Arueshalae

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You guys are awesome! @'Sani, your comment cracked me up so I had to share it with my group. The barbarian had to rain on my parade by pointing out that since my character is married to a dragon, the babies will have the dragon type and thus be immune to sleep. Stupid barbarians and their obsession with the rules. He did suggest a zone of silence, though, so there's that. ;)


Good morning! Here's a fun topic I thought I'd ask about. In my long term campaign (we've been playing for almost 18 months), my character is pregnant with twins (yes, she still finds time to save the world). I was thinking last night about things she needs to get to make her life easier after the twins are born. I've got a few ideas, but I'm curious what else you would suggest. Just for fun - if you were a new mom (or dad) in a fantasy setting, what kind of magic items would you want to make your life easier? Here's my list so far:

Ring of telekinesis (what mom or dad hasn't wished for a third hand?)
Unseen Servants
Some magical variation of this thing: http://www.owletcare.com/
Ring of sustenance (you aren't going to get any sleep anyway)

Anything else that you think would be nice to have?


Thank you all! This is exactly the input I was looking for. I admit I was looking at the rogue entirely because of the skills. I will re-evaluate, though. I have been wanting to play spell-less ranger for a while and the GM okay'd 3pp materials for this campaign, so maybe I'll take another gander at it.

Also, @MeanMutton, I actually had a kitsune enchantress built that I was considering, so maybe I'll reconsider her. :)

Thanks again!


I'm back for more advice. Different campaign, new character.

We're playing Iron Gods which seems to, well, throw a lot of the rules out the window. I've read through the technological guide and I've had a hard time deciding whether to go Techslinger Gunslinger or Numerian Scavenger Rogue. I think I've decided on the rogue on account that our party doesn't have one, and I might MC into gunslinger when we actually find some cool guns. But that leaves me completely befuddled what to do with feats.

I will probably go gunslinger at some point, because with these cool laser weapons, why not? So, that means ranged rogue. But a lot of the feats for both archery rogue and gunslinger are intended for blackpowder weapons. For example, rapid reload? So, I'm not sure what feats are still necessary. And, more specifically, what to do with this pesky level 1 feat. Feats aren't a dime a dozen, so I don't want to waste it on something that won't be important later.

Slightly related - if I don't have to worry about having a free hand to reload a high-tech weapon, that makes dual-wielding guns more viable, right? So, which archetype is better - the pistolero or the techslinger?

I'm in a new world here and totally out of my element.

Alternatively, any suggestions on playing a rogue in Iron Gods? I went Numerian Scavenger (her race is fetchling), and was considering something like craft pharmaceuticals in the long run (I think our healer is actually a mystic theurge, so maybe the pharmaceuticals will help with healing? I dunno).

Advice, anyone?


Hello! I'm looking for ideas, suggestions to round out a new character, since I have little experience playing anything like it. We're starting a Skull & Shackles campaign and I decided to play a gunslinger. I decided to go sniper/musket master since I love the idea of her shooting from the rigging. Here is what I have so far:

Race: Human
Str: 10
Dex: 18
Con: 10
Int: 14
Wis: 16
Cha: 10
(Skull & Shackles has a lot of otherwise unused skills, so I need the skill points from a 14 Int)
Gunslinger (Musket Master): Levels 1-5
Inner Sea Pirate (Deep Sea Pirate): Levels 6-15

My real question is about feats. I have a LOT of them on my wishlist and I'm not sure how to prioritize them. Here's what I'm thinking:

Necessary:
Point Blank Shot (1st level)
Precise Shot (1st level)
Deadly Aim
Weapon Focus (musket)
Clustered Shot

Almost necessary:
Rapid Shot
Extra Grit
Weapon Focus (rifle)
Improved Critical (Can I get this as a weapon enchant instead?)

Not sure:
Snap Shot, Improved Snap Shot (wait and see how often I am attacked in melee? I'd rather go this route than weapon finesse & a rapier.)
Far Shot, Hawkeye (wait and see how often my targets are outside 30'? I want to get the most out of the Inner Sea Pirate's sneak attack damage.)

So.... what have I forgotten? What should I change? What am I going to regret?


Dispel Magic, Enchantment Foil, Spell Immunity and Contingency - thank you all! Great ideas!

As to your questions, Slithery, it's a long story. She does have sorcerer spells and psychic spells, but I won't go into how or why. Let's just say it is more over-powered than under-powered. And she couldn't coup de grace him because his mind was actually in a ring at the time. She didn't dare touch the ring because that would make her his host.


So, I'm playing in a homebrew campaign and my character has earned quite the nemesis, a very powerful psychic. The last time she encountered him, he used hold person on her, then caused her to approach him.

My character is a psychic/sorcerer and she barely managed to escape because she had just happened to have the silent spell and still spell feats and really good DCs and she was able to put him to sleep before escaping.

Not surprisingly, she is now studying hard to find a way to defend against this happening again. This is a high powered campaign and magic items are of no consequence, but I'm still not sure what the best path would be.

I assume 'remove paralysis' and 'break enchantment' are good options, but she doesn't actually have those spells. She has them, or can get them, in a staff or scroll, but neither option will allow her to cast them if she is held as they require a spoken word, at minimum. I'm not sure about a ring of spell storing. Or, alternatively, is there a way to imbue a ring of spell storing (or something else) with the psychic version of those spells? Or does it only take arcane spells?

Is there another spell that would be better? A magic item that does what I am trying to do, freeing the wearer from outside control?


Good afternoon and happy-almost-new-year! :D

I have a strangle dilemma for you all. I am running a Wrath of the Righteous campaign and there is a custom NPC that I am working on but I can't decide the best way to put her together.

Currently, the party has a ghost oracle NPC as their healer, but we just added a new player who is taking up the role of cleric. I would normally just let the ghost slip by the wayside, but one of the other players has developed a romantic relationship with her, as romantic as one can get with a ghost.

Meanwhile, there is a captured angel-like being that the party is going to be rescuing shortly as a personal mission of one of the PCs. My idea is that her soul has been so ravaged through demonic torture that the only way the party will be able to save her is if the ghost sacrifices her own soul to basically patch up the angel. The result will be a combination of both of them. Both their memories, the soul a combination of each of theirs.

The trick is that the party is minus an arcane spellcaster so I would like to be able to give them some arcane support through this "new" NPC. Unfortunately, all of the good outsiders with spellcasting abilities are based on clerics. I think I have to go fey or dragon for sorcerer spell casting, right?

Any ideas? I can get creative, since she will be... unique. The ghost oracle is actually a drow ghost oracle of Sarenrae (long story), and the angel-like being is an open book right now, so... I kind of want the new NPC to be something unique. Unfortunately, I don't want unique to equal severely overpowered. I'd rather she be not much more powerful than the PCs. I could use negative levels to do that if there was an angel that worked, but as I said, all the angels have divine spellcasting.

So... ideas? A fallen angel build might work just as a flavor combination of drow and angel. Or... I dunno.


Hellknight signifier won't work in this campaign, but I haven't looked at the others. Thanks!


Quick question!

If you were building a brown-fur transmuter (arcanist) as a polymorph specialist, would you go pure arcanist, or something like fighter 1/arcanist 6/eldritch knight x?

From what I can tell, I can get all the "must haves" within 6 levels of arcanist and then be better at the polymorphed attacker with eldritch knight. Am I missing something?

Also, are there any feats you would consider to be critical for such a build?


Thanks for all the advice guys! I'm going to take some time to go through it. At least I'm not the only one who thinks there's a niche for it.


There's a character concept that I've wanted to play for some time now but I just can't figure out how to build it effectively. That concept is the enchantress/seduction spy/assassin. The woman who seduces, then strikes when the moment is right. The problem I've found is that there is really only one rogue/caster PRC and I don't feel like the Arcane Trickster abilities fit the flavor of the character I have in mind - she's not picking traps or casting offensive spells with sneak attack, but rather using her spells to protect and deceive.

The new Vigilante could be used to develop something similar, I think... but what I would really like is a spell-casting variation of the master spy and/or assassin PRCs.

So, I decided to try my hand at building such a prestige class. Mostly because a friend said it couldn't be done without being overpowered. It might be, I don't know. I took the Arcane Trickster and replaced most of its abilities with abilities taken from the Master Spy and Assassin.

I would love comments and critique, even suggestions. For example, I'm contemplating reducing the rate of sneak attack increase and making the death attack more available. Thoughts?

Also, the name sucks. I'm hoping you guys can come up with a better one. Here she is:

https://docs.google.com/document/d/1AT5HwSv5yEHjBbnejUO_yoQPB7x2bzURLJCJcIs I2Ic/edit?usp=sharing


Thanks guys! I thought it had something to do with the components but didn't know it was that clear cut. Good to know!


Quick question (I hope!)

The medium doesn't face arcane spell failure from armor for most of her spells because they are psychic (or so I understand). But what about the wizard/sorcerer spells that she gets from channeling the Archmage spirit? I'm assuming they are affected by it, but wanted to make sure.


I'm sorry if this has already been discussed, but I didn't see quite what I was looking for.

I'm looking for a list of general spells at each level that are good for NPCs. As a GM, I find that filling out the spell lists of enemy spellcasters is the most tedious part of monster-building, even over picking feats. Does anyone have a list of spells that they keep on hand for when they need a spellcaster NPC? I'm not too worried about out of combat spells, just spells that would make for an interesting combat challenge for the PCs. Has this list already been discussed somewhere?


Ooooh... all great ideas. Thank you! I'm glad I asked!


Hello! I have an idea for a character for my friend's gestalt campaign, but I can't figure out the best way to go about it.

We're playing a gestalt campaign and I'd like to play a character who specializes combat with a flying mount.

Of the options I've looked at are:
Dragonrider
Ranger (sable company marine)
Summoner (flying eidolon)

What I'm not sure is how best to put those together with something that will bring out the best in the combination. I considered hunter for the teamwork, paladin, cavalier... but I just don't know. I think I would prefer a charging-lance-based melee combat style, but I'm not totally against ranged combat.

So, yeah. Ideas?


So, my D&D group was nominated for the ice bucket challenge by someone who used to play with us. We will most likely do the actual ice bucket challenge together and we are already going to donate to ALS research, but since I am the current GM, I thought I might do some sort of in-game ice bucket challenge for the party, as I have found that fun quirks like that are what make a campaign memorable.

So, I'm looking for ideas. We are running WotR and the party is currently clearing out Citadel Drezen. The most obvious options would be a water elemental or a white dragon for the cold. Or perhaps an actual ice bucket trap. One thing I'm considering is an ability or consequence that partially paralyzes the victims, since that would most closely resemble the symptoms of ALS.

Thoughts? Ideas? Out of the box suggestions?


So, quick outline: I am GMing for our party of 8 players. Yes, it's huge but that's the way it's always been. We've actually gotten smaller - we used to have 10 players. We are also very rules oriented, with a penchant for min-maxing and expert strategizing. Thought they deny it constantly, that makes them extremely OP.

Anyway, we started the Wrath of the Righteous adventure path a few months ago. They are now level 7, tier 2 mythic PCs. All things considered, they are EXTREMELY powerful, and that's fine - as long as I am prepared for it. I usually add the advanced template to almost every monster I create, straight out of the box. Then when I finish with them (ramping them up even further), I usually double their numbers over the AP encounter's numbers. For minions, this is fine. But for mini-bosses and one-offs, I'm having some issues.

The issue comes down to this (relatively speaking)

PCs:
Low HP
Wide range of AC
Low-ish to-hit (compared to the monsters)
ZOMG WTF damage

Monsters:
High HP
Variable AC
ZOMG WTF to-hit
Average damage

So, what I'm getting stuck with is that I can raise the monster's AC so that the PCs can't hit them, or I can lower them so that the PCs slaughter them. If I go high-ish, then only some of the PCs can hit them and the others are left out of the fight.

I'd rather have monsters where all the PCs can participate, but they aren't going to one shot them with their ZOMG WTF damage. That's where your advice comes in. Any ideas? As demons, most of them already have DR10, but the PC damage is so great that it doesn't really matter much. The only other option I can think of us to simply ramp up the Monster HP.

I'm open for advice. If I can manage this one balance issue, then I will be better able to create combat in the sweet spot of my party's capabilities.


See, now, that's what I get for moving over to Pathfinder after spending so many years playing 3.5. We hadn't gotten that far along (he hasn't picked up the feats yet), so I hadn't considered checking to see if there was an XP cost. *sigh* Well, that makes things simpler, then.


Teehee! I love most all of these. Now to pick one....


I'm sorry if this is in the wrong forum - I wasn't sure where it belonged.

I have a player who has expressed an interest in delving into magic item creation, so I was curious if anyone knows off the top of their head of any magic items that would be of interest to someone crafting magic items? Specifically arms and armor I believe (aka, a blacksmith). I'm don't have anything specific in mind, just wanted to know if there are any items that I might want to put onto his wishlist.

I figure the basic option would be something that gives you a bonus to your craft skills, but is there anything that either gives you a sort of XP battery to pull from, or that maybe reduces the time it requires to make items? Level doesn't matter, because I'll just give them to him at the right time, and value doesn't matter because if it's really powerful, I just won't give him anything else from his wishlist for a while. Mostly, I'm just looking for ideas. :)


I'm running the Wrath of the Righteous Adventure path and I'd like to tweak the Fiendsplitter found at the back of Sword of Valor. Specifically, I'd like to make it into a warhammer instead of a waraxe and give it some family ties to one of the PCs. The problem is that if it becomes a warhammer, the name Fiendsplitter no longer makes sense, so I'm looking for suggestions. :)


Perfect. *cackles evilly*


Thanks guys! So, a 6th level alchemist gets the ability to apply poisons as a swift action and could do so without provoking attacks of opportunity. At least that's how I'm interpreting your answer, LazarX?


It's a stupid question, but I can't seem to find the answer.


I agree with the suggestion that the Dhampir is actually chosen by some other god. It does say that some godlings spend their lives trying to get away from their destiny, so to speak. Maybe he wants the CG Desna to help him escape from the godling bloodline of his LE father.


Thanks!

To clarify, I made an adjustment for my group that their background story didn't have to match the trait. In other words, each player chose a background concept (the story behind each trait) and a trait (for the gameplay mechanics). The reason was that I didn't want to restrict a player who really wanted a given story simply because it wouldn't correlate with a mythic path for his character. So, for the rogue, he incorporated both Stolen Fury and Chance Encounter into his background, but he ONLY has the Chance Encounter trait, mechanics-wise.

Edit: I think that will probably confuse everyone, so let me just say this.

Technically, the rogue only has one trait - Chance Encounter. But he and the fighter wanted to integrate their stories, so he also incorporated the Stolen Fury trait into his background, even though he didn't take the trait.


My group will be finishing Worldwound Incursion shortly and I'm finalizing my notes on everyone's background stories. I've altered most of the backstories to be as epic as I can make them, but I have one that I'm still working on. I'm okay with a little bit of... handwaving on strict rules (you'll see what I mean), but I want some gameplay mechanics to work with as well.

As an example of what I mean, here's what I have so far.

Riftwarden Orphan: Our oracle (aasimar) and sorcerer (cold dragon bloodline) are actually twin sisters. Their mother was the dragon Terendelev, their father was an aasimar cleric (the one they will find information of later on). I should add that the sorcerer PC has always wanted to go dragon disciple, so while technically they should be half-dragons and they aren't (if they ask, my response is that the ways of ancient silver dragons is a mystery), there are still connections to their draconic mother.

Touched by Divinity: Our paladin and fighter are soulmates, though not blood relatives. Both of them lost their parents to the Stormking during the previous attack on Kenabres, and were taken in by the church of Iomedae. I'm working on a plot where they are both godlings, blessed by Iomedae herself. It's powerful and epic, but not game-changing, since they are mythic already, and the godling options are included in the rules for mythic characters.

Chance Encounter: Our rogue is getting dreams from Desna and will receive a visit from one of her heralds shortly, all to build up to his discovery of Arueshalae. In addition, our rogue chose both Chance Encounter & Stolen Fury, so he and our second warrior built it into their backgrounds they they were a part of the same ritual. Which brings me to my dilemma.

Stolen Fury: The human fighter in question wrote in his background that his parents were cultists who had a child specifically for that ritual. I've already decided that Jerribeth (as an elven woman) was in charge of that ritual, but I want to add something else. Here are some of the thoughts I had:

*Possible that Jerribeth is his mother, and he has demon blood in him that he doesn't know about.

*Could be that he was blessed by Baphomet or Deskari at conception and is actually a godling of the Demon Lords.

*He could have some residue of the ritual left on him and start seeing unexpected affects (not quite Hulk-esque, but close).

*Lastly, I considered pulling Desna into it since both he and the rogue worship her. It could be he was blessed by the Demon Lords, but she has been protecting him for some reason.

So... thoughts? And most importantly - what kind of small gameplay mechanics would you use to pull it out? My group isn't really big into RP, so if I can give them something concrete to work with in their characters, it helps. Nothing that would be a game changer, but... you get the idea. Thoughts?

*edit: Child of the Crusades should have been Touched by Divinity. Fixed.


Sorry for the delay in replying - work is crazy.

Captain Yesterday, I do appologize. My topic was not intended to stir up s$%!. Part of where I was coming from was the Dungeonmastery Guide, where I had read about knowing your group and how some groups are okay with different levels of grit or controversy, etc. And I couldn't help but worry that I really had overstepped my bounds as a GM by not knowing my group well enough.

I know there are different sides and viewpoints to the gay/lesbian discussion and my opinion doesn't really matter here. I was hoping more for a few suggestions on how best to handle the NPCs from here on out so as not to isolate my players any more than I already have. For those of you who have offered advice - thank you. I have considered it all and hope that this conflict doesn't really come to a head among my players.


Okay, forgive me for being dense, but I'm confused. What is a "straw man thread"? That's a term I've not come across before.


I'm a little worried that I've overstepped my bounds as a GM, so I could use some input.

I am running WotR for a 10 person group (9 + GM). We've always been a large group and that's the way we like it. The GM role gets passed around and this is my turn. We're three weeks in and right from the beginning, I knew that Anevia and Irabeth would ruffle some feathers. My group is made up mostly of very right-winged conservatives (it's just who they are and I've learned to accept them in spite of our differences of opinion).

Knowing that there might be issues, I reworked Anevia's backstory to take out the transexual part, and I plan to make Sosiel & Aron in Sword of Valor into brothers, but I left the relationship between Anevia & Irabeth as is. I figured my group could handle that little tidbit even if it did push them out of their comfort zone.

Unfortunately, I'm beginning to worry that I over estimated their ability to handle two homosexual NPCs, and I'm not sure what to do about it. I don't want to retcon anything, and I don't want to let them "convert" Anevia as they are joking about doing. I guess all that leaves me with is to carry on and try to minimize the situation so that it isn't right in their faces all the time, right?


Hello! I am currently running the Wrath of the Righteous adventure path and I have asked my players to make up a wishlist of things they would like for their character. They know they may not get everything they want, but it lets me gauge what kind of treasure they would most appreciate, while still giving them things that they would never actually ask for.

One of my players has asked for an intelligent darkwood composite longbow with the special purpose of destroying evil outsiders. He had many more specifications for it, but I kind of tuned the rest of them out - if I am going to grant his wish, it will be on my terms.

To that end, I am working on an idea for a unique/named bow which was once wielded by a skilled archer during the first or second crusade. The bow is connected to 12 mythical arrows, but one by one the arrows were lost and the bow's power died with them. If the PCs can recover the arrows, the bow's power will be restored.

The arrows themselves will be scattered in dungeons throughout the campaign, so I can carefully monitor and control the power of this PC's weapon against the power of the other PCs and the monsters they fight, but for starters, here is what I have in mind for the different levels (numbered by how many arrows have been found).

0. mwk (darkwood) comp. longbow strength +1
1. +1 comp. longbow strength +2
2. Intelligent Item (Alignment LG, Int 10, Wis 10, Cha 10, Languages: Common, Senses: see/hear 30ft, Communication: Empathy, Special Ability: Cast "light" at will, but only on an arrow that is shot from the bow).
3. +1 seeking comp. longbow strength +2
4. Sentience Boost (Int 12, Languages: Common, Celestial, Communication: Telepathy, Special Ability: True Strike 3/day)
5. +2 seeking comp. longbow strength +2
6. Special Purpose: Defeat Evil Outsiders; Dedicated Power: Can detect evil outsiders within 60 ft.

[Halfway through - so that would be roughly 10]

7. +2 seeking comp. longbow strength +3
8. +3 seeking comp. longbow strength +3
9. +3 planar seeking comp. longbow strength +3
10. +3 planar seeking mythic comp. longbow strength +3
11.
12.

I think I'm okay with the first 6 arrows, but after that, I'm not sure. Is this at all viable, given that it is a high-powered, high-magic campaign? And what other unique but unusual abilities might you give a bow like this? And does it change anything that I fully expect my group to NOT find all 12 arrows (whether because they chose not to explore a random temple or because they miss the secret door where it is hiding)?


You are amazing, N'wah! Thanks for these!

I am actually working on an idea for props to use as the silver dragon scales in Worldwound Incursion. My thought is to get some foil and some cardboard, cut out the cardboard in the shape of a scale, add glue (from a glue stick), then place it face down on some foil. Cut out foil and fold it back around the back to get a silver scale. I'm considering making 2 for every scale and then gluing them together so as to hide the ugly backs.

What do you guys think? Any suggestions you have before I try it?


Hey there! I have a few questions now, maybe more later.

I'm running for an ongoing group of friends that usually plays 3.5. We tend to pass around GM duties and I told them if I was going to run, we were going to try something different. So here we are.

There are 11 of us (1 GM, 10 players) and we are a pretty combat/strategy heavy group. We use Hero Labs, which makes adjusting encounters and adding additional mobs relatively easy. I even have a few ideas for shaking things up in this adventure, such as:

* Giving each PC a free teamwork feat, to encourage them to try out the teamwork strategies.
* Asking each PC to fill out a wishlist with 3 items of moderate value that they would like to find.
* Using index cards and having PCs write down what their first reaction is at certain key points in the adventure (such as at the very beginning).

That said, here are some of my questions:

1. I'm considering enlarging most of the maps to twice their size to allow for more manueverability of a large party (and the extra enemies). There are a few places that it won't be approapriate for, but even for places like that Grey Garrison, I am thinking that if it were originally a garrison, I could just double it's size to fit twice the original number of crusaders. I would appreicate any thoughts or ideas here, though. :)

2. Are there any suggestions on where to find some good background music or sounds to use? I've never done anything like that before, but I'd like to try it.

3. I originally planned on using 15-point buy because it seemed to give relatively decent stats compared to our 3.5 characters, but I'm reading that some of you seem to think that's low. Should I increase it? I maen, the PCs are going to be powerful already, do they need more stats?

4. What's the best way to adjust treasure for a larger group? I've been practicing adjusting the encounters with more monsters (and very rarely an added HD or class level to a monster), but treasure I'm not sure about. I assume I should increase the quantity of what they get rather than the level of what they get, but do you have any suggestions there?

I'm sure I'll think of more questions, but this is good for now. :)

-The Ladybeetle.


Cool!

Okay, next question.

It says that when the PCs discover Radiance, it is inert. What I can't decide is whether it would ping under a detect magic or not. I'm assuming yes, but would it be a faint magical aura, or the aura of a legendary? Or maybe it won't show at all? Thoughts?


I hope this isn't too much of a derail, but I wasn't sure it qualified as a different thread.

I'm preparing to run this adventure path and I'd like to give Radiance some intelligence. Nothing big, certainly nothing powerful, but just enough to help guide the PCs. My group is a very combat oriented group, and I think it might help if the paladin gets a nudge from time to time that the intelligence in his sword is appalled by the destruction of a shrine, for example, and wants to see it fixed. Is there any reason I couldn't do something like that?


Hello! I'm relatively new to the Pathfinder campaign setting. My group has been running various adventures, each by a different GM, but we've never really delved into the nitty gritty of the setting before. I'm about to start a Wrath of the Righteous campaign, and I'm having trouble pulling out details of certain things. For example, the wardstones.

How many wardstones are there... or rather, were there, before the events in WoR? Is there any indication of where they were located? Also, one reference I found said they were placed in forts between the worldwound and Mendev... but what about the other kingdoms? Do they not have any protective barriers like the wardstones?

I know I have a lot of reading to do, and the next thing on my list is to dig through the history of the worldwound, but any advice about where I can go to find specific details other than just dates and events would be great. Specifically, I'm trying to understand all the things that my player characters would either know or be able to easily find out during the adventure. I always feel bad when I should know the answer to a stupid question (like "where is the next closest wardstone?") and I don't.