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UnorthodoxRedeemer's page
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So, the initial opening of the AP is that the goblins of Brinestump Marsh, aka the Licktoads, are causing problems. That's fine, no problem there. An investigation as to why they're suddenly so bold is fine.
The problem is the execution for me... literally. That is to say, the Sheriff putting a bounty on goblin ears. This wasn't the intent, I'm sure, but... It feels, to me, WAY too similar to situations where bounties were put on ethnic groups in genocidal situations. In particular, the various colonial conflicts with Native Americans, where bounties for scalping Indigenous people were offered by colonial governments (https://en.wikipedia.org/wiki/American_Indian_Wars). In combination with the Licktoad village section, ultimately it feels to me like you are encouraged to genocide the goblins for money. It feels especially uncomfortable to me given these poor sods feel kind of like victims, given over half their people were already killed.
I don't know, maybe I'm overthinking it, but I still feel like this could have been done better. Perhaps making Old Megus an actual encounter, rather than an already dead red-herring, promoting her to the villain of the first part. Certainly, one could still investigate the goblins as a hook. There's no problem with that in theory...
But the goblin ear bounty just... sickens me. I am glad that Paizo walked away from the Always Chaotic Evil trope in 2e.
This has probably been asked a thousand times, but I must ask it again.
Is there any Paizo-legal item, spell, or feat that would allow, RAW, a vampire to walk in sunlight safely?
Originally I thought the answer to that question would be the Daywalker spell (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Daywalker) given its name, but upon closer examination it ridiculously does not seem to cover it. I also looked at Protective Penumbra (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Protective Penumbra), but RAW it does not seem to provide protection from sunlight (although that certainly seems like it should have been RAI.
Is there truly nothing? I'm reluctant to have to rely on third-party or homebrew material for my group, but if there's truly nothing I may have to.
Perpdepog wrote: I suppose there is also Iomedae's 8th Act before becoming a deity where she convinced a graveknight called the Black Prince to fall on his sword and find redemption by destroying himself? Not my fave redemption story because it's such a small footnote and I have some issues with the Redemption = Death trope, but at minimum her church's canon claims he was redeemed by destroying himself. Sorry that this is really late to the party, but still.
There's no one specific, but the Crimson Reclaimers have some redeemed undead in their ranks (at least, that's the implication I get from the Character Guide). Maybe this will be a set-up for certain redeemed undead to be fleshed out later in official material?

HELP! I've rolled myself into a problem of my own making, lol! I need help with extra arguments for and against something. First, let me do the explanation preamble:
So, running Rise of the Runelords, the party just finished Book 2, and for a lark I threw a bunch of cairn wights at my party for a random encounter, all controlled by a Ragewight. The Ragewight in turn controlled by Ripnugget, the goblin chief that is an early enemy for the module, but returns as a Graveknight in *Sandpoint, Light of the Lost Coast*, who I am using as a recurring foe. Now, since they weren't fighting of their own free will, once the Ragewight and Ripnugget were killed/neutralized, I did something I figured would be a fun morality question: I had the remaining wights surrender. Eventually, the party has concluded that, undead or no, killing the surrendered wights would be dishonourable. They want to keep them at the manor-house in Sandpoint they've bought as guards (and to compliment the Sandpoint Devil they killed and stuffed lol). That said, they want to consult with the town leaders, including High Priest Zantus, Sheriff Hemlock, and Mayor Deverin before they do anything.
So, in short, I could use arguments for both the pros and cons of letting the wights live, stuff I haven't thought of yet. I already have some thoughts:
Pros:
Killing surrendering foes would be dishonourable
The party has saved Sandpoint, it is wise to trust them
The wights make powerful guards
The town might learn much of Thassilon, and therefore be beneficial archeologically (I decided that, based on info on Xin-Shalast, that they might come from there, though they forget a lot)
Successful rehabilitation would look good for the Sarenites/Desnans/Iomedaens/Shelynites in town
Cons:
The wights are inherently dangerous due to the destructive nature of void energy
The region just experienced a violent ghoul pandemic, the wight's presence could cause panic
Wights can multiply by killing, relating to the above: possible second pandemic
Political danger. Deverin approving this could put the her on rocky ground with the Scarnettis; he could use it to justify a coup.
Possible friction with the Pharasmin churches
Being discriminated against could cause the wights to rebel anyway
What else can folks think of, for and against? Yes, I am aware I dug my own grave lol. Help me fill it XD
All excellent suggestions; thank you. :)
Hello, my friends! How are you today? I've a quick question for you all.
So, I am currently playing a Kingmaker game with a Dhampir(elf) Investigator, and I took Alchemical Sciences to provide my own healing. However, my teammate who plays a Wealth Cleric (beastkin/gnome) decided to forgo his initial choice of feat (reach spell) in favour of Versatile Font so that he could help me stay healthy. Naturally I'm grateful that he took a blow to his build to support mine and I wish to do the same to pay him back, but seem to be having a hard time coming up with an idea. So I turn to you all: what can I do (be it feat selection, alchemical formulas, etc.) to specifically support my friend for his generosity?
Gortle wrote: I like the Investigator mc with Magus. That should give the build some real punch.
Dandy is also very good for Investigator .
Thank you. I'm glad to hear I made a good choice. Would you recommend any good spells for my spellstrike? :)

UnorthodoxRedeemer wrote: Hello everyone, how are you today?
So, I made a character based somewhat on a Warcraft III/WoW Death Knight, specifically one that escaped control and aspires to goodness, but is still willing to be freaking scary. Now, it should be mentioned that my GM did allow flexibility with choice of alignment-exclusive options owing for flavour, which is why Aura of Despair and Pale Horse have been taken despite the restrictions. The concept of the character is to be a war-leader or general type with a focus on Demoralizing foes on the battlefield and being a Face off it. In addition, this lovely fellow comes equipped with a skeleton horse mount for a steed ally, which is unavailable for display on PBuilder's free version.
My main request is for you folks to review my build and tell me how you would improve it mechanically; if there's any choices I made that are redundant or just plain bad. If you folks could do that for me I would be exceedingly grateful.
Thank you.
https://pathbuilder2e.com/launch.html?build=165196
I updated the character, the new version is here: https://pathbuilder2e.com/launch.html?build=165286. Hopefully retained the spell selection this time, and to clarify, the animal companion is the Skeletal Mount from the Book of Dead

Hello everyone, how are you today?
So, I made a character based somewhat on a Warcraft III/WoW Death Knight, specifically one that escaped control and aspires to goodness, but is still willing to be freaking scary. Now, it should be mentioned that my GM did allow flexibility with choice of alignment-exclusive options owing for flavour, which is why Aura of Despair and Pale Horse have been taken despite the restrictions. The concept of the character is to be a war-leader or general type with a focus on Demoralizing foes on the battlefield and being a Face off it. In addition, this lovely fellow comes equipped with a skeleton horse mount for a steed ally, which is unavailable for display on PBuilder's free version.
My main request is for you folks to review my build and tell me how you would improve it mechanically; if there's any choices I made that are redundant or just plain bad. If you folks could do that for me I would be exceedingly grateful.
Thank you.
https://pathbuilder2e.com/launch.html?build=165196
James Jacobs wrote: UnorthodoxRedeemer wrote: If I may ask a lore question, what is the reason the daemons haven't yet made great foothold into Golarion yet? Devils have an entire nation as their pawns and demons had the Worldwound prior to its closure, but daemons currently seem content to be mostly summoned lackeys or individual antagonists (from what I've read at least). Is there an in-universe reasoning for this? They aren't particularly interested in that sort of thing. They prefer tormenting and feeding on souls, and the meat of the flesh is kind of an inconvenience that gets in the way. The Horsemen of the Apocalypse usher in the endings, and the daemons personify methods of death, but all of them are patient as they wait for that inevitability to visit all living things. Why invade a world when time is already doing your bidding? Does that mean they are more interested in invading the outer planes then, where souls are more wild?
If I may ask a lore question, what is the reason the daemons haven't yet made great foothold into Golarion yet? Devils have an entire nation as their pawns and demons had the Worldwound prior to its closure, but daemons currently seem content to be mostly summoned lackeys or individual antagonists (from what I've read at least). Is there an in-universe reasoning for this?
In your head-canon, does Tar-Baphon have a hobby (excluding conquest, murder, torture, ascending to godhood, etc.)? Y'now, like cross-stitch?

So, question. I was reading on the Arcanist "School Understanding" and it reads as follows:
"The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level.
If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school."
Now, it's the last sentence that interests me here. Since a VMC wizard treats their class level (in this case arcanist) as their wizard level, does that mean that, say, a 7th level arcanist would therefore act as a 7th level wizard for the purpose of their arcane school powers, with the effect reflecting that (the evocation school's Intense Spells adding +3 to damage for example as a result?)?

James Jacobs wrote: UnorthodoxRedeemer wrote: Morality question here, mostly concerning 1e but likely applicable to 2e as well: Some races and subclasses have no alignment restriction, but nonetheless have inherently evil powers. Good-aligned daemon-spawn still generally have Death Knell as a spell-like ability, and Undead Bloodline sorcerers (and to lesser extent some Bone Mystery Oracles, depending on the origin of their powers) don't generally have a choice to NOT learn Animate Dead, regardless of the alignment of the caster. Obviously the characters in question can choose not to use them, but that would still be crippling in life or death situations. In your opinion would you say it would be forgivable for a Good character to use them, assuming they use it only when they see little other option and a Good end (saving an orphanage from a dragon for example)? Just because you have an ability for free doesn't mean you have to use it. And part of being a good person is not using an evil option even when it's available to you. Even if the opposite choice is innocent people dying?
Morality question here, mostly concerning 1e but likely applicable to 2e as well: Some races and subclasses have no alignment restriction, but nonetheless have inherently evil powers. Good-aligned daemon-spawn still generally have Death Knell as a spell-like ability, and Undead Bloodline sorcerers (and to lesser extent some Bone Mystery Oracles, depending on the origin of their powers) don't generally have a choice to NOT learn Animate Dead, regardless of the alignment of the caster. Obviously the characters in question can choose not to use them, but that would still be crippling in life or death situations. In your opinion would you say it would be forgivable for a Good character to use them, assuming they use it only when they see little other option and a Good end (saving an orphanage from a dragon for example)?

UnArcaneElection wrote: Wait . . . original post says 20 point buy, but then assuming that Charisma 20 benefited from 3 ability score boosts in getting to level 15, that gives Charisma 17 initially, and when I apply Rakshasa-Spawn's ability score adjustments, I get 10 point buy out of the ability scores you listed. Even pulled up the same result on the Pittsburgh Pathfinder Society Pathfinder Point Buy Calculator to make sure I hadn't made a mistake. You have 10 more points to play with. I would recommend spending 5 points un-dumping Strength to 11 so that you can actually perform a bit of physical activity if you need to (like if you need to hide something and don't dare to use Muleback Cords or a spell because the magic would be detected, or if some Humanoid of average Strength finds you out and tries to grapple you) and 5 more points pumping Dexterity to 16, which will help with Escape Artist, Sleight of Hand, and Stealth (and Acrobatics, but you won't have the skill points for that), as well as Initiative.
Those are my starting stats without boosts. Since what I need to boost sometimes depends on how the game goes, I figured I would stick without leveling boosts for clarity.
If you're sure. Thank you for the insight. :)
On Noble Scion, though... good point
avr wrote: Silent spell and still spell, but no actual ability to conceal your spellcasting like cunning caster?
Cha hard-maxed, but you're getting iron will rather than steadfast personality, and improved initiative rather than that feat which adds Cha to initiative?
Otherwise yes looks thematic and probably fun to play.
What would you replace for Cunning Caster? And I am afraid that doing the narrower bonus of Steadfast Personality might get me whacked by the Will saves that AREN'T mind affecting, but what are your thoughts?

Yo, all. How you all doing today? I'm coming to you all live to show you all a build I intend to make for the wonderful Strange Aeons AP. If you could give me a once-over and tell me what you think, I would be very much grateful. Game is 20-point buy:
___________________________________________________________________________ ________
Infernal/Rakshasa crossblooded Tiefling Sorcerer 15 (Beast-spawn flavoured as succubus-spawn)
Starting Stats:
Str-7
Dex-12
Con-12
Int-12
Wis-11
Cha-20
Alternate Racial Traits:
Pass for Human
Variant Tiefling Ability-Diplomacy+2
Traits:
Calistrian Courtesan-Sense Motive
Indomitable Faith
Sensitive Mind-Perception
Hedonistic (Drawback)
Favoured Class Bonuses
Skill-3
Human Sorcerer 12 (Pass for Human)
Feats:
Iron Will
Improved Initiative
Cunning
Deceitful
Toughness
Silent Spell
Still Spell
Spell Penetration
Spell Focus-Enchantment
Quicken Spell
Bloodline Powers:
Silver Tongue
Mind Reader
Hide Aura
Alter Self
Spells:
1st: Charm Person, Disguise Self, Silent Image, Mage Armour, Protection from Evil, Memory Lapse, Sleep->Grease
2nd: Invisibility, Seducer's Eyes, Glitterdust, Mirror Image, Alter Self, Scorching Ray, Hideous Laughter
3rd: Suggestion, Gullibility, Fly, Haste, Dispel Magic, Tiny Hut
4th: Charm Monster, Confusion, Enervation, Black Tentacles, Fear, Dimension Door
5th: Dominate Person, Mass Charm Person, Overland Flight, Hold Monster, Feeblemind, Wall of Force
6th: Mass Suggestion, Summon Monster VI, Greater Dispel Magic, Chain Lightning, Flesh to Stone
7th: Greater Teleport, Waves of Ecstacsy
So, what do you think? :)
Edit: I have permission from my table to play this type of thematic character. The table is ok with a bit of sauciness.

Diego Rossi wrote: CRB wrote: Saving Throws and Illusions (Disbelief ): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
The spell is an Illusion (glamer), so a successful save should negate all effects and reveal that you are under the effect of a glamer.
Illusions are one of the more difficult parts of the game to do well.
As good an answer as any. That's what I assumed, but, well, can never be too sure. Hopefully my GM sees things the same way.
So I just found this most interesting spell, "Raiment of Command", that I think would be fun for an infiltrator character I am conceptualizing. However, I am perplexed by the fact that in the saving throw section it simply says "Will". Not "Will negates" or "Will disbelief" or anything like that, simply "Will". The text provides not clarification of what happens when the saving throw against the spell is successful, so I turn to you all to help me sort this out. If one of the esteemed designers especially could by chance clarify, that would be especially helpful. Anyway, thank you all for your time and help in advance.
I look forward to hearing from all of you. :)
So, I remember reading SOMEWHERE that one can change the patron deity of an item that requires one for its use (for example changing a Pallid Crystal (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Pallid%20Crysta l) to have its full effect work for a worshipper of Asmodeus instead of Urgathoa). Is this a thing, and if so, what's the sourcebook?
Or is my memory just playing tricks on me?
Interested in playing Skulls and Shackles, and am considering this class archetype to use, but at the same time I don't want to hold my party back using a poor archetype (I know, I know, play what you want and all that). What are your guys' opinions on this archetype? Is it decent?
Of course. Thank you. But if I might still ask your off the top of your head opinion, who among the Core Good Deities is the least hostile to good undead, say the occasional good ghost?

Mr James Jacobs, I have a lore question for you that, well, delves into theoretical:
See, I had an idea for a haunted manor Halloween one-shot that involved a bunch of undead led by a Graveknight, all of whom, secretly all happened to have Good alignments due to shenanigans with a scroll of Wish and a rather creative paladin. These undead, rather than waste a chance by simply dying in this draft, would instead test the unaware heroes through combat in hopes of finding redemption by training would-be champions of Good.
With that in mind I started to include some plans for some Skeletal Champion Clerics, but then I hit upon a question: Would any Good deity be willing to support reformed undead and grant them divine spells, assuming these undead had a righteous cause? Obviously it would be very unusual circumstances, but I would like to hope that maybe someone like Ashava would entertain the notion. What is your two cents on this theory, sir? Would there be a chance, in a lore accurate Golarion, for these wayward souls to get Good deific support for their endeavour? And if so, who?
I've poured over the books, gotten outside opinions from other players, and scoured the internet for an answer to my question. I have yet to find an answer that satisfies me. Ergo, I wish to ask the big man himself. Best way to do that? Fireworks? Interpretive dance?
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