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How do you stop someone that can teleport from robbing your house?
It's an incredibly strong spell for thieves.

I guess insurance companies has several bountyhunters on staff to hunt down any starship thieves, and I doubt they will follow any laws outside of pact space.
Selling stolen ships will probably be pretty hard since there are several ways to identify ships.
Hidden low-jacks is a possibility, preferably ones who aren't connected to any other systems and thus can't be hacked easily. And if they're dormant until activation, they'll be harder to detect until it's too late.
Plus, if you're at a big spacedock, like Absalom station, there will probably be pretty strict takeoff protocols. Failure to follow them likely means you have to deal with the pact fleet.


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Don't know how high level you're expecting to hit, but I noticed an easily missed change in the rules that made me think about abilities.

At level 5, 10, 15 and 20 you get an ability increase. And if your score is at or above 17, it's a +1, just like Pathfinder.
But if your score is 16 or lower, that increase is +2.
(Page 26 of the core rules).

Putting your Dex at 16 at creation will get you more points, at the cost of being a little weaker until level 5 and not hitting that Dex 20 ability score at level 10.

Something to consider if you want to spread your abilities a bit (and it really helps MAD characters).


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I'll throw in my 2 coppers since I might run this ap soon and knowing my players, they'd probably want to go the incognito route initially.

I'd introduce an encounter where the PCs save a street urchin from being abused by city guards.
The kid is grateful and as it turns out, is a member of an urchin gang of pickpockets and the like.
They're also messengers and has their ears on the streets.
And there is no doubt that they have no love for the guards and other persons in authority.

This way the PCs will find out when someone is looking for them (and other stuff).

You might even make them a special team in the Rebellion specialized in gathering information.


http://paizo.com/threads/rzs2s6uc?How-is-the-unchained-rogue
Check this thread.


Mark Seifter wrote:
Deadmanwalking wrote:
Cuup wrote:
How is Unchained handling preexisting archetypes for the altered classes?
I don't have the book, but from people's descriptions, almost all Barbarian Archetypes should work (those that alter what stats Rage gives bonuses to might be problematic), all Rogue and Summoner Archetypes should work, and almost no Monk archetypes work (as Monk gets the most profound redesign of the Class itself...Summoner is probably an equally large change, but that's almost all to their Eidolon and spell list).
Unchained rogue can indeed take all its old archetypes (ninja is still a variant class of the regular rogue, but if you really wanted to, you could make an Unchained ninja easily, but it's not a default, since for one thing, the ninja is usually pretty much stronger than the rogue). Summoners has a few arches in non Pathfinder RPG books that might be problematic like those few barbarian ones (if they mess too deeply into the eidolon's business, like First World Summoner or something)

The Ninja does get a small power boost, since it can get rogue talents in place of ninja tricks, and some of the new rogue talents are more powerful.


You'll have to either cast defensively or as you said, cast then rush in.


Np :)


Is it this one?
https://docs.google.com/document/d/1nx-o8VAjhUwh3nnfzDQT-JA5eFLnN_BZJiBitGj BMDg/mobilebasic


Sounds interesting.
Dot.


Great stuff!
Dot for future use.


Yeah, there are loads of sword types that can be condensed to the current 3-4 types.

Imo, one handed weapons should be one handed weapons only, the grip is made for one hand only.
This would give the "hand and a half" type weapons a use, and actually making them unique.


Well, the Pathfinder Longsword is actually a historical Arming sword or a broadsword, while the Bastard sword is the historical Longsword.

An Arming sword isn't meant to be wielded two handed while a historical Longsword can be wielded one handed in a pinch.

Removing the two hand benefit from one handed weapons would make the bastard sword more attractive and give it a unique role among the weapons.

If you're interested in historical european fencing, just youtube HEMA (Historical European Martial Arts), alot of the practitioners are well versed in the litterature of the time.

Scolagladiatora
Here's a good channel about swords and theory (not much sparring).


This is exactly why I don't like simple +x magic items.
They're boring and immersion breaking.

I usually just tell my players it's a +1 sword. If I'd have to I'd say it's a weak enchantment, then moderate, strong, very strong and overwhelming. Or something like that.

I hope Pathfinder Unchained offers some rules to get rid of the big six.


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Great stuff, dotting in case I run this ap someday.


Isn't their kingdom going to take severe hits for vacant positions?
No ruler, and several others gone like that will wreak havoc with their economy, loyalty etc.

The rules are clear, you have to spend 1 week a month ruling the kingdom. The rules say any hex in the kingdom will do. But the capital seems logical for those things.


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Baron Drelev is looking for a easy win to impress his new master.
If the group has fortified Tatzlford, Drelev would probably choose a different target, or send more troops.

Imo, there's a difference between punishing players, and playing the enemy smart.

WWBDD? (what would Baron Drelev do?).


I usually play music to my dice.
My d20s really like Katy Perry, but my other dice hates it. The d10s likes Enya, but the d20s hate it,

All of my dice seems to love Justin Beiber, they roll incredible numbers after his music.

However, it makes my ears bleed so I can't hear what the GM says. But I guess some sacrifices has to be made.


Josh Windeknecht wrote:

I really don't like dropping a stat to 7 unless I can come up with a reason for it that fits the character, not just for mechanics. Any ideas for a reason for an empiricist to have that low of a Charisma? Here's the description of the archetype for some help.

<i>Champions of deductive reasoning and logical insight,
empiricists put their faith in facts, data, confirmed
observations, and consistently repeatable experiments—
these things are their currency of truth.</i>

That doesn't mean he can't be socially awkward.

Just look at Benedict Cumberbatch and his interpretation of Sherlock Holmes (THE empirist investigator). He's not exactly charming, he's inconsiderate, hurts people's feelings on a regular basis.

That being said, I'm not really a fan of stat dumping either, unless it's a character trait I want to explore.

If you haven't seen Sherlock, go see it. It's a great series, and an exellent source of inspiriation for an investigator character.


Ah, ok.
Yeah that's a pretty terrible feat.
Go with Skill focus (perception) instead. If you really want a boost to Perception.

I would personally change some of your ability scores, they seem a bit spread out. STR and DEX both at 14 is a 10 point investment, I would rather go 10 STR and 16 DEX (with weapon finesse), but that's me. I love finesse builds. Better AC, chance to hit and better ranged to hit.
And for the cost of a feat and slightly lower damage (but since you'll hit more often, the damage part is lesser).


Keen senses isn't a feat. It's a half elf racial trait, or a spell from the APG.


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Ascalaphus wrote:
Back when, we had to roll our 3d6 for stats uphill in the snow, both ways.

My group used to roll our stats in a box with scorpions, that's how hardcore we were.


Dragios wrote:
Here's a question for everyone to give thoughts on. Obviously this adventure gives a paladin some REALLY cool stuff. I think it was an inspired idea to have Radiance grow the way it does throughout the AP. But other PCs may feel left out that the paladin gets all the goodies. What about a magic item that grows with each individual PC as the AP goes on. For example, a staff of life that becomes legendary for an oracle with the touch of divinity trait or a headband of mental superiority that can counter summon demons or get past demonic resistances for a Riftwarden Orphan sorcerer? Basically have a legendary item keyed to 1 campaign trait. Do you think if EVERY PC had an item like that it would make the AP too easy. I haven't started running this AP yet so I would like some feedback before I do that.

There are some really cool pally loot in this AP, sadly every other class has to make due with normal "boring" loot.

Something I forsee being a problem, so I'm going to add/replace some stuff for my other players.


Krinn wrote:

Can't wait to put my hands on it!

Finally I'll be able to see how the traits backstory develops, so I'll be able to craft another trait for my homebrew psychic mythic path.

Can anyone please spoiler how much deep is the backstory (in number of pages) for each trait? And the amount of mechanical benefit in XP and Mythic Deeds for each please? Are all the traits backstories intertwined with the main story so that you can't avoid but to do them regardless?

Thanks! :)

Each trait has an encounter/mini dungeon associated with them. The traits themselves are resolved in a small info-box (1/4 page) and requires some GM work to flesh out. The length of the dungeons varies, as well as xp reward, but they're designed for the whole group to complete, so don't worry about xp.

Every trait/dungeon has it's own resolution which constitutes a mythic trial for anyone posessing the trait.
I'd say that most of these encounters could theoretically be skipped, except the one tied to the "Chance encounter" trait, which gives the location of the final dungeon and the opportunity to recruit a powerful ally.
(FYI, I call everything with multiple rooms and several monsters "dungeons", even if the place is a house etc).

There are also some places that don't have a trait tied to them, so there's good opportunity to add a custom trait to those places (or redesign one unused trait).


mdt wrote:
Montana77 wrote:

Probably has been said before but here goes:

Charismatic Carol ans Mundane Molly walk in to a bar (I swear this isn't a setup for a joke).

People in the bar immediately notices Charismatic Carol and tries to get her attention. When talking to her they might notice that although she's charismatic she isn't a great conversationalist, or she might be, doesn't matter for this example.

Mundane Molly on the other hand, gets no attention when entering the bar and has to initiate conversation herself. After talking to her for a while, the patrons notice she's actually really charming and a delight to be around, despite their initial (non-) reaction.

There's the difference between high charisma, and low charisma with high diplomacy. At least in real life.

I've met both types, and most probably have too.

Great example (similar were given).

There are several people in the thread however that will contend that this is not how things work, because there is no line in the book stating 'when two characters walk into a bar, use their charisma to decide how people react to them', and instead there is only a very generic 'use charisma for checks' line Ciretose has quoted a dozen times to no avail.

Honestly I was a bit concerned because I was agreeing with Ciretose. But then he started arguing with Ashiel. So as long as I'm not agreeing with both at the same time, the sun isn't about to go nova. :)

I'd say there kind of is a rule like the one you're talking about: The Leadership feat is governed by level and Charisma.

Followers and Cohorts only care about level and Charisma score (the raw force of personality), no ammount of ranks in Diplomacy can attract more followers (there are conditional modifiers to leadership scores, but they're unrelated to this discussion).
It isn't expressly written, but the Leadership feat indicates that Charisma indeed is important concerning people's reactions.

The problem with Charisma is that it's such a useless stat (unless playing a Cha based class), easily bypassed in most cases by expending a few ranks.


Mattastrophic wrote:

Back in Beta, I just envisioned France. It just kinda stuck.

Honestly, Taldor is pretty undefined for having its own sourcebook, though. So you've got a lot of room to do whatever you want.

-Matt

Same here.

I don't really know where I got France, but it's stuck.


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Probably has been said before but here goes:

Charismatic Carol and Mundane Molly walk in to a bar (I swear this isn't a setup for a joke).

People in the bar immediately notices Charismatic Carol and tries to get her attention. When talking to her they might notice that although she's charismatic she isn't a great conversationalist, or she might be, doesn't matter for this example.

Mundane Molly on the other hand, gets no attention when entering the bar and has to initiate conversation herself. After talking to her for a while, the patrons notice she's actually really charming and a delight to be around, despite their initial (non-) reaction.

There's the difference between high charisma, and low charisma with high diplomacy. At least in real life.

I've met both types, and most probably have too.


Agreed.
It looks awesome. I'm getting a Kingmaker vibe from it, as in: Freeroam, exploration, player driven etc. With some very cool stuff I can't wait to put my players through!

I'm glad that the Campaign traits are fully utilized and not just background stuff, forgotten after the first installment of the AP.

Wrath of the Righteous is shaping up to be a very varied and exellent AP.


Anzyr wrote:
mdt wrote:
John Kerpan wrote:


According to the game rules, that is how the low CHA character gets penalized. How the actual interaction is played out can be left up to the individual GM and player. Maybe the half-orc is too forward in his request, and scares the lady. Maybe he uses inappropriate language. Maybe he insults her in his request. Up to the GM, but the mechanical effects are played out.

Agree 100%.

What get's my gizzard (and most people who are 'anti dump') is when Bob's player goes into great detail on how polite he is, and uses extremely polite language roleplaying his character, and then get's cheesed off when he rolls a 2 and the GM says 'You had all that in your head, and it sounded great, but it came out as 'Hey sugar****, you been boffing any red-headed guys with scars on their cheeks lately?' and claims that he didn't say that, and the GM should use what he said for the check, not what the roll indicated.

Bob should be upset, because that is not what he said. He said all those polite things sure, but because of his overall roll on diplomacy those same words come across as snobbish, or creepy, or mechanical, or any one of hundred other reasons why being polite doesn't produce a guaranteed increased attitude adjustments in real life. Changing what a character said is big No, making a player take the result of his roll is not.

So if a character with Dex 7 and 0 ranks in Acrobatics says that he flips up on a table, spins around and make a backwards flip on to the floor, you let him do that?

According to your logic, you can't change what he does (says).

He's clearly attempting something he can't do without a great deal of luck, and if he fails, he should fall on his ***, not end up on the other side of the table.


Mine is still pending....
Nooooooooooooooooooo!


Cast the Mending canrtip, or a Make whole spell (might be overkill though).

...or use scotch tape.
The latter has worked for me.


The easiest way to make someone enjoy themselves, is to give them the chance to shine and do what they enjoy.

If she likes animals, make sure she gets to interact with animals, (Maybe the house cat saw who stole the magic sword etc.).
Design encounters that lets her use the druid abilities etc.

She sounds like she likes roleplaying more than combat so make sure she gets to roleplay alot.

It might also be a good idea to have one of her co-players give her snippets of advice "you can move through that undergrowth without penalty", helping her BEFORE she asks to do something that's not allowed (if she's ok with it, otherwise she might get annoyed).

Maybe write a cheat-sheet for her, outlining some of the druid abilities in one sentence.

If she's enjoying the game, she'll keep coming back and eventually she'll learn the rules.


Whenever there is something that calls for a check.
If you look at the perception skill, there are lots of standard DCs.
If my players are moving through an area and hasn't specifically said they're keeping a lookout for traps etc I assume they're taking 10.
But if something is sneaking up on them, that might warrant an opposed roll.
But if a non-sneaking enemy approaches, assume they're taking 10 and use the DC in the skill section.

It's also a good idea to call for perception checks once in a while, for no reason, just so the players don't expect every perception to be something important.

If rolling perception gets tedious, cut back on the rolls and save them for more critical perception rolls.

Edit: Make a note of the groups highest Perception (+10) value and let that value be the default "take 10" value, unless the group is farther apart than a few squares.


I've had problems with 3 soft covers.
Gods an magic.
The worldwound incursion.
Sword of valor.

I have about 6-7 complete APs and 10-15 campaign books, so it's not a huge issue. The only thing that worries me is that the two last books both have begun falling apart.


Sorry for (re-) necroing this thread, but this issue has come up in my group.

I think the rule that you lose ac when attacking with a 2h weapon is kind of silly, and here's why:

A ring of force shield lets you activate/deactivte it as a free action, and grabbing/letting go of a 2h weapon is a free action. Drawing/storing a quickdraw shield is a free action (with quickdraw feat).

So bucklers are actually pretty useless when used with 2h weapons.
According to the rules, stowing your shield, attacking and then drawing the shield again is better/faster than having a buckler strapped to your forearm.

And another question:
You lose the buckler's ac bonus when attacking with a 2h weapon, but what if you have a +1 light fortification buckler. Do you also lose the light fortification effect?


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The Adventure paths are excellent sources of ideas and background information.

I've been a subscriber since Kingmaker and I will probably never run half of them, but I value each one of them. Whenever I run something of my own creation, I can always consult the APs for inspiration, encounters, maps, lore, etc.

I've run single issues of an AP as stand alone adventures. Most notably issues 4&5 of Kingmaker (which we started, but didn't finish). The pcs actually worked for their former pcs (15 years later) to thwart their common enemy Ivoretti (the "new" pcs were children of Pitax's former ruling family, which Ivoretti had killed).
My players got a kick meeting the king and his advisors, now in their 40ies and retired from adventuring.
(Sorry for rambling about this, I got carried away).

So even if you aren't planning to run an AP, there's tonnes of uses for the info inside.
Besides, I enjoy reading the APs as "litterature".


Grayn wrote:

So, I'm trying to open up the NPCs backstories for my players. We made it through one session and they are camped out at Millron's cavern, after driving him off. Anevia and Aravashnial have been made Helpful, while Horgus was driven off Hostile due to a successful Intimidation check to help clean the temple (oh, those silly players ;P).

I'm still playing Anevia a bit closed mouth. Even though she is helpful and friendly, I don't feel she would be revealing everything to these strangers after only a few hours. She keeps things vague by saying things like "I am worried about my wife." or "I need to get home."; leaving out details like her wife's name or that she is a player with the Eagle Watch at this point.

The sticky part comes with Aravashnial's relationship with Avenia. His descript reads:

Quote:
Aravashnial recognizes Anevia by sight only

Aravashnial and Anevia are pretty friendly with each other, since he doesn't know who she is (being blind and she's hasn't said who her wife is). Now that they are at a point to casually talk, I plan to open up more of the character's stories which is going to potentially send the two into unfriendly ground with each other.

Okay, this has been a long ramble and, as I write it, it seems I'm answering my own questions. I suspect even if the one of the two become "curt and terse", that could lead to more avenues for players to explore.

I think he's supposed to recognize her instantly, but if you want them not to know each other it shouldn't be a problem.

In my game, the NPCs introduced themselves with first and surnames.
I interpreted that sentence as "Aravashnial recognizes Anevia by sight, only as the wife of Irabeth a woman..." meaning he knows who she is, but that's about it.


Sc8rpi8n_mjd wrote:
While reworking Soltengrebbe I noticed he has 6 feats. As a 9HD creature, he should have only 5.

Mythic tier 4 probably explains that extra feat (or even two), or have you accounted for that?

I've not read it's stat block that closely, so I'm not sure.

Edit: ninja'd, and proven wrong.


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And another thing...
Isn't flanking dishonorable? You're ganging up on an opponent.

In 3.0-3.5 there was a class (Knight?) who's code of honor forbade him to get or provide flanking bonuses, he also wasn't allowed to strike a flat footed opponent (if my memory serves me correctly).

Honor is so abstract and shouldn't mix with the mechanics of the game imo.


Discussions like this makes me wish Paladins were portrayed like "champions of their faiths" rather than pseudo knights with codes that constantly warrants discussion.

You rarely see these discussions about clerics.

As for bows not being honorable... call an Erastilian Paladin dishonorable for using a bow and prepare for a two hour lecture why longbows are the ONLY honorable weapon.
It's all point of view, and a paladin will always see his diety's favored weapon as the best and most honorable.

The pope called bows cowardly because it was so effective against his supporters and "holy" warriors.

In reality, diplomacy is the only honorable "weapon".


Sweet sheet!
Might just switch to this instead of the Character folio (which IMO is a bit too spread out).

Thanks :)


Christopher Harmon wrote:
It would be brilliant if subscribers could access the .pdfs in the meantime, since shipping is proving to be such a hassle. :'C

I agree that it would be nice to be able to download the pdf once the order has been finalized and can't be cancelled, but I'm sure the good folks @ Paizo has a good reason for holding it until the physical book ships.

Still, I was really hoping to be able read it this weekend :(

Patience young padawan (paizowan?)


It will be alot easier when the opponents starts registering as evil.
I doubt there will be much stabilizing when the opponent is clearly evil, unless they seem redeemable, but then they wouldn't be fighting the pcs.

It will be interesting to see how they react to enemies surrendering when they can't take prisoners, as weell as meeting evil characters that can be redeemed :)

And to think that I initially thought that WotR would be a boring "black and white, smite everything" style campaign. Turned out it's the AP that really started us discussing morality.


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Gilfalas wrote:
Montana77 wrote:

@Gilfalas

Being fearless won't make you stupid, but it will likely mess with your risk assessment, making you underestimate dangers.
Thus shortening your life expectancy.

It absolutely could, I completely agree.

But a Paladin should also be thinking about those around him. After all he/she is fearless but he/she knows that others are not. He must be vigilant in knowing his own limitations and those of his companions and those around them, making sure he/she considers the lives of others in his/her combat assessments.

Another reason why it is difficult to be a Paladin. Your fearless so your impulse is to challenge all evil, but not knowing your own limitations and indulging in unchecked recklessness is the height of hubris. Martial might and the gifts of that champions of good must be guided by wisdom and thought.

After all, he is fearles but not stupid, incosiderate of the facts or untrained in the ways of combat.

But one of my favorite bits of humor was that the Paladins of Torm in the forgotten realms had the highest mortatlity rates of any Paladins in Toril, because not only were they fearless but they served the god of duty and honor so they would seldom retreat when others would. They would always be the last off the field and protect others even if it meant their lives. And it often meant their lives.

Good points.

Paladins are very hard to play, not only because their "immunity" to fear (whatever the interpretation), but also because their code and the fact that they're more or less expected to sacrifice themselves for the greater good.

But a paladin in good standing can expect to join their god in "heaven", which probably makes the sacrifice easier (for the character, the player might not like losing his longtime pc).

Now that I think about it, most people in Golarion probably have a very different view of death than us, since there isn't really a matter of uncertainty about it. The gods are 100% real, it can be proved without a doubt. Heck, if you are powerful enough, you can theoretically visit your dead parents in heaven.
Which has to skew your views about dying.


@Gilfalas

Being fearless won't make you stupid, but it will likely mess with your risk assessment, making you underestimate dangers.
Thus shortening your life expectancy.

"Fear is a vital response to physical and emotional danger—if we didn't feel it, we couldn't protect ourselves from legitimate threats. But often we fear situations that are far from life-or-death, and thus hang back for no good reason. Traumas or bad experiences can trigger a fear response within us that is hard to quell. Yet exposing ourselves to our personal demons is the best way to move past them".
Source


Fear is healthy, it's what puts you in fight or flight mode. Without fear your life expectancy would most likely drop drastically.

The immunity to fear is more like being brave.
Being brave is not absence of fear, it's controlling your fear and doing what needs to be done despite being afraid.

That's my opinion anyway...


My group started The worldwound incursion yesterday and a discussion came up after encountering the crazy dwarf under Kenabres.

Minor encounter spoiler:
The dwarf didn't notice the PCs until they were within sight of him, they called out to him (after pally used Detect evil, for which Millorn didn't register since he's <5 hd).

Millorn's reaction was to yell out something about "crusader assassins" and casting Mage armor, the ranged paladin declared that he was taking a ready action to fire if the dwarf cast another spell.

Millorn, being bat guano crazy didn't listen to them and started casting another spell (which no one was able to identify).
Long story short, Millorn was taken down to -4 hp before the round was over.

The group stabilized him and bound him before starting to check his gear.
And it was then the discussion arose:
"We don't if he's evil or just paranoid/crazy" (which was the main reason for him being stabilized in the first place). And even if he is evil, is taking his stuff robbery? Or is it ok to take stuff from people you fought, without compunction?

Confiscating his weapons wasn't an issue, but what about his potions and his spellbook, his food?

The group wasn't willing to wake him up and questioning him, they didn't want to risk him casting a non somatic spell etc.

In the end they decided to take his weapons, potions and spellbook but left him his food, camping gear etc then left him stable and unbound with a potion of cure light wounds.

I'm happy with their decision, but since it sparked a discussion, I'm interested in your opinion about looting people like this.

Normally this isn't an issue for us, since the group normally has a more of a grayscale attitude towards morality.

Pathfinder RPG assumes the players loot their way through the APs, amassing wealth, but in a campaign where the (at least my) group is "extra good" this system feels a little bit wierd (and meta-gamey), especially since one of the characters in the group is extremely generous (he's asked to not be in charge of party gold etc. saying "cause then you might find that I've made a substantial donation to charity without giving it a second thought".

So what are your opinion about looting/wealth/charity in a campaign with extra goody good guys.


We're starting WotR tomorrow, it's just me (gm) and two players so I'll be running a GMPC to round out the group.
We've only met for an hour and discussed the campaign and their pcs, but here's what they were leaning towards.

Player 1: Human Paladin (Divine hunter archetype). We haven't discussed Mythic path/campaign trait yet, but I suspect champion.
He's also expressed interest in the Leadership feat, but we haven't discussed exactly what sort of cohort he'll want.

Player 2: Aasimar Cleric of Iomedae or Oracle (up until an hour ago, he was a cleric, but after telling me about his character's personality over the phone, and me remarking that he sounded like an oracle, it might change). He's expressed interest in the Touched by divinity background but isn't sure that he wants to go the Hierophant path.
Shouldn't be a problem, I'll let them choose trait description and bonuses independently (I'll play fast and loose with the rules if we're in agreement and it makes for better/more fun play, and the background for Touched by divinity should give him a kick when the truth is revealed).

GMPC: Elf Magus (spell dancer archetype, and maybe bladebound), I've decided to make her young and naive, as well as insecure, referring to the more competent and "older" (she's probably older than them, but still), more experienced pcs. Riftwarden orphan trait/background, dual path (archmage/champion).

I don't expect us to get a whole lot of playing done tomorrow, but we should be able to start at least.


I've experimented with custom classes before and the hardest thing is keeping the balance compared to other classes, and not making them op in certain situations and useless otherwise.

My recommendation is to start with an exsisting class (magus seems the most appropriate) and start changing things that don't fit with your idea.

Adding Arcanas with the right flavour would be pretty simple, changing some elements in the arcane pool (and/or other abilities) and creating a race specific Archetype is also a good way of adding flavour.

I'm not familiar with the 2nd ed Bladesinger, but the 3rd ed Bladesinger is more or less a Magus with a race specific archetype.

In fact, several of your suggested abilities are already Magus+archetype abilities i.e teleport blade - bladebound magus lvl 9, enhance blade - Magus lvl 1 vanilla ability (sorry for not using your original names, but I'm on my pad which makes posting/scrolling and such a hassle).

Tl:dr Changing an exsisting class to your liking is alot easier than creating something from scratch and generally results in a more balanced class.


Advanced race guide has an elven archetype for the Magus called Spell Dancer. I definitely got a Bladesinger vibe from it.
Use arcane pool for enhanced mobility, get insight bonuses to ac instead of medium/heavy armor etc.

PFSRD Spell dancer

For extra flavour, add the Blade bound archetype and call the blade a "Moonblade" instead of black blade.
(Don't know if this is technically legal since spell dancer alters what you do with your pool and bladebound alters how large your pool is. But since you're already experimenting with a new base class, I'm guessing you can get some leeway).


Gladior wrote:
Okay, first of all, I LOVE this adventure and am so excited to see how the rest of the AP will go. But, as I read through mine, the pages started detaching from the binding. I've only been subscribing since Rasputin Must Die, so I don't have a lot of background on product quality (in the physical integrity sense) for Paizo softcovers. Is this an anomaly or something to be expected in future AP releases?

Yeah, I have had the same thing happen to the first book.

Seem like the glue has been applied badly since two of the pages are glued further in.

It's only happened to me once before, with the "Gods and Magic" book (In 9 complete AP's and about 15 64 page softcovers).
It's most likely an anomaly.

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