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Goblin Squad Member. RPG Superstar 2014 Star Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber. 199 posts. No reviews. No lists. No wishlists.


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also, in the Curse of the crimson throne there is a very similar NPC

CotCT spoiler:
Blackjack pops up in part 1 of the AP, and eventually he tries to get one of the PC to become Blackjack


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Cheliax springs to mind.

It's not exactly cetral america, but it would be an excellent place for a masked hero fighting an evil government


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It all depends on your definition of safe.

I would rule that a pit or ravine or acid pool is an unsafe place, as it deals damage when you enter it.

A web otoh does not seem as an unsafe place in itself. OK you are stuck and hindered in your movement, but the web doesn't harm you.

Talking about safe places, is right next to the TWF ranger with keen kukris and a bunch of critical feats a safe place? Is right in the line of a dragon's breath attack a safe place? Right in line with a large boulder rolling down a hillside?

I think you catch my drift.

I would rule a "safe" place as any square that does not automatically cause you to take damage.


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The Carrion Crown AP starts with the reading of the will of Professor Lorrimor (Haunting of Harrowstone).

Was this what you were looking for??


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Yes, the first hit has to overcome the original DR, After that, for 1 round, ALL other hits against the target (not only your own) have to overcome 5 less DR on the alignment DR part.

As for your second question, the DR/ cold iron remains unaffected.

in the example above DR 10/good AND cold iron, the weapon has to be good-aligned AND cold iron, or you get the DR 10.

If you hit it with the negating lance, it becomes DR10/cold iron and DR5/good, so a cold iron weapon would only suffer DR5 for 1 round.

If it would say DR 10/cold iron OR good, then hitting it with a cold iron weapon would overcome DR, and hitting it with a steel good-aligned weapon would also overcome DR. That's the difference between AND and OR in the DR entry.

I hope this makes sense


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4.
When reading the class abilities, always assume they are talking about a single class character. When they don't, it's usually mentioned very specifically, something in the line of "this stacks with levels in class X or Y"


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Like LazarX said, there is no "one build to pass the starstone".
If we look at the golarion setting, I know of only one guy who made it, and that is Cayden Calian (apologies for any errors in the spelling). He looks like niether a wizard nor a monk, and at the time of the test he was drunk to boot.


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seems like an OK ruling.

I do seem to remember that the first 10' is free when calculating falling damage (or was this only in 3.5?) so in this case I wouldn't have him take any falling damage.


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I don't mean to be a party p**per here, but getting spells that are already on your list earlier than normal cannot be RAI, even if it is allowed by RAW.
If one of my players would come to my table with this, I would immediately houserule it as "spells that are not on your list"


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If the rest of the party is willing to work with you, try a paladin and dump wisdom.
Play him as Lawful Gullible. he just completely believed anything he was told, except for when he had obvious evidence to the contrary. I really had a blast with him in our kingmaker campaign untill he got snuck up on by a shambling mound. (low wis does make for a pretty poor perception check).


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I would rule that you could add smite damage to any spell that specifically targets and deals hp damage. This would include magic missile (but only one missile would get the extra damage) but not aoe spells like fireball, as you are targetting an area and not an opponent.

The fact that magic missile does not require an attack roll (in my opinion) is just the same as coup de grace not requiring an attack roll. You make the attack, but it automatically hits.


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looks awesome. I might well steal this one from you to use on my party.


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PapaZorro wrote:

10th level Sorcerer with Boon Companion - his AC is 10th level now. Flat out. It is - nothing can stop this from happening (short of level drain). This is the normal and rightful power of this majestic class.

Now he finds this Robe of Arcane Heritage - which boots his sorcererness by 4 levels for all effects. Suddenly his companion is less powerful than it otherwise would be? His feat is invalidated? Seems a lot less likely than it just boosting the companion.

now let these events come in a different order.

A sorceror with an AC find a robe of arcane heritage: "Cool, my AC just became 4 lvls stronger, yeah".

now as he gains a new level and has a feat to spend, and he decides he wants his AC to become even stronger, so he looks at boon companion.
BUT because he has the robe his AC is already effectively 1 lvl higher than his character level, so boon companion would do nothing at all.

This can't be right. just because he found the robe before he took the feat he can no longer take the feat??

This is why a number of people on this thread, including me, are saying that this does not (or at least should not) work.

And don't come with some cheesy story about taking the robe off for a day, taking the feat and then putting the robe back on, because everybody knows that is just b******t


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question 1 is a clear NO. You are already using your INT instead of your STR, so even if you replaced STR with DEX, you'd still be using your INT for calculating the CMB


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I seem to remember a similar thread about stacking CL increases, and the general consensus seemed to be that you cannot choose the order in which you apply the different bonuses, so in this case boon companion would only kick in if your effective druid level would still be lower than your character level AFTER the effects of the robe of arcane heritage has been added.
So in my humble opinion this would not work.


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I used both whispering fountain and fiddlers lament for my CC campaign.

I started with murmuring fountain right at the start of the campaign, introducing the madman at the funeral, and using the ghost appearance at the fountain before the blood on the monument situation started.

Fiddlers lament I ran while the pc's were still doing research. I had kendra ask them to pay a bill for her at the local shop, and told them about the far-off fiddle playing as part of the description of the day's weather and activities going on. I did scrap the very similar event described in the AP though

haunting of harrowstone spoiler:
I had them find the professors body on Kendra's doorstep and Kendra a nervous wreck after they defeated the fiddler.
The dead can only rise so many times befores it goes from creepy to boring.
Also I'm planning on using the dark stranger as a recurring nuisance when tehy start lagging in XP

I used these plug ins as a way to give my party of 5 (with 4 newbs) enough XP to be comfy at lvl2 before they went to the prison.


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I agree with CWheezy.
once you go thassilonian specialist, you permanently lose access to the 2 opposition schools


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As far as I read it, that's correct.

you can make multiple swings with the 2handed monk weapon using flurry.
you do NOT get the x1.5 STR, but also you do NOT get the x0.5 for off-hand, all attacks get normal STR to damage
PA isn't changed, so you get the -1 att/+3 dam for using a 2hander.

in your case it would even be +5/+5 with PA, since your BAB would be +4 when flurrying.

you know, I never even thought of this. This makes a monk with a reach weapon seem kinda cool


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well obviously they will have to try and stop the return of Zon-Kuthon.
ways to do this could be:
rescue other similar prisoners
stop agents from capturing new prisoners
find some kind of artifact/high power magic item needed to defeat the high priests who are preparing the ritual, or stop said high priests from obtaining some crucial item

If you have it available, check out the carrion crown adventure path, because it has a similar storyline


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gotta go with BzAli.

good use of teamwork feats can really up the threat level.
One of the best examples of this is a small group (like 4 or 5) low level cavaliers. Each has a different teamwork bonus feat and can use its tactician ability to grant it to their allies, effectively giving each of them 4 or 5 teamwork feats for 1 encounter/day


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rorek55 wrote:
I thought lances could be used two-handed from horseback while using a shield?

nope, while mounted they are one-handed. There is a FAQ however that states they still count as a two-handed weapon for things like power attack and furious focus


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Jason

I already ran fiddlers lament and murmuring fountain and liked them both. Are there any other plug-ins for CC? especially for the other parts. I have a party of 5, 4 of which are complete newbies, so I don't feel much for upping CR to get them the extra XP. But I am not the most creative guy and I'm pretty strapped for time, so if you could recommend some more extra XP sources it would be great.
I have heard that the carrion hill module fits pretty nice between part3 and 4, and if I remember correctly there is another LG plug-in fot part 5. Any others I don't know about yet?


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rules mechanics wise bit wouldn't cripple you, but consider the general role-playing picture. you'd look like a halfling child. So no-one would take you seriously, you'd have a hard time getting a beer at the local inn, zero chance of success with the cute halfling serving wenches, that sort of stuff.

I'd really think about this long and hard before making the decision


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It's not anyone from the CC AP. You can do with it what you want.
I just ran fiddler's lament for my party of 5 as a way to get some extra xp and trust points before heading for harrowstone. I plan on using the dark stranger at other points along the way when they start lagging in xp. I haven't worked out the details yet, but I figure on making him some kind of demon or half-demon, cause giving a girl a fiddle and putting her in a graveyard seems pretty CE to me


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I would say so. It seems strange to put a favored class bonus into something you don't have. In my opinion a FCB cannot be saved up untill a later date, you have to choose it when you get a new level.


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Since the staff was published before the summoner class, i'd say insect plague counts as a lvl5 spell. I even seem to remember something that says when you need to determine something like this, you have to check the wiz/sor list first, then the cle/dru list, and then those of non-full casters (like bard, summ,...)

I can't really qoute a rule right now, but this would be how I'd rule it.


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These are awesome, Loki_Thief. I'll be sure to use them in my own campaign that I just started. Thank you very much for sharing.


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If you have enough point buy to afford a good STR and good DEX, i'd say a fighter. TWF with kukri's and all the feats you need to get where you want.
If you have a lower point buy, ranger will probably be better because you don't need the high dex for inproved and greater TWF.

featwise go for everything that increases your attack and static damage output. This is why fighter is probably the better option, with weapon training and weapon specialisation.


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a reach weapon with combat reflexes can be very powerfull, but it also has it's drawbacks. One is that you can ONLY attack with it at 10' range, so not an adjacent opponent. Especially when you get flanked while weilding a reach weapon you're pretty much screwed.

If this guy uses a more defensive approach and waits for the monsters to come to him, why not have the more intelligent opponents ignore him and go for the squishy guy with the pointy hat that's hiding behind him.


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Normally the treasure in the AP should pretty much cover everything to keep the PCs at the right Wealth By Level (WBL). This is assuming they find all the treasure scripted in the AP.

If you notice they are getting far behind WBL, you could drop some extra loot here and there to cover for that. Remember that award money they recieve also counts towards this WBL, so the rewards Foxglove gives them for saving him is part of this.

hope this helps


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I just bought fiddlers lament and want to add it to my upcoming CC campaign. The problem I have with it is that as written I find it hard to incorporate it in the storyline without it feeling awkward.

Fiddlers lament is a really cool story and the misterious stranger gives me a possible return villain to give the party some extra XP when they need it (I have 5 players, 4 of which are complete newbies, so upping the CC encounters is not really an option). I really like the idea of the entire town being overrun by the dearly departed.

The one issue I have is that this rising of the dead is also included in HoH, and especially the idea of the professor coming to visit his daughter posthumously is really cool. So this is an encounter I really want to keep. Just adding fiddlers lament before or after this encounter does not feel right either. I mean, the dead can only rise from their graves so many times before things get boring.

Are there any other GM's who used this add-on?? How did/would you fix this issue??


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thanks for the responses. I feel kinda stupid now, I should have found that by myself.


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is there no gun wielding archetype for a cavalier??


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I will start running CC crown soon, and reading through part 2, I came across the stat block for

Spoiler:
the aberrant Promethean, where it says "immune: magic"

Does this mean it can not be affected by ANY magic?

I know it's a CR11, but still...

From what I read in the bestiary that is what it means.

so no targeting it with any type of spell, no effect from area spells.

how about a witch's hexes and things like that??


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Sah wrote:
ngc7293 wrote:


I suppose I could just think of things on my own using Indian terms after watching too much old Loan Ranger episodes or other B&W shows,

A tee hee

Random person: "Oh Loan Ranger how can we repay you?"
Loan Ranger: "With Interest."

Jokes aside, the Wayfinder PDFs are free aren't they?

yes, they are. They're free downloads from the paizo site


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8: spider climb


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As far as know, it is not a rule as such. But nowhere in any book is there a fixed order in which to apply different bonuses, so it seems only logical that you are allowed to apply them in any order you like, which would mean the most beneficial order for you


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I understand what you are trying to do here, and it might well be rules legal, but is it really worth the hassle for a minor increase in damage?
remember the even a small lance wielded one handed still counts as a two handed weapon for power attack and furious focus. Between that and the x3 for mounted charge with spirited charge rolling d6s or d8s will not make that much of a diiference as most opponents will be dead when hit them.

to give you an example, I'm playing a lvl 9 halfling cavalier right now. When he goes full monty (power attack, challenge, charge) he does 1d6+28 (+1 magic weapon, +2 str, +7 mount's str, +9 PA, +9 challenge) times 3

And this is not even fully optimised. So why bother with trying to make it d8s. those 3 points of damage (on average) will not make any difference


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I'd say go straight summoner.

you can shore up the arcane casting/face/crafting yourself, and your eidolon will be a welcome support for the melee side of things


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I'm not opposed to new classes, but they have to be original and bring something to the game that is not already there with other classes.

I can't really think of many such things that cannot be done by an archetype (only psionics come to mind, but I don't know if Paizo is gonna go that route)

so personally, I am not opposed to new classes, but I don't see the need for them


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If you want to have fun with teamwork feats, go with cavalier. Just take an archetype that replaces the mount, and give each cavalier a different teamwork feat. Then have them use their tactician ability to grant their teamwork feat to all their allies and just watch them tear the party to pieces


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basiccally it boils down to this:

you only start getting wild shape at lvl 6.
If you change into your totem animal your effective druid lvl for wild shape is 8 (so beat shape 3, max 8 hours), if you change into anything else your effective lvl is 4 (so beat shape 1, max 4 hours). Only the number of times you can change per day I'm not sure of, but I assume you can change into your totem animal 3 times per day (as lvl8), anything else 1 time, but I think only 3 times per day total.

hope this helps


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The Golux wrote:
Kyras Ausks wrote:
darkwarriorkarg wrote:

Name: Flee

Why? Because it's what the giant hunters yell out when they see it.

+1
Also seconding.

perfect name, and exactly how an ettin would think: If everybody yells FLEE when they see it, than that is probably it's name


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no

ride-by attack specifically calls for the charge action, which is a full round action of its own, so it cannot be combined with a full attack


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for the physical abilities there are the belts (physical might/perfection/...)

for the mental stats there are the headbands

other than that there are the differents tomes (more expensive) and I even think therre are a few ioun stones that give stat boosts

most, if not all, can be found in the wondrous item section of the CRB


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You could just put some sort of box (like the lid of a board game or something similar) in the middle of the table and ask ALL players to always roll their dice in the box. You could even designate one player to call out all the results


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What kind of character is he playing??

for a good character you could check champions of purity for a lot of angels/azata's/... that each have their own domains

for an evil character different books of the damned might offer a solution


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Check the descriptions of the knowledge skills in the CRB.

humanoids are kn local
undead are kn religion
fey are kn nature

In the entry for every knowledge skill it says to which kinds of creatures it applies


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I seem to remember reading somewhere long ago that a size increase roughly equals x1.5.
If possible, multiply the number of dice by 1.5 (so 2d6 would become 3d6)

If this is not possible multiply the dice size and round down (so 1d6 would become 1d8, and 1d8 would become 1d12, which is changed to 2d6).

Again, I do not have an official source for this, but somehow when I read this thread it popped into my mind, probably from somewhere in the 3.x days or even earlier.


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Unless you have more than 2 arms, I don't think you can use unarmed attacks AND claw attacks AND slam attacks in the same round

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