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Somebody on these boards made an posted a melee and a ranged orc troop before. I copied them for later use, but sadly forgot who made them, so sorry for not being able to give due credit.

You can just use multiple of those until the CR is high enough.



XP 1600
NE Medium humanoids (Orc, troop)
Init +0; Senses Perception +0
AC 19, touch 10, flat-footed 19 (+3 Armor,+6 natural)
hp 6d10+18
Fort +6, Ref +2, Will +3
Defensive Abilities troop traits
Speed 30 ft.
Melee - troop (2d4+6)
Space 20 ft.; Reach 5 ft.
Special Attacks - Brutal charge (Ex)
Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
CMB +20; CMD 34
Feats - Toughness, Iron will
Skills …..
Languages - Orc
Equipment - St.Leather and falchions
Brutal charge (Ex) orcs troop collides with the enemy in a brutal onslaught. The troop makes a charge attack as per charge rules, only instead of getting +2 to attack they double their STR bonus to damage in the resulting automatic attack (Reflex DC 15 for half).


XP 800
NE Medium humanoids (Orc, troop)
Init +4; Senses Perception +0
AC 17, touch 10, flat-footed 17 (+3 Armor, +4 natural)
hp 4d10+8
Fort +5, Ref +1, Will +0
Defensive Abilities - troop traits
Speed 30 ft.
Melee troop (1d6+3)
Space 20 ft.; Reach 5 ft.
Special Attacks arrow volley (DC 14)
Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
CMB +20; CMD 34
Feats –Improved initiative
Skills ….
Languages - Orc
Equipment - St.Leather, Longbows, shortswords
Arrow Volley (Ex) As a full round action the troop can launch a volley of arrows at a distance up to 100ft, this volley covers a 30-foot-radius area, anyone caught in that area takes 2d8 piercing damage (Reflex DC 13 for half). This ability takes 1d2 rounds to recharge. The save DC is Dexterity-based.

I get that you're saying that, I understood that from your first post. But I still don't see which rules you're using as a basis. You read the description and decide that it's a new limb that replaces normal reach, but it does not say so in any part of the description of the Tanglevine Power.

As far as I see it, it can be interpreted in both ways and RAW determining which interpretation is right, is yet to be presented.

Also, I don't know where you get the idea that a reach weapon doubles your reach and therefor gives you 20 reach if you have 10 natural reach. Afaik reach weapons add a flat 5ft (or whatever they are granting, whip for example)to the normal reach of a character.

Edit for spelling

I don't know of any RAW supporting that claim, Kazaan. Since the tanglevine is used to make combat maneuvers, it most closely resembles a weapon that can not be used for a normal attack. If a Character normally has reach and the equips a reach weapon, they would be added too, so I'd say treat the tanglevine as a 15 ft reach weapon (like a whip) and add the numbers.

I had a ranger in my game, who's entire village had been killed by the undead minions of the BBEG to provide new corpses for said BBEG. He went and retrieved the spade of the local undertaker, buried all corpses that hadn't been taken and vowed not to rest, until all of the people in from his village had been buried. He then proceeded to use the spade as a weapon and enchanted it over the course of the game. (I allowed the player to use the stats of a greataxe because of the cool concept)

I plan on using a fey in my campaign that serves Ng. He will ask the PCs for secrets as payment for services. The worth of a secret is related to how badly those who know it want to keep it unknown and how many people know it.

If you want to keep players from attacking somebody, there is no REALLY safe way, since players will be players.

Things that might work:

- Have the NSC offer to talk
- Have the players find out that he has some kind of intel that they need
- Make the NSC extremely threatening (give him lots of bodyguards or sth, so they think they'll probably lose, if they attack. This should be quite eays if he is a king, since those tend to have armies and stuff...)
- If they know that they're going to need his help in the war, how would they NOT try to convince him?

I think that's not true at all.
If the players spot a band of goblins for example, I don't force them into initiative until the actual engagement begins. Maybe they decide to ignore them, or talk, or sneak closer first or whatever. Initiative begins when the first proverbial shot is fired and I try to avoid the stupidity of "you all move at the same time but for some weird reason flash the fighter is a full 60 feet in front of the others for a moment, before they catch up to him one by one" as much as I can.

If one of your players wants to sneak past a guard or something, do you really have them do it in initiative? Seems like a hostile situation to me...

Or are the rules different for NPCs and PCs?

Well that depends on the ruling. The GM decides when initiative is rolled and if the "bait" is far enough away that the players for example try to leave the to get closer to it, then I'd let them do it and just start initiative with the first attack. Which in turn would be a suprise attack by the other two sphinxes, if the players don't make the perception check.

If the other two get a surprise round by not being noticed, they get a standard action which can be used for a charge.

The way I read the entry for the Taotieh, each victim gets put into a seperate "stomach", since the extradimensional space is exactly big enough for the victim and it specifically mentions "stomachs" (plural) in the description. So no trapping a character together with an undead in there.

If the elemental has moved in the same round, I would have the wizard make concentration checks for vigorous motion. A Person carrying you around should be as bad for your concentration as a horse, if not worse.

All of this of course if the elemental CAN carry thw wizard. Wasn't there some rule about flying only being possible with a light load?

Just track the skills for them. Whenever a player roleplays trying to learn the language, just make a note, don't tell them, and when they try to translate something, you roll for them.
I also do that with perception checks and the like, to prevent the kind of metagameing you described.

I simply have a list with some skills for every player and they are obliged to tell me when one of them changes. If they forget, it's their problem. ;)

The "skills" are:

All 3 Saves
Sense Motive

Since those are the skills I tend to sometimes want to roll in secret.

Chemlak wrote:
Good Stuff


By just opening one thread after the other in this fashion, each further removed from actual pressing discussion and more of a corner case, you give the impression of somebody who either wants to troll (the motive most people seem to suspect) or somebody who has just read his_her first leftwing sociology article on the trans*-topic and is now excitedly running around, applying their new knowledge to EVERYTHING they can find.

Neither is very productive and both lead to people finding either you obnoxious (whether or not that is justified by further personal traits of yours may remain undiscussed here) or being strenghtened in some kind of opinion that declares trans* people to be whiny, self absorbed and/or overly sensitive. (In this case, your posts are not only unproductive, but rather counterproductive and a VERY bad idea.)

If a player wants to activate a Skill he did not have before or wants to raise a skill that can not be practised, like a knowledge skill, I have them justify it to me, by, for example, acquiring an appropriate book. That is not RAW 'though, only a houserule at my table.

This partially invalidates the smart tactic of picking a spell your opponent probably has a low save against, which I find detrimental to the fun of the game.

I've often seen it ruled that passing an item from one person to another takes a move action and the participants get to decide who spends it. Then you could have the animated object retrieve it with one move and put it into your hand with the other, so you don't have to spend any actions.

Check wit your GM, some let familiars, especially improved ones, use wands with UMD.

Same question as allways: can you post the build? Automatic 20s on ALL skill checks seems pretty weird to me.

The divine bond of the holy gun archetype allows the paladin to add seeking to his gun. The archetype is paizo official, therefore RAI seeking works on projectile weapons.

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If non-proficient, ACP is also added to Attack rolls. Therefore ACP does NOT always only apply to Skills.

I would say the price is equal to the effective HD, so doubled for the bloody skeleton.
And since Animate dead is kind of like a summon monster with unlimited duration, the slightly expensive material component is necessary to prevent players from swarming an enemy with animated undead. (You don't need to control all the undead, if you're fine with them just attacking anything in sight, so why not cart in a whole bunch of corpses and wreak havoc?)

Potion of speak with animals costs 50 gp and lasts 1 minute.

Simple advice: Don't.

As soon as you start using your cohort for profit, it will upset WBL and your GM will make the 10000th thread on how to counter this.

Cohorts are meant to balance a party or give roleplaying opportunities, not to put them aside and put them in item crafting sweatshops.

If the caster can create more simulacrums than he can control, this creates some questions:

- how many can he make? Is he only limited by money? (bad idea)
- how quickly can he switch between them? (RAW action needed)
- what keeps him from making an army out of those and having them pop up in groups of (int mod) at a time with the next ones coming out just as the former ones have been killed?
- If a synth. summoner uses this spell, can only one of the copies have the eidolon active? If yes, you need to specify this, because the ritual summoning of the eidolon does not have a limited number per day. The way it's written right now, i'd make a bunch of 1HD simulacrums of my high level Synth Summoner, have every one of them summon the high level eidolon and go to town.

Right now, there are way to many unclear RAW questions and to much potential for abuse to allow this spell into a game world.

If there are a lot of firearms, magic would have come up to counter them. Invent a new armor enhancement that allows for the bonus of the armor to count against guns.
Gunslingers are still awesome against everything with nat. armor, but the big metal can of death is not invalidated.

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You said they had strange runes on their arms. Maybe those don't come off and keep informing followers of Zon-Kuthon about their location and they have to find a way to get rid of them while fleeing from/ defending against more cultists.

Concerning 1, have you thought about the Scarred Witchdoctor? Seems perfect for an ogre.

This is a nice idea, but with a total of 11 Feats for a human, who would spend 6 of them on gaining 1 extract per level instead of just playing an alchemist?

What are the CR of the 2nd and 3rd creature?

I'd put in siege engines that ARE bone golems, just with the bones arranged in a way that lets them fire and load themselves.

Well, I'm not gonna include anything that's worse than side effects from AOE spells. BUt of course, if he uses a grenade in town, there'l be trouble. But I'm pretty certain that's something the character wouldn't do.

Since class and race seem fixed, is a different archetype for the class allowed? The ranged spellstrike of the Myrmidarch could help, if he REALLY wants to keep using the xbow. Other than that maybe go vital strike, since full attacks are hard to come by with a heavy xbow, if I remember correctly.
It's certainly not optimal, but better than nothing and it sticks pretty close to his original concept.

Level 17 is the kind of level where you have saved the world once or twice and probably made some REALLY powerful enemies... I'd say distribute the slots 50/50. If he has powerful enemies, he needs to be ready to defend himself and the ones under his care.

Or since you're the GM, you could just have your evil organization create a variant of the spell that drops the second effect. You can even have the players find a scroll of it, as explanation.

If you scroll down a bit HERE, you'll find the rules for avalanches. They are pretty dangerous though.

Dotting in hope of news.


I never needed the limitation on the time a PC can concentrate. First, everything that would normally causa a concentration check while spellcasting causes one to keep concentrating on the summoning. If you look at the table, that is quite a lot of things, for example every reflex save, every bit of harsh weather, every vigorous motion, every spell the character is affected by, all damage he takes... The list goes on. If you wanna make a player drop his concentration as a GM, you can without trouble.

Secondly, I am blessed with players who use some common sense. After my Summoner had to keep up a summoned dog to track a scent for 3 hours, she roleplayed having a headache from the strain for the rest of the day.

If you want to put it into rules, you could just say that this concentration can only be kept for casterlevel x 10 minutes or the character is fatigued afterwards.

I only ever used the tracking rules in combination with overland speed. Why would you want to track something that is so close that you're still using rounds? That sounds like a case for perception tests to me.

Well, if they want to move around with one measly pre-summoned creature and give up half their actions every turn for it (just like the character with constant detect magic or evil), they are welcome to do so. The whole party will have to wait for them, they can't do ANYTHING that requires a standard action and are, at least in my games, generally pretty "absent". I usually tell my players that they can do anything while concentrating that they could also do while reading aloud from a book without faltering or making errors.

My other summoing-related houserule is that the caster can exchange summoning one creature of a certain level for 1d3 of the next lower level, and keep doing so until he arrives at "summon minor monster/ally". That way, my summoner player called 1d3*1d3*1d3 (ended up with something around 20) Chickens into exinstence with a summon monster 3 to act as a diversion for the partys escape from the town guard.
We have an agreement that creatures that have been called in that manner by lowering the spell more than one level, will be handwaved in combat. Of course this works only if your players are comfortable with gm calls and don't start rules-lawyering.

IF that is the case, these two rules can make for wonderful and creative roleplaying.

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Simple solution in my home games: The duration of summoning spells is increased to (concentration+normal duration). The timer only starts ticking once the caster stops concentrating on sustaining the spell. That way you can have out-of-combat summons for utility and fun and don't screw the balance in combat, because what character above 2nd level will waste his/her actions on sustaining a summoning spell? This would only happen in situations where the caster can not contribute anything else to the fight and then it gives them something to do. Also, it makes summonings at low levels worthwile.

I have the houserule that while you still can't attack while concentrating, you can use your skills at a penalty, so a character can, for example, summon a creature, sustain it and at the same time use handle animal at a penalty to make it do something.

(Skills tied to mental attributes take -5, those tied to physical ones -10)

They already have the "explodes after 1d3 rounds" thing, which I roll secretly so the player doesn't know how to time the throw and is at risk of throwing the grenade to early or to late.

Now if you say 6d6 r30, what would you assume to be the craft DC and price for that?

I had an intelligent bloody skeleton NPC in one of my games. (Not as absurd as it sounds, it did make sense in the storyline)
I just refluffed him to be more mummy-like, all dried flesh and sinews that would kind of "melt" back into place after being injured.

Ask your GM if you can alter the fluff, simplest option. Maybe at the cost of some additional ritual or more material components. I'd allow it but then again I'm pretty lenient when it comes to refluffing stuff.

I have a gunslinger player in my game who also invested heavily in craft(alchemy), so he could "invent" the grenades that can be found in the alchemical weapon section of ultimate equipment.
I had him invent them, because guns are so rare that it is nigh impossible to buy one outside of Alkenstar and most people haven't ever heard of black powder as a whole.

Recently, he has made the necessary rolls and built some greades, tested them in combat and of course, the one and only thing happened, that ALLWAYS happens, when you give a P&P player explosives.

He wants to build bigger ones that do more damage.

Since that is technically possible and he invented the standard ones, I don't want to outright forbid this, but I also don't want to make it to easy or to game breaking.

So now my question:

What would be the market prices, craft DCs and stats for better/different grenades that you would allow?

I'm pretty certain there is an FAQ wich states that the alignment and class and race restrictions lower only the buying/selling value, not the crafting price.

A few suggestions:

- assassins are allways great.
- an enemy wizard who tries to manipulate the lord
- a tourney held in honour of somebody, which the pcs can win to impress the lord

2 people marked this as FAQ candidate.

The way I read it, the Devil speaks and every non devil listener of Int 3+ makes a DC28 will save. All those who fail, are subjected to one of the powers from the list, devils choice. If they then make the save against THAT power, they are immune to the devil for 24 hours. If they make the initial save against the DC28, they have to save again the next round against DC+1, until they fail or stop listening.

It is worded rather badly though, so I'll FAQ.

I only have an opinion concerning some of those rules, but I'll state those:

Item creation:

--> Afaik it has been qualified multiple times that the discount based on item restrictions only applies to the market price, NOT to the crafting price. At least that's how it's played at my table.


--> This gives the Monks a big boost that they may not necessarily need after the recent clarifications/changes


--> Bodywrap seems ok to me, but why are you limiting the AoMF?


--> Spell mastery seems good.

--> double bane seems fair.

--> Kicking combat expertise as a feat tax I like, since it sucks most of the time. Eliminating 3 big tax-feats seems a bit much 'though. Careful you don't end up with feats being available far to early.


--> Combat maneuvers never trigger? That seems over the top. I houserule that they only trigger if they fail, that works pretty well and is already considered OP by some people. UaS should trigger in my eyes, as long as you don't have the feat. It just seems wrong to me that somebody who is not trained in unarmed combat can punch an armed guy without triggering.

Modified feats:

--> Dancing blade is to strong. I don't see ANY reason, why somebody would build a Str-based melee character at your table. At LEAST limit the dex to damage to weapons that are normally finesse-able.

--> Quick draw could be worrysome. If you allow this, you technically give people the ability to switch weapons between every attack. Example: Rogue char who gets dex to hit and damage and has quickdraw can switch to a new poisoned blade for every attack. I bet there are other, much worse ways to exploit this, but it's the first thing that comes to my mind.

All in all you merge many feats and eliminate prerequisites, so many powerful feat chains will be completed much earlyer. I don't know which ones are actually most worrisome, but I'm certain better munchkins that me would find ways to horribly exploit this.

The Corpse Mage Variant of the 3rd party Death Mage has the "Army of the dead" class feature:

Army of the dead:

Army of the Dead (Su): At 8th level, you may have a number of undead minions which are totally loyal to you. Treat this as the Leadership feat, determining your followers and cohorts normally. However, add to all minions and your cohort either the skeleton or zombie template (your choice). Unlike most skeletons and zombies, your minions retain their class hit dice and abilities. Your cohort is a special skeleton or zombie that retains its class hit dice and Intelligence score, and acts as an intelligent undead. If you lose a cohort or minions, they are replaced when you gain a new death mage level. You may also dismiss an existing cohort or minon when you gain a level (destroying them) to select a new cohort or minions.

At 8th level you may replace a cohort or minion with one a level lower than normal that has the bloody or burning skeleton template (still retaining any class hit dice and abilities). If you are at least 10th level, your may replace your cohort or minions with new cohort or minions with the fast zombie or plague zombie templates (still retaining class hit dice and abilities). If you are at least 12th level your cohort may be a skeletal champion 2 levels lower than your normal cohort level. If you are at least 16th level your cohort may be a vampire 3 levels lower than your normal cohort level, though it lacks the ability to create vampire spawn.

When I GMed for a player who used that class, it made for interesting and useful Minions that weren't overly powerful in my eyes.

I have to say I don't like the concept of a level 1 character having a level 1 spell at will. The whole Omens and its follow ups being at will doesn't sit right with me. Cantrips, ok. Those don't have TOO much mechanical impact, but they have been abused in the past nevertheless. But level 1 or above? Just no. Give a player unlimitied castings of anything and he will find a way to abuse it. (I know I would)

It MIGHT be less of an issue at higher levels, but if I imagine having a character in a level 1 party who can cast "command" with an additional benefit as a SU (no verbal component) at will, that's just plain wrong...

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