Data Lore wrote: I would also have a sit down with the player who brought this to my table about the shared narrative we are trying to create and how this sort of thing can hinder that. Data Lore wrote: This sort of thing brings back my worst memories of 3.x games. With players cobbling together options that make little narrative sense together and seeking mechanical advantage by doing ridiculous things like carrying around bags of rats and attacking teammates. Data Lore wrote: I am all about fun and am very open to bending rules and straight up homebrewing to help a player realize reasonable PC concepts and have a good time at the table. However, when a player's fun is wholly rooted in power gaming to the nth degree, then I will absolutely have a sit down with that player. Data Lore wrote: This sort of thing brings back my worst memories of 3.x games. With players cobbling together options that make little narrative sense together and seeking mechanical advantage by doing ridiculous things like carrying around bags of rats and attacking teammates. I really don't get you, Data Lore. You had a "brief dance" with 3.5, which was enough to left you with traumatic memories. You immediately thought this was ultra munchkin but you're open to have fun and allow homebrewing (which I really think is one of the most used tools by clever munchkins, min-maxers and power-gamers alike, besides being dangerous territory for unbalanced results). As Deadmanwalkingm, Darksol and Pumpkinhead11 have said, this kind of "combo" is not really aimed to "win" the game, hinder your narrative vision, do really broken 3.5 stuff like Pun-Pun or dropping animals and killing them for movement/attack shenanigans. It's a long road, you gotta burn 3 feats (two of which are mostly useless) and collaborate as a team, which could help players to brainstorm great ideas, create character concepts or just enjoy the game in a way that's not gonna make your life harder as a GM. I also think you're using the word "munchkin" too broadly, I don't it means what you think it means.
IamSparticles wrote: I don't think there is an exact definition. The general idea is that it's someone who tries to exploit loopholes and otherwise bend or break the rules of a game to their own benefit, and with little or no regard for any other players. Basically, someone who thinks he can win the game, and will attempt to do so at any cost. I totally agree that we could disagree, that's your view as a GM, but still, I think is a little sad you're shooting down player creativity like that. But yeah, you can house-rule (as these options are totally valid) and ban this from your table.
Gortle wrote:
Yeah, he probably has those feats banned on his games. If he considers getting to use your reaction consistently with creativity, party planning, 3 feats (two of which are extremely situational, let's face it, how many bow/sling/crossbow enemies that specifically attack you have you faced?) and 1 action from a friend, imagine doing that with just 1 reaction! It's like Reticent and Mrspaghetti said, this is viable, cool, decent but it needs a lot of resources and you're not gonna be making extra attacks 24/7.
Darksol the Painbringer wrote: I suppose that's fair. The names should be more aptly given for them to fulfill their intent, though. Sometimes Legacy things need to die. Totally agree with you there, some things are named with the same old names from DnD and PF 1E just to stay "classic" and/or "on brand" but not all of them connect to the updated mechanics.
graystone wrote:
Adding to this, one of the feats of the combo is called Deflect Arrows. OK, the trigger specifies "You are the target of a physical ranged attack." but the name is still Deflect Arrows. If we would blindly follow the name, you couldn't deflect bolts or small stones from slings. The feat also supports the notion that names are just names, they don't carry intention.
I'm glad most of you found it funny/cool. Great thing about this is that is always dangerous for the characters trying it and it can't really be optimized to always make the attack miss against the Monk. How would you improve this? I'm was thinking in Bracers of Missile Deflection but they give circumstance bonus as Deflect Arrows does. MaxAstro wrote:
I understand Fighter on this example, they're always more precise but, what does Ranger have to do with this? If you're thinking Flurry, that only works against your Hunted Prey. Claxon wrote: As a GM I wouldn't let this work [...] That's a table I wouldn't play at. Shutting down player creativity that doesn't break the game and it's fun (and dangerous for the players doing the combo in this case) it's not my cup of tea, but yeah, I also understand "your table, your rules". Darksol the Painbringer wrote:
I don't think Paizo will "fix" this incredibly niche and not broken combo. I can even imagine Paizo people laughing at this. On the other hand, if we would always assume mechanic effects and intended usage of feats/abilities/etc. based on their names, we would be playing a really close-minded game IMO.
Little absurd cool combo I just discovered: You'll need: Battle starts and... Works best with TWO monks with the same three feats for double no MAP extra attacks. Enjoy~
One of my players is playing a Paladin of Qi Zhong (Dragon Empires Gazetteer pg. 58), a Tian Xia god. This is all the info we get from him. Qi Zhong
I'm trying to think of a fitting Paladin Code for my player, can you help me create one? Thanks in advance.
Liked it but there are some resize problems with some tables. Take for example the Advance New Rules, everything fits perfectly except for the "Antiheroes" and "Hero Points for GMs" section.
New party, five players. Oracle, Spellslinger (Wizard), Slayer, Hurler (Barbarian) & Bard. Party wants to discover new places, visit locations few people have been to. They are all kinda experienced 3.5 players but have almost no Golarion knowledge. ¿Which Adventure Path do you recommend and why?
Thanks in advance!
Those are two excellent ideas, Misroi and Latrecis. The interesting part is Malfeshnekor can't get out of that room (due to Binding spell) and the party doesn't know that either. If they want to free him, they're going to need Antimagic Field or Mage's Disjunction. Maybe Malfesh can take even more advantage out of this. This is going to be a great sub-plot. Do you think I should give Malfesh some Class levels so he's not so helpless when the characters gain levels? Maybe Advance him? He's already a greater Barghest, but he did actually knocked out two characters before being defeated.
Mark Seifter wrote:
I hope the locations or future Adventure Paths featuring this Iconic are based on famous battles which actually took place in ancient Minkai.
captain yesterday wrote:
You're welcome =) Ha! If I knew how to draw, I would surely draw that idea. I would add a fork and a knife in Malfeshnekor's hands.
Kalshane wrote: Malfeshnekor is supposed to be mad with hunger after being cooped up so long. Unless the PCs plan to feed him some intelligent creatures (an evil act) I don't see him being willing to tell them anything. You are right! And the worst part is you need to feed him with a nonevil humanoid's corpse, so no "I'll throw some evil guys at him". That would be troublesome for a party filled with good characters (except for the CN Druid).
Karolina Dean wrote: I'd give the group some red herrings rather than the whole truth since this is REALLY early to be giving them much information about what is ultimately going on. That's what I was thinking, too much info in book one would spoil everything and the party would be too prepared. The Druid's logic was "this beast's been here for thousands of years, he know things we can't even imagine".
I need some ideas, suggestions and feedback about a really crazy and interesting idea one of my players had. My party was in the Malfeshnekor fight (Book 1, Thistletop, after Nualia's defeat) and one the players, a girl playing and half-elf Druid, realized she couldn't do anything because she ran out of spells and her attacks didn't surpass the RD 10/magic. She then started talking with Malfeshnekor in the middle of the fight, trying to extract some info about the whole dungeon and the strange image of the man talking in Thassilonian a couple of rooms before. Crazy and hungry as he was, he only spoke about "master" Alaznist. When the party defeated the Greater Barghest (which luckily stabilized with a natural 20), and after a heated discussion with the Cleric of Gorum, the Druid had the idea of letting the creature trapped in the same room and come back later for interrogating him about the past, the Thassilonian Empire (they talked with the Brodert Quink after the Catacombs of Wrath), Alaznist and etc. The Cleric wanted to kill the outsider right away, but the Druid said the info about the past would be more valuable. The party was intrigued with the idea and they were all worn-out with all the fighting. They closed the door, took the key and left Malfeshnekor there. The idea of the Druid is to come back later, fully healed and prepared, and try to extract all the info they can before killing the creature. tl;dr
Spoiler:
Party defeated, stabilized and trapped Malfeshnekor and one of the party members wants to interrogate him about the Thassilonian Empire, Alaznist, etc. What do you think about this idea? Is Malfeshnekor willing to tell the party anything or all the years trapped and hungry have more power? If he speaks, what would be recommendable to tell the party without spoiling too much or giving out the name "Karzoug" immediately?
I know this topic is extremely old but... Are you still answering questions? If you are, I would like to know if you're able to revive a deceased person. Is that something Dawnflower clerics do on a regular basis or is a very special ritual that requires extra rituals and praying? (I know the Spell in on her list, I'm asking if is something common to do or if represents a very important faith-demanding action).
Thank you all for your suggestions, specially FallofCamelot. That breakdown of every single AP was really neat. I did a chart comparing all the info you all gave me and RotRL was the winner. I have more questions, though.
LazarX wrote: Before you commit to an adventure Path, I'd suggest the three part series that begins with "Crypt of the Everflame" and finishes with "City of Golden Death". It's tightly focused, and it has variety. How would you mix Price of Immortality with the first part of RotRL? I got this idea from Lazarx suggestion (why don't we have both?) but I don't really have much info about PoI. I know it's composed on three adventures (level 1, level 3, level 5), but I don't know where is located in Golarion, for example. Would it be difficult to pull this off? Would the characters have an unfair advantage with those extra levels they would gain with extra adventures? Would the storyline be confusing? Would it be better to run PoI first and THEN go to RotRL? Play RotR a little and THEN go to PoI? Any ideas are welcome.
I'm starting a new party and I really want to master an Adventure Path. Which one do you suggest? They're all new players to Pathfinder, but they've played several other RPGs before and they learn fast. They stated that:
Party
I really like these kind of party with no full spellcasters (no Level 9 spells) and they already know about the "buy a bunch of cure light wounds wands" and "potions, scrolls and battlefield tactics are your best friends"
Ashiel wrote: Learn to appreciate item creation feats, and consumables. Grabbing up wands of lesser restoration (750 gp) and cure light wounds (750 gp) can get your paladin and bard healing most ailments. Sadly you have a monk instead of a Ranger, but in general just use good teamwork, have the casters (bard and paladin) grab some item creation feats, and you guys should have a pretty well-rounded party. We didn't thought about that. That's a great idea, I'll talk about it on table this Saturday. ___________________Killstring wrote:
Scrolls? We have that covered. Battlefield control? Those are some great ideas. The ones that use that the most are the Bard and me (the Rogue) but I'll tell them to be ready to flip some tables. ___________________Caoulhoun wrote:
Great call on the Pearls of Power, there are lots of useful Level 1 Paladin Spells. About Selective Channeling, I had to look the Feat and I must say it's amazing. In a recent encounter we were in some trouble and thought about using Channeling even if had healed the few remaining opponents. Greater and Ultimate Mercy look great too, specially the part of "I'll use Resurrection without that freaking 5000 GP component because I can!". ___________________MurphysParadox wrote: If the bard and rogue both pick up Use Magical Device, you'll be covered in quite a few areas. Just buy scrolls and wands whenever you can. Both the paladin and the bard can use wands of the cure spells, so healing out of combat should be alright (though in-combat healing will be a bit difficult if you only have a wand... guess that's what Lay On Hands will protect against). Yeah, the Bard and I have UMD to the max and I really get the mot use of it. Regarding healing in combat, I think the Paladin could follow the "Selective Channeling" advice. ___________________Sinatar wrote: Also keep in mind that there are FOUR melee characters in your group. While it may be tempting to have 2 of them target 1 foe while the other 2 target another, your group will work best if you FOCUS FIRE foes 1 at a time. Yes, this will mean creating clusterf***s around enemies with your FOUR melee party members (lolz), but you will find that it works best. Having 3 full HP enemies trying to kill you in Round 2 is better than having 2 full HP and 2 low HP enemies trying to kill you. Pro tip. That is brilliant, we're gonna focus since now. ___________________Thanks you all for your suggestions, feel free to give more if you want to. I have a lot to talk about on the next session. Greetings from Chile~!
I'm currently playing on a Level 8 party with no full spellcasters. So, no Cleric, Druid, Sorcerer, Wizard, Oracle or Witch. We wanted a more challenging style of play with lots of quick-thinking, mundane item use and some helpful magic in the sack. We started at Level 5 and we're:
BTW, the Bard is going to take some levels in Arcane Archer, gotta love that Prestige Class in PF. We roam the Isle of Kortos and are in good terms with Absalom. My question is, what items & spells would be the best to make this party survive? What other ideas do you recommend us? What do you think would be a really difficult encounter for us in general? Which tricks could we use as a party? We have disused this as a party, but I thought that asking here would be interesting. Thanks in advance.
About Alabaster CainTraits:
(Campaign Trait) Besmara's Blessing: +1 to Intimidate and Profession- Sailor, and 1/week, reroll a Profession-Sailor or Intimidate Check. (Combat) Reckless: Gain +1 to Acrobatics Checks, and Acrobatics becomes a class skill for you. (Religion) Called: Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead. (Drawback) Headstrong: Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
Class Abilities:
Aura:A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details). Blessings:A warpriest’s deity inf luences his
Focus Weapon:At 1st level, a warpriest receives Weapon
Sacred Weapon:At 1st level, weapons wielded by
Spontaneous Casting: Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy
Fervor:
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. Channel Energy: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. Sacred Armor
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.
Stats
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Skills
Blessings: Water Blessing
Trickery Blessing
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1:
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3:
Gear:
Belt Pouch (5)
Beneficial Bandolier:This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both.
93.66 gp Background:
Being born to dockworkers in Drenchport, Alabaster was never a stranger to the ways of the sea, or of the Lady Besmara. He literally knew how to swim before he could walk, and he was put to sleep with stories of sea monsters and sailor heroes, of great battles between legendary ships and krakens, and of the Lady of Waves herself. When he was old enough, he would go to the docks everyday with his father, and while his father worked, he would watch the ships dock, and the sailors unload their cargo for sale and trade. Just as often as not, the sailors would be boisterous, braggart pirates. Being the town that Drenchport was, no one gave them a second thought. Their goods were just as valuable as an honest merchant's, afterall (and to refuse them would be to invite the wrath of the Free Captains!). Alabaster, however, was obsessed with them. The teachings of the Lady of the Sea were that if you weren't strong enough to keep something, then it was the stronger person's right to take it from you, and that's exactly what the pirates did. To Alabaster, pirates weren't the evil, murderous men his mother and father said they were. They were men of Besmara, carrying out her holy will. Every chance he got, he would talk to them at the docks, sneak into bars and taverns and watch them, and on the rare occasion that one came, he would hound priests of Besmara for all the information he could. As he became a teen, he realized that he wholly believed in the message of Besmara. He would often look around him, at the people pf the town, at his parents, and realize: They did the same thing everyday, for years on end, never taking hold of their own destinies, never truly being free. He would then look out to the sea, and a feeling would wash over him. A feeling that freedom was there, on the waves. That if he just left, got on a ship and just left, that he wouldn't be doomed to the same life as his parents, as the children he grew up with. Hell, most of them were already working the docks all day, just like their parents, and their grandparents. So he made up his mind. If the opportunity ever presented itself, he would go. It was around the time that he was sixteen that the biggest pirate ship he had ever seen pulled into the docks. He watched several pirates disembark, and they talked to the dock managers. After a few moments, they made their way to the closest bar, except for one, who headed toward the local shrine to Besmara. Alabaster followed him. When he got close enough, he couldn't believe his eyes at the man's weapons and clothing. Everything the man wore was more expensive than all the riches Alabaster had ever dreamed of. He realized, this was what the life of a pirate could bring him, this man was the embodiment of the freedom Alabaster yearned for. When the man entered the small shrine, Alabaster slipped inside behind him, and watched as the man pulled a coin out of a coinpurse full enough to buy food for all the dockworkers for a year, and place it in the offering tray, and prayed. When he was done, Alabaster approached him, begged the man to take him on the ship with him, to teach him the ways of a pirate. The man stayed silent until he heard Alabaster's reasons for wanting to leave. He smiled, and finally spoke.
The man looked at Alabaster, almost sadly, ignoring the boy's frantic pleas, and walked out. Alabaster spent the night in the temple praying. He fixated his mind on the priest's words, that if he could gain the powers that Besmara granted, he could indeed leave the town someday. He fell asleep under the statue, the face of the Lady of the Sea watching over him with her stern expression. He woke to the gentle rocking of a ship, something he was familiar with from the times he would be allowed to go out on the fishing boats, and didn't think anything of it at first. He then woke in a panic, snapping up and looking around. The man from the shrine was sitting in a chair next to the bed Alabaster laid in, and smiled grimly at him as he spoke.
The next year that passed was probably the hardest year Alabaster has ever gone through. Before Harvey would teach him anything at all about magic, about being a pirate, he had to learn everything there was to know about the ship itself. He spent his days for months with the swabs and riggers, and absorbed all the knowledge he could like a sponge. He learned the ship from the crow's nest to the bilges, every plank of wood, every nail, every rope. He spent his nights with Harvey, learning everything he could about not only magic, but the magic needed to help a ship. He learned to fight with a cutlass, Besmara's favored weapon, most of his training coming in the days right before the Shining Skull would take a merchant ship down. It all fell apart when a Chelish pirate hunter caught the Skull by surprise. The night right after they had taken a ship, and were celebrating, the Chelish vessel came from around the backside of a small island that the Skull was moored near. The fight was over quickly. Harvey and Alabaster were the last two standing, Harvey with his cutlass, and Alabaster with his cutlass and pistol, a weapon he learned to use in his very rare free time, and with a pirate from Alkenstar who trained him when he could. The two fought for several minutes after the captain fell, but it was all for nought when the Chelish ship's mage blasted the two pirates with a massive ball of fire. Alabaster was thrown overboard, but as he fell, he saw his mentor and friend burn, incinerated by the spell. This time, when he awoke, it was on the shore of the island. The Chelish ship was long gone, but he could see the wreckage of the Skull, all over the shore. They had completely destroyed her, even the main mast was in three pieces. He searched it for hours, trying to find the body of Harvey, tears freely streaming down his face. What he did find was one of the small lifeboats, undamaged and stocked with several weeks of water and dried foodstuffs for a single person. He searched the wreckage for a few more hours, to no avail. The only possessions he had left were his cutlass, which was on the shore beside him when he woke up, his chain shirt, and his holy symbol. His pistol and everything else had been lost in the battle, and in the fall. He set sail that night, with no map, and no idea where he was going. He lost track of time, drifting for days upon days, praying everyday to Besmara to save him. Finally, on the last night of his journey, she came to him in a dream. Her words of comfort were simple, that she had never abandoned him, that she had guided his small craft with her own hands to where he was meant to be. The next morning the sight of Port Peril in the distance greeted him. He reached it that afternoon, sold the lifeboat for a small pouch of coins, and found a shrine to pray. He headed to a tavern after, to find a place to sleep, and hopefully, find a new crew to join, and continue his work as a pirate, and a priest of Besmara.
Feat Progression
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Blessings
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