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Hmm wrote:


___
* The most recent flamewar was especially toxic. It made me feel horrid, and caused at least a few of the other women posters I know to wonder if they even want to be in PFS.

Yeah, the way some posts have gone in the latest flamewar, and in previous others, I, and I'm sure other people and groups have gotten feelings to that effect.


JonathonWilder wrote:
Any update for this archetype? I think it has potential to be great, it may already be good as is but perhaps others have something else to say.

As it stands, I like how it is, although I wonder if the Familiar Folio has given any options mechanically similar to "Familiar Agent".

Beyond that any additional tweaking would be trying to nail down what players want exactly, which would hit and miss broad swaths no matter what one does. The matter of alternate class skills is particularly notable on this side, but thankfully traits can cover that sort of thing as it stands (would like to have disguise or Knowledge Nature for a Morrigan-esque character? There be traits for that).

Placement of when Eldritch Conduit is gained depends mostly on whether one thinks that losing a basic hex or a major hex pushes the archetype too far into either the over- or under-powered camps.

In a few months I may ask one of my players if they'd like to play-test it out. None of them have played a witch in our current campaign, so maybe they'd go for it.


Brother Fen wrote:
Has anyone worked up a statblock for Arlantia yet?

Campaign I intended to use this on died, and nobody picked it up after that.


Investigator Talent:

"Inspirational Expertise (Ex): When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to take this talent."

With creating knowledge monkeys, I think it's best if done with a base class that is good to start with, rather than trying to find combat synergies with knowledge checks. Wizards, Bards, Investigators and Lore Oracles all pull their weight in textbook duties without a problem, and they can all pull their weight in combat as well.


Familiar is the better choice.


Although the word "enchant" is in the archetype name, this set up does not shackle a player to enchantment schools. One patron spell is replaced by an Enchantment school spell, Dominate Person. Beyond the change in class skills and the stat synergy that comes with the CHA casting stat instead of INT, an enchantress could very well opt to use transmutation, conjuration, illusion or evocation spells if they wanted to.

I was tempted to add a "Spells Known" and "Spells Per Day" mechanic, but this in my mind made the archetype too mechanically similar to a sorcerer that has acquired a familiar by other means (Arcane Bloodline, Eldritch Heritage, etc.). As it stands now the Enchantress would have a unique position as a CHA based prepared caster.

I agree that Familiar Conduit does serve as a balance. A witch can easily regain the hex by taking the "Extra Hex" feat. Witches are likely to take this feat regardless, and given that the class ability is essentially the same as a bonded item, which could itself be gained through Eldritch Heritage > Arcane Bloodline > Bonded Item, I felt that it was about the same in value. That said, it is a major hex that is potentially given up, so a possible tweak could be to have it take the place of the 8th level hex.


*Cracks Knuckles*

Okay, I'm not very familiar with the Kingmaker Campaign beyond it having a fairly high level of sand-boxing, taking place in The Stolen Lands of The River Kingdoms, and several opportunities for diplomacy with various monstrous races.

What we need for this scenario to fall into place is the following:

1. A Dead Magic Demiplane (complete with gate for entering and leaving).
2. A social mission to take place inside said demiplane.

I would think having a dead magic demiplane that happens to have a lot of valuable resources and a strong local population would be a good start. Basically without magic the only way to get the resources is from the local residents of the demiplane, and so negotiation is needed.

This in turn raises questions of why the demiplane exists, but that could be for any number of reasons that one could decide on.


I don't think Proteans come from mortal souls.


I've recently been taken by the idea of a character that uses superior mobility to get the drop on enemies from odd angles, but I'm also painstakingly aware of how the three skills of climb, swim and acrobatics are particularly lacking in usefulness, particularly at higher levels.

The one thing I've thought of is a druid/zen archer monk, who wild-shapes to get different movement speeds, then changes back to rain arrows on enemies from an advantageous position. With a monk's fast movement ability, I could probably do it with a pure zen archer, but I'm wondering if there is anything better to capitalize on climb, swim and acrobatics.


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Ciaran Barnes wrote:
Gains Diplomacy, can still eat children. I like it.

Perhaps you can add the caveat that the children must be named Hansel or Gretel. :D


Marroar Gellantara wrote:
Westphalian_Musketeer wrote:
5. This question is contradictory, if I'm guaranteed to go to a heaven-equivalent, how can I cease to exist? Being somewhere requires that I exist. Assuming I can shape reality as I please and still go to heaven, I think I'd settle with killing an African Warlord and teleporting their oppressed population to a newly created resource-rich island and then quit while I was ahead. I figure if there's a heaven, then there's a God, and He's probably got better ideas than I do.

So the kicker with 5 is that you know paradise awaits you after death, but using the power doesn't kill you. It ends you in a far more permanent manner.

This kind of rules-lawyering is the reason all of my characters have an exceedingly low opinion of Asmodeus.


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d6 classes roll 1d4+2, d8 classes roll 1d6+2, d10 classes roll 1d8+2, and d12 classes roll 1d10+2

There's still a significant amount of variation, and it's riskier the higher you go along the hit die, as all classes have a minimum of three.

Basically, the worst a player can get is +3 HP rather than +1.

Coincidentally the minimum of +3 HP means that d6 classes are guaranteed their "average roll". In this way, the big strong guys that want high HP have the highest risk-reward gambit, while low-HP classes that really just don't want to have to deal with the 1-in-6 chance of getting the absolute minimum can piddle along.

It's how I'd run it if I was running a session that rolled HP and wanted to give players a bit of a safety net.

Chances are though that if I had HP rolled, I'd just run the class hit die straight up without modification.


The potential issues/considerations I see are the following:

The "Familiar Conduit" ability. It's essentially the bonded item feature, with fewer weaknesses. It allows the casting of one "spell known" spontaneously, which increases available resources (spells cast per day) for the which, but at a point in time where the witch is already swimming in large amounts of spells. It's one use of flexibility per day for emergencies, at the cost of a hex. Some people might think it needs to use up two spell slots, or a higher level spell slot instead. It'd be fairly minor tweaking either way.

Familiar Agent: How much the familiar gets to do while in this form. It essentially allows a follower/cohort to run errands for the witch, and so is open to something some GMs might view as "abuse".

Eldritch Force: Like the Wildblooded Sorcerer archetypes of Sage and Empyreal, changing the casting stat is a fairly significant mechanical alteration, with new races/skill combinations becoming available. Obviously the witch has some hexes which mesh with this synergy far more than as an INT-based caster. Charm Person and Disguise come to mind immediately, and these were indeed intentional synergies.

Spell replacements: The spells fit to a theme, and I did my best to make sure that the spells matched up to the levels of spells the witch would acquire from her patron at those levels. Alter Self has stat changes and grants abilities, but they're of minimal use to a witch. Dominate person is always fairly useful, but it is very flavorful. Veil also has loads of flavor for the archetype.

Alternate Class Skills. The witch trades out two INT-based skills for two CHA-based skills. I was briefly tempted to swap Spellcraft out for Disguise, but wasn't sure if it was a balanced trade-off.

Overall, these are all issues I could live with, but it never hurts to have others go over something to see if a particularly glaring issue got under the radar.


1. No. I have trouble enough handling one me.

2. No. You recently found out about Vetala Vampires, didn't you?

3. Seriously, three for three powers that I would not use. What's next? Turning into the Incredible Hulk when I'm asleep?

4. I'm the sort of person who has no problems with dying if the alternative means inflicting pain and suffering on others. So no, I would not use this blatantly Evil-aligned power either. Ironically despite being the most Lawful Good person I know, I've yet to come up with a paladin character concept I could stand.

5. This question is contradictory, if I'm guaranteed to go to a heaven-equivalent, how can I cease to exist? Being somewhere requires that I exist. Assuming I can shape reality as I please and still go to heaven, I think I'd settle with killing an African Warlord and teleporting their oppressed population to a newly created resource-rich island and then quit while I was ahead. I figure if there's a heaven, then there's a God, and He's probably got better ideas than I do.

6. No.

7. Finally, a power I'd feel comfortable about using. Yes, I would use this power. If something starts going wrong, I just travel another 1000 years to a safe location.

8. I'm sure a math junky could wreak havoc with this sort of thing, but I'm not one of them, although if I could reverse my aging there could be no end of fun with this.

9. You do realize that technically speaking, with varying degrees of how instantaneous the death is, everyone already has this power without the random person dying? You know PvP is turned on in reality, the admins just don't remind people about it. So no, I would not use such a power.

10. No, not even if I could grant the immortality to myself.

11. Several years ago I would have said yes. Today? No.

12. But I can create another universe and interact with that one? If so, I'd take that.

13. No.

14. No.

15. No. And I'm so tired of saying no to so many powers that it's getting hard to think up of clever ways to say no. Maybe I'll start saying no in foreign languages?

16. 没有

17. Yes. I'd also probably kill the evil people as I'm performing magic tricks so I can laugh at all the scared people when my trick to remove my thumb actually does it.

18. So basically question number twelve, but with less comedic potential? I think I'll pass on this one too.

19. I'm sure this power has absolutely no way in hell of going horribly wrong for the people forgotten by the risen dead. I would absolutely do th-- Oh look, opposite day just ended!

20. One person, and I remember being myself in another body, but don't remember the transfer powers? So basically willingly swapping bodies, and then forgetting that it was willing? So many choices that I could go with, I can't decide, but yes, I'd probably use this power.


Dotting to see the answers that come up. The people I GM for have a really huge problem with deciding on character builds too, and when they do decide, all but two of them have had the most god-awful and ineffectual builds possible.


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Most witches are taught the secrets of the arcane by their patron through the needle-eye of a familiar. Enchantresses instead command the eldritch energies of their mysterious patron through sheer force of personality and self-control, their familiars becoming potent conduits and agents of both the witch and patron.

Class Skills:
A witch gains Bluff and Diplomacy as Class Skills, but loses Knowledge (Nature) and Knowledge (History) as Class Skills. This alters the witch's class skills.

Spells: An enchantress replaces several of her patron spells with the following: 4th - Alter Self, 12th - Dominate Person, 14th - Veil

Eldritch Force:
Unlike most witches who parse out the logic of magical lore parcelled out by your patron, you conduct the powerful energies of your patron through yourself. You use your Charisma, rather than your Intelligence, to determine all class features and effects relating to your witch class, such as bonus spells per day, maximum spell level you can cast, the save DCs of your spells, and the save DCs and the save DCs of your hexes

Familiar Agent:
At 6th level, an Enchantress unlocks magic that allows her familiar to operate within civilized society. As a standard action the Enchantress can transform her familiar into a small or medium humanoid as the spell Alter Self, and also grant the familiar the ability to speak one language she knows. This effect lasts 1 hour/witch level. The familiar can maintain this form at any distance from the Enchantress, and the enchantress can end this transform her familiar into its true form as a free action. This ability replaces the hex a witch gains at 6th level.

Familiar Conduit:
At 16th Level the Enchantress' control over her magic and familiar allows her to draw upon whatever spell she needs in a time of desperation. Once per day, a witch can as a standard action spontaneously cast any spell her familiar knows. The Enchantress' familiar must have line-of-sight with the Enchantress in order for the spontaneous casting to occur. This ability replaces the hex a witch gains a 16th Level.

__________________________________________________________________________

Essentially I built this archetype to fill a niche of the witch as an exotic temptress, or someone who is less being taught by their patron as being loaned their powers by their patron.

Any comments or suggestions?


What's in the box? wrote:

I think that is the issue. Every other situation in her life has been overcome by throwing magic at the problem. I don't think she has much of a sense of who she is if she isn't the most powerful witch in the room (and I am not entirely sure she has ever NOT been that)... except when she fought Tar Baphon... then she probably felt it...

I think you need to send the party + NPC to a dead-magic Demiplane for a social-based mission.

That way the Evil Priestess with godhood desires can see what negotiation and compromise looks like.


More often. 15-20 Crit threats once you get to the improved critical feat or Keen weapon property will have you dropping criticals left, right and center of body-mass. Sure, one-shotting an enemy feels good, but so does dropping the enemy that's about to get out a save-or-suck spell on your buddy.


Clerics can fill a lot of different bows, and sometimes people make decisions about their equipment based on what role they're seeking to fill. Some clerics focus on channelling or spells, others with melee, and others still on archery, like yourself.

As for why multiclassing is discouraged, it is very discouraged for casters because it delays your critical abilities, spell-casting, by another level.

If you're a Wizard 1/Alchemist 1, you're a level 2 character that, when you cast a spell such as Burning Hands, have a caster level of 1, which means you deal 1d4 damage instead of 2d4 you would have had if you were a second level wizard.

It gets to be very crippling very quickly.


Agreed. Stay as a full cleric, and grab the Boon Companion feat at level 5.

And retraining is a PFS legal rules system that can be found in the hardcover "Ultimate Campaign" book.


I'm also beginning to prepare for DMing a RotRL session, and as I'm reading through the first chapter, all I can think of is how I'm going to need to make a relationship chart for the major NPCs to keep track of who hates/loves whom.


kestral287 wrote:


Two questions then:

1. How much time do I have to spend training a twelve year old kid to manage my undead animals?

2. Do you include the part about being a walking biohazard when I do the far more intelligent thing and animate them as skeletons instead?

To the first question, that can be fairly easily answered by looking at the random starting age tables. Assuming a human, and they take up formal training in a class that can 'manage undead' that'd be training them to be a cleric, but also a cleric able to cast 2nd or 3rd level spells. I'd say 8 years at Skeletal College, giving them a starting age of 20 years at a high enough level should be adequate.

Oracles have delayed access to spell levels, so they'd need to be higher in level, so it'd take about the same time.

Sorcerers have a lower minimum age, but only get the undead spells a level later, and have delayed spell levels like oracles, so they'd take an amount of time between a cleric and a wizard.

Wizards would of course take the longest time because of the length of training time coupled with only getting to undead spells at a higher spell level than the cleric.


Personally I had one idea that I ended up scrapping when the campaign took a different direction. Players were to find a demiplane that had gates leading to several different areas that were hundreds of miles from one another. So they could enter Gate 1 at Isger, travel 12 miles in the demiplane, and then exit at Gate 2 to enter Ustalav, well over 600 miles from where they entered Gate 1.


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UnArcaneElection wrote:
Rogar Stonebow wrote:
I think people make a mistake when they assume that the motivations of why a creature does something is because its evil. A goblin doesnt eat humans children because its evil. If so then a human would eat children because they are evil.

Humans don't eat children because they are evil, but they certainly do other awful things to children because they are evil.

DominusMegadeus wrote:
Exactly. Alignment doesn't determine action, action determines alignment. Goblins are Evil because they eat babies, not the other way around. {. . .}

Actions determine Alignment AND Alignment determines Actions. It is a two way street, in which each maintains the other, thus providing some inertia against change, but with change in the Evil direction being much easier than change in the Good direction, unless external influences are constantly pushing towards Good.

UnArcane brings up a good point, the concept of "It gets easier" loans itself to alignment influencing the actions of someone.

That paladin may stall for a while when they first execute a person who's surrendered. But eventually it can come to pass that there isn't a moment's hesitation when burning down a building of innocents that the fallen paladin now considers to all be traitors.


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Rather than stipulate on the rules and game mechanics, which I believe Rynjin and others have well in hand, I'd like to point out that in Golarion itself there is an example of the undead providing reliable (albeit unskilled) labour within the nation of Geb.

Inner Sea World Guide, p. 75 wrote:
Zombie-harvested crops from Geb are a staple of the nation's diet... By royal decree, all mortals who die upon Geb's soil are reanimated as mindless undead to serve as slaves in the nation's lush fields or urban mansions...


While I've nothing to add for the discussion of how to build the juggler, perhaps one of your little troupe can be a lion tamer? In which case you have plenty of options such as hunters, druids, rangers, etc.


thegreenteagamer wrote:
Well, if you want to archer, then you should Zen Archer: because it's the only way to play a monk and not suck.

I don't know, I've heard good things about Pummelling Style, Quinnong and Tetori.

And you can stack Zen and Quinnong.


Poor Wandering One wrote:

You are by strict raw correct Pathfinder establishes melee and ranged categories and the monk ignores them.

Booth the Ginfighter of the Empty Hand and the Magus of the empty hand are crippled combinations.

Pity the poor sword owned by a MotEH 1/Blackblade Magus 19. All that power, none of it accessible.

I think I've found the perfect way to corrupt wishes players make to Glabrezu Demons.


Then what do you turn into if you cast Heal ten thousand times?


Bandw2 wrote:
Auren "Rin" Cloudstrider wrote:
Juda de Kerioth wrote:
Westphalian_Musketeer wrote:
I think his issue is likely insofar as Rage is a morale bonus, and oozes are mindless, and so RAW could not gain a bonus from raging.

But still he got bubbles!!

and moves 10ft faster!!

And that party do not want to play rules and system at all, that party mean to be fun (and rules dont´ make any sense of humor with a party like that)

not only would i allow the ooze to fully benefit from rage if it had an intelligence score via being an awakened ooze, just like i allow awakened elementals. i would even allow the ooze to take a humanoid form so it can use gear intended for humanoids. monster girl quest style.
screw that i want to be a sphere and eat people if i play a ooze. :P

Funny, I imagined it as something like Ivan Ooze.


Andrew Brings up a good point. Textbook skills can be really useful. Lore Oracles, Wizards and Investigators would all excel at that.


I think his issue is likely insofar as Rage is a morale bonus, and oozes are mindless, and so RAW could not gain a bonus from raging.


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Add another fellow who wants clarification on the status of Investigators and wand usage.

Also, when is the Ranged Tactics Toolbox going to be added to the Additional Resources page?


James Jacobs wrote:
FormerFiend wrote:

I doubt they'll end up using Treerazer given that he's already been statted up in the Inner Sea World Guide. And Treerazer isn't really a mythic threat; I suppose the AP could revolve around him ascending and becoming a full demon lord, but honestly I wouldn't want both demon-themed rp's to be mythic. Builds the demons up too much.

Anyway, I think they're going to leave him around for DM's to use as a big bad without building an adventure around him, and save future rp's either for new threats or established ones that never the less haven't been statted up yet.

Treerazer isn't a mythic threat for a very specific reason—in fact, for the same reason the Tarrasque isn't. He's designed SPECIFICALLY to be a Core game boss for a 20th level party. If we were to do a Treerazer AP, it would be a non-mythic AP that went all the way to 20th level... which isn't something that's all that easy to pull off without going to the fast track for XP and without then also handing out some inflated XP awards in the form of story awards or quest awards... and the reader reaction to those types of XP awards has always been surprisingly negative. So I wouldn't expect a Treerazer AP anytime soon. The final adventure against him probably be a better topic for a module... but at the same time, I'd like to find a way to do an AP.

It's not the one coming up, in other words. ;-)

While on the subject of forest-corrupting demonic entities, having a statblock for Arlantia of the Southern Fangwood would be nice. The whole Isger-Molthune-Nirmathas area seems to have nothing going for it besides that and whatever nasties Tar-Baphon left in his wake, and even then, ye Olde Whispering Tyrant seems more aligned to stir things up in Ustalav.

Piccolo wrote:

Personally, I would like to see a AP that takes the players to 20th level, period. If I could find an AP that doesn't top out at 15th-16th level I would be happy at this point.

I don't like this mythic ruleset to be honest, as I found that others believe the mythic stuff makes encounters either too damned easy or instant death.

Also, why is it there's no dragons in any of these AP's? I recall lots of dungeon crawls growing up that had them as the final encounter and they served the function well, what with having triple treasure and being damned nasty in a fight.

Rise of the Runelords Anniversary Edition takes players to 18th level (ideally) for after the final boss. After that you're a stone's throw of home-brew away from character capstones and taking on Treerazer.


Auren "Rin" Cloudstrider wrote:
Guang wrote:
Auren "Rin" Cloudstrider wrote:


"Ghost Faced Predator" or "pale faced giant" are the orcish and goblin terms for humans, not because all humans are white, but because the darkest humans aren't as dark as an Orc or Goblin or appear to be a reference to how the human face shines brightly in the moonlight. the pale or ghostness is a reference to the moonlight sheen.

Hmmm. You must not know too many black people. Where I come from, there are many people with skin darker than the darkest orc. One reason why I'm careful not to use skin lightness or darkness to describe monstrous humanoids - some of the people I grew up with would take offense.

a lot of the african americans, middle eastern americans, and asian americans i grew up around weren't really that dark and skin lightness is not a good descriptor to use, but you can blame a few old DM's of mine for using the term and teaching me the habit.

but i live in redding and well, in redding, there is not much proper exposure to other cultures, let alone other colors.

Long-legs, Stump Nose, White-Eyes, Stump-claws could all be different ways for monsters to refer to humanoids and the like. If they're the sort of monsters that eat people, they could alternatively call them tall-beef, tall-pork, tall-sheep. Of course Long-Pork is/was a term used to refer to people with regards to eating them, so changing it slightly to distance things is up to you.

Thin-hides (skin confers no natural armor), soft-pads (feet easily injured, not applicable to halflings), or brood demons (seriously, humans reproduce with ANYTHING in Golarion, though not always by consent) could work too.


Bandw2 wrote:
DominusMegadeus wrote:
blackbloodtroll wrote:

Sure.

They could have either.

Some trace their heritage from Marids, whilst others from Nereids, some from other water based creatures, but there is no one true line of heritage.

Wrong planar halfbreed, bud.
same bowl of pasta in the end.

Whew, somebody open a window; it's getting all Plane-ist up in this joint!


My players very frequently take prisoners* from their fights regardless of race, so there is inevitably some interaction and most motivations for having attacked first boils down to "We've been fighting and losing for so long, we can't wait for the first strike!" The PCs are still low level, so this is fairly common, but as they level up they're going to run into a few creatures that would have the luxury of discretion in when they exercise violence, and they'll likely start having more diverse motivations.

* = Prisoners that the group has on separate occasions decided to torture, execute, release to send warnings/relay messages, give to local authorities for arrest and on one occasion, gratifying a character's sexual appetites.


If you're game is going to be RP heavy, you'll likely want skills to help you out of combat and let your character do interesting stuff on social occasions. For that the Alchemist's utility will likely serve you better. The Beastmorph Archetype swaps out the poison use class feature, which is already covered by your race.

A magus using buff spells on itself can become big and scary on a moment's notice.


So we have a fellow that wants a character concept that adheres to a strong theme, but is rather effective at that role.

An investigator may be suitable, with their diverse skills and the ability to augment them with certain extracts they could build a character suited to identifying enemies, getting past traps, scouting or being the party face.

However, investigators require extensive discipline to keep to a theme, as they are not locked in by as many early-level decisions like an oracle is.

That said, I'll go into more caster-orientated roles.

1. Druid: Themed choices aplenty, you can pick a domain or an animal companion, and its archetypes all come with some rather heavy flavoring. The issue here is that they're a prepared spellcaster.

2. Hunter: The Druid, minus domains, the higher-level spells, and perhaps to its benefit in this case, prepared casting as well. The teamwork feats that work with the animal companion offer flavor in the form of how hunter and beast grew to develop personal tactics in battle.

3. Inquisitor: You purge heresy from your faith and see its tenets meted out wherever you go. They're a spontaneous 6/9 caster with plenty of self-buffing options. They've also got bonus teamwork feats.

4. Sorcerer: Like the oracle, they're a spontaneous caster with a themed source, namely their bloodlines. They've got the wizard list of spells, which means they've got far more options than a bard. If they don't like illusion/enchantment/support, you could build them as a necromantic debuffer, or perhaps have them focus on conjuration magic and ruin the enemies' tactics by forming a pit of acid underneath their guy in heavy armor.


Most GMs at the location I game at exercise some degree of NPCs having some sort of logic behind their actions that extends beyond "winning".

One time the group had a universalist wizard whose opening move was always to use his Hand of the Apprentice power to throw a warhammer at an enemy while yelling "WIZARD!"

The bandit subsequently, in the GM's words, "Shoots at the guy who threw a hammer at him."

Other times, when surrounded by three guys, they'll roll a die to randomly decide which one the enemy was "facing" and so decides to attack.


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Nope. Detect spells (like Detect Evil) do not have alignment ascriptions, and therefore do not hold the potential to conflict with an inquisitor's alignment.

So an inquisitor can use any of the alignment detection spells. This fits well with their flavor, as inquisitors guard the orthodoxy of their population, historically speaking. Sure, that adherent of Iomedae doesn't detect as evil, but they don't detect as good either, which makes them a heretic, and therefore in need of... re-education.


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Do you have the strongest Cloak of Resistance +X available to you in order to help make saves against blindness-inducing effects?


I have of late introduced a term to a group I GM for based on a prior experience:

Begurk (verb): The act of recreating a character that proved widely popular both in mechanics and characterization after the first iteration was killed.

Example Urk Begurk was a half-orc monk with the lowest possible charisma and intelligence scores, and was role-played accordingly as an incredibly ugly and stupid, but also loyal and friendly half-orc monk that was eager to punch things. The group took a fast liking to Urk, but was horrified when a gnoll with a great-axe killed Urk on a critical hit. Later, the group was joined by the equally ugly, stupid and lovable Urk Begurk Junior.


chaoseffect wrote:
blackbloodtroll wrote:

Well, a Half-Orc, or Half-Elf, or even a Scion of Humanity Aasimar might choose it.

Especially, if they are Reincarnated Druid.

This does not violate the "Choose another humanoid race" part of the feat.

When reincarnate, they maintain the ability to count as Human.

So if a Half Orc took Racial Heritage (Human) would he cease to count as Orc as he is now counting as "both human and that race (Human here) for any effects related to race" instead of as both Orc and Human? Is this hypothetical Half Orc now a purer blooded human than any normal human? I mean he is a double human after all.

Man-Man, Golarion's most vanilla hero.


When did I say it dealt less damage? I just said it grants battlefield control. If an enemy wants to do something they have to either eat an attack or combat maneuver, or go around your character with potentially huge detours.


Eh, reach builds grant martials battlefield control. It's nothing that I'd say is more potent than some 1st level conjuration, enchantment or illusion spells.


Are you using the Inner Sea campaign setting? If so, which country are you trying to reclaim, and from which countries have you acquired the 200 soldiers that you do have?


Put up a vote for "Aristocrats of Golarion" with an overview of notable families throughout the Inner Sea Region. Not necessarily royals, but the sorts of people who'd be directly serving/dealing with kings and queens. Barons, lords, dukes and the like.


A good way of putting it. The Monster Codex provides an avenue of logical progression in how to increase the CR while sticking to the same set of monsters that fit with the theme of the adventure.


Pendagast wrote:
Westphalian_Musketeer wrote:
Just imagining the GM's reaction to the character sheet.
what? an inquisitor/paladin?

More just the overall seeing someone coming to a table with a character ripped off from a science-fiction franchise.

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