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Sarlottia Sardavic

Achilles's page

Pathfinder Society Member. 255 posts. 1 review. No lists. No wishlists.


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Name: Never Asked
Race: Human
Classes/levels: Ftr 4/Barbarian 11
Adventure: Thousand Voice
Location: Flying Owl Bear Lair

The crit card from the owlbear's beak attack read "Double Damage and Death, Fort Negates"...a DC 44 Fort check didn't happen.....


oops found it... Northlands...sorry my post was misleading...I looked for a magic ring with a wolf and 'thought' I remembered it was in a book that had the Iron Bear (they were oof course, NOT)and all my looking for wolf ring was unfruitful...I figured someone here knew what book the bear was in as it was probably used more...(name of the ring is Warding Wolf). I did of course use the bear as well in Jade Regent. Thanks for your help, guys.


Anyone recall what book this critter came from? I remember id dealt with north/arctic, but can't remember the name


Make teleport impossible to any place they've never personally visited. Period.




Anyone got good stats for these? The gang are finishing ruby phoenix and then its a reverse running of Hungry Storm where they escort a princess back. Lingshen is the first country they travel through and I need some good stats for terracotta warriors. Caryatids seem a little off. (They are Level 10-ish)


We got invited to the tournament and are doing thigns inr everse. After the tournament, i plan on ahving the characters escourt a princess over the world to the Linnorm Kingdoms. Jsut gotta up the level of critters


amethal wrote:

However, the main thing I have learned is that the entire argument is moot. Since by the RAW PCs can only sell items at half price, and by the RAW PCs can only buy items at full price, PCs are unable to sell items to other PCs as that would result in breaking one (or both) of those rules.

I believe you mean 'GUIDELINES as written, This ain't warhammer 40K. PC's can sell items to PC's for whatever their characters agree on.


Ravingdork wrote:

How am I a troll? Hiring a guard for the shop would be worth as little as 3sp a day (maybe up to a few gp a day).

It's simply a fair exchange of services (though admittedly, a little underhanded in its presentation). 8,000gp sword = 8,000gp worth of guard duty.

If the fighter in question was high level (and thus "worth more") then I might remove something like 25gp from his debt at the end of each day. Towards the the end of (310 days later) he gets his sword.

Exchanging services in similar fashion is common practice both in the real world and in fantasy literature. To say and act otherwise is to break the fourth wall of roleplaying.

And Im'a start charging you 5 gp for every hp of the monsters I defend you from. See? I can make profit with MY feats too :)


Aye I figures as much. Was not sure if comp would stack, thax


Obirandiath wrote:

Normally, the character's gear is petrified along with the character and renedered inert.

I have to add the breaking the character's arms off will make it much more difficult to return the character to a playable condition.

Nothing Mending wont fix


Oceanshieldwolf wrote:
I want to be on the side who has the most "fair".
Lie -->
Give the crafter his coin, be happy you saved some money, and quit whining he's "ahead".

You obviously favor the farm-the-party side....


My half orc got turned into a statue by a Dracolisk in Kingmaker. They broke his limbs so he could fit and shoved him into a bag of holding. My half orc had a portable hole on him when he got turned to stone. What happends? Gate or no?


1 person marked this as a favorite.

If I add Speed ability to Boots of striding and springing, what total move bonus do the boots add? Do I treat them as most similar bonus types (for movement) and just add the highest movement rate bonus, or do they stack? If I add Elvinkind to the boots, is the competence bonus +10 or only +5?


Ravingdork wrote:

The fighter can choose not to use his feats if he doesn't get paid for them. He will likely die as a result.

But the crafter? He can withhold his services as well, if he isn't properly compensated.

The difference? In the latter example, the crafter doesn't die for not using his abilities. He's busy escaping while the fighter is dying for lack of magic armor.

Or the wizard gets grappled by daemon. And the fighter leaves, because the wizard was too greedy to make him a magic weapon. Works both ways, eh?


Quantum Steve wrote:
I think an elegant solution is to charge full price, then split the extra money evenly between every member of the party. No one could possibly think they're getting robbed, EVERYONE gets money.

You're simply milking the party for cash. Every character for the most part uses all their various skills for the party. Crafting is just one skill you possess and they do not. Any items you make ultimatly benefit you as well as them. Looking at it otherwise is pure greed.


Reputation could be critical for a would-be king in this adaptation. It almsot forces a PC king to be a good ruler....


If you're prepared to deal with a character that can recon and have negligible chance of getting caught every time, then ok. Why set yourself up for such hassel?


Quantum Steve wrote:

The Barbarian just got a 4000gp axe for 2200gp. His character wealth just jumped 1800gp. The Wizard, on the other hand, only made a 200gp profit. Even if he crafts to double that profit, it's still only 400gp. Much less than what the Barbarian got.


nd yet no doubt the gold the barbarian spent was presumably part of his share, same as the wizard's portion of same. So the barbarian is spending his profit to benefit the whole party. And the wizard is making a profit from it. In fact, the wizard is giving himself a latent bonus at the barbarian's share of treasure.


notabot wrote:

I find the behavior of party members that wish to steal, extort, or threaten other members because they won't do what they want disgusting.

So is profiteering.


notabot wrote:

Eh, if I ever play in a group that isn't ok with me giving a discount, they will get the full price or nothing route.

Ok. So who does the fighter aid when those ogres ambush? You, or the cleric? A PC wizard who expects free protection can expect to craft for free.


FireberdGNOME wrote:

Wow. •Every• PC invests in the team. The crafter of course is entitled to charge, but so too can the face negotiate his own rewards, exclusive of the party. The fighter can choose to intercept the baddie trading his investment in armor, weapons and hit points to keep the wizard safe. The cleric raised his charisma to get extra channels, again an investment. My point is that directly profiting from PCa is simply bad form.


Exactly so. This nonsense about 'I paid with a feat to craft' is the same as a fighter paying with a feat to get weapon focus, which benefits the party every combat.

Two PC's sitting in a drow dungeon awaiting sacrafice:

Wizard: "That drow got his hand-crossbow shot off and poisoned me before we could teleport! Why didn't you stop him?"

Fighter: "Don't blame me. He was too far way. And you're the greedy *%&$* that decided not to craft the boots of speed I asked for back on the surface because I was short your bonus fee."



So use CHA for damage bonus?


That would be for melee attacks and such...but we're talking lifting ability here. Ghost touch tiems still have a weight.


How do such creatures use Ghost Touch items if they have no str score? Do you consider them to have a str of 10 (for a Shadow Dancer's summoned shadow, for example)?


GM guide is very useful for the npc stat blocks alone...


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Does the fighter charge you to intercept that ogre that's coming at you? Does the cleric charge you for cures? Does the rogue steal from you? Are you in fact, merely being greedy?


I had the quickling attack during the battle with her. In fact, our fighter is the only one to engage her (since two party memebers were fighting the quickling and the Paladin kept failing his climb check in fullplate 5 times trying to reach the upper floor....)The fighter beat her down handidly....


If they can only sell items at half price, what's the point of the witch making items for sale? Unless she's selling to party members....


I'm not sure the DM related all the good things that are ins tore for those in Kingmaker. It does take a while to get to the more meaty bits, but one has to have the desire to master a kingdom, not merely dungeon crawl. Our group has one (who's the Baron) that really cares at all about improving th towns. The others like to kill things, and Kingmaker allows all. If the players above have no intrest in setting down roots and taming a wilderness, then they never will enjoy KM to its potential. A heavy handed DM might not be best for this...then again a power gamer player who likes to be evil despite his professed alignment won't do well here either...


Shadowborn wrote:
I use the Critical Hit Deck regularly. I like the spice it brings to combat. It also has a way of making things like undead and constructs a bit more resistant to critical hits, as many of the effects caused do not apply to them. I rather like that.

We use both the crit hit and fumble decks. The only REAL problem I've encountered is where it regards single big monsters. For example, my Level 9 party ran into a froghemoth (CR 13) in the swamps. The opening dagger-toss of the half-orc dagger fighter resulted in a crit hit. The result was a stunned froghemoth, who suffred another crit round two that limited him to move or partial actions. It died in three rounds, getting one attack (when it would normally get 5 devastating blows each round). Beware of too-good results vs solo monsters (there are Fort saves for SOME critical hit/fumble effects, but many have no save).


I find my interest in AP's wanes around book 4. The farthest I've gotten (DMing for my group, as for the most part they are too lazy to run anything as a DM themselves beyond one night's session)was playing up to halfway through the Isle of Dread in Savage Tide (My favorite path so far), then the guy running it had GF issues and left us hanging for 3 months, where I took over. We made it to the Wells of Darkness and it petered as everyone did other things during the summer months.

Age of worms we started @ Spire of Darkness, because everyone had 14th level guys already they wanted to play. I did run Three faces of Evil as a one-off for their lower elvel guys (Too good a segment to not have them do it).

Our Kingmaker game is just starting Blood for Blood (We had a player start DMing Serpents Skull after book 3 so I could take a break and play a PC, but twice he just skimmed over the material from book 1 for two sessions and everyone got pissed because he never bothered actually reading it enough to DM it).

For me, it's a level thing. I get tired of DMing for PC's that hit level 9+. That's right when my group enjoys their answer-for-everything levels. So I made us use slow-xp track for Kingmaker. We've been going a good solid year (Averaging 10-12 hours a game, noon to 11PM-ish)....and now they are level 9 and my interest is waning like clockwork....


Benchak the Nightstalker wrote:

Remember, the magic item pricing guidelines are meant for pricing new magic items (as in ones you've written), not giving your players carte blanche to futz with existing items. PCs wanting to invent these "Boots of Speed-Strinding and Springing-Elvenkind" need GM permission to do so, just like they'd need GM permission if they wanted to research the spell "Heal-Heroism-Haste".

RAW disagree. For example adding invisibility to a +2 Ring of protection:

Here's the quote:

Adding New Abilities
Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

I was using the argument that doing such would make the items almsot minor artifacts, but one player used a Rod of Lordly Might as an example. Another being Boots of the Winterlands or even any of the various staffs that can do multiple non-related things.


Michael Foster 989 wrote:
Alter some monsters chosen feats to include Eldritch Fang (all natural attacks count as magical and silver) and replace something useless like skill focus stealth, full attack the shadow once and its goodbye for it as it wont last against things with magical natural attacks, (limit Eldritch fang to magical beasts, aberations and other creatures one would expect to have magical natural attacks).

Hur was unaware of this feat. Thanks.


So, a troll thinks it takes Shadow Conjuration fireball damage. Since the thing is not truly burned, does its regen help it? Can it come back from the dead after hitting negatives due to its mind no longer being fooled?


In older additions, creatures with enough HD could affect foes needing magic to be hit. Nothing like that in Pathfinder, is there?


Martiln wrote:
Eat the Fighter, shadow go bye bye

Not quite. In short order the Frog's str was such that the fighter could best its CMD. And it's fairly shadowy inside a Frog's throat, so an easy shadow jump out...By round 3, the Frog had a str 0f 5....The point is, I don't want to add non-drainable monsters to every other encounter. I have to wonder who play-tests these classes. One attack a round might be fine, but TWO? Or maybe a limited amount of time each day a shadow can be summoned....but that's not the case as written.


So I've got a player who's a fighter/shadow dancer. All the abilities of the Shadowdancer are fine...except the shadow. This thing is stealing the show in my Kingmaker game, because 90% of the creatures they are encountering have no way to deal with this thing. They fought a Froghemoth in the Hook Tongue Slough section....and the shadow ended up draining the monster of str COMPELETLY. They are a Level 9, and the Frog is a CR 13 and the shadow just totally gimped it. This happens in most encounters with BBEG's. You cant even really destroy it with its good hp and taking 1/2 damage from everything.I've thought about how it heals, and it seems it would be able to ehal itself with its own touch (Just as the lich in Varhold is noted as being able to do). It would also be rather obvious if I went out of the way to put this thing in check.


Aye. Just this last seesion I about blew my stack when one of the players spent some gold and his party wizard crafted Boots of Speed-Strinding and Springing-Elvenkind. Not only do these broken rules allow min-maxing, they go and allow you to ignore body-slot requiremnts simpley by tripling (or more) powers for one item.

"Oh you can just deliberatly have them get stolen, step in green slime, etc, because he put all his eggs in one basket'. Yeah. That's fair....


Robespierre wrote:
I'm talking about more expensive items. The power level of your party isn't going to drastically change because of a 7k item. I don't expect my campaign to be based off of novels because that would be boring. If you're investing feats and skills just to craft items below 10k you're effectively nerfing yourself. My party doesn't believe in drastic amounts of down time because of the fact that we could be doing something productive. If your DM is giving you months at a time to craft a single item more power to you. However I play in campaigns that consists of constent action because that's what my party enjoys. We might say in town for a couple of weeks but usually during that time we are searching for information to achieve our goals.

How are you nerfing yourself by generating magic items at all? Taking time to make items IS something productive, or why bother IC at all? It takes far less than a month to make most magic items, and really, instant action? Item creation takes about as long as saying "Ok, make your IC roll and mark off x # of days." It's not taking more than ten minutes of valued game time (Less if you just do it via email when the session's not going). The ease at selling items for 1/2 gp value, (because there are bound to be items no one really cares about) makes it easy to buy anything they PC's want. And if it takes a little while for building the cash, what does it matter? The items would be taking up space and seeing no use either way. Not to mention, a more difficult chance to make items can convey a real sense of value to the wizard who successfully made the item, or the other emotional extreme where the money goes away and the process fails. Both are more enjoyable than 'roll anything but a 2...".


Gentleman wrote:

...But taking the fact that he helped to more or less annex their neighbour and his reputation as the Bandit King of Pitax, how will he ever convince them to travel to his castle in the next module?

I haven't read War of the River Kings yet, so I don't know if a viable explanation is given - because I know my players, and they'll be paranoid if they think he's after their lands.

Aye that's what I'm thinking. MY players are wll-versed in River King lore (Damn the wiki sites). My guys are as likey to buff up and teleport into his bath as to attend some tournament.


I'm starting B4B Saturday, and I'm using the slow track XP, so you can imagine it's taking forver to get XP. But then again, I keep adding stuff like Hook Mountain Massacree and other stuff. They are just into level 9 @ saturday's start. I'm having one of the players ready Ruby Phoenix Tournament to place between B4B and WRK. I agree though that squashing low CR Boggards (and while we're at it, WHAT is Paizo's obessesion with this particular kuo-toan wanna-be monster?)will get old. So of course I'm adding a Mogobo into the boggard lair! :). In fact, I usually add CR's above our PC's by +4-5 for good solo punch-ups...'what killed the adult black dragon that was trapesing around the swamp eating hunters? a Froghemouth of course!' Also gonna thow in a Catoblepas and some Witchfires as well (love hags, even dead ones)

Methinks there are so many oppertunities to add stuff (I added the pleasure barge from Hook Mtn series into this, but made it a boat run by annis and night hags (and a Abyssal Hag from Tome)with zombie slaves, covered by a glamer, so it was really a boat of corpses). The party got back to Staghome, and found half the PC backup characters missing, along with some key workers..."They left on that funny riverboat with all them beyutuful wumanz".

Have some fun and strech your legs...I even had fun using the undead archer from the new book (Baykok I think) ahd it in for Fey...he was the risen corpse of the hutner killed by Tig and the fairy dragon (complete with rusty trap hanging from leg)...they kept hearing the twang of the bow and another pixie'd end up spitted...the fun you can have....


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Robespierre wrote:
...As for people complaining about optimization I think you have a hole in your logic. Not only does it cost time and money to make items but also feats and skills. The world around you doesn't just wait for you to finish making your belt. Perhaps your enemies have already won because you wasted so much time making a magic item. They might even be stronger then before. Characters aren't static and neither is their environment.

The bad guys won when you took 4 days off? Every time? Ok... Characters can easily find more than enough time between adventures to make many items and not skip a beat in a campaign, unless you insist on railroading them into not staying put for two weeks. It's been my experience, unless the Players (not their characters, per se) are total fools, A character with very limited magic items are more than a match for 90% of the standard encounters they will experience, especially if you're running an AP with most of the encounters being as written.

Making magic items without considerable risk just leads to uber characters who the smart player has ensured have just the items they need to cover any precieved weaknesses. So it's pretty much out of character play that will lead to IC abuse. Just handwaving and saying the IC are fine merely means you've accepted that this is inevitable, maybe even desirable. If you think magic is a mere tool with no mystery, and is as predicatable as math, maybe that's fine for your game. But it holds little resemblance to traditional ideas in novels, stories, etc. How very bland.

Josh M. wrote:

I think the rules as written are fine. The developers are assuming a generic fantasy baseline; it's IMPOSSIBLE to get it "right" for everyone. So, of course, some DM's are going to complain about items being too common.

Well, why bother with a dice roll then? Just assume they make the items, because the success rate is not far from guaranteed.


rat_ bastard wrote:

Except the average commoner lives on 3900 gp a year, after taxes, food and lodging that does not realistically put magic weapons in the hands of commoners.

Campfire beads and continual flame torches? Sure, the occasional cure spell or plant growth casting? Of course but not the highly specialized murder tools they don't even know how to use.

I don't see anyone running commoners into the Tomb of Horrors.


Brian Bachman wrote:

2) It, combined with the assumption of Magic Mart, is a tremendous boon to optimizers looking to squeeze out every last bonus. No more having to live and work with what you find adventuring. You can now have exactly the magic items you want, provided you have enough money.
3) It has upped the power level of the game.
4) For some people it creates an immersion issue, as the magic economy adds another thing that just defies any logic. Hardly the worst offender in that regard, though.

These x10...ESPECIALLY #2


The Forgotten wrote:
Lyrax wrote:

Are magic items, by raw, too easy to make?

Yes. Yes they are. And they are made far, far too quickly to boot.

No they are not. Most magic items come from experts with th master craftsman feat or adepts. A PC class spell caster is a rare, highly trained expert. Not only that they work with magic items almost every day. Also, um, Golarion doe seem, basically, awash in magic items.

Yes...yes they are. It's Sears Catalog gone horribly wrong.


meatrace wrote:
if you restrict or eliminate players' ability to outfit their character they will be woefully ill-equipped to face the challenges the system has in store for them.

I find this complete BS. A normal character with limited magic items are easily a match for CR's based at their appropriate levels. It's when your players start asking their fellow wizard to make +6 wisdom headbands for all of them that 'they built their charcters to make items, don't rob them' epic fails. There is a differance between making a few items to augment some of the party. Becoming a magic-item press is something else. Money is a limiting factor? Not at all. There are bound to be many items the party does not care to own, and if you sell them 1/2 price, RAW, there's more than enough cash to fill a party's dream list.

Abusing the hell out of item creation feats, even in a magic heavy game like pathfinder, is the quickest way to balance-death.


Black_Lantern wrote:

Shadowdancer is a weak prestige class. The only thing that's worthwhile is the 1st level feature.

As for damage an orc barbarian can do far more damage that makes that eidolon look pathetic.


You're off your nut if you think the shadwodancer's only good ability is level 1. A shadow can be very challenging when hes str draining everything every encounter. A lot of foes can't even hurt it. Combine that with shadow walk, and hide in plain sight...yeah, weak it ain't. And no, a similar level barbarian does not outclass a large humanoid edilon damage-wise. A 7th level raging barbarian with +2 great axe and 20 str is dishing around 40+ points. A large high str large-sized weapon edilon it dishing twice that with natural attacks added.


The fact of the matter is, if a class like the summoner is this much of a pain in the arse, don't allow it. It's your game. You're not punishing anyone if you tell him the class is off limits, up front. One of the guy's PC Paladin died at 8th level. He came to me with a 'just average' Edilon build where the thing had been evolved to a large humanoid with a large great sword + power attack + the edilon's other weird physical attacks.

He was outputting 90+ damage a round if he hit with everything, leaving the Half Orc 6th Ftr/2nd Shadow Dancer (or his former Greatsword optimized Paladin, for that matter) MILES behind in damage output (this with the 1/2orc with high str/+2 weapon and specilize etc, etc. The monstrosity was doing three times as much damage). No thanks. And before peeps say a 'good DM can work around it', it's obviously not worth the hassel (to ME) worry about it every game...and should he HAVE to worka round it to begin with?


Derper, I plan on making the cyclops one of a team of three that ahve been stationed there, two buried to grab a PC's leg or two. Really, this cyclops seems pretty weak for his CR.

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