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I'm working on putting together an Orc Barbarian/Alchemist.

Considering using Moonscarred Barbarian as an archetype.

I'm going for a character with absurdly high strength, smashing my way through enemies, Grognard style.

I'm not sure if Moonscarred will benefit me in this or not, I thought it would make things far more interesting.

I'm thinking of combining 18 strength at start, with Orc, for 22 Strength, then Mutagen for a +4, Enlarge Person for a +2 and size increase, and rage (either +2/+4 depending on what I pick), for a total of 30/32 strength total, in an ideal prepped combat.

But that's about as far as I've planned, and I'm not sure what else would benefit this build.


Regarding Shifting Rage from Moon Cursed Barbarian.

Do you gain the strength/dex/nat armor bonuses from your chosen animal size?


Items, spells, anything that a prankstery gnome might use or do.

I need them, give them to me.


I am beginning Book 1 of Hell's Rebels soon.
I gave my players access to the Player's Guide and they got together to decide on characters.

They decided that they'll be representing a cult of Milani, they based this decision on the fact that worshipers of Milani receive multiple bonuses, in the Player's Guide.

Their interpretation of Milani is that they must spread the worship of Milani, in order to encourage revolution and the destabilization of governments, including all of Cheliax.

They admitted that yes, they based their cult on ISIS.

What the hell am I supposed to do with this?


I'm currently running a Savage Technologist for an Iron Gods AP, I primarily focus on combat using technological firearms and light weapons in the offhand.

I want to try to stay within that mindset as I continue leveling, but I feel incredibly feat starved.

Can you guys help me or give advice on where to take the character as I level?

http://www.myth-weavers.com/sheet.html#id=567396

The GM allowed me to use an unchained barbarian as the basis for Savage Technologist, which makes the Android able to benefit from rage.


Some time ago, someone linked to a feat for Bugbears that allowed them to do all sorts of creepy horror movie type things, while remaining in stealth.

I've been looking for it ever since but I can't find the damn thing.

Can anyone help me out with this?


I'm beginning an Iron Gods campaign, as a player.

My character is an Android Unchained Barbarian.

I have this idea that I want to use my expertise in knowledge engineering (gained through feats) to collect and assemble robot parts and technology to build a sort of power armor. (Think Fallout, not really Warhammer 40k)

I'm guessing Craft Armor would probably be necessary as well.

Do you folks generally think this would be possible? If so, what else would you require?


1. Frankenstein's monster themed campaign, featuring the PCs as commoners trying to survive.


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1. Repeatedly failing to shower/tend to general hygiene beforehand.


Honestly, does Detect Magic even need to exist? Could it not be baked into caster classes as a spell-like ability?

I've only ever seen it used to either A. Determine that an object is magical, or B. When someone wants to cheat their way out of dealing with an invisible enemy.

Couldn't you just make it a spellcraft check to detect magic on an object, and be done with it?


I'm building an Android Barbarian(Savage Technologist) for an Iron Gods campaign, and I need interesting personality quirks to work into the storyline.

It's name is Seven.
Facts about Seven:

Seven is without gender, yet resembles an Android version of Annie Lennox in the "Sweet Dreams" music video, albeit with milk-white skin and blue hair/eyes/circuit-tattoos.

I have re-flavored (With GM permission) the rage function into an "Overclock" idea, which leaves it without personality, while "Overclocking".

Seven does not know where it came from, and only "awoke" recently, under the supervision of Khonnir Baine.

Seven is fascinated with technology, and seeks desperately to discover how it came to exist.

Seven worships Brigh.

Seven seeks to understand the fleshier races and their customs, asking many very obvious questions, often repeatedly. Seven may spend hours a day asking how different Dwarves may enjoy different ales, for example.

Seven is indeed "Fully Functional and Anatomically Correct". But nobody is quite sure exactly what that means.

Can you guys help me with any other ideas?


I've been playing in a Smuggler's Shiv campaign for about 3 months now, and I'm really questioning whether I can take even one more day of it.

I have no problem with the campaign itself, so far. The problem lies in the GM, who seems to be adamantly opposing the idea of players having fun.

In 3 months of weekly sessions, the party of 4 characters have achieved the following levels: 2(Sorcerer), 2(Scarred Witch Doctor(My Character)), 3(Ninja), 2(Fighter) (Because of some weird way of assigning XP individually.)

This GM has ruled that the ENTIRE island is surrounded by cliffs, this includes the inside waters of the island. Meaning that every time the group wants to investigate a shipwreck (of which there are around a dozen), he has made us do DC 20 Climb checks. Half of these climbs have been interrupted by combat, usually halfway through, resulting in someone falling to their death (Yet somehow surviving, because of a sudden change of rules on how falling works...).

Every time a player has gone underwater, regardless of the situation, a DC 20 Swim check has been required, even to those who do not need to breathe air...

EVERY encounter faced thus-far with one exception, has been venomous snakes, meaning that a vast majority of PCs and NPCs, have been dealing with Ability Score damage of some type, the entire campaign. (A major pet peeve of mine, which I've explained multiple times to the GM that I absolutely hate because it causes me undue stress to change around stats, multipliers, saves, etc in my head, and I'd rather quit than deal with it.) The stress causes headaches and stomach pain, so it literally causes me pain, to deal with this.

At one point, my character was guaranteed to die on my next turn, when poison did its damage, by having my CON reduced to zero. I didn't care anymore about my character at that point, I just didn't want to deal with CON damage anymore, and preferred that my character would die, so I could do something else. The GM then decided to make the roll for me, and somehow miraculously passed it. (Insert absurdly skeptical face here.)

Every encounter thus-far has been on difficult terrain, which the entire party has complained about, and done actions to avoid, yet it does not stop.

The island cannot be more than 20-30 miles across, according to the map, yet our ability to traverse it has been ludicrously limited, sometimes having it take 4 hours to travel 1 mile, at night, with darkvision.

I'm a relatively good player, when it comes to avoiding metagaming and cheating, but I've checked on how to get off the island, and how long it takes, and it is obvious that the GM either does not want the party to get off the island, or simply lacks the basic information required for him to properly GM.

I can safely say that if the next session does not change dramatically, I will no longer continue playing it.

I do not intend on ever revisiting it, as I am literally sick(Yes, even physically) of all of these described factors.

It simply has not been fun for me, and I know that the other players are not enjoying it either.

I just had to rant about this to someone.


I am going to be a player in an Iron Gods campaign, and I am hoping you guys can help me find a class/archetype that suits what I have in mind.

I know I want to play an Android.

I want her to have little to no memory of her past, or origin.

I imagine her being obsessed with finding out where she came from, and collecting countless trinkets and bits of trash that may or may not be technology-related.

I want her to be a bit of a skill monkey, not very combat focused, in her design.

I definitely want Disable Device, Linguistics, Knowledge skills related to Technology, and Perception, maybe Use Magic Device, as class skills.

I'd prefer a spontaneous caster, if any kind of caster at all, magic is not a big deal to me, for this one.

The ability to use firearms, without major penalties, would be a bonus.

I don't really care about optimization here, I want a character that I'll have fun role playing.


My players have earned the ire of a villainous sorcerer.

The sorcerer has taken to following them around, while flying and invisible.

The players (4 players) are currently level 3, and the sorcerer is level 6.

I'm considering having him leave a letter delivered to one of the players, with the letter containing Explosive Runes.

Is this unfair to the players?


I've started a campaign for ROTRL with my girlfriend, as a two person party, with her leading and me running an NPC as support.

I'm using a modified gestalt rule, but I wonder if I should modify difficulties or action economy to better suit a two player game.

Does anyone have advice on how to do this?


I've started a campaign for ROTRL with my girlfriend, as a two person party, with her leading and me running an NPC as support.

I'm using a modified gestalt rule, but I wonder if I should modify difficulties or action economy to better suit a two player game.

Does anyone have advice on how to do this?


What happens to a target that is swallowed, if Carry Companion is cast on the one doing the swallowing?


I have a campaign in which I wish to build the most powerful Animal Companion possible.

I am using a level 20 Hunter as the basis, and have 500,000gp to throw at it.

What can I do with this to make the most powerful pet possible?

I've started with a Tyrannosaurus, to start with.


I'm a fan of the uncommon races, but one thing that bothers me heavily is the seeming bias towards "Good" races, when it comes to stats. A good example of this is between Tiefling/Aasimar. They're essentially mirrors of eachother, yet Tieflings have a -2 on Charisma (For being "Strange and unnerving" despite the fact that they can vary wildly in appearance) Whereas Aasimar have no penalties, and in some books outside of the CRB can have all sorts of different stats.

Orcs suffer a bit too, three stats with -2? That's insane, even for +4 strength. It seems to restrict orcs to cannon fodder baddies, and prevents PC capability, for no reason. If orcs have societies, surely somebody among their ranks is using one of those three stats.

I understand of course it can all be homebrewed out, but is there a real reason for this seeming bias towards the "good" or "pretty" races?


We shall discuss what dinosaurs fit what classes best, and if it is even viable.

I'm thinking of making a Stegosaurus with class levels in Sorcerer or Cleric, anyone have other ideas?


In one of my campaigns, I've taken up the idea of roleplaying my goblin NPCs as a chaotic evil version of the minions from Despicable Me. I've heavily focused on their hatred of dogs and horses, often to the point of them doing little puppet shows with the bodies of the animals as props or costumes.

What other little quirks could I add to flavor up my goblins?


So, in one of my games, I had the party encounter a varguille.

The varguille performed it's shriek attack, and everything except the ranger's Falcon made the save.

Naturally the varguille took its opportunity to do its favorite thing, and immediately moved to kiss the bird.

The bird failed the fort save, and is thus infected with whatever Varguille herpes disease it is.

The page for varguilles says nothing about animals not being susceptible to the disease, and nothing about said animals no longer being loyal to their master.

The ranger immediately grabbed the bird and ran for the nearest Church (Sandpoint Cathedral).

What should I do with this scenario, should the bird even be effected?


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I'm building a villain who has been blessed/cursed with a permanent Shapechange spell. It will not be possible to remove it via magic. I need creative ideas as to what he could do with this. The more creative the better.


If I use Magical Lineage (Spark) with Silent Spell, what kind of action does it play as?


I'm running a support witch in a campaign, and I want to encourage roleplay using this character.

The character is a half orc scarred witch doctor.

I can roleplay that class well enough, but how should it be changed by the patron?


Does Form of the Dragon III benefit from the stat increases gained by Form of the Dragon II?

RAW seems to imply it does, but I want to know for sure.


The questions apply to a character with the required crafting feats, along with Idealize as a discovery, and Transmuter as a trait.
http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arca ne-discoveries-paizo/idealize-su
http://www.d20pfsrd.com/traits/magic-traits/transmuter-magic

1. If I craft an item like a Headband of Alluring Charisma, does it benefit from Idealize or Transmuter?

2. Do Idealize and Transmuter stack, at all?


My players are becoming complacent and are openly boasting about how unstoppable they are. (They're level 4...)

How can I put the fear back into them?

I'd rather not just kill one of them, I need something they can survive, just barely.


I'm GMing a game with seven players, weekly.

In our last session, (two players missing, not feeling well) they came across an intelligent, lawful good, zombie.

This zombie is a story hook, and is supposed to lead them to a town, where the story can continue.

Our Neutral Evil Rogue has attempted to be the face for the party, but has degenerated into basically being chaotic stupid, and openly told party members that they'd kill the undead, to take a book from him.

(The book has some magic qualities, the properties of which are unknown to the party)

The problem is, that there are characters in the party who I know for a fact would stop this from happening, yet were unable to attend.

Basically, I don't know how to deal with a player that is exploiting another player not being present.


I am interested in having a blade attached to one arm of a set of Heavy armor.

Similar to the automail blade used by Edward Elrich in Fullmetal Alchemist.

Is there any weapon in the books that behaves similarly, minus all the alchemy silliness?


I have a party of seven level 3 PCs, many of whom are inexperienced in the ways of D20 combat.

The problem is, that the ones who DO know what they're doing are power gaming, and anything I throw at them goes down within 1-2 rounds.

I worry that I won't be able to build an encounter that can last more than 3 rounds, without risking someone being 1 shotted.

So far, Not a single one of them has been hit in combat, and even after I threw a Babau at them, with 2 party members missing, they still wrecked it.

I'm having a great deal of trouble with this, any advice would be appreciated.


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Your party comes across several helpless Goblin Babies.

1. Murder the little monsters in their sleep.


I'm building up a NPC in a campaign that I'm GMing, this NPC is a White Necromancer.

His archetype gives him an undead companion, similar to animal companion rules.

His companion is a Skeleton named Reginald, Reginald is intelligent, and can communicate telepathically with the White Necromancer.

My question is, if Reginald wears full plate armor, full helm included, how hard will it be for people to know he is a skeleton?


Trying to make a decent character, following my GM's rules.

Traits, drawbacks, Ability scores, and skills must be related to background. The original background was written by me and modified by the GM.

I plan on this paladin being a Support/Healer for the party, and any tips, or comments would greatly improve this for me.

Please help, I want to finally learn to properly play a Paladin!

http://www.myth-weavers.com/sheetview.php?sheetid=1125737


No need to be gentle, he can take it.

The campaign is a 20 point buy in, with 2 trait/1 drawback requirements.

1 free profession rank, must be related to background.

All the information is on the following page.

http://www.myth-weavers.com/sheetview.php?sheetid=1125526


I've had the idea of Giant Pistol and Mantis Shrimp rolling around in my head for a while. I think they might make great monsters for an aquatic pathfinder campaign, but I wouldnt know how to write up stats for them.

If anyone can offer ideas or assistance in any way, I'd appreciate it.

Mantis Shrimp can see 9 spectrums of 12 spectrums of light, and can punch with the speed of a 22 calibur bullet.

Pistol Shrimp can snap their claws so quickly that it generates a small amount of plasma, hotter than the inside of the sun.

(These are actually true)

These little critters are obscenely badass in real life, I'd like to see a properly badass equivilent.


I've not found any information on the estimated value of a flame drake egg, anyone have an idea?


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Basically, the entire village was massacred and then raised by the lone survivor(He became a White Necromancer), and the PCs will come across this village, potentially recruiting the Necromancer.

I need ideas on how to improve the feel of the village for the PCs, I want the undead to all be intelligent, maintaining their personalities despite having bits of themselves falling off.

I want them to have maintained the village at the condition in which they were killed.(non-ruined and completely functional)

Anywho, anyone have ideas that can make this work a little better?


Hi, I'm new to the site, and I'm building my first campaign as a DM, and I am hoping you guys could help me flesh out this character a bit. I'm hoping to base this character around the following story, for the moment, we'll name the character Tim.

Tim lived in a happy little quiet village in the mountains that we shall call Home.
He was abandoned as a baby in the mountains and found by a villager, and brought back to Home, where he was raised communally by the entire village.
Tim was raised to be an honorable and faithful(religion?) lad.
Tim thought of the entire village as his family, and loved them as such.
One day, a group of men in expensive suits came through the town, explaining that they were from an organization called the "Protector's Guild"(I could use a better name, but I need the structure of a guild here.) These men demanded that several citizens volunteer to accompany them as "recruits", threatening that the village would otherwise have no guaranteed safety, and anything could happen.
The villagers were outraged and attempted to force the men out of the village. The men responded with violence, both magical and physical, killing several villagers. They promised that the entire village would suffer for this outrage and left, heading south out of the mountains.
Several days later, an army of several dozen men, in similar suits arrived in the village, and began forcing everyone out of their homes, assembling the entire village in the village center.
Tim managed to hide from the men in an attic, when they came to his home. But once the immediate danger had passed, he watched the town center from a window and witnessed what happened next.
A Tiefling patrolled the village center, and began ordering his men to execute the villagers, all of whom immediately did so.(None of them were decapitated.)
The Tiefling then ordered his men to march out of the village, once again heading south.
Once Tim thought the village was clear of murderers, he ran into the village center to look for survivors, falling to his knees in the middle of the slaughter, only to find the Tiefling waiting there for him, twirling a small dagger through his fingers.
The Tiefling grinned a fang filled mouth at Tim, before turning south and walking briskly out of the village, his long barbed tail bouncing giddily and his expensive black shoes splashing lightly through the puddles of blood, as he twirled his dagger.
Tim wept in the center of the bloodbath for days, unable to make any decision as to what he should do next. His body eventually weakened to the point that he could no longer move, only stare at the bodies that surrounded him
A mysterious elf(race optional, may be changed) wandered into the village, and approached Tim. He told Tim, "This does not have to be their fate." Dropping a brown sack with a heavy thud, the elf left the village without another word.
Tim, suddenly filled with purpose, grabbed the sack and tore through it, it turned out to be surprisingly larger than it looked. Inside were dozens of books on magic, but the most interesting to Tim was a series of books on Necromancy.
Tim immediately knew what he would do...

He would bring them back.