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Cryptichorror's page

Pathfinder Society Member. 44 posts (46 including aliases). No reviews. No lists. No wishlists. 3 Pathfinder Society characters.


A player in my group is about to reach 6th level as a ranger. As such, he will be able to attack at a rate of 2/1. He is also a two weapon fighter. We were having some discussion about how this works exactly. Will he get to attack with both weapons twice per round for a total of four attacks? Is this a full round action? If so, how many attacks does he get if he moves first?

I'm using Table 5-2 in the GMG to determine random treasure hoards found in dungeons. I'm unclear on the difference between the three columns (minor, medium, major). Which should I consult and roll on? How do you know? Can you give me a reference so I can read further about this topic?

I know that rangers are allowed to be any alignment, but is there a restriction placed on their alignment from their deity? Like clerics, do rangers need to stay within on axis of their god's alignment to be able to cast spells, etc?

I don't think there is, but one of my players asked, and I wanted to be certain.

And actually, a better way to put it is, my players aren't feeling railroaded, I am. I think my players are all right on board with the story and trek right along with every plot hook thrown at them. They aren't doing so in a begrudging, "we do this because we're supposed to" way. They legitimately are interested in the plot and want to follow it through to see where it leads.

I think however, that this is the first time that I'm feeling railroaded as the DM. It takes me somewhere between 2-5 hours to read and prepare a given chapter of the adventure. It takes my group about 4 session to get through the same material. At a rate of one session every other week, that makes for one solid afternoon of planning and prep for me, followed by two months of nothing. I need to find better ways to break away from the AP as written, and make it more my own, not due to any fault of the original plot or story. That's fantastic in my opinion. I just need to be able to express some DM creativity and actually feel like I'm playing a bigger role than laying out encounters and being a rules judge.

I'm considering running my Pathfinder group through The Rod of Seven Parts, a 2nd edition AD&D module. I'm aware of the fact that I'll have to essentially rewrite the entire module, which I'm fine with, so I'm not looking for a conversion guide. What I am looking for is an idea of equivalent levels. The Rod of Seven Parts is intended for 5-7 characters, levels 10th-12th. Given the power increase that PCs have seen going from 2e to 3e, to 3.5, to PFRPG, does anyone have even the slightest clue what an equivalent APL for Pathfinder would be? Has anyone done a 2e to PFRPG conversion? What about tRoSP specifically?


My group is running AoW with Pathfinder rules (although there is very little conversion being done) and they are starting to get a little fatigued. They are toward the beginning of Three Faces of Evil, just about to enter the Temple of Hextor. I was thinking of giving them a bit of a break after they finish with the Ebon Aspect but didn't know how best to do this. I guess I have two questions.

1. As I have not yet read through Encounter at Blackwall Keep, how different is it from the first two books? Is it different and refreshing enough to give them a taste of something different, or is it more of the same (i.e. very railroad/dungeon crawly)?

2. What other 3.5/PFRPG modules would be good to insert into the story at that point (between chapters 2 and 3)? I would want something that's fairly short (no more than a few sessions) and that isn't going to completely throw off their levels/plot investment. Suggestions? I was thinking of running a shortened version of Expedition to Castle Ravenloft, but I don't think they'll be strong enough to handle it at that point.

I'm trying to make a CR 6 kobold for my game. The rules for monster advancement, NPC advancement, etc can be very confusing. Simply speaking, if I take the base stats for a kobold (warrior 1) what changes do I need to make to get him to CR 6? (I plan on keeping him straight fighter type.)

This came up in a game the other day and I need a ruling. The PCs were fighting two living statues (animated objects) each with hardness 5. The wizard cast acid arrow (or acid splash, I don't remember). Since the total damage was less than 5, the ruling was that the hardness negated any damage dealt. A couple people argued that energy attacks and/or spells aren't subject to the rules for hardness, and are only reduced/negated by energy resistance. I could see that argument, but after extensive searching, I still can't find any reference to this rule in the core rulebook. Can someone help with this ruling? And please, give me the page number that states that energy attacks ignore hardness.

I'm curious about the amount of prestige we are awarded for GMing a sanctioned module. They are worth the full 4 PP, correct? The reason I ask is, on my character's tracked sessions page, it only lists that I received 2 PP for GMing Godsmouth Heresy. Granted, it says GM: Reward +2 next to it, but the total prestige I've earned for my faction (listed at the bottom) doesn't only totals 2 PP for Godsmouth. Am I just supposed to know that I have the extra 2 PP, or is this an error on the site? Or, am I wrong?

Tonight I am running Carrion Crown with one of my groups. We are in Trial of the Beast, just after returning from Sanctuary. The last session ended with an attempt at infiltrating Vorkstag and Grine's, only to have the party severely beaten up by the Flesh Golem hound at the gate. We play in a little over three hours, and my group just informed me that they have voted, and decided to skip the Chymick Works altogether. They say that defending a monster isn't worth possibly dying, especially when they aren't convinced of its innocence themselves. I don't disagree with them, especially given their alignments. However, this puts me in a sudden pickle, as the story would now send them to Schloss Caromarc, and they are not nearly strong enough. (They needed Vorkstag and Grine's, as well as the courtroom diplomacy checks to level one more time before heading to the castle. What do I do? I don't want to just give them the XP, as they didn't earn it and I don't want to reward them for skipping out on their responsibilities as PCs. I also think it would be boring to say, "on your way to the castle, you have a half dozen different random CR 5 encounters". I also don't want to simply water down the CRs of the castle, as that would be a ton of work for me, and unless they caught up somehow, I would have to continue doing this the rest of the AP. Can anyone think of some good story related ways to give them the XP? Has anyone else encounters this sort of derailment?

A player in my group showed up for our first game with a 1st level dwarven paladin. He was giving me his passive abilities, and mentioned that on top of the bonus to saving throws against poison, spells, and spell-like abilities, he also claimed he had a bonus to saving throws against disease (I think it was +2). That didn't sound right to me. I believe he got the info from a fillable excel character generator. Is this a mistake, or is there a possibility this is real? What archetype, trait, etc would he have chosen that would provide this?

I'll be running a 4 playerer AP with a party of six. Any suggestions?

How much thought do GMs give to treasure when it comes to a published adventure path? Specifically, do most GMs just give the treasure listed under the "Treasure" headings in the text and call it a day? Does anyone add extra treasure to make sure that the party stays on track with the expected wealth per character level guidelines? More importantly, what about the treasure listed for a monster in the bestiary? Should a GM ignore that and assume that the monster's treasure is scattered around the dungeon somewhere, or should the GM be giving out treasure for each monster killed based on the guidlines in the bestiary?

I'm a little unclear on this all.

Is the double damage for Vital Strike already included in the monster stat block in the bestiary (for monsters that have Vital Strike)? What feats are/are not included in the stat block?

How does combat work with something like a dragon that has multiple natural attacks? Can they simply take a full round action and make all of their attacks? Is there any sort of penalty for doing so? I know dragons are supposed to back bad ass, but seems a little off balance.

That was the one I was trying to avoid using. If you look at the monsters listed there. Alot of those don't really make a lot of sense in a gothic horror world. I can swap out some of the out of place monsters, but I was hoping to find either an Ustalav/Ravenloft specific set of tables.

Has anyone ever come across or created their own encounter tables for Ustalav/Carrion Crown? I need to make some up quickly. I didn't want to use the default tables in the bestiary, as it seems out of place to have the PCs encounter a brachiosaurus while traveling through the plains of Ustalav. I can generate my own, but I'm kinda pressed for time. Does anyone have some they'd be willing to share with me, or at least give some good suggestions on monsters that would be encountered in each general biome (hills, swamp, mountains, plains, forest, etc)?

I know that will detect magic and spellcraft, the properties of a magic item can be determined with a DC 15 + spell level. How do you use this to determine the properties of say a +1 longsword or a +2 light hammer of bane? What is the spell level in this case? I thought I read this somewhere, but now I can't find it again.

I think I found what I was looking for. In Dungeon Magazine #119, there was a side bar with the following.

"Often built by item crafters working with a limited budget, lesser weapon qualities function exactly like their normal cousins, except thaeir superior magical benefits are linked to a certain number of charges like wands. Each time a lesser weapon quality is used, a charge is automatically expended. A lesser weapon quality only consumes one charge per round, so creatures with multiple weapon attacks can gain more use from the lesser magic weapon as a result. When all charges are depleted, the weapon becomes a nonmagical masterwork weapon.

Because their benefit is limited, lesser magic weapons cost half as much as regular magic weapons with the same abilities. A partially charged lesser magic weapon's cost is reduced in the same manner as a partially charged wand. The cost of the masterwork weapon's base price is not affected by this adjustment..."

What methods do you use to determine random encounters in wilderness travel. I've heard of the idea of decks, and like the idea. Has anyone put together descent charts or tables for this (besides the ones in the GMG)?

How does the cost of a wand change as charges are used? i.e.If a PC finds a wand of CMW with 19 charges remaining, what would that be worth?

Can someone help explain the pricing of lesser magical items? I know that in general they are half the cost of normal version, but I'm still confused on

a. How many charges they start with?
b. Is the price exactly half?

(I know this was a 3.5 mechanic, but it seems to have shown up in a couple of my pathfinder games.)

Sometime in the near future I'm looking to run Age of Worms. I have the Pathfinder conversion guide, and everything there makes sense. My question is more about how tedious the process of conversion is. I really want to run this adventure, and am willing to do the work, assuming it's not too much of a pain in the butt. I'm wondering, how time consuming, necessary, tedious, etc the process is? I'm sure the due to it's popularity, AoW was been run in Pathfinder many times, so I'm sure it's been done. Are people willing to share some advice and pointers for a first time converter?

When designing magical traps, I can't find how to determine the DC for perception and disable. Does it use the same CR modifiers that mechanical traps uses, or is it based on spell level?

I'm looking for a nation in Golarion that is more or less a generic, mideval fantasy setting. Something filled with goblins, elves, orcs, forests, ruined castles, etc. So many of the nations in Golarion seem so themed (which is great in certain cases), but I'm looking for something kinda generic and basic. Oh, and ideally it would have a ruined castle somewhere right on the coast of a large body of water. (If that doesn't exist, I can just create one.)

Can anyone think of a wizard spell that will increase the size of a summoned monster from medium to large?

Yea, something like that.

Are there any rules in place for being able to summon some of the varient versions of monsters using Summon Monster? Specifically, I want my wizard to be able to summon a Giant Black Widow instead of a generic Giant Spider. Obviously, the CR and HD are different for the two, so I wouldn't expect it to be an even exchange. I just didn't know if there was any rule that addressed this.

I've looked and looked, and can't find any information to explain the quality text that follows a monsters Fly speed in the bestiary. (i.e. fly 50 ft. (clumsy).) What does that mean and where is the literature reference to that info?

No, I'm aware of the always available list. If you are saying that the always available list doesn't have a spending cap, what does the fame based spending cap apply to?

This seems wrong to me. Maybe I'm not understanding it right. Is it true that if you have less than 5 fame, you can't spend any money at all? How is that possible? Is there a different meaning to the GP purchase caps in the society field guide, because I've always read it as those limits are the max amount of gold you can spend on any one item. If that's the case, then all first and some second level PCs wouldn't be able to buy anything.

Please explain.

So in the case of a witch or sorcerer, who only has a set number of spells they actually know and can access, would they be able to use a wand that is outside of their known list? For example, CLW is a witch spell, but if I don't have CLW programmed into my familiar, can I still use the wand without a UMD check?

Can someone explain to me (and provide a reference page number) how wands work and who is allowed to use them? Is Use Magic Device required all the time or only for certain classes?

A question came up in a game last night. Do different types of damage (i.e. cold) have additional effects beyond hp reduction? If so, can someone please give me a reference and page number?

I'm running Godsmouth Heresy starting this week, and I need to know how many players to allow. The front page of the module says 4 players, but I also know that this wasn't necessarily written with PFS in mind. Can I get away with 5 players, or would that break the game?

Two quick questions about alchemists.

1. Is there a DC needed to craft mutagens/bombs/extracts or is it just an automatic thing alchemists can do?

2. What is the purpose of the DC listed in the extract secion? I think it's ST against alchemists alchemists extract (10+extract level+int modifier)

I'm planning on running Silent Tide in the near future, and was wondering how most GMs work around Yargos drowning. Sure, you hope he'll be saved by the PCs, but there is a very strong possibility that he's a goner in act 1. Considering he contributes quite a bit of info the PC about their mission, do you have any easy or clever work arounds in the event of his death?

I'll have no more of this foolish banter.

<<Cryptichorror (aka Osario) dissappears in a puff of smoke, leaving a small pile of gold and tray of half eaten potatoes alone on an otherwise unoccupied table.>>

Bonethrall states that intelligent undead receive a new saving throw once per day to break free of my commend. I know it would be a rediculous situation, but assuming I used my Possess Undead power on an intelligent undead I have control over, and remained in their body for more than 24 hours, would they get to make a new save to break free from my command still? If they do, and succeed, what happens to my soul? I would assume that once I have possession of them and their soul is in my poppet, their will saves would be useless. Just wanted to make sure though, in the event that such a situation came up.

What level does a Witch (Gravewalker) get his Bonethrall and Possess Undead powers? I know it says that they replace the 4th and 8th level hexes, but does that mean that those are the levels at which you obtain them? If so, why does Bonethrall say, "At first level..."?

<<Osario roars in laughter>>

HA HA! Well met my friend. I see we are among fine and hospitable companions today.

<<Osario gathers the coins, walks to the bar and orders a pint of non-alcoholic cider. He takes it to Rong's chair, and presents it.>>

Perhaps you need something to wash down your breakfast.

<<Osario gets up and saunters over to the bar and orders an extra large skillet of spiced potatoes and a pitcher of mead. With food, drink and extra tankards in hand, he returns to his seat by the now dwindling fire.>>

Morning is upon us, and to all of my fellow followers of the desert sun, come eat and share in these delicious spiced potatoes. I couldn't possibly eat them all.

<<Osario enters and finds a quiet table near the fire>>

I recently started playing PFS, and love it. My LGS, however, only runs one session every other weekend. While I'm happy to attend that, I kinda want to play more often. I'm currently looking at every avenue I can. Since I don't have a group locally to play with, I thought I would turn my attention to online play. I've never roleplayed online, either via play by post, or using an GUI like Maptools, but I'm willing to learn and try it out. That said, is there any GM out there who is willing or interested in running at least one low level PFS session, possibly more depending on how smoothly it goes, either play by post or using Maptools or the like, and is willing to be patient with a player who is new to the interface? Looking forward to it.

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