Heir Apparent

Mia Rumsfield's page

1,039 posts. Alias of Chyrone.



1 to 50 of 357 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

...


You find an empty table in the back, with patrons and fellow fixers coming and going.
The perfect place to take a break from your recent activities.

Gameplay opening will follow tomorrow. Still got some other things that need doing for now.


Good day folks.

Our group has only just begun with the AP, we are literally still starting to organize evacuating the town, but life prevents our GM from properly continuing with the game. Would we be lucky enough to find someone to take over?


This adventure is set on the Island nation of Pruolus, upon which are three large cities.
- Arquette, the Grand Academy of mages of all sorts stands here, for the ground upon which it is built, is a hotspot for magical energies. Certainly not the only University of Magic among the three cities, but for sure the place to find near all choices of magical needs.
- Gervaix, a city next to Mount Terra, known for its rich veins of ore, crystals, and minerals. The most learned engineers can be found in Gervaix, having built contraptions to unearth these valuable deposits.
- Yonford, the city with a booming textile and fabric industry. Encircled by the vast Gloom Woods on one side, and The Thickets on another, its soils are bountyful for growing near all plants.

Each of the cities are built near key points on the island, near beaches or at a bay, preventing near all invaders from properly establishing footholds. But the biggest beach to hold, lies with Yonford. There have been attempts throughout history, as each of the city is a trove of opportunity. The flip side though, lies in that the seas around the island is controlled by the vast Crimson Armada, a massive naval trading company, led by the High Magister Decemvirate. No vessel has ever sailed out of the island's bay, save for the occassional cautious smugglers, for the Crimson Armada sinks any competition's ships.

Let us look through the looking glass, towards an aspect shared by the three cities, and even on the territory held by the High Magister Decemvirate.
A neutral independant organization, in a sense.

Adventurers, bounty hunters, heroes, fixers. Various names for members of the Adventurers Guilds.
Where law enforcement have not the chance or time to intervene, the citizens and councils of the cities call upon the Adventurers Guilds.
Calls for help, or 'jobs', end up on the Guild's notice boards, free for teams of companions to pick up at their convenience, for it is their livelihood.
Their creed: To help the people, to rid the lands of the dangers that show their ugly heads, and maintain neutrality.
The latter is strictly upheld. The guilds never participated in wars between islands, and through it they maintain sort of an immunity through times of wars. Though smuggling people away from danger has happened in the past. The one exception, though it has been a very rare occurrence, is when it comes to self defence.

We start our story in the city of Yonford, in the Warden's Respite inn, headquarters of Yonford's Adventurer Guild. Started by an individual current day only known as 'The Warden', this traveling adventurer started up the guild, and multiple guilds in other lands. They had a calling to travel and protect those who could not themselves. As they could not keep all safe on their own, Guilds were started to continue this endeavor in their stead. This was some 300 years ago. The Warden's Respite inn is run by Margaret Winfield, current Guild master of Yonford, and retired adventurer herself, on account of an injury improperly healed. Along with Master at arms Roland Greyhawk, a veteran fixer still in active duty, despite being of nearing middle age himself.
A team of newly initiated fixers find themselves gathered for their first day of professional work....

Greetings,
As newly starting fixers, you take on missions to keep the lands around Yonford safe, it is your means to make a living. At each gathering at the Guild HQ, 2 missions will be on the board, and it's up to the party to choose what they want to take on. This homebrew will borrow some parts from modules, for mission purposes. Of course, the missions are not the only sources of danger, for some force will work its wicked way behind the scenes, some force that will hopefully find its match some day.

Character creation details:
Races - Core Races, Aasimar, Changeling, Ifrit, Kitsune, Oread, Sylph, Tiefling, Undine.

Starting Level - 1st

Starting Wealth - Average for your class

Attributes - 20 point buy. No scores below 8 after racial modifiers, no scores above 18 after racial modifiers.

Hit Points - Max at 1st level, average onwards.

Traits 2, 3 if a drawback is taken.

Alignments Non-evil

Party size: I'm looking for 5 PCs. It's the size i've most often had in previous games.

House rules:
Automatic bonus progression
Background skills
Elephant in the room
Fractional Base Bonuses

I'd be using google slides for this game.
------------------------------------------
Gods: This is not Golarion, but for the divine casters: Give your chosen Golarian deity another name, and it'll be taken up into the pantheon of major deities. Since Pruolus has a fair amount of spiritual energy, minor local 'patron spirits' have come into being. Such spirits provide support to small communities, such as good harvest, minor fortunes, in exchange for getting some worship of their own.

Unavailable classes & other Gunslingers/bolt ace (no gunpowder exists), occult classes, & summoners
Tech items are unavailable.

I'll leave this open for 3 weeks.


Good day all.

For a non Golarion setting, i'm making a cleric, as header suggests.
There are a few changes/limitations in this game.

1) Core races, Aasimar & Tiefling
2) Core classes only. (archetypes are fair game)
3) Divine casters cast all spells as -full round actions-, as per the alternative magic system.
Regular full round castings will likely cost 2 full rounds.
4) 25pt buy.

The character's parents dabbled in the occult, which led to their child growing a third unnatural eye on its forehead. Cue the parents being tried for doing dark rituals, they got adopted by a traveling Idyllkin monk that took pity on the infant. This 3rd eye influences (flavor) the character into following a deity of madness and subterfuge.

Build:

N Aasimar cleric 1
Alternate racial traits:
- Scion of humanity
- SLA replacement table: racial +2 to sense motive
Darkvision 60ft
Init +1
Speed 30ft
Languages: Common, Dwarven, Elven

Ability scores (post-racial): Str 14 Dex 14 Con 12 Int 14 Wis 18 Cha 10
-------------------------------------------------
Offense:
BaB +0, CMB +2, CMD 14
Sica +2 (1d6+2, S, x2)

Defense:
Fort +3, Ref +1, Will +6
Acid resistance 5, cold resistance 5, and electricity resistance 5.
HP: 10 (1d8 +1 Con +1 FCB)

Traits:
Adopted - Social (take a race trait from adopted parent race > Enlightened warrior)
Mutant eye - Magic (You grow a 3rd eye, +2 to sense motive, -1 penalty to bluff & diplomacy with humanoids who can see it)
Wisdom in the flesh - Religion (Wis for stealth, stealth becomes a class skill)

Drawback - Bitter (When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.)

Feats
1) Fast learner (+1 HP and skill point per level)
1) Exotic weapon proficiency [Sica, favored weapon]
3) Skill focus (stealth)
3) Snake style (monk MomS) (deal with touch attacks 1/round)
5) Weapon focus [Sica]
7) TBD
9) TBD

Skills: 5 a/lvl (2 class +2 Int +1 Feat)
: 2 a/lvl (Background skill points)
Appraise +6 (1 BGSP +2 Int +3 Class)
Kn. Religion +6 (1 rank +2 Int +3 Class)
Linguistics +2 (1 BGSP +1 Int)
Perception +7 (1 rank +4 Wis +2 Racial)
Sense motive +10/+12(+14) (1 rank +4 Wis +3 Class +2 alternate racial / +2 trait (+4 if to see if someone is under mind-affecting effect))
Stealth +8 (1 rank +4 Wis +3 Class)
-------------------------------------
Cleric features:
Chaotic Aura (deity of madness)
Channel x3 (1d6 positive)
Domains: Madness & Clandestine inquisition

Domain powers:
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Inquisition abilities:
Disappear (Sp) (7 a/day)
You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor cleric level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:
Cantrips x3, inf/day: Detect Magic, Guidance, Light
Lvl 1: 2 a/day DC 15: Murderous Command, Shield of Faith
Domain spell: Confusion (lesser)

Now one would usually take an inquisitor for a stealthy divine agent of a deity, but with the limitations such as they are, this is the base approach. I am merely guessing this will go to lvl 9, not low but not too high. The GM had not specified the level cap.

The party is 3 or 4 PCs. We have a sorcerer, this PC, and an unknown surprise 3rd.


Hello.

For an adventure path (Hell's Vengeance), the spot for main frontliner is to be filled. Yet for the sake of it, i can't decide on one of three options.

1) light/unarmored swashbuckler multiclass.
2) reach dirty trick fighter build
3) Intimidate build around NL. Capture those rebels. Involving among Enforcer feat and 1 lvl in Thug rogue and 2 lvls cavalier of cockatrice order, for standard intimidate check.

At the higher levels, what has most chances of success, in your experiences?


Hello.

In this game we go gestalt eventually. My current 1st non-gestalt side is a CG Desnite shaman 8, going into spherewalker, then resuming shaman. Spirit: heavens (main), Lore (second)

The other half i have trouble deciding on.
My scores are following: Str 14, Dex 17, Con 24, Int 22, Wis 22, Cha 24
We rolled for stats, then acquired a template that further boosted stats.
This easily lends itself for another caster, but with three scores to choose from, that opens a lot.

In any case, it would include 1 level of Unbreakable fighter, as it would provide Endurance as a feat, which works as a prerequisite for the Spherewalker, and martial proficiency in the starknife. Other than that, it could go any direction. Armored or unarmored, either is an option.

Particular gimmick: they have access to metamagic (Dazing & persistent) that benefit DoT spells, such as acid arrow. It is not the focus of the build, but as a support character, i see its uses in situations where a round or 2 can prevent something scary to not act briefly.

The above considered, what kind of builds would my fellow players recommend/suggest?

Thanks in advance.


Hello. For a future homebrew i'd like to test a new home system. To that end, i'm looking for 3 people who would be interested in testing said homebrew system, and could provide feedback upon the test scenario's conclusion.

Details:

Setting:

The game works on d100 and character stats.
A small fictional remote city in eastern Europe.
A science convention is hosted, and people from NATO member countries attend. The convention covers many fields. PCs can be from any NATO member country, and speak English aside from their native language, this being internationally oriented.

The PCs can be either residents of the city, who are working to keep the convention going, external
hired staff accompanying attendees, or other parties who have some personal interest in it (professionally or otherwise). Yet all have some degree of combat experience.

It will all take place within a single building.

Classes/occupations & proficiencies:

Security.
-Proficiencies: Melee weapons, pistols, throwing weapons, unarmed.
Light & medium weight armor. They start with a pistol and a baton. Starting health is 120 HP, starting luck is 10%, 75% ranged accuracy.

Combat medic.
-Proficiencies: Melee weapons, pistols, throwing weapons, unarmed.
Light & Medium weight armor. Healing items applied by a medic, heal an additional 15% HP. They start with a pistol and a first aid kit. A kit has 3 uses.
Starting health is 100 HP, starting luck is 12%, 65% ranged accuracy.

Expert. (Mechanic or Technician)
-Proficiencies: Melee weapons, pistols, unarmed.
Light armor.
--Mechanic an attempt repairs or bypass mechanical obstacles.
Mechanics start with a heavy wrench (can be wielded as a melee weapon) and a tool belt. A tool belt can be used for 3 tasks, new tools must be found afterwards.
--Technicians can attempt to tinker with/or bypass electrical obstacles.
Technicians start with a baton and a tech tool kit. A kit can be used for 3 tasks. They can deal 2 electrical damage with 'modified' tasers.
Starting health is 90 HP, starting luck is 10% and 60% ranged accuracy.

Investigative reporter.
-Proficiencies: Melee weapons, pistols, unarmed.
Unarmored. They gain a passive 10% chance to dodge and avoid dmg, after getting hit by a targeted ranged attack. An investigative reporter may try to pick a lock. They know an additional language.
They start with a pistol and a set of lock picks. A set can be used for 3 tasks.
Starting health is 80 HP, starting luck is 14%, 60% ranged accuracy.
-----------------------------------------

Combat

- Melee attacks automatically hit.

- Ranged attacks hit on a result of 1-X, with X being your accuracy %.
Ranged attacks suffer -15% accuracy if another combatant stands between you and the target.

When you make a ranged attack, roll 2d100. The 1st to hit, the 2nd is for the luck %. On a result of 1-X, where X is your luck %, you deal additional damage, based on your equipped weapon.

When you are attacked, roll a d100. On a result of 1-X, where X is your counter %, you can 'return the favor', by making a retaliation attack, if your equipped weapon allows it. (ranged vs ranged, but not melee vs ranged)

If a PC is hit in combat, an amount of times equal to their calmness, they spend a turn 'enraged'. During that turn, they focus solely on the target that caused the trigger, caution and tactics be damned.

Reloading your weapon:
You can spend your standard action to reload, and move your full 4 squares that round, or reload by spending 2 squares of movement.
----------------------------------
Debuffs

Unless immune, a status debuff is applied when a combatant (you or an opponent) is the recipent of an effect that causes it. Debuffs last 3 rounds, with damage debuffs dealing 15, 10, 5, over three rounds.

Debuffs: Bleeding, Burning, Enraged (-15% ranged accuracy, +5 on damage), Poisoned, Stunned.
-----------------------------------
Stats

- Health: speaks for itself.
- Accuracy: the % with which you effectively land ranged attacks.
- Calmness: the amount of attacks before a PC becomes enraged for 1 turn. The default amount is 5 for any PC.
- Counter: the % chance that you can make a retaliation attack, upon getting hit. When you get hit, roll a d100. On a result of 1-X, where X is your % of counter, you make a retaliation strike. Default is 8% for all PCs.
- Luck: The % that triggers a critical hit on your attack rolls.
- Movement: all PCs can move 4 squares in a turn. This can be before, after, or devided between the two, in combination with an attack.
For example: you move 2 squares into melee, strike, then move 2 squares away again.

Level increase
Upon reaching a new level, you get 5 stat points, to spend on increasing your stats, in any combination.


Good day.

For a build, i would like to dip into sorcerer later on.
Is it possible to take Havoc of the society at character creation, yet reap its benefits only when getting that sorcerer level?

Since traits cannot be retrained.

Thanks in advance.


I love the song of the villain and his assistant, crafting a highly poisonous recipe for cake.
But, suppose someone crafts it in pathfinder...

Separate DCs against the individual components? (easily passable saves, mostly)
or
A combined DC, if so how high? (makes it actually a risk if eaten)

Ingredients & DCs:

x2 petroleum. Fort 12? Once every round for 6 rounds. 1 con damage and nauseated.
Described as bad for respiratory, and causing headaches and nausea. 1 save is cured.

Hemlock. Fort 18.
Frequency 1 minute for 6 minutes. 2 consecutive saves. 1d6 dex damage

Parrafin (rat poison component). Fort 12? 1d2 con. Frequency 1 round for 6 rounds. 1 save is cured?

Opium. DC 20. 1d4 int and 1d4 wis damage, fatigue. Lasts 1 hour.

Arsenic. Fort 13. 1 minute for 4 minutes.
1d2 con dmg. 1 save cured.

Black adder venom. Fort 11. 1 round for 6 rounds. 1 save is cured.
1d2 con dmg

Another rat poison.

Moldy fruit. Fort 11? 1 round for 4 rounds. Sickened condition. 1 save is cured.

Vitriol. (acidic?) Fort 20? 1 round for 6 rounds. 1d6 acidic damage.


Hello.

Assuming a shaman already has picked the shaman hex: (witch hex) Choose any one witch hex for which you qualify.

If at a later level the shaman would take the Ritual hex feat:
Prerequisite(s): Knowledge (arcana) 4 ranks, Knowledge (history) 4 ranks, hex class feature.

Benefit(s): You learn to perform a special occult ritual known as Beseeching the Patron, which temporarily grants you a hex you don’t already know how to use. You always believe that your ritual is a success, so the GM should roll the required skill checks in secret, revealing the result only when you try to use your newly acquired hex.

Could the ritual hex still pick up another witch hex for which they qualify?


For a new game, i've made my first shaman, with the life spirit as its main bond.

Aside from some adventuring gear, a wand, a few scrolls, i'm still left with a budget of roughly 27k. I was considering a phylactery of positive channeling, and that takes a chunk out of the budget. (11k) Or a headband of mental prowess. (+2 Wis and Cha)

What do my fellow shamans buy for an adventure?
We start at level 8 off the bat.


Hello.

Someone theorized the traveler's any tool is the cheap alternative for a magical weapon. They want to use it for fighting vs enemies with DR Magic.

So, i am wondering if this checks out.

Their theory:
The traveler's any tool can turn into a sledge, a 2 handed tool that functions, wielding and dmg wise, as an earthbreaker in combat. The tool is enchanted to change into stuff, so it's a magical improvised weapon, thus saving lots of money.


Hello.

As a party of 3 gestalt PCs, we are going to run Hell's vengeance. I am the ranged attacker, with one half to go inquisitor, maybe a few levels zen archer even.

I am undecided on whether to take fighter, ranger, slayer, or maybe even an urban bloodrager, for the other half.

Stas atm: Str 12 Dex 18 Con 12 Int 10 Wis 16 Cha 7

We are playing with elephant in the room, so deadly aim is a free option, and PBS is gone as req for precise shot, freeing up 2 feat slots.

If we're looking at the first 10/12 levels, what would offer a decently survivable and fighting combination?
Multiclass and PrC are an option.

Thanks in advance.

2/5

Greetings.

One of the encounters, at sea, is against a sea monster.

Statblock & questions:

Sea serpent

N Huge magical beast (aquatic) (young template) (Pathfinder RPG Bestiary 244)
Init +6; Senses low-light vision, darkvision 120 ft.; Perception +8
DEFENSE
AC 25, touch 10, flat-footed 21 (+15 armor, +4 Dex, –4 size)
hp 157 (15d10+75)
Fort +14, Ref +15, Will +7
Defensive Abilities elusive; Immune cold; Resist fire 30
OFFENSE
Speed 20 ft., swim 60 ft.
Melee bite +23 (3d8+10 plus grab), tail slap +18 (2d6+5 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks capsize, constrict (2d6+15), swallow whole (3d8+15
bludgeoning damage, AC 19, hp 18)

As a huge creature, should its space not be 15ft with 15ft reach?
Its bite dice is 3d8, an adult sea serpent 4d8, on Archive of Nethys. Universal Monster Rules entry for bite attacks of huge size is 2d6, and is no further mentioned beyond colossal with 4d6.
What is the reason this creature has a damage potential and size greater than other huge creatures?


Good day.

I have a situation, in which the paladin uses bluff to pose as a legitimate person from the Chelish authority, to get a rebel/freedom fighter out of jail.

Shortly afterwards, there will be a part where the group will have to obtain a docked ship. Be it from an evil aligned captain, but it is the only vessel docked, they can get to their objective with. Naturally, said captain does not voluntarily hand over their ship.

I have not before run into this, so i don't know if this causes problems with their paladin powers.

Thanks in advance, and happy new year.

2/5

Good day.

I'm about to run a 1st Edition mission, which will have the PCs travel the seas.
Likewise, there will be a naval encounter.

I have just found out, that one of the PCs owns 2 ships, including a warship.
Are those ships really a thing, and allowed to accompany a regular voyage all the way?

If they are, have any of my fellow GMs encountered such a situation before?
How did you proceed with something like this?

Regards,


Loot sheet No plunder, no pay Battle map--Misc info slides

..


Loot sheet No plunder, no pay Battle map--Misc info slides

A sudden flash illuminates the dark sky, revealing an imposing stone bastion that cracks the smooth horizon. Arcs of lightning dance across the rain-soaked heavens in concert with the booming drums of thunder.
Thick drops drench everything they touch, and cause pools of water to puddle on the winding dirt road. This road abruptly ends at a looming stone staircase that climbs to a stone causeway
leading to the bastion’s formidable walls. Caradoc Alazario waits, shackled within.

Venture-Captain Adril Hestram’s familiar voice booms once more in your ears from several
weeks ago in balmy Absalom.

"Friends!" exclaimed Hestram. "May I introduce Bartavious Vlade, a generous patron and collector of obscure artifacts."

As Bartavious stood, his girth squeezed out from his chair. His jowls quivered as he spoke.
"Greetings. Recently, I funded an exploration into the Sodden Lands to uncover astrological trappings from the Saoc Brethren. Although the mission failed to bare any such objects, what we did find was more interesting.
Hidden inside the ruins of sunken Oagon, my expedition discovered a vile series of pitted bronze disks."

Bartavious’s face darkened, "Translating these disks revealed their gruesome nature. Dedicated to Urgathoa, these tableaus depicted obscene rituals. Knowing these disks represented evil, I intended to ask the society to secure them within their many vaults for safe keeping."

Whispering, Bartavious continued, "Urgathoa herself must have sensed the disks, for as our ship sailed back to Absalom, that bastard Chelish pirate, Caradoc Alazario, stole the cargo!" Bartavious squished once more into his chair; through gasps he offered, "I have spent a fortune and finally located the pirate, who now rots inside a bastion within the Sodden Lands. His own cousin, the Mayor of Egorian, placed a bounty on his head too rich to pass up. Now, our disks rest
at the bottom of the sea inside Caradoc’s sunken ship. I provided your Venture-Captain with all the details."

Adril Hestram smiled. "We have work to do, make your way to this bastion and break out the pirate Caradoc Alazario. Our ship can’t approach the bastion, so you’ll need to acquire another one in order to flee with the pirate. In exchange for his freedom, ask him to take you to the
site of his shipwreck."
Hestram looked a bit sheepish as he continued, "It looks like you are all going for a swim, so go prepared."

A crash of lightning banishes the memory, bringing chill winds and unrelenting rain. Up ahead, at the end of the stone causeway, the Chelish bastion stands resolute, hinting at calmer conditions within.

Should you have a few more questions for them before departure, ask away.

Kn. Religion 15 or Bardic knowledge 15:

Tethered together by entrails from an unrecognizable
beast, these four bronze, pitted disks, each the size of a
human fist, hold esteem within the cults of Urgathoa.

Kn. Religion 20 or Bardic Knowledge 20:

The disks were given as a gift to Dason for penning the text Serving Your Hunger. Rumors suggest his magical skills swelled once he received this award.

Kn. Religion 25 or Bardic Knowledge 25:

They are said to hold a necromantic aura.

Kn. Religion 30 or Bardic Knowledge 30:

When viewed during a moonless, starless night, occult lore suggests the defiled disks of Urgathoa meld into one large bronze plate, and if the
wielder eats a meal from this plate, she is favored by Urgathoa herself..


Good day.

This is meant for an NPC in a homebrew i'm working on.

Say we have a character that, via some strong magical means, has their soul split. Each half is its own physical form.
Over time, half A walks a good path, and becomes a LG cleric of [insert benevolent deity]
Half B, instead comes to walk a less righteous path, and becomes a CN/CE cleric with matching deity.

Now, after X amount of time, and equally powerful magical means, the two halves re-merge.
What would the effect be for their spell casting? Would they lose it, as the 'whole' is now a combination of (technically two people?) different outlooks on life? Or would this push them more towards a separatist archetype?

Would LG + CN/CE put them on TN?


Hello.

For something i am considering, a PC would ride a wasp into battle. But, in order to do so, it needs to be trained for it, which requires 6 tricks. Our level will be 5.

Bumping the int of the bug to 1 at 4th level, and the 2 bonus tricks, i am left 1 short, until level 6.

Is there another way to increase its intelligence?


Good day.

The situation:
A villain the team knows, originally very much chaotic evil, is suffering from amnesia. Current events have left said villain behave lawfully and respectful towards others. (In effect LN/LG)

Party activates anti evil buffs and the paladin declares smite evil, when they are about to confront them.

Do the buffs and smite evil have any effect, with the amnesiac persona being completely different in alignment in views and behavior?

Or does their original personality count for the measures to have effect?


Good day.

First, this is for PFS.

My PC, a kitsune, is by order of the sorceress of the family he works for, always in fox form.
The PC is not optimized, and fills the role of a scout & hit and run nuisance in combat.
Hit & run is often from vanishing trick combined with spring attack, and otherwise with acrobatics checks for entering an enemy's square.

Levels: 1 mouser swashbuckler, 5 Ninja, 2 Shadow Dancer.

Feats:
Lvl 1: Combat Reflexes
Lvl 3: Combat expertise, Lvl 4 retrain > Fox Shape
Lvl 5: Dodge (lvl), Mobility (ninja trick > combat trick)
Lvl 7: Spring attack

Ability scores (in fox form): Str 10, Dex 22, Con 14, Int 10, Wis 10, Cha 16

All feats of 9, and 3 final class levels onwards are open, with maybe a consideration for the conduit feat: Flickering Step at 9th level. Which might warrant a ring o Eloquence to be purchased.

I am uncertain on what the best way is, to improve a hit and run build, other than upgrading my Amulet of Agile Mighty fists, and some added effect to sneak attack, at lvl 9, with 6th (maybe final) level of ninja.

What would be some viable suggestions for final progression and improvement?

Thanks in advance.


1 person marked this as a favorite.

Good day all.

I'm to build a Dragonrider PC.

Our build rules:
Races, uncommon excluded.

15 point buy.
Dragonriders, by description, are often ranged oriented, which matches what character i am basing this on,

Spoiler:
Claude from Fire Emblem 3 Houses
and they have spellcasting progress like a ranger/paladin.

I'm inclined to use human, since feats for the minimum of viability.

Str 11 Dex 17 (14 +2 racial +1 lvl 4) Con 12 Int 12 Wis 10 Cha 14
Lvl 8 ability increase is Dex

Feats, as we're lvl 6 to start:
1) Mounted Combat
1) Racial: PBS
3) Precise shot
5) Deadly aim
5) Class: mounted archery

Future feats:
7) Vital Strike
8) Class: Weapon focus (longbow)
9) Greater Weapon focus (longbow)

I might be willing to dip something, it would delay class feats slightly, but i don't want to lose too much of my dragon mount's progression.

Is this viable/workable for support?


Hello.

For a home game, i'm attempting to convert a monster from a video game, Heroes of Might & Magic. It's supposed to be a CR 2 monster, loosely based on the Skeletal Champion stat block.

Stat block:

Creature statblock: Might & Magic wraith CR 2
NE Medium undead (skeletal humanoid)
Init +8; Senses darkvision 60ft; Perception +6

Defense:
AC 16, touch 16, flat-footed 12 (4 dex, 2 natural)
HP 20 (3 HD, 3d8+6)
Fort +3, Ref +4, Will +3; Channel resist +4
Undead traits
DR 5/Bludgeoning
Fast healing 2

Offense
Speed (fly) 60ft
2 claw +7 (1d4+2 + spell drain)

Str 14, Dex 18, Con -, Int 9, Wis 10, Cha 14
Base Atk +2; CMB +4; CMD 18
Feats: Improved initiative, Weapon finesse, Weapon focus (Claw)
Skills: Fly +7, Intimidate +8, Perception +6, Stealth +9

Aura of syphoning (SU) DC 13:
During the wraith's turn, it can syphon magical energy away from foes within a 20 feet radius. The wraith drains a spell slot at random from the lowest available spell level, minimum of 1. If lowest are drained, the level of spell that is drained next, is the next lowest. (Ie, if level 1 spells are all depleted, draining is taken from level 2, and so on)

A successfull will save negates this effect.

Description:
Wraiths are flying skeletal foes, often wearing tattered rags or hooded robes, that have some semblance of intelligence. They are a spellcaster's bane, as their very presence can sap magical energy away.
As such, they favor attacking spell casters first.

Would this be about right for the CR, or would a tweak here or there be better?

Thanks in advance.


Greetings.

For a bard, i am considering going Sphere Singer, eventually.
Its capstone ability:
Tapestry Traveler (Ex, Sp): At 10th level, the sphere singer transcends mortality like a butterfly emerging from its chrysalis, her essence infused with stardust and unearthly energies. Her type changes to fey, and she grows large butterfly wings, gaining a fly speed of 50 feet (good). In addition, she becomes immune to cold and gains the no breath universal monster ability.

Aside from mentioned qualities, does this mean one would also apply fey qualities as per fey template? Such as SR, ability score adjustments, innate spell casting?


Hello.

For a game of Wrath of the Righteous, i'll have a tiefling bard. (demon blooded for Cha bonus, worships Desna) Mainly a buffing support, with but a few offensive mind spells, as i expect higher enemies to have towering will saves.

Ability scores:
Str 14 Dex 17 Con 17 Int 12 Wis 14 Cha 20.

There are three things i am considering.

Build 1, Bard 5/Evangelist 10/Bard 5:

The bard will enter Evangelist at level 6, and after all 10 levels of the PrC, will continue bard.
Effective CL at level 20: 19.

Level 1 : Spellfocus (enchantment), +1 bonus to DC of enchantment spells.
Level 1 : (GM bonus feat) Lingering Performance
Level 3 : Deific Obedience
Level 5 : Favorite PrC [Evangelist], can choose 1 skill point or 1 HP when gaining a level in the PrC.
Level 7 : Dimensional conduit. (Can limited per day, teleport as per dimension door. Finishes turn if used.)
Level 9 : Dimensional Agility. (Teleport no longer finishes your turn, if you have other actions left)
Level 11: Expanded Arcana (add 1 spell to spells known, or 2 of lower level)
Level 13: Spell penetration: +2 to CL checks against SR.
Level 15: Prestigious caster to improve CL back to 20?
Level 17 & 19, to be determined.

Why dimensional feats?
Teleport self and/or allies to safety. Combine with vanish to teleport allied martials into melee for full attack, instead of move + attack.
Get to hard to reach places.

Con : minor hit to BaB progression.
Pros: PrC advances Bard features, Evangelist benefits.

Bard 5/Evangelist 10/Spherewalker 5 (GM approved):

Effective CL at level 20: 19 (without feats)
Like above, but filling level 16 through 20 with Spherewalker.

Feats:
Level 1 : Proficiency [Star knife]
Level 1 : Great Fortitude (Gm bonus feat)
Level 3 : Deific Obedience
Level 5 : Favorite PrC (Evangelist)
Level 7 : Dimensional conduit
Level 9 : Dimensional Agility
Level 11: Spellfocus (enchantment)
Level 13: Athletic/Run
Level 15: Prestigious caster, bump CL back to 20 at max level
Level 17 & 19, to be determined

Con : More moderate hit to BaB & bard features.
Pros : PrC classes features.

Bard 5/Spheresinger 10/Bard 5:

Effective CL at level 20: 18 (without feats)
Somewhat more aimed at spells.

Feats:
Level 1 : Proficiency (starknife)
Level 1 : Weapon finesse
Level 3 : Spellfocus (enchantment)
Level 5 : Favored PrC (Sphere singer)
Level 7 : Greater Spellfocus
Level 9 : Spell Penetration
Level 11: Dimensional Conduit
Level 13: Dimensional Agility
Level 15: Prestigious caster (Sphere Singer)
Level 17: Greater Spell Penetration
Level 19: To be determined

Cons: Limited bardic skills.
Pros: New performance options. Flight during special peformance, transcend to fae.


Greetings.

For a coming game, i'm planning ahead. The evangelist prestige class has, aside from deific obedience, following requirements: Any one of the following: base attack bonus +5, 5 ranks in any skill other than Knowledge (religion), or ability to cast 3rd-level spells.

As far as i know, from first glance, i can enter it at level 5.
Though Aasimar, from what i've read, with their daylight SLA, could technically enter at 4.

Are there other ways to obtain a lvl 3 SLA/level 3 spell, to enter at level 4 as well?


Greetings.

For the AP Wrath of the Righteous, i have a tiefling bard, who i'd like to be able to effectively intimidate the demons.
Base Charisma is 20.

I aim to stay bard, except for 1 level of thug rogue at lvl 7.

Feats planned:
1) Lingering performance / Skill focus [intimidate]
3) Unplanned / Persuasive?
5) Ancestral scorn (successful check against evil outsiders makes them sickened for 1 round, nauseated if by 5 or more)
7) Dazzling display
9) Equipment trick (cloak): When making an intimidate check while wearing a cloak, add 1d4 to the duration of shaken. Would potentially work for thug rogue?

Lvl 1-6 is bard. Martial performance grants weapon focus for my rapier, for the purpose of dazzling display.
Lvl 7 is thug rogue, getting the potential to frighten through dazzling display.

Looking at level 10, it'd be +22
5 charisma, 10 ranks, 4 persuasive, 3 skill focus.

What could be done to further this, aside from items.

Thanks in advance.


Greetings.

Would the Guided quality, on a weapon or Amulet of Guided Fists, allow you to apply the Wisdom modifier instead of Str/Dex, on combat maneuvers?

Combat maneuvers such as Grapple, Dirty Trick.


Good day.

A game is coming up featuring evil outsiders aplenty.
I'm pondering a build for a bard (Argent Voice) who empowers her comrades, and vocally scares the hell out of the evil demons/devils.
We might hit lvl 15, or more, as PCs.

The build towards level 10:
-------------------
Planned class progress
1 Bard
2 Cavalier
3 Cavalier
4-10 Bard

Post lvl 10: Evangelist PrC(bard)? / Argent Dramaturge PrC 5?

25pt buy
TN Tiefling (rakshasa variant, +2 Dex & Cha, -2 Wis) bard (Argent voice) 8/ Standard bearer cavalier 2 [order of te cockatrice]

Post race modifiers
Str 10 Dex 16 Con 14 Int 14 Wis 8 Cha 20 (+1 at lvl 4 and lvl 8)

Traits:
-TBD
-Criminal: +1 to Disable Device, it becomes a class skill for you.

Planned Feats:
Lvl 1: Skill focus [Intimidate]
Lvl 3: Equipment trick (combat) [Cloak: upon successful intimidation, extend duration by 1d4 rounds, requires dazzling display] / Improved initiative?
Lvl 3: Dazzling Display (Cavalier bonus)
Lvl 5: Ancestral Scorn [Upon successful intimidate of an evil outsider, it becomes sickened for 1 round as well. If beat by 5 or more, they become nauseated instead]
Lvl 7: Lingering Performance
Lvl 9: Persuasive (+2 to diplomacy & intimidate, becomes +4 at 10 ranks)


Loot sheet No plunder, no pay Battle map--Misc info slides

You see a dusty octagonal oaken table, with 8 cushioned chairs. The few tapestries are in need of replacing or repairs. Still, with a little work, you could turn this into something decent.


1 person marked this as a favorite.
Loot sheet No plunder, no pay Battle map--Misc info slides

Lord Markham's contest,

An event attracting quite a number of people.
What property would the winner get? What is the sum of wealth rumored of?
These are questions on the minds of the people that have come to participate.

The cast off to Emerald Isle was to be from Southport, a smaller region in southernmost Erathia. A couple of days sailing, at most.

-----------------------------------
Salty sea air welcomes you as you enter Southport. Built against a mountainous ridge, with a lake to the north and the sea to its south, it is a fortified town of around currently 2000 occupants, sporting the main port for naval vessels, both for commerce and war.

Something like this.

Following a vaguely sloped paved road downwards, you walk towards the trade square, and into a great hall, used for large meetings. A fair number of tables and chairs stand placed, devided across the 40 by 50 feet hall.
Other attendees arrive in pairs or small groups of three to five. The majority are human, but the news had arrived in the neighboring lands as well.

There are but a few tables without attendees at them.
Standing at the clerk writing down names of attendees, is a trio of jovial looking human men, joking among themselves.

A nearby table has a young goblin man in metal armor, a rogue'ish looking tanned human man, a dwarf woman and elf woman. The dwarf is wearing but leather and a small wooden shield, while the elf just speaks 'refined and gifted' by her graceful clothing alone.

While another table has a trio of more....unsociable, looking men at them. They observe the rest of the people present, making some arrogant comments among themselves.

Time for the introductions. I'll proceed when we're all here.


1167 AS, December 20th, nearly 2 months after the Restoration Wars came to an end. A war which started three years ago, with the invasion of the human kingdom of Erathia, invaded by the necromancers from Deyja, the infernal armies of Eofol, and the hordes from the Dungeon Overlords from Nighon. Incursions happened into the neighboring nations as well.

Only through combined effort of Erathia, the elven Kingdom of Avlee, and the wizards from Bracada, were the invaders struck back.
A conflict which left no nation on Antagarich unharmed. And none of your lives were the same since the start. You have lost so much in just three years.

In the end, you are left with but a small amount of gold, basic gear, and your own wits.

Word has reached your ears, that an Erathian noble of reknown, Lord Markham, is organizing a team competition on Emerald Isle. A competition of which the reward is, according to rumors, to be property and wealth. All things considered, this might well be a way to turn around your currently ill fortune.
-------------------------------------

Hello to the interested.

I am going to run a homebrew campaign, set on the world of Enroth, setting of many of the Might & Magic franchise's games. The game will take place on one of its three continents, the continent of Antagarich, close after the end of the Restoration Wars of Erathia.
It will, lateron, have some light land management.

Character creation:

15 point buy. Preferably no scores above 18 or below 8 after racial modifiers.
2 traits,no drawbacks.

Classes: Core, minus barbarian. Barbarians are not particularly liked outside of the barbarian nation of Krewlod.

Archetypes subject to approval.

There is no orient continent, thereby excluding eastern armor and weapons, as well as eastern themed archetypes.

Races: Dwarf *, Elf, Goblin *, Half-elf *, Human

When you choose a race, you have an origin or ties in a nation of your choosing, that has them as a population. The nations and their inhabitants, along with pantheons, are described in the Players Guide linked under the header.

* Dwarves are devided into 2 categories. Avlee born dwarves, and born in Stone City, the semi-city state of the dwarves of the Barrow Downs.

While the Stone City dwarves are your average dwarf, their AvLee cousins have slightly less hardy bodies, from the less burdensome life in the forests and hills.
However, from being around elves and other forest dwelling creatures, their social mannerism are considered better, but are somewhat less driven than their Stonecity brethren. AvLee dwarves get a +2 to Wisdom and Charisma, and take a -2 to Dexterity, instead of the usual dwarf modifiers.

* Goblins are medium sized humanoids, with green skin in a variety of shades. They are native to Deyja and Krewlod. Outside of Deyja and Krewlod, some end up as bodyguards or mercenaries.
The males especially, often have more rough looks, like humans, while females can sometimes look like slightly more muscular green elves with sharp features.
Lupine affinity: Goblins have a +2 bonus to checks when interacting with wolves.
Versatile: Like humans, they are a flexible race, and get a +2 bonus to a single ability score.

* Half-elves, aka half-bloods. Half-elves are a very rare sight. I'd take only one half-elf. Their ties would lie with Avlee or the Contested Lands.

Funds: 75 gold. The conflict ate much of your wealth just trying to stay alive.

Gods & domains
Each nation has its figures of worship, but that does not exclude clerics undevoted to a particular deity.

A feature i will adapt from the game franchise, is specialization points.
They are similar to background skills, in that you receive 2 per level, but will spend them on your choice of proficient weapon/armor/type of magic. More is detailed in the players guide.
I have planned to make a chart describing bonuses gained from such, that one will get uploaded somewhere Friday.

Questions
1) What did you do during the conflict?
2) Name one specific person from your past, you have lost contact with during the conflict.
3) Quirks to be aware of?
4) What unsettles your PC?
5) Particular goals in life?

I am looking for a party of 5.
I will leave recruitment open for 3 weeks.
Contested Lands players guide


Good day all.

The now defunct New World Computing made some amazing RPG and strategy games back in its day. Many of its games featured on the world of Enroth.

I am interested in making a homebrew game on its continent of Antagarich.
It would feature some light nation management, at some point.

Now i feel the question rising: Is this Kingmaker on Antagarich?
Not per se, but yes, it would be somewhat similar.

The game will have a couple of custom features, for example specialization skills, comparable to background skills, but different. It will also borrow some features from the Might and Magic RPG games themselves.

A more complete recruitment and players guide would come if there would be enough interest.


Unchained barbarian

She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Vanilla barbarian

At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. "She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible". She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

Is the mention of protection against invisible opponents a thing forgotten, in the unchained version, or was it a deliberate change?

2/5

Greetings.

In the party's dire moment, the BBEG has managed to knock the majority of the party unconscious.

One of the players has a boon which says that [specific PFS NPC] owes you a debt and has granted you a fraction of her power. You may use one of the next spell-like abilities using your character level as caster level and cross the boon afterwards: aid, detect thoughts, lesser restoration, see invisibility, continual flame, dispel magic, lesser globe of invulnerability, restoration.

Could the PC indeed benefit from an AID spell, even though he is unconscious?

Or is it, as i myself suspect, required the PC is awake?


Greetings.

The layout:
Home game. The party occassionally has meetings and support from a plot related NPC, a local baron's daughter. She's disguised whenever she goes out. To the point where neither clothes nor voice give away who or what she is.

The party was convinced from the start the contact is male, despite neither side had ever been suggested in any form, and thus never inquired into it.

Plotwise, there will come an assassination attempt on the baron's daughter in the near future. She herself is unaware. The party will soon learn though.

I need the party to figure out their contact is her, before this happens.

Hints i had given, but no response in return:
Glimpse of hairless arms.
Bandages.
A sudden impulse of buying a particular set of jewelry, and wearing those in altered form of a young woman.
Likes sweet things.
Does not share rooms.

I'm running out of inspiration for small hints. Anyone got more ideas?


Loot sheet No plunder, no pay Battle map--Misc info slides

.


Loot sheet No plunder, no pay Battle map--Misc info slides

Among the living, a season 0 mission tier 1-2 / 6-7, for outpost 4 event.
Dare yee to face the danger lingering in the operahouse?


Hello.

Due some bad rolls, our party's tank, a cavalier, is dominated, and attacked us at a crucial moment.

(as if a Yangethe alone wasn't enough)

Now, if the caster of the Dominate spell, Yangethe in this case, uses a strong harmful ability that also hurts the cavalier, does that cause them to snap back to their senses?

We just might survive if so.


Hi.

I have an alchemist i wish to have high sense motive for.
Are there, aside from the empiricist investigator, other means to use intelligence to sense motive?

I have unfortunately no room for extensive multiclass.


Yesterday i played a homegame.

In it, we were fighting an epic encounter on the high levels. My witch ended up turning the boss (a night hag) into a neutral kitten. Both saves failed, so mental scores matching accordingly.

(great improvement from NE)

Then it occurred to me that, since baleful polymorph mentions the animal retains its class levels and some benefits thereof, we now have a kitten with 5 levels of fighter.

What would happen if we cast awaken animal on it, regarding memory?
Does it remember what it was before being turned into a cat? (bloody vengeance!)
Or simply remembering just being a cat? (with a lack of memory of a complete cat life)


Hello.

So a game lets us play monsters too.
And a PC is a ghost.

Now with ABP, PCs get, with levels, bonuses to NA and deflection, even if they hadn't before.

This sounds like an omen of things to come.
The ghost can't get deflection from 2 sources, nor does it get NA.

Ghost touch armor is too expensive for a good while.
How can the PC, currently able for picking 2 class levels, prefers melee for corruptive touch, maximize survivability? Alignment is TN.

Dex 18, Int 16, Wis 8 (4d6 roll), Cha 16


Good day.

Say an NPC is schizophrenic, via either medical condition, or a master chymist, for example.

The alter ego makes a deal with an outsider, does this bind the original persona to the deal?

Or are they treated like 2 different people, for intents and purposes of a deal/contract?


Loot sheet No plunder, no pay Battle map--Misc info slides

The invitation delivered last night was remarkably simple, especially given the importance of the occasion:
"Start where it all began. Meet us at the Pig’s Paunch one hour before dawn."

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.
"Welcome! Welcome, my students! Please, have a seat!"

With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder.
"Can you believe it? It all started here years ago—well, over four
hundred of them at least. Under this very roof the Pathfinder Society was born.
But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives.
Allow me to introduce you to Janira Gavix,"
he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist.

Shaine continues, saying, "Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation."

Janira speaks up in an enthusiastic and cheerful voice, "Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on.
A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen."

Master Shaine hops to his feet. "Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well."

With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.


Wishlists and Lists

Wishlists allow you to track products you'd like to buy, or—if you make a wishlist public—to have others buy for you.

Lists allow you to track products, product categories, blog entries, messageboard forums, threads, and posts, and even other lists! For example, see Lisa Stevens' items used in her Burnt Offerings game sessions.

For more details about wishlists and lists, see this thread.


Wishlists

Edward De Vere does not have a wishlist.

Lists

Edward De Vere does not have any lists.