Spell Sovereign

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My group is about to enter the orc town of Urglin, and I'd like some high-level orcs to give them a challenge. I'm thinking of brute and skirmish warriors, as well as a couple of shamans, and they all are a mix of levels 7-15. Orcs (by themselves) don't stand a chance as presented, so I'd like to use a few monsters whose stats and abilities I can substitute. I've already considered iconic characters. Any ideas?

Thanks for the help!


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Thank you, JohnF, for mentioning us.

To The Rot Grub (and anyone who might be interested), our Mini Counters are specifically made for tracking enemies and monsters easily. They simply stick to the minis! For storage, all Mini Counters and Markers come in an enclosed plastic case.

Also, right now all of our profits are going to a fundraiser for a gamer in need.

In fact, to help with the fundraiser, I'll throw in a few extra counters with every order...

Take care, and good gaming!

http://stuffershack.com/store/


Interesting, thanks!

How did you make him a fanboy?


The underground assault on Mokmurian will be a heavy combat lead-in, but I don't want the final showdown to be an immediate roll for initiative with him. Any ideas on how to play this one out (at least initially) so that there's more to the encounter than just combat?

Thanks!


So, I decided to spice up Rise of the Runelords a little bit, and would like to know if I'm off-base or not... I'd appreciate your input. I should preface this by saying that most of my group (including me) is new to Pathfinder, and not too familiar with setting or histories.

Ok, so Karzoug went into hiding at the fall of Thassilon with the intention of waking when the uprising abated. Unfortunately, that whole society went kaput and he's been waiting for thousands of years. Mokmurian finally showed up and is now Karzoug's pawn, helping bring him back to power.

I've decided to add a few things...

The runelords all gained power by making deals with some deities. The deities showed them how to gain power through rune wells. The deities knew that when the runelords eventually died, the power they had gained was to be given back to the deities automatically. Unfortunately for the deities, the runelords used the wells to harness power from Sins, and then began actively trying to avoid death. This prompted the deities to interfere... It was these select few deities who instigated the fall of Thassilon, so that the runelords would soon perish (actually, since the deities can't directly interfere with the mortal world, their minions are what "helped things along." With all of the runelords dead, these deities would bathe in their new power.

The deities' plans went sour when Karzoug basically escaped death in hiding. Now, these few deities have been waiting for thousands of years for him to die "completely" so they can harness his power.

One deity's minion has been helping the PCs on occasion (by giving them some items and healing potions). They don't know who she represents, but judging by her black-feathered wings, it probably isn't a good deity. Also, they just found out that she has also been kidnapping their most beloved relatives. She is doing this because she anticipates that the heroes will learn that if Karzoug dies, an evil deity will gain enough power to finally overthrow several other good deities (which will have significant repercussions for the entire world). If the players choose to keep Karzoug alive, she will threaten to kill the PC's loved ones.

Whew! So, as far as the world's history (including runelord "rules"), does my backstory really not work? Is there something that glaringly says, "no way"?

I appreciate your input.


Thanks, everyone. I'll definitely need a good map, and I'll need a flow chart for sure.


I'm getting ready for Stones Over Sandpoint, and I'd like to hear your thoughts on how it went for your group... tips... shortcomings... favorite/least favorite parts, etc. Thanks!


Thanks, everyone!


I'm taking over our Runelords game at Fort Rannick, and I'm getting dismayed at all of the major monsters having powers like invisibility, mirror self, and things that take away the actions of PCs. They make our fights take forever, and immediately sap the PCs.

Our group is new to Pathfinder, so all of these powers just seem to suck the fun out of fights. Add to the fact that we have had an unfun number of PC deaths, and it' just getting ridiculous. How can I change up the monsters so the fights end up going faster, are more fun for the players, and aren't not so freaking deadly - all without nerfing all the big bads?

Any advice?

Thanks for the help.


I'm taking over our Runelords game at Fort Rannick, and I'm wondering if it would be bad to start letting the players figure what's been going on. It seems we've been running around doing a bunch of "stuff" without any real reason as to why. We asume that a 'runelord is rising' somewhere because of the name, but are failing to connect with the story because it's basically passing us by. As I take over, would giving out behind-the-scenes information (through a mystic, perhaps) mess up the game down the road?

Thanks!


Thanks, guys, for the help. He asked me to make it work as a Barbarian. That seems a bit easier for now, and the Rage powers tie in perfectly (thematically and mechanically) for the werewolf hybrid form.

Here's the write-up for the race. If the DM doesn't accept it as is, we'll have to change his Wolf form from Large-sized to Medium-sized.

Race: Spirit Wolf
The Spirit Wolf is not a normal natural creature, nor a creature of magic; he is the embodiment of nature’s fight against evil using both man and wolf. Naturally, his alignment is most often Neutral Good.

Physical Description: Spirit Wolves are natural large creatures, just as big as Dire Wolves. Their furs range in color from white to black, often in varying shades of grey. For all intents and purposes, they are simply over-sized wolves.

Society: Spirit Wolves have no established society.

Relations: Spirit Wolves are extremely rare. Because of their shape-changing ability, they are sometimes feared and shunned by other societies. Druids can always see a Sprit Wolf for his true nature, so they generally accept a Spirit Wolf with open arms.

Alignment: Being creatures of nature, a Spirit Wolf must always have Neutral somewhere in his Alignment Matrix.

Adventurers: A Spirit Wolf is not a randomly occurring act of nature; it is a deliberate creation by nature herself or by a powerful entity/deity of druidic nature. In essence, a humanoid and a wolf have been called together to bond, together becoming something greater than either. The character’s purpose is clear and profound: to protect nature and life from any and all threats. How the Spirit Wolf decides to accomplish this task is left to him, but his decisions are at least slightly based off of natural instinct. As wolves are pack animals, more often than not, a Spirit Wolf character will seek out other adventurers to help accomplish his task.

Standard Racial Traits:
• Ability Score Racial Traits (Humanoid):
o None
• Ability Score Racial Traits (Hybrid):
o +2 size bonus to Strength
o +2 natural armor bonus
• Ability Score Racial Traits (Spirit Wolf):
o +4 size bonus to Strength
o +4 natural armor bonus
o -2 penalty to Dexterity
• Type: Spirit Wolves are natural animals with the Shapechanger subtype.
• Size: Spirit Wolves are Large creatures who can shapechange into a Medium-sized creature.
• Base Speed: Spirit Wolves (in Spirit Wolf form) have a base speed of 40 ft. In Humanoid or Hybrid form, they have a base speed of 30 ft.
• Languages: Spirit Wolves begin play speaking Common, as well as follow the normal Language rules for their Humanoid form (see that race’s particular Racial Traits).

Feat and Skill Traits:
o Intimidating: Spirit Wolves (in Hybrid form) receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Sense Traits: Low-lite vision and Scent (in any form).

Attacks:
o Humanoid: Normal
o Hybrid: Claws or Bite (1d6 + Str)
o Spirit Wolf: Bite (1d8+Str plus Trip)

Other Racial Traits:
• Shapechange: As a standard action, the character may change shape into that of a Humanoid or Spirit Wolf (or from Hybrid into either of those). The player must specify what his original humanoid form is (Elf, Human, etc... once chosen, it cannot be changed). In Spirit Wolf or Hybrid form, he retains the use of certain equipment as per the rules for normal shape-changing. When Raging, he must change into Hybrid form, and it takes only a Swift action - he can Rage only while in Hybrid form, and he can't be in Hybrid form without Raging.


A fellow player is tasked with making a new character, and I've stepped up to help him. He wants to play a "Spirit Wolf." Basically, he's a human that has been turned by Nature into a giant Wolf. Most of the time, he will be in giant wolf form, but he can shapechange into human form when needed (for talking encounters), and also into a hybrid form (similar to werewolf) for most fighting encounters.

I created his race, and it is on par with other normal races in terms of power/abilities. I'm looking for ways to use the Ranger class (specifically two-weapon fighting style) in a way that is conducive to natural weapons. This character (in concept) can seem overpowered, but in reality I simply want him to be on par with a front-line two-weapon fighting Ranger.

1. I'm curious as to how to best utilize two-weapon fighting. How does he get attack and damage bonuses while using claws SO THAT it is comparable to the attacks and damage from hand-held magic weapons?

2. I'm also curious as to how to utilize Armor Class. He needs to be able to have an AC that is comparable to magical medium armor.

Thanks for the help, I appreciate any thoughts...


You guys are exactly right on his build. We needed a cannon, so that is what I made. However, it seems you didn't intend for that combo, so I'll retool him. Besides, after only one session, playing the cannon didn't seem rewarding.

Thanks a bunch for your help! Now to make him more Ninja-like...


Cheapy wrote:

Yes, I wrote it intending that it doubles on a critical hit. Still averages out to less than sneak attack though, especially at higher levels :)

Should probably be in the Compatible forums though

Thank you. Averages less? What about it getting set off more often? Has that ended up getting ridiculous at any time?

Don't get me wrong, I'm totally using it, but I've gotten my guy up to 1d8+26 / crit 15-20 at level 7 using Str 20, Opportunities Aplenty + Power Attack + magic Keen Katana. With both Feint and Tumble being very high, I easily out-damage my group. I REALLY outshine the Rogue and Fighter. Crits come often and do 2d8+52. ?

Is my problem that I made him strong, and always using Power Attack?

Thank you for the insight.


Does the Vicious Opportunist archetype (Opportunities Aplenty feature) double on a crit? It's a circumstance bonus, and it basically says yes to my question on d20pfsrd, but some of us beieve that it might be a typo. How do I get clarification? Sorry if this is the incorrect place to post. Thanks for the help!


Thanks everyone. You all rock.


Still learning the game... thanks for the help!

If I try to tumble, fail, and then get successfully hit by an attack of opportunity, is my movement stopped?

Thanks!


Blackstorm wrote:
Tourq wrote:


If I wield a Katana with two hands, my Strength bonus goes from +4 to +6. Yes?
On a side note, as Teller of Tales wrote, your Str does not go up: this means that you do not add 1,5xStr mod to hit, just to damage.

I figured that was the case. Thanks for clarifying!


Teller of Tales wrote:

Well, it kinda depends on your BAB (for PA, as the bonus is higher with higher BAB) and your strength bonus does not actually become 6(you just add 1.5*your strength bonus to damage), but yeah.

The final damage bonus with 18 strength and 1 to 3 BAB is 9.

4*1.5+2*1*1.5=6+3=9

Thank you!


Drejk wrote:

Short answer: Yes, you calculated it right (assuming your character has BAB lower than 4).

Thank you!


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If I simply wield a Katana, my Strength damage bonus is +4.

If I wield a Katana with two hands, my Strength bonus goes from +4 to +6. Yes?

If I Power Attack with a Katana, the Power Attack gives +2 damage, with an extra +1 if I wield it two-handed. Yes?

That brings my damage bonus to +9 if I Power Attack two-handed. Yes?

Thanks for the help!


Thanks everyone!

I've taken a lot of input, and I had decided on just a straight-up alchemist, no particular archetype. Then, you all go and mention the bard. Perhaps I'll multiclass, neverminding the usual stink about multiclassing... Hmmm... gonna read the bard right now. Thanks!

Also, a Wand of Open & Close would be awesome, by the way.


First-time Pathfinder player, first session in a week!

I have committed to playing a 1st level Human Alchemist, and we are using only Pathfinder material. For stats, I have 14, 14, 14, 14, 11 and 9.

After looking online, I see two general builds: the bomber and the brute. However, without having enough time to read all of the available material, I haven't yet found out a way to make the guy I want (actually, I wouldn't even know where to start). So I'm asking for help.

I'd like to play a guy similar in style to Doctor Who, someone's who's brilliant, useful, and able to get out of a jam, but not someone who has been pigeon-holed into a role (except maybe a bit of healer). If he could manage without fighting, that would be great, but it seems that he's designed to either throw bombs or hulk out. I like the idea of the alchemist, just not the fighting idea.

Does anyone have any idea of how to fix my problem so that my character is still useful and fun to play, without being a combat guy? Sure, I imagine he'll get into fights sometimes, but that's not his focus - being smart and witty and helpful in a variety of situations would be his thing. We don't have a healer or someone to buff others, so I imagine I'll help with that, too.

Also, can someone tell me how stacking archetypes works?

I appreciate the help!


Damon Griffin wrote:

The Litko kits are cool. If you want 3D mounts in more than 3 colors that don't require assembly, you might consider these.

Unlike the Litko markers your character won't be mounted, but will move with the horse.

Hey bud, thanks for the link to our Horse Minis. If anyone has any questions or special requests, I'll be happy to help.

-Tourq