Kobold Trapper

T.A.U.'s page

489 posts (1,833 including aliases). No reviews. No lists. No wishlists. 2 aliases.




1 person marked this as a favorite.

Hello pathfinders,

After a long time, I'm starting a new group, this time where they are all new players that never played any RPG before.
So I choosed to start playing using Beginner Box.

One of players want to be a "Jedi-like" character. I told him this is not so easy to achieve, but I want to try to convert a telekineticist class for beginner box for him.

Can you help me with this conversion? Thanks


1 person marked this as a favorite.

Hello everypony,
I'm opening this topic as a brainstorming for my future campaign settled in MLP:FIM Equestria setting.
I'll welcome any aid or ideas you could give me.

About our game:
It will be an E6 (well, P6) campaign.
I'll adjust some main characters of the show as deity... well, they will be level 6 plus Mythic NPCs able to provide divine spells, not Gods in the Golarion's term. [soon on this board]
Playing style: a relaxed one, full of jokes with the goal of playing in a cartoon atmosphere.
Players: my wife, my sister in law and her child (8 yrs old) and maybe some school friends.

Our setting: Lunnova and the surroundings.
In the Luna Bay is rising a new settlement, Lunnova, a village dedicated to Princess Luna.

[The pun:
The name of the village is a crasis of the words "Lunn-a" and "Genova", Genoa in Italy where we live.
“Lunn-a“ it's the genoese word for Moon.
I was delighted of making it since the form of Luna Bay it's very similar to the Ligurian riviera too.]

Location of Lunnova

[Soon I'll update a map of the village too, it's shape being the same of the ancient shape of Genova]

(Population)
This coastal small village is rising is population. A second wave of settlers is coming at the beginning of the campaign. [about 10 years after the current season 7 in the tv show.]
Settlers are mainly ponies of the main 3 sub-races (earth pony, pegasi and unicorns), but in the last years a few number of the other races have moved too (crystal ponies, reformed changelings, unconventional griffons, zebras...)

(Connection to the rest of the world)
Cut away from Equestria's rail-lines, to reach it “on hoof” you need to start from Vannhoover and face the coast and it's Arctic clime, so Lunnova's primary access and only commercial way if through the sea.

(Protection from cold)
The Dreaming Sphere is an artifact created by Princess Luna using her domain of dreams.
The sphere is able to maintain a mild climate in the surrounding area.
Unlike the most powerful and famous Crystal Heart, the Sphere is fueled by the power of good dreams, night after night (Luna crafted it with a small emergency stock), but it's power only keeps out the Frozen North and Windigos not other enemies.

(Neighbours)
Bat-pony: the indigenous population, lives in a series of caves in the mountains since the times of Nightmare Moon banishment. Some of them could be enemies, or at least rivals of the settlers, all will not like the newcomers, at least in the beginning.
Sea-pony: the sea is their territory, but the could be befriended too.
Pirate ponies: the main threat to the commercial and supply way through the sea.
Other creatures in the mountains: yetis, arctic animals and magical beasts, etc...


I'm a player and also "deputy GM" in a homebrew campaign, and the main GM sometimes ask me to build some of the new NPCS the party is going to meet.

This time we have met "the Quaquarians" a race of anthropomorphic ducks vaguely inspired by Disney's Duckburg.
The GM initially thought we weren't going to stay with them so long, but one of the players who is playing a Thor-like character decided to recruit one quaquarian who looked like "Donald".

Hence the last request from the main GM: build this Donald Duck NPC, but as a Vigilante with a "Duck Avanger" dual identity.

I read some of PK comics about 20 years ago, but I'm not an expert.
This is also the first time I'm building a Vigilante.

The race could be customized using ARG and 10 RP, the build will also use 20 Buy-Points and 10th level and a budget of 46000 gp.

Any ideas?


With some friends we decided to try something new in our group during character creation for our next AP (Iron Gods):
Each player picked a blanked card, writing down a race.
Next phase each player picked 2 others blanked cards and wrote a class in each of them with eventually a specification (i.e. Oracle: Flame).

The DM then secretly looked at all the cards, and then added 4 more races, and 8 more classes with a specific archetype.
Finally we shuffled all the cards in 3 decks (races, classes with eventual specifications, classes with archetype) and everybody drew one card for each deck.

I got respectively "Android", "Kineticist Air" and "Investigator: Psychic Detective".
Using one of the combination, with 20 buy-points and being able to use all Paizo books (no 3rd Party), we have now to create our 4 PCs.
Here is where I need all possible advice.

Thanks for any help you could provide.


Hello pathfinders,

long story short, in a Roman Fantasy Homebrew Campaign where I'm a player but also "deputy-GM" our big party of 8 PCs has partially became our setting version of Marvel Cinematic Universe Avengers:
We already have a Human (Roman/Etruscan) Scarlet Witch, Human (Viking) Thor-esque character, an Elvish version of Captain America, a Dwarf Quicksilver... We also have a Dwarf Ironman, a Kitsune Black Widow and an Halfling (medium sized) Hulk as allied NPCs.

As a deputy-GM I'm currently in charge of building some NPCs who could potentially became new cohorts and/or PCs.
One of those will be our version of The Vision, but I'm not completely sure what will be the best way to build it.

Current state of mine brainstorming:
From Avengers 2 movie we have seen: An artificial body and intelligence, owns one of the Infinity Stones (the Mind) in his front, able to fly, mental combat (when fighting vs Ultron), and blast too.. [lifting Thor's hammer is not something I'm concerned since we haven't any security mechanism in our own Thor's hammer]

So Android seems the more appropriate race choice, the Mind stone and the ability of mental combat make me think about a psychic magic user class, but I'm not sure if a Psychic or a Psychic Detective Investigator could fit more.
The blasting part could be done in both cases with the Laser Blast Psy-tech discovery (Occult Realms) for both of the classes (we are at level 11/10 so even this build will be at those levels).
Drawback: the Empathy tax feat for both builds...

I'll gladly appreciate any kind of ideas, suggestions, advice and so on.
Note: 20 buy points for this kind of NPCs, all Paizo stuff are legal in our campaign, adjusting flavour when needed, and no 3rd party are allowed (unless I can convince the main GM there is no-other-way to make that character concept fit)


Mine Kingmaker AP campaign is probably going to be known for the many spin-off quests taking the time of the main campaign plot (i.e. The Yoda Mites, the little Kobolds, the 4 commoners in Candelmere).
But our group is liking those games so much, 'cause many of this sessions are able to make them feel their kingdom 'alive' and not something secondary in the Main-Party's way to the maximum level.

One of mine players is a very addicted fan of My Little Pony, and brought a Ponyfinder manual... hence mine idea of adding a dedicated spin-off, using the always present connection to the First Word as a way to introduce those special ponykind of Fey.
This should be a 'one-shot' session, but those (N)PCs should also became recurring characters if the players wish so.

I usually avoid adding 3rd party products to mine campaigns but, from what I've seen the last time we played (she will lend me the manual in the next week), this manual seems to have a very little impact on the pathfinder official rules.

Now, to prepare a spin-off quest, the first step is a brainstorming.
I hope you could help me in creating an interesting side-quest.

Mine current ideas:
- Ponies are Fey, as stated in ponyfinder manual, coming from the First Word, maybe trapped in the Greenbelt due to some accident.
- Their quest would be to find a way back home, and doing so they have to interact with kingdom's leadership (the NPCs, the PCs will conveniently be out in one of their adventures.)
- They are not (yet?) involved in the main Nyrissa plot.
- I'll pregen 4 of them, giving those to mine players when time will come.

As always, I'm open to any suggestion.
Thanks in advance.


I searched if someone else asked it before, but didn't find a proper answer.

Since the Bloodline Arcana of the Psychic Bloodline states:

Quote:
Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.

Does it means that a psychic sorcerer can ignore the Arcane Spell Failures from his armors and shields?


2 people marked this as a favorite.

Working on another Mesmerist build gave me the idea of leveling up our favorite Boggard.

Mine players decided in the last session to claim his hex and the other next one (Statue of Erastil), building roads to allow the erastilian pilgrims from the Temple of the Elk to visit also the Statue. Doing all of this even without talking to their long forgotten friend Garuum, who suddenly lives in his swamp with a lot of visitors coming and moving around.
So I decided to push the events a little bit. Some pilgrims have become "crazy", attacking the others for few seconds before returning to their normal mental sanity state. The news reached the capital right before the end of our game time and the party will move on into the next session to investigate.

Here is what they will found: an angry Garuum, who was evicted by his own house by some incautious pilgrims, and so decided to test his newly developed mental powers against them.
All glory to the Hypnotoad!

Gaarum Mesmerist 4:

Garuum the Hypnotoad - Boggard CR 5
XP: 1,600
Boggard Mesmerist 4
CE Medium humanoid (boggard)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +3 natural)
HP 59 (7d8+28)
Fort +7, Ref +6, Will +6
Defensive Abilities Towering Ego (+2 Will saves)

OFFENSE

Speed 20 ft., swim 30 ft.
Melee morningstar +7 (1d8+1), tongue +1 touch (sticky tongue)
Space 5 ft., Reach 5 ft.
Special Attacks bold stare (disorientation), hypnotic stare (–2), mesmerist tricks 4/day (compel alacrity 10 ft, psychosomatic surge 1d8+2, vanish arrow), terrifying croak (DC 15)
Spells Known (CL 4th; concentration +6)
2nd (2/day)-hypnotic pattern (DC 14), invisibility
1st (4/day)-charm person (DC 13), grease (DC 13), hypnotism (DC 13), paranoia (DC 13)
0th-daze (DC 12), detect magic, detect poison, haunted fey aspect, message, touch of fatigue (DC 12)

STATISTICS

Str 13, Dex 13, Con 16, Int 8, Wis 13, Cha 14
Base Atk +5; CMB +6; CMD 17
Feats Disengaging Feint, Improved Feint, Toughness, Weapon Focus (morningstar)
Skills Acrobatics +4, Bluff +11, Knowledge (local) +3, Knowledge (nobility) +6, Knowledge (religion) +3, Linguistics +3, Perception +12, Sense Motive +5, Stealth +8, Swim +9
Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps
Languages Boggard, Common
SQ consummate liar, hold breath, swamp stride
Other Gear leather armor, morningstar

SPECIAL ABILITIES

Hold Breath (Ex) Garuum can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
Sticky Tongue (Ex) A creature hit by Garuum's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). Garuum cannot move more than 10 feet away from the target, but he can release its tongue as a free action. Unlike a giant frog, Garuum cannot pull targets toward it with its tongue.
Swamp Stride (Ex) Garuum can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
Terrifying Croak (Su) Once per hour, Garuum can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 30 feet of the boggard must make a DC 15 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.
Painful Stare (Su) Once per round, when an attack that deals damage hits the target of Garuum’s hypnotic stare, he can cause the creature to take 2 additional points of damage. If Garuum uses this ability to increase his own damage, it instead takes 1d6 extra points of damage.
Touch Treatment (Su) Five times per day as a standard action, Garuum can touch a creature and remove the fascinated or shaken condition. This ability is a swift action if he uses it on himself.


Our "favorite" bard is going to meet mine player's kingdom very soon.

Mine players are at the 2nd mythic and particularly the Baroness has Display of Charisma, a feature the player like to use a lot...
They will probably have Grigori humiliated into the social encounter (but non so easily, since I'll use the 7th level 6-PC-version of him with the Glibness spell), and probably he will be sent in prison (with all the Unrest necessary)...

So, I got this idea: let's have that Grigori has an "occult helper", someone who can help him in spreading his false (or true) propaganda, and could even help him in case of a fight, although staying carefully hidden into the town's mob.
The Mesmerist perfectly fits this role: his stare ability works well in conjunction with the Bard's spell, the psychic casting spell (no verbal & somatic) can come from the folk without being detected, and so on...

Hence I decided to give leadership instead of toughness to Grigori, and with this feat a 5th level Mesmerist as a Cohort.

This will be mine first Mesmerist ever, so I need any possible ideas and help in making it.


... where A.B.C. stands for Alchemist, Bomber, Charlatan

I'm still theory-crafting a possible replacement PC for a current Roman-Fantasy homebrew campaign.

The goal here is to be a very Social skilled character for the political aspect of the campaign, and also be useful during the not so frequent combat encounter which are usually very deadly.

Our party is very big (8 players with their PCs, plus some cohorts / NPCs) and almost all the roles are already taken, but according to the last retirements/deaths a mix of flanker/blaster is a possible niche to fit in.

Notes:
a) We spent a lot of time during social encounters, and political intrigues, but as I wrote we had sometimes very deadly encounters/assassinations attempts and so on...
b) Stats are to be Rolled in front of the GM, but we will use the 4d6 drop the lowest method, also re-rolling all natural 1, so those should be pretty high (I hope).
c) Also starting level could probably be at 10th due to the current APL of 11. (GM stated that new PCs comes into play at APL-1)
d) All Paizo books are allowed, but no 3rd Party.

Here are mine current ideas:

- Race: Kitsune
+2 Dex, +2 Cha, -2 Str
Medium sized, Humanoid (kitsune, shapechanger)
Languages: Common, Sylvan; (Aklo, Celestial, Elven, Gnome, Tengu for High Int bonus) - [Free bonus languages is ancient Latin]
Agile → Gregarious: Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
Change Shape.
Kitsune Magic → Duplicitous: Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 racial bonus on Bluff and Disguise checks. This racial trait replaces kitsune magic. [Inner Sea Races]
Natural Weapons.
Low-light vision.

- Class: Unchained Rogue (Charlatan & Underground Chemist) + Alchemist VMC

1: Finesse Training, Sneak Attack +1d6, Natural Born Liar (Ex); F: Realistic Likeness
2: Chemical Weapons (Ex), Rogue Talent [Coax Information (Ex)]
3: Finesse Training, Sneak Attack +2d6, Grand Hoax (Ex) [Rumormonger]; VMC: (Alchemy)
4: Debilitating Injury (Ex), Uncanny dodge (Ex), Precise Splash Weapons (Ex)
5: Rogue's Edge (Perception), Sneak Attack +3d6; F: Fox Shape
6: Rogue Talent [Obfuscate Story (Ex)]; FCB: Extra Rogue Talent [Black Market Connections(Ex)]
7: Sneak attack +4d6; VMC: (Bombs)
8: Improved Uncanny Dodge, Rogue Talent [Steal the Story (Ex)]
9: Sneak Attack +5d6; F: Swift Kitsune Shapechanger
10: Advanced talents, Rogue Talent [Hide in Plain Sight (Ex): Urban Terrain], Rogue's Edge (Sense Motive)

Looking for any possible advice.


Trying to build a character for a "Roman-Fantasy" campaign I'm currently playing. I'm not sure if I'll play it directly or build it for another player, but I like to be prepared in case of some deaths coming.

Long story short: the Party is not the typical group of murderhobo-adventurers but a mix of adventurers and leaders of a political party trying to became governors by winning the next elections.

What the party currently need is a social skilled aid to spread rumors and a flanking buddy for the few combat encounter who used to happens only sporadically.
So I came up with this idea of an apparently unarmed/unarmored Unchained Rogue using the Charlatan Archetype, to be able to enter unnoticed into a tavern, like a commoner, and spread false rumors about the party's political enemies... Also, if a brawl starts during his daily job, he should be able to survive, using his Unarmed Strikes and Sneak Attacks.

The Party is currently level 9-10, and the character will be probably created at 9.

Basically it will be focused only on Dexterity and Charisma (so maybe a Halfling could be a good race choice), no need of great Strength (due to UnRogue's Finesse).

I'm also thinking if this could be a good combo with the Monk VMC, but in this case I'll probably need another Rogue Archetype (Underground Chemist? Halfling Filcher?) to replace Evasion since it is gained again at 7th via VMC.

Any thoughts and advice?


1 person marked this as a favorite.

I'm toying with the idea of a Kobold Vigilante NPC who in his Dual Identity appears like a Dragon Wyrmling, but a part from the obvious racial traits and feats (the Draconic Paragon chain), I don't know what Vigilante specializations and abilities could fit more the concept.
Any idea?


1 person marked this as a favorite.

Hello everybody,
last session after a few "Troll Diplomacy" at the Sootscales lair (thanks to Dudemeister thread here!) the party gained few kobold eggs to foster.
So, mine players will gain a Spin-off secondary Kobold PCs (we already started calling them "the Mini-Me").
The problem with kobolds PC is that, even using rules for Young Characters, you will have to wait until the age of 3 for being small size. (Following the reference within Kobolds of Golarion).
But mine players don't want to wait so long before beginning playing with their new secondary characters, at least they want to do a first adventure.

So I remembered of this funny "Fight Foot!" adventure I once red; an adventure where the PCs were fighting oversized animated vegetables...

And finally I got the idea:
Instead of changing the rules for playing tiny sized kobolds, why don't change the perspective point of view?
Let's have, only for this first adventure, the baby kobold use the standard young characters rule (consider the squares as if they are of 2,5 ft instead of 5 ft length), and fight "normal-sized" animated vegetables. If an interaction with Small/Medium sized NPCs will be needed let's consider them as if they are all Large sized (4 mini-squares = 1 standard 5 ft square).

So, I'm now brainstorming how to connect this kind of adventure with the Kingmaker plot. Here is where I'll gladly welcome any of your ideas!

- I'm thinking of changing the cause of the "animation" from the legend of Chaos vs Elements (for those who are familiar the original adventure) to something related with Fey and First World. Maybe something that can give a small insignificant clue about the final BBEG.

- The location also will be in one of the farm near the Capital of mine players' kingdom (former Staglord fort hex).

- I'll skip the first part about the vegetables attacking the city.

- Probably having instead as a plot hook a small human child (the baby of the farm's owner) going to ask help at the Castle, but being ignored by the "big" city guards she find help only recruiting the baby kobolds.


NOTE: For mine LoOS players, this is a spoiler-free thread, since you already ascended and discovered part of the story.

Hello pathfinders,

I'm here asking your help for mine Kobold version of the Kingmaker AP named "Legacy of Old Sharptooth".
I'm in need of building a CR 15 unique Herald NPC (like Lawgiver, Hand of the Inheritor, The Grim White Stag and so on...)

The god in question is Old Sharptooth, but differently from the standard AP version this time the entity is a real god, able to grand divine spell and so on. He also granted the Party their first Mythic tier, and as the PCs have already discovered Old Sharptooth is another son of Tiamat (and Apsu), and a minor brother of Dahak.

He is defined by the following information:
Alignment: LE;
Portfolio: Kobolds, Self-perfection, Tiranny;
Domains: Air, Lawful, Evil, Scalykind;
Subdomains: Dragon, Fear, Tyranny, Wind;
Favored Weapon: unarmed strike

Now, about the Herald, I was thinking about a medium sized koboldish/draconic creature (with draconic wings, of course).
The type should be Oustider with the Lawful, Evil and Herald subtypes.
He should have awesome defensive abilities (DR/Epic) due to his draconic divine scales (which are of all the 5 chromatic colors variant), offensive capacity from his Unarmed Strikes (favored weapon) and breath weapon, but I have not others idea of how to build a unique monster of this kind.
I'm open to any help and suggestion you can give me.
Thanks in advance.


Hello Pathfinders,
for mine home-brew campaign, one of mine PCs ally had been kidnapped and brought into an aquatic prison.
The party has divined the location, and know that due to the special position of this underwater stronghold they can teleport inside the cell of their ally, but can't teleport back from there.
So, basically their only chance is to go there and jail break from inside, bringing her ally with them.

I'm looking for any idea about aquatic encounter into a submerged dungeon. The party is composed by only 3 PCs currently at level 13/Mythic tier 2.

It doesn't have to be an extremely big dungeon, a couple of level should be enough. The kidnappers are an aquatic race of humanoid crabs. They doesn't know that their new prisoner have so powerful allies, so are not on a strict watch to her.
However they have a vast empire, and so can afford any kind of aquatic monster to serve as guardians for their own prison security.

Any ideas?


Hello pathfinders,

long story short, in a campaign I'm playing we had few PCs deaths during the last session. The GM asked me to help some of mine fellow players to build their new characters. One player asked me to help him building a Hulk (we already have a Thor PC and a Captain America and Iron Man NPCs in the campaign for the Avengers theme).

His new rolled ability scores are (4d6 drop the lowest, re-rolls the 1): 16, 15, 13, 13, 12, 11

Race: He said Half-Orc but the player is open to other possibilities.

Current level 10, no traits, no 3rd party books.
Also, this is a multiple PCs (currently 8 players) and Cohort NPCs campaign, so no need for the classic party roles division. His role will purely be a Melee assault.

I'm toying with 2 different ideas for his PC.

The classic Alchemist/Master Chymist path or the ACG bloodrager ones.
In the first case I was thinking of avoiding the "trap" of the Ragechemist archetype, but probably taking the Vivisectionist one.

On the Abyssal Bloodline Bloodrager, should the Untouchable Rager archetype be viable?

In both cases the player said he is interested in an Intimidate focused build, using the Hurtful and Cornugon Smash feats.

Do you have any better advice about this?


Since mine campaign is probably going to pass from the first module to the second on next Sunday, I started making some preparation for their future Kingdom Events. I'm using the new Ultimate Campaign rules, not the old AP ones.

I made some rolls, to be prepared, and of course... rolled an Assassination Attempt!
So I said "right, no problem, I have mine Red Mantis assassin NPC ready, and he could be sent by some of their political enemy..."
Roll to see who is the leader victim: the future ruler!
Of curse the Red Mantis is not something I can use against a ruler.
So I need to have another NPC to do this attempt.

Started thinking about it, and remembered that this particular PC has a former enemy from her background generator rolls, a cultist of Lamashtu. So he should be the one who sent the assassin to kill the PC.

The encounter CR should be 7, 'cause the PG will be at Level 5/Mythic Tier 2, and so I really want it to be a challenging encounter for her.
She is Half-elf, Oracle of Nature / Hierophant.
I can't decide if this NPC could be a cleric/inquisitor/antipaladin/warpriest of Lamashtu; a creature of Lamashtu; or a mix of both. But surely she must be capable of infiltrating in their capital city/castle to do such attempt.
Any ideas or advice about how to build her?
I'm open to any suggestions.


Hi pathfinders,

the GM of one campaign I'm playing asked me to provide a cohort for another PC who is going to take leadership soon. The PC will be at that time level 9, and the cohort will be level 7. The PC's class is a campaign-customized Brawler Archetype.
The GM asked me to provide him a flanker, but this NPC must also be useful in spreading information/false rumors and so on.. ('cause in the campaign the PC is one of the leader of a political faction, and the NPC must be part of the same organization too)

There are some restriction the GM have gave me:
- The cohort must be human, 15 points, NPC gear starting gold (6000 gp)
- no 3rd Party, only Paizo materials allowed.
- only 1 magic item in the equipment.

So, I'm thinking about a Rogue Charlatan archetype, but also some kind of Crit-Fisher build.

Here are mine thoughts, and were I need any possible advice:

Human, Rogue (Charlatan) 7
Str 10
Dex 14+2(human)
Con 12
Int 13
Wis 8
Cha 15+1(4th)

L1: Natural Born Liar, Sneak Attack +1d6, Skill focus (Bluff), Martial Weapon Proficiency: Kurki (Human)
L2: Evasion, Rogue talent: Weapon Finesse
L3: Grand Hoax, Sneak Attack +2d6, Two-Weapon Fighting
L4: Rogue talent: Combat trick (Combat Expertise), Uncanny Dodge
L5: Sneak Attack +3d6, Butterlfy Sting
L6: Rogue talent: Weapon Training (Weapon Focus (Kurki))
L7: Sneak Attack +4d6, Battle Cry

Skills (70 skill points):
Acrobatics (3 class + 3 dex + 5 ranks) +11
Bluff (3 class +3 cha +7 ranks +3 skill focus) +16
Climb (3 class + 0 str, + 3 ranks) +6
Diplomacy (3 class + 3 cha + 7 ranks) +13
Disguise (3 class + 3 cha + 7 ranks) +13
Escape Artist (3 class + 3 dex + 5 ranks) +11
Perception (3 class -1 wis + 7 ranks) +9
Perform (Sing) (3 class + 3 cha + 5 ranks) +11
Sense Motive (3 class -1 wis + 7 ranks) +9
Sleight of Hand (3 class + 3 dex + 7 ranks) +13
Stealth (3 class + 3 dex + 7 ranks) +13
Swim (3 class + 0 str + 3 ranks) +6

Equipment:
+2 Mithral Chain Shirt, Mwk Kurki (x2), Light Crossbow, 20 bolts, Cold-Weather Outfit, Courtier's Outfit, Jewely (worth 50gp), Dilettante's Outfit, Entertainer's Outfit, Pickpockets's Outfit, Traveler's Outfit, Disguise Kit, Rogue's Kit, 37 gp

Remember, this is a cohort build, and the NPCs doesn't have to shine, only to provide help to the PCs in combat and social encounters.


Hello pathfinders,
this is for one of mine homebrew campaign.
The Party is currently a level 13 / mythic-tier 2, a group of adventurers leading a new nation (UCam kingdom rules) in a planar world-war conflict.
By the way, they use their mythic power as a way to legitimate their rulership in their nation. I decided to question their authority in a "puny" way.

They have sometimes to defend their capital city from mythic monster chasing for them, and during those encounters, they really don't care about fighting inside their city walls, exposing their citizens to big threats. Here is what I want to do:
a commoner NPC will be near their battleground when they will defeat the next monster, and the mythic power of the beast will transfer to him, giving the unaware citizen the status of demigod.
And after a few weeks a proper "cult" of this new god will spread in the city, with all the trouble that this will cause to the party kingdom's rulership.

I'm thinking of a Commoner Level 20, Mythic tier 10, but here is where I need your help to build him. I don't want himt to be optimized for a fight (he is a commoner), because they will have to resolve this matter politically and not by the use deadly force.
I want him to grant divine spell to his new followers, so Divine Source (at 3rd, 6th and 9th) is mandatory, also Longevity and Mythic Sustenance could be god-themed, but what others path abilities, and more important, what mythic path should this commoner have? Guardian? Marshal? Trickster?

Help me building the best prank since the Pun Pun times


Here is the thread for Team "River" only OOC discussions


You are one of the four team of the Sootscale Tribe sent on patrol mission by Chief Sootscale, while the main force of the tribe continues his assalt at the Mite...
After a few days of boring patrol without seeing anything you are on the way back to the tribal lair. It's night, you spent the last hours of the afternoon resting, but now is time for you to go on. It will take you probably an entire day to be back at home.


Here is the thread for Team "Eggs" only OOC discussions


You are one of the four team of the Sootscale Tribe sent on patrol mission by Chief Sootscale, while the main force of the tribe continues his assalt at the Mite...

After a few days of boring patrol without seeing anything, you reported back to the tribal lair. Here you found Chief Sootscale in a very dark mood, surrounded by 3 of his personal guards (Kir, Nyd and Faz)

"So you are here, finally!"


You can post your description/personality and public background here.
Remember, you are members of the same small kobold tribe, so you know each other very well.


Here you can post your OOC discussions concerning the shared universe of this campaign (both teams)


COMMON BACKGROUND:
You are a team of 4-5 kobolds of the Sootscale tribe.
Always taking on the name of its current leader, the Sootscale tribe lives in an old silver mine near the Shrike River, south to the border of Brevoy in the lands known as the Stolen Lands.
The arrival of the new shaman, Tartuk the purple, a few months ago have brought a new cult in the lair: Old Sharptooth, the mighty winged kobold which is now the new tribal God.
Your little tribe is now at war with the local Mite tribe, an holy war proclaimed by the Shaman himself in the name of Old Sharptooth.
Your team is one of the four that have been sent by Chief Sootscale on a border patrol mission, while a big force will sustain the main assault at the Mite's lair in the Old Sycamore.

PC CREATION RULES:
Race: Kobold only, all alternative racial traits listed in the Advanced Race Guide are allowed.
Classes: All classes and archetypes in the books listed below are allowed. Paladin & Anti-Paladins must have an adequate background and campaign trait (see alignment).
Allowed books: CRB, APG, UC, UM, ARG, UE, ACG*, Ultimate Campaign (UCa), Kobolds of Golarion (KoG).
No 3rd party materials, but if you want to use other Paizo books not in the allowed books selection you may ask the GM, and I'll see it it could fit or not the campaign.
Alignment: Any. But being more than 1 step away from the tribe's alignment (LE) will need both an adequate background and the Outcast campaign trait (see below).
Build: 15 points, average starting gold for Class, full hit point at 1st level/as PFS the others levels.
Traits (2): 1 campaign trait (see below), 1 other free trait from the allowed Books. NO Rich parents trait or others traits which modify the starting gold (except the Raider campaign trait).
Drawbacks: 1 drawback can be taken to gain 1 other trait. Family Ties drawback always refers to the Sootscale Tribe as Family.
Deities: as “Kobolds of Golarion” plus Old Sharptooth (see the Tribe's Patron “Tartuk” campaign trait). Actually all the others cults except Old Sharptooth are forbidden inside the Tribe's Lair. But you can, as the majority of the tribe does, worship any of the KoG gods in secret. If you have the Outcast trait you can, with an adequate background, worship any god even if its' not in the KoG pantheon.

*playtest version, until the new book release.

OTHER RULES:
Mythic Adventures will be used during the campaign. PCs begins without Mythic Power, but will probably Ascend soon, so while submitting your character you may want to consider a Mythic Path for her.
NO PVP: You are members of the same team and tribe, and you tribe is your family. You need your tribe's strength to survive.
Kingdom turns and mechanics will use Ultimate Campaign & Ultimate Rulership books.


Hi Pathfinders,
I'm brainstorming about a future PBP Kobold only campaign using some Kingmaker stuff, and I got the idea of having Old Sharptooth being a real entity granting divine powers.
I'm thinking of using the Mythic Divine Source for doing it.
So, a Winged Kobold mythic hero who also grants divine spells to those who worship him.
Tartuk's story will not change, but what even the purple shaman doesn't know is that Old Sharptooth really exist and his looking for revenge against the one who is pretending to be his shaman.
In this way I will allow divine class PCs to venerate Old Sharptooth without having it to be another diety idolatry.
What do you think about this idea?

Do you have some suggestions about how to build him?
I was thinking about a LE Kobold level 20/Tier 10, but I have no idea of what class & path is better in this case.
What non-alignment Domains should he have/grant?


My party is going to meet the mythic version of Guardian of the Elk soon (you can find his stats here)
So, after the defeat of the bear-guardian, they will have their ascension to the first mythic tier. Here is where I need your advice.

First the Party composition:
- Johanna Bear a CN Female Half-elf Oracle of Nature.
She is the probable future ruler, a bastard of the Medvyed, and a worshiper of Pharasma since the death of both her parents.
- Graydrone a NG Half Elf Summoner.
He is a orphan half-elf of a very rich family from Silverhall. He also had a love story with Elanna Lebeda in his teenage years. He is a pharasmin too since the death of both his parents.
- Fenir Al'Meara a NG Female Catfolk Ranger.
The Al'Meara are a catfolk tribe of Erastil worshiper who moved north to Brevoy to fulfill an ancient prophecy. The tribe was exiled from New Stetven in the last Rogarvian's year.

About their ascension, I initially thought the Erastil's herald (the Grim White Stag) coming in the Temple, but since only one of the three PCs worships Old Deadeye I don't like this idea anymore.
I want them meet some minor servant of both Erastil and Pharasma, not the first Heralds, but have no idea of which one servant each god will send to gift the PCs with a mythic spark of power.

Also I need a little advice about the reason for the two gods to involve in. Pharasma it's ok, since she has also the Prophet aspect, so she want them to fulfill the prophecy of N.
But what about Erastil? He only wants the Stolen Lands back to his cult? I don't think this could be the only reason to have him involved.


Hello Pathfinders,
I need your help for creating a "joke" DMPC for my players in a current homebrew campaign. They will soon meet a Pseudodragon in a forest, and the creature will give them some information about the BBEG they are looking for.
I also got the idea of making the Pseudodragon a Ranger with Guide Archethype and Natural Weapon Style, so he will start to travel with the party for their quest. Players should think it's only a normal pseudodragon searching for friends and food, and they will discover only during the fight with the BBEG that the Pseudodragon has class levels and is here to help them.

I don't need a very optimized build (don't want it too strong, the PCs are the Heroes in the campaign, not mine NPCs), but I'm afraid of the 0 ft reach. The players are at level 9 now, but they could became level 10 or 11 when they will meet the BBEG, so counting the base CR 1 the Pseudodragon should have from 8 to 10 level of ranger.

Any advice or idea?
We only use official pathfinder books (Core, APG, UM, UC, ARG), but I was thinking of giving the Impslayer Feat and 20 buy point for the Ability instead of using the normal pseudodragon from Bestiary.

PS: I apologize for any typos and grammar errors. My first language is not English.


First post on this board. I'm playing at Pathfinder since last year (we play about 1/month), in an homebrew “kingmaker-style” campaign setting. Our campaign started about 10 years ago, we periodically changed game system and sometimes the GM, but we keep the same characters and setting to continue our adventures.

I'm looking for a backup character (we are at level 8, in a very deadly adventure), and I was thinking about an Halfling Barbarian 6 (Titan Mauler)/Horizon Walker 2 (desert Terrain Mastery)
We roll for the stats (4d6, drop the lowest) so I can't totally complete the build.
We can only use official pathfinder books (Core, APG, UM, UC, ARG). Also, because of the setting reasons, we can get only one (powerful) magic item or weapon, but no other magic equipment.

Alternate Racial Traits: Low Blow and Warslinger
Weapons: a medium-sized +2 Keen Mithral Scimitar (as a 2-handed weapon, with no penalty), and an Halfling Sling Staff for ranged (and backup melee weapon).
Feats: 1st Power Attack, 3rd Endurance (for H.W.), 5th Improved Low Blow , 7th Raging Vitality
Rage Powers: Surprise Accuracy (+4 with the favored class bonus), Roused Anger and Guarded Life.
Here are my ideas, can you give me any advice?

Second question. How does Massive Weapon works with Halfling Sling Staff?
Can I use a medium-sized sling with 2-handed?

PS: I apologize for any typos and grammar errors. My first language is not English.