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134 posts. Alias of Michael Adair 897.




I'm running the Kingmaker AP and my players (The Spymaster of the Kingdom and the General respectively) intend to pick up the Leadership feat to appoint competent seconds in their line of work.

The Spymaster is a Half-elf Staff Magus with a bit of Sense Motive but not much of a master spy himself - he's looking for a good infiltrator, information gatherer kind of person, most likely with good social skills to try and plant seeds of dissent amongst enemies. Less focus on magical manipulation via enchantment magic.

The General is a Half-orc Cavalier with a good intelligence and strength that now rides a Triceratops mount. He's looking for a second-in-command Cohort to help lead the armies of the kingdom. There could be almost any martial class that could fill this role.

Both of these cohort requests have very broad ways to achieve their goals, so I wanted to ask the forums if they have had experience with creating similar characters or can think of any archetypes, feats, or equipment that can help.


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Advice for Varnhold Vanishing – Book 3 Spoilers and adventure mixing.

So! Hello everyone in the Kingmaker forums. Back again for additional advice and suggestions.

My group simultaneously finished up their first year of running their kingdom and Book 2. I’ve recommended (as per the book) that the PCs take anywhere from 1 to 5 years of running their kingdom before we jump into Book 3.

Book 2 lasted a whopping 28 sessions compared to the 11 of the first book. While I feel there is a lot to cover in Book 3 I’m attempting to condense the events while also including a number of additional pathfinder modules.

So let me set the stage. First off, my PCs each have two characters that make up the majority of the ruling council of their country.

Close to half of these PCs will have Cohorts by the time we’re through Book 3 (currently 4 PCs have Cohorts with at least another two planning on picking it up in the future). This enables me to do some interesting things…such as have one group go off into the wilderness to explore and move the story forward there, while another group stays behind and deals with plot in their capital city.

The Plot Threads Thus Far
An invisible obsidian mirror larger than a person was discovered at Candlemere. This is the portal sealing Rhoswen into her demi-plane of shadow. The seal on it will be slowly cracking as the PCs discover the Faengard runes that reinforces the binding. The PCs know that something is sealed there by the First Council of the Fae but they don’t know what and what exactly they want to do about it. Unbeknownst to them their PR Director Dox the Changeling Bard has made brief enough contact with the mirror to be placed under a geas to find these mysterious Faengards though she doesn’t really understand why.

As the years pass and the runes slowly found and either broken, mishandled, or moved it will crack the seal enough that Rhoswen can break free back into the material plane.

Changes to Rhoswen: Like many in the Kingmaker forums I am making Rhoswen the forgotten daughter of Nyrissa, who was punished as a very young girl (physically 10-12 years old) by the First Council shortly after they tore out Nyrissa’s heart. To see if they had truly removed ‘love’ from Nyrissa they announced their plan of eternal solitude in a demi-plane in front of her to see her reaction. Satisfied with her cold unmoving face they dragged the girl to Candlemere and carried out the sentence.

Tens of thousands of years in solitude has shattered Rhoswen’s psyche, making her simultaneously a broken hearted child and the adult manifestation she created to help deal with her psychosis – the Queen of the Felnight. (Combat Wise this will be a literal split, while the adult Rhoswen confronts the PCs her shadow will be the child Rhoswen able to act independently. Most likely with separate builds as well)

So! My grand plan is to mix and match events from the following modules to add to the plot of Book 3.

Home Events
Carnival Of Tears: The Carnival itself will be the start leading up to the resolution of Realm of the Felnight Queen, with the icy fae being commanded by Rhoswen (who is leaking through her mirror prison thanks to the discovery of the Faengard runes across the country) to destroy the community for her mother’s plans – while at the same time wanting to save the children from its destruction by taking them into the Felnight to live with her forever. (And to my advantage is that one of the PCs has a seven year old daughter who will be taken as well)

Realm of the Felnight: This will be skipping a lot of the build up (replaced with Carnival) and contain only the confrontation in the castle.

Exploration/Standard Plot of Book 3
Meanwhile! A group of the other PCs will be attempting to find out what happened to Varnhold and encounter the Nomen tribe of Xen’drik Drow (of which one of our PCs is the adopted daughter of the Matriarch) and the ancient lich Vordakai.
Changes: Vordakai is the ancient giant word for “Cyclops”, making the ancient lich the first of his kind as a genetic mutation back during the heights of the ancient giant empire. Finally awake after ten thousand+ years (It’s time to conquer earth!) Vordakai will start making the attempt to recover the ancient technologies of the Giant empire of Xen’drik…this is where the third adventure module I’m throwing in will be.
Other Twists: Nyrissa has been around for a long time. She had a hand in the fall of the giant empire as she was such a trusted ‘advisor’ to the giants they didn’t realize how badly she was steering them in the wrong direction – resulting in its eventual retaliation and destruction by the dragons of argonnesson.
Vordakai is aware of her treachery making him an adversary but not necessarily a trusted one. This can also serve as additional hints as to the true villain of the AP and how far back she has been trying to bottle up the Stolen Lands.

Crucible of Chaos: Not only does it take place in a jungle, but it’s connected to giants. I am torn between either replacing Vordakai’s standard dungeon with this place, or making the buried flying city a location Vordakai is moving towards making it a race to get there before the PCs. While the city would largely be non-functioning for many years…Kingmaker is the perfect AP to throw in this kind of caveat and still be able to do something with it. And it would eventually allow the PCs the opportunity to add a Flying City to their Kingdom.

Thoughts? Suggestions?

Is it trying to throw in too much at once for a single book?


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Alright, so my players are about 1/3 of a way into the events of Rivers Run Red and one of the goals of my Kingmaker In Eberron game has been to emphasize the Fairy-Tale aspect of the Adventure Path.

Nyrissa is in large part (to me at least) a tragic fairy tale character that was cursed by the other High Fae. When Briar was created and Nyrissa became aware of the 'prophecy' that would eventually kill her what she was actually doing was being written into a Fairy Tale.

My PCs unbeknownst to them (so far) are also regular mortals that will be weaving their way into the story until their final confrontation with Nyrissa. I've been making ample use of the 6-player conversion as well as many of the other suggestions here on the Kingmaker page (you guys are awesome btw).

Anyways, the first "Set Event" involving Kundal the afflicted werewolf provided me with an opportunity to make things a little more Fairy Tale-ish rather than have it be a standard werewolf. Part of my approach to this was due to my game being in the Eberron setting where Lycanthropes of all flavors are considered to be fairly rare after a Crusade nearly wiped them all out.

Rather than have it be a standard werewolf I decided to throw in a few elements to make the situation more...interesting.

"The Big Bad Wolf" is in fact a Unique Fae that has the ability to infect people with its 'disease' much in the same way a True Lycanthrope can - however it comes with some varying abilities and powers that I added onto the 6-player Kundal conversion to throw at my players.

This is by no means a complete monster template to add onto anything, just a few changes that struck me as being fun and interesting to add onto an encounter. Balance was not intended or sought after in these changes.

I'll Huff and I'll Puff All Big Bad Wolves have the ability to puff themselves up (appearing a size category larger while they do so) with air before releasing it as a viciously powerful wind. The current version of this afflicted wolf was able to use Quickened Gust of Wind as a Spell-like ability. Anything equal to or smaller than the size of the Big Bad Wolf counts as Small Size for the purpose of the difficulty of walking through the wind or being knocked over.

And I'll Blow Your House Down All afflicted Big Bad Wolves gain Power Attack and Improved Sunder and deal double damage to all unattended objects (such as houses).

But Grandma what Big Eyes you have Big Bad Wolves have an innate ability to sound like someone their intended victim would want to see. An elderly relative perhaps or the voice of a friend from their childhood. This acts as a suggestion effect intended to draw the victim off the beaten path and into the wilderness where it can be attacked and dragged off to be eaten.

The Hair of your Chinny-Chin-Chin One of the more disturbing powers, this is really more of an innate effect of being hunted down and eaten by a Big Bad Wolf. Depending on how long the creature is hunting you, and how afraid the victim is they begin turning into a pig. Both victims (the shepard boy and the maid of the inn) had some of their internal organs transform into pig organs which my players discovered through an autopsy. Some of the 'sheep' that were eaten by the wolf as well were similarly found as fully changed pig carcasses.
(I don't know if pig organs are actually distinguishable from human ones, it was for the sake of the adventure. Also magic.)

While being an afflicted Big Bad Wolf can be 'cured' the same way as normal Lycanthropy, the curse/disease is more powerful and never be truly removed without a Wish or Miracle. To keep the disease at bay the infected can never ingest meat again for as long as he lives.

So my players face the moral dilemma of curing the poor killing machine, and they did. But now they are concerned that there is an original creature out there somewhere that seemed to intentionally infect someone and send them into their town to cause mayhem. So the posse is getting rounded up to go hunting the original Big Bad Wolf in my next session.

I have a few options in this case. Most of these involve making this wolf a 'mythic' monster.

1. Considering that it is a storybook character I have considered making the Wolf an ally of Nyrissa - possibly a recurring villain that could be faced in Thousandbreaths in Book 6. I would likely pump up his abilities in this case so it would be highly unlikely my group could currently face off against him.

2. Make this a memorable one-off encounter. Have a slightly scaled down but beatable Mythic Big Bad Wolf fight in the forest to save their town. This would be the easiest thing to do but I'm not sure how satisfying it would be.

3. Make him the villain of book two. Replace Hargulka and the majority of his forces with The Big Bad Wolf. The motivations could remain largely the same in a "You don't belong here" kind of way. I'm not sure if replacing Trolls with Werewolves would be balanced but it could make my players much more invested in dealing with the problem since they haven't officially met Hargulka yet.

Since the Kingmaker forums have been awesome to me this is just a small attempt to give back to the community. Please let me know if you have any questions or criticisms - definitely looking for some feedback before my next session (which will be Tuesday the 4th of February).


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Hello fellow Kingmaker fans. So my group is just starting Rivers Run Red and we are working on the kingdom building rules for about a year before jumping back into the game. During this year of settling their land, there are hints that I want to slowly drop on my players to build evidence towards

1. Zuddiger's Picnic and its importance
2. and the idea that there are powerful fae working behind the scenes.

My hints in this case are coming in the forms of dreams for two of my characters so far. While I plan to eventually give dreams to all of my PCs only two have shown themselves to be easy to write for so far.

But before I get to that, the reason for the title of this thread. I like the idea of Zuddiger's Picnic. And I really have found the fan art of the book that has been created to be a wonderful instrument for furthering the story. I intend to use both versions of the story - the light fully colored children's book version (and I apologize for not looking up the creators names before starting this thread) for when the players discover the old book in its publicated form, and the dark creepy wood block prints of the *original* version of the book from Karn Zuddiger himself if they track down his old publisher.

So to create this scenario I wanted to add a bit of background to Karn Zuddiger and the Zuddiger family. While my current game assumes the world of Eberron which has a somewhat more advanced civilization than standard Golarion, I hope that this can be edited rather easily to fit anyone elses version of Kingmaker.

The Story of Zuddiger Publishing
Talented children’s book author and painter, Karn Zuddiger (gnome) is from a long line of storytellers of the Zuddiger family. Every book of the family line begins with the ominous or playful line “All of what follows is true”

The secret to the Zuddiger family’s inspiration is their bloodline dates back to a connection with the First World, and they would often have dreams or inspirational bouts of madness that would allow stories or creatures to be captured with words and pictures. This was never discussed publicly or openly even among the eldest of the family, though a reason for the secrecy was never given.

Famous titles of the Zuddiger family include…
“Through the Looking Glass” – contains information on The Tane, the weapons of destruction of the First World
“Grimm Fables” – contains many of the classic fairytales (with a twist if one so desires to account for the races of the fantasy world)
As well as a slew of other children’s books – feel free to use the titles of childrens books like the works of Dr. Suess to give your players an immediate idea of the kind of books these are. Here are a few suggestions…
“Oh the Planes you will go”
“The Avorial in Boots”
“Blink Dogs with Hats”
“Dorton Hears a Fae”
“The Treax”

Karn Zuddiger, unfortunately the last of his line as he had no surviving descendants, passed away nearly 40 years ago. Two years before his death, Karn was exploring Xen’drik with a hired expedition looking for inspiration for a new children’s story – trying to get away from the onslaught of war propaganda that had filled the newspapers and libraries to justify the ongoing war for succession in Khorvaire. The message changed by country but the players all remained the same. In one book the heroic Aundairian Legion of Dragonhawk Riders would foil the plot of the evil Cyran Nobility. In another the Aundairian Wizards were attempting to destroy the Cathedral of the Silver Flame, only to be thwarted by a small squad of Silver Flame faithful.

All of it was about death. About murder. Karn hoped to find something beautiful and primal in Xen’drik – and he found it. A rare convergence of the planes created a gateway that Karn slipped through by accident…finding himself in the realm of Thousandbreaths. There he met the exiled queen Nyrissa. Days later Karn re-emerged unharmed from the fae realm…but the man was possessed of a passion once back on the material plane.

Karn returned to Khorvaire and spent the next three years working on his next bestseller while ignoring any and all other projects that he was charged with writing. The business was going bankrupt, everything hinged on the last Zuddiger’s “Story to end all Stories”.

A week after the final extended due date, Karn’s friend and publisher went looking for him…and found his home in tatters as if a storm had hit it. It’s said that only Karn’s closest friend and publisher ever saw the room where the original wood block prints were created. The contents found within were never revealed to the public.

Karn Zuddiger was found later that day at the site of a murder, captured, deemed insane and sentenced to death. There were several murders committed by Karn that day with nonsensical images painted on nearby surfaces with his victim's blood. (In the original text in Book 6 it mentions a murder was performed each week until he was caught, either timeframe is viable. This change was largely to show that the events while horrible, were swallowed up and forgotten by the ongoing events of the war being more important. While the murders were scandalous for weeks, perhaps even months, by the end of the year people had moved on through necessity.)

The murders were largely covered up, the scandal of a beloved book author becoming a mass murderer was moved to the back pages of local papers as the news of the ongoing war consumed the daily lives of the people of Khorvaire. Karn was quickly forgotten.

The publisher performed one last act for his friend, to leave a small drop of light on the blotted end of Karn’s legacy. The business’ accounts were settled, the employees laid off, and one final book given a limited run to appease the investors of the company.

One last children’s book – changed drastically from the original woodblock prints found in the dark soot stained room within Karn’s home – was released in a limited run. “Zuddiger’s Picnic”

The prophetic images within have gone unknown in the world for over four decades.

That's what I have so far. Thoughts?

Now to the dreams I have for my PCs so far.

The first dream is for the Ruler of the Kingdom. It's meant to be a part of Nyrissa's story before she became increasingly involved with Ranalc and before her punishment by the rest of the Eldest. It's intended to have kind of a 'cinderella' twist to its feel. Right now it's simply a description of experiences and thoughts and I would really appreciate any assistance in bringing it more to life.

The reason the Ruler got this dream is because of some similarities she has had in her own life so far. While she is the ruler of the kingdom, she recently revealed to the rest of the players that she contains an Aberrant Dragonmark (an Eberron thing that is a social stigma and can be likened to having a mutant power from X-Men. Some go nuts, some are okay, it really depends on who's telling the story.) If it is ever revealed that she has an Aberrant mark, it could cause an uproar of drastic levels (oh I'm looking at a nice increase in Unrest when this eventually happens - though my players will already have issues with declaring that Intelligent Undead and Warforged will be considered citizens with full rights)

The Ruler has also been a disappointment to her parents, a failure to her Dragonmarked House (Lyrandar) and been harassed by an evil stepsister for most of her life.

Here is what I have so far for the dream...
Sometime during your first few months of building your kingdom…you dream. You have another name but you can’t recall it. You are ‘you’ and yet not ‘you’ at the same time. The people around you dress in fine clothes though yours are often ratty and in need of repair. Most of your days are spent toiling thanklessly for your family. But you know that time will soon come to an end. Your beloved, a noble who has begun courting you, has promised to take you away from all of this. Ranalc. He has eyes of purest midnight and a spirit that loves adventure and spontaneity, but you know that you are the one constant in his life. Once you are joined you will be one forever and finally take your rightful place among the first.

Simple and short, but providing a few hints that something weird is going on.

The other dream I have written so far is for the Bard and Investigator in the party. She's distant from her family and often found meaning in reading up on ancient civilizations (attempting to discover what happened to the ancient Giant civiliazation of Xen'drik is one of the reasons she's here).

Here is what I have so far...
Sometime during your first few months of building your kingdom…you dream. You fall asleep at your desk as you do sometimes, and you have a sensation of falling…falling…becoming smaller and smaller until you slip between the very pages of your books. Time has no true meaning in the land of your dreams and so you have no true sense of how long you’re here…but this ever changing landscape resembles old folksy towns, then suddenly vast untamable forests. You travel through the lairs of evil witches with houses suspiciously made of baked goods, and raid a house against your better judgment to eat porridge of varying temperatures. And then there are even stranger scenarios. Colors are more vibrant and alive. Emotions feel more intense than you thought possible. At one point you are a dog that stands on two legs greeting another atop a hill, comparing elaborate hats before passing each other by. You continually try to outdo one another with your elaborate hats. The night continues like this – living or visiting a dizzying number of scenarios where you change form and gender repeatedly. As Auchs wakes you with a gentle shaking of your shoulder in the morning there is only one thing you remember as a single constant of the whirlwind of experiences you lived through the night. One phrase kept repeating in every place, every time, every area. Painted on the walls or spoken by yourself or another – in some way it appeared in every dream.

All Of What Follows Is True.

So! Please let me know what people think. To heavy handed? To vague?


ROCK OOOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNNNNNNNNNN whoa whoa...whoa whoa...whoa yeah heahehaehea...


Ello again everyone. Not sure if this is technically a "conversion" appropriate thread but this is where I usually post anything related to Eberron so I figured why not?

I'll be starting up a pathfinder eberron mini-campaign (4-5 adventures long) and while I have a general outline of the plot, I could always use some extra insight from other forumites and fellow eberron fans.

Anyways the model of this campaign is after the B.P.R.D. organization from Hellboy, a mismatched group of somewhat supernatural/talented adventurers called in to investigate things that other people just can't deal with. There are things that go bump in the night. These are the groups that bump back.

Overview: A long time ago during the Age of Demons the Rakshasa Rajahs waged war against the forces of the Dragons and the Couatls across Eberron. At the end of this time all of the Rajahs were defeated, though most were simply bound as killing them proved to be nearly impossible.
One such Rajah is the dreaded Raan Iishiv, who when defeated was taken to the continent of Sarlona and bound underneath the land near the country of Adar (where the Kalashtar are from). The anger of this bound Rajah caused the land to explode, forming a volcanic mountain where he was kept. To channel the rage of this demon the Dragons created an Artifact made of Three Connecting Dragonshard - a khyber, siberys, and eberron respectively. This came to be called "The Teeth of the Three" and is the reason for the strange weather around Adar.

What begins as an investigation into a Brelish intelligence agent turned rogue turns into a world-spanning trip to discover the machinations of the Lords of Dust, a group of powerful Rakshasas who wish to free their Rajah masters and once again gain control of the world...

The adventures I *want* to use for this story are...(in the order I hope to run them)
The party starts at lvl 5 and the goal is to end the campaign at lvl 10.

Adventures:
#1 "Whispers of the Vampire's Blade" - a good introductory adventure for people who are new to Eberron. It has an interesting plot, some really awesome set piece encounters and throws the PCs onto just about every major moving vehicle in the setting and they get to fight on it. One of the set pieces for this adventure involves an intelligent weapon called the Soul Blade whose goal is to return to Karrnath. In my version of this, the intelligence of the blade is due to a bound demon (using the "possessing an item" rules to give it the magical properties) that has laid dormant for decades, merely listening and recording all of the things it heard. In the course of its slumber it heard some of the key words it was told to listen for - something called "The Teeth of the Three" and its effect on a bound demon lord.

#2 "Christmas in Karrnath" - I'm working on writing this one for myself, so it's not based on anything so far. With the blade hopefully apprehended and interrogated, the PCs learn that the master it was to report to lies somewhere in the city of Atur (I'll need to double check to make sure I have my names right) - more specifically that the Rakshasa master it served created a nice underground lair for itself in the same vaults that now house the waiting undead army of karrnath.
I want to make this adventure less combat heavy and more focused on investigation and RP, as well as be a little more lighthearted. To that effect an angelic being (haven't decided what yet) from Syrania (or possibly Irian) tracked the Rakshasa and defeated it some time ago...now living in its lair to slowly analyze the decades of notes, schemes, and items it has lying about its lair.
Due to a creature from Syrania living in a place that was supposed to be devoid of life, many of the intelligent undead that had been lying dormant have begun to wake up from its influence and are not quite sure what to do with themselves...especially with these...happy feelings...
The goal of this adventure is to deal with the angelic being and the restless undead, and to find something that points them in the right direction for their next goal...but at the moment I can't figure out which that is. Here are my next two options.

#3 or #4 "Crucible of Chaos" - I want to throw in some Cult of the Dragon Below kinda stuff in the mix, and a Shoggoth is always fun. Exploring an ancient ruin in Xen'drik to find the next clue is also fun. The assumption of the adventure is the discovery of a golden compass that points unerringly to the ruined city. I could have this be either a gift from the Rakshasa's lair from the previous adventure OR if I run it after The Harrowing it could be a gift from the demiplane of stories. But I think there being a record of the creation of an artifact called the "Teeth of the Three" and its purpose could be somewhere in the City's records...

#3 or #4 "The Harrowing" - I've been *dying* to run this adventure since it came out. One of the last bits of information (thought I don't know what this information *is* yet - possibly where the item is *located* taken from the lyrics of an ancient song) the party will need to put the pieces together and race to Sarlona to stop the Lords of Dust from freeing Raan Iishiv upon the world.

#5 "The Teeth of the Three" - the party must make its way to the mountainside guarded by blue dragons and (they also need to find a golden key that grants entry to the mountain...so need to figure out where that comes from too...maybe *that* could be the gift from #2). After facing a number of challenges by the draconic gods the PCs finally make their way to the Chamber of the Three and must defeat the opposing forces found there to protect the world.

Other factions I'd like to use somehow.
The order of the emerald claw is always fun. I'm considering throwing them in under the sway of the Lords of Dust, essentially as possessable hosts for their demons. Vol herself might be okay with this as anything that can hurt dragons is probably okay with her.

The Dreaming Dark - one of my favorite factions in the world. I like their complexity, and one of the PCs is a Kalashtar so I have to mess with him a bit. They could be both enemies and possibly allies in the course of this campaign. While the Rajah escaping would benefit them in the short term - by allowing them to make a full attack on Adar - it would upset the balance of the world with a Rajah loose again...and the ultimate goal of the Dreaming Dark is stagnation rather than destruction.

So please fellow eberron fans take a look, and let me know what you think. I'm always open to criticism and if any of these adventure summaries give you ideas please share them. =)


I started playing a Water Elemental bloodline sorcerer in a Legacy of Fire game, who has both Spell Focus (Evocation) and Elemental Focus (Cold) so exploding things he does well.

He is currently 7th level and while looking at the 9th level bloodline ability coming up of Elemental Blast, which is a spell-like ability.

From the PRD
Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

On page 221 of the PFRPG Core Book it describes Spell-Like Abilities as

"Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

Some creatures actually cast arcane spells as sorcerers do, using components when required. Some creatures have both spell-like abilities and actual spellcasting power."

And again in the glossary
"Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled and counterspelled as normal."

So would feats such as Spell Focus Evocation or Elemental Focus affect a Sorcerer spell-like ability from their bloodline, or are those feats more specifically related to the monster feats in the bestiary? There are certainly feats such as Quicken Spell-Like Ability or Empower Spell-Like Ability...but I can't find any other precedent for the situation.

Thoughts?


"My name is Lieutenant Aldo Raine, and I need five PCs. We'll be dropping into devil-occupied Cheliax dressed as civilians. We're gonna be doin one thing and one thing only: killin devils.

We will be cruel to the Cheliaxian. And they will know who we are. They will find the evidence in the disemboweled dismembered and disfigured bodies of their brothers we leave behind us. The cheliaxian will not be able to help themselves from imagining the cruelty their brothers endured at our hands, and our boot heels, and the edge of our knives.

The Cheliaxian will be sickened by us. They will talk about us. They will fear us. And they will be destroyed. Each and every soldier under my command owes me one hundred devil scalps. And I want my scalps!"

I am interested in taking a look through the Council of Thieves AP, and this is the idea for it I can't get out of my head. Would running it in an Inglourious Basterds style ruin the flavor of the AP, or would it be tweakable to accomodate for it? Looking for some advice from people who have run it so far.


Our local gaming club is considering purchasing both the physical and pdf copy of Pathfinder RPG to be available for our members to check out and use periodically. So before we do this we weren't sure if it was legal to own a single copy of the pdf for example and have that be open to all members of the club or not.

Thoughts?

-concerned fan