racial archetype, but it's not that good). Since in modern days we use rats to experiment with various chemicals and medicines before they reach human consumption, imagine in Golarion an evil sect of Alchemists who experiment on the physiques of Ratfolk to further their nefarious plots, or even a neutral organization experimenting on Ratfolk to better serve Mankind.. A PC Labrat would presumably have escaped their clutches.

So for abilities, I am thinking it would be very Mutagen based, maybe giving up Bombs, Swift Alchemy, Throw Anything and Brew Potion altogether.

I am thinking of a few different weird and gross "Discoveries" available only to the Labrat. They aren't set in stone yet, and the names are just descriptive suggestions, such as:

-Exude Swarm: the Labrat can grow and release a swarm of rodents from his body, similar to a Mogwai getting wet

-Grow Sense Organ: The Labrat can grow an extra set of eyes, ears, extra long whiskers, or nose, and receive bonuses to Perception, Initiative, gain Scent, etc.

-Instant Adaptability: Can gain the benefits of an adaptive physiognomy, similar in principle to the Animal Focus of the Hunter.

-Biological Healing: Shitty name, can't think of another right now, but the basic principle of "growing an ear on a rat's back". A labrat can take ten minutes to spontaneously grow a "tumor", that then can be removed and used to heal or stabilize an ally.

-Resistances to Disease and Bonus to Fortitude checks

-Feral Mutagen as Bonus Discovery

-Negate/Alter Poison/Potion: By ingesting a poison or potion, a reaction occurs in the guts of the Labrat. He then vomits it back into the container and changes it's function.

Any other ideas?


Hey guys! Another long work day potentially made better by Pathfinder fun.

I know Ratfolk aren't exactly optimal for a mutagen based Alchemist, but hey, it's a challenge for a reason. He is going to be a partner to a really nasty Elven Grave Warden Slayer, and a former prisoner of the Whispering Way, where their nefarious tortures and experiments inflicted on him gave him his abilities. He will be taking Master Chymist at 8th level.

Specs:

7th level
2 traits (1 from Carrion Crown Campaign Traits), 20 pt AS buy
7th level avg gold, no more than 1/2 spent on one magic item

Looking for suggestions for Feats and Discoveries as well as equipment (Ratfolk's FCB get them 1/6 of a new discovery, so probably doing that for levels 1-6)

THanks guys!!


Hey y'all! Since I can't help but ask for your ever-helpful advice, and it helps a shitty workday go by much faster, let's talk about builds for the Iron Gods AP!! I'm really excited about this one, and we are starting with a great group of players and a top-notch GM, so I am pumped...here is the party so far:

-Android Rogue, Android Wizard, Human Heavens Oracle, Human Gunslinger
-20 pt buy, 2 traits, one from the list of Campaign Traits, max starting hp, avg gold.

My original idea was for a Savage Technologist Barbarian, maybe eventually dipping in the Galvanic Saboteur Ranger.

I like the traits Ancestral Weapon (free mwk Cold iron or Silver weapon) and Robot Fighter from the Campaign traits. (I'm set on Robot Fighter, it hasn't been chosen by a player and seems helpful)

So let's talk Barbarian Archetypes, Feats, and Races!

I was considering a human or half-orc Savage Tech, but I am open to any race/class/archetype combo that will be a main melee force for the party (mutagenic mauler looks cool too). Thanks guys!


I had an idea for a Halfling 6 Investigator: Mastermind, 1 Fighter:Unarmed Fighter, With Adder Strike and Snapping Turtle Style for a higher AC.
With Ranged Study and a Blowgun, he can poison in melee and 30' away, and can do Studied Strike with the Blowgun.

Is Poison too narrow to focus on for a character?


Hey guys! I'm trying to make a badass halfling investigator...Here is my bare bones idea so far...trying to get recommendations for Feats and Weapons...My idea is to make an AC monster with him

Here's the bare bones so far:

Specs:
7th Level character for Carrion Crown AP.
20 pt Buy, 2 traits (1 campaign), extra trait if take drawback.
7th level gold, no more than 1/2 the total on one item

So far I really dig the Mastermind and Empiricist Archetypes, here is my idea so far:

Halfling Mastermind Investigator

-Strength: 10 (+0) BAB: +5 Melee: +5 Ranged: +8
-Dexterity: 16 (+3) AC: (10+1+1+1+3)
-Constitution: 12 (+1) Fort: +5 Wil: +7 Ref: +9
-Intelligence: 16 (+3)
-Wisdom: 12 (+1)
-Charisma: 14 (+2)

FEATS:
1st: Cautious Defense
3rd: Weapon Finesse
5th: Dodge
7th: WP: Spiked Chain

Talents:
3-Quick Study
5-ALchemist Discovery: Mutagen
7-Amazing Inspiration

Attacks:

Spiked Chain +1

Extracts:

1- Enlarge Person, True Strike, Longarm, Detect Undead, Cure Light Wounds
2- Barkskin, Cats Grace, Firebreath, Cure Moderate Wounds
3-Monstrous Physique, Cure Serious Wounds


Anyone remember this RPG? I stumbled across it in the 90's and absolutely loved it. Very dark and gritty space opera stuff, and with a combat system I really dug...each weapon had a chart of various ranges, and the % to hit at those ranges, and each bodypart had its own HP and armor ratings. I know they rereleased it a few years ago...wondering if anyone has played this game and wants to share thoughts?


I love the flavor of the Mastermind Investigator, and I am thinking of making one for Carrion Crown, a setting and theme that goes well with the class. In the AP so far, I played a rogue and another player a fighter who were both part of a street gang that the Professor occasionally used for his purposes (for those unfamiliar with the AP, the Prof is the lynchpin of the story, and dealt with many various groups and individuals). The Rogue and Fighter have since perished, so my plan was to have the Mastermind Character be the Capo or leader of this gang, now decimated by the Whispering Way (the AP's big baddies), and he is seeking the previously mentioned characters for protection (they are dead, so that plan fails, but it would be cool RP wise as an excuse to join the group).

I love the abilities and flavor of the archetype, but it appears to be severely M.A.D. The Inspiring Defense is great (kind of similar to Snake Style), so I would probably choose a race that gets great defensive abilities.

I am not married to any idea for race or builds, I am appealing to the board for ideas to build a viable character of 7th level, with minimal or no multi-classing.

My original, rough sketch idea is to go Halfling, both for the defensive boosts and the fact that a Halfing Tony Soprano is flavorfully awesome :). Tack on Cautious Fighter, and his MO could be relying on defense during combat with some poisons, and out of combat be a skill monster. Take Extra Inspiration and Amazing Inspiration...I would just need to figure out combat tactics, weapons, etc.

My other idea revolved around a half-elf with a spiked chain for some disarm and trip, maybe based around intimidate? A wayang may work as well.

Do you guys have any ideas for a good build with this Archetype? I definitely tend to be more RP than Opti, but have suffered in gameplay when I heavily flavor RP, so for this character I'd like a balance between both.

-7th lvl
-2 traits, 1 Campaign from the AP, any other 1, may take drawback for 3rd trait.
-20 point buy
- 7th level gold, no more than half on 1 magic item.

Thanks guys! This is my project for today and tomorrow, so any help or suggestions appreciated!


Hey guys, I really dig the Investigator as a class, and love the Empiricist and Mastermind archetypes. The Empiricist reminds me of like a Mr Spock or Data type character (in fact, android empiricist is pretty much Lt Data...anyways) and the Mastermind, although not the strongest archetype, is incredibly flavorful...since I am playing in Carrion Crown and Council of Thieves I thought this class would be a legit choice for a backup in either setting.

I absolutely LOVE the concept of the Master Chymist as well, and I was wondering if you guys had any thoughts on creating an Empiricist or Mastermind Investigator with the intent of being a Master Chymist...does this work, do you foresee any issues, any suggestions for feats and traits? I know it will be less than optimal as opposed to being a straight Alchemist, and offhand I think I'd have to wait to 8th level to snag Master Chymist...

We are still first lvl in Council of THieves, but approaching 7th in Carrion Crown and my Sandman Bard is teetering on the edge of being wormfood, so I'd probably plan on him being 6th level.

Thanks guys!


Help guys...I am stupid it seems.

I am creating a 1st level Tiefling Shaman, Bones spirit. I wanted him kind of as a primitive tribal priest, and my question was can I still channel positive energy as a cleric at 4th lvl with the Witch Doctor archetype? Even though at level one, he channels Negative energy as the Bones spirit? I don''t really see anything that says otherwise, but it seems counter intuitive....


Hey guys...I am going to be starting Council Of Thieves and I'm super excited. Our party is lacking any divine support, and I decided to go Tiefling to fit the setting. My concept is that he was from a family that used to be a big deal in Westcrown before the whole Asmodeus thing, and since he was born Tiefling, he got abandoned and adopted by a Mwangi, who brought him to the jungle and trained him in the ways of the Shaman.

How do you guys like the class? Do you suggest any Archetypes? The party consists of a Bloodrager, Tanky-Martial Artist Monk, Rogue, and Bard so far. My plan was to more than likely go with the Life Spirit, or possibly Nature.

Any advice on the Shaman would be appreciated...it's my first time playing a Divine Class! Any suggestions for a Tiefling Shaman for Coucil of Thieves will be appreciated!


Has anyone ever calculated the number of possible character combinations? I know it's potentially infinite when considering RPing and backgrounds, I'm talking Races, Classes, Archetypes, Feats. Basic mechanical stuff that isn't numerically represented (like AC, HP, Ability Scores), just the pure choice stuff. I'm just curious if someone knows...this is for someone with more skills and patience than I.


Share your PF or gaming related GMG's:

You know what really grinds my gears?

Being told by a GM that I couldn't join the game with my half-elf Bramble Brewer/Chirurgeon (herbalist healer) concept due to "party diversity"...

...and the party has 2 Kitsune characters, a Tiefling Magus, and a Tengu.


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I am an experienced Pathfinder player now, and want to step up and join another game, but I see here that most "online campaigns" listed in this site are play-by-post. I currently play Monday nights in a Carrion Crown AP, and I love the play-by-skype on Roll20. (Voice is important in RPing).

However, I am having a hard time finding another game to join, and was wondering if there were any other sites similar to Roll20, or a recruitment section on this here Paizo site I am missing? I love the way roll20 has a ton of visual stuff, and would be interested in joining an AP on Friday nights (to keep me off the streets).

I would love to join a Council of Thieves, Kingmaker, Wrath of the Righteous, Iron Godsor really ANY AP aside from Runelords (I read some of it).

Is there any other sites similar to roll20 that allow for this sort of play?

Is this the right spot for that sort of question?


I didn't know where else to post this, and is technically seeking advice, but I see here that most "online campaigns" listed in this site are play-by-post. I currently play Monday nights in a Carrion Crown AP, and I love the play-by-skype on Roll20. Voice is important in RPing.

However, I am having a hard time finding another game to join, and was wondering if there were any other sites similar to Roll20, or a recruitment section on this here Paizo site I am missing? I love the way roll20 has a ton of visual stuff, and would be interested in joining an AP on Friday nights (to keep me off the streets).

I would love to join a Council of Thieves, Kingmaker, Wrath of the Righteous, or really ANY AP aside from Runelords (I read some of it).

Is there any other sites similar to roll20 that allow for this sort of play?


Hey there! I figured this may be a little easier than scouring the board, and if it is in poor form, forgive me.

I am currently playing in Carrion Crown on Monday nights, and it is pretty freakin' good. I really love the Adventure Path system, and after reading some of the descriptions on Paizo's site, I am interested in joining another AP group, preferably as early in the AP as possible:

I really dig the descriptions for: Reign of Winter, Council of Thieves, Wrath of the Righteous, Iron Gods, or Kingmaker. I have no problem filling ANY role in a party, but oddly enough I have never played a pure caster.

I am interested in playing (and have concepts for) a Cavalier, Swashbuckler, Investigator, Shapeshifter Ranger or Shaman. I am definitely not a min/maxer...to me the story is most important, and why I love the AP system.

Any GM's running any of the above games, or any AP besides Carrion Crown or ROTRunelords (which I spoiled for myself by reading part of), and have the need for a player, let me know! I will warn you, my Monday night GM is pretty dope, so I am used to a certain level of GM Chops...look forward to hearing form you guys!


If Player has multiple "morphs" (specifically Animal Focus, Shapeshifter Aspect Of The Beast, Skinwalker Beast form), can they use more than one at a time? Player is a Skinwalker Ranger with Shapeshifter and Wild Hunter archetypes. Player argues that Skinwalker form is racial, so it can be used concurrently with either Animal Focus or Aspect of the Beast. That could potentially be a +6 to Str at 3rd level, however.


I am thinking of using Ranger: Wild Hunter and Shapeshifter Archetypes, and perhaps a dip into Monk of The Four Winds, or vice versa.

With the Feral Combat Feat, any feat with Improved Unarmed as a prereq can be applied to Natural weapons, and therefore I can use Elemental Fist.

With the ranger combat style feats, I can grab WEapon Focus: Natural and either Aspect of The Beast (if no inherent Claws) or Improved Natural to bump to d6's.

The various animal aspects will offer circumstantial buffs to abilities.

Ideas:

Race: Human (w Aspect of the Beast for Claws), Skinwalker, Catfolk or Tiefling

Feats: Aspect of Beast, Weap Focus: Natural, Feral Combat, Imp Nat Weapon

Am I missing anything? I am picturing a Sabretooth or Wolfsbane esque melee skirmisher. Any thoughts?


My goal is to build a 5th level Ranger, Natural Weapon Combat Style, with the ability to shift into animal hybrid forms to boost their stats. I don't want a Druid and full wild shape, more like a character that has animalistic tendencies and a distrust for technology, etc.

My original idea was to make a Qlippoth Tiefling, but you need to waste a feat just to get the option to be one, so that went out the window (tho I may revisit one day). I pictured it to look kind of like a skinnier Man Thing...in any event...

I found that the vanilla Skinwalker fit well, as their bestial form can be one transformation, and if you combine that with the Shapeshifter Archetype, you have 2 options for stat boosting transformations. Add the Wild Hunter archetype for Ranger, and it gives you Animal focus, a third way to transform shape slightly, all by 3rd level.

Any other race recommendations? I thought human for the feat, but then you need to take the cAspect of the Beast for the claws, whereas with the Shifter Has the option from the jump.

Does anyone have any ideas as far as the best feats and traits to choose for a build like this?

Has anyone had experience in Natural Based Rangers? I know it's not the most optimized for combat, but in my party I'm the "fifth member" anyways.

Any way to get the transformation bonuses to stack? Like can I go into Animal Focus and the Skinwalker Bestial form at the same time?

I appreciate you all in advance!


..it is very odd that Shapeshifter, a Ranger Archetype, forces you to specifically take the natural weapons combat style in the archetype, yet none of Animal forms give any natural attacks...so you essentially have to be a race that has them already., right?

Well, I really dig the Skimwalker race, and want to do a natural attack based character with it (and who can resist a Skinwalker, Texas Ranger). However, if I cannot assume my bestial Skinwalker form, as well as use Aspect of the Bear from Shapeshifter at the same time, Shapeshifter is useless as an archetype unless you are a race that has inherent natural weapons at all times...and how many of those are there?

So should I just forego the shapeshifter archetype, and use a Skinwalker that has natural combat style, or say eff the walker, and do shapeshifter with Ike cat or rat folk?


I assume not, but hear me out...

.
...it is very odd that Shapeshifter, a Ranger Archetype, forces you to specifically take the natural weapons combat style in the archetype, yet none of Animal forms give any natural attacks...so you essentially have to be a race that has them already. Basically you are forced to take a weapon style you will never use, unless you have nat attacks inherently.

So it would reason that a Skinwalker using the bestial form would take the bite or claw, and therefore benefit from the forced combat style...

But if you cannot take both forms simultaneously, then in order to get that +4 to your Strength with Aspect of The Bear, you would have to not be in the Bestial form?

if that is the case, then Shpeshifter only works with races that have permanent natural attacks...and there are not many, and my idea for a character I lovingly refer to as Skinwalker, Texas Ranger is shot to hell.


Hey guys! I am at a bit of a quandary, and need character building advice...here's the rundown

We are playing Carrion Crown, currently level 5, and the party consists of my character (acrobat/martial artist, see below), a hunter w/ companion, Cleric/Ranger, Sorceror, and Inquisitor with a ranged focus.

I started as a Rogue Acrobat, but early on we lost our Druid and therefore weakened our melee skills...so I began taking levels in Monk (Martial Artist). Now, we are fairly set in the melee department with our Hunter and his companion, and our Inquisitor is lethal at ranged. To make my character a little more viable I took Snak Style, which is a godsend in melee to avoid being hit. His Str is weak, his Dex is great, but I tend just to annoy enemies and land the occassional Sneak Attack.

I am at a crossroads regarding how to continue to level the character. We will hit Lvl 6 next session, and I am currently soliciting advice to continue this characters build. He is most effective at unarmed strikes, and recently acquired an Amulet of Mighty Fists +1 and a Ring of Deflection +1.

I am curious to see if anyone has ideas for a Dexterity based Monk with a few levels in Rogue? Or do I say "eff the Monk" and go full Rogue? Any advice welcome, and thank you! Here is his rundown:

Lazarius
(3 Acrobat (Rogue), 2 Martial Artist (Monk)

S: 10 (+0) D: 18 (+4) Cn: 14 (+2) I: 14 (+2) W: 14 (+2) Ch: 8 (-1)
HP: 38 AC: 18 Init: +7 Fort: +6 Ref: +10 Will: +6
Touch: 17 FF: 14 CMD: 15 FCMD: 11
BAB: +4 (Melee: +7 CMB: +3 Ranged: +7)

Attacks:

+1 Mithral Dagger +8, 1d4 +1 P 19-20 (x2)
Unarmed: +9, 1d6 +1 (x2) B or P (Snake Style), or Flurry: (+7,+7)
Masterwork Hvy Crossbow: +8, 1d8 (19-20 x3) P, 120 ft
10 Masterwork Shuriken: +8, 1d2 x2, 10 ft.

Traits:
Reactionary (+2 Initiative)
Teacher's Pet (+2 Know:Religion)

Equipment of Note:
Ring of Deflection +1
Amulet of Mighty Fists +1

Feats(* = Bonus) :

Weapon Finesse (+4 Atk)
Toughness
Combat Reflexes (up to 3 AOO)*
Dodge (+1 AC)
Snake style
Pirahna Strike*: (-2 to hit, +4 dmg)

Snake Style (Combat, Style)
You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Styles: As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style.

Class Abilities:

Imp Unarmed Strike (m)
Stunning Fist (m)
Evasion (m)
Flurry Of Blows (+5, +5) (m)
Sneak Attack (+1d6) (r)
Expert Acrobat: +2 Acro and Fly if not wearing armor
- Reroll any failed Acro or Climb at -5 (r)
Weapon Focus: Unarmed (+1) (m)


I really dig this class and the archetype, as you only have to rely on Int instead of Wis for a bunch of rolls, including the ever-pervasive Perception.

My question is, for this newest campaign I wanted to play this class, but cannot decide on a race, so what would you guys recommend?

I like the idea of a mysterious, diminutive wearing a porcelain mask and carrying a cane-sword (sort of like Mr Quimper from the comics the Invisibles), and being a snarky, cold, and ever-rational near-Mentat-like savant.

I am leaning toward Tiefling or Ratfolk, as they can both be masked and hidden as to the real nature of their race.

So bottom line, how do you guys feel about this archetype, and/or the choice of Tiefling or Ratfolk as the race?


Hey guys, here is my optimized, 18 point Druid. I spec'ed him to be a utility party member...flanking with his companion and summoned animals, and able to hold his own in melee and also act as buff support:

BabyTooth, Feral Child Human Druid

Ether, Mountain Lion Animal Companion

Any Thoughts or Suggestions?


Hello there guys, I have been posting piecemeal questions about this build in the rules section, but I decided to consolidate:

This is my first time playing Pathfinder, but I am well versed in fantasy RPG since ADD 2E. I wanted something less "skirmishy miniatures game" than 4E, so I picked up Pathfinder. I love Archetypes for further class customization and options, and since I am sick of Fighters and Rogues, I really want to play the Feral Child Human Druid Archetype. Something about that calls to me, and I made this great backstory and character in my head that I think I would really enjoy. My only problems are number crunch hangups and rules questions. The DM said 18 point buy, Core Races and Classes only, no Monks or Gunslingers. Two Traits, with a third if you take an approved drawback.

To start, here's the Archetype: Feral Child

So, we lose Wild Shape. That is huge if you wanted that type of Druid. I want more of a Mowgli-esque wild little weirdo, dressed like the Forsworn from Skyrim, but a young feral kid and his animal companion/brother saving Nature from evil!

This is sweet:

Feral Child wrote:

Beast Family (Ex)

At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is non-magical.

So it makes sense to have an Animal Companion that you can actually Speak to and understand right off the bat.

So, my questions are about Feat selection, Traits, and combat. Here is a rough sketch of what he is shaping up to be, but nothing is set in stone, as the game starts Sunday: BabyTooth, Feral Child Human Druid Lvl 1

I would like to take advantage of Unarmed Strike, because I can cast Magic Fang (+1) on it, and there is a Feat that gives you 1d4 bleed damage to unarmed attacks.

As is I guess his primary role would be to buff the companion, Summon Natures Allies, and then either flank with them in melee or toss some spears at them. Should I optimize one way or another?

The party so far has a Bard, Paladin, Oracle and Wizard, so I am thinking I will fill the "switch hitter/support" role.

Should I switch the Str of 12 with the 14 from Dex and focus on melee and flanking, or bring str to 10 and beef up Dex and focus on summoning, buffing, and ranged attacks?

I like the trait that enables me to use a physical skill as a wisdom based Class skill...so I picked Stealth, to reflect him growing up in the wild.

I am also still debating the Animal Companion, and my DM approved Bear or Big Cat. I like the speed of the Cat, but also think the tanking of the bear would be good too.

So, to boil it down, I need help refining Feats, Traits, and Specialization, I suppose. If you are interested in the back story I will share, but I am already very long winded. Sorry about that, and thanks for the help!


If I were to take the following trait:

Signature Spell
You have learned a mystical secret that empowers your spellcasting.

Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, you do so at +1 caster level.

and use it on Summon Nature's Ally, could I at Level 1 take the two feats Augment Aummoning and Spell:Focus Conjuration? This will allow me to summon as if I was a higher level, plus the stat bonus from Augment Summoning? Seems to be a good match


I love this concept and want to play this type of Druid. However, I am confused at this part:

Native Cunning (Ex)

At 3rd level, a feral child gains trap sense as a barbarian of equal level, and in her favored terrain, she immediately receives a Perception check to notice traps within 10 feet, as the trap spotter rogue talent.

In addition, at 3rd level and every three levels thereafter, she may choose one combat maneuver, and gains a bonus equal to her trap sense bonus to her CMD against that maneuver.

This ability replaces wild shape.***************

Does this replace Wild Shape forever, as in a Feral Child Human Druid cannot Wild shape ever? Or they just do not get it at 4th level, they get it at 6th?