Sheyln (Symbol)

Xunriina's page

36 posts. No reviews. No lists. 1 wishlist.


RSS


So I am joining a Wrath of the Righteous game with a Range PC. The party is only just at level 3, so it will be some time before this question really becomes pertinent. As I understand it, the main enemy focus of this AP are Demons, so I picked up Outsiders (evil) as my first Favored Enemy. I chose this one, for some obvious reason, but also so that my highest Favored Enemy bonus will also apply to Devils and Daemons, should the need ever arise. I was wondering though, if for my second Favored Enemy bonus I took Outsider (chaotic) if, as all Demons are labeled specifically as Chaotic Evil Outsiders, the two bonuses would stack, so that against Evil Outsiders, the bonus would be +4, against Chaotic Outsiders, the bonus would be +2, but against Demons, the bonus would be +6. It would make sense to me if it would, as you are using two favored enemy bonuses to specialize against one (two if you count Qlippoths) enemy type.


So I have been thinking about starting to put together the foundations of a Kingmaker game where the players are not all parts of a single kingdom (though they can share rule over one if they wish to) but rather set it up so each player has their own separate kingdoms to run and build; musing diplomacy, alliances, treaties and going to war against each other. Does anyone have any experience with this? And do any other experienced DM's have any advice as to how I would handle certain aspects of the game between the players and their kingdoms?


Hmm, perhaps this was all something he made up. But it is his first time DM'ing, and he has been playing for only about two or three years i think. But thank you guys, much appreciated.


Hello, so in my RotRL AP, with this being my first time playing it, though for the amount of time o have been playing, it is very long over due. So we just got through Tsudo, charmed him and sent him off back to town not dead, and began exploring the tunnels under the Glassworks. While exploring, we found the first split and everyone (but myself and Shalelu) went down the right side, and the two of us went down the left, and I found this secret room with a

Room plot spoiler:
single treasure chest, and a quickly search for pressure plate that my many years screamed at me being there,
and after all that was taken care of properly, I went to collect the nice thing(s) but the GM forgot/couldn't find what it was actually supposed to be, so he substituted it for this Numerian tech piece that transforms into any weapon i desire it to be, and yes, this includes a monowhip and being a Bard I would have proficiency. Meta though, the more I use it in public, the more likely Numerian assassins will hunt me down to reclaim it. All in all, I am really tempted to just sell it, but I want to know if anyone knows what exactly the prize was meant to be? Just so I can see if the DM would prefer sticking to what was supposed to be what.


Hey, so I am rolling up a character for a RotRL campaign. I am a long time player(But never played this AP) and the DM was considering making this into a mythic AP as all the other players are completely new and wanted to make this game a bit more interesting for them. The character i am building is a sort of Dervish Dancer Bard who is a priestess of Shelyn, and uses a bladed scarf. Now I know this isn't at all optimal, I have a very bad habit of optimizing characters, and with a bunch of new players, it just doesn't seem right to me that my character often outperforms them, so I am making a new, not super functional, but very thematic character to really tone down how i play to give them a better experience. Now bards are not divine casters, so could the Hierophant even work? If not, I may take the Guardian path and choose from that, but if i can, how can i make the Hierophant Mythic path work with a melee-type bard?


Alright, so I am playing in the Way of the Wicked campaign, and my character has recently gained the Vampire Template. I have already overcome most of the weaknesses i could (Penumbra Tattoo to protect from sunlight gained before to protect from drow light blindness, and a homebrew 'Inspiration' thing for doing extraordinarily well in roleplay to circumvent bad thing that we use to buy Racial Points to add abilities to get a swim speed to negate the running water thing.) My question is what all counts as a private dwelling; dragon lairs, campsite tents, etc. and what ways could you possibly overcome this if you need to force your way in without dominate?


Louise Bishop wrote:
Xunriina wrote:
So am playing the party Paladin in the Wrath of the Righteous AP (no spoilers please, i have not played it before) and soon i would like to take a few level dips into a fighter for some extra feats. My question is if the Aura of Righteousness at paladin 7th level (dr/evil, immunity to compulsion spells and similar spell resistance aura to companions)is worth more than one extra bonus feat and one level of Weapon Training?

No the dip into fighter is not worth it.

This is not "Spoiler" as it is Public Knowledge. This Campaign goes to level 20. You will reach capstone abilities and you will want your Smite damage and your Bond to max out.

What feats are you thinking you need other than Power Attack?

Maybe you explain your build and we can help you come up with a build that works in what you are wanting to do.

I am focusing my Paladin for a combat role with much less emphasis on magic usage. I was thinking of taking small dip into the fighter to get bonus feats to help get racial feats (Aasimar character) that would be helpful to a paladin while using the main feat spots and mythic abilities (champion path) for survivablity and combat. Plus moving at normal speed in medium armor (heavy armor counting as medium when made of mithral) would help him be able to get around the battlefield more effectively, as the mythic ability for armor does not grant this, only negating ACP and Max dex modifiers. I haven't gone to level 20 (max character level i played was at around 16th level) so i have never gotten to use the capstone abilities, and the Paladin's seems a bit lacking. Trying to banish, which at this point i would think most of the baddies you fight will easily shrug it off with a DC of 20 and i would assume many would have a normal SR significant enough to bypass the DC with a very low roll, if needing one at all, and then that ending the Smite. Of course you do not need to try to banish, but it doesn't offer any bonuses if you forgo the attempt at banishment.The extra damage from the Smite ability is of course great, but i would think that the 2 bonus feats and faster movement in armor would be more universally used.


So am playing the party Paladin in the Wrath of the Righteous AP (no spoilers please, i have not played it before) and soon i would like to take a few level dips into a fighter for some extra feats. My question is if the Aura of Righteousness at paladin 7th level (dr/evil, immunity to compulsion spells and similar spell resistance aura to companions)is worth more than one extra bonus feat and one level of Weapon Training?


i thought of kingmaker, and i may, but i wanted something more of the classic D&D-ey type of game.


So i have been wanting to start up a new game, only having done two games (Rise of the Runelords and a short mini game) i dont know all the ones that there are. i dont have the time to make a wholly homebrew adventure, though i wish i did, so i would want something that has 'checkpoints' or something, but overall have it be mainly a sandbox world. Is there anything like that?


So under the Assimar, if you roll that 99 d%, you can have inherent fly, or you could take two feats to get a better version of fly. But my question is if the two would theoreticaly stack, or if only the higher of the two would count


so a few friends invited me to a game where their characters are currently epic levels, and told me to make one that is level 25. now, where would i find, or who would you calculate the starting wealth of said character?


Right....thank you, i was really just wondering about the suspension ones, as constant featherfall seems better than air walk once per day.


So i was wondering with the minor/major/greater levels of shadow piercings, like the eye slot, simply make it much better while others like suspension give different things. so i was wondering with, going with the prior example of suspension, minor:The wearer gains feather fall as a continuous effect; major:The wearer may use levitate twice per day; greater:The wearer may use air walk once per day. If i were to take greater, would i also get the bonuses from the lower levels?


Hu. well alright then, there shouldn't be any issues.


I should have been more specific, i'm sorry, i am playing the Bladebound Magus Archetype, so i have the intelligent black blade. We are playing the Way of the Wicked quest line, and the blade and i have the same basic goal which is to essentially dominate, period. The DM allowed it to match my alignment, and it rolled the Defeat/Slay all. Now my character has no real qualms with this at all, but once it gets up into the upper levels of 20+ ego, i don't really want it to be dominating her, nor would she be at all appreciative. At best, i, she, looks at it as less of a tool or underling, and more of an equal in that they mingle as one mind, and at the higher levels, i would want to know if there is anything i can do to help maintain the ironic harmony without it turning around to cut her own throat.


So simply put, i was wondering if there was anything that would make controlling higher level ego intelligent items, something that my character will eventually be forced to deal with? Feats, magical items, etc.?


So i know about the rules and such for making a new type of weapon not covered in the guide, saying that: "It is next to impossible for any game to cover every conceivable weapon from all cultures, eras, works of fiction, and players' imaginations. In many cases, new weapons can be represented as slightly different versions of existing weapons, such as a Chinese dao that uses the shortsword rules. However, for those cases when new weapon statistics are truly needed, this section introduces rules for GMs to use as guidelines." So i was wondering if there was something similar for armor, as an official guideline? Or would it just have to be intuitive from the weapon rules?


Wabbajack?


Shiroi wrote:
Have you considered monk, vmc druid or the other way around?

i have, but i don't want to be giving up any capstone feats or such as i understand you do.


Chess Pwn wrote:

what are you wanting from the druid?

what are you wanting from the monk?

I want most of the basic combat skills and feats of the monk of the four winds archtype, with the nature divination of the Druid. I don't need all the spells from the latter, but a few of the feats; nature/domain connection, wild shape, and maybe a few spells for a little flavor would be nice as more of a "Primeval Monk" type. But I am not really looking for an already constructed class. In all reality, the druid parts are to add more depth to my character.


So i want to make a character that draws from both the Druid and the Monk. While i can multiclass, much of what i read on it is not always so clear, as i would prefer to use both classes as favorites (Using the half elf) and starting with both at level 1 while upgrading them simultaneously at half speed to balance the two out, but from what i read, this is a very viable option.

So i started to consider making my own class which draws from both (Unless someone can point to me something that gives me information to doing what i originally planed) but am having a bit of trouble figuring out who i would go about creating this hybrid class, so can anyone suggest sources to look at to understand the rules for doing so in a balanced way?


All reality considered, it makes sense that a spear head could be used to slash an opponent, and the shaft be used as a bludgeoning tool. in such a case, couldn't, say a monk, use a spear like a bo staff {incorrectly named the quarterstaff, as this is a method of holding and wielding the staff} as she is proficient is both weapons? Additionally, the head of a spear is usually a short to medium length, thing blade that is normal sharped on both edges, so couldn't that be used in a slashing manner? I am asking, and if so, how would you calculate how the weapon would function.


Alright, so now my question is; what is the best way to armor a sorceress without muddling up her spell casting? {As well as remain ascetically pleasing}?
Nothing to extreme, as i have her with 12 con (-2 for being a drow) but 16 dex, so she will hopefully be sidestepping allot while she hangs behind any fighters. And she gets natural armor for level 7 bloodline power, but for the moment i just want a little extra protection while she is in the early stages of character development.


Lost In Limbo wrote:
GoblinDaddy wrote:
Might give you a bit extra Hardness&HP on your clothing than standard cloth. Would that make it worth crafting any magic robes etc out of this to give them a lil more durability perhaps?

Ah, durability was something I missed in my first list.

So weight, HP, and hardness would all be improved.

Exactly, so since it lists, and i quote from my source "The resulting material is tough as cured hide...." wouldn't a full set of clothing be treated with the same AC as Hide armor gives, seeing as they share the same HP/Toughness by that descriptor. I'm not bother by the +500 GP cost, I'm just curious if it is something worth investing in for that reason.


So, on the d20pfsrd site Here it says that clothing can be made from Darkleaf cloth (automatically counted as masterwork) and i was wondering if this meant that clothing would gain the same armor protection stats as cured hide, but since it hols neither spell failure, nor a cap for the dex. bonus, that it would negate that? Having a hardness of 10 naturally i would say it has some measure of armor protection, and clothing has no dex. bonus cap, so +2 doesn't matter for that. What im more interested in is this: What would be the actual armor stats for clothing made from Darkleaf cloth, and would it /gain/ a spell failure from it, even though clothing has no such thing to begin with?


Well, my character starts out with 400 gp worth of poison (via Black Sheep Apothecarist, and it is less so for combat use and more so to use in general RP it enhance her character as a sadist. So i was just wondering.


Hello, i was just wondering if anyone new of a full list of poisons available in Pathfinder? This has a short list, but it does say that "The sample poisons listed below represent just some of the common poisons available in cities." So i was wondering how many more are there, what are they, effects, pricing, etc.?


thanks for all the help. One primary reason i made this is to sort out this is for A: the head/face/neck/shoulders/body/feet etc thing. B: the outfit i have in mind for her is very specific, and starting with a fair bit of GP, pieces will be made with different materials, so the pricing there is important so i can gauge how much of what would cost accordingly. Additionally, I would assume that if an outfit had more/less than I wanted for her, to say that the outfit made so-and-so way affecting its price would differ with more/less items.


Nefreet wrote:

Masterwork Tool: Soft Leather Boots. 50gp, 1lb, +2 Diplomacy with cobblers.

Masterwork Tool: Flowing Green Cape. 50gp, 1lb, +2 Perform (Oratory) vs Elves.

Masterwork Tool: Handy Dandy Belt. 50gp, 1lb, +2 Profession (Courtesan) when wearing nothing else.

Etc.

Where would i find the full list for this?


Actually, they aren't. they are listed as parts of outfits and such, but not individually. So, like say my character does not fit what the outfits lists show, and i want certain pieces of clothing to go with others that are not listed as outfits themselves, how do i break down the price and weight of these individual objects?


So i was wondering how i would come up with prices/weight/etc for clothing pieces are are not necessarily listed by themselves. E.g, gloves, boots, cloaks, trousers, tunics and such. As well as adding any type of bonuses for hardness in the case of using different materials such as Silkweave.


MyCupRunnethOver wrote:
http://charactersheets.minotaur.cc/build/pathfinder

That's the one i was talking about from Dyslexic Studios. It is good, but the way the skills are set up is odd, and it only has space for bloodline powers levels 3, 15, & 20, but there are more than just those.


Hi, i was wondering if anyone knew of any good character sheets focused on sorcerer characters? I know about Dyslexic Studios, Necero's, Epizephyrii's, and the standard sheet, but none of them really get the full scope of using a sorcerer class. Dyslexic Studios comes close, but it marks off skills that the Bloodlines/Races open up, and doesn't give the space for character traits, and all the Bloodline powers.


Hello, so i know that there are plenty of threads on this, but none of them are really specific to what my dilemma is. I know that when multi classing, you'll lose out on important pieces, especially with the sorcerer class i am using, but i was wondering if i could mix a sorcerer with an alchemist? I am not too keen with needing the mutagens/bombs/etc., primarily, my focus is on the making of poisons, as my character is a CE drow sorceress with a sadistic streak a mile long, and giving her the ability to craft toxins and other nasty things i think would suit her character well. So my question is this; is it possible to give her the ability to craft such things as an alchemist can, without doing too much determent to her sorcerer class?


Hello, so i know that there are plenty of threads on this, but none of them are really specific to what my dilemma is. I know that when multi classing, you'll lose out on important pieces, especially with the sorcerer class i am using, but i was wondering if i could mix a sorcerer with an alchemist? I am not too keen with needing the mutagens/bombs/etc., primarily, my focus is on the making of poisons, as my character is a CE drow sorceress with a sadistic streak a mile long, and giving her the ability to craft toxins and other nasty things i think would suit her character well. So my question is this; is it possible to give her the ability to craft such things as an alchemist can, without doing too much determent to her sorcerer class?