Rogue

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Are there any interesting ways, besides hiding behind your party members or a large boulder, to shoot from cover? I've got this image in my head of a tower shield on a tripod, stuff like that. Magic is fine, but non-magical means prefered.


For the first time, I'm taking a serious look at playing a Wizard, and I want to take a Fox as my familiar, with the Sage Archetype. It gets all Knowledge Skills as Class Skills, and gets +2 Skill ranks per the masters (my) level.

Cool Beans.

What I'm having trouble understanding, is the number of Skill Ranks that it already possesses in each skill, which is important to understand since it can only have as many Ranks in a skill as my level is high.

I'm hoping somebody can help me reverse engineer how it got these Skill values, so I can see what's coming from where, and assign those additional 2, accordingly. And so that I don't end up adding a bonus twice (i.e +8 from being 'tiny' sized) and accidentally cheat.

https://www.d20pfsrd.com/bestiary/monster-listings/animals/canines/fox/

Thanks.

EDIT: I'm aware that it also uses my Skill Ranks.


https://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-arch etypes/sage-familiar-archetype/

Sage's Knowledge:

"...and is happy to lecture its master on the finer points of a subject."

If verbal communication isn't possible, even with the Empathic Link ability, at 1st level, then what's the point of this ability? Does this imply that some level of verbal communication is possible, at least between Master and Familiar? Or is this useless until 5th?

My heart is already set on a Fox familiar, for the character concept, so I won't be taking Raven/Parrot/Thrush for the speech capabilities.

Thanks.

EDIT: misquoted the levels for Empathic Link and Speak with Master


Trying to figure out if I can take Metamagic or Item Creation Feats as Advancement Feats (1st, 3rd, 5th, etc), but I'm not finding any official ruling.

Can anybody help me out here?

Thanks.


By RAW, a Rune of Contingency would take 147 days, and 73,500gp to inscribe!

So, in essence, it's completely useless. Has anybody else house ruled an alternate version of this Feat? Would a fairer estimate be comparable to scribing scrolls?

https://www.d20pfsrd.com/feats/item-creation-feats/inscribe-rune-item-creat ion


Hey, all!

I'm looking for a group of RP-focused people to try out the PF2 Playtest with, when it finally becomes available. I can play anytime from Friday (12p-onward, cst) to Sunday (2pm, cst). Have D20Pro, Roll20, Discord, Google Hangouts, and I've been looking for an excuse to buy Fantasy Grounds- if that's how your group plays. Have headset with mic.

Looking to play either Ranger or Wizard. Ancestry may vary, depending if the DM decides to house rule Half-breeds (elf, orc, etc).

Contact me via Discord; @Goblin Silhouette#7299

- or post a reply here, I'll check back daily. Thanks.


So, my next character is going to be a Wizard, who (like all intelligent Wizards) is constantly on the lookout for magical knowledge and artifacts. I already know I should be looking in...

Antique shops, museums, estate sales, yard sales, flea markets, swap meets, libraries and archives, book shops, pawn shops, auctions, swap meets, and any "institute of higher learning" I come across.

But are there any other places where arcane knowledge might be found?


http://www.d20pfsrd.com/magic/all-spells/m/mindlink/

Could a Wizard potentially use this spell to instruct another person in the arcane arts, to at least learn a relatively low (1-3) level spell?

In the text for Wizards learning new spells, it states that the new spell (from a scroll or spellbook) must be "deciphered" and then studied for 1 full hour. If a Level 3 Wizard understands how to cast Arcane Sight, couldn't they Mindlink to instruct a Level 1 Wizard how to do so? Not that the Newbie would be able to cast it- strictly for educational purposes.

Thanks.


https://sites.google.com/site/pathfinderogc/magic/all-spells/r/recharge-inn ate-magic

I don't suppose this would work for Hand of the Apprentice (universalist wizard), would it?


Myself included, there are 4 players (1 very experienced, 2 new to Pathfinder, 1 new to TTRPGs as a whole).

Looking for a Homebrew adventure, using Pathfinder system. We don't mind if it's still set in Golarion.

Currently using Discord. I'm open to change (skype, hangouts, vtts), but convincing others is your mission.

Start time, based on Player scheduling is: 11am (cst), 12pm (est), or 5pm (gmt) Prefered weekly (mon-fri), Saturdays may be possible (pending), with 3-4 hr long sessions.

As it is the Holiday season, we are an understanding lot, and wouldn't mind waiting until after the New Year, to begin playing.

Thank you.


I've already recruited one other player, possibly two.

Looking for a homebrew adventure, rather than published.

Skype, Roll20, d20pro. Though, I can learn other systems.

I'm not an Alignment-heavy player, and I typically go about things with a very "tactical" mindset. Been playing for the better part of 8 years.

Availability: Monday-Friday, from 10am-4pm, or anytime on Saturdays (CST). I’d like to play no less than once a week, for 3-5 hours


Time Zone: Central
Age: 25
Availability: 11am-4pm (mon-fri) and anytime (saturday)
Experience: About 8 years, mostly Pathfinder.
Mic/Headset: Yes.
Voice/Chat: Skype, willing to learn other systems.
Roll20/D20Pro: Very familiar.
Fantasy Grounds: Looks interesting, willing to learn.

The last few modules/campaigns that I played through were (apologies to any PF authors reading this) not very enjoyable- long treks into the wilderness, and extremely long combat encounters, which meant nearly no time for either shopping for equipment and magic items, or character-on-character roleplay. Also, there's no room in pregen material for character backstory...

So, as if I needed to say it, I'd prefer a homebrew adventure, regardless if it takes place in Golarion or your own world. I'd like to see a fair mix of dungeon exploration, city-going, combat, and roleplay/backstory exploration.

I'd prefer a smaller group of 4-5 people. You wouldn't think I'd have to say this, but I don't want to wind up in the middle of a 12 person campaign... Again.

Looking for a DM who has experience running long-winded, and 1st-20th level, adventures; my last few stopped running after about 5th or 7th. I'm looking for a group that will share in camaraderie for months, if not years, to come.

Please contact with your gaming schedule (including time zone), party construction, prefered method of play (skype, vtt's) and any house-rules that you implement.

Thanks.


So, I've recently discovered this Feat. The kick in the nuts is that Dancing Lights needs to be a RACIAL spell-like ability.

I'm very tied to Half-Elf (blended view alternate racial trait) as my character's Race and Spell-less Ranger (which doesn't prevent me from taking spells or spell-likes that aren't tied to Class) as the Class.

So, is there anyway I can confagle my character to gain multiple uses of Dancing Lights, per day, as a spell-like Ability?

Thanks.

http://www.d20pfsrd.com/feats/general-feats/sniper-s-lantern/


So, I've recently discovered this Feat. The kick in the nuts is that Dancing Lights needs to be a RACIAL spell-like ability.

I'm very tied to Half-Elf (blended view alternate racial trait) as my character's Race and Spell-less Ranger (which doesn't prevent me from taking spells or spell-likes that aren't tied to Class) as the Class.

So, is there anyway I can confagle my character to gain multiple uses of Dancing Lights, per day, as a spell-like Ability?

Thanks.

http://www.d20pfsrd.com/feats/general-feats/sniper-s-lantern/


"A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons: brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool."

So, does this mean that the entire deck must meet the prerequisite +1 or +2 for a single card to be imbued with one of the qualities?

Or does it mean that, once triggered, the ability imbues the entire 54 card deck with the same enhancement?

Thanks.


Is there anything in PF, preferably available to Wizards, that mimics the Awakened Mind ability of the Warlock from 5th?

Thanks.


So, for context, a round is supposed to be 6 seconds.
10 rounds is equal to a minute

If a 4th level Bard casts the standard 'Invisibility' spell, it would last for 10 rounds per level (40 rounds).

If the same bard casts the 'Greater' version of the spell, it would only last for 4 rounds.

When the only trade off, in the latter scenario, is that you can attack, is this really a decent trade off? Or is it merely a case of situations calling for a specific spell?


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The title says it all!

If a character has a Str bonus of 0 (zero), then what is his carrying capacity- light, medium, heavy loads?

Thanks.


A friend, who is new to tabletop, and I are looking for a group to either form or join.

We both own proper headsets with mics.

Neither of us is looking to DM, so somebody else would have to.

Wanting to play every other weekend- 1/28/2017, 2/11/2017, etc.

Central Time Zone (usa)


Looking to build a Bard, wielding a string instrument that casts 'Chord of Shards' when he plays it.

Any ideas on magic items, crafting, feats, etc?


Looking for some ideas on a Hybrid Witch/Bard Class.

I'm thinking "Enchanter" Class? Something that grants buffs and debuffs, and "controls" the battlefield. But no damage/heal spells, etc.

Thanks, in advance, for any ideas or help.


The Block and Tackle item adds a +5 (circumstance?) bonus to lifting heavy objects. But what is the maximum weight capacity of the block and tackle?

The item descriptions says that it can be used to "haul treasure", but doesn't give any specific numbers. Could it be used to raise an animal, like a mule or donkey?

I ask, because my next character uses a mule to carry most of his dungeon-exploring gear. But there will inevitably be times when we come to ladders, where, obviously, mules cannot follow.

Thanks for any responses!


1 person marked this as a favorite.

I'm putting together a "contingency" stash of gold, in case my current character dies. It's something that my character would do, considering that he's the last living person of his family, and wouldn't want to be a burden to whoever discovers his body or happens to be adventuring with him at the time.

So far, I've only found the following...

Coffin; Common - 10gp
Contingency Service (hireling) - 3sp/day (setting aside 1gp, in case)
Lawyer, Experienced - 10gp
Cart - 15gp
Mule - 8gp

Total; 44gp.

I can't seem to find the cost of a burial plot, services, etc. Are there rules for such a thing, or do I just need to talk to my GM about house rules?

Thanks, in advance, for any help given!


Let's say you're a 4th Level Brawler, with a BaB of +7/+2, using Light Weapons...

With Two Weapon Fighting, does this mean that your Full Attack would be +5/+5/+0/+0?

Am I missing something here?

Thanks in advance, for any answers.


I have a problem with the weight of a full quiver. According to the Paizo SRD, a full quiver (20 arrows) weighs 3lbs. And that's all fine and dandy until you realize that a single arrow weighs only about half an ounce.

Source: http://web.mit.edu/21h.416/www/militarytechnology/arrows.html

1oz = 2 arrows
3lb / 48oz = 96 arrows!!

Now, obviously, this is WAY too extreme. Even with the reduced weight, how are you going to deal with the bulk of nearly 100 arrows?

Well, my argument isn't for carrying more arrows. It's for a full quiver weighing less. A full quiver *should*, in sticking with the given 3lb description, weigh only 10oz!

... Okay, I get it! It's just a game mechanic and I'm over-analyzing everything. In fact, they probably wrote it as 3lbs to ensure that archers weren't O.P, carrying 3 or 4 quivers at a time. But that doesn't mean it irks me any less.

So... At the risk of coming off as nit-picky, any thoughts?


If you were going to build a character, who used only a dagger as their primary weapon, how would you go about it- Race? Class? Feats? And, of course, weapon enchantments, etc?


Is it worth it?

I'm currently building a Monk and I'd like to know if it's worth going for the Two-Weapon chain if I'm fighting with a Quarterstaff.

The reason I ask is that the TWF Feat implies a -4/-4 on all Attack Rolls and the Monk has a BaB of +0 at Lv1! So is it even worth it, or should I wait until later levels?

Am I missing something obvious here? Is there something, like a Feat or a Trait that I'm not thinking of that could help me do this better?


Attempting to build a Phantom Armor Race. Here's what I have so far, any ideas on how to improve this Race and on how to balance it out are welcomed.

Racial Restrictions/Info:
- Always considered wearing Masterwork Chain Shirt armor (as their AC is pretty much locked).
- Does not incure the normal penalties from aformentioned armor.
- Cannot wear other armors.

===== ===== ===== Racial Description

Though at first appearing to be an ordinary suit of Masterwork armor, this imposing being begins to move, its lumbering movements slow
and methodical. Raised from the corpses of knights and soldiers slain by treachery rather than battle or conflicts considered crimes even
in the heat of war, Phantom Armors appear as suits of animate armor, walking or floating of their own accord. Most phantom Armors haunt
the halls and blasted battlefields where they were slain, seeking revenge against their murderers or, should that prove impossible, confronting
any living creature that might give them the opportunity to do battle once more.

Dastardly necromancers have also discovered the process for binding violent spirits to suits of armor, giving rise to eerie servants that combine
endless patience with cold brutality. Such Phantom Armors are sometimes released from the necromancers control, when their dark masters are
slain by other adventurers. When this happens, some resign to a un-life of eternal sleep, entering a dead-like state of being. While others still take
to the life of adventuring, slaying monsters wherever they may go. Though, all too often, they find that their kind are unwelcome in civilized society
should their secret become known.

===== ===== ===== [total 10rp]
Type: Humanoid (Undead) [0rp]
- Darkvision 60ft.
- Doesn't need to sleep or eat, except to gain benefits.

Size: Medium [0rp]
- No bonuses/penalties due to size.

Base Speed: 30ft [0rp]

Ability Score Mod: Standard [0rp]
- +2 Str, +2 Wis, -2 Cha
Phantom Armor's are strong and wise from their years of long life, but don't socialize well with members of living Races.

Language Quality: Standard [0rp]
- (base) Normal, Necril
- (bonus) Abyssal, Celestial, Draconic, Dwarvish, Elvish, Infernal, Orcish

Natural Armor (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +1 natural armor bonus to
their Armor Class.

Undead Resistance (1 RP): Prerequisites: None; Benefit:
Members of this race gain a +2 racial bonus on saving throws
against disease and mind-affecting effects.

Improved Natural Armor (2 RP): Prerequisite: Natural
armor racial trait; Benefit: Members of this race gain a
+1 natural armor bonus. Special: This racial trait can be
taken multiple times. Each additional time you take this
trait, increase its cost by 1 RP. Its effects stack. (total +3 AC)

Shards of the Past (4 RP): Prerequisites: None; Benefit:
Members of this race have past lives that grant them two
particular Knowledge skills. Each member of this race
picks two Knowledge skills. The member of this race
gains a +2 racial bonus on both of these skills, and those
skills are treated as class skills regardless of what class the
member of this race actually takes.

Stalker (1 RP): Prerequisites: None; Benefit: Perception
and Stealth are always class skills for members of this race.


Imagine, for a moment, that there's an ancient race of beings (which we'll call Atlantians for simplicities sake) that suddenly takes an interest in the 'overworld'- the world of land walkers.

So, these 'Atlantians' send an emissary to scope things out; make some friends, maybe do a bit of adventuring, you get the idea.

How would you handle certain skills in this situation? You can see where this comes into play- How is an Atlantian supposed to know anything about the history, geography, nature and so forth of the surface world which is so strange and alien to him?

And the problem only gets crazier if he's a Ranger. Favored Terrain and Enemies? I doubt he knows anything about surface terrains and the many creatures that inhabit them.

So... Any ideas?


Recently came across the 'Blood of Dragons' Trait. And, while interesting, it doesn't really fit my character concept all that well. He's an Owl-Druid. Would it be acceptable, to the minds of any DMs out there, to re-flavor it as an "owl-dragon"?

Yes, yes, they technically don't exist in the world of Pathfinder. Which is why I'm also seeking help in fleshing out the idea and the aforementioned creature.


So, a player of mine is a bit of an anime-junkie, and I'd be lying if I said I wasn't too (just not as much). Anyway, he decided to join my PF group and asked if there was anything even remotely close to an Enchanter (from Log Horizon, basically lots of 'crowd control' and buffing allies).

I recommended the Bard and, after looking it over, he decided that he like the "Knowledge; All" part and the spells, especially the ones that buff stats temporarily, etc. But it's still missing that 'crowd control' feel. And he has no interest in the "musical" flavor of Bards.

I was wondering if anybody had any suggestions for an archetype (or even a new class) that we could try? I've only gotten as far as creating (or ripping off) a spell from Log Horizon...

----- Thorn Bind Hostage
School - Conjuration (Creation) Level Bard, Level (?)
Casting Time - 1 Standard Action
Range - Long (400 + 40 / level)
Target - One creature
Duration - One round / level
Saving Throw - Reflex negates, Spell Resistance/Yes
Description - Five shining blue roots erupt from the earth and entangle the target. When an ally cuts each of these roots, they cause additional damage (1d4)

----- Thorn Bind Hostage, Greater
As 'Thorn Bind Hostage'
Deals 1d6 damage


In an upcoming campaign, I wanted to play a Ranger with a Rogue-ish flavor. When asked "why don't you just play an archery Rogue?", my reply was simply "I like being effective mid-combat".

I said as much because... Well, a Rogue doesn't exactly have that many Hit Points, ya know! And their true strength lies in their Sneak Attacks.

In the end, I realized that I basically wanted to play Garret (from the Thief franchise, go figure).

So, I took the liberty of building a Rogue-variant, that I call the Bow-thief. S$*#ty name, I know. Let me know if you think of a better one. And if you have any suggestions for the overall build. All relevant changes to the CRB Rogue Class are noted in the Class Features portion...

Thanks in advance!

===== ===== ===== Bow-thief Class Progression

Level BAB Fort Save Ref Save Will Save Special

1st +0 +0 +2 +0 trapfinding
2nd +1 +0 +3 +0 Combat Style Feat, Stealth Attack 1d6, Evasion, rogue talent
3rd +2 +1 +3 +1 Endurance, trap sense +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1
6th +4 +2 +5 +2 Combat Style Feat, Stealth Attack 2d6, Rogue talent, trap sense +2
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 trap sense +3
10th +7/+2 +3 +7 +3 Combat Style Feat, Stealth Attack 3d6, Advanced talents, rogue talent
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4 Combat Style Feat, Stealth Attack 4d6, Rogue talent
15th +11/+6/+1 +5 +9 +5 trap sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6 Combat Style Feat, Stealth Attack 5d6, Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 Master strike, rogue talent

===== ===== ===== Bow-thief Class Skills
Skill Ranks per Level: 6 + Int Modifier.

The Bow-thief's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha),
Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha),
Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

===== ===== ===== Bow-thief Class Features

*Endurance:* You gain Endurance as a bonus feat at 3rd
level.

*Stealth Attack:* If you can catch an opponent when
he is unable to defend himself effectively from your
attack, you can strike a vital spot for extra damage.
Your attack deals extra damage any time your target
would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or
when you fl ank your target. This extra damage is
1d6 at 2nd level, and it increases by 1d6 every four
spell-less ranger levels thereafter. Should you score a
critical hit with a stealth attack, this extra damage is
not multiplied. Ranged attacks can count as stealth
attacks only if the target is within 30 ft.
Stealth attacks are possible only when you are
wearing medium, light, or no armor. You may only
use this ability while in a favored terrain or against a
favored enemy.

*Combat Style Feat (Ex):* At 2nd level, you must select
one of two combat styles to pursue: archery or
two-weapon combat. Your expertise in this style
manifests in the form of bonus feats at 2nd, 6th, 10th,
14th, and 18th level. You can choose any feats from
his selected combat style, even if you don’t have the
normal prerequisites.


I've just had an insane idea for a new class call the "Spellcrafter"; a character who focuses on using magical devices (wands, scrolls, staves, staffs, etc) and a list of cantrips.

Anyway, this led me to think that they might also have training/proficiency in weapons (dagger, rapier, etc).

Are there any rules in Pathfinder, pertaining to dual-wielding (primary) rapier and (off-hand) wand?


I enjoy the idea of playing a centaur, but not the idea that they're "Large" creatures. Sort of makes it difficult to fit into tight spaces... Like dungeons and taverns.

So, I devised this. Tell me what you think. Any revisions?

Total Points Available; 10
Total Points Used; 8

Size; Medium

Ability Score Mod; Flexible (suggestions?) (2rp)

Language Quality; Standard (common, sylvan)

Fleet-Footed; (req. +2Dex) Run Feat, +2 Initiative (3rp)

Natural Attack; Hoofx2 (1d4) (1rp)

Low-Light Vision; (1rp)

Stability; +4 bonus to CMD when resisting Bull Rush or Trip attempts (1rp)


A re-envisioning of the Gargoyle Race. let me know what you DM's out there think of this. 10 Race Points (Standard).

Creature Type; Humanoid; Gargoyle

Creature Size; Medium

Base Speed; 30ft.

Ability Score Mod; Specialized; +2 Str, +2 Dex, -2 Cha (1rp)

Language(s); Common (dwarven, elven, abyssal, draconic, goblin, orc).

Climb; Climb Speed 20ft, +8 Climb Check. (2rp)

Gliding Wings; 5ft horizontal per 1ft falling, 60ft speed/round. (3rp)

= = = = = @4th (or) 5th Level?
Flight; Fly Speed 30ft, Clumsy Maneuverability, (special) for each +2rp spent (Fly Speed +10ft, Maneuverability +1 step). (4rp)

Any ideas for advancing their ability to fly (maneuverability) as they 'mature' (level up)?


Before anyone asks, yes! I know of the Arcane Archer and, while the concept is interesting, it's not exactly what I'm looking for.

Bard = Inquisitor

Wizard = Cleric

Ranger = ...

So basically, what I *am* looking for, is a version of the Ranger which uses Arcane spells in place of Divine- WITHOUT needing to multi or prestige into anything.

Any Paizo/3rd party/homebrew material I should be looking at?

Links appreciated!!


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I never appreciated the many failings of the established alignment system. Lawful Good? You're a religious zealot. Chaotic Evil? You're a mad-man (psychotic villain) and shouldn't be allowed to play that alignment. Evil? You're still the villain, and there's no Evil PCs in my campaign (as a GM).

So, I began my quest to redefine the 'alignment' system. And I think I've come up with a fair compromise. Gone, are the notions of "good" and "evil", at least, for the most part. I came up with this system after reading an article, which I'll link below, and would like to get your thoughts on it (my proposed system).

http://thatboomerkid.tumblr.com/post/99181385456/in-defense-of-the-nine-poi nt-alignment-system

Why do I prefer this new method? Because it facilitates roleplaying, more so than the current system does. Alignment isn't something you just get up one morning and decide to do. It's an integral part of the characters psyche that was molded throughout their childhood and teenage years.

So, without further ado! I present to you, the MTG Alignment System!

== Red (chaotic)
"If you disagree, that's your problem, not mine!"
- Chaos
- Personal Freedoms

== Blue (open-minded)
"I prefer to remain open minded"
- Listens to all votes, views and voices
- Doesn't 'hate' on other religions, etc.
- Keeps things fair for all parties involved
- Values all forms of life (regardless of other's alignments)

== Black (selfish)
"I'm right, you're wrong, I'm big, you're small! Now sit down, and shut the hell up!"
- Accomplishes goals, regardless of sacrifices
- A means to an end
- Superiority (complex?)
- Greed (possibly)

== White (lawful)
"I refuse to compromise my personal beliefs" (whether they be religious, political or personal)
- Loyalty
- Honesty
- Patriotism
- Order and Structure
- Keeps oaths and promises

== Green (neutral)
"Uh... Erm... I don't like confrontation!"
- Usually defaults to secondary color
- Thinks through difficult decisions
- Considers Pros and Cons of all outcomes
- Common sense, above all

===== Possible Alignment Combinations

Black + Black = "I'm a selfish bastard, and proud of it!"
Black + White = "I'll accomplish my goals no matter what, though, I'll do it from within the system."
White + Black = "I abuse the laws and regulations to my advantage. I think it's time we had a raise in taxes!"
Black + Blue = "I may just be looking out for 'number one', but, even I am not without a moral compass."
Blue + Black = "I'm open to suggestions, as long as I get a fair cut of the profits, if not more-so."
Black + Red = "I'll accomplish my goals, my own way! Without regards to good or evil."
Red + Black = "I don't care for your laws or religious ideals! I will accomplish my goals, no matter what it takes!"
Black + Green = "I do what needs to be done, but only in regards to my own survival."
Green + Black = "I'll try to be fair when I can. But if it comes down to it, I need to accomplish my goals, no matter the cost..."

White + White = "We must follow the laws of the land's government and religion to a T!" - ((not recommended, you have been warned!))
White + Blue = "We like to follow a set of rules and laws here, but your ignorance of them can be forgiven, and we'll try to help you get acclimated."
Blue + White = "I respect all governments and religions, though, I won't be swayed from my own beliefs as easily."
White + Red = "Law? I *am* the Law!"
Red + White = "Personal freedom should be attained through debate and politicking. I'll fight injustice wherever I see it, but wont go out of my way to break the law."
White + Green = "We have rules and regulations, which everybody must adhere too. If not, perhaps we can come to a compromise?"
Green + White = "Let's keep things civil and in accordance with the laws. Lest we find ourselves clapped in irons!"

Blue + Blue = "I'm open-minded about everything. I can respect and appreciate all world views."
Blue + Red = "I respect your laws/religion, as long as you remember that not everybody has to worship your deity, or adhere to your moral compass."
Red + Blue = "Keep your rules and religion to yourself, I don't want to hear it. We'd just end up arguing anyway!"
Blue + Green = "I try to ensure that everybodies voice is heard, and calculate all the Pros and Cons before making a decision."
Green + Blue = "I enjoy being the voice of reason."

Red + Red = "I do whatever I want, whenever I want, because I want too. I don't have time for your moral/philosophical musings!" (can be very brash, or even psychotic)
Red + Green = "My hotheadedness can sometimes get me into trouble. Though, I'm not incapable of learning from my mistakes, after I've had time to think things through."
Green + Red = "I prefer to think things through, weighing my options. Though, I usually go with whatever grants me the most personal freedom."

Green + Green = "Let's try to keep things fair and as civil as possible. Confrontation isn't good for the group, if we plan on working together for a long time!"


1) Is dual wielding with Rapiers allowed in Pathfinder (not referring to Pathfinder Society). I have an interesting concept for a character, which requires this be possible.

2) What do you guys think of the TWF system in Pathfinder? The link, below, leads to a discussion forum on the subject...

Thanks for any responses this may have garnered!

http://forum.rpg.net/showthread.php?724084-Two-Weapon-Fighting-in-3-5-and-P athfinder


Favored Enemy, as I understand it, represents A) your hatred for a certain race/creature and B) the amount of research you've done, because of that hatred, on how to kill said creature.

Though, I've never really liked how restricting the Favored Enemy trait can be. In my last campaign, we made it to 7th level and I ended up taking "Animal" and "Undead" because that's what we were fighting at the time. But after about 3rd level, we stopped seeing animal-type enemies. And the Undead-type enemies only lasted a couple of sessions.

This just really irks me. In my opinion, the Ranger ought to have some other (similar) ability. Take for example, the 'Instant Enemy' spell for 3rd level Rangers. If this was, instead, a Class Ability that let you declare a single creature-type as you Favored enemy a day (a number of times equal to your level + Wis or Int?), it might be a bit easier for the Ranger to get along with the Fighters and Rogues of the party.

Though, I'd probably increase the bonuses of the Spell-turned-ability to match the original Favored Enemy ability.

Thoughts?

Instant Enemy Spell
http://paizo.com/pathfinderRPG/prd/advanced/spells/instantEnemy.html


Some backstory; one of our players had discovered an recipe for what was apparently a very strong alcohol, hidden away under a floorboard, in a house of an abandoned town. And there was no sign of the townspeople ever returning- for we know, they could all be dead, or fled the area, never to return.

So he ^ thought he'd go ahead and copy the recipe down, to take home for himself to have some nice strong ale. But a few of the other players disagreed and called this an "evil" action.

The reaction was "Okay... So. Why should I let you stop me, just because you find it disagreeable?"

So some of the other players made Diplomacy checks to try and alter his behavior. Yet, according to the link below, the Diplomacy (and I assume other 'social skills') can only be used against NPCs, right?

http://paizo.com/prd/skills/diplomacy.html

The argument was basically;
- "I find this action to be disagreeable, if not an 'evil' one!" *succeeds diplomacy check*
- "Okay. And? Why should I care what you think? Still gonna do it..."
- *more arguing about how "you have to do what he says because he Diplomacy'd you!"*

In the end, most of the group bogged down the guy who wanted to make a copy of the recipe for himself and Diplomacy'd him into not doing it.

Of course, this caused a bit of arguing back and forth over the table; should a player be allowed to influence the behavior of another player, even when the resulting attitude/behavior/way of thinking wouldn't be in line with the affected character?

Is there a rule on this somewhere? In the link, it did say "you can influence NPCs" but not players...

Our table was kind of divided over this, and I'm afraid it might come up again...


Heyo!

Looking for a new Pathfinder group to join in (preferably online via Skype and D20Pro, or another virtual tabletop).

Feel free to post here or PM me with details or to let me know if there's a slot open in your group. Please post any house rules your group may have and what the group composition looks like. I hate going into games blind -.-

Some information about me;

- one of my biggest faults, as a player, is probably being predictable when it comes to using the CRB to develop my characters... Half-Elven Rangers.

- Though, I'm looking to remedy that and break my "ranger streak" by playing some new characters like a Half-Orc Monk with a dip into Wizard or a few other things from the Adv. Race Guide.

- I generally use Myth_Weavers to keep track of my character sheets.

- I despise the established alignment system on principle (all it does is cause arguments) so I'm more apt to go with something like this;
http://easydamus.com/alignmentreal.html

Thanks.


Having a bit if a dispute with the rest of my group.

I'm playing a Fighter with an Intelligence of +2, and we've just hit 5th level in our last session. Fighter (2) + Int (2) = 4.

So I gain 4 points for ever level. 4 x 5 = 20. Duh.

But what I'm wondering is this;

Do you also gain Skill Points at character creation or "level 0". I distinctly remember reading this somewhere but I don't remember where.

Much appreciated if you could reference the rule book and page. Thanks.


I'm looking to build a Kitsune Rogue for an upcoming campaign and I'm seeing that a Kitsune gets a bonus for playing a rogue; "The rogue gains 1/6 of a new rogue talent."

What does this mean!? I'm so confused. Link to the PRD below...

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/uncommonRaces/kitsune. html

Also, any tips on which Feats I ought to take? It's been forever since I've played a Rogue (let alone a PF one) and I've never played around with the Kitsune race before.


The last time I played a Fighter was years ago, using the 3.5 system. My buddy has an upcoming PF game and I'd like to play a Human Fighter, but I'm unsure of which Feats to take for optimization; Sword and Board.

- Ability Scores
STR 16 (including Human's bonus)
DEX 11
CON 14
INT 14
WIS 12
CHA 10
Initiative 0

- Equipment
Fighter's Kit
Whetstone (I don't know why this isn't included in the kit, above)
Longsword
Shield, Heavy Steel
Chain Shirt

So what Feats ought I to be taking? At 3rd level, I'll have 5 I can choose.


Do the Prestige Classes level up alongside or separately from your Core Class?

E.X; A 6th Ranger becomes a 1st level Horizon Walker. When this character hits 7th level, does he become a 7th level Ranger AND a 2nd level Horizon Walker? Or does he need to decide which class to level up in?

Thanks.

Please reference the CRBs where possible?


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I'd like to throw together a back-up character, just in case of the unfortunate event in which my current one dies off.

This is basically what I had in mind; http://youtu.be/TkiQa-qGves

So. Hehe, any ideas? I mainly want to do this because I think it'd be just the funniest character to play (for a short while, at least, maybe a few sessions) and I don't think anyone except 1 other player would see it coming (he's seen that particular Ultimate Spider-man episode.


A Bard in my Lv1 group has found a Wizards spell book.

Can he read it, much less learn spells from it?


My question is, basically, is there a limit to how large the mount (dog) can be?

Say, for example if a player wanted a "Giant Alaskan Malamute" as their mount, would it be legit? Perhaps at 7th level advancement?

I'd post an image to go with it, but as far as I know, that's not possible on paizo forums. Google Images has some good ones though...

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