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Goblin Squad Member. RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Star Voter. Pathfinder Rulebook Subscriber. Organized Play Member. 166 posts (169 including aliases). 1 review. No lists. No wishlists. 8 Organized Play characters. 2 aliases.



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Sovereign Court

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Clustered Shot lets an archer combine his damage into 1 total before applying it to the target.
Deflect Arrows lets you deflect one ranged attack that would hit so that it misses.

Since the special effect of Clustered Shot is that all the arrows are striking the target at the same spot, would Deflect Arrows apply to the group of arrows, or just one of them?

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At the start of the scenario you shuffle in 2 loot cards into the location decks.
What happens when you explore into one of these?

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I was running 1-09 Live! Exploration! Extreme! this last weekend.

When introducing Wazasha, and describing her. One of the players interupt's.
"So she is Zo!'s assistant?"
me: "Kinda"
"Is her name Vanna Wight?"

Sovereign Court

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I was inspired to make a few cards of characters from Terry Prachett's Discworld.

Here they are with comments to follow.

Rincewind
Ally 1
Human, Wizard
Check to acquire: Charisma, Diplomacy 8
At the beginning of your turn, reveal this card to recharge The Luggage from your discard pile.
Discard this card to evade a non-villain monster, or barrier, then move to a random other location.
Recharge this card to add 1 to your non-combat Knowledge check, or check to recharge.

The Luggage
Ally 3
Arcane, Automaton, Magic
Check to acquire: Arcane, Knowledge 14; Diplomacy 16
At the beginning of your turn, reveal this card to recharge Rincewind from your discard pile.
Display this card. When you would discard an item, place it on this card instead. During your turn, you may bury this card to draw all the cards on it. Succeed at an Arcane 16 check to discard it instead of burying it.
Bury this card to defeat a non-villain monster whose highest check to defeat is no greater than 14. Succeed at an Arcane 16 check to discard it instead of burying it.

Detritus
Ally 2
Troll, Constable, Veteran
Check to acquire: Charisma, Diplomacy, Ranged 12
Discard this card to add 1d4 to a combat check at any location, or bury it to add 1d8 to a combat check at any location.
Discard this card to explore your location. Add 1d4 to all combat checks during that exploration.

With the new mechanic for allies that are linked, The Luggage and Rincewind mesh perfectly.
I'm not sure if the luggage should be a deck 3 or 4 ally. And I think the check to acquire and recharge checks should possibly be higher.
Detritus' power represents his crossbow made from a cut down ballista.

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I thought I'd start this thread as a compliment to the PFS and SFS threads of the same name. I know we aren't going to get stories like they do there. Instead it is funny coincidences and weird dice checks.

I'll go first.

Last night we were playing 4-1D. The player before me had found the boss in the final location. I only needed a 7 Wis check to defeat it. My character, the Naga from PF Tales deck, has a d6. I did have a blessing, and so did the other 2 players.

I explore and go to fight the boss. We all spend blessings so I now have 4d6 to roll vs. a 7.
"I don't even care if a blow this out and we have to shuffle a monster in. After this it is over." I say.
I roll the dice: 1 1 2 3
So I roll a 7 on 4d6 against a 7.

Mind you we were cursed with quite a few 1s showing up all night long.

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While the Starfinder CRB has several good themes. I have seen many people use the themeless theme, because none of the others fit thier character concept.

Here are a few ideas I have come up with that i'd like to see.

I know they are incomplete, these are concepts at this stage.

DOCTOR: Either thru saving life or experimenting with new prosthetics, Medicine is your life. (+1 to Int. Skill bonus to Medicine, and adds to Class list.)

NOBLE: You have grown up around the elite, and have inside information about them. (+1 Cha. Skill bonus/ class skill to Diplomacy)

FORGOTTEN: You grew up destitute. You know your way around urban, and semi-urban areas, and how to find food and shelter there. (+1 Con. Skill bonus/ class skill to survival)

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We had Raheli the Witch and Ramexes the Oracle playing.

for this scenario using Defensive Stance, most the locations only had 4 cards. I think 1 of the first 4 locations had 5.

On the second turn, the witch draws the deck 4 monster, Elemental Arachnid.
Since she had no armor, when it did 1 acid, 1 cold, 1 electric, and 1 fire, there went 3 locations emptied.

The very next turn, the Oracle drew a second one, and also had no armor.

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Something close to this usually happens multiple times per game.

I'm playing Drelm in MM PACG.
My 2 skill feats have gone into Wis.
I have also made sure I have selected the power feat that allows my second power to work on Obstacles or traps.

in 3-2E:
I draw a barrier that requires a disable 8, with the Obstacle, and Trap traits.
so my dice are: Disable d8+4 + Divine d8+5. Autosuccess.
For the heck of it, I roll the dice: Snake eyes!

At the end of Runelords, I avoided the location that cancelled all 1s and 2s rolled. That would have been over half my dice usually.

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Even as a youth the man now known as Hallifax could talk almost anyone into anything. Some even wondered if he was able to sweet-talk the gods.
People believe he will turn out to be a Politician, or a Salesman.

Hallifax
Human
Rogue

Skills:
Str: d6 [] +1, [] +2
Dex: d8 [] +1, [] +2,[] +3
Disable: Dex +1
Stealth: Dex +1
Con: d6 [] +1, []+2
Int: d6 [] +1
Wis: d6 [] +1, [] +2,[] +3
Perception: Wis +1
Cha: d10 [] +1, []+2, [] +3, [] +4
Diplomacy: Cha +3

Cards:
Favorite Card type: Ally
Weapons: 2 [] 3
Spells: - [] 1
Armor: 2
Items: 3 [] 4, [] 5, [] 6
Allies: 5 [] 6, [] 7, [] 8
Blessings:3 [] 4, [] 5

Powers:
Hand Size: 5 [] 6
Proficient with: Light Armors
*Discard a card to evade an encounter.
*Recharge an ally to add 1d6 ([] +1) to your combat check.
[] You may use your Diplomacy skill, in place of the listed skill, to acquire a weapon, armor, or item.
[] For your check to recharge a spell, you gain the skills: Arcane: Cha +0, and Divine: Cha +0.

Guild Master
Hand Size: 5 [] 6 [] 7
Proficient with: Light Armors
*Discard ([] Recharge) a card to evade an encounter.
*Recharge an ally to add 1d6 ([]+1)([]+2)([]+3) to your combat check.
[] You may use your Diplomacy skill, in place of the listed skill, to acquire a weapon, armor, or item.
[] For your check to recharge a spell ([] or item with the magic trait), you gain the skills: Arcane: Cha +0, and Divine: Cha +0.
[] If you fail a check to defeat against a bane, you may bury an ally from your hand ([] or discard pile) to reroll 1 of the dice ([] all of the dice) and take the new result.

Con Artist
Hand Size: 5 [] 6
Proficient with: Light Armors
*Discard a card to evade an encounter ([] you may then explore again).
*Recharge an ally to add 1d6 ([] +1)([] +2) to your combat check.
[] You may use your Diplomacy skill, in place of the listed skill, to acquire a weapon, armor, or item.
[] For your check to recharge a spell([] or item with the magic trait), you gain the skills: Arcane: Cha +0 ([][+1), and Divine: Cha +0 ([]+1).
[] If you fail a check to acquire an ally, you may discard an ally to reroll the dice.
[] Add +2 to your checks to acquire Blessings.
[] If you fail a check to defeat against a non-villain, non-henchman monster, after damage is resolved, you may banish a weapon, armor, or item from your hand to banish the monster instead of shuffling it back into the location deck.

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I came up with an idea for a power for a charisma based rogue. (Roles are Guildmaster and Con Artist.)

I came up with a power to represent the ole bait and switch tactic.

Right now I'm looking at having it as a base power, but one you have to spend a power feat to activate. (Brackets represent check box)

[] You may banish ([] Bury) a boon to automatically acquire a boon of the same type.

Is this too powerful for a base power? What if it was moved into a role power?

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Darzec is a bald gnome wizard and an affinity for Fire, and likes to blow things up!

This is based off a character played in the Kingmaker campaign (RPG) that I ran a few years back.
The player is very good at eking out lots of power while staying well within campaign limits.
The character was designed to fill the Arcane and crafting role within the party.Leaving the rest to be handled by others.

While Darzec is VERY powerful in what he can do, he has little he can do otherwise. Feedback welcome.

Darzec
Gnome Male Wizard

Skills:
Strength d4
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intellegence d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Int +2
Craft: Int +2
Knowledge: Int+1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Powers:
Hand Size: 6 [ ] 7 [ ] 8
Add 2 ([ ] 4) to your checks to acquire spells.
Add 2 ([ ] 4) to your combat checks with the attack trait.

Cards: Favorite card type: Spell
Weapon 1
Spell 7 [ ] 8 [ ] 9 [ ] 10
Armor -
Item 4 [ ] 5 [ ] 6 [ ] 7
Ally 2 [ ] 3 [ ] 4
Blessing 1 [ ] 2 [ ] 3

[ ] Pyromancer
Hand Size: 6 [ ] 7 [ ] 8
Add 2 ([ ] 4) to your checks to acquire spells.
Add 2 ([ ] 4) to your combat checks with the attack trait.
[ ] Discard a spell to evade a non-villian monster ([ ] or Barrier).
[ ] Bury a card to ignore a monster's immunity to the fire trait.
[ ] Recharge a card to prevent 2 ([ ] 3) Fire damage.
[ ] Gain the skill Fortitude: Con +2.
[ ] Recharge a spell to add ([ ] 1d4 and) the Fire and Magic traits to a combat check at your location.

[ ] Artificer
Hand Size: 6 [ ] 7 [ ] 8
Add 2 ([ ] 4) to your checks to acquire spells.
Add 2 ([ ] 4) to your combat checks with the attack trait.
[ ] You may roll your craft skill in place of the listed skill to acquire an item ([ ] or armor) ([ ] or weapon).
[ ] Gain the skill Disable: Dex+1
[ ] Recharge a spell to prevent 1 damage ([ ] or recharge any number of spells to prevent 1 damage per spell recharged.)
[ ] Against Barriers with the Arcane trait, add 2 ([ ] 4) to your check to defeat.

(wow it actually kept it's formatting :))

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My group is almost done with Adv 2-3, and I noticed that choosing your role was not listed as a reward for completing it.

Do you still get to pick your role and gain a bonus power feat when you complete adv 3

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Stand aside everyone. I take large steps.

https://www.youtube.com/watch?v=vN-ttCBHyx8

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Just played them tonight at our weekly pacg game.
These are very well done scenarios. They were difficult but didn't feel as impossible as many of season 0s did.
1 chr had to take advantage of the Herald in 1-1A, twice. The other 2 players while hurt, made it thru.
You also captured Tancredo Desmire's slimeyness very well. We lost by running out of turns when he gave us the slip. Too many of the henchmen were at the bottom of their location decks.

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I'm assuming that with the release of WOTR right around the corner, the updated guide will be released with the blog in the next couple of weeks?

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We had an interesting conundrum come up in tonight's play.

We had closed all the locations and were looking for the boss when our bard encountered a monster.
The only spell she had was 'Fear'
Fear says "Discard this card to evade a non-villain monster and shuffle it into an open location of your choice."

So with all locations closed were does the monster go?

We ruled that it would just shuffle back into it's own location.

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So far all of the Core Rulebook iconics have made it into the card game (some more than once) and several from the later books. ut only half the iconics from The APG are represented so far.

Here is the first of the 3 missing; Alain, the Iconic Cavalier. I based this off his backstory in 'Meet the Iconics'
Also posted are a few cards that would be needed for his deck.

Alain
Human Cavalier

Skills:
Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Str+3
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d4
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wis+2
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Cha+2

Powers:
Hand Size: 4 [ ] 5 [ ] 6
Proficient with: Weapons Light Armor Heavy Armor
* Reveal an Ally to add 1d4 ( [ ] +1) to your combat check.
* When you would discard a weapon for its power, recharge it instead.
* Add 1d4 to the combat check of another character at your location.

Cards: Favorite card type: Weapon
Weapon 5 [ ] 6 [ ] 7 [ ] 8
Spell -
Armor 3 [ ] 4 [ ] 5
Item 2 [ ] 3 [ ] 4
Ally 2 [ ] 3 [ ] 4
Blessing 3 [ ] 4

[ ] Marshal
Hand Size: 4 [ ] 5 [ ] 6
Proficient with: Weapons Light Armor Heavy Armor
* Reveal an Ally to add 1d4 ( [ ] +1) ( [ ] +2) ( [ ] +3) to your combat check.
* When you would discard a weapon for its power, recharge it instead.
* Add 1d4 ( [ ] +1) ( [ ] +2) ( [ ] +3) to the combat check of another character at your location.
[ ] Bury an armor to prevent 2 ( [ ] 3) ( [ ] 4) combat danage to another character at your location.
[ ] When you would discard a blessing to aid another character's check, recharge it instead.

[ ] Sellsword
Hand Size: 4 [ ] 5 [ ] 6
Proficient with: Weapons Light Armor Heavy Armor
* Reveal an Ally to add 1d4 ( [ ] +1) ( [ ] +2) ( [ ] +3) ( [ ] +4) to your combat check.
* When you would discard a weapon for its power, recharge it instead.
* Add 1d4 to the combat check of another character at your location.
[ ] Add 2 ( [ ] 3) ( [ ] 4) to your checks to acquire a weapon, armor, or item.
[ ] When you would discard a blessing to aid your combat check, recharge it instead.
[ ] When you use an armor to reduce damage taken, add 1 ( [ ] 2) to the damage reduced.

Riding Horse Deck B Ally
Animal Check to acquire: Wis/Survival 6
Basic

Display this card to increase your hand size by 1. At the beginning of your turn, you may pick up this card. If you do discard it.

Discard this card from your hand to move to another location.

Heavy Warhorse Deck 4 Ally
Animal Check to acquire: Wis/Survival 10

Reveal this card to add 1d8 to your combat check.

Discard this card to explore your location.

Lance Deck B Weapon
Polearm Check to Acquire Str/ Melee 8
2-Handed
Piercing
Elite

For your combat check, reveal this card to roll your Str or Melee skill plus 1d10. You may additionally discard this card to add another 1d8. If you are not proficient with weapons, the difficulty of this check is increased by 4.

NOTES:
Alain's bio says that he is well versed in the social graces, but prefers warfare. Survival has already been used to represent Handle Animal on earlier cards.
The reveal an ally is to represent his ability to grant allies teamwork feats.
I chose 2 different roles for him. The Marshal is the leader rising above Alain's natural Richardness. And his powers there represents the increase combat prowess he would develop as well as the ability to help those he leads.
he Sellsword is his selfisness rising to the fore. He still can slightly aid his compatriots, but his more about himself.

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as the title says, I'm looking for the back-stories for all the iconics,
Especially the APG characters, which didn't get the love that the ACG characters did.

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We have the shuffling thread, but no generic humorous stories thread so I thought I'd start one.

My first story.

Last night while doing guild play we had a table of Flenta, Amaryllis, Lem and Wu Shen. We were halfway thru the first scenario when we realized that Wu Shen was the token Tallie among a party of Halflings.

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Would a Kineticist's blast and racial traitss that increase the caster level of element effects work together?

An example would be the Dwarven Stonesinger Alternate racial trait:

Quote:
Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.

This would also include things like the Ifrits Fire Affinity trait.

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I remember Vic posting a way for stores to get the materials for Organized Guild play, but cannot remember where I saw them.

Since my Google-fu is very weak, can anyone help me?

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As the thread title says, "What Iconics would show up in your Kingmaker ACG Box?"

You have 7 characters in the starter box, and 4 in the add-on deck

They must be thematically appropriate, and provide a wide range of play styles.

The list of classes with Iconics (I can't remember all the names so I will only list he clases):

Core Classes:
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard

Base Classes:
Alchemist
Arcanist
Bloodrager
Brawler
Cavalier
Gunslinger
Hunter
Inquisitor
Investigator
Magus
Oracle
Shaman
Skald
Slayer
Summoner
Swashbuckler
Warpreist
Witch

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Henric grew up in Ustalav where undead are a very real threat. After the local Pharasman priest sacrificed himself to save Henric's family, Henric vowed to combat the undead where ever he found them. (I hope teh formatting sticks)

Henric
Human Pharasman Inquisitor

Skills:
Strength d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Str+2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1
Intellegence d6 [ ] +1 [ ] +2 [ ] +3
Knowledge: Int+2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3
Perception: Wis+2
Divine: Wis+2
Survival: Wis+1
Charisma d6 [ ] +1 [ ] +2

Powers:
Hand Size: 5 [ ] 6 [ ] 7
Proficient with: Light Armor
Discard a card to add 1d4 ([ ] +1) and the Magic trait to your combat check.
Discard a card to reduce combat damage dealt to you by 2 ([ ] 3).
Recharge a card to add +1 to your check to recharge a spell.

Cards: Favorite card type: Weapon
Weapon 4 [ ] 5 [ ] 6
Spell 3 [ ] 4 [ ] 5 [ ] 6
Armor 2 [ ] 3
Item 2 [ ] 3
Ally 1 [ ] 2
Blessing 3 [ ] 4 [ ] 5

[ ] Vampire Hunter
Hand Size: 5 [ ] 6 [ ] 7
Proficient with: Light Armor
Discard a card to add 1d4 ([ ] +1) ([ ] +2) ([ ] +3) and the Magic ([ ] and Silver) trait to your combat check.
Discard a card to reduce combat ([ ] or Fire) ([ ] or Acid) ([ ] or Cold) ([ ] or Electric) ([ ] or Poison) damage dealt to you by 2 ([ ] 3).
Recharge a card to add +1 to your check to recharge a spell.
[ ] Gain the skill Craft: Int +1 ([ ] +2)
[ ] Bury a card to add +2d6 to your combat check to defeat a monster with the Undead trait.
[ ] Discard a card to add +1d6 to another character's combat check against a monster with the Undead trait at your location.

[ ] Preacher
Hand Size: 5 [ ] 6 [ ] 7
Proficient with: Light Armor
Discard a card to add 1d4 ([ ] +1) ([ ] +2) and the Magic trait to your combat check ([ ] or check to defeat a barrier).
Discard a card to reduce combat damage dealt to you ([ ] or another character at your location) by 2 ([ ] 3).
Recharge a card to add +1 ([ ] +2) ([ ] +3) to your check to recharge a spell.
[ ] Gain the skill Diplomacy: Cha +1 ([ ] +2).
[ ] Bury a blessing to reroll your ([ ] or another character's, at you location) combat check with the same dice. You must take the second result even if it is worse.
[ ] Recharge a card to add 1d4 ([ ] and the Magic trait) to another character's combat check at your location.
[ ] Discard a card to roll your Divine skill + 1d8 ([ ] +1) with the magic trait on a combat check against a monster with the Undead trait.

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I was lucky and got the Xenophile boon at gencon.
I have a question about how it works.
Text:

Spoiler:
Xenophile: As the Pathfinder Society becomes increasingly diverse, you have studied the unique talents possessed by these rare creatures. You may include with this boon any number of Chronicle sheets that enable you to play a character of a different race. Each such chronicle sheet grants you skill specialization in a particular skill associated with that race. (explains Specialization)

My question: If I have a multi-race boon, do I only count one of the races on it, or can I count all the races listed?

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Okay, I know it is somewhere in the rules but cannot seem to find it. (I only have a d4 perception.)

Starting with the 3rd AP you remove any basic cards from the game as they come up. Where is this cited? My home group of RotRL just hit the 3rd AP and I want to do this right, but cannot find it in either rulebook.

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I don't have access to my books and have a few questions about Brevoy and Choral (sp?) The Conqueror.

IIRC Choral used Red dragons to conquer Brevity from N of Lake of Mists.
And he lured the swordlords into a trap and nearly wiped them out. But this was centuries after the original Aldori had died.

Is it mentioned what the final fate of Choralis? Did he die in his bed or how?
And how long ago was this?

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I was playing a game recently and Valeros got 3 weapons in his hand.
I was only revealing 2 (a longsword and mace) but could I have revealed all 3 in one combat?
I know you cannot add any card more than once, but I can't find a restriction on playing multiple cards. In fact, one of the examples in the FAQ shows a player using 2 of the same card (not blessing) on one check.

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Are we going to see PFS certs for this anytime soon. OR is it going to be after it is available to the general public.

I just got mine from supporting PF online.

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As the title says, when can another player aid a check? Do they have to be at the same location?

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Thought I'd see what people think about an idea for a new weapon card.

Aldori Dueling Sword
Sword
Melee
Slashing
Elite

Check to Acquire: strength, dexterity, melee 9

For your combat check, reveal this card to roll you strength or melee die +1d8. You may additionally discard this card to add another 1d6.
If you are proficient with weapons you may use you dexterity in place of your strength with your melee check.
If you are not proficient with weapons, the diffuculty of this check is increased by 4.

Paizo, if you want to use thsi as a basis for the real card. I give all rights for the concept to you. (Other legalize inserted here.)

Anyone else have any weapons they would like to use?

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I've always loved the flavor of the Aldori Swordlords and the Aldori Duelist. After reading Inner Sea Combat, I really wanted to make one again, but found using the fighter and corresponding archetype to bland.

Then I saw the Kensai archetype for the Magus and realized you could use that as a basis for an ALdori Sworldlord prestige class.

This is my first time building a Magus, So I may make a few missteps. I wanted to see the general impression people have of the core build. I'll post at 1st, 5th, 8th, and 12th, using a 20 point buy and PFS building rules.

One note, Inner Sea Combat is not in Herolab yet, so I will have to add that content in manually, so may make a few mistakes.

So here is the build at level 1.

Spoiler:
Unnamed Hero
Human (Taldan) Magus (Kensai) 1
N Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +2
Defensive Abilities canny defense
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +4 (1d8+1/19-20)
Magus (Kensai) Spells Prepared (CL 1st; concentration +3):
1st—shield
0 (at will)—detect magic, light
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 14, Wis 11, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Dazzling Display, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits fast-talker, vigilant battler
Skills Acrobatics +4, Bluff +5, Intimidate +4, Knowledge (nobility) +3, Sense Motive +2 (+4 on opposed rolls to counter a feint in combat), Spellcraft +6
Languages Common, Draconic, Skald
SQ arcane pool, chosen weapon, spell combat
Other Gear aldori dueling sword, 130 gp
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Sword, Aldori dueling) Kensai abilities only function when wielding a weapon of this type.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.

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I have a question about how teleport would function if the area the wizard is trying to teleport to has changed since the last time he was there.

Say the wizard used the back room of the inn the party frequents as a familiar location. Then the wife decides to change the furniture around while the party is out adventuring. What happens to the chances of success for the teleport?

I noticed that now you have to scry on a person not an area.

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I know I'm way early, but I was wondering if there is a round-about date we needed to start looking for the Blog post letting us volunteer.

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I've been reading my test copy, (since I'm running it), and found a typo(?) that is causing me confusion:

Spoiler:
In Thrul's Lodge, in room A4, subtier 10-11 is listed twice. once with tier 7-8 and once by itself.
I'm guessing the later is correct, and that raises another question, where does the second demon start?

It's a great scenario BTW. I love it already.

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Or more specifically, an Efreet.

While running Thornkeep: Sanctum of a Lost Age;

Spoiler:
The party enters the Hall of Graven Images, and the Quasit starts releasing the monsters from the paintings.
After releasing several other monsters, the Quasit releases the Efreet. The bard recognizes it and quickly yells for the party NOT to attack it. While it is hit with incidental damage from AoEs and splash (which is healed by the cleric channeling and not excluding it), the Bard successfully Diplomacizes it and stops the fight against it.
They promise to release it as soon as they solve the puzzle of the Sanctum.

During the next fight, against one of the BBEGs it goes badly for them, the Efreet is watching and asks if they would like his help for a later favor. The players seeing the hook the worm is on, still agree as long as it did not go against their moral code.

So now what I need is ideas for what the Efreet might need help with.

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For the fun of it, I build a Hulk clone using Pathfinder. I'd thought I'd post it here for people to look at. He isn't optimized,and probably isn't very efficient or easy to play. But I only built him in an hour or so.

Bhannor Bryce was commissioned by House Thrune to create a champion to challenge Captain Andoran.
Convinced Science, not magic was the answer, Bhannor experimented until he came upon a formula that increased his strength, unfortunately the beast he turned into, a large green skinned brute, would take over when he drank the mutagen. Soon Bhannor and the Brute became to detest each other with Bhannnor having to call on his alter ego when ever he had to fight.

(As Bhannor Bryce)

Spoiler:

Bhannor Bryce
Human (Chelaxian) Alchemist (Ragechemist) 2 Barbarian (Invulnerable Rager) 10
CN Medium Humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 17 (+5 armor, +4 Dex, +2 deflection, +1 dodge)
hp 155 (10d12+2d8+72)
Fort +15, Ref +10, Will +3; +2 bonus vs. poison, +2 trait bonus vs. illusion, +1 trait bonus vs. divine spells
DR 10/lethal, 5/—; Resist cold 2, extreme endurance (cold), poison resistance +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Adamantine Brass knuckles +15/+10/+5 (1d3+4/x2) and
. . Unarmed strike +16/+11/+6 (1d3+5/x2)
Ranged Bomb +16/+11/+6 (1d6+2 Fire/x2)
Special Attacks bomb 1d6+2 (6/day) (dc 13), rage (27 rounds/day), rage powers (brawler, brawler, greater, intimidating glare, roused anger, unexpected strike [1/rage])
Alchemist (Ragechemist) Spells Prepared (CL 2):
1 (3/day) Stone Fist, Enlarge Person (DC 13), Jump
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 20, Int 15, Wis 10, Cha 10
Base Atk +11; CMB +14 (+16 Bull Rushing, +16 Grappling); CMD 31 (33 vs. Bull Rush, 33 vs. Grapple)
Feats Cornugon Smash, Dodge, Eclectic, Extra Bombs, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Power Attack -3/+6, Throw Anything
Traits History of Heresy, Skeptic
Skills Acrobatics +17 (+21 jump), Climb +16, Craft (alchemy) +13 (+15 to create alchemical items), Heal +8, Intimidate +15, Knowledge (arcana) +7, Knowledge (nature) +10, Perception +13, Spellcraft +10, Survival +9, Swim +11, Use Magic Device +9; Racial Modifiers alchemy +2
Languages Common, Infernal, Vudrani
SQ discoveries (spontaneous healing [5 hp/day]), fast movement +10, mutagen (dc 13), poisoning (standard action), rage mutagen
Combat Gear Mutagen: +6 STR, -2 INT, +2 Nat AC, Ring of the savage beast (1/day); Other Gear +1 Adamantine Brass knuckles, Amulet of mighty fists +2, Belt of physical might (Dex & Con +4), Bracers of armor +5, Ring of protection +2, 5999 GP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (6/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
History of Heresy +1 save vs, divine spells
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (27 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Ring of the savage beast (1/day) Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring’s nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the savage beast grants a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.

Construction
Requirements Forge Ring, barkskin, bull’s strength; Cost 4,000 gp
Roused Anger (Ex) You can rage even when fatigued.
Skeptic +2 save vs. illusion.
Spontaneous Healing (5 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

As the Brute

Spoiler:

Bhannor Bryce
Human (Chelaxian) Alchemist (Ragechemist) 2 Barbarian (Invulnerable Rager) 10
CN Medium Humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +2 natural, +2 deflection, +1 dodge)
hp 179 (10d12+2d8+96)
Fort +17, Ref +10, Will +5; +2 bonus vs. poison, +2 trait bonus vs. illusion, +1 trait bonus vs. divine spells
DR 10/lethal, 5/—; Resist cold 2, extreme endurance (cold), poison resistance +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Adamantine Brass knuckles +17/+12/+7 (1d3+15/x2) and
. . Unarmed strike +16/+11/+6 (1d6+16/x2) and
. . Unarmed strike +16 (1d6+9/x2)
Ranged Bomb +16/+11/+6 (1d6+1 Fire/x2)
Special Attacks bomb 1d6+1 (5/day) (dc 12), rage (27 rounds/day), rage powers (brawler, brawler, greater, intimidating glare, roused anger, unexpected strike [1/rage])
Alchemist (Ragechemist) Spells Prepared (CL 2):
1 (3/day) Stone Fist, Enlarge Person (DC 12), Jump
--------------------
Statistics
--------------------
Str 26, Dex 18, Con 24, Int 13, Wis 10, Cha 10
Base Atk +11; CMB +19 (+21 Bull Rushing, +21 Grappling); CMD 34 (36 vs. Bull Rush, 36 vs. Grapple)
Feats Cornugon Smash, Dodge, Eclectic, Extra Bombs, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Power Attack -3/+6, Throw Anything
Traits History of Heresy, Skeptic
Skills Acrobatics +17 (+21 jump), Climb +21, Craft (alchemy) +12 (+14 to create alchemical items), Heal +8, Intimidate +15, Knowledge (arcana) +6, Knowledge (nature) +9, Perception +13, Spellcraft +9, Survival +9, Swim +16, Use Magic Device +9; Racial Modifiers alchemy +2
Languages Common, Infernal, Vudrani
SQ discoveries (spontaneous healing [5 hp/day]), fast movement +10, mutagen (dc 12), poisoning (standard action), rage mutagen
Combat Gear Mutagen: +6 STR, -2 INT, +2 Nat AC, Ring of the savage beast (1/day); Other Gear +1 Adamantine Brass knuckles, Amulet of mighty fists +2, Belt of physical might (Dex & Con +4), Bracers of armor +5, Ring of protection +2, 5999 GP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+1 (5/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
History of Heresy +1 save vs, divine spells
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (27 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Ring of the savage beast (1/day) Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring’s nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the savage beast grants a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.

Construction
Requirements Forge Ring, barkskin, bull’s strength; Cost 4,000 gp
Roused Anger (Ex) You can rage even when fatigued.
Skeptic +2 save vs. illusion.
Spontaneous Healing (5 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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Is there a feat in Pathfinder that allows medium creature to use a Large weapon without penalty?

IIRC in 3.5 there was a feat called Monkey Grip that did something similar.

I'm creating a custom race that are about 8 foot tall degenerate giants. They are medium but still use their ancestor's weapons.

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I was prepping this module and found an error I can't believe madeit thru editing.

The tier 10-11 Lyone Ekonian (p.12) shows level 5 spells prepared but only has a 14 intelligence! He also seems to be missing a feat (Atleast according to Herolab).

Now, I know that the player's won't see this and I can play around this. But how did they not spot this when editing the scenario?

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I am running a Kingmaker Campaign, and one of my players wanted to have his Cohort take leadership.
I ruled that he couldn't. I'm pretty sure that I ruled correctly, I was wondering if my interpretation was backed by the rules?

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I'm planning to run the Ruby Phoenix Module for a PFS group.

Setting aside my complaint that this should have been a 2-slot PFS Scenario, instead of a stand alone mod...

While imputing the various characters into Herolab (mainly for spell access without having to look thru multiple books) I've found several errors in the various NPC stat blocks.

(I'm not thru yet so there will be more.)

Chung Po: The only way I could get his HPs to be the same as the module was to use 6 of his Favored class bonuses as hps. Non are used as Skill points or for extra Ki, Yet were are the other six spent? All on HPs should give him 6 more.
Several other errors could be due to Herolab: I'm three short for his CMB vs Grapple. Also his attacks come out at +16/+11 with the mod giving him +15/+10, and damage is also higher for me.
Also, a recuring problem with all monks is that their flurry bonuses do not match. Since this is for ALL mink's I've entered, I think it is a Herolab problem.

Ruby Phoenix Monks: I cannot get their stats to match up. Using the Heoic statblock, I come out 1 point short in either Str or Wisdom. And again, they underspent their Favored Class bonus by four. (they should either have 4 more HPS, Four more Skill points, or 1 more Ki point)
Also I have not had most fot he variant 's to have their weapon attack's match those given in the module. All but 1 so far have come out 1 lower than the module.
The wrong crit range is given for the Meteor Hammer.
The Shang Gou Monk's are told to replace Exotic Wpn Prof with Improved Trip. [u]Without them being proficient in the Shang Gou or Having Combat expertise.[/u] If I replace Mobility with Improved trip, and give them an extra feat to get Mobility back, their stats match the books.

Oremetsu Yasi: Again, his Favored Class bonus is underspent by 4. Otherwise everything matches.

As I find others, I'll post them

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From reading these forums I've come to the conclusion that most GMs are Richards.

Using a bit of Hyperbole, this is the game Many GMs on this board I think would want to run. (Of course what the players want is inconsequential)

*Any race is allowed, as long as it provides the character with absolutely no benefits.
*Classes are right out. I mean, they all allow the characters to do stuff. SO everyone can only be a commoner.
*Stats are another sticky problem. All stats have to start at 8. and you only have a point buy of 5. I mean a 15 point buy is so overpowered. Also no stats above a 12 are allowed. Characters are not supposed to be able to shine after all. they would have a chance of being able to do things on a roll below a 20.
*HPs are fine. They need them to survive the monsters the characters are having to face.
*Spells. Spells are right out. I mean they can cause damage, or do things, other than slog thru whatever encounter the Gm planned 5 seconds before the game starts.
* Equipment: The only equipment the characters are allowed are a broken pointy stick, and rags for clothes. If they actual weapons they might be able to hurt things. Even KILL the precious GMS monsters.
* Alignment: No evil allowed. But ANYTHING a character does except feed orphans and pet puppies is pure evil, and will be tracked. BUt good acts aren't no matter how big they are. And heaven forbid you attack the monsters attacking you. That's pure 9th level Hell evil!

From reading threads on these boards. Combining many of the gripes, b*@*@es, and whining. This is (with a lot of Hyperbole), the game many want. If this hits a little to close to home, don't flame me, examine your play style, and MAYBE Pathfinder is not the game for you if this is truly the game you want to play.

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I always liked Sword and Sorcery's Relics and Rituals book. One of the spells they listed I thought was a good idea but not complete. So I reworked it to be a lot like keen Edge, Lead Blades, and Gravity Bow. Here is my version. I'll leave my thoughts afterward. If you leave feedback, make it helpful, not trollish.

(Original Spell: Assassin's senses)
_____________________________________________________
Empowered Critical
Transmutation
Paladin 2, Ranger 2, Inquisitor 3
Components: V,S
Casting Time: 1 standard action
Range: Touch
Targets: Weapon Touched
Duration: 1 minute
Saving Throw: none Spell Resistance: None

Upon casting this spell, the weapon touched is empowered by the casters deity and seems to glow and grow heavier toward the outer end, yet is no harder to wield than normal.
This spell increases the critical hit multiplier of the weapon touched by +1 ( ie: a x2 becomes a x3, a x3 becomes a x4.) It also adds a +2 to confirm a critical hit by that weapon.

____________________________________________________________

Okay. to be honest, I'm thinking or dropping ranger from the casters. While it fits great with the whole Smite/Judgement aspect of the other two; it doesn't fit the theme of a ranger as well.
Other than that, I feel the spell is not overpowered. I do think it is a little powerful for low level casters so By bumping it to a Pal2/Inquit3 neither will get it before 7th level. This is closer to 'Keen Edge' that is a sorc/wiz3 so isn't available until 5th or 6th.
I gave it a short time span because it does stack with the other spells and the synergy can be devistating. Gravity bow, Lead Blades, and Keen Edge are all at least 1 minute per level.

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I was flipping thru my copy which I got to day and have 2 questions that popped out at me.

First: Under Torag Traits; 'Eye of the Father' - It gives a +1 to any one craft skill and Perform(?) as a class skill? That second part seems to come out of left field.

Second:
In the Combat section, the feat 'Butterfly Sting' has me a little confused. It says the follower of Desna, when they score a critical hit, can forgo the extra damage to grant a critical hit to the next ally that hits the creature. The question is, do they have to roll a crit threat or only hit?

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Looks like one that would be a good general fig for a mage

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The Iconic Bard, the halfling Lem, Could never make it on Golarion Idol.

First, in the APG, It shows people throwing up when he tries to sing.

Now, on the cover of "Halflings of Golarion", he tries to play the flute and does so badly, that the Harpies have to hold their ears.