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Peet's page

Pathfinder Society Member. 874 posts (1,279 including aliases). No reviews. 1 list. No wishlists. 5 Pathfinder Society characters. 6 aliases.


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OK, here's the concept.

PFS-legal, preferably (though this is a thought experiment so I don't mind hearing about non-PFS variants). Thus, 20-point buy.

Oracle with the Wood mystery.

Select a race that allows this favored class bonus for oracles: "Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation." So elf, aasimar, ifrit. If Aasimar, probably Azata blooded (we want a DEX bonus and the +Cha is also nice), or possibly Garuda-Blooded.

I'm starting with elf for simplicity's sake. This grants proficiency in Longbow which is a nice bonus and works with Wood Bond.

Use the favored class bonus towards either the Wood Bond mystery or the Wood Armor mystery.

Wood Oracles get Shillelagh at 2nd level as a bonus spell. Use this spell to enhance a quarterstaff - it is one of the few weapon buffs that enhances both ends of a weapon - as long as it is a quarterstaff. TWF becomes pretty decent at this level. However Shillelagh only works on non-magical weapons so after a certain point it becomes less useful.

If using your favored class bonus on Wood Bond your bonus to hit with wooden weapons would be:

1st level: +1
4th level: +2
7th level: +3
10th level: +4
14th level: +5

This is not a huge improvement over the regular ability, but as a non Full BAB class the Oracle can use all the help it can get. Also if you are an elf you get proficiency with longbows too.

If using your favored class bonus on Wood Armor your armor bonus from the wooden armor would be:

1st level: +4
5th level: +6
8th level: +8
9th level: add DR 5/slashing
10th level: +10
13th level: +12

This only gets impressive when combined with magic vestment, so you probably wouldn't use this until 6th level or later. But having no armor check penalty is nice. Between barkskin and shield of faith I'm not sure how necessary this would be.

You could also go with sword & board if you have the feats... though I'm not sure you do. An oracle is proficient with a shield as armor, but not as a weapon. Maybe an opalescent white pyramid?

Problems with the build:

1. Even though you are using TWF you still have STR to damage and to-hit. A quarterstaff or a club are both one-handed instead of light weapons.

2. You rely on a lot of buffs to function, which can cut into action economy.

3. A very MAD build.

4. Many of the spells that would thematically work with this mystery are druid spells and are not on your list.



As elf: STR 14, DEX 16, CON 12, INT 10 WIS 12 CHA 14

Traits: Seeker, Fate's Favored

1. Extra Revelation (Wood Armor)
Mystery: Wood Bond
3. Two-Weapon Fighting
5. Divine Protection
7. ?
9. Quicken Spell
11. Improved two-weapon Fighting

Spells (not counting orisons):
1: Shield of Faith, Divine Favor, (cure light wounds)
2: (shillelagh)
3: Bless
4: Bull's Strength, (cure moderate wounds, barkskin)
5: Summon Monster 1, Cat's Grace
6: Magic Vestment, (cure serious wounds, minor creation)
7: Dispel Magic, silence, protection from evil
8: Blessing of fervor, (cure critical wounds, thorn body)
9: Forceful strike, prayer, burst of radiance
10: Righteous might, (mass cure light wounds, tree stride)
11: Breath of life, freedom of movement, ?

This is how things look without gear, but assuming all relevant buffs are up:

1st level with buffs: equipped with morningstar and light wooden shield and scale mail
AC: 10 + 5 armor + 3 DEX + 1 shield + 2 shield of faith = 21
To hit (melee): +0 BAB + 1 wood bond + 2 STR + 2 divine favor = +5
Damage: 1d8+4
HP: 9
Saves: F:+2, R:+3, W:+3

3rd level: equipped with quarterstaff and breastplate
AC: 10 + 6 armor + 3 DEX + 2 shield of faith = 21
To hit (melee TWF): +2 BAB + 1 wood bond + 2 STR + 2 divine favor + 1 shillelagh -2 TWF = +6 (or +7 with bless)
Damage: 2d6+5, 2d6+4
HP: 21
Saves: F:+3, R:+4, W:+4

5th level: equipped with quarterstaff and breastplate
AC: 10 + 6 armor + 3 DEX + 2 shield of faith + 3 barkskin = 24
To hit (melee TWF): +3 BAB + 2 wood bond + 4 STR + 2 divine favor + 1 shillelagh -2 TWF = +10 (or +11 with bless)
Damage: 2d6+7, 2d6+5
HP: 33
Saves: F:+5, R:+6, W:+7

7th level: equipped with quarterstaff and wood armor +1
AC: 10 + 7 armor + 5 DEX + 3 shield of faith + 4 barkskin = 29
To hit (melee TWF): +5 BAB + 2 wood bond + 4 STR + 3 divine favor + 1 shillelagh -2 TWF = +13 (or +14 with bless)
Damage: 2d6+8, 2d6+6
HP: 45
Saves: F:+6, R:+7, W:+8

9th level: equipped with quarterstaff and wood armor +2
AC: 10 + 8 armor + 5 DEX + 3 shield of faith + 5 barkskin = 31
To hit (melee TWF): +6 BAB + 3 wood bond + 4 STR + 4 divine favor + 1 shillelagh -2 TWF = +15 (or +16 with bless)
Damage: 2d6+9, 2d6+9, 2d6+9, 2d6+7, 2d6+7
HP: 45
Saves: F:+7, R:+8, W:+9

OK, how does this build stack up?
What gear should this character be getting?
Any other thoughts?

Or maybe this:

Note: the linked page is safe but much of the site is NSFW.

Rangers can actually be one of the best classes for ROTRL.

However, with that he is probably going for an archer, which is fine, but you need a decent tank of some kind, to keep monsters back from .

Since you only have 3 players perhaps you can arrange for a 4th player to be an NPC. A reach cleric might be good for keeping enemies at a distance from your party. Possibly a warpriest. Maybe a dwarf with a longhammer.

For the record, a goblin is so good for a rogue class that it is almost broken. And for any build that doesn't require STR it should work. They are even more awesome for the Unchained Rogue because of the free DEX-to-damage.

So even if your build concept is suboptimal you should still do pretty good.

It would make sense for there to be a separate modifier or an exception for creatures that are bred to be beasts of burden, which would make sense. A pony is medium and has STR 13, but a real-life pony can carry more than a lion can, even though a lion is STR 21 and Large. They use their strength in different ways.

Actually, STR 13 really doesn't make sense for a pony. A "realistic" stat block would put that figure much higher.

A pony is just a small horse. But small is a relative term; they tend to be short-coupled and have shorter legs, but are not half the length and height of a typical horse, as is implied in the size rules for the game. Officially a horse of 14.2 hands high or less is a pony; if it is 14.3 hands it is a horse. There are many breeds which taxonomists disagree whether they are horses or ponies. If they are to be considered medium creatures then they must be understood to be at the upper limit of possible size for a medium creature. The problem is solved if we apply the modifier for a large creature instead.

I've been doing some research and have found that ponies are typically considered to be sturdier and heartier than horses, which explains why they were kept despite their small size. They are also stronger proportionally (i.e. relative to their body weight) than horses, and a pony can be expected to be able to pull a load equal to about 4.5 times its weight.

The ponies of the Pony Express would carry a load of 165 lbs. (75 kg). Not all the mounts used by the Pony Express were ponies, though many were, and they were more common on the mountainous portions of the route. And they had to be able to run.

The United States Pony Clubs inc. is an organization that promotes sports involving ponies. The mounted games require the rider to weigh-in before a game, and these are the limits:

12.2 hands high and under: 117 lbs
13.2 hands high and under: 150 lbs
14.2 hands high and under: 190 lbs

So clearly a limit of 150 lbs is fairly reasonable. Some ponies ought in fact be able to carry more, but these are mentioned in the description as "variant" ponies (like heavy horses).

6 people marked this as FAQ candidate. 1 person marked this as a favorite.

Under the rules I have found three different answers for this and I wondered if anyone has an "official" answer.

In the bestiary entry for Ponies, it says that:

PRD wrote:
A light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.

Note that a Pony's listed Strength is 13.

In the carrying capacity rules in the "Additional Rules" section of the Core Rulebook, it shows that for a humanoid creature the carrying capacity for a 13 Strength is 50 lbs./51–100 lbs./101–150 lbs. But since it also says below that:

PRD wrote:
Quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature's Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: ... Medium ×1-1/2...

So if we multiply the STR 13 values by 1.5 the result is a light load for a pony is up to 75 pounds, a medium load is 76-150 pounds, and a heavy load is 151-225 pounds.

But wait...

A little further on in the chapter is the overland movement section.

In "Table: Mounts and Vehicles" we see an entry for Ponies. It only shows two movement rates, one for normal movement, and one for reduced movement (which will reflect a medium or heavy load). In that entry is shows the range for a medium and heavy load to be 151-450 lbs., meaning that light would be 150 lbs or less.

So which is right?
A: Bestiary rules (100 lbs, 101-200 lbs, 201-300 lbs.)
B: Carrying Capacity rules (75 lbs, 76-150 lbs, 151-225 lbs.)
C: Overland Movement rules (150 lbs, 151-300 lbs, 301-450 lbs.)

Historically, real Earth Ponies can carry an adult human and still run, though it is unlikely the same pony could carry armor and still do so. So I am inclined to go for the last value, but I am not sure.

Sandpoint Devil as a mount? Tricky.

Using Leadership to get a monstrous mount is a possibility, but a cohort like that would be pretty high level. Maybe 15th? The alignment mismatch is a bit wild though.

I'd be more inclined to custom design a Pharasmic mount if he was willing to spend the leadership feat to get it.

1 person marked this as FAQ candidate.

Suggested errata for wording of Rogue Talent "Ninja Trick"

Note this is from the Rogue archetype page, not the Ninja class. Rogues can choose Ninja Trick instead of a Rogue Talent.

PRD wrote:
Ninja Trick (Ex): A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The ninja cannot choose a ninja trick with the same name as a rogue talent.

(Emphasis mine.)

I suspect that "ninja" (in bold, above) should actually read "rogue" since, A: we are talking about rogues in this section, not ninjas, and B: if ninjas were prevented from taking a trick with the same name as a rogue talent, they could never get access to things like Combat Trick, and C: you wouldn't want to have to look for rules about ninjas in the Rogue section of the book.


Basically I think that PbP can work well if the players socialize a bit; talk about their lives and stuff other than gaming. But I think this would work better if it were to be placed in a separate thread, so that the discussion thread is kept for game-related things.

Would this be possible? And do other people think this is a good idea?

GM's typically want certain information at their fingertips, primarily stuff that the GM will roll or roll against. So probably: AC, CMD, Saves, Initiative, Perception/Sense Motive, possibly social skills too.

I also like to put something that shows what character resources I have used in a spoiler tag. I typically run out of space so I have to use multiple entries.

I use a format like this:

Male Lava Gnome Sorcerer 1 | AC: 14, TAC: 13, FAC: 12, CMD: 9 | HP 7/7 | Fort +1, Ref +2, Will +4 | Init +5 | Perception +2, Sense Motive +2, Darkvision 60'

Spell Slots available: 1st: 1/5 Claws: 6/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

The thing about cold iron is that if you melt it down it is no longer cold iron - it becomes normal iron.

Cold Iron:

PRD wrote:
is forged at a lower temperature to preserve its delicate properties.

Heating it to melting point will obviously negate it's "cold" property.

It is never laid out whether the weapons are plated with cold iron or simply made out of cold iron. However, given that cold iron is supposed to originate in the darklands, I imagine there wouldn't be a *lot* of cargo moving from the darklands to the surface, so I's be cool with saying they are plated. Maybe just the edge is cold iron but the rest of the blade is steel.

Also remember that a hafted weapon like a mace is part wood.

Also remember that if there is a group of people then they will be easier to spot than a single person. Look at the amount of frontage the group has and imagine that as a single creature. Then apply the size modifier of the creature to the check.

It's not really a good example, as moonlight varies widely. The light from a thin crescent moon will do very little.

But if you have ever been out in the countryside under the light of a full moon you will recall that the light of a full moon is more than enough to see by. I would probably call that "normal light" if I was grading it, with "bright light" being direct sunlight.

In my home games, I allow melee sneak attacks in dim light, for thematic reasons, but I am well aware this is a house rule and not RAW.

However, thanks to the FAQ/errata around the stealth skill, I suspect that there was some confusion around the difference between concealment and total concealment among the guys who wrote those rules. But now that there are game mechanics to get around it we are stuck with it as it is.

It can be possible that a character may be forced to share a space with another creature, and I'm wondering how to handle that.

For example, a character falls into a pit that is already full with creatures at the bottom. Could be a 5x5 pit with a medium creature, 10x10 pit with 4 medium creatures, whatever. This exact thing has come up a couple of times in my game.

So what happens? Any suggestions?

Thanks for the feedback, Richard.

I'm likely going for the Seven Swords of Sin, though I may up-gun it a bit as the party will likely be 9th level when they get there. I've already planted the hook to draw them there.

I was a bit disappointed with the module as it seems like a random delve with very little in the way of theme to hold it together, and there is almost no interaction with Kaer Maga.

So I'm going to pick and choose the encounters I like out of it, and will likely only keep about a third of them - I don't want to level the party ahead of where they should be. I will also probably turn the gang of human thieves at the beginning into troll thieves. Maybe make the wizard at the end a Bloatmage.

Love the Jaws reference!

Anyway, today my group went in to infiltrate Fort Rannick.

Hook Mountain Massacre:
They decided to sneak in under the waterfall into the caves. They were warned about the shocker lizards by the Black Arrows, but their whole plan seemed to revolve around getting Jakardos to cast speak with animals and getting the lizards to let them past.

Speak with animals is a personal spell so Jakardos can only cast it on himself. And Jakardos has no ranks in handle animal, diplomacy, bluff, or intimidate. He has his wild empathy of +7 and his Charisma bonus of -1.

Since the lizards have their nests here I rule that the lizards are unfriendly. The lizards only have a charisma of 6 so he needs an 18. He rolls a natural 2, for a total of 9 (including guidance cast by the oracle).

So now the players are in a fight with the lizards. This would have been pretty straightforward if the party decided to attack normally; the lizards are not that tough. But instead they decide they don't want to hurt the shocker lizards.

The rogue and the barbarian manage to run in past the cluster of 5 lizards near the entrance, but the paladin gets tied up in melee. Then the sorcerer decides to use create pit as a way of dealing with the lizards without harming them. Three of the lizards drop into the pit and another gets bull rushed in by the barbarian. But the problem is that now the pit has split the party. There is no way across other than to jump or use magic, and the Paladin and Oracle both have negative acrobatics scores thanks to armor. The paladin is fighting one lizard in melee, but his rolls have turned horrible and he is stymied by a single CR2 creature.

Multiple actions are spent in the middle of combat trying to get various people across the pit. The sorcerer casts levitate on the oracle, then when the barbarian has a readied action to catch him the sorcerer jumps across, only to fail the reflex save to fall into the pit (I gave him a big bonus to his save but he still fell in. He takes a collective blast from the lizards in the pit before levitating himself out. Meanwhile the Oracle has used levitate to go hand over hand past the pit; he now goes back to get the paladin, who jumps on his back mid-move and they head back again.

Of course as individual members of the party penetrate further they reveal more lizards (there are 12 in all), while some of the Black Arrows are still trying to get across the pit. The rogue managed to knock two of them out using nonlethal damage, but the barbarian stumbles on a large group in the northwest part of the lair. He backs off, joining the rogue down the hall. The rogue and the sorcerer end up racing to the secret door, planning to get everyone inside before the lizards can regroup. They throw open the secret door, and behind it is... Lucrecia. With the party all scattered all over the lizard lair, unbuffed, and having burned a bunch of spells dealing with the lizards.

At this point, there is only one or two rounds left on create pit. I decide that Vale Temros, who has just made it across the pit and is now in the path of the remaining lizards, happens to have a smokestick in his pocket and he drops it at his feet, driving back the lizards, because I am getting a little tired of the keystone cops thing. They will have enough problems in a minute. We broke for the day and will do the Lucrecia fight next session.

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The thing about RotRL is that it is a traditional style adventure that assumes a band of good (mostly) heroes who will will rise to the occasion when the town is in need.

If you want to run a RotRL campaign you should explain this to your players before they create their characters. If your players want to play cold-blooded killers or hard-boiled mercenaries then maybe this is the wrong AP for them. There are others that might suit the game better.

Mind you, you can always convert treasure that is found in dungeons into a reward given by the Sandpoint Town Council. You can do things like converting Orik's +1 banded mail into half-plate. His AC remains the same but the value of his goods goes down noticeably.

I actually don't mind this as a driver for the game as it means that players are less likely to be murderhobos if the main source of treasure is an "employer."

ryric wrote:

Pretty much any d6/level damage spell isn't very good anymore unless you augment it with metamagic or class features. Hp have scaled way up since the days of 1e but the direct damage spells have remained the same or even gotten weaker.

Fireball and lightning bolt were different beasts when there was no cap on the number of dice. A 10th level magic-user averaged 25 hp, and did the same 10d6 we know and love. An 18th level magic-user averaged 34.5 hp, and did 18d6(average 63). That guy had a good chance of dying even if he made the save(cause 0 hp = dead in 1e). Heck the maximum possible hp for Mr. archmage in 1e was 73, if he had a 16+ Con and rolled max on every die(11d4+22con+7). There were deities with less than 100 hp.

Direct damage spells used to be serious business and fight winners all by themselves.

I am running an old-school B/X game and the party wizard concentrates on damaging spells. He tends to be the spike damage guy; if there is a big enemy or something the party is having a hard time hitting he throws something in there. He can't do consistent damage since he doesn't have nearly enough slots to cast every combat round. But when he goes for it things go down.

But even then fireball and lightning bolt only do 1d6/level, and the average monster has 1d8/HD. So if he is facing an enemy with the same HD as the party's level, a fireball won't one-shot him even if he fails the save. But it's awesome if you are facing creatures with less HD than the wizard. In a 5th level adventure there is still a good chance of running into a pack of 2 HD lizard-men.

Of course, if you were playing AD&D the wizard could not cast fireball indoors without hitting himself and the party. Gary really didn't do the math when he wrote that (or maybe it was intentional). An AD&D fireball would fill 33 10'x10'x10' cubes if there wasn't room for its spherical shape.

2 people marked this as a favorite.
Purple Dragon Knight wrote:
wall of fire suffers from the same problem as blade barrier: it's a pain to lay down and keep track of on a battle mat... if only someone could come up with an easy extendable/retractable curtain-like template (instead of the typical player response to drop something on the mat and knock most minis on their asses...)

May I suggest Litko tokens? I find them very useful for my games. They have a wall of fire one.

Aratrok wrote:
Okay. What is your in-world justification for why players are for some reason considerably worse at crafting than some first or third level adept, no matter how powerful they become? That makes no sense. It's going to jar immersion hard.

They are just as good at it, or better. How good you are at it depends on your spellcraft skill.

A third-level adept will likely have no more that a +7 or +8 in spellcraft, or +10 or +11 assuming the skill focus feat. So items that have a DC of 22 or more to make are probably out of his league. And a lot of items will fall under that category. Major items are going to require high level casters to make, whether they are PCs or NPCs.

How much it costs an NPC to make a magic item need never actually come up in the game. But a Magic Crafting Laboratory would (and should) be an expensive operation to maintain. If players are able to buy everything they need and craft stuff in their room at the inn with no overhead at all, that jars immersion.

Yes, the feats wouldn't be worth it - which is why they would no longer be necessary under this rule.

As a result, anyone who can cast spells can also craft items if they want under this rule. However, items that can be bought will cost the same, so party members are only going to craft things they have a hard time finding. This means less downtime overall since they won't feel the need to craft everything they use.

Aratrok wrote:
It means anyone selling magic items isn't actually making a profit off of what they're selling. Which... doesn't make a lot of sense.

No, it means players aren't making a profit off what they are selling.

If a player went to the trouble of setting up a shop and buying magical reagents in bulk then conceivably he could also make a profit, but he has basically turned himself into an NPC at this point.

I am currently running a RotRL home game, and in that game one character (an Oracle) is shouldering the weight of doing ALL the item crafting. He is crafting items for the whole party, so party wealth is much higher, not just for him but for everybody. However, this also means that compared to the rest of the party he is short 3 feats thanks to Brew Potion, Craft Wondrous Item, and Craft Arms and Armor. Whenever the party has time for crafting, dollar signs seem to appear in everyone's eyes. Items which could be bought are deliberately avoided in favor of items that can be crafted.

So I wanted to come up with a system where casters could still use their downtime to make items but it wouldn't penalize "generous" players, nor would it disrupt the balance of game economy.

So here is my suggestion:

1. Item crafting feats are not allowed.
2. Any character with a caster level can craft magic items as long as his caster level is high enough to qualify for the feat that would normally allow that item to be crafted. Non casters may take the Master Craftsman feat to qualify.
3. The cost to craft an item is the same as the price to buy the item from a merchant - crafting does not generate any discount.

The results of these rules would be that the party could still craft items, but has no incentive to do so when a merchant is offering the item for sale; the purpose of item crafting is to allow characters more choice of what items they want rather than to save characters money.

Thoughts? Do you see this as creating any problems I might not have foreseen?

I assume there is software out there that can help.

I am trying out hexographer but am curious if any other programs are good.

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Spatula wrote:

Probably a simple way to account for seasons is to modify farm effects by season. Here's a quick idea:

Winter: x0; no farm effects
Spring: x1; normal farm effects
Summer: x1; normal farm effects
Fall: x2; double farm effects

or maybe:
Summer: x1.5; enhanced farm effects
Fall: x1.5; enhanced farm effects

It adds up to the same overall reduction of consumption over the year, but makes granaries especially important in winter time. As things currently stand, granaries are mostly useful only if there's a sudden Consumption surge that isn't offset by immediate farm construction.

I did something like this when I was testing out a homebrew variant for my own game.

I did it this way:
Winter: no revenue from farms or fisheries
Spring: normal
Summer: normal
Autumn: +1 BP per farm

Overall it was pretty balanced but it turned out that Granaries become immensely important. To keep it from being necessary to build a half-dozen granaries per district, I upped the storage amount to 10 BP per granary.

It really depends on the party. My players ROFLstomped Malfeshnekor.

Detect evil from the paladin and a scroll of glitterdust from the sorcerer revealed M before they entered.

One of the players took some serious damage, but create pit gave them a round or two to recover (M can levitate out of it). I had an evocation-optimized sorcerer spamming magic missiles, and an oracle spamming spiritual weapon, both or which get past the blink effect. A self-healing-optimized paladin stayed in front and tanked while the rogue scout ran around and took shots when he could.

It took about 4 or 5 rounds for M to go down. But my party was well suited for beating him.

Well, it's done now, but you could have had ghouls or ghasts come up out of the water. They are undead, and don't need to breathe. The Skinsaw man isn't that tough on his own; he needs allies for his fight to last any length of time.

And it is a type; the Skinsaw Man is definitely CE.

Did they end up torching Xanesha's letter when they torched his room?

Tangent101 wrote:
@Peet: Reread the rules on Enlarge Person. You are using them incorrectly.

OK, I can concede this point... the only way stuff will remain enlarged is if he continues to wear it forever, and obviously that isn't practical.

Nevertheless, as I already pointed out, a large longsword costs 30 gp instead of 15 gp. Not exactly a financial crisis.

Tangent101 wrote:
Also, being able to see your enemy coming means you can target that enemy sooner.

Umm... no. You can see a large creature and a medium creature just as far away. You can start shooting at either as soon as they are in range.

Tangent101 wrote:
A smart commander would order his bowmen to IMMEDIATELY start firing at the large (and more easily hit) unit.

Maybe he would. Compared to a person with the same base stats and gear an enlarged character has -2 to his AC.

But at maximum range you are going to be at -18 to hit (the 10th range band, 1000 feet for longbows). So the medium archers and the enlarged archers will all only hit on 20's. The difference is the enlarged archers (assuming longbows) will do on average 64% more damage per hit. So your medium archers are not going to win that duel.

Meanwhile the enlarged guys are not going to be fighting alone. The fact that your commander has ignored the rest of the enemy force gives them something of a free pass. The commander of the enlarged unit could advance his enlarged guys far enough to draw everyone's fire and then pull them back when they start to get in trouble. Meanwhile, his medium archers have been raining their arrows in the rest of his enemy's ranks and his medium footsoldiers and cavalry have advanced without facing any missile fire. This scenario is still full of win for the commander of the enlarged troops.

There are so many ways to protect yourself from arrow fire that it is pretty ridiculous to say "that won't work because archers." A unit with tower shields can be effectively immune to arrow fire from at least one direction. If you are advancing slowly (i.e. 1 move action per round) you can take the total defense action. And then there are magical solutions like wind wall or hallucinatory terrain or even obscuring mist.

Tangent101 wrote:
The potion gambit? You have the element of surprise and you have much greater numbers for the cost.

Sure, and then it's gone. You gained an advantage in a single engagement. Nothing wrong with that, and I'm not saying it's bad. But if you want the advantage of enlarged troops with any frequency then in the long run you are better off making the spell permanent on some guys.

Tangent101 wrote:
Also, you don't loot people on the battlefield in the middle of a fight. This isn't Elder Scrolls: Skyrim.

I've never seen Elder Scrolls: Skyrim. But it was quite common for soldiers to loot downed troops during lulls in the battle. For most medieval troops loot was a major reason for them to fight.

the Lorax wrote:
I added Shayliss to the Die dog Die scene, to help set up the Shayliss/Aldren/PC Lust/Envy triangle.

This is a great idea! I wish I had thought of this as a way to introduce Shayliss. It would have made the later encounter much easier to introduce.

the Lorax wrote:
The rest of the party was actually kind of upset at this, as they are considering opening up a gambling den/casino (a plan which is going to be amusing to play out - Sandpoint is turning into a fantasy mafia movie setting)

This sounds like it has the possibility of setting up some interesting side plots involving Jubrayl Vhiski. By all means play up the Sczarni if that's what players want. You could also set up rumors of "gambling boats" operating on the lakes of the Varisian river systems, and if they were looking for advice on the issue they could find themselves in a written correspondence with one particular boat operator from book 3... :)

the Lorax wrote:
They are set to go on the Boar Hunt in the morning with Aldren.

For the record I had Aldern give the guys a few extra pieces of gear, including light horses for everyone, as the early parts of the adventure are kind of treasure-light.


Yeah, that's a good thread.

I plan on watching a few movies before I run that part. Heh heh...

CWheezy wrote:

Calculated total loot in book 2: 67933 gp

16983.25 per pc

54522gp total per pc is you find and sell everything.

I think you should end book 2 at level 8? The level progression is kind of weird in anniversary edition compared to other aps I think

You should finish book 2 soon after getting to level 7, going by the suggested progression.

Tangent101 wrote:
@Peet, I say "try again" because your argument is ineffectual.

Honestly this is the way I feel about your objections. None of them have made much of an impact here.

Tangent101 wrote:
First: you need to hire a wizard of sufficient power to cast that spell.

You need a 9th level wizard. Well within the means of any medium sized city.

Tangent101 wrote:
The spell ain't cheap - you can afford 50 potions of Enlarge Person for the cost of one Permanent Enlarge.

A soldier who uses the tactic regularly will go through 50 potions in a few weeks. Permanency is... well, permanent. Besides that, potions on downed men can be captured by the enemy. Permanent spells cannot.

Tangent101 wrote:
Second: one Large soldier isn't going to do much. Thus you need multiple guys - so say a unit of 10 Enlarged "Elite" soldiers...

I was thinking more along the lines of a hundred or so. Major armies usually take the field with tens of thousands of men.

And yes, the price for ten guys is indeed ten times as much as the price for one guy. It is still more cost effective in the long run per guy.

Tangent101 wrote:
Third: Once a weapon or armor is removed from the Enlarged Person it shrinks. So you need Large-size weapons and armor (which is where this argument started from)....

Yes, this is the whole point. But large armor and weapons cost twice as much as normal. Personally I am happy to pay 30 gp for a longsword that does 2d6 damage instead of 1d8. Wouldn't you be?

The funny part is if you give the guy the medium gear you want him to have, and then enlarge him, then his gear gets permanently enlarged too. So you can pay a regular price for the first set of gear the guy goes through. The only thing you want to avoid is enlarging missile weapons, which specifically don't work this way, per the spell description.

As for people buying ogre hooks and such... well, I already refuted this argument earlier so I'm not sure why you brought it up again.

Would they buy medium sized versions of these weapons? Probably not, but it is a basic game concept that you can sell that kind of stuff. You can sell the gear you take from orcs and bugbears. You can sell the masterwork horsechopper you got off that goblin. Taking this attitude means you have to go through any adventures that involve creatures like this and re-write the gear and treasure found. If you want to do so for your campaign world, go ahead, but it goes against one of the basic assumptions of the game.

And frankly, the question of whether crude humanoid gear could be sold in a civilized area has nothing to do with whether a nation would equip units of troops with permanent enlarge person spells.

Tangent101 wrote:
Fourth: These large-size soldiers will be seen coming.

You want them to be. This is half the point.

The elephants employed by the armies of the Carthaginians had only a small impact in the battles they fought compared to their cost. But their morale effect on their enemies was huge, and it is one of the things that Roman historians remember most about the Carthaginian armies.

Tangent101 wrote:
A group of archers can target them before the large unit enters combat without any penalties.

I already refuted your point about the archers, but you brought it up again. So let's cover it in more detail.

1. There is no reason that large troops cannot have bows. And a large longbowman will do 64% more damage per arrow on average than a guy with a medium longbow.

2. If you are spending 2500 gp to make a guy large you are also going to spend money outfitting them well. It isn't too hard to get to or even over 20 AC with just mundane equipment. Remember also that tower shields can be used to create full cover; Roman legionnaires in tortoise formation were basically immune to archer fire. So it's reasonable to say that your archers won't score hits too often, unless they are also "elite" guys.

3. Remember that you aren't going to do the permanent enlarge procedure on just anyone. You're going to pick your hardened veterans; in game terms this means more levels. So your large guys are going to take considerably more damage to take down than your average guy.

4. You seem to think that the large troops will be operating alone. As a part of an army, of course they won't. And if the enemy commander is spending all these resources in trying to stop the "big guys" then the rest of the large force's army will have advanced unopposed and have a huge advantage.

5. Not all of the enemy force is going to consist of archers. A commander could just deploy his enlarged troops away from the area where enemy archers are concentrated.

Tangent101 wrote:
Given that the Enlarged men aren't any faster and cannot ride mounts...

Ummm, no. Enlarged men cannot ride horses. There are plenty of huge creatures that make suitable mounts.

Besides, with the DEX penalty that comes with enlarge person, these guys probably don't mind being flat-footed and can run (just as anytone else) for 4x their regular move in one round at the cost of being flat-footed.

Tangent101 wrote:
You also would see pikemen going up against these Large Soldiers because you need reach to effectively fight large soldiers to avoid AoO.

So what? It's a reasonable strategy. But there's no reason a large guy can't use reach weapons, and if they do their reach will exceed the pikemens'. If I was designing an enlarged unit from scratch I might go with the Phalanx Fighter archetype. Meanwhile the enemy commander has to be careful to make sure his pikemen are deployed to be the ones facing the large troops, meaning they may be out of position to face enemy cavalry.

Tangent101 wrote:
You are forced to feed them more, spend more money to equip them,

yeah, but these differences are small compared to the original investment of the permanency. And it is worth spending extra dough on your elite troops. They are worth it. Meanwhile it is still less in the long run that your potion costs.

Tangent101 wrote:
and a lucky wizard with Dispel Magic could negate the Permanency.

Sure. On one guy. But he will still be enlarged until the enlarge person duration expires, so likely he is enlarged for 7 or 8 more rounds. And then your wizard gets pounded on by the remaining large guys. Remember, dispelling the permanency doesn't dispel the enlarge; they are still two separate spells. It only gets the duration clock ticking again for the spell that had been permanent.

Tangent101 wrote:
But in the meantime you have a regular-sized soldier in oversized armor and weapons because you needed to equip them with large-size weapons.

See above.

As an aside, since dispelling the permanency wouldn't get rid of the enlarge person right away, and dispelling the enlarge person would only suppress it temporarily, a better bet would be to use reduce person, which wouldn't require a caster level check and would suppress the enlarge for it's duration. Mass reduce person would be better as it gets multiple guys at once.

Tangent101 wrote:
So. Increased costs, further increased costs,

Again, we covered this already. You are already going to spend more money on your elite troops. The question is how do you spend the money. Meanwhile the cost in the long run is less than feeding your troops potion after potion.

And here's a kicker: how many potion brewers do you have? A 9th level wizard can make one or two (if he has a high enough INT) soldiers permanently enlarged in one day. How many potions of enlarge person can he make in the same time period? One.

If you are constantly feeding potions to your troops you are going to need a large industry at home to support this, and you have to arrange to get these supplies to the field where the army is. So guess what? your potion system involves a lot of overhead on top of just what is required to pay for the potions themselves.

Tangent101 wrote:
reduced increased effectiveness in the field,

Fixed that for you.

Enlarge person is one of the best 1st level buffs available for a martial, and is still worth casting at high level. Yes, there are ways to try to counter it, but the fact that your enemy is forced to switch tactics to do so is one of the reasons that it is worth doing. You are dictating his tactics to him.

Tangent101 wrote:
morale issues...

The concept of successfully integrating a group of large humans into your culture on a long term basis is something that could occupy another entire thread. If you as a ruler introduced the idea as an "experiment" than you would have to work out these things - this would make an interesting part of a Kingmaker campaign. But in the long run I see no reason that a country with a tradition of having an elite "giant's legion" composed of permanently enlarged troops wouldn't have worked out the kinks long ago.

Tangent101 wrote:
Especially as you can for the cost of 10 Permanently Enlarged people instead have 500 potions of Enlarge Person, and have them all quaff just before the fight...

I have refuted this idea over and over and you don't seem to be paying attention.

Having your force of 500 guys all quaff potions of enlarge person[i] will help you win a single engagement within a battle. It might turn the tide of the battle; it might not. But what you need to compare it to is the same group of guys, quaffing potion over and over again. If there is a war going on they have gone through their entire supply of potions in a few weeks. The war could last for years.

When it comes to magical effects, cost-wise a permanent solution is always better than consumable items in the long run.

Tangent101 wrote:
(Or you can hire a wizard with Mass Enlarge Person.)

To compare costs, a scroll of [i]mass enlarge person will cost 700 gp and enlarge 7 guys, and will also require someone to be handy who can read the scroll. So for a temporary cost potions are a better deal, though the mass version will last 7 minutes instead of 1.

Tangent101 wrote:
In any event, you wouldn't be having adventurers selling crude ogre weapons...

Again with this. The same logic applies to crude goblin weapons or crude orc weapons. The size of the weapons has nothing to do with this issue, nor does it have any bearing on whether a nation would employ permanently enlarged troops.

I was thinking of giving one of them a Demon Mother's Mask.

Seriously, have you read this? If they had one then you could give the dogs the Fiendish template. Some of the Grauls themselves might have the fiendish template if Mammy used it once or twice.

What do you think?

Tangent101 wrote:
Considering a Druid cannot wear Studded leather? Then yes, magical Hide or Leather armor is a good investment.

Druids are a special case. They are pretty rare, especially in the kinds of markets where this sort of stuff gets sold, and they are fairly likely to be able to make their own stuff. And if you are saying that +1 hide armor is a valid choice because druids, well there will be ogre and troll druids too.

But it's actually not a bad idea for there to be some sort of "druidic trading post" that you could incorporate into your campaign world, where that type of people drop in to trade with the outside world.

Tangent101 wrote:
Heck, rogues would likely use magical leather armor as only a rules-savvy player

You pretty much blow it right here as we are talking about NPCs. And an NPC rogue (or any class for that matter) should know the pros and cons of the various types of armor that he is trained to use.

Tangent101 wrote:
even then, a high-dexterity character might be better off with the magic leather over magic studded leather due to maximum dexterity concerns.

The net AC in this case will be the same. But a rogue with a 22+ DEX can probably do a lot better than +1 leather.

Tangent101 wrote:
Next, you have the limited time that a potion would provide. Why is that a bad thing?

I already explained why, but let me elaborate.

Firstly, we are not talking about adventurers. Adventurers are extraordinary people who are few and far between. What we are talking about are soldiers.

Land battles involving armies of soldiers armed with melee weapons tend to last for hours - or sometimes even days. The "three or four round fight" is something that is common in adventures but has little to do with the experience of most soldiers. In context a typical "battle" should include dozens of the kinds of "fights" you are talking about.

Secondly, one of the main advantages of having large troops around is that seeing them is likely to make potential enemies reconsider fighting. But if you want your large troops to be seen by large numbers of people they need to be enlarged for long periods of time.

It would be fairly easy to optimize a character around the idea of being large all the time. And the price is good.

If you could "civilize" ogres then it would be more effective to just hire them instead. But they (Paizo and WotC) seem to go out of their way to avoid having any good or lawful giants, except for some really powerful high level ones. I'd like there to be situations like this or this but the only way to get that kind of thing in a Paizo campaign world is by enlarging people.

The bottom line is that the fact that it is possible in the game to make a humanoid permanently large means there should be some places where this would is encountered. And it seems that large capital cities are probably your best bet.

Tangent101 wrote:
Because any fight that lasts a minute is going to be one where the large enemy is hit by multiple opponents with missile fire and melee attacks because he's the most visible target and considered the greatest threat.

We are not talking about one guy. We are talking about a hundred of them, an actual military unit full of them. And if you can afford to spend 2,500 on enlarge then you can also afford to spend money on good armor. So they are not going to be easy to pick off by common soldiers.

And you know what? AC is only -1 for large creatures, while firing into melee against someone with cover is still -8. Your squadron of enlarged fighters isn't in that much danger, and they can dish out damage that much faster. At range their composite bows will likely be doing 2d6+4 damage (feats notwithstanding) compared to the 1d8+3 of the equivalent enemies.

For the record if people in Magnimar can afford a bunch of Angelic Guardians at 22,000 gp a pop they can certainly afford a unit of enlarged fighters.

Tangent101 wrote:
So. Do you have 50 men who are Enlarged for 1 minute? Or do you have one man who is Permanently Enlarged...

It would be quite reasonable to give enlarge person potions to your throwaway Warrior 2's. You aren't going to permanently enlarge someone like that; you don't expect that many of them to survive. But a group of elite Fighter 6's (or cavaliers, or barbarians, or whatever)? Yeah, there would be definite advantages to it.

The place where your logic seems to keep falling apart is that you are applying the experience of player characters in an adventure and assuming that NPCs experience things the same way. They don't. That's why they are NPCs.

Tangent101 wrote:
Try again.

Please actually refute something I say before saying "try again."

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Just cleared out the Seven's Sawmill just after dark. Ironbriar was expecting everyone and had an ambush set up, but the party trampled all over them.

After interrogating Ironbriar (and dispelling Xanesha's charm monster) they got Ironbriar to write a letter to Xanesha and request that she meet him. It was dark so they couldn't see where the raven went.

Xanesha already knew that the players had taken on the sawmill (they weren't exactly quiet about it) so she sent the scarecrow after them. Scarecrow got into the sawmill while the players were mostly sleeping (I assumed as a former resident the scarecrow knew his way around), and the Scarecrow's stealth was enough to get pretty close the rogue who was on guard.

So after the surprise round the rogue fell back, yelling, and the paladin got up and engaged, though she was not wearing her armor. She had AC11. She took a hit for 15 from an attack of opportunity, but decided not to use a lay on hands as she still had 55 HP and due to favored class bonuses and feats she heals herself 4d6+11 points per lay on hands.

The Scarecrow swings, power attacks... and crits. For 96 points of damage.

But wait! There's still a chance! She has the spell Heroes' defiance to lay on hands as an immediate action when she goes down. She does so, and heals 21 points. That's good... but that puts her at -20, still well beyond her CON of 14.

Had she done her lay on hands when she had the chance she would have been unconscious, but alive. :(

However, the party can afford a raise dead at this stage.

Tangent101 wrote:
If there were elite guards with a permanent Enlarge Person (which is foolish really, you give them potions of Enlarge Person for use when needed - otherwise you need giant-sized housing for them and greater amounts of food to feed them)

A potion of enlarge person only lasts one minute. This is a really poor long-term strategy.

For the price of 50 potions you can have enlarge person made permanent. In the long term this is a very good deal. Major battles can last hours and the last thing you need is your troops spending one tenth of their actions pulling out and drinking potions. I would only say this is a good idea if they have some way of drinking options as a swift action, and even then you are going to spend a lot more cash in the long run.

A big part of the value of large troops is that they are seen. The morale effect on the average guy knowing he is going up against giants is significant (hence the +4 bonus to intimidate), which means you want guys to be large for more than just the moment they are in contact with the enemy.

The cost of food and lodgings for a large human would be about 8 times that of a medium human. Significantly more, but still quite manageable considering how much we saved on not constantly buying potions.

Tangent101 wrote:
then you'd see properly-made large-size weapons for them. They'd not want magical ogre hide armor or magical ogre hooks because those are crude weapons ...

This is true for lots of treasure that is found in the game. Not just that which is found on larger creatures.

Why would medium +1 hide armor be sellable? Unless you are selling to druids a masterwork breastplate is both far superior and also cheaper. Yet you find a lot of items in published material that the player characters would never touch with a 10-foot pole. Once I saw a DEX 12 minor villain who was equipped with +1 padded armor. I mean, really? A big part of why these are in there is to simply exist as treasure.

Another example, I am running Rise of the Runelords right now and we recently finished the Seven's Sawmill.

Everyone in the place had a masterwork war razor. Shortswords or rapiers or even daggers would be pretty much better all around, and when you try to sell war razors it seems like only the cult of Norgorber would be interested in buying.

Items like that are included in adventures to mitigate power levels of enemies and still provide treasure.

If you are legitimately objecting to inefficiently thought-out gear then you need to be going through most of your adventures and re-think people's gear. Does that guy really need the extra max dex bonus that +1 leather armor gets him over masterwork studded leather which costs only 175 gp instead of 1160 gp?

It's a valid gripe, but it flies in the face of one of the main systems in the game. So you can invoke this problem but doing so adds a lot of work, and I'm not sure it's worth it.

Ian Bell wrote:
1) They have to know how haunts can be stopped in the first place - my party couldn't figure it out and failed the Religion check I gave them to do it, so that was that for them.

My party had done the chopper's isle mini-adventure from Wayfinder #7 and had encountered haunts before. I figured it made good foreshadowing.

Ian Bell wrote:
2) The character with the positive energy needs to make their Perception check in order to even have a chance to get it before it goes off.

Three of my party of 5 have good perception rolls and one of them is the party channeler (an oracle of life). The sorcerer and paladin do not have high perception but do have positive energy attacks.

Ian Bell wrote:
3) Even if they make the Perception check, they have to beat the haunt's initiative.

Fifty-fifty chance with no DEX bonus. Typically the majority of characters will win initiative against the haunt.

Ian Bell wrote:
4) They have to be close enough to the haunt to affect it - remember that haunt effects happen in a *surprise round* so you can't move and lay hands on it - you'll have to be adjacent already or burn a channel.

The rooms are pretty small and often that haunt inhabits the entire room. Even if it doesn't a 5' step is usually enough to get you there. And if not, I see no reason you couldn't charge and attack with a lay on hands.

On the other hand, if you detect the haunt but can't affect it, you just leave the room.

Ian Bell wrote:
5) They still have to hit, if laying hands, and they have to roll high enough on their damage, neither of which are automatic; a 4th/5th level paladin, which is the expected level when entering the manor, has lay on hands damage of 2d6, and there are only a couple haunts in the manor where average damage on 2d6 would take it down.

Hitting is a touch attack so it's going to hit most of the time that someone rolls.

My party's elven paladin uses her favoured class bonus to boost her channel so she did 2d6+2 damage. The one time she was able to act before the haunt went off she used this successfully. The party Sorcerer could also cast disrupt undead for an extra 1d6 if necessary.

The point though is that the non-persistent haunts have a single effect that can be beaten by a successful save. So even after all these ways that the haunt can be beaten before it goes off, it can still be beaten by a roll. If you have a paladin in the party that roll is going to be fairly easy if people stay close to the paladin (which they will once they figure things out).

I can certainly envision a city like Magnimar having an elite class of guards/mercenaries who have had an enlarge person made permanent on them. Guys like that will be in the market for large gear.

Ian Bell wrote:
I'm not going to go part by part, but you are really, really underestimating the potential impact of those haunts.

When I ran this part, I found I overestimated the effect of the haunts.

Only the persistent ones are really dangerous, and those are rare. The others only take effect once and then it's over. Between the perception checks to spot them in advance and the saves the party has a good chance to deal with them.

If you have a paladin in the party you will find that they ROFLstomp this section and will be bored by the time you are done.

Another factor is the number of players. If you have more than four players then the number of haunts that affect all characters will be reduced. I would recommend taking one category of haunts and dividing it between two players, so that the number of haunts that potentially affect all players is the same.

Also you should have a game plan for if the haunted character doesn't enter the room; once my party figured out how haunts worked, only certain people (who were resistant or had high perception) would bother entering rooms. I allowed the haunts to affect a character that was in LOS from the open doorway, if the haunt was keyed to that character.

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If they are in Magnimar and aren't totally sick of goblins yet you could do the Rise of the Goblin Guild (a PFS scenario that is set in Magnimar).

There's also the Chopper's Isle side quest from Wayfinder #7, though that doesn't have much treasure in it and might be a little weak for a 4th level party.

Kobold Cleaver wrote:
That's weird. A morningstar was exactly what I was envisioning.

A morningstar is a pretty good backup weapon for a character with an edged weapon, since does both blunt and piercing. They are also cheap; a cold iron one is only 16 gp. If you also want a silver one a silver light mace is your budget option at 25 gp.

Phntm888 wrote:
Do what you can to hint to them that maybe they should ask around for some advice. My party stocked up on cold iron arrows. Plus, they figured there were some useful spells: glitterdust, see invisibility, and gust of wind. Some of those were scrolls, but gust of wind is level 1, IIRC.

Gust of wind sadly is level 2.

Faerie fire is actually the best spell for low-level characters to reveal an invisible creature, since it is level 1. The problem is only druids get it on their list. I'm not sure if it's RAW but you could allow players to buy an oil of it that could be used as a splash weapon for the same cost as a L1 potion. Or if someone in the party has a half decent UMD let them find a partially charged wand of it.

There are also lots of non-magical ways to pinpoint invisible creatures.

Ian Bell wrote:
If you haven't run the Xanesha fight yet, note that the quarters up there can be a little cramped considering her large base and the fact that she uses a reach weapon, especially if you have a larger group and/or a lot of animal companions, summons, etc.; I would consider making any additional monsters you add to that fight able to fly as a consequence.

Good point, Ian. I will probably give Ulmothax a high acrobatics.

On the map in the AE edition, the map of the top level shows some of the roof angling up towards the statue of the angel. Are you supposed to be able to occupy square that show roof tiles?

Cast enlarge person on the paladin. For bonus points give him a reach weapon.

As far as dealing with the troll, there is a simple way of dealing with a downed troll, if two players can coordinate. In the same round:

Player A stabs troll with a torch, dealing 1 point of fire damage.

Player B makes CDG on said troll.

If they have a paladin with divine bond he can make his weapon flaming.

As for the raise dead, though, I do very much like Grimbold's idea.

Skeld wrote:


I like the fact that it's stylistically different because it presents a different kind of challenge for the players and would offer a break (style-wise) from the main campaign.

But yes, I think SSoS is exactly what this guy is looking for.


Thanks, Skeld! I've also been trying to think of a way to work Kaer Maga into the campaign so this will kill two birds with one stone.

I also do have a trapfinding rogue in the party so more traps are just fine.

Just handwave it. Because Aldern has retained his former identity since becoming undead, he could still count as "alive." Most undead are created from the body of the dead person but aren't really the same person... but Aldern is, at least sort of.

Basically I am looking for a published module for somewhere around level 7 - 10 where the players are sent to find a powerful magic item. I want this to end up being

Chellan, the Sword of Greed
which they get for a person who turns out to be
Viorian Dekanti
, who they run into again at the end of the adventure.

So the actual item in the adventure can be subbed out for that. Bonus points if the module is set in Varisia and connected to Thassilon somehow.

Any suggestions?

Ilsurian, from the Towns of the Inner Sea book, is directly on the riverboat route from Magnimar and Turtleback Ferry. Has anyone ever had anything happen there in RotRL?

the Lorax wrote:
I made Erylium into a half-field goblinsnake, sorcerer 3.

Love to hear how this turns out!

You could handwave it and say there's somebody at Ilsurian who can do it. Ilsurian is in the Town of the Inner Sea book.

CWheezy wrote:

When monster's get class levels, they also gain the elite array (+4, +4, +2, +2, 0, -2).

Here is what one would look like:
** spoiler omitted **...

And here I was thinking I was going to have to stat this guy up! :) Thanks, CWheezy.

Let's call him Ulmothax and he's the leader of the group of faceless stalkers working for Xanesha.

Because he's the leader of the stalkers, I don't want to penalize his CHA (in fact, maybe it should be higher than the other stalkers), I'm going to go with +4, +2, +2, +2, +0, +0 instead of the normal +4, +4, +2, +2, 0, -2.

Shouldn't Flurry attacks be only -1 to hit relative to his normal attacks? I'll give him the Feral Combat Training feat instead of dodge so he can slam at the same time as flurrying.

For items I'm giving him:
armbands of the brawler
boots of the cat (in case he falls off or is thrown off the roof)
cloak of resistance +1
2 potions of cure moderate wounds
2 potions of mage armor (one already included in stats)
3 potions of vanish (CL2)

That adds up to 3500 gp which is pretty close to the 3450 that is recommended, and he's going to be drinking some of the potions.

Ulmothax CR 5
XP 1,600
Faceless stalker monk 3 (Pathfinder RPG Bestiary 2 122)
LE Medium aberration (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +10
AC 25, touch 17, flat-footed 21 (+4 Dex, +4 natural, +3 Wis, +4 armor)
hp 68 (8d8+32)
Fort +9, Ref +9, Will +11; +4 vs. gaze, odor-based, sonic
Defensive Abilities evasion; DR 5/piercing or slashing
Speed 40 ft.
Melee unarmed strike +11 (1d6+6)
or slam +12 (1d6+9 plus grab)
or unarmed strike flurry of blows +10/+10 (1d6+6) plus slam +6 (1d6+3 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks Blood Drain (1 con), flurry of blows, sneak attack +2d6, stunning fist (4/day, DC 17)
Spell-Like Abilities (CL 5th; concentration +7)
Constant: tongues
Str 22, Dex 19, Con 18, Int 13, Wis 17, Cha 18
Base Atk +5; CMB +12 (+19 grapple); CMD 25 (28 vs. grapple)
Feats Combat Reflexes, Deceitful, Feral Combat Training, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Focus (slam)
Skills Acrobatics +4 (+8 to jump), Bluff +14, Disguise +18, Escape Artist +23, Perception +10, Sleight of Hand +9, Stealth +14; Racial Modifiers +4 Disguise, +8 Escape Artist
Languages Aquan, Common
SQ change shape, faceless, fast movement, maneuver training
Treasure: NPC gear (armbands of the brawler, boots of the cat, cloak of resistance +1, 2 potions of cure moderate wounds, 2 potions of mage armor, 3 potions of vanish (CL2))
Special Abilities
Blood Drain (1 con) (Ex) Drain blood to inflict Con dam to foe grappled at end of your turn.
Change Shape (medium humanoid, alter self) (Su) You can change your form.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faceless (Su) In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attac
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Grab: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
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.
Maneuver Training (Ex) CMB = other BABs + Monk level
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (4/day, DC 17) You can stun an opponent with an unarmed attack.

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