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Pathfinder General /pfg/

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app.roll20.net/lfg/listing/76041/mighty-quest-for-epic-loot-in-the-lair-of-the-kobold-queen
docs.google.com/spreadsheets/d/1E2-s8weiulPoBQjdI05LBzOUToyoZIdSsLKxHAvf8F8/edit#gid=3
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If your DM doesn't use Background Skills, you need to just knock some of their teeth out, because that shit's pathetic.

Posting again:
Last session my GM introduced 'something' to us:
>the party has traveled like 500 miles up into the mountains north of where most people live
>cold as fuck, snowing
>there are old structures on the mountain tops
>we came looking for treasure
>nothing there at first
>party is attacked by ghosts
>they aren't human ghosts, GM describes them as 'formless congealment of agony'
>press on
>some of our hirelings due to ghosts
>press on into the structures
>get attacked by another incorporeal creature
>GM describes it as 'sapient animalistic screaming'
>start finding treasure, mostly weird art pieces and statues made of precious metals
>most of the art is made of fractals
>have to make will saves while looking at it or get nauseated
>deeper down we find a massive fucking cavern
>the bottom of the cavern is just a huge featureless stone cube
>no seams or anything
>try to pas through it with earth glide, it's layered with other materials
>decide to crack it open
>set the hirelings to digging and set up base came
>dig towards center of the cube
>things attack us while we're doing this and explore a bit more
>most of them are either incorporeal, weird insect things with 16 legs, or ooze things
>find depictions of what our cleric works out is probably religious text in a language we don't know
>depicts a cycle of death and rebirth but with added steps
>GM described it as similar to Bhavacakra, a buddhist thing
>end up cracking open the stone finally
>inside it a stable made for humans
>there is a stone marionette on one side
>it's take itself apart and reconstructing itself in a chair on the other side of the table
>we watch it for a while it does this back and forth
>try to talk with it
>cleric asks "who are you?"
>it starts repeating "who are you?" in a louder and louder voice until our hirelings need to leave due to sonic damage
>suddenly goes silent as it finishes transferring itself

Last session ended there. The fuck am I dealing with?

How good are wizards?

p. good

Pretty good, though there are some weak picks in the spell lists, as well as some laughably strong ones that it helps to be aware of.

I may have an idea....

An amazing GM

I specialized in necromancy. Necromancy spells seem pretty strong.

What are your opposed schools?

Abjuration and transmutation

Transmutation is a pretty huge school. Most of its spells are too situational to be very good, but you'll be missing out on Disintegrate and a lot of buffing spells.

You're not missing out on too much with Abjuration, barring Dispel Magic.

How is this for an alternative.

>!! WARNING !!
>!! WARNING !!
>The final deadline for application edits has been moved to Friday morning, to allow me to spend more time going over applications while also fulfilling obligations related to other games. Final roster will be announced on Saturday.

We have a druid and a ranger and a cleric so I don't think we'll be wanting too much for buffs

Oh yeah you're fine then

hey /pfg/ since that starfinder is coming out. What did you guys think about distant worlds? are there any adventures or games running using a bit from that book?

What did you think about the House of The Void?

Good think I'm already done with my edits

Though I've been second guessing my character choice fucking kill me

Your DM has read a certain story.
He is using a certain monster.
You're fucked if you don't run. But it's also as fast as a train so you're fucked anyway. Use the hirelings as decoys and bolt man.

I feel bad for the DM. Two animal companions, a familiar, a bunch of undead whenever I can get away with it, plus I plan on taking leadership

Im curious to what it is. Not the poster, someone else. Can you say it in a spoiler

What are good names for Ifrits?

Have you considered not taking Leadership?

Alternatively, if your DM has already okayed Leadership, have you considered the Instructor Wizard archetype? It's basically an upgrade to just taking the feat

What's the best improved familiar?

Original poster you're on your honor to stay away from the story until you're done withe the area.
At the Mountains of Madness is a good portion of it with sprinklings of other Lovecraft, not sure what the marionette is from.

You should see if he lets you take leadership first.

But otherwise don't feel bad. A lot of the time DMs love it when the PCs are tough because then they don't have to pull punches. Try to get a dragon familiar, make halfdragon babies, then build a tower in a demiplane and a dungeon in the mortal plane so you can rule. Become a lich and put your phylactery in the tower, and when your dragon gets big make her a dracolich. Have your cleric become pontiff of a new religion with you as god of death user. Don't spoil the chance.

Flameo Hotman

I'm gonna be taking leadership for more than just one reason. Eventually I want to be a Nosferatu (my character was actually originally taught necromancy by one and I'm currently looking for him). But if my party doesn't just kill me I'll need a small cult to handle transport of my coffin and maintaining my undead farm. Also need them to feed.

Heats Flamesman.

Spicy Boy

just pick a human name. they're just weird humans.

Not much different than what I plan on doing lol. And she okayed leadership already, after I told her I was gonna play an evil character I had to come up with a believable back story, motivation and personality, as well as goals and reasons to adventure with others
Making sure I'm not just chaotic stupid basically.

One hot mama.

What were you planning to do curiously. Its tough to find people playing wizards these days with any sort of plan.

user, no one's going to remember that name.

John.

I want to become a Nosferatu and build a small cult around myself. Eventually I want to manufacture large mounts of death dream or whatever that poisons called and have my cult distribute it in small villages and Hamlet's then cast curses earth and basically create blighted plaguelands and build an undead army, eventually bringing about the destruction of society.

I do/will.

I like your style

HOW COULD I BE SO EASILY DEFEATEEEEED?!

Consider teaming up with the cleric and convince him to become a lich. Not a lot of people make cleric necromancer liches, but they play the role of high undead pontiff very well. I don't know how you could get the druid to come with you on that, unless the druid is a blightdruid who likes mushrooms or something like that.

That's assuming my party doesn't just kill me after a while. I plan on being evil, just in a plotting methodical way and becoming a fucking Nosferatu might be too much for them

has a good point. Clerics are much better at raw-necromancy compared to wizards, and have the ability to take that one archetype that gives him a permanent skeletal champion that gains levels and does not cost control HD

The cleric is true neutral and has the travel domain I think. Don't know much about the druid yet. What really scares me at low level is the chaotic good barbarian

>app.roll20.net/lfg/listing/76041/mighty-quest-for-epic-loot-in-the-lair-of-the-kobold-queen

the only space one I am aware of is this. Already applied so it seems alright to me.

As for the house of the void, who knows. They are so mysterious, I can only imagine them as tall people dressed in solid black robes with a void within the cowl so you can't even see them.

Unfortunately the characters are already made. We are each getting a solo level 1 adventure that's going to leave us all heading towards the same place so we meet up at level two. I know the druid has something to do with bones being a big theme

Don't worry too much about the barbarian. If they end up playing like a barbarian they will probably be straying closer to chaotic neutral side of the alignment, and maybe with convincing you can get help you with their big buff hands

Spice Meatboll

I had a paladin named Lawful Goodman once.

I had a Necromancer named Shadow Darkman. I think we'd've been good rivals.

>find giant cube at the bottom of a cavern
>"well shit let's crack it open"
What the fuck did you expect to happen?

I had a friend play a fat cleric named Big McLarge Huge. He was just at the weight limit for Floating Disk.

Some of you may have seen 7th- or 8th-level Spheres of Might builds that abuse the Alchemy sphere to wholly obliterate large radii of absurdly high-CR enemies. I would like to revisit such builds at a much lower level to help prove a point: Cluster Toss and Snap Toss are both completely broken talents, because Alchemy damage already seems to be balanced around "1 formula throw = 1 attack action," so Cluster Toss and Snap Toss are effectively free attack actions for a trivial cost.

Cluster Toss and Snap Toss might be balanced if they were limited to regular alchemical items, but as they currently stand, they blow apart encounters even at low levels.

To that end, here is a 2nd-level Alchemy bomber. It brings out a turn one nova (surviving the first turn by way of high AC, Cold Iron Call, and Durable), and then lazes off.

Level: 2nd
Race: Human (focused study, heart of the fields)
Class: Blacksmith 1/alchemist (mortal chemist, tinkerer with valet familiar) 1
Ability Scores (20 point buy): Strength 8, Dexterity 12, Constitution 14, Intelligence 18+2, Wisdom 12, Charisma 7
Traits: Alchemical Adept (Magic), Illuminator (Religion), Student of Philosophy (Social)

Feats:
• Focused Study: Skill Focus (Craft [alchemy])
• 1st-level: Magnum Opus (Craft [alchemy])

Martial Tradition: Warden:
• Equipment sphere (no dedication): Armor Training, Shield Training
• Guardian sphere (Indifferent Defender drawback, 1 free): Cold Iron Call
• Shield sphere (Inoffensive Blocker drawback, 1 free): Deflecting Shield

Other Talents: 4 = 2 alchemical expertise + 1 blacksmith + 1 equipment specialist
• Alchemy (Formula package, Poison package, Natural Skill drawback, 3 free): Improved Acid Flasks, King's Sleep, Swift Toss
• Equipment (1 free): Distance Shot
• Guardian sphere (already have this): Durable

Key Equipment (1,000 gp):
• 550 gp: Masterwork full plate, self-crafted
• 257 gp: Darkwood heavy shield
• 75 gp: Portable alchemist's lab
• 50 gp: Masterwork backpack

Craft (alchemy):
2 ranks
+5 Intelligence modifier
+3 class skill
+1 racial from heart of the fields
+2 trait from Alchemical Adept
+3 Skill Focus
+1 competence from alchemist
+1 circumstance from portable alchemist's lab
+2 initiative valet familiar's Cooperative Crafting
Total: +20, take 15 with Magnum Opus for 35, enough for two upgrades on Improved Acid Flasks

Initiative:
1 Dexterity modifier
+4 initiative familiar
Total: +5

Range increment:
10 splash weapon
+15 Distance Shot
Total: 25 feet

Attack bonus with splash weapon out to first range increment (5 to 25 feet):
1 BAB
+1 Dexterity modifier
+1 Throw Anything
Total: +3, needs to hit only an AC 5 grid intersection

Damage for Improved Acid Flasks:
2d6 base with Craft (alchemy) ranks
+1d6 Alchemy dedication (see Additional Rules for timing on expending martial focus)
+5 Intelligence modifier from alchemist
+2 sharpen weapons
Total: 3d6+7 (average 17.5), twice over

Area:
• Full damage to all targets within 10 feet of the point of contact (assuming both hit, average 35 damage)
• Half damage to all targets within 20 feet of the point of contact (assuming both hit, average 17.5 damage)
• 1 point of damage to all creatures within 30 feet
Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.

docs.google.com/spreadsheets/d/1E2-s8weiulPoBQjdI05LBzOUToyoZIdSsLKxHAvf8F8/edit#gid=3
• Average CR 3 Hit Points: 30.3
• Average CR 4 Hit Points: 39.2
• Average CR 5 Hit Points: 53.4

As you can see, this 2nd-level character stands a very high chance of wiping out a cluster of CR 3s or CR 4s in a single round, or possibly a cluster of CR 4s or CR 5s given an extra round of lingering damage.

Inner Beauty trait will give you +4 on one craft check a day, if that's enough to up anything.

The character wants to be able to recraft their Improved Acid Flasks after every encounter (this takes only 3.75 minutes per flask with the Equipment sphere dedication), not just once per day.

The higher-level versions of this build blow apart even higher-CR enemies in even larger radii, and have the longevity to last two or three rounds hurling Improved Acid Flasks against AC 5.

2hu, I want to optimally make love to you

Transmutation also has all the spells that let you fly, which is kind of a big deal.

Abjuration has LOTS of good spells as well, like protection from evil.

Abjuration is where they put all the protective spells, which is extremely important.

Transmutation is just where they dumped all the shit they couldn't figure out a better place for, which means the Transmutation spell list is about x2.5 the size of most other spell lists, and that means fucking oodles of options. It's one of the best specialization options for a reason.

>I've already encountered multiple traps with DCs 30+, big damage or instant kill effects

Big damage instant kill traps are what we call 2hu characters.

I haven't played Pathfinder in quite a while, but I've been invited for a campaign starting this weekend. I really wanted to play a tanky character, but I don't know what class to choose. Before, I would have just chosen synthesist summoner, but as I understand it that's been banned/nerfed since last I played.

So I ask, what's the best class for tanking? I assume that its paladin, but I wanna make sure.

The Stonelord archetype that Paladins can take is one of the more fun tanking builds, in my opinion.

If 3rd party is allowed everyone is going to tell you to take Warder, but my group doesn't allow Path of War.

Warder

Make a cute Warder!

Huh

Another ROaB app

Is it another roll20 normie?

Is there a risk of damaging allies with this build? Would it be possible to TPK with a bad roll?

I'll have to ask the DM if path of war is allowed. He'll probably say yes tho; the DM's a cool guy.

Any Warder advice for me? Well, other than what I can find in a handbook.

Post it for those of us on our phones.

That show was so fucking fun. I really wish Hilda had lasted longer though. She was fucking primo.

I get it!

I think I remember that there was a manga version where she lived. Or at least where it was confirmed she and Gene had screwed.

Name/ Callsign: Abagale "Fallen Angel" Ariel, pilot of "Archangel'
Alignment: Chaotic Neutral
Race/Gender: Spaceborn Female
Class: Eldritch Archer (magus) VMC: Ranger
Party role
Foot: Rifle user, magic damage, scout
Mech: Long range sniper, magic damage, air support, scout
Sheets: wip
Abagale
'Archangel'
Backstory
wip
Athos pilot, was trained in long range weaponry, as well as adding "old world" magic into the mix to fit her mecha's design. She was born and raised in the Athos's spacecraft. She was chosen as one of the five to leave the spacecraft after another member was confirmed dead on Rezia.
(can easily swap out Athos with a private military group if you wish to keep the mercenary families as a very special case)
Personality: Abagale is a little unhinged, some would say. She is a happy go-lucky type of girl who would happily party the night away with a complete stranger. However, offer her a challenge, and if it is something she could do, she might just accept it. Very much so if you ask for a duel. Just don't expect anything close range with her. When she is in a job, or in a duel, she expects to win, and she will make sure she does if she needs to.
Signature system: Astral Rifle: 'Archangel' is equipped with a recoilless rifle (or the like), but has been heavily modified. The rifle's technology is mixed in with a bit of magic, a single crystal helping power the rifle. The rifle's range is no laughing matter, just like a sniper rifle in the hands of a marksman, the Astral Rifle's range exceeds that of most, if not all, other mech-based rifles. Not only that, but the pilot must wear a special 'glove' inside the cockpit, allowing them to channel magic straight into the rifle, mixing it's power with the bullets it fires. (Sniper class recoilless rifle with magus spellstrike capabilities.)

Man, they obviously fucked in the show. She took her prize then and there.

Fuck, that's some sexy shit, too. Badass, sexy older woman just fucking picking up some handsome younger dude? That's primo storytelling.

Why aren't more /pfg/ games like THAT, damn?

Everyone wants to be the one picked up, nobody wants to be the picker.

So, we are playing pre-made character. The GM has decided to distribute our characters across the land Baldur's Gate style. You have to find them, if you want to play them. What are the best methods to find a specific person/character with more/less information?

Are you kidding? Being a perfect, confident badass space lady that can effortlessly claim the bodies of any hunks she wants? That's the dream. Sexual freedom and no submitting agency or anything to anyone else? It's like the perfect female life.

Because there's no one for Shizuka to fuck like that in HV, even the butler is a dad.

They did confirm that in the last episode, yes.
But I feel it's mostly that GMs are either uncomfortable with sex being a thing (especially in meatspace games), want to do the fucking rather than being fucked, or are more interested in/better at making submissive waifu-bait than attractive and aggressive women.

That last part is going to be even more rare on /pfg/ considering this place's obsession with cuckolding, and anybody who has designs on an NPC is going to scream about getting NTR'd if someone else is more immediately receptive to her advances than them.

What stats would you recommend for a Bard?

Louisiana is a good starter.

Depends on the build goal, archetype, ect ect

generally if melee str cha dex con and an archetype to support, for ranged its dex str cha con cause bardchers are really strong, and for caster centric bards its like cha dex str con

You do it, then.

A lot of girls, myself included, enjoy being pursued, rather than pursuing. Confident and badass is nice and all, but I prefer feeling treasured.

Are there any opportunities for time skips in HV so you can start creeping on the son?

Not really

And i'm pretty sure the Son is secretly a devil.

You saying you need someone to app as a Hilda-esque superwoman? Because point me to the game and I'll do it in a heartbeat.

I prefer Mississippi, myself.

I CHECKED THREE TIMES AND HE DIDN'T EVEN MISSPELL IT!

Seriously? Fuck, I'd pursue some cute girls, too. Hell, /pfg/ would probably like that better, a tough action woman seducing some demure honeys.

Why would I? It's easy to spell, Holmes.

I'd say Overlewd, but the window for new applications to that just closed.

Maybe Raining Oil and Blood? That could work for a badass spacefarer.

I may have misread, sorry, if it's like that then 13.6 electron Volts should be pretty solid as long as he's Hydrogen.

I hadn't heard about this one yet. That sounds pretty badass. I could definitely envision a grizzled, mecha lady fucking people up and seducing impressionable hunks.

Let's have a look at this chargen.

Keep in rule current mecha rules are literally being rewritten

Oh, well damn. Hmm, I'll put it on hold mechanically and write up the fluff parts for a week or two, and then come back, then.

Its mostly being re-written to make ranged less bad and increase options

That's good, though, right? Fuck, I'm kinda excited. Haven't had any good sci-fi fun since I played Rogue Trader and ate a bunch of people.

Yes, its very good

I'm doing my best to help Plat get these rules to kick ass

Plat's a swell guy. I always like the shit he posts in the discord.

What happened to Cashmere? I heard she got hit with an ovipositor on top of everything else.

Mind linking that game? Mechs have always been interesting to me.