Lirianne

Pro100Andr's page

435 posts. No reviews. No lists. No wishlists.




1 person marked this as a favorite.

After a long time since my post about changing some things in the adventure path, I was able to partially bring it to life. This post is a kind of report with my thoughts on the original events and those added by me.

Book 1
Oh, Torch, the town where such a partly strange, but also interesting adventure began.
The main plot line went as planned: the characters began to explore the part of the ship under the hill, in search of a problem with the "Torch" itself and in search of Khonnir Bane, turning to the knowledge of technology to a spy of the technic league, and also spending money in a local casino. In the complex itself, I did not change anything much, except that I replaced Meyanda with Hellion in the body of some android, and who, as in book 2, commented on the progress of the characters. From the remarkable actions of the players, the players made the Dead Man Lamashtu kill himself, saying that this way he would quickly go to his tribe, which would definitely forgive him. The spy of the technic league was not defeated and, having stolen one of the technic things, left the town. I finished the book with the fact that a "revived" Hellion appeared on one of the monitors and said that since what he needed was not given, he would take it himself. I allowed the generator to stabilize, allowing you to take an automatic 20 and a bonus from the hero's point.
Not much changed in detail part of the story, which I liked. This is a story in a small town in which strange things happen, but also things that you can believe in (fear of the people, corruption, bandits). The players really wanted to help the town, which soon became one of the motivations for traveling further along the plot.

Book 2
The changes began with this book. At the end of the last book, Hellion indicated that he would go to the Torch, and in order to be faster than him, the players almost immediately went to Scrapwall. Together with the AI Casandalee in armor. On the way, they met the Keatons (announced as connected to the main villain), met river pirates and Ghost Wolves, to whom they tried to explain that technology is not evil.
Scrapwall itself was not generally changed by me, but I added "liveliness" to it: it is a city, after all, people live there and not all of them were exiled here from somewhere. Someone was born here, which is why sometimes the characters solved some problems of local residents, for example, with dirty water or an attack of rusty zombies. In addition, any society should have some semblance of a market, which is why it was added so as not to leave the players completely without resources. The gang issues were resolved as expected, but along the way my paladin player could deviate from the code by disguising himself and acting like a maniac to enter their base without problems. The same player then used diplomacy to lead the gangs to Hellion's daze.
Towards the end, AI Casandalee left the armor, Hellion "took" it, giving the armor wearer another distorted flashback, hinting that he too used to be "good", but strayed from that path. The next day, Hellion ordered his bandits to destroy the market and the characters went to storm his base.
Hellion's base and the entire complex... caused some problems. The environment and monsters/enemies encountered there are suitable, but both I and the players did not like that sometimes creeps just stand in the way. Just fodder for wasting resources. This is understandable, to give players experience, but we play without experience, and levels are given out at the right moments, so half of the monsters were simply removed.
The battle with Hellion was interesting. Very interesting, considering that the players did not have ranged, so they jumped on him, captured, debuffed him if possible and somehow beat him. After Hellion said that no one understands the danger of what is in the silver mountain and disappeared into his backup body. Kassanadali in one of the system mechanisms says that in order to fix the Torch and find out what Hellion was talking about, you need to go to Starfall. That's where they then went.

Transition from Book 2 to Book 3
This is another journey, in which little and a lot happened at the same time. To get to Starfall faster, the players decided to go to Chased and from there float down the river. In Chased, they managed to buy/sell the necessary things, sit in prison (and get out of there, because Paladin Android moved away from his principles of non-cooperation with evil and agreed with the head of the office in the technic league), fight the kytons (in Chase, their "main base", plus one of the characters has augmentations), then put new ones, finding a group near the monk-engineers worshiping the pantheon, consisting of Brigh, Irori and Zon-kuthon and finally reaching Starfall. I changed Starfall, making it a mix of something close to cyberpunk and a regular fantasy big city: among many wooden and stone houses there can be strange tall iron houses, giving off neon. In addition, trading in technologies is not prohibited. To do this, you need to get permission from the Technic League. There were 2 reasons for this: I do not want to limit the characters in the ability to buy interesting things and, given that Unity is behind the Technic League, the distribution of things under its control will play into its hands. On the streets of Starfall, the characters are caught by the "police", seizing the Paladin Android, in whose armor is located Kassanadali, and take him to one of the captains of the Technic League, who owned him. He forces him to work for him and immediately after signing the contract, the paladin was summoned by the king. The King in my version is under the influence of drugs, but he is not a closed, but an open man, a responsible ruler who is able to understand that everything is not perfect. In addition, Unity has a connection in the Castle, which is why she often communicates with him or with those who consider it necessary. Important: the Black Sovereign knows what Unity wants to do. In public, he is open, kind and valiant, but in fact, in his soul he is broken, because the barbarian tribes do not want to go to the future, his family wants his death and Unity herself, unwittingly for the king, broke him. After some time, Unity tells the characters the whole plot, not talking about real goals, but only that she wants to help people develop. Instead of Kevot-Kul's words about Numerian patriotism, the players are imbued with both the king and Unity. Unity says that the Technic League appeared because it cannot teach, but only give information due to the fact that it is limited and does not remember much itself, and this can be solved if it is possible to find Casandale's body. The Black Sovereign gives them such a mission, giving them access to everything in Starfall, and also sometimes having fun with the characters, becoming a favorite of the players. After some time, they go to Yandevey, where the body was last seen.

Book 3
The events in Iadanveigh reminded me very much of the first book, "The Torch", but simpler, more cheerful. Characters, hung with technological things and partially augmented, fortunately met guards who stopped them from entering, but not without problems (they argued that they came from the king and they can do everything, and the paladin said "I'm a paladin, I won't do anything bad, let me through). I enjoyed describing the village life and its beauty, the wedding in which the players participated. It was a breath of fresh air from the epic before the epic.
The tasks for convening the council were taken and completed. The battle with Yaogai was interesting and colorful: A huge aobomanitsya is trying to hit, grab or eat 2 small characters who are running from him in the garden and fighting back. The task about the spy ... I did not like that it uses stereotypes that work both in our world and on Golarion. In addition, it was strange that there were no other suspicious guests. I added guests from Ustalav and Absalom, who were studying Badwater for some reason. It didn't help much. It was especially funny when Paladin said that the spy was one of the Varisians and that they should ask the locals about it, which would set up all the Varisians as a whole.
While searching for the spy, they find the dungeon ahead of time and almost die from a swarm of bionanites with immunity to weapon attacks, but it's good that the Blacksmith (third party class) had AoE shrapnel, which helped destroy the swarm.
Having completed the task, the players, already with all their equipment, go to the dungeon to search for the body. Since there was an android among the characters, I decided to play on the fact that this is where he came from. The whole scene was tense and even scary. The defective androids looked like Paladin, but heavily distorted, and the android assassin was an acquaintance of the character's past soul, who was trying to fix herself in the forge. Then everything went as planned, only the Gearsmans instead of Unity's order said that they were following Trinity's order (the Union of Unity, Kassanadli and Hellion). Not finding the body and reducing the flow of mutation gases by supplying electricity, the characters went to the Choking tower.
The Choking Tower or abandoned SCP foundation
I have no problems with this part from the narrative or mechanics, but the unusualness of the monsters in the tower and basement (especially there) made my players joke about it being an abandoned SCP complex. Also, frequent traps caused my Slayer to become paranoid and roll perception to every door. In the end, I decided to make the battles specific, because for example the Nanite worm that walks without magic (which they don't have) is very difficult to kill, which is why I added mechanics near the DBD, while someone distracted him, others looked for sources of electricity to hit him. The Daemon, who was in the protective circle, was ignored because of his appearance. But as soon as the paladin realized who it was, he immediately wanted to kill him. One bullet thrown to check what kind of place it was destroyed the circle, causing the daemon to escape and find a hidden room with a teleporter, which he began to turn on to spread the infection throughout Starfall. In an epic battle, the daemon was defeated for a time, the spread of the plague was stopped, and Casandalee was found.

From what I have seen, done and plan, from the story of confronting the enemy and the heating up of forces with the participation of aliens, this story has become about the confrontation of the old and the new in its cardinal manifestations. It is a story and a theme that you can believe in. This is what I like about it, that in the confrontation between an axe and a laser rifle there is something real that society constantly encounters. And the cardinal difference in the sides only enhances the effect.


1 person marked this as a favorite.

(This will be a long post, so there may be errors in the text and lore that I may not notice right away)
My players and I decided to take a break from the protracted pirate campaign and go to another company that we have an interest in. And starting to prepare, reading the general history and "opinions" of other masters, I noticed some aspects that seem strange to me (some of this can be changed and added):

The spaceship fell about 9000 thousand years ago and during this time all the technology was not completely plundered

How the Black Dominion's psycho guns could affect the artificial almost-deity

Hellion as a villain does not have time to reveal himself

The search for Kasandalee without special motivation may not happen

Things that I do not like from the side of history:
Kevoth-Kul is the ruler of Numeria controlled by the techno league and is very passive.
Unity as an archvillain does not have time to interact with the characters, showing them his absolute evilness.

I have some ideas that change the main canon, but in my perception it allows the events to feel logical:
Unity is not an Artificial God who created Hellion and gave powers to Kasandalee. Unity is part of a triple artificial intelligence, along with Hellion and Kasandalee. Unity is a control and order module, Kasandali is a storage module, and Hellion is a defense module. The Black Dominion's cannons did not drive the artificial intelligence crazy, but only divided it into parts, which is why during the crash it already disintegrated into Unity, Hellion and Kasandali. The module that controlled the ship's mechanisms tries to control everything around itself; the module that collected information about various creatures realizes their value; the module that protected, with its actions, strives to destroy the last fragments of what it was called to protect. This gives Unity and Hellion motivation to compete - to fulfill their duty, which was deformed due to the crash.

The Ship itself fell not several thousand years ago, but about 400-300 years from the beginning of the campaign events. This creates a problem that such an event did not attract the attention of the entire, already almost entirely advanced world, but... until I came up with an excuse for this, this may be a convention. This will explain why all the technology from the ship has not yet been plundered, plus in theory connect Unity with the tribes and Numeria, which is below.
The last lore change I am thinking about is the cancellation of a certain "nerf" of Unity. Unity really cannot leave the Silver Mountain without access codes, but it can control a certain number of robots or even people, strongly cybernetizing them and connecting with them.

At the moment, I am working on the second book, having some plans for the third. So far, the rough plan includes the following:

Replace Meyanda with an android controlled by Hellion and give him the ability to annoy players through cameras, starting in the Habitat Dome zone. In the fight with him, he will mention Unity, which will cause him to explode from the nanites in his head. However, he will immediately contact them from Scrapwall, saying that he will send his army to take what he needs. The heroes will have time to get allies, take back the torch with them, and then go after Hellion in Scrapwall.

After the battle with him, and almost victory, they should receive a message from Unity through one of the terminals, who appears as a lawfull good god, asks to spare Hellion and go to Starfall, where they can personally meet the king and get more information on everything that is happening.

I don't like Kevoth-Kul as a drug-addicted puppet of the Technic League, and so I wanted to change him a little, making him, at the time of the meeting in book 3, more menacing and intelligent. Black Sovereign began to appear around the same time that Unity fell according to the new lore. Unity, through some transmitter, after the fall, introducing herself as some strong spirit, influenced the leaders of some tribes, heating up relations between them, but also reinforcing the greatness of the tribe, which it manipulated. As a result of many years of influence, Kevoth-Kul had a true desire to unite Numeria, trusting Unity and the controlled Techno League, but he did not know about the true motivation, which was not to build a correct society. In the end, Kevoth-Kul appears before the characters as a magically and technologically enhanced (including some drugs) King of Numeria, who truly believes that the right Unity, in his eyes, will make Numeria, and then the whole world, better!

At some point, a dead player character, or an NPC important to one of the players, will be heavily cybernetized and through this Unity will appear to the characters, telling them about her "good plans" and telling them what they should do next. At some point, the Kytons from the Chapel of Rent Flesh will appear near the players, and Unity in a cyber body will try to kill the players itself as soon as they are close to receiving the necessary codes.

Regardless of the outcome, it will order the Gearsmen, controlled members of the Technic League and barbarians to collect all the necessary resources to build a satellite with which it, in Unity's opinion, will be able to enslave the entire planet.

What do you think about these ideas and what else can be added/changed?


My Players To complete a task that will help them solve their story, which is not entirely integrated into the original campaign, they went to the Azlantian ruins, which turned out to be surprisingly restored by someone. There are no living people in them, only still military or peaceful clockwork constructs. Well, also the remains of interesting loot from the Great Ancient Civilization.
In my implementation, as I imagine the first great civilization of humans, they are a techno-magical state with an emphasis on magic and the magical creation of things, such as golems and different magical items. And with this idea, I began to come up with interesting loot that I can provide to my players.

The first thing I thought about was firearms. There is a Gusnlinger in the party of players, so he will be interested in such loot. In addition, people or soldiers who had not mastered magic somehow had to use the benefits of their civilization.
The most suitable solution was to make wands with a changed price as ammunition for such a weapons. Something similar with the Weaponwand spell, but in this case the wands themselves are weapons and treat it as a special firearm. And due to this, its need some special rules

Proficiency: needs Exotic Weapon Proficiency (firearms) to use, because it uses firearm mechanisms

Capacity: amount of charges in battery

Range and Penetration: attack works as in spell description

Loading a Firearm: "reloading" this weapon takes standart action due to the complexity of the mechanisms activating spells

Misfires: such weapons are complex in its structure, but contains an even more complex essence. It gains broken condition on 1,2 and 3. After misfire it increse by 2. After second misfire it explodes in area of spell and deal full spell damage or (if spell was a ray) explodes in 10 foot radius dealing half damage. If you have gunsmithing feat, but haven't ranks in UMD or spellcraft you can't restore this weapon.

I want it to be used as a weapon and then make sometimes more then one "shot", but some kind of mechanics are needed to limit the possibility due to the possible power of the spell. For example, do flat checks like in 2E, increasing the difficulty with each attack attempt in the round. I also don’t know what to do in this case with spells that emit several rays in one cast

1 - 3 level spells are one handed weapons, 4 and higher - two handed


Let's say you are the Great Devil, Pit Fiend, or one of the Archdevils. You know that devils are often summoned to the mortal plane, and this is not unusual. But then you find out that one special person took over the true name of the devil executioner, and so he trades the lives of bandits for gold. Asking for information, you will find out that this person is a LE high-level caster who is a member of the pirate council, has his own base, an island and wants to establish an absolute law in those territories: The same for all and harsh for all those who do not comply with it (like Judge Dredd universe) . Observing similar ideas, why not help such an ambitious person, of course, for your own benefit.

Mechanically speaking, the player is a level 11 Occultist Arcanist with a True name exploit (I changed arcane discovery to a full Arcanist level instead of half). As a character and a player, he says that he uses a lot of things and people as a tool to achieve his goals and I want to give him a "tool" that will consider the player as a tool in his hands.

It is clear from the description that this deal goes beyond the usual "3 wishes for your soul" framework. I can't figure out what interesting Hell has to offer a potential ruler and how much it will ask for. The character comes from Cheliax, so he (like the player himself) has an idea about transactions and is very picky about it, which is why he will notice a clear catch.

Speaking about the law, he jokingly or perhaps not jokingly spoke about the construction of a fortress of law in the port perill, which would be guarded by special hellknights. Speaking of the hellknights, he sees Cheliax as a competitor or enemy, so he will not allow their armies to enter his territory.

He use most universal spell list, so patron with spells looks unnecessary. Maybe some other class abilities, but dont know about that


Its again somekind of post about S&S, but now without actual spoilers, because its so important.

Finally my players won pirate regatta and they they have a island at which they must make a proper welcome of the guests in order to be accepted into the pirate lords. My my problem is that in the book the construction moment is just omitted, just saying that some time must pass. Also my playes LOVES roleplaing in downtime ( they spend half of game sessoim to manage a aclemy store in Port-Peril, using alternative profession skill rules) and before to start explore the island, they wanted to buy resources in advance to build buildings. So far, the rough plan includes the construction of a port and a church with a bathhouse (Captain, he is also a future member of the pirate council, is a cleric of Calistria). At the moment they have 80k of gold.

I know that building rules were in Kingmaker, but I don't know how it will work outside of its original campaign


1 person marked this as a favorite.

Greetings all. Today I would like to talk about rebuilding of Kerdak Bonefist, who is the ruler of Shackles, as well as the final boss of S&S AP. Why do I want to rebuild? Because I find his build pretty boring. He is an 8 pirate/10 inner sea pirate with hit and damage feats. This is a normal idea, considering that while he shoots, Tzadok will melee. But for an arch-villain obsessed with firearms, he only has a unique pistol (revolver) without much damage, but with a large hit. On the other hand, I don't want to do special minmax for a huge amount of damage, I just want to make battle interesting. In addition to how classes are chosen for a story, classes create a story and hooks for it.

Let's move on to some of my ideas: Kerdak is obsessed with weapons that use black powder, so he must have Gunslinger levels. 1 level gives firearms profiencies, grit, deeds and gunsmith. 5 levels for more deeds and dex to damage

I thought about Grand Marshal Prestige class due to the concept of a certain sheriff with a firearm. Plus legal judgment interesting buffs in battle. The only thing that confuses me here is that this prestige class does not have a lawful alighment in the requirements, but the concept itself speaks of this. Its conflictibg with NE Kerdak's aligment.

I would also like to show some influence of Raugsmauda on him through a dip for example into a witch or something that gives a small supernatural (like hexes) or magic ability (I thinking that Raugsmauda is Kerdak's patron). Some vide of Deadeye hexer hybrid class from Legendary Games, but Kerdak more martial than some kind of caster.

As for gear... I don't know much about high-level magical items yet, but since Kerdak is the king of pirates, I don't think cost matters.

Speaking without the context of story, then I'm need a tough reckless cursed gunner

What are you think about this idea? What ideas you have?


Finally having resolved all the player and unnecessary story lines, I took another look at the Adventure Path Books and the Shackles book. And when examining the second one, I noticed that in addition to the impending Cheliksians and the ambiguous current ruler of the region, the ancient Lich "walks" along the Shackles, as well as the ancient dragon. From book 5 to book 6 (maybe also consider the end of book 4) there are very large-scale events that they could hardly miss: Lich is connected with the current king of hurricanes Kerdak, and Aashaq for global battles in which you can set a lot of things on fire.

How could I insert these "persons" into the storyline? An early direct confrontation with them will be dangerous for the players, but will show that they are still in the world, as well as that they are quite strong figures.


A long time ago, I already asked questions on this forum about some aspects that I would like to clarify in one way or another. It was a long time ago, about a year or two ago. And during this time, my players have not advanced much, being somewhere in the middle of the third book. A lot of things influenced this, especially some real world events, but not the essence of my post. This post is rather my retelling of very ... sometimes strange events committed by my players and me, their possible criticism or help with something.

To begin with, the ending of the first book was not at all what it should have been. I kind of wrote about it. After the crash, the group went to explore the island, however, after a series of clashes, their HP was minimal, and poisons and diseases ate their characteristics. There were no true healers among them (Brawler, Skald, Investigator). Because of this, they could not go through the required dungeon and retreated to the ship, on which most of them were killed. From all this, I emphasized that you need to throw poisons for stat damage very rarely.

The second book happened much more stable and as it should. As I said a long time ago, instead of the Adventure Path book, I used Plunder and Peril. And the adventures themselves on the ship Princess Magpie took place along the right path, except for some events, and for this I will have to enter some information about the characters of the players.
Xin is an Investigator Tengu raised by a wealthy family in Port Perill. He served as a nanny for their even son, but then became a full-fledged member of the family. He sat mostly in the estate, but secretly getting out of the house was captured and taken to Herrigan's ship. The only character who survived the first book and saw Herrigan.
Reken is a drunken barbarian catfolk who has arrived at White Lily for a drinking feast. In addition, he is the father of Reken, a brawler who died earlier. Many events will then revolve around him.
Hugo is a human paladin with an oath against chaos. Arrived in Shackles for a post regarding law-abiding free captains and guilds to conclude trade with them. The paladin looks strange here, but the player has indicated that his oath allows him to work with the chaotics to re-educate them. But I'll tell you beforehand, then he changed his path to a gray paladin.
Ragnar is a human Viking fighter just traveling around Golarion. The player is our good friend, but he rarely visits our town, which is why his story is not well thought out (but his acting is very good acting)
Dreamer is a merfolk cavalier who brought Xin to the White Lily. He arrived in shackles to seek allies to counter the "sea devils" that might attack his underwater village. He was also positioned as a periodical character, but has recently become a permanent one.

I didn't act out sailing as anything other than what is indicated in the adventure. I used the book Shackles book and after some event the team needed to replenish the team and supplies. And from the nearby island was... the Elven conclave, which is a very closed elven island that worships Calistria and dislikes other races, especially half-elves. I changed the rules there, adding large docks so that non-elves could get out of the ship at least somehow. Investigator used the Disguise self extract to pass as a half-elf (none of the players were aware of the customs of the island) and arranged through high diplomacy to covertly monitor the customs of the temple. The elves took Xin in disguise, leaving Barbarian and Paladin locked up. They began to water and feed the "half-elf" and wanted to start lust actions for further sacrifice to the swarm of wasps. Dissatisfied with the current actions, he began to resist and scream loudly, which attracted the attention of his friends, who saved him, though Reken killed a couple of Calistrian priests in one.

But being chased by evil clerics of the Goddess of Vengeance is not uncommon in both Golarion and Shackles. But further events that were thrown from my idea, as well as my game and some players in the Computer version of WoTR, brought some changes and a degree of epicness, the need for which I doubt. At some point, a vision of Eon appeared to Hugo, who said that he must restore order to these lands, at the same time condemning with a glance, Reken, who ridiculed order, which made him fall into a stupor from the realization of his sins. But then the paladin could not resist and succumbed to chaos, which is why he became a gray paladin. After that, Reken began to believe in certain entities that rule or instruct mortal. And since he was associated with alcohol, he decided to turn to Cayden Caylin, an accidental god. In alcoholic rituals, he spoke of courage, but he himself did not go for it, from which I decided to do that Azat turned to the unfortunate soul of the catfolk, who helped him find swept away, sending him to study monastic arts. After everything, I realized that it was strange that an ordinary mortal could attract the attention of such creatures, and even a chaotic Azata would help in becoming lawfull. At that time, the main thing for me was that everyone liked it.

Due to a series of interesting and unusual events, the ship's officers were thrown off the ship, and Captain Hugo (a gray paladin) was killed during a riot. From this, on the way back, I threw up unusual encounterers to return their fortune and reputation. Among them was a Ctulhu-like monster in a mini-dimension with the remains of Aroden's temple. Looking into the local bestiary, I thought, why couldn't there be magical ancient hunters in the Shackles. In addition, other strange events took place, the relevance and veracity of the history of which I doubt, which I can tell you if you ask. But the event of today's game took my brains and players out (not in a negative way)

Already living only on his determination, Reken, having returned to the ship and becoming a surgeon, went to the magic shop - the ship. He did not have enough money for a tiara for wisdom, from which he asked the Dreamer where he could get money now. And the last joked "Sell your soul to the devil." Reken didn't take it as a joke, said it was a good idea, and then disappeared. Covertly, a relatively strong devil watched his family and him, and seeing an opportunity took him away to draw up a contract. The essence of the contract as per the rules: one soul for 3 wishes. And one of the Catfolk's desires was to change his father's character so that Reken would stop drinking and become lawf on his own. It may not work that way, but it has led to a change in his character and the attitude of his playmates, including players. They were more loyal and kind, The cat itself became really law-abiding without anyone's control and began to try to follow the path of Irori. Only here is what can be added diabolical, I have not yet come up with. I note that myself and the players were surprised and not at all against this and everything that I would consider strange. What do you think about what happened in my game? Can I write more context or stories waht happend to players? Is it critical to use such "strong" creatures in a campaign?


After a short break (there was no opportunity to play) and some re-compilation of player classes (2x of them were killed by Plugg), I decided to start optimizing my player classes.

The team of players consists of Infiltator investigator, Oath against Chaos Paladin, Barbarian and Cavalier. They were often low on HP and were almost killed by the disease, so they decided to take a paladin

I myself have never had the experience of playing as a wizard or other full caster and I want to get this experience and complement the composition of my players

We are starting Plunder and Peril, so this NPC will be one of the officers on the ship

He will be the fourth level. I am thinking about a build through 1 Inspired blade swascbucler / 3 Blade adept arcanist with transmutation spells, evocation spells and Abjuration spells, like a kind of battle mage. The arcanist has a lower spell progression than the wizard, but I love the idea of ​​having magic weapons with the Eldritch Blade exploit

Str 10
Dex 14
Con 13 ( 14 jn 4th)
Int 18
Wis 10
Cha 12

Toughness and Fencing Grace on 1st level and Arcanist extra exploit (Eldritch Blade or Spellblade) on 3rd

Until the first levels of Eldritch knight, I think it is worth using evocation spells, since it is dangerous to go into melee at such levels and he will focus more on spells

What spells and feats i should take later( except Improved critical rapier, its foe EK Capstone)?


Most likely the message in this post will be big.

A while ago I did another post on this adventure road in which I asked about pairing Book 1 with Plunder and Peril. But after today's game, all these plans have expanded and I do not know how to bring it back to normal.

In short, two players died on the ship from a plugg (both were at low hp), and the third was saved by a fourth player who only recently joined. They also didn't save the survivors from grindelow and some of their loot was taken by the plugg. And the blame for everything is the fact that they hoped for Sindara and did not have a healer among the players (there was a skald, but he only has healing from spells), which is why they were consumed by the disease and they were often not at a high number of HP

As a result, the plugg's ship is about to sail away, and the fourth player, who is a true neutral merflok, with whom the players entered into an agreement on mutual assistance, dragged the survivor to the shore.
My main question is now how to return to what was originally planned: the death of the plugg, the capture of the ship by the players, and then changing its appearance in Book 2 or participating in Plunder and Peril.


Soon I, with the players, will finish book 1, and after studying book 2 and Plunder and Peril, it seemed to me that Plunder and Peril would be much more interesting for me and for my players, with some elements from Raiders of the Fever Sea, for example, a treasure map on the woman's back and the treasures themselves. But how do you start Plunder and peril then? At the end of the first and the beginning of the second book, the heroes seize and repair the ship. Then what's the point in hiring another captain, in the treasure hunt, if they themselves will have a ship (not right away)

About Plugg... Plugg turned out to be a very charismatic character, as he constantly interfered with and waited on the players in different ways, which is why they hated him. They don't like the captain, but not as much as him. And I think if Plagg showed up with the captain in Book 3, the players would have a lot more motivation to stand up to them. But how can this be done then?


Somewhere in a week and a half I'm going to be GM in the Skull and Shackles campaign from book 1. My players are going to be aquatic elf Kensai, catfolk brawler, human Urogue (Phantom thief) and the last player has not yet decided who will be.

As far as I understand, this campaign (or the first books of the campaign) came out before the Gunslinger class came out. So I wonder if adding a couple of soldiers to ships with weapons (like muskets) will break the aboarding system? It seems to me it's the other way around, it even adds some risks and adrenaline.

From the second book, the heroes begin the sandbox. But almost all the actions of this sandbox are related to ships and water: a dead ghost ship, encounters with other pirates and other ships, sometimes an attack by the Sahuoling. I understand that the campaign is pirate, it is focused on the nautical theme, but it seems to me that sometimes it is worth doing some kind of events on the coable or on land. Yes, the events during the change of the ship and the capture of the cliff take place on land, but isn't that not enough? What if, for example, with a certain amount of fame, the villages in which the heroes sell cargo, will give them quests to destroy any creatures or robbers?

Sooner or later, the heroes will have to hire a crew on the ship. And as far as I understand, this team is mostly ordinary NPCs. Maybe this is suggested in the following books, but what do you think about the possibility of recruiting unusual NPCs (other than those that have been with the heroes since the beginning of the campaign)? For example, in one of the villages there is a temporary free captain (Half Elf Lame Oracle of Battle) whose fleet has been defeated, or a wandering monk (drunken master) who will passively give +2 on saving throws against alcohol.


I always creating combat oriented bulds, but recently i was interested in social or magic builds ( like Brazen Deceiver bard)

Recently i looked Investigator archetypes and found Infiltrator archetype and its look interesting: redused disgiuse penalties, and bonus to disguise checks which stacks with extracts bonuses.

The idea immediately comes to mind of a spy who spies on important persons in the kingdom, and secretly eliminates enemies

In addition to disguise, he most likely needs good bluff and diplomacy bonuses so as not to arouse suspicion, but investigator cant freely use inpiration with diplomacy and bluff without a talent

In such build i thinking about dipping 1-2 levels brawler, for IUS, Martrial Flexability and Brawler fury, Martial Training but i dont know will it hurt to alchemy?
in my opinion spy must work silent, quiet and bloodlessly, so nonlethal damage is right way

For buff Bluff or diplomacy i think take a half elf with Skill Focus Bluff. Taking extra feats for disguise maybe right idea , but i think with redused penalties and bonuses from Mimic Mastery disguise checks already have high chance to sucsess

There are smthg special , that i need to know abot disguise and what should I consider when making a build focused on this?


So, after big break, me with my friends are thinking about continue playing, and planning to play a short campaign around 6 sessions. And having decided to diversify my builds, I decided to make a build that is not very focused on combat as a Party face( new role for me as a player)

Starting level is 3rd, 300 gp and 2 traits. Only Paizo content
Other member of team havent decided on the clases yet, but planned Invulnerable Rager, MoMs Monk, classic Alchemist and me

I want create a character, that have high charisma(or intelligent) and tried to resolve conflicts without fighting( both with words and with magic ). But also I want to make him lawfull evil. He will not harm his team, but if necessary, in order to gain personal benefit, he can do dirty things.

I thought about Asmodean Advocate cleric , but i dont want have imp familiar and cleric dont have hypnotism. Another option is bard, but some magic users can recognaze when i casting hypnotism or other mind effect spells.
Other option is occult classes, like Mesmerist, Psychic or Occultist. Their spells havent verbal and somatic components, they have some illusion-like features and can do something themselves in battle.

Another my problem is feats/traits selection. I know about most combat feats and traits, but in social im new


Right now im a GM in Strange aeons campaign. I have a 3 players: Elf Investigator( Psychic Detective), Human Barbarian and Human Mesmerist ( Gaslighter). Also I give them some changes: Gaslighter can be neutral, Barbarians bonus Hp works like in Unchained version and I add bonus amount of phrenic points equal his Int Bonus(like inspiration)

Right before one of final bosses in Briarstone Asylum I gave them 3Rd level. And here I saw a problem: Investigators Constitution is 8. Its a -1 to Hp, and then he rolled 1 on d8. This means that he have only 16 Hp on 3Rd level

As GM I understand that I can change smthg in campaign and add smthg new. But I a little afraid do this in such well written campaign ( Also its my first experience in Advanture Path).

I thought about belt of Constitution, but it not increase much Hp. Also I dont know, this item will be too strong or weak in The Thrushmoor Terror and later. I dont saw there items that boosts stats there

(I apologize for my English, I will be grateful for any help or advice)


Hello folks. Some weels ago i with friends decided to try play in Starfinder. So far, since we are new and SF have general rules like in PF everything is going fine(We played Pathfinder around 2 years). But, when team received 3rd level, NPC joined to their team(Vesk soldier, human mechanic and operative).This NPC is not random character for quest or for only battle, he needs for story. And that i understand, that i have a problem: i dont know anything about character optimization and feats in SF

This NPC is human soldier with bandit background, and have such characteristic:
Str 16
Dex 13
Con 14
Int 10
Wis 12
Cha 8

He can use small or long arms, but he primaly in mellee combat
Qi Adept is a primally style looks good for unarmed combat, and i think it with Aesthetic Warrior and melee striker boost works good

Main problem is that i dont know what feats are good in Starfinder. I as GM can add some PF feats, but that feats must changing. What feats i need take now and on next levels?


Hello again, folks. This topic is a second topic about the my duel(Muscle Arcanist), but there I want to speak a half casters, that can make strong buff, make attack and cast smthg
Rules the same: 20th level character, any Paizo content(except mysthic),10k gold on items, 2 traits and we have suprize round
There are some homerules: character dont need Double Slice, Weapon Proficiency Matrial give proficiancy with all martial weapons and components for spells are free

I thought about 3 classes, that can be a good:Magus, Occultist, and Alchemist.

With Magus I have a 4 builds: Gun Eldritch Archer, Kensai, Esoteric and Artificer
With Occultist i thinking about Panoply Savant with focus on Transmutation, Abjuration (Trappings of the Warrior) and necromansy
For alchemist I want try a melee Grenadier

Idea of Gun Eldritch Archer is be a character like Jhin from LOL: shoot with enchanted bullets and shoot spells for most damage. This a 1 Spellslinger wizard/19 Eldritch Archer magus. I know how to construct it general, but I dont know what arcanas I need to choose.

Kensai is new for archetype for me. Think focusing on Int and Str;crit and damage with for rapier

Esoteric magus is realy intresting for me. Its a like a arcane monk. Like a Kensai, his spells redused, but Esoteric still can have some good profit with them. Esoteric dont change original capstone, so it can be changed. He gain acces to Legendary Blade(because he is a magus) and Ki sage(ki arcana treats arcane pool as ki pool). Legendary Blade gives extra +2 attack and damage or 2d6 of damage which is good with 2d10 unarmed damage. Ki sages increase arcane pool by 4, and gives a 2 UnMonk Ki powers, that I think a realy powerfull: Qinggong Powers gives a opportunity to cast some spells with arcana, dont using their slots, One touch with prepared spell gives a good damage vs touch AC, Diamond Resilience gives a DR6.

Artificer is similar to esotec, but instead of ki arcana pool and full unarmed damage, he have 1 step lower damage, enchanted hand(extra +5 to attack and damage) and cool arcanas(breaking spell, shielded arm and flurry arm). Also he still proficient with Medium and heavy armor

Occultist build Is pretty simple: Maxing Str and Int, buffing Dex or Str with transmutation enchantment. Trappings of the Warrior and extra Mental focus make a Occultist a full matrial like character with Magus like abilities and sometimes with a dead army(necromancy implement).

Grenadier Alchemist is atypical here: his Spellcasting is different how and his other abilities. Alchemist have a good spellist, but use extracts in combat can be difficult because its need a standart action.(if I not used it before combat). Alchemist Mutagen and bombs give a huge damage, but optimize it for melee is some difficult: for melee I need Strengh, for bombs I need Dexterity, for casting need intelligence, for Hp Constitution. Thats become not problem with True mutagen, but most of discoveries enchant bombs, so I dont know what discovery I need to choose before true mutagen(not feral combat)

So, what are think, what build should be strong, intresting and funny to play. Also I forgot to say, that opponent go in melee too, and thinks about ninja


Hello folks, i need some help for the 20 level character with 10k gold. This character is for duel, so character backstory and such things does not matter.

I give myself a challenge make atypical build, that will works not bad. Some time before i read yhe Muscle Wizard Guide thought: "Hmm, nice character concept. I need test it someday." And now there is good moment to test it

My main idea for build is make full arcane caster, who can buff yourself with spells, and go in melee, like matrial character. Wizard is good option due to weapon as a bond weapon, enchantment from transmutation school and a lot of spells. But i want create such character with arcanist, because i see much more customization in arcanist, due to arcane exploits and some archetypes(Brown Fur transformer and blade adept)

Blade adept and Eldritch knight(and 1 Inpired blade dip)makes a character a magus with 9 level spells and much less arcanas
Full Brown-Fur transformer dont gives a martial power, but it gives a bonus strength(+4) on any transmutation spell. Have acces to hight level spells and use they with weapon can be good idea, but I planing to use Transformation spell in the end of buffing, so I cant cast spells. Also in such build I see more profit in have good statistic bonuses to attack and damage, then spell with many damage dices, so I brown transformer is better option here.

Statistics that I planing(on 20th level):
Strengh 13
Dexterity 14
Constitution 18
Intelligence 17(19 with +2 headband)
Wisdom 8
Charisma 12

With Bull Strengh, Animal Growth and Transmutation I will have +28 strength(including +4 from using arcane reservoir) and full BAB

Thats sounds good, but take this results not so easy. Its 1v1, so there isnt someone, who can take some damage on yourself and give me time for buffing. For that I gona take Qucken spell metamagic feat, to cast spells like blur, magic armor and shield as a swift action, to improve my defence first. As a standart action I will cast transform buffing spells. Dimension slide can help with moving and avoiding attacks, but that can empty my pool realy quick.

As feats I think take Toughness(extra Hp with d6 HD is very usefull), Proficiency with light armor( for mithril leather armor), Proficiency with martial weapons(house rule, that this feat give proficiancy with all martial weapons), power attack and extra reservoir points. If there are other usefull feats for such buld plz, let me know about them.

What tactic I need to use for successful buffing yourself and dont die? What gear I can buy on other 5000 gold? Any advice is welcome


Hello folks, i need some help with custom archetype for UMonk(or another class)
Main idea of this archetype is create not sneak warrior, that use matrial weapons, guns and ki powers

I know abot ninja class, but ninja is sneaky and i want that he will be face to face with enemy

The first option is sohei archetype for classic monk, but it more mount orientation and ki weapon duration is very fast

The second option is make this archetype for occultist: change mental focus for ki, give some wapon training and Qinggong powers instead of circles and some Implements. Also maybe change spell casting for some matrial abilities

The third option is UnMonk, making it more like sohei, but without mount, but i dont know how adapt UnMonk to sohei and my idea

How you think it can be?


Medium of the Master looks strong in melee, but I dont saw any speaking about this archetype here. How this archetype work compared with normal medium with champion spirit?


Bounty Hunter slayer archetype is focusing on nonletal damage, and debuffing by ditry tricks due to second level ability. On 6 level bounty hunter gain a submission hold, that can be good for nonletal battles, but i have not seen anyone focus on this ability. I think this two aditities with some feats can work very well together

I think go human woth extra slayer talents class bonus(every 6 level extra talent)
Strengh 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 13
Charisma 7

I think take Dirty Fighting, Improved Dirty Trick/Graplle, Improved unarmed strike(for improved grapple), Greater dirty trick/Grapple and dirty trick master. I dont know, will other grapple usefull(for example sneak damage in subission hold increase if i have deadly grapple?)

In talents i think take TWF style(extra needs for dirty trick master),evasion(rogue advanced talent) and blood reader.

I saw a ditry grapple feat, but on mid and high levels it not usefull, because later you can make 2 ataacks with dirty tricks(1 as free action, another instead of attack) and then make grapple as move action(and deal sneak damage)

What are you think about this and what advice you can give?


Hello everyone, i need some help with NPC. But this character not for campaign, its for some kind story that I am balancing with Pathfinder rules, but some changes and homerules are avaible

In the concept this character is like occult slayer,which also destroy coorrupt by haunts, ghosts or magical creature items. In the world a lot of magic in which uncontrolled portals open, from which many magic creatures come out

For abilities i think start with 16 Strengh, 16 Intellegent and 14 Dexterity(dexterity or Srtengh can be buffes with transmutation implement)

But i dont know about class prograssion. I have 3 variants: Full occultist, Occultist/Slayer, Occultist/Esoteric Knight.

Full occultist(with haunt collector or panoply savant) have strong buffs from implements, many magic abilities and can have full BAB with Warrior panoply. Full BAB dont give full bonus only for attacks that you already have( dont gain extra attacks). Also implements with mental focus is main resource of Occultist powers and without it( for example in antimagic field) he become very weak.

Occultist/Slayer have not so much magic powers, but gain Full BAB, talents and some sneak attack damage. Yes, he dont gain so much buffs and they not strong, but you become more mobile, because you dont need to spend much actions for buffs(or dont use buffs sometimes, because most of slayer talents/abilities dont need actions)

Occultist/Esoteric Knight gain Full BAD, Esotericas and fighter quality for feats instead occultist magical powers and slower spell progression. Some spell amd mental focus loosing for another magical and combat abilities is good trade i think.

How you think, what build can be magical and matrial at the same time?
And what magical items can be usefull?(any items with any price)


I have a idea for boss, but dont know how i can create it cotrectly.
This boss is a very powerfull psychic(maybe and arcane) caster with matrial arts. He control and manipulate many Npc and sometimes players. In combat he fuse unarmed combat and spells for buff yourself or debuff enemies.
Self perfection Psychic/UnMonk Gestalt i think can be good(i know that Ac bonus from Wisdom dont stacking). But monk based on "body" power, and i want for magic matrial arts. I thinked about Psychic/Occultist, because Occultist have cool implintments and focus powers(also i how GM can make their pools stacking), but unarmed occultist is very weird due to highter cost of powers.
This boss going be around 17 level, how a final boss. Some changes(homerule) are avaible.
Also, i want create him hard, but not imposible to kill.


Hello guys, i need some help with build for duel(1vs1)
Gold for duel is 800gp, 17 level character and PFS legal materials(not 3rd party)
I want focus on DPR and survival.
One of my ideas is go ZAM4/inquisitor13 to gain ki, wis to Ac, Wis to attack , some flurry bonuses and greater bane.(Wis and Str focused build)
But i know that there are another ways to make good archety, so i want some help
Also, i know that opponent want go with Arcane Archer presige class, so i think magick is allowed


Inquisitor of irori gain only IUS feat, with normal d3 damage. Strengh(fist) domain and bane can buff damage, but only for some time. I think 1-3 levels of UnMonk can give some self protection abilities.
Multuclass can hurts to spellcasting, judjments and bane, but i focus on combat more then spellcasting. To reduse judments i want take archetype that replace judments, for example Sacrificed Slayer. For Bane extra Bane and Extended can help.
I think 1-2 levels is ok, but 3rd gives ki and still mind, thats gives access to Monastic legacy.
I think focus on Str and Wis, and dump Cha
Power attack, weapon focus, toughness , dodge is feats that i think needed.

How you think, how i need multiclass and feats i need to choose?


Hello folks. Investigators is realy good skill class with not bad combat abilities. Study comdat and strike is pretty good, mutagen and combat inspiration gives good combat abilities.
Recently I watched Soviet version of Sherlock Holmes and version with Robert Downey Jr and I had an idea to make him in Pathfinder, but with some changed attributes. He is very smart, but his communication abilities is very low. Also he like drink alcohol and punch faces if problem cant be solved with brain.( Also in this world, when you drunked you ignore illusion spell, but still can have illusions by confusion)

I want make him medium or high level character, taking 2-3 levels of MoMS and Drunked Master monk, but that can hit to investigator talents.
With MoMS I want fuse Kirin and snake styles( I think this combination is logical because analysis enemy and use his exploits vs him)
With drunken master I think I can use extra ki to extra attacks.

For feats I think take Kirin style and strike, snake style chain, combat reflexes(for snake style chain), weapon finesse, Toughness, inspired strike, Greater Fortitude

For talent I think take Mutagen, Quick Study, Amazing Inspiration, Combat Inspiration, Timed strike, Tenacious Inspiration

Studied combat with Kirin and snake styles gives bonus around +6 to attack, +16 damage( if intelligence is 20), +2 to AC and 2 extra attacks(+1 if drunken ki will work)

What are you think about that? What I need to change? What combination of styles better?


Serpent-Fire Adept is strange archetype : its change monk"body" passive abilities, to taking Chakras and good saving throws for them. But i not correctly understood how chakras works for example UnSerpent-Fire Adept


Hi folks! I need some rp and build help. Vigilante is new class for me.
I want create medium level character(10-14 levels).
At first about concept: Red Helmet or Wilhelm Drish is a singal human,whose family was murdered by bandits when hi was young. Later he tried become part of the city goverment, but corrupted by crime part of goverment dont give chance to him. After that he decided to clear city from bandits and such criminal structures by heself. He bought iron armor, painted some parts of it in red color and started his crusade.
He is antihero: he want clear streets, but think that bandits and and other "dirty humans" havent the right to live. His combat style is close. He punch and after torturing people, that are bad for him.
In social live after "his fail" he have some respect from common people, and after begining career of Red Helmet he become some rich(because he sold bandits stuff on black market)

I dont know, can antihero have good alighment. Social identity have natural alighment, but about Red helmet i dont know.
I think go 16 Str 16 Dex and 14 Con, go in medium armor with armor skin talent
To boost unarmed or gauntlet damage i think take Fist of Avenger, Lethal Grace and Take Em Alive(+4 to attack and +14 damage). Shield of fury can give acces to TWF feats. Shield of blades give bonus AC if use Power Attack.
But what about feats and sochial talents, or what talents i need to change?


Sometimes i make high level duels with my friend. He is a fan of archery combat and divine or matrial classes. After one duel(we played brawlers, he used mutagenic archetype, me venom fist and mutagenic mauler) he said, that brawler is not so strong as UnMonk. I diasgreed with his opinion
I think Brawlers and UnMonks power is the same:
B and UnM have the same unarmed damage progression
Ac bonus from level
Can wear and use monk armor/feats
Have Full BBA
Have Flurry(UnM flurry is little better)
Stunning fist and knockout
Bonus feats

On other hand UnM have cool ki abilities, style strikes, bufs from ki,fast movement and such. Brawler can take and wear monk/fighter feats, have maneurs bonuses, can use some maneurs in flirry, matrial flexibility, close combat master,not need 13 Int gor feats.

UnMonk how as normal monk need much characteristic: Str for damage and attaxk, Dex for Ac, Con for Hp, Wis yo Ac and Ki. For Brawler ain stats are Str, Dex and Con
UnMonk Ac(without defencive spin)is lower then Brawler in chain shirt. Brawler,unlike UnMonk can wear monk armor and armor with enchantment for fighters(for example brawling)

Monk can deal much of damage, but for that you need high Strengh and another stats must be lower. Ki also helps with attacks and some another bonuses, but you need have many ki points.
Brawler have the same damage, but he can take some fighters feats, like weapon specialization to bonus damage. Also you can go in maneuvers with bonuses and more feats, unlike UnMon, and can have some situational feats due to matrial flexibility

What are you think about diffences about that classes, and who is stronger?


Kineticist is Constitution based spell-liked psychic caster with 3/4 BBA with scaling blast damage. Most of their infusions and utility wild talents or improve kinetic blasts or give elemental control abilies. This abilities make kineticist is intresting ranged class.

But there are some option, that can make him melee like character.
First option is some Infusions: kinetic fist, kinetic whip and kinetic blade. For normal kineticist its can be a good option, but you need have burn, to use it

Second option is archetypes. There are 3 archetypes, its a Elemental Annihilator, Kinetic Knight and Elemental Ascetic.
All of them gain melee infusion with costs 0 burn. For EA its a Devastating Infusion, for Kinetic Knight Kinetic blade, for Elemental Ascetic kinetic fist.

Devastating Infusion deal 1d8+Con damage,which you can use as ranged and melee strike and damage not scaling. But if you use it, your attack consider as full BBA
Kinetic Knight's kinetic blade damage is scaling like a normal blast(4d6 on 7th level)
Elemental Ascetic's kinetic fist deals 1d6 per every 3 damage dice(1d3+2d6 on 7th level)

Elemental Ascetic and Kinetic Knight cant take ranged wild talents.Elemental Annihilator dont gain utility wild talents and not many infusion. Instead of that he gain access some feats without prerequisites and bonus to blast damage and attacks

Elemental Ascetic replace elemental overflow for elemental flurry , that works like monk's flurry
Kinetic Knight dont changes elemental overflow, and Elemental Annihilator's elemental overflow aplies only to attacks

Elemental Annihilator's elemental defence dont changes
Elemental Ascetic gain Wis to AC instead of elemental defence
Kinetic Knight gain elemental defence on 4th level and works only if you wearing heavy armor and wielding an attuned shield

Also, instead of some infusions Elemental Ascetic gain Powerful Fist, Kinetic Knight gain Knight’s Resolve and Elemental Annihilator gain Flurry of Devastation

summing up i can say that Elemental Ascetic is the weakist melee kinetic, but can be better then monks for damage(changing d6 to d8 or d10).Kinetic Knight is most tanky , because he need wear armor and shield and have a high Con and can be not bad damage dealer.Elemental Annihilator in my opinion the best melee option for melee: his infusion attacks have full BBA, he gain cool feats(like TWF, weapon Spec and Two weapon Rend) and can with flurry and extended range can make elemental storm for enemies

What are you think about my discourse?


Elemental Ascetic have a cool concept: elemental master of matrial arts. But on paper this archetype is weak: your main ability become Wisdom instead of Constitution(you will less hipoints), you loose elemental defence and elemental overflow and gain powerfull fist, wis to Ac and flurry. I think that trade is not fair. How you think, what changes can make this archetype better?


Alchemist is strong class, that can be a damage dealer, buffer and tank. The most used tactic is throw bobmds, enchanted by discoveres, or drink mutagen and crash enemy with natural attacks.
But you need to do if you want make alchemist more martial? If you want so have 2 variants: Grenadier Alchemist Archetype or Mutation Warrior+Opportunitist Fighter
Lets see, what this variants give to us

Grenadier:
3/4 BBA
6lvl extracts
Proficiency with on martial weapon
Proficiency with light armor
Mutagen
Discoveris
Bombs with scaling damage
Alchemical Weapon(using alchemical items on weapons)
Precise Bombs as free 2nd level discovery
Directed Blast(bombs splash is a 20-foot cone)
Staggering Blast(if you crit, enemy can became staggered)

Mutation Warrior+Opportunitist Fighter
Full BBA
proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields)
Bravery
Weapon trainig(+4 is max)
Mutagen and mutagen Discoveris
Improved Dirty trick
Alchemical Onslaught( Int to splash damage)
Cunning Edge:( you choose it every 4 level)
Alchemical Admixture(add vial on weapon)
Alchemical Refinement(bonus DC to crafted by you alchemical items)
Bombs(d6 every 3 levels)
Clouded Shift(extra movement if you use smokestick)
Poison Use(you cant poison yourself
Rogue Talent(you can take this talents: deft palm, fast fingers, fast stealth,
honeyed words, lasting poison, minor magic, or quick trapsmith)

If you want be a combat machine, thats buffs yourself, you need pick second variant.
If you want deal not bad damage in melee and with bomds, and buff your Teammates with extracts, you chose is Grenadier. I think to make Grenadier more melee combat oriented you can take 1 level of Fighter for Proficiency with all armor and martial weapons.

Thats my opinion about this idea, what is yours?


Curse is very intresting thing:you gain big penelty to smthg, but later you gain abilities, that help you with another side of your curse. Also oraculs gain revelations, that gives magical like abilities.
So, there are a ways to take curse for anothet classes?


Fighter have a big flexibility because he gain a ton of feats, armor and weapon training and can use any matrial weapon and shield

But what abou not heavy armored build, who use only their fists to punch enemies?
I create Unarmed fighter build. I know that this archetype is some weird, but i very like his concept
Str 20
Dex 16
Con 14
Int 10
Wis 10
Cha 8

1lvl Dirty fighting, weapon focus Unarmed strike, Ascetic style

2lvl Inproved Grapple

3lvl Weapon Proficiency Armor spikes

4lvl Weapon spec Unarmed strike

5lvl Ascetic form

6lvl Combat Rhytm

7lvl Ascetic Strike

8lvl Greater Grapple

9lvl Rapid Grapple

10lvl Deadlly Grappler

11lvl power attack

12lvl TWF

This build focused on graplle and unarmed strikes. What are you think about that?


Cavalier have a option, thanks to which he can deal monk unarmed damage, but this damage must be nonlothal. Its order of Hammer. Also, he have archetype, that gain improved unarmed strike feat, bonus on combat Maneuvers and lose mount. Thats Constable. I think that synergy creates not bad grappler
And how often I create build for that.

Str 19
Dex 16
Con 14
Int 10
Wis 10
Cha 10

Order of Hammer

1lvl improved grapple, Toughness, Precise strike

3lvl Power Attack

5lvl two weapon fighting

6lvl Grappling style

7lvl Greater Grapple

9lvl Pack attack, Deadly Grappler

11lvl combat rhythm

12lvl Rapid Grapple

I will have +23 to grapple check, 2d8 damage to grappled person, and can take 2 grapple checks per round. I think ita not bad, but what think you?


Cavalier is strange class. For all profit of his ability you need teammates,Mount and good weapon. And concept of the class banal:a brave hero helping all needy people.I like gunslinger, class that can shoot with many guns and kill things in most cases. And there is a archetype, that combines their abilities - Dune Drifter
This is my build
Str 8
Dex 20
Con 14
Int 10
Wis 10
Cha 16

Order of Eastern Star

1lvl extra Grit, Toughness

3lvl point black shot

5lvl Rapid shot

6lvl weapon focus revolver

7lvl Snap shot

9lvl Quick Draw

11lvl Dodge

12lvl Improved initiative

Dune Drifter havent ability to add Dex to damage, so I think challenge damage bonus can help with it

What mount I need to choose, and what are you think at all?


I like android race: strange emothionless human like machines from Numeria. They are Smart ,Quick and emothionless.But what if we will put human brains in android body?I call them cyborg. What statistic and adilties they will have?


Monks, Brawlers, and other classes with full BBA can incriase number of their attacks by TWF feats. But this bonus attacks have some penalties, and its bad for some builds.
But i want to create unarmed character, with one strong per round. About Classes, i think Brawler(Mutagenic Mauler) or Abyssal BKR Bloodrager. I also think Vital strike line will be exelent fot that, but i dont know, is the one ich Punch is good for that?
thats how i see this build
Str 20
Dex 16
Con 14
Int 8
Wis 13(wis 13 to take stunning fist for Dragon style)
Cha 7

1lvl Toughness, Power attack

2lvl Weapon focus Unarmed strike

3lvl Dragon Style

5lvl Improved Initiative, Weapon Spec Unarmed strike

7lvl One ich Punch

8lvl Stunning fist

9lvl Dragon Ferocity

11lvl Vital strike, Improved strike

What are you think about that? And i have a question, dragon style str bonus upgrage upgrading half str bonus from one ich punch?


In Pathfinder a lot of different ways to unarmed combat: classes, archetypes, items, feats and so on. And on of main parts of unarmed combat is Style feats. They gain diiferent bonus to many situations. But we can have only one active style stance. To change the style we need to take combat master feat, to change them immediatent action.

With this feat and action aconomy can help MoMS monk. His abilities allow to fuse 2(kn high levels more)styles in one. In some builds people take 1 level of MoMS to fuse styles. But there arent other ways to fuse styles? For example Free style Fighter. He gain Brawler Martial Flexibility and fusing styles on 3rd levels

What are you think about Free style Fighter and there are another ways to fuse styles, except MoMS?


Magus, in my opinion, one of the most damage classes in Pf. Magus can can make strong buffed attacks with spells, but not buffed attacks in most cases, are not strong, because weapon damage no more then d10

But there are archetypes, which upgrade this damge, and changes some abilities. Its Esoteric, Jistkan Artificer and Iron-Ring Striker. All of them make magus more monkish, but in diferent ways

Esoteric, Jistkan Artificer and Iron-Ring Striker have monk like unarmed damage, expect Artificer, his damge progression is 2 levels lower. On the another side, he has bonuses to attack and damage with Golem Arm

They all also have a Diminished Spellcasting, which makes them more attack focused, then spell focused. Esoteric magus gain tattoo spells on high levels, What allow him to use a bit more spells, that means deal more damage or self buffs. Iron-Ring Striker can use spell slot to increase his size for Combat Maneuvers. Maybe its cool ability, but substitute damage spell or buff to +1 or +2 CMD amd CMB is strange idea

Jistkan Artificer and Esoteric have changed arcanas: Esoteric arcana pool threating as ki pool, and he can use it for monk buffs, and bonus armor on high levels ; Jistkan Artificer gain acces to cool arcanas, which he can use with Golem Arm: like flurry of blows, breaking spell and such

In my opion Jistkan Artificer the best Unarmed magus thanks to his Golem Arm arcanas and attack/damage buffs. But what are you think? Who are the best and why?


Hello people, i want to show my intresting wierd Build.I conceived this build as alternative for Paladin Holy Gun archetype. Holy gun can be strong, but on high levels
Also,this build will working if your god have a firearm as a deitys favored or if any weapon with weapon focus feat will be a Sacred Weapon

11level Human Warpriest(20rp)

Str 14
Dex 16
Con 10
Int 10
Wis 16
Cha 8

1lvl Gunslinger: Point black shot, Weapon focus(pistol)

2lvl Warpriest: Opening Volley

3lvl Warpriest: Empty Quiver Style

4lvl Warpriest: Rapid sot

5lvl Warpriest: Stabbing Shot

7lvl Warpriest: Empty Quiver Flexibility, rapid reload

9lvl Warpriest: Deadly Aim

10lvl Warpriest: Quick Draw

11lvl Warpriest: Dodge

At 11level i can shoot and attack in melee with pistol(or another firearm)with d10 damage

1 level of gunslinger was taken for profiency with firearms, and quick clear deed.

What are you think about that, and what i need to change?


Hello, i want share my Brawler Hinyasi/Snakebite Striker. This focused on dealing alot of damage with improvisation weapon

Half-Orc Hinyasi/Snakebite Striker Brawler
(i dont know what traits i need take)

Str 18
Dex 16
Con 13
Int 10
Wis 10
Cha 14

1lvl Power Attack, Combat Expertise, Catch off guard

3lvl Point-Black Shot

5lvl Improvisational Focus, Shikigami style

7lvl Combat Rhythm

8lvl Shikigami Mimicry

9lvl Improvent Feint

11lvl Opening Vollay, Shikigami Manipulation

(I built this build for duel and opponent said that shikigami feats and hinyasi ability stacks)

so, at 12 level i have 5 attacks +11/+11/+6/+6/+1(with power attack) (+1 if throw), with 10d6+12 damege ( if i complete feinting)
I try to take pummeling charge, but i dont know instend what i need take it

And i have a question about Snakebite Striker:how work snake feint and can i with pummeling charge feint as part of move action and make full round attack&


I want to share my build and hear your opinions about it. The main idea of the build is to be armed with one sword, to beat hard but rarely, and if necessary, stand up in good defense

Human Slayer(20 rp) 12lvl
Str 20
Dex 14
Con 10
Int 10
Wis 8
Cha 16

Thaits: Proficiency with Bastard Sword and to make Diplomacy class skill

1lvl Dirty Fighting, Weapon Focus( Bastard sword)

2lvl RCS Two handed Weapon: Shield of Swing

3lvl Swordplay Style

4lvl Slayer talent Jaguars Grace

5lvl Improved Feint

6lvl RCS Two handed Weapon: Power Attack

7lvl Swordplay Upset

8lvl Blood Reader

9lvl Swordplay Deflection

10lvl Swallow Reversal

11lvl Focused Target

12lvl RCS Two handed Weapon: Great Cleave

At 12level i will have 3 attack (+14/+9/+4) 1d10+13, and in defensive combat 10+2(dex)+4(armor)+3(defencive combat)+4(if i will parry)

so, what are you think?


I am big fan of hybrid classes,sometimes they can do some things better then parents classes. Also i like slayer because of flexibility, and monkish classes because of their unarmed damage. Slayer and ranger can take Monastic Legacy (Unarmed combat style feat), but that damage will be not so high. How i can upgrade thats unarmed damage?