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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.

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
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?

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

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?)?

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:
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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.
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?
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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