Jhofre Vascari

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Little absurd cool combo I just discovered:

You'll need:

  • A level 6+ Monk.
  • The following Feats: Monastic Archer Stance, Deflect Arrows, Return Fire.
  • Friends, specifically another party member that uses a bow.

    Battle starts and...

  • Bow friend uses its first two actions on its turn as it wants.
  • Its third action will be attacking YOU (probably with a MAP of -10).
  • Deflect Arrows reaction triggers, you get a +4 AC and the attack will probably fail.
  • Return Fire text is added to Deflect Arrows.
  • You get an extra attack, no MAP.
  • Rinse and repeat to consistently get +1 extra attack with no MAP using your reaction.

    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
    Master of Medicine
    Alignment: NG
    Pantheon: Deities of Tian Xia
    Areas of Concern: Healing, magic, medicine
    Domains: Good, Healing, Knowledge, Magic, Protection
    Favored Weapon: Heavy mace
    Symbol Wagon: wheel with spokes made of fire, earth, metal, water, and wood
    Sacred Animal(s): Crane

    I'm trying to think of a fitting Paladin Code for my player, can you help me create one?

    Thanks in advance.


    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?
    Oh, no RotRl, I'm already DMing that.

    Thanks in advance!


    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'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:
    -They don't want heavily urban adventures
    -They want to face a wide variety of monsters/enemies
    -They would prefer a campaign were they don't have to travel half Golarion (same area, same country, etc), so they start knowing the world by steps
    -One of the players would like to have water-based encounters once in a while, but it's fine if there's no water at all
    -One of the player would like to face drow, but she's fine if there's none

    Party
    -Half-elf Summoner (Quadruped Pouncer Eidolon)
    -Gnome Alchemist (I'm multitalented)
    -Elf Fighter (Shield Tactics)
    -Half-orc Rogue (Brute Tactics)

    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"


    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:
    -Male Human Rogue: two-weapon fighting and Barney Stinson's attitude / CG / Cayden Cailean.
    -Female Elf Bard: archery and bardic awesomeness / CG / Desna
    -Male Dwarf Fighter: mace and shield bull rush expert and clever bastard / NG / Torag
    -Male Half-elf Monk: unarmed and common sense powers / LG / Irori
    -Female Aasimar Paladin: falchion castigator and serious business powers / LG / Iomedae.

    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.