Pathfinder General /pfg/
Which creature does your character share a great affinity for?
/pfg/ Link Repository: https://pastebin.com/YLikTing
Current Playtests: https://pastebin.com/vK9njh31
Old Thread: /tg/thread/56786178#p56786178
Pathfinder General /pfg/
Which creature does your character share a great affinity for?
/pfg/ Link Repository: https://pastebin.com/YLikTing
Current Playtests: https://pastebin.com/vK9njh31
Old Thread: /tg/thread/56786178#p56786178
Aurochs. She's a shoanti barbarian and they're one of her totem animals.
Wolves--it's even in his name
A: Fey. Because one left his daughter with a half-fey bastard son and run off into the wilds. The world has never seen more cold iron weapons flying through every random storm cloud .
C: Wolves and deer,
D: Horses and dragons because of knights n shit.
E: None in particular.
hey! mine is too!
Hedgehogs maybe? She's a crucidaemon tiefling with nails for hair, so similar style at any rate.
So we all know Clerics aren't allowed much leeway in their alignment--but how do you play layman followers? How do you deal with heretical or wildly differing alignments?
NE follower of Abadar
N follower of Iomedae
CN follower of Shelyn
How do you make things like that work? Do you even entertain that idea in your games?
Wrath of the righteous BUT player characters can only be PoW based classes (Meaning martial archetypes and PoW classes).
Needs significant adjustment.
The last two books absolutely require both Cleric and Wizard casting.
Here's a better idea: 40PB, but everybody must be a chained monk with hungry ghost archetype and has to take the vow of celibacy.
Damn. Would any other adventure path work better or am I better off homebrewing shit?
No matter what you're doing, you'll need to strip out and redesign encounters from the ground up. No Paizo AP can handle initiators.
Be ready to buff the shit out of some of the monsters they fight so they can (maybe) survive a round, while other monsters might wreck THEM easy. Lacking a Caster will certainly hurt in an area or two.
Iron Gods, Skulls and Shackles and Council of Thieves.
Instead of mythic or in addition to it? It could be interesting to see WotR with initiation given to people instead of mythic rules.
I was thinking with, but I might scrap the idea if it gets too fucked up later on. Basically I sort of wanted a mix of wuxia feel but lots of larger than life heroics I guess.
PoW handles both wuxia and larger-than-life heroism well by itself. It also wasn't designed to work with mythis rules
not that Paizo was too successful on that front either.
I might try something else then. Mostly to me, the idea of martial focused characters knocking around and beating the shit out of demons without magic was fun. They'd still get magic items and whatnot to use and fight with, but magic itself wouldn't really be allowed outside of the more mystical disciplines.
You'd have to buff the monsters pretty significantly, at least until the later books.
That's assuming you don't also give the players mythic tiers, in which case it'll be a hilariously easy campaign anyway.
How did UW change viking again?
I'm actually kind of surprised there isn't just an ART for elves that gives them toughness as a bonus feat, to throw all the Martial elf wannabes a bone.
Made you count as Fighter level = Barbarian level for Rage powers, rather than Fighter = Barbarian-4
So it effectively made taking rage powers actually worth the feat? Neat.
But user, then all the caster elves would just take that for the extra survivability, and elf would be the go to intelligence based caster race.
and elf would be the go to intelligence based caster race.
Presumably said ART would be losing the stuff that made them attractive as casters beyond "is a Dex/Int race" in the first place. Plus, it's not like other Dex/Int races with a better stat set don't exist.
Dragons, Dragons, and even more Dragons.
Fuck off with that Eberron bullshit.
Eh, good point, for some reason it didn't pass my mind you could just switch out all the caster racials for the toughness one.
How are our /pfg/ games going? I've not heard a peep
All of them are going pretty well.
One of the games is on a bit of a hiatus until after Christmas, but we're excited to get back to it!
Has anyone made not!All Might with the fool's errand discipline yet? I've been thinking of making one as a meme in my group of anime hating friends, and I'm curious how you'd go about it. I was thinking steelfist commando warlord maybe, as warlord scales out of charisma and all might is pretty charismatic. Another pick would be the initiating archetype for vigilante, but I'm not sure on that one, as the stalker requirement and the fluff doesn't quite fit what I had in mind, but the dual identity seems spot on.
The name would be Full Force or something similarly goofy and close to All Might.
Trolls unfortunately. He was brought back to life by an alchemist. The experiment granted him their regenerative properties but unfortunately also gave him their advanced metabolism and ravenous hunger
Just get a ring of sustenance m8
Has anyone noticed that Spheres of Might allows you to impale enemies on other enemies?
But can you impale enemies with other enemies?
I've designed a level 3 character that can do this.
Why would anyone worship a god they're not getting powers from?
I wonder how that work. Would I lose my regeneration as it's enough to sustain me but not fuel that, or would I be sustained but remain ravenously hungry?
Of course GM won't say anything unless I try
No idea sonny
What are some character gimmicks you've seen?
Good question, since the description says it "refreshes the body and mind" in regards to the shorter rest needed it probably fucks with metabolism too.
If i were your GM i'd have it free you of the hunger cramps, but also nerf your troll regen to a very weak fast healing unless you ate a shitton of meat during the last X hours/days
Due to the mechanics involved, a creature with fast healing or regeneration cannot die from hunger or thirst.
They will however, pass the fuck out from it, and then be stuck there. Any further nonlethal damage becomes lethal, but only the nonlethal damage is forbidden from being healed until you eat something.
The nonlethal damage which becomes lethal is free to be healed, so you end up stuck at 'just enough nonlethal damage to be unconscious' but can't die because the lethal gets healed.
I don't think worst case applies here, the other user was merely stating that if you wouldn't ever eat anything, you'd still be unable to die.
No, that's exactly what I was saying.
His nonlethal damage equals his current hp, so he passes out. That nonlethal damage can't be healed until he eats. Any excess nonlethal damage which gets converted to lethal damage is healed by the regeneration.
Im a level 11 drow cleric of evil. Help me torment my rapist's soul.
Kill him. His soul will be condemned to the Abyss, where he will suffer unimaginable torments that will strip away his very identity and render him little more than a barely-sentient grub. You should know about this process, being a priestess of evil.
How do you delete someone else's post?
I don't know!
I've tried everything, but nothing works.
Sharia Blue prooved that m00two can be bought, so just get a mod position
Bitch please. If I was a woman drow I wouldn't have been in a position to be raped
How does one build a steelfist commando warlord?
Should I max into cha for big bonuses, or should I just go full strength so I can actually land the hits to get the big bonuses, or perhaps I should just give up and play something that's not a warlord?
I'm looking to build a charismatic punchman.
If you're a man then you're not a cleric.
Should I max into cha for big bonuses, or should I just go full strength so I can actually land the hits to get the big bonuses,
Neither? You need them both.
Depends on the setting.
Never said he was a respected one.
How do I make a wyvern fight interesting. How are they different from a dragon other than swapping the breath weapon for a stinger?
Terrain? Give it encounter specific abilities like bringing some of the cave/forest/whatever crashing down, and creating difficult terrain.
Wrath of the righteous
stopped there. bad idea
We'll the terrain is wooded foothills. It's attacking a nest of griffons that are the natural defenders of a local village
So I'm looking at the new spheres stuff, and the Technician's Mad Scientist archetype is really appealing to me. But the game I'm thinking of playing him in has no standard magic, only spherecasting. Is there a rule or guide or something somewhere for how to use Supernatural Science with sphere effects instead of spells?
How would you play a LN Life Channeler Druid who worships Erastil?
Can it be done?
I want the BBEG to be a JRPG-style hero who saved the world and became king who then used his reputation to create a cult of personality and inspire the empire to corruption and oppression of the neighboring nations.
Which is a better motive?
They were always just a dick from the start, they saved the world because of circumstance rather than convictions
Simple, but shallow
They want to avoid a cold war/commoners with nukes scenario by spreading a unified culture that suppresses unorthodox magic and only allows pre-approved spells, to prevent the rise of another unusually strong caster who may grow to threaten the world. They aren't above resorting to underhanded methods for their cause.
Interesting and sort of understandable, but hard to pull off and risks inconsistencies depending on what evil stuff they do.
They're an old god trapped in human form, and they directly gain power by spreading the culture of the central empire
Simple and makes sense, but runs into the same problem as 1; his motive boils down to 'because he wants to' and can't be reasoned with
What feats are fitting for assassin-kind of characters?
You know what, it's obvious now that I've typed it out.
I go with all three.
He's primarily motivated by selfishness, but it's true that his regime has kept the nation stable compared to a century ago when there was an anarchy of rogue casters who caught civilians in the crossfire. The king is aware of this and sees it as a side benefit.
One of his trusted allies is a god in human form (with mostly human powerlevel) and benefits from all the gathered belief, so helps the king with his plans.
placating an even greater evil that not even they could defeat
Depends on how you want to kill people.
Sniping? Stabbing? Explosives?
Considering that half the players and most of the GMs around here are lewd-obsessed zealots who are all "GAS THE CHAOTIC GOODS, ALIGNMENT WAR NOW"?
No, that doesn't happen around here. And it probably never will as long as the current crop of namefags stays in power.
What do you recommend for each method?
One game made it to Book 2! I have it on good authority that some of the characters even smooched.
It depends on the class, and what you expect to fight.
Slayer works for the first two, and Alchemist for the last one.
Yes. I'm planning 2-3 characters based on these two classes.
What are the options for improving Combat Maneuvers?
Most games are on their Book 2, RotJR is on its third book (technically), and LoBaF is going into its third book. Most of them, oddly enough, have pretty much lined up.
Improved [maneuver] feats
Other feats that provide CMB bonuses
Weapon enhancements like Countering
Wondrous items that boost CMB checks
Initiator maneuvers like Blade of Breaking
Boost Strength, or Dexterity if you're using Agile Maneuvers
Your mom and a dog.
Corwin and Rubio
Motherfuckers must be really thirsty if they had a crossover RP just to bang.
What are some good infinite use on command magic item?
I am trying to find something to go along well with Pathfinder Savant ability to use magic item at your caster level.
At 8th level, the arcane physician can expend a spell slot of 1st level or higher as a standard action to alter a potion or alchemical remedy held in hand. An alchemical remedy can become any other alchemical remedy of the same or lower price of the arcane physician’s choice. A potion can change to contain any alchemist extract of the arcane physician’s choice that belongs to the healing subschool and is of the same level as or lower than the expended spell slot. The extract must have no material component costing more than 1 gp, and it must be one that it is possible to make into a potion.
Doesnt changing potion into extract mean you cant give it to other people?
LoBaF is going well as is Intrigue. Though Intrigue has been off for two weeks due first to holidays then to one player having exams, I’m looking forward to getting back to it as we left on a cliffhanger.
Bout to play my first Pathfinder Campaign. Homebrew monster races only. I'm thinking Gravewalker Witch. With the race that is mostly a human clone stat-wise.
So.. if I take rich parent traits and use all the money to buy rats then kill them all before the campaign start. Do I start with 9,000,000 exp?
Which are the best Combat Maneouvers and which are the worst?
To be fair, Hungry Ghost has some funny infinite ki shenanigans about it, especially with the release of the waveblade.
What's so special about the waveblade?
It's the only monk quality weapon with 18-20 crit rate
With ascetic style, you can basically get 10+ attack per rounds by level 12
Steal Ki (Ex)
At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool.
Tell us about the campaign and the rest of the party.
The only really good ones are Grappling, Trip, and Dirty Trick. Grappling negates a lot of what other characters can do (but runs into the issue of a lot of high level monsters having high enough CMD to be virtually immune to it, and size restrictions), Trip can lead into some neat chain effects that allow you to murderize enemies when built right (but has a lot of things immune to it, plus the CMD scaling), and Dirty Trick is hilariously variable and capable of doing an enormous amount of different debuffs to the enemy (though it still contends with CMD)
If I had to say, Dirty Trick is probably the only one of the bunch truly worth making a build around.
Having played a grapple strength druid to level 17, with feats to quality as Gargatuan, I can confirm grapple was useless from level 13+ more or less. Either it was more efficient with my action economy to kill them off, or they had Freedom of Movement.
Good luck, WitchAnon.
Thank you friend.
Okay so I have never played Pathfinder and there is no /3eg/ so here is my question TDDIOT. Does any DM you have ever played with enforce the material component requirement for spellcasters? That is, does my 3.5e Human Bard actually have to take the Eschew Materials perk? Or do some games allow characters to get away with carrying a casts-mostly-all 'reagents pouch'? Thanks.
As per the 3e SRD
"Spell Component Pouch
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch."
5 GP will handle all of your basic spellcasting needs, and most GMs only enforce that you have the pouch. Eschew materials is handy in that it will help you cast hands free* and if you ever are stripped of your gear.
*Though most spells will still have a somatic component.
Thanks for the quick response user, you're aces also holy moses what a waste of quints. I'm getting back into 3.5 as an exercise and building a flaky illusionist bard whose sense of self-preservation is maybe too developed. Given your post, Eschew Materials seems exactly right for his survival at all costs roleplay. Thanks.
Don't bother, just play Wizard with Telekinesis or something and boost your Transmutation caster level.
What's the PF equivalent of gas spores and disenchanters?
Disenchanters got a release with beastiary 3, as far as I know
tfw shifter could've been based around transforming/taking on the features of a variety of different monsters/creatures but instead we got shitty fucking druidic flavor
tfw there's no reason to play this class instead of just a fucking druid
The real comparison you should be making is to the Feral Hunter archetype for the Hunter class. Go check it out.
I think the funnier part is how most of the 'optimal' Shifter builds involve abusing the Ex-Shifter mechanic to keep specific Ex abilities, like Compression and the DR from ooze shifter.
If I pick the deific obedience feat for Irori which boons do I get? In archives of Nephtys there're evangelist, exalted and a third one, which ones do i get?
You get exalted boons by default. The associated PrCs get evangelist and sentinel boons.
Exalted unless you take diverse obedience at which point you can choose which you get and you get them two levels before hand
If you have levels in the evangelist, exalted, or sentinel prestige classes (Inner Sea Gods 198–203), you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
There's also the Diverse Obedience option that lets you pick and choose from among the three: http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Diverse%20Obedience
Trip is better the more martial allies you have, since everyone can get an AoO when the enemy gets up.
Grapple can shut down most enemies in early-to-mid game, but after that falls off unless you can become huge on a whim.
Reposition brings nothing other maneuvers don't already do, only useful to use on allies, but they can just say that you succeed at it so no point in taking feats.
Dirty Trick combined with Dirty Trick master and Kitsune Style is the best control option for control as a martial since you can blind, entangle and nauseate the enemy in the matter of a single round if you do well enough and are a monk or a brawler.
Bullrush and Drag are most useful only if you can get them for free when attacking otherwise or if you spend the entire on a floating disk without railings that is somewhere above a volcano that sucks in flying enemies that step outside of the disk.
How many animal foci can feral hunter have, 1 at all levels?
Would it be correct to assume that all summon monster-related feature are useless with 6th level casting?
I wouldn't necessarily count them all out. Dire Tigers are a respectable threat still under the right circumstance, and so are Dire Bears. That is, of course, assuming your GM doesn't pump up encounters too much.
The downside I find with summoning in general is that a lot of GMs pump up encounters, and sicne summons are all ""balanced"" for 15 PB, they're left in the dust.
The great voyager playtest continues. (The part wherein I played a 6th-level voyager through a Pathfinder conversion of White Plume Mountain and had made good use of foreshadow, rewind, and pause in seven combat encounters did not, in fact, belong to the great voyager playtest.) We played for a good 7.5 hours, with a battle taking up two of those hours. The two 8th-level voyagers have been adventuring in a mindscape all this time, but now, they have entered the Astral Plane using their astral voyager class feature. The voyager is noteworthy for being the one class in all of Paizo and Dreamscarred Press that receives the earliest access to genuine planar travel, making planar adventures quite feasible as early as 5th level.
As a side note, my take on the Astral Plane draws heavily from another Dreamscarred Press archetype, the medium (empath). The zeitgeists like Little Dip o' the Dots and Iron Eye may be unable to exert direct influence on most planes, but in the Astral Plane, they act as god-like power players can manifest many an aspect. Mythical spirits like the Archmage and the Hierophant operate much the same way in the Astral Plane, and another Dreamscarred Press creation, the Overmind, joins them in the silvery void. Since the PCs interacted with aspects of the Overmind this session, I suppose it goes to show that Dreamscarred Press has successfully created an internally cohesive "shared mythology" for its products' lore.
Unfortunately, this session's battle playtest data was for nothing. The combat lasted for 8 rounds, and during rounds #5 through #8, we exploited the pause parallel action on a voyager (metronome). Unbeknownst to us, Deimosaur had applied a stealth update to the voyager (metronome) archetype addressing that exact exploit, probably after I urged Deimosaur to do so in this very forum. Still, the first four rounds had legitimate data.
For example, we discovered that pause really is a fair, balanced, and useful parallel action that encourages plenty of tactical considerations and thinking ahead. We likewise found out that was ambiguous as to whether or not a character could split up a single blink *or* dash to break up the movement before and after an attack.
Battle of the Session:
• Buffs on the Party: Free Astral Caravan psi-like ability with full augmentation for flight and 25% miss chance in the Astral Plane, 7-point Inertial Armor, 5-point Metaphysical Weapon on both weapons, 7-point Defensive Precognition, 5-point Touchsight, and, in the case of the melee voyager, 7-point Offensive Precognition.
• Enemies: Three supposedly CR 7 ksarite drakes from Dreamscarred Press's very own Psionic Bestiary. Ksarite drakes are extremely hardcore for CR 7s, having fly 120 feet, AC 28, at-will Breath of the Black Dragon for 12d6 damage (Reflex DC 23 half), and at-will Concussive Onslaught for a repeating 6d6 force damage (Fortitude DC 23 half). Dreamscarred Press is even worse at assigning reasonable CRs to its monsters than Paizo ever was. These specific ksarite drakes were even more hardcore than usual, having very high Intelligence and Alertness as a bonus feat.
• Terrain and Starting Positions: https://cdn.discordapp.com/attachments/369375527829504010/388379594090217484/Battle_Ksarite.png
• Terrain Gimmick #1: The area was 155 feet by 125 feet, with a ceiling height of 30 feet. There were numerous 10 feet by 10 feet pillars interspersed through the area.
• Terrain Gimmick #2: The entire area was filled with a fog much like a Fog Cloud spell. The ksarite drakes had blindsight 120 feet, and the PCs had Touchsight.
• Terrain Gimmick #3: The battle was set in the Astral Plane, so the voyagers could make use of their free Astral Caravan psi-like ability with full augmentation for flight and 25% miss chance in the Astral Plane. Also due to this battle being set in the Astral Plane, everybody's powers and psi-like abilities were automatically Quickened... which favored the ksarite drakes far more than the voyagers.
• Intended Difficulty: Extremely hard.
• Initiative Results: The voyagers first, then the ksarite drakes.
• PC Who Got Focus-Fired: The voyager (crossfire).
• Parallel Actions: Pause for every single parallel action, except for a single accomplished accomplice to help with accuracy. Unfortunately, from round #5 onwards, we neglected to take into account Deimosaur's stealth update to the metronome archetype, so we were exploiting pause to action-deny enemies.
• Power Points Expended: None, because Destiny Dissonance was of little use given the dragons' power resistance, and the drakes did not rely on attack rolls anyway. The dragons only ever made attack rolls for (trip) attacks of opportunity, which temporal duelist and a 25% miss chance turned aside, so Sidestep saw no use.
• Cyclops Helms Expended: The melee voyager's had been expended.
• Battle Duration: 8 rounds.
• Murky Rule: Can a voyager split up a single blink *or* dash to break up the movement before and after an attack?
• Notes on Actual Play: By all rights, the voyagers should have lost this battle. The ksarite drakes were far smarter than the average ksarite drake and thus knew to spam Concussive Onslaught using both their standard action and their swift action, targeting the voyagers' weak Fortitude. The voyagers lucked out of this one by winning initiative and using pause to action-deny the ksarite drakes while focusing on one non-paused drake at a time. It was a good divide-and-conquer strategy, and thanks to the party's exceptional luck with Fortitude saving throws, the two voyagers were able to withstand the Concussive Onslaughts of one ksarite drake at a time, even as it gradually covered the area in fields of repeating force damage.
• Alas, by round #5 onwards, we gained the "clever" idea of using pause and the voyager (metronome) archetype to action-deny the ksarite drakes while still getting to attack them. (We did not bother with the even more broken exploit of using pause on oneself.) We failed to notice Deimosaur's stealth update to the metronome that patched up this exploit. Thus did the voyagers deviously action-deny the ksarite drakes to assure victory. In the end, despite some unfortunate luck, the voyagers won the battle with the voyager (crossfire) taken out and the melee voyager left at exactly 1 HP. This does mean that without the already-patched exploit, the voyagers would have terribly lost.
To conclude, judging from the results of rounds #1 through #4, pause is an extremely useful parallel action even when used legitimately. It is so useful, in fact, that under the right circumstances, a voyager can efficiently divide and conquer an enemy group. It was spammed and spammed during that battle, but that is perhaps due to the unique circumstance of a party consisting solely of two voyagers, and an enemy group ripe for being divided. Under my seven-battle White Plume Mountain run, I used pause only sparingly, so as to give the party opportunities to actually take out opponents.
The metronome stealth update is an important one that should never be reverted, because otherwise, degeneracy and hardcore action denial ensue, and a voyager can become nigh-invincible by using pause on themselves.
in this very forum
This is where I was supposed to type "over in the Giant in the Playground forum."
This is where you were supposed to put it in a motherfucking pastebin or gdoc instead of spamming and probably getting another thread deleted.
What heroic trials have you given your players?
@Garbage Can Lid
elf slave wat do
Only without the
Use pastebins please you autist
Dubs has a point, 2hu. In the future, make a single post with a pastebin/gdoc, and the tl;dr synopsis of your findings.
@Garbage Can Lid
Gave them the villain who in no way can be redeemed as a tag along to them to see how long it takes for them to just snap the guy's neck despite the guy never being able to do anything particularly evil as long as he is with the party.
We have been asking for that for nearly a year now. Because it's not a "command' (as none of us have actual authority on the matter) he doesn't care and won't listen.
And even if it were, he'd convince himself of a loophole in our language and keep doing it anyway.
You didn't command me to stop doing it permanently, just for this thread
I just feel bad for 2hu at this point.
I think I'm going to be fighting demons in my campaign.
DM: "Evils wizard. Made deals with fiends and demons. Blew up a goddamn mountain. Returning. You guys are fated to combat him. Secret knowledge, yadda yadda, doorway to the void, yadda yadda."
We also immediately found some message written in fiendish that warned us of the return of the wizard, written by some dude who worshipped a god of secrets.
Anyway, probably a demon / wizard campaign. Any tips for demons? So far I can think of -
A) A way to get good aligned weapons
B) A backup Cold Iron weapon that's not just a dang dagger
D)A way to stop them from teleporting
Any good ideas?
A) Celestial Bloodrager bloodline, probably.
B) Either that, or just make your primary weapon +3 to bypass that type of resistance
C) Just hit harder. If you're ranged, Clustered shot. If someone plays a monk, the thingy style that lets you pull all of your damage once vs DR
D) You're going to need spellcasters for that. Remember, Dismissal and Banishment are also probably just as good of options as killing the Demons, especially if they're not in the abyss.
I've got a skald, and I plan on using the Celestial Blood line of rage powers for good aligned weapons, along with Celestial totem line for healing and SR.
I sure hope we don't go to the abyss
Does Pathfinder work for oneshots and remarkably short campaigns?
Stick to Dungeon World
Sure it does.
It certainly does.
GM wants to continue an old as fuck game (back at the beginings of PF)
Tell him our characters were pretty weak because we didn't know better
GM dismisses our preocupations by saying he's going to play a precon
TPK in the first session
Almost TPK a third time
GM "Damn, I didn't remember them so weak"
Why GMs never listen?
It can, but is it worth the effort spent on char creation (which isn't fast in PF) for a oneshot?
Because you don't notice it when they do.
They think they know the system
They think they know the system better than the players, and push any idea that would lead to this away
They'll go so far as to do the opposite of what people suggest to them, because obviously if a player said so it must be wrong
Is it worth taking the skills for weaponsmithing and armorsmithing? You do all magical upgrades with spellcraft, so they're really only good for making a mithral set of armor or an adamantine weapon before you go to work on them.
Should I just skip that, and put the skill points to better use, ponying up the cash to get that mithral breastplate?
Master Craftsman. Use your appropriate crafting skill instead of spellcraft
Asking again. So I need some advice. The following has happened in my game:
decided to play a hobgoblin in a setting where goblinoids are seen as a scourge on the civilized races
the reason for this is because of a massive set of wars half a century ago where the goblinoids played a key roll and carved out a huge part of the continent for their empire
worked with my GM to play a hobgoblin who was exiled from the empire for a heinous crime
the crime was rape, but because of how hobgoblin culture defines rape what he did was have consensual sex with another man's wife and was branded a rapist
in the human countries he needs to hide out and not get killed by other races
work with the GM on how this could work
take squire (was level 5 at the time) and get a Cohort (upgrade to a full cohort with Noble Scion)
the Cohort is a human bodyguard who is in on my secret
covered in bandages, disguised as a leper
wear full body coverings so no skin is shown at all, my ears are clipped, and my face is covered with a mask
my fake backstory is that I am a foreign noble and a sort of 'holy leper' for their strange religion
my bodyguard is to 'spare others coming contact with my holy flesh'
the rest of the players aren't in on this and two even despise goblinoids with a passion
this continues for more than a 20 sessions
we're level 11 now
thinking it might be time to reveal myself to the party, they might trust me enough
one of the party members is suspecting me of hiding something big anyway
I'm a Mastermind Investigator 7/Noble Scion 4. My cohort is High Guardian Fighter 10.
How can I do this in a way that doesn't end with my party killing me? After last thread I talked with my GM about it and he said it would probably be fine to keep it a secret for a big reveal, and he had a moment planned for it. We're heading into hobgoblin territory and I know we're heading for the guy who accused my character of rape and had him exiled. I think he's gonna recognize me.
So what it seems like to me is my GM wants to keep it a secret and what's going to happen is we confront the man who ruined my character's life and he reveals who I really am in front of the party.
More and more I can only see this going badly. I think this is going to end in my character's death or flight from the party. As I said last thread I am personally ok with that outcome, but I fear the other player's response because this reveal will already come at a moment of high tension. My character, in character, is trying his best to steer the party away from the encounter with his accuser, but it seems inevitable.
When the accusation happened my character was a military man and his accuser a general near the same age as him.
I don't really have room for the feat. I'm just barely sneaking Craft Magical Weapons and Armor and Craft Wondrous Items in there.
Dude, I wouldn't reveal it. Let it happen and ride the tension.
Grab the fucking popcorn. Your boys have been with you for like 11 levels, if you haven't done them favors 100 times over at this point I'd be surprised. What I would do is get a notepad file filled with like the top three biggest favors you've done for your boys. When they get huffy, ride the Soap Opera waves and puff out your chest, rattling off all the good you've done that person.
Reveal it. The GM is an idiot/wants to torch his game.
It's been 6 levels. In character I've always been a bit of an outsider compared to everyone else because I can't get too close because it might reveal things. I have saved other players life and my character has put himself at personal risk to ensure other players survived including at one point where he mounted a breakout when he was the only party member not captured by enemies.
Maybe I should.
Thanks. What I get then isn't as good as I thought and Diverse Obedience is out of my reach though because I'm a Paladin of Irori, but I must remain LG not LN like Irori
I say you shouldn't reveal it. The DM is going for a dramatic moment where you are revealed as a hobgoblin, in front of everyone.
You saved their lives and broke them out of prison. Tell them you've proven yourself trustworthy time after time. It should be a good setpiece when it's revealed.
If it is revealed in front of the guy himself I am planning a sort of:
You took everything from me! My home! My love! My future! What have I left for you to take?
Sort of speech as he reveals me.
You really should. Get it over with now, because I can guarantee you the GM has no fucking clue how the other players are going to react to his big dramatic moment.
Is the juggler bard decent? I love the idea of it but I'm not sure it's worth the trade off.
A two-level dip into it is one way to do a sword and pistol build
Does a magic item that allows you to cast X spell works for feats that have a requirement: you must be able to cast X?
I had to read it twice but I think he's asking, "IF I want to take a feat that has as a prerequisite, "Must be able to cast [some spell or kind of spell]" do I meet that prerequisite if I can cast the necessary spell(s) only by using a magic item?"
To which the answer is "check with your DM". Personally, I would probably allow it if you can use the item regularly (so not just a consumable item like a scroll or wand) but context would matter. What feat you're trying to take and what you want to do with it would inform my hypothetical choice.
In that case the answer is pretty much a no. The character is not able to cast the spell, the item just simulates the spells with it's power. If it was a spell-like you get from something like deific obedience, story mcguffin or some other than it would be debatable since you can cast it. Mainly because in the case of belts and headbands and such they say that they will eventually count as your natural stat, but nothing akin to that is ever said in most items, so the assumption is that item able to cast is not the same as you being able to cast it.
I was thinking on picking dimensional agility/charge/dervish, but taking into account I don't get dimension door till 15th level or so (4th level caster) the game would end before I can use dimensional dervish, so I was wondering if I could grab dimensional agility earlier with a magic item that allows me to cast on regular basis dimension door.
How can I find a contract devil to sell my soul to, preferably at as low a level as possible?
Batal is perfect for being a hot-blooded hero
Batal gets a free exotic proficiency and could get access to armory of the conqueror or elemental flux stance
Lion Catfolk get powerful build
Is there anything stopping me from becoming pic related? I want to swing an axe and destroy moons with the power of GUTS.
Actual pic related.
Why are you trying to be Getter Robo? You should get an earth breaker and be Gaogaigar if you're a lion.
Yell Pazuzu thrice
Maybe it's a little of column A and a little from column B. Hot blooded hero with lion motif for courage, but also the axe motif for the battle-crazed Getter team. All I could hope for is to Die in Magma, like a true /m/an.
So what happened to Ensoulment's guest star thing?
Batal will most probably lose its free EWP precisely because of that. Size stacking with butchering axe and PoW damage (Zenith Strikes etc.) is just too stupid and Armory of the Conqueror was a mistake in general.
So my Goldion Hammer/Getter Tomahawk is slated for death?
Any leaks about Poison and Potion Companion?
Continuing a game in an hour
Level 2 about to go into a crypt
I wanna like, get a weight or something on a chain to set off traps
What's meta about that?
Why would you suspect traps
Because it's a tomb with dead people and grave goods. Also, there are dragons, mermen, and magic. Why not traps?
It seems meta
So I have to get hit by a trap before I know about them? My DM tries my patience.
Dm introduces the fact that demons are going to be in our game, before level 2
Take the spell 0 level spell"Detect Fiendish Presence"
DM decries it, makes me argue for it
Man I donno
Alchemist Discoveries: designer poison, enduring toxin, lasting tinctures
Archetypes: concocter (alchemist), disciple of the forked tongue (vishkanya, bard), fermenter (alchemist), mantella (grippli, druid), needler (rogue), reckless epicurean (investigator), rotdrinker (rogue), swamp poisoner (grippli, rogue), toxin codexer (investigator), venom siphoner (witch), venomblade (nagaji, fighter)
Feats: Delayed Potion, Dispelling Blood (vishkanya), Ghostbane Ichor (vishkanya), Healing Potion, Hemorrhaging Venom (nagaji, Combat), Lengthy Potion, Noxious Touch (grippli), Poison Resin (grippli), Toxic Secretions (grippli), Toxic Spray (nagaji, Combat), Unraveling Blood (vishkanya), Vaporous Potion, Virulent Venom (nagaji, Combat), Warding Blood (vishkanya)
Hexes: gift of consumption, greater gift of consumption, poison touch
Major Hexes: restless slumber, withering
Investigator Talents: anathema, greater anathema, lingering venom
Rogue Talents: accurate poisoner, lingering poison, signature poison, suppress poison, toxic regurgitation
Slayer Talents: focused poison, redirect poison
Sorcerer Bloodline: scorpion
Spells: antitoxin touch (alchemist 1, druid 1, ranger 1, shaman 1, witch 1), clay skin (alchemist 3, bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3), glimpse the hidden (alchemist 3, inquisitor 3, sorcerer/wizard 3, summoner 3, witch 3), identifier's eye (alchemist 2, bard 2, sorcerer/wizard 2, summoner 2, witch 2), phase step (alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3), poisonous cloud (bloodrager 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4), toxic blood (alchemist 3, bloodrager 3, cleric 3, druid 3, investigator 3, magus 3, ranger 3, sorcerer/wizard 3, summoner 3, witch 3), undeath sense (alchemist 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2)
Drugs: esoterum (600 gp), goassamer veil (20 gp), hush (200 gp), inspiration dust (75 gp), Keleshite coffee (5 gp), magesight (15 gp), oblivion (100 gp), old-mage (1,500 gp), ruk tar (55 gp), serpent's kiss (50 gp), sting's savor (45 gp), vigilance (15 gp)
Equipment: harvester's kit (65 gp), poisoned locket (75 gp), poisoned quill (30 gp), poisoner's goblet (100 gp), stalker's oil (50 gp), toxic censer (115 gp), venombane lozenges (35 gp)
Fleshcrafts*: adhesive slime (500 gp), ring of eyes (1,400 gp), webbed appendages (200 gp)
*These fleshcrafts are available only in elixir form and cannot be created as a graft.
Poisons: blackfingers's salt (300 gp), diplopic serum (250 gp), gelidburn oil (75 gp), hydrofluoric acid (2,500 gp), insecticide (175 gp), juvebloom (750 gp), nerveblast (1,500 gp), ossivane (350 gp), pupil's friend (30 gp), tongue twist (600 gp)
Ring: band of efficacious death (9,250 gp)
Tinctures: alluring philter (150 gp), artistic ale (300 gp), brawler's brew (150 gp), dodger's draught (300 gp), explorer's emulsion (150 gp), leaper's libation (200 gp), liquid courage (175 gp), mage's assistant (150 gp), mirage mixture (300 gp), nimble nectar (200 gp), prowler's palliative (300 gp), sorcerer's spirits (300 gp), starlight juice (300 gp), stout solution (100 gp), thinker's tipple (300 gp), titan's tonic (200 gp)
Traits: Alchemical Fence (Regional - Katapesh), Blood Potion Brewer (Regional - Belkzen), Liquid Healing (Regional - Rahadoum), Necrotoxin (Regional - Geb), Palm Potion (Regional - Razmiran), Poison Connoisseur (Regional - Taldor), Poisoned Blade Resistance (Regional - River Kingdoms), Resourceful Alchemy (Regional - Thuvia), Technological Brewmaster (Regional - Numeria), Weed Resistance (Regional - Kyonin)
Wondrous Items: aegis of recovery, greater (neck, 3,750 gp), alchemist's aspergillum (none, 2,805 gp), apron of the careful chemist (chest, 5,200 gp), blight kickers (feet, 13,500 gp), death's will (hands, 3,600 gp), elixir of agility (none, 450 gp), elixir of countless eyes (none, 1,200 gp), elixir of the infernal familiar (none, 1,400 gp), elixir of vicious magic (none, 1,750 gp), eye of crystallized venom (neck, 2,250 gp), fiery maw elixir (none, 800 gp), forbearer's grace (neck, 5,400 gp), gloves of restrained death (hands, 9,250 gp), harvester's bindings (wrists, 8,500 gp), headband of the tainted ouroboros (headband, 4,500 gp), healer's aid (none, 900 gp), miasmatic mask (head, 23,000 gp), periapt of proof against paralysis (neck, 8,000 gp), reaper's wisdom (shoulders, 21,600 gp), shroud of venom (shoulders, 4,500 gp), silversheen elixir (none, 900 gp), spirit rush (none, 2,400 gp), swarmform elixir (none, 3,300 gp), vest of resonating fortitude (chest, 7,000 gp), wraith's sight elixir (none, 1,500 gp)
You can still use a normal axe, get EWP with a feat
or buy cracked Opalescent White Pyramid Ioun Stone for 1500 gp. Mind you, size stacking like that is kinda degenerate.
I just want to swing a big ass weapon and cleave planets. Is that so degenerate?
@Garbage Can Lid
The idea isn't but it leads to pretty egregious amounts of damage so yeah, kinda? Blame the system for being shit, really.
Have you ever seen someone play an Astomoi, or even seen one used as an NPC?
For a treasure chest with a secret compartment, or something similar, should receiving a perception check to spot the hidden compartment be automatic or only at request? The latter, I assume?
GM rolls in secret, if their passive modifier is enough to pass the check he tells the player that something feels iffy
Astomoi are a wasted opportunity, they seem so cool but there isn't enough fluff to actually play one.
In this case I am the player, I'm just kind of wondering whether NPCs will have trouble finding the secret compartment of a false-bottomed chest if I buy one.
"These chests are typically used by smugglers transporting contraband or those with treasures they would prefer to keep hidden. The secret compartment in this chest is approximately 1 inch deep. Different styles open from the inside, from the underside, or through the back. Detecting the compartment requires a DC 20 Perception check. Price 52 gp; Weight 25 lbs."
The check seems pretty easy to pass, so I figured that maybe the point is that most people wouldn't think to search for a hidden compartment in the first place. Sort of like how you don't get a will save versus an illusion if you don't interact with it first.
My GM is enforcing gold weight.
50gp is one pound. Considering we're level 2, how should I mitigate the weight until we've got enough to get a magic bag of some kind?
Find a merchant willing to exchange your gold for platinum
I asked this a few days ago and didn't get an answer, so I'll try again: how do the damage dice of a butchering axe grow as it's size increases? One of my players is telling me it's 12d6 at colossal, but that seems completely rediculous.
3d6 > 4d6 > 6d6 > 8d6 > 12d6
Your player is correct.
Exchange it for gems.
That's kinda fucking crazy, Jesus. Guess I need to ban it, or limit him to gargantuan or something. How the fuck does this shit get published.
On the one hand, Paizo doesn't really think when they put out new content (see also: the Shifter).
On the other, size stacking of the kind /pfg/ promotes never was supposed to be a thing. Tell your player to knock it off and limit him to one size increase at a time.
I have always thought that the ranger was rendered irrelevant by the slayer and the hunter, which I hate because I find those classes extremely boring to play.
So I went around looking for homebrew ranger fixes and I found this one.
What do you all think of it?
switching back and forth on d8s
Size increases never do that.
I would do this:
Supernatural Science (Su): A mad scientist is considered a full caster with all spheres for the purpose of activating magic items such as wands, staves, and scrolls, as well as when meeting the prerequisites for item creation feats and when making magic items. He is not an actual caster.
The mad scientist gains Scribe Scroll as a bonus feat at 1st level.
A mad scientist can duplicate the effects of a sphere ability up to his class level inside his laboratory by spending time and money. Doing so costs half as much time and money as making a scroll version of the sphere ability.
Those are damage die steps, user.
• If the size increases by one step, look up the original damage on the chart and increase the damage by two steps.
Learn to read.
Look at the chart right there, mate. Every size increase is two steps, as it also says right there.
On the other, size stacking of the kind /pfg/ promotes never was supposed to be a thing.
Pretty much this. Normal size stacking at that level isn't supposed to be readily available because that's someone using Lead Blades while being Gargantuan, which isn't typically doable.
It's just that PoW has a bunch of (stacking) damage die increase abilities, which throws that right out the window.
my inquisitor was real buddy with the inevitable monsters from pathfinder.
Yes, you are wrong.
Question, which classes other than Magus get access to an intelligent weapon progression that you anons know of?
Phantom Blade spiritualist and that one sword arcanist
And even then it's mostly the case of several DSP splats overlapping, not even purely PoW material. Powerful Build racial trait from Bloodforge, Armory of the Conqueror from Akashic Mysteries, Expansion from Psionics... 3pp really makes size-stacking worthwile, especially with recently-released butchering axe. That said, an argument can be made about butchering axe redeeming Strength builds in 3pp-heavy settings since they usually lose to dexfagging otherwise.
Jolly has some anima blade architype for vigilante that gets one, and there's also mercurial duelist archetype for vigilante that can get one too.
@Garbage Can Lid
Butchering Axe isn't even the best weapon for it, Double Hackbutt is still stupid as fuck in that regard.
Yeah but then you get into the whole "needing to not be shit at guns" and ranged weapons don't have quite as many options like rapid strike or whatever. Though they do have that revolver ocelot thing, so maybe it is better.
Thanks, I'll go look into it. I was genning a gestalt character and i was thinking of making a soul weaver lichling gish. Inspired by the sword-bound casting tradition, i wanted to come up with a backstory that his sword is cursed like that and partly a reason why hes like that
Is there a fighter archetype or feat tree that works like jotungrip?
Is there any good reason to enforce the 100 page limit of spellbooks? It seems like, no pun intended, needless bookkeeping. What's the point of tracking how many pages all your spells take up and which spells are in which book? Just to charge a caster an extra 15 GP to purchase another spellbook occasionally?
Needless bookkeeping is most of pathfinder. Carry weight, splitting skills to pad things out, spellbooks,
Steelbound fighter and it even keeps weapon training (applied only to your intelligent weapon)
putting explosive runes on their spellbook
risking complete destruction of their spellbook if someone else reads it
This is what Sepia Snake Sigil is for user.
Actually, on the subject of carrying capacity, I guess that's a reason separate spellbooks should be tracked. But OTOH, everyone who needs it quickly picks up some kind of extradimensional carrying space or carrying capacity boosters, so it doesn't stay a problem for long.
If I can complain about shit that grinds my gears, it's shit like this. Why have mechanics that are immediately trivialized for the bulk of the game? Are they just there to swamp low level players with more bookkeeping and bullshit? That's a terrible idea for a game that most people get introduced AT THOSE LOW LEVELS. It makes your game seem artificially complex, which either drives off potential players due to scaring them, or disappoints players who want more complexity but have it invalidated by simple shit.
it even keeps weapon training (applied only to your intelligent weapon)
No it does not, it gives you an unrelated bonus, and also shits down your throat in every way
It's pure padding on one hand, and a nightmarish half-simulationist, half-gamist abomination that does neither properly on the other. Most stuff in PF can and should be simply handwaved away for the sake of maintaining your sanity.
I think the question to ask isn't "Why have mechanics that are immediately trivialized for the bulk of the game?" but "Why have mechanics that trivialize others for the bulk of the game?"
True, lots of people don't bother with carrying capacity, but if the system's rules didn't address the subject at all, people would have their panties in a twist. It's better to have rules you can ignore than to not have rules for something that seems like it should have rules, basically. So you can't really expect a game that tries to be as comprehensive as Pathfinder to skip on things like carrying capacity, hunger, or tracking expensive spell components (all of which are bookkeeping things most players and DMs tend to ignore in my experience).
That being said, most people don't want to deal with that kind of minutia. Rightfully so, in most cases. So it's good to have rules for them but it's also good to have easy ways to get around those rules.
Also a lot of this stuff is inherited from D&D, I assume.
Yeah they do.
The default state of things should be "Simpler to understand and less fiddly bits to it" with "Complex bean counting autism" as optional rules. Let your product expand to meet the autism your audiences want, but make the base more accessible to new players.
Sure, as long as you keep it in the range of level 5-12
one shot at 12th
Niggas be spending more time building a character than at the table.
Interested in building an Immolator Inquisitor
Why does Paizo do this to us?
Is there any way to make a mute caster that doesn't suck?
Just grab a Wizard and pick all spells that fall under your school, treating everything else as unavailable. It works.
Psychic casters don't have verbal components, so that'd be the way to do it I think.
Sure! Psychic casters don't have to say anything at all.
I think there's a metamagic feat that lowers the cost of any other metamagic by 1, so if you take that and silent spell you can cast everything without verbal components
So the party is nearing the end of our superdungeon. Should they beat the BBEG at the end they'll get somewhere between 8,900 and 12,900 gold worth of treasure. What should be among the piles of gold? I'm terrible at allotting magical/wonderous items, potions, wands, etc.
They're level 4 and a Sorcerer, Inquisitor, Bloodrager, and ranger if it matters
Try looking up the Draconomicon, a book from DnD 3.5. It's got a lot of sample Dragon Hoards, which should provide a nice basis for "piles of treasure" at any level. A download of the book in question shouldn't be hard to find, either.
One amulet worth around 3k, you can never go wrong with amulets
Several gems which, if sold or used for components, reach a value of 2k
If the boss was a wizard, give them the chance to find his spellbook. If he was a martial, some enchanted weapons he kept as backup. If he was a divine caster, some kind of relic, and so on. These items are very hard to give a proper value to, so watch out
Consumables should be mostly for out of combat stuff, it would make little sense for them NOT to use them during the fight, in which case they could find them by looting his corpse. Still, around 2k in potions/scrolls and a half empty wand (max spell lvl should be 2) sound good to me
Depending on the situation, various valuable knick-knacks that serve to give the late owner some personality and for you to hide plot hooks in
Remember, people don't usually keep all of their gold as, well, gold
@Garbage Can Lid
Dope! I've never heard of that before. Thank you!
has anyone brought up the SoM combo body bludgeon rage power + lancer sphere + ragdoll swing
Jesus, /pfg/ is dead these days.
As it should be
Anybody who posts here anymore is either a) 2hu sperging out, b) a namefag looking for attention, or c) someone who will get mistaken for a namefag and shouted down no matter what they say.
The only people left are namefags who all hate each other too much to talk.
Despite all its faults. I enjoy pathfinder
What do you even think this means.
Was this supposed to be a biting retort?
It's true that anybody who tries to speak up just gets yelled at.
The first comic implies that the people saying they're lonely are the same as the ones who say fuck off. The second implies that the poster of the first comic is conflating two separate posters as a single poster or identity. Did you really not see that?
The first comic is titled "pfg these days", referring to the hostility of the General as a whole.
The second essentially becomes a non sequitur in that context, since it accuses the first of mixing up specific posters.
So, I said this in a recent thread and got laughed at and then told my asking this is a bit of a meme but is anyone wanting to run a Jade Regent game? I've been really wanting to get in on one recently for some reason.
I guarantee no one is ever going to run another Jade Regent game around here.
Yeah, I heard from the one thread someone last year got the thread all pumped up for some modified JR game and then it died or something.
I just really want to play in it and not be a GMPC. Fuck, if I had someone who was legit willing to run it I would run another AP for them just to balance things out.
Cozy up with the fotjr crew and see if you can fill in the empty slot
It didn't die, it just became the source of half the general's hatred for motivating the rest of pfg to run games that they didn't get into
friday of the jade regent. It's a meme to suggest they're a dying group.
Taldor pdf when?
implying that group was alive to begin with
They're just swapping out some class levels and characters. Pretty sure nobody has had to drop the timeslot yet.
everyone and every creature's classes, class levels, and challenge ratings now float as numbers above their heads
but not how optimized or overpowered they are, or noncombat skills or utility
How much would the setting change?
What would a wyvern have I say to a group of PCs that get between it and its meal? I know they tend to attack before talking but ever since the old Rankin/Bass Hobbit I’ve loved dialogue with dragons
I'd rather get into a new game, truth be told. Never been too keen on hopping into campaigns part way in due to personal experiences showing it never turns out well (well, it did go okay one time but that was only once so...).
Wyverns aren't very intelligent.
If anything it would probably just tell them to move or die.
Are you the guy who asked about what could take down two griffons to get to their eggs?
We'd probably see a push to increase your power, ability, and utility without increasing CR or level if higher levels meant worse outcomes, like being the first target or perceived as "too dangerous". Alternatively, lower powered people would push towards improving their numbers to mimic the attributes of potentially stronger creatures, which we already see with some animals like snakes mimicking the color patterns of more dangerous species. We'd also likely see a stratification of societies based on who has class levels in PC classes or NPC classes. Exacts of how that would play out would be dependent on the distribution of both classes, and the levels of those classes. Or we go full Furher Shoe from Guilty Crown.
The meal in question is a farm homestead but yeah, a wyvern would fuck a griffin up.
You have a point, a wyvern probably wouldn’t intimidate a party into moving aside
seriously contemplating running JR now
Maybe I will.
Can anyone who's run it before give me some tips?
Paizo AP's are massively over rated. Make your own story and go steal all the top rated modules from third parties. Reflavor things slightly and string them together with your own story, no one will ever know
Is a rapier+pistol Inquisitor viable?
Do you have a way to reload your gun while twf? or is more of I have both weapons as options and switch when needed?
You should also look at this feat and see if it suits you. http://www.d20pfsrd.com/feats/combat-feats/sword-and-pistol-combat
Fey Form I is a level 3 spell. You can assume the form of an Ijiraq (medium fey, from bestiary 4), getting +2 strenght, +2 constitution, low-light vision, 4 natural attacks (2 claws 2d4 damage, 1 bite 2d6 damage, 1 gore 2d6 damage).
how good is it?
It's not too different than Monstrous Physique. Druids can probably snag similar with wildshape. Some builds have more natural attacks than that by the time you get Fey Form.
I like it, it solves a bunch of problems I had with the class and it comes with some nice archetypes. Probably gonna use that instead of the regular ranger next time I set up a game
Goblins. He grew up alongside them and respects their resourcefulness
To them, you are the Goblin.
What's the difference between a Sorcerer, an Arcanist, and a Wizard? Why would you chose one over the other?
You pick Arcanist because it's probably the most broken option of the three with how much customisation it has.
The difference between Sorcerer and Wizard is simple: Sorcerers can cast from only a few spells they known, but more often than a Wizard could.
The Wizard can cast few(er) spells per day, but can handpick his spells for the job every day.
Both can use scrolls, wands, staffs to bolster their 'weakness' or for rare but useful utility spells.
Arcanist throws that out the window by allowing you to cast like a Sorcerer while allowing you to change what spells you have prepared for the day on the whim.
You choose sorcerer if you want a thematic caster.
You pick arcanist because you think sorcerer is too restrictive.
You pick wizard because you are a dirty spotlight hog and hate it when other players solve a problem without needing you to break an entire dungeon with a single spell.
The lower level people would never leave cities out of fear of being murdered by aspiring archmages and champions.
It would be more interesting if other numbers floated above their heads.
Sorcerers are spontaneous casters. that means their magic is innate and they can cast all the spells they know as many times as they have slots for it. The downside is that sorcerers have few spells known per level, and they can very rarely be changed out. their innate abilities are usually just cool tricks that augment their utility, and their bloodline spells are rarely anythign out of the ordinary for the sorcerer list.
Wizards can eventually learn all the spells in their list, but they take time and money to do so. they have a very limited number of castigns per day, but they get bonus feats aimed towards making magical items to mitigate this. they are very versitile, but they have to plan their spells out for the day pretty carefully, unless they have lots of time to spend studying. They can gain discoveries to help with these issues as well. Planning and forethought are a wizards best friend.
Arcanaistsgain bunches if supernatural and spellike abilities to use, and they memorize spells like a wizard. However, they cast their spells like a sorcerer, using the memorized spells as their castign list. They are the most versitile and most capable, as they can lean all the wizard spells just like wizards, but they have more access to what they can cast through their arcane exploits and chosen spells, without having to double up or stack extra spells (thanks to spontaneous casting. They also need two good stats instead of one.
Yiou chose sorcerer for flavor and fun, wizard for utility and fucking over the GM, and arcanist to really fuck with the GM and your fellow players by being everything and doing anything.
Is there anything similar for clerics-like classes? Why would you chose one over the other?
Clerics have Oracles, which basically are their equivalent of Sorcerers
Clerics are very powerful in their own regard but their spell list is less powerful than that of a wizard.
Oracles are the sorceres of clerics. Same difference really, except oracles need to have a curse that gives them penalties while clerics have to tackle the fact that they need to spend their whole time just channeling because their allies see them as nothing but healbots.
Type H Treasure, Lair Treasure
Type I Treasure, Treasure Hoard
Is the Bloodrager good?
As far as killing things with pointy sticks go, yes. IIRC theres not much if any utility in its spell list.
Never played Pathfinder (my GM isn't much into what looks like classic fantasy), I'll be the GM for him and my usual pals next month and I was wondering with which campaign should I start ?
Is there things I should be careful about ? (I'm used to Anima and magician can basically do anything with natural magic, so keeping the players locked somewhere can be really difficult if you don't put magic everywhere)
playing last night, newer game, third session
Someone put a point into linguistics
DM explains that because it wasn't a class skill, it is untrained and he has to roll to be able to speak that language
I disagree, because that's not true
Another player, who also doesn't know the rules, agrees with the DM and they both try to explain it
Just link the rules to them, in like 15 seconds, with the specified parts underlined
They acknowledge how the rules actually work but are angry at me
All the time with these guys. They're acting like I'm a huge rules lawyer, but I'm the only one who knows the barebones basics.
"So, you get one primary natural attack, and everything else is secondary attacks. You choose which is primary"
Here's how natural attacks work
"Okay" -act passive aggressive for the rest of the game
I choose to attack enemy 1, and if he goes down, I use my second attack to attack enemy 2. If Enemy 1 doesn't go down, I use both attacks on him.
You can't do that. You have to announce where the attacks go beforehand, and you don't know if they're going to go down. Otherwise it's meta
Here's a link to the basic rules
Okay you're right
Proceeds to be passive aggressive towards me
It'd be one thing if I was really interrupting the game, but I think they're just embarrassed they don't know anything about the rules despite both of them running seperate games.
Is there any class that makes the crossbow good?
Bolt ace makes it passable.
If you want avoid bruising fragile egos, try bringing it up out of session.
Have they DMed this system before? I mean what you are talking about is basics. Not rules lawyering at all. I mean I know how rule 0 is that DM has the final say but basics is basics.
The only reason I could think for their attitude was with your presentation of the correct information. Were you smug or had a "I told you so" demeanor?
Not the poster but I heard of when deliberating complicated rules just do gm final desision so you can move on. But for simple stuff or if a desicion is do or die, solve it then and there.
I wasn't smug.
Here's the rules
And then he got an angry tone in his voice and told me that there was no way you could just learn a language overnight, and ruled to roll on the skill anyway. I just shrugged because it wasn't worth arguing over.
Some people, man.
Read the vast majority of the AP first, have the PDFs for the monsters ready/bookmarked, and use Legendary Game's plug-ins to add more to the overly long stretches of the game. You may also want to trim up some of the dungeons and someone has even said you should probably replace book 5 with the "Ruby Phoenix Tournament" module instead (or maybe it was include it, not sure).
Caravan rules should be more or less tossed and whenever caravan combat begins simply switch it to actual player v enemy combat. Keep the supply and maintenance bits of the caravan rules added though, imho.
use the spell Tears to Wine
He tells me it turns into water after the spells time runs out.
what about that line about spoilage? Doesn't that imply that it's beer, lasting months?
And then he put his foot down and told me it turns to water, end of discussion. They're probably definitely tired of being wrong 100% of the time.
Why does Archives of Nethys have some info that d20pfsrd doesn't have? For example, Saint's Holy Regalia isn't on d20pfsrd but is on Archives of Nethys.
Honestly I have no clue but there is a reason I use both as resources rather than just one or the other.
That spell is confusing for me. If what you are saying is true, what is the point of duration? It would have no duration and have a line that the drink will naturaly spoil over time.
The duration is for the enhancement bonus.
@Garbage Can Lid
That makes more sense. Have you tried to talk to them about this out of game?
Why do people say specialize is the king in Pathfinder, while tier list is about versatility?
Should I just play illusion focus character and use Shadow X spell then? It has both specialization and versatility.
We've only played three times, so far, but I've brought up a load of things and the DM is just tired of me bringing things up.
Like, I could talk to him about Tears to Wine, but he'd just fight me on it because he's tired of getting things wrong. I don't want to bring it up because it's not the end of the world, and I know he's going to get something else really wrong soon, and that time it will matter. I don't want to exhaust him unless it's important.
I'm picking my battles.
And then he got an angry tone in his voice and told me that there was no way you could just learn a language overnight
Bring this up the next time party wizard learns to bend reality over his knee and fuck it in the ass (in various ways) overnight on next levelup.
The tier list is based on versatility
Wizard: Do anything you want
Cleric: Do mostly anything you want
Skald: Do anything you want 3 times a day
Barbarian: Hit em hard, and have some spell like abilities that let you do some things
Fighter: Hit them hard
I find I'm misreading things more and more as I get older. Sometimes I'll look back and whole words just won't be there, that I totally remember being there.
so legendary gunslingers came out, looks like theres some stuff that wasnt in the playtest like hte rum slinger. anyone checked it out yet?
Specialization is necessary to even be good at anything in PF. Generalists end up being good at nothing because paizo believes that everything nice needs to be barred behind being a specialist.
Tier 3 is being versatile enough to have something for most situations even after specializing at your main job.
Tier 2 is about being good enough at your specialization to be able to apply it to almost everything.
Tier 1 is about being able to specialize in everything.
Well, Satan, from what I remembered of it when I dug through the playtest, it was actually quite good. Never got time to go through it in detail though, but the magic-using archetype was pretty fun
Even wizards learning spells on level up is ezplained that durring off time they are constantly learning or studying. Durring off time it can be explained that you were learning a language. One time we were exploring a floor with azlanti stuff. That session I leveled up and learned azlanti. We joked that I was a fast learner, what a coincidence.
For mesmerist you really need just Spell Focus for both Enchantment and Necromancy and you are mostly kosher, no?
That's what you need, to recognize that although you can explain away things, it's still a game
It's a game. You don't need complicated systems to try to ape actual economics, just say fuck it and make things sell at 50%. You don't need to roll on languages and bullshit, the guy took the point, he knows the language.
That's how games get dragged out and become less fun, when you mire yourself in pointless shit.
OGL reasons I believe. Golarion specific stuff isn't allowed on srd. Like for example I think Red Mantis Assassin is renamed as Crimson Assassin on the srd.
Reminds me the time I posted this cool item and how it worked here awhile ago. This one user was against how it functioned for one reason or another. Others were saying that it just did and that was the point of the item.
That's a cool item. I can see some dumbass trying to make a "super cool and believable world" trying to ban it or something. God, it's a fucking game with magic and shit. It's in the base rules. It doesn't break shit. Just allow it.
Talking to my DM, the guy I've been bitching about for a while because he doesn't know the rules.
He banned cavaliers in his game
I'm not a cavalier, but I'm curious as to why
Yeah they just don't mesh. They can't go in dungeons and there aren't enough overland encounters for it to be worth it.
Mention small characters and riding dogs
Yeah I ran a game with one and it didn't work out too good for him
Ask him why
Say I would probably make a goblin with a boar mount, with a towel for a cloak and a bedsheet as a flag
I'm kinda joking, just coming up with some random concept
this goblin would have 0 in knowledges and max ranks in bluff to convince people he's a goblin noble
Yeah that would have a -20 on that bluff check because people know that isn't a thing
God, I know you want to make a world, and have it be engaging and make sense, but you're just being a cunt and ruining fun.
Fellas, level with me
Is it gay to play a Bard?
I mean you basically pretending to serenade other dudes
It's also a symptom of severe depression, user.
Take care of yourself!
Are you going to run a campaign?
Is that true?
That actually really worries me.