Seltyiel

Nicolas Paradise's page

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 228 posts (394 including aliases). No reviews. 1 list. 1 wishlist. 3 aliases.



Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I am thinking of playing one in an upcoming game. It seems fun but I am not so sure on the tower shield it is affordable at low level but it takes away from your ability to do damage especially at lower levels. What I got so far is Marytr and Good blessings race either Human or aasimar. I am completely lost as to what feats to take. I don't see any way to remove the -2 to attack from tower shield as I said so I don't know if it is worth going down that path. I was thinking Divine favor and cure light wounds as prepared 1st level spells. 15 point buy is what I think the game will have so in order am thinking 15,12,14,10,14,7 Aasimar making the wis as high as it ever needs to be before items and making the dump cha less bad. If human probably still put the stat in wisdom to get more uses out of fervor at 2nd.


Welcome to Numeria everyone dot here when you can.


If you were chosen fell free to post here with questions and discuss among yourselves ideas for your characters.


Looking to get 4 players for a PbP Iron Gods Game supplementing with roll20 for maps.

Who am I looking for?:
I am looking for players who have at least basic system knowledge. Primary language is English and have decent grammar skills. Most importantly I am looking for friendly players who are active both in role play and story progression.

Back cover text:
The Iron Gods Adventure Path begins with "Fires of Creation," an exciting new adventure set in Numeria, land of barbarians and super-science! In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

How do I get picked?:
Give the Iron God's Players Guide and come up with one or two character concepts if you want also include a build however once I have chosen 4 players I would like you all to have a discussion and build a party together. Also I would highly prefer to have people who never played or run this ap before as I want PC reactions to all the tech and alien concepts in the ap to be genuine.

Character Creation rules:
Characters will be created with a 15 point buy. I know this can make for a tougher game but I have personally had the experience that with a 20 point buy ap's except for boss fights tend to be too easy.

Races allowed will be all core races as well as Aasimar, changling, orc and tiefling as they are common in Numeria. Androids are also allowed but will be limited to one in the party.

Classes will be all core and base classes plus unchained classes,Warpriest, brawler and Slayer. If you can make a good RP and in character argument why you would be a race or class from outside these options I am open to discussion.

-Background Skills System from Pathfinder Unchained
-2 Traits one must be a Campaign trait from the Players Guide the other can be any however I won't allow choices that are purely for mechanical benefit without also having character background/story matching it so don't choose reactionary just because you want better init.
-Average starting gold for your class.
-Archetypes, anything that makes sense to be in Numeria is generally fine but some of the obvious power combos or broken ones will not be allowed like Synthesist summoner or the crossblooded/tattooed sorcerer combo.
-Technology this campaign uses the tech guide. It is not necessary to be familiar with these rules as learning about tech is part of the story however the archetypes presented in this book are fair game as well as the archtype options from the newer Construct Handbook.
-Don't plan around having access to leadership or magical crafting. If they come up naturally or become required by the party we will adjust.
-Finally as the campaign adds ore strange technology and otherworldly things should a character die new options beyond these my be available.

Feel free to ask questions or submit your bid to join. If I missed anything let me know.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the party in a game I am running needed to cross a large distance and the party wizard just gained access to teleport but the party is pretty big (6) plus has 2 cohorts and an animal companion (large size wolf) and an npc ally. They were wracking their brain for a bit and than the wizard came up with using reduce person(mass) to make the whole party tiny and I suggested the ranger use carry companion on her animal companion. So the 7 medium people become tiny thus I ruled they count as half a person for the spell since the spell says a large counts as two. So with one teleport instead of what would originally needed 4 (there and back twice) they got where they needed. This also will give them a pretty big advantage as it is for the beginning of a chapter of an ap and traveling by magic buys them two weeks of prep they wouldn't have if they went on foot.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the GmG comes out in February and one of the features that I believe was mentioned in a stream was leadership.

With the way 2E works I can't imagine how a character would gain leadership unless it is a subsystem that you track points and those points allow you to gain followers. Howvere with familiars and animal companions being pretty nerfed in 2E I also can't imagine what a cohort would look like either.

Anyone care to speculate or theory craft hiw this might work.

Grand Lodge

Male Human

This will be the place for any posts and discussion that is not directly relevant to game-play. Once you have your Alias' setup make a brief post here so that you get added to the game as a player.

Given that I know you all you will be able to maintain a paper sheet yourself but I would like to have some kind of access to it for reference whether that is on Google Drive, Dropbox, OneDrive or just directly sending me the file for download whenever changes are made.

If you have any questions about the game let me know here or text me or messenger me whichever is most convenient for you.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I am starting a PbP here and I know all my players already. How do I add them to a game? Do I just link them to the thread? If so what stops anyone from posting in any thread and being added as a player?

Grand Lodge

Male Human

This is the beginning of the thread more info to come.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Signature Spell wrote:
For each spell level you have access to, choose one spell of that level to be a signature spell.

Does this mean at 3rd when you gain the feature you gain both a 1st and 2nd level signature spell? Or are signature spells behind a level or something?

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the month is half over and the APG playtest is looming on the horizon. I have seen some talk about what the Witch and Oracle should be in 2E but how about the Investigator?

In 1E it is a really strong class but it has some weird points, for instance that it is part alchemist but extracts are kind of just tacked on for that.

Here are some things I am sure will be the case
-Hp 8
-Key Ability Dex, Int or Wis
-Expert in Perception

-Expert in Fortitude
-Expert in Reflex
-Trained in Will

-Trained in Thievery
-Trained in Crafting
-Trained in a number of additional skills equal to 5 plus your Intelligence modifier

-Trained in Simple Weapons and the hand crossbow, rapier, sap, shortbow, short sword, and sword cane

-Trained in light armor
-Trained in unarmored defense

Class Features
-Field of Expertise - Similar to a rogue racket but focused more on either crafting, perception or Tactical combat.
-Inspiration - Some kind of focus spells that give advantages or conditions. Points can be regained in combat by spending 2 actions studying a target or situation.
-Studied Combat - Something like a hybrid between Ranger edges and sneak attacks maybe combos with Inspiration
-Poison and Medicine Use

That is just the basics I can think of. What do you guys think this class will like in 2E

Grand Lodge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the the new Lost Omens Character guide has the Lizardfolk which we know shows some vastly different art for different individual Lizardfolk. The Lizardfolk are all one species with a shared language but Lizards in the real world are different species and only related in that they are reptiles.

Anywho with the given different art examples would it be reasonable to assume that Lizardfolk can have outward physical traits of any reptile? Could they have chameleon eyes? Or could they have a wide spikey head and color changing beard like a Bearded dragon? Can they have a smooth body with splotchy coloration and a spiky tail and be strictly vegetarian like Uromastyx?

As a forever GM in my own games I say yes but in setting is this the case? Looking at the art in the book there are 5 lizardfolk no two of which look alike. One looks like an Iguana another like some kind of Frilled Water Dragon, The Cliffstrider looks like a dinosaur and not any lizard I am familiar with, and the Sandstrider looks similar to a Crocodile Skink in head shape and eye markings and the wetlander again doesn't resemble any real lizards I know and looks more like a dinosaur.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the the new Lost Omens Character guide has the Lizardfolk which we know shows some vastly different art for different individual Lizardfolk. The Lizardfolk are all one species with a shared language but Lizards in the real world are different species and only related in that they are reptiles.

Anywho with the given different art examples would it be reasonable to assume that Lizardfolk can have outward physical traits of any reptile? Could they have chameleon eyes? Or could they have a wide spikey head and color changing beard like a Bearded dragon? Can they have a smooth body with splotchy coloration and a spiky tail and be strictly vegetarian like Uromastyx?

As a forever GM in my own games I say yes but in setting is this the case? Looking at the art in the book there are 5 lizardfolk no two of which look alike. One looks like an Iguana another like some kind of Frilled Water Dragon, The Cliffstrider looks like a dinosaur and not any lizard I am familiar with, and the Sandstrider looks similar to a Crocodile Skink in head shape and eye markings and the wetlander again doesn't resemble any real lizards I know and looks more like a dinosaur.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I have been reading these books for years but only just realized something that I can't wrap my head around now that my play group is approaching the arena.

When the party is invited to challenge the arena the arena is supposed to have full stands of gang members. So assuming the party wins what stops the crowd from rushing in and attacking them. If not initially since the party has technically earned entry but defiantly after they show they are against Hellion.

On a side note what would be ways Hellion would know the party are the ones responsible for taking out Meyanda besides them saying it outright(which my fiance playing a mouthy alchemist who bombs first and deals with the consequences later, might blurt something out) I can't see a smart party not playing along and just walking right up to Hellion.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Despite my many years of playing haven't had too many Wizards in my games as my players hate bookkeeping and most games don't get past 8-10 range.

Any who, is the math for Physical Enhancement (Level/5)+1? Therefore a 5th level Wizard would get a +2 bonus?

I am fairly certain that is how these abilities have to work or they wouldn't reach +5 at 20 but the wording of "This bonus increases by +1 for every five wizard levels you possess" would make the math just (level/5) which would only be +4 at 20th.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I am GM my party is about 45-50% through book 2. Most of the party is pretty effective. However I feel the gunslinger is starting to fall behind with no access to tech weapons.

At what point in the ap does a reliable tech gun drop? Meyanda's gun is cool but it has finite ammo so he is only using it when he needs to bypass DR which is becoming more common as this book continues.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The book has most of the maps shown but there are a few encounters that are lacking them even if they are short ones like the bar fight.

Anyone have a suggestion for the map for the feedbag for my first session tomorrow?

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Not sure that is is bad a lot of 2h weapons have properties that add damage it just feels weird for someone who started with 3.0 it has always been there.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Do martials such as Fighters and Rangers need to pick up a weapon Familiarity feat to use an ancestry weapon. Most of said weapons are just uncommon martail. So my inclination is that as long as a GM says it is findable the answer is no.

For instance there will be a goblin ranger in my game. Since he has martial proficiency he can use a Dogslicer or Horsechopper without the ancestry trait?

The named traits on the weapons doesn't say anything about needing to be of that race.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So there are two feats in the toolbox. It is pretty clear you are supposed to use feats to get these but there is a 3rd option the fiery leopard. Can a Druid or Ranger get this by just making the skill checks or do they have to take the animal companion feat? What if they already have an animal companion?

Grand Lodge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I mentioned in another thread that I at least want to try converting my current 1e RotR game to 2e. With that info I want to brainstorm on how to best convert each party member.

1a. Endria Aasimar Chosen One Paladin of Shelyn. Uses a Glaive one handed with shield brace and drops the shield to switch to two handed and gain reach when needed. Has a rabbit familiar granted by chisen one.

1b. Likely conversion Champion(Redeemer of Shelyn) maybe Wizard dedication to pick up a familiar and get the shield cantrip? Main issues not sure if there is a way to use a two hander with a shield in 2e yet. Also familiar won't have the same access to divine abilities as in 1e.

2a. Cassisus Human Transmuter Wizard(Thassilonion Specialist)/Eldrich Knight/Arcane archer. Focused on ysing his spells to buff himself and mess up the battlefield while supplementsing with archery.

2b. No big worries here Trandmuter school wizard with fighter dedication should cover this build pretty well. Also the groups main crafter.

3a. Rufus Half-Elf Cleric of Calistra(Evangilist archetype and Evangelist Prestige Class). Mostly functions as the face of the party. Has leadership with human oracle cohort acting as party healer.

3b. Cleric with Bard dedication would cover everything but leadership which is a big part of his build. I know 2e doesn't currently have an equivalent but I don't see any reason leadership can't just function without the need for feats. Bad guys don't need feats to get henchmen so why should players?

4a. Llib Human Unchaine Monk. Focused on dragon style and a few ki and quignog powers to boost his murder fisting like acid ki strike and barkskin.

4b. 2e monk seems to be unchained monk from the get go. Straight 1 to 1 conversion swapping maybe a ki power or 2 seems easy.

5a. Arcadia Human Ranger(Guide) dual wielder.
5b. 2e Base ranger is closer to the guide archetype than a normal ranger anyway seems like an easy conversion.

And last but most problematic my powergamer.
6a Hubert Human Investigator(empiricist)/Master of Many Styles/Fighter. Uses empiricist to use int for most skills. Uses master of many styles to stack crane style and kirin style. He also has a homunculus and a wood golem from promethean alchemist(subbed 2 of his early empiricist discoveries and all posion lore and use to get an alchemist archetype at my approval.)
6b. Alchemist with Rogue dedication can work for a lot of what he does. but being able to make constructs and be either a tank or burst damage dealer depending on his stance would be hard to emulate.

Thoughts?
Edit: Forgive grammar and spelling. Typed on phone at work.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So when 2e comes out I am gonna run fall of Plaguestone with my group to see if they like 2e. If so I may try converting my 1e RotR game over. My main question is do we think levels are about equivalent? My group is currently level 9 about halfway through book 3. Would a converted group be 9th as well?

Although the real fun part for this group will be trying to convert the Investigator/Fighter/Monk and homebrewing Leadership somehow for the cleric.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I have a player in my game who wan5s to open up shop in Magnimar and I have the ultimate campaign Nd have figured some of it out but not all of it so was looking for a bit of help.

The player wants to open a Luxury Storefront with an added Sewing room. They will need a manager since they will be adventuring most of the time. And also a team of crafters to make luxery clothing.

So what would upkeep cost? I see how to find upkeep for workers but not any other costs like rent, taxes or supplies. The bulk of what will be crafted is to be. Courtesans outfits and mw leather for the church of Calistra in town. But it would only take 2 of the 4 staff to work on that and I know those costs and profit from regular crafting rules.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So just started book 2 after a bit of a distraction with Nulia and Tsuto being delivered to Magnimar to face trial. Anywho, as soon as the Party Paladin is handed the bloodstained note(Lust) she shouts "Oh no not this guy!" and reminds the rest of the party about the friendly noble who took them hunting and that constantly flirted with the Paladin. Luckily the party caught on to the Ghoul fever in the sawmill and though it more important to seek out Grest in Habe's sanatorium before heading straight to the Misgivings. So assuming I can't sidetrack them again they will be heading straight for the plot without any time fore the rest of the murders and quests happening.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So as part of an inbetween of book 1 and 2 The party will be escorting Nulia and Tsuto (both of which they spared and locked up) to Magnimar to face the Justices. 4/5 of my party members are involved in trying to earn Nulia's freedom One half the the party wants to channel her rage toward Claistria and use her as a cohort. The other half wants to reedeem her in the name of Shelyn.

My problem being the 5th member of the party an Unchained Monk of Irori has no intrest and no stak in this RP and don't want him to sit bored all session while the rest of the party has a legal battle with the Justice.

So, does anyone have any idea of anything that could give the monk something to do in Magnimar? The only idea I have is maybe have him encounter some Scarnzi mugging someone and give him the chance to have a private combat and let him feel like a hero on his own since he is the kind of player that doesn't do much rp. As it stands he is playing a monk which is way out of his wheelhouse as he usually plays fighters and barbarians but I encouraged him to try something different but still able to give a beat down.

Grand Lodge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I have a Chosen one Paladin of Shelyn in the party of my current Rise of the Runelords game. He has a Rabbit as his emissary(because it is one of Shelyn's sacred animals even though people usually think of birds for her). Any way when a chosen one becomes 7th(Party is currently 4th) they get to upgrade their emissary as per improved familiar. This player really likes the aesthetic and idea of his rabbit at the moment and he selected ahead of time that when he becomes 7th that an Agathion, Silvanshee would be the best pick for a Paladin of Shelyn with Redemption being a big part of her profile. But I wonder if I can't change or create an Agathion that is a rabbit instead of a cat both to keep the aesthetic and maybe tool it a little more to what an emissary is designed for by changing it's SLA's to be more suited for getting into and out of the combats to better use lay on paws and guidance and than get back to safety since rabbits aren't know for their bravery but are territorial and community driven. Also some fun fluff would be that it likes to eat even though as an outsider it doesn't need to, but like a real rabbit it has a fast "metabolism" and if not doing something constructive it eats out of boredom.

Anywho would like some suggestions as far as stats and abilities. It is easy enough to leave everything a Silvanshee has and just call it a rabbit but I would prefer a few better thematic choices. Like maybe having Expeditious Retreat a few times a day instead of Dimension door 1/day. Maybe have a reroll on Init to reflect rabbits ability to quickly react to danger? IDK Suggestions open.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So my PC's Level 3

Party:
(Assimar Chosen One Paladin of Shelyn, Human Unchained Monk, Half-Elf Evangelist Cleric of Calistria, Human Fighter 1/Sin Magic[Transmutaion] Wizard 2, Human Fighter 1/Investigator[Empiricist]{Promethean alchemist} 1/ Martial artist master of many styles 1, HalfElf Aerokineticist)
decided to head to Thistletop last session. Two members of the party fooled around at the howling hole and almost killed the Bunyip from above. This made a ton of noise and gave Gogmurt and Tangletooth the time to sneak up on the party. When he engauged the majority of the part were in the tunnels. He Sneak attacked and took down the Cleric. The Paladin and Monk broke from the party and engaged with Tangletooth. Next round Gogmurt entangled the whole area. The two party members who were messing around at the hole heard the fighting and came in to help however refused to enter the entanglement and thus couldn't see anything but yelled that the party should retreat. The party slowly backed off except the Paladin who kept being tripped by Tangeltooth so couldn't escape. The monk before escaping killed Tangletooth and grabbed the unconscious Cleric and ran off. Gogmurt pissed summoned a wolf to box in the Paladin tripped her and took her out. The party not able to see what was going on sent the Investigators Homunculus to see what was going on, and witnessed Gogmurt and the summoned wolf drag the Paladin away to Thistletop proper.

The party healed up with potions and scrolls and waited out the entangle. They than moved to the bridge and sniped the guards at the door and than one by one stealthed across the bridge without being seen by the guards in the tower(I even gave them a + to their perception for having the higher ground. The session ended with the group hiding in the bushes outside the front door.

So I am trying to figure out the best course of action. I know Gogmurt wants Nulia gone but with the party killing Tangeltooth I don't think that is an option anymore(willing to think otherwise). I don't want to kill the paladin as this player really like this character and even pained a mini for the first time ever to play it. Do I just have the Goblins tie her up in the food room? Do they just bring her to the throne room and wait for the party(What I am leaning toward) and should the Goblins alert their allies underneath Thistletop? I feel like Ripnugget is cocky enough to want to deal with the problem himself and show Nulia after how strong he is.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the pawn collection doesn't have a lot of pawns for figures I may considder useful so I am making my own and though I would share.

Here is Tangletooth(Homemade) next to Gogmurt(official pawn)
Picture

Grand Lodge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I was re-reading through order of the stick and immediately thought of PF2e when I got to this comic.

http://www.giantitp.com/comics/oots0012.html

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So my party just took out Erylium in the Catacombs of Wrath. I made it a point that Orm her familiar fly in and be distraught over her death and defend her body. One in hopes to make the Paladin of Shelyn try and help it and maybe "redeem" it and just to show that even bad people are loved to try and get a reaction from the party. The paladin tried to console it but has no ranks in handel animal so had no success.
Anywho in this thread JJ explains that Familiars keep their powers except those dependant on the master when they die. So I wanted to now that the party has left, have Orm fly out and seek out help likely from Nulia but I also want to have Orm train to be an enemy to the party. Since keeping its abilities from being a familiar would make it decently smart(int 7) and looking at the avian entry on the awaken spell(as being a familiar is kind of like being awoken just bonded to a caster to gain the effect) and see that birds usually become rogues. Makes perfect sense as Erylium already used Orm as a Spy but I also feel Orm would be into some kind of magic because of its link to Erylium.

So what does anyone here think the class/classes Orm should be and what level she should/would start at. What stats should he have? The closest Bird to a Wern in the familiar listing is a Thrush so those stats seem most likely just raising the int.

Edit: Thinking Spiritualist would make a good pick(with its phantom being the spirit of Erylium) but maybe multiclass rogue(Spy)

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I am finally running RotR which I have wanted to do for years(seriously I have had the ogl version of the module for like 4 years and bought the anniversary edition earlier this year, and have been planning additions to the campaign such as the beginners box and its 3 adventures and all the bash demos) and my group will be hitting the Glassworks this week after two sessions of messing about and doing the other local heroes quests.

My party is a bit more powerful than the average group. It has 6 players which already raises the APL and some of those players have great damage potential such as the Hal-Elf Kineticist and The Aasimar Chosen-One Paladin and the Human Investigator. Anywho with the party makeup I put them at and apl 2.5. The original glassworks goblins are a cr3(apl+2 for a standard 1st level party). I have adjusted the CR upto 4.5(1400 XP budget) Now I have built the monsters I will be using already a group of 5 level one goblins(The Glassworks Gang :) ) made up of a Ceric of Zarongel, a Goblin Warchanter(Bard) right from the module, a rogue, an alchemist and a Elemental Blooded(fire) Sorcerer. +3 Standard Goblin warriors(equipped with the molten glass tongs and glass bottles for fun) to round out the xp to 1405 just over budget.

What I would like from the forum is three things.
First some fun tactics/antics the Glassworks Gang may use while fighting.
Second a fun goblin song for the Warchater. I have the rhyme of Glass and ass(We gon' burn yer ass, is a line that comes to mind) in mind but no idea how to turn that into a good "song".
Third what do you think any changes you would make to the gang. And yes I am fine with these goblins being expendable however if some survive I wouldn't mind it.

Grand Lodge

So is there an Official Character sheet for AC's because I would hate to just have to have a Piece of paper with scribbles on it. I suppose I could just type up a stat block but an actual sheet with all the icons and art would be nice.

Grand Lodge

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Hello all, I wanted to make both for players and GM's a ranger Archetype for the Sable Company Marine. The Feat suggested in the players guide feels like a bad carry over from the OGL version of the Module and the Golorian Day archetype breaks later class features without compensation. As both a GM and a player for going on 20+ years now I feel I am personally Equipped to make this right so here is my current build and I will place my reasoning for each change after the fact.

Sable Company Marine
The Sable Company is an elite group of Rangers, Paladins and Soldiers under the command of the Seneschal of Castle Korvosa. These men and women protect the skies and waters of Korvosa as well as its surrounding territory. They are most known for riding Hippogryphs around the city.


  • A Sable company marine gains Knowledge(Local) as a class skill

  • Hippogryph Mount
    At 4th level when a sable company marine gets hunters bond he/she must select animal companion. They must also select a hippogryph as this companion. A sable company marine gets Monstrous mount as a bonus feat even if they don't meet the prerequisites to make this choice of companion possible.

    This ability replaces Wild Empathy and Endurance. This ability also replaces but otherwise functions as hunters bond for a ranger this level and a sable company marine treats their druid level equal to their ranger level -3 for determining stats and abilities for their Hippogryph.

  • Combat Style
    A Sable company Marine must select either Archery, Crossbow or Mounted Combat as their combat style

    This ability changes but otherwise functions as combat style

  • For Korvosa!
    At 3rd level a Sable Company Marine gains Favored Community(Korvosa) as a bonus feat. The bonuses provided by this feat is increased by +2 at 8th and every 5 levels thereafter(13th,18th)

    This ability replaces Favored Terrain at 3rd, 8th, 13th and 18th levels

  • Mount Mastery
    At 7th level a Sable Company Marine gains Monstrous Mount Mastery as a bonus feat even if they don't meet the prerequisites. Additionally they receive the mastery bonus of this feat for hippogryphs when they acquire this ability even if their effective druid level is not 7th.

    This ability replaces Woodland Stride

My reasons and justifications

  • Knowledge(local) As rangers who literally fly over and work exclusively within and around Korvosa this seems like a no brainer to me.

  • Wild Empathy and Endurance - I feel having a hippogryph is a strong enough class option that it should have a cost and Endurance and Wild Empathy are both decent abilities that don't fit the theme of a city bound marine in my opinion and since endurance is itself a feat feel it is a good cost to grant Monstrous Mount as a bonus feat to facilitate getting a Hippogryph Companion.

  • Favored Terrain - The Golorian Day archetype for the Sable company gave the hippogryph companion as a trade out for favored terrain. As the literal sky patrol and part protectors of the city if feels silly that they wouldn't be able to choose a favored terrain(likely urban), also removing favored terrain later breaks Camouflage and Hide in Plain Sight and offers no reasonable compensation for those iconic abilities. As a compromise both for a powerful companion and not ruining Camouflage and Hide in Plain Sight, Favored community allows a sable company marine to be an expert of their terrain while specifically in Korvosa and my modification making it grow like favored terrain but removing the ability to gain other favored Terrains.

  • Combat Style - These just seem like the bread and butter of what the company does and would teach. While this does limit some ranger build it does not limit the 2 most popular and powerful builds the Straight archer and the Switch hitter.

  • Monstrous Mount Mastery - Sable company marines are known for flying hippogryphs. Hippogryphs can't fly while they are mounted without this feat. Providing the ability to fly a few levels before a ranger taking this feat normally would be able to feels fine to me because in the confines of CotCT flight is not a huge power boost and 7th level is about where straight casters like wizards can get similar flight without the limit of being on the back of a large creature.

The only changes I could maybe think to this archetype are granting Boon Companion as a Bonus feat at 7th and than at 9th grant Monstrous Mount Mastery as a Bonus feat(or a free feat of the characters choosing if they already have that feat)

As a small aside although I am aware of spoilers about the Sable company as I also intend this to be for player use and the fact that I am currently playing in CotCT and am not aware of any spoiler other than those about the sable company since I did research on them, Lets keep this spoiler free.

Also I may look into making the Paladin equivalent to this archetype but at the moment ranger is what I am playing and I made this Archetype for myself before bringing it here to share with the community.

Feedback would very much be appreciated especially if someone like JJ who made the AP and the Sable Company gave some input.

Grand Lodge

I am starting a kingmaker game in a day or so and have a fairly stacked party and want to know how you guys would increase the difficulty.

I was planning on any fight with a variable number of enemies such as the intro battle at oleg's add one more cr of enemies. In that situation that would be 3 more cr 1/3 bandits. And on any mob with a cr1 plus add the " simple: advanced" template.
Which is +2 to all rolls +4ac and 1 HP per HD.

Thoughts?

Grand Lodge

Hey, guys/gals I am joining a new game with friends and the DM wants really deep backstories. I have a good one. However there is no region in his world that would what I want. So the GM said that he has room for a few major cities/regions that he hasn't filled out yet. Him knowing that I dm also gave me 100% free reign to develop this area to drop in his world.

Problem is I am working 50+ hours right now and don't have the spare time to do it.

I am looking for something similar to mid-renaissance Italy in style. A large city. Lots of open markets and bazzars. It will be on the northern edge of the continent so water in the northen part of the city. Roads for trade and commerce to the south.

The renaissance era would help to explain open knowledge and learning. So one or more magic schools and other such schools and colages.

To the east or west would be wilderness or mountains.

Grand Lodge

I had a Topic similar to this a few days ago that was resolved. This one has a different question.

That question is how do you build the stat block of your animal form. I understand all the other elements of how to build a Lycan but that.

The big questions are Do I just change to the stat block in the Bestiary of the base animal accept that it has my stats where higher and +2 Str and +2 Con.

Do I take its HD or Keep mine. I believe I keep mine as mine will eventually be greater with levels anyway just, low at lower levels.

Do I take on its skills and feats wile in the animal form. Again I think this is a no. The exception being if it has Racial skill buffs I would gain them, e.g. a Tiger have +4 Stealth(+8 in tall grass).

I am pretty sure The case is Take my stat block and add its naturals, its speed, its SA's and SQ's. But I would like a second opinion.

Grand Lodge

I was looking at the Werebear for my GF because she wants to play in a game I am running and she likes 'were' creatures I I noticed something off from bestiary 2.

In Bestiary 1 in the Lycanthropy section it says.

Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con
in hybrid and animal forms. Lycanthropes have enhanced
senses but are not fully in control of their emotions and
animalistic urges. In addition to these adjustments to the
base creature’s stats, a lycanthrope’s ability scores change
when he assumes hybrid or animal form. In human form,
the lycanthrope’s ability scores are unchanged from the base
creature’s form. In animal and hybrid form, the lycanthrope’s
ability scores are the same as the base creature’s or the base
animal’s, whichever ability score is higher.

The part I put in bold is what is odd. In bestiary2 the Werebear in Hybrid form has Str 18, Dex 14, Con 15, Int 12, Wis 12, Cha 8.

The 18 strength is what threw me off. The Animal form of a Werebear would be a Grizzly, Bear from Bestiary, the only bear in the book. So shouldn't a Werebear in Hybrid form have 23 Str(21[Grizzly]+2[Lycan]=23)? Also likewise a 21 Con as 19(Grizzly) +2(lycan) is 21.

Or is the wording bad in the bestiary and shouldn't include hybrid from in that statement.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hey I need to build a cleric that I am going to DMPC as our actual cleric is taking a break from D&D and his cleric although an effective healer does absolutely nothing else.

So I am building a new one that either I will DMPC or the Wizard will side PC.

The custom Deity is from my homebrew setting.
Lawful Good
Domains: Air, Community, Good, Law, Healing, Nobility, Protection, Strength, Sun, War and Glory
Favored weapon: Bastard Sword

My general idea is War and Air as domain. Using the air power while approaching and then going crazy with the bastard sword.

Where I want advice is feats and stat selection. Its point buy 20 and I am leaning heavily toward human.

He will be the primary healer but with burst and spontaneous I should be fine.

So So str, con and wis as main stats with either int or cha as dump. Leaning more int because as a human he will have 2 skills per level as opposed to one anyway. Or both.

Hit me with your ideas.

It's 2nd level so a breastplate the sword a heavy steel shield and basic gear are easy within 1000gp and save as much toward a wand of cure light at 3rd as main heals so I can focus spells on things like bless, divine favor, murderous command and other useful combat actions.

Because as a cleric his BAB is meh one option is the cleave tree to get more attacks. Or buying a War Horse and taking the mounted tree so he would only need one good attack anyway and give him field mobility to cure light if need be.

EDIT: Mounted plays well with the party as There is a Samurai and a Druid who once his animal companion become large at 8th(He is multiclass ranger 1/druid 1 so he is a level behind) he plans to ride it.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My party due to problems with the owner of the home where we play no longer has a rogue.

I was wondering if anyone has any suggestions how I can still use traps as non monster encounters without having a rogue who can deal with them.

I really like when in dungeons pitting players against traps and puzzles but its hard to justify using them if no one in the party can do anything about them. Sure one or two that the party either falls victim to and has to tread more carefully as to avoid more are ok. But I like having traps that the only choice is disarm or spring it. Weather it be on a chest with extra loot. Or something blocking the way forward.

So what I am aiming for is an alternate means to deal with traps, locks ect. I could make Disable D a class skill for all or make anything dealing with traps a straight dex or int check. But I want to know if anyone has any better or more creative ideas.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I run a PF game in a completely homebrew setting and I need a little help balancing my Gods out.

Before providing the link to the google doc page I want these things kept in mind.
1. These are the only 6 Gods in this world. There are no more. Anyone who follows a God in this world follow one of them.
2. All magic Divine and arcane(called Akran in my world) is from the gods. Thus for divine casters to have access to a good selection of domains the Gods have a sizable selection of domains more than the standard 2-3 per God.
3. The Gods are based partially on classic Wicca elements. Air, fire, water, earth and spirit.
4. The sexes of the Gods are not meant to be sexist. I decided that element x went with alignment y. So the "evil" elements being water and earth are traditionally viewed as female. Also evil isn't so much your traditional evil per say. Also things like change are generally viewed as evil. Women adapt to change quicker ect.

Am open to any and all suggestions. Just want some help making them more balanced in the gaming environment for clerics druids and oracles.

The Gods of Athenkia

Forgive any spelling mistakes or grammar please. I wrote all that down in a really short period for player reference when I was first starting this setting for PF.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hey. I am running a game and the current story I am working with has the party pitted against mainly goblins and am finding it hard to keep the challenge up so almost everything they are up against has to be hand made.

Some background for you. The setting is a homebrew that I used in 3.0 and 3.5 years ago in school but have recently found a group again and after a failed campaign with a different DM because of huge power issues everyone in the group from seeing me play and talk about past DM'img basically told other dm "it was fun but we want him to dm now and you play"

Party is 2nd level. Slow XP and treasure table and 20 point stat point-buy(high fantasy). Party is five players. Wizard(evocation[scroll master archetype]), fighter(Two handers and heavy armor), Samurai, Multiclass Ranger 1/Druid 1, and a cleric.

Goblins in my homebrew aren't evil. Their Small size and low charisma just makes them easy to be dominated or quick to follow someone bigger or stronger. The goblins being faced right now have basically earned complete freedom from other races and in the past 5-7ish years moved into lands that belong to nature and druids. My goblins also have a Mix of World of Warcraft style engineering and a Dwarven like love of riches and crafting.

My problem as I said is that with the party set up as it is even goblins with class levels 2(so cr 1) in groups of as big as 6-9 aren't a big threat. And leaders of level 3 or 4(CR 2-3) with a few minions are potentially 1 or two shotted by the samurai or fighter. And the never ending stream of force missiles makes minions a two shot for the wizard.

So what I need help with is building a few goblin npcs that in a reasonable size group is a challenge for the party.

One that I have made that is being a minor challenge is a Goblin fighter 2 with Spirited charge, mounted combat and ride-by-attack mounted on a goblin dog. Using a lance and med armor.

The only other thing that has made a decent dent and barely is having CR 1/2 Goblin Fighter 1 with long spears and abusing attacks of opportunity since the samurai and fighter like to charge to close distance sine they are both in medium armor.

So any suggestions for Goblin npc's that either alone or in squads. Also lieutenants or chiefs what have you. I am fine with right now the encounters being at +2 or +3 so a CR 4 or 5 is fine.

Also as a side question I can't seem to find rules on mounts specifically. Does a mount have to be a size category larger than its rider? Because I like the idea of a Goblin cavalier on a goblin dog but to have a medium goblin dog a cavalier would have to be 4th. Which is fine for a captain or leader but i was thinking for a more rank and file cavalry for the goblins.