Where is my drink's page

63 posts. No reviews. No lists. No wishlists.




GM here:

I have a player who is very good at knowledge checks, and recently he got sick of running into supernatural or special abilities that higher level monsters have since from my understanding there is no way to detect what they are.
A lot of the time I will give him some hints of information just from his high knowledge, but i rarely if ever tell him about the SU or EX directly.

I might say "you have heard tales of this monster being able to suck the very moisture from your skin, causing you great pain" etc..

He recently tried to use Spellcraft to identify a SU, but after some reading i eventually came to the understanding Spellcraft wouldnt be able to do it because, as the name implies, these are not spells.

He then spent quite some time trying to find a rule or a way to identify these. First he tried to say that knowledge checks should cover it. To a degree, sure maybe. Im a flexible GM. When I asked him to cite his source, he pointed me to Monster Lore.

Monster Lore is on the same page as knowledges on pfsrd, in fact it is right below the DC table.
However, I know that Monster Lore is also an ability. I played an Inquisitor in 2 different games, and Monster Lore was something I assumed only I could do.

I searched the physical core rulebook and advanced players guide and all I can find is inquisitor having it. It is not listed with other Knowledges in the same way as on the site.

TLDR;

Is Monster Lore something anyone can do, or must you possess the ability?
Is there a way to identify SU or EX (special abilities that arent spells) some other way?

Thanks to anyone who reads or replies!


After years of not playing and life moving on, I have finally come full circle from being a new player in RotR to GMing it myself.

So here is what I am looking for-

I have a party of 4, with 1 player who will join after we complete the Nualia arc in the Burnt Offerings(first "chapter") in the Rise of the Runelords Adventure path.

After this point, even though this is my first in depth DM role, i want to break away and homebrew the rest of the adventure. I have played quite a bit, and I do not lack imagination- i just want to make sure i can pull from the source material of Pathfinder while also creating interesting things on my own.

My players are currently going through thistletop, and will soon face and presumably thwart nualia.
My idea is to create a world event after this piece, and sort of really "dig in" to the game.
So far my PCs have been having a great time going through, and they know that i have written plenty of pieces myself, but there is a narrative currently since i am following the AP loosely.
Tsuto is in jail, and the PCs and Shelelu are making their way forward.

What i need is for them to defeat Nualia, have something impactful but ominous happen, then they go back to town and get their due rewards for this accomplishment.

So my "ask" is this:
(help! lol)
My other PC that wants to join will be a witch(he is a vet, while my PCs are either new, or have not played in years). I would like to tie this in somehow, but that is not the core of my question(ideas welcome however).

I was thinking after Nualia, perhaps when they visit Tsuto in jail, he could become possessed or something and have a strange event happen in or outside of Sandpoint. At that time i can really move past what i consider to be the "tutorial" of the game.
I was considering a larger demi-demon god who is even above lamashtu could be waging a war somewhere else, and a portal gets opened and our PCs get sucked into a place they dont recognize, with an ominous warning from a possessed Tsuto that their fight against evil is far from over etc etc...

Question is.. Where? What God/Demon? Why? etc etc...
I can fill in some blanks of course, but I am not sure of the specifics.
I would like to dump them somewhere less civilized or barren(with some cool stuff, rather than just goblins, bandits etc). They have been able to go back to town and sort of get heals or food or whatever comforts almost whenever they choose at this point. Dropping them off somewhere that they need to scavenge a bit(not super brutal, just.. interesting enough) and then they can come to a town or something would just be interesting.
They could meet the PC Witch during the World Event, or maybe soon after they are transported away they run into her.

The question is what would be an interesting location, close enough to civilization or an interesting area where they could continue their quest to kill demons, but also somewhere a little less simple than sandpoint. Whether thats by local customs or just because its a different kind of city, i dont care.
I am looking for interesting ideas about how i can further these pieces for an overall arc.
I imagine this campaign will probably last months and possibly years, so i need to prep for a longer arc that is also interesting, but this seems to be a nice setup.

TLDR:

PCs about to finish burnt offerings, defeat nualia etc... Not interested in moving on to the Skinsaw Murders AP(not because it sucks, just because im not).
Need a world event that sort of spells out "hey, this town isnt the only place this is happening. Demons seem to be trying to take over everywhere at once, but its all smaller-scale attacks. Maybe a large battle that opens a portal/hole that they end up getting sucked through etc..."
I can write the story itself, but the question is how does Pathfinder Lore fit into the picture? I enjoy using it as i can reference better, but im open to homebrew locations and stuff as well. just looking for advice.

If it matters, my PCs are the following.

Human slayer
Dwarf Forgemaster(cleric)
Gnome swashbuckler(LG)
Human oracle
The player that would be joining wants to be a Changling Witch. I would incorporate this into the story somehow if possible, as i really enjoy surprises (and springing them on my PCs of course).

How can i tie my ideas down a bit? Any advice is much appreciated and thanks for reading. I know these forums can get long winded, but i cant think of any shorter way to explain.

Thanks friends!


So, long story short here:
We are currently about to start the Kingmaker campaign, but according to our GM we are likely not going to make it past level 4-5. People are moving soon etc etc.. But we really want to get a new player involved and get a little playtime in for her.

There will be 3 of us, and the other 2 players classes will be a Monk and a Ranger with 2 weapon fighting(so I assume melee). We are not allowed to be Evil characters and all that jazz.

Now in my other game I am an inquisitor and I love it. I can do decent damage, I have a few spells which are useful enough, and I have skills all day which makes most of my roleplaying(my favorite part of the game) a lot of fun.
I have tried a paladin in a different game and seen what some other classes can do, but I am having a hard time finding something that has something that really grabs me.

I was thinking gunslinger or Oracle maybe... But honestly I have no clue at this point what would be fun. Rogue has the skills but Im not sure about damage at those levels...

TL;DR
Making a new character for Kingmaker, only going to level 5, other two players are a melee ranger and a monk. Want something that has cool skills and can roleplay in a fun way, but isnt useless in combat.

Thanks!


I am going in to the Wrath of the Righteous campaign here and was wondering if I could get a little help on some specifics.

I am planning on being a tiefling, whose parents were cultists for asmodeus in cheliax. Where would be a decent region in cheliax for cultists to go hang out and have a crazy demon-birth? I was thinking afterwords that I could have been a part of the cult until I was in my teens and then maybe they tried to give me up for sacrifice and I killed them all and fled.

The road was rough and I was definitely killing and stealing and sowing chaos around when a follower of Iomedae defeats me in a battle and takes me hostage. Only hostage because if I was released I would likely slay the person. I am taken with this person for quite some time, maybe months even, until we are both captured by demons and cultists once again. While I am captured this person is trying to convert me to Iomedae. I have interest in hearing the tales because I am bored, and any talk is better than silence, though I really have no thoughts to worship any deity in light of what had happened to me in the past. The demons have us for a few days and I watch as this person of faith is broken and eventually slanders Iomedae and accepts asmodeus as his deity. They kill him anyways and I convince the demons that I am like them and they should let me go. Upon my escape I kill a few and flee once again. During my travel in the next few days/weeks I reflect heavily on who I am as a person.. Or demon. Unsure of my own path anymore, I realize his/her words had sunk in deeper than I imagined. Just as I am about kill myself a cleric/paladin/anythingelsecool sort of "saves me" and takes me to kenebras. Im there for a period of time and eventually I become a paladin of Iomedae. I would like whoever saved and converted me to be sort of a loner. Someone out of the ordinary who would actually care to help a tiefling when there is a war of demons happening right outside the door. so-to-speak.

Did i mention that this will be a holy crusade, basically?

That should be enough to go off of. I kind of need the blanks filled in on specifics, really. Where exactly I came from, where I likely went in between here and there, any cool badassness background added with my parents or anything else would be apprectiated.

Might be too much to deal with, but yeah. trying to get this finished by tomorrow night so. Help is always appreciated.


Side by side boats, abyssal creatures vs our party. Thinking of casting silent image, but not sure what to do that will really mess with em. Tentacles in the water? A flying creature? Its raining and loud so sound isn't a huge issue.

Thanks!


5 people marked this as a favorite.

Earlier on the board I saw a mention about a cheap mask that's actually pretty cool. I was wondering if there is anything else for say, 2500 or under that's solid, fun, or useful?

You guys are always pretty helpful, so I thought I'd ask.

Thanks!


Most things basically say "if you fail you lose the spell" or something to that accord.

Im wondering if i have-say 3 level 3 spells, and i use one and it fails, or someone counters it or whatever.. Do i lose that spell, even though i could cast 2 more of the same spell because i have 2 level 3s left, or is that spell out of my list for the day, regardless of whether or not i have 2 "more" of it.

Is it just that spell on its own and its own casting that fails. Or do i lose that actual spell completely off the list?

Sorry if this is confusing, im just curious.

Spontaneous or prepared, how does this work?


Im about to level an inquisitor to level 7 and i was looking at the spell "Magic Circle". Its kind of confusing, is there anyone who could cut the fat, so-to-speak?

On a side note-if that isnt a great spell i would like to know what would be better? or what would level 3 spell would be a good choice. it seems difficult to even find one i care about TOO much. i always hate having a spell that isnt really useful, so.

Thanks!


Two people are invisible, can they see each other? Why or why not?

I know you can see yourself, but one another?

Thanks!


I'm fighting against a group of pirates ship to ship. Trying to think of ways to use a wand of silent image in a non wasteful way. Any ideas? Or for any situations really.. I can think of some obvious ways like making some creature or something, but anything more inventive?

Also- what does a ten foot cube mean? Plus ten foot cube per level? Meaning..?

I'm probably just dense, but advice would be awesome.

Thanks!


I have been using a few guides loosely to sort of cut the fat of my character when i dont want to go to the core book, and i try to keep in line with official paizo stuff, i have this guide here

https://docs.google.com/document/d/19N7y6cKFLAr2KMMiKc8A1XG6R4iOmwaNFS7iAs1 7zyU/edit?hl=en_US&pli=1

that shows all kinds of alternate favored class bonus options. Im wondering where i can find this or if it is official. I know i can add a skill point, HP, or extra spell to the list of spells know from the normal book, but cant find some things like intimidate bonus or judgement increase bonus.

Maybe these are no actually FOR pathfinder? can anyone clear this up?

Thanks!


Hello, me again looking for advice as usual.

The thing in question this time is my character wisdom. I am looking through items I might want to get my hands on at some point in the game, and im having a hard time deciding what to "gear towards". We have a half-orc barbarian and he is basically a damage machine(when he hits, haha) and i feel any items that are geared for strength he will want. So what stats should i focus on for an inquisitor?

I read a few guides and things, and i think i have my character down pretty well, but im at a loss here.. What can wisdom help me with(spellcasting i know, but how, i guess)?

Thanks for the help, you guys are always good.


I have been trying to make a "wish list" for our GM for some things in the campaign here, and as I read about rods they sound pretty cool.

I really just want to understand what kind of damage they do, or how they work a little more specifically. Maybe im reading the wrong lines or not understanding, but I did try..

So do rods do 1D10 damage? plus whatever effect/ability they have?
Can you make them "magic" or "masterwork"?

If you they are already magical in nature(say it has a flame ability or something) is it considered a magical weaping in the same way?

basically I have a mace right now that i enjoy quite a bit and it does pretty decent damage as a magical weapon. If a rod can be as good/better than this, that would be pretty cool.

Im an inquisitor, and if anyone has any other ideas about items or things around that might be necessary or awesome for level 1-7, that would be awesome too.

Thanks! you guys are always great.


(read that topic in a jerry seinfeld voice, heh)

I am an inquisitor class and I need to choose a teamwork feat, I dont have a high enough BAB to choose "Outflank", so i was thinking of choosing precise strike. I do not understand what exactly precision damage means... looked around the web, searched this forum etc..

it says-

"Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit."

So does this simply mean that I get an additional 1D6 of damage on the monster? Or is there something specific I am missing? I know that a rogues sneak attack is precision damage, and some other types, but im still a little thick as to what it actually MEANS.. heh

any help is much appreciated.


In a dungeon getting our butts kicked...

Magic weapon? Any tricks? We have a barbarian, cleric, ranger inquisitor. Lvl 4

Aaahh! Lol


I have a barbarian who wanted to use a two handed weapon with the beast totem rage power.

Is this possible? Our GM is pretty lax if we can find a way to work it in the game, but I don't know enough to make the call. Any advice?

I want him to use it, but I'm blade.

Help! Haha.

Thanks!


Ive read over the description, but I just cannot seem to figure out what the point is. Im kind of new to the RPG thing, so maybe I can get some sort of wings(because it mentions wings in the description) or something.

Thanks!


Hello again all!

I am trying to figure out where my inquisitor should hail from originally. He is chaotic neutral, and the backstory is basically that I am from a far away land that few people around probably know much about. Basically I made my origins sort of like a jedi type thing, except more fringe. So I am from a group known as the Unclaimed, who possess magical powers, but do not know specifically what they do until a certain time or age. I have been trained under a master and was on my way to visit the "elders" when my master had to depart, leaving me alone. He was to meet me in sandpoint in a weeks time etc etc.

I basically want to be from a far away unknown land, where most of us are part of this unclaimed way. Im not sure what deity im going with, but im leaning towards pharasma, alistria or gozra. Doesnt really matter too much since im switching my domain out anyways, so its really just for flavour.

I was thinking about Brevoy, since its kind of far from Sandpoint(where we are now) but still fairly close in proximity to the world itself. Otherwise if there is an even farther-away unknown land or something, that works well too. Brevoy folks also speak dragon which is one of my languages, so... i dunno. any help would be awesome!


Hello again. I posted about an inquisitor build a bit back, but due to a lot of dialogue I did not level last week.. However, I recently was introduced to the prospect of multi-classing.

I really just want to know if this is a good idea for the inquisitor, and if so, how many dips should I take, and obviously for what class.

I was thinking of going rogue, but I dont know if the sneak attack is really worth it in the future. Im fairly new to the game so everything looks kind of appealing to me at times(i crapped on bard when we started, now that even looks kind of cool) and the more I read the more I think stuff would be cool.

Ill be level 4, and rebuilding the character, so i can basically take 1 level of whatever else. and I will have 3 levels of inquisitor. Im probably going to go with the "conversion inquisitor" domain for this rebuild.

I really just want something extra thats cool. I like the idea of the sneak attack and getting extra damage to flanking, but there might be other options that would make just as much sense, as i find my role in battle sometimes hard. Im much better at checks outside of that. the RP part seems to make more sense than what to do in battle at all times, although my DPR is not too terrible.

simply put-
Should i stick with the inquisitor, or should i multi class?


So you and your friends are chugging along a dungeon or camp, when you have a fairly tough fight. Eventually you use up your spells and your raging character runs out of steam. You must started level 2 of the area and you can't go home til you finish business here...

What do you do. We have been running into this issue often enough, and I'm wondering if this is supposed to be how it goes or what? Level 4 characters playing for a little under a year whenever we can.

What to do! Bar up the doors and rest? Even then spells in our group take a full days cycle to be usable again...

Any advice would be alright


I am new to PF but have been enjoying it very much. Been playing for a few months, and basically we have been putting the GM through the ringer.

A story for another thread, another day though... heh.

Why i bring it up is because basically its been 50/50 with drama/combat, maybe even more like 70 drama 30 combat, because we are just intense with it. Me being an inquisitor makes my role even more intense, as i want to get all the info i can, etc etc.

long story short, at level 4 he is letting us rebuild our characters from scratch. Cant change race, cant change class, but pretty much can swap anything else however we like.

If i was not so new i would read a guide or something, but im not always sure what will apply. Having played for a few months i understand much better what makes sense to have, but the GM really is trying to push us in the "do what you want" direction, rather than helping me organize myself the way i would like.

I basically want to build a level 4 inquisitor that has pretty decently stacked stats. I dont want to be a jerk and just dump stats, but i dont really want to have things that are only semi useful, and i want a few pumped.
Things i notice playing-
Percept comes into play like, all the time. so ill probably boost that.
Diplomacy-i want it to work, but it rarely does, seems intimidate is better? but maybe with worse consequences... Im chaotic neutral so... i dunno.
Fighting is OK, but could be better... i dunno..

anyways if i need to post stats for what i have i can, but since im building from the literal ground up, i really want to excel at speech and everything BESIDES combat. combat would be nice too, but the ability to basically talk our way out of or into any situation is probably the most fun for us. Many like combat, i really enjoy the drama. We love to push the buttons of humanity in the game. Its almost difficult when its so cut and dried with evil, good, etc. to try and really grill the NPC(our friend, the GM, respectively) about stuff, so what would make speech obvious and move faster i guess. Sure, we could just not ask questions or leave things be, but again, the game to us is about the moral situations and the drama of "what would so and so do" more than combat, for a lot of it.

Any ideas, good or bad, are more than welcome. Flatter me, flame me, whatever you like. but i want to hear it. I have been reading this board for a couple months without posting and you guys are so good at ideas and builds. One of the few forums im a part of where i feel like even the mean/flaming posts are still passionate about the game and the fun.

thanks in advance, im sorry for the long posts.

IF YOU DONT WANT TO READ IT ALL-
Looking to build a human inquisitor level 4 from scratch. Melee, not ranged(unless ranged is better DPS or something, we already have a ranger)
Mostly with dialogue, drama, situational skills high(er)
no stat dumping fully. I may take a few points out, but nothing crazy. not going to dump charisma or anything.
Help appreciated, any and all.


Hello all,

I am brand new on these forums, and pretty new at tabletop/role-playing games in general. I have been playing for a few months, and am just starting to understand the game in a more clear way, but because me and my group are sort of new, we also tend to think outside the box more than sometimes I feel is necessary. Other times its really fun and works out well, but sometimes I feel bad for our GM because we make him critically think about every small thing quite a bit. Either way, its tons of fun and I wish I had started playing sooner.

Onto the question at hand-

A member of our group has been captured, we also have someone that the baddies want. We plan to meet them and send them across a bridge at the same time in a hostage exchange. We are wondering if there is some way to strap a bomb to him and have it do serious damage or kill the bad guys. We are only level 3 and none have the trap ability or anything like that. I understand stats and combat, but so far the GM has basically let us do whatever we want within reason, and I don't always know how far is too far. I understand as long as it's fun that fine, but I don't want to get too crazy or sidetracked if it's going to hold up the game all the time.

The other question was again situational. Could we perhaps build arrows with something flammable on the ends and shoot them all with that, then shoot fire arrows, or use the bomb-guy to start them on fire, or the place on fire. etc etc

Any suggestions are welcome, long or short. Really want some input on stuff like this, as I want to avoid making convoluted situations for our GM. Especially if I ever plan on playing with a bigger group in the future. Want to make sure I am understanding some of the core rules and things in the RP element. Even hard criticism is appreciated, heh.

Thanks!

Full Name

Rafikki

Race

Maraquoi 269516-704

Classes/Levels

Mystic 1 (Xenodruid) | KAC 12 EAC 11 AC v. CM 20 | Sta 7 HP 11 | F +1 R +0 W +4 | Init +0 | Perc +6

Gender

m

About Rafikki of the Lissi

Rafikki
Male Maraquoi (Wild Warden) Mystic 1
NG Medium Humanoid (Maraquoi)
Init +0; Senses Low-light and blindsense (sound) 30ft; Perception +6
--------------------
Defense
--------------------
KAC 12, EAC 11, AC v. CM 20
Stamina 7, hp 11
Fort +1, Ref +0, Will +4
Resolve 3
--------------------
Offense
--------------------
Speed 30 ft.; Climb 20 ft.
Ranged Telekinetic Projectile +0 (1d6 B)
Melee Tactical Pike +1 (1d8+1 P)
Spell-Like Abilities Spell (X/time range)
Mystic Spells Known :
0 (*/day) DC 12 Daze, Stabilize, Detect Affliction, Telekinetic Projectile
1 (3/day) DC 13 Life Bubble, Mystic Cure, Share Language
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 12, Int 12, Wis 15, Cha 12
Base Atk +0; MLE +1; RNG +0; TWN +1
Feats Light Armor, Basic Melee, Small Arms, Advanced Melee
Skills Computers +2, Culture +5, Diplomacy +5, Life Science +5, Mysticism +6, Perception +6, Survival + 9.
Languages Common, Maraquoi, Unselected.
SQ Prehensile Tail
Other Gear Second Skin, Tactical Pike, Personal Comm Unit, Everyday wear, Industrial backpack, Healing Serum x2.
--------------------
Special Abilities
--------------------
Speak with Animals (Su) Communicate with any creature of the animal type.
Healing Touch (Su) Once per day spend 10 minutes to heal an ally 5hp/Mystic level.
--------------------
Details
--------------------
Age: 46 years.