Roc Ranger Luichon Dondarrion's page

4 posts. Alias of Opuk0.

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I'm making a kineticist character for the first time as a side boss for a mythic campaign (kineticist is not mythic) and I'm trying to figure out if I'm getting the damage right.

For character context, I'm basically making Kulve Taroth as a human with a metal-based template from the green ronin folks. I'm going with earth/earth/fire.

I have no idea how to play kineticist, and I've already sifted through a lot of the wild talents trying to get her right. Atm, at 20th level, what I have for her damage with metakinetic mastery in empowered is 'metal blast (20d6+20+8 for deadly aim +6 for overflow +9 for Con)x1.5 for empower'

If anyone's got suggestions, especially on burn management cuz I just can't wrap my head around it fully, I'd love to read it. And yes I've read N. Jolly's guide for kineticist.

I have a player in a mythic campaign saying that because his intelligent weapon is CG that it bypasses C and G DR.

I have not been able to find any information confirming this, only that the intelligent artifact has the same alignment as the wielder, not for bypassing DR.

I'm currently trying to devise an adventure that focuses mostly on Night Herads/Dominion of the Black. I know Iron Gods and Strange Aeons have a lot of extraterrestrial influence, but I'd like something a bit more direct.

I'm trying to look through all the creatures that are associated with the Dominion, as well as trying to see what creatures the Night Heralds would ally with or summon.

Of the creatures I've found so far, most are either too high level or uninterested in the Night Heralds. I also need to find CR appropriate encounters for a lower level party.

Anyone have any ideas?

If quadrupeds can carry more than bipeds of the same strength and size, then does a sleipnir with 6 legs carry even more than a horse with the same size and strength? What about giant centipedes? WHAT ABOUT GIANT MILLIPEDES?!

I'm thinking of running Skulls and Shackles, and as I'm reading through the books it occurs to me that any ship-to-ship combat scenario is entirely made moot by a singular fireball to the sails.

The cheapest cannon available costs 6k gold, not including the price of cannonballs and blackpowder, ontop of requiring 3 mooks to fire the thing. After that, it requires an attack roll with a 5% chance to jam, and no guarantee of damage (6d6, which is quite laughable honestly). Oh, and a range increment of 100ft, which at that point you may as well start getting ready for boarding action.

You could get three cannons and have them fire one after the other, but that's 18k down the drain, 9 mooks, and that much more gold for ammunition.

For 18k a year, or even 6 months if you wanna be generous, you could easily get a cadre of 6 mages to fart out a single fireball each per day, two casts of scorching ray, and three casts of obscuring mist for ship stealth purposes.

So other than flavor, is there any good reason to have cannons rather than wizards?

Players mess up bad, super bad, like, besmirching the entire religion of Iomedae bad.

Should they be punished for their actions by the church who has 100 witness of their crime of attempted theft of one of the churches greatest relics to date?

Or, should I start excluding certain items out of loot hordes, making them less and less useful for the players in question (not the whole party), as well as throwing more enemies at said players that are more apt to counter them?

The overt punishment is clear and defined, there is a reaction to the action that can be obviously understood. Unfortunately, this punishment would lead to either excommunication or forced service, things the players in question wouldn't really care about, or indefinite imprisonment or death, things the players would shrug off by making new characters.

The covert punishment is not direct or obvious, but it the effects can be felt almost immediately as the players become less and less effective. I'd eventually send them a vision or sign that they've earned Iomedae's displeasure, but in the interim, the players would start to become a burden on the party, rather than being solely punished.

What should I do? There's no way I can't punish the players for such a blatant act of heresy, but it seems like they've goofed up so hard that punishing them isn't feasible.

So, two players committed some serious crimes after having been fooled (not mind controlled) by a succubus.

They were led to believe that Radiance is actually a demonic artifact, and they decided to trick the paladin wielding it in order to steal it away.

This plan bombed spectacularly, and the paladin army, along with Irabeth all witnessed the two players attempting to make off with Radiance. Along with this, the paladin army saw one of the players convulse upon touching Radiance as they had the succubuses profane gift and took 2d6 cha drain on the spot.

So now I want to plan out a court martial for these two, and see what crimes can be levied against them, and what an appropriate punishment would be.

So far I'm thinking treason, heresy, cowardice, possibly desertion, consorting with the enemy, and espionage.

Does Mobility apply to the AoO from standing from prone?

Would a Dagger Pistol count as a melee weapon for the exotic proficiency given by Magus?

Now that we have Spell Cartridges, is the Gunslinger class still useful at all?

To me, it seems like Magus is gonna be the new sheriff in these parts, especially with the ability to fully bypass all DR.

Even if the issue of proficiency is brought up, you're going to be hitting touch anyways, and Arcane Strike applies to all your weapons so two-weapon fighting is now incredibly viable.

Context: Running Wrath of the Righteous wherein there is a (shocker) paladin of Iomedae.

No spoilers here aside from mentioning mass combat.

At the end of the battle, the paladin wanted to 'run down the tieflings like the dogs they are', my words. I thought this was a little bit overkill and told them that Iomedae was raising an eyebrow at them for wanting to cut down a fleeing opponent who'd clearly given up the fight.

Everything else they've done so far I've been fine with, aside from splitting off from the group during the same combat to fight more enemies on their own, which also earned a slight raise of the brow.

So I'm joining a game that's a bit of gladiatorial combat crossed with professional wrestling, which means that we're as likely to fight humanoids as we are aberrations, monstrous humanoids, and animals

I want to make a lucha libre inspired character that focuses on beating a gentleman with another gentleman.

As far as I've found, most stuff that would allow me to grapple above my weight class doesn't stack with itself and I'm sadly stuck at only being able to grapple huge creatures as a medium luchadore.

What I'm trying to ask is, what can I get so that I may swing a whale at my fellow man?

So I've got a paladin of Iomedae who's come across a legendary longsword that's yet to be awakened, and I was thinking it'd be fun to make it a progressive thing rather than all at once.

To that end, an achievement list based on the tenants of Iomedae sounds like the best way to go. Some of these will be done as a matter of course, others will have hints in the form of suggestions based on context.

So far, this is what I have:

I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.

I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.

I am the first into battle, and the last to leave it: Be the first to deal damage in combat five times across separate battles and remain standing after at least half of your allies are unconscious in one battle.

I will not be taken prisoner by my free will. I will not surrender those under my command.

I will never abandon a companion, though I will honor sacrifice freely given: Suffer four attacks of opportunity within 1 round and have an ally who is at 0 or less hit points healed within that round, whether through your own actions or an ally you coordinate with.

I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.

When in doubt, I may force my enemies to surrender, but I am responsible for their lives: Knock unconscious 10 enemies of equal CR or higher through nonlethal damage, or restrain an enemy of a CR that is 4 higher than yours for 24 hours.

I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest: Face a creature of equal or higher CR in one on one combat with no outside assistance.

I will suffer death before dishonor: As an immediate action when affected by a mind-affecting effect that would cause you to act against the tenants of Iomedae, you may reduce yourself to -1 hit points and stabilize. You can only do this while wielding a longsword.

I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection: Attempt and succeed at a diplomacy check with at least 10 enemies of evil alignment whose CR is equal to or greater than yours.

I am not a scholar of Iomedae myself, so if any of these seem off base then please do tell me and feel free to suggest alternative achievements for these.

Where is the line drawn between steroid-dispenser and building your own magical army, with blackjack, and succubi? Actually, forget the succubi, and the black jack.

I've been in parties where my sole job has been making the Fighter OSHA compliant and making sure the Barbarian doesn't confuse his teammates limbs for that of his enemies in his limb-tearing rampage. While I always feel helpful in this regard, I'm starting to think there comes a time where maybe a singular helmet is enough for each teammate and I should cancel all the teams bubble-fitting appointments.

So the Empyrean Angel gains some additional abilities depending on which god it serves, such as Paragon of the Sword or Paragon of the Rose.

I'm trying to create a Paragon of Humanity for Aroden, does anyone have any suggestions for what sort of additional abilities such an Empyrean might have?

Character Gen Rules:

20 Point Buy

2 Traits, one must be from the AP

All paizo pathfinder content is allowed but please refer to the players handbook for the AP for suggestions on what types of characters to make.


PM me with a character and I'll send you a discord link for the group

Please message me in private and I'll send you a discord link for the group.

Homebrew rules are listed here

I've recently had a bit of a crisis of faith as I found myself scrapping further and further down the barrel in seeking players as folks seem to migrate en masse from Pathfinder to 5e.

I greatly enjoy DMing for Pathfinder but I can't DM for a game that has no players, but at the same time I just can't bring myself to switch over to 5e, it's just far too streamlined for my liking.

So, I want to ask folks what it is that brings you to the table so that I can get some perspective as to why folks might be migrating from one system to the other, whether it be the simplified mechanics, better world feel, just a bigger pool of players to play with, or what have you.

Personally, I greatly enjoy tabletop games that have a lot of switches and knobs to play around with, customization is my bread and butter and I love being able to finagle all sorts of characters within a games mechanics.

Would a Kirrix be immune to magical diseases and have their special abilities apply against them, or only mundane diseases?

I found this image floating around google. The label style looked incredibly familiar to me, does anyone know which book this is from?

This is my attempt at completely stopping somebody from getting away via nonmagical means during a capture mission, knocking out the target first then putting the following on them:

Broken Splint Mail, +3 AC, -14 ACP
Two (or more as needed) locked gauntlets with broken handles in them
Manacles and Fetters, barbed for his displeasure
A gag for those that are into that sort of thing

Anyone got anything to add to this?

So I've got a game next week that I need some help choosing equipment for.

As the title says, there is no magic in this setting but alchemy is kosher.

We are starting level 4, with appropriate wealth. I am a half-orc slayer, vanguard archetype, that will be dipping into Barbarian starting level 8. This is a demon/devil heavy campaign, and special materials are allowed.

Anyone got suggestions for my shopping list?

I'm trying to find the name of the artist for the style of artwork in the pathfinder serpent's skull AP, book 2, page 33, Cheiton

What's the myth or figure that the Cold Rider is based off of? My google-fu hasn't turned up much

There's plenty of threads singing the praises of the fauchard and falcata and wakizashi and so on and so forth, but what about those of us who don't have the feat to spend on EWP or go out of our way for weapon familiarity at first level?

From what little I've found, the Falchion seems like a pretty good contender as far as non-reach weapons go.

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Goblins have goblin dogs, hobs have hobbe hounds, and trolls have trollhounds, what do orcs get as their canine companions?

I did think about Worgs thanks to Lotr, but it seems like they're more associated with goblins than orcs

Does the Prohibition ability from the Legislation Subdomain include a save with it?

Relevant abilities

AC Bonus wrote:

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Iron Skin wrote:

At 1st level, an ironskin monk gains a +1 bonus to his natural armor. This bonus stacks with any existing natural armor the ironskin monk already has. At 4th level, and every 4 levels thereafter, this bonus increases by +1.

This ability replaces the monk’s AC bonus ability and the ability to add his Wisdom bonus to his AC.

Does the ironskin monk also lose the bonus to CMD since it's only specifying AC? I'm reading this as RAI and thinking that CMD is nixed as well

I'm trying to find which book a specific piece of art is from so I can find the art itself

As far as I can remember, the artwork is of a hobgoblin brawler/monk tying straps on their hands

Click here to apply

How would you rule multiple webs being shot at the same character?

My gut ruling would be that each additional web increases the DC to break out by +2, and at a certain point, maybe 10 above the base DC, the character is just treated as entirely immobile as they're encased in the webs

Anyone here ever rule differently?

Please click on this link for roll20 so that you can apply for the game

Anyone wanna help me find/make a stat block for the Rajang monster from monster hunter?

I've been looking through a lot of alchemical items lately, mostly to separate the wheat from the chaff for future games. I've found a handful that I'm rather fond of, some that are pretty fun for what they do, and others that I wouldn't touch with Sun Wukongs extending pole.

Anyone here got a favorite alchemical item? Either because of its usefulness or just comedic potential, I'd love to hear about what people do with alchemy.

Hey just wanted to post my character sheet on here and just get some opinions on it. I'm not looking for min-maxing advice or stuff just like that, just want to hear peoples thoughts on it


Just been giving it some thought and I wanted to put levels, abstract as they are, into some sort of context. For example, level 1 is your average joe shmoe, level 6 is a veteran general of many wars, level 10 is a hero out of myth, and 20 is a demi-god.

Does that sound about right? Anyone got any more examples?


Glyph of Warding, Greater:

School (protection); Level 6
Casting Time 10 minutes
Components V, S, M (powdered diamond worth 200 gp)
Range touch
Target or Area object touched or up to 5 sq. ft./level
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance no (object) and yes; see text
This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.

Read magic allows you to identify a greater glyph of warding with a DC 16 Spellcraft check.

Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.

Is it 200 gp of diamond dust? 400? Or both?

So in my campaign, one of the players comes from a family of spies. This family is regarded as high nobility, and they're under jurisdiction of the government of the metropolis where they live. Yes, I know, having a well known spy family seems counterintuitive but that's the players backstory and I'm fine rolling with it.

The other part of the players backstory is that they're not well regarded by their own family, not having been able to follow in the family business of being a spy. I'm planning on a murder mystery happening where the player is framed for the murder of one of their own family members, and thus the family is going to apprehend them under their own jurisdiction instead of local law enforcement.

The other side of this is that the party, including the framed player, are all part of the city guard of the metropolis, and the chief (or whatever the title would be for the head honcho of a city guard is) of the city guard is aware that there's more to the situation than just a familial homicide, and send the rest of the party to apprehend the framed player first in order to save them.

How would this situation work out in terms of legal procedure? I know I can just handwaive everything, but I'm honestly curious now how this would work. Who has jurisdiction in a case that involves a large police department and the fbi or cia or whoever else is more apt for comparison to the situation at hand.


You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.

Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell’s range.

I at first thought you could move the orb in any direction, including upwards into the air, but reading the bolded part, it's giving me the impression that the orb is landlocked.


Rather than having all this handily available diamond dust, what if gold was the actual material component for spells?

Not just talking about mechanics, what would happen with society? Would Wizards just aggressively hoard gold so hard that silver just becomes the de facto currency? Do dragons stop hoarding gold because wizards have become so g*%#!&ned determined to get it that being a dragon is just not enough to deter them?

Looking through some spells, I've found 3 spells that seem incredibly similar. Those being;

Shield Speech
Silent Table
Zone of Silence

As it stands, Diplomacy is a player-only skill that's far too simple for my taste. After some discussion with friends who are old hands at not only Pathfinder but DnD style games in general, I'm starting to feel like Diplomacy should go one of two ways:

Make Diplomacy into full fledged social combat a la Exalted, and making it applicable to both players and NPCs with the same caveats as Exalted (no unacceptable suggestions, such as things players are clearly uncomfortable with out of character or things the character would just absolutely never do such as a character who has opposed killing their whole life being told to kill someone without the aid of mind controlling magic.)

Or, do away with Diplomacy altogether and treat it as fiat as is often done when PCs get into discussions/debates with the NPCs, leaving the result up to the DM whether they feel the arguments/offers presented are enough to sway the NPC.

Even mundane applications of diplomacy can be simplified into fiat or a single roll decision, such as looking for information being a percentile roll, etc

Diplomacy as a skill just doesn't sit well with me as a player only tool when it has no opposition to it, such as Perception vs Stealth or Bluff vs Sense Motive.

I'm gonna be doing a 1 on 1 campaign with a friend of mine to introduce her to Pathfinder, and she's mentioned wanting to play as a Necromancer.

I have had 0 experience with any sort of undead controlling character, off the top of my head I know Necromancy is a school you can focus in as a Wizard, and that there's the Gravewalker Witch Archetype.

Anyone got any more suggestions? Feat suggestions are also appreciated.

I'll start off quoting two spells to illustrate what I mean;

First there's Discordant Blast which lets you cast the spell as a 10-foot Burst or a 30-foot Cone.

Next is the Form of the Dragon family of spells which grant you a breath weapon which can either be in a 60-foot Line or 30-foot Cone

Both these spells list different possible shapes for their effects, and thus I assume that Pathfinder/Paizo treats these areas as equivalent to each other in terms of their areas.

A 10-foot burst is equivalent in spread to a 30-foot Cone which is equivalent in spread to a 60-foot Line.

Jumping from there, we can pare this down to mean that a 5-foot Burst is equivalent to a 15-foot Cone, which is equivalent to a 30-foot Line.

And then go the other way around, where a 120-foot Line is equivalent to a 60-foot Cone, which is equivalent to a 20-foot Burst.

Does this sound about right or is this all conjecture? I'm trying to come up with some special abilities for my players and I want to make sure that I'm doing it right when it comes to making effects with area effects.

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I don't just mean in terms of amazing effects with little to no drawbacks -coughspellscough- but also in terms of the rules that govern them.

How easy is it to become addicted to something? Does it take only one hit and a bad save and you're hooked for life? Can you be a drug fiend using every day for a year and stay squeaky clean?

I've tried giving the drugs page on the pfsrd a read through but I'm having a hard time wrapping my head around it and would prefer to hear others experience with drugs or even just theorycrafting.

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