Contract Devil

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One of my PCs is from the Nirmathas/Molthune border, and the Ironfang Invasion was presented as an early hook for the party's adventure to take. However, they went in a different direction for the campaign, but are now circling back to the region about two years later. Assuming a band of heroes stepped up, what would the likely political fallout be for the region? What about if no band of heroes rises to the occasion, what would the likely outcome be? Feel free to speculate, btw, I'm very well aware that while outcomes like these are suggested throughout an AP they're often left very vague/open-ended.

I suppose I could buy the entire AP to find this for myself, but that seems a wasteful endeavor-- I'm trying to meaningfully cater to the backstory of the PC and development that Paizo makes across the setting. All input is greatly appreciated!


8 people marked this as FAQ candidate. 1 person marked this as a favorite.

Seen here on the PFSRD, or in your copy of the shiny new Magic Tactics Toolbox from last month.

As far as I'm aware extracts are always standard actions to draw/drink/take effect, and while this has come up before on swift-action spells that are cross-listed on the alchemist list, this one doesn't seem to work -at all-. While we'll never get an errata on Player Companion material, perhaps a FAQ to end all questions on swift-casting time extracts?


A player showed me awhile back a book with a style feat chain using the Fire Lance. The feats reduced the penalties for using the weapon, and allowed it to be treated as a quarterstaff.

Does anyone know what book those might lie in? I want to say it was a Steampunk-flavored book, but I can't be certain of that.


Looking for anything close to an Oread. The closest I've found so far are some Half-orc sculpts from Reaper, but I feel like there has to be a close analog I'm missing. Any help?


Recentering Drone wrote:

You emit a calming subsonic drone that allows the targets to temporarily refocus and restore their balance when they're suffering from debilitating conditions. A target with the dazzled, fatigued, shaken, or sickened condition ignores the penalties of those conditions for the duration of this spell. A target with one of the following conditions is treated as having the associated lesser condition for the duration of the spell, as shown by the following table.

Condition | Lesser Condition
Blinded | Dazzled
Exhausted | Fatigued
Frightened | Shaken
Nauseated | Sickened

At the end of the spell's duration, the targets are again subject to the appropriate penalties if the original conditions affecting the target are still in effect.

So let's say our party consists of a Cleric and his Barbarian friend. The barb ends his rage, and the cleric casts the spell on the barb, who's fatigue is removed for the duration that the cleric concentrates on the spell. Now, the barbarian can again cycle his rage, but does he receive the fatigued condition by so, or is that also affected by the spell and immediately dismissed, or does his actual state move up to exhausted? If not the latter, what would happen once the cleric ends the spell?


A new DM (well, he's new to Pathfinder) wants to take the reigns when I burn out for a bit, and is looking for an AP that can be run as gestalt with minimal changes (not super optimal gestalt-- there will be no Oradins, for example). We were looking at Slumbering Tsar (since its apparently pretty lethal), but as that starts out at 7th, he'd rather have something that starts a little earlier. Are there any APs roughly falling into these criteria, Paizo or 3pp?


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Does this work the way it seems to me like it does? Because it seems to make 5th-level alchemists into Deadpool... Which is insane.


So next week my table is gonna have me GM a series of Pathfinder one-shots over the holidays while the players will be inconsistent, and I'm looking for the absolute best modules to run that will really sell Pathfinder to these players (2 have played before, and the other, who's the DM for our 5e campaign, has no experience with the system). I'm gonna help them build evenly, and such, of course.

What I'm looking for are the most memorable/enjoyable modules for PCs either 2nd or 3rd level. I have access to all of Dragon and Dungeon magazines, PFS Scenarios, and Paizo standalones, and would prefer something from this catalog, if possible. Personal opinions are very welcome, and are in fact what I'm asking for.


So my group is gonna gear up to play Way of the Wicked soon, and I figured I'd step up to be the cleric (my group is full of a bunch of "me-first" players that have no idea what synergy is). Now, having said that, Clerics are something that while I understand, I've never built one, and aren't really familiar with their best strengths, expecially if I'm playing an Evil one. (My previous characters have been mostly martials and arcane partial casters)

Things I've considered:
-Possibly Fiendish Vessel; it fits with the campaign well, and its channel Evil ability would let me heal both my undead mooks, summons, and my party, and give minor debuffs to the Good Outsiders the campaign features. However, I really don't like having to take the Devil Domain, as it basically neuters the Evil domain's best feature, which would be great for the AP.
-Going for a full-on necromancy build. I've read through the guides, but not sure how to do this best, really
-Going for a full-on summoning build. Again, Summoners are obviously better summoners, but I'm going some form of Cleric. Sacred Summons is a neat feat...
-Maybe something involving the Envoy of Balance PrC? This is the most interesting concept, but far from the strongest, for sure.

Any feedback with build tips, flavor tips, etc. is appreciated. It's a 25 point buy, and the DM lets us use the Flaws system from 3.5 for up to two extra feats at first level.


So a PC in one of my games is playing a Shaman with a Positive Energy Elemental familiar (via improved Familiar), and has dipped in Cleric and Life Oracle for even more channels per day. He also took a 1-level dip in DSP's Vitalist, so he can distribute this massive amount of healing around the party as he wishes. He's got something close to 20 channels per day.

When he drops a channel, his familiar makes it heal an extra d6, and maximizes it. Which he then spreads amongst the party. Basically, he can take us from 2-3 near-PK's to full in a single turn, by using Quick Channel.

Now, healing is perhaps the most innocent thing to break, but I just want to make sure that this is all legitimate (its the Vitalist dip that REALLY breaks the build). The DM laughs, and just throws things that are FAR harder at us, which is fine, I just want to confirm the build

For example, at level 5, we managed to successfully defeat an Adult White Dragon and Sorceror Ooze Gelatinous Cube. The party consists of the healbot, a Strix Order of the Flame Samurai X/Thug 1 (Optimized for Intimidate via Dazzling Display), a Magus, and a poorly played Alchemist.


My group tries to do Holiday themed short events near the festive times of the year, and this year we're doing Carnival of Tears for the Halloween season.

Anyone else have any special themed campaigns, modules, etc?

Last year for Christmas, my DM grabbed the script from the Big Bang Theory episode and we ran a close approximation of their adventure. This time around, we'll be doing a "KISS Saves Santa" style sidestory as a part of our Reign of Winter campaign.