Gilbrok the Tongue

ProfessorM's page

Goblin Squad Member. Organized Play Member. 38 posts (71 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 3 aliases.


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Liberty's Edge

This looks fun. I'll write up a Cavalier, Order of the Cockatrice mercenary sargent.

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Dotting for interest.

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Thanks guys. I'm definitely interested, so send me a note when things get going.

I'll take a look at every opportunity that comes up and decide out of all the options.

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Hello all,
I'm an experienced GM who has been running APs for the last 4 years and PF Society on the side for the last dedicated. That being said, I'm the only one out of my group of friends with the time, experience, and inclination to GM. I WANT TO PLAY. I'm tired of having no mystery in my games, and having to think up all the leads but never get to follow them. So, I'm looking for a PbP game that I can post in a couple times a day (I've got my own business so I have lots of little chunks of time to do this). I'd really like to play the Kingmaker AP but I'm down for whatever is avail.

Help a brother out!

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Orthos, I stumbled on this thread a while ago and you are going in many of the same directions that I am! I also decided to rework the rather nebulous First World Eldest into the Summer and Winter courts.

Do you have a list of which fey you put in which courts?

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Doug - I've sent you a PM

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Well I was planning on making it a legacy weapon so it gets more powerful as she does the right stuff, so having a weak base would be fine.

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Hello folks.
I have a PC in my campaign (barbarian 4, falchion two-handed focus) who is a rather impious follower of Cayden Cailean. In order to get her more involved, I wanted Cayden to blesscurse her with an obnoxious intelligent weapon to kinda chivvy her along into being more proactive. I know the personality and how I'll run the weapon, but the rules for intelligent weapons utterly mystify me. Can anyone help me out with some weapon design? Falchion would be the preferred base. Her feats at the moment are Power Attack, Cleave, and Furious Focus.

I'm really looking forward to having her sword urge her to overthrow every single LE person in Cheliax.

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I'm heading over to a Con in Geneseo, NY in about an hour. I want to bring a PFRPG Society character concept with me, and having found no adiquitely fun random generation tables, I've decided to crowdsource my character. I first did d100 roles on this table ( http://www.robotviking.com/2012/01/11/a-table-of-100-random-character-trait s-for-your-rpg/ )to get some personality traits, which got me this certified dbag set:

Gluttonous Cowardly Clever Snide

So, I need... Race, Class, Stat Array. Background? Faction? Appearance? Other details? I'll play what you guys give me, but please don't ruin my evening by giving me something unplayable.

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In order to help myself understand the different groups in Council of Thieves and introduce them to the PCs earlier in the campaign, I've started a mindmap of the AP. I've decided to make it a wiki so other people can look at it and edit it.

It is by no means finished - I intend to add links to individual wikipages and include all the OGL statblocks that I can by the time that I'm done.

It can be found here (SPOILERS AHOY!):
http://www.mindmeister.com/118035539/city-of-westcrown

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Mary, I'm looking to do exactly this. Any furhter details you could provide as to what worked and what did not would be very much appreciated. I can't find the actual names of the twelve noble families, so I'm going to need to make one up for the PCs.

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Hey, I'm looking to start up a CoT campaign tomorrow, and I wanted to get some feedback from the community. I've read a lot of reviews of this AP, and one of the biggest complaints is that the major bad guys keep coming out of left field: first the Bastards themselves, then the Council, then the Tiefling siblings, THEN the Order of the Rack ect.

I'm looking to avoid this, and I was hoping that you guys that have already run it might have some suggestions. I'm looking to introduce and foreshadow all of these major groups throughout the first part of the AP.

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"Nekogami Shuriken" - meaning roughly Graceful Cat Throwing Star? As a name for a god?

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Really looking forward to GMing this. I'll give it a review once my copy arrives.

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M Human Bard 5

Lurking! Posted a character block in the OOC thread.

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M Human Bard 5
Fraust wrote:


If you would, give me a rundown on what you know of the Carrion Crown AP. I'm fine if you've read modules, mostly why I ask is to know how much I need to explain different topics when I incorporate you in. Also, please put those in spoilers...that way if my players don't want to see things their characters shouldn't, they can not click on it rather than stumble through it.

Almost finished with the character.

I know almost nothing about Carrion Crown -- I haven't even read the players guide.

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M Human Bard 5

How would a gnome bard sound to you? I was thinking of picking up the archaeologist archetype, that way you could have a limited amount of rogue talent while still getting arcane backup casting.

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@Fraust: How would a gnome bard sound to you? I was thinking of picking up the archaeologist archetype, that way you could have a limited amount of rogue talent while still getting arcane backup casting.

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Aiiight, I have a character mostly worked out. The one thing I'm not clear on - are standard core races allowed (i.e. halfling)?

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DM Azure_Zero wrote:
It happens, when you post Looking for group. It's attract GMs, but also players looking to piggy back on the thread to enter games. So when you post a looking for group, know that even players are going to capitalise on it to enter games.

I don't mind people looking for leads, but you could at least go post in the game thread, not try and call things out ahead of the person who made the it. At least, I wouldn't do that. Seems somewhat rude.

Anyway, I'm in the process if making up a character for your game. Still trying to iron out the Paradox options.

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Narnel Falerathon wrote:
@Fraust: I am interested, and I submit Narnel for your consideration. I will certainly make any necessary changes regarding the builds that you prescribed.

Woah, really? Ganking game offers right out of my thread?

Crass.

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Most of the "looking for players" topics have 40-70 replies already, so I figure they're pretty much full. That being said, I'm looking to join a Pathfinder PbP on this board -- I can play any AP, any class, anything. Drop me a line and let me know if you're looking to start a new group or need a replacement player.

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Hm hm! I think I will keep it the same, but give the curse onset 24 hrs for new undead.

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Herp a derp.

1d20 + 1d20 ⇒ (17) + (10) = 27

I got a 27!

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Magnu123 wrote:
Looks fine prof M, would you like some help with backstory, or do you want to take care of it yourself?

If you have an idea for where to fit him/her in to your homebrew universe, I can work with that.

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Crunch is done, working on getting backstory and such taken care of.

Spoiler:
Witness
Male Dwarf; Medium Humanoid ( Dwarf, Dwarf ) Druid5
Hit Dice: (5d8)+10
Hit Points: 34
Initiative: +2
Speed: Walk 20 ft.
AC: 16 (touch 12, flatfooted 14)
Attacks: Longbow +5, 1d8
Vision: Darkvision (60 ft.)
Face / Reach: 5 ft. / 5 ft.
Special Attacks: Spontaneous Casting
Special Qualities: Defensive Training, Greed, Hardy, Hatred, Mysterious Stranger, Nature Sense, Orisons, Resist Deaths Touch, Druid Domain (Seasons Subdomain), Stability, Steady, Stonecunning, Trackless Step, Weapon Familiarity, Wild Empathy
Saves: Fortitude: +6, Reflex: +3, Will: +8
Abilities: STR 9 (-1), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 18 (+4), CHA 8 (-1)
Skills: Acrobatics: 2; Appraise: 0; Bluff: -1; Climb: -1; Craft (Untrained): 0; Diplomacy: -1; Disguise: -1; Escape Artist: 2; Fly: 2; Handle Animal: 6; Heal: 11; Intimidate: -1; Knowledge (History): 7; Knowledge (Nature): 11; Perception: 11; Perform (Untrained): -1; Ride: 2; Sense Motive: 12; Stealth: 2; Survival: 13; Swim: -1;
Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Augment Summoning, Breadth of Experience, Shield Proficiency, Spell Focus (Conjuration)
Challenge Rating: 4
Alignment: Lawful Neutral
Possessions: Bracers of Archery, Lesser; Hat of Disguise; Traveler's Outfit; Metamagic Rod of Lesser Extend; Wand of Cure Light Wounds; Hide Armor, Longbow

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I'll get in on this. Let me work up a character.

EDIT: Ok, looking at the story, what classes you have and what you need, I have a proposal. I'd like to take a stab at the Reincarnated Druid alternate class feature ( http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid -archetypes/reincarnated-druid ) from the Ultimate Magic paizo sourcebook.

I thought it would be interested to have my character actually be killed during during the Drow encounter, and then I'll roll on the Reincarnation table to see what race I reincarnate as. Given that the class ability means that I appear in a "safe place" and one of the only safe places in the area would be with the PCs, it would make sense. I also think it would be interesting to start with no items, unless I can convince the party to go back and get my body.

Backstory and character personality pending approval.

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Are you still drawing players for this?

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ProfessorM wrote:
Detect Magic wrote:
Reminds me of Game of Thrones. Very cool.
Thanks. Definitely one of the places I took inspiration from.

Someone else that I pitched this idea to recommended that I increase the amount of time it takes for Chilling Aura to extinguish flames, to make the creature more subtle, i.e. something like 5mins to an hour. What say ye?

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Detect Magic wrote:
Reminds me of Game of Thrones. Very cool.

Thanks. Definitely one of the places I took inspiration from.

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@StabbityDoom: Thanks a bunch. I've made the wording/formatting changes that you suggested, and you're right in that fire subtypes are not immune - that was a typo on my part and should have been cold.

@Brambleman: THANKS DURHURHUR

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Here is the writeup for a Linnorm Kings themed monster that I'm considering submitting to Wayfinder. Would you mind looking it over and telling me what you think?
------

A weather-beaten and rugged man in rough, ice-caked travelling garb stumbles toward your camp out of the dark, arms extended longingly toward your campfire.

White Wanderers plague the frozen wastes of the North much as zombies and skeletons infest graveyards and battlefields in warmer climates. When a creature dies of cold and exposure, longing for a warm fire with its last thoughts, there is a chance that it will rise up and keep searching for warmth as a White Wanderer. They retain blurred memories of the time before their death but invariably don't know what they've become, and any further experiences fade and are forgotten within a matter of hours. Driven inexorably onward by an insatiable hunger for warmth, White Wanderers drift South out of the forests and mountains toward camps and towns, plaintively seeking shelter with chilling tales of getting lost in blizzards or trapped in cold crevasses. Their unique curse serves to reinforce their stories, as it disguises their undead nature, and a group of travellers may not notice they have a Wanderer in their midst until their fire has died out and the chilling cold that the undead emits has doomed them all to a similar fate.

Though they retain a thin veneer of humanity at first, things can turn ugly if you attempt to turn one away from your campfire. Denied the heat it hungers for, the White Wanderer will erupt into a frenzy of frustrated rage and attack with ice-heavy fists, all skill, technique and identity from its former life forgotten. Tales tell of entire villages, frozen to death during especially bad storms, rising as herds of Wanderers to bring cold doom to their neighbours.

Creating a White Wanderer
“White Wanderer” is an acquired template that can be added to any corporeal creature (other than an undead or cold subtype) with at least 2 Hit Dice and 3 Intelligence, and without immunity to cold damage, referred to hereafter as the base creature.
Challenge Rating: This depends on the creature's new total number of Hit Dice, as follows:
HD CR XP
2 1 400
3–4 2 600
5–6 3 800
7–8 4 1,200
9–10 5 1,600
11–12 6 2,400
13–16 7 3,200
17–20 8 4,800
21–24 9 6,400
25–28 10 9,600
Alignment: Always neutral evil.
Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.
Armor Class: Natural armor is based on the White Wanderer's size:
White Wanderer Size - Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11
Hit Dice: Change all of the creature’s racial HD to d8s, then add 2 racial Hit Dice to this total (creatures without racial HD gain 2). HD from class levels are unchanged. White Wanderers use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Saves:[/b] Base save bonuses for racial Hit Dice are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2, HD + 2.
Defensive Abilities: White Wanderers gains DR 5/slashing and cold, in addition to undead traits. They also gain immunity to fire, and for each point of fire damage (magical and otherwise) dealt to a White Wanderer, it is healed for 1 point of damage.
Speed: White Wanderers are made heavy enough by encrusted ice that they can no longer fly.
Attacks: A White Wanderer retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the White Wanderer's size, but as if it were one size category larger than its actual size.
BAB: A White Wanderer's base attack for racial HD is equal to 3/4 its Hit Dice.
Skills: Gains skill ranks per racial Hit Die equal to 4 + its Int modifier. Class skills for racial HD are Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. Skills gained from class levels remain unchanged.
Feats: White Wanderers gain Toughness as a bonus feat. When enraged, a White Wanderer loses the benefit of all feats that would modify combat rolls.
Special Qualites:
Enrage (Su): A White Wanderer is not aware that it is undead, and will respond will all class features and abilities like normal if interacted with. However, if a violent attempt is made to force it away from a heat source or it is reduced to ½ hit points, it goes berserk and mindlessly attacks the nearest living creature with its bare hands.

Special Abilities:
Absorb Heat (Su):
Any time a White Wanderer deals cold damage to a living creature or extinguishes a heat source with its aura, it gains fast healing 5 for 1 round.

Chilling Aura (Su):
The mere presence of a White Wanderer drains the heat out of everything around it, starting with specific heat sources such as open fires and hot metal. At the beginning of each round, enough heat is drained out of all specific heat sources in a 15 ft radius to extinguish the equivalent of a burning torch. A typical campfire would gutter out after two or three rounds, while other heat sources would take longer to extinguish. After specific heat sources are drained, the temperature drops 5° F every round until the temperature reaches –30° F. Those that fail their save against the Winter's Glamour special ability are unable to notice this change in temperature and its effect on them. Multiple auras are not cumulative. A creature that dies after taking damage as a result of this aura rises as a White Wanderer 1d6 rounds later.

Cold (Su):
A creature touching a White Wanderer or attacking it with natural weapons or unarmed strikes takes 1d6 cold damage. A White Wanderer's slam attack does an additional 1d6 cold damage. A creature killed by a White Wanderer's cold damage rises as a White Wanderer 1d6 rounds later.

Winter's Glamour (Su):
One of the effects of the White Wanderer curse is that their undead nature is supernaturally concealed. Those who view a White Wanderer must make a Will save (DC 15 + the White Wanderer's Cha modifier) or view it as it looked just before it died. Those who fail their save will ignore or explain away any facts that would make them believe that the White Wanderer is something other than how they see it. They also become numb to and unable to notice the dangerous cold environmental effects produced by proximity to White Wanderers. Whenever a creature that failed it's save is damaged by the Cold special ability or a slam attack, they are allowed another save at -5 DC. Those that have a White Wanderer's undead nature pointed out to them by an ally are allowed a second save at normal DC, but cannot save this way again another for 24 hrs. This is a mind-effecting supernatural ability.

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Here is the crunch. Typical Keleshite princess, defying Daddy by hanging around with scummy adventurers.

Equipment is temporary pending the starting gold amount.

Crunch:

PRINCESS SHIRIN AL-KHANAR
CR 1/2
Female Human (Qadiran) Cleric 1
LG Medium humanoid (human, human)
Init +2; Senses Perception +4,
Aura Aura of Good,
DEFENSE

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather, )
hp 10 (1d8)+2
Fort +3, Ref +2, Will +6
OFFENSE

Speed 30 ft.
Melee scimitar +0 (1d6/18-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Channel Positive Energy (1d6, DC 13, 4/day), Fire Bolt (7/day),
*: Domain spell.
Deity Sarenrae; Domains Glory, Fire, STATISTICS

Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +1, Bluff +1, Climb -1, Diplomacy +2, Disguise +1, Escape Artist +1, Fly +1, Heal +4, Intimidate +6, Perception +4, Perform (Dance) +2, Perform (Untrained) +1, Ride +1, Sense Motive +8, Stealth +1, Survival +4, Swim -1,
Languages Common, Kelish
Special Qualities Aura of Good, Bonus Feat, Orisons, Skilled, Spontaneous Casting, Touch of Glory (7/day),
Possessions holy symbol (silver); scimitar; studded leather; vestments (cleric's);
SPECIAL ABILITIES

Flame of the Dawnflower You have been raised to view yourself as a blade in Sarenrae's service, or have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target. If you ever abandon the worship of Sarenrae, you immediately lose access to this trait's benefits.

Keleshite Princess (Intimidate) You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want. You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.

Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage. You can use this ability 7 times per day.

Touch of Glory (Sp) You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +1 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 7 times per day.

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Oh! Oh! Don't forget me!
I want in with a prissy cleric of Sarenrae (working toward Dervish).

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Hello folks! I just moved to the Homer area of NY, but I'm enrolled at ESF up in Syracuse. I plan on running PF games once I'm settled, either up in the Syracuse or at my home, and anyone is welcome to join me. You can send me a PM or email me at magretto at syr.edu .

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Hello folks! I just moved to the Homer area of NY, but I'm enrolled at ESF up in Syracuse. I plan on running PF games once I'm settled, either up in the Syracuse or at my home, and anyone is welcome to join me. You can send me a PM or email me at magretto at syr.edu .

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So, I'm making an aberrent bloodline sorcerer / monk for a campaign and I need a little help. For the character backstory I want him to have had an encounter with some horrible entity a la Lovecraft and emerged with a hazy memory and some changes to his physiology and personality. Aaand also some neat magic item, so that he can be corrupted further.

Any idea what creature and what item I am looking for here?

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I'm 2 and a half hours away, but if you get a big game going or a weekend-long event, I'd be up for it.


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Lunar Mage wrote:

Hey all! I just picked the PDF of this volume up yesterday and I'm already in love. Potentially close to the same love I felt when I read through Hell's Rebels! This book is well worth the money, and I'm looking forward to the rest of the Adventure Path in the months to come. <3 <3 <3

That said, I haven't yet seen a player's guide for War for the Crown yet, and Crownfall is already referencing it. Will it be released soon? I'm actually surprised I haven't seen it by now. If I've missed something, please let me know. Thank you! ^_^()

You've missed the last several weeks worth of discussion in this thread. The short and skinny of it is they're workin' on it, and we'll get it when we get it, we haven't been able to needle any more out of 'em.


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In a skull & shackles campaign we encountered a giant squid or octopus or something, it attacked our ship, we killed it easily (this was like mid-game or whatever, like book 3 or something), and we had one player decide he wanted to dive in and look for some eggs because he wanted to raise one to be a pet (he kept trying to finagle animal companions without actually doing anything mechanically that would give them to him. He did this in several campaigns with several characters, it was getting annoying at this point). He managed to find the nest and was promptly set upon by the original cephalopod's mate, who was angry because not only was he attacking it's nest (I don't recall if this was the male or female, or if we even knew at that point), but he was also covered in the remains of it's mate having just participated in the battle that killed it. He went down alone, because the rest of us were like "no, that's dumb, we won't help," was a human with no swim speed, no means of breathing underwater, and no magic (the guy kept wanting to multiclass even though he really didn't know how to properly combine classes the smart way, so he was something like vanilla fighter 4, vanilla rogue 3, feat combos that made no sense, and a poor choice of rogue talent). Obviously he died, and none of our characters even though to question if we should wait for him to surface, because the second he dove off the side of the ship we knew "welp, we're never seeing that moron again!"


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Have 1 of the most expensive mundane alchemical item. Full pouch. Alchemical tinkering! Suddenly you have every alchemical item ever.

Have some doses of alchemical pheromones for something generic, like humanoid (human), and with alchemical tinkering you suddenly have alchemical pheromones for whatever that thing over there is! Also, for the suggestion variant, you can also use this to alter what the suggestion is for the situation, meaning a useful tool for when you can manage to plan ahead all of a sudden becomes an extremely flexible, versatile tool that acts as a catch all for most situations!

I had all kinds of fun with that spell on an eldritch scoundrel rogue awhile back, and I also happened to be in a party with an alchemist whose player had more or less memorized the alchemical items sections on d20srd, so if I had an idea, I'd ask him what could do it, have him hand over something of equivalent value if he didn't have it on him and BAM! now we've got it! (of course this might be more using an underutilized spell to maximum potential than unintended uses, but still!)


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I have a watersinger undine bard, has that one alt racial trait that gives watersense. I use create water to make a puddle that is 30' radius centered on me that's a few inches deep, use water song to control it (by the time I'm high enough level to create that much water in a single casting, I can also control that much water), and basically every round I have a mass of water plop up next to whomever I want it to attack, do the full round slam attacks, have it sit there for flanking purposes, if they decide to attack it, the blob pops like a water balloon, but just rejoins the puddle so on my next turn it just regrows. On top of this, because I'm in contact with a body of water, I have blindsense in regard to anything else also in contact with the puddle, meaning unless you are also floating you can't sneak up on me with invisibility!

And I mean, yes this is obviously how the archetype was intended to be used, but I doubt create water was ever supposed to effectively create a battlefield (in fact, I doubt specific usage was considered in creation of the archetype, as the wording mostly discusses using water-created objects to attack, but if I'm controlling a puddle that everyone is standing in I can effectively attack from anywhere in my radius).


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And even if they did it would all be in the secret druidic language, so we wouldn't understand it anyway!


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Dragon78 wrote:
Stuff about planetouched race's children sounds more like for a product like "blood of the planes" or similar product.

I know, that was part of what I was saying, that it was way out of scope for something like this, and frankly it would be out of scope for something like that as well. This is why I was suggesting that the weird but fun niche stuff that is unlikely to ever make it into the final cut of anything because it is so absurdly specific and edge case-ish could be put out in blog form or something. Y'know, expanding on the lore for things highly unlikely to ever come up in one of the published source books, but interesting enough to actually come up in home games.

And despite there already being plane touched player companions, now that there are gonna be races for all the alignment planes it offers an opportunity to discuss what actually happens when people touched by opposing alignment planes reproduce. I think it'd be kinda amusing to have a ganzi character who's dad's dad was an azata and his mom's mom was a succubus, dad's an aasimar, mom's a tiefling, and because good and evil heritage cancel out, I'm left with the chaotic heritage of both sides, hence ganzi. Unfortunately whether or not it works that way in this setting is unlikely to be addressed in anything published, and while until it is officially addressed it can be houseruled whichever way your table likes, but I still like answers for things like that as far as setting goes, and if I'm playing in Golarion, that means getting an official answer, and even when such an answer is supplied if someone doesn't like it or their home games have already supplied another solution, they can still go with that other solution in their home game.

Also, I was more thinking of dreamland "I want an official discussion for weird topics like these from an official source, and there is unlikely to be another book that gets closer to having this be relevant so it'd be awesome if it could be here." I would never expect anything like that out of any paizo products unless and until the writers explicitly state something along those lines is gonna be there.


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Another possibly interesting choice would be the questioner archetype for the investigator, which gives up alchemy for the bard spell list and spontaneous casting, but is still int based. This fits with arcane talents that aren't quite suited to a wizard's academy, and melee talents that come more from being intelligent and observant than through being strong and heavily drilled.

As far as the warpriest idea goes, I play a lot of warpriests, they are really fun but they don't lend themselves well to golf-bagging (carrying multiple weapons). However, you don't really need to have multiple weapons because a large part of playing warpriest effectively is using your self-buffs to shore up your weaknesses. If you want to be capable of reach but not always wielding a reach weapon, I'd recommend carrying some potions of enlarge person (which is sadly not on the warpriest spell list) at low levels and at higher levels prepping righteous might for your 5th level spell slots (I'm currently playing a rather high level warpriest of besmara in a pirate campaign, and I spend most battles buffed out with righteous might). As far as having both a blade and a blunt weapon, well the only way to really do that well without splitting your feats would be to pick a deity whose favored weapon is one and take your level 1 bonus weapon focus in the other, and even then you wind up specializing in one or the other over time anyway at higher levels if you don't split your feats. However it really isn't necessary to be capable of both, as the warpriest really shines at picking one weapon and become really, really good at it, and if you are concerned about getting around DR there are various ways to do that that don't require as much extra investment (for instance I have penetrating strike on my warpriest), but most of the time you'll be doing enough damage that DR shouldn't be overly concerning to you anyway, especially on the creatures that have a DR bypassable by damage type.

For a deity choice, I'd actually say kurgess fits really well with your backstory and motivations. Other choices that fit include: abadar, cayden cailean, desna, gorum, mazludeh, milani, etc.

Another class choice that might work is the eldritch scoundrel rogue, since usual roguish stuff is well covered, you could be the guy that focuses on being tricksy with magic, and even goes on to take the arcane trickster prestige class. The phantom thief archetype could also be interesting, but it is a rather hard class to build effectively. Vigilante has also been suggested and there are a great many ways you could go with that that are both effective and thematic for your backstory. You could also handle the issue of not being the best wizard or fighter by going a different way and taking a more nature based class like the ranger, hunter, or druid. Another possibility is oracle, sort of along the lines of it wasn't the path you chose, but rather the path that chose you, and maybe the reason you were never as good as your siblings was because of your curse, like you're blind or something so you couldn't read the magic books or do much for combat training, or you are prone to fits that make potential teachers shy away from really getting in depth with you.


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Actually, Idunn is sharing. She is required to do so, as her apples are the source of the gods' immortality, and they all have to continue to eat them at regular intervals or they revert to mortality.
As far as greek golden apples go, the only ones that I'm aware of are the Kallisti apple from the original snub, and the apples of the Hesperides. The Kallisti apple wouldn't really qualify as a magical plant, as Eris more or less made it herself, and while fruit do come from plants, they aren't really plants in and of themselves, so calling the Kallisti apple a magical plant is like calling a golden bull testicle crafted by Hephaestus a magical beast. And while I don't quite recall for certain what the apples of the Hesperides were supposed to do, aside from being the mcguffin for one of Heracles' fetch quests, but a niggling in my mind says it is similar to the apples of Idunn in Norse mythology, so the apple tree of the Hesperides would be a magical plant, but again the apples in and of themselves would not.


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Any info on the rogue archetype would be greatly appreciated. Also, could we get the rules' index? That always helps with knowing what questions to ask.
Thanks in advance!!!


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I think a great way to shoehorn rogues into an elemental type role would be to have an archetype called the promethean (after the greek titan prometheus who stole fire from the gods and gave it to men), have them be kineticist type people who instead of focusing on harnessing their elemental inclinations toward flashy/destructive powers they focused on harnessing the elements to more "practical" (READ: thieving) applications, like using fire as a blow torch to bypass the need for picking locks and disabling traps, or the earth element to perform reconnaissance and eventually entry, like being able to look through stone walls ala gloves of reconnaissance, gain tremor sense, and eventually a limited earth glide that can basically only get you either through a stone wall, or around a non-stone wall by passing under ground. Water could have uses involving gathering information or getting into hard to reach places via fluidy forms, so you could pose as a puddle in that secluded alleyway that the enemy conspirators are planning to meet up in, or for flowing under a door crack (obviously these would be higher level things, a lower level form could involve not being able to go full fluid, but becoming more fluid, like bonuses to stealth from turning mostly translucent, and bonuses to escape artist and acrobatics from turning less solid, like you have water instead of bones, or something). Air could be utilized to pick pockets and make speedy getaways (I swear officer, the wind pulled my wallet from my back pocket, and over into the hand of some weirdo a block away, who then grinned at me, turned as if to run, and then simply vanished!)


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HenshinFanatic - While I don't know the other classes well enough to say without significantly more thought, the rogue class has plenty of things that could be retooled for a shiftery type dealio, especially the unchained rogue. For example, rogue's edge and the related skill unlocks could be replaced with skill related animal morphs, along the lines of pick a skill, gain the ability to morph bits and pieces of the body to gain additional uses/ability with said skill, so like sleight of hand could cause a monkey morph, growing a prehensile tail and more dexterous feet (ie, hands instead of feet), that sort of thing, fly could grow glidy fleshy bits under the arms and between the legs like a flying squirrel (or that could be for acrobatics, I don't judge), etc.

Alternatively (or in addition), a number of rogue talents could be replaced with other utility shifties, more partial morphs, like bits and pieces of the rogue shift to corresponding bits and pieces of various animals to aid with certain tasks as the situation demands.

Also, sneak attack could be altered with instead of every other level you gain an extra d6 damage for when nobody's looking, you gain an extra natural attack for when nobody's, they are all primary natural attacks, but you only get them when the conditions for sneak attack are met!

(I really find the idea of growing natural attacks as a sneak attack to be hilarious, a halfling with this ability and the childlike feats is in town, the townsfolk find the corpse of a huge monster on the outskirts of town, terribly and gruesomely mauled, and they wonder what could have possibly done THAT to THAT?! the filthy little vagrant kid who showed up the other day says "I did it, I'm a powerful adventurer!" No one believes him, but he says he can prove it, everyone stares at him with mild amusement to see what he is going to do, he sighs with exasperation and says, "well I can't do it with everyone staring at me, like that!!!" Everyone laughs, and he says, "No, seriously, trust me, if everyone would just look that way..." he points in the other direction, the crowd begrudgingly obliges, and when absolutely no one is looking at the kid, he suddenly grows ten feet tall, and a crap ton of tentacles with claws at the end grows from his body, and he just eviscerates the entire crowd in only six seconds. The end.)


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Two things:
1. Jabberwocky is the name of a poem, the creature cited in the poem is called The Jabberwock:
"Beware The Jabberwock, my son...
And as in uffish thought he stood The Jabberwock with eyes of flame...
And hast thou slain The Jabberwock, come to my arms, my beamish boy..."
Although, I don't know what the Pathfinder calls the creature in the Beastiaries, but I expect they keep to the name for the creature and not confuse it with the title for the poem.

2. I don't know about in Pathfinder, but if you want fairies, dragons, and fairy dragons, I recommend reading the Fablehaven book series by Brandon Mull, it is 5 books long (and dragons don't really enter the mix until book 4), and it is technically written for children, but it is one of my favorite series to this day, so adults can definitely enjoy it!

/thread derail


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Considering that this is a player companion, I wouldn't expect any NPCs at all...


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Based on how they presented doctor strsnge in the movie (I haven't read his comics, but I understand that they stayed fairly true to them), I would actually classify him more as an occultist than a wizard, using the pathfinder classes.

Although frankly, the given that it sounds like your issue with the wizard class is about the flavour, not the actual mechanics, so I see absolutely no reason why you couldn't play a vanilla wizard and just role play it with the mysterious stuff, or if you really want the psychic stuff, build one of the occult classes and just refer to yourself as a wizard whilst playing said character.

Also, Clarke's Third Law, "any technology, sufficiently advanced, is indistinguishable from magic," has a corollary: "any magic, sufficiently analyzed, is indistinguishable from science." While not ubiquitous, this is a fairly common take on how magic works in fiction, as well as being the more or less central idea behind the real world belief system of hermeticism, from which a lot of our modern chemistry and physics is derived, as well as a lot of the imagery of magic in both visual arts and literature.

I'm not saying that your view point is wrong for wanting the mystery, but given that it is a purely flavour difference, there really shouldn't be any need to create new archetypes for the wizard class just to allow people to role play a wizard with different flavours than the default.


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Considering that I'm a magician IRL, and sort of obsessed with the study of the confidence game, the art of theiving, and cheating at various games, someone with a heavy trickery focus would be ideal. Also, I love puns, riddles, language tricks, etc. So someone involving languages as well. Also, I love to sing and almost all forms of performance art, so definitely someone along those lines. Off the top of my head, I can't really think of any particular gods or goddesses in cannon for Golarion that fit all of that (but I bet with a bit more research I can find some). Also, I consider myself CG at heart, but my actions are largely NG, so a CG deity would be preferred, however a CN would be acceptable. Based solely off the ones that come to mind, and the lore which I can recall, I'd say Sun Wukong would be awesome!