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Ckorik's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 983 posts. 1 review. No lists. No wishlists. 2 Pathfinder Society characters.


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Pathfinder Adventure Path Subscriber

We just finished Book 4 last night. Here is what I did to make the final fight a bit more challenging:

My players are level 13 mythic tier 1 - I have a wizard, cavalier, slayer, hunter (favored enemy giant of course), and a oracle of life follower (level 10 as a follower - the cavalier has leadership).

I used the mythic version of Mokmurian found in this forum under 'gm's guide to challenging fights' - with one exception - I gave him the dual initiative ability.

The party skipped 1/2 of the upper halls - and wiped out all of the lower halls but had decided to avoid the library until they explored the rest of the corner - and then met Big M - so they did not have the shining child fight.

They entered the fight with Big M down fairly well on resources - the last time they had rested was with Cona watching over them on the upper level - and they tackled the lower area without stopping. Big M had spied on them throughout the level - they even caught him doing it in the headless lord's gallery - the wizard was using detect magic and I let him see the divination effect on top of the headless 'statue' before they came to life.

So they met Big M with him being very prepped - the entered his hall (which btw - I needed 2 maps for) and saw a giant in robes with their back to them in the middle of the hall. Imitative and they hear a spell - solid fog right in front of them. They move around the fog cloud - they see the giant move 'oddly'. Cloudkill pours from above the ranger. Acid fog on top of the cavalier.

They move around the fogs and the ranger shoots the robed giant - the cavalier moves around the giant to charge and sees that it is Cona - tied up and made to look 'wizardy'.

The slayer moves up and frees Cona who shouts 'he's above you fools' (note 100 foot ceilings are dark and out of sight even though the hall is lit by continual light spells - they have a 30 foot through so the ceiling is in a shroud).

Cona casts fly on the slayer - black tentacles take out the ranger and oracle and wizard - the wizard uses a school power to teleport the oracle and himself out of the tentacles - the ranger struggles. The cavalier feeds a potion of fly to his dog and joins the air battle.

The fight went pretty predictable here - until the wizard said 'bring it' resulting in a failed save for the cavalier against disintegrate - and a failed save for the wizard against baelful polymorph - resulting in a rabbit (the wizard kept his mind intact however - and the slayer could understand him due to his helm of comprehend languages). The cavalier was nothing but a pile of dust - another disintegrate was almost failed for the slayer - however a mythic surge saved the day - and the players were able to finish off the 38 hit points Big M had left - resulting in a big victory (after the oracle used the scroll of true resurrection found in the black monk scroll).

We now take a brake as the wizard takes over GM duties for our wrath of the righteous game - and I prep for book 5 - the library will be played via email between games using the research system.

My players are now level 14 tier 1 - I plan to bring them to level 20 tier 3 by the end.

Pathfinder Adventure Path Subscriber

Remember that all haunts have a perception DC - let players notice the things. If you have a paladin - well they usually can handle all the haunts.

However here is where GM'ing become more of an art than a science - haunts are a cool way to give the players backstory - however when they were made (as of this adventure) they were considered more 'spooky traps' - the truth is they are a bit of both - but if you follow the evolution of haunts you find that they lean much more on the story side in new adventures - and less on the punishment.

If your players are having an easy time with the haunts - I'd let them roll as they are - if they aren't - well then I'd tone the penalties for failure down, perhaps only having every 3rd or 4th haunt be deadly.

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Pathfinder Adventure Path Subscriber
Ectar wrote:

I fail to see how spell sage even factors into this. Cleric VMC lets you "lose" a prepared spell of level 1 or higher, that is not a domain spell, to cast a cure spell of that level or lower.

Take note that the cleric Spontaneous Casting class feature doesn't call out losing a cleric spell prepared, just A prepared spell.
So a wizard VMC cleric could drop any prepared spell, probably except school spells, to cast cure spells.
VMC cleric says wrote:
She also gains the cleric's spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.

Only if the spell is on the spell list of the class. Wizards don't have cure spells.

Pathfinder Adventure Path Subscriber

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Deity: At 1st level, she must select a deity within one alignment step of her own. She gains the cleric's aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric's spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.
Spell Study (Su): At 2nd level, the sage's understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes' spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared.

FAQ on this very question


New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?

No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.

I laid it out for you - this doesn't work as you wish it to (officially).

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Pathfinder Adventure Path Subscriber
wraithstrike wrote:
MMCJawa wrote:
wraithstrike wrote:

I really do wish we had emoticons here.<---serious comment.

I know we can do the :) and :( among others, but many people dont know what all of them mean.

It would make it easier to for people to note when they are being angry, just joking, and so on.

True, but I see that abused as well on other forums (example: posting something really offensive but then including a smily at the end, as if that excuses the previously written comment).

That is fine. When someone says something like "You are a moron", and put a smiley face at the end the the mods just ban you for a few days.

After enough bans, they just get perma-banned.

That is a self correcting problem.

If I ever decide to host a public forum like this my terms of service will include that all moderation action and communication with customer service will be made public.

I honestly think this is some of the problem (especially when the moderation action hits someone who is both liked and disliked by a number of people). It's easy when the company won't talk about things - for a poster to claim anything they want. Just as it's easy for the company to say 'oh yeah we got this we do all this' - which requires a truckload of trust.

The existence of this thread and amount of attention shown to the topic I think should be a red flag that the trust factor was harmed. The 'behind the scenes' way of doing things does put Paizo between a rock and a hard place here - even more reason to be very careful to not let personal feelings influence things IMO.

Pathfinder Adventure Path Subscriber
Vatras wrote:

Ckorik's creation is certainly powerful, but CR 34 is way too high.

To be fair - that's the CR set by Hero Lab (which doesn't adjust for the removal of racial HD) - so that CR 34 would be if you added his 15 racial HD back in (which would also adjust his DC's on the racial abilities... prolly still too high honestly though).

I'd personally peg him as is at around CR 19 - although that would go up once you add any gear to him - currently he's ... well nekky.

Pathfinder Adventure Path Subscriber

Here is what Hero Lab does if you replace the HD with class levels (for what it's worth)....


Test demon CR 34
XP 9,830,400
Unique seraptis demon inquisitor of Orcus 20 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 5 76)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +21; Senses darkvision 60 ft., deathwatch, true seeing; Perception +35
Aura gaze of despair (30 ft., DC 17), unholy aura (DC 25)
AC 33, touch 23, flat-footed 24 (+4 deflection, +8 Dex, +1 dodge, +10 natural)
hp 273 (20d8+180); blood healing
Fort +24, Ref +18, Will +25
Defensive Abilities stalwart; DR 10/cold iron, 10/good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
Speed 50 ft.
Melee 4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
Special Attacks chaos blade (10 rounds, 4/day), compelling domination, constrict (4d6+12 plus 2d6 bleed and 1d4 Strength drain), exploit weakness, greater bane (20 rounds/day), judgment 7/day (3 simultaneous), multi-arm grab, slayer, true judgment (DC 29)
Spell-Like Abilities (CL 20th; concentration +27)
. . Constant—deathwatch, true seeing, unholy aura (DC 25)
. . At will—crushing despair (DC 21), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 22)
. . 3/day—confusion (DC 21), demand (DC 25), dominate person (DC 22), fly
. . 1/day—summon (level 5, 1 seraptis 20% or 1 glabrezu 40%), symbol of insanity (DC 25)
Domain Spell-Like Abilities (CL 20th; concentration +29)
. . 12/day—touch of chaos
Inquisitor Spell-Like Abilities (CL 20th; concentration +29)
. . At will—detect alignment, discern lies (20 rounds/day)
Inquisitor Spells Known (CL 20th; concentration +29)
. . 6th (6/day)—blasphemy (DC 25), greater dispel magic, forbiddance, harm (DC 25), heal
. . 5th (7/day)—break enchantment, greater command (DC 24), flame strike (DC 24), righteous might, communal spell immunity[UC]
. . 4th (7/day)—greater brand[APG] (DC 23), chaos hammer (DC 23), divine power, find quarry[UC], freedom of movement, greater invisibility
. . 3rd (7/day)—deadly juggernaut[UC], dimensional anchor, heroism, magic circle against law, greater magic weapon, unholy ward
. . 2nd (7/day)—confess[APG] (DC 21), cure moderate wounds, inflict moderate wounds (DC 21), resist energy, silence (DC 21), spiritual weapon
. . 1st (8/day)—bane (DC 20), bless, divine favor, doom (DC 20), hex ward[UM] (DC 20), protection from good
. . 0 (at will)—acid splash, detect magic, guidance, read magic, resistance, virtue
. . Domain Chaos
Str 26, Dex 26, Con 26, Int 20, Wis 28, Cha 24
Base Atk +15; CMB +23 (+27 grapple); CMD 46
Feats Bleeding Critical, Combat Reflexes, Coordinated Charge[UC], Critical Focus, Dodge, Ferocious Loyalty, Improved Critical (scimitar), Improved Initiative, Martial Weapon Proficiency (scimitar), Multiattack, Outflank[APG], Overwhelm, Paired Opportunists[APG], Power Attack, Seize The Moment[UC], Weapon Focus (scimitar)
Skills Acrobatics +31 (+47 to jump), Bluff +30, Fly +26, Intimidate +40, Knowledge (local) +25, Knowledge (nature) +28, Knowledge (planes) +28, Knowledge (religion) +28, Perception +35, Sense Motive +37, Spellcraft +28, Stealth +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Protean; telepathy 100 ft.
SQ monster lore +9, solo tactics, stern gaze +10, track +10
Special Abilities
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Healing (Su) Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis's maw, and the seraptis heals an equal amount of damage.
Chaos Blade (4/day) (Su) Touched weapon temporarily becomes anarchic.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compelling Domination (Su) Dominated foes don't resist and only get new save with self destructive orders.
Coordinated Charge You may charge the same foe when an ally does
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (20 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Gaze of Despair (DC 17) (Su) 30 ft, 1d6 Cha drain and staggered 1d6 rds, at 0 Cha attempt suicide.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greater Bane (+2 / 4d6, 20 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Immunity to Bleed You are immune to bleed.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Inquisitor Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Monster Lore +9 (Ex) +9 to Knowledge checks when identifying the weaknessess of creatures.
Multi-Arm Grab (Ex) When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts wi
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Overwhelm Flank if another with this feat threatens a foe, and that foe is 2+ sizes larger than both of you.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Seize the Moment When ally confirms a critical threat, you gain an attack of opportunity
Slayer (Judgment of Justice) (Ex) Selected Judgment is at +5 effective levels
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Resistance (26) You have Spell Resistance.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +10 (Ex) +10 to Sense Motive and Intimidate.
Summon (level 5, 1 seraptis 20% or 1 glabrezu 40%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Third Judgment (7/day) (Su) Variable bonuses increase as the combat continues.
Touch of Chaos (12/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Track +10 Add the listed bonus to survival checks made to track.
True Judgment (DC 29) (Su) At 20th level, an inquisitor can call true judgment down upon a foe during combat.

Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a s

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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Pathfinder Adventure Path Subscriber

The most evil....

It is a ritual - held within the apocrypha of the codex of infinite evil - the few lines known to mortals have been whispered...

They go...


start a thread on a forum with the words "Would a paladin fall..."

Don't click the button unless you want your very existence to be imperiled by the evil contained within.

You have been warned.

Pathfinder Adventure Path Subscriber
Khudzlin wrote:
Why not just give 5 class levels to your Seraptis to bring it to CR 20?

It's not quite a one for one - when adding class levels to a monster they don't add 1 cr per class level. There is a formula based on the monsters role - and this particular demon doesn't gain CR from caster levels like another might - instead it gets about .5 CR per inquisitor level.

That being said - usually a 'helpful' npc should be 2 levels below the party as to not overshadow them (thus the leadership 2 levels below the character limitation) - unless you plan to play down the role of this demon in the group - or have them turn and attack - I'd keep the CR around 18 (thus 6 inquisitor levels).

/my two cents.

Pathfinder Adventure Path Subscriber

My level 4 half-orc (crossblooded) bloodrager: (this is raging - with power attack and demonic bulk activated)

Melee bardiche +8 (2d8+16/19-20) or
. . earth breaker +8 (3d6+16/×3) or
. . mwk greatsword +9 (3d6+16/19-20) or
. . bite +8 (1d6+11), 2 claws +8 (1d8+11)

I know it's not 5+ attacks but I felt he was doing pretty dang good :) He'll be going for improved natural attack. He's a primalist also but that won't actually matter until level 8ish so for the sake of people who don't like that - you can ignore it - it's not being used.

Entire character here if you are interested in how he's built - again this is with rage and power attack and demonic bulk active


Male half-orc bloodrager (crossblooded, primalist) 4 (Pathfinder RPG Advanced Class Guide 15, 83, 84)
CE Large humanoid (human, orc)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +8
AC 12, touch 6, flat-footed 12 (+6 armor, -1 Dex, -1 size, -2 untyped penalty)
hp 42 (4d10+16)
Fort +9, Ref +1, Will +2; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, thrune loyal agent, uncanny dodge
Speed 40 ft. (30 ft. in armor)
Melee bardiche +8 (2d8+16/19-20) or
. . earth breaker +8 (3d6+16/×3) or
. . mwk greatsword +9 (3d6+16/19-20) or
. . bite +8 (1d6+11), 2 claws +8 (1d8+11)
Ranged +1 adaptive composite longbow +3 (1d8+8/×3) or
. . throwing axe +2 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (16 rounds/day), claws
Bloodrager (Crossblooded, Primalist) Spells Known (CL 4th; concentration +5)
. . 1st (2/day)—blade lash[ACG], long arm[ACG]
. . Bloodline Abyssal, Draconic (esoteric)
Str 24, Dex 8, Con 18, Int 13, Wis 12, Cha 13
Base Atk +4; CMB +10 (+12 sunder); CMD 19 (21 vs. sunder)
Feats Endurance, Eschew Materials, Improved Sunder, Power Attack
Traits auspicious tattoo (shoanti), erratic malefactor, thrune loyal agent
Skills Acrobatics +2, Climb +9, Handle Animal +8, Intimidate +8, Perception +8, Perform (sing) +5, Ride +1, Spellcraft +5, Survival +7, Swim +8
Languages Abyssal, Common, Orc
SQ demonic bulk, fast movement, hero points, orc blood
Combat Gear potion of cure light wounds (4), ghast retch flask[UE] (4), tanglefoot bag (4), unholy water (4); Other Gear mwk breastplate, +1 adaptive composite longbow, arrows (60), bardiche[APG], earth breaker[UE], mwk greatsword, throwing axe (4), cloak of resistance +1, ale (per gallon), backpack, belt pouch, blanket[APG], flint and steel, icecap ale (4), on horse, pot, soap, torch (10), trail rations (5), waterskin, heavy horse (combat trained), bit and bridle, riding saddle, saddlebags, 932 gp, 4 sp
Special Abilities
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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Pathfinder Adventure Path Subscriber
knightnday wrote:

You cannot expect people to comport themselves politely after years in the same place? Er... people do it all the time at jobs. Again, it's a matter of don't want to, not cannot.

It's a double standard. There are expectations that mods should leave their bad day or personal likes/dislikes at the door and comport themselves professionally, but when it is suggested that posters do the same you'd think that we're asking for the moon.

Myself I'd hold to one standard - that people can have a bad day.

Personally I didn't even realize that you could get 'banned' from these forums - although it doesn't surprise me. What does surprise me is that someone with a long history of adding value to the forums would be removed due to a bad day. 'Value' here is subjective - however I think that regardless of how you define 'value' - a great deal of the value of these forums isn't created by Paizo - but instead it is created by the fans willing to interact and be excited about the game. This is where things get murky however the 'value' of the forums at some level must be worth the effort in hosting, computer power, and salaries needed to keep them running.

I don't believe that you can make 100% of the people happy 100% of the time without never stating an opinion. The simple fact is - on a forum like this someone who posts *more* will end up being in 'trouble' *more* by simple virtue of being seen by *more* eyeballs. So with all this being said - going to my first point again - 'people can have a bad day'. Combine that with the idea of 'value', and that a prolific poster with a very long history brings more 'value' to the forums - I think that should factor in when talking about a permanent ban.

I personally hope that if an account gets a history and hundreds of posts (or more) that something as serious as a ban is handled by Paizo with more than one person reviewing the infraction, and even a possible cooling off period to ensure it's not an over-reaction. That may happen - currently it's impossible to know, and that generates fear.

Pathfinder Adventure Path Subscriber

Take Acid...


1d6 acid

acid btw - ignores DR.

Now give a bunch of these to your mooks - touch ac - 1d6 damage - no DR... yup - it can be brutal.... it's been postulated acid flasks are the sole reason that humans survive in a world of magical beasts and dragons...

Pathfinder Adventure Path Subscriber
Chris Lambertz wrote:
Ckorik wrote:
Will there be an interactive maps for this (like Runelords?)
Yup! It will be available separately and in the PDF version of the compilation. If you purchase the PDF version of the compilation, it also will come with a separate file containing player handouts :)

This is awesome! Thank you!

Pathfinder Adventure Path Subscriber

Will there be an interactive maps for this (like Runelords?)

Pathfinder Adventure Path Subscriber

You guys are missing the gold here...

Klar's can have vorpal or keen edge.

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Pathfinder Adventure Path Subscriber

OK using the 'cook' example - lets say your profession (cook) skill is a 20 (for whatever reason) and the DC is only 10. So even if you roll a 1 - it's going to be the best thing the pirates have ever eaten. You are such a good chef your 'throw it on a plate' and what seems horrible to *you* is 5 star quality for everyone else. You have a problem now - all your training and practice has you at the point where your worst effort is cuisine - and I'd make you roll a profession check in this case to sabotage your efforts - and force yourself to oversalt/etc. with the idea that it's hard for you to do even this - as what you consider 'horrid' is *still* the best food a common person ever ate.

Pathfinder Adventure Path Subscriber
Protoman wrote:

How it's supposed to work officially, Paizo still has to clarify that. Recently they gave indication that it'll be brought up for discussion for FAQ, but nothing so far.

Really? I'd love to see pathfinder move away from the 'amulet of mighty fists is the only way to enchant unarmed damage' and go to gauntlets and or handwraps. I was pretty sure that the only way to increase unarmed damage die was to use 'no weapon' - which includes gauntlets.

Pathfinder Adventure Path Subscriber
Plausible Pseudonym wrote:
I think hardness should be applied before temporary HP or it really hurts the high CR robots who depend on their forcefield for a big chunk of their HP. I would fluff it as the forcefield reinforces the structure/body to fight off any damage as applied, rather than an external bubble that gets hit first. If you play it as an external bubble it wouldn't make any sense to apply armor or natural armor to your AC, either. You can hit the forcefield even if you can't hit the robot.

Well if you assume it's a bubble then sure... but what if a forcefield is just a very thin 'skin' that lays over the top of a creature - and so is in all ways affected by AC/dex/movement/etc. Then consider that such a force field is reinforced by the structure under it thus making hardness useful :)

So yeah without a hard rule (which we don't have) it's how you justify it in your mind - and so expect table variation and ask your GM how they are going to handle it.

Pathfinder Adventure Path Subscriber



Book 4: It's not Mokmurian that's gone mad with power, it's Conna. She killed her husband and created the haunt under Jorgenfist. The runeforge cauldron doesn't make runeslaves, it lets her mass produce flesh golems. Or bathing in it doesn't kill giants, it gives them stoneskin for a week. Replace the roc's with dragons and the harpy monks with erinyes devils. Mokmurian is a downtrodden runt that while mistreated by his peers still seeks to free them from the horrible fate he foresees. He Wormtongues it with Conna to stay in her good graces and secretly allies with the pc's. And when it would inconvenience the pc's the most, he sneaks in and steals the scrollcase from the Black Monk, sending him and his erinyes minions on the warpath to find it. Mokmurian gets the anethma archive and tries to use it to Wish some outcome differently (not sure what this is) but whatever it is, it goes horribly wrong. For everyone. Maybe it sends them back in time to when the Black Tower was filled with Peacock Spirit wizard-monks, who obviously react with violence to the intruders. The only way back is for one of the pc's to try to use the archive to wish them back home. That can backfire with insanity a few times before it actually works.

I've already setup big M as the bad guy here - but the rest of that is so f'n epic that I'm stealing it.

Pathfinder Adventure Path Subscriber


you could view this as your player being so excited about the game he's consuming other media to get his fix.

Is the point of this game to be surprised by [insert cliche] here and [plot trope used in every fantasy game every here] and then be shocked when the bad guys are [generic fantasy monster here]. Do GM's seriously get upset if players go into a 'wrath of the righteous' campaign and figure out that demons are a normal enemy? Reading the players guide doesn't it already tell you giants are a huge theme and rangers should take them as a favored enemy?

I usually take it that the point of the game is to adventure with my friends, role play (ACTING! Said in my best Jon Lovitz voice) a different type of character than I am in real life, and have fun. Knowing the main enemies isn't going to spoil this adventure - honestly he'd know the enemies if he read the 'blurb' on the back of each of the adventures - I look at it like a movie trailer or blurb - if the marketing material gives out more as 'spoiler' than you are comfortable with the problem may not be with other people.

Pathfinder Adventure Path Subscriber
TriOmegaZero wrote:
KenderKin wrote:
So really code violations are not an autofall for paladin's. Thank you.
A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies).
Paizo removed the 'grossly' qualifier. Any code violation means falling in Pathfinder.

This is the advice forum. Here we follow rules as intended. For the advice forum that is horrible advice.

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When does this paladin fall?


When the GM notes the paladin does things oddly and then sits down out of game and asks the player if they would like to play a 'paladin falls' redemption story. Only when both player and GM agree this is a story that the game wants to tell does the 'fall' happen.

Asking this question means you didn't pick another option and tell your player before the game started. All other options require you and the player to have already set limits and lines in the sand prior to them being crossed. Without this discussion anything you do to a player is arbitrary and unfair, due to the differences any two people on earth will have regarding what is 'evil' and what is not. Have the discussion now and offer to allow the player to pick any other class because as the GM this is your responsibility - not the players - to make them aware you are going to be 'one of those GMs' where paladins aren't a real choice but a trap.

Pathfinder Adventure Path Subscriber

Well the conflict of interest seems to be how you want to use the setting - and your players want the setting to be a foe.

Honestly - this is something you guys need to sit down and talk about 'out of game' as friends - and not as 'players and gm.' My personal advice with the information given here is that you both should avoid using the setting at all in your motivations, backstory, or story elements - because your obvious 'favorite' status, and the players obvious 'hatred' are only going to cause conflicts if you try to do anything with the setting.

Do I think a 'overthrow the queen' campaign could be epic? HELL YES.

Do I think a 'unintended consequences' campaign (where say you kill the queen at level one through some kind of unique 'right time right place' deus ex machina event - only to have literal hell on earth happen due to a clause in the contract) could be awesome? HELL YES.

Do I think that a 'show the players who's boss' campaign could be awesome? HELL NO!

And there is the rub - one of those plots upsets you. The second one will upset the players unless they are *interested* in that kind of plot to begin with. The third will make the GM happy - until the players all quit or go out of their way to get back at the GM - in short the last version of events will ruin your group.

Before you get to the point of actually having anger and hurt feelings over a game - it would be better to either stop playing or agree on what is 'off limits' so you don't tread those waters.

/my two cents.

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Hey James,

Hope you have a safe and happy weekend. In the spirit of 'letting people know' I thought I'd chime in that I've been in the hobby for 20 years and you are a singular inspiration to the reason I'm now 4 books ('books' as they'd have been printed) into rotrl as a GM. The excitement about how you run your games and frankly the answers to rule questions are what actually made me excited to give it a shot.

Up until that point I had never read answers from anyone who espoused a 'Figure out what's more fun and go with that as an answer' philosophy as to how to play the game. So thank you - not just for an awesome product - but for being awesome. I have played 1st, 2nd, 3rd, (skipped 3.5 oddly), shadowrun (back in 91 - no idea what version), GURPS, RIFTS, TMNT, etc. etc. - rules are rules - the game is always fun when it's about the ideas.

To keep the post legal - do you prefer 'clicky' keyboards, 'soft touch' or 'chiclet' (like a laptop) - myself I prefer soft touch.

Pathfinder Adventure Path Subscriber


Mummy's Mask AP has this exact scenario:


Trap: Those who pass through the tall archway on the
right are struck with a symbol of pain unless they enter
presenting a gift (a gem or piece of artwork worth at least
5,000 gp).
XP 9,600
Type magic; Perception DC 34; Disable Device DC 34
Trigger location; Duration 1d4 rounds; Reset none; Bypass
special (see above)
Effect spell effect (heightened symbol of pain [9th level],
Fortitude DC 29 negates); multiple targets (all targets
passing through the right-hand arch to area E24)

Note that when used this way a symbol spell becomes a trap and it still has perception and disable dc's. Considering the players are expected to be at least level 16 at this point the given DC's are trivial. A better use of a symbol is on a shield of a servant that has a cloth cover, or some other way to use it actively.

Pathfinder Adventure Path Subscriber
swoosh wrote:

Isn't that just a slightly better version of pounce for 2-5 feats depending on level? That's pretty underwhelming tbh.

No it's not - it's better than pounce, because you only have to hit on your best attack bonus - and if your hit is a crit, then you autocrit the entire attack chain.

Pounce requires a to hit roll for each attack, and one crit doesn't make your entire attack chain a crit. Pounce also requires a full round action where mythic vital strike does not - meaning your move action can be a 'non move' - so it's more versatile. It only really comes into it's own when added with mythic power attack though. Even 'pounce-light' like pummeling strike require you to use your attack chain to add up damage - mythic vital strike is not 'just slightly better pounce'

Pathfinder Adventure Path Subscriber
Darksol the Painbringer wrote:
Scott Wilhelm wrote:
Chemlak wrote:

1) Open PDF of UE 2nd printing.

2) Turn to page 12.
3) ?
4) Profit!
Okay, how do I open the PDF of UE 2nd printing? Where do I find it?

For the record, the Errata changes citation document doesn't list it (and neither does the PRD). Why, I don't know. Could be a mistake forgotten to be put into the Errata document (how convenient), could be something that took place after the Errata document was published (more likely), who knows.

Regardless, you have to buy the PDF from the site in order to get the actual PDF copy from the products page in order to actually see the text for yourself. The other alternative is that you take Gisher's citation for what it is, a citation in the 2nd printing PDF. If you feel spending ~10 dollars for self-confirmation, then by all means do so. Others may not feel that way, however.

It was my understanding that the most up to date rules source would always be the PRD - which is where PFS GMs are told to look.

Any ruling - even posted to the boards here by the dev team - is unofficial until it hits the PRD. That's why 'FAQs' are not so easy to answer as it requires co-ordination between multiple groups and they try to have the PRD text go live at the same time as the response.

If you think that the dev team hasn't read this thread you are woefully wrong - (Hi Mark! Hi Jason!) - Paizo is very active on the forums - I'm very sure they'd love to explain what the mistake was (obviously a mistake) but they need to co-ordinate all the groups involved and hash out what they are going to keep - and the current policy would (bad for them trying to make this rule stick) mean they need to use the *CURRENT IN PRINT* rules until they can errata the book again at next printing.

This is another reason why many of us think they need to change their errata policy to work off a different schedule than the printing runs. Or for them to accept FAQ's without them having to be tied to a specific product perhaps.

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Pathfinder Adventure Path Subscriber

Dear dev team.

If you mark this no FAQ required it will be asked again. Your policy on 'no FAQ required' needs to change from 'it's obvious to us' to something along the lines of 'if we keep getting this question our rule language sucks - simply it at the least'.

Thank you and FAQ'd.

Pathfinder Adventure Path Subscriber

I have to ask - considering the question was answered the argument is moot at this point. Your options here are:

  • Accept the ruling (with grace if you were on the winning side - not the same thing as correct guys) and game happy
  • Decide you don't like the ruling (with grace if you were on the losing side - not the same things as incorrect either) and game happy
  • Either way realize that the difference in damage on a shield bash is hardly game breaking and the rules are most likely due to some obscure interaction that would be unbalancing if they allowed this - much larger changes in balance and function have happened and the game moves on
  • Much like other rule changes - the important thing is to know it happened so you can have a home rule to make it how you want it - that way if someone has a book that is printed with the updated rules (that you don't like) you can point to your home rule without confusion.

Game on guys - rehashing this for another 100 posts won't change anything (or any minds) - this doesn't even effect PFS because you can't create magic items in PFS - home rule away!

Pathfinder Adventure Path Subscriber
McBaine wrote:

Hi, I will start a Rise of the Runelords campaign with my group of players in about 2 weeks. We finished the Carrion Crown Adventure Path and will finish the Legacy of Fire Adventure Path next week. Two of my players have complained that they got tired of the same enemies over and over again. In Carrion Crown it was undead and in Legacy of Fire it was Efreeti and other Fire based monsters.

In Rise, the first book is heavy on Goblins, the second has quite a variety of enemies but starting from the third book it is giants in all forms: Ogres, Trolls, Hill-, Stone-, Cloud and Rune Giants etc.

I see these players hitting giant fatigue soon when the Adventure Path progresses. Are there other monsters that would fit in the theme and make sense as Karzoug's minions?

tl;dr: Are there other fitting enemies than mostly various giants for the end of Rise of the Runelords?

Thanks in Advance

Hrmmm are you sure you actually read through the adventure?

I'm gonna spoiler this because it's not like you couldn't cheat and just read it as a player anyway but just in case you aren't the GM and want to actually be surprised ...


Book 1 - goblins, boars, zombies, extraplaner hounds, humans, demons

Book 2 - ghouls, ghasts, zombies, undead bats, haunts, humans, golems, lamias

Book 3 - ogrekin, ogres, humans, giant creatures of doom, ettin, trolls, mechanical constructs, stone giants, lamias, hags

Book 4 - stone giants, dragons, harpies, mummies, zombie giants, rune-giants, zombie giants, shining children, redcaps, spiders, lamias

Book 5 - humans, demons, dragons, humans, demons, undead (various), liches, humans, humans

Book 6 - haunts, wendigo, yeti, dark children, angled hounds, leng stuff, giants (of all kinds), dragons, devils, lamias, humans

If you read through the entire adventure and all you saw was 'giants' after book 3 then I don't know what to say.... they are a common foe - I'll grant you - but outside of book 4 they are hardly the majority - and when they become common again an entire book and a half has gone by so not quite fatigue inducing.

Ogres and giants are not the same thing.

Pathfinder Adventure Path Subscriber
opakedragon wrote:

Can you create a custom staff with one of the nonspell abilities of another staff? For example:

4,600 gp: +1/+1 quarterstaff (2,300 gp +2,300 gp masterwork and +1 enhancement for each side of the double weapon)
1,600 gp: Ray of enfeeblement (200 gp * 1 spell level * 8 caster level / 1 charge)
4,800 gp: Spectral hand (300 gp * 2 spell level * 8 caster level / 1 charge)
9,600 gp: Vampiric touch (400 gp * 3 spell level * 8 caster level / 2 charges)
9,400 gp: apply any metamagic feats (30,000 gp - 20,600 gp)

Adding metamagic feat use to a staff cost 9,400 gp? and 4,700 to craft?

You can do the first part and enchant a staff as a magic weapon by the book. The second ability isn't something you can do and would need to be GM approved.

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Gulthor wrote:

Thematically, Divine Source is incredible. Mechanically it's so-so,

Oddly my biggest worry about taking it is that it's so powerful...

In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains)

So one ability gives you 1 spell per tier selected from your two domains. Taking the ability more gives you more choice but the first dip is what gives you the power - considering that any character can take this and have access to 1-9 level casting (with seriously nice spells to choose from).


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.

So no material component and no need for a free hand, verbal, or somatic gestures.... and that can include spells like limited wish, resurrection, true resurrection...

Considering the overall power of a mythic campaign - perhaps not overpowering. However I'd say that this has a mechanical advantage to anyone that takes it.

Pathfinder Adventure Path Subscriber
Dastis wrote:

Did this to a group once. They were locked in a large mansion with a significant boss(2nd from final in evil heirarchy). The players were level 10 at the time so plane shift, scrying, and teleport were operational

When he cast the spell I explained "If you fail this saving throw you get sent to a random location on the material plane. Whoever makes it gets to stay and fight a CR inappropriate lich who's phylax is currently unknown. Each of you has about a 20% chance of succeeding a save. Who volunteers to fail their save?"

Gave each a percentile chance to see how bad their situation was. The next session began with a quick comedic scene for each of them going from best off to worst. The trick was to keep the not active players laughing. They spent the rest of the session finding each other then researching the lich

This sounds awesome - and I think that's exactly how I'm going to run with it (and have backups plans for what happens if they try and fight - because players).

Pathfinder Adventure Path Subscriber
Orfamay Quest wrote:
Ckorik wrote:

I believe the holy word (and it's unholy side) do not give a save for the banish effect.

It's 'if you are on your home plane any non good (or evil) extraplaner creatures are banished' - all other effects are save or suck (up to dead but my players are high enough to avoid that effect). If I'm wrong about how that spell works I will need to rethink things for sure.

"The banishment effect allows a Will save (at a –4 penalty) to negate."

Hrmmm - that'll be interesting then. I may have to have a geas ready to use if anyone manages to save. I could always mind fog the area but with my luck half the party will roll 20's on the save anyway. Good news is they will be paralysed even if they make the save so if I have 'alternate plans' ready it gives me a reason to not destroy them outright and keep the story moving.

So - regarding the entire spell then - one will save - and even if they save against the 'suck' parts the same save at -4 for banishment? Or would you make them roll separate saves?

Pathfinder Adventure Path Subscriber
The Steel Refrain wrote:

In reading that plan over, my concern for the PCs would be that some party members make the save versus banishment and some don't. Even with a -4 and a high DC, there is always the chance someone hits a Nat20, or otherwise beats it.

If that happened, those who are 'lucky' enough to make the save would then have to fight the enemy (and any other of the myriad threats in the Abyss) without the aid of their banished allies.

Probably a death sentence, and I'm not sure the PCs would really know it might be a good idea to choose to fail the save... Worth thinking over whether that possible outcome is something you're prepared to deal with.

I believe the holy word (and it's unholy side) do not give a save for the banish effect.

It's 'if you are on your home plane any non good (or evil) extraplaner creatures are banished' - all other effects are save or suck (up to dead but my players are high enough to avoid that effect). If I'm wrong about how that spell works I will need to rethink things for sure.

Pathfinder Adventure Path Subscriber

Right - honestly I'm more worried about if my players will feel like it's a deus ex machina - at the end of the current quest they are on - an enemy that has been bothering them now for about 8 levels (they are currently level 11) is going to be accessible.

He's a half-fiend treant spawn of Ghlaunder (this is a very long arc I've been running along rotrl - they played through 'feast of ravenmoor' early in the adventure).

Long story short after the 'boss' fight a portal will be open - if they go through it they'll be in the abyss - and the treant will use unholy word on them - none of them being evil they'll be poofed back to home base.

I figure they will get to see their nemesis and come up with a way to avoid his ability to send them away.... hopefully -

Contrived? Too much? Epic? I'm not sure...

Pathfinder Adventure Path Subscriber

Considering you can't use this ability until Monstrous Physique IV (a level 6 spell) I'd say listing it specifically for it to be useless is a mistake.

However the rules as they currently stand would indicate (but not state outright that I could find) that this ability is useless text as written and how it interacts giving you a caster level of 0 due to not having racial hit die.

As such I'm marking this thread a FAQ candidate - and I think it deserves a pass from the dev team to clean up 'racial hit die' vs. 'class hit die' language - or to clean up the polymorph school to allow class hit die to = racial hit die when assuming a form, or to remove this ability from the spell.

Somethings gotta give :)

Pathfinder Adventure Path Subscriber
opakedragon wrote:

Thanks for the correction! So adding a 6th level spell later would cost 27,000 gp (46,200 gp - 19,200 gp)?

Unless you wanted to make the 6th level spell use more than one charge to activate - then you'd need to calculate the cost again with the new figure based on the # of charges you are requiring.

Pathfinder Adventure Path Subscriber

I'd consider another planet if my players were in the 'level 20 mythic tier 8+' range - possibly. Otherwise I'd use it if I wanted to end a campaign on a sour note (that is not).

From what I can gather the common theme seems to be 'near where they left the plane' - although I've seen (older) posts (in other forums) where they are adamant they use the 'random place' - I was just curious how anyone who has either used it as a GM or had it happen to them as a player experienced the situation - and how they felt about it afterwords.

Pathfinder Adventure Path Subscriber
Gevaudan wrote:

The PC ends up at a random location on their home plane and has to figure out where they are and how to get back. Unless they are banished as a group, they end up in different locations on subsequent banishes.

I tend to follow plane shift's rules if no others are present. Keep in mind, the caster is picking the location or not, so a smart caster could easily dunk a PC into the middle of an ocean.

So if the banishment was from 'holy word' you'd just make it random?

oddly - it just dawned on me that 'random' in the plane of existence could even be on a different planet.

Pathfinder Adventure Path Subscriber

If any of my players happen to find this post - stop reading it or any replies.

question in the spoiler.


How have you handled what happens when a player is banished from a plane back to their home plane?

The following spells can be used offensively against a player on a separate plane:

Holy Word (and it's opposite)
plane shift

I'm just curious as there is no rule, suggestion, or guidance on how this works and where the player ends up. I know for a monster it really doesn't matter - but if I'm going to use this against my players I'm unsure what to do with them. I have ideas - they would work - but I'd rather hear what others do without discussing the merits of my thoughts. Please post if you have had 'whatever' done to you or have used it against a group at a game session as well or if it's pure theory. Bonus points if you can say what happened to your character and if you found the experience fun or frustrating.

My goal isn't to be frustrating - I want this encounter to be a foreshadow of something they won't have the power to deal with for a while and end with them being forced back to their home plane. They have access to teleport and other fast travel so ending up in an odd location isn't a campaign ender.

Thoughts and opinions are welcome!

Pathfinder Adventure Path Subscriber

Why do they have to do increased damage? The abilities that stay relevant throughout a carer tend to not be damage ones - instead why not put a rider on the damage that is thematic to the concept they come from?

Fire blast:
1d6 damage + 1 per 2 caster levels and the next fire spell is a -1 (plus 1 every 4 caster levels max 5) on the save made.


1d6 damage +1 per 2 caster levels and the target can not use evasion on the next reflex save he makes...

Just tossing out ideas...

Pathfinder Adventure Path Subscriber
GreyWolfLord wrote:

You think 15 point builds are hard, try 10 point builds.

10 point builds for a Tier 1, 12 Point build for a Tier 2, 15 point build for a Tier 3, and 20 point build for a Tier 4.

Unfortunately, many here would still consider that unfair...

Ironically, you can still get a Wizard casting 9th level spells by level 20 with that buy in...or if they want to spend MORE than half their points...even level 18, with another +1 in any stat they wish!

Depends on your access to items that raise stats.

Playing DDO (dungeons and dragons online) with unlimited wealth and loot (and the 3.5 rules) you see the evolution of this type of character building - some of the popular caster builds start with a 12 in the prime casting stat - because they don't rely on DC's so getting a +6 item and a tome for +1 is enough to hit 9th level casting.

If you play a character with all 10's - but the world rewards them with items and boosts to make them heroic - the original stats didn't matter much at all. My experience with real table top play however would show that the stat increasing items aren't all that easy to get. The big 'empty' seems to be in the mid levels - as +2 hats and belts drop aplenty - but getting the +4's are super rare - and +6's might as well be bought.

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MeanMutton wrote:
Deadalready wrote:
First tip: Avoid more than one "random attack" encounter. Nothing drags the speed down or makes a journey seem longer than fights. Even if you want to do more than one, make them possible to avoid through diplomacy/intimidate. MAJOR POINTS if you can fill the journey with events that DON'T require combat. Players fight all the time, so filling the journey other things makes it feel special.
Relevant comic is relevant

This comic is relevant depending on the game you intend to play. This is the most important point here - if you are playing a 'the world is vast and mysterious' sandbox type of game - you should make travel take time - allow one 50 mile hex of travel per day and have the map fleshed out with interesting locations and such for your players to find and interact with - have your table for survival dc's to avoid being lost if they venture into the woods - have planned and random encounters and hooks that may derail the original reason they set out to travel in the first place - etc. In this type of game - travel and random encounters are important.

If the type of game you are playing is about a big story that involves set pieces and don't want your party to be sidetracked - and the only encounters they have on the road are all random and irrelevant - honestly skip it. As someone stated earlier if you aren't interested in your encounters your players won't be either - this is so true more than anything - the tone of the two types of games are very different here and if the players are more interested in the plot it's more than fine to 'gloss over' boring parts to move on with the interesting stuff.

Not every game plays the same way - the only thing that really derails a game is if you try to switch game styles on your players without warning or reason, set expectations and (assuming everyone is enjoying the game) have fun.

Pathfinder Adventure Path Subscriber

I just wanted to chime in here to throw some ideas out - not sure how you'd work it with the current situation but...


So your group hates dungeons - get rid of the dungeon - make Coana (spelling... the ally giant) contact them - give them quests to 'win over' each of the different tribes of giants (they all have different ways to impress depending on type) have them form an alliance and win the 'army' over. Let them walk up to big M with the entire army at your back and he challenges your party to 'one on one' or something to save face (and keep the army out of the fight). Dump 90% of the dungeon for the above plot.


The runelords hated each other - make the infiltration about how to win over the various factions - yes perhaps there is a dungeon (and perhaps a wing or two has no interest at all in being allies) but ancient hatred lingers and the minions of the other runelords would hate to see Karzog get out and claim power when their lords can't/haven't.

The big mountain:

Quest 1 - put the dwarves to rest - this can be played up with a group of dwarves staying at the lodge cabin in the woods style that beg for help.

Quest 2 - free the yeti enslavement (roleplaying etc)

Quest 3 - ally the dragon

Quest 4 - free the giants from corruption

Quest 5 - stealth through the fortress of Big K

Quest 6 - enter the final fight.


There are ways to make the entire thing friendly to your group - however it's going to take a ton of work from you - remember combat is never a 'must' and the only reason there are so many combats is because it takes that many to level up - if you level up by fiat you can eliminate 90% of the combats and keep it streamlined.

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Atarlost wrote:
Lemmy wrote:
Atarlost wrote:
Strong, can do anything, but can't do everything in the same character. That sounds like tier 2 to me.
They can do everything in the same character... Just not in the same day. All Cleric builds still have access to all their spells.
The cleric can't do everything with spells without having the stats to back them up and can't have the stats for both dealing damage and forcing saves at a useful level at the same time because the combat buffs are no longer good enough to overcome poor combat stats. They just don't have the "hurting people" spells to fill the hammer role without strength (or dex and dex to damage) and lack spells to make hurting people irrelevant. Instead they have a list full of spells that fill the same handful of roles in slightly different ways.

The cleric can summon pizza at level 5 and therefore fill all roles needed for party synergy.

ipso facto tier 1.

They can even summon a pizza with pineapple and one without - and a pile of oats for the odd goat person that hates pizza.

everyone wins - party time happens.

Should a monster happen to show up - the cleric can summon pizza for them also.

Pathfinder Adventure Path Subscriber

Think of it this way - you don't have to take the -20 - and you don't have to make the grab until the last attack.

So your monster can...

  • Grab and constrict at full CMB after a move - then drop the grapple as a free action
  • Full attack and grab/constrict on last attack at full CMB - then drop the grapple as a free action
  • Choose to keep the grab without taking the condition - and thus getting a full attack/etc.
  • It's a nasty ability that is very very powerful and useful for a monster - the ones that typically *want* to hold a character with grab have the CMB to do it (Krakken etc.)

    Pathfinder Adventure Path Subscriber
    Menacing Shade of mauve wrote:
    Rune wrote:
    Ckorik wrote:
    Wizards can do this with a trait - and aren't limited on what they can summon with it.
    Mind sharing that one? Looks neat.
    +1. Because I've never seen that trait.

    Going to apologize - it's a feat not a trait - it's called Acadame Graduate - it's out of the curse of the crimson throne player's guide.


    Acadamae Graduate (Local)

    You have graduated from the magical acadamy.

    Prerequisites: Specialist wizard level 1st, cannot have conjuration as a forbidden school.

    Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.

    Pathfinder Adventure Path Subscriber
    James Risner wrote:
    meta magic gem

    Well I'll be.... I didn't even know about this item. I am always happy when I discover new things that are cool - and I like these even though they cost a ton. Although they aren't level limited like a rod either.

    Pathfinder Adventure Path Subscriber

    Paizo AP\adventure scale rules:

    AP's are built on a 4 person party with:

    1 melee
    1 full arcane
    2 utility

    What counts as a melee?

    Anything who's primary mode of damage is hitting, with multiple attacks at higher levels. This includes caster classes that focus on this such as (but not limited to) druids, alchemists, even sorcerers or wizards (although less likely to be a wizard).

    What counts as full arcane?

    Anything who has 9 levels of arcane spells and doesn't use those spells to enhance their own ability for melee.

    What counts as utility?

    Anything that isn't the above. Seriously - in general these guys have class features that focus on buffing/debuffing or altering the odds in the players favor in some manner - this includes clerics (9 spell levels and if you really pay attention you note that most of them are add numbers to party or subtract them from enemy).

    How do I use this to balance the adventure?

    Look at your party - put each character in a category based on the above criteria. Fill in the slots for what the adventure assumes (1 melee, 1 arcane, 2 utility) - now look at what you have left.

    • For each melee left Add 50% Hit points to every monster
    • For each full arcane left Add monster(s) to every encounter equal to the party CR - use best judgement here if the CR of an encounter is already equal or less than the party and meant to be easy then adjust down - never adjust higher than CR = party - use multiple lower level foes when possible rather than one large one
    • For each utility left Increase all saves, and special ability DC's by 1 per utility character

    When do I use these guidelines?
    Start after level 2 - the first 2 levels are difficult for players and it is this GM's personal opinion that changing things during these levels requires a much more delicate and careful brush than general guidelines can give you - otherwise your game may be very...

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