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Also the medium elementals you get with SM4 is CR 3 and the aerial servant is CR 11, how would this ever be balanced?
The CR equivalent of the aeerial servant would be the Elder elemental, which is summoned via SM8. At that point, it would be something you could ask your GM to houserule, but by RAW it still doesn't work.
@ JAMRenaissance: As of now, they are the only "good" party after the artifact, since the synthesist is, for reasons to complicated to explain, the only one who can carry it without suffering the negative levels (he can not access the power of the artifact either). But I might put in a rival "evil" party, maybe some other worshippers of Zon-Kothun who want the favour of their god for themselves. :)
@ thekpw: thanks for the input, I will probably be using a slight variation on this, since the "bad guys" are not far enough ahead of the PCs to use your suggestion completely, but the "camp of neutral primitives" is definitely going to happen thanks. :)
@ Bunnyboy: yes, tying some "random encounters" together by having them triggered/set up by a 3rd party is a good idea and gives them a little more depth. I will probably just include the cave in into this.
@ Yossarin: Their target is the first of a series of serpentfolk ruins that they will have to visit. As I wrote, one of the PCs is a Psion. The player begged me, until I allowed him to play one, but since in my version of Golarion there are no psionics (or at least haven't been so far), he has actually been transported to Golarion from Abeir Toril, where everything D&D/Pathfinder the player has played so far took place.
I don't have many Ideas at the moment, this is more of a shameless attempt to get you guys to give me yours.
1. Encountering/having to deal with a tribe of Morlocks or other denizens of the deep, who regularly sacrifice slaves/prisoners to their Lake-God that is actually a Living Lake
3. Encounter a group of Darkfolk slavers with a broken wagon/in front of a cave in/some other form of travel impedement and be forced to decide wether to ignore them, try to free the slaves or help them for a reward (preferably information or something else that can't be taken of their dead bodies if the players decide to attack)
First of all, thanks for the reply.
Sadly I am well aware of the fact that I can reskin things and that skill challenges are an option, I just can't seem to come up with interesting ones. This is why I explicitly ask for input on those.
I know that the wilderness is dangerous and that is how I want it to be, but what I'm asking for is input on specific Ideas as to what kind of skill challenges etc I should throw at the players.
I want to avoid making this whole thing a "roll survival to find path, roll survival to spot danger, roll climb to avoid it, roll perception to notice bad guys, roll initiative..."-dicefest.
Climbing, difficult terrain, natural hazards, monster encounters, these are all things I am aware of. What I am searching for are things that are not only challenging in a mechanical way, but also interesting for the Players.
I don't want to bore my players by GMing the Frodo&Sam chapters of the 2nd book of LotR...
I need some input on possible ways to continue my campaign.
I would greatly appreciate your input for the sake of my players' fun and my sanity.
Now for the situation I need advice on:
The journey is suppposed to take up about 2-3 Sessions, before they arrive in a cavern in Sekamina below Lastwall.
They have a magical device that points them into the direction of their target, but otherwise have no knowledge about the nature of the path there.
What I need now, are some interesting encounters and problems for the way. Some of them can simply be "random" encounters, but I don't want to sit there and just throw monsters at my players until the journey has been "hard" enough.
What I'm looking for are challenges that have to be solved by creative use of skills and Magic or by roleplaying.
They will most probably hire some kind of guide, so getting lost is not really an option, also I find that rather boring.
Additionally, the Synthesist is, unbeknownst to the others, trying to find an evil Artifact of Zon-Kothun that has been stolen from a Shellyn-monastery where it had been kept safe.
Now I need a situation in which the player can a) find the corpse or information about it and b)somehow be able to follow the group of bad guys based on it. (their route more or less concides with the direction the party is travelling in)
Thanks to everyone who managed to read through my wall of text and tnanks in advance for all input.
A few mechanical questions/difficulties:
Your 3rd level power doesn't say what kind of action it is and your 9th level one doesn't state the action AND doesn't clarify at what point in the round you need to state that you are going to use it.
As far as I know, it doesn't, because it doesn't say so anywhere in the creatures profile, but in the text for durable arrows, we find the following:
Durable Arrow wrote:
Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on).
Of course, if you hit a fire elemental with any normal arrow, it breaks, because that's, what ammunition does, when it hits.But the one and only function of durable arrows is to NOT break on impact.
Is this a holdover from some older edition or something?
What Graystone said.
If he is willing to invest the magic ressources to shrink the bolts for transport and the standard actions to unshrink them before casting the spell, OR invest in a means of transport to carry them around, I would be totally fine.
As far as the whole unshrink-on-impact-thing goes, I'm in the camp that says the unshrinking happens AFTER impact, therefore having no effect on the damage, regardless whether it is calculated via the weapon or the ammunition.
Well, you are definitely in houserule territory, since the interaction between immovable rod and bigger firearms isn't described anywhere in RAW.
Especially since, if you go only by RAW (which I strongly discourage), nothig says you can't just assemble the carriage once and never disassemble it, lest you run into some stairs.
Common sense of course dictates that you can not drive that thing though Sand or underbrush without being slowed significantly, but since the description of the weapon doesn't mention anything about movement speed penalties or being impossible to use in difficult terrain, TECHNICALLY there is nothing that says you have to take that full round action in the first round of combat.
So I would say the immovable rod is a solution everybody should be able to live with.
Yea, if you really want to minmax, making your character venerable is the way to go.
Starting at 4th level you can cast "summon eidolon" to get it out as a standard action, but then it is vulunerable to dispel magic in addition to banishment etc.
If you take the right race, you can reduce the "casting time" of your normal summoning ritual by one round as a favoured class bonus, effectively making it a full action at level 9.
But excluding those two, you will be incredibly squishy in case of an attack at night or if you fail your save against a sleep spell or something similar.
Depending on the way your gm plays, the added mental scores could be worth the risk, but i advise against it.
You can use all Feats of your character in fused form, as long as he is still eligible. (which should be the case for 99% of them, because none of your stats go down in fused form if you didn't build a REALLY weird character. So if you char has the martial prof, you keep it in fused form.
All of your Eidolons Natural attacks are clearly marked as primary or secondary in their respective evolution text, so as long as you don't use weapons, that is no problem.
Once you use a weapon, according to the beastiary, all your primary natural attacks you use in that round become secondary and suffer the appropriate penalties to hit and damage.
Also, additional advice: The feats Arcane Strike and Augment summoning are incredibly great for a synthesist, since you rarely have any other uses for your swift actions and augment summoning applies to your eidolon, giving it a huge boost.
"At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell."
Emphasis mine. I don't think it gets any clearer than that. Spell strike + spell combat + touch spell = free attack.
Another intersting questin that will probably come up in my game:
Is Line of sight (through a closed window for example) enough to summon the eidolon to a place or is line of effect needed?
My players will come up on a cave where the back part is collapsed but they can look through tiny spaces in the rubble to the other side. Could the summoner dismiss her eidolon and re-summon it on the other side for scouting purposes?
Masterwork trident would get +1 to hit, but if it's a +1 masterwork trident, which your wording seems to imply, it would actually have a +1 enhancement bonus which applies to damage and to hit, but replaces the +1 to hit from the basic masterwork (every item with magical enhancements needs to be masterwork before)
Mastwerork armor gets -1 armor check penalty to a minimum of 0, yes.
A magical piece of armor gets an enhancement bonus to AC only, but since it needs to be masterwork before, it also has a -1 check penalty.
You should pay special attention to the SLAs of all the creatures, maybe even write up a list of alll of them, because your summon monster effectively becomes a HUGE goldmine for ulitity spells from outsiders.
A list of what you get out of only the cr2 cratures:
This is INSANE for a single spell and it gets even worse on higher CRs.
On top of that you get to summon undead and constructs, who have situationally extremely useful immunities.
Beware of save or suck spells like hold person or even dominate, in such a small party they make a huge difference, because 1 failed save halves the power of the party.
What is your problem with leadership? If you play it like any sane GM should and build the cohort yourself, it's just a permanent hireling that does not have to be paid with actual party funds...
Another thing: Whatever powers you give to the artifact, make them addicting. Players tend to metagame dangerous temptations and turn their characters into the most strongwilled, levelheaded types, who would never fall prey to them. After they use the powers, just use the addiction rules for drugs, so the character has actually fight the impulse to use it again and again in increasingly trivial situations.
If you are going with the sword or something similar, you could use an idea that i have wanted to use for a long time:
The sword (or other weapon) has been forged from the iron in the blood of a thousand righteous heroes/innocent children/virgins/whatever you want.
Somehow I just find the idea of a badguy burning away everything but the iron in the blood and collecting it to forge a blade very fitting for an evil artifact.
Edit: a friend just told me that apparently lord vetinari from the discworld series wields a blade that is said to be made in this fashion. Don't know if I read the book at some point or if I came up with it on my own, but beware, if one of your players is a Discworld nerd, he might accuse you of stealing the idea.
That is not a Pseudo-Nerf, it makes Composite Bows nearly completely useless. After a certein level, NOBODY will give up their additional attacks, just for the measly +4 or something damage on their one hit...
I know, archery can be powerful, sometimes seeming overpowered. But that is only if the GM uses no cover and no obstacles and no wind wall and no sight inhibiting conditions like fog and none of the other multiple ways to make an archers life hell.
With your Rules, archery would pretty much suck...
I have a houserule that every magical weapon, shield or armor has some kind of "focus" (a gem, a bone, a holy symbol) in which the actual magic resides.
This solves the problem of believability, lets the players keep their "ancient familiy heirloom sword TM" and even gives them the option of switching a focus between weapons if they have a lot of time to prepare for a fight and know about a certain DR or somwthing but also carries the risk that they botch the roll and are completely bereft of their magical weapon for a day.
Also it adds cool details to the weapons, because every Focus is unique and you might end up with a fighter in shiny armor who has a focus made from a human fingerbone attached to his weapon, because he took it from a goblin chieftain.
Since when is being able to voluntarily fail saves a houserule? If I don't jump to the side, when the big boulder falls, i get hit and if i don't resist the mind control, it succeds. It can get a little hard to explain with Fort saves, but as far as I know you can voluntarily fail a save, at least as long as you know you have to make it, the same way that you can voluntarily miss on an attack...