Churgri of Vapula

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Hey so I'm posting here because my Core Rulebook for 2e that I ordered last month arrived today, but it's corner was bent and torn :(

It's not the end of the world, but I was looking forward to a new copy of the rulebook to go with my playtest version, and this version is more damaged than the 1e Core Rulebook I've had for almost a decade now. I was wondering if there was a possibility that I could get a replacement that was new?

I still have the packaging so I can send that back, and I also took pictures but I don't think I can upload them here. The corner protectors were in place (as was the bubble wrap on top), but I suspect the book was forced in too hard?

I don't know if there's anything else I should be doing; I figured the official Paizo forums were the best place to go initially.

Thanks for any help you can give


So I'm getting a group together for some pirate fun because one of the members really wants to do a pirate adventure - but one player has already done the first book and a half of Skulls & Shackles as well as Plunder & Peril so I'm out of ideas for pre-generated pirate adventures;

does anyone have suggestions for pirate adventures that aren't Skulls & Shackles or Plunder & Peril?


Assuming a campaign with 4 PCs runs until 20th and each one takes leadership, what would be the best four cohorts to support most parties (each cohort being level 18 at the end)?

I figure it would be something like:

Loremaster 10 / Wizard 8 for a crafter,
Pathfinder Chronicler 10 / Bard 8 for a general buffer,
Cleric 18 as a support healer and possibly side necromancer,
Mystic Theurge 10 / Sorcerer 4 / Oracle 4 for lots of support spells

What do you think?


So a player creating a 17th level character wants to have evolutions permanencied onto him. I was thinking of the following spell (basically a 6th level evolution surge, but for humanoids):

6th Level Spell
Duration: 1 min/level
Effect: Can select evolutions up to a combined total of 6 evolution points

Permanency cost would be 21,250 gold because the spell can only be cast by 6th level casters

That's the gist of it, what do you guys think?

*Edit: experimenting with item creation, an Ioun Stone of this spell would cost 768k gold (6th level spell X 16th level caster X 2k X 2 [for slotless) X 2 [for minute/level duration])

The Permanency cost feels too low, but the item cost feels too high?


What do you guys think of this for a high-fantasy, "nostalgic", character creation? The idea is to allow classes to use everthing at their disposal, so the changes would be:

1. Core classes and races only
2. Everyone starts with 18s in all stats before racials
3. One can only put ranks in skills that are class skills
4. Automatic Bonus Progression but any weapon or armour you use automatically has the associated bonus (i.e. not just 1/day)
5. Background skills

I think a few major problems might potentially be:

1. Clerics and Druids would be very powerful
2. A rogue would be required for traps (unless I'm missing a class that gains disable device as a class skill)
3. People might find all 18s boring (I put it in there so that everyone gets to use all of their class abilities; should I just do something like a 60 point buy so people still get to choose stats but are also very powerful?)
4. People might feel very restricted with skills, this kind of ties into #2 (I put that down so that classes are good at the skills the fluff says they're good at, and to give some niche protection to skillful classes as characters can afford higher intelligence)

To be clear, I'm not actually considering playing a game with those rules (yet); I'm merely brainstorming some crazy character creation mechanisms. Let me know if I missed any potential problems/fixes :)


As per the title - I'm making a 3rd level aquatic druid for Skulls and Shackles and am looking at the "Heart of the Sea" alternate trait for humans. The aquatic druid already gets a swim speed, so I'm wondering if the ability to hold one's breath twice as long is a waste.


How often are random encounters supposed to be rolled in adventure paths? I'm running Skulls and Shackles now and can't seem to find any information on it; I've run Kingmaker before and know that it's a 15% chance per day/night exploring, but am not sure if it applies outside of that.

How often do you roll for random encounters in your campaigns?


I'm GM'ing Skulls and Shackles but I feel like this can be a more general question as well: what would you guys use for a tropical weather generator? I feel like the desert one and the temperate one could work with a bit of tweaking, but am unsure if there's a ready-made one I'm missing.


What rule systems do you ignore (or have "defeated") in Pathfinder?

I'm running a Kingmaker campaign, and my party has eliminated four main systems: getting lost, encumbrance, swimming, and temperature. Cold weather outfits serve as an easy solution to the latter; 'know direction' served to counter the former (& later a 10+ survival modifier); a multitude of animals solved weight problems (except for the strength 5 bard, who has some issues with keeping combat gear on his person) and crossing rivers.

Are there any others that I've missed?


So my party has left some enemies behind & I'm thinking of levelling them up to form an anti-party. All six members of the anti-party are humans with 15 str, 15 dex, 14 con, 12 int, 10 wis, and 8 cha before levelling up to 6th.

I'd need six classes for the following character themes:

1. A soft-spoken man whose calm demeanour should not be taken for passivity -
he enjoys the act of torture the most among the party, and often spends hours after a fight “exploring” surviving victims.

2. #1's younger brother - thinks people call him dirty because of his fighting style, but really it's more about his hygiene

3. An older, experienced mercenary who is calm (unnervingly so) in the face of violence. (the group's leader)

4. A fat man who never seems to lose weight despite the hard life he's lived and is rarely seen without food in his greasy hands

5. Probably the least favourite amongst the anti-party (but the favourite of #3), he has a tendency to report anything the others do to the leader

6. Was formerly a street poet but fled when after a sour affair - likes to romanticise the struggles of life.

If you've played/GM'ed Kingmaker you might recognise these as:

Kingmaker Spoiler:

1. Ayles
2. Dirty Jeb
3. Falgrim Sneeg
4. Fat Norry
5. Jex the Snitch
6. Topper Red

If anyone has any recommendations I'd appreciate it - I know that most any class can be flavoured for any purpose, but I'm looking for classes that best fit the fluff & stats. 3rd party & 3.5/3.0 stuff is fine, so long as I can access it

*Edit: should be 5th level, not 6th - I was planning on giving them the lycanthrope template as well, and feeding them into another encounter


So my party has left some enemies behind & I'm thinking of levelling them up to form an anti-party. All six members of the anti-party are humans with 15 str, 15 dex, 14 con, 12 int, 10 wis, and 8 cha before levelling up to 6th.

I'd need six classes for the following character themes:

1. A soft-spoken man whose calm demeanour should not be taken for passivity -
he enjoys the act of torture the most among the party, and often spends hours after a fight “exploring” surviving victims.

2. #1's younger brother - thinks people call him dirty because of his fighting style, but really it's more about his hygiene

3. An older, experienced mercenary who is calm (unnervingly so) in the face of violence. (the group's leader)

4. A fat man who never seems to lose weight despite the hard life he's lived and is rarely seen without food in his greasy hands

5. Probably the least favourite amongst the anti-party (but the favourite of #3), he has a tendency to report anything the others do to the leader

6. Was formerly a street poet but fled when after a sour affair - likes to romanticise the struggles of life.

If you've played/GM'ed Kingmaker you might recognise these as:

Kingmaker Spoiler:

1. Ayles
2. Dirty Jeb
3. Falgrim Sneeg
4. Fat Norry
5. Jex the Snitch
6. Topper Red

If anyone has any recommendations I'd appreciate it - I know that most any class can be flavoured for any purpose, but I'm looking for classes that best fit the fluff & stats. 3rd party & 3.5/3.0 stuff is fine, so long as I can access it


Why is the Dire Bat's fly skill +9?

I see:

+2 from dex, +4 from good fly speed, -2 from large size
- It has 4 HD so it can't have five ranks, and besides, it already seems to have too many skill ranks:

Perception is +12: +2 wis, +2 from Alertness, +4 from Blindsense (which shouldn't be all the time, but anyways), and +4 from ranks

Stealth: +4: +2 dex, +2 Stealthy, -4 size, +4 ranks

Am I missing something?


So my players are trying to track down Falgrim Sneeg (or I presume they will at some point) - the problem is that Falgrim has escaped with the rest of the bandits.

The party assaulted the fortress, (gaining entry via subterfuge) and killed the Stag Lord. Auchs is dead (trampled by rhino), and Cragger, Dovan, Akiros, and Nugrah are unconscious - stable for now, but idk if my party will coup-de-grace them.

Ayles, Jeb, Falgrim, Norry, Jex, and Topper have escaped on the two horses, after seeing the lieutenants fall to the rest of the party (and being stationed by the door firing arrows). As far as they know Happs (the party's Warpriest in disguise) has led a group of mercenary heroes into the fortress, and overcome all other inhabitants within.

My question is: what would the six remaining bandits likely do? Would they make off for the wilderness and never come back? Should I have them become recurring villains (leaning towards this option, but unsure how to implement)?

Any thoughts on the matter are appreciated


As the title. RAW, I assume most checks are made by the players - but are any made by the GM?


I'm GM'ing the Kingmaker AP & our group has left the Mite Lair. They only went down one side, killing Tickleback, Grabbles, & a dozen other mites before turning back from the chasm (they didn't try to cross it). The book says that the mites can repopulate up to a max pop of 31(?), my question is how long this would take?

Note: The party did acquire the statue, though they're unaware of its importance. I'm not sure if the party even needs to come back, though I'd like to give a realistic scenario of what would transpire should they return to the Sycamore.


If Mythic Weapon Finesse allows you to add dex to damage with finessable weapons, does the elven curve blade add 1.5 times dex to damage?


If you had a one-handed spear like weapon, and make it large, does it count as a two handed weapon for this feat?

*Edit: With this feat how would sneak attack work? I see two options:

1. The first hit dazzles the target for one round; all subsequent hits that round count for sneak attack

2. The first hit dazzles the target for one round; all subsequent hits that round & that hit count for sneak attack


When you sit down to a table, who are you always glad to see? This could be a character build, or something to do with the player themself. I'm partial to evangelist clerics myself; not to mention people who bring multiple character sheets to provide the group flexibility


I have a player who is taking damnation feats, our question is if the regeneration from them stacks. More specifically, if he takes the Asura and Kyton damnation feats & two other damnation feats for a total of four damnation feats, will the fourth tier abilities (gain regeneration 4) stack?

Thanks in advance


One of my players is planning on making a conductive weapon kineticist build (with shurikins to be exact). I've let them trade out Omnikenesis & their 20th level wild talent for the Omnicide ability at 20th level from the elemental annihilator archetype

Omnicide:

Omnicide (Su): At 20th level, an elemental annihilator can unleash omnicide, a unique physical composite blast. Omnicide deals 10d6+10 points of bludgeoning damage, 10d6+10 points of cold damage, 10d6+10 points of electricity damage, 10d6+10 points of fire damage, and 10d6+10 points of force damage, and counts as a blast of all five elements. Omnicide costs 4 points of burn, which can be reduced by composite specialization as normal.

My campaign will also be using mythic as well, so I was wondering how much mythic power would be appropriate to use this ability without burn

Thoughts?


So I played a game the other day and two different scenarios came up regarding attacks of opportunity (AoO) so I had a couple of questions:

1. When taking a five foot step and using a battle map, can you move diagonally? This relates to AoOs because more AoOs will be taken if you can't move diagonally

2. For combat reflexes, a character said that she could use all of her AoOs on a target if a target provoked, because it said that you get extra AoOs based on your dexterity modifier. I thought that each action that provoked only provoked one AoO, and that combat reflexes merely let you take advantage of more different AoOs in a turn.

I'd appreciate it if you could link to a previous ruling so that I can show them; thanks in advance!


So in a gestalt home-brew campaign (where I've allowed 3.5) one of my players wants to play this. Obviously there are a lot of problems with the class, so I thought I'd post some of my possible fixes for the first few levels.

1. Saves revert to normal progression, with a maximum base of +12 at 20th level
2. Create Screws - the screws created count a weapon from the Light Blades fighter weapon group (each screw may be considered a different weapon, chosen at the time of creation) for Good Losers, but regular screws for everyone else. This ability is a swift action
3. Book Maker - if a character is damaged by a Good Loser's screws, it must make: a Fortitude save (DC 10 + 1/2 the class levels in Good Loser rounded down + the Good Loser's Dex modifier) to avoid having any physical stats above the good loser reduced to the same score as the Good Loser; a Will save with the same DC to avoid having any mental stats above the Good Loser reduced to the same score as the Good Loser
4. Regeneration - the good loser may heal himself 1d4 as a full round action for either hit points, ability damage, or ability drain.
5. Extend Screws - the "Create Screws" power may now create weapons from the Heavy Blades fighter weapon group with the same limitations

Lemme know what you guys think, I'm trying to work on fixes to abilities in the next few levels now


So in a campaign that we're going to play (home-brew, but with modules and snippets from adventure paths thrown in) our GM gave us these character creation rules

Character Rules:
Character creation guidelines: starting at first level, 15pt buy, gestalt, 3.5 stuff and 3rd party stuff is fine - I just need to have a link to the source or see it in official writing, any premade or custom races are fine up to a maximum of 14RP - anything 15RP and over will need level adjustments, probably no mythic for now (unless you really want it), one bonus story feat, two traits (and as many extra drawbacks as you like to buy more traits), major drawbacks are similarly allowed though you can’t buy them off with gold later, character starting wealth is the standard or rolled on Roll20, two background skill ranks are given for free each level

I've really got my eye on the dragon rider class, and want to work my way towards an arcane archer. I'd like to be human for a race because of roleplaying reasons, but I'm open to ideas.

What I'm looking for help with is a class (or combination thereof) to gestalt with the dragon rider to complement an arcane archer build. I'm looking to play a "dragon rider X / other class 10-arcane archer 10" assuming the campaign pans out to 20th level.

If it's important, my other two party members look like a vigilante/slayer gestalt with an archery focus, and a barbarian/wizard "or something like that."

Thanks in advance!


So our group has decided to make a home dew together.

We've made one giant city together which has two parts: Sund and Zanarkand. Sund is the bottom layer and is where the poorer folk live. They qre quite industrious and only remain poor because of the oppression from the ruling elite above them. The elite live in Zanarkand, which is built atop Sund so that it blocks the light from Sund in most places. The elite mainly are comprised of arcane casters and technological adepts (who make steampunk technology).

There is a rift inbetween the two factions, as though many arcanist a are scientists, not every scientist has the ability to cast. Outside the city it becomes more "barbaric" as the overlords of the city-state lose influence on the outside world.

This mega city is located in the heart of a continent (which we have yet to map out - one player wants to do it all by himself). The idea for the world is that it is a separate plane made by a powerful wizard from Neb. There are scattered portals over the plane which may or may not be active due to his inability to keep his realm secure. This wizard isn't really in the campaign (unless I see a reason to run something like Rise of the Runelords), rather he is more of a creation myth.

The majority of the inhabitants worship Nethys, as he has sort of taken this plane under his wing. The magical energies within this plane are guarded by a race of dragons, who are revered for their power (think of the worms from Dune).

My question is related to plot material, as this is my first homebrew I would very much like to have some module or AP to run that I could fall back on. One player (the one who is mapping) wants to just run around and wants me to create a plot from scratch but I don't think I can handle that. I figure the best course of action is to use a module that sort of fits in the setting, change any relevant details, and just pretend to have made it up myself (to please him, as he doesn't seem to be budging on this matter).

Based on the limited info, does anyone have any suggestions for material to use for either the plot or the setting? If you need more info, I will answer as best I can.

Thanks in advance!


I am very sorry to be making a post requesting something I know already exists, but my search-fu is failing me.

I distinctly remember a man with the avatar of a turtle making two different guides for pathfinder characters, one was more generally focused and the other was more defensively focused.

I think the first had something to do with aiming to succeed at tasks such as saves at least 50% of the time (so on an 11), though I forget what the benchmarks for the defensive one were.

If anyone knows or remembers what I'm talking about, a link would be a great help

Thanks in advance

Edit: the reason I'm asking for this is because I'm trying to make a new first level character. I was allowed to draw from the harrow deck of many things and got the mountain man and the snakebite. We're allowed 35 points that can be spent on race points or points for stat buy, and are first level gestalt characters. I'm pretty bent so far on a tetori monk and a drunken barbarian gestalt, and am looking around for good defensive racial traits - any ideas?


So I have a player who will have a huge sized PC thanks to a harrow deck of many things, and was wondering about her weapons. I'll use the sling as an example, as it covers everything I'd need to know.

I already figured out the damage, that was the easy part, what I'm not sure about is their weight, cost, and possibly their range increments.

I don't think that range increments change with size, though I want to be sure (cause logically bigger weapons can go farther I think).

As to their weight and cost, I can't find anything for huge weapons, as large weapons are x2 to the weight and cost but the huge weapons aren't listed.

Thanks in advance!!


Say I'm GMing Kingmaker (or well, I am) and I roll a random encounter of 5 wolves in the hills. I know that I should roll a random starting distance for hills based on the environmental rules, but after that I'm lost.

Does the random starting distance indicate when both sides can see each other or are perception checks still needed?

If they are needed what is the DC for perception checks - I know it's -1 to the roll for every 10ft of distance, but I don't know the base DC

Thoughts?


Alright, so I've looked in the thread history for something dealing with the issue of the one encounter per day problem in Kingmaker and couldn't find anything on the first 6-7 pages or so (though I was just looking at the titles, so I might have missed something).

I've GM'd the first book before & a bit of the second, and am now starting on the first book with another group, which is why I'm bringing it up now.

I am aware that not all of the encounters need to be combat encounters, & that some encounters may be too easy/hard depending on what I roll to be used as a combat encounter. The main problem I'm trying to address is that more often than not the only combat that happens in a game day is in one random encounter (or one set encounter in the hex). My PC's will by mythic as well later, so I want to nip this problem in the bud early if possible so that they become used to it.

One idea I've had is to have something like 1d4 random encounters every 1d6 days in the wilderness, & roll on the tables as normal.

The second idea, if I recall correctly, was that someone had the idea to group bunches of random encounters in one hex & intertwine their stories together.

What do you guys think of something like this?

I'm trying to:

1. Have more than one combat encounter in a day (though it doesn't have to be every day) to prevent nova tactics

& 2. Not overwhelm the PC's with combat while they're exploring

Thoughts?


In a home game, one of my players wants to defeat The Ravager. Basically his plan was to use the rules from the "Kingdoms of Kalamar Player's Guide" to increase the DC of a poison that knocks you unconscious. He would then throw the vial at the Ravager & knock it out, because he would boost the DC higher than the Ravager's fort save.

We've run through a simulated combat of him at level 1 vs the Ravager with this poison. In the first round he spent a hero point to go first, & threw the vial at the Ravager (who was in flier form). The poison hit AC 19 (which missed the Ravager's touch AC of 20) so he spent his second hero point to add +4 to the roll & hit. The Ravager failed the resulting fort save, causing it to fall unconscious towards the earth. From there the player ran up to the Ravager & hit it with similarly boosted CON damaging poisons to kill it.

My questions: Does the use of one hero point warrant going first?
Is throwing a vial of poison towards the Ravager a ranged touch attack to affect it?
Can you kill this creature with CON damaging poisons?

Let me know if you think of any other errors, or if I've posted this in the wrong forum. Thanks in advance!


Quick question, as my search-fu fails me. I know that if you need 5 ranks to qualify for a prestige class you can be in there at level 6 at the earliest, but can't find the source to back this up. Anyone have a quick link?


So I'm making an NPC with a dueling sword, and want it to be +1. I've looked in this thread for some answers but can't see what the cost would be. Is +1 duelling sword 2320 gold or 2020 gold to buy?


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So I've been trying to browse the message boards looking for alternate starts to the Kingmaker campaign, but haven't found any. Does anyone know of some other threads or ideas to starting Kingmaker besides simply having the players start right at Oleg's?

-details, juicy details

Thanks in advance!

*Edit: So far I'm thinking of starting them off in Restov, being assigned the charter from the mayor. I've fleshed out the other three parties (namely the Iron Wraiths, the Varnling Host, & the Royal Horde) a bit and hope to introduce them early so that books 3-5 aren't a surprise. I've been debating a tournament to earn the charter, but I don't want to leave anything to chance. Another thought I had was a chance gambling scenario but it feels too railroaded & lacks player agency.

Gambling Scenario:
Where the Iron Wraiths have a charter to explore the stolen lands in its entire, but the Varnling Host & the Royal Horde want a piece of the action. They agree to try to get the Iron Wraiths drunk so that they can get some of the charter, but also secretly plan to get each other drunk as well. The Iron Wraiths see this happening, but to avoid suspicion drink as well so that the Royal Horde & the Varnling Host get drunk as well. The result is that when the player party comes in they are able to nab some of the charter, & each group ends up with one piece. The Iron Wraiths are ambivalent about the situation, as they realize they were foolish for allowing themselves to be drunk with the charter, but the other parties are a bit more bitter about it, because they wanted more.

The final thought I had was to just keep it simple, & have the PC's gathered along with the other parties in front of the Mayor to be granted their charter.

*Edit#2, Lemme know what you think of the parties (as of writing I'm almost done the Royal Horde, have ideas for the Iron Wraiths, & am barely done one character from the Varnling Host {Maegar Varn}), I'm using mythic in my campaign but am otherwise either: using the stats presented in the book, or starting them a level similar to what the PC's should be when they enter that area


Hello, I'm not sure where else to post this so I'll post this here, feel free to move it if it doesn't fit. We're playing a gestalt Kingmaker campaign with third party & 3.5 rules, & he's looking to do rogue 19 & swordsage 1 on one side of the gestalt. He's following this guide on reddit, and is gestalting fighter or brawler on the other side.

Basically my question is if he can take Assassins Stance, which is a third level stance, after taking only one level of swordsage. I know that rogue levels count for half for initiator levels for maneuvers, but I don't know about stances. Can he choose a third level stance with only one level of swordsage if he has at least eight rogue levels or does he need more swordsage levels?


Hey all, my friend was wondering if Animal Ally and Boon Companion stack, as boon companion seems to need the class feature. Thanks in advance!


So I'm GM'ing a game where a player wants to setup an autonomous crafting ring while he's gone. It uses some house rules but basically he's looking to hire a crafter capable of rocking at least a +11 craft check before aid another is involved. RAW, how would he do this?

*Edit: I'm GM'ing Kingmaker if this helps


So this feat is something that one of my players is considering, but I'm unsure how to handle it. If a tiger attacked him and hit enough to lower his con to 0 before three rounds, would he stay dead or come back to life after the damage expired?


Hello all, we're playing a gestalt game and one player is looking into a rogue/slayer as he argues that the sneak attack stacks. I know that sneak attack from multiple classes stacks in a normal game, but gestalt says that the same ability from either side doesn't stack and that only the better of the two is taken.

My question is then: at third level (rogue 3 / slayer 3) does the player have 2d6 sneak attack or 3d6 sneak attack?


I'm not sure if this is the right forum to post this, so I'm fine if you move the thread if it isn't. I think someone said that 25pt buy gives +1 to the APR of a party vs a 15pt buy (based off of the assumption that AP's are meant to be played with a 15pt buy) but was unsure if this was true.

What adjustment I should make if I let my players do 25pt buy? I assume it makes a difference but I'm unsure how much. Thanks in advance!


Hey guys, sorry for the hastily written message - I'm off to see Zootopia but was just chatting with my friend. Basically I'm going to be busy for the next couple of months with exams but still wanted to play some pathfinder, which lead me to play-by-post games.

Essentially what I'm asking is the thread title: what are (in your mind) the pros & cons of this style of gaming, and do you prefer them or face-to-face sessions more? Thanks in advance!

*Edit: just tell me if this is the wrong message board to post this on, I'm in a bit of a rush right now :)


So I've posted in a previous thread on character creation, though the GM keeps changing tack with where he thinks the campaign is going. As such I'd rather not get too detailed with my builds in case something doesn't work out.

My party will start at level one, and be core only but with no bards (the GM doesn't understand how they work, and refuses our help - he insists he'll learn them in his own time). I've been tasked with some sort of arcane caster, the other side players are thinking of (at the moment): a debuff cleric/monk, a barbarian/rogue, & some sort of front liner.

The GM has said that other classes will be able to be "bought" later, though I don't know if non-core feats & archetypes will be (or even if they're blocked currently). Like I said I don't have a lot of information unfortunately, we'll be character building on Friday but I was wondering if you had any advice with the core arcane gestalt combo.

P. S. If you fancy putting in a quick backstory with any of your suggestions, feel free to do so! The GM has said there'll be lots of role playing, but I've never been the best with making back stories beyond using the random background generator.

Thanks in advance!


We're starting up another gestalt campaign, I missed the last session though from what I hear I'm in charge or arcane stuff & some knowledges. The rest of the party consists of a cleric / gunslinger going for a debugging style. He follows Caiden Caylen and has the charm and chaos domains. He sacrificed a feat to roll on a random chart and got a free oracle curse without the drawbacks. He might switch to a cleric/monk but I think he's going for the gunslinger. I don't know what the rest of the party is, except that they're supposed to consist of one rogue like character and one frontline warrior character, as well as a DMPC of an unknown style.

So far I'm thinking of an arcanist/investigator, I rolled 16/13/12/11/9/7 for my stats. I'm thinking of going with periblooded aasimar and steel hound for the investigator, because a ranged build can dump more stats than a meter build. I'm only going with the investigator so far because of the skills, hp, and reflex save, the other classes I was considering pairing with the arcanist was witch and wizard. Note that bards and summoners are banned, and that we're starting at level one - what do you guys think of a wizardly character?


So my GM is prepping a home-brew campaign (likely set around a desert, but there'll be forests as well he says). He's asked us to make 15pt buy third level gestalt characters, and that we'll have a DMPC to help out our party of three. One player likes to play full martial characters and is doing something with bloodrager and/or barbarian I believe, and the other player likes to go full spell caster (typically gestalts oracle/sorcerer). The DMPC is likely to be a rogue type based on my experience with him, so I'm looking into what I should bring to this hypothetical group.

I was thinking of an assimar zen archer/evangelist cleric, fully wis based with some decent physical stats. Using point blank master to be a 'melee' archer, as he doesn't provoke attacks of opportunity unless he wants to, and if they miss they count as flat footed for sneak attack. The evangelist cleric would bring some buffs and spells, and with the lingering performance feat I could dump cha fairly low and still have bardic performance through the day. I like more complex characters to play, rather than simple beatstick so I think this is a good option but I wanted to hear your opinions. If you think of anything else please comment, thanks in advance!


As the title says, which AP's have you found to be the most difficult and which have you found to be the easiest?


So one of my players is making a 3rd level gestalt character (war priest 3 / knife master rogue 1, war hound slayer) and was wondering if he could pick an inquisition instead of a blessing. He's doing an intimidate build so I'm guessing the inquisitions he's taking might be one of these ones. If he's not allowed to exchange a blessing for an inquisition would you still allow it?


So I'm GM'ing a Carrion Crown campaign with gestalt characters that started at level three and one of them was running a card caster magus whom I let have a harrow deck of many things. I don't regret giving it to them, so far it's helped liven up some of the more boring moments as he spontaneously draws a card, and I've ruled that the cards drawn disappear, never to be drawn again (so you can't have repeats).

So far he's drawn the bear (we call him the care-bear now, because his STR is still low), the marriage (wedded Anri Anzor, a genie from the plane of air as he didn't want to suffer any repercussions), the queen mother (has three ant servants who have been quite helpful & nice to have for everyone), and the teamster. This is the last card he drew and I presented to him a vision of a powerful being tasking him to undertake a quest, he hasn't received one yet but knows it is coming.

My question is what sort of quest could the being ask him to do (as we're doing the Haunting of Harrowstone at the moment), what sort of reward would be fitting, and who might the being be? Thanks for your help :)


So basically I'm the GM for my group and wasn't sure what they wanted to play so I've used a module for the last two sessions. Now the PCs are all third level, and because there were only three of them I let them choose between gestalt and a GMPC (they chose gestalt). They asked if we can play Carrion Crown, or at least the first book before deciding to continue with the AP or move onto home-brew. My question is what I should do for the AP, as it's designed to serve first level characters. My ideas:

XP Progression:
As they're roughly at 3k experience points and were on the fast track (they don't like playing level one characters as much and wanted to go up a few levels quickly) I thought of putting them on the slow xp progression until the extra xp didn't make much of a difference, at which point I could switch to medium.

Encounter Changes:
Another option was to simply double the amount of xp for each encounter as that raises the CR by two (the number of levels they're ahead). This approach might be coupled with the other approach, giving them harder fights but still slowing their progression until they match the story.

No Change:
The final option I thought of was to not change anything, they'd steamroll over the initial encounters and level fairly quickly, but after a few levels 3k xp wouldn't make as much of a difference so it might simply resolve itself.

What are your thoughts? If you have any advice I'd greatly appreciate it - thanks in advance! :)