RMcD's page

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http://paizo.com/pathfinder/adventurePath/giantslayer

I feel like anyone with favored enemy (giants) are going to have a good time in this campaign ^^

Does anyone know what campaign setting will be going hand in hand with this adventure path?


Hi, I'm looking for some help on a Lunar Oracle I'm building for Emerald Spire. Before I go into everything what I basically can't decide on is my curse(s) and whether to have high DEX or high STR.

What I currently have is I'm playing a standard Aasimar, taking all favoured class bonuses into the +1/2 level to Animal Companion, going into Evangelist at level 4, worshipping Erastil, so that at level 9 I can duplicate my 13th level animal companion.

Here is the dropbox link: https://www.dropbox.com/s/gpa8auztjdzk4is/Anihata%20-%201st%20Level.pdf?dl= 0

I rolled the stats and got

16, 15, 14, 13, 11, 10

I was going to be ranged because I thought I got the proficiency from Erastil but that's only clerics, then I assumed since I get wild shape at some point it might be best to go STR instead, but then I was wondering if you could build natural attacks but then I have to be deaf and wolf-scarred I think and I just got very confused, but then I think that perhaps DEX makes more sense.

I took a tiger for an animal companion btw.

Advice? I'm not sure Prophetic Armor is the best to take at level 1 as an extra revelation as well.


It has always bothered me that all elemental touched and plane touched races are medium sized human copies. No dwarves or elves with celestial history in their past, no drows or duergars with demon heritage.

Instead of plane touched and elemental touched being races, I believe they should be templates, this allows them to be applied to any race and you can have a gnome whose mama ran off with a water elemental.

The concept I think is perfect, there's not even any tribes of those creatures in Golarian outsides of the planes they are part of. However the issue I am having for geniekin and the such is that it's really hard to 1. balance templates and 2. give a reason why everyone wouldn't want to take them. I don't mind some races being in general weaker than others but I would like that all the templates have specific things that they are good at.

The concept I've been throwing around is each has a primary and secondary attribute. So:

Earth Heritage:
+2 CON (Earth is tough)
+1 STR (Earth is strong)

Water Heritage:
+2 DEX (Water flows)
+1 STR (Water is strong)

Fire Heritage:
+2 CHA (Fire is fiery)
+1 DEX (Fire dances)

Air Hertiage:
+2 INT (Air is lofty)
+1 DEX (Air flows)

As well as this what I'd obviously like is some general bonuses as well, for example Air heritage could have +10 feet base movement when you have a fly speed. Water could have something similar for swimming and Earth for digging. As well I was thinking of either doing it specific by class so Fire might have extra rage rounds as a barbarian, Earth might give them a bonus to CMD against movement while raging, Air could be movement speed or bonus against AoO/acrobatics, and Water, etc.

Obviously if you do it by class instead of only having a couple of changes you're making the heritages much more complicated as well as coming into issues with Archetypes, but it allows the heritages to be interesting between plays as you'll have new things to try out with different classes instead of flat bonuses.

Also I'm not sure as I said how to balance it to stop all my players having celestial and fire heritage in their family tree (as I would like the templates to be stackable too).

Help and thoughts?


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Hi, I've recently ran through some of the Rise of the Runelords and though I greatly enjoyed it I don't want to tie in new characters after we had a major party wipe, what I'd like to do is let my players vote or choose on the next campaign but the issue I'm having is that all the descriptions for them are super spoilery, even the ones here:

http://paizo.com/pathfinder/adventurePath

Straight away the Rise of the Runelords one gives major spoilers as to what's coming, especially giving away the sin thing which I was extremely proud of my players for figuring out themselves.


Hi, I was experimenting with some ideas for a campaign I might want to run in the future and I'm wondering how a world without any arcane magic would develop, what important spells are missing that shape the way civilization exists, etc? I couldn't find a list of spells sorted by arcane and divine so any help there straight up would be great.

Anything else that I'm missing that would be different?


I don't know about you guys, but often time reading through the entire Anniversary edition can be extremely annoying, especially when you often to need to due to the absence of GM hints about future stuff, this especially due in Book 1 with nyqrea (rot13.com) where you can totally mess that up since there isn't even the slightest mention of what will happen there.

I often believe that a database would be the best way to structure information, as an additional tool to the book without requiring either flicking through the entire book or crtl+f for people's names hoping they're consistently referred to.

I thought of this idea not moments ago here, so if there's something I'm missing that makes it bad then please point it out. Otherwise I think this could be a great community project, and indeed a lot of the information and work this community has done is buried in threads with almost a 1,000 post (even a single web page for that never mind a wiki would be so much better).

Here is a screenshot with the most incredibly minor of spoilers from Book 1 of the concept I have.

http://i.imgur.com/l384Ega.png


http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon

There are rules to becoming a demon, I'm wondering if it's possible to become a devil using the same system.

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil

It doesn't say on here so I'm wondering if there's a rule I'm missing. If so could someone link me.

The only trait they have is the see in darkness, and for that they lose a resistance to fire.

You worship a devil like a Lucifer, and otherwise it would be the same?

If it's not possible is there a demon like the Erinyes?

Edit: Specifically in the corrupted angel theme, a fallen aasamir seems like Erinyes is the best suited of the evil


Hi, if someone is impaled on a sword and I cast cure light wounds or some such spell are they healed to full?

If they are, which I think they are, what happens when the sword is removed, do they take damage or does their wound just close?

One of my players wants to know if there's a way to cause ability damage to himself so that he can stop Bandages of Rapid Recovery from every being used up.

So basically he would have to have his ability damage at -3 to one ability score before either midnight or when he went to sleep every night, so that when it heals him for 2 ability damage he wakes up with only -1 ability damage and they aren't used up, or have something that gives him permanent ability damage so that it wouldn't heal and use up bandages of rapid recovery.

Help?


6 people marked this as FAQ candidate. 1 person marked this as a favorite.

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/trave ler-s-any-tool

http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC -Tool-Thieves

It seems to me that the Traveler's Any-Tool would work as a normal and masterwork thieves set because they can make lockpicks which are very simple items, but because it doesn't actually say what's in the thieves kit it's hard to make a judgement call.

Any link to something by Paizo or what you guys think would be great thanks


Hey everyone, I'm starting a new Pathfinder campaign and in telling the backstory of the world I've decided I want the players to participate. I think it'll be good to immerse them into the world and help them understand what happened.

Basically I'd like them to play a variety of different warriors (fighters mainly but doesn't have to be, as long as they're martial) that are nice and high level to let them understand the situation. I don't know what an appropriate high level is, 9, 13, 15 I have no clue what is best.

And what they will do is stand guard and face a horde of demons pretty much until they die, their job is to hold out for a wizard to prepare to get the f$@* out of there.

I want this to be set underground most likely probably using the earthern race, http://www.d20pfsrd.com/races/other-races/featured-races/arg-oread

To summarise what I'm looking for advice on:

  • Appropriate Party Level
  • Builds for Martial Characters that are different from each other (even if it's just in weapons)
  • Awesome encounters to throw at them, possibly gradually increasing in CR until a Pit Lord appears or something

Thanks a lot as always


Hello everyone.

I would like some help in building an Aasimar Sorceror Dragon Disciple.

I rolled 17, 17, 16, 15, 14, 12.

I mainly wanted to be able to fight in Melee with my claws early on but I don't see that being too possible. Also not sure what other bloodline is best to take.

The idea is that I am descended from Angels and Dragons and have come to purge the evil. The bloodline I took was Gold to fit with that.

A general guide in what traits, feats and classes to take at each level would be great.

Thanks for the help it's my first time experimenting with prestige classes so very new to it.


Hey everyone, it's me again. Nice and easy question.

What date is the dungeon set? Is it winter, summer, autumn, etc?

I found out here: http://pathfinder.wikia.com/wiki/Calendar
That the days and months are named differently but otherwise the same, so I'm wondering if anyone knows what day/date the party start outside Black Fang's dungeon?

If there isn't a preset one does anyone have any suggestions for what the world normally is, as someone quiet unfamiliar to the lore I have no idea what kind of events occur over winter in the world, or if there's a huge festival in the summer, etc.

Thanks a bunch

Quick Edit: Is there a timeline of major events of this world, or some nice easy background reading to catch me up to anything that I should know about Golarion (didn't even know they called days/months different!)


Hi everyone, I've only recently gotten into Pathfinder and my friend and I decided to give the Beginner's Box a shot, I was GMing and I have experience doing so in other editions (Next and AD&D 2E) so I was pretty confident I could handle this.

It was just me and one person, he is also very new to Pathfinder (though not completely) and decided to play the Cleric and the Fighter. I ran him through the campaign and as I was new I didn't adjust anything since it said early on that it could be handled by two people as well as four.

You can skip to the end if you want to see my question, as I will just tell the story of our playthrough here.

He killed the two drunken goblins very easily, and then smashed open the chest (destroying the healing potion) without even searching for a key. At the magical fountain he put all the looted money in (12 GP each) and rolled a 8 and a 9, with the plus 5 for donating putting him at over 10. He choose +2 to hit for his fighter (putting him at a stupid +7 (+1 for BAB, +3 for STR, +1 for Weapon Focus, +2 for fountain) total (or +6 with power attack)).

The fire trap killed (well put her to -1) his cleric which was awkward. He shot the gem off the stand to pick it up by crawling, and then went through to the next room leaving his dead/unconscious friend behind. He fought the dragon until he got the favour granted from returning the dragon toy to the goblin king (he killed the spider before even talking to the goblin king) to use a use of the wand (for cost of 15 gp (I googled wand cost price and got 750 for 50 charges, divided it to mean each charge was worth 15 GP)) on the Cleric.

The two of them then slept after the Cleric healed, the guide says that sleeping in the dungeon is to be safe so nothing happened here. He went and explored the rest of the area, not getting the water statue buff, but easily beating the reefclaw (natural 1s gah).

After failing at climbing a cliff for ages he natural 20'd throwing his grappling hook up, then they died to the skeletons at the top, they rolled initiative as usual, but the skeletons killed the Cleric before she could do anything and he took down two skeletons before dying to the last one. I decided that the skeleton wouldn't kill their bodies and after stabilising I figured that maybe King Fatmouth would get some more profit. He cast it from the bottom of the cliff at the Cleric (they were fighting as soon as they climbed up) and told her it was 100 gold pieces. The skeleton instantly attacked her (didn't want to go too easy) but she fought it off and they rested another night to heal to full.

On the last day, equipped with the Dragonsbane Sword they climbed the tower to fight the dragon. It rolled first on initiative and it's acid breath hit for 10. The Cleric had the gem which absorbed it all, while the Fighter passed the 16 Reflex only taking 5. He then charged in and hit it JUST.

d20, rolled a 10. +6 for usual with a power attack, +3 from Dragon Sword, +2 from belly knowledge given by Fatmouth. 21 AC, hit for 22 damage.

That is d10+7 (two handed power attack) + 3 (Dragonsbane) + 2d6 (Dragonsbane)

The Cleric blessed him with Protection of Evil on her turn but it didn't matter since they rolled and won on second round intiative.

He rolled a d20, and got a nat 20. (22 damage)

He rolled to confirm and got a nat 20. (11 damage (killed the dragon here)).

He rolled to confirm that and got a nat 14 (another 14 damage).

Uh, well, um, it's dead. And I don't think that was meant to happen.

---

Okay so if you read all that you know now that I'm at a loss, the XP award was a mere 800 XP which I'm pretty sure is meant for the dragon running away after being hit by the dragonsbane, since it was going to stay for a minimum of two rounds it might not even have survived even if it had rolled well on it's initiative (since it couldn't run away that turn and then it'd have to win on the next turn).

We plan on continuing this campaign with Rust of the Runelords (at least I think that's the followup for level 1 characters), and I'm really interested in how the world should be reacting to this. The Beginner's Box doesn't suggest this as a possibility at all, instead only referring to the condition where they lost or they drove it off:

"If they drove off the dragon, the mayor thanks them
greatly and offers to throw a feast in the town square for them.
However, many townsfolk are still worried, and ask the PCs to
track down the dragon and put an end to it once and for all."

Be really grateful for advice on how to go forward, thanks for reading this huge wall of text if you did.