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D6Veteran wrote:

I'm running a party that is:

Druid -5
Druid -6
Fighter -6
Witch -6

They are too far along and cannot be changed. But, I'm having a harder and harder time not killing them because they are weak on healing. I've given them all the cure light wounds they can carry through various loot, but I need some other ways to buff them without totally breaking their classes. Any ideas?

Note: there might be something obvious but I am newish to Pathfinder (I played DnD for most of 70/80s, and then got into the game again via Pathfinder).

Thanks.

Bring in a Bard NPC that "has heard about them and wish to write their story to be forever told in the world". Have the NPC buff and heal a bit here and there as needed. Fun quirk, useful buffs, good interactions.


Narlena wrote:

I want to come up with more role-playing opportunities as well as interesting combat encounters but I've got a bit of writer's block.

Any ideas?

If they travel the land there may also be cultural and political differences to add in the mix. My suggestions (that will need fleshing out):

1. Encounter a noble vs. noble conflict. Both sides are interested in hiring the players.
2. Come across a festival/faire in a small city/town/village and experience this for a day or two.
3. A settlement have an issue with "underground creatures" attacking them infrequently. They are begged to help, and even offered all the money and valuables the settlement has. (not too much, nice option to RP being noble or grab the cash)
4. They come upon a wounded messenger who calls for their attention. Important documents need to reach their destination and he is asking for help escorting him safely to his destination. Can tie in to any RP and ending you wish.
- There a lots more options to figure out. Let me know if you want more. The one thing I dislike strongly is seeing the DM roll for encounters and say "um..ook, two manticores attack. Roll initiative". Set stuff up early, provide lots of hooks for the future.


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I gave my players an intelligent flying carpet.

Pro's:
- Larger than any other carpet
- Could carry more weight than any other carpet
- Had an absolutely astonishing sense of geography, religion, and nature.
- Enjoyed acting "Tour guide" i.e. +1 to next one of any of above rolls when having listened to the carpet for an hour.

Con's:
- Slightly slower than other carpets
- Complained constantly about everything ("Why am I rolled up? It's dark here. No one appreciates my efforts", "I am dirty, why am I not being cleaned? Ye Gods, you are going to try to clean me with THAT brush? I require mastercrafted cleaning tools...specialized!" And so forth)
- It had a mean streak. It if conceived that it was carrying to much weight, it usually tried to shift some weight around to drop items off. That included items, armors, gold, chests, PC's that had not cleaned it with due respect...
- It had complete control over its own movement, requiring PC's to be on its good side. (Carpet cleaning can become expensive!)
- PC's had to take their boots off when entering the carpet. It also could "simply not abhor mud!"


Brother Fen wrote:
Twoswords wrote:
Brother Fen wrote:
Clerics are supposed to heal.

The statement above is an arbitrary opinion. Please support your statement.

I played a cleric at one point who, in total, cast two heals during eight levels of play. Healing is the least important role of a cleric in my opinion as nearly all situations comes down to planning, knowing the enemy, choice of battlefield, and smart choice of buffing. Doing these actions right reduce the need for healing to a point where it is more important to include the cleric (or any other healing role) as part of the action and excitement, not just waiting for a random phrase of "healz plz!!1!"

You don't sound like a very good cleric then.

In my opinion of course.

Not a single character or NPC died. Preparation plays a big role. I would suggest that you broaden your horizon towards what a clerics role can be. Cleric may have been the "healbot" a long time ago. At this point they can be so much more.


MyPCsCommitSuicide wrote:
"never associates or parleys with evil gods or fiends."

Parley:

verb: hold a conference with the opposing side to discuss terms.
"they disagreed over whether to parley with the enemy"
noun: a conference between opposing sides in a dispute, especially a discussion of terms for an armistice.

Associate
verb: connect (someone or something) with something else in one's mind.
noun: a partner or colleague in business or at work

In my opinion the Paladin did not break any bonds connected to his paladin oath. Was he arrogant? Yes. Was he prideful? Yes. Did he willingly make a deal? No. He entered the tent to show that he could stand up to anything the demon had in mind. Did the demon manage to pull a fast one on the paladin? Probably.

Use this as a story hook instead. The paladin gets swept along on grand adventures. He manages to do the most heroic deeds, gains fame and recognition, glory and tales. After a long run of this good stuff, he uncovers a plot that shows that all he has done for good, has also had positive effects for the demon. In effect, he has supported good 51% and unknowingly supported evil 49%. In order to make this right, there are two options.

One is the standard "Kill random demon, be forgiven, ?, Profit" ...OOOOOR...He could realize that he has helped place seemingly amaxing and nice people in high places all across the world. In reality he has supported crooked politicans in places of power, mighty warlords of "justice", and basically been a part of creating a future society ready to come into place where the world will be hell for the common man. All is orchestrated by the demon who is pulling the strings.

Now, if he kills off the demon, he will plunge the world in chaos as noone is reigning these evil people in (who may not even have been evil at the time. Neutral or Good people can make bad deals and be corrupted over time". What is left? The paladin comes to the conclusion that in order to correct what his actions have created, he needs to defeat and unseat a large number of these seemingly friendly people. This will turn, quite literally, the world against him. By proceeding to let the world despise him by his seemingly evil actions, he is preserving his code of honor and his rank of paladin. By seeming to become a pariah of what a paladin is, he will be able to reclaim the world from the clutches of this demon.

By making it appear as if he has fallen, he actually retains his code that makes him a paladin. In order for him to allow the enemy to see how their plans utterly fail in the end, he will have to allow the demon to cackle with glee over how the paladin is ridiculed by his own peers. Only after all that can he go toe to toe with the demon and defeat the fiend. Doing so will allow other evil beings to see that no matter what, good will always come back to curtain and prevent evil.

The cost? Again, the good paladins name and reputation, Every single thing he has ever hold dear. In the end he will stand alone, hunted by the world, and hated by both old and young. And he will have sacrificed it all in order to keep his oath and honor.

You have no idea how much I want to DM this campaign right now. ^^ A paladin who does all good, seemingly falls, but is able to keep his honor by in the end doing what is right. With that said, you can also allow for the character to redeem his actions as well. Divination wizards can be powerful, as can high level clerics able to ask the diety for information. No matter what, the story can have a number of endings.


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Brother Fen wrote:
Clerics are supposed to heal.

The statement above is an arbitrary opinion. Please support your statement.

I played a cleric at one point who, in total, cast two heals during eight levels of play. Healing is the least important role of a cleric in my opinion as nearly all situations comes down to planning, knowing the enemy, choice of battlefield, and smart choice of buffing. Doing these actions right reduce the need for healing to a point where it is more important to include the cleric (or any otehr healing role) as part of the action and excitement, not just waiting for a random phrase of "healz plz!!1!"


So here is what I came up with eventually. Feel free to criticize and advice on any errors/miscalculations, optimization, etc. I based the build on the "Angry Caterpillar" suggested under "Guide to the Builds"

Half-Elf Summoner (Synthesized), 2
Alignment: LE (Own gain is good, will follow law and keep word)
Str 5
Dex 8
Con10
Int 10
Wis 11
Cha 16 (racial bonus)

Favored bonus: Evolution pool
AC: 9
HP: 14
Traits:
Elven Reflexes (+2 Initiative)
Indominable Faith (+1 Will save)
Eyes and Ears of the City (+1 perception & class skill)
Drawback:
Pride
Feats:
Martial Weapon proficiency: Falchion
Skill focus: Perception
Skills:
Perception 11
UMD 7
Spells:
Infernal Healing
Mage Armor
Shield
Spellcraft 4

Fused Eidolon:
Str 15
Dex 15
Con 13
Int 10
Wis 11
Cha 16

AC: 18
HP: 20
Initiative +4
Evolutions:
Limbs (arms)
Improved natural armor
(saving 1 point for now)
Attacks: Bite +4 (D6+3), Falchion +4 (2D4+3)

Edit: I also have 1000 GP to shop for in case anyone has suggestions.


Heretek wrote:
Before you bother with the synthesist, talk to your DM and make sure he is even allowing it. As mentioned, it's a pretty frequently banned class. Also if there is a fighter in your partty you will outshine him in every possible way there is, because you're better than him. At everything.

I know all classes are allowed and most races if you can explain well why it would be there (use of traits/campaign feats/etc). As of now, we dont really have any characters and there seems to be a hesitancy towards melee, so a synthesist for melee seems very appropriate


Thank you for all the advice. Can anyone point me to a Synthesis summoner guide? The ones that I have come across seem to assume a basic knowledge about the class. I have never really even looked at the class.


Nohwear wrote:
I would also sit down as a group to try and figure out why you have suffered two TPKs so quickly. There is likely a bigger issue that needs to be addressed.

First TPK: To many incoming creatures with 4 attacks to be able to handle. Once they got through to start attacking people dropped fast. This was at first level. Healer was among the first to keel over.

Second TPK: Tight quarters and what seemed to be high HP, high AC, and good bonus to hit on the one creature. Healer was unable to make it to the group session, yet I do not believe it would have mattered much.

Group coherency: The group did not compliment each other extremely, yet for the second encounter we had a gunslinger, a wizard, a fighter, and..I dont know, some form of android fighter.

Heretek; I would agree at this point. If I calculated it correctly, I would run with a -4 point buy.


My group has just started the Iron Gods campaign and recently played our third session. This resulted in pretty much the second TPK (First by four-armed skeletons, second by some four-armed creature that had its flesh on.

So we got the pleasure of yet again rolling stats for new characters and here lies my issue. Is there hope for these bad rolls or should I simply make a melee character and die fast? Is there any character concept that would be able to dish out very decent damage (seems to have been an issue for us)m and have some survivability with these stats?

We are currently allowed 2nd level and pretty much any race if it can be explained rationally.
Stats:
8, 10, 10, 5, 14, 11


Xexyz wrote:


cleric of abadar 8 / holy vindicator 5 dwarf (me)
two-weapon warrior fighter 13 human
red dragon bloodline sorcerer 13 gnome
divine hunter paladin 13 halfling
conjurer wizard 13 half-orc
cleric of cayden calien 3 / ranger 2 / shadowdancer 2 / sky seeker 6 dwarf

Bring your group out for dinner (ingame) at the most expensive place in town. Discuss tactics in a setting where they cannot shout or curse, but need to remain cordial due to some high profile NPC's.

Options such as team feats are tough to take at this time due to progression planning already being sorted mainly, so what else can be done?

Warrior: speak to him about his placement in combat. Explain how much damage he is taking and how you find he is increasingly demanding much from your God concerning healing. Tell him that your God focuses healing towards you primarily. Healing others overly much is very taxing in the path that you are taking.

Sorcerer: Ask him to share what he prefers to do in combat, what role he wishes to take, and what he excels at. Ask how he can support the group as a whole.

Paladin: Tell her to let loose some of that punishing magic. Smite like crazy when needed and see how it works out for her. A 13th level paladin is a retributive punishing machine. She has self-healing and is a distance character. Slap a Shield Other spell on her and the warrior. Done deal.

Conjurer wizard: Has survival potential like crazy but is not the best at damaging spells. Ask him to load up more on battlefield control spells (which he would excel at) and utilize that for the same reason you told the warrior: the healing demands is overloading your capacity.
Also tell him to look up http://paizo.com/pathfinderRPG/prd/spells/arcaneEye.html#arcane-eye
Map out any location well in advance. He has it for 13 minutes at least. He can summon some creatures that can help damage or battlefield control.

Dwarf of lots of dipping: Ask him what he sees his role as. Is he a tank, damage-dealer, support role?

Overall it appears to me that what is lacking is intra-group support. Abilities and spells are not used to give the group an advantage. Maneuvering is done haphazardly without planning.
Is the warrior using a enlarge spell in each fight to give him reach? Is someone casting Haste as needed?
Are buffs up and ready to go BEFORE combat starts (see Arcane eye suggestion for wizard).
Is there a plan for which opponent to take out first?
What tricks does the conjurer have for handling unexpected patrols? (remember, not all summoned monsters need to do damage, sometimes bodies with lots of HP blocking pathways are great)
Are there wands of Cure Light Wounds for each party member for quick healing between combat?

The list can easily go on. It seems the party has survived on ability to do damage so far, and have not relied on tactics. This has become the norm and it is time to shake away that false confidence.


LazarX wrote:
Twoswords wrote:
blackbloodtroll wrote:

I am looking to create a PC with Sadistic Personality Disorder, but without actually being evil. Struggling with the condition, in an effort to not only fit into society, but even perhaps, be a better person.

How can I roleplay such a character, and maintain a nonevil alignment?

Read up on Reaction Formation. Then think about what kind of person would try to suppress his own desires by acting in a legally accepted manner. You could be an Inquisitor for the Church, deciding that the interrogation and torture and subsequent pleasure you feel must be due to your God sending messages that you are doing the right thing (Justification).

You could be a Paladin, taking extreme mental and sexual pleasure in smiting the foes of your God and see that as your only goal (commoners are just that, the white noise trying to distract you from the ultimate goal)

You could be a Cleric, taking extreme delight in hearing confessions of others and getting gratification from telling them their punishments...which would be things that would eventually humiliate them.

And all of the above are card carrying Evil.

The Inquisitor could truly believe that what he/she is doing is good and right and follow the laws as set out by God in just manner.

The Paladin could easily be Lawful Good and still smite foes in a very brutal way and take pleasure and gratification in that he/she is doing work to support the Faith.

A Lawful Good Cleric would see people properly chastised and sleep well knowing that he/she has been an ever faithful watchdog by doing good work for a God that is divine and wants well towards all. Chastise the few so that the remaining will live their lives avoiding the behavior that is wicked.

(edited for format)


blackbloodtroll wrote:

I am looking to create a PC with Sadistic Personality Disorder, but without actually being evil. Struggling with the condition, in an effort to not only fit into society, but even perhaps, be a better person.

How can I roleplay such a character, and maintain a nonevil alignment?

Read up on Reaction Formation. Then think about what kind of person would try to suppress his own desires by acting in a legally accepted manner. You could be an Inquisitor for the Church, deciding that the interrogation and torture and subsequent pleasure you feel must be due to your God sending messages that you are doing the right thing (Justification).

You could be a Paladin, taking extreme mental and sexual pleasure in smiting the foes of your God and see that as your only goal (commoners are just that, the white noise trying to distract you from the ultimate goal)

You could be a Cleric, taking extreme delight in hearing confessions of others and getting gratification from telling them their punishments...which would be things that would eventually humiliate them.


Thank you Dragonchess and VRHM. I believe the proper thing to do is to utilize the RAI and go with one familiar. Seems that is the great intent behind everything as well, just wanted to confirm.


Dragonchess Player wrote:
It's in the section on familiars in the wizard class description: "Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level."

Thank you for the answer. However, what I am still unsure of is if someone using the two classes can utilize two familiars, or only one with levels combined. RAW seems to be somewhat gray (at least for me as English is not my first language).


Hello all. I cannot find information if this means that a tatooed sorcerer/wizard will be able to keep two familiars.

Help please?


Tell him a week later or so in game that his character wakes up after having had a dream and he suddenly recalls something. At some in a couple of years ago a bard/entertainer was singing about a tragic love story in the background and in the dream he recalls a few words here and there that seem to connect the dots a bit.

Now he needs to choose:
1. Spend time figuring out which inn it was (he vaguely recalls the size and shape of it, but not which town). Then he needs to track down the bard to hear the full song.
2. Ignore it for now.
3. Utilize magical means to better recall the song (which may recall a hint such as a named mountain the couple lived near or similar).

Play it right and this could become an epic campaign adventure. :)


N.Jolly: I see. That is indeed pretty darn good.


N.Jolly: In the guide you state "Fate’s Favored Good for most, GREAT for half-orcs"

Why is this trait great for half-orcs? What am I missing?


It finally happened; a wild plummet into an acid bath. Down a vertical shaft trap. With a monster at the bottom. Who also dished out acid damage.

What does all this mean? And why are you reading this?

Simply put, my 10th level paladin is partaking in the Kingmaker campaign. She had gear equivalent of the GP per level. After the acid bath she now has the following gear remaining:

+2 Frost enchant Greatsword
Headband of alluring charisma +2
Ring of feather fall
Regular full plate

Her role is the party tank and she is used to soaking up a lot of damage. As I am starting the process of rebuilding my gear (mainly looking towards the magical side), I am wondering what direction to take. Do I work at getting magical armor, wondrous items, rings, etc?

What are your suggestions towards gear that will help her in the long-run?


Instead of them telling you what they dont want, ask them what they would like to see more of and in what manner.

Make them come up with descriptions of how they define "epic" by stating what they want to face.


The Setting: Kingmaker. We have finished book three, but are currently occupied with exploring our new territory hexes. All players are level 10.
My character is a paladin of Iomedae functioning under Oath of vengeance.

The Situation: There has been some loot-whoring by two players; a Neutral rogue and a lawful neutral fighter. With that I mean that magical items have been stolen from the loot without the characters knowledge in-game, but it is well known out-of-game.

I have a very hard time personally when it comes to this kind of situation as it will lead to strife and ultimately more lootwhoring and conflict. As such I tried to come up with a way to address it which would allow the players to work with the group, fess up what they have done, and move on as a unified party.

The players have found evidence of older evil gods once having been worshipped. We have also encountered what we consider to be ancient evil. During several of these encounters various party members have been commanded or paralyzed. This means that the mental will of the players may not be strong enough to keep away evil. Myself as paladin recommended that we should examine if any of this evil has taken root inside our minds.

Under a Zone of truth spell there was a discussion held where the paladin asked about if there was anyone worshiping evil gods, holding to the ideals society deems evil, etc. One question in particular "Are you withholding something from the party?" caused the rogue to chose to be silent, while the fighter said "No" and was countermanded by the DM who said that this was a lie.

The fighter then wanted to discuss the technical and finer details of the spell, and how he did not at all keep something away from the party (despite having in his possession two magical items he is currently withholding as he has not revealed them to the party over the last 7 weeks in-game time. To explain further, the fighter has also purchased a pair of magical glasses that allows him to cast detect magi, and he also thought these would allow him to identify magic items).

At this point a second zone of truth spell was cast (old one wore off) and now there were saves against Will rolled (fairly clear both made the saves).
The rogue chose to confess (acting as if under the influence of the spell) and produced one piece of magical loot specifically asked about, but said that this was all he had (which we all out of game know is false).
The fighter suddenly stopped being evasive (contrary to what he had spent a significant amount of time doing previously) and was now adamant that he had taken nothing and he was very up front. A sense motive check showed that he was definitely hiding something based on body language and tone.

The Issue: While at least two players of the remaining group do not enjoy loot-whoring, I truly despise it as it means that it will turn into a free-for-all brawl over loot instead of cooperation. At this point, as far as I understand, the loot missing can be valued at between 80-150K gold worth, so its a serious amount of money and valuable items.

I do not want to experience this throughout the campaign and I am asking for advice over what to do. My current standpoint would be to not be satisfied with the answers (There are still some big inconsistencies in their answers and their whole story) and put it to a vote; either the rogue and dwarf leaves the adventuring party, or the paladin leaves (I would be ready to roll up a new character in case I was voted out).

I know I can also talk to the players out of game about the situation, but feel that consequences of actions should be played out in game.

So, what advice does the community have to offer?


Cast http://paizo.com/prd/spells/enervation.html#_enervation
Boost yourself as much as possible to focus on that spell and hitting with it. You just won.

If there are issues still, cast Ray of Enfeeblement. The rogue now has a strength of one and a max dex bonus of +1.

There are so many ways of beating this fellow. Equip yourself decently and you can counter any move he does.


Castles in the middle ages were built to allow for a lesser number of defenders to oppose a larger number of attackers. However, in a world with magic not all traditional defensive tactics hold true.

As such I am putting the following out for discussion:
1. What magical preparations should be taken in advance (as in already before any threats are assumed) to protect a castle/fortress from magical assaults? This could include flying spell, flying beasts, and similar.

2. What should be stockpiled to magically protect a castle/fortress during a siege?
I can imagine that wands of 'Mud to Rock' as well as 'Dispel Magic' are handy.

What else hivemind, what else?...


Entryhazard wrote:

I'm playing as a PC in a new campaign starting at level 4. Me and a friend of mine managed to convince the DM to let us play as Aasimar and Tiefling respectively.

We rolled ability scores as 4d6 discarding lower

Our party is as of now:

[boring party introduction]
Tefling (demonspawn) Bloodrager (abyssal) 4 with the claws racial instead of the SLA. He manages to reach insane damage because he took the Improved Natural Attack (Claws) feat and during Rage considering the enlarge effect he deals 2d6 + 7 per claw without Power Attack. The Bloodrager is from the upcoming Advanced Clas Guide if someone's wondering.

Halfling Rogue 4, insane skill monkey with his 17 Int, he's a sniper (not the archetype, we need trapfinding) with incredible stealth.

Wood Elf (setting race, like standard Elves but with a bonus in Wis instead of Int) Ranger 2 / Druid 2. Decent at TWF with Rapier and SSword, moderate magical support, mainly Detect Magic. Bear animal companion.
[end]

Then there's me, Aasimar Paladin 4

Str 18
Dex 15
Con 12
Int 14
Wis 13
Cha 18

by WBL i took a +1 Full Plate, a +1 Longsword and a Quick Runner's Shirt.
As feats:
1 Improved initiative
3 Combat Reflexes

Considering that my DM allows retraining of fets between levels, which build do you suggest me? Given that the Bloodrager is our damage machine though he has really low AC during Rage, I was considering a defender type of build.

Sword & Board came to my mind, I even have the Dex to take some advanced feats, but I don't know if shields interfere with my ability to use Lay On Hands and other spells, and I need clarification on that.

Also I'm planning to take one point in Con at level 8 in order to get Angelic Blood at 9 and the wings at 11, and that's the reason i wanted to play Aasimar since the beginning.

So any advice to optimize this paladin?

Having sword and shield does hinder your ability to LoH. You do not need a huge AC since you will have the ability to heal yourself. I would suggest a twohanded weapon for some serious damage, since an enemy who dies fast wont challenge your AC anyway.

Feats:
1. Fey Foundling (+2 HP healed per die rolled)
2. Power attack.

For gear I would suggest


What is the highest critical range that an archer is able to achieve?

I know Bracers of Falcon's Aim takes it to 19-20
I know Keen takes it to 19-20.
I know Improved critical doubles the threat range, again taking it to 19-20.

What I do not know is if there is a way to increase critical chance even further? I am looking for options both to cause a critical hit as well as confirming the hit.


I echo what Pennyworth wrote above: do not skip on social skills, and try to coordinate character building. The group I play with have many different roles and strengths, and that has served us well.


Davick wrote:
Spellcaster with charisma? Why not sorcerer? Or even an arcanist? They can get extra craft feats and they can get a benefit from higher charisma.

Thank you for the advice. May I ask you to elaborate on what an arcanist is and how they obtain the extra craft feats?


I am the Baroness in the Kingmaker campaign (female Paladin). We have just reached 7th level and I have been given the OK to create a cohort (following the rules for creating an NPC according to the core rulebook (p. 448). The cohort will be level 5 and will support crafting of magical items, but will also roam with the adventuring group from time to time.

While I originally planned for the Cohort to be a wizard, I do know that other classes now can craft magical items, but will admit that I have not fully read the crafting rules concerning this.

Thus my question to the PF community is what cohort I could create that would be more fun than the stereotypical NPC crafting wizard. I have access to all rulebooks and classes. I am restricting myself to the cohort to be male as well as human, elf, or half-orc (due to my backstory). This cohort is very likely to become co-ruler, so CHA is of importance.

Feel free to break out any character concept, vague or in detail. :)


The Morphling wrote:
...when facing a foe that was difficult for his arsenal to affect (lots of gunshots and attacks were fired into empty squares). How would you respond to a player being unhappy with a situation like this?

It was a balanced encounter that took place when the party was at its most vulnerable. No problems there. It seems to me that the player is angry because he could not use his gear with full efficiency. In this case I would suggest that the player stocks up on items that may be useful to him in the future. Invisible creatures? Could have been thwarted by a bag of flour, or a see invisible potion.


As the subject states, what are items or spells that grant DR from damage? If it must be specified, I am talking about physical damage.

I am aware of the Stoneskin spell, but not any other method.


Timebomb wrote:

I could see the mental analysis going as so:

Summoner: tried to help, actually helped
Bard: tried to help , kinda helped
Cleric: tried to help, failed at helping
First Rouge: unknown if tired to help (what did you expect from a rouge?)
Second Rouge: Really good sleeper
Necromancer: did not try to help.

The only one I would say actively didn't help you was the necromancer, the first rouge maybe too. The cleric and second rouge could easily just be incompetent.

I would say that the rogue on the iPad was not helping. The necromancer may have tried his best at helping. He is trying to get the healer up from a 10 foot trench. He may have believed that the cleric was needed as healing requires touch, and the OP seem to have been taking some serious damage.


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TempNameUntilAnswer wrote:
Asking help to prevent my death.

You are level 8 and should have access to a decent bit of money. Invest some of that money in a life insurance. Make sure that you have a large number of individuals who, in the event of your death or prolonged disappearance/imprisonment(in any way, including polymorph, plane change etc), have access to letters to send.

In these letters lie the activation code for an already paid for assassination of the character that is threatening you. The assassins guild (preferably a larger and honorable one; meaning that they will always honor a contract) has already received your money. The contract stipulates that the assassin needs to know how to defeat undead.

Information provided in the contract shows who the target is (Name, physical description, family line), all known abilities, known spells, favored tactics, as well as magical items on the person. The information is continually being updated by yourself.

The only way to revoke the contract? None, save that you will set an expiration date just about when you would pass of natural causes at an extremely advanced age. If you are turned to a sentient undead, the contract continues. If you are turned into a mindless undead it counts as your death.

When all this is set up and prepared, you inform the character. "in case of my death..." If he kills you know, he does so at the cost of an opponent who is well aware of his strengths, weaknesses, and battle tactics.

P.S. As he is undead, also have a bunch of "in case of my death" letters that are simply being sent to large churches who dislike undeads and employ clerics, paladins, and witch hunters to deal with them. Include the same info as to the assassins guild.

P.P.S. If you want to kill him at some point there are options.
1. As suggested, run away and plink away with your bow.
2. Kill him with fire. Dispel magic first.
3. Hire some ninjas to sneak around you and support you in case you are attacked by either PC.
4. Hire a wizard to nail the PC.
5. Dont stand there to be a target. Run off, come up with a plan, and retaliate.

And off course, if the campaign runs its course, you kill the BBEG, and then the PC tries to kill you...
Stand up, pick up your character sheet, and tell him with a smile and a nice tone that the attack sounds fantastic and you are sure he will succeed. Then go have a drink somewhere else and talk to the other DM about a new campaign. You wont be bothered, but the fellow with the zombie will likely be annoyed for a long time as he probably has planned your demise for weeks and months. Denying him the satisfaction is priceless.


Redneckdevil wrote:


Can anyone give me some advice on what seems to be good for the fines and/or jail time for killing civilians or lawmen?

What are the circumstances of the culture? If they kill a civilian or officer of the law, it may also be possible to tell them that according to the laws of the land they are now responsible for supporting the deceased individuals family (Imagine getting 20-30 relatives, wives, and children dumped in your lap).

Money is not enough, time also has to be spent with them. ^^

If it is a more ordinary setting I would say that they have to go up on trial for their deeds. If they refuse they will become wanted criminals. Sentence for a murder? Depends on how good a lawyer they get, but estimate anything from 5 years to life, or possibly even banishment (think about how England deported prisoners to Australia).


I would suggest that you look through the class guide for fighters to get a better understanding (since you are new) to what your class is/is not capable of. It can be found here: http://paizo.com/threads/rzs2m612?Guide-to-the-Class-Guides

The general thought of a tank is good for online games, but does lose some flair in a tabletop RPG. Your best option is, as previously mentioned, to use a twohanded weapon in order to deal significant damage, which means mobs cant ignore you like they would if you did little damage.

Carry a one hand weapon and a shield as backup for those occasions when they might be needed.

If you wish, you may want to take a look at the Paladin class as they gain several abilities that would help you as a tank, including self-healing.


In this case I am not talking about the intelligent +5 Longsword of fiery doom, but more items such as the tent from Harry Potter that gets set up and is much larger on the inside, complete with fireplace and beds.

For myself I will say that one item that was immensely enjoyable and supported RP was the "Pillow of Rest". This pillow was made of the best and most comfortable materials around. Its effects were that over the course of the night this pillow muffled loud noises, worked as if the character received a thorough neck massage, took care of any trimmings of facial hair the character had consciously thought about and decided upon during the evening, and most importantly; allowed the character to wake up with any form of facial hair in perfect condition (imagine the glamor shots of female movie stars waking up in 1950's movies)

So, what items have you found/created that just did that "little extra" for you?


Lemeres, interesting idea to use a ranger instead but to play him similar in style to a warrior. It would work for the concept I have in mind. Basically I do see a fellow who runs everywhere he wishes to travel (good Con) and I was debating if I wanted to use dual knives or perhaps dual fist weapons while still carrying several throwing knives.

I am not sure if I would want spells with the character as he would, according to the culture, be more of a shaman in that case, so I will have to look into an archetype without spells and how that compares to a warrior.

Thanks you for the idea!


LazarX wrote:
Twoswords wrote:

I am about to create a new character and I need advice. The campaign takes place in a home brew world utilizing Pathfinder, but not the standard races. as such the background for my new character

** spoiler omitted **...

I don't understand this, the race prefers large two handed weapons, why would you be making a two weapon warrior? And no, you can't wield TWO large weapons, if that's what you're going about.

Mainly because even though the race is partial to larger weapons, not everyone needs to adhere to the idea of it. I also on a personal level find the race and cultural idea interesting, but would like to try a TWF unless I can be talked into going two handed due to flair.


I am about to create a new character and I need advice. The campaign takes place in a home brew world utilizing Pathfinder, but not the standard races. as such the background for my new character

can be read here:
"Wulfen are a nomadic race. Most clans contain between 15-200 individuals and there is no distinction between male and female when it comes to societal roles.

Wulfen take great pride in not using any form of animal to transport themselves, instead relying on their own capacity to travel on foot. A person using any other means than themselves to move around is considered weak. The one exception to this is if you have been injured in any conflict relating to the clans interest, at which point other Wulfen are appointed to carry a stretcher. The more important the cause, the higher in rank will those who carry the wounded be.

Wulfen have a strict hierarchical society. You can prove yourself through deeds and thereby climb in rank and fame, and the highest position one can attain is Chieftain, followed by Kha-Chieftain (2nd in command), War-leader, Shaman (Spiritual and healing needs), or member of the Council.

The one position which is more powerful than Chieftain is Bretwalda, who is the leader of leaders. This is a position which is obtained by being so powerful or well-connected that no one can oppose the might of the Wulfen, and he/she is allowed to lead all clans. This only happens when either one Wulfen gets very ambitious, or if a threat towards the whole Wulfen appears.

Wulfen prefer larger two-handed weapons, capable of inflicting massive damage fast. A shield is considered a cowards tool, and so is any form of ranged weapon relying on mechanics (I.e. Sling, bow), while throwing axes, knives, spears are acceptable as they rely on sheer power.

There is one exception to this and that is that the Shamans, revered for their wisdom, may have shields as one can never be certain when they will have to battle strange creatures from the spirit world (or it could simply be that the average Shaman is a bit smarter and recognize the added protection a shield may give).

The specifics for creating the class can be found

here:
Racial quality: Humanoid (0 RP)
Humanoids breathe, eat, and sleep.

Size quality: Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Base speed quality: Normal Speed (0 RP)
The race has a base speed of 30 feet.

Ability score modifier: Specialized (1 RP)
Modifiers: +2 STR, +2 CON, -2 INT

Language quality: Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Static Bonus Feat (2 RP)
Additional Traits — Gain two additional character traits (APG). Wulfen come from a multitude of nomadic tribes and as such learn many different things about life growing up.

Bite (1 RP)+(1 RP)
Prerequisites: Small or larger size.
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

Stalker (1 RP)
Benefit: Perception and Stealth are always class skills for members of this race.

Darkvision 120 Feet (3 RP)
Benefit: Members of this race can see in the dark up to 120 feet.

Sprinter (1 RP)
Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

With this in mind, how would you all go about creating a Two Weapon Warrior? I last made a warrior to AD&D 3.5 maybe 15 years ago, so I am somewhat rusty in this area. If there is another concept within the twohanded weapon fighter I am interested in that as well, although I would enjoy the two weapon wielder aspect.

The character will start at fourth level and will have 3000 OR 6000 gold to spend (undecided).


As the thread says, I am wondering how to reduce the casting time for the Summon Monster spells.

I am ONLY allowed Core, APG, UM, & UC.

Help me out here Paizo Hivemind!


Third Mind wrote:

So, me being the sometimes overly obsessive person I can be sometimes, I've built yet another backup character for my groups game session. This time it's a net fighter that also uses a trident, and he's aptly named Prodder.

He's probably not doing enough damage as I would like, nor as defensive as I would like either, but he can have fun with a net.........I think...

Without further ado, please meet Prodder:

** spoiler omitted **

What I was attempting to do was build a fighter that would systematically pick out the meaner or more annoying enemies in the bunch, toss a net on them, either trip or disarm them (disarming coming at 5th) and then stab, stab, stab.

Note: This character is actually 3rd level, the other feat levels are just what I...

You fight with net and trident (TWF), yet the net is something that you will likely throw at the opponent. This leaves you with light armor and a one-handed melee weapon and no Quickdraw feat to grab a secondary weapon. I would suggest skipping the TWF and adding quickdraw insted as well as using a twohanded weapon that has both reach and trip (Guisarme). This would allow you to throw the net, and follow up from a distance with an attack as you are otherwise likely to get hit due to low AC.

The moment someone comes into range of your reach weapon, utilize the Trip option (I believe there is a rule or feat somewhere that allows you to do an attack if your trip succeeds?). Basically keep them down and out. If they get untangled, either trip them again or quickdraw a backup net and throw it. Take a 5 foot step back again at this point. If they get at you during their turn, there is another free shot at a trip attack.


Kiinyan wrote:


For example: At 10th level you have 5d6 LoH. With Greater Mercy (which should be taken at 5th level) you get: 6d6. Add in +10 for your favored class (seriously, every FC point gives me one more healed.

How do you add on your Favored Class to your LoH healing?


DrakeCross wrote:

Well I have done a few brave heroic things, such as killing the Owlbear by using all the fireballs I had from the Necklace of Fireballs. I even tamed the young owlbear we found in it lair, even better then how the ranger was. Also I helped defeat the troll king as well, although we more of just threw him in a portal and I hit him with hideous laughter to stun him until we could escape. I have taken story telling or whatever that is for my 2nd perform and so next game (tomorrow) I plan to Guildweave to spend a few months telling stories through the winter and finding some way to get that gem out.

Also his alignment is Chaotic Good.

My suggestion here is to rewrite these stories in the public light. You did not simply use "all the fireballs"..."from the Necklace of Fireballs" to kill an Owlbear.

Oh no...

Instead you masterfully took into account the surroundings, the huge threat looming over not yourself, but to the entire region if this Owlbear and its offspring were to be allowed to keep terrorizing the region. As such you amassed both loyal companions as well as harnessed the arcane mysteries of wizards long past and set out to do the right thing and defend the land! Not only did you defeat the furious beast, you made sure to be merciful as you realized that the foul creature was corrupting the young to her ways, and you led the children to see the light of the true, honest and righteous path.

You did not simply "[help] defeat the troll king" by just throwing "him in a portal and I hit him with hideous laughter to stun him"

Oh no...

Again with your trusted companions dedicated to the defense of the land you grimly set out to administer justice to the foul and cruel leader of the trolls who had even had the arrogance to declare himself King. You confronted this self-appointed so called "King" in his lair and using the arcane knowledge granted to your humble self during your travels and the combined strength of your faithful companions you realized that this foul beast was not just a simple troll. Instead you summoned a portal and with the might of your will you made sure that the creature could not avoid his faith and ultimate doom as the portal devoured it and sent it back to its unnatural home.

Or something like that. The thing with being a bard is to take that poetic license for fudging the details. Keep the overall story true, but who cares about the details. Make yourself a hero who has done solid service to the realm, and also do not forget to include your other PC's in the credit at some point.


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Thank you for all the suggestions. We are quite early in the first book so far, but I figured that it is never to early to plan ahead. It is likely that my PC will take the role as leader (Cavalier with a massive 20 CHA. And yes, she is a better diplomat than fighter) so I wanted to start things out early, make a plan and execute it instead of the classical "ok, now what?"


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JohnB wrote:
Twoswords wrote:
grow a bread,

I agree whole heartedly - a nice wholegrain split tin, or perhaps even an onion baguette, should do nicely. However, I would advise that you stay away from factory sliced white ....

;)

I favor the bagel spread myself. Very distinguished look. The word should most likely have been "beard", but growing a bread can never be a bad thing. ^^


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How much do the characters know about Gnomish history? You can always state that the time has come for you to go through...say...the "Ritual of Emergence" (or whatever name you want to use) which purpose is to spiritually cleanse you and prepare for the next part of gnomish life where thought and wisdom is praised, and the free spirit of youth is shed off and cast aside (The reason people do not see more of these mature gnomes is off course because many stop traveling far when they reach this age, letting the youngsters do this instead).

Now just go through some made up ritual where you enter some prepared area, spend a couple of days alone slacking, then come out and at least act more mature as a demeanor. Make a point of mentioning that you dress more appropriately, grow a bread, spend just a little extra time thinking things over.

It may be all an act, but hey, youre a bard and you should be able to pull it off. You act mature for a while and peoples perception will likely start to change.

Oh, and get that gem out at any cost. If a ruler cant be trusted with being in control of himself he will end up deposed, dead, or both.


My group has now started the Kingmaker campaign and we are pretty early into it (Lvl 1-2) and have only found out about the Staglord but not discovered his camp area.

What has crossed my mind so far is how isolated most places are and how few people there seem to be. I was wondering what ideas people have come up with to have some population immigrate to the area and take up residency. The best idea so far for us seem to be to put up posters in other, more populated, regions where we ask for guards, workers, builders and similar people as we do need to get a small base of operations built anyway (Oleg does not seem to keen to have us at his place during winter).

It is also likely that we will need more people like this in the future, and that is why I wonder what ideas people have had so far?


JDCAce wrote:


So my question is this: What can I (or he) do to make the game more fun for him?

Introduce him to wands. Wand of shrink, spiderclimb, featherfall, fly, etc etc.

Wand of shrink will allow him to shrink himself and his mount, and with spiderclimb there is no reason for him not to charge from ground, walls or ceiling no matter where he is.


The class does seem to have some merit towards how my character would be played, but it would also require a dip into Bard to gain "inspire courage" as far as I understand. It would feel a bit odd to suddenly gain specific abilities and spells without a good story to it. Hmm...may have to think about that one for a while and see if I want to work towards it.

However, does anyone have suggestions towards suitable feats as a cavalier?

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