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I’m running War for the Crown for my group of friends and I’m all for fun and crazy stuff in Pathfinder. One of the things that was a little disappointing was that it ends at level 18.

I don’t mind making adjustments or anything for my players, but I was wondering if I were to take the adventure to level 20, where would be a good place for those extra 2 level ups? Maybe adding them to backstory related subplots that take a decent amount of time?

I’m not worried about XP, I’m using milestone level ups for my running of it.


Hi all, I’m currently making an Investigator who relies on rerolling checks and inspiration die and I came across this little issue.
Both of these abilities here, one’s an investigator talent and the other is a feat, both do the exact same thing.

Tenacious Inspiration:

Prerequisite(s): Investigator 13th level

Benefit: When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result.

Daring Exploit:

Prerequisite(s): Dare, deeds, or inspiration class ability.

Benefit(s): Once per day before using the derring-do deed, a dare, or a similar ability that allows you to roll a die and add the result to a d20 roll, you can roll the bonus die twice and take the higher result. If rolling a high result would allow you to roll the bonus dice additional times, you gain the benefits of this feat only on the first roll. You can use this feat one additional time per day for every 4 character levels you have.


The question here is if I take Tenacious Inspiration and try to use Daring Exploit, what happens?


An Order of the Shield Cavalier would do quite nicely for a tank.
The order alone lets you convert lethal damage to nonlethal damage, gives Stand Still as a bonus feat and lets you do damage with it, and lets you reposition yourself as an immediate action in case of an emergency.
Heck, your edicts basically just require you to protect people, so if you're trying to play a tank this is a fitting story for them.

Then from being a Cavalier you get the mobility of being mounted, d10's for hit die, good Fort saves, and Heavy armor proficiency. Sadly will saves will still be a problem, but a cloak of resistance should be able to make up for it.

Also, the Cavalier's class skills and often high Charisma promote the usage of feats like Call Out or Antagonize, which are some of the few feats that make opponents directly attack you.

Pair all of this with a reach weapon (a Horsechopper is my personal favorite), and feats like Combat Reflexes, Lunge, Whirlwind Attack, and Combat Patrol should make you rather formidable.


So I already know that the Barroom Brawler feat and the Abundant Tactics advanced weapon training work together, but I was curious if I can have multiple feats from Barroom Brawler active.

For example, if I wanted to get ready to disarm an opponent and I don't have Improved Disarm it would provoke attacks of opportunity. I want to avoid this, so I use Barroom Brawler once as a move action to get Combat Expertise since it's a prerequisite for Improved Disarm, and then I use Barroom Brawler as a move action (replacing my standard) to get Improved Disarm. I then continue to wait until it is my turn to go and disarm my opponent.

I see no reason why this wouldn't work, but Martial Flexibility, a very similar class ability for Brawler, has a text explaining what happens when you use it again while another feat is active.

Martial Flexibility:
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

Now I know they're not directly associated, but I'm not sure if Barroom Brawler was supposed to have this same effect if given multiple uses, considering how similar they are. I know it seems like I'm overthinking this and I probably am, but it seems like something worth discussing. Any thoughts?


Rysky wrote:
You're going to have to be more specific about "people seeing him using necromancy".

Using Animate Dead and its variants.


Cevah wrote:
That point is now.

I meant a good starting point as what campaign to run and such.

I want to make my own campaign at some point as well, but I need an example of what a good campaign looks and feels like, and how to run it.


So one of our players is making a White Necromancer.
What I need to know is how NPC’s and so on should react to him using necromancy.
Our GM says him using necromancy is not evil, it’s the enslavement of the soul that’s evil, which White Necromancer’s don’t do that, but people seeing him using necromancy will see him as evil, so what will they do when he does it? Will they try to kill him, banish him from the town, etc?


Most people have probably had the misfortune of having toxic behavior at their table, so I'm curious...

What's the worst you've ever had? Past or present?


Sara Marie wrote:
Updated the thread title. If you have to star out letters in a word to post it on the forums, you probably shouldn't be posting it on the forums.

Thank you for that, I'm a bit new to the forums, so I appreciate it.

Rub-Eta wrote:
It's evident that everyone in your group does not share the same engagement. And that should be okay, but you may need to talk to the group about this if it bothers you. Maybe consider playing even if you're one player short?

Problem is the player that doesn't show up half the time is the one who has it at his house. And again when he's not gone, the GM is.

I am looking to GM at some point though, I just need to find a good starting point.

Artofregicide wrote:
Maybe it's just me, but I feel like you shouldn't lie to your boss or encourage others to do so. Or hold it against them when they don't.

He didn't even tell his boss it was a specific meeting only on Tuesdays, all he told his boss was that he "wanted to hang out with friends on Tuesday nights". Most managers aren't going to give you off for such an insignificant reason.

When he told me he wouldn't do the same thing for his new boss I didn't encourage him either, he just asked what I did and I told him.
I don't need him to lie, he's just a friend of mine that words stuff badly, but my bad for not specifying that.


So I'm still on my first campaign after months and months, and we're barely halfway through it. The campaign goes up to level 14 and we're only at level 7.
Not for good reason mind you.

The reason for this is because our GM is 5e player and we're playing a 3.5 campaign (Legacy of Fire for reference), and we're playing with Pathfinder rules. This would be fine though, if our GM had read the rules before starting this campaign. Now we're at the point where half of our usually 6 hour sessions are spent trying to figure out how stuff works.

And when we're not taking forever with sessions, we're usually canceling them because the GM and one of our players constantly have to cancel for multiple reasons. The GM always has a different reason. The player has to cancel because he gets scheduled for work, but I work at the same place as him and I told my boss I had a school related activity after 5 on Tuesdays. I have not been scheduled once since then, so I know it's not hard and it gets a little obnoxious since it keeps happening, and I know he barely even tries to trade shifts with someone else. Hell, having 2 sessions in two weeks is rare.

I'll mention real quick that the player did not lie to their boss like I did, they told them the truth about what we do on Tuesdays. He just moved departments and told his new boss the same thing AFTER TELLING ME HE WOULDN'T. His boss was "cool with it", but then got scheduled this last week.

Recently, in the last 6 weeks we have cancelled 5 times.
We went 4 weeks cancelling sessions, came back and had the same problems with not knowing the rules, and then cancelled again the next week.

You should know that our GM does not have a job to mainly focus on college, but now since it's summer time he doesn't have school, so he has all the free time in the world to look at the rules, but me, the player who works 30 hours a week, took the liberty to look up on the rules one day. I didn't read every single rule in the game, but I read the whole Combat, Magic, and Glossary pages on Paizo.

I took the important info I learned and posted it in the group chat after that one player cancelled this last week.

The GM responds, basically saying he already knows half the stuff (which I stated in the message some of it was for clarification on debated subjects), and basically goes on a rant about how there needs to be more GM respect at the table and how he doesn't have the time or patience to read 500 pages of the rulebook, which again, he clearly has the time and I didn't read the whole rulebook, I just looked for stuff I didn't know already.

As for the "GM respect" thing, we have to constantly debate because he's the GM and HE DOESN'T KNOW THE RULES FOR THE GAME. And not to mention, he hasn't been the best with player respect. Sometimes he doesn't remember one of us making a perception check on something, and he's just like "I mean the answer's pretty obvious."

So my question is, did I handle this poorly? Was I unjust and stepped out of line? Did I act out on my anger without thinking?

I've already justified my side and apologized to him if I sounded rude, but I just wanted to know if I stepped out of line as a player.


What’s your favorite advanced weapon training and why?
My personal favorites are Versatile Training and Warrior Spirit.
With Versatile training, picking the Polearm weapon group can turn the Fighter into the face of the group, which I just find hilarious.
I love the Divine Bond ability for Paladins, so being able to do the same thing, but with even more weapon abilities available is fantastic.


That’s fair.
I frankly don’t care much about team comp myself, as long as it’s not pushing it too much.
Thought maybe there would be some suggestions on possible class change options for our situation, but it does seem like the planning ahead idea works.


PCScipio wrote:

Barkskin, Mutagen and Shield gives you +11 AC at lvl 7, so you should be OK for AC on your Investigator. Even a 12 Dex would give you 28 AC with a +2 Mithril Chain Shirt. Add in a deflection bonus (the Sorcerer could learn Magic Circle against Evil) and you should be fine.

By the way, a longspear-using reach investigator works well.

I had forgotten already that I'd taken the Shield extract, so I could just grab Barkskin and get 29 AC right there. Combine that with a Bear's Endurance and I should be able to handle quite a bit.

And I did think about a long spear, but I need to use a sword for my Poisoning Sheathe, and I needed a free hand so I didn't use up the Buckler AC, and so I could drink potions/extracts with the spare hand.
A Long Arm extract or Enlarge Person will help with the reach idea though.


Scott Wilhelm wrote:

Monks can get their ACs up surprisingly high. It might be fine. Meanwhile, there is little reason why your party Monk can't wear Armor. He's a Monk, Master of Many Styles. The main penalty for wearing Armor is that the Monk loses Flurry of Blows, and MOMS Monks dont' get Flurry of Blows. Monks don't get Armor Proficiency, though. He'd probably have to dip into a level in something to get Proficiency with some kind of Armor. He probably shouldn't wear heavier than Light Armor, because he'll be getting the Evasion Class Ability. I'd keep an eye out and see if your party Monk is as squishy as you fear. Suggest dipping and suiting up if it turns out he needs a helpful suggestion. But like I said, it might be fine.

A party can do all right even if nobody is a tank. It means you are committed to keep your enemies at arms' length and kill them from afar, retreating as they advance, feathering them to death with your arrows as they surge after you as helplessly as terriers barking after sparrows.

The problem isn't getting his AC high. I'm aware Monk's can have insanely high AC. The problem is he's trying to make a tank that needs very specific positioning, and due to our setup we're very spread out from each other, so the reason for him not wearing armor is because he needs fast movement just to get into a good position without getting AoO. Also, not to mention he'd lose his AC bonus too.

It gets to a point where being an Area Control Fighter or something similar would be a lot better for him.


Hello all, this is my first post on the forum and I need your suggestions.
You can tell from the title what this is about.

Getting into it, we're all level 7 and my party consists of a Gnoll Investigator named Gnoll Phelps (this is my character, and I love him), a Catfolk Unchained Monk, a Half-Elf Gunslinger, and a Fetchling "Distortionist".

The Distortionist is a custom class made by the guy playing him, and he's a very experienced player who values balance, so the GM allowed him to play it. For all sakes and purposes, consider his custom class a Sorcerer as reference.

Anyways, the way it's set up is that me and the Monk are supposed to fight up frontline while the Gunslinger and "Sorcerer" hang back at attack.
But the problem here is that no one can use anything above light armor, none of us use shields without maybe masterwork bucklers, so AC is an issue.
I'll organize the problems with each person individually.

The Catfolk Unchained Monk:

See, something you should know about this player is that he's the "I want to help everyone! I know how to be useful!" player. He loves Paladins outside of Pathfinder and it was his first class when he started Pathfinder, and he played it Lawful Stupid.
He ended up changing to a cleric later on because the alignment restriction was too much for him to handle, and tried to do everything(melee damage, ranged damage, magic damage, healer, frontliner), so he was a jack of all trades, master of none. He had been choked unconscious by a mini-boss trying to frontline, dropped a fireball on me and another player trying to kill some spiders, and ended up dying because he chose to use Cure Moderate Wounds on just me when we surrounded instead of using channel energy to heal both of us(and yes, he had selective channeling).
He later ended up being a Summoner and summoning an Archon to help us frontline (even though I was a Antipaladin at the time and my other friend was a Brawler). So naturally, you can see my friend is not good at deciding what is the best approach for the situation.

So then this friend decided he wanted to play a Monk of Many Styles, so he has no flurry of blows, and he's building only towards defensive styles. He's built this Monk to use Archon Style and Crane Style together. The idea is to direct attacks towards himself, deflect or dodge the hit, and then him and the ally get an attack of opportunity.
His feats: Combat Expertise, Crane Style(bonus feat), Dodge, Archon Style(bonus feat), Crane Wing, Archon Diversion, and the a wildcard style slot.
Here's the problems though.
1. It takes him two whole turns to start Crane Style and Archon Style.
2. He can only divert an attack once per round, which will suck at higher levels.
3. I'm the only other melee combatant, so only I can get the attacks of opportunity from his Archon Style feats.
4. He has to claim he's activating Archon Diversion's effect while adjacent to an ally and an enemy, and it's a move action.

As you might be able to tell, he's trying to make a Tank out of Monk, which is something I didn't think anyone would try to legitamately attempt. It's probably not gonna go well and the party will suffer because of it, and that's sadly all I can say.

The Half-Elf Gunslinger:

Now that we're done with him, we move to my other friend playing a gunslinger. Our first session we fought two Gnolls on Hyaenodons. He decided he wanted to test out Called Shots for the battle. And not just once. BUT EVERY ROUND. He could've been full attacking the Gnolls or the Hyaenodons, but nope, he felt the need to shoot them one time every turn, so that they would get a small debuff(when they could've just been dead).
He said later he was just testing it out and I hope he was being serious, cause I don't want to deal with that every encounter. Other than that, he should be alright.

The Fetchling "Sorcerer":

He's the most experienced out of everyone in the party, so I'm not too worried about him. He's built this character simply to be our magic damage of the group, and I trust him to do so.

The Gnoll Investigator:

And then there's me. My Investigator is built to be a skill junkie and too be good damage.
For the skill junkie portion, I get 10 skill ranks per level, and I have both Expanded Inspiration and Underworld Inspiration, so I get a free d6 on almost every skill.
For the damage portion, I have 16 Str, and a +1 Shocking Bastard Sword, so with a Studied Combat/Strike I get 3d6+1d10+7 damage on one hit. I also have a Poisoning Sheathe with Purple Worm Poison currently inside of it, so I can keep sheathing and drawing my weapon to lessen my opponents' Str.
I've built this character pretty well I think, but even with my +2 Mithral Shirt and +1 Buckler, I only have 22 AC, which isn't bad at all, but when I'm forced to be the frontline with d8's for health, it can get rough sometimes.

So that's my team. I'm not sure what all I could do to increase my own effective further and make up for some shortcomings of my team, or if the other players might need to do something. I've contemplated just saving Gnoll Phelps for another time and just playing an Area Control Fighter or an Invulnerable Barbarian with a 1 level dip into Oracle.
Any advice or suggestions are appreciated!