The Fifth Archdaemon

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Thanks, I'm going to check it


We are playing the Skull & Shackles adventure path, my GM has allowed me to use the leadership feat, I can generate the NPCs but I have to pass them to him to approve.

The concept I want is for the Cohort to be an expert in siege engines, and to control those of the ship while the followers will be a part of his siege team and another part engineers to help us maintain and repair the ships.

With the followers I have not had many problems in generating them, they are:

Engineer, Sailor:
XP 135 CR1/3
Human Expert 1
N Medium humanoid (human)
Init +2; Senses Perception +6

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +4

Offense
Speed 30 ft.
Melee Light mace +0 (1d6) or dagger +0 (1d4/19-20)
Ranged Light crossbow +2 (1d8/19-20) or dagger +2 (1d4/19-20)

Tactics
During Combat The expert seeks cover and attacks with his crossbow
avoiding melee combat as long as possible.
In melee he fights defensively with his mace.

Statistics
Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Prodigy (Craft Ships or Carpentry, Craft Siege Engine or Sails),
Skill Focus (Craft Ships or Carpentry)
Skills Acrobatics +6, Appraise +2, Climb +4, Craft (Ships or Carpentry) +11,
Craft (Siege Engine or Sails) +8, Disable Device +6,
Knowledge (Engineering) +6, Knowledge (Local) +6, Perception +6,
Profession (Sailor) +6, Swim +4.

Languages Common, Gnome, Polyglot
Combat Gear Oil of mending (2), Potion of cure light wounds;
Other Gear Artisan’s outfit, leather armor, light mace, dagger,
light crossbow with 20 bolts, masterwork artisan´s tools, 51 gp

Siege Engineer, Pirate :
XP 200 CR1/2
Human Fighter 1
CN Medium humanoid (human)
Init +3; Senses Perception +2

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (1d10+6)
Fort +4, Ref +3, Will +2

Offense
Speed 30 ft.
Melee Boarding axe +1 (1d6/x3) or dagger +1 (1d4/19-20)
Ranged Light crossbow +4 (1d8/19-20) or dagger +4 (1d4/19-20)
Or light ballista +4 (3d8/19-20) (range 120 ft., crew 1, aim 0, load 2)

Tactics
During Combat If not operating the siege engine against enemy ships or foes,
the pirate take cover and attacks with his crossbow
until foes close with him in melee.

Statistics
Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Athletic, exotic weapon proficiency (light ballista), toughness
Skills Climb +0, Knowledge (Engineering) +5, Perception +2,
Profession (Sailor) +6, Profession (Siege Engineer) +6, Swim +4.

Languages Common, Polyglot
Combat Gear Potion of cure light wounds (2); Other Gear Pirate’s outfit,
chain shirt, boarding axe, dagger, light crossbow with 20 bolts, 15 gp

But I have had problems with the cohort, I cannot get the flavor I want. I thought to make him a gnome gunslinger, with the archetype siege gunner, but do not convincing me, maybe it's because I do not know that class very much.

Does anyone have any recommendation or suggestion?

PS Sorry for the spelling or the grammar I have a hard time writing in English


We are playing the Skull & Shackles adventure path, my GM has allowed me to use the leadership feat, I can generate the NPCs but I have to pass them to him to approve.

The concept I want is for the Cohort to be an expert in siege engines, and to control those of the ship while the followers will be a part of his siege team and another part engineers to help us maintain and repair the ships.

With the followers I have not had many problems in generating them, they are:

Engineer, Sailor:
XP 135 CR1/3
Human Expert 1
N Medium humanoid (human)
Init +2; Senses Perception +6

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +4

Offense
Speed 30 ft.
Melee Light mace +0 (1d6) or dagger +0 (1d4/19-20)
Ranged Light crossbow +2 (1d8/19-20) or dagger +2 (1d4/19-20)

Tactics
During Combat The expert seeks cover and attacks with his crossbow
avoiding melee combat as long as possible.
In melee he fights defensively with his mace.

Statistics
Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Prodigy (Craft Ships or Carpentry, Craft Siege Engine or Sails),
Skill Focus (Craft Ships or Carpentry)
Skills Acrobatics +6, Appraise +2, Climb +4, Craft (Ships or Carpentry) +11,
Craft (Siege Engine or Sails) +8, Disable Device +6,
Knowledge (Engineering) +6, Knowledge (Local) +6, Perception +6,
Profession (Sailor) +6, Swim +4.

Languages Common, Gnome, Polyglot
Combat Gear Oil of mending (2), Potion of cure light wounds;
Other Gear Artisan’s outfit, leather armor, light mace, dagger,
light crossbow with 20 bolts, masterwork artisan´s tools, 51 gp

Siege Engineer, Pirate :
XP 200 CR1/2
Human Fighter 1
CN Medium humanoid (human)
Init +3; Senses Perception +2

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (1d10+6)
Fort +4, Ref +3, Will +2

Offense
Speed 30 ft.
Melee Boarding axe +1 (1d6/x3) or dagger +1 (1d4/19-20)
Ranged Light crossbow +4 (1d8/19-20) or dagger +4 (1d4/19-20)
Or light ballista +4 (3d8/19-20) (range 120 ft., crew 1, aim 0, load 2)

Tactics
During Combat If not operating the siege engine against enemy ships or foes,
the pirate take cover and attacks with his crossbow
until foes close with him in melee.

Statistics
Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Athletic, exotic weapon proficiency (light ballista), toughness
Skills Climb +0, Knowledge (Engineering) +5, Perception +2,
Profession (Sailor) +6, Profession (Siege Engineer) +6, Swim +4.

Languages Common, Polyglot
Combat Gear Potion of cure light wounds (2); Other Gear Pirate’s outfit,
chain shirt, boarding axe, dagger, light crossbow with 20 bolts, 15 gp

But I have had problems with the cohort, I cannot get the flavor I want. I thought to make him a gnome gunslinger, with the archetype siege gunner, but do not convincing me, maybe it's because I do not know that class very much.

Does anyone have any recommendation or suggestion?

PS Sorry for the spelling or the grammar I have a hard time writing in English


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Goblin Slayer is a multiclass Fighter / Trapper (Ranger archetype)

In my opinion GS as a silver-ranked adventurer is, at least, a 14 lvl character.

Fighter 8 / Trapper 6, stats: high CON, DEX, STR, WIS, INT, and low CHA, combat style: two-weapon combat (short swords/shield), favor enemy +4 goblinoid (obviously) +2 animals, favored terrain: underground, is more a fighter than a ranger because he needs a lots of feats: combat reflexes, diehard, favored defense, improved initiative, toughness just to name a few

If you are getting him to join an organization the obvious choice is the Greenskin Stalkers


A Illmarshers, yes my player too wanted to burn that place to the ground and kill every last one of its inhabitants, it was fun.

Spoiler:
One of my players was a LN cleric of Pharasma, so he sent a detailed report to the bishop of the region, who command and sent a contingent of inquisitors to "cleaned" and "purify" the town. Thanks to the authority provided be Ravens Head the cleric made sure that they put the proper attention to certain townsfolks.


I am very sorry, English is not mi first language and sometimes I'm not sure how to express myself, also when I made the post it was late and I had been reading old arguments about the profession skill.

What I getting at is the use of profession as alternative knowledge, like sometimes is use the skill diplomacy (gather information) instead a knowledge local to know somite in a town or city.

It’s possible? Is it feasible? It is practical?


Quotes:

“A Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.”
“You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.”

A character with Profession Soldier, for example, can answer questions about fortifications (knowledge engineering), strategic use of terrains (knowledge geography), wars (knowledge history), battle customs (knowledge local), military heraldry (knowledge nobility) etc., etc.
But Knowledge is an Intelligence skill and their answer are product of understanding, learning and reason. Meanwhile Profession is a Wisdom skill and their answer are product of common sense, personal experience and intuition.

So a character with the relevant knowledge skill will have a better, deeper and more complete understanding of the specific subject in contrast the character with the profession will have broader but more intuitive, generic and superficial understanding.


The way I see it, is that the skin stealer has a supernatural ability to steal, preserve and convert a skin in to a mundane disguise. The ability to use a living skin as a disguise is supernatural (magic) the disguise itself not.

But in the name of fairness it would be a Perception roll vs the Skin Stealers Disguise ability without the bonus.


What about when a young human male wants to disguise as a young male aasimar or tiefling?

You can use the disguise skill to look like a lizardfolk or a ratfolk or a tengu (all humanoids) but not to look like a tiefling or aasimar (outsiders)? What about undead like vampire or zombies?


No.

Hal-Elf Racial Traits

Elf Blood: Half-elves count as both elves and humans for any effect related to RACE.


That table is not official, I made up. Is there nothing official about disguising as other creature type?

Plausible Pseudonym I understand your point but what happened, for example, when a young human female wants to disguise as a young Medusa (monstrous humanoid)? I don’t think it's impossible but it has to be more difficult than disguise as a young Elven female.


The Disguise skill can be used to alter your appearance to that of another creature type. But what is the penalty?

Disguise Check Modifier
Minor details only +5
Disguised as different gender –2
Disguised as different race –2
Disguised as different age category –2
Disguised as different size -10

Another race would be another subtype (human into an elf or a dwarf)

So for another creature type the penalty should be -10 or -20?

Or maybe:

Another creature type with a humanoid shape -5
Another creature type with a roughly humanoid shape -10
Another creature type with a nonhumanoid shape -20
Another creature type with aberrant or amorphous shape -30

What do you think?


What if the effect of the hount is useful for a undead? for example a haunt that infuse a chamber with death (duplicating mass inflict light wounds)


There is a Inner Sea NPC Codex

Link:

http://paizo.com/products/btpy92lj?Pathfinder-Campaign-Setting-Inner-Sea-NP C-Codex


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I encountered the same problem, and after much searching I think Paizo does not give us any details about the church of Pharasma in Caliphas or in Ustalav beyond that is the predominant religion.

Based on the culture and society of Ustalav, I believe the Church of Pharasma is well established and organized but not as well hierarchical and centralized. Each priest, cleric, monk and minister is responsible for its own shrine, monastery, temple or church responding very sporadically to the bishop of the county or region, and the hierarchy between churches depends on the size of the population they serve.

30 years ago Caliphas become the capital of Ustalav and since then the temple of Pharasma here seen their power and influence grow, seeing itself as the logical center of the faith, something that many are in disagreement, especially the traditionalist and bitter church of Ardeal and the increasingly intransigent fundamentalist church of Barstoi. These differences have not yet caused a major division within Pharasma church where most of its clergy clinging to the provincial traditionalism characteristic of Ustalav. Still Maiden's Choir has become one of the most dynamic, powerful and ambitious churches but also indulgent and arrogant immersed in the political intrigue that shake the Principality and its capital.

The church of Pharasma in Caliphas is completely ignorant of the vampire society that infest the city , vampires have dedicate centuries maintaining their presence secret. Nor they think the Whispering Way a too dangerous threat, thinking they are a cabal of decadent necromancer who clings to their old reputation, who have no real power anymore. The church is also very concerned to maintain Pharasma religious hegemony in Ustalav so they dislike the presence or intervention of clerics or representatives of other gods.

If the players turn in the Raven's Head is possible that the church believes it was his sacred duty to return it and do not give them any reward. That would create tension between the players and Pharasma church so they would not go to them when they encounter the vampires. You could even make them believe that vampires have infiltrated and corrupted the church. (Note the name I gave to the high priest of death)

Maiden's Choir:

Archbishop/Mother Verith Thestia (N female cleric 12) head of the temple and high priest of birth
Bishop Longinus Lancea (NE male cleric 14) high priest of death
Bishop Ruslana Toader (CN female cleric 10) high priest of prophecy
Zetiah Mardhalas (LN female inquisitor 6) high exorcist