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Durable Aniform (Dur Anfrm)
School: Trns(T|τ), subschool: polymorph;
Domain/Mystery: animal 5; Subdomain: fur 4;
Level: arcanist 4, uc-summoner 4, sorcerer 4, witch 4, wizard 4, druid 4, shaman 4, medium 4, occultist 4, psychic 4, spiritualist 4, alchemist 4.
Casting Time: 1 standard action
Components: S, M(piece of the animal form to be assumed, common/domestic $0 otherwise $↑[⌊HD/2⌋]), F:collar of at least $50 value or any magic item [neck].
Range: Personal
Target(s): Self(caster)
Duration: 10*CstrLvl min (Đ)
Save: none; SR: Yes
Description
Durable Aniform lets you assume the form (but not the animal type) of a creature of the animal type of your size or one size smaller or larger wearing the focus. If the form you assume has any of the following abilities you may gain the abilities in the form up to the listed maximum from up to four lines below;
  • aquatic gain water breathing but lose air breathing, or amphibian gain water breathing but are staggered for 1d3+1r after 10 consecutive rounds breathing air
  • blindsense(echolocation) 20ft {see bat}
  • burrow 10ft, if lrg or hgh sized 20ft (earth, soil, loose gravel) & can hold breath twice normal time
  • climb 30ft, if lrg or hgh sized 40ft, +8 race climb skill (see Special Movement Types)
  • senses: darkvision 60 ft, low-light vision, scent 30ft
  • fly 30ft (average maneuv), if lrg or hgh sized 40ft, +8 race fly skill plus size modifiers
  • spd 40ft, if lrg or hgh sized 50ft
  • swim 30ft +8 race swim skill
  • tremorsense(also for non-sound based blindsense or blindsight) 20ft
and up to 3 natural attacks (at best 2 can be primary attacks) of the animal form.

Based on the forms size, apply the following changes to the caster;
  • Tiny animal: gain +6 size to Dex, -2 size to Str, weapon finesse or alertness feat.
  • Small animal: gain +4 size to Dex, if current Str score is 8 or less +2 enhc Str, a +1 natural armor bonus or alertness feat.
  • Medium animal: gain +2 size to Dex and Str, if current Str score is 8 or less +2 enhc Str, and a +1 natural armor bonus or alertness feat.
  • Large animal: gain a +4 size to Str, if current Dex score is 8 or less +2 enhc Dex, and a +2 natural armor bonus or +1 natl & alertness feat.
  • Huge animal: gain a +6 size to Str, -2 size to Dex, and a +4 natural armor bonus or +2 natl & toughness feat.

You retain your voice and the ability to speak in the style of the animal form at a volume according to the form and those familiar with you can recognize your voice. You do not gain the ability to speak with animals of your form or empathize with them. If the form has hands/paws/claws that can grasp objects (see Magic Item Body Slots for animal and familiar abilities) you retain the ability to make somatic gestures for spell casting, otherwise without grasping hands actions take twice the normal time required (immed/swift become move, move/std become full round action) and generally take a -4 penalty on Dex based tool using skills. Similarly without grasping hands activating spell completion items (such as scroll and wands) takes twice as long.
As a full round action you may regurgitate one small accessible item at the time of your polymorph (such as a potion, wand, scroll, lgt weapon) or in 3 full rounds a medium item (belt or shoulder item, stowed item, lgt weapon), large items like armor, shields, worn clothing, 2-hnd or polearm weapons and such cannot be regurgitated. Unfortunately you cannot absorb or re-absorb items but ingesting them remains a possibility. Many casters have a bag or custom backpack(2* usual cost) made for their common animal form.

Knowledge(Arcana) can identify you as polymorphed/transformed (DC15 +CstrLvl) creature but gaining details and vulnerabilities is a move action over a full round of study {gaining your original type and caster style(arcane, divine, psychic) first} and Knowledge(Nature) can identify you an a Magical Beast (DC15) without further details. Animals of your type can recognize that you are different and to be avoided after 1d4+1 rounds of interaction with a Percptn DC 20 or Sns Mtv DC15 check.

This spell ends other size changing polymorphs such as enlarge or reduce person before durable aniform changes are applied but can only suppress Fourth spell level or above polymorph spells giving a knowledgeable caster some respite from a baleful polymorph. If your focus/collar is removed or destroyed the spell ends.

=== Azothath's Homebrew ===

Spell: Discorporation:C0
Spell: Celestial Healing:C1{rework}
Spell: Twilight Knife:K2 {rework}
Spell: Lsr Shadow Walk:I3

Magic Item: Candy Surprise $50 (a chaotic magical candy for children made originally by prankish witches(of course!)).

Monster: Barkgator NN Med animal (reptile) CR:1 (aka tree gator, trunk caiman, forest snapper) (crocodillia latrarémorsu) {note the natural coloration}
Monster: Cladium Tumba Mother NN Med plant (grass) CR 3 (aka grave-sedge, widow’s needles, numbs-nails) & link to regular grave-sedge CR:0.25.
Monster: Helminth Swarm NN Fine vermin(swarm) CR:3 (aka undead cleanup)
Monster: Worm that Inhabits (Worm that Walks template) CR:15

Weapon: Automatic Crossbows $1350.

Poison(mythic/silly): Swansong Poison {priceless}

*this* Purchased Mounts Purchased Horses

Special Material: Hagcloth

Feat: Arithmancy{rework, Digital Roots process}
Feat: Sacred Geometry {rework using Digital Roots & see 13th post}
Feat: Combat Expertise{rework} see Def Wpn Training {rework}
Feat: Defensive Weapon Training{rework} see Combat Expertise {rework}

Sense: Spiritsense (Su)


I've seen this term bandied about and it has several meanings within PF1 and got reused in PH2 (which I'll ignore here).

History
2004+ the term is used to refer to product lines, WotC D&D 3.5 and such.
Aug 2011 - I first see it used in the boards in context. It's pretty much ignored BUT it was the first in my search.
It pops up again but with different meanings until late 2013. It usually revolves around the CRB stating you only need it(CRB) and the B1 to run a game or GMs just using the Core Product line(which included the APG & others). I consider the CRB statement self-advertisement. Many posters comment that the CRB + APG make the game reasonable/mature RPG.
Dec 2012 - PFS Core Assumption update.
Jul 2013 - post PaizoCon editor notes "core campaign setting" refers to Golarion as the setting which is a Core Product line statement.
Jul 2013 - PFS leads/Developers talk about the Core Assumption.
Nov 2013 - "Core Only campaign" refers to using only the Core Product line.
Dec 2013 - People questioning PFS's Core Assumption statement pops up.
2014 - PFS grumbles are seen and there's commenting about power creep etc (perpetual grousing).
9 Feb 2014 Blog - PFS Core Campaign(about languages and indicates the Core Campaign as an event started the previous week)
16 Feb 2014 Blog - PFS Core Campaign update
Jan 2015 - PFS Introducing Core Campaign(an update actually, the reporting tool updated late Jan so GMs could report play)
etc...

my personal experience is the PFS Core Campaign never really became popular and was less than 5% of play after 2016.

so I'd have to say it has several meanings (by frequency of use);
1) referring to a general restriction of resource materials or a Product Line. It is the common meaning and rather nebulous other than "consult your GM".
2) refers to the PFS Core Campaign (which uses 4 things: Core Rulebook, Character Traits Web Enhancement, Guide to Pathfinder Society Organized Play, PFS Additional Resources, leaving out PFS Campaign Clarifications).
3) a campaign only using the CRB, GMG, APG, B1+(as in Bestiary & B2 etc), and likely UltCmpgn.
4) is about using the Core Product line only (expansion of 2 above).
5) using only the CRB for players (most restrictive meaning).

what do you think?


the plain jane - "Gem" (an iconic Bard) Brd7 PC WBL=$23500.
> seems reasonable to do a build out to 7th level <

Race: halfling.
Abil: starting at 25pts=[10,12,14,14,10,17] will give [8,14,14,14,10,20]@7 with halfling racial adj and +1 CHA.
Lang: Common, Elven, Goblin, Halfling.
Traits: Fast Talker(Socl) +1 trt Bluff & Cls skl; Freedom Fgtr(Race) +1 trt atk/skill esc capture or help slave esc capture & Esc Art Clss skl.
Feats: 1:Dodge, 3:Wpn Finesse, 5:Toughness, 7: Extra Perfrm.
Abil: 4:CHA +1.
Skills(rnk 56): Acro* +10(3)(+6 when jumping){+2 race}, Appr*, Bluff* +15/16(7), Clmb* +1(0){+2 race}, Crft*, Diplo* +15(7), Dsgs*, Esc Art*, Intmd*, Know*(arcana +15(7), nobility +15(7)), Ling*, Prcptn* +2(0){+2 race}, Pfrm*(comedy +15(7), wind(MW Flute) +17/15(7){+2 crcm}), Prof*, Sns Mtv +10(7), SoH*, Stlth* +13(3){+4 sz}, UMD*.

Gear: lsr ext mmag rod $3000, Pot:cure ser wnd:C3@5 heal 3d8+5 $750, Pot:exp rtrt:T1@1 $50, Scr:charm mon:E3@5 $325, Scr:comp lang:D1@1 $25, Scr:glttrdust:C3@5 $325, Wand:cure lgt wnd:C1@1 [24] $360, Wand:dispel mag:A3@5 [12] $2700, univ solvent (2) $100, caltrops $1, smokestick $20;
Equip; +2 sm studded leather $4155, +1 sm short sword $2305, sm sling with 10 bullets $0.05, cloak of resistance +1 $1000, headband of alluring charisma +2 $4000, ring of protection +1 $2000, ring of feather falling $2200, sm backpack $1, sm bedroll 0.05, masterwork flute $50, hooded lantern $7, scroll case $1, silk rope (50 ft.) $10, spell component pouch $5, sm trail rations (2) $0.5, sm waterskin $0.5, 7 gp = $23398.1(very close)

the above yields
AC: 20, tch 15, fftd 15 (+5 armr, +2 Dex, +1 dflc, +1 dodg, +1 sz)
HP: 66 (7d8+28)
Saves: F +6, R +9, W +7; +4 vs. bardic pfrm, lang-dpdt, [sonic]; +2 [fear]
Mle Atk: +1 sht sword  +9 (1d4, c19+ *2)P.
Rng Atk: sling  +8 (1d3–1, c20 *2)B Rng 50.
Sp Atk: bardic pfrm 27r/d (move action:cntrsong, distrct, fascnt, inspr comp +3, inspr courg +2).
Bard Spells Known (CL 7th; conc +12)
0th:6, 1st:5 @6/d, 2nd:4 @4/d, 3rd:2 @2/d.


Cladium Tumba, Mother (grave-sedge, widow’s needles, numbs-nails)

NN Med plant (grass) CR 3 XP 800
Init +2; Senses low-light vision, tremorsense 30ft; Perception +1

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natl)
hp 26 (4d8+8)
Fort +6, Ref +4, Will -2
DefQ DR:2/slashing Immun: plant immunities

OFFENSE
Speed 10 ft, burrow 5 ft (soil)
Melee natural blades +5, +3, +3, +3(1d4+2 c20 *2 P plus numbing poison, bleed, blood feed) {primary}, sniping at -20 Stealth.
Space 5 ft.; Reach 10 ft. clump Ht 24-36”, diam 48”, Wt 60-80 lbs.

STATISTICS
Str 14(+2), Dex 14(+2), Con 14(+2), Int 2(-4), Wis 2(-4), Cha 6(-2)
BAB(0.75) +3, sz +0; CMB +5; CMD +17 {cannot be tripped}
Feats Weapon Finesse, Ability Focus(poison)B, Multiattack,
Skills(4) PerceptionC +1(2), StealthC +15(2).
Languages none.
Mag Itm Slots (none).
Racial Modifiers +4 natl AC, +8 Stealth in grassy area of Swamp or Plains.

Bleed (Ex) wounds bleed at 1 hit point per round for up to 1 min. Hit point loss is not felt if local numbing poison is active(failed save). On a critical hit bleed rate increases to 2/r.
Blood Feed (Ex) the creature heals the initial bleed damage inflicted to a creature as part of the attack. Hit points in excess of its natural maximum become temporary hit points up to (HD*(1+ Con bns, minimum 1))=12 which persist for up to 1 hour and then fade. Temporary hit points above the maximum storage amount are lost.
Local Numbing Poison (Ex) (injury, 1/r for 3r, Fort 16 else area numb 1d4+8 min and 1 Dex damage, cure 1 sv to negate for each round. The plant has 6 doses available and can generate 1 dose per 4hrs of sunlight.
Stolon Cooperation (Ex) The ‘mother’ plant can coordinate ‘clones/daughters’ cooperatively. Within 20ft the commands are immediate, 21-30ft they have a 1r delay, 31-40ft they have a 1d4+1r delay. The mother can exchange up to 4 HPs per round with an adjacent daughter.

ECOLOGY
Environment wet habitats, swamp.
Organization solitary or with 4-8 standard Cladium Tumba.
Treasure as collected herb 5gp per plant (alive & deep potted it brings 10gp).

Cladium tumba is a pernicious semitropical to tropical wet adjacent environment plant. Grave-sedge attempts to pierce the appendages of creatures that walk or graze in its area to enrich the soil with blood so it can it can reproduce via tall inflorescence stalks. It is also herbally collected for its valuable numbing properties.
If seriously threatened or burned the plant withdraws 2 ft into the soil to wait out the fire and must be dug out to be permanently destroyed.
Mother grave-sedge is a larger mature plant that has survived several seasons and reproduces several small plants through runners. It has considerable reach and can abandon stealth to bring down a large protein & nitrogen source using its small plants and multiple coordinated attacks making it far more deadly than the normal grave-sedge.

Tactics typical passive trap tactics, attempts Stealth 1/hr & waits. The plant avoids attacking any animal/living mobile creature clad in metal, with an obvious high natural armor rating, exhibiting non-natural effects(magic(such as magical flight), obvious aberrations, outsiders, undead, energy effects).

see also Azothaths Homebrew: Cladium Tumba Plant CR:0.25

=== Azothath ===


Professor Sunshine's Adventure Help thread - looking for experienced GM help for high spirited fun game going forward


Cladium Tumba (grave-sedge, widow’s needles, numbs-nails)

NN Sml plant (grass) CR 0.25 XP 100
Init +1; Senses low-light vision; Perception -5

DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +1 size, +2 natl)
hp 5 (1d8+1)
Fort +2, Ref +1, Will -4
DefQ Immun: plant immunities

OFFENSE
Speed 0 (5 ft/min), burrow 0 (2.5ft/min)(soil)
Melee natural blade +1(1 c20 *2 P plus numbing poison, bleed) {primary}, sniping at -20 Stealth.
Space 2.5 ft.; Reach 0 ft. clump Ht 6-12”, diam 24”, Wt 4-8 lbs.

STATISTICS
Str 10, Dex 12(+1), Con 12(+1), Int 1(-5), Wis 1(-5), Cha 6(-2)
BAB(0.75) +0, sz +1; CMB -1; CMD +10 {cannot be tripped}
Feats Weapon Finesse, Ability Focus(poison)B.
Skills(ranks) PerceptionC -5(0), StealthC +13(1).
Languages none.
Mag Itm Slots (none).
Racial Modifiers +2 natl AC, +8 Stealth in grassy area of Swamp or Plains.

Bleed (Ex) wounds bleed at 1 hit point per two rounds (damage occurs on second round) for up to 1 min. Hit point loss is not felt if local numbing poison is active(failed save). On a critical hit bleed rate increases to 1/r.
Local Numbing Poison (Ex) (injury, 1/r for 2r, Fort 13 to notice local damage else area pierced is numbed for 1d4+8 min and damage to the area (foot/mouth) is not felt and goes unnoticed, cure 1 sv for each round. A creature affected by a second dose(2nd, 4th, 6th...) takes 1 Dex damage.). The plant has 4 doses available and can generate 1 dose per 4hrs of sunlight.

ECOLOGY
Environment wet habitats, swamp.
Organization solitary, pair, field (6-12).
Treasure as collected herb 5gp per plant (alive & deep potted it brings 10gp).

Cladium tumba is a pernicious plant that grows upon the graves of those who sought to harm others such as murderers, assassins, thieves, and misbegotten line cutters near on about wet or swampy areas. Grave-sedge attempts to pierce the feet, shoes, boots, & hooves or lips of animals that walk or graze in its area as once 3 HP of blood has been sprinkled upon the area it can produce viable inflorescence stalks with seed pods. It is also herbally collected for its valuable numbing properties.
If seriously threatened or burned the plant withdraws 2 ft into the soil to wait out the fire and must be dug out to be permanently destroyed.

Tactics typical passive trap tactics, attempts Stealth 1/hr & waits.

=== Azothath ===


Barkgator (aka tree gator, trunk caiman, forest snapper) (crocodillia latrarémorsu)
NN Med animal (reptile) CR 1 XP 200
Init +1; Senses low-light vision; Perception +7

DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natl)
hp 15 (2d8+6)
Fort +5, Ref +3, Will +2
DR:1/piercing or magic

OFFENSE
Speed 20 ft., Climb 20 ft. Sprint
Melee Natl: bite +4 (1d6+3 c20*2 S|P plus grab) {primary, AoO},
claw(2) +2,+2 (1d3+1 c20*2 SP plus rake) {secondary}
Space 5 ft.; Reach 5 ft. Long low reptile Ht 1 ft at midpoint 7 ft total, Wt 140-200 lbs.

STATISTICS
Str 16(+3), Dex 12(+1), Con 16(+3), Int 2(-4), Wis 12(+1), Cha 6(-2)
BAB(0.75) +1, Str +3; CMB +4; CMD +15(+19 vs trip) {4 legs}
Feats Multiattack(B), Grab, Rake, Sprint.
Skills(ranks) Acro(C), Climb(C) +17(1), Fly(C), Perception(C) +7(1), Stealth(C) +9{forest}(1), Survival(C) +5(1), Swim(C).
Languages none.
Mag Itm Slots quadruped[short legs, claws]: armor, belt(saddle), eyes, head, headband, neck, shoulders.
Racial Modifiers +2 Perception, +4 climb {4 clawed legs}, +3 natl AC, Climb speed {Climb skill +8}.

Cold Blooded (Ex) the creature can conserve resources(food & water needs are 25% a mammals needs) by maintaining a low activity level and gaining heat from the environment. The creature suffers freezing damage below 5C along with 5C-10C issues. Between 5C and 10C the creature is in topor (fatigued, staggered, does not heal from rest). Between 11C and 20C the creature is staggered. Between 21 and 35C the creature acts normally. Between 36 and 44C the creature can Sprint every 5 min but requires double it’s food and water requirements. 45-50C the creature starts to overheat and becomes staggered. 51-56C the creature is fatigued, staggered, and does not heal from rest. The creature suffers heat damage above 56C along with 51-56C issues.
Due to their slow metabolism these reptiles act somewhat like scavengers preferring to stow killed prey for a few days in a tree nook until it starts rotting whereupon it becomes easier to digest. Local birds pick at the carcass in the meantime.
Grab (Ex) if the creature successfully bites a target of its size or less it can start a grapple as a free action that does not provoke an AoO. It can start a rake if the grapple is successful and uses its tail to maintain position. It can grapple while climbing or on level ground.
Natural Camouflage (Ex) the creature blends into a natural terrain and combines this with slow movement for stealth, +4 competence Stealth in Forest when moving 5ft or less per turn.
Mount: the creature is not a suitable/trainable mount except for reptilian races but can be a (dull witted) Animal Companion limited to DC 20 or less tricks when raised from an egg and accustomed to humanoids (they only recognize 1 humanoid race as non-food).
Rake (Ex) in a grapple a barkgator can attack with 4 claws at +2,+2,+2,+2(1d3+1 S|P) rather than just two. If a barkgator hits with two claws (in a grapple or not) it does an additional (4 S) damage. This is a devastating attack if it makes the rolls and replaces the Death Roll of an alligator.
Sprint (Ex) once per minute the creature can sprint increasing its land/climb speed to 40 for 1 round (a 80ft double move or charge). It may descend(move(land speed)/climb) down a tree/surface at normal speed ignoring the normal straight line requirement for a charge (rather than at double the climb rate downward) during a sprint. It must climb a tree normally and cannot ignore the charge requirements ascending a surface.

ECOLOGY
Environment warm to temperate forest.
Organization solitary, pair (only in early to mid spring during mating).
Treasure spring: 1d6;1-5: regurgitated fur & feather nesting material 0gp, 6: 1d3+1 barkgater eggs (and defending mother, +1(+1) morale bonus to hit(damage) for 6 rounds per 10 min) worth 10-20gp.

A barkgator is a arboreal primitive reptile that has carried its kin’s ambush tactics adding simple camouflage with climbing into a forest setting. They have lost the amphibious quality but can maintain a nose down position clinging on a tree trunk for hours. Luckily they are not that hard to spot for keen eyed humans, simians, advanced avians, and hunting dogs with scent. When a barkgator successfully grabs and rakes it is a jaw-dropping sight as the normally torpid reptile springs into action landing a devastating bite and flurry of slashing claws that sends fur and feathers flying. Not many adventurers forget that first surprise shocking attack. A few arrows usually keep the barkgators at bay.
Barkgators build nests in large nooks in the lower canopies of big trees. Parrots and other clever avians attempt to harass them out of the upper trees as barkgators raid unprotected nests on larger branches but also keep the snakes and small cats (who poach the nests on small branches) from climbing trees.
Barkgators are not a match for faster tree climbing mammals but they will start nightly out of season mating calls to attract a clade of barkgators to overcome a pesky poacher. Monkeys enjoy teasing tree hugging barkgators until one is bitten or raked and then they move on having lost interest in the game. A barkgators natural armor is too tough for most arboreal animals and the smarter ones move on before the barkgator is provoked to attack.

Tactics typical wait & ambush tactics.

=== by Azothath ===


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Worm That Walks vermin(augmented human) CR 14

Worm that Infests CR 15 (as Worm that Walks above)
Template: may only be applied to a spellcaster of 11th or higher level who gains +2 CR. This is a strong template and PC level gear adds +1 CR.

Speed: 30 ft, Burrow:5 ft

Str 12(10), Dex 20(18), Con 20(18), Int 26(20), Wis 12, Cha 10 (belt of Str +2, Dex +2, Con +2)(headband of Int +6; Know(History, Local, Nobility) )

Abandon Flesh (Su) Abandon(leave) an inhabited medium or large sized body as a swift action, crawling hideously out of its host and leaving behind an empty sack of skin and bits of gristle. The creature absorbs much of the inhabited body's flesh to heal itself, regaining (2d6 +2*(inhabited creature's HD)) hit points. The husk left after Abandon Flesh cannot be inhabited again nor is the body considered whole for Raise Dead.

Flesh Armor (Su) while inhabiting a medium or large sized creature gain; +3 or +6 (respectively) armor bonus, the natural armor of the inhabited creature, any energy resistance of the inhabited creature (the values do not stack so only the greater of each ability applies). For example; while inhabiting a common fire giant CR:10 it would gain +6{large} armor, +8 natural armor, and immune:fire. The Worm that Walks has +6 armor so it does not gain any additional armor value to AC.

Inhabit Body (Su) can crawl into the body of any helpless or dead medium or large humanoid or monstrous humanoid, consuming and replacing the bulk of the internal organs as it does so (pinning a victim and then inflicting 2d6 damage & 1d3 Cha damage per round until the victim dies or reaches 0 Cha whereupon it is considered dead). This process takes about 4 rounds during which it is grappling and pinning the target (half speed, lose Dex to AC). Once the process is complete the Worm that Inhabits occupies the inhabited (dead) creature which seems to be the normal living creature it was in life sounding the same as before. The Worm that Inhabits gains a +10 racial bonus on Disguise checks to appear as the normal humanoid/monstrous humanoid while wearing a dead body in this manner, but does not gain any of the knowledge or abilities that the inhabited creature had in life (other than outlined in Flesh Armor). The alignment of the Worm that Inhabits is detectable as usual. The Worm that Inhabits loses its burrow speed while inhabiting a body. It gains proficiency with armor, shields, and weapons the inhabited body owned & used (only the outer layer of donned armor (with enhancement bonuses) counts as the creature's current armor value thus a Worm that Inhabits generally eschews common armor). Usually a Worm that Inhabits studies and learns the victim's history and mannerisms before inhabiting and killing the victim.

Create Acolyte (Su) with a successful touch or slam attack the Worm that Inhabits can attempt to attach and infiltrate a victim with one of its worms. It can also attempt to feed a victim a worm but this is usually more complicated. The victim must succeed on a Rflx DC 26 or watch as a worm burrows into its skin (ignoring natural armor or DR) much like a Rot Grub then any living creature takes 1d2 points of Con damage. A (living or dead) creature is then considered infested, a worm has the familiar House Centipede statistics with Speed:10, Climb:10, Burrow:5(flesh, dirt), Poison Fort:16, DR:4/magic, Fast Healing:1/r for up to 10r/day. Constructs, aberrations, and outsiders cannot be infested. Any energy-based attack (including damage from negative energy or a kinetic blast) that deals 15 points of damage (or brings it from it's maximum to -6 hit points) to the victim automatically destroys all of the worms infesting it ending the worm infestation. Any effect that removes disease instantly ends the worm infestation. Immunity to disease offers no defense. The save DC is Constitution-based.

If a living creature dies while worm infested it rises within 1d4 hours as a Worm Acolyte (CR:creature's CR +1). A Worm that Infests knows where any worm infested victim is and may target it with a spell if it is in range. It may use Message cantrip (to 230ft) as a free action once per round to whisper to a worm infested creature within range. A worm infested target suffers a -4 profane penalty to any saves against spells & spell-effects created by the Worm that Infests. Abjurations such as Protection from Evil and Circle of Protection provide no defense for a worm infested creature against spells & spell-effects created by the Worm that Infests. A Worm that Infests must still overcome the SR of a worm infested creature. A Worm that Infests can have up to 1 worm infestation per HD active at any one time, those that exceed this maximum (chosen by the Worm that Infests) are freed of their worm infestation and feel a lifting of foreboding and dread as it ends.

Worm Acolyte CR (creature's CR +1) Creature retains its appearance, class abilities, skills, knowledge, magic items and equipment but becomes a vermin (augmented human/monstrous humanoid) as worms infest its body. Other creature types cannot become a Worm Acolyte but the worm (while it lives) simply provides its location and reduces the protections of the creature to it's progenitor. A Worm Acolyte is considered worm infested and initially of Helpful attitude towards its progenitor (the attitude can change with time). It gains Worm that Walks Type, Senses, Hit Dice(replacing it's own), Defensive Abilities, Flesh Armor (Su), and Die Hard feat. It may attack with its weapons as usual. Does not gain other abilities from Work that Walks.
A Worm Acolyte of Friendly attitude willingly submits to the Inhabit Body ability of the Worm that Infests whom afflicted it. The process of Inhabit Body only takes 1 full round (rather than multiple rounds). The Worm Acolyte considers this boon as "living on through it's master".
If not Inhabited, upon death the Worm Acolyte falls into a heap of disorganized worms which form into (Worm Acolyte HD/4, minimum 1) Rot Grub swarm(s) in 1d2 rounds which may envelope but does not attack the Worm that Infests.
It is likely that a Worm Acolyte whos master is slain quickly develops into a Worm that Walks.

=== by Azothath ===


I'm working on a race and didn't think Spirit Sight worked for what I wanted. So here's an opener as I'm working on the race.

Spiritsense (Su) (magic?) feat: Req: Level 7, Know(Arcana or Religion) 5 ranks, minor spiritsense or spirit sight, cost 4000gp & 3 weeks time for ritual;
Spiritsense is the ability to perceive/see the nebulous forms of spirits or souls. To use the ability you expend a move action “Focusing”(not as severe as Concentration but subject to the same rules for breaking/interruption/ending) each round and on the second round of focusing you can perceive or see the spirits or souls of intelligent (living or undead) creatures as tenuous blurry forms. If you cease focusing the ability ends at the start of your next round or ends immediately if focusing is broken/ended. Creatures without a spirit or soul (mindless or Int≤2) are not perceived/visible using this sense. Spiritsense does not confer knowledge about alignment. This ability extends into close and coterminous planes (from the material: dreamlands(plane of dreams), ethereal, first world(fey), shadow, void(dark tapestry), and created planes such as mindscapes or pocket dimensions). Solid objects and metals affect the sense the same as detect magic.
You need to view the material plane to coordinate/associate where you see the spirit, so the normal limits to vision and hearing apply. You suffer double range penalties (-2 per 10ft) to perception within line of sight to make out details (identify type and abilities) but normal range penalties to target the creature’s spirit with a spell or ability. The nebulous form confers an -2 circumstance penalty to Knowledge checks to identify type and abilities. Missing the Knowledge Check by up to 10 means you believe the creature type is something similar but failing by 10 or more means you are wildly incorrect or that you cannot discern anything. With a successful perception check using spiritsense and seeing the material plane you know where a creature is in its square. This ability can foil invisibility, blink, project image and similar spells. Unfortunately the nebulous form prevents targeting the creature’s spirit for precision damage. You can detect an ongoing possession of a creature at Perception DC (11 +2*Spell Level) or (11+CR of the creature with possession ability).
Many assume the creatures they see without bodies on the material plane are spirits, ghosts, or haunts as that is usually the case.
A creature completing the spiritsense ritual gains a symbol (for spirit or sight), iridescent sigil, or “all-seeing eye” tattoo on their eyelids which can be seen when eyes are closed (Prcptn DC 20). The mark can be covered with makeup but is still visible to detect magic if you are not concealed by an active illusion such as invisibility.
Only half the material components are needed for True-seeing. Spiritsense ability allows access to Spirit Sight feat (replacing the requirements). Spirit Sight allows detect possession (as spiritsense) and allows you to detect a curse at Perception DC (11 +2*Spell Level).
=== Azothath ===

4/5

looking for players.
There are a couple of Game stores and Libraries.
Likely will run PFS for PF1


I may start a firestorm (I'm known for being the kid poking the bear with a stick) but what do you think is better? There are practical, scientific, and aesthetic concerns.


Candy Surprise

Aura: faint [chaos]; SplLvl@CstrLvl: 1@1 DC: (varies but usually 12)
Slot: [none]; Price: 50 gp; Weight: 0.25 (12/50 lb).

Description
Delicious hard fruit flavored candies that last about 5 min on the tongue and about a third of the dozen candies come with a mild prankish surprise (roll 1d20 effect below). It is difficult to determine the exact effect a specific candy has until placed in the mouth and the save failed as the magic pervades the batch of candies. The consumer may attempt or forego the save after which it has no control over the spell. These items are normally crafted by witches using brew potion feat, fruit juice, and an excess of sugar.
 1-14) mundane.
 15) implant urge:E1@1 Will 12 to tell an outrageous lie within the next min then try to support the lie for the remaining duration of 5 min.
 16) quintessence:I1@1 Will 12 creature is cleaned as if freshly bathed and groomed, blemishes from disease or afflictions are masked as it is seemingly cured of up to 5 hit points(does not become active & conscious if sleeping or unconscious), and gains an effective +2 CHA for social interactions and skill checks for 5 minutes.
 17) remove fear:A1@1 Will 12, creature acts boldly & fearless, gains +2 morl vs [fear] for 10min or may reroll a save if currently affected with the bonus of +2 which ends the effect.
 18) speak local language:D1@1 Will 12, the creature gains the ability to speak the prescribed language(1d4: mwangi, shoanti, tian, varisian) but loses the ability to speak its usual common for the duration of 5 min.
 19) vocal alteration:I1@1 Fort 12, the creature rolls and speaks with an unusual voice(1d6: 1){giant}deep toned & gravelly, 2) {drow matron}accusatory, 3) {wererat}snide, 4) {gerbil}high pitched & squeeky, 5&6) their voice ) for 1d6 rounds while the duration of the effect is 5 min.
 20) wizened appearance:T1@1 Fort 12, the creature polymorphs into an older version of itself (middle age, about 42 years old) for 10 min with no ability score modifications but may grow one size category.

CONSTRUCTION
Requirements Brew Potion, Prof(cook) 5 ranks; Cost 25 gp
=== Azothath ===


Discorporation (Discorp)
School: C [teleportation, void];  Domain/Mystery: magic 0, intrigue 0, trickery 0, void 0;
Level: arcanist 0, bard 0, sorcerer 0, wizard 0, medium 0, mesmerist 0, occultist 0, psychic 0, spiritualist 0, investigator 0.
Casting Time: 1 swift action
Components: S, M(silver dust 1gp), F(small mirror 10 gp)
Range: Your or Adjacent square
Target(s): 1 medium or smaller creature or small object up to 2 cuft or 60 lbs
Duration: Concentration(Conc) up to CL r, Dismissable(Đ)
Save: Will (harmless, negates); SR: Yes
Description
Discorporation manages to make about half of a creature or object seem to disappear or vanish leaving a silverish white layer over the divided surface(s). The caster chooses top, middle, bottom, left, or right half of target creature or object. The effect is a minor static form of plane shifting to the ethereal plane which requires the creature/object not move (lose its Dexterity bonus) from its current square or end the effect. Tricksters simply rotate the “women sawn in half” around or pass a hoop through their missing section showing that there is nothing there (on this plane). While the target gains no concealment, cover, dodge bonus, increase in armor class, or bonus to squeeze it does expose itself to attack on the ethereal plane with no Dexterity bonus. If the creature moves 5ft, moves to gain it’s Dexterity bonus to armor class, is affected by another [calling, teleportation, or void] effect, or the caster ceases concentration the spell ends. Due to strain the caster suffers 1 point of non-lethal damage at the start of every even round (2, 4, 6, 8, etc) he maintains the spell. If the creatures head is discorporated they may view a misty version of the ethereal plane but senses are limited to 10ft (this effect is often used for scary pranks by acolytes). Creatures and objects can not be left on the ethereal plane and naturally return to the caster’s plane where dropped at the start of the caster’s next round and this ends the spell, but 1 round can be long enough for some effective tricks.
The spell only discorporates about half (50%) of medium or smaller creatures and fails to work on larger creatures. At 6th caster level the spell can target large creatures or objects up to 8 cuft or 240lbs.
The material component changes based on casting plane to close target plane; material to shadow plane(ground smokey quartz 1 gp), material to dream plane(ground opal and dreamer’s star leaf 1gp), ethereal to material plane(urea and iron filings 1 gp), shadow to material plane(ground agate 1 gp), dream to material plane(ground bone and tea leaf 1gp).


Defensive Weapon Training (Combat) (DefWpnTrn)

Description: You have been trained or learned to trade accuracy for defense.

Prerequisites: Know(combat{war}) 1 rank, Prof(soldier{guard}) 1 rank, or (Int 13 & BAB +1).

Benefit: if atk/full atk with melee wpn then may choose penalty up to -[2 +BAB/4] penalty Atk & CM gain +[2 +BAB/4] dodg AC until next turn. A creature may choose a their penalty from 1 to the maximum. Due to momentum issues two-handed weapons lessen the maximum penalty and bonus by 1.
Creatures with a high BAB making multiple strikes must activate this feat with the first attack in the sequence.

Normally;
Fight Defensively(FgtDef): Std/Full actn -4 all attacks +2 dodg AC until start of next turn.
Total Defense(TtlDef): Std actn cannot make {Atk or} AoO {but can parry etc}, +4 dodg AC for 1r.
Cannot combine Fight Defensively, Total Defense, & Defensive Weapon Training (each is mutually exclusive).

=== Azothath ===


Combat Expertise (Combat) (CmbtXprt) {Replaces RAW Combat Expertise}

Description: You have been trained or learned the ways of combat and war.

Prerequisites: (none). Price: 10gp and 4 weeks of training -OR- BAB +1 and 3 months of service.

Benefit: Gain Know(combat) or Prof(soldier) as a class skill. On a turn you declare you are using Combat Expertise if you make an attack as part of a standard action or full attack (not an AoO) with manufactured weapon then you may add +1 comp bonus to one attack/CM(attack) roll, alternatively if using a weapon from the close combat group or natural weapon then you may add +1 comp bonus to one CM(attack or defense) or AoO roll (within your natural reach). Creatures with a high BAB may choose to apply the competence bonus to a second or later attack.

clearly the existing Combat Expertise text moves to a new feat
Knowledge (combat) simply formalizes knowledge of better strategies and tactics related to martial and war efforts. *many* claim to have the skill and thus *here it is* This also gives a path to advanced tactics or explains a lack thereof.
=== Azothath ===


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Sacred Geometry (Magic or General) (SGmtry) {Replacement of RAW feat} Source: Occult Mysteries pg 49­

Description: You understand the acute and obtuse proportions of sympathetic and contaigon magic to leverage your geometric prowess though prepared platonic polyhedral foci to anchor metamagic effects to your spells. You apply this insight when preparing spells and when casting certain spells on occasion.

Prerequisites: Spellcasting ability (Spell-like or Supernatural abilities do not qualify), Int 13, Knowledge Arcana 3 ranks, one of (Knowledge Astronomy 3 ranks, Knowledge Engineering 3 ranks, Profession Architect 3 ranks, Profession Fortuneteller 3 ranks, Profession Scholar 3 ranks).

Benefit: You have diligently calculated the digital root [a number from 1 to 9] of each spell using the Digital Roots table.
  When you acquire this feat choose one of your qualifying skills and then two metamagic feats that add 0 or 1 spell levels which you do not currently know (for metamagic with variables, like Reach or Heighten, you must define a static modifier such as +1). If you gain one of those feats you may assign a new feat to Sacred Geometry. You must meet the requirements to use these metamagic feats. You may not select the same feat twice.
  In the last hour when you memorize or prepare spells roll 2-5 of your sacred geometries(polyhedrals: 1d4, 1d6, 1d8, 1d12, 1d20) subtracting 1 from each roll and then adding the digits to form a Digital Root (a roll of 1 makes “0” possible) known as your Daily Ratio which persists for 24 hrs. If part of your set is destroyed you can still use Sacred Geometry so long as you have two models and the Daily Ratio is visible on one of them. After determining the result you may adjust the geometries using your qualifying skill, you must then succeed on a skill check of DC 15+(5* the addition or subtraction to the Daily Ratio) otherwise you fail and the sacred geometries elude you that day and you gain no benefit from this feat. The Daily Ratio determines which spells by matching Digital Root you may enhance that day using Sacred Geometry. You then finish memorizing or preparing your spells.
  As a swift action (or move action for spontaneous casters) as part of spellcasting you present a die in hand showing the digital root as part of the casting to enhance the spell which matches your Daily Ratio with one of the chosen metamagics. A chosen metamagic may only be used once per day.

Digital Roots table (ignore spaces, proper names, and diacritical marks)
Letter        Value
a, j, s         1
b, k, t         2
c, l, u         3
d, m, v         4
e, n, w         5
f, o, x         6
g, p, y         7
h, q, z         8
i, r, symbols(+, -, #, etc) 9

To calculate a digital root convert all letters & symbols to digits, numbers are left as digits, then add each together forming sums until a single digit remains.
Calculating digital root examples: “Summon Monster 3” = 1+3+4+4+6+5 +4+6+5+1+2+5+9 +3 = 58 {5+8} = 13 {1+3} = 4. “Ear-Piercing Scream” = 5+1+9 +9 +7+9+5+9+3+9+5+7 +1+3+9+5+1+4 = 101 {1+0+1} = 2. “Fireball” = 6+9+9+5+2+1+3+3 = 38 {3+8} = 11 {1+1} = 2. hint: base 10 means successive values of 9 does not change the final digital root summation. Casters with this feat should calculate all digital roots for their spells to prevent a slowdown during play.

  Using Sacred Geometry example: the sorcerer Seoni Cha:21(+5) has Know (Arcana) +11(7 ranks), feats Metamagic Adept, Sacred Geometry, and Extend metamagic, she has noted Know (Arcana), Silent(+1), Benthic(+1) as metamagic feats for Sacred Geometry. Seoni rolled two dice resulting in a Daily Ratio of 6 and wishes to subtract 1 for a Ratio of 5, she rolls a 10 and using +2 crcm from her silvered brass polyhedral models succeeds with 23 on a Know (Arcana) check of 20. She knows burning hands[dr 5]:K1, scorching ray[dr 5]:K2, lightning bolt[dr 5]:K3.
At the start of a battle she casts and extended glitterdust using metamagic adept as a standard action upon her foes blinding most and gets out her 1d12 model. The next round using a full round action showing the “5” on her model she casts a silent lightning bolt upon them using sacred geometry and moves 5ft hoping to elude a few of the blinded. The next round she holds forth the model again and casts a benthic lightningbolt using sacred geometry hammering her foes with bludgeoning damage and moves another 5 ft. She has no uses of sacred geometry left for the day and concedes to use scorching ray upon those still standing.

  Set of five masterwork marked platonic regular polyhedral solids (models) act as foci for Sacred Geometry. Each hollow model is approximately 3.1416” in diameter, finely wrought from teak, elm or oak heartwood, darkwood, ivory, brass, bronze, or silvered brass with inlay or chasing, lacquered and waterproof to 100ft depth with each object having Hrd:5 or Hrd:8 to fire or cold HP:3 and a weight of 4oz. The set costs 400gp and is a masterwork tool for Knowledge Astronomy, Knowledge Engineering, Profession Architect, Profession Fortuneteller, and Profession Scholar which adds +2 crcm bonus to one check after 5 min of use(consultation) up to thrice per day on different topics. A valuable and impressive tool for any geometer or scholar. Each model is a simple weapon(rock) when held can pummel for 1d4B damage and sensible owners avoid this use.
  A concealed puzzle compartment is often added to each model adding to the cost of the set. Each solid can hold 8 oz of material or non-damaging liquid(a potion, oil, holy/unholy water) and is opened after spending 1 full round solving the puzzle using Know:Engr or Disbl Dev DC 15 +60gp, DC 20 +100gp, DC 25 +200gp (frustration usually surmounts skill beyond this DC). After a week of opening the puzzles the owner gains a +5 comp bonus to open/close his set and usually burns the instruction sheet. Some clever owners hide a Fortifying Stone within a model.
  It is rumored that an old smaller set about 1.618" in diameter and carved from solid blood crystal then inscribed with old runes of import and when anointed with the caster’s blood allows access to three metamagics up to +2 spell levels. My discreet retailer assures me such things can be found after a time for roughly half as down payment in ancient ruins from before the darkness near temples of the harsh goddess of runes. Even without knowledge of Sacred Geometry the owner may grant each crystal 1 hit point daily to activate them which he can regain as a swift action from each individual crystal deactivating them, after 3 days the crystal becomes dormant and the hit point lost. Meanwhile the owner can normally heal the sacrificed hit points and each crystal is a simple weapon(rock) can pummel for 1d4B damage and absorb up to 3 points of bleed damage(which are of no use to the owner). Each object has Hrd:10, HP:5, wt 12oz and price of the set is 3000gp.


Arithmancy (Magic or General) (Arthmcy) {Replacement of RAW feat} Source: Occult Mysteries pg 48

Description: You are able to unravel the hidden meanings behind words by translating them into numerical equations so your spellcasting can be enhanced by your divinations. You apply this insight when preparing spells and when casting certain spells on occasion.

Prerequisites: Spellcasting ability (Spell-like or Supernatural abilities do not qualify), Int 13, one of (Diviner wizard, Harrow Bloodline, Knowledge Domain, Occult Mystery, Lore Spirit, Spell Focus (divination)), Spellcraft 3 ranks.

Benefit: You have diligently calculated the digital root [a number from 1 to 9] of each spell using the Digital Roots table.
  When you acquire this feat or at every even level in a spellcasting class you must note up to your primary spellcasting ability score bonus in metamagic feats which your arithmancy feat can use. You must meet the requirements to use these metamagic feats.
  In the last hour when you memorize or prepare spells roll 1d10 to determine your Daily Number(which lasts 24hrs), a roll of 10 or zero indicates no number that day, adding 1 to 10 results in “1” while subtracting 1 results in “9”. At the time you rolled your Daily Number if you have a sacred or luck bonus you may add 1 otherwise if you have a profane or insight bonus you may subtract 1 from your Daily Number (this may involve spellcasting, a magic item, or a class ability). The Daily Number determines which spells you will have a greater influence on that day. You then finish memorizing or preparing your spells.
  As a swift action (or move action for spontaneous casters) as part of spellcasting you may augment a Digital Root spell which matches your Daily Number with a (+0 to +2 {including Heighten by adjusting spell level}) metamagic by sacrificing a spell of at least the same adjusted spell level from the divination school up to your primary spellcasting ability score times per day. Having the metamagic feat means the sacrificed spell level may be 1 lower but cannot be lower than the spell level of the original spell to be modified.
  Other metamagic feats, traits, and class abilities do not lower the resulting spell level for determining the divination spell to be sacrificed.
Digital Roots table (ignore spaces, proper names, and diacritical marks)
Letter        Value
a, j, s         1
b, k, t         2
c, l, u         3
d, m, v         4
e, n, w         5
f, o, x         6
g, p, y         7
h, q, z         8
i, r, symbols(+, -, #, etc) 9

To calculate a digital root convert all letters & symbols to digits, numbers are left as digits, then add each together forming sums until a single digit remains.

  Calculating digital root examples: “Summon Monster 3” = 1+3+4+4+6+5 +4+6+5+1+2+5+9 +3 = 58 {5+8} = 13 {1+3} = 4. “Ear-Piercing Scream” = 5+1+9 +9 +7+9+5+9+3+9+5+7 +1+3+9+5+1+4 = 101 {1+0+1} = 2. “Fireball” = 6+9+9+5+2+1+3+3 = 38 {3+8} = 11 {1+1} = 2. hint: base 10 means successive values of 9 does not change the final digital root summation. Casters with this feat should calculate all digital roots for their spells to prevent a slowdown during play.

  Using Arithmancy example: the wizard Ezren of Int:18(+4) has Magical Lineage(fireball), Arithmancy, and Persistent metamagic, he has noted Heighten, Extend, Merciful, and Persistent as metamagic feats for Arithmancy. Ezren rolled a Daily Number of 2 so then wisely memorized fireball:K3(digital root 2) twice, persistent fireball:K4, detect thoughts:D2, clairvoyance:D3, and scrying:D4.
Later he casts persistent fireball as a standard action upon his foes. Then as his foes have not fallen he casts a fireball with persistent as an added metamagic via arithmancy, he must sacrifice scrying(fireball + persistent(+2) = 5 minus 1 for having persistent equals a divination of spell level 4, magical lineage has no effect) as a swift action added to the standard action of casting fireball. The next round he casts a merciful(+0) fireball using arithmancy but does not have the merciful metamagic feat and must sacrifice clairvoyance at 3rd spell level. He has two uses of arithmancy left for the day.

* this is far easier to implement and check than the original feat *
yes, you could lower the uses per day to half the primary spellcasting ability bonus(PSAB) but that would be kinda low. 3+PSAB is too much...
the only drawback is it does open up +0 metamagics which is why limiting the usable metamagic feats is important.


What to do when RAW hits an impasse due to rule granularity. This issue has been in several iterations of d20 and the solution is left to Home GMs.
from Invisible enemy - Rules forum thread, 2023
Invis & Mov, 2013
Invis & Mov penalties, 2015
Invis & Mov thru, 2013


Swansong Poison: Type: injury{worst insult}, Save: Fort DC=(13 +0.5*(APL{Average Party Level}|APHD) +GM's scene modifier or CR/3), Onset:(alignment steps from CE)r{for soliloquy}, Efct: dramatic death else 1d6+1 Cha drain & 1d4+1 Con damage along with halving all forms of movement, Cure: 3 consecutive saves, Price: -{priceless}, Source: my evil brain.
Description: This poison causes obvious horrible poisoning symptoms of the victim's countenance and a staggering state reducing movement along with a more powerful voice adding +1CL to any cast spell with verbal components and the [sonic] descriptor. Swansong poison bypasses normal poison immunity but the immunity adds +3 circumstance bonus to the creature's save. Curative spells below Fourth spell level (such as Delay Poison:C2) have no effect otherwise the spell must overcome a Caster Level check of the poison DC in order to pause the poison effects for 1d4+1 rounds and add +3 circumstance bonus to the first save and have no other effect. The poison also increases the difficulty to return a victim to life through spellcasting requiring a Caster Level check of the DC in order for the spell to be effective, wish, miracle, and mythic spells do not require a caster level check but they must be of Fourth spell level or above.
Swansong poison is normally kept in mythic containers or in mythic poisonous creatures who generally only have 1d3+1 doses before the poison supply becomes non-mythic(requiring no caster level checks) and simply deadly{someone has to tell the story}. The Young Template adds +2 to the DC of Swansong poison as How sharper than a serpent's tooth it is to have a thankless child.


Magus Mortem
LN Med humanoid aasimar emberkin (native outsider) Lvl Flowing Monk 2, Diviner Wizard 7
Init +6; Senses darkvision 60ft; Perception +14

DEFENSE
AC 20, touch 16, flat-footed 16 (+3 Dex +2 Wis +4 armr +1 dodg) {Mag Armr +4 armr, Abltv Barr DR NL 5/- & DR 5->NL}{Prot Arrw DR 10 rng/magic [70], Blur 20% miss !Precsn dmg}
hp 45 (2d8 +7d6 +7 fvd cls) {Scr:Fls Life}
Fort +7, Ref +10, Will +12
DefQ EnrgRst +5/acid, +5/cold, +5/elec {Rst Enrg 2@7 20/fire}

OFFENSE
Speed 30 ft.
Melee IUS tmplswd & flry (full): +1(+1)once; +6, +6(1d8+2 c19*2 S) mnk, trip(atk, provoke), & 1 tch from active touch atk spell.
IUS nunchaku & flry (full): +1(+1)once; +6, +6(1d6+2 c20*2 B) mnk, disarm(atk, provoke), & (see above).
HtH tmplswd (std): +7(1d8+3 c19*2 S) mnk, trip, & (see above).
HtH nunchaku (std): +7(1d6+3 c20*2 B) mnk, disarm, & (see above).
IUS (std): +7(1d6+3 c20*2) & (see above).
Rng: hvy crssbow {2hnd} +7(1d10 c19*2 P) Rng 120ft. Load: full provoke.
Rng: obsid dagger +7(1d4+2 c19*2 P|S) Rng 10ft, thrown, fragile.
AtkQ:
Spell-like Abilities (CL 9, Conc+16 +2 cast Def & may reroll)
Danc Lgt:K0 3/d.
Pyrotech:T2 (Will/Fort DC 19), 1/d.
Space 5ft; Reach 5ft {10ft w Longarm} Humanoid Ht 72”, Wt 185lbs.

STATISTICS
Str 14(+2){12}, Dex 16(+3){14}, Con 10, Int 24(+7){20}, Wis 14(+2), Cha 10. Note Starting 20pt buy [12,14,10,16(+2),14,8(+2)].
BAB +4, Str +2; CMB +13 (+2|+4|+6 Repstn & no AoO); CMD +28 {+2 monk}(+2 vs Repstn)
Fv’d Clss: Wiz.
Traits Magical Lineage(Mag) Shk Grsp, Wayang Spellhunter(Rgn) Ear-Prc Scrm.
Feats 1 Dodge, M1 IUSBNS(1d6), Mb Imp Repstn(no reqs) !AoO, +2 CMB Repstn +2 CMD vs Repstn. 3 Varisian tattoo(K) +1 CL K & danc lgts(Sp) 3/d, W1 Spl Fcs(K)Scribe Scroll. 5 Reach Spell MM(+1->+3)Rng[tch, cls, med, lng]. 7 Persistent Spell MM(+2) roll save twice to fail, W5 Knw is Power +Int to CMB, CMD, Str to break/lift obj. 9 Intensify Spell MM.
Skills(67 ranks) Acro +11(5), Apprs +11(1), Clmb +(), Crft[Alchemy +17(7)], Esc Art +8(2), Fly +13(7), Intm +(), Knw[Arcn +17(7){Cnstr,Drgn,MagBst}, Dngn +11(1){Abrr,Ooze}, Engr +11(1), Geog +11(1), Hist +19(1)[HD], Locl +19(1)[HD]{Hmn}, Natr +11(1){Anml,Fey,MonHmn,Plnt,Vrmn}, Nobl +11(1), Plns+13(1+2){Outsdr}, Rlgn +11(1){UnD}], Ling +11(1), Prcp +14(9), Pfrm[ +()], Prof[Herbalist +6(1)], Ride +11(5), SnsMtv +8(3), Splcrft +19(7+2), Stlth +9(3), Srvl +(), Swim +().
Languages common(taldan), celestial, anc. azlanti, anc. osiriani, draconic, elven, kelish, tian, HB[ignan, terran].

Mag Itm Body Slots Biped[hands] [armor, belt, body, chest, eyes, feet, hands, head, headband, neck, ring(2), shield, shoulders, wrist].
Racial Modifiers Peri: +2 Int & Cha, native outsider, darkvision 60ft, +2 Knw Pln & Splcrft, pyrotech(Sp) at Lvl 1/d, ER 5[acid, cold, elec].
Armor/Weapon Proficiency: brass knuckles (1d3)mnk, cestus (1d4)mnk, club (1d6), crossbow (light (1d8) R80 or heavy (1d10) R120), dagger (1d4) R10, handaxe (1d6), javelin (1d6) R30, kama (1d6)mnk, nunchaku (1d6)mnk, quarterstaff (1d6,1d6)mnk, sai (1d4)mnk, shortspear (1d6) R20, short sword (1d6), shuriken (1d2) R10, siangham (1d6)mnk, sling (1d4) R50, spear (1d8) R20, temple sword (1d8)mnk. No armor or shields.

> AC bonus(Ex): unarmored(no armor, no shield) and unencumbered(no med or hvy load) (+Wis +0 frm Lvl) to AC and CMD.
> Flurry of Blows(Ex): Full Atk +1 atk with IUS/Monk wpn at (+0,+0) as if TWF feat at monk Lvl otherwise normal BAB.
> Unarmed Strike(Clss): gain IUS at Str for lethal or NL(nonlethal)(incl Grapple) dmg, note sml(1d4) med(1d6) lrg(1d8).
> Redirection(Ex): reposition(std actn) or trip(melee atk) CM as immd actn against foe that attacks and you threaten 2/d. Tgt sickened 1r Rflx 13{10+1+2} for dur/2. +2 CM & DC if foe PwrAtk|Chg, +4 if both. !Stunning Fist.
> Evasion(Ex): lgt|no armr, AoE atk with Rflx for dmg/2 on save does 0 dmg.
> Unbalancing Counter(Ex): successful AoO render foe flat-foot’d until end of monk’s turn Rflx 13{10+1+2} neg. !Mnk2 bns feat.
> Wizard Diviner(!E!N) BO amulet.
> Forewarned(Su): act in surprise, +(wiz/2) Init.
> Diviner's Fortune(Sp): std actn tch +(wiz/2) insgt on all atk rolls, skill checks, ability checks, and saving throws 1r 10/d.
>- Scry Adept(Sp) @wiz 8: perm Det Scry efct & trgts of Scry are 1 step more familiar (Very Famil -10 to sv).

Equipment $66250:
> ElyBz TmplSwd $1330 Hrd:10 HP:5 +0(+1) vs MagBst & MonHmn then +1(+1)vs specific for 1d with Hollow pommel $5 & Fls Btm scabbard $45, mw cold iron nunchaku $304 Hrd:10 HP:2, mw cryptstone nunchaku $502 Hrd:10 HP:2 +0(+1) vs UnD & incorp (dmg/2),
> Blt Phy +2 Str +2 Dex[belt] $10000, Heavy crossbow $50 & 10 cld iron bolts $2, Bodywrap of Mighty Strikes[body] $3000 +1(+1) for 1 (IUS|Natl) Atk/r, [chst], [eyes], [feet], [hand], [head], HdBnd Vast Int +4 [hdbnd] $16000, Amulet Spl Cunning[neck] $(1000/2) prepare +3 SplLvls, [ring1], [ring2], Cloak Rst +2 [shldr] 4000, Spellguard Bracers[wrst] $5000 +2 Conc cast Def & reroll{better} 3/d.
> Wand: Vanish 1@1[45]{L-SlWS}, Obs Mist 1@1[45]{R-SlWS}, Hgtn Aware 1@1[30]{Bndlr1}, Ill Calm 1@1[30]{Bndlr1}, Infrnl Heal 1@1[30]{Bndlr1}, Long Arm 1@1[30]{Bndlr1}, Prot Evil 1@1[30]{Bndlr1}, Rdc Per 1@1[30]{Bndlr1}, Shield 1@1[30]{Bndlr1}, Blur 2@3[25]{Bndlr1}.
> Pot & Alch: Cure Lgt Wnd 1@1[4] $200 {scabbard, pommel, (2)Bndlr2}, Air Bubl 1@1 & Pot Spng $52, Oil Blss Wpn 1@1[3] $150, Oil Keen Edge 3@5[2] $750, HolyWtr{(1)Bndlr2} [2] $50, Alch Fire [2]{(1)Bndlr2} $40, Acid [2] $20, Antiplague{(1)Bndlr2} $100, Antitoxin{(1)Bndlr2} [2] $100, Stillgut{(1)Bndlr2} [2] $100, Antiemetic snuff [2] $100, Sooth syrup [2] $50, Smell Salt{Bndlr2} $25, Sun Rod [3] $6, Vrmn Repel [2] $10, KNO3{fire +1 dmg}[5]{SCP} $5, Ethanol{call & sum +1r dur}[5]{SCP} $15, Myr & cld iron{A +1 CL & dspl}[2]{SCP} $14, Pllt Blst: cldiron[2] silver[2]{SCP} $140, Bld Stntl{H}: mandrake[2]$50 & velvet bat $2, patchwork guard dog $1, stuffed raven $10, quilted & beaded rhamphorhynchus $5, fur racoon $2, Zey Focus: mw Thv tool{SCP} $100, diamond dust{SCP} $250.
> Scroll: Comp Lang 1@1[4], Endur Ele 1@1[2], Hide Weapon 1@1 stow wpn in arm [2], Rechg Innate 1@1 regain 1 use of 0th & 1st racial SLAs [4], Sure Cast 1@1 +5CL vs SR [4], True Strk 1@1 +20 inst & no conceal next atk within 1r [4], Air Step 2@3 ignore dfclt terr <1ft & do not trigger wt trap & -10 vs tracking [1], B Con 2@3[2], Invis 2@3[1], Dly Poi 2@3[2], Fls Life 2@3 1d10+3 tmp [2], Lsr Restor 2@3 cast:3r [2], Mag Wpn Grt 3@5 +2 [2], 2050 Fly 3@5 [2], Phan Steed 3@8 AC18 HP15 Spd:80 sandy/muddy/swampy [2], Invis Grt 4@9[2].
> Gear (mundane equip): (2) obsidian dagger $2 fragile Hrd:5 HP:2, backpack(Bkpk), (2) bandolier(Bndlr1|2) $1, (2) spring-loaded wrist sheath(L|R-SlWS) $10, belt pouch(BP) $1, spell component pouch(SCP), signal whistle $0.8, mirror $10, measuring cord $1, (4) wd holy symbol(abadar, irori, nethys, pharasma) $4, canteen $2, adventuring outfit, cash 3PP 10GP 21SP 12CP.

> Heavy Warhorse “Wěndìng” Init +4, low-lgt, scent, Percp +8; AC 15 Tch 13 Fltft 11; HP 19; Fort +8 Rflx +7 Will +3; Spd 50ft; Melee bite & 2 hooves +5(1d4+5); tricks[attack, come, defend, down, guard, heel] $300, Mil Saddle +2 stay in saddle $20, Saddlebags $4, bit & bridle of tricks(3)[attack(anything), exclusive, throw rider] $900, 4d feed $0.2, dandy brush $0.2, handaxe $6, (2) cld iron bear trap $8, crowbar $2, bow saw $0.04, folding shovel $10, 50ft silk rope $10, grappling hook $1, bedroll $0.1, (2)blanket $1, ink $8, an inkpen $0.1, (10) blk/red candles $0.1, (10) colored chalk $0.1, 50ft string $0.01, a mess kit $0.2, soap 0.5lb $0.01, spell component pouch $5, (2) sack $0.2, trail rations (7) $3.5, (2) waterskin $2, weapon cord (2) $0.2, whetstone $0.02, (1+2)spellbooks $30.

Spellbook(_memorized): 4,7,6,4+1,3 (CL=7 +(1CL & +1 DC)K, Conc 14 +2 cast Def & may reroll)
Zero:(21) _Acid Splsh, _Det Mag:D, _Mssg, _Lgt:K, etc. First:(26) Break, Coin Shot, Clr Spry, Comp Lang:D, Crftr Fortune, Dsgs Self, _>EarPrc Scrm:K<, Expd Rtrt, Hgtn Awrns:D, Ident:D, Ill Calm, Infrnl Heal, Long Arm, _Mage Armr, _Mag Mssl:K, Obs Mist, Prot Evil, Rdc Per, Shld, _,_>Shk Grsp:K<, _Snowball:K, Sum Mon 1, Sure Cast:D, _Tru Strk:D, Vanish, Unsn Srvt.
Second:(25) Air Step, Acd Arrw, AZey Focus:D, [!]Ash Path, B Con, Blur, B Str, Cloud Seasic, Creat Pit, Drkvis, _Det Thgt:D, _Elem Tch:K, Fls Life:N, Frgd Tch:K, _Gltrdst, Invis, Loc Obj:D, _Mir Img, _Rst Enrg, Rope Trck, Scrh Ray:K, See Invis:D, Ston Call, Sum Mon 2, Web, _ShkGrsp:K & Rch.
Third:(20) _Abltv Barr, Aqu Orb, _Arcn Sgt:D, Bttr Blst:K, _Blink, Blod Sentnl, _Call Void:K, Claud/voy:D, Fireball:K, Fly, Haste, Lgtnbolt:K, Mag Wpn Grt, Pllt Blst, Phan Steed, Poly Famil, Seek Thgt:D, Shrink Itm, Slow, Stnk Cld. _EarPrc Scrm:K & Prstnt.
Fourth(9). _Arcn Eye:D, _Ball Lgtn:K, _Drgn Brth:K, Emerg Frc Sph:K, Invis Grt, Scry:D, Shdw Step, Stonskin, W Fire:K.

===
I've built him along Org Play rules with one spellbook exception. The extra cash comes from spending Prestige in the game otherwise it'd be 46000gp so he's pretty equivalent for 9th level in that setting.
He's designed to take on spellcasters one on one with Call of the Void and a multitude of spells & options to get him there and cover his posterior. It's basically a wizard with some monk prowess. Taking Knowledge is Power is not the best choice but it does give him a good CM for Reposition, Trip, and Dirty Trick(no SR or spell fancyness there!).
I think it's a good example of a multiclass wizard and going past 9th level is easier than getting there.


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I hope you have your holiday traditions ready
Have the little goblins warm up the sticks to beat the log in the fireplace so they'll get some treats


looking for some PF1 players in NE Georgia. Library in Clayton GA is available.
I'd prefer to GM in a PFS Org Play format if people need to learn the rules as it is easier than a home game situation and your character can be played at Conventions (Dragon*Con). Otherwise we can go Home Game with a PFS rulebase.
Otherwise we can do Call of Cthulhu, Stormbringer, or GURPS.

===
Hiawassee, Dillard, Clayton, Clarkesville, Demorest, Cornelia, Toccoa, Helen, Cleveland, Dahlonega...


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this is a tweaking and better description of the spell Twilight Knife:K3. I think it's a reasonable spell that needs a little improvement and clarification.

Twilight Knife (TwlgtKnf) (replacement)
School: evoc[frc]; Domain: magic(arcane), trickery, void;
Level: arcanist 2, bloodrager 2, magus 2, uc-summoner 2, sorcerer 2, witch 2, wizard 2, occultist 2, psychic 2, spiritualist 2.
Casting Time: 1 standard action
Components: V, S, F(knife, dagger, or kukri)
Range: Close(25 +5*↓[CstrLvl/2])ft
Effect: floating weapon(dagger) of force (see description)
Duration: CstrLvl r (Đ)
Save: none; SR: Yes
DESCRIPTION
You create a transparent floating dagger-like object of dusk force which nebulously blurs and then focuses sharply as it attempts to flank and attack the same creature as you within range each round. If you choose not to attack a single creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round (unlike Spiritual Weapon).
The twilight knife makes a full round melee attack attempting to flank using your CstrLvl as BAB and SAS(Spellcasting Ability Score) bonus as Strength or Dexterity(see Weapon Finesse) as +(CstrLvl +SAS) (1d4 P|S +SAS, crit 19+ *2)[force] dmg & ↓[CstrLvl/4]d6[force] precision dmg (like a rogue) with flank or against foes that are denied their dexterity bonus to AC. The dagger may attack multiple times using its BAB in the usual manner but may only gain precision damage on the first attack as it comes into focus. The twilight knife does not provide flanking although it can take advantage of it, cannot make an AoO or Combat Maneuvers, gains the effect of blur, counts as magic for purposes of DR, and can move within the caster’s range adjacent to its target after the caster attacks a single target (otherwise it stays in the last square it was in but does not impede movement). While a force effect it can gain P or S damage which is a spell option set during the casting. If the caster attacks an illusion, phantasm, or phantom then the twilight knife also attempts to attack that target.
As a full round action the caster may transfer a touch spell with a standard action or less casting time and a single effect (such as Shocking Grasp but not Chill Touch) onto the twilight knife which it will attempt to discharge at the first opportunity, the transferred spell is a held touch spell.
A twilight knife cannot be harmed by physical attacks, but burning hands(spells doing energy damage that could affect (worn) objects), (greater) dispel magic, disintegrate, (minor) globe of invulnerability, obscuring mist(provides concealment), shield(provides AC), a sphere of annihilation, or a rod of cancellation affects it. A twilight knife’s AC against touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier, blur grants it a 20% miss chance from concealment.


something from the old AD&D days
PF1: General channeling Feat or an Alt Domain power

Turn Champion General
Req: Channel Energy class feature

A divinely powered caster can turn a champion of a diametrically opposed moral or ethical alignment forcing the creature to withdraw if successful.
Target within Close range (25 +5*[CstrLvl/2])ft and of diametrically opposed alignment choosing one of (G vs E), (L vs C).
Enhanced Level Check: 1d20 +Cleric Level +SAS +circumstance ≥ Paladin(or similar class) Level + Will save. If the check is successful then the target is forced to Withdraw at his speed for (DC difference/5, minimum 1)d4r (retreat away from ability user). Note: Withdraw is not as severe as Flee.
Successive attempts within 24 hours on the same target accrue a -2 circumstance modifier for the channeller.

note: Spellcasting Ability Score(SAS), Good(G), Evil(E), Chaos(C), Law(L).


In a recent thread - - {assume AoN unless stated otherwise}

DnD3.5 Hippogriff on d20srd Str:18, HD:3d10+9, load:lgt 300, med 600, hvy 900.
DnD3.5 Carrying Capacity
STR 15 -> Lgt:66 lb. or less, Med:67-133 lb., Hvy:134-200 lb.
STR 18 -> Lgt:100 lb. or less, Med:101-200 lb., Hvy:201-300 lb.

PF1 Hippogriff on AoN Str:15, HD:3d10+6, load:lgt 198, med 399, hvy 600.
PF1 Carrying Capacity & Encumbrance Effects {identical}

so you can clearly see the *3 scalar for Large size was used in both cases.

It's rather unrealistic as is the game model.
In game terms a scalar would have to be added to 'natural fliers' and another for 'magical flight', then the spell Fly and Overland Flight examined as spells generally operate off caster level or spellcasting ability bonus. Encumbrance rules for fliers would have to be created which would impact Fly Checks and gaining altitude. If you go to all that trouble then you'll have to check the body mass of natural fliers and lessen it... it's a good topic for the Homebrew forum.

The quadruped carrying capacity is what it is and I don't think it's worth fooling with in *this* thread but let's say it's the Maximum upgrade for flight carrying capacity herein.

Carrying Capacity & Encumbrance effects on d20pfsrd

Fly Skill
Spells - Glide:T2, Fly:T3, Overland Flight:T5

From reading(Birds, Raptors) Birds lifting weight about half their actual weight is considered reasonable. Wing span and design, wind conditions and terrain are factors. Champion lifters do about 1.6* to reportedly *2 their body mass. The second reference gives body mass of the bird as well as lifted weight.


Magical Lineage(Magic-basic) needs to read {fluff} "Choose a spell of First to Third level from the spell list of your character's first class and write it after this feat on your character's description. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level up to 3 times per day. This trait works with up to one other feat or character class ability (but not other traits) that lowers the metamagic cost of casting a spell. This trait does not lower the cost or price for magic item creation."

Wayang Spellhunter(Region) needs to read Requirements:region Minitan, {fluff} "Starting language common(Taldan) is replaced by Minatan(see Tian Xia). Choose a spell of First to Third level from the spell list of your character's first class and from the schools of Abjuration, Conjuration, Divination, Enchantment, Illusion, or with a descriptor of [darkness, light, mind-affecting, ruse, shadow] and write it after this feat on your character's description. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level up to 3 times per day. This trait works with up to one other feat or character class ability (but not other traits) that lowers the metamagic cost of casting a spell. This trait does not lower the cost or price for magic item creation."
optional- "This feat can be retrained (like a Racial Trait) when gaining a new level (cost:200*new class level GP taking 20 nonconsecutive days)."

while some of that is a bit redundant, I think it's good to state it up front so new players don't get the wrong idea.


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this is a popular topic, so in summary

I'd like to see some numbers threads:
>> Best Two Handed Weapon 2013-2015 chat, link to Pirate's DPS data on 2013.
>>->  Pirate's weapon data results for Ftr12 2011 12th lvl Fighter with common feats and actions using various weapons analysis-> Falcata, Elven Curve Blade, Flambard.
>>->  Pirate's DPR weapon data results 2011 .
>> Best Weapon in the Game 2014 mixed data and chat, link to Gwen's data sheet 2014, link to Viking's guide 2012. Recognition that build, Str|Dex, feats determines usage and 'best' weapon.
>> DPR Olympics 2009-2018+ focused data using classes.
>> DPR Summer Olympics 2011-2018+ focused data using classes.

I'm sure there are others that give Damage per Strike|Spell(?)(DPS) and Damage per Round(DPR)...

Mainly chat threads:
>  Best Weapon for Two Weapon Fighting 2010-2013 chat.
>  Overall Best DPS Weapon Debacle 2011 falcata or greatsword.
>  Best Weapon 2013 .
>  DPS table unbuffed chars 2013 chat & brainstorming criteria, see post #79 .
>  Best Monk Weapon 2011-2019 chat.
>  Overall Best DPS Melee Build 2015 chat & brainstorming.


Vermiseffodi Helminth Swarm
N Fine vermin(swarm)    CR 3    XP 800
Init +2; Senses blindsense 30 ft., scent 30 ft., tremorsense 60 ft.; Perception +7

DEFENSE
AC 20, touch 20, flat-footed 18 (+8 size, +2 Dex)
hp 13 (2d8+4)
Fort +3, Ref +2, Will +1(+5 vs mind-affecting or illusions)
DEF Abilities: swarm traits; Immune weapon damage, Resist Acid 5, Cold 5.
Immune gaze attacks, sight based attacks, visual effects, mind-affecting effects
Weaknesses blind.
Vulnerability: Cyanide, borates, quicklime, alkali salt or flask.

OFFENSE
Speed 10 ft., climb 10 ft., burrow(soft) 5 ft., swim 20 ft.
Melee swarm (1d6) distraction then consume, infest, lethargy; bite +1(1d4) infest, lethargy
Space 10 ft.; Reach 0 ft.
Special Attacks: consume, distraction (Fort DC 13), infest (Fort DC 13), lethargy (Fort DC 13)

STATISTICS
Str 1, Dex 14, Con 14, Int 1(as swarm) 0(otherwise), Wis 12, Cha 2
Base Atk +3 ; CMB --; CMD --
Feats: Step Up
Skills: Climb +10, Perception +7; Racial Modifiers +4 Perception, +8 Climb(climb speed).
Languages: –
Attrib: does not breathe or sleep, but rests flat-footed 1 hr in darkness every 4 hrs.

SPECIAL ABILITIES
> Burrow: vermiseffodi can burrow through rotting wood, earth, mud, rope, leather and other permeable materials. It can not burrow through wood, stone, metal, or objects with a hardness of 3 or more.
> Infest(Ex): the worm swarm invades and attempts to infest targets in and adjacent to itself and those injured. Adjacent and injured creatures must make a Fortitude save (DC 13 negates) or be infected with Pernicious Anemia.
> Consume(Ex): a worm swarm can rapidly drain a creature of vital fluids and soft flesh, this attack has no effect on creatures that do not have blood or bodily fluids such as solid Constructs, Elementals, non-corporeal Undead, otyughs. Helpless, nauseated, unconscious or corporeal Undead targets take 1 point of Con damage (if applicable) and (1d6) damage. If the blood of the target creature imposes damage or a penalty (such as acid blood) the swarm suffers that effect if applicable after inflicting damage.
> Lethargy (Ex): Creatures damaged by Consume or that take 6 or more points of damage in a round must make a Fortitude save (DC 13 negates) or be fatigued for 4 rounds. This is not a poison effect. The save is Constitution based.
> Lesser Hive Mind (Ex): gains a very rudimentary sentience as a swarm increasing its INT by 1 per 2 HD up to a maximum of INT 3. It keeps it’s type and other attributes. It loses immunity to mind-affecting spells and gains a +4 on saves versus mind-affecting spells and illusions.
> Pernicious Anemia(Infestation): a slowly lethal infestation(affliction) (see Horror Adventures if you use those options) of the host by minuscule parasitic worms. Dead adult worms can be identified in stool with a successful Diagnose Disease versus the DC of the Fortitude save, the eggs are microscopic. Immunity to Disease does not affect this infestation. This infestation cannot affect Constructs, Elementals, Plants, Oozes, non-corporeal Undead, otyughs, or extraplanar Abberrations.
   Type infestation, contact or ingested; Save Fortitude DC 13 and +4 DC after 14 days; Onset 3 days; Frequency 1/week; Effect 1 Con damage which can be avoided if the save is made by 4 or more, and fatigued 2d4 hours then 1d4 hours each day for the next 1d6 days; Cure 2 consecutive saves. The infestation can be ended using Remove Disease if the caster’s level check can overcome the DC +2 of the Fortitude save, in any event Remove Disease ends the fatigue effect for the week.
> Consumption (Ex): a swarm that uses Consume on a creature with a spellcasting class feature or with spell like abilities gains the Advanced Template (+1 CR){+2 natl AC, +4 Abils except INT} after 3 rounds and can retain the template for up to 1 week. If the creature dies due to swarm damage (and is consumed) then the template can be retained for 1 week per HD or Spellcasting level (whichever is greater). Afterwards the vermiseffodi simply gains 1 HD and extends the duration for each such creature consumed. When it loses the Advanced Template any extra HD gained also are lost. Consumed bodies are but dried dusty tailings of the destroyed victim and millions of microscopic eggs which remain viable for 6 months (Pernicious Anemia contact, Fort DC 13).

Ecology
Environment: swamps, marshes, underground crypts and lairs
Organization: solitary
Treasure: none or in a crypt a single ring or similar tiny shiny object worth up to 800GP.

Description
Vermiseffodi swarms are both a bane and a boon. They form occasionally when an abundance of parasitic worms have gathered in an area from the consumed bodies of sentient creatures that have not been cremated or embalmed. A cache of infested sentient creatures within 60 ft that have a combined INT score of 70 or more and have been infested and slain by Pernicious Anemia have a small chance of spawning a vermiseffodi swarm. The swarm has a rudimentary hive-mind and is smart enough to avoid obvious dangers, seek out new food sources, and recognize a creature that is resistant to its Infest or Consume abilities. Tomb builders choose dry locations and line the tomb with stone for many reasons. Not surprisingly otyughs may keep a swarm as a ‘pet’ or later special treat when times are lean. Fey consider them an especially repulsive and ugly pest.

have fun 8^) Azothath
I'm not sure that the CR is set quite right, but I'd guess 3-4 as the number of Special Abilities is considerable and they are not very deadly as they are slow and do little damage as a base creature, the Step Up will surprise tacticians. The infestation is quite ... pernicious. I don't know that I'd move any (Ex) to (SU) other than Consumption.
Three to four minor undead ex-clerics later and the little swarm is rather dangerous... tomb raiders anywhere?
Likely some formatting issues but I'm sure people will point them out. I'm quite good with the "> "bolding as it is there to accentuate and separate the entries without extra lines in this simple text based format.

4/5

There are a few constructs available as familiars within PFS in general(Addt'l Res) or by Chronicle(c).
-> to avoid spoilers don't post which scenario/adv path/module unless it is clear by the Addt'l Res entry <-

There are upgrades for homunculi(homunculus) in the CRB(HD) and Alchemy Manual.
Poppet Familiar gets some augmentations as the master gains levels and pays for them.

that's it.

...

I'd like to see some options for the others moved into the legal arena from existing published materials.

Homunculus
Familiar Automaton
Soulbound doll(c)
Migrus Locker
Poppet Familiar
Alchemist-Tinkerer Clockwork Bond Familiar
Wizard-Clocksmith Clockwork Bond Familiar
Occultist Soulbound puppet{temp}

Archetypes are available; Ambassador, Bloodline, Egoist, Emissary, Occult Messenger, Patron, Prankster, Sage, School.


there are various advice pages and posts out there. Most are older but offer some reasonable advice. I've read them and it seems to be somewhat of a mess so while I've come late to the party I'll add my advice.

1) replacing an animal companion has no cost it just takes some time, so it is really more about roleplaying continuity or being down a class benefit for the rest of an encounter or two. Nobody wants to put their old companion out to pasture, but hey, nature and game design are a cruel thing. So plan to replace your companion at 3rd or 4th, 7th, and maybe 9th. yeah...
This WILL impact costs as animal gear can be overly specific but it isn't anything daunting. The scrolls or potions you use on your creature will far exceed the gear cost. One thing to keep an eye on is body slots, especially in PFS. This is mainly about slotted magic items so if you want to get an odd form, make sure you can use the item during the companion's hiatus (the companion will change again in a few levels).

2) ask your GM about racial bonuses. Don't be surprised if your GM says your animal companion has none. The 'newer' animal stat blocks have been shying away from racial modifiers and putting them under Special Qualities and Feat descriptions where they are not accessible by companions. Mostly it is just 4-8 skill points that have an environmental restriction. So read the creature(monster) description closely.

3) don't forget about proficiencies and skills. Light armor training is almost mandatory. If the companion has scent he needs a rank in Survival. At 5th level make sure your companion has a rank in Fly skill.

4) Feats... so many options but it really comes down to basic needs and a melee strategy, aka Str or Dex based, pouncing or flying or a special attack.

5) The list of Tricks have expanded. This makes a Bridle of Tricks better (Deliver, Guard, Rescue) at 900gp. A PC has to roll Handle Animal with every command for a trick (unless the animal will do it naturally as the situation demands). So a PCs Handle Animal skill needs to get to +11 or better, so yes, Animal Companions are a drain on skill points.

6) that first ability point gain... +1 INT. This is for the ubiquitous meta-gaming that goes on in the game. PCs want their animal companions to act intelligently and expect it, so put your point where it will help the most in command and control. Your companion will understand common but won't be able to speak it (with a very few uncommon exceptions).

Lastly, realize that an animal companion is a moderately squishy combatant particularly when it comes to spells or complex situations. They are not a Paladin or Barbarian replacement (mostly).

Choices are somewhat stylistic but my ranking is below. It is top down(higher on the list is better).
I only considered small to large sizes as dungeon crawls are a thing AND I only list PFS acceptable creatures.

Pterosaur Quetzacoatlus sz:lrg level:9, fly is clumsy.
--- 7th level ---
Roc sz:lrg lev:7, fly-avg.
Dinosaur Velociraptor sz:med lev:7.
Big Cat (Tiger) sz:lrg lev:7 (and not bad at 3 either).
Dinosaur Tyrannosaurus sz:lrg lev:7.
Devil Monkey sz:lrg lev:7. Biped[hands] so can grasp AND has all slots.
Megafauna Megalocerous sz:lrg lev:7.
{not as good as the top 6}
Shissah Horse sz:lrg lev:7. This is for those with restricted mounts.
Yolubilis Heron sz:lrg lev:7, fly-avg.
Megafauna Baluchitherium sz:lrg lev:7.
Dire Bat sz:lrg lev:7, fly-gd.
Owl Great sz:lrg lev:7, fly-avg.
Ape sz:lrg lev:7. Biped[hands] so can grasp AND has all slots.
Megafauna Chalictherium sz:lrg lev:7, climb.
Lizard Monitor sz:med lev:7, swim.
Pterosaur Dimorphodon sz:med lev:7, fly-avg.
Mome Rath sz:med lvl:7, climb.
Faerie Mount dog sz:med lvl 7.
Lizard, Giant Chameleon sz:lrg lvl:7, climb.
{many others...}

--- 3-4th level ---
look at the above. In general 7th level advancers are better than the bulk of 4th level advancers. Options are;
Allosaurus sz:med
Ankylosaurus sz:med
Arsinoitherium sz:med
Deinonychus sz:sml
Diplodocus sz:med
Elasmosaurus sz:med
Elephant sz:med
Rhinoceros sz:med
Mantis, Giant sz:med

--- 1st level ---
Heavy War Horse sz:lrg lvl:1. Advanced template means it's better than most 1st and 2nd level animal companions, Surprise! Sure it's not a flier BUT equipment is plentiful and cheaper than exotic gear thus perfect for low level. At lev:3 it can become your mount and pick up a companion for fighting. So at level 1 & 2 your animal companion should be considered disposable and you should not spend any gold on their equipment. It sounds harsh but that 500gp can be spent elsewhere and to better effect. Choose a big cat or other highly rated animal and don't worry too much about it.
Dire Bat is sz:med but a good choice for smaller PCs who want a flier.
Dire Bat, riding, combat trained sz:lrg is a good purchase choice outside of PFS(which restricts the purchase of "dire" animals) at low level IF you are going to do Dire Bat at 3rd,4th or 7th lev. If your sensible GM follows CR restrictions on animal purchases you can't get this until lev:4.


this could have been in the Pathfinder Society forum but it's really more about limiting feats, archtypes, etc to something more PF centric that is usable in most games

Class Guides which are mostly circa 2014 for Paladins. It is now 2019...
Archive of Nethys to check PFS suitability.

You can pick a race but it might be best to just use a human as aasimars are hard to come by and other races just let you tweak an ability score here or there although some racial weapons and abilities are nice. Available races are races: human, dwarf, elf, gnome, half-elf, half-orc, halfling, ifrit, kitsune, nagaji, oread, sylph, tengu, undine, and wayang. I'll add ratfolk, samsaran, suli, vanaran as those are relatively easy to come by.

Ability scores(20 pts) and three good sets (before racial bonuses) that don't compromise too much are; 16,16,10,10,10,10; 16,15,14,10,10,8; 16,14,14,10,10,10.

Multiclassing, hmmm... I like it in general and there are some good combos; Oracle, Sorcerer, Bloodrager, Inquisitor(?), Wizard(Diviner), Monk(type){thinking Iomedae}. Some are dips(1-2 level) and others are more in depth with archetype synergy but I'd prefer to keep at least one-third the character's levels in Paladin otherwise they're something else with a Paladin dip... This is where the PFS constraints will hit hard as you step out of the Paladin box.

There are a couple of roles with Paladins; archers, two-handed weapon users(greatsword), reach weapon users, sword and board(longsword and shield), two weapon users(gladius), mounted(lancer){as the mount rules are overly simplistic}, castigator(intimidate), recovery(medic).

Acquisitives 4/5

We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive in the game...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under 7500 credits.

This list contains basic core items for Home Games and SFS use (SFS--> Home Game is pretty much guaranteed for standard items).

For SFS remember to check your Reputation and Character Level as not everything is 'always available'.

Remember that Fame/credit values can be split on Raise Dead and Vendor Program bonuses make you very hard to kill... just in case you forget.

Posting template
Item name (slot/boon) Level(L)&(¢)Price credits source: short description.

example:
MedKit, basic () L1 ¢100 SCRB: DC25 Medicine to treat deadly wounds.

4/5

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We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive in the game...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).

This list contains basic core items for Home Games and PFS use (PFS--> Home Game is pretty much guaranteed for standard items).

For PFS remember to check your Fame as not everything is 'always available'. Fame <5 {Maximum item price} $0!, 5-8 $500, 9-12 $1500, 13-17 $3000. You should be getting 4-6 Fame per level and as you cross the thresholds things become 'always available'.
Remember that PA/$$$ values can be split on Raise Dead and Vendor Program bonuses make you very hard to kill... just in case you forget.

I've updated the list with good practical items. There are other good options posted in the thread.
Link to the 2018 list
Link to the 2017 list

format - item name, price($ or GP), "("slot")", source, description(short).

=== staying alive & active ===(sorted by ascending price)

Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB, or Touch of the Sea 1 APG. Rather than the sponge you could use a waterskin(sm) $1 and argue about it with your GM (not advised).

Hex Nail $20 (none) PeopleotN ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use] and important to have only 1 on you at a time. Circumstantial before you get a Cloak +2 $4000 (shoulders) CRB.

Smelling Salts $25 (none) APG [dozens uses as Full actn (stoppered)] low level compromise to consciousness and for a save vs staggered or unconsciousness. Useful to question people who are below 0 Hps. It's better to cure your friends, but consciousness is better than unconsciousness...

Potion: Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have (at least) one on your person as sometimes the person giving it to you cannot use a wand or read a scroll. Usually a move actn to get out and a standard to drink, or a Full actn to give to someone else.

Wand: Cure Light Wounds -or- Infernal Healing 1@1 $750 or 2 Prestige (none) CRB heal 1d8+1/10(over 10r) HPs. Don't be a mooch, buy one and get cured.

casters: get a wands with an escape/defense spell as wands do not provoke AoO! Have a curative wand in one wrist sheath and a Shield or Vanish in the other.

Potion: Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.

Scroll: Lsr Restoration 2@3 [5] $750/2PP CRB. It's gonna happen so bounce back in rounds (or you took Allnight).

Tourmaline Sphere Ioun stone $1000 (none) PS Primer +2 CON for HP limit on dying. So 2 extra rounds and a nice buffer. Wayfinder: +1 Con chks to stabilize SoS. The cracked is okay but overly specific.

Scroll: Breath of Life 5@9 $1125 (none) CRB cures 5d8+9 HPs & brings back from dead within 1r with 1 neg lvl (see spell). Need some action economy with this to make it work effectively. Cheaper than a Raise Dead and keeps you in play. A Scroll of Restoration might be handy. Likely you'll also need Scroll: Invigorating Repose(dwarf|Torag) 5@9 $1125 (none) which gives you CL/2 r to get the first scroll off, you'll probably have to give Torag or his friends some kind words that morning.

Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. Action ecenomy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Put on the Aegis THEN put on a Talisman(s) for when the Aegis disintegrates the Talisman can become active, it's a 1-2 combo to save your bacon.

cracked Pearly White Spindle Ioun stone $3400 (none) PS Primer Regenerate (as spell) 1 HP/hour, immune to bleed damage, regrow body parts (slowly). Long term survivability and beauty maintainer(lol).

Clear Spindle Ioun stone $4000 (none) PS Primer sustains crtr w/o food or water. Wayfinder: Protection from possession and mental control (as Protection from Evil so only from bona fide Evil sources/casters). Anti-Dominate Person for low Will PCs vs BBEG.

First Aid Gloves $4500 (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.

Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. The permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50 or 1/d $500 (cheaper than Snapleaf).
. . Triskelion(HorAdv): entangle, paralyzed, slow 2nd save & longstrider with success $600
. . Talisman of Pentacle, Lesser 1@1 $600 Horror Adventures. Grants a second saving throw against an evil possession/charm/compulsion affect that exercises control. If you succeed, then it casts protection from evil on you for a 5 round duration.
. . Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
. . Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
. . Life's Breath: dead -> Breath of Life 5@9 $3500.

The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns real$10 $0GP (none) as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...

PFS vendor purchase rewards are excellent and work for the whole table.

for casters with familiars Bloodstone Collar $900 (neck) BotCoven. Worn by a Familiar or Spirit Animal. If wearer damaged to below HP:0 stabilizes at HP:-1 and master takes damage beyond that, refusing to take damage kills collar wearer, uses:[3].

=== Helpful ===

Unseen Servant/Familiar/etc to hand it to you for Action Economy.

Bandolier $0.5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. If you are using this you should not be next to an opponent due to provoking AoO. Replaced by HH at higher levels (next item).

Soul Candle $1 InrSeaTmpls. undead or haunt within 5ft candle goes out, 24hr dur.

Spring loaded wrist sheath 1@$5 2@$10, (wrist), AdvtrArmry. Pop wands, potions, and scrolls as a swift action (Action Economy). Get TWO.

Vermin Repellent $5 AA. Vermin & vermin swarms DC15 Fort to enter your square, dur 4hr. Buy 2.

Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.

Anointing Oil $25 ARG. A nice +1 CL for divine casters for harmless touch spells {a bit specific but 25gp is cheap}.

IF there's no Rogue in the party Scroll: Aram Zeys Focus 2@3 $150 (none) will be handy, 2PA=[5] on one scroll.

Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.

the usual potion assortment at $50+; (Cure Light Wounds is above), Antiplague, Antitoxin, Twitch Tonic, Feather Step.

Blood boiling pill $75 AlchMan. +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.

Handy Haversack $2000 UltEquip. 80lb/8cuft, 2@20lb/2cuft. Pulling items from a HH is a MOV actn that does not provoke an AoO. Caster's might consider an Unseen Servant to pull and hold items for you.

various Lesser Rod Metamagic (Extend, Reach, Silent) $3000. Double durations of buffs/protections. Reach out and touch someone. Range Close means you don't have to move and spell must be cast (aka not on a scroll)(Vampiric Touch at close range). Cast 3 spells while in Silence which prevents that spell from shutting down casters (and move out of the area of effect).

Caster's Shield (to 3rd level) $3153 UltEquip. {corner case on the scribing} If you buy scrolls using cash at half it pays for itself over time (17th usage) with 3rd level spells at half cost and 5% Spl Fail... don't "wear" it and avoid the spell failure. I usually buy wands and scrolls using PA.

Four-leaf Clover $3750 (none) OccA. free actn +2 luck single ability chk, skill chk, or save 3/day. Probably the "sweet spot" in luck bonus items

Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell ;-)

Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item). Disguise Weapon is an alternative.

Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.

Chronicles - check them for wands with fewer charges or small batch ammo. You can always buy the wand later if you don't have the cash now.

=== Combat ===

Smoke Stick $20 -or- Wand: Obscuring Mist(for casters) 2PP CRB. The wand is more effective and usually can hinder ranged attacks, useful in Darkness to balance out advantages.

various Weapon Blanches $5-$200 UltEquip, APG. Always buy cold iron ammo and then coat 10 with; $5 silver, $100 adamantine, $200 ghost salt{ghost touch}PS FldGd.

Oil of Bless Weapon $50 CRB. Std actn to apply then 10r of effect vs Evil creatures.

Holy Weapon Balm $30 AdvClsGd. Std actn to apply to weapon or 10 ammo, gain +2d4 dmg & Rflx DC10 or take 1d4 next rnd, mundane weapon counts as magical, ghost touch vs incorporeals to evil outsiders or undead for 1 attack within 1min.

Spiritbane Spike UnD Slyr Hbk $300. Take 1d6dmg gain shtsword w/ghost touch for 10min.

Arrow Magnet $600 Ult Equip. Item Hrd:8, HP:5 attracts all projectile thrown wpns within 5ft for 5rounds then falls to ground (unless touched or destroyed). Seems reuseable.
Fortifying Stone $1000 PS FldGd. Attaches to any item less than 100lb, Hrd:+5, BreakDC:+5, HP:+20. Restore with Make Whole.

Swarmbane Clasp $3000 (neck) Ult Equip. Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it. Similar to Golembane Scarab $3000 (neck) usefulness.

don't forget to scan the thread for other ideas

=====

just so people know...

a lot of the items above are Core Rule Book(CRB) and it is usable in the CORE Campaign.

there are a lot of basic goodies in the Advanced Player's Guide(APG).

Ultimate Equipment(UltEquip) has a lot of equipment, reprints and some clarifications.

If you have an animal/familiar/mount or are a GM in a home game Animal Archive(AnmlArchv) can be very handy. Check the sidebar on Additional Resources for handy Blog posts!

Advanced Class Guide has some unique things but in PFS they may be race specific, particularly spells.

Alchemist's need the Alchemy Manual(AlchMan), no surprise there.

Ioun Stones are in the Pathfinder Society Primer(PSPrmr).

Pathfinder Unchained(PUnchd) if you are going Monk, Rogue. The summoner got balanced.

There are expansions for spellcasters and melee/ranged types. Supplements get a bit specific from here so I'm stopping with the above. Remember to review the class guide to your class.
Messageboard Class Guides
Zenith Games Pathfinder Guides

Lastly, when rooting around you'll have to do 3 searches.
d20pfsrd search is fast but no PFS legality marker and some names have been changed.
ArchivesOfNethys is the acting PF PRD and notes PFS legality with an icon, but hit search link between searches...

pathfinderwiki is good for background, domains, and the odds and ends of the official PFS world golarian.

*updating so hold on...*

4/5

I know there is an old post/comment on this topic... just having issues finding it. It is a critical nerf to Shadow Projection spell.
Of course J. Jacobs commented in the opposite so NOT looking for that as this is a PFS Specific thing.
it is probably buried in a blog post or comment circa 2012-2014...
any help?


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Hagcloth
A dull sheened rough textured durable silk cloth obtained from hags and covens with connections to the abyss for hagcloth is woven from soul larva silk. Normal mordants and dyes have little effect upon the color and special methods must be used yet the cloth remains matte and rough textured. Hagcloth is used to produce various cloth products.
Hagcloth can be used to make masterwork items such as; clothes, ropes, nets, whips, cloth and padded armor, or interwoven and lacquered to produce some light armor and shields. Hagcloth items have energy resist acid, cold, electric, and fire 5, gain +2 to resist sunder attempts, break DCs increase by +2, and provides the wearer protection or gains weapon qualities as listed below. Spell failure chances for armors and shields made from hagcloth are decreased by 10% and armor check penalties are decreased by 2 (to a minimum of 0).
Hagcloth has 10 hit points per inch of thickness and hardness 5.

Type of Hagcloth Item | Resist Acid, Cold, Fire for wearer. | Item Cost Modifier(includes masterwork quality)
clothes, capes, cloaks, light armors: ceremonial, cloth, padded, deep diving suit, inssuit | Resist 1, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 250 gp + 500 gp/lb(1/2 lb minimum)
light armors: cuirass lamellar, haramaki, armored kilt | Resist 1, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 300 gp + 500 gp/lb(1/2 lb minimum)
light armors: leather, hide shirt*, leaf, studded leather | Resist 2, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 500 gp + 500 gp/lb
light armor leather lamellar, nanite ablative armor, scatterlight suit, HEV suit, spacesuit | Resist 3, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 750 gp + 500 gp/lb
shields: buckler, light wooden/quickdraw | Resist 2, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 250 gp + 500 gp/lb
cestus, net, snap net, whip, scorpion whip, bladed scarf | qualifies as Evil for overcoming DR, cost reduced by 750 gp for one enhancement of; acidic, frost, flaming, shocking, bane(good outsider), unholy. | 750 gp + 500 gp/lb
gauntlet, spiked gauntlet, club, light mace, quarterstaff | qualifies as Evil for overcoming DR, cost reduced by 1000 gp for one enhancement of; acidic, frost, flaming, shocking, bane(good outsider), unholy. | 1000 gp + 500 gp/lb
Other cloth or rope items | Resist 1, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 250 gp + 500 gp/lb(1/2 lb minimum)

note: * hide shirt is made to quickly remove with catches requiring no mending.


Shadow Walk, Lesser spell
School Illusion(shadow); Level: bard 3, medium 3, occultist 3, psychic 4, sorcerer/wizard 4, witch 4
CASTING
Casting Time 1 std action
Components V, S
EFFECT
Range touch
Target creature touched (and his ridden mount or grasped animal companion)
Area of Effect -
Duration 30*CstrLvl min (D)
Save Will negates; SR yes
DESCRIPTION
as per shadow walk 341CRB except as follows.
A suggested rate of travel on the the original plane is measured at 50mph or 440ft/r while the subjects of the spell effect simply walk at 30ft/r on the shadow path. This results in a multiplier of 14.67 for creatures with higher speeds, or that hustle long term, or run in short term situations. Lesser shadow walk does effectively stack with spells that increase speed such as phantom steed or overland flight. A familiar can be affected if touching its Master.
Lesser Shadow Walk can only be used to travel to locations on the plane it is cast on and the caster must have a fixed destination in mind when cast (to anchor the end of the shadow path, setting rough actual distance and direction). The spell effect ends when a creature wills itself and expends a full round action to step back onto the plane where the spell was cast or the spell duration expires, it then arrives at the the end of its turn flat-footed. Thus simply casting and touching a willing creature or a creature that fails its save forces that creature onto the shadow path and if it then steps back onto the original plane as a full round action it is transported to a random location within 100-1000ft at the end of its turn and is flat-footed.
Multiple creatures can travel together if the spell is cast on all creatures within a minute, otherwise drift occurs and each creature must succeed at a Survival DC15 and expend 10 minutes of travel to maintain their location for every 5 minute interval that passes. Creatures with the shadow subtype can maintain their location by succeeding at a Survival DC10 and expend the spell duration normally as they wait. Failing the Survival check indicates that the creature is lost along the shadow path. Base Survival DC's to track by ground conditions are 10 higher.
Falling during travel on a shadow path can occur but the spell lowers the accrued damage to one fourth the normal dice with a maximum of 5 dice.


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Homebrew Celestial Healing
School conjuration(healing) [good]; Level 1; Domain healing; Subdoman agathion, azata; Level bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
Casting Time 1 round
Components S, M(three drops of blood from a good outsider with Fast Healing or three dabs of anointing oil(1/96 16oz flask) or holy water(1/96 16oz flask) or an entire flask of anointing oil or holy water)
EFFECT
Range touch
Target creature touched
Area of Effect -
Duration CstrLvl r
Save Will negates(harmless); SR yes(harmless)
DESCRIPTION
You anoint a creature with the preserved blood of a good outsider with Fast Healing, or anointing oil, or holy water, giving it fast healing 1 for up to 10 rounds and if the target is of Good alignment gains CstrLvl (Maximum of 5th CstrLvl) in temporary hit points which fade after 1 hour. If the target does not have an evil aura then it temporarily radiates the aura of a good creature for the duration of the spell (making it targetable by spell effects as though it was Good) and can sense the righteousness of this spell's magic.
If a full flask of anointing oil or holy water is used as a material component then the spell's temporary hit points are conjured healing (as cure light wounds) and the caster's level is considered one higher. This replaces the usual effect of anointing oil or holy water.

Homebrew Celestial Healing, Greater
School conjuration(healing) [good]; Level 1; Domain healing; Subdoman agathion, azata; Level bloodrager 4, cleric 4, magus 4, sorcerer/wizard 4, summoner 4, witch 4
DESCRIPTION
As per celestial healing, except the target gains fast healing 4, if the target is of Good alignment gains CstrLvl in temporary hit points which fade after 1 hour, and a non-evil aura target radiates the aura of a good cleric.


I'm looking at spell lists that differ from a base class for PFS(so centric spells that are mostly balanced), in this case Wizard... so a spell list reason to dip or pick up some off list spells (Samsaran Mythic Past Life).
Bloodrager has a compressed list so there might be something interesting but there are some clunkers in their list.
rating:Excellent(!!!), Good(+++), Okay, Poor(---); and (Wiz Spl list). spells on both lists of the same spell level are not listed.

1: Barbed Chains(---), Biting Words, Blade Lash(---), Bloodbath(---), Cheetah's Sprint, Deadeye's Arrow{rel}, Fear the Sun, Firebelly{rel}, Frostbite{T}(!!!), Gorum's Armor{rel}, Ice Armor{rel}, Returning Weapon, Sense Fear(---), Shield of Shards{T}(+++), Stone Throwing, Touch of Bloodletting{N}{rel}(2nd)(+++), Tracking Mark{rel}, Warding Weapon.

2: Ablative Barrier{C}(3rd)(!!!), Bone Flense{T}(3rd), Final Sacrifice, Fire's Friend{R}, Gozreh's Trident{rel}, Huntmaster's Spear, Jealous Rage, Miasmal Dread{R}, Mindshock, Overstimulate, Perfect Placement, Reaper's Coterie, Scales of Deflection(---), Symbol of Exsanguination, Wild Instinct.

3: Animal Aspect Grt, Blood Salvation, Burst of Speed, Caustic Safeguard, Channel Vigor{rel}, Fey Form1({T}(4th), Force Hook Charge, Pyrotechnic Eruption{V}(4th), Runic Overload{V}(5th), Sky Swim{rel}, Temporary Graft{T}(4th).

4: Aroden Spellsword(3rd ---), Banishing Blade, Burn Corruption{R}, Caustic Blood{T}(5th)(+++), Dimensional Blade, Flash Forward, Furious Fire Barrage{V}(6th)(+++), Mask from Divination{D}(5th), Pellet Blast{C}(3rd ---), Scale Spikes Grt(3rd ---), Summon Flight of Eagles{C}(6th), Wall of Sound{V}(5th), Wreath of Blades{V}(5th).

I'm sure I missed a few that are racial{R} or maybe Religion{rel} requirements.


title like === Frank's Deadly Bumper Car === or request {for threading purposes otherwise it'll be a mish mash of posts}
Date & time: like THR morning 10am then back by 12pm or ASAP
Destination: such as Costco & parkway market, food store, liquor, piñatas, sushi restaurant...
Seats: something like 2
Gas share(if any): like $2 or just omit
Meet: such as hotel room, front lobby on right(seating area)
as this is a public venue I'd post your email but not your phone number, so ignore *$%^ characters in posts


I have a character for Organized play (PFS) that I'm playing. As it has been awhile that this combination has been chatted about, I'll throw this out for discussion.

Ability scores: STR 16, DEX 10, CON 12, INT 11, WIS 10, CHA 18

LG Magdh(wpn:scythe)

T1: Magical Knack(oracle)
T2: Blade of Mercy
F1: Power Attack
L1: Paladin 1(Fav'd Class); Detect Evil, Smite
L2: Oracle Mystery:Nature Archetype:Warsighted (Martial Flexibility), Curse:Legalistic, Channel:Pos
F3: Weapon Focus(Greatsword)
L3: Paladin 2; Divine Grace, Lay on Hands
- at this point there are two ways to go -
A4: +1 STR (+1 INT would be nice, but...)
L4: Paladin 3; Aura of courage, Divine health, Mercy(Deceived)
F5: Furious Focus
L5: Paladin 4; Channel positive energy for LoH[2], smite evil 2/day
L6: Paladin 5; Divine Bond(Weapon)
F7: Step Up
L7: Paladin 6; Mercy(Dazed)
A8: +1 STR
L8: Paladin 7; Smite 3/d
F9: Extra Rev: Nat'l Divination
L9: Paladin 8; Aura of Resolve
L10: Paladin 9; Mercy(Confused)
- or desiring more Oracle abilities and the Revelation at Orcl3 -
L4: Oracle Myst Spl(charm animal)
L5: Paladin 3; Aura of courage, Divine health, Mercy(Deceived)
L6: Oracle Revelation
L7: Paladin 4; Channel positive energy for LoH[2], smite evil 2/day
L8: Oracle{@4th effective CL 6} Myst Spl(barkskin)
L9: Paladin 5; Divine Bond(Weapon)
L10: Paladin 6; Mercy(Dazed)

I think the first progression is better.
Rather than the Mercies Sickened then Diseased which can be cured by spells I chose Deceived and Confused. The character is also fey focused and these are handy when dealing with fey.


It's common practice to wear a wondrous item and mundane items in the same slot.
Examples are;
* an Aegis of Recovery and a holy symbol and a signal whistle.
* a Cloak of Protection and a backpack and a bandolier.
* magical rings and a platinum ring(focus for Shield Other) and a signet ring and jewellery rings.

Can you wear multiple wondrous magic items in the same wondrous item slot?

What happens if you wear it(wondrous item) in the wrong slot?

If you wear multiples in the same slot which is active and how do you determine that?

If the items do not have an initial activation time, how do you switch between items? What action does it take?

A specific example is wearing an Aegis of Recovery(neck) and then a lesser or greater Talisman of Healing Power(neck). Once you fall below 0 HPs (I'm going with the first item activates and the second does not when initially put on) the Ageis activates, then crumbles(std action assumed), then (if the wearer is below half maximum HPs) the Talisman should activate and heal immediately.

4/5

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We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive in the game...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).

While this is PFS centric most will be usable in home games as PFS sticks close to RAW. Remember to check your Fame as not everything is 'always available'. Fame <5 {Maximum item price} $0!, 5-8 $500, 9-12 $1500, 13-17 $3000. You should be getting 4-6 Fame per level and as you cross the thresholds things become 'always available'.

I've updated the list with good practical items. There are other good options posted in the thread.
Link to the 2017 list.

format - item name, price($ or GP), "("slot")", source, description(short).

=== staying alive & active ===(sorted by ascending price)

Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB, or Touch of the Sea 1 APG. Rather than the sponge you could use a waterskin(sm) $1 and argue about it with your GM (not advised).

Hex Nail $20 (none) PeopleotN ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use] and important to have only 1 on you at a time. Circumstantial before you get a Cloak +2 $4000 (shoulders) CRB.

Smelling Salts $25 (none) APG [dozens uses as Full actn (stoppered)] low level compromise to consciousness and for a save vs staggered or unconsciousness. Useful to question people who are below 0 Hps. It's better to cure your friends, but consciousness is better than unconsciousness...

Potion: Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have (at least) one on your person as sometimes the person giving it to you cannot use a wand or read a scroll. Usually a move actn to get out and a standard to drink, or a Full actn to give to someone else.

Wand: Cure Light Wounds -or- Infernal Healing 1@1 $750 or 2 Prestige (none) CRB heal 1d8+1/10(over 10r) HPs. Don't be a mooch, buy one and get cured.

casters: get a wand[b]s with an escape/defence spell as wands do not provoke AoO! Have a curative wand in one wrist sheath and a Shield or Vanish in the other.

[b]Potion: Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.

Scroll: Lsr Restoration 2@3 [5] $750/2PP CRB. It's gonna happen so bounce back in rounds (or you took Allnight).

Tourmaline Sphere Ioun stone $1000 (none) PS Primer +2 CON for HP limit on dying. So 2 extra rounds and a nice buffer. Wayfinder: +1 Con chks to stabilize SoS. The cracked is okay but overly specific.

Scroll: Breath of Life 5@9 $1125 (none) CRB cures 5d8+9 HPs & brings back from dead within 1r with 1 neg lvl (see spell). Need some action economy with this to make it work effectively. Cheaper than a Raise Dead and keeps you in play. A Scroll of Restoration might be handy.

Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. Action economy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Combine with Talismans for A(disintegrates) then T action.

cracked Pearly White Spindle Ioun stone $3400 (none) PS Primer Regenerate (as spell) 1 HP/hour, immune to bleed damage, regrow body parts (slowly). Long term survivability and beauty maintainer(lol).

Clear Spindle Ioun stone $4000 (none) PS Primer sustains crtr w/o food or water. Wayfinder: Protection from possession and mental control (as Protection from Evil so only from bona fide Evil sources/casters). Anti-Dominate Person for low Will PCs vs BBEG. There is a nerf update so check Add'l Res as to when this occurs.

First Aid Gloves $4500 (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.

Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. Most permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50 or 1/d $500 (cheaper than Snapleaf).
. . Triskelion(HorAdv): entangle, paralyzed, slow 2nd save & longstrider with success $600
. . Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
. . Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
. . Life's Breath: dead -> Breath of Life 5@9 $3500.

The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns real$10 $0GP (none) as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...

PFS vendor purchase rewards are excellent and work for the whole table.

for casters with familiars Bloodstone Collar $900 (neck) BotCoven. Worn by a Familiar or Spirit Animal. If wearer damaged to below HP:0 stabilizes at HP:-1 and master takes damage beyond that, refusing to take damage kills collar wearer, uses:[3].

=== Helpful ===

Unseen Servant/Familiar/etc to hand it to you for Action Economy.

Bandolier $0.5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. If you are using this you should not be next to an opponent due to provoking AoO. Replaced by HndyHvsack at higher levels (next item).

Soul Candle $1 InrSeaTmpls. undead or haunt within 5ft candle goes out, 24hr dur.

Spring loaded wrist sheath $5 pop wands, potions, and usually scrolls as a swift action (Action Economy), double check with your GM. Get TWO.

Vermin Repellent $5 AA. Vermin & vermin swarms DC15 Fort to enter your square, dur 4hr. Buy 2.

Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.

Anointing Oil $25 ARG. A nice +1 CL for divine casters for harmless touch spells {a bit specific but 25gp is cheap}.

Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.

the usual potion assortment at $50+; (Cure Light Wounds is above), Antiplague, Antitoxin, Twitch Tonic, Feather Step.

Blood boiling pill $75 AlchMan. +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.

Handy Haversack $2000 UltEquip. 80lb/8cuft, 2@20lb/2cuft. Pulling items from a HH is a MOV actn that does not provoke an AoO. Caster's might consider an Unseen Servant to pull and hold items for you.

various Lesser Rod Metamagic (Extend, Reach, Silent) $3000. Double durations of buffs/protections. Reach out and touch someone. Range Close means you don't have to move and spell must be cast (aka not on a scroll)(Vampiric Touch at close range). Cast 3 spells while in Silence which prevents that spell from shutting down casters (and move out of the area of effect).

Caster's Shield (to 3rd level) $3153 UltEquip. {corner case on the scribing} If you buy scrolls using cash at half it pays for itself over time (17th usage) with 3rd level spells at half cost and 5% Spl Fail... don't "wear" it and avoid the spell failure. I usually buy wands and scrolls using PA.

Four-leaf Clover $3750 (none) OccA. free actn +2 luck single ability chk, skill chk, or save 3/day. Probably the "sweet spot" in luck bonus items

Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell ;-)

Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item). Disguise Weapon is an alternative.

Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.

Chronicles - check them for wands with fewer charges or small batch ammo. You can always buy the wand later if you don't have the cash now.

=== Combat ===

Smoke Stick $20 -or- Wand: Obscuring Mist(for casters) 2PP CRB. The wand is more effective and usually can hinder ranged attacks, useful in Darkness to balance out advantages.

various Weapon Blanches $5-$200 UltEquip, APG. Always buy cold iron ammo and then coat 10 with; $5 silver, $100 adamantine, $200 ghost salt{ghost touch}PS FldGd.

Oil of Bless Weapon $50 CRB. Std actn to apply then 10r of effect vs Evil creatures.

Holy Weapon Balm $30 AdvClsGd. Std actn to apply to weapon or 10 ammo, gain +2d4 dmg & Rflx DC10 or take 1d4 next rnd, mundane weapon counts as magical, ghost touch vs incorporeals to evil outsiders or undead for 1 attack within 1min.

Spiritbane Spike UnD Slyr Hbk $300. Take 1d6dmg gain shtsword w/ghost touch for 10min.

Arrow Magnet $600 Ult Equip. Item Hrd:8, HP:5 attracts all projectile thrown wpns within 5ft for 5rounds then falls to ground (unless touched or destroyed). Seems reusable.
Fortifying Stone $1000 PS FldGd. Attaches to any item less than 100lb, Hrd:+5, BreakDC:+5, HP:+20. Restore with Make Whole.

Swarmbane Clasp $3000 (neck) Ult Equip. Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it. Similar to Golembane Scarab $3000 (neck) usefulness.

don't forget to scan the thread for other ideas

=====

just so people know...

a lot of the items above are Core Rule Book(CRB) and it is usable in the CORE Campaign.

there are a lot of basic goodies in the Advanced Player's Guide(APG).

Ultimate Equipment(UltEquip) has a lot of equipment, reprints and some clarifications.

If you have an animal/familiar/mount or are a GM in a home game Animal Archive(AnmlArchv) can be very handy. Paizo needs to issue a reprint! Feats can change, Slots are limited - check PFS blog posts.

Advanced Class Guide has some unique things but in PFS they may be race specific, particularly spells.

Alchemist's need the Alchemy Manual(AlchMan), no surprise there.

Ioun Stones are in the Pathfinder Society Primer(PSPrmr).

Pathfinder Unchained(PUnchd) if you are going Monk, Rogue, android Barbarian. The summoner got balanced.

There are expansions for spellcasters and melee/ranged types. Supplements get a bit specific from here so I'm stopping with the above. Remember to review the class guide to your class.
Messageboard Class Guides
Zenith Games Pathfinder Guides

Always double check the Add'l Resources and messageboard posts on things that look to good to be true... remember that PFS is a simple format.

there are now 3 styles of casting; Arcane, Divine, and Psychic. In PFS (and most home games) when a caster learns off another list he still casts in his style. It will get confusing with Mystic Theurges doing Psychic and Divine and then pulling in Arcane spells.

Lastly, when rooting around you'll have to do 3 searches.
d20pfsrd search is fast but no PFS legality marker and some names have been changed.
ArchivesOfNethys has PFS legality and names, but hit search link between searches... it tends to lag Add'l Resources but we love what they do.
paizo.com/pathfinderRPG/prd/ is out of date but is a good source to check pre-errata text.
Again, if what you are doing is core to the game you are in safe territory. The leveraged items and combinations are trickier and require more research.

pathfinderwiki is good for background, domains, and the odds and ends of the official PFS world golarian.

Explore, Report, and Cooperate!

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while it may take awhile for the paperwork to go through, Thomas Taylor has taken over for me as the VC in DFW as of 1/1/2018. He is currently listed as a VA in the area so his email is accessible on the Coordinator page. If I need to stand behind Tom and nod my head 'yes' I can do so (maybe I can get a bobble head)... but let this post serve as public notice 8^). Tonya is well aware of the changes of status in DFW TX.

Thanks to the OrgPlay folks in DFW who helped make the area great and a wealth of expertise. I learned some management skills and had some fun in the process. That's always a good thing.
Now I can give up the responsible adult role and go back to being a player for the most part... I just need the (ex)villian boon from GenCon... lol...


rules
Baseline lists: Cleric, Druid, Wizard, Psychic. Lowest spell level on the baseline lists otherwise as the specific class list.
Picking up 4-6 spells just gives your PC more spellcasting options.

There are some good spell lists out there and choices revolve around your class. It is about the differences and there will be crossover as the PFS scroll requirement evens out the spell levels(and knocks a lot out of consideration). The easiest way is to cut & paste spell lists from AoNethys into text files and do a 'diff' on the lists using a file comparator tool using your spell class list file as the baseline. It's not foolproof.
I'm just going to 5th level spells and skipping poor quality spells.
Check the spell lists as the scroll requirements will change the spell level(sometimes lower).

Unc Sum -> Wiz {Sorcerer/Wizard spell list is your base class}
0: Guidance.
1: Magic Fang. {com:Daze Monster went to 2nd level due to scroll req's}
2: Barkskin, Overstimulate, Shared Sacrifice{3}, Wicker Horse. {com: here the scroll list helped}
3: Grtr Magic Fang, Protection from Natural Attack.
4: Summon Stampede.
5: Eagle Soul(good).

Witch -> Wiz
a big list so I'm shortening it to really good choices.
0: Guidance, Stabilize.
1: Cure light wound, Ill omen, Mask Dweomer.
2: Beastspeak, Cure moderate wounds, Death Knell, Percieve Cues, Vomit Swarm.
3: Bestow Curse, Mind Maze, Thorny Entanglement.
4: Black Spot, Debilitating Portent, Divination, Hallucinogenic Smoke.
5: Grtr Contaigion, Sphere of Warding, Swallow Poison.

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