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I think you did it.


Lord Mhoram wrote:
Ectar wrote:

Ripped straight from another thread:

58. Mechanic with a hover drone. Travel blogger. Drone has a camera and the mechanic documents new/exciting destinations.
Funded through Patreon and ad revenue.

I was going the other direction - the guy goes on missions, and has a reality show of his life. Less Travel, more action - sorta like Xcrawl. :)

I was going to say this one, but got beaten to it, it seems. Ah well, I'll do it anyways.

A Solarion whose stage name is "Jimmy Starrdust" who has a reality TV show, deliberately making things more dangerous for the party in the name of ratings.

A Ghost Operative whose abilities are primarily drawn from channeling a literal ghost, a dead relative who was a much more successful operative, and constantly harasses the character for not living up to expectations.


I think that after a time or two, word gets out that one/multiple of the criminals that were "Captured" kept doing crime when they had apparently been captured, and the authorities get wise to the fact. As opposed to doing something overtly harmful and apparently spite-driven to the PCs, the governments simply instate a 1-2 week holding period of the prisoner before the bounty is paid, to ensure they've captured the correct person.


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The plan as your character planned it was unarguably chaotic good. If everything had gone as planned, no one would have been hurt, and the church would have been knocked down a few pegs. Intent's important to keep in mind.

Then the dude made a sharp left turn and did something so stupid that he got himself killed. Not planned, but still a positive event for good, since that freed many people who were being coerced into literally going to Hell. Many chaotic good characters would have just killed him outright, and still achieved a net gain, despite being more questionable in methods, but your character used nonviolence to bring down an evil church.

That's a magnificent play of chaotic good, right there.


So, I'm making a Red Tongue Skald, and they get three rogue talents over the course of their career (Plus any they get with the extra rogue talent feat.) They also share one of these talents with those affected by their raging song. I think that's cool, but I'm not quite sure what talents would be good for a Skald.

I'm pretty sure that resiliency and positioning attack are good to get, and to give to your party members, but I'm not sure about any other.


Shadowkras has the right idea. It's better to make these things a problem to be dealt with in RP, rather than just inflating the DC.


He could believe that the Gods were squandering the power, and by protecting it eternally, he keeps something even worse from happening. Depending on how long the campaign goes, or what direction, he could even be right.


I agree that Hide in Plain Sight isn't dependent on the observer.


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Man, it was almost a whole month that time.


You can still see within 30 feet, and since gunslingers are intended to fight within that range, for the most part, you won't have much issue.

Unless you want to be a blind sniper, in which case I have no suggestions.


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Kazaan wrote:

There's one interesting thing I've noted for Sword Saint. The full-round Iaijutsu Strike can be performed using the Start/Complete a Full-Round Action actions.

With Start/Complete a Full-Round Action, you spend a standard action in one round to "start", then another standard action in the next round to "complete" and the Full-Round Action takes place as part of the "complete" action. The Start/Finish actions explicitly exclude Full-Attack, Charge, Withdraw, and Run actions, but Iaijutsu Strike is none of these (it's a Use Special Ability action). So you can move into a good position and issue your challenge in Round 1 and Start Full-Round Action, then in Round 2, you can move into melee range (if needed) and spend your Standard action to Complete and execute the Iaijutsu Strike against your designated target. It makes it a bit easier to execute.

This is probably the best way to use it to keep it from being complete garbage.

It's still bad, but at least it doesn't make the ability almost impossible to pull off.


I'd say that anyone who has the perception/sense motive skill to see through a lie or a disguise should get a chance. Even in real life, you don't need to be actively searching for deception to notice it from time to time.


ULTIMATE Ultimate Combat.

To show that it's even more ultimate than it was before.

Or have all future printings of the old Ultimate Combat be renamed to Penultimate Combat.


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I'd say it's in-line with verisimilitude for the criminal element of the land to recognise targets that are out of their capabilities to rob.

"Hey, I've heard of those guys, they could probably kill us with a single swing of their sword. Let's rob those peasants again, it's not much gold, but at least we'll live."


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I want a gunslinger archetype that is good at stopping spells.

"The enemy wizard casts fireball."
"I shoot his spell out of the air."
"...Make an attack roll."


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I had a DM who did something similar to this to me, once. He wasn't a dick, but he GMed like a dick, which sounds like what you're dealing with.
My feeling from your two threads is that your GM really just wants to tell "His" story, not the groups, and screw you if you don't want to just ride the rails.

I wouldn't recommend falling on your sword right away. Run with events a bit, see if an out becomes apparent, and try and get your problem cured.

But the second your GM makes you roll a will save to avoid murdering someone (Which I expect will happen, given what you've said about this DM), that's when you take out your blade and stab yourself in the heart, since you can no longer be trusted to be in full control of your actions.


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phantom1592 wrote:

yeah... I'm curious what his definition of 'murder' is. Death can follow a righteous warrior pretty easily, but most wouldn't consider it 'murder'. Every killer, every bandit that attacks you... dies in a fight and you get healed. Iomeda isn't Saranrae after all... Premeditated would simply mean... There are bandits attacking people. I'm going hunting for them!!

It MAY not be that bad if THAT's the route he's thinking. Somehow I doubt it though. I think he wants the paladin to fall.

In that case... I think dying after 70 days (if not sooner) is a perfectly legitimate strategy. Draw a line in the sand... and do NOT cross it. Either the character dies... Some holy presence rewards him for his principle... or The DM gets bored and shows you the way out of this mess..

He already said it has to be a non-evil, non-combat death.

So, he basically has to murder someone who's not a bad guy in cold blood.

I'm with the others, your GM's a dick.


Lady-J wrote:
Tyinyk wrote:
I'd like to see a martial field controller. It would be interesting.
archer fighter with the snap shot tree can battle field control to some extent.

This is true, but I was thinking a full class, that could have numerous fighting styles and builds, and still have a decent measure of battlefield control.


Ventnor wrote:
Gerald wrote:
Derklord wrote:


I'm not sure how strong (or in this case, weak) Living Grimoire Inquisitor from Horror Adventures is, but I think that one's hilarious. Basically, you walk around telling your enemies "the words of <insert god> will punish you!", and then you whack them with your holy book!
I love the idea of this archetype! I'm honestly not sure if it is good or terrible, but I think it is an inspired idea.
It's an Int-based prepared caster (the only Int-based divine caster so far), so it's probably not that weak.

It's a bit of a side-grade, from what I can tell. You trade out a lot, but what you get more or less equates in power.


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I'd like to see a martial field controller. It would be interesting.


I'd allow it, but I feel the intent is that it has to be wielded in just the possessed hand.


Ventnor wrote:
I wonder how things would have worked out if there had been an "Extra Drake Power" feat.

Much better. Not ideal, since you'd be eating up a lot of your feats to bring the drake to even with other companions, but much better, since you'd have the option to do so.


To get it to be a flying mount at ALL you need to spend four of it's five drake powers, meaning it's fire breath is actually a once-per-day 10 foot "Glob" of fire that only deals 4d6.

I will argue that if you're going to use the Drake Companion in any capacity, it would be better served to try and make it a glass cannon on the ground, and not a mount at all.


You need to be an arcane caster to use an arcane scroll.


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I'd like to see a lot of style feats that don't rely on unarmed fighting. I really like playing characters with styles, but I only like playing fistfighters every so often.


Bloodrager levels do not count out as barbarian levels. The bloodrage class feature just counts as rage. So you would NOT meet the barbarian 6 requirement.


I'm of the opinion that killing a surrendered enemy isn't inherently evil, depending on who/what the enemy is/did. In this scenario, I'd call that a solid neutral.

I believe that it IS however a heavily chaotic act to kill someone who has surrendered, so if anyone should be having repercussions from that, it should be the LE. That said, I don't think this sounds like an important enough event for repercussions at all.


I can't help but feel that because they tacked "Dragon" onto the flavor, they suddenly became gunshy about it's power, and overcompensated, giving us a subpar animal companion, which is really s+#*ty when compared to any other dragonkin creature.


I would imagine you get gun training at level 1 for a single gun, then it stops progressing after the feature is replaced normally.


I think bloodrager is a fantastic choice for a beginner. A lot of the best parts of the barbarian, a lot of the best flavor bits from the sorcerer, and a spellcasting progression that makes it easier to pick up, since you get it later in the game. Plus, spontaneous spells are just easier.


The antipaladin version is better, if you get a chance to play one.


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The Brute also has some delightful talents.


The idea was for a party of two, because the other player isn't good at making viable characters, so it'd pick up the slack.


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Accept that your God's definitions of Law and Good seem to be far beyond your comprehension, because you were sure you were in the right. Retrain all your levels into inquisitor or fighter. Keep worshiping your God, but without as tight of a leash around your neck.


The Slueth Investigator. Trades out alchemy for luck and a few rough-and-tumble deeds. Super cool to be an investigator getting by on wits alone, but mechanically trading out magic is never the optimal choice.

But I still almost always do it.


What are some good choices for the cohorts?
For the Squire, I was thinking expert, to cover skills.
For Aid-De-Camp, I was thinking Paladin, for healing, and because it'll make them more survivable as a warrior despite being two levels lower.
For Leadership, I was thinking Wizard, to round out the arcane/divine/martial trinity (Sorry psychic) and because having a full caster as my loyal servant just seems like a good way to go.


It's not PFS or anything (Don't think leadership's legal there, anyways) so I think I can convince my DM to let me have Imperial Knight. I mean, it's just an NPC classed cohort, so it's not exactly going to shatter the balance.


I found this which is labeled a Pathfinder player companion, but at the same time, it's in the 3.5 section. So I really don't know where it stands. My DM won't really care though, since it's not third party, and it's on the SRD.


I knew they had 3PP, but not carryovers from 3.5. Explains why it wasn't labeled as third party.


I found it on the PFSRD, so I imagine it's been brought to Pathfinder.

My plan to make a lazy noble character whose best contribution to the group is having servants is looking quite promising.


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The situation involved obviously had more thought put into it than that. I mean, think about it. He made it so that the three options he had all resulted in a lose. No walking away, no matter who he attacked he would have lost, and because of another party member, under control from the DM, there was no avoiding it. He really thought it through.


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John Napier 698 wrote:
Ha Ha Ha, :) Good reference. Or, better still, collect them all and put them in glass cases in a long hall. Let them sit there and glare at each other in all their impotent rage.

I'm making a rogue whose sole goal is to do that now.

I don't think you should have fallen, but that sounds like the GM carefully engineered a classic box full of Goblin babies for you.


Well, I hope to.

Features involved:

Esquire's Aid-De-Camp:
Aid-De-Camp (Ex) At 3rd level, an esquire acquires the services of a loyal aide-de-camp. This NPC functions similarly to a cohort, though the aide-de-camp must advance in a class that grants proficiency with all martial weapons and cannot multiclass until the esquire reaches 7th level (though the aide-de-camp can select an archetype).

If the aide-de-camp is a cavalier, he must follow the same order as the esquire.

The aide-de-camp gains Swift Aid as a bonus feat, and provides a +2 (rather than +1) bonus when using this feat to aid the esquire. As a move action, the aide-de-camp can retrieve a stored item or an item on the ground and hand it to the esquire. The esquire does not have to take an action to receive the item, though he must be conscious and have a free hand. This action does not provoke attacks of opportunity for the aide-de-camp or esquire.

If the aide-de-camp dies performing an act that directly supports the edicts of the esquire's order (GM's discretion), the esquire does not take a penalty to his Leadership score. If an aide-de-camp dies, or is released from the esquire's service, the esquire may gain a new aide-de-camp by scouting for potential candidates in a city or large town. This requires 1 day per 5 levels of the aide-de-camp to be recruited.

This ability replaces mount.


Imperial Knight:

Prerequisites: Base attack bonus +6, heavy armor proficiency, proficient in a martial weapon

Benefit: You gain a cohort as if you had selected the Leadership feat; this cohort is a human or halfling commoner, expert, or warrior with the Imperial Squire feat. When within 10 feet of your squire, you get a +2 bonus on initiative checks and a +1 dodge bonus to AC.


Then just Leadership, specifically the Noble Scion's Greater Leadership. (It just raises the max level of the cohort by 1.)

So, since the Aid-De-Camp says "Functions Similarly to a Cohort" and Imperial Knight says "As if you had selected the Leadership Feat" Does that mean neither actually count as the feat, and so taking the feat allows me to stack them for multiple cohorts?


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Pointing out a rather basic rule for the action economy isn't exactly rules lawyering.


He already says he has those for every non-dump stat.


I think your DM might be a bit gold-happy.

I think Lorewalker's idea of buying and equipping an army is a good one, just minus the replacing your character.

Having all the crap you have, plus a fully outfitted army should help you take out those nasty monsters.


Wish'll do ya just right.


These don't need to be good or even useful. For example:

Headless Horse: A statue of a horse missing it's head. (Could optionally be a wondrous figurine that turns into a regular decapitated horse.)

Razor Apple: Don't tell your players, but this apple has a razor in it. If they eat it without checking it for traps, they take 1d6 bleed damage.

Ouija Board: Lets you cast Speak With Dead using it, but doing so causes you to be attacked by a ghost.


I'd talk to the GM, not just just straight-shift your alignment like others suggest, but to discuss a plotline to shift your character's morals away from Law.


I'd argue that a dip into brawler or monk would let you put claws on your feet.