I love this idea!
One thing that I'd like to see is the option of building custom spell-lists or the ability to add extra classes - for instance, a current character one of my players has is a 3pp casting class, the Theurge, that doesn't use a prebuilt spell list. With the site currently requiring a character class to be picked, it prevents them from building their spellbook.
Edit - nevermind, I see there's a filter to show spells from all classes! Awesome!
One of the most common mistakes I hear from DMs is their vision of "Necromancy isn't evil it's misunderstood." Back in 3.5 Book of Vile Darkness it emphasized that creating undead is an evil action. Another one of the most common mistakes I see with DMs is that they think character alignment depends on morality rather than polarity.
Book of Vile Darkness isn't even vaguely relevant to this conversation. It isn't even the correct system.
And it's not really a "mistake" the DM is making if they're the one choosing to run necromancy or alignment that way. DMs can run these things however they like. I know for a fact a lot of DMs on these very boards (myself included) run neither necromancy nor alignment the way you're insisting is correct.
Setting canon is one thing, DM and group preference is quite another.
Our group is sick to death of playing low level (1-5th-ish, though that's approximate - I think we could survive skipping 1-4th or MAYBE 1-3rd levels if necessary) characters. Due to the infrequency of our play sessions and several unfortunate TPKs, low-level play is pretty much the only arena we've a lot of experience in, and we're suuuuper done with it.
Are there any APs that would work to begin the story with the second book, or in some other way make characters starting at 4-5th+ level workable while maintaining the integrity of the story?
One of my players really wants to play the Warmage from 3.5, but it seems a bit... underpowered... even for 3.5, and especially so for Pathfinder. I tried my hand at a quick conversion - any feedback would be greatly appreciated!
There's a few things I'm definitely up in the air about (giving Heavy Armor Proficiency, and having both Warmage Edge and Spirit of War), but any and all input would be appreciated!
Edit: It would help if I added the link, eh?
I ran We Be Goblins for a group a couple years back (and had a blast!). I'm about to do it again for a different group this weekend.
Prior to running the previous game, I know I passed around a page from a Paizo product that had what I'm almost sure was a sidebar with bullet points highlighting ten important things to know about goblins (they hate dogs and horses, love fire, etc etc). The players reading this really helped them get into that goblin-y headspace and they had a fantastic time. However, I can't seem to track down this particular list again. Does anyone know what I'm referring to?
I agree - if that's what they're being used for. In my groups, it generally isn't.
I'm in the midst of building a Master Summoner, and as usual, I find myself pretty meh on a lot of the currently available first-party summoning feats available. I really don't care about my eidolon.
So, my question is: What third party feats are out there for enhancing the summoning of monsters?
Kobolds of Golarion was fantastically helpful, thank you!
I'll definitely need to check out the Monster Codex - it's been on my list for awhile but kept getting pushed back.
Sunken Citadel... that must be findable somewhere. I'll dig it up.
Tucker's Kobolds was an amusing excerpt, but of limited use unfortunately.
Definitely checked out Rise of the Kobold King. It was okay, but didn't address a lot of the kobold side of things (as they were out of their den and in a weird space being controlled by their lunatic king).
I will have to get ahold of True Dragons of Absalom - that sounds right up my alley.
I'm in the midst of writing a kobold-centered campaign for my players. In order to do the necessary homework to really get them involved, I'm looking for any and all sources of information on kobolds anyone can point me to.
Books, adventures, monster books, anything and everything. Any edition of DnD or 3rd party material is welcome as well - I can pick and choose what I would like to use. More material is better. I'd also like to hear your thoughts and opinions on kobolds - what do you love about them? What do you hate about them? How have you ran them, or encountered them as players?
Converting from 3.5 to Pathfinder is usually pretty intuitive. I just have a few clarification questions regarding suggestions for converting undead.
Hit dice for undead has obviously changed. In 3.0/3.5, many undead had oodles of hit dice (far more than they probably should have had; a Boneclaw had 10 HD at CR 5, for example) to make up for getting their nonexistent CON to hp. Obviously now, in PF, they get their CHA to hp, which dramatically lessens the required hit dice. When converting, how would you resolve this discrepancy?
The other big one is channeling vs turning/rebuking. It stands to reason that undead that had a bonus vs being turned or rebuked would then gain that as a bonus vs channeling or being commanded, right?
I have looked at the stats of Orcus, actually. Hence my post - because dealing with something like that is pretty far above my current level of optimization.
Upon rereading my posts, I see that my usage of the phrase 'solo' wasn't presented as the hyperbole I intended it to be, and for my unclear wording I apologize. While I'd love to be able to take on Orcus single-highhandedly, as the boards tell me high level casters can do to Cthulhu, I'm not sure it's reasonable.
If it IS, though, I would like to know how. Barring that, I'd like I way to create a character that can at least do HALF the work necessary.
Yup. Not really interested in dealing solo with the entirety of RA. Mostly just Orcus.
Believe me, I know RA is arbitrary. I'm okay with that. That's why, while my stated goal (as Kthulhu so nicely restated) is to be ABLE to solo Orcus, all I need for the rest of RA is something solid that will be survivable. I'm not asking to walk roughshod over the entirety of the dungeon, but by the time I punch THROUGH all that arbitrariness, I want to wreck some demon lord face.
Also, the rest of my group is NOT optimizers and not that great of strategists, to be realistic, and this is their first chainsaw dungeon, so I'm gonna be carrying a lot of weight.
This thread is gonna have spoilers.
There's a pretty good chance I'm gonna be playing in Rappan Athuk pretty soon. I find rolling up new characters in chainsaw dungeon crawls tedious, so I'm looking for a build that is solid and scary from levels 1-20.
Honestly, I'd love to be able to solo Orcus.
Any suggestions for builds that'll do it?
I'm open to really anything, though I'm assuming a caster's the only thing that's gonna have the chops for that.
A couple more (possibly relevant) details:
I'm specced to control as many HD as possible. I've sacrificed heavily in other areas of the character to make this happen (don't worry, DM and I have discussed it to make it work). So I will have numerous giant monsters, and a bumload of little crappy chaff undead.
This is for Skull and Shackles.
I plan on primarily hiding behind a wall of my undead while some contribute to combat and some protect me while I shoot off some nasty necromancy spells. So upping their ability to keep me alive is a great option, but I'm open to any and all.
In an upcoming game, I will be playing a minionmancer necromancer, and I've been dumpster-diving for interesting spells, feats, etc from the old days of 3.0/3.5 and 3pp, and from Dragon Magazine #312 I found this feat:
Is this feat worthwhile? What would be some good feats to use with it to give undead?
So there's this lovely little piece of equipment that a theurge of mine would very much enjoy having, being as his 'thing' is having a scroll on hand for every situation. It gets expensive, as you can imagine.
What is the reasoning for restricting this to spontaneous casters?
What would the ramifications be for allowing prepared casters to use it?
If you would let prepared casters use it, would you change it? How?
In the panicked condition, it says:
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Does the bolded "cowers" mean the cowering condition?
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).
If so, the two statements are contradictory - a cowering creature cannot use the Total Defense action (it's a standard), since they can take no actions. How does this work?
Thanks, Latrecis & Misroi. Bellona, I'm not sure, I can't remember - though when I get that far, I'll post an update if someone else doesn't beat me to it.
Skeld - Thanks for the heads up on the PFS modules. I will definitely have to check those out. I was kinda-sorta planning on inserting Feast of Ravenmoor, but I haven't decided yet - the PCs are at about the perfect level, but I want to fit it in organically if at all.
Another question: What in the blazes is the second pool in Elyrium's fight arena? I gather that the central circular pool is the runewell, but the triangular one up the stairs is described in deliberate detail as if it IS something, but I can't seem to find a reference to WHAT exactly it is.
Alright, got another one. The group is coming up on the Catacombs of Wrath. I know they're going to check out the Minor Runewell (as, obviously, they should). I feel certain I saw DCs listed SOMEWHERE for information from Arcana/Spellcraft checks to A) figure out exactly what the Runewell does and B) how to shut it down, but I can't seem to find them anywhere.
Thanks for all the responses, folks.
Again, I would like to emphasize: I do not care about any other mechanics for this particular thought experiment - combat maneuvers, HP, whatever. I'm only concerned with a STR score number that would be equivalent to the STR necessary to do this in real life. :)
Just as the title. I've been trying to figure out at what Str score a creature has a reasonable chance of rippig a human(oid) in half at, let's say the waist. I've been trying to do some research on this, and couldn't even seem to find a solid figure in newtons what the force required for dismemberment is. Can anyone with better Google-fu and math skills than I help me figure out the Str score?
So in the Community Resources thread (which is... just unspeakably amazing) there's maps for everything and then some. However!
In recent (unfortunate) events, Madame Mvashti met her end, and one of my players (her adopted daughter) inherited the house. For the moment, it will likely be acting as the group's base of operations, and I know for a fact their customization itch is burning bad.
Does anyone know of a map specifically for Madame Mvashti's house? Barring that, does anyone know of/have any generic house maps (of preferably empty houses, but at this point I'm not picky) in the same general shape as hers?
zza ni wrote:
A couple reasons, actually. This character is for Skull & Shackles, and my minions (many of which will be aquatic, many of which will be ship-to-ship, and some of which are amphibious) will be spread between (at least) two ships (including in the rigging, belowdecks, etc), the surrounding seas, and anywhere in between. It isn't reasonable to assume that vocal commands could be easily heard (or heard AT ALL) over the sounds of two crews in pitched battle, plus the wind howling and the waves crashing, especially not with such spread-out troops. It's hard enough in decent, non-combat weather to shout to someone up in the crow's nest or belowdecks and be heard well, much less with all the other facets to take into consideration.
As far as class suggestions go, it won't help, as I have a very specific build that I can't afford to drop levels into. A Helm of Telepathy is the logical choice, although as said the sixty foot range and cone-shaped emanation make it unwieldy - not to mention how cost-prohibitive it is, especially in the first ten levels, which makes it basically a nonstarter for what I'm looking for. Threnodic Spell won't really work for a communication system. So far an Improved Familiar sems like the best bet, although it is still a bit later to come online than I was hoping.
The comment about six up from yours. Silly me, I assumed it was correct without double-checking (since it does sort of make sense). Telepathic Bond, for example, says nothing of the sort. In which case, I'm back to my original question.
It had never occurred to me to use Improved Familiar. That seems like the cheapest option for sure.