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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


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

Help please?


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?


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?


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?...


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 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. :)


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.


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?


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!


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?


My group has very recently started a Kingmaker campaign and I decided to go into completely unknown waters and make a Cavalier. The idea of a figure charging ahead on her steed while in combat, but also being able to hold her ground within the realm of social interaction felt like the way to go.

Creating a human I placed my highest stat, as well as the stat bonus, into charisma and now have a very high value there, and she can still hold her own in a fight.

While I enjoy her high values in social interaction I have one area where I am still not certain what route to go and that is her feats. Does anyone have any good and logical suggestions? And yes, she will be using her mount a great deal.


I have a ranger that has managed to reach 4th level (soon 5th) in a campaign that eventually will take us to around 20th level. The character is aimed at the archery aspect and as such is working towards becoming someone who can thraten squares around him and utilize AoO to fire as well.

The character is using a composite longbow with all the feats required to fire into melee as well as rapid shot, deadly aim and so forth. Future focus will continue towards the archery aspect.

What I need advice about is the gear progression. The pattern that has developed in the campaign shows that we will be exposed to slightly less magical gear than normal, but we will have access to people from whom we can buy enchantments to gears and weapons. To give an idea about magical gear I can say that we mainly have wands of healing and I have a burned out ion stone with a light enchantment, a handy haversack,and have just managed to scrape together enough money to purchase a +1 enchantment on my bow. The rest of the party have a similar situation with 0-3 magical items or wands of minor ability.

I am wondering what advice the forum has on enchantments I should place on weapons, what items I should try to aquire, if there are any specific things to strive for etc. I am good on feat progression, but do not have the same experience with magic items. We have access to all 'official' Pathfinder books, but no third party rules.


I am looking for some advice in what the best way would be to end a campaign.

The situation: Due to some other happenings along the campaign, the players will need to approach a faulty portal which has created a permanent gate to a demonic plane. They are tasked with closing the portal, and will do so with the help of a group of clerics who will perform a ritual.

The PC's: A typical party consisting of two fighters, a rogue, a ranger, a cleric, and possibly a sorcerer/wizard.

The PC's will have to help defend from attacks from both sides of the portal, as demons and their allies will try to stop them from closing the gate. The time of the ritual is not yet decided, but it will not be a short one, probably a couple of hours.

The geographical location: The ritual will take place in a crater, which is surrounded by the remain of an enormous fortress. (The explosion that ripped the fortress apart took place in the exact middle of it)

The advice: What items/encounters/NPC's/etc could I throw in which would make this more interesting than "hack & slash" over an over for an entire session? I want this to be an epic conclusion to a scenario which has been going on for a long time, with them running the risk/choice of being stuck on either side of the portal when it eventually closes.

I am looking for anything, and its ok if it would take more than one gaming session to end it. I am after that "epic accomplishment" feeling.


Is there a way for a level one spellcaster to create magical items? Only official Pathfinder products are usable.


The new campaign we are starting features some specific rules:

1. We are starting at level three
2. We are only allowed to take a "magic level" for every 5th character level (i.e. If we start at cleric lvl 1, then we need to take 4 non-magic levels before we can add on another cleric, wizard or anything similar level)
3. We have all Pathfinder books to use.
4. The GM is not yet sure how to handle classes such as bards or rangers that get spells. What is clear is that they wont get spells (unless we choose that as a "magic level") but will get compensated in other areas such as other feats or similar.

What I already know is that the setting will be very similar to the world of Conan. We will not be able to rely on healing potions, wands, and similar items.

So my question is now; what character, or combo thereof; should I create? What is the absolute best character I could make in this circumstance? Even low level magic such as cure light wounds or a Mage armor spell will be very useful if used at the right time, but with Wisdom, Intelligence and Charisma being extreme stats for casters, I am not sure how to proceed, since those stats are not really useful for many other classes (with the exception of INT for skills)

Been playing for a long time, but I feel a bit lost at this one.


I am trying to locate a particular piece of information that I am sure I have read in the rules somewhere. It states something along the line of "..if the player has chosen the archery route, he is considered to have gained the Rapid Shot feat automatically.."

Anyone else who recognizes this and can help me find it?


I am playing a level 2 ranger in a campaign that will last until level 20. Due to some circumstances all the players have been allowed to take the spell effect of a level 0 or 1 spell. This will work for us once per day and may or may not increase in power as we level.

We are allowed to pick ANY spell effect of the official Paizo material for Pathfinder. I am looking for a spell effect that will be sustained for a while, and not just last a single round. What spell would be quite useful, and in what manner?

Oh...I know Cure Light Wounds is nice, (especially since we do not have a cleric or healer), but it is a very restricted usefulness, so I wont be taking it.


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Good evening all!
Due to some unforeseen circumstances I found myself rolling up a ranger instead of a Wizard for an upcoming Pathfinder game. The fact is that I have never played something even close to a ranger before. I have read through some of the guides for rangers. Just be warned: some of his gear may look weird or seem that he has to much of it (like a ton of weaponry). It is part of his background story, and he will eventually lighten his burden.

What I need help with: Have I missed something that could help support this character now, or further ahead in the campaign? The campaign is likely to run to around level 12-14, possibly longer.
The character is intended to have his main focus as an archer, but should be able to support from the front-line in the capacity of providing damage, NOT to soak damage as a "tank".

Creation rules:
- Base races allowed
- Only allowed direct Pathfinder books (NO 3.5 books)
- Generous dice for stats (which you can see from the stats!)

STR: 18
DEX 17+2= 19
CON 16
INT 15
WIS 14
CHA 13

Race: Human
Level: 1
Feats: Point Black Shot, Precise Shot.
Traits (2): Rich Parents (RP reasons), Reactionary.
Favored Enemy: Human
Initiative: 6 = Dex 4 + Reactionary 2

Skills: (1 rank in all, 1 skill point remaining)
Climb, Handle Animal, Kno (Dungeoneering), Kno (Nature), Perception, Ride, Stealth, Survival, Swim.

Languages:
Common, Elvish, Orcish

Notable Equipment:
Composite Longbow (4)
Kukri (RP reasons, its how I befriended another player)
Morning Star
Buckler
Greatsword
Some spare throwing knives (3)
Arrows: Regular, Blunt, Flight, Alchemical Silver, Cold iron.

Armor: (AC 22)
Chain Shirt
Lamellar horn arms
Studded leather legs
Buckler