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chkflip's page

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So, a new game I'm in pits the party as inmates in an insane asylum. When we go to sleep, we have nightmares about a large monster that is powerful and kills us every night. We had no gear to start at level one, but I've found a longsword, a breastplate, a maybe magical ring, and a couple potions. I'm probably the weakest statistically (we rolled stats), so I've gotta play smart even though I've a WIS of 8 and a CHA of 6. I went with human fighter and chose power attack, weapon focus (lucerne hammer), and throw anything. He had us buy equipment but we don't have it yet.

So, my dilemma is many. Help?


Looking to join an established or new game. I live in Carmicheal but am willing to travel.


Hello Pathfinders of new and old.

It's time to discuss, give and take advice, and overall just have a healthy debate about the topic of campaign -- and on the broader scope, world -- building for your TTRPG sessions.


Pretty simple question (to which I'm almost positive the answer is no), but is there any legal way for one race to gain access to another race's archetypes?

Say (for example) I'm Human, but I want to be the Goblin's alchemist archetype. Is there something similar to the adopted trait that could do this feasibly?


Just joined a game looking for a healer and a tank option (the rest of the party consists of a monk [new player], a rogue, and a wizard) so I took a dive into an option I've been meaning to play for a while, the Hospitaler slash Oath of Charity Paladin. I'm just looking for tips on how to get the most bang for my healing buck. We did sort of an introductory session with myself and the rogue and, suffice it to say, the DM doesn't have kid gloves. We leveled. I love it. Anywho, the build:

Macias, Human Paladin II

25 point buy
16 (+3)
14 (+2)
10 (+0)
10 (+0)
10 (+0)
18 (+4)

Feats
1: Weapon Focus (Long sword), Extra Traits

Traits
Blessed Touch - +1HP for LoH, Channel Positive Energy, and Cure spells
Blade of Mercy - no penalty to go non-lethal damage, +1 nonlethal damage
Magical Knack - +2 CL
Rich Parents - 900gp starting

So, I clearly took Rich Parents for the lulz (and the healing potions, of which I used 3/4); however, I've based everything else off of getting as much heal as possible. Currently, I've got LoH at 1d6+50%+1 five times, one casting of CLW at 1d8+2, and one potion of CLW.

Basically, I think I've got a decent lock on it, but I'd like some feat/item suggestions if at all possible. I appreciate any input from you guys. You've always been very helpful in the past.


I'm going to be playing in the Rise of the Runelords campaign very soon and was wondering if anyone had any tips as to what I should change about this character to better fit the bill as far as what the challenges will be goes. Aaaaaand here's the character. Though I should tell you that the starting stat array was 18, 16, 14, 13, 12, 10 and starting coin was 350gp. But don't worry, this GM has ramped the difficulty of the campaign significantly. As far as I know, though, the types of challenges are the same otherwise (types of opponents, skill checks, etc).

Issil "Smarts" CG RATFOLK ALCHEMIST I
STR 11 (+0), DEX 18 (+4), CON 12 (+1)
INT 20 (+5), WIS 14 (+2), CHA 10 (+0) [yay no dump stats~]

Skills: Appraise +10 (+12 if it has small markings/detail), Craft (Alchemy) +12, Handle Animal +4 (with riding rat and rodents only),
Heal +6, Knowledge [Arcana] +9, [History] +10, [Local] +10, [Nature] +9, Perception +8, Sleight of Hand +8, Profession [Merchant] +3,

Equipment
(x6) Bomb +6 (d6+5/x2; 30')
(x2) Pox Burster +6 (DC 13 FORT v Filth Fever; 20')
(x1) Thunderstone +6 (DC 15 WILL v Deafness 10r; 20')
(x1) Tanglefoot Bag +6 (DC 15 REFLEX v -2 to hit melee, -4 DEX; 20')
All used in conjunction with Bomb Launcher (+10'; added above)

Tailblade +0 or-5 if used as secondary attack (d2/x2)
Purely for lulflavor

Lamellar Cuirass (+2 AC) and Buckler (+1 AC)
Went low armor with shield bc weight restriction

MW Backpack + Belt Pouch
Formula Book, Ink + Inkpen
Bedroll, Iron Pot, Mess Kit, Flint + Steel, Soap
Trail Rations x5, Waterskin

Skeleton Key (+10 Disable Device v locked doors)
Periscope (-4 Perception v look around corners)
Magnifying Glass (+2 Appraise if item has markings/detail)
Hybridization Funnel (Combine alchemical items)
Formula Alembic (obtain new extract formulas)
Veterenarian Kit (+3 Heal v animal care)

Combat Trained Riding Rat (medium-sized dire rat, no filth fever)

Feat: Precise Shot

Extracts: Ant Haul, CLW, + either Firebelly, Shield, or Longshot

Traits: (He said to pick 3, but 1 campaign trait. Could get extra trait with 1 drawback)
Loner (-1 AC when adjacent to ally)
Business Venturer (+1 Appraise, Know Local, + Prof Merchant)
[picked Know (Local) as class skill]
Firebug (+1 to hit with bombs and splash weapons)
Rich Parents (+900 starting gp)
Scholar of the Ancients (+1 Arcana, History, read/speak Thassilonian)
[picked Know (History) as class skill]

That's everything. I've got 1/2lb left in encumbrance and 1gp 1sp tender.


My group of three level five adventurers (Elf Ranger, Halfling Cleric, Goblin Arcane Duelist) are about to experience their first boss fight, so I want to make sure I've done everything right on my end to make for a fun experience. Its going to be one guy on his own (I know, I know, but wait for it.) at a high high level with mostly npc class levels. Keep in mind I don't want to tpk but I also don't want to kid glove it either. Here he is:

Half-Orc Adept VII, Warrior V, Crossbowman V
Stats in order: 18, 15, 10, 10, 10, 20 (I just kinda winged it)
HP: 125 ; INIT: +2 ; AC: 21 ; BAB +13/+8/+4 ; SAVES +10/+6/+7

FEATS in order: Dodge, Mobility, Spring Attack, Combat Expertise, Quick Draw, Whirlwind Attack, Wind Stance, Exo. Wpn Prof (Double Crossbow), Point Blank Shot, Rapid Shot, Rapid Reload, Crossbow Mastery

SKILLS: Climb +17, Heal +12, Survival +15, Use Magic Device +13

EQUIPMENT (with appropriate numbers attached):
Double Crossbow +10 (2d8 [19-20/x2])
or Luck Blade +19/+14/+10 (1d6+6 [19-20/x2])

Agile Half-Plate (+8AC)

(x2) Potion of Cure Moderate Wounds (2d8+5)
(x2) Pearl of Power I (Obscuring Mist, Cure Light Wounds)
Pearl of Power II (Bull's Strength)
Wand of Summon Monster II (10 charges)
Scroll of Summon Monster IV

Spells:
0: Ghost Sound, Stabilize, Touch of Fatigue
1: Burning Hands (2d4+2), Obscuring Mist, Cure Light Wounds (1d8+2)
2: Bull's Strength, Web

Does that look right?
Should I nerf his hp (the ranger has a greatsword of orc bane)?
Is there a minus to hit if he shoots with his first attack and swings the blade with his iteratives?
Can he use his free action reloading to shoot the double crossbow more than once per turn?
Any comments, concerns, criticisms welcome.


http://940ee6dce6677fa01d25-0f55c9129972ac85d6b1f4e703468e6b.r99.cf2.rackcd n.com/products/pictures/1028657.jpeg

I've got three of these bad boys. Unfortunately, I've never built a mounted combatant before so I don't know what feats would help or what checks they would have to make (for riding, dismounting, anything). Is there a page somewhere that details this?

Halp plz, haha.


All this talk about improvised weapons has me thinking. Is it possible for one to acquire the right traits/feats to use folding chairs, folding tables, ladders, et cetera as well as grapple and do things like suplex someone through said table/ladder/chair? I'm not looking to do an incredible amount of damage here, but I think it'd be fun to have as an aside like an encounter with an NPC or the like.

How would one assess the proper roll for attacking with a ladder/chair/barbed-wire wrapped 2x4/trash can? Or putting someone through a table? Would all of this have to be home brewed or are there charts I can't find?


Assuming STR 16 (+3) and DEX 18 (+4)

With the following feats:
01F: Sharp Claw (Ratfolk gains two 1d4 claw attacks)
01F: Weapon Finesse (applies to natural attacks)
02F: Wpn Focus (Claw)
03F: Wpn Focus (Bite)
04F: Wpn Spec (Claw)
05: Imp Nat Attack (Claw)
06F: Imp Nat Attack (Bite)
07R: Rending Claws, Sneak Attack

With the following items:
Deliquescent Gloves (+1d6 acid to claw attacks)
Ring of Swarming Stabs ( 2/d +1d6 if flanking)
Ring of Rat Fangs (gain 1d3 bite attack)
Cloak of Fangs (5/d bite attack increases in size for 1 round)

Can I seriously have (since they're all considered primary attacks):
Bite +12/+6 (1d4+3) [1d6+3 5/d] (+1d6 sneak if flanking)
& 2 Claws +12/+6 (1d6+1d6acid+6) (+1d6 sneak if flanking)
(+1d6 rending claw if two hit) ( +1d6 swarming ring 2/d)

Is that real, or did I fudge the numbers somewhere?


Alright, so I've been GM'ing a small group for quite a while now. We consist of:

Baron Von Murder, Elf Ranger
Myra of Desna, HalfLing Cleric
Chuffy Lickwound, Goblin Bard (mine, and yes from We Be Goblins)

We started at level one; I've brought them through all sorts of adventures. From Orc mining caves where they freed the enslaved Troglodytes (not what I had written down), through a slightly modified version of the We Be Goblins one-shot campaign (I have all the minis so why not), into an abandoned Dwarven hunting lodge and an even-more abandoned minotaur's maze in search of the eight scrolls of Desna.

My quandary is simply that I've built up a bbeg that I've no idea how to fully create without either making him op or a complete pushover. Heisenborc, the evil Half-Orc drug lord.

A visual if that helps: http://static3.paizo.com/image/product/catalog/WZK/WZK70482-25_500.jpeg

I know I want his gear as similar to the miniature as possible.

His second in command, Jessorc (If you hadn't put it together, I'm straight up applying Breaking Bad's Jesse and Walter to these characters), is coming up sooner in the campaign as a lead to the bbeg. I can't find the picture of the mini, but it's the Half-Orc with the crossbow out holding a short sword underneath. I've got him as a level 7 Fighter if that helps build a dynamic.

Any guidance, tips, starting points, whatever. It all helps. It's all much appreciated. Thanks in advance.


I think there should be a thread to both ask questions about an share personally crafted magical items. This should be both to cackle in glee over what our pushover GMs have allowed us and also to give one another ideas for future campaigns.

Obviously I'll start and I'll edit other people's weapons into this post to allow easier access to all the awesomesauce I hope this thread can become.

1. The Orc Slayer - a small, +1 masterwork longsword that glows and becomes a +3 longsword that deals an additional 2d6 against humanoids of the Orc subtype.

2. Dylon's Axe That Spits Hot Fire, Booyaka Booyaka - a medium +2 masterwork flaming battle axe that deals 1d6+1d4 fire damage due to being crafted by a wizard known to be a volatile conduit (trait).

3. Papa Shango's Sharp Sleep Darts - small, +1 sleeping darts that have been shapened via whetstone to deal a whopping 3 damage instead of 2 damage. Because priorities.

Share yours!


Hello again.

The PC Cleric at my table is a worshipper of Desna. Knowing nothing about any of that led me on a search for information. I found a page that describes "The Eight Scrolls of Desna" that tell her story. I thought it'd be a cool personal arc for the Cleric to go find them. My premise is that she was visited in a dream by her deity and in this dream she is asked to seek out the scrolls which have been lost. Herein lies my problem: I'm not sure I can follow through with what I've started, haha. The main storyline is that the Orc Empire to the North are tired of being peaceful when they've got little land to accommodate their expanding population. The tie-in I've thought up is that an opposing deity has discovered that these scrolls have a magical connection to the timeline they describe and, if they collect all eight, they can use them to somehow change the timeline? This is where it gets really shaky because I want this to be immersive and not hokey. Could I get some tips on how to tighten the storyline up a bit? All help is accepted and appreciated. Thanks in advance.


Hello again, guys. DM chkflip here again. I spoke with you guys about making a dmpc and you guys mentioned allowing my two-man cleric/falconer group hire on and ask npcs for help. So, in the first leg of my campaign, I've adapted the free We Be Goblins AP to run with their characters and a hired on Goblin. The thing is I've tricked this Goblin out instead of rollingwith the APs pre-gens. He's a mix of an Arcane Duelist and a Sound Striker. Without the levels, it isn't going to make a difference until lvl 3 (they're starting at lvl 1) but I want to know if combining those two Bard archetypes make it OP at any point? I planned on dropping the Duelist's lvl 6 ability (bladethirst) to keep the sound striker's ability (weird words) and was also going to drop obtaining Combat Casting to keep his first and only versatile performance. Does this sound okay? Or should I just keep him an Arcane Duelist?


Rolled stats: STR 14, DEX 18, CON 10, INT 16, WIS 10, CHR 18
This is post-racial, DM dropped my CON bonus because otherwise I rolled (in front of him, I'll have you know) like a flippin' champ.

Feats by level
01: Weapon Focus (rapier), Weapon Finesse
02: Cosmopolitan (adding Orc and Draconian, Use Magic Device and Perform Comedy)
03: Power Attack
04: Weapon Specialization (rapier)
05: Quick Draw or Dodge or Dazzling Display (help?)
06: Bloody Assault
07: Vital Strike
08: Cleave
09: Devastating Strike
10: Greater Weapon Focus
11: Improved Vital Strike
12: Greater Weapon Specialization
13: Greater Cleave
That's as far as I've got planned. Queries:
Do Vital Strike, Cleave, and Bloody Assault stack?
Is there any way to get medium rapier base damage on a small rapier?


Alright, so I recently scrapped a homebrew campaign that was designed for five players in exchange for something a bit slower in pace for two players (one of which is completely new, the other experienced only in DnD before WotC owned the franchise). We hung out recently and they're set on a Halfling Cleric of Desna and an Elf Falconer (Ranger archtype). Herein lies my dilemma: I built a Gnome Two-Handed Fighter weilding a lucerne hammer, but I now feel that while it does fill the role of tank (that they don't exactly cover) it might take most if not all of the shine in battles. What do you think I should do? Roll the badass, take a step back and roll a support character (pref. Bard), or do I DM the game as a two-player group and introduce NPCs as necessary/desired? At no point did I plan on taking game-time explaining going to shops or anything with a character I roll. My only concern here is with being too great an asset in the combat aspect of the game with such a character in mind.


I'm home-brewing a campaign for a small group and thought it'd be entertaining to create some off-the-wall items for them to come across. Although the game is light-hearted and borderline campy in some aspects, I would still like to maintain some semblance of balance and order in the event that these items are fun enough to keep in my lexicon of ideas for the future. Any tips and adjustments are accepted and appreciated. Any items you've brewed would be fun to hear about as well. I'll probably come back with more items as we move along in the campaign (and I develop more of it, lol, I've only got the first three or so sessions planned so far.)

Skeleton Ring - Upon wearing this ring, the wearer takes -2 damage to their hp. This activates the ring and revives the skeleton (bab +1, AC 14, 1hp) with a psychic link to the user. If the skeleton is defeated, the wearer of the ring may take an immediate action to revive the skeleton at a cost of an additional -2 damage to ir hp. The ring may only be activated 3/day, and the skeleton's bones must be within reach of the activation (30 ft) or the use is negated and wasted for that day. If sold, this ring (bones included) is worth 1000gp. It is rendered worthless without all of the skeleton's bones.

Potion of Inner Animal - For 2d4-2 (min. 2) rounds, the user slightly transmutates to take on part of the form and part of the mannerisms of an animal at random. The choices are by 1d6: Fly (-8 int +4 dex +40ft but must take at least three 90 degree turns during movement phase), Badger (-2 cha -2 con +4 int 1d6 bite attack), Rat (+2 wis +10 survival can smell food a mile away), Bear (-4 dex +4 str +4 intimidate), Sheep (2d6 sonic baaa attack DC 12 Reflex save or deafen 15ft cone), and Cow (-10ft -4 dex -4 int sprout udders that shoot milk [like grease] into 3 adjacent squares within 10ft). Price needed if they choose to sell this.

Potion of Gut Rut - For a single round, the user attempts to swallow but instead spews a black mist at a single target who must make a Fort save DC 12 or be blinded and sickened for 1d4 rounds. They may use a full round action to wipe the mist away to halve the rounds affected. Price needed here as well.


I've tried downloading, deleting and re-downloading the free pdf for the We Be Goblins one-shot campaign but I can't seem to get the map for the ship to load properly. I can't find the page in a Google searcg either, lol. Does anyone know how I can remedy this situation?


I've been suiting up to play my first Pathfinder campaign and I thought to myself, "Self, you're going to play a Bard because your friends always cover the pure melee and magic portions of the group and, well, you're most entertained playing such a role." This time, however, I've noticed several amazing differences between dnd 3.5 Bards and this one. So then I thought to myself, "Self, do something a bit different this time." At which point I stumbled upon the different feats and roles and boom: Cavalier crossed my happy little eyes (not that you needed ANY of this introduction!). My question is as follows; if I want to make a control Bard that is a sufficient third-string meleer, is what I have down here the way to go? Is there a more efficient build? We're starting out at level ii if that makes any difference in the world.

I want to preface this and say I know I shouldn't have Discordant Voice so early... but the DM is introducing a cool system with the skill points that allows me to meet the reqs.

Female Human Bard/Cavalier combo test run

22 point buy in: 13, 17 (+2 from Human), 9, 13, 10, 16

Worshipping: Cayden Cailen

Starting Gear: rapier, whip, shortbow, arrows, heavy wood/steel sheild (haven't decided yet), chain shirt, entertainer's outfit (a lady doesn't walk around with her protective undershirt hanging out, olololo)

Fun flavor fact: I'm having her skylight as a stand-up comic. I'm an open-micer myself and what better way to test bits I'm unsure of than in front of four nerds for fake gold, right?

Level I: Bard I, Weapon Focus (rapier), Weapon Finesse

Level II: Cav I, Order of the Cockatrice, Precise Strike (Tactition team feat)

Level III: Cav II, Dazzling Display (Order feat), Dramatic Display

Level IV: Bard II, Versatile Performance (Comedy)

Level V: Bard III, Discordant Voice

Level VI: Cav III

Level VII: Bard IV (lvl2spellsyay), Lingering Performance

Level VIII: Cav IV

Level IX: Cav V, Improved Critical (rapier)

Level X: Cav VI, Critical Focus (bonus feat)

Level XI: Bard V, ?maybe Bleeding Critical?

That's as far as I've gotten so far. As of lvl xi I'll be able to, if successfully rolled, have +23 to confirm crits (bab +9, wpn finesse +4, dram display +2, insp courage +2, crit focus +4, wpn focus +1, deity favored wpn +1) and +17 to trip/disarm attempts. I think maybe I'm getting trigger happy at the end there at the cost of more control options I may be overlooking. I really like Cav for the bab, fort save, and added versatility (imo) but let me know if I'm missing something. Thanks in advance.