Cinder Wolf

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Geruvurrda wrote:

With brawlers you can pick up feats on the fly, so with my brawler I focused on getting pre-reqs, like combate expertise, that alone allows me to take most combat manuever feats on the fly, as far as combat styles sadly o ly one...UNLESS

Martial focus-close weapons
Weapon style mastery
This allows you to use 2 at a time, as long as one of the fighting styles has weapon focus as a pre-req

One of which is outslug style
I recommend it :)

But you can always switch between styles if you want, and even pick up niche styles when you need them :)

But for the rest focus on basic combat feats, and pre-requisites :)

Or you can dip one level into master of many styles monk to grab fuse style.

Which works really well as a hinyasi specalializing in improvised weapons, play as a half orc for the favored class bonus, grab some monk robes, and at level 13 using pummeling style and shikigame style you can charge and make a full flurry doing 8d8 plus modifiers per hit.


Look into the Hinyasi brawler with shikigami style.


Huh, the group that I am running for decided that didn't like Plug and Scourge especially after they forced Quinn and Rosie to sleep in the officer's quarters with the rest of the crew loyal to Plugg, so the first night that the Wormwood was out of sight they laid a trap, they raided the armory and armed the crew on their side with crossbows and created a killing field outside the cabin. The rouge of the party also found and trapped the trapdoor with the help of the wizard, so Plugg, Scourge and all those loyal to him quickly fell full of crossbow bolts before they could even raise much of a defense.


prototype00 wrote:
... and with one final blow, The Champion smote the Mantis god in full sight of its followers, and the dark period of the Assassins Reign was over. The Champion strode into legend and was never heard from again... ~But 'Kari, you still haven't told us what your secret is for cleaning the top of the temple gates! You were just distracting us with a story! None of us can jump that high!~ That, young grasshoppers, is a story for another day. Now, Shoo! Let an old rag and mop lady get on with her work. The new acolytes are coming today, and the place needs to be shining and spotless to greet them!:** spoiler omitted **...

This is an awesome build, and I want to try something similar in a future game myself, but I noticed that you gave yourself the bloodline arcana, which the Eldritch heritage feat tree does not give you, so you would not have the orc subtype, darkvision or light sensitivity.


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Wolfwood82 wrote:

I agree that it would have to be a contested roll.

I disagree that it should be flat out disallowed or discouraged in any way shape or form from the GM or any other player in the group.

Their CHARACTERS might have issues if you are caught.

Reason being, this kind of thing adds an element to the group dynamics. If you are caught but the group values you enough, they let you live and just make sure to watch you more closely, or have you empty your pockets.

I personally would not care if you played your character the way you wanted to. It is entirely possible you as the player wish to play out the thief, but later might have a sudden attack of guilt and decide to confess everything and pay give back what you took... Most of my characters would laugh, the get distracted by something that looks big and mean and fun to kill.

The Avengers don't always play nice with each other. The group "rogue" person is usually the least trusted party member anyway, there is absolutely nothing truly stopping you from having your fun.

Completely agree with this. The way I have always seen it is you have to be able to separate the things that happen in the game from the things that happen in real life, if you are playing with someone you don't like you can't go and kill their character just because you don't like the player. It's like using meta-knowledge, if the party in the case doesn't know the OP is pre-looting the corpses and not telling the party what he found, even if the player's know that it is happening they can't do anything about it.

Personally I would punish players for using meta-knowledge more than the person who is playing out his character and doing what his character would. Also as a GM you should stay out of party interactions, the only time you need to step in and disallow something to happen is if the arguments are leaving the table, and the other thing that people need to understand is that different groups play the game completely differently. Some groups are the do-gooders, those who travel around righting wrongs and saving the day, then there are evil groups who are the ones that the do-gooders try and put a stop to. Then there are the realistic ones in my opinion, the group that is composed of good and neutral characters who all have a reason to be adventurers, some are out for the glory and others are just in it for the money.

So if you want to play a thief like character who takes the loot he wants first and keeps his party in the dark go for it, as long as you are prepared to deal with repercussions from the rest of the party. And at the end of the day if you can talk about what happened later and laugh it off as something funny than good for your gaming group.


Thanks for the advice guys, how I set up my campaign was the players are members of a guildless organization, who's goal is to insure that the rich and powerful do not take advantage of the weak. There is also a few sub-plots and conspiracies going on behind the scenes. Also as there is a lot of espionage going on with investigating guilds and other organizations, I have very carefully ensured the players do not have too much knowledge about what is going on with the other players when they aren't around by taking players aside to have conversations with NPCs and other such things the other players wouldn't know.


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So, I am currently running a campaign based in the magic the gathering world, Ravnica to be specific. Latter on the in the campaign I plan to make the pcs Planeswalkers, mostly likely using the system in Mythic Adventures to do so. The problem I have discovered of course is I have a hard time getting my players to stick together while confined to one city, opening up countless worlds for them to go would make it nearly impossible to force them to be in the world with how their characters are, seeing as they are a sociopath with multi-personality disorder, a pyromaniac sorcerer, and a necromantic cleric. All of whom have their own goals and issues. One of which can be explained here http://paizo.com/threads/rzs2qxzw?What-is-my-PCs-alignment
The idea I do have for making them stick together is making an evil Planeswalker and uniting the group against him, I just wanted to hear some of your thoughts on the matter.


Thanks that sounds really interesting, and I already have a couple ideas on how I will implement this. Thanks again.


So, I am starting a campaign for a group of friends of mine. I am running the Rise of The Runelords adventure path. One of the players is running a blade-bound Magus, and I was wondering if I should work his black blade into the story somehow, any advice on how I should do so would be appreciated.