Shaktari, Queen of Mariliths

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No posts. Organized Play character for Justin Riddler (RPG Superstar 2015 Top 32).



Dark Archive RPG Superstar 2015 Top 32

History: I've had a player in my CotCT game who has been playing a summon-focused wizard, and they've expanded out to using Planar Binding. At first I ran binding right from the book, with the caveat that the player can only have 1 bound creature at a time - this encouraged the player to set contract termination goals, cycle in new minions, etc. As we round into the end of the AP, the player and I sat down and brainstormed revising the binding process to be a bit more dynamic than just opposed checks. So here is the homebrew binding rules; let me know your thoughts.

Step One: Research
The player spends time researching the outsider they would like to bind, typically taking 1 day of research per CR of the outsider when access to an appropriate library is available. At the end of that time, the player makes a Knowledge (Planes), or other appropriate check, as if identifying the monster in combat.

Success means the PC knows the powers and abilities of the creature they are going to bind - AKA: let them see the stat block. They are going to look it up anyway to decide what they want to bind, this just gives them an in-game excuse for looking it up.

Step Two: Binding Preparations
As optional steps, the player can draw an appropriate Magic Circle spell to hold the outsider, and add a spell diagram to help anchor the bound creature. Instead of the flat DC 20 Spellcraft check however, the DC is equal to 10 + twice the CR of the creature to be bound (including templates, if any). In the case of permanent diagrams (see below), the Spellcraft check is representative of your attunement to the existing diagram, and not your competency in drawing the diagram.

A successful diagram still requires the casting of Dimensional Anchor to activate the enhanced protections: stopping extra planar travel and the outsider breaking free via their CR.

However, instead of the diagram providing a +5 to the caster on opposed Charisma checks flat out, the bonus scales based upon the type of material used to make the diagram, and whether it is a temporary diagram or a permanent one. Permanent diagrams cost significantly more, but provide a better bonus and can be re-used binding to binding.

  • Blood or chalk (1 cp) is used like a material component to draw the diagram. +0 bonus.
  • Salt (1 gp) is used like a material component to draw the diagram. +1 bonus.
  • Powdered silver or cold iron (50 gp) is used like a material component to draw the diagram. +2 bonus.
  • Permanent diagram is carved into wooden floorboards (100 gp to hire an artisan, or 40 gp + Craft (woodworking) DC 20). This is used like a focus component, but adds 8 hours of work to the preparation time when first created. +3 bonus.
  • Permanent diagram is carved in stone and filled with a precious metal (200 gp to hire an artisan, or 80 gp + Craft (stoneworking) DC 25; and an additional 300 gp in precious metals). This is used like a focus component, but adds 1 week of work to the preparation time when first created. +4 bonus.
  • Permanent diagram is carved in stone and filled with rare or exotic materials such as a skymetal (1,000 gp to hire an artisan, or 800 gp + Craft (blacksmithing) DC 30; and an additional 4,000 gp in exotic materials). This is used like a focus component, but adds 2 weeks of work to the preparation time when first created. +5 bonus.

Step Three: Casting Planar Binding
The player casts a Planar Binding spell and the target outsider makes a Will save against the spell to negate it.

If you did not cast Magic Circle at all, roll initiative and start an encounter!

If you prepared correctly, the outsider applies its Spell Resistance to your Magic Circle - OR you skip this step entirely if your Spellcraft check from Magic Circle was successful.

Now, the outsider can outright escape via extra dimensional travel - UNLESS you cast that Dimensional Anchor earlier, activating the enhanced protections.

Finally, the outsider gets one Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier) to try and escape the Magic Circle.

OLD Step Four: Negotiation
Normally, the player has 1 day per caster level on the Dimensional Anchor (or the Magic Circle, whichever caster level is lower) to negotiate a deal with the outsider. The PC can make 1 offer per day, and the outsider can only refuse if they succeed at an opposed Charisma check, with a +0 to +6 bonus based on how one-sided the deal is. If the player's offer is not reasonable by the powers of the outsider, the binding fades after 1 day per caster level.

In this homebrew, this step is broken into smaller pieces which add nuances to the agreement.

NEW Step Four: Initial Negotiation
The player starts the negotiation by describing the service they want performed, and any incentives they are willing to provide to the outsider. The outsider is then able to reject the deal, or negotiate with the player on additional terms. The player usually has 1 day per caster level to negotiate a deal, but some outsiders may stick around to complete the deal if it seems lucrative enough.

After the initial offer, the two make opposed Charisma checks. An overly generous initial offer can provide up to a +5 bonus to the player.

  • If the player wins by 6+, the outsider agrees but gets to negotiate up to 1 additional clause to the agreement.
  • If the player wins by 5 or less, the outsider agrees but gets to negotiate up to 3 additional clauses to the agreement.
  • If the outsider wins by 5 or less, the outsider gets to negotiate up to 5 additional clauses to the agreement.
  • If the outsider wins by 6+, it outright refuses the deal, and the player must come back with a more agreeable initial offer after at least 24 hours if they wish to continue negotiation.

If the player's initial proposal requests multiple services, the outsider can negotiate for 1 additional clause per additional service that would be performed.

NEW Step Five: Terms & Conditions
The outsider and the player negotiate additional terms to their agreement, one clause at a time with roughly 8 hours spent haggling on each clause.

At the start of each clause, the outsider proposes an additional payment for its services, condition on type of service, or situation on which it will become free, determined by its nature, goals, and personal desires. Don't worry too much about what will happen if the player can't or doesn't pay; that will be covered in Step Six.

If the player accepts this clause at face value without argument, then the clause took less than an hour to discuss instead of 8 hours.

If the player wishes to haggle, they can offer a counter-proposal. The player and the outsider then make opposed Charisma checks. If the player wins by 10+, they win the negotiation round by outright rejecting the additional clause. If the outsider wins by 10+, the clause is added to the deal as originally proposed. If the difference between the rolls is 9 or less, use the difference to determine who won the negotiation and by how much they moved the middle ground in their favor (roughly a 5% move from exact middle per point).

This step repeats until the outsider has proposed the number of additional clauses it was allowed in the initial negotiation.

Example: Varian is in negotiations with a Kyton. The Kyton proposes an additional payment of one of Varian's fingers for each day of service. Varian counter-proposes one finger per day taken from a slain enemy, if any. The two make opposed Charisma checks and the Kyton wins by 3. The player and GM work out an appropriate middle ground that is 65% of the way to the Kyton's proposed clause, settling on Varian surrendering 1 finger at the end of each week or until the binding is broken by other means.

NEW Step Six: Broken Terms
The outsider lays out 1 final proposal at the end of negotiations, a clause handling the punishment to the player should they fail to uphold their end of the bargain, skip out on full payment, etc. Use the same process as Step Five to come to an agreement.

The proposal and counter-proposal should take all previously agreed terms and conditions into consideration, but need to be feasible for the player to pay. Consequences can range from as lax as negation of the binding and the outsider turning hostile, to as monumental as the PC losing their soul and is whisked away to face immediate final judgement.

After landing on appropriate consequences, the player can review the entire agreement and decide if they still want to bind the outside on this agreement. The player has until the negotiation time (typically 1 day per caster level from the time of casting the binding spell) runs out to agree to the final deal or reject it. If the deal is rejected, the outsider is returned to their home plane.

Once accepted, the binding is complete, and the player and GM have a nuanced document defining the nature of their relationship.

Dark Archive RPG Superstar 2015 Top 32

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When it is time to start a new adventure, I tend to have lots of ideas on games I’m interested in GMing, and pitch those ideas to my players to let them decide which one they want to pursue. The pitch my players have currently selected is for the Curse of the Crimson Throne adventure path.

The AP is mostly set in Korvosa, and I’ve always loved the details about the Acadamae in that city. I also wanted to incorporate the Academy of Secrets module into the adventure. I like the idea of having the PCs be students at the Academae, and so I have dubbed this modification: “Harry Potter and the Curse of the Crimson Throne”

I will be using this thread as kind of a development diary & campaign journal - this first post is long and explains my set-up, but I’ll come back every few weeks with a new comment summarizing the most recent session.
-=-=-=-=-=-=-=-=-=-

Initial Concept Pitch to the Players:
All is not well in the Varisian city of Korvosa and its Acadamae of Arcane Arts; your first day as an incoming freshman has been marked by the death of the king, and riots in the streets! While the school traditionally only takes Wizards, they have been forced to expand enrollment due to the high student-mortality rate and dwindling finances; PCs should be some casting class, or find ways to fake it. Can you survive the oncoming rise of tyranny *and* prepare for your potions final?

Expanded Concept:
Welcome to the Korvosan Acadamae for Arcane Arts and Sciences!

To some surprise, you have recently been accepted as a new student to the Acadamae, a university for arcane study in the heart of the city-state of Korvosa, in southern Varisia. Traditionally, the school only accepts wizards who have passed rigorous magical tests, but for one reason or another, these tests have been waived for you and no one has checked to see if you really are a wizard!

Perhaps you just never thought of yourself as powerful enough to get into the Acadamae, or were pressured to apply by overbearing family members out of a sense of tradition. You could have faked your application, bribed a university official, or even had someone else apply on your behalf with embellished stories. Maybe you appealed to a sense of magical diversity, were a part of a legacy admission, or are from a culture or family that the Acadamae wants to make a good impression with. You may not even have any magical talent at all, and were accepted in error, bullied and cheated your way in, or were contracted to have diabolic power forced upon you to correct the deficiency.

The details of your application process and background are up to you, but now that you are accepted the challenge is to avoid expulsion. Students at the Acadamae are pledged as a resource to the university for a period of at least ten years—students either graduate by that time, or die in the process. Failing students are put into dangerous situations to force success as the prevailing teaching philosophy is “diamonds must be forged under heat and pressure.”

Your arrival at the Acadamae is peppered with despair. The Acadamae’s finances are stretched thin, and the student mortality rate is at an all-time high. Your workload and expectations look insurmountable, and each student appears to be focused on advancement in their craft at the expense of all others. Finally, Korvosa’s king, Eodred Arabasti II, has taken ill, resulting in unrest in the streets and a cloud of foul disposition to grip its people.

The kings and queens of Korvosa have long ruled under the shadow of the Curse of the Crimson Throne—an infamous superstition claiming that no monarch of the city of Korvosa shall ever die of old age or produce an heir. Whether or not there is any truth to the legend of the curse, King Arabasti II is poised to be the latest victim to succumb to this foul legacy. Now, the metropolis teeters on the edge of anarchy, and it will fall to a band of new heroes to save Korvosa from the greatest threat it has ever known!

Can you save Korvosa from the oncoming doom and still pass conjuration class?


-=-=-=-=-=-=-=-=-=-
Beyond the Curse of the Crimson Throne AP, I’ll be layering in material from these sources:
  • Academy of Secrets (module)
  • Beginner Box Adventures 1 & 2
  • Pathfinder Comics: Runescar #1-#5, encounters section
  • Borrowing NPCs from novels, webfiction, and some PFS player characters, that all have ties to the Acadamae

    Before the game began, each player received a “New Student Packet” from the school which included:

  • A player’s guide formatted and themed as a New Student Guide
  • A freshman house assignment (they were all House Drake, but I mocked-up one for House Imp too)
  • A letter of acceptance
  • A letter from their academic advisor
  • And a harrow card with a mysterious message on the back ;-)

    A picture of the materials is on Know Direction’s facebook page.
    -=-=-=-=-=-=-=-=-=-
    The Prologue
    I try to find creative ways to provide exposition to my players and set-the-scene for an AP, and I’ve recently found that doing a prologue chapter helps me to accomplish this. In the prologue, the PCs will spend 3 semesters (9 months) attending classes at the Acadamae. This gives the PCs a period of time in which they can get to know each other as both players out-of-game, and characters in-game. The prologue is also meant to give context to the adventure, world-build, and foreshadow NPCs that will play larger roles later in the AP.

    I foresaw this playing out as little vignettes of RP, similar to the “scenes in the classrooms” montage in the Harry Potter movies helps to show the kids learning and bonding. Each vignette will introduce 1-3 NPCs that the PCs should vaguely know about, drop a piece of information about Korvosa or the Pathfinder universe, and let the PCs RP out how they generally respond to that NPC and/or ask questions about them.

    This also give the PCs room to be creative and come-up with their own situations they feel their characters would get into while at a wizarding boarding school, and RP out how the other PCs would have joined-in or responded to the situation.

    Each semester will also have an “electives” course where a PC can ask the GM to detail out a question as it relates to the game world, and I’ll provide them a short paragraph answer summarizing what stuck with them the most from that class.

    I’m not going to be super restrictive about time-versus-information in this chapter either, to avoid constantly returning to every NPC. The character may spend 100% of their time at the school, but the game is only taking-up maybe 2% of the player’s time. So there will be times when I say something to the effect of: “over the course of the semester you will discover that this NPC has X, Y, and Z social traits and quirks.” It may not be the most immersive means, but it is effective on making an impression with the PCs such that they remember that individual.

    There are some very-low combats planned so the PCs can get to know how each responds to combat, and some skill challenges planned as part of “course-work” so that party can tell who is good at covering which skills. They can also adjust their 1st level builds as needed during the prologue.

    As a reward for completing the prologue, the PCs will be level 2 before the actual story of the AP kicks-in.

  • Dark Archive RPG Superstar 2015 Top 32

    Share Feature

    Share Feature Feat wrote:


    Prerequisites: Animal companion, master must have the chosen class feature.

    Benefit: Choose one of the following class features: bravery, camouflage, favored terrain, hide in plain sight, resist nature’s lure, track, trackless step, venom immunity, and woodland stride. The animal companion gains the benefits of the selected class feature, using its Hit Dice as its level in its master’s class for the purpose of this ability; the animal companion gains the benefits of the base class feature, even if the master alters the class feature via an archetype or other means, though the animal companion doesn’t count as having the class feature for the purpose of fulfilling prerequisites.

    Share Feature gives your animal companion one of a specific list of class features that the master possesses, but is uses the companion's HD as its effective class level for that feature.

    Is the class feature always from base classes (ie: Druid/Ranger)? What if a character's only class granting such a class feature is from a non-base class?

    Specific example is a character who is only getting Favored Terrain from Horizon Walker. Would the companion's Favored Terrain progress at the rate of Horizon Walker (twice every 3 HD), or progress at base Ranger (3rd and every 5 HD after)?

    Dark Archive RPG Superstar 2015 Top 32

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    I have GMd a few sessions of Starfinder for Society, and am now swinging a home-game into full gear. A common complaint I have heard while GMing, and in talking with fellow players and GMs, is that the Mystic (particularly the pregen Mystic) does not have a true role in starship combat: Their class skills do not lend them to being great at any of the main roles on the ship, and in most parties they end up being a back-up gunner.

    Now for my home game, one player has decided to be a shirren-mystic, and takes a stance against being the ship's back-up gunner as they are drawing from the pacifist flavor of some shirren from the core rulebook. So my problem becomes how do I keep them engaged in starship combat?

    The answer I've landed on is homebrewing a Medical Officer role. I have heard a few people comment on the lack of a Medical Officer role aboard starships. You have medical officers playing big roles in classic sci-fi shows like Star Trek, so why isn't there one in Starfinder?

    Short answer is that there is only a very low chance to inflict damage to PCs/NPCs during starship combat so there is only a cinematic need for a medical officer and not a mechanical need. Hence the need for an alternative rule that having a Medical Officer supports.

    Alternative Rule: Player Damage on Critical Thresholds
    During cinematic space fights across many sci-fi genres, you will find camera shots that go into the ship and show the crew being tossed around after taking a hit from enemy fire. This might be punctuated by a console exploding and throwing someone back, or by an explosion followed by a stream of cloud-like gas venting.

    In this alternative rule set, when a ship receives critical damage (from either a critical hit or by reaching a critical threshold), the crew takes damage after the results of the impacted system are determined.

    If a system is brought to Glitching, the officers responsible for that system take 1 point of damage. Bringing a system to Malfunctioning system deals 1d4 damage to its responsible officers and 1 damage to all other officers. Wrecking a system deals 2d6 damage to its responsible officers, and 1d4 damage to all other officers. Finally, if any system rolled was already wrecked, then in addition to moving further up the chart to find the next system impacted, crew damage is inflicted as if the wrecked system hit was a wrecked power core (see page 321 of the Starfinder Core Rulebook).

    On capital ships (size huge or larger) where there are more crew members than PCs usually, a wrecked system results in 3d4 incapacitate crew members that support its associated system, and a damaged system that was already wrecked results in an additional 3d4 incapacitated crew members spread evenly across the crew. These crew members are not dead, just temporarily unavailable to assist officers. This may result in a ship not having enough crew members to support all of the officers - or may prevent the ship from being immediately operable in rare circumstances.

    Alternative Starship Role: Medical Officer
    Your role during starship combat is to keep the crew alive, and to attend to any critical injuries to the crew. A starship can have multiple medical officers and can act during the engineering phase. A medical officer takes penalties associated with damaged life support systems and is responsible for those systems along with the captain. A ship is not required to have a medical officer, but it is encouraged if you are using the Player Damage on Critical Thresholds alternative rules above.

    Medical Officer Actions:

    Maintain Life Support (Engineering Phase):
    You can use your knowledge and understanding of healing and anatomy to push life support systems back into functional range for short periods. This functions as the Hold It Together action for the engineer role except that the medical officer can substitute the Life Science, Medicine, or Mysticism skill in place of an Engineering check, and the action can only target the life support systems of a ship.

    Restore Life Support (Engineering Phase, Push):
    By succeeding at a Life Sciences, Medicine, or Mysticism check (DC = 15 + 2 x your starship tier), and spending a point of resolve, you can repair the life support system of a ship by two steps. This repair remains in effect for 1 hour.

    Assign Medical Teams (Engineering Phase, Minor):
    On capital ships, a team of 3 crew members can form a medical team on command to attend to incapacitated crew members. With a Medicine or Mysticism check (DC = 15 + your starship tier) you can assign a medical team to restore 1d4 crew members back to active duty in a singular system role of your choice. For every 5 by which you beat the DC, you restore an additional 1 crew member to active duty.

    Treat Bridge Crew (Engineering Phase):
    You can actively attend to the effects of stressful combat on the ship's officers. With a Life Sciences, Medicine, or Mysticism check (DC = 10 + 2 x your starship tier), you can restore either 1d4 stamina points to a singular officer, or 1 stamina point to all officers (including yourself). If treating an individual officer, you restore an additional 1d4 stamina for every 5 by which you beat the DC. This can restore stamina to a maximum amount of stamina equal to what their stamina score was at the start of starship combat.

    Mid-Combat Surgery (Engineering Phase):
    If you have at least 6 ranks in Medicine, you can use the Treat Deadly Wounds function of the Medicine skill once during a starship combat encounter. This action costs 1 resolve point, but takes only a singular round of starship combat.

    Faith Shielding (Engineering Phase, Push):
    By being particularly devout, you can momentarily increase the shields of your ship. By succeeding at a Mysticism check (DC = 20 + 2 x your starship tier) you gain an amount of temporary Shield Points equal to 5% of your ship's PCU rating. These points are evenly distributed at first but can be reassigned by the science officer as normal. Treat these Shield Points as temporary and subtract from them first. Any temporary Shield Points remaining at the end of the round are lost.

    Dark Archive RPG Superstar 2015 Top 32

    So i have a swashbuckler who multiclassed spellscar drifter cavalier and received Amateur Gunslinger as a bonus feat. Amateur Gunslinger reads that if you gain the grit class feature you automatically exchange the feat for extra grit. With grit and panache essentially being the same, im wondering how this is suposed to work out. Per the ACG if you have a grit and panache pool you combine them. Amateur Gunslinger is the only thing giving me a gunslinger deed, so if it switches to Extra Grit do i lose access to the gunslinger deed?

    Dark Archive RPG Superstar 2015 Top 32

    Hello Team Paizo,

    The page for listing the sanctioned modules under PFS Products is a bit out of date. The latest product listed in that queue in the Emerald Spire.

    http://paizo.com/pathfinderSociety/pfsproducts/sanctionedModules

    Thought I would mention it so that it can get updated ^_^

    Dark Archive RPG Superstar 2015 Top 32

    Scarab Sage Faction Card wrote:

    SOUL WARDEN (4+ goals): Your scarab increases your effective Constitution score for determining when you would die from

    hit point damage by 4. If you permanently die, you can donate your scarab to another of your characters that belongs to the
    Scarab Sages faction. This character receives this card (discarding her current card).
    Faction Journal Card Rules wrote:

    Each Faction Journal Card provides one or more new rewards as well as at least one reward that appeared during a previous

    season. If a PC would receive a duplicate reward that she earned on a previous card, she instead treats her effective number of
    goals completed on all cards as though it were one higher.

    The Soul Warden ability appears on both Season 6 and Season 7 of the Faction Journal cards, which means that some characters will have both of these abilities unlocked. The rules for the cards say that you would count the number of checked goals for the reward as 1 higher, however the Soul Warden ability is not mechanically tied to the completed goals on the card.

    I see 3 possible rulings on this:

    1) They stack - a flat stack of the ability which would be a +8 across the 2 seasons.

    2) They don't stack - at which point the 2nd reward is non-functional if you already have it on the other season's card

    3) There is a compromise ruling for this ability. Something like the +4 increases to +5 or +6 for completing the reward in a previous season.

    I open this up for discussion as my regular table encountered this mattering recently, in a Schrodinger-deadly scenario with a pair of scarab sages who had both seasons checked off each.

    Dark Archive RPG Superstar 2015 Top 32

    Hello CS ^_^

    I've been having some trouble checking out this weekend to add stuff for my next subscription. It might be a local issue, but I saw at least one other post with a similar problem.

    When I click "Proceed to Checkout", most times the website spins for a minute and then prompts me to sign-in; after I sign-in it dumps me back to the homepage and I have to start over. Every now and then I can get to the actual checkout screens, but when I click on the "Confirm your Order" button, the website spins for several minutes before prompting me to sign in and dropping me back at the homepage.

    My browser has been stuck looping between Paizo 19, 22, & 33. Manually trying some others gets me the No Store link. Giving you this FYI in case it helps at all.

    ~Justin Riddler

    Dark Archive RPG Superstar 2015 Top 32

    1 person marked this as FAQ candidate.

    I was reading through the Hell's Rebels players guide for inspiration on characters for an upcoming play through of the AP. The thought of doing a Maestro Bloodline sorcerer intrigued me, however I am slightly confused on how one of the bloodline feats works with the class, Spellsong

    Spellsong wrote:

    You can combine your bardic performance and your spellcasting in two ways.

    • First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
    • Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

    The Maestro Bloodline gets a power that works as the fascinate bardic performance ability, but you get uses per day with each use having a duration rather than bardic music rounds per day.

    So both abilities require you to use a round of your bardic performance ability, which you do not receive from the bloodline. And both abilities only interact with Bard spells you cast... but you are a sorcerer.

    Viewing this as a feat that is only beneficial if you multi-class, you still do not receive a bonus feat until level 7, so you are mostly Sorcerer by that point.

    It is unlikely that there will ever be an errata or FAQ on how this works, but you never know. With the bloodline being suggested in the Player's Guide for this AP, maybe enough attention will get a clarification.

    For discussion, how would you home-rule on this bloodline and feat interacting?

    Dark Archive RPG Superstar 2015 Top 32 , Dedicated Voter Season 6, Star Voter Season 8

    Sewer, Bridge, and Hypogeum Under Caliphas, Ustalav

    Dark Archive RPG Superstar 2015 Top 32 , Dedicated Voter Season 6, Star Voter Season 8

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    Mountain Stance Armor
    Aura moderate transmutation and conjuration; CL 6th
    Slot armor; Price 29,250 gp; Weight 40 lbs.
    Description
    This +2 balanced (Ultimate Equipment) adamantine mountain pattern armor (Ultimate Equipment) sheds pebbles and dirt while worn, and assists in holding the front line of battle. Its wearer gains a +4 bonus to his CMD to resist bull rush, drag, pull, and reposition combat maneuvers so long as he stands on natural or worked stone or earth. This bonus also applies to his CMD when calculating the acrobatics check needed to move through his square or to pass through a threatened area without provoking an attack of opportunity.
    At the beginning of his turn, if the armor’s wearer is occupying the same square he was occupying since the beginning of his last turn, then his DR from this armor doubles to 4/-, and all squares adjacent to him count as difficult terrain for his enemies. These effects cease as soon as the wearer moves intentionally or is moved forcibly from that square.
    Construction
    Requirements Craft Magic Arms and Armor, cat’s grace, stone call (Advanced Player’s Guide); Cost 19,900 gp

    Dark Archive RPG Superstar 2015 Top 32

    Hey there folks,

    I was placing a gift purchase of a PDF and noticed that there is not currently a way during checkout to add a message along with the gift (unless I'm just being stupid and not seeing it), although there is still a Gift Message section on the receipt and on the Confirm Your Order tab.

    Gave a quick search over here in website feedback and didn't see anything from the past 6 months talking about this, so I figured I'd make a post.

    ^_^

    Dark Archive RPG Superstar 2015 Top 32

    Pathfinder Savant lets you activate scrolls at your caster level instead of the caster level of the scroll... my question is wheter you can use UMD to emulate a higher caster level than your own before activating the scroll? Please explain...

    Use Magic Device wrote:

    Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).

    Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check. This use of the skill also applies to other spell completion magic items.

    Pathfinder Savant wrote:

    Scroll Master (Su)

    A 3rd-level Pathfinder savant uses his own caster level instead of the item’s caster level when using a scroll or other spell completion item.

    Dark Archive RPG Superstar 2015 Top 32

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    This scenario is badass to the core! Starting with the awesome cover art, down to the straight-forward way the faction missions are written. The assumptions for the scenario are a wider array of bestiaries and other source material, and the GM is asked to apply templates on the their own.

    To help prep the scenario, it is a good idea to pre-apply the templates on a print-out of the monster. A free rebuilding program can be found here and all of the monsters can be accessed via the PFSRD.

    Most of the maps are big, open, wilderness areas. My advice is to not get too bogged-down drawing out the maps accurately. Close-enough will do for most encounters, though you may want to buy the flip-map for the last encounter.

    Most of the faction missions are resolved during an evening of RP with the NPCs. While the faction missions are very straight forward from the player's perspective, the GM should read through that section carefully and think about how the NPCs will act and respond to questions - maybe develop different personalities for each. Some information about each NPC is provided in the scenario, but their statistics are scattered all over the place in that act. For some GM ease, I've assembled the vital stats regarding these NPCs in a Google-Drive Spreadsheet

    Finally, the scenario deals with a common rule that some GMs still fumble over:

    Spoiler:
    Poisons - I suggest reading the FAQ section at the bottom of this page

    Hope this helps people prep this awesome-looking scenario!

    Dark Archive RPG Superstar 2015 Top 32

    1 person marked this as FAQ candidate.

    I recently had a GM in PFS tell me that items that have the same spell under their construction requirements do not stack. Is this true? I cannot find anything on the boards to verify or discredit this.

    Specific example in question: The Impact weapon quality (Ultimate Equipment) is based on the spell Lead Blades, as too is the Belt of Thunderous Charging (Ultimate Equipment). Neither reference the spell in their descriptions, but both up the size category of the weapon by one step. The GM ruled that these items do not stack with each other or the spell Lead Blades because the items are crafted from that spell even if they don't reference it.

    Dark Archive RPG Superstar 2015 Top 32

    I have a Freebooter Ranger who's about to hit 3rd level but I'm not so thrilled about Favored Terrain. The Infiltrator Archetype gets rid of Favored Terrain but I'm really confused as to how those 2 archetypes interact.

    Infiltrator gives you additional bonuses against certain favored enemies, but Freebooter gives up Favored Enemies...

    Would the bonuses chosen from Infiltrator apply when I'm using Freebooter's Bane against that creature type then? Or are the archetypes just completely incompatible?

    Dark Archive RPG Superstar 2015 Top 32

    *opens can of worms*
    As it states: when and where are spellcasting services allowed? If the party wishes to purchase a Communal Fire Resistance Spell, but doesn't want the spell cast in town, but cast prior to entering the dragon's lair, is that allowed? Is there an extra cost associated? What if in the first example the dragon's lair is within Absalom?

    I believe the Guide to Organized Play states that purchases over 3000gp must be made within the limits of town with a 5000+ population, but most spellcasting services will be under that price. Is there a specified cap on caster level available in any given region?

    Since Raise Dead has a base material component of 5000gp, does that limit purchasing that spell to these large settlements? In regions such as Rahamdoun where divine casters are illegal, or Geb where positive energy is illegal, can one still purchase a Raise Dead casting???

    Finally, is spellcasting services capped by fame? (would really, REALLY suck if it did! 18 Fame needed to purchase a Raise Dead!)

    *sits back and revels in the chaos brought*

    Dark Archive RPG Superstar 2015 Top 32

    I ran Temple of Empyreal Enlightenment twice this past weekend, and I noticed something that has me just a little perturbed.

    In both sessions, the tables were at that magic APL of getting to choose, and chose up. Those that engaged themselves in the scenario, immersed themselves in their characters, and were great RPers shined throughout the first part of the scenario.

    Spoiler:
    I handled all the poison saves, Sense Motives, etc. behind the scenes so as not to break the RP

    The scenario really highlighted these players who were very, very engaged. And I've had to force the ending early on both parties to be able to do the scenario in the time allotted.

    But when combat broke out, these characters were very ineffectual, while those that had remained nearly silent the entire scenario suddenly leaped into action and were the animated ones.

    Spoiler:
    I will give note that the divine casters in both games were high RP and would have been combat effective if they hadn't all lost the ability to spell cast due to WIS damage
    Since the tables were mostly RPer's both tables were near TPKs and one table ran away from the final encounter b/c they were completely out of resources.

    In the end, the players who had RPd were all upset that they had been punished by the scenario for engaging themselves in the life of the people they were sent to investigate and report on. They felt that the writers had purposefully attacked them for not being paranoid, selfish, antisocial characters. One player in particular felt abashed for not having built a character optimized for combat, but who was instead optimized for investigation, infiltration and social interactions.

    I know we can never have the ideal party at our tables, and I did severely caution the second table about playing up, but I can't help but see the trend that only the characters that are optimized for combat can afford to do RP, but that this scenario in-particular does punish you for being immersed.

    What are some of your takes on this debate, and on this scenario? Are other people seeing this trend, or is it just the crowd at my local shops? What are some ways I, as a GM & event coordinator, can try to heal this feeling of being back-stabbed by the sceanrio for the players? Is there another high RP scenario out there that someone might recommend that rewards players for high engagement?

    Sczarni

    This recently came up in a PFS game of Cult of the Ebon Destroyers: I have a Razmiran Priest that can cheaply cast Lesser Animate Dead. My questions revolve around animating PC's that have died and its interaction with special PFS rules.

    1) If I don't make them an intelligent undead, can I still allow that player to control their own, now templated, character?

    2a) Since the undead creating spells end at the end of the scenario in PFS, can the player still purchase a Raise Dead afterwards?

    2b) If I animate them and their undead body dies again, can they still get the Raise Dead?

    3) In this particular case, I animated the pregen Gunslinger, and the Skeleton template keeps all weapon proficiencies they had in life, but as I understand it firearms are weird. Can a skeltonized gunslinger still use their guns?

    4) If I made a PC an intelligent undead, do they suddenly become unplayable because their alignment auto becomes Evil?

    5) Would an animated Paladin need Atonement in addition to Raise Dead afterwards? Either intelligent or unintelligent.

    6) Since the spells do not have a save and I don't speak with their body/soul before hand, would animating a PC against that character's wishes constitute PVP?

    7) If somehow my animation of a PC causes additional financial and/or PA expenditures, and the player is upset about it, can they call me out on PVP?

    8) Since the undead are under my control, can I posthumously convert them to Razmir (at least for the time while they're undead)? Given that I carry extra acolyte uniforms for the purpose of disguising my undead.

    Dark Archive

    6 people marked this as FAQ candidate. Answered in the FAQ.
    Furious Finish wrote:
    While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

    What damage dice does Furious Finish actually maximize?

    Is it just the weapon's damage dice? Does that include the extra weapon damage dice from Vital Strike, Improved, etc? If the weapon is flaming does that get maximized? What about a Barb/Rogue; is their Sneak Attack maximized?

    Grand Lodge

    The description of scorpion whip says that it is a whip covered in tiny blades; are these blades metal? If so, could you make a scorpion whip out of special materials like silver, adamantium, & mithral?

    Grand Lodge

    Spectral Hand

    Two-Weapon Fighting Description

    Touch Spells in Combat:
    Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

    Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

    Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

    Spectral Hand delivers a touch spell just as if it were you, but with a +2 bonus, and while holding a charge you are considered armed, and Two-Weapon Fighting allows you to take a -2 penalty to attack with 2 light weapons such as a melee touch attack...

    So with a touch spell that gives you multiple touches, such as Chill Touch, could you use the Two Weapon Fighting Feat + Spectral Hand to deliver two doses of the spell as a full-round action from 30' away?

    Sczarni

    Why must it be so hard to find these answers in one thread:

    Esoteric Magic:
    At each class level beyond 1st, the Pathfinder savant chooses a spell from any class’s spell list and thereafter treats it as if it were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher. The spell’s type (arcane or divine) and save DCs function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply. This ability does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll).

    1) The spell selected is added to your spell list. Not your spells known if you're a sorcerer?

    2) If your class could not normally cast the spell, the spell is treated at one level higher. Wouldn't this penalty always apply? (Besides the obvious cheese of grabbing your class's normal spells off the Summoner list? Which what's the ruling on that anyway?)

    3) The spell's type remains the same. So a wizard in full-plate could cast his esoteric cleric spells, or does that mean a cleric in full-plate doesn't need to worry about spell failure on his esoteric wizard spells?

    4) All other casting restrictions apply. Besides a good cleric unable to grab an evil wizard spell, or a bard grabbing a spell w/o verbal components, what restrictions are there?

    5) Can anyone else think of any other questions this ability raises?

    Grand Lodge

    I'm wondering how this trait and spell interact:

    Trait:

    Quote:
    Faithful Feedback: Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.

    Spell:

    Quote:

    Infernal Healing:conjuration (healing) [evil];

    Casting Time: 1 round
    Components: V, S, M (1 drop of devil blood or 1 dose of unholy water)
    Range: touch
    Target: creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless); Spell Resistance yes (harmless)

    DESCRIPTION
    You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

    Does this mean that the fast healing gets the +1, or the spell overall heals +1 hp as if it continued for another round, or are they completely incompatible?

    Grand Lodge

    1 person marked this as FAQ candidate.

    I was wondering if you can combine Fighting Defensively (or Combat Expertise) with taking the Aid Another action?

    Aid Another is listed as a special attack that takes a standard action to perform, BUT it involves an attack roll and is listed under special attacks right next to Charge (which, silly as it sounds, I know you can combine with FD/CE)

    Grand Lodge

    6 people marked this as FAQ candidate.

    So I've found several discussions revolving around if Intimidate can stack, which I already knew it didn't, and one question about if a Paladin's Aura of Courage makes them immune to Intimidate used to demoralize in combat.

    My main question though is whether or not Intimidate is a fear effect?

    If it is, then would any bonuses you have against fear (such as the feat Focused Discipline or the spell Bless) apply to the DC of your opponent's Intimidate check?

    If the answer is yes all around, then shouldn't the Intimidate skill be errata-ed to state that bonus to fear need to be added to the DC?

    Dark Archive

    Hey folks, so I'm running a Rogue in PFS and was browsing Rogue Talents & feats for my build as a Scout Archtype. My question is: how effective is the Trap Spotter Rogue Talent in PFS?

    My character is a bit of a clutz and often does whatever the party tells him to do. If he's told to open a door he might just go ahead and open it with to hell with the consequences (much to everyone's amusement). But so far, any dangerous trap has been easily seen on the map or by DM description, and those that have actually gotten me have been things like Prestidigitation traps, or Create Water. I'm only just level 3 and Ive only been in 2 modules which even had traps.

    (Feel free to look at my character so far by clicking the profile link above)

    Dark Archive

    Can one utilize the Charge action with Spring Attack? Specifically within PFS?

    Spring Attack wrote:
    As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

    Since you don't have to continue moving after your attack, and your charge HAS to end at the opponent, I personally don't see why you can't use the two in tandem.