Cilios

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Organized Play Member. 35 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




So, I'm running a party through the AP, and the party is...let's say 'less than optimal'. Went through Harrowstone with:

A Shielded Fighter/Trip Monkey
A Universalist Wizard whose constant contribution was the Ray of Frost spell and Hand of the Apprentice to attack with a dagger (now a longsword)
A Barbarian who did not rage once. All adventure.
A Cleric Used mainly for Channeling and Knowledge skills
And a generic Rogue

Needless to say, the first adventure was difficult. Now, a bunch of CHA-dumping misfits are to play Perry Mason. I don't see this going well. I thought about jumping in myself, but I've never liked GMPC's. Any suggestions for keeping themselves from too much more foot-shooting?


I would like to get involved in a PbP game. I like the concept, and it makes it easy for me to participate. However, I have never done this before. I can glean some information from just lurking here and seeing what others have done, but I wondered if someone could give me a rundown on the process. If I want to join in, do I just present backstory in a recruitment thread? Do I have to make a whole new paizo.com profile to match my character? Any tips on getting noticed?


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I am currently running my group through the Carrion Crown AP. They are moving through the Haunting of Harrowstone. While I enjoy the mechanic of Trust Points, as it gives me a mechanic to keep my players from devolving into the dreaded 'Chaotic Hero' alignment. However, I have run into a problem that I can't seem to find any errata for. I shall hide it, just in case:

Carrion Crown spoiler:
As far as I can tell, there are only seven trust points to gain throughout the entire adventure (defusing the mod in the graveyard, befriending the children, Stopping Gibs Hephenius without killing him, and saving the people from the town hall fire). This barely brings the PC's into trusted territory, and makes it impossible to gain the necessary trust points to gain access to any of the locations for research. This is only compounded by the fact that trust is lost at the rate of one per day, making the time frame to complete the adventure quite quick. By RAW, if the PC's dawdle at all, they would be run out of town before their month is up even in the best of circumstances.

This also brings to light the research rolls. To glean all of the useful information requires many high knowledge rolls that require potentially several rolls. Granted this was made worse by my particular group (their group motto should be "INT. The real man's dump stat." Several research rolls only add to the problem that trust is near impossible to build without house rules.

Has there been some ruling to fix this, and if not, how did you deal with it in your experiences?


Thinking about making an Oracle for a game (I played a lot of Sorcerers in 3.x, and it seemed like an easy shift), but I can't decide on a Mystery. This group needs pretty much everything, and I know simple things (Take battle if you want to heavily mix in Fighter, Flame if you want want to mix in the classic boom-boom mage), but I am literally blind to the advantages of the others. Apparently, just from reading the boards, Heavens could get by on color spray alone, and Waves is apparently bad (although I don't know why), but how are the others? Any shining stars? Bones seems interesting, since someone stole my usual role of summoner, and Necromancer seems like a decent substitute. I also think wind seems interesting from a battlefield control standpoint. Any other strengths that anyone can provide?

tl:dr version: What mystery do you like, and why?


I was reading the abilities of the Polearm Master variant of the Fighter, and under the ability "Sweeping Fend" it states:

a polearm master can use any spear or pole arm to make a bull rush or trip maneuver, though he takes a –4 penalty to his CMB when making such attempts

However, the description of the Trip maneuver makes no mention of needing a weapon with the trip quality to make a trip maneuver. Is this a typo, or am I missing some other errata or adjudication on the rules?


Okay, boards, here's the dealio: I am starting in a friend's PF game this weekend. While I have played 3E D&D all the way back to playtesting it the Gen Con they announced it at, this is my first foray into PF. Now, anyone who has played with me knows I am notorious for being indecisive with my characters, switching back and forth with builds ad infinitum until time forces me to pick one. So I need help picking a class. Here are the givens:

DM has stated you can play anything in a PF book, including playtest classes like the Gunslinger and Ninja. Party currently consists of a bomb-focused Alchemist, Drunken monk, Summoner, and Rogue. One thing I can be sure of is that it will likely be human. I only ever play humans in fantasy games. Call it a quirk.

My one rule I am trying to stick to is "Powers, not spells". I have played a Wizard or Sorcerer in every 3E/3.5E game I have ever been in. Over 5 years of arcane magic. I have had my fill, and I'd like to branch out a bit. I love monks, but we already have one.

I don't need to make some overly kitted out monstrosity, but I'd like something with some overall effectiveness, especially in combat. A few things seem interesting (Shapeshifter Ranger, Barbarian with Spirit totem rage powers), but I'm lost. Anyone have any good ideas? Not full builds, but a general direction that would be fun to play for a few months would be much appreciated. Thank you all in advance.