Dr Davaulus

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Goblin Squad Member. Organized Play Member. 1 post (159 including aliases). 1 review. No lists. No wishlists. 1 Organized Play character.


Shadow Lodge

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Hey guys my name is Michael and I have taken to starting an Advice page of my own on Facebook at the below address.

https://www.facebook.com/Perthfinder/

I'm just starting my own Pathfinder Advice page, giving help with advice including but not exclusive to Game Mastering tricks and tips, Character design and construction, Advice on being the best player you can be, Theatrical Role-playing techniques, handling scenarios during your own adventures, dealing with with social situations as well as sourcing out, expanding on and elaborating rules from the Pathfinder Role-playing game. I also share a variety of house and homebrew rules to streamline my games.

I'm pretty active and try to get to questions within a day or two, and open an active dialogue regarding any queries.

I try my best at a bunch of fun miniature dioramas which are kinda cute if not very amateur. But if you feel like lend us some support, asking questions personally from me or laughing at my crappy photography skills then chuck us a like.

That address again in case you can't arc your pupils 10 degrees upward is

https://www.facebook.com/Perthfinder/

You were all fairly warned...shameless plug!

Shadow Lodge

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Hey guys,

So in order to perform my playtest I had a group comprised of a Barbarian, a Sorcerer (Abyssal Bloodline), a Magus and Bloodrager (Abyssal Bloodline). Each were built as a melee gish combatant (sorcerer spells taken to that effect) with identical equipment and feats (or at least as close as possible).

General Notes :

-Reword the Bloodline Power : too much uncertainty with the current reading, Read as Written (Not read as intended) there is no reason a Bloodrager wouldn't be able to use a Sorcerer Bloodline. Call them Bloodrager Bloodlines. There is only a minimal difference between the two and the flavor text is copy and pasted from the sorcerer so there is very little defense for a DM against a power-gamer trying to OP his Bloodrager.

-You missed a line in the spellcasting rules, that a Bloodrager's caster level should be it's current level -3 akin to the Paladin who is also a 4th level caster. At present the BR's caster level is the same as it's current level.

-The Bloodrager is the only class in the game with two capstones, before I even picked up the class I knew it was going to be broken. Mighty rage and a 20th level Bloodline capstone power are not balanced, even eldritch heritage stops at level 15.

Vs Barbarian : Spells and Buffs that function outside of rages for the bloodrager, and Bloodline Powers that outstrip a great deal of rage powers in comparison make the BR a natural powerhouse. This is for the following reason;

1. A great deal of Rage powers are a once per rage abilities, the same ratio of Bloodrager Bloodline powers are simply active when they enter a rage and last it's duration. Without the need for an action for activation or a penalty for it's use.

2. The BR goes toe to toe with STR buffs from rage, but overtakes it when spells and Bloodline Powers come into affect. I hear some people talk of M.A.D but there is no need for a higher DC when you are working with buffs.

3. Overall the BR gains roughly the same number of powers but once you select your bloodline you lose the customization available to the barbarian. But with the need for trees of power to gain the strength needed by the barbarian to compete with the output available from the BR, the extra number of powers can be a very minimal benefit.

Vs Magus

I feel sad for the Magus, a Barbarian already smashes through power-wise against a Magus, but this was a very one sided comparison. I feel bad not because the BR is stronger, but because the Magus is clearly not strong enough. The Magus IS the current Gish class and should set the standard for others in terms of balancing.

1. The BR gains the ability to ignore arcane spell failure in medium armor right from the get go, where a Magus can only do that at level 7.

2. Naturally the Magus has a faster and wider progression of spells but comparatively the bloodrager's rage and Full BAB progression outstrip run and damage the Magus.

3. Magus points are a really nice utility ability, which is it's strength on the barbarian. But combat wise the victory is the Bloodrager.

Vs Sorcerer

The Sorcerer is no real contest, but it was still an exercise.

1. The Bloodrager powers are almost identical to the majority of the Sorcerer powers, not just abyssal but the others as well. There are a few different ones like Destiny but they share one base thing in common. The BR equivalent to any Sorcerer Bloodline has been buffed to be stronger. I have not found any Sorcerer bloodline that out strips the BR equivalent.

2. The utility of the sorcerer is what differentiated it, having access to a wide and powerful array of spells. The BR has a limited number of spells but with a full CL progression and a Full BAB, it dwarfs the benefit of the higher level spells against single opponents.

3. To gain the benefit of medium armor the Sorcerer requires armor proficiencies, arcane armor training at level 3 and arcane armor mastery at level 7 and even then it only reduces the spell failure on armor not entirely gets rid of it. Granting the BR the lot at level 1 without it even being a class feature, seems to be quite OP compared to Magus and other Spellcasters trying to do the same.

Conclusion:

As it stands I feel BR are the strongest class in the game without the use of any specific power-build, which IMO makes them unbalanced and unsuitable for play along-side those base-classes. With a bit of power building you are looking at a mithril fullplate, full BAB, Full raging, Full Bloodline powered character with automatic rage buffs and spells if necessary.

Also for some context I play level 1 to 20 games and linger at level 20 for a long time, another thread I recently read stated that gameplay only runs from 1 to 12 in PFS and 1 to 17 and thus the end game shouldn't matter. I would beg to differ, and those people that don't play that high level all the power to you but I enjoy my capstones and like playing them for a while before I retire a character.

Ammendment

Amen to Argus!

Correct me if I'm wrong though, did anyone else get the feeling when 4e died, Paizo took Mythic from 4e (tiers, point systems, entirely self sustaining characters)and brought those 4e gamers into the fold along-side the existing 3.5 migrants? I mean who else but the 4e generation validate having epic/mythic/legendary powers from level 1? or even a class that combines the best elements of two classes and remove the sacrifices made during multiclassing as a good idea? These classes if anything seriously jeopardize the balance of the base/core classes.

As a 3.5 migrant, these classes give the impression of pandering to those 4e guys while the older 3.5 tolerate it. I would much rather see another Advanced Player Guide come out with the 3.5 adaptions than these advanced classes.

If they want an opinion on the whole idea;

Make these all archetypes

Shadow Lodge

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Also don't forget Asmodeus being the cunning devil he is, wouldn't have Rovugug just rampage and kill all those fat souls that haven't been corrupted by his touch.

The stem of peoples issues with your take on Asmodeus (correct me if I am wrong)

1. Devils corrupt and taint souls to give them power to fuel a war against the good god/extraplanar creatures/the realms. A quest for both power and conquest

2. Demons are by nature, chaotic and destructive and would be more likely to release Rovugug, though probably not organized enough to bother.

3. Asmodeus is a soft touch, he does not come down to personally interact with the affairs of mortals. That's what makes him cool, nit's a well known fact if he could come down and start swinging at the people he didn't like, he would be joined and possibly out matched by the sheer volume of good/good inclined deities. It is his cunning use of contracts and fine print that keep him in a position of power over the other gods, not superior power.

4. There is nothing cunning or clever about being a linchpin in the sealing of Rovugug to "fool" the other gods. There is no end game for him, they couldn't have done it without all of their help.

----

That all said, here are my recommendations;

a) If you are a player with it as an objective. Worship Demons not devils and get it done for the sake of chaos. WOOT CHAOS!

b) If you are the DM. Create a cult of demonologists, or clerics of Rovugug, or intelligent Rovugug spawn attempt to break their master/father free.

c) If you want to beef us Rovugug or Aesmodeus in your story, unless your character is a god or godling, start looking at demigods as major NPCs. Rather than interacting directly with the Gods, you can deal with fanatics that support their gods.

Shadow Lodge

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Ok so I stayed up and came up with some spells that might allow for a shark to be used on land. Constructive feedback please

Water ball
School Conjuration [cold, water] Level Druid 1
Casting time Standard action
Components VS
Range Medium 100ft +10ft/lvl
Target10ft area +5ft/2 lvls
Duration 1min/lvl [D]
Save None Spell Resist None
Description: Create a large sphere of water that douses non magical fires and makes objects within the area soaked in water. The sphere is stationary and the water is calm.

Aqua ball
School Conjuration [cold, water] Level Druid 3
Casting time Standard action
Components VS
Range Medium 100ft +10ft/lvl
Target20ft area +5ft/2 lvls
Duration 1min/lvl [D]
Save Reflex *see text Spell Resist None
Description: Create a large sphere of water that douses non magical fires and makes objects within the area soaked in water. The sphere is stationary and the water is calm. Creatures caught inside the sphere can swim around as normal, but if attempting to leave the area of the sphere must make a Reflex save as part of a move action in order to escape.

Hydro ball
School Conjuration [cold, water] Level Druid 5
Casting time Standard action
Components VS
Range Medium 100ft +10ft/lvl
Target30ft area +5ft/2 lvls
Duration 1min/lvl [D]
Save Reflex *see text Spell Resist None
Description: Create a large sphere of water that douses non magical fires and makes objects within the area soaked in water. The sphere is stationary and the water is calm. Creatures caught inside the sphere can swim around as normal, but if attempting to leave the area of the sphere must make a Reflex save as a standard action that provokes an attack of opportunity in order to escape.

Overland Current
School Conjuration [cold, water] Level Druid 5, Range 3, Wizard 5, Witch 5
Casting time Standard action
Components VS
Range Touch
TargetCreature with a swim speed touched
Duration 10 min/lvl
Save Fort save harmless Spell Resist Yes Harmless
Description: An aquatic creature touched by this spell is sheathed in a thin current of water that moves with the target. Creature gains a fly speed equal to it's natural swim speed, and uses it's swim checks in place of a fly check.

----

Applications obviously apply to any and all aquatic companions and familiars.

Shadow Lodge

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Because I want to make a goblin shark shaman and not speak common and chase rabbits with a giant shark in tow. Do I need a better reason?

Shadow Lodge

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Hey guys sorry been busy lately. Here is a compiled list of all the oracle curses discussed so far. Also Curse of Addiction comes inspired from Adam Christman's Oracle curse (Curse of Obsession)

Curse of Gluttony - You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance, everlasting rations, etc. Begin to have the magic devoured by the curse in 3 days making it a simple item)

Bonus 1st level : +2 Fort saves + 1 CMD
Bonus 5th level : +3 Fort saves + 2 CMD + Bite attack 1d6
Bonus 10th level: +4 Fort saves + 3 CMD + You can consume inedible objects as food
Bonus 15th level: +5 Fort saves + 4 CMD + Bite attack 1d8 that ignores 10 hardness.

Curse of Sloth - Those afflicted by this curse are unable to act normally for long periods of time, they will always have the staggered condition. They can may act normally for a number of rounds per day equal to their Oracle level +3. They may attempt an extra round, however at the end of the turn the target is fatigued, they may try once more after this but then gain the exhausted condition. They may not take any other normal rounds until the day has passed and they have removed any Fatigue or Exhausted condition.

Bonus 1st level : Reflex aura 5ft, allies, +1 dodge AC and Reflex. cast Unseen servant and Mage hand at will.
Bonus 5th level : Sloth aura 10ft, hostiles + Self, -2 Dex and can't act on a surprise round.
Bonus 10th level: Imp Reflex Aura 15 ft, +2 dodge AC, +2 Reflex
Bonus 15th level: Imp Sloth Aura 30ft, -4 Dex, can't act in a surprise round or perform attacks of opportunity (Negated by Combat Reflexes).
*note you may only have Reflex or Sloth aura active not both. Swift action to activate free action to dismiss. Does not provoke attack of opportunity.

Curse of Envy - Your face is terribly scarred leaving your natural form almost featureless. You are considered to have no ranks in charisma based skills with the exception of Bluff, and Disguise. While wearing a disguise or appearing in a form other than your own, you will have access to Charisma based skills except for handle animal and use magical devices.

Bonus 1st level : Disguise self at will, +2 bluff checks.
Bonus 5th level : Voice Alteration at will +4 bluff checks
Bonus 10th level : Alter self at will +6 bluff checks
Bonus 15th level : Polymorph 3/day +8 bluff checks

Curse of Wrath - Your temper makes you difficult to approach and can cloud your judgment. -4 on all Charisma based checks excluding intimidate, -4 on all Will saves excluding fear. At level 10 penalties become -6 to CHA check and -6 Will.

Bonus 1st level : You have use of Barbarian rage 2 rounds/day
Bonus 5th level : You automatically confirm break DCs below 20. Barbarian rage 4 rounds day, Gain Strength Surge Rage Power (Oracle Levels -3),
Bonus 10th level: Gain Ground Breaker Rage Power (Oracle Levels -3),Barbarian rage 6 rounds/day
Bonus 15th level: You have use of Greater Barbarian Rage 8 rounds/day

Curse of Lust - Subject of this curse first designates either male or female as a preferred sex. The oracle automatically fails any and all diplomacy and bluff checks that involve complimenting or doted on by the chosen sex.

Bonus 1st Level : +1 atk bonus, +4 Cha checks against creatures not members of the designated sex.
Bonus 5th Level : +2 Dodge AC, +2 atk bonus against creatures not members of the designated sex. Any weapon held by the oracle gains the distract property. Charm person at will DC 12 + CHA
Bonus 10th Level : +3 atk bonus against creatures not members of the designated sex. Cast Charm Monster at will DC 13 + CHA
Bonus 15th Level : +4 atk bonus against creatures not members of the designated sex. Dominate person 1 + CHA per day. DC 14 +CHA

Curse of Greed – Oracles with this curse must always be carrying a medium load, and possess the most valuable known item of his travel companions. If they do not they must endeavour to possess the more valuable object or must purchase something of greater value *This does not include armour or weapons*

Bonus 1st Level: Detect Magic at will, +4 Appraise, find extra gold, you find an amount of gold equal to your current HD x 100 (Useable once in an oracle’s career)
Bonus 5st Level : Medium load no longer slows your character’s movespeed, other penalties still apply.
Bonus 10st Level : +8 Appraise, find extra gold, you find an amount of gold equal to your current HD x 500 (Useable once in an oracle’s career). Cast Identify at will.
Bonus 15st Level : Heavy load no longer slows your character’s movespeed, other penalties apply.

Curse of Pride - Oracle with this curse suffers from extreme vanity and will automatically fails any and all opposed checks and saves against skills that involve the oracle being complimented, doted upon or in any way treated or spoken highly of.

Bonus 1st Level - Use an intimidate check DC 10 + Creature's HD + WIS to challenge a single target within 30ft. Gain +1 Atk, Damage, and Dodge AC against the designated target. Only one target may be selected at any one time. +2 to Intimidate checks and intimidate is always a class skill. Targets under the affect of a Challenge will see the oracle as the greatest immediate threat.
Bonus 5st Level - Challenge targets within a 30ft area to a max equal to Charisma modifier. Bonuses increase to +2.
Bonus 10st Level - Challenge targets within 60ft area. +4 to Intimidate checks and intimidate is always a class skill. Bonuses increase to +3.
Bonus 15st Level - Challenge affect all designated targets within 60ft. Bonuses increase to +4.

Curse of Medusa - Creature is effectively blind, -2 AC, all targets are considered to be in
total concealment, oracle is always flatfooted and always fails visual based perception checks.

Bonus 1st level : Gaze of Misfortune = 1/day as a swift action the oracle may open her eyes, doing this grants her regular vision and light blindness. However all creatures within 30ft line of sight to the oracle must make a Fort save DC 10 + Oracle lvl + CHA or become slowed as per the spell. The Gaze of Misfortune lasts 3+CHA rounds after activation as is dismissed as a free action. The ability persists 1d3 rounds after a target has left line of sight.
Bonus 5th level : Gain Blindsense 10ft, Gaze of Misfortune 2/day
Bonus 10th level: Blindsense 30ft, Gaze of Misfortune 3/day, As a swift action, that must be declared at the start of the oracle's turn that Gaze of Misfortune is active, the oracle may focus her ability on a single target rather than the 30ft area.
Bonus 15th level : Gaze of the Medusa 4/day, as Gaze of Misfortune but instead of Slow it gains the Flesh to Stone ability. Creatures that fail their fort save are turned to stone for 1d4 hours. The Oracle also gains the spell like ability Stone to Flesh to use at will

Curse of the Deep - The subject is heavily discomforted when away from water. -2 atk, -2AC when not immersed in water, if removed from water, they begin suffering from extreme environment affects. 1d6 hour after being removed they must begin making saves vs non lethal environmental damage. *Note they still breath air normally.

Bonus 1st level : Able to breathe underwater, swim speed equal to land speed.
Bonus 5th level : Swim speed +10ft, can survive 1 hour per CON modifier outside of water,
Bonus 10th level : Swim speed +10ft, take no penalty for underwater combat *with the exception of fire. +2 DC to all water based spells and spell like abilities and treated as two caster levels higher.
Bonus 15th level : Swim speed +10ft, Summon Large Water Elemental for 1hour per 3 caster levels, usable 3/day. 1/day can transform the large water elemental into a huge water elemental for 1round/caster level. You are able to swim, attack and move freely from within the elemental without harming it.

Parasites Curse - Oracle afflicted with this curse takes a -2 to CON and every level after first will lose 1 hit point to feed the parasites. The parasites are living symbiotic organisms and can't be removed with remove disease or poison.

Bonus 1st Level : 3/day On a failed fort save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +2 Resist Poison & Disease.
Bonus 5st Level : May make a touch attack to attach a parasite offshoot to a target. If attached it deals 1d4 bleed damage per round. A heal check will negate the bleed.
Bonus 10st Level : 3/day on a failed will save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +4 Resist Poison & Disease.
Bonus 15st Level : Bleeding Touch attack deals 2d4 bleed damage.

Curse of Transmutation - An oracle with this curse has a weird variety of alchemical reagents tainting their body. As such their bodies are prone to various alchemical effects. they are always treated as having a -4 Armor check penalty.

Bonus 1st level: +2 Natural AC the oracle's skin appears silver and their natural attacks or unarmed strikes are considered silver when calculating damage reduction. 1/2 your oracle levels count as Alchemist levels.
Bonus 5th level: DR 2/Silver, +2 resist vs spell or spell like effects
Bonus 10th level: +4 Natural AC. increase alchemical bonuses by 50%. The oracle's body becomes golden in color and their armor check penalty becomes -2.
Bonus 15th level: DR 5/Silver, Immune to Poison, increase alchemical bonuses on the oracle by 75% +4 resist vs spells or spell like effects.

Curse of Bedlam - Oracles with the curse of Bedlam have a tenancy to slip into madness, eventually others are drawn into the illusionary world of the oracle's mind. Every morning the Oracle must roll a D6, based on the roll they will gain the following negative effect.
1-Confusion - In stressful situations the oracle is confused for 1d3 rounds
2-Craven/Paranoia - -5 on save vs fear, and a +2 on Perception checks
3-Scytsophrenia - During stressful situations the oracle begins to act with a single exaggerated emotion, sadness, anger, happiness.
4-Hallucinations - Every now and then the oracle will see something not there. DM creates hallucinatory images only the oracle can perceive with a will save DC 10 + Oracle HD
5-Phobia - Oracle is panicked in the presence of the subject of the phobia. Phobia of the day is left to DM's preference.
6-Fidgets - They have performing fine tasks with their hands, such as writing or using fitfulness weapons. -2 on Dex based attack rolls.

Bonus 1st level : +2 to the DC of Illusion and Enchantment based spells. Ghost sounds at will.
Bonus 5th level : Mad Hallucinations at will DC 12 + CHA, Gain +2 resist against Illusion and Mind affecting abilities
Bonus 10th level : 1/day confusion DC 15 + CHA, +4 resist against Illusion and Mind affecting abilities
Bonus 15th level : 1/day Insanity DC 17 + CHA, 1/day can automatically success a will save vs Mind affecting or Illusionary ability

The Black Spot - Oracles has a black mark on their body, it is a symbol of misfortune. Oracle receives a -2 luck penalty on all saves and skill checks. Any member of an organization of ill repute their either sees the black mark or identifies it with Detect Magic are immediately hostile towards the oracle, either forcing them to make as much distance from them as possible or they themselves fleeing.

Bonus 1st level : +4 intimidate checks, intimidate checks made on evil creatures cause fear instead of shaken as an effect. Having the curse means you are paranoid of attacks +1 luck bonus to attacks of opportunity.
Bonus 5th level : +2 luck bonus on attacks of opportunity, +4 Perception
Bonus 10th level :+3 luck bonus on attacks of opportunity +4 save vs fear. Cast Ill Omen at will.
Bonus 15th level :+4 luck bonus on attacks of opportunity, 3/day Bestow Curse DC 14 + CHA

Curse of Addiction:
The oracle is heavily addicted to one of the following;
a)A consumable substance (Drug, specific food/drink)
b)A token or item (personal, target of obsession)
c)Self harm or prolonged harm (sadism, masochism)- oracle will be evil
d)A ritual or series of 12 small activity (Along the lines of OCD)
Every 1d6 hours the oracle must fuel their addiction. Failing to do so results in withdrawal symptoms -2 Dexterity -4 Will, -4 Charisma based checks except intimidate. In addition anyone who threatens to take, remove or otherwise separate the oracle from their addiction is immediately considered hostile.

Bonus 1st level : 1d8 hours before addiction sets in. +2 morale bonus to attack and damage when under the belief that the target will deny you, your addiction. +4 perception checks involving oracles addiction.
Bonus 5th level : 2d6 hours before addiction sets in. +4 morale bonus to fears and mind effecting abilities and spells. The oracle may also temporarily grant others insight into their addiction Mind effecting enchantment Will DC 13+CHA, subjects that fail this save gain the Oracle's curse for 24 hours, but not the benefits. *Note a roll must be made every 1d6 hours to instigate the penalty of the curse
Bonus 10th level : 3d6 hours before addiction sets in. +4 morale bonus to attack and damage when under the belief that the target will deny you, your addiction. The oracle can force a single target into having "the thirst" target immediately suffers the affects of withdrawal. Will save DC 15+CHA
Bonus 15th level : 4d6 hours before addiction sets in. The oracle can have any and all fear and mind effecting abilities dispelled from them if presented with (or if the time is right) the source of their addiction. In addition withdrawal can be alleviated for 1 hour by a Diplomacy or Buff check DC 15 + oracle's WIS. "The Thirst" can be used on one target per charisma modifier, all targets must be within 30 ft of one another. Will save DC 17 + CHA

Shadow Lodge

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1. Route his "breaking" of the game by creating an anti version, most games allow the capacity for that to occur. As an example in 3.5 I had a shadow elf, rogue/assassin who was always hidden unless in daylight. Our campaign set in the underdark I was murdering everything, so the DM through a custom made light monster with a 100ft daylight aura +20 perception and blindsense. I enjoyed doing 1d4 damage to it for the entire game. He can break the game all he/she wants but this is the GM's world what he may break you may unbreak with a bit of imagination.

2. Gently remind this character if he/she begins to get out of hand, that the character may be retired for slowing/disrupting or just making the game not enjoyable for the other players and disallow recreation of the same character. This way he can play and get props on the build that he/she cornered themselves into retiring early. Break the game with a character, challenge accepted but can you do it again?

3. If the rogue areas are where the "breakage" is occurring. Then use the expanse of Pathfinders challenges to really show him/her what it means to adventure. Hauntings, chases, traps and environmental hazards have no qualms with whether or not you can be seen.

4. There was a similiar question about a Magus being too powerful for his group Link There are some gold ideas here as well.

Shadow Lodge

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The Geisha - Irony really, I like making people sit through a tea ceremony for my buff whenever they make fun of me being a bard.

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Player Companions

Races from the Tian Xia books - Kitsune, Tengu, Nagaji, Wayang and Samsaran

Races of Oni of Tian Xia

-Way of the Warrior : A book with archetypes on using unique weapon styles, archetypes and feats more like the Aldori Weapon Styles etc...and other unique fighting styles around Golarion and Tian Xia (Shout out for Iaijutsu being more than a Magus archetype.)

-Arts of Magic : Exactly the same as the Way of the Warrior but involving magic. Polish up the Words of Power system, a lot of reading for very little difference <-- personal experience can't speak for everyone.

-Ustalav : focused on such rich locations as Lepistad and Kakau and it's unique culture including cults, dark arts, necromancy, arts, nobility and other juicy bits we can take into our horror games.

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Hard work, integrity and a passion for what you love.

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Having a look at some of the Combat based spells, if you want to run support a Magus or Oracle can make formidable Gishes.

Personally I am a huge fan of Wizards, nothing sweeter than being the know it all arcanist.

Shadow Lodge

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Just expressing my opinion more than anything else. Even if they do "fix" Dungeons and Dragons with 5th Ed, they have lost a lost of face and no matter how you fix the system. Settings like Fogotten Realms will never recover it's glory days from the wreckage 4th left (this isn't an exaggeration it was announced that the realms as we knew it was destroyed)

James Jacob and all the writers and artists that work on Pathfinder were like a shining beacon during a harsh time for table-top gamers like
myself who eagerly waited the development of a world we knew and were familiar with. Golarion gave me hope and rebuilt for me a world of imagination and creativity. What happens with 5th will happen but I have no intention to give my time/business or faith to something that let me down so spectacularly. I also hope there are many other Pathfinders like myself who feel the same way.

5th ed will need to be something really special is all I hae to say.

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Try an isolation strategy, what I enjoy doing to my dungeon crashing party is throwing them a curve ball by having them enter the upcoming room (usually strongest first) then activating a trap *only detectable from the inside 5ft square not the door. That when the pressure plate is stepped on the door slams shut and magically locks. At this time we roll initiative because a creature is in this room waiting to carve some HP.

After which throw the encounter at the strongest player. Might seem mean but we're not done with him yet.

While the character goes a few rounds solo with a CR appropriate monster (no matter how you slice it Magus have very limited resources when they are the only one damage and defending simultaneously) The rest of the party is either frantically moving through the dungeon trying to find another entrance or hastily trying to break the lock. At level 10 you might want to even try having the lock being too hard to add tension to the game, then gently suggest they look for an alternate route.

The remaining members of the party arrive and save the day.

*Note if the Magus is not the first one to enter the room, find a means to distract/disrupt of forcebly change the pecking order.If they walk with the magus up the back and barbarian up front, have them get attacked from behind for a while. Soon they'll advance in a reverse order (Hopefully with the magus walking through the doors, while the barbarian protects the back.

This is in fact all circumstantial and requires some levels of manipulation to set up. But definately an idea to shock your table.

PS : My tables are never simple :P

Shadow Lodge

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I agree with you Dennis, its a really dodgy line to draw but then again and to be frank I don't think it's a line we'll see come up too many times. But there is some validity in what has been said thus far, that being "evil" is a well debated view on the forums as is, and having a bit of slack to try for the non overly evil prestige classes with so many applications might be worth exploring.

Enevhar Aldarion said wrote:
The thing with the assassin is that, in PRPG, you only have to be evil to become an assassin, not necessarily to stay an assassin, as there is no "ex-assassin" text for the class. You can get into the whole "killer with a heart of gold" stereotype from various movies where the character only assassinates those that deserve death.

Shows that there is some merit behind the Role play application

Samuel Grundy said wrote:
Wouldn't it also be safe to assume that the Shadow Lodge would recruit assassins given their nature? In which case couldn't it be said that for the purposes of PFS, as a Role-play restrictions an Assassin could be LN but must be a member of the Shadow Lodge.

Shows the practicality within the PFS role play

It's simply a matter of mechanics.