Gadak Simiryin

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Thanks Dallium,

I misread the rules and must have assumed that it provokes. Thanks for the quote clearing it all up.


Hi all,

The rules for feinting (like many combat maneuvers) indicate that the Feint action provokes an attack of opportunity. Feats such as Improved Bull Rush for example specifically mention that you no longer provoke when attempting a bull rush maneuver, however this text is missing from Improved and Greater Feint feats (unlike all the other combat maneuvers AFAIK). Is this an oversight or does feinting always provoke regardless of your feint feats?

Thanks in advance for your advice!


Check out this YouTube video of a virtual tabletop. Apparently materials for their project only cost around $200 and it looks super-cool.


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Second attempt, not as good as my previous effort but still fun concepts from the rolls.

STR: 3d6 ⇒ (1, 6, 5) = 12 + 2 = 14
DEX: 3d6 ⇒ (4, 1, 3) = 8
CON: 3d6 ⇒ (1, 1, 4) = 6
INT: 3d6 ⇒ (4, 2, 1) = 7
WIS: 3d6 ⇒ (1, 5, 1) = 7
CHA: 3d6 ⇒ (2, 1, 3) = 6
Brax the CN Human Fighter is a fat, balding, unkempt brute of a man. The warhammer is his weapon of choice and he wields it with some skill despite his general clumsiness.
STR: 3d6 ⇒ (3, 1, 4) = 8
DEX: 3d6 ⇒ (5, 3, 4) = 12 + 2 = 14
CON: 3d6 ⇒ (4, 2, 2) = 8
INT: 3d6 ⇒ (2, 1, 2) = 5
WIS: 3d6 ⇒ (3, 2, 1) = 6
CHA: 3d6 ⇒ (3, 4, 4) = 11
Kyara the LN Half-elven Rogue has always been good at following orders but not so great at coming up with her own plans. She is genuinely friendly to those she meets on the road, and her naivety has gotten her into trouble more times than she can count.
STR: 3d6 ⇒ (1, 1, 2) = 4
DEX: 3d6 ⇒ (3, 1, 1) = 5
CON: 3d6 ⇒ (3, 6, 2) = 11 + 2 = 13
INT: 3d6 ⇒ (4, 1, 2) = 7
WIS: 3d6 ⇒ (4, 5, 5) = 14 + 2 = 16
CHA: 3d6 ⇒ (1, 2, 3) = 6 - 2 = 4
Bofak the LN Dwarven Cleric of Torag is a surly old dwarf with a particularly nasty habit of using other peoples' helmets as a chamber pot when they are left unattended. He has a fear of equine animals and centaurs after falling off a pony as a young dwarf and breaking his arm, a bone which never quite healed properly into place and to this day juts out at an awkward angle.
STR: 3d6 ⇒ (2, 3, 4) = 9 + 2 = 11
DEX: 3d6 ⇒ (2, 1, 2) = 5
CON: 3d6 ⇒ (5, 4, 6) = 15
INT: 3d6 ⇒ (5, 4, 1) = 10
WIS: 3d6 ⇒ (6, 2, 3) = 11
CHA: 3d6 ⇒ (2, 5, 2) = 9
Tikana the CG Half-orc Barbarian is a clumsy and stoic amazon with a fiery temper. She left her tribe at a young age to prove herself worthy of warrior status but was captured by a slave trader and sold in the markets of Quarr. She has since escaped the rule of her former master after being freed by Bofak to whom she is now endebted.


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My first attempt at a four character party using this system. Great fun but I think I'll stick to the 20-point buy option. The most intelligent party member has a score of 12 which I think would lead to very badly executed strategies!

STR: 3d6 ⇒ (2, 1, 1) = 4
DEX: 3d6 ⇒ (1, 5, 5) = 11 + 2 = 13
CON: 3d6 ⇒ (3, 5, 4) = 12
INT: 3d6 ⇒ (4, 2, 5) = 11
WIS: 3d6 ⇒ (3, 4, 4) = 11
CHA: 3d6 ⇒ (2, 4, 2) = 8
Rohanna the NG Human Rogue is a tavern maid with little patience for customers who whine into their wine. She is quick with her throwing knives of which she carries many.
STR: 3d6 ⇒ (4, 6, 5) = 15 + 2 = 17
DEX: 3d6 ⇒ (5, 4, 3) = 12
CON: 3d6 ⇒ (5, 4, 6) = 15
INT: 3d6 ⇒ (1, 3, 1) = 5
WIS: 3d6 ⇒ (6, 6, 5) = 17
CHA: 3d6 ⇒ (5, 2, 6) = 13
Khale the LG Half-orc Monk of Erastil is a kind-hearted but somewhat slow-witted man with particularly broad shoulders. He has recently taken a vow of poverty and gives away any worldly possessions he earns to the local community.
STR: 3d6 ⇒ (1, 1, 6) = 8
DEX: 3d6 ⇒ (5, 4, 6) = 15
CON: 3d6 ⇒ (5, 3, 5) = 13 + 2 = 15
INT: 3d6 ⇒ (3, 4, 5) = 12
WIS: 3d6 ⇒ (3, 5, 5) = 13 + 2 = 15
CHA: 3d6 ⇒ (5, 1, 2) = 8 - 2 = 6
Annarak the CG Dwarven Ranger never felt at home within the stronghold of Jagerhoff and as such left at an early age and has never returned. She is quick with her crossbow and has a wicked tongue that often lands her in trouble with those she doesn't know.
STR: 3d6 ⇒ (3, 5, 5) = 13
DEX: 3d6 ⇒ (2, 5, 6) = 13
CON: 3d6 ⇒ (6, 3, 1) = 10
INT: 3d6 ⇒ (1, 1, 3) = 5
WIS: 3d6 ⇒ (4, 5, 6) = 15 + 2 = 17
CHA: 3d6 ⇒ (6, 1, 5) = 12
Sylthas the CN Half-elven Cleric of Gorum is a greatsword-wielding, slightly insane, blood-thirsty priest of the god of war. He speaks with a lisp that he is very sensitive about, and he has decapitated more than his fair share of people that have made fun of his impediment.


I second all the advice from Castilonium and would also like to say that IMO the Paladin is one of the best classes to play both in terms of combat effectiveness (particularly at low levels, at higher levels they get caught/overtaken by the spellcasters) and in terms of roleplay.

Also in PF there is no "once per hour" limitation on Smite Evil or Lay on Hands abilities, just a limitation on the number of times "per day" which actually means without rest and prayer rather than a 24-hour period.


My understanding is that half-elves are considered both human and elven for such things. Similarly, half-orcs are both human and orc.


The Dreamwalkers, led by a shamanistic matriach who follows the tenets of Lamashtu. The prize warrior of the tribe is a minotaur barbarian, who was magically enchanted/enslaved by the matriach as a young bull. The tribe is the smallest goblin tribe and spends most of its time attempting to bend their neighbours the Bonedancers to do their bidding through trickery and sorcery.


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Any player that doesn't value their character's life isn't truly roleplaying IMHO. In a fantasy setting, not many people (especially hero-types) are truly suicidal. Now that doesn't mean that they don't make mistakes, such as poor tactical decisions from time to time, but the character should evolve and learn from these mistakes. If the player has grown bored with a character, suggest to them that they retire the character as an NPC and move onto a new character, so long as they can come up with a plausible history and background for the new character that doesn't affect the story too adversely.

IMO there should definitely be penalties for deliberate suicidal acts simply because the player wants a new character to play. In my RP group we often start new characters to the story one level below the rest of the group. Over time these new characters might 'catch up' to the rest of the party, but only after performing several notable acts in the process. Bottom line as GM - reward good roleplay, don't reward bad roleplay, and suicide for the sake of a new character is bad RP.


I would say all zombies within the radius are affected as I imagine the channel ability as being a burst of divine energy eminating from the cleric. Also I can't find anything in the description of the ability that either concealment or cover block the ability (in the Core rulebook at least, but happy to be proven wrong).


It should be pointed out that some weapons are exceptions to this rule. The whip, for example:

Quote:
The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).


Hi all,

I am a fairly inexperienced GM although I have been playing pathfinder for some time now. I have a player in my campaign (Council of Thieves AP) that is currently playing a dex/stealth based Paladin of Desna but wants to take levels of Ninja also. I don't have a copy of Ultimate Combat, so I might not be too familiar with this class but from what I have read it feels like the Ninja is a rogue, assassin (a prestige class no less) and monk combined without any restrictions on alignment.

I kind of feel like he is trying to take advantage of my limited knowledge and design the most mechanically powerful stealth based character imaginable without real regard for the character background. Can anyone see this combination of paladin and ninja working? Am I missing some obvious disadvantage of the Ninja class that balances it against all the advantages the class grants? I personally can't think of an example of a lawful good ninja?

Thanks in advance for your thoughts and advice!


My current PFS character is a half-orc barbarian with high str and con, low int and wis. I beefed up his intimidate with intimidating prowess and took intimidating glare and terrifying howl as rage powers. Currently he is level 8 so the other feats I took are power attack, smash and improved sunder. He has such a low int (7 from memory) that I play him barely able to string a sentence together, completely illiterate, and smashing doors down instead of turning the door handle. His current weapon of choice is an adamantine battle axe. He is very fun to play even outside of combat because of a good back story and he is so different to other characters I usually play which tend to have high int/cha combinations.