SheepishEidolon's page

2,461 posts. 22 reviews. 1 list. 1 wishlist.

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Mysterious Stranger wrote:
Creating a divination specialist who can contribute to combat is probably going to be extremely difficult.

Hrm, I'd try to use options beside spells here. If the diviner is a wizard, high Knowledge results are relatively easy to achieve and do contribute to party's success. Spellcraft allows to tell the party what actual nasty things the opponents are doing. The Bruising Intellect trait means Int based demoralize attempts - which are no game winners, but should contribute more than firing a crossbow.

And maybe you covered the scouting before, with your spells. Maybe See Invisibility will become necessary once in a while. And for sure you will cover the appraisal and identification of loot afterwards. So IMO it's completely ok if you lean back most rounds of combat and chomp pizza instead. Though it seems wise to speak about this at session 0.

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Thassilonian Specialist from Inner Sea Magic is one step into this direction: Two schools get completely removed from your spell list, as compensation you gain a school spell slot each level you can use twice.

Are you set on wizard, anyway? You could pick just spells of your chosen school for a sorcerer, and look for a fitting bloodline.

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Diego Rossi wrote:
Monsters with multiple appendages that have the grab ability can start multiple grapples in the same round.

And you can become such a monster with Beast Shape II or Plant Shape I - that are the options in the CRB appearantly. As long as you have a reliable source for according scrolls and can use them, you don't even have to be a caster.

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When it comes to nerfs by FAQs, I will shamelessly quote myself:

SheepishEidolon wrote:
There is a reason why Paizo did nerf options they considered overpowered: Such options are way more harmful than underpowered ones. If an option is underpowered, it will be ignored by ambitious players - hence all the other options are still relevant and the game is still interestingly diverse. But if one option is overpowered, every other option will be ignored by the same type of player - hence this part of the game becomes way more boring. See this blog entry for a slightly more elaborated description, I got it from there.

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These sentences sound like demigods are no deities:

Inner Sea Gods, page 4 wrote:
Every deity and demigod knows the power of faith to change lives, shape nations, and alter the destiny of whole worlds.
Inner Sea Gods, page 7 wrote:
Whether one's patron is a deity, demigod, or something else doesn't affect the level of divine spellcasting a worshiper can achieve.
Inner Sea Gods, page 190 wrote:
Somewhere between gods and mortals stand demigods: semidivine creatures with enormous power and obscure agendas.

However, the same books lists "Demigods" among "Other deities" in the table of contents, and the index puts them at the same place as Core deities. Might be for simplicity.

My personal take: If it has stats somewhere, it's no deity, hence affected by Antimagic Field. I find the spell to be a big legacy mess, but a CR 25+ creature might be able to simply kill off its user with melee attacks anyway.

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The Ruins of Azlant adventure path features a number of underwater maps. Book 5 uses four relatively complex maps (21 minor maps altogether) with most squares underwater, and you get five big mostly water-free maps on top of that. That's probably better than a flip-mat like Flooded Dungeon.

Personally I'd simply fill these maps with thematic encounters: Undead cyclopses, gory traps (reflavored Symbol of X might go a long way) and haunts. Ancient cyclopses aren't known for using outsiders, constructs or other mortals as minions, but maybe the adventure contains further parties: Immortal creatures that want to keep intruders out of this fool place, rivaling adventurers who want the treasures for themselves or an infamous lich who came out of its hideout to explore arcane secrets. The boss should probably showcase the strange insights cyclopses get.

Don't forget to give players reasons to go for this city. Loot is good, but maybe there is a direct connection to at least one player character, like being plagued by nightmares of this place, or the chance to understand their source of magic.

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OmniMage wrote:
I was going to make it a feat, one that a Rogue would get as a bonus feat, and let anyone else who wanted to do 2 and 3 to pick up the feat. However, I'm unsure if those are even worth a feat.

IMO it would be stronger than Close Call (reroll Disable Device 1/d), Sabotage Specialist (delayed breakdown of manipulated device) and Ranged Disable (Disable Device at firing range, but only simple device, with -4 penalty and rather steep requirements). So it seems to be a solid feat. It's tempting to think feats should be game changers, but usually they aren't.

Trapfinding's value depends on the campaign, naturally. A classic dungeon-heavy campaign makes it relatively attractive, while a focus on intrigue or military reduces its use. IMO that's the main reason it's possible to trade it away.

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My players breeze through the first book of Crimson Throne, one level per session (of 5, 6 hours). Despite the speed, they had a few close calls. We agreed on "kid gloves" for the first levels: If you are killed in battle, you are back to 1 HP afterwards - allows us to focus more on the story. Surprisingly, it didn't apply yet. Also, they somehow manage to find time to roleplay and rescue animals.

It's fun, but I already feel the itch to make up something on my own. The second book offers a chance for a crossover between Crimson Throne and my previous homebrew campaign, and I will gladly take it...

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blammit wrote:
Necro'd, but can't access the guide any more.

Found it to be online today: Bodhizen's Guide to the Optimal Inquisitor

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Plus, you choose how much of your purchase supports ComicBooks For Kids! and ComicBooks For Troops!

Thanks for pointing out this option. I don't see the Troops cause in the selection, though. Does the Comic Books for Kids charity automatically hand over some money to its sibling cause?

Humble Bundle taking 40% by default and 30% as minimum (that's appareantly a recent change) is quite steep. I mean, Kickstarter wants something like 5% to 10%, even Steam (with all its technical support for game devs) requires only 30% from devs.

Either way, I will buy this one also. A pseudo-African setting is hard to relate to for me, but let's give it a chance. Looking forward to the one-shots and flip-mats for sure...

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At some point a GM has to try their own content. Unless they permanently want to stick with unmodified foreign content - which has its own issues.

You can dodge some issues with reading advice, learning from foreign content and considering things carefully. But at the end you will make mistakes. Which is fine as long as you communicate with the affected players and learn from it.

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Agonis wrote:
I'd rather avoid having conflicts in groups, but if there's no other way i'd give someone the kick for th good of the group.

You might have to.

To summarize: He tried to dominate two situations with drama respective threat of violence, instead of reason. He doesn't get what's the issue, so he might do it again, not necessarily on purpose. The other players don't want him around - that could be toxic group behavior or healthy instinct, judge yourself.

If it's what I suspect, you won't see any improvement, only quickly created pretexts (which he actually believes), empty promises and periods of peace just to be interrupted by sudden toxic behavior. The hobby has a relatively high amount of such people and they profit from the rather inclusive community. Maybe I am biased by my own experience (4 frustrating years with such a player), but the pointers are there.

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Dungeons of Golarion has roughly a page on him (basically the wiki entry with more details), but no stat-block. The book leaves it to the GM whether Karamoss is still alive - respective still existant, since he is partially machine now. His labyrinth (final area) is supposed to be CR 13, so that's the supposed power level for him, I guess.

The other three books cited by the wiki don't mention anything new about the mage. You can search the web for "red redoubt of karamoss" to find an image of his dungeon, if that's relevant.

Building him, hrm... My design goals would be:

1) distinct from the average mage
2) visibly connected to the robot theme
3) a fitting challenge for his CR (it's easy for full casters to vastly underperform or overperform, IMO)

Beyond that, his personality should be noticable, even if just in verbal outbursts. Fleshlings daring to challenge him, the future of life, in his own lair? Oh, he will tell them that he will rip out their faulty biological parts and replace them, and that they will be thankful!

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In general Pathfinder rewards "act first, kill fast": An opponent might have several nasty abilities to hurt you, but if you don't really allow it to use them, your defenses will barely be tested.

However, sometimes this doesn't work out and you are seriously damaged. Some arguments in favor of combat healing:

1) Not every PC enjoys full HD. Getting only half the dice (or similar) means healing becomes urgent earlier.

2) Combat healing doesn't need to cover all damage. If it's half as strong as the incoming damage, the frontliner lasts twice as long - which might already make the difference.

3) While a healing PC could instead take an offensive action, they are not necessarily good at it. Being good at melee / ranged / offensive spells doesn't come for free. The price (ability scores, feats, equipment etc.) probably wasn't paid, so they accomplish little (mostly an ego boost to the martial player who can feel superior). Or the price was paid, but this comes at the expense of the things the player actually wants to do.

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Evil cleric is supposed to play out in a different way than a good one. Either way: You can still prepare cure spells. There is infernal healing which is sometimes superior to cure light wounds, and its evil descriptor means little to an evil cleric. And finally, an evil cleric's allies might prefer negative energy anyway - this mainly applies to undead minions, but also to the odd dhampir.

Arguably, an evil cleric could also be less generous with healing anyway. Their companions might have to listen to "you deserved your wounds" or "my deity doesn't tolerate fools". As a player, make sure you are on the same page as your fellow players before pulling that.

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Can a Half-Elf Sorcerer be better than a Wizard?

Totally. If the former is more fun for you (and doesn't impair the others' fun), it's better. The power level is only relevant since it's one of several things that affect your fun. In a nonlinear fashion, but that's a topic on its own.

Ok. I will show myself out. ;)

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Hrm, personally I'd like some screenshots right on your website, even if it's just mockups. Don't gate too much behind Patreon posts - not everyone has an account (the page asks me to log in), and without proper bait there is little incentive to create one.

Since the amount of character options is huge, it might help to focus on the Core Rulebook for the beginning. It gives you an intermediate goal to pursue, and it's the book that people care for most, in average.

Either way, it sounds like a promising project! :)

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What about nothing? If you worry about balance between Str and Dex based rogues, you could also weaken or completely remove finesse training. Core rogue offered both paths (just encouraging Dex a bit with Weapon Finesse via talent), it's Unchained rogue which tries to push players into the Dex path. Few players manage to ignore a freebie like finesse training, rather they think they'd miss out on something if they don't use it.

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Ok, to get back to the proposed alternate class:

1) There is a lot of incentive to take a single level: You first get the usual rogue dip benefits (class skills, skill ranks, +2 Reflex, sneak attack, trapfinding; Weapon Finesse for Unchained). On top of that you gain Dex to damage (which is usually level 3 / gated behind Weapon Focus), a +1 to all skills (which is far beyond a feat or racial ability), potentially two further class skills and your trapfinding bonuses get doubled.

2) If a rogue can max out 8+Int skills already, there is limited benefit in adding 2 to 6 further skills which are automatically maxed out (Rogue's Edge). I see a lot of people dumping Int due to this, and such a pattern is opposed to the ideal of having a lot of different builds (and hence charcters) for the same class.

3) I don't see whether you abandon the rogue talents you didn't mention. The description of Wild Magic sounds like Major Magic is still possible, but the sentence at rogue talents implies that only the explicitely listed options are available.

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A few times per year there is a 10% discount. More rarely, you can save 25%. Finally, there is the occasional Humble Bundle which contains a single but complete AP.

That's still a lot of money for 144 books (not including mapfolios etc.). You can save more by being picky - IMO not every AP is worth reading, and the modules' quality can be quite different oo.

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From Paizo's Princes of Darkness (emphasis mine):

In return for fulfilling the terms of the contract, the devil receives the mortal’s soul when the signer dies or at whatever time the contract specifies. While a mortal’s soul is nearly always the target of such contracts, oftentimes devils occlude their desires, either within confusing legalese, sub-articles, and addendums, or by tailoring their fulfillment of the contract to provide the contractee with the means to damn himself.
Specifically, imps—knowing that few mortals would face damnation for their minor service—and osyluths regularly trade infernal or arcane wisdom for secrets mortals possess, later using such information to gain power over their former masters.
Alternatively, one might petition a devil to adopt the terms of someone else’s contract. A contract can only be revised if both the mortal adopter and the fiend agree to the revision of their own accords. Convincing a devil to revise its agreement often proves difficult, the fiends proving exceptionally paranoid of mortal trickery. However, should a devil be convinced that the soul attempting to adopt the contract is of greater value than the original contractee, the contract might be revised.

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Mark Hoover 330 wrote:
Folks at the table looked at me like I was crazy.

I guess they didn't understand your frustration. For them clichés are a handy tool to simplify a game world that's actually too complex for them - because they don't spend enough time with it, don't care enough or simply aren't that smart (no offense intended, it is what it is).

Maybe the best course of action is to play a PC that breaks with some clichés, but to introduce the differences slowly to the other players - so they are not overwhelmed by it. Second best might be to tell them why you are doing that. For example one of my players created a paladin that was quite a toxic zealot, to the point of destroying other PC's magic items. I am tempted for years to show my players that a paladin can be completely different.

Paizo actually offered players some friendly hints how to get past clichés. Ultimate Campaign has a whole page dedicated to possible backgrounds of barbarians. But I bet most players never encountered that page or they quickly forgot about it, moving on to the mechanical choices.

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Arenok wrote:
However, one of the main things known about the latter is that it's almost exclusively a WIZARD school - meaning Sorcerers are out of luck and potentially also Arcanists would have a hard time getting in... right?

I don't think the school restricts its teaching to wizards. Because IMO "wizards" don't exist ingame, they are just a handy concept for players. IMO ingame a wizard is a smart person, willing to use their intelligence as well as a lot of time and energy to systematically learn arcane powers. You could apply this description to arcanists too, at least at the beginning of their career - sooner or later they will develop their own approaches to magic. Which are not covered by conventional lessons and might offend teachers. Or intrigue them. Or make them support the arcanist to hide their powers (because the arcanist is promising otherwise, or a love interest, or reminds the teacher of their son, or whatever).

What I'm wondering is what kind of options would a Korvosan-born Arcanist have for how they could have studied outside of those institutions?

They could get their hands on some magic books, by chance.

They could be taught by an independent master. Which is no necessarily humanoid.
They could visit a different institution in another city, then come back to Korvosa.
I guess there are more options.

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Some arguments for (+) and against (-) sticking with the current state:

+ Three more PCs is already a huge boost for them, thanks to additional abilities and especially actions in combat

+ Some items scale quickly with power (+1 weapon costs 2k, +2 already 8k), so roughly halved wealth can still mean much more than half power from items

+ More PCs means a (slightly) higher chance someone will find a piece of loot useful

+ No additional effort for you

- Party might be short on expected gear in a few encounters (weapons with sufficient enhancement, ability to fly for everyone etc.)

- Equipment-dependent classes (mainly melee) suffer more, changing party balance

- Players might feel underprivileged when they figure it out

A compromise would be to watch how they fare in encounters. If they get into trouble consistently at some point, you can still double loot. It might be a tad weird to always find pairs of the same magic item, but balance can be more important than immersion. If you don't mind the time spent, you can modify or exchange the second item, to avoid the damage to immersion and give them more interesting choices.

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I get that pawn production in China was (and is) difficult. But why don't you produce them locally in the US and increase prices somewhat? It worked pretty well for the localized pawns here in Europe.

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Some ideas from PF2's GameMastery Guide:

Knowledge is endangered.
Opponents are supposed to survive.
Opponents are supposed to be misled instead of beaten.
Bystanders are supposed to be impressed / convinced.
PCs are supposed to not be noticed.

It's possible to fail at any of these, while still "winning" the fight.

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You can pick up other races' FCB. For example kobold gets some nifty options, presumably to compensate for the meager abilty scores. +1/2 damage vs. flanked / Dex denied (fighter), +1/3 AC (monk) and +1/2 elemental damage (sorcerer) are things you rarely see at other races.

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Casting lesser animate dead...

Finally started Curse of the Crimson Throne by playing out the players' backstories. It worked pretty well since they were open to it - and they enjoy personally tailored content. They encountered named enemies and it became quite personal. Only drawbacks were that one player had to wait hours until he got to play (he didn't mind though) and that I had to improvise quite a bit after another player rolled way too well.

Regarding Unchained action economy: Given the players' choices, being able to take multiple swift actions per round shouldn't be an issue. We don't have any paladin, inquisitor or other class that would heavily profit from it.

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glass wrote:
The source was apparently PC:QGttE which after a bit of digging I assume to mean Qadira Gateway to the East, but I do not have that one.

Yes, it's that book. Original text is:

Qadira, Gateway to the East wrote:

New special material

Silversheen: Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.
No aura (nonmagical property); CL —; Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp.

It seems like the usual -1 damage from alchemical silver would apply.

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wraithstrike wrote:
However if I'm helping someone in the forums and they don't specify I'd like to know what PoV I should use.

IMO it's best to tell them both RAW and RAI - and your own take on it. This leaves the decision to the asking person - after all, they know their table better than anyone here.

That said, for a game designer rules are just tools. A game is designed with a certain experience in mind, and rules only exist to contribute to this experience (among with presentation, story and technology). And if a rule damages the experience (often in combination with other rules), it should be modified or removed.

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CountMRVHS wrote:
OK, so it's useful if you lost initiative. But denying Dex to AC seems like more of a rogue move. Apart from a potentially easier chance to hit, can you think of any other way a samurai could make use of Wave Strike, considering its limitations (first turn, swift action)?

Samurai has no accuracy boost from a class feature (the order might help or not), so the increased chance to hit has higher value than for a fighter or barbarian. You probably want to pick a target which acted already and is within reach - it might not exist, but every combat feat is situational to some degree. Speaking of situational: The few targets who have uncanny dodge are still vulnerable to feint, too.

And your first target is not necessarily the one you want to spend your challenge on. Maybe the goblin chieftain sends a distraction creature first - which is no match but must be removed to get to the chieftain. Maybe you don't want to use challenge at all, because you are low on daily uses and the encounter seems rather easy. Maybe you can do something special on your first strike (poison, disease, sneak attack etc.), so you want to maximize your chance to hit (challenge doesn't help you with that, by default).

Finally, Greater Feint helps everyone in the party who uses attack rolls (even a ray caster). So depending on party composition, you could gang a certain creature to remove it quickly - the others could delay their turn after you. Note that Greater Feint might be ruled to just help the feinting creature - the common interpretation seems to be otherwise, but in doubt check with your GM.

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Appearantly there won't be pawns.

Sad pawn collector is sad. :(

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Adventurer's Armory 2 introduced weapon modifications which are more geared towards usage by players. You could at least cover the damage part with "razor-sharp".

If switching between damage types is good enough, the Weapon Versatility feat works. I guess aerodynamic could be covered by magic somehow.

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I'd choose vampire, but I am also the kind of player who prefers sorcerer over wizard. They might be more vulnerable, but they are also closer to the living, physically and mentally.

This discussion makes me think about combining the advantages of these templates (including graveknight, thanks for bringing this up). Maybe this is an interesting goal for a villain: They try to transform themselves into a new, superior kind of undead, cherrypicking from all three templates, and the route requires a lot of innocent lives. Who knows, some liches and vampires might be very unhappy about the threat of a new type of undead, which could rule them all, so they might support the heroes. At least until the threat is handled...

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Belafon wrote:
I'm trying to think if there's a lower-level (and obviously weaker) version of the With This Sword alternate capstone

Closest thing is probably the built-in option to turn a magic item into your new bonded one:

CRB, page 78 wrote:
A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

So you could use the item and tweak it further by crafting, even without the crafting feat.

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Golarion has a few creatures with superhuman wisdom. Wisdom helps to intuitively understand what's going on inside of other creatures. Maybe a local good-aligned dragon volunteers to listen and guide traumatized humanoids. Maybe an angel uses the role of a patient innkeeper as a disguise and a chance to casually further the goals of Good. Maybe a monk got enlightened enough to understand fellow mortals within moments.

These individuals would be very rare, but some of them could be well-known, so people might travel a long way to see them.

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1) Make sure you read the Player's Guide carefully. Not every player does, even when you ask them to do it, so it's for the better you know what characters fit into the campaign and what don't.

2) Do a session 0 where players and you talk about what to expect. If everyone expects roughly the same degree of powergaming, roleplay, GM fiat, session frequency etc., mood will be much better.

3) Don't worry too much about the rules. Unless it's a matter of life and death for a character, you fare better with a quick ruling because it keeps the game going. Try to be fair and make a note to research the actual rule afterwards. And it's the player's job to know rules concerning their characters, not primarily yours.

4) Ask your players for feedback and start with the most reluctant one (because otherwise they will just agree to what someone more dominant said). Don't simply give them all they want, but consider all requests carefully.

5) Starting as a new GM is rough. Don't hesitate to say "sorry, that's too much for me right now" if necessary, and look up things between sessions.

Personally, I did read through the official GameMastery Guide and found it to be extremely helpful, but every GM is different.

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Session 0 of Crimson Throne will be in a few weeks, looking forward to that.

I intend to GM it as unmodified as possible, but already planned to play out the pasts of each PC in a short scene. To make the players actual feel hatred towards Gaedren.

Also one of the PCs will probably replace the initial hook NPC, which would mean more alterations.

So, well, the intention for an unmodified AP is still there, let's see... ;)

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The Vulcan mode comes from a perceived necessity: Players assume bad things will happen if they don't do their (mechanical) best. This is deep-rooted, so you need something radical to shake it up.

For example a whole session without any critical encounter. Let them tell their stories to a wandering bard - he is willing to pay, depending on how much information they get to him. They can't lose, but they will have to work (as PCs and players) to get the largest amount of money. Side effect is that they connect more to their previous adventures.

Or let them solve a conflict between two other parties, with noncombat means. A classic is woodcutters vs. fey, I did this lately. Again, they can't lose, but they might get rewarded, with items, friends and story clues.

Trying to keep players challenged has unwanted side effects. An encounter can be harmless and still interesting. It can even be trivial, as long as it serves other purposes, like introducing a new area / an NPC. In fact, challenge can distract players from what you actually want to offer to them.

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The overview table about character suggestions is a nice innovation, but this one has a quirk:

"If so, lawful neutral or lawful good are great alignment options."

"Not Recommended: LG LE NE CE"

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What does "wandering ninja" mean to you? Good in every terrain? Can travel vast distances in short time? Is familiar with many cultures? Keeps a low profile everywhere?

I am not familiar with Naruto - but I guess it would help to figure out what exactly about Jiraiya you find inspiring.

Switching to a prestige class as soon as possible was an important thing back in DnD 3E, as far as I know. Pathfinder's base classes got boosted, so you can be fine without ever considering a prestige class. In fact, it's usually easier to be powerful without a prestige class.

If you want a shortcut to power, consider slayer for your remaining levels. The flavor is similar, but the class is mechanically stronger in most aspects: A d10 HD, full BAB and an easy-to-use attack booster. Just be careful to not neglect your defenses. Even with many slayer levels, you can call your character a ninja and act like one.

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Don't let some self-appointed critic force you into a desperate attempt to move beyond tropes. As long as you and your players enjoy the villains as presented, everything is fine.

Anyway, some ideas, mostly from GameMastery Guide and elsewhere:

1) Introduce the villain early. Maybe they seem nice first, or at least neutral. This adds contrast to their evil deeds uncovered later.

2) Make it personal. You don't have to kill anyone important to the players, it's enough to foil their plans. Collect the quest reward in their name, send them tax collectors, convince the king they are actually traitors etc..

3) Evade the group one or two times. When the players have enough, they shouldn't be immediately successful in taking the villain out. On top of escaping the villain could make sure the adventurers accidently kill someone innocent (illusion magic, mundane disguise etc.), open a gate to the Abyss or offend one of their allies.

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Temperans wrote:
Kingmaker CRPG is based around having up to 6 PCs. Balancing around 1 PC would break the game.

Hrm, I didn't expect it to be balanced. But I played through Baldur's Gate II with a single character, so I thought I give it a try at the spiritual successor.

When it comes to actual Pathfinder, I see a few advantages in playing solo, with a single PC: The whole party (you) is available every session. Everyone has the same goals. Coordination in encounters is a given. There is no squabble about how to use the loot.

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Oh, expected the bundle to be about the current war in Europe. But given that a lot of charity already focuses on that, it's probably good other causes get attention.

I like the composition, clear theme and that Paizo still offers 1E products via Humble Bundle. The default money distribution leaves NCAS only with a small fraction of the money, which IMO is problematic given that Humble Bundle hides these details by default. I changed it to a more even amount for all three parties involved.

Either way, it was an instant buy.

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One thing I encountered when trying to solo the Kingmaker computer game: The available equipment is based on the expected level, not on your increased level as a solo PC. So while you got a lot of wealth, loot and shops not necessarily provide the items for your level. And prices scale quickly anyway: A +2 weapon costs as much as three to four +1 weapons.

Naturally, PCs less dependent on equipment are less affected, so it's one more argument for summoning. A powerful pet might still suffer a bit from the lack of proper items, a group of (let's say) three pets might be better off with the available items.

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You might have to unzip the folder first, then start the executable from there.

Do you use something else than Windows? Because the PCGen page offers an executable installer for the M$ version.

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Beside the computer games there is the official card game, covering a lot of APs. It doesn't require a GM and as a solo player you have the same amount of actions as a group of players altogether.

Mechanics are quite different though and the story is vastly reduced. On the other hand, you will have to spend less time and optimizing your card deck can feel rewarding.

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The red dragon Firekragg, in Baldur's Gate II. It raised the bar high enough that I never tried GMing such a battle myself. Maybe some day...

No matter whether you remember it or missed it: Here is the music theme.

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IMO an awesome feat doesn't have to be super-powerful or even competitive. It just has to be unique, meaning it opens up new options you find interesting.

And IMO Elven Battle Focus delivers - it helps to realize the fantasy of an agile elven sword fighter who uses their brain. CRB offered little support for melee elves (just the curve blade, maybe you could count the +2 vs. enchantment), so I appreciated any book who added at least one piece: The content UnArcaneElection mentioned plus leafblade / thornblade, the Vigilance alternate racial trait and Warrior of Old.

There might be more powerful melee builds out there, but I don't care since I am pretty sure I'd kick *** with this elf.

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ArendK wrote:
I'm looking for ideas, critiques, and solutions.

Personally I'd start with something small, like an one-shot. There I could try to invoke the feeling, test my players' reactions and adapt. If it works out well enough, I'd go for the campaign, otherwise I'd try the next small step.

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