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Pathfinder Adventure Path Subscriber. Organized Play Member. 931 posts (6,613 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 42 aliases.


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The answers are as varied as the characters you want to play (just as no two humans are the same, so should no two orcs be the same), but in general, orcish ways strike me as very direct, with little patience in general for dishonesty or subterfuge. That most obviously plays out in power struggles, but would play out in friendly interactions as well. Your orc friend isn't going to recognize hints or suggestions for what they are - "maybe it'd be nice to have someone else to face the dragon with" isn't going to get your message across, where "come with me to kill the dragon" will.


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I'm running Reign of Winter right now. If you're planning on playing pure blaster caster Winter Witch, you may find the amount of cold resistance you encounter frustrating. But non-damaging witch hexes and spells are always an option, and not everything has cold resistance. All in all, a Winter Witch will not be unplayable. You will come up against a ton of fire vulnerability, so if you want to play pure blaster caster a fire-based character may be more fun for you.


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Second the screenshot/snip option Almarane presented. I use it for my online group, and while it's not perfectly high-resolution, it works well enough for our purposes. (It's certainly more detail than I got drawing on my Chessex mat with wet-erase markers.)

You can also try looking for a PDF image extractor (there are several free ones available); it may do what you want, but I found it to be an over-fussy option when the Windows snipping tool exists.


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Add some extra healing potions and a few scrolls of status removal/bring-back-to-life spells that are on the spell list of someone in your party to what they find in loot. That gives them the tools they need. If no one in the party has anything on their spell list that can take care of a particular status they need reversed (which is pretty uncommon, as even wizards can do a fair amount of status removal), provide an NPC in whatever "home base" they have that can do that spell casting for a fee. Or consider a magic item that gives them limited use of a spell they're desperately missing that can just be activated by command word.

Beyond that, if they find they need someone dedicated to in-combat healing, that's for them to decide and resolve (via cohort, hireling, or change of character). If they don't decide they need that resource, then that's their call to make too. My current party has gone for ten levels now without a traditional healer, and there's no appetite at all to change that. We can cobble together enough answers to issues with the party members we do have to make it through just fine.


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As a player in a few of Fabian's past campaigns, I can echo what others have said, that it'll be a great experience. Unfortunately, real life is a higher CR foe than any demon, and that's the one I've got to face down right now, or I'd be all in!


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I'm in an all-kineticist party right now, and it's fascinating how many very different characters can come from the same core mechanics.


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It's a *far* better deal for martial characters than spellcasters, but I don't think that's a bad thing. I definitely would only allow it once, though, if I did allow it. Stacking it up is going to lead to insanity.

If you're open to allowing the Advanced template, be prepared to consider the option of allowing characters to add on any +1 template in place of a character level - I'd be very surprised if your players didn't ask about it. That'd allow even more character customization and well-roundedness, although it could lead to some crazy synergies that are hard to anticipate as well.


Pathfinder Adventure Path Subscriber

My advice very much mirrors the rest - work with your GM to get the aesthetics you want. I know for me as a GM, as long as an item's mechanics don't change (i.e. moving something to a different slot, making it significantly harder to disarm/damage, etc.), it can look however they want it to look, especially if the character is having the items custom-crafted or is coming into a game with them.

(Also, look at magic item tattoos. They're a very by-the-book way to accomplish what you want, and although they cost more, they completely win out in terms of aesthetic and cool points.)


Pathfinder Adventure Path Subscriber

As others have stated, the way to counter high AC is to not target AC. Enchantment spells in particular are a good way to do this, as low Will saves are frequently side-by-side with high AC. Essentially, your enemies see the high defenses of your frontliners and turn them into a weapon against the party, which is a completely reasonable way for them to respond to untouchable opponents. (This has actually led to some of my party's favorite encounters, as the PCs are likely as big a threat as any NPCs they will face.)


Pathfinder Adventure Path Subscriber
Quixote wrote:
LordKailas wrote:
(like giving all dwarves Scottish accents)
Never understood this one. Almost all fantasy dwarves are based on Tolkien's, and those guys seemed to have more of a germanic and norse feel to them, with maybe a *little* celtic thrown in.

Original intention was actually somewhat Arabic, interestingly enough.


Pathfinder Adventure Path Subscriber

I'm not aware of any website or guide that specifically gives roleplaying tips. Something important to note, though, is that not every member of a race is going to RP the same. Race can certainly inform who they are, but just as two humans can be wildly different in manner and temperament, so too can two halflings or two tieflings.

Imitation can really be a valuable place to start when it comes to beginning RP. Pick a character you like from a movie/TV show/etc., build a Pathfinder character that reminds you of them somewhat, then use that character as a starting point for your roleplaying.

Another good way to start can be to make a short list of two or three defining character qualities that you want to focus on. For example, if you were describing Sam Gamgee from The Lord of the Rings, you might say loyalty and lack of education/travel experience were his defining qualities. Then, whenever a situation arises, think about how those few qualities would inform the character's response.


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As Scott says, any levels you take in a particular class will have the same archetype(s). You don't get to pick and choose which levels do and don't have it. Each ability of an archetype isn't always balanced with the specific ability it trades for; the balance comes from all the abilities that are traded out.


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This. With it being an optional ruleset that most campaigns don't use and one that wasn't overall well-received, most likely it wasn't worth it to Paizo to invest in it further.


Pathfinder Adventure Path Subscriber

As I said before, the archivist bard is a pretty good archetype for the performance it uses in place of Inspire Courage. It does require some investment in Knowledge skills, but with Bardic Knowledge and a reasonable Intelligence that's not hard to pull off. The Arcane Healer, Solacer, or Songhealer could all buff your healing ability, since you said you were interested in that. Besides that, if you see another archetype you like the idea of, just check to make sure it doesn't interfere with spellcasting or Inspire Courage and you're probably ok.

Fortunately, races with Charisma bonuses abound, so there's lots of options that'll buff that aspect (and it sounds like you'll want to focus on Charisma). Aasimar in particular have lots of subtypes with Charisma bonuses, as well as buffs to Diplomacy. (Peri-blooded aasimar, with +2 Int and +2 Cha, has probably the ideal stat buffs, if you aren't intending to mix it up in melee much.) As Voodist said, human is also pretty much always a good choice, with the flexible bonus and extra feat. (Speaking of feats, Extra Performance and Expanded Arcana are solid possibilities.)


Pathfinder Adventure Path Subscriber

Make a bard! (It's my answer to most questions!) Their Inspire Courage performance is a solid buff to any weapon users, they have lots of spells that can shut down enemies, being a Charisma-based character makes social skills a cinch, and they have access to the cure line of spells. Even a Core rulebook character could handle all these things, but extra options such as archetypes can help to expand them.

For what you're specifically looking at, I would consider using the archivist archetype, as it will buff some of your options for debuffing, skills, and buffs (including adding an AC boost to your performance that Inspire Courage doesn't have). The archivist bard I made as a GMPC for my Rise of the Runelords campaign was a group favorite for all the utility she brought.


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I've gotten into another campaign, so I'll withdraw and leave space for others in this one. Thanks!


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Then I'll have something ready to go soon!


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I've got Herolab on hand, so, like, 20 minutes? But you don't have to make an exception on my account if you don't want to. Have fun with your four folks. :)


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I'd definitely be interested! Kineticists are one of my favorite classes. But I don't want to detract from anyone who's already signed up for one of the four elements. Is it all right if I put up a set of stats for if someone decides they won't be able to make it? Or for if you decide you want an aetherkineticist with the power of heart. ;)

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 4) + 6 = 13

2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 2) + 6 = 14

I think I could work with either set, but I'd probably pick the first. I'll keep an eye out for if something opens up!


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I'm pondering throwing a character in for consideration. I had an improvised weapon/combat maneuver fighter in another instance of this module that fizzled out, so I might refine that and bring her in.


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I had a lot of fun running the module Conquest of Bloodsworn Vale, which is level 6. It's more open-world than a lot of modules, and gives a lot of opportunity to add or customize things based on your group's wants and needs.


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Thanks!


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Actually, I hadn't seen the PF2 Gamemastery Guide before, and it looks interesting. Any chance I could snag a PDF of that?


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completely coincidental wrote:
Rennaivx wrote:
It's true, amazingly generous! If it's possible, I wouldn't mind getting my hands on PF2 Bestiary 2, although if it's not possible to preorder for another user I'm glad to let the chance go to someone else.
Sorry, Rennaivx - it doesn’t seem to be possible to preorder the PDF, only the physical book.

I thought that might be the case. Oh well! Still a great thing you're doing. :)


Pathfinder Adventure Path Subscriber

Out of combat I just have healing items/spells do full healing, since when you aren't distracted you can focus on using (insert item/spell here) in the right way to maximize it. It hasn't broken anything yet and it makes it way easier to math.


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Pathfinder Adventure Path Subscriber

It's true, amazingly generous! If it's possible, I wouldn't mind getting my hands on PF2 Bestiary 2, although if it's not possible to preorder for another user I'm glad to let the chance go to someone else.


Pathfinder Adventure Path Subscriber

What Crystal said. I've always had the best luck with using a sharable link to a Google Slides presentation, as that way you can have all the images for a campaign together.


Pathfinder Adventure Path Subscriber
avr wrote:

Starting in media res can put off the day when PCs need to decide why they're in the adventure and maybe negate it entirely.

Encouraging players not to make characters whose reaction to adventures would be to avoid them is a fairly basic step too. I did know a guy who was prone to this error once, though we've since parted ways.

This. I'm a fan of giving all the players a setting (town, family, friends, etc.) to build into and one fairly innocuous introductory event (a party, a fair, a meeting, etc.) that they give a reason for being at. When the party is attacked and a friend is carried off, everyone begins contracting a mysterious illness at the town fair, or a strange uncle at the meeting sends them after an objective, it's fairly likely that they'll want to see things through at that point, because their connections to the narrative make it the thing that a person in that situation would do.


Pathfinder Adventure Path Subscriber

I use milestones for leveling, and whenever we have a cohort, they just level up when the party does to always be two levels behind the associated PC. It's usually not worth the hassle for me to track whether someone's Leadership score is high enough for a particular level or any other technical details.


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If I was asked to build for a campaign where I knew I'd be without equipment for a significant time, I'd go for natural weapon-based melee, improvised weapon melee, or full casting (probably psychic or sorcerer). Pretty much in that order, actually.


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Midnight Mirror is a solid investigative/horror story, with interesting combat opportunities and a lot of opportunity to flesh out and build on RP seeds as your group enjoys. I had a lot of fun running that one, and my players seemed to enjoy it as well.


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blahpers wrote:

On the one hand, Obi-Wan Kenobi.

On the other hand, Imperio!

...on the other other hand, Harry himself used the Imperius curse, when it was the only evident path between them and the good they were trying to do. There's a lot of grey area when it comes to enchantment, but like others have pointed out, the same could be said of fire. A lot of that grey area is ash, though. :P


Pathfinder Adventure Path Subscriber

Agree with TriShadow - I've seen plenty of AoO based builds in PbP games that just roll any and all potential AoOs in a spoiler each round to be used as appropriate depending on enemy actions. Especially since all you have to worry about with Diabolic Style is the attack rolls (since it always deals the same damage), it shouldn't be too much to handle.


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1) Mindwipe/kill the alchemist who created the rifts, eliminate his research, and find a way to close them. If another hero can't come through, Puck's plan doesn't work.
2) Ally with the Faerie Queen, revealing Puck's plan to her, and let her take care of her traitorous advisor. Puck's her subject, so she holds the power over him, or he would have acted directly against her.
3) Install another powerful fae as the ruler of Faerie if the Faerie Queen seems unwilling to get Puck under control.
4) Possibly install a party member as the ruler of Faerie if neither 2) nor 3) succeeds and there was a way to do it that the fae wouldn't revolt against.
5) Fortify the Faerie Queen's seat of power against hero attack. It's better to unload a gun than shoot at a bulletproof vest, but sometimes that's the option you've got.
6) Reveal Puck's plan through diplomacy to the world and sic any adventurers fool enough to enter the rifts against Puck instead. But this would probably mean a huge change in the balance of power in Faerie, which historically is a Very Bad Thing.


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My last bard was a scholarly type, whose "instrument" from her equipment kit was a quick reference book on monster types and whose "performance" was reciting facts about the creatures and strategies to counter them using Perform (oratory). It helps that I sound really pedantic and scholarly naturally. Rousing pre-battle speeches show up in every fantasy movie for a reason, and war drummers are a real-life example that's shown up in numerous cultures throughout history. (Technically drums are an instrument, I suppose, but far from the delicate and silly perception some people get of bards.) There's lots of options.


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I nearly always pick up either a class-specific kit or the Pathfinder's kit from Ultimate Equipment, just to simplify having the basics on hand, and I nearly always buy an ioun torch if I can afford it. Other than that, it depends on the character and the campaign. Masterwork backpacks are another common one, as I tend toward being a bit of a pack rat.


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A series of wish spells can get you a +5 inherent bonus to Charisma permanently, if you have a way to get five individual wish spells cast on you one after another (and if you can afford the 125,000 gp in spell component costs before taking into account scroll/spellcasting service costs that may apply). It's not +6 and not an enhancement bonus, but it may help some.


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Pathfinder Adventure Path Subscriber

Concentration and spell resistance checks. Literally every time. The sorcerer in my game finally broke down and scribbled the equations on the side of her sheet because she was tired of waiting for me to dig it out every session. And I mean every session, because we're in a high-level game right now where every. single. thing has spell resistance.


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The Homebrew board would probably be your best bet.


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I'll definitely be keeping an eye out! A monster kingdom sounds fun. :)


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They count as human for qualifying for *anything*, including the human favored class bonus. Enjoy.


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Same!


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I think I'm done enough for consideration! Cyanea's profile should be pretty well complete, although I might expand the background further and/or rewrite it in a more prosaic format.


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Copy that. I think I like the idea of the elemental companion, so I'll work in an appropriate bit of story. You should have a more complete character from me later tonight.


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Annaka's not quite coming together like I'd hoped, so I'm going to withdraw from this recruitment and give other folks the right of way. Good luck, everyone!


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Working away on Cyanea, and I have a question. I'm taking an animal companion through the Animal Ally feat because ranged combatants like a way to hold things at bay ;), but the options that Animal Ally provide are somewhat limited and don't quite fit the theme of a ship captain. Which would you prefer:
a) choose something like a crocodile that would be more fitting, even though it isn't covered by the feat, or
b) give the companion the Elemental Companion archetype (with appropriate story reasons worked in), or
c) deal with the limitations and have a really cool well-trained pet that just isn't really at home on the water?
Whichever works best for your campaign is absolutely fine.


Pathfinder Adventure Path Subscriber

I'm beginning work on an undine kineticist, Cyanea Michailidis (possible epithet the Wind and the Waves, once she's important enough for such things). For the past several years, she has worked as a captain on a trading ship, the Golden Mermaid, sailing between Iblydos and Absalom. Her innate kinship with water has helped to make her ship one of the most successful on the route, but it is still not without its dangers. Many times, she has had to defend her ship from marauding pirates, overzealous wildlife, or sadistic grindylows. Most recently, she was even forced to drive away a sea hag that had taken too intense an interest in her vessel (an experience she wouldn't care to repeat). In the encounter, a significant portion of her cargo was lost, and she is currently stranded in Aelysos while she tries to organize repairs to her ship and a new arrangement for cargo using what resources she has left. Prospects aren't looking good, with everyone fearful of Ousmariku's return...

Cyanea will be building a rounded set of defenses and abilities using the water and air elements, using talents such as kinetic healer to improve her survivability. She'll most likely Dual Path down both Guardian and Champion, although Champion will likely be the focus. When it comes to a deific portfolio, her focus will fall on the Air, Water, and Travel domains. I will link a profile as soon as I have one together, with a statblock and a more extended backstory.

As for Greek myths, who could choose? My leisure reading on my last vacation was Bulfinch's Mythology. :)

EDIT: Here is the profile, if you'd like to watch it grow.


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Sounds intriguing! Let me throw some stats out...

Stat the first: 4d6 ⇒ (5, 4, 6, 3) = 18 15
Stat the second: 4d6 ⇒ (2, 3, 1, 2) = 8 7
Stat the third: 4d6 ⇒ (3, 5, 4, 4) = 16 13
Stat the fourth: 4d6 ⇒ (2, 2, 3, 1) = 8 7
Stat the fifth: 4d6 ⇒ (1, 3, 2, 4) = 10 9
Stat the sixth: 4d6 ⇒ (2, 1, 4, 2) = 9 8

25-point buy it is! XD I should have a submission within the next couple of days.


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It looks like there's a lot of great candidates here, so I'll go ahead and officially withdraw my interest. Good luck everyone!


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I've got the beginnings of the crunch for Annaka Tayran here for your perusal. Are we using the Wealth by Level table for total item value, since we're coming in above first level?

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