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The closest thing to a Charisma-based Rogue is a Charisma-based Rogue. There are a bunch of archetypes with Charisma-based DC's... and a few archrtypes designed for Bluff/Intimidate builds. Desna's Shooting Star is a pretty obvious choice, me-thinks.

If you want spellcasting, then Bard or Mesmerist is probably your best bet.


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I love first level play. I love GM'ing first level players.

Everything matters. Everyone pays attention.

There is no random buzzing of insects as part of the description for scenery... it must be Stirge... or worse, a swarm... every word is heard, and received with maximum suspicion.

It's awesome when everyone sucks. Nobody has fancy toys. Good. Clean. Fun.


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That's just it, though... MOST horror movies feature a monster hunting and killing level 1 commoners.

Jason, Freddy, Hannibal, Mike... they all pick on commoners and kids. They aren't tough by PF1 standards. A lot of these guys could be handled quite easily by a low level party... Jason is pretty much a Troll with a machete... Mike is a Troll with a kitchen knife... Hannibal is just a freaking dude with a scalpel... Freddy is literally the only one that requires anything special to engage, a Will save to disbelieve his BS... even Freddy is just a skinny, weak, little man once you get your hands on him... claws are nothing new to no one in PF1, we can easily deal with his stupid spirit fingers.

Carrie is cool AF... there is no Will save to simply disbelieve her nightmare, as hell literally follows her... the danger is real whether you believe it, or not. The only way to beat her is plug your controller into port 2.

Something like the Predator is a decent choice, as they travel all over everywhere just to kill stuff. They look for things that might provide a challenge, in a continuous effort to improve their tactics. Your average Predator would probably still be a pretty low level PF1 monster, though. Predators really, really hate Xenomorphs, and a single Predator can be expected to take on more than one Xenomorph... a Hive Warrior is CR5, so a Predator is probably CR6 or CR7. Even that seems pretty high considering Danny Glover kills one.


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Found it! Mestama's 2nd Sentinel boon, called Widow's Cruelty, is the one that changes you into a female.

I really like the idea of the Vigilante exploring different genders with their different identities. I am probably going to use that for an NPC. Aren't all Changelings female? Maybe not all of them want to be, or identity as, female...


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I would not do that. Any of it.

Rangers get access to Instant Enemy at, what, level 11? Now you drop that sweet +6/+6 on anyone you come across.

Get different types of arrows to help with DR. Take the Clustered Shots feat.


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"... sad necromancer noises..."

This made me laugh until I stopped.


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Aasimar with Heavenly Radiance rips open their shirt, buttons flying, to expose a Superman "S"... the "S" is for SUNBEAM... and a 60' line of sunshine blasts out.


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Variel, my master of all things Panache, had levels in Inspired Blade Swashbuckler, Kata Master-MoMS Monk, Hooded Champion Ranger, and Kensai Magus... he could use Panache with his Rapier, unarmed strikes, and his bow. Variel could trade Ki and Panache, as well as Arcane Pool and Ki. He was alright. Stopped playing him after he went levels 10-11 without taking any damage. It was boring being invincible.


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Get in my belly!

I have two Swallow Whole builds... a Gingerbread Witch, and a Tyrant Totem Barbarian.


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Slayer... what you want is the Slayer.

You can be as social a Slayer as you want... there are traits to trade Charisma to Intelligence for skills... the rest is completely roleplaying.

The Vangaurd Slayer gets the Cavalier's Tactician ability, so they can hand out teamwork feats to the party... if you want that leader of the pack vibe.

There IS a swashy that uses Intelligence... Inspired Blade... but you're stuck using a Rapier (if that matters).


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Back to the Blade Adept Arcanist... as it really is [probably] the best chassis for this topic... they gain proficiency with their Black Blade within the martial weapons catagory. Races that treat racial weapons as martial, or straight provide extra weapon proficiencies, really shine here. Like, a Dwarf with a Black Battleaxe, and a decent FCB for Arcane Barrier/Weapon. Elves using Black Thornblades. Lashvine Leshies with Black Scorpion Whips.

Having access to the Arcane Accuracy Magus Arcana as an Exploit immediately puts the Blade Adept a step above most other options, me-thinks.


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Tree-Born Gathlain don't have the normal Con penalty, so just you just get the +2 Dex and +2 Cha... that's right, no Strength penalty even though you're Small (+1 AC, +1 attack)... and you can fly. Gathlain already have +1 natural armor, and can get scaling DR/cold iron via an alternative racial feature.

Arcanists, Sorcerers, and Witches all have simple weapon proficiency, allowing a very basic reach build with a Longspear... having no Strength penalty helps here. Combat Reflexes isn't gated behind BAB, so you're "set" from level 1. Using reach and flight should increase your survivability, somewhat making up for your overwhelming lack of options when it comes to armor.

Speaking of armor... good old Sunsilk Ceremonial Armor is probably as good as it gets. No ACP or ASF chance, and provides DR2/bludgeoning. It doesn't beat Mage Armor until it's enchanted to +3 (or higher), but it's also always on/doesn't cost a spell slot... and it can be enchanted as armor with special armor effects. Combined with a Mithral Buckler, and you're about as armored up as a squishy mage can get. Special note goes to that corset for Witches, adding a +4 armor bonus.

Gathlain FCB for Witches allows you to steal Druid spells, for what that's worth...


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There's a talking horse in Kingmaker that is an Awakened Animal Companion.


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There's a lot of different eoutes available...

They could go back to their kind, and just be exceptional animals... rule their little part of the animal kingdom with their new knowledge and abilities.

They could be bitter, sure. There is literally a magical connection with their Master... to be abandoned... losing a literal piece of you like that. The very thing that made you special, your god, has forsaken you.

They could be happy to be free. Master was just keeping me down... glad to be rid of their Master. Tired of doing other peoples' work.

They could easily take class levels, and qualify for most a lot of feats... the fact that there are not more Ex-Familiar NPC's is a complete wasted opportunity. As in, they should be given class levels, and feats, and a rich backstory, and goals of their own design. It's a freaking animal that has done and seen things that few others have... remember that time my Master had me deliver that spell to save his friend? Meh, screw that guy, who needs him anyways... says the drunk Hedgehog sitting on the bar. Like, holy $#!+, that's a talking Hedgehog! And, it's drunk. Lol. I want to talk to the drunk Hedgehog sitting on the bar, I roll a 16 Diplomacy to engage with the intoxicated creature...

They could also seek out other Ex-Familiars... start a club or a guild... like Ex-Familiars Anonymous. Or an entire race, not unlike the Wyrwood.


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Somewhere in Reign of Winter there is an EX-Familiar, and way back when in 3.0(?) Tome of Blood, there was something about EX-Familiars being treated as their Master's level minus 2.


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Unbegreiflich wrote:
they are delicious

This made me laugh until I stopped.


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Everyone should experience their first swarm at level 1. How the party deals with that tells you everything you need to know about the people at your table.

And, honestly, there should be no sympathy for spellcasters with oh-so-few spells... the guy with the greatsword only has one sword... cry me a river, build a bridge, and get TF over it. It's level 1, guys... literally do SOMETHING... anything, really. It's not rocket surgery. Use a cantrip, use a crossbow, use Aid Another [it's freaking free], get creative with mundane equipment... impress me with your ingenuity.

My god, though, why would levels 1 and 2 exist, at all, if we were supposed to start at 3? No, my friends, you have to earn it... you don't get the cool stuff until you show me you're cool.

Should we start at level 3? Lmfao...


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It's fun making no-name, low-level NPC's focusing on the alternative racial features available to the core races. Or capitalizing on different racial weapon proficiencies in classes that otherwise lack access to such weapons...

CR 1 Dwarf "assassin"... Sylvan Trickster cRogue can have the Slumber Hex at level 2... delivering a 5D6 Coup de Grace with a Heavy Pick and Sneak Attack is probably game over. And nobody expects a Dwarf Rogue, like WTF.


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I think you're already there... the good people on these here forums can turn out characters pretty quickly, or just post characters we already have built. You give us some guidelines and parameters, we post characters that you can scroll through and pick out what might work.

What races are common? What sort of point buy are we working with? How optimized should they be? What sort of equipment would fit in? What do you need these NPC's to do? What sort of things would look out of place?

I know I'm not the only one on here with piles of random character builds. And, honestly, I enjoy building characters... it's my happy place, the perfect distraction, my meditation... so I am always willing to build more characters.


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I have the Conqueror Worm as the "primary dreamer"... these things [Conqueror Worms] are borderline gods, and can literally grant domains/spells to their followers... so this nightmare world is the dreamscape of a sleeping demigod.

Tulpa creatures are essentially imaginary friends, they exist as powerful manifestations of thought... but they physically exist/are "real". I am having the Tulpa creatures be capable of showing up inside and outside the dreamscape due to the Tulpa template's Mental Form ability... they can kind of just force their way into their creator's mind... I'm changing things a little, but I don't think it is too far a stretch to allow the Conqueror Worm's imaginary friends to exist in the Conqueror Worm's dreams.

For example, the Lotus Tree inverses, growing upside-down out of the sky in the dreamscape... as above, so below. And either one of, or both, of the ancient esoteric dragons have the ability to just straight up enter other people's dreams... so they could easily come and go as they please. Everything with the Tulpa template is literally a creation of the Conqueror Worm's imagination, and gets a free pass to enter the Conqueror Worm's dreamscape.

As for checking bodies at the door... yeah, Melinoe has a habit of sadistically crucifying the sleeping bodies of anyone she personally kills in the dreamscape... anyone that she has stored in her Dreamstone, their bodies are strung up in the forest using a single Witch Nail through both wrists... the wild boars have a tendancy to eat everything from the knees down.

It is still a dreamscape, bodies are checked at the door. Between the Tulpa "lieutenants" that can enter/exit the dreamscape, and religious/cult followers that exist only on the Material Plane... the bodies of those inside the dreamscape are kept from piling up. I have some Utukku Qlippoth with the simple Cleric Creature template acting as the Conqueror Worm's zealot priests.


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To expand on this a little bit, maybe add some context... my particular Dreamlands adventure has a slumbering Conqueror Worm (CR 21) at its evil epicenter... its ongoing nightmare has started to pollute waking life around it, warping reality, and thinning the boundaries between the Dimension of Dreams and the Material Plane. I'm kind of modifying the Conqueror Worm's Mental Invader ability to create Tulpa creatures, like acting lieutenants... it can have 10 such "lieutenants" at a time, but I don't even have half of that, right meow.

The first creation to manifest was a Tulpa Lotus Tree (CR 22) standing on the surface directly above where the Conqueror Worm sleeps deep below... I am modifying and using the Lotus Tree's Hallucination ability as a sort of both a gateway, and a trap, leading from the Material Plane into the Conqueror Worm's nightmare dreamscape. I am also kind of using the Lotus Tree's Psychic Magic to cast Create Greater Mindscape to explain this... the Tulpa template adds some extra spells and variety to what the Lotus Tree already had.

The second Tulpa manifestation is Melinoe, my goddess of nightmares, and is probably what most would view as the main antagonist... even though she is not the most powerful (CR 13), she is one of the most active participants in this ongoing nightmare. She has commercialized the misery of others into quite the lucrative business... peddling dreams like a Night Hag sells souls. Melinoe comes and goes as she pleases, and I use her to ferry/usher people between the dreamscape and the Material Plane. This nightmare is her hunting ground, her trophies fill her Dreamstone... she keeps her Dreamstone well-stocked, and thus this nightmare is generally well-populated.

There are two ancient esoteric dragons... an Ancient Dream Dragon and an Ancient Nightmare Dragon... both with the Tulpa template. With the template, they are CR 21 and CR 19, respectively... both exist more as plot devices rather than enemy combatants, but they have stat blocks nonetheless. I just like having black and white dragons at my disposal, and the ability to switch between them adds great effect to the story's mental image (and that what is represented on the physical board/map if you are fortunate enough to have all the proper minis). Both dragons already have Psychic Magic, and gain some variety from the Tulpa template.

The Alebrije Nightgaunts (CR 6) are literally just random encounter monsters lurking in the todash space like wolves... well, they are actually more like faceless, nightmare versions of the flying monkeys from Wizard of Oz. These things are not Tulpa, and not directly controlled by the Conqueror Worm's imagination, they are wild "animals" roaming free in this nightmare dreamscape along with a plethora of Dream Spiders and Dream Naga and other such nonsense that belongs in a nightmare.

Oogie Boogie (CR 16) lurks with his own serial-killer agenda... an alpha predator with an appetite for fear, he seems to sense when people are scared like it's blood in the water... he uses hit'n'run ambush tactics to menace his victims like a cat playing with a mouse. Oogie Boogie is not a figment of the Conqueror Worm's imagination, and is NOT a Tulpa, nor a "lieutenant"... he simply follows the scent of fear, existing with the capacity to manifest anywhere fear is present, and nightmares are ripe with fear...


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Chell Raighn wrote:
VoodistMonk wrote:
UnArcaneElection wrote:

As long as you can get immortality (with your life remaining fully usable), you have time to solve the other problems, like the expense of the diamonds you need for casting Wishes.

Immortality would be the worst form of punishment. "May you live forever" is an insult I save for those I truly hate.

... may you live with your mistakes forever... may you live with your loss forever... may you live long enough to watch all you love turn to dust... may you live long enough to give up on love... may you live long enough that everything that brings you joy dies...

May you live forever in a loveless, joyless eternity with an ever-growing memory filled with loss and regret...

Immortality is a curse, not a gift. Look at DC's Andrew Bennett (iVampire)... he is constantly looking for a way to end his own miserable life. He goes to such great lengths to kill himself, that he agrees to (and does) end the age of humanity... Dr. Fate gets there in time to witness it, but not stop it... a vampire so focused on ending their own immortality that he reset the cosmic clock, ushering in a completely new era for the whole universe.

Immortality surely leads one to the dark side... given a long enough timeline, immortals will eventually snap... the weight of their grief, the overwhelming boredom, the disappointment... nobody stays good forever.

May you live long enough to become an evil tyrant who tries to destroy the world so that a group of adventurers will band together and set about to break your curse of immortality so thst they can kill you and you may finally see peace… wait that wasn’t one of the options…

Thank you... that made me laugh until I stopped.


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UnArcaneElection wrote:

As long as you can get immortality (with your life remaining fully usable), you have time to solve the other problems, like the expense of the diamonds you need for casting Wishes.

Immortality would be the worst form of punishment. "May you live forever" is an insult I save for those I truly hate.

... may you live with your mistakes forever... may you live with your loss forever... may you live long enough to watch all you love turn to dust... may you live long enough to give up on love... may you live long enough that everything that brings you joy dies...

May you live forever in a loveless, joyless eternity with an ever-growing memory filled with loss and regret...

Immortality is a curse, not a gift. Look at DC's Andrew Bennett (iVampire)... he is constantly looking for a way to end his own miserable life. He goes to such great lengths to kill himself, that he agrees to (and does) end the age of humanity... Dr. Fate gets there in time to witness it, but not stop it... a vampire so focused on ending their own immortality that he reset the cosmic clock, ushering in a completely new era for the whole universe.

Immortality surely leads one to the dark side... given a long enough timeline, immortals will eventually snap... the weight of their grief, the overwhelming boredom, the disappointment... nobody stays good forever.


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Brown-Fur Transmuter Arcanist + Monstrous Physique + Deathsnatcher


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Okay, another Dhampir, but this one is a Shaman... a Spirit Warden to be exact. The fun thing about this particular combination is that you get to channel energy ONLY to harm Undead, regardless of your alignment... being one such Undead is, well, hilarious. It's not even ironic, just tragically coincidental. Probably go with the Bones Spirit, pick up the Battle Spirit via Wandering Spirit... could even grab Flame Blade Dervish at level 5, if you're into that. Spirit Warden also makes a pretty legit chassis for an Intimidate build, if you're into that.

Anyways, you already have access to Animate Dead, so you're halfway there for most necromancer stuffs... Expiremental Spellcaster can go a long ways too, as casting the Undeath word requires no special material components. If you want to go full dark side, as a Shaman, you can enter Agent of the Grave as early as level 6... have to pick up Know:Arcana with a trait.

Spirit Warden 5/Agent of the Grave 5
BAB +5
Base saves +4/+3/+7
CL 9, 5th-level spells


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I would trade Multitalented for Blended View, just because Darkvision is nice to have [especially on a ranged character]. And probably use the Animal Domain, simply because it's available.

1. Point Blank Shot
3. Precise Shot
5. Boon Companion
7. Rapid Shot
9. Manyshot
11. Divine Interference

You have an Animal Companion to help contribute, so you don't HAVE to be the world's best archer... in fact, you could probably delay Rapid Shot/Manyshot in favor of something like Extend Spell or whatever.


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All of them.

The story doesn't end until all the heroes are either level 20, or dead.


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Phoebus Alexandros wrote:
I agree in general, but there are so many exceptions to so many rules that this wouldn't come close to my top 20 things to worry about.

The story as to why the relationship exists in the first place concerns me way more than any trivial power adjustment or balance issues.


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Gnomes have a "treetop community above the elven settlement of Omesta". Gnomes also have a whole bunch of fun alternative racial features... like Bonded to the Land, or Shadowplay, or Warden of Nature... all of which fit your theme, or can. I really like their Dirty Trickster alternative racial feature, but that's just me. I'm also fond of Fell Magic, because necromancer, duh.

I have a Gnome Nature Fang Druid (VMC Cleric), Tith Thatridrick, that has both Druidic Herbalism and Divine Alchemy. I also have a Gnome Zen Archer Monk, and a Gnome Ninja, and a Gnome Sohei Monk (VMC Druid)... really like me some Bewildering Koan. Lol.


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Dragonborc!


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You can trade Multitalented for Blended View... gaining Darkvision without losing Low-light Vision.

Or a +4 Stealth bonus in jungle terrain, but I'd personally go with Darkvision.

Fey Thoughts if you have $#!+ for class skills.

You could be a Half-Elf from Cheliax, part of the noble family Narikopolus, before answering the call of Kyonin... pick a class with bow proficiency or proficiency with Ketephys' favored weapon, or give up Adaptability for Ancestral Arms/Weapon Familiarity. Take Ketephys' Favored Prey religion trait and the Child of the Moon magic trait. Start with the Noble Scion of Cheliax (Narikopolus) feat, later take Deific Obedience and Diverse Obedience to get Ketephys' Sentinel boons. Obviously having both Darkvision and Low-light Vision helps with archery at night, and having Track would go really well with your Favored Prey trait.


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Oh... bummer. I thought you were going full dark side. Lol. Umm, yeah, then just nevermind those previously suggested putrid Druid archetypes. We will NOT be spreading plague and blight, so I guess I can stop looking at Blight Hexes, and Divine Scourge Clerics, and Putrifactor Witches, and Sylvan Trickster Rogues, and Urgathoa's Evangelist boons (Blight of Ruin), and all this other rotten stuff?

I will be back with something better...


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Makarion wrote:
Heather 540 wrote:
Sadly, it's a baby wyvern. So it's size small while I am size medium. I don't think I can ride it.
Luckily, it can ride you. I hope you like saddles!

And THAT is how Dragonborn are made!


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I try to describe my character(s) without using their race or class.

If they happen to be an Elf or Half-Elf, I will describe the visual clues, like ears, but I will not specify the actual race. If they happen to use a specific type of armor or weapon, I try describe its appearance without using game terms like full plate or greatsword. If they worship a god, I describe the holy symbol and/or colors they wear without mention of the god's name.

I challenge myself to keep all the $#!+ on the character sheet out of my description.


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MrCharisma wrote:

I recently found COLLABORSTIVE THAUMATURGY, and I think it'd be a great spell for everyone to have in an all-caster party.

Also any effect that can debuff saves or force rerolls would obviously go over well - the Witch's Misfortune Hex or the Dual-Cursed Oracle's Misfortune ability are both excellent for helping casters get through enemy saves (the Oracle Misfortune has no save, so it's an excellent 1-level dip).

Very cool spell. Thank you for sharing that.

I always learn the Bard-only version of that spell on all my Bards...

Arcane Concordance
School evocation; Level bard 3

CASTING
Casting Time 1 standard action
Components V, S, M (a spent wand)

EFFECT
Range personal
Area 10-ft.-radius emanation centered on you
Targets you
Duration 1 round/level
Saving Throw none; Spell Resistance no

DESCRIPTION
A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or Casting Time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).


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I think there is literally something called explosive arrival or implosion or something like that.

Whoops, I was thinking Obedience from Trelmarixian.


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Let's make her a Mature Adult Brass Dragon... as she gets her Fire Aura when she turns Old, and I would save this for when the Paladin dies... her loss and rage burn so hot she never lets anyone near her, ever again. I would let her keep her breath weapon, move sand, sleep breath, and spell-like abilities... even in her Half-Elf form.

Mature Adult Brass Dragon SLA's:
(CL 16th; concentration +19)
At will—endure elements, speak with animals, suggestion (DC 16)

Mature Adult makes her CL 9 for her Sorcerer casting. I would probably just combine her spellcasting with her Sorcerer spellcasting... like add her spells known to her Sorcerer spells known, and just use her Sorcerer spells per day. Not sure if she would actually have two pools of spells per day, and you could probably cheat her to have double to normal spells per day to showcase her supreme magical talents... or whatever. She is an NPC, so she has exactly as many spells as you need her to. Lol.

Mature Adult Brass Dragon Spells Known:
(CL 9th; concentration +12)
4th (4/day)—charm monster (DC 19), confusion (DC 19)
3rd (7/day)—displacement, hold person (DC 18), tongues
2nd (7/day)—alter self, detect thoughts (DC 15), resist energy, see invisibility
1st (7/day)—alarm, charm person (DC 16), protection from evil, shield, ventriloquism
0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 13), mage hand, message, prestidigitation, read magic

As a level 9 Sorceress of Sleep, I would give her the Fey Bloodline to go with the whole Half-Elf thing. This capitalizes on the feats she already has, and she doesn't already know the Bloodline Spells. At this level, she has Woodland Stride and she can turn invisible as per Greater Invisibility for 9 rounds per day.

Mature Adult Brass Dragon Feats: Alertness, Flyby Attack, Hover, Greater Spell Focus (enchantment), Improved Initiative, Multiattack, Power Attack, Spell Focus (enchantment)

I would really try to showcase her skills... like she always has to catch herself from bluffing people when the Paladin is around, but otherwise she will outright lie to people without thinking any harm of it.

Mature Adult Brass Dragon Skills:
Bluff +22, Diplomacy +22, Fly +14, Heal +22, Linguistics +22, Perception +26, Sense Motive +26, Spellcraft +22, Survival +22


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I would have the dragon be extremely talkative... to a soldier/Paladin, this is probably bothersome, and a constant test to the Paladin's faith and patience regardless of being "in love" with her. Her constant talking is similar to a child asking questions about the world around them, but she is so experienced and learned that it comes off as continuous mansplaining... an annoying tour guide, at best. Given that she is much, MUCH more knowledgable than the Paladin, he probably will struggle with feeling/looking stupid around her... even feeling like she is patronizing him due to the childish nature of her bantering. However, she is also very likely not religious in the slightest... so the one thing the Paladin may want to actually talk to her about is the ONE thing that doesn't interest her at all.

She is chaotic "by nature" and will have very opposing philosopies about essentially everything... especially given how many of the Paladin's choices are driven by his religion. Her pragmatism would be borderline blasphemous. Regardless of deities being real in this scenario, his devotion could likely be proven illogical provided with the proper evidence. And she is likely to possess the very knowledge capable of logically rebutting nearly every faith-based decision he makes. Paladins rarely enjoy being made to look like foolish zealots.

I think the marriage will last. They are absolutely made for each other. Hopefully the Paladin is from somewhere really cold, so they can always fight over the thermostat, too. And with any luck, the Paladin absolutely hates spicy food...

As for playing her with the party, I think a Half-Elf Sorcerer could be the easiest and most fitting way to build her. Personally, I would make her a Sorceress of Sleep, to go with the Brass Dragon's Sleep Breath... and I would love to see what the Paladin thinks of her drug habit.


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Well, it's the last day of "this" year, 2022, so I figured I would make a post about Goblins... in honor of 2022's "word of the year".

When we look at Goblins in their various forms [as presented], we get a decent variety consisting of the following hierarchy:
Barbarian 1
Warrior 1
Ranger 2
Rogue 2
Barbarian 3
Fighter 3
Alchemist 4*
Rogue 5
Ranger 6
Witch 6
Alchemist 7
Fighter 10
Of which, only the marked "Alchemist 4" is specifically archetyped as a Winged Marauder. This provides a lot of wiggle room for optimization, me-thinks. For anyone willing to put in a little time, you can add a plethora of flavor and variation to your average Goblin tribe.

For example; both of the Rogues can be changed to UnRogues, saving them the need to take Weapon Finesse... freeing up feat slots, and/or Talents. The Rogue 5, "firestarter", should probably be given the Knife Master, Scout, and Undergound Chemist archetypes... the one Rogue Talent should be Bomber.

Both of the Rangers have "rider" in their titles... Grizzled Rider and Outrider... so we will give them both something to ride. As Rangers, they both have easy access to Animal Companions, and archetypes like Falconer start at level 1. Perfect for our Ranger 2 "outrider", who van ride a Vulture (or whatever). The Ranger 6 "grizzled rider" has a lot more opportunity, but I like to still stick with a flying companion to use as a mount... usually using Beastmaster or Falconer or Raven Master, but there are plenty of other options. I find that giving both the Rangers flying mounts goes very well with the Winged Marauder Alchemist.

I like to make the Barbarian 1 into an archer using the Primal Hunter archetype since Monkey Goblins do not have a penalty to strength like other Goblins. Can't afford an Adaptive bow at level 1, so Exceptional Pull actually does something for this. The Barbarian 3 has the freaking Mutant Goblin template applied to it, and makes a great Feral Gnasher... absolutely awesome for what it is. This little guy has an acid breath weapon, and can take Noxious Bite.

Fighter 3 is exactly enough for Archer or Mutagen Warrior or Weapon Master to give you something fun. Fighter 10 is enough to give an Eldritch Guardian something like a Hellfire Ignis as an Improved Familiar... seems fitting given how Goblins like fire. Lots of opportunity for both Fighters.

Witch 6 is enough for a Venom Siphoner to get some fun stuff... a poisonous frog Familiar seems fitting for a Frog-Talker. Although, a Toad would be able to spit its venom as a ranged attack due to lacking a bite of its own. Hmm...

Has anyone else just casually retrained the base Goblins available? Or VMC'ed any of them?

Don't even need change their given class or number of levels or stats... just give them archetype(s) and change feats and [sometimes] gear.

If you have ideas, please post them here.


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Zripruss Zandisgrio confronts life with the most delightful vengeance... she is as brash as she is beautiful. She is never seen without her distinctive short sword... a broad, trapezoidal blade often mistaken for a broken broadsword. Her presence is demanding... with her very formal, upright posture she stands at 6'4" tall... a lean, athletic frame easily supports all 170 pounds of her.

Regardless of her intimidating build, Zripruss moves with surprising grace and agility... a dance of delicate precision, with never a movement wasted on nothingness. She has menacing red hair that flows like untamed fire, and bright blue eyes that chill your soul... but, her fierce reputation is not about beauty. No, she earned, and owns, her reputation as a marauder. Known for her fearsome flambouyance and unconquerable resolve, Zripruss Zandisgrio is seldom forgotten.

Female Half-Elf
... Ancestral Arms replaces Adaptability

20pt buy (w/ racials)
15,16,12,10,10,14

Swashbuckler

1. Deeds
... Opportune Parry & Riposte
... Vengeful Heart
1. Panache
1. Swashbuckler's Finesse
1(class): Weapon Finesse
1(race): EWP Broken-back Seax
1(level): Combat Reflexes

2. Charmed Life 3/day

3. Deeds
... Kip-Up
... Menacing Swordplay
... Precise Strike
... Swashbuckler Initiative
3. Nimble +1
3(level): Power Attack

4(class): Furious Focus
FCB: Panache +1
Stat bump: Str +1 (16)

5. Swashbuckler's Weapon Training +1
5(class): Improved Critical
5(level): Unconquerable Resolve

At 5:
BAB +5
Base saves +1/+4/+1
Charmed Life 3/day
HP ~32
Panache ~3
Resolve 3/day

Attack: +10 (CR5)
+5 bab, +3 dex, +1 mwk, +1 wt

Damages: ~18/23 (CR6)
1D10 (5.5) +5/10 precise strike +4 power attack +3 strength +1 wt

Intimidate: +7 (DC~18/CR8)
+3 class skill +2 charisma +2 ranks *more ranks are available*

Her weapon of choice requires quite the investment in Strength to properly use, so I went with Power Attack... Furious Focus because she can ill-afford penalties to accuracy. Part of her wild charm is killing people with one hit, and one hit is all she's got. By design, she is to be used as a low-level "boss" or upper henchman in encounters below sixth level... where one attack per round is relatively normal. To stay alive, our dear Zripruss relies heavily on Charmed Life, OP&R, and Resolve... at these levels, Kip-Up is actually worth mentioning, too.


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Monster Tactician is where it's at for summoning... but I haven't even considered even thinking about banning it.


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Melkiador wrote:
Banning the synthesist is funny, because it’s an obvious power downgrade from the two action economy of core summoner. The only potential problem it has is abusing point buy, by dumping all of your physical stats, and even then, it’s foolish to dump constitution, because of the potential for sudden, if knocked out of your form.

Yeah, I would WAY rather have a Synthesist at my table than litetally anyone focused on actually, you know, summoning.


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Yeah, sorry... I did not mean to derail the topic or start an argument.

Everyone has their own reasons, and that is fine.


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Why is the Fighter banned? Even with AWT, I just cannot understand why anyone would ever ban the Fighter... you could have a blanket ban on all full-BAB classes, and the Fighter should still get a pass to play.

And to ban archery is like banning one of the essential elements of a fantasy game... it's like banning magic, or swords, or shields... like WTF, why? Because archers can attack without moving? So make them move. Lol.

It looks like GM's just ban what they are too lazy to adjust for...


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What level is the party/Paladin?

I think I would also keep her in humanoid form, because reasons. Play her as you would control a Sorcerer NPC, as if the Paladin had taken Leadership... if you want to keep her as "more powerful" than the party, then you could reverse the cohort-master level relationship to keep her a few levels higher rather than the standard 2 levels lower.

Dragon's age/Sorcerer level:
Paladin's shouldn't date juveniles
Young Adult/CL5
Adult/CL7
Mature Adult/CL9
Old/CL11
Very Old/CL13
Ancient/CL15
Wyrm/CL17
Great Wyrm/CL19


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A level 5 Nagaji Mesmerist with a bag of choking and sneezing dust.


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Nagaji Mesmerist 5

Between the Mesmerist's Mental Potency, and the Nagaji FCB, you have boosted every step of Color Spray by 2HD... everyone with 4HD or less "is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round." 5-6HD are still "blinded and stunned for 1d4 rounds, then stunned for 1 round." And those with 7 or more HD are "stunned for 1 round."

Could be rocking a DC of ~17 pretty easy... that's CR7 territory... with a 1st-level spell. It does have a pretty pathetic range (15' cone), but a level 5 Mesmerist with a 18-20 Charisma can cast it 5 or 6 times. Lol.


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Valandil Ancalime wrote:
VoodistMonk wrote:
Not a single AP was actually designed to fit before or after any other specific AP? Like the events of Story A inspired a prequel known as Story B... are prequels not allowed because they are obviously going to be published afterwards?

Not true, "One unusual aspect of the Return of the Runelords Adventure Path is that, unlike most Paizo Adventure Paths, it assumes the events of certain previous stories have already taken place..." They include

Rise of the Runelords
Curse of the Crimson Throne
Shattered Star
Pathfinder Tales: Lord of Runes
Pathfinder Society Scenario #4–26: The Waking Rune.

Cool. Thank you very much for this.


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So it's literally just organized by publication order? First one published happened first?

Not a single AP was actually designed to fit before or after any other specific AP? Like the events of Story A inspired a prequel known as Story B... are prequels not allowed because they are obviously going to be published afterwards?


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I hadn't known about Change of Heart, or Cry for Mercy. Neat.

I like Change of Heart more, since it's not limited to 1/day. And I think Change of Heart would go well with Entreating Critical. Sarenrae's divine fighting style, maybe? Hmm...

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